Dragons and other large event difficulty disappointment
I agree. You just have to stand there with ranged auto-attack. I haven’t died once while fighting a dragon.
What’s more bothering, though, is the fixed spawn timer. It’s ridiculous that you KNOW when the dragon will respawn. Where’s the fun in that? It’s supposed to be a Dynamic Event. At the moment, it’s a static, predictable, boring one.
Jormag’s Claw actually benefits significantly from some strategy in phase 2, but it’s true that the zone zerg can bring down the beast eventually without using any – and the ice pillars do feel a bit cheap when they spawn directly on top of the golems, so I can see how groups might feel like “doing it wrong” is a better use of their time.
Additionally, it’s very strange that in phase 1, ignoring the NPC’s orders to defend the camp is the “correct” strategy. That doesn’t exactly instill players with confidence that strategy will win out over brute force.
Still, it’s in the group’s benefit in phase 2 to have a few people do an aggro dance with the ice elementals on the ledges to prevent them from targeting the golems, and generally deal with the non-elite trash that comes down so that the rest of the people can target ice pillars until the dragon is stunned. A well-coordinated group, barring serious ice-pillar-spawning-cheese, can get the dragon stunned very quickly several times in a row. Poorly coordinated groups scrape the boss down by just having ranged players rush into the stacking debuff range and then retreat over and over, and it gets painfully dull waiting for them to do it. You can’t exactly declare yourself Commander of the Zerg and start barking out orders, though. It doesn’t work out – shocking, I know!
Nevertheless I agree with the general sentiment that auto-attacking with a ranged weapon seems to be an excellent solution to far too many challenges in this game. It cheapens the gameplay, makes melee feel idiotic for playing melee, and is bot bait.
Just as one example of how to spice things up: if there are enough people participating, scrap the golems, make players carry the bombs to Jormag, force them to dodge stuff and explode if they fail, and meanwhile have other players support them by drawing add aggro and getting/keeping slowing conditions off the runners and giving them haste/vigor.
If the zerg can’t figure it out and execute it (with helpful barks from the NPC’s of course,) they need to be allowed to fail, and there need to be interesting dynamic consequences for that failure.
I think it varies. My main experiances have been with the Shadow Behemoth which was fine since it was a starting level boss and actually had some variety of mechanics and Tequatl.
Tequatl was badly balanced. All his mechanics were completely ignorable. Even the Megalaser was pretty much uselesss since the dragon was already almost dead before it was charged.
I know the fight has mechanics to it. Its just a shame that all of them were pretty much ignorable.
Dragons to me are not enjoyable on a repeatable level. Once I’ve killed one, I find little reason to kill it again unless you want the DE rewards (which by the way – why is it simply a normal DE? I’d like to see “super” DE rewards like taking a fortress in WvW).
They work very well as an introduction, though once you grasp the mechanics they can become a little boring. In the future, I hope that some ‘boss’ events will end up being a lot more varied and difficult.
Without spoiling anything, I found one of the bosses in Orr to be particularly challenging since it involved splitting off into four groups – one to deal with the boss directly and three to hold down three seals. That was pretty intense.
The presentation is well done, but the challenge and mechanics are not really that fun… So, yeah, like with kind of all events with too many players around, they are no-brainers most of the time!
The dragons are looking badkitten but they are fighting like a child…
Large bosses need to get aggrod by the ranged dpsers. The boss should proceed to chase and target those players with increased frequency of attacks to at least force some dodging.
I think many of these events need to be much more difficult in general, even starting at level 1. I’m not sure if it’s possible for the boss in the Asura tutorial to survive more than 15 seconds once he forms and starts attacking. He’s so huge and cool with some nifty moves and just.. dead in seconds.
Since this seems to be a rather hot topic right now based on the amount of threads I’m seeing on it, (also having created a thread about this myself on the Shatterer) I’m sure Anet is taking all this information into consideration. If I’m not mistaken I believe someone from Anet posted they are going to look into these issues at some point.
The dragon in frostgorge is the only one that’s interesting or entertaining.
The dragon in frostgorge is the only one that’s interesting or entertaining.
He was the first time, the second time I was able to report bugs between all those veterans, general mobs and Jormag without taking care about the fight anymore!
So, as far as I’ve seen… Actually all events don’t bring any challenge to the table with many players, not at all. They all transform into no-brainers! Sadly! :-(