Thoughts about "chest reward" events

Thoughts about "chest reward" events

in Dynamic Events

Posted by: Northlander.4619

Northlander.4619

Here are my thoughts about big events like temple, dragon etc. My issue is that almost all of them are unfailable and some of them are safe in a sense that you never actually take damage. I’ll skip Balthazar temple one as I’ve tried it only a few times.

I’ve played these events both with melee and ranged and pretty much all of them are easier with a ranged character. There aren’t too many events in the game in general that favor melee over range.

TEMPLE OF DWAYNA

The good: I like Dwayna event chain most of all the temple events. It’s split into multiple parts that mesh well together and has actually two significant bosses. The fights themselves are longish but not ungodly long.

The bad: I’m not sure why you removed the extra spawns from the initial priestess fight. That’s pretty much the only spot where the event could fail and I’d rather fail an event in the beginning rather than the end. Especially when it’s a relatively long chain. I’d actually like to see them added back. Currently it’s way too easy.

TEMPLE OF GRENTH

The good: It’s challenging and fun. There’s actually chance to fail. This is the second best event of all temple events. Ice circle attacks and shades are a great addition. I also like the fact that pre-event is relatively short and failure is only a single step back because the fight with the priest can be quite punishing.

The bad: I thought stability was supposed to protect from launch? I’ve hit stability multiple times just when the launch patches appear and it never seems to block them. The patches are pretty much too fast to avoid without having some panic button which allows you to fully mitigate the damage. There needs to be a bit more time to react to them since there are so many of them.

The impossible: Not sure if this was fixed in the patch since I didn’t run the event today successfully. The champion wraith does insane damage since the previous patch. The life drain AoE which covers whole temple kills all players AND Jonez within a minute at most.

TEMPLE OF LYSSA

The good: Again I like the pre-event chain. Considering how long the pre-events themselves are I appreciate the fact that you can fail them only once.

The bad: This battle has always been long-winded and boring. Since the patch before this one it got even more so. I’m least likely to do this event of them all. It’s just so very boring.

Suggestion: Make the pre-event location defenses mandatory again. Just make sure people will earn the full reward if they stay behind. Currently everyone just rushes the priestess because that’s where the real reward is. Change the priestess fight in a way that she starts portaling out people to those defend locations when a certain number of people within the temple core is exceeded. Basically limit the number of people that are able to swarm her while funnel the rest into defend locations. At the same time significantly reduce her hp and make her own attacks more dangerous as opposed to adding gazillion champ enemies.

TEMPLE OF MELANDRU

The Good: High priest has some fancy moves…

The Bad: No chance to fail whatsoever. The defense fight after high priest is unnecessarily long and there’s still no chance to fail.

Suggestions: I’d probably roll the defend the interruptor and high priest fight into one. This looks like a good spot for “defend against increasing enemy swarms” battle. Make this an attrition fight. Instead of swarms of champion mobs add multiple easier suicide bomber mobs combined with vines and other things that cripple, bleed, and otherwise inflict conditions on players. All this while fighting the high priest should make the battle exciting.

(edited by Northlander.4619)

Thoughts about "chest reward" events

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Posted by: Northlander.4619

Northlander.4619

THE SHATTERER

The Good: The shatterer looks impressive…

The Bad: This has to be the most underwhelming fight ever. You can just stand on the sidelines and literally never take any damage. Unless you happen to be hit by one of those falling crystals. Its heal mode serves no point other than to extend the fight slightly.

Suggestion: Make shatterer move around a bit and allow it to turn around so it can actually hit people with ground shakes and roar and what not. Change the mass crystal prison to be unaffected by blind. Blocking should be ok. Instead of healing crystals add “turret” crystals that strike nearby players with lightning that can chain to multiple players. Finally instead of randomly placing those falling crystals make them target players and ramp up the damage. This means that if all players are bunched up they will end up dead (or at least downed) because all crystals hit them. This should force people to spread out a bit.

CLAW Of JORMAG

The good: It has phases and it’s also not a total pusohver.

The bad: There’s still no chance to fail this event and like all fights there’s no real demand for any sort of mobility or tactics. As long as you keep the necessary range you are safe. The second part of the fight also punishes melee since it lacks easy access to ranged option that the first one has. Everyone will drop those bazookas anyway once rushing its feet.

Suggestion: I’d like pact weapons run by actual players to play more significant role in this fight. This might also be a good rush fight where the failure is tied to adds. Basically ignore adds and you fail should most likely be the goal with this fight. There is very large open area and thematically it fits that the claw would summon increasing amount of opponents. It would also give melee players something to do in the second phase other than destroy the crystals that block golems.

TEQUATL THE SUNLESS

The good: I can’t actually think much good to say about Tequatl fight either. It’s not horrible. It’s just not very exciting.

The bad: No chance to fail. Mediocre in general. For example those bone walls don’t really serve any purpose since no one really mans the cannons. Currently it’s just easier to keep attacking it directly.

Suggestion: I’d probably place more emphasis on the pact weapons and make this a phased fight like the claw. I mean the weapons are already usable but no one uses them. I’d probably give it some sort of very obvious damage aura that makes it really dangerous to get close to it. It would lose this aura once the mega lazer hits it a few times. Add some carryable weapon like the bazooka in the claw fight and everyone should have something to provide in the initial phase.

(edited by Northlander.4619)

Thoughts about "chest reward" events

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Posted by: Northlander.4619

Northlander.4619

FIRE ELEMENTAL

The good: It has good pre-event stuff going and it’s nifty how the matrix cube key is partially tied to it. The fight itself should offer a decent introduction to gameplay mechanics for new players.

The bad: It’s very hard to dodge those fire elemental knockdown patches since you get hit pretty much the moment they appear. Adding a slightly longer delay and perhaps a bit more damage would encourage people to dodge. Dodging is a mechanic you should encourage people to learn.

JUNGLE WURM

The good: I can’t actually think anything good about this fight.

The bad: It’s just a bag of HP’s that you wail at. Its attacks never really cause any damage. Heck most regular mobs are more challenging than this one.

Suggestion: It’s a wurm. Make it tunnel around and burst from the ground in a shower of rocks that turn into husks. Give it the poisonous breath that the Arah grubs have but amp up the amount of patches it leaves behind. Make them inflict weakness as well as poison. Finally add plants that players can pick up to remove conditions. It should be relatively beningn way to teach about necessity of dodging, healing, as well as condition removal. It won’t even punish new players since they now have a way to remove conditions through environmental objects.

GOLEM MARK II

The good: Again I can’t think anything good to say about this fight. I guess the enemy looks good? I mean seriously. You made this the chest fight and not the megadestroyer?

The bad: This is one of the most tedious and boring fights in the entire game. It almost beats the shatterer fight in how underwhelming it is. It’s a massive bag of hp that can’t deal any damage to you.

Suggestion: Make us fight it in parts. Clearly it was meant for a phased fight. Basically make this a fight where it has multiple devastating charge up attacks. Since you already have that nifty announcer make them count down for these massive attacks. Then make us disarm it until finally the core is revealed. Once the core is revealed there should be a certain amount of time to destroy it before it goes boom in a nuclear meltdown style wiping out (downing actually) the players and failing the event. Finally make the chest actually appear inside the core if it is defeated before it goes boom.

(edited by Northlander.4619)

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Posted by: Malin.2490

Malin.2490

+1. I agree completely here, a lot of good ideas for the rewamp!

Jamail Saoud [Nice], the man with the Drake

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Posted by: Rockoe.6827

Rockoe.6827

+1 I like what you had to say

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Posted by: JustCurious.3457

JustCurious.3457

I agree with your opinions about the fights, and also agree with the proposed changes.
+1

Classes: Guardian, Elementalist, Warrior, Thief, Engineer, Herald

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Posted by: Vol.5241

Vol.5241

And so what if they were much harder? Then people won’t do them because they look at the rewards and don’t see sufficient reward.

So buff rewards you say? Well how much? Guaranteed exotics? 10 orbs? Well just how well can you design an event that can be sufficiently difficult and provide rewards, but also have zero exploitable holes that make it easy enough to farm?

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Thoughts about "chest reward" events

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Posted by: Air.3154

Air.3154

Difficulty is fine for me, i lag so hard with 30+ people doing them that if they were a bit more demanding i wouldn’t even be able to get close to them :\