The new Crab Scuttle - just no

The new Crab Scuttle - just no

in Guild Missions

Posted by: Clark Skinner.4902

Clark Skinner.4902

There have been changes to Crab Scuttle since the Southsun update.

It was bad enough before, with the champion broodmother dynamic event placed in the path of the rush, and even worse because of the 1-shot tunneling worm dynamic event placed in the path of the rush.

Now it has 2 more events placed to make this mission unenjoyable for players. One being the crazed karka taking over the camp next to where the Queen spawns, the other being the Karka Queen herself, as well as the adds that come with her, right at the finish line.

For all of the people who complained that it was a terrible idea making an impenetrable army of karka to run through to get to the Queen, imagine running that in crab form with 3 skills.

There are key problems with these events.
1) Southsun is unpopular. It’s hard to get groups of people to fight the Champion broodmother et all, and it’s not in a location people will run by to complete.
2) The wurm collection event gets scaled extremely high due to players in the area who are in crab form, or just not participating. While it takes 9-10 golem parts to complete it solo, it takes hundreds when a mission is being run. And even when it is completed, it will reoccur within the guild rush window. There’s also no counter to the 1-shot wurms. Only 2 dodges for an army of them, and it’s never clear exactly when their attack is timed to hit you.
3) The event at the camp near the end has an army of karka, and takes an army of players. Most guilds don’t have enough people to both handle this and run the rush simultaneously. The island isn’t so populated anymore that players will be doing the event for fun. Since a guild can’t sit and wait for others to clear it (because missions are timed), and the event can spawn after mission has started, this can be a guaranteed failure.
4) Ending a guild rush at a World Boss event. I don’t need to say much more than “what on Earth were you thinking?”

Previously, even with pre-clearing the events, the mission had some people quitting of frustration, while others managed to have an alright time. This time, everyone we ran with was really unhappy by the end. Most likely we will cancel rush it if it gets drawn.

1 emphatic vote for reworking Crab Scuttle.

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Posted by: Gasoline.2570

Gasoline.2570

Ok this is just hilarious now. Anets oversights are some of the worst but this, this is something special.

The balance team is chained to SPVP, and the PVE team is all about producing carnivals

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Posted by: ProxyDamage.9826

ProxyDamage.9826

Yeah… Crab scuttle was a pain before, mostly because of the wurm mission triggering half-way through, and becoming very difficult to clear due to scaling (and nearly impossible to clear as a crab except through sheer dumb luck), but with the new events getting in the way… sheesh…

Yeah, crab scuttle needs to be reworked, preferably to also avoid the wurm area entirely.

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Posted by: Taku.6352

Taku.6352

You can avoid the whole wurm area by walking on the ledges and isn’t the whole point of guild missions to have people cooperate?

Why not just send 4-5 dudes to the village to clear a path for the runners?

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Posted by: Vayne.8563

Vayne.8563

You can avoid the whole wurm area by walking on the ledges and isn’t the whole point of guild missions to have people cooperate?

Why not just send 4-5 dudes to the village to clear a path for the runners?

The problem is that even those not participating in the event make the events scale up. If you have a HUGE guild, you can have 20 people doing the event. If you have a guild where 15 people show up for the mission, and half those people are protecting, you still have events scaling up for 15 people (not only the half that are protecting).

We split up and DID the events….but the fact is, the events took a lot longer because they were scaled for people in crab from as well as people trying to do them.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Either way, I think this needs looking into.

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Posted by: FangedTerror.3852

FangedTerror.3852

We got this for the first time last night. I agree the new events make it difficult but I think the next time we could do it.

Worms. If you do the event there of collecting the items the worms go away and there is safe passage. I would do this before activating the rush.

The real issue is the overrun camp right before the end. That event activates every 5 minutes about after you clear it. Prob would want a dedicated team of five simply completing the event or at least keeping the path to the door clear.

As for escorting only 1 or two with healing should suffice. Apart from the drakes and breeze riders not much threat.

Was bummed by this last night but hope we get it again to try out my plan.

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Posted by: Wartna.8671

Wartna.8671

I guess that all medium/small guilds have problems with it, I agree that it needs work.

You can avoid the whole wurm area by walking on the ledges and isn’t the whole point of guild missions to have people cooperate?

Why not just send 4-5 dudes to the village to clear a path for the runners?

The problem is that even those not participating in the event make the events scale up. If you have a HUGE guild, you can have 20 people doing the event. If you have a guild where 15 people show up for the mission, and half those people are protecting, you still have events scaling up for 15 people (not only the half that are protecting).

We split up and DID the events….but the fact is, the events took a lot longer because they were scaled for people in crab from as well as people trying to do them.

You don’t have to do the events, just lure the mobs out of the way ^^

Far Shiverpeaks
Kalevala [KALE]

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Posted by: Alstroemeria.3782

Alstroemeria.3782

My guild has also had problems with this mission – failing due to the fast respawns of group events that block progress for this rush, simply because we cannot clear fast enough and still have enough guild members complete the actual rush. Please fix or disable this mission a-net!

Cat Fan and Leader of The Beantoes [Yowl]
Gandara

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Posted by: declan.3968

declan.3968

My guild managed to do this within the first 15 minutes, after that the Queen popped and the whole Rush went to hell. I think it’s incredibly hard to do it with multiple event spawns and should really have a better path for it.

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Posted by: Jeremlloyd.6837

Jeremlloyd.6837

Without the Karka camp event, this rush is soloable (did this multiple times), you just have to save your dodges and your invul skill for the right times.

To do it more easily, you need one mesmer (or more) to make portals from one flag to another (for the hard parts: broodmother, wurm, overrun camp).

And for the overrun camp, there’s 2 ways to do it with the mesmer portal:
- Open a portal on the bridge and quickly tp at the wp south of the overrun camp, then go to the final flag as fast as possible to finish your portal (you have 1 minute to do it so it requires a fast loading)

- Take your invisibility elite skill, open the portal on the bridge, ask a thief to do a shadow refuge to make you invisible, then go to the camp with swiftness and when your invisibility is about to be over, cast your elite. (it should be enough to go through the entire camp to open the exit portal)