Early thoughts on Great Wurms

Early thoughts on Great Wurms

in The Origins of Madness

Posted by: TheOne.6123

TheOne.6123

It’s not QQ topic to begin with.

I think it was very cool idea to introduce something like this but it’s same case as with Tequatl, instanced would be a lot better. People are running like headless chickens and don’t know what to do. Of course, this will take a while before we learn strategies and stuff but this proves once again that this is world boss created for zergs or at least well-organised groups of people. From what I can tell, Cobalt Wurm is very easy but people don’t pay attention to big-kitten red arrow near it. Also, amount of spawns is just wow.

Thoughts?

Early thoughts on Great Wurms

in The Origins of Madness

Posted by: Peixe.1804

Peixe.1804

I agree on the spawn amount of the mobs (which are almost all champs), it is a bit too much. Other than that I really like the design of the fight

Early thoughts on Great Wurms

in The Origins of Madness

Posted by: Deified.7520

Deified.7520

Yeap, I’d love to play this with my guild. However, getting a bunch of people into the same instance is a big hassle. They should at least let us change overflows to ones we select.

Early thoughts on Great Wurms

in The Origins of Madness

Posted by: Delvoire.8930

Delvoire.8930

At least this is permanent so there is plenty of time to learn it and get the hang of it.

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Early thoughts on Great Wurms

in The Origins of Madness

Posted by: SonicTHI.3217

SonicTHI.3217

No loot for the pre-event.
Bugged, untested, unpolished main event.
Zergs, lag, overflows.
“Trash” mobs with 100k HP.

Yup, ANET learned absolutely nothing from the past year.

“Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games.”
-Mike O’Brien, President of Arenanet