Southsun Guild Rush - some polish needed

Southsun Guild Rush - some polish needed

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Posted by: Grimthagen.6019

Grimthagen.6019

Of all the rushes, this one needs another look or two. One for sure for bugs, one more for “was it really supposed to be that hard?”.

Bugs:
- Immediately after the start while running towards the cave with the reef drakes. Two spots where the world glitches out and you can’t see anything. Deadly if the hatchlings spawn just then.

- Just after going through the crab hole from the burrowing wurm area, there is a little depression in the ground ahead and to the right of the spawn-in point (just prior to exiting the cave area). It’s just big enough for the crab to fit in and get stuck. As there is no jump it means you’re stuck and have to revert and run back to the start.

“Do we really hate our players this much?”
- Reef drake broodmother event can spawn at least twice during the course of the rush. That’s a little extreme given it sits right on one of the flags. I know that the idea is that the guild will help clear things, but the drakes have all those pulls and area attacks that make that spot deadly.

- There’s one spot just at the entrance to the cave where there are overlapping trap circles, a territorial crab and some karka eggs all at once. Ouch. Could some of that be shifted around maybe?

- I find it odd that much easier rushes have skills with healing attached to them, where this one (which can be deadly to an actual character running the same route) has a fairly useless dash instead (it roots before dashing if I’m not mistaken). Could the block at least throw a regen or something?

Southsun Guild Rush - some polish needed

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Posted by: SkyShroud.2865

SkyShroud.2865

The part where the screen flicker suddenly into “underwater”, yea, it is pure annoying.

Founder & Leader of Equinox Solstice [TIME], a Singapore-Based International Guild
Henge of Denravi Server
www.gw2time.com

Southsun Guild Rush - some polish needed

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Posted by: Misty Red Rose.9320

Misty Red Rose.9320

Yes, this is the only one where we always have members who just could not make it through in time, and we always have lots of escorts, but it’s never enough.

Southsun Guild Rush - some polish needed

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Posted by: Gullykins.5269

Gullykins.5269

One of the biggest issues I’ve encountered doing this guild rush is right at the end. If Steampipe Steading (the settlement) is under attack by karka, there’s no chance your little crabs will get to the gate that exits the settlement without being slaughtered.

Southsun Guild Rush - some polish needed

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Posted by: Rising Dusk.2408

Rising Dusk.2408

One of the biggest issues I’ve encountered doing this guild rush is right at the end. If Steampipe Steading (the settlement) is under attack by karka, there’s no chance your little crabs will get to the gate that exits the settlement without being slaughtered.

Yeah, I had this happen to a lot of guildies last night. It was a nightmare. The new SSC content has veritably annihilated the plausibility of this as a fair guild rush.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

Southsun Guild Rush - some polish needed

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Posted by: pulsecodesgnl.3470

pulsecodesgnl.3470

Arenanet kitten you. Seriously. Before the karka revamp it was rage inducing, but now? With the addition of the town is near perma contested, so an insane amount of karka spawn inside the town you need to walk through to finish.

Where the kitten is your QA group?

The ONLY way to complete this rush before was to have 3-5 people clearing the events, Broodmother, Wurms that one-shot, escort events, etc. Now, you have to wait and rely on the server to complete events within the 15 timeframe because everything scales up to all hell.

The clusterkitten of events and frequency of them, needs to go. Learn to test your kitten please.

Voxtr | Svell | Kvikr | Svass | Sundr | Naud | Kvedja | Traust
Sorrow’s Furnace – Commander/Officer
Kabal of the Righteous [Seed]

Southsun Guild Rush - some polish needed

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Posted by: MrsKryten.5104

MrsKryten.5104

Yeah, this is beyond challenging right now and and not my idea of fun. My guild attempted this last night and failed. In order to get the ones who did make it to the end, we had to spend the beginning of our rush time completing the (unfun) “Help Advisor Zakk repair his golem and reclaim his training area” event. At least the reef drake broodmother was not up or we would have had to clear that as well.

Right at the beginning of the rush area, the screen glitches out where it keeps flickering back and forth between being underwater and above the surface. That caused some failure because the hatchlings spawn right there but you can’t see them at first because of the video glitching.

A few members of my guild were able to reach the end. A pack I was with made it through the wurm area, through the crab hole, over the bridge only to have the Steampipe Steading karka invasion start where we all got slaughtered. A few of us then tried to clear that event so that others could make it, but it is very difficult with only a few people. We did what we could but still failed in the end. If we were some mega-sized guild, then this would probably be doable but we’re not and all the Southsun events that can pop now within the rush period makes this a real pain in the kitten for normal-sized guilds.

Anet, please take a look at this rush, fix the glitches and analyze how feasible it is to complete given the new Southsun content.

(edited by MrsKryten.5104)

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Posted by: draconx.3102

draconx.3102

There’s one spot just at the entrance to the cave where there are overlapping trap circles, a territorial crab and some karka eggs all at once. Ouch. Could some of that be shifted around maybe?

While I agree with most of your points, this particular spot is fine as-is. What you do here is kite the territorial crab a little bit and he will set off some of the traps. Then you can walk through.

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Posted by: Aye.8392

Aye.8392

At the very least give us a way to “resign” an active guild mission and let us move on with our lives instead of dealing with the frustration involved in this rush if we are unlucky enough to draw it.

www.AlchemyIncorporated.net
Sorrows Furnace

Southsun Guild Rush - some polish needed

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Posted by: Mad Rasputin.7809

Mad Rasputin.7809

This guild rush was challenging when it was designed and went live. The wurm event made it difficult, but not impossible.

The addition of the settelement at Steampipe Steading and the almost never ending settlement event there has made this rush very near impossible.

The settelement event by itself is extremely hard without a zerg.

This route has been drastically altered and changed since it’s inititial design due to the new settlement and accompanying event. This rush needs to have the end redesigned or the rush itself should be removed from the current rotation.