Boom-Boom Baines, poor design?
Not really a poor design if people don’t want to learn the mechanic.
You can either:
- Get enough people to destroy the turret
- Lead her out of range of it
- Don’t zerg
Not poor design. Although frankly the only thing the zerg is particularly capable of doing perfectly is hitting a stationary target (I think the world bosses are teaching us some bad habits). My server basically caught on quickly enough, so its a long fight but not overly long.
The problems are not with the design. If you’re zerging these bosses, you’re doing it wrong – you can kill them with a half-dozen people. That’s causing Baines to scale up way too high. And if people are ignoring the turret…well, there’s not much you can do but point it out in chat every time it pops or go kill it yourself.
The boss mechanics are fine. People just aren’t playing smart.
twitguild.enjin.com | thepaletree.net
Twitter: @LadyVerene | @TWITGuild | @ThePaleTree
Fight is fine, people just need to get the turret down asap. Fight might be taking so long because not enough are focusing on the turret and/or because of the zerging itself that scaling the fight to the roof.
That’s like saying all raid mechanics are bad design because players can fail them.
You’re doing it wrong.
Right now my server is fighting Boom-Boom Baines. The fight has lasted for a really long time, and at this rate it will never be done. I’ll return to the game and we will still be fighting her I’m sure.
If you haven’t fought her here is the reason why the fight can be dragged on; she spawns a healing turret that pumps out significant heals as long as it’s up. Kill the turret and the healing stops, simple enough.
However the zerg isn’t listening and most people continue attacking her and ignore the turret. Every time it spawns she heals to 3/4. Every. Time.
I do not think that content should ever exist that becomes impossible when a large zerg is not coordinating well. Especially content that attracts large numbers of players.
It should get significantly harder. It should not become impossible.
Opinions?
It’s a great design, matter of fact. It’s a really simple fight (aside from grenades that 1 shot me all the time!), and having to swap to the healing turret is really easy. It usually just takes one person to /say “Kill turret!” Turning people’s brains back on and telling them to swap does wonders.
I’m glad Anet is giving us harder bosses. Much more engaging and making us think on the fly. I hope to see more of this in the future.
Well now we know where the Queensdale Champ Train farmers ended up.
It’s easy, kill the turret, I get it.
What’s not easy is trying to get the zerg to actually kill the turret. When it’s scaled WAY up from massive amounts of people I can’t just go “kill the turret yourself.” We were constantly spamming map chat and people still didn’t get it. We also said aloud in /s every time one was up. Still wasn’t working.
We eventually beat her, but it took maybe 15 minutes. That’s just not right.
Learning a new mechanic and adapting to overcome a new challenge is fine. But I can’t magically force a massive blob of 1111111 afk’ers to do it along with me. I suffer, everyone suffers, and I can’t do a thing about it.
Agreed with the OP. Challenge should be in what YOU do and YOU should be punished for what YOU do wrong. You should never be punished for OTHER players behaving badly.
you spend complaining about it on the forums, you’d be
done by now.”
All the pavilion bosses are a drag when fighting with a great zerg.
A group of 10 can take out Boom-boom easily though.
Agreed with the OP. Challenge should be in what YOU do and YOU should be punished for what YOU do wrong. You should never be punished for OTHER players behaving badly.
And that right there is the gauntlet really.
The fights really drag on for to long. The amount of players there should not have such a massive effect on the health pool of the boss. It doesn’t even make sense that for some reason we the players need to manage our numbers, in order for the boss to not have too much health. That’s such a meta concept, I can’t even wrap my head around it how that became an accepted part of the game’s mechanics.
The boss scaling to adapt to larger numbers of players, that I get. That’s the dynamic event system that was advertized. But having to reduce our numbers to combat the dynamic scaling? That is getting a little bit silly.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
Really, all you need for the Boss Blitz event is three commander tags on the map for players to divide between.
Boom-Boom Baines really only needs 3-5 players with good dps who will always give the turret priority over the boss (along with a few others who don’t join in on the turret every time).
It only takes some time for organized players to show all the other players how it is done, and then everyone will be able to do the event the smart way.
But even then the rewards are still incredibly poor. I don’t see any reason to spend so much time on those bosses, and no reason for all that effort. There are much better, faster, and more profitable farming alternatives in the game as it is.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)
But even then the rewards are still incredibly poor. I don’t see any reason to spend so much time on those bosses, and no reason for all that effort. There are much better, faster, and more profitable farming alternatives in the game as it is.
Scaling. That’s the real issue here. Instead of equally splitting to all the bosses everyone is focusing on only a single boss (even thought there is no loot. Go figure), thus the boss scales up to high. GW2 always had some issues with scaling (early world bosses had a max scaling set, so when more than the scale-max-amount showed up they’d down it in 1-2 minutes), but now it seems they’re getting the hang of scaling, in terms of better matching difficulty with the number of people. However what is still missing is the realisation that the amount of people and the amount of skill doesn’t scale together. So you might have 3/4 spamming 1 while 1/4 actually follows the strategy, however the scaling seems to assume that everyone is following the strategy and thus scales accordingly to that. In the case of Boom-Boom that means the turrent isn’t going down as quickly as it could because it’s scaled to a lot more people then is actually attacking it.
This isn’t something I can see ANet fixing. Sure they can lower the scaling, but then we get complaints about how easy it is. This is really a player issue
The turret should explode after a set time killing everybody still attacking the boss. That would explain the mechanic to the stubborn. Maybe. Guess ’m still far too optimistic here.
A clearly visible healing link between turret and boss might help pointing the mechanic out, too.
(edited by cephiroth.6182)
Check the turret’s level. If it is higher than 80 then you have too many people nearby scaling the event up and it will take you the better part of an hour.
Boom Boom is best done by a small group so that the turret can be bursted down as soon as is spawns.
If you are intent upon doing the fights wrong (i.e. zerging them in some order and guaranteeing a lack of loot), do Boom Boom first.
Check the turret’s level. If it is higher than 80 then you have too many people nearby scaling the event up and it will take you the better part of an hour.
That would explain why the turret was level 84 when I tried the fight last night…
Some must fight, so that all may be free.
A clearly visible healing link between turret and boss might help pointing the mechanic out, too.
Eh? There’s a great big stream of energy particles flowing from the turret to the boss when its up. Either people have their graphics turned to zero or they’re too stupid to help.
Actually, we had this dude at the Lyssa temple fight who was complaining that he didn’t know what to do. When questioned he said a) he doesn’t read chat during fights, b) he plays with no sound so doesn’t hear NPC warnings.
Maybe I’ve answered my own question …
“Don’t zerg it”
Sure, let me just ask the other 40 players in the area to go idle in the center of the map while 5 of us take down the boss. I’m sure that’ll work…
“Just get 3 commanders in the instance”
I’ve been lucky to see even 1 in an instance so far.
“It’s like saying all raid mechanics are bad”
The mechanic would be fine in an instanced dungeon/raid scenario where you can control who comes. But as usual, we can’t.
This boss run would potentially make an interesting guild mission with organized parties. For a disorganized mass of players it’s just tedious.
“Don’t zerg it”
Sure, let me just ask the other 40 players in the area to go idle in the center of the map while 5 of us take down the boss. I’m sure that’ll work…
If people can’t figure it out then that is too bad. The 40 should realize that they already got credit for the other bosses and that they aren’t helping. On top of the fact that if they join they get either lower rewards or it takes a longer time for them to get their rewards. In no way would anyone who actually thinks would say yes I want it to take longer so I get worse rewards. Mechanics shouldn’t change, players should.
“It’s like saying all raid mechanics are bad”
The mechanic would be fine in an instanced dungeon/raid scenario where you can control who comes. But as usual, we can’t.
This boss run would potentially make an interesting guild mission with organized parties. For a disorganized mass of players it’s just tedious.
People should learn to play better. The game has been out for over a year yet the same people play badly all the time. I rather see these people fail hard constantly and have harder content then have content dumbed down just because people don’t take the time to actually think and play better for something really simple.
Not poor design. Although frankly the only thing the zerg is particularly capable of doing perfectly is hitting a stationary target (I think the world bosses are teaching us some bad habits).
Most pve in this game teaches bad habits.
arenanet should change the name from Healing turret to CHAMPION healing turret – than all this Ant´s would kill it and noone even need to tell^^
Eh? There’s a great big stream of energy particles flowing from the turret to the boss when its up. Either people have their graphics turned to zero or they’re too stupid to help.
That has nothing to do with stupid. I have good graphics enabled an never saw these particles flowing within the overall particle effects light show.
To check for the next turret I always looked at my minimap.
Greetings.
“Don’t zerg it”
Sure, let me just ask the other 40 players in the area to go idle in the center of the map while 5 of us take down the boss. I’m sure that’ll work…If people can’t figure it out then that is too bad. The 40 should realize that they already got credit for the other bosses and that they aren’t helping.
Just to tag a boss and then go away/AFK to let others do the “work” is normally considered a rude/bad/unwantend behaviour.
An open-world game mechanic, that requires and supports this behaviour is wrong.
On top of the fact that if they join they get either lower rewards or it takes a longer time for them to get their rewards. In no way would anyone who actually thinks would say yes I want it to take longer so I get worse rewards. Mechanics shouldn’t change, players should.
The game mechanic should always value and honor in open-world scenarios, that/when players want to help and play with others and do not go AFK.
So in this case, the game mechanics should be changed.
Greetings.
So, because people are too lazy/stupid/uninterested to learn boss mechanics, we need easy, super straight forward boss mechanics?
I mean, the whole Guild Wars 2 zerg mentality is bad enough. I don’t think it would be a good idea to simply make it easier, because “zergs are stupid and don’t listen”. I don’t want to see them endorse the whole zombie army 2.0.
What you could say, is that there could be more obvious tells or animations that show the turret is active.
Get a commander tag and stand next to the turret.
Personally I wish the game wasn’t so lenient in other areas and killed people straight-out if they stopped thinking.
Ingame Name: Guardian Erik
Just to tag a boss and then go away/AFK to let others do the “work” is normally considered a rude/bad/unwantend behaviour.
An open-world game mechanic, that requires and supports this behaviour is wrong.
It isn’t because you are suppose to split up equally between 6 areas. And each group is in charge of 1/6 bosses. This is different from say a world boss where everyone’s job is to kill that one boss.
It is like WvW. You can zerg but if it is better for you to take a tower then go somewhere else or back that isn’t bad or wrong behavior. In fact it is called strategy.
The game mechanic should always value and honor in open-world scenarios, that/when players want to help and play with others and do not go AFK.
So in this case, the game mechanics should be changed.
Greetings.
Your point is wrong. In open world when you are fighting say Fire Elemental and someone tags and then afks that is bad. QP is different. You have groups going to different areas to kill a boss. Say you kill one faster and you aft that is different. Since you participated and help out during the event as it was designed. You did your job helping kill 1/6 bosses. Nothing needs to be changed. People’s mentality needs to be changed.
On top of that you can coordinate to kill all 6 bosses at almost the same time. Which has been done already.
Boom Boom just requires a well organized team. It’s actually much easier with less people, so don’t zerg it. 7-10 people, make sure to ALL go for the healing turret when it pops, that is the priority. Then get back to boom boom. If properly executed I actually think it’s one of the easiest guys as I find him easiest to melee and survive.
You’re doing it wrong.
This applies to SO many complaints in this game…..
I finally hit a Server where less than 2 dozen people were on her and we all KNEW to take out the Turret. She went down in less than 3 minutes.
Fate is just the weight of circumstances
That’s the way that lady luck dances
Your point is wrong.
I think your example is.
QP is different. You have groups going to different areas to kill a boss.
And if every of the six groups already has the optimal size, other players should stay away or the fight takes longer because of the upscaling of the bosses.
So other players that come to the map (the 40 from the first example….) should wait AFK at the waypoint and get nothing? Of course they want to help take down the bosses and they do and split randomly because there is no tool (instead of the language-filtered and therefore unreliable chat) that they can see fast if and were help is needed.
On top of that you can coordinate to kill all 6 bosses at almost the same time. Which has been done already.
That does not confirm anything and was not denied by me.
Gold was mostly done when most of the players on the map were highly centrally organized before the Event started (like from the same guild) and had the same goal (kill bosses and not kill-50 mobs) and spoke/wrote the same language (so that the chat-filter did not prevent coordination).
A player who wants to “kill 50 mobs for achievement” fast has the same right to do so as a player who wants do take down the six bosses fast. But these to groups/goals mostly do not mix very well. And no group can force the other group to do what they want. It is the game mechanis that puts these different player groups/goals on the same map and created the achievements/rewards and therefore it is the fault of the game mechanics/design.
Greetings.
I think that the scaling is not working properly.
A group of 30+ and a group of 10 should be able to have the same chance to kill the boss.
Of course, you must do the mechanic right. I mean, if the 30+ don’t kill the healing turret asap… well… that’s another problem.
The problems are not with the design. If you’re zerging these bosses, you’re doing it wrong – you can kill them with a half-dozen people. That’s causing Baines to scale up way too high. And if people are ignoring the turret…well, there’s not much you can do but point it out in chat every time it pops or go kill it yourself.
The boss mechanics are fine. People just aren’t playing smart.
I think most of us here know that. Anyone with a little L2P under their belt knows this, but if you’re stuck in a Pavilion where people don’t get it, there aren’t a lot of options for you. Sometimes I can get a dozen people to go follow me to another boss, sometimes I can’t. So I think I agree, the design isn’t broken for the encounters, but it’s broken in terms of having nowhere to go if the champ train zerg won’t listen.
Fort Aspenwood
Not a poor design at all. This is the same problem we had during the Marionette fight: the inability of a large segment of the population to read the text directly under the boss’s vitals, which gives them all the information they need regarding how to beat said boss. Oh and also the inability to pay attention to map chat and get help from the people who are trying to give pointers.. or even look at the map and see the big red cross swords. The scaling may be completely out of whack, I dunno. I’ve never seen more than perhaps 20% of the zerg actually go to the healing turret.
Did her with 5-6 people last night. She’s so much easier without a zerg. It doesn’t help when PUG people tag up when they’re the only tag on the map, and then the entire map flocks to whatever boss they’re doing.
Problem isn’t the design. I actually find the fight fun, personally. If these bosses weren’t hard (and honestly, some of them really aren’t), it would just be another spam1train like the world boss train. I like the more difficult ones that actually require strategy.
Catorii | Lustre Delacroix | Catorii Desmarais | Synalie
An alert like flashing in the screen “A WILD TURRET APPEARS!!! DESTROY IT!!” maybe could help.
Yeah, sound kinda stupid… but stupid problems requires stupid solutions!!
By the way, the one boss that I hate is Pyroxis. It’s a mess. Half of the times I can’t see what’s happening or what’s killing me. And those flame thingies are a pain to evade.
By the way, the one boss that I hate is Pyroxis. It’s a mess. Half of the times I can’t see what’s happening or what’s killing me. And those flame thingies are a pain to evade.
Agreed on Pyroxis. Far too often I’ve died in that fight and never saw what got me. It’s the one boss of the set that I hate.
As for your idea, I don’t think it’ll work. I’ve seen zergs getting their tails handed to them in this fight by the Vet adds. They’re so focused on the obvious target, that they ignore the “lootless” extras. Kill the target, get the cookie. That’s all they focus on, even when it’s an obvious threat.
delicate, brick-like subtlety.
Exactly, you can’t fix stupid.
Purple shots from the turret towards boom boom. Orange swords above the turret. And likely someone announcing the turret in say or map chat. Yet people still just ignore it for whatever reason. It’s pretty pathetic honestly.
And I totally agree, Pyro is the kittene to me, every other one is very very doable and I can go through them without a death if I don’t screw up. One exception being on Sparcus where the lava wall forms ontop of you mid jump, not much I can do there.
If the others can’t figure out to attack the thing with the two red crossed swords on the map then no design would ever be good as this is as simple as it can get.
An alert like flashing in the screen “A WILD TURRET APPEARS!!! DESTROY IT!!” maybe could help.
Yeah, sound kinda stupid… but stupid problems requires stupid solutions!!By the way, the one boss that I hate is Pyroxis. It’s a mess. Half of the times I can’t see what’s happening or what’s killing me. And those flame thingies are a pain to evade.
I have the same issue so I just run in, take a few hacks, and roll out. I was in a decent smaller group that would keep water fields going so I could just blast those and run right back in.
Fort Aspenwood
I think they need to change the healing particle effect. It’s easy to miss where/when the healing turret is on her, because there is already 10+ mesemer with great swords attacking her. Probably change it to an orange glow with massive cross healing symbols coming out of it.
I think your example is.
How so? I think you are wrong and I set out to say why.
And if every of the six groups already has the optimal size, other players should stay away or the fight takes longer because of the upscaling of the bosses.
So other players that come to the map (the 40 from the first example….) should wait AFK at the waypoint and get nothing? Of course they want to help take down the bosses and they do and split randomly because there is no tool (instead of the language-filtered and therefore unreliable chat) that they can see fast if and were help is needed.
Communication is key. People not communicating and get punished isn’t the fault of ArenaNet it is the fault of the player not asking. It is like going to WvW and taking supply from your keep when you aren’t suppose to. Your excuse is that you were just helping. You should have asked if you can or not. At the very least communicate in chat. Not communicating doesn’t excuse you from the bad actions you have taken. This is an MMO, you should ask what you need to do to be successful if that is your true intentions. At the very least make that effort. Too often people do not make that effort. It can be PvE like champion trains, boss blitz for QP. It can be dungeons where when you ask if someone is new they don’t say a single word until they wipe like 3 times.
You have to donate to heal-o-tron to start the event. Often you have to coordinate what to do if people actually care (which is far from the case). 40 people does not suddenly show up. Maybe like a few people that manage to get into the map. But you can’t realistically say that you have seen a map where all of the sudden mid boss blitz like 40 people port into your QP map. Doesn’t happen. So it means the 40 that are actually there already. In that case they should be punished for failing to properly coordinate to complete the event with lower rewards.
You aren’t helping in an MMO if you don’t communicate. I can’t read minds but at the very least I’m willing to use whatever means of communication given to me to try to be successful which often for PuGs is not the case (past events have shown this).
That does not confirm anything and was not denied by me.
Gold was mostly done when most of the players on the map were highly centrally organized before the Event started (like from the same guild) and had the same goal (kill bosses and not kill-50 mobs) and spoke/wrote the same language (so that the chat-filter did not prevent coordination).A player who wants to “kill 50 mobs for achievement” fast has the same right to do so as a player who wants do take down the six bosses fast. But these to groups/goals mostly do not mix very well. And no group can force the other group to do what they want. It is the game mechanis that puts these different player groups/goals on the same map and created the achievements/rewards and therefore it is the fault of the game mechanics/design.
Greetings.
You have a time window to get gold rewards. How do you accomplish that? Definitely not bashing your face on your keyboard and just going wherever. You need a strategy. How do you form said strategy? You coordinate. How do you coordinate? You use whatever means of communication that is available to you. This is experience from NA if you are from EU then feel free to state so in your own points because what you are saying doesn’t make sense from an NA perspective.
50 kills is not an excuse. If you need to do something the whole map is not doing then be respectful and go to a different map. If you use that as an excuse not to do boss blitz properly or coordinate when that is what people want then you are the most toxic player on the map. You are saying my wishes are more important than what the other 20, 30, or 40 people want to do on the map. Anet could make it instanced but you know what the complaint would be. QP is too empty. Same reason why MegaServers were created in the first place.
It is the fault of the player. Too often people make those excuses. Like dungeon LFGs. People go into groups without even reading LFGs. Why because these people don’t care. They don’t read chat. They don’t communicate. They play an MMO like it is a single player game like Skyrim. That is the problem. No amount of design changes can change the mentality of these players. All I hear are excuses yet my experiences in game with these people are that they don’t even try. I try: map chat, whisper, say chat. No response. This exist in all game types. So yes these players should be punished until they get the message that “hey this is an MMO maybe you should at least attempt to play it like so”.
Good day sir!
Exactly, you can’t fix stupid.
Purple shots from the turret towards boom boom. Orange swords above the turret. And likely someone announcing the turret in say or map chat. Yet people still just ignore it for whatever reason. It’s pretty pathetic honestly.
Just like how people ignore it when someone says “don’t attack him, retaliation” during Pyrox when he enrages, or during the ogre boss when the hawks are near him. A lot of people just ignore chat, and you see several (or dozens, if you’re in a zerg) of downed or dead bodies from people who kept attacking.
In any case, @thread, honestly, it’s pretty kitten easy to see. There’s a giant X on your minimap, and personally I main a mesmer – the healing turret healbeam doesn’t look at all like the mesmer GS autoattack, and it’s freaking huge so I don’t see how it’s easily missable. If, somehow, you manage to ignore all of that, how do you not notice the boss’ HP going up? Or the majority of the zerg running off somewhere else? It’s ridiculous how blind these people are.
The problem is people just don’t listen – they attack the boss and ignore chat and anything else that comes along, including adds, downed people, or, like with Boom Boom’s turret, something that makes the boss undoable if it’s not destroyed.
This boss really is not that hard…if people are actually watching for the turret, so it’s not a design flaw at all. Other than the turret it’s pretty much just a bunch of dodging and keeping adds at bay. It’s really sad when a 5-10 person group can down Boom Boom in less than half the time that it takes 30+ people to do it. All that scaled up HP and less people trying to keep the turret down turns the boss into a trollfight.
Catorii | Lustre Delacroix | Catorii Desmarais | Synalie
It does have major design flaws in regards to upscaling. Yes, you can do it right, yes it can be done fast, in fact with the right group size it is a very easy boss to beat. But people will finish the other bosses faster, come to boom boom, upscale it, realize they do no damage after the upscale, then leave and let it be upscaled (or just die and not wp).
Fact of the matter is, last boss blitz, which ended a few minutes ago, so it’s just an example, took 4 hours on boom boom baines. I am not exaggerating, it started on around 3.30 pm gmt+2, ended on around 7.30 pm gmt+2, in that time people were constantly fighting her (don’t know where they find the motivation, but they were). Even if they are doing something wrong, if most players on that instance are engaging the content in a reasonable way and spend 4 hours on it, doesn’t matter how ignorant they might be, it is a game design flaw. The server’s boss blitz was stuck with an upscaled boom boom baines that was impossible to beat without a massive zerg at that point since bosses don’t downscale and there was no way to reset (as far as I know). And it wasn’t just about the turret, there are upscales where if you don’t have the appropriately huge group, even if you focus turret, she will still heal out of the damage you did in the non-turret intervals.
To that, I’ll add that right after the 4 hour long fight ended, from which I got no rewards despite beating boom boom plus another boss since in the 4 hour interval I dc’d, people started calling in the chat “plz donate” and right afterwards the regular rotation of zerg kurai-> zerg wiggin begun again. After mentioning that boom boom needed to be done, apart from all other responses, another great one was something along the lines of “What are you doing at boom boom? Come at wiggin, we are all here”
Yes there may be an issue with the player base, after that experience I was convinced many had some mental issues, but that won’t fix itself from complaining, they won’t learn it by reading forums or reddit or fortune cookies or whatever, and they won’t change even if you keep whipping them with impossible, to them, content. All you’ll get is constantly broken events, perhaps due to them, but still broken, and that is a design flaw.
And yes, I am sure that with your guild or your great server you are capable of those amazing fast gold blitz runs, but that doesn’t change the fact some of us are stuck in servers that just won’t do it right and even those of us who are able to do it are blocked out of content in the game because it contradicts the zerg mentality of the rest. And it’s not about taking charge and making a difference, https://forum-en.gw2archive.eu/forum/livingworld/fotfw/My-experience-in-the-Pavilion that’s the server I was in yesterday, I can tell you, he tried, many tried, to fix this, we even found the 6 commander tags out of nowhere and all, even our group doing boom boom had found a good balance and was working through it, but then like always people rush in and upscale it until you do negative damage. The day before I was trying with the one of the largest guilds in the server, no dice, same deal. For some servers the zerg mentality factors are just too much to work through, with any amount of resources.
This is probably the worst upscale in the game. Doesn’t help that due to bandit adds the minimum group size is the largest in the boss blitz.
The two things I don’t like about Boom Boom Baines, the lack of time you have to dodge her grenades. It should work like the regular engineer, the close she throws her grenades the less time there is for it to explode, but the farther away she throws them the longer it takes to explode.
Also, I don’t like the fact that the turrent seems to spawn 30 seconds after you kill it. Increasing it to 45 seconds or 60 seconds would be better.
Boom Boom takes way too long and is boring. The reward for the 5? bosses do not make up for the hour + it takes to mindlessly attack….
TL;DR Scaling, ever heard of it?
Takes 3 minutes with 5 players… just don´t zerg it.
Takes 5 Minutes with 10 players… see where this is going?
Takes 8 Minutes with 15 players… need new glasses?
Players that try to zerg it and still zerg it an hour later do not deserve it better
There is a word for it in german which i could try to translate, but i think the meaning of the word is even recognisable in the original: Lernresistent!
The whole event takes 5 minutes to beat on gold with minimum amount of players, even without VoIP. Goldreward really is worth the invested time. And yes it really is easy to beat. I am farming this event on gold with random players! Not guildmates, randoms… pugs… people i never have seen before.
P.s. WP when dead, you get the reward anyway and yes you still upscale while dead and useless (while dead).
4 hours? Really?
I mean… seriously, you did this for 4 hours? WOW!
Thats some serious endurance there. Chicks should dig that^^ (pun intended)
I was on a mostly empty server this morning with an upscaled up Boom Boom, was impossible. I just left.
The scaling is awful. It’s a stupid mechanic, that made sense last year but doesn’t make sense now.
TL;DR Scaling, ever heard of it?
Takes 3 minutes with 5 players… just don´t zerg it.
Takes 5 Minutes with 10 players… see where this is going?
Takes 8 Minutes with 15 players… need new glasses?Players that try to zerg it and still zerg it an hour later do not deserve it better
There is a word for it in german which i could try to translate, but i think the meaning of the word is even recognisable in the original: Lernresistent!The whole event takes 5 minutes to beat on gold with minimum amount of players, even without VoIP. Goldreward really is worth the invested time. And yes it really is easy to beat. I am farming this event on gold with random players! Not guildmates, randoms… pugs… people i never have seen before.
P.s. WP when dead, you get the reward anyway and yes you still upscale while dead and useless (while dead).
4 hours? Really?
I mean… seriously, you did this for 4 hours? WOW!
Thats some serious endurance there. Chicks should dig that^^ (pun intended)
Yeah I wonder sometimes if people are playing the same game I am.
Agreed on Pyroxis. Far too often I’ve died in that fight and never saw what got me.
I swear he either lags me worse than the others do, or the flame swathes have a wider AoE than their graphics indicate. More than once I have neatly sidestepped one and still gotten downed by it. It’s a complete pain and probably the reason why no one seems to want to do this boss in the maps I end up on (well, that and the zerg mentality).
The two things I don’t like about Boom Boom Baines, the lack of time you have to dodge her grenades.
I noticed that, too. You either move the very moment they pop up, or you get an instant faceful of pain. That’s a bit too tight IMO.
I’ve seen zergs getting their tails handed to them in this fight by the Vet adds. They’re so focused on the obvious target, that they ignore the “lootless” extras. Kill the target, get the cookie. That’s all they focus on, even when it’s an obvious threat.
The joys of people rushing into an ongoing bossfight with an effing pain-train of veterans on their tails which they make no attempt to avoid or kill …