Don't you dare nerf tequatl yet
:(dear oh dear oh dear
If they were gonna nerf it, I don’t think the whole update would have a point.
The actual HP bar needs a nerf.
Nothing else in the event …. not the Adds or the fact they don’t even drop Champ Boxes is the problem here. The problem which is something that’s ALWAYS BEEN a huge problem with super-boring Dynamic Events (once everyone figures them out and stops being BADDIES) … is that Massive-HP bars that you literally have to min-max specialize your Zerg’s Gear for …. ARE NOT FUN.
It’s a challenging “Race”…. I’ll give you that. But it’s not a Fun event b/c all you’re doing is watching your User-Interface and a Clock the whole time to gauge if you’re “winning” or not. That is Arenanet going back on it’s biggest promise.
It is outright Betrayal of the very game they promised us.
It is Artificial Difficulty, pure & Simple
Has anyone beaten it yet? Last night on TC, we got it down to about 20% health and the timer ran out.
Id like to see an HP bar nerf. It seems like people, at least guilds are working together on defending points and keeping adds at bay, managing that and the dps requirement for teq with PUGS is just stupid.
You guys asking for a HP nerf know that he’s been killed with 5 minutes to spare on the clock, right?
You guys asking for a HP nerf know that he’s been killed with 5 minutes to spare on the clock, right?
How many times, and by who?
If we’re talking some kind of “Perfect Scenario”, where you had a zone full of perfectly-geared people, perfectly coordinated, and absolutely the max number of people possible, and you still only had 5 minutes on the clock, then uh, that doesn’t speak well of the design.
What I’ve seen is perfect coordination, perfect turret defense, megalaser firing on full, stackers being buffed and cleansed, and Teq only getting to 50% before time runs out, simply because the DPS wasn’t there (whether it was too few players or they weren’t geared enough is impossible to say – because we have literally no way to determine either!).
This should be an encounter where organisation and skill counts, not a DPS check, which is what it actually is right now.
5 minutes more on the clock or making the first 25% easier to get off would make most of the difference, I suspect.
Also there has to be a way to prevent incompetents and AFKers from getting the turrets – until there is, this is a pretty shoddy encounter.