Last Stand at Southsun: Feedback/Opinion

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Posted by: Soulstar.7812

Soulstar.7812

It’s one thing if you hear rants on the forum from rage-trolls
It’s another if you hear rants coming from players in the game say how bad the content was.

This was bad, possibly the worst content yet.
Don’t believe me A-Net, don’t ask around in the forums, ask players in-game

This content was boring, it had no dungeon, the karka-queen was delayed, it was two simple bosses fights with "drab"namic events, that was even WORST than the November event.

I wish I could offer you suggestions, but it’s obvious the best suggestions are usually ignored. Quite frankly I don’t quite know what to say.

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Posted by: Niyo.5920

Niyo.5920

the karka-queen was delayed

It wasn’t. It was announced for the 5th of June. Was a mistake in the first patch notes that it was written as ingame now.

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Posted by: Soulstar.7812

Soulstar.7812

the karka-queen was delayed

It wasn’t. It was announced for the 5th of June. Was a mistake in the first patch notes that it was written as ingame now.

still…

this month’s content was the worst yet…

January and February don’t count because it was the “fix” period.

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Posted by: uberman.2619

uberman.2619

The setup of having to avoid a constant barrage of AOE while pouring on the DPS is what makes GW2 boss battles come to life. The Legendary Effigy, Subject Alpha, The Archdiviner, and Old Tom are good examples of such battles.
But I feel that NULL misses the point. In a good boss battle, my camera is focused on the boss. It’s almost exclusively the boss and the bosses attacks that I’m focused on dodging, unless the focus of the battle shifts elsewhere. In the battle with NULL, I am being attacked by the boss, the ground, and moving invincible AOE nodes constantly. These things can all be used, but they should be deployed in a more controlled manner, like how the Lava Elementals spawn during the fight with the Imbued Shaman.

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Posted by: mondello.2940

mondello.2940

I don’t really see what else do you need to furthermore help you in this fight – there’s both text and Canach has a specific animation for each of his abilities.

If you’re unable to either read the yellow text that suddenly appears, or see how Canach has a different animation for every attacks / mine related abilities.. There’s not much more Anet can do beside making it a cinematic.

Once yellow text appears it doesnt go away, so its very confusing. I don’t think you can argue that having little yellow text in a box no one is looking at when they fight if a very good technique for new content.

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Posted by: Nihilus.3015

Nihilus.3015

Thank you.

AmateurNet

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Posted by: Tawa.3180

Tawa.3180

Yes, I always hated spending more than 6 minutes in a dungeon and having to fight multiple enemies. I only want to fight a boss but never to actually physically hit him and be done with it.

Thank you.

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Posted by: Dan.8709

Dan.8709

Yeah, I was really disappointed with them, I could have more fun fighting some random veteran on the world, seriously.

Daniel Cousland – Darkhaven

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Posted by: Morpeth.5318

Morpeth.5318

Sorry but personally I despise stupid, gimmicky/lazy game mechanics like the Canach encounter (invulnerability/immunities, dumb weapons, the mines, etc). Did people actually spend time trying to make it an annoying, buggy, lame ‘boss’ fight? Our guild didn’t even bother finishing it, we just left — seems like Anet scribbled the idea for it on a napkin in 5 minutes, and took about as long to implement it.

NOT at all impressed, and usually I’m pretty happy with what Anet puts out there.

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Posted by: Morpeth.5318

Morpeth.5318

… said no one, ever.

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Posted by: Lindbur.2537

Lindbur.2537

A passage, a room and another room.

Yay.

A remnant of times past.
“Memories are nice, but that’s all they are.”

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Posted by: HawkMeister.4758

HawkMeister.4758

Sarcasm.

I love it.
(ibtl)

Polish > hype

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Posted by: Dan.8709

Dan.8709

I’m a big ANet fan too, but as you well described, it felt stupid, gimmicky and lazy and it’s really sad.
First time I really really disliked something of theirs I think.

Daniel Cousland – Darkhaven

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Posted by: Pizz.3698

Pizz.3698

You can kill him under 2-3 minutes he’s super easy and it feels like there only was 1 or 2 devs on this. Some lame dungeon to appease the casual crowd with easy content.

Piiz

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Posted by: Kenage Achalarus.4276

Kenage Achalarus.4276

i was thinking a fight to the death like fighting a doppelganger but insted i got run around changing mines and kiting. was ok nothing to write home about.

a Mesmer with a Greatsword [Confusion], your mind has been [Mind Wrack]

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Posted by: Riku.9743

Riku.9743

I agree, but I won’t be leaving. Seems a bit melodramatic.

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Posted by: unum.6209

unum.6209

I agree, but I won’t be leaving. Seems a bit melodramatic.

I’m not leaving/taking a break because of these “dungeons”. Like I wrote, this has been on my mind for a while. The new “dungeons” just helped me come to a decision.

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Posted by: blackgoat.5172

blackgoat.5172

Some lame dungeon to appease the casual crowd with easy content.

I get that some people don’t have/won’t put the time into a game, but I’m just so tired of these crappy, easy mode “MMO’s”. Does anyone make a truly epic, work you’re kitten off for real rewards, game any more? or has WoW ruined the genre for all time?

Káge – 80 Thief / Asháman – 80 Elementalist
Project Mayhem A multigaming, PVx social guild on Dragonbrand
Dragonbrand Community Forums

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Posted by: anzenketh.3759

anzenketh.3759

You can recall your pet and not have one out. I would recommend that for this fight.

In Game: Storm Bluff Isle — Anzz, Anzenketh Kyoto

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Posted by: deviller.9135

deviller.9135

Damaging Boss mechanic: (impression of first run)
Story Mode
-. Damage using environment trap: good idea, not bad. Implementing in story dungeon: Not bad after all, it may be for practice for explorable one.
(good here)
Explore Mode
-. Just bashing your fist to golem (faster better: 4 berseker, 1 mesmer tw), 1 mine to destroy golem shields (which you can do is to make the golem stand in mine area (as they are not random)), and kill before electro…. build up.
(Meh….. It just like the good mechanic in story dungeon becomes a waste).

(edited by deviller.9135)

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Posted by: Yareon.2835

Yareon.2835

You can recall your pet and not have one out. I would recommend that for this fight.

He automatically comes out when a monster hits you. Anet said it is intended and will not change this behavior…. funny, right?

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Posted by: Zeph.5927

Zeph.5927

Terrible let down. Bosses are boring and kittened. This is seriously what we get for updates now? Oye.

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Posted by: ThePedroKid.2580

ThePedroKid.2580

Well, I guess we know what happens when the dungeon team builds the encounters…

vs. the Molten Facility… this is really bad.

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Posted by: Zeph.5927

Zeph.5927

I have to admit…the whole living story thing so far (except for MWF, that was actually kinda fun) has been a HUGE let down. Their lack of effort (at least I hope lack of effort, if they’re really trying here, then it’s just pitiful) shows. If this is the kind of regular updates we can come to expect from Anet, then I’ll be leaving as well (and probably won’t come back till the first expansion or ACTUAL, MAJOR content update).

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Posted by: Idocreating.7094

Idocreating.7094

Think about it:

Prior to fighting NULL, you face Canach alone. Canach is basically a pushover there to teach players the importance and purpose of the mines. Anyone who isn’t a complete tool should enter the NULL encounter with knowledge of the mines, what they do and how to get the enemy to trigger them.

Boss has basic abilities to begin with which slowly ramp up. First we’re introduced to his immunity that has to be removed by mines, then the damaging balls come into play, then the healing turrets and finally his passive damage aura that functions as a soft enrage.

Each of these mechanics, including his ability to reset and detonate the mines are all telegraphed in the chatbox in yellow text. Attentive players can pick up on these cues and react accordingly, bad players are punished for not paying attention. Better still, almost every mechanics is properly explained in-game. No need to wiki!

Even the bundle component is done well in the fight. Unlike the vehicle-fights in World of Warcraft that drew much hatred from the playerbase, here the bundles are quick use or long use items. Yes, you can just sit in the Mine Detector bundle for most of the fight just happily disabling the mines, but the cooldowns on the mine disablers and the general safety you have with keeping a small set of mines disabled means it’s better just quickly grab them, use the disables and get right back into what you we’re doing before.

This is further encouraged in order to safely get around the room to the turrets as the electricity balls can show up at the most inopportune time and force a dodgeroll or a mine trigger. The balls are a good component too, though I suspectmany will disagree. Why? Because they are minor random component. This fight can never quite feel repetitive or dull as at any moment, an unlucky combo of ball movement, boss pushbacks and pulls can lead to a quick death without a dodge or stunbreaker.

So what makes this a good boss? Accountability. Every player needs to be on their toes in this fight, slacking can and will negatively affect the group and is very noticeable to other group members when it is done.

Huge McBigdumb the Warrior still hacking away at NULL while his shield is up and NULL is attacking him rather than moving him to a live mine? Accountable. Point blank refusing to use a mine detector at all? Accountable. Blowing the crucial mine re-arming Interupt and giving the boss a ton of defiant stacks? Accountable.

This boss is very easily understood by competent members of the playerbase but not necessarily beaten, there’s a good skillcap here and NULL’s charge can encourage the use of stunbreakers which will break up normal dps builds. Coupled with the soft enrage being a player damager rather than a flat buff to NULL, support and healing builds can shine in this fight which makes for a refreshing change from the mass dps norm we’ve been seeing

My main worry about this fight isn’t really the fight itself, it’s the Living Story component of it. First of all, this is a Living Story encounter which means as far as we know it’s TEMPORARY. No announced plans to add it as a Fractal, no plans leave it in place, just gone into the wind like the Molten Facility did (Off topic: Reduce that dungeon to the weapons test, a lil trash and the twins and you’ve got a solid Fractal). It’s rather saddening to see the developers finally get to grips with making good boss content and just letting it rot once the story is over, while I have to just run the same dull bosses over and over. Whoooo.

In conclusion, this game badly needs more content like this boss. Challenging encounters for those of us that have finished the current dungeon content and are masochistic enough to demand that you hurt us more. We want to be smacked down by clever mechanics and counterattacks that require more than just “Stand next to Shatterer’s leg and stab his toes”, we want to be beaten into the dirt in the complete knowledge that it was entirely preventable if we had not messed up.

And a boss composed entirely of bacon would be pretty dang cool too.

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Posted by: deviller.9135

deviller.9135

NULL challenging ? Nope (seriously no). AC path 2 boss is more challenging than NULL. It has far far far better mechanic than NULL has.
1. In order to destroy NULL shield, you need only 1 mine.
2. Only 1 person need to do the job to “activate” the mine, and all 4 rolling behind the mine once it activated.
3. Pull boss again to safe area and start to slash and hack.
4. Repeat until boss die.

ps: the last de-buff from boss clarifies that heavy DPS is the only crucial thing in this encounter. (compare to path 2 AC boss, heavy DPS check, controller check, 1 – 2 ghostbuster check, 1 supporter check.). This boss almost no different from arah path 1 boss (beware of those kittens red circle, but DPS the boss, the only different NULL has shield and mine explodes when you near it).
pps: mines are not random !!

It will different if: NULL has 3 kinds of shield (by color, RGB). R >> destroyed by land mine, G >> destroyed by poison mine, B >> destroyed by caltrops mine. It has 3 or 5 stacks (which mean you need 3 or 5 mine to take down the shield entirely), when NULL shielded, you get electro… debuff, stack if too long and end when shield down. To make it more challenging, if NULL steps in wrong mine, it will unleash electric shock which deal heavy damage and daze all player (unavoidable, unblock-able) Every 25% HP lost, NULL will summon an electric minion, no damage to player but slow moving in circle. This minion will deactivated green mine and make it to red mine in 600 range.

(edited by deviller.9135)

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Posted by: VKP Butcher.2751

VKP Butcher.2751

Eh, the idea’s behind both Canach and NULL are certainly interesting and generally speaking I’m not against variety/mixing things up…etc. However the actual implementation just so shoddy and that really brings the fight down. In short, great if somewhat gimmicky idea but horrid execution. You add that to what’s arguably the real kicker, a one room boss fight touted as a dungeon and that’s the highlight of the PvE additions for the patch, and it’s patently obvious a lot of people aren’t going to be thrilled. Here’s hoping the WE next week delivers…

I gave my limbs to the gods, perhaps I’ll add yours to the offering!
Killian Darkwood(Rng), Kaalia Darkheart(Guard), Avacyn Darkmind(Mes):Maguuma

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Posted by: RoterFuchs.9216

RoterFuchs.9216

Wat?

So what makes this a good boss? Accountability. Every player needs to be on their toes in this fight, slacking can and will negatively affect the group and is very noticeable to other group members when it is done.

I went in there with a few guildmates. We figured out his “patterns” really quickly. In the end one of us just had a Scanner, activating 3-4 mines in a certain area, while the rest simply bashed his head in. Heck, we could even ignore the healing turrets and damage aura. Just a little bit of coordination and all his mechanics except for the shield went to waste.

In conclusion, this game badly needs more content like this boss. Challenging encounters for those of us that have finished the current dungeon content and are masochistic enough to demand that you hurt us more. We want to be smacked down by clever mechanics and counterattacks that require more than just “Stand next to Shatterer’s leg and stab his toes”, we want to be beaten into the dirt in the complete knowledge that it was entirely preventable if we had not messed up.

While I agree with the general idea behind this quote, this specific dungeon is in no way a good example of how dungeon and enemy design should be. Uh-uh. Never. Molten Facility, yes. This? Hell no.

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Posted by: Maximillian Greil.1965

Maximillian Greil.1965

well lets take a moment here. Sure they’re releasing content in bits and pieces, and sure it’s not really big changes… but how many other games release new stuff (even if it’s just a little bit of new stuff) every month?

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Posted by: azazil.9541

azazil.9541

I just woke up and I’m feeling lazy so I prolly won’t bother the read this (at least for now) but i guess It is just your way of admiring it.

But sorry bro. No.. and No…

I’m playing mmo games since Legends of Future Past (1992) and played every kind of mmo game so there are a lot more good times I remember but for sure after years this will not one of ’em.

Just because a designers is not telling you what to do does not necessarily mean you are going to be lost. It all depends on how the game is structured, and how well it is designed.

Letting the player experiment and explore is different from isolating them completely.

Yea fight mechanic is so so easy but that both fight was the worst moments or you can say disappointment in mmo history for me.

(edited by azazil.9541)

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Posted by: Lopez.7369

Lopez.7369

Was this made by the dungeon team? Was it designed by the same developer who did the jellyfish? That would be scary if true.

But if that’s the case, the Flame & Frost team should start working on revamping all the dungeons and fractals.

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Posted by: Celeras.4980

Celeras.4980

The Flame and Frost story arc was not anything to write home about (in fact, it was shallow and boring for most of the stretch there), but at least it ended with a bang. The Molten Facility was a great dungeon, ripe with the kind of mechanics this game should have.

It’s not that Null is terrible on paper, because at least the mechanics are attempted. But the tuning is terrible and his arena is poorly thought out and easily exploitable. Overall, I feel like this was a huge step back after finally feeling like the Living Story content might actually become meaningful.

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Posted by: Tobias Steele.2071

Tobias Steele.2071

The Flame and Frost story arc was not anything to write home about (in fact, it was shallow and boring for most of the stretch there), but at least it ended with a bang. The Molten Facility was a great dungeon, ripe with the kind of mechanics this game should have.

It’s not that Null is terrible on paper, because at least the mechanics are attempted. But the tuning is terrible and his arena is poorly thought out and easily exploitable. Overall, I feel like this was a huge step back after finally feeling like the Living Story content might actually become meaningful.

I completely agree. The whole molten saga really set a decent this southsun stuff has fallen so far bellow that it isnt funny. No real story, no interesting characters or character development, hell even the endless sickle is a joke.

Entropy, Class lead Necromancer.
Tarnished Coast.

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Posted by: Mia Lunarfang.5826

Mia Lunarfang.5826

The major flaw with this chapter’s living story was that it lacked the most essential factor in story telling; the story itself. In the first release we are given a mystery, the cause of the wildlife’s aggression, and in the second release we receive the conclusion, the defeat and sequential arrest of Canach… anyone else see something missing? The factors that contrived to us learning the truth, the solution that led to this conclusion, the details and plot build up… the core of the story was completely left out. One moment we have a problem and the next it’s solved, with not so much as a single cut scene to explain how, just a few dialogue boxes here and there with little to no audio. And while dialogue boxes are all well and good, there was no subsistence, no detail. The living story was simply one giant plot hole.

Sure you did release a couple of short stories on the website, but while they most certainly give a nice background to our characters, they fail to connect the problem to the solution. And more importantly, the living story should reside within the game, so that we may witness and interact with it, or at least hear it second hand from an npc; to be able to LIVE your living story. As it is now, we’re not even playing it.

This is a serious digression from Flame and the Frost, at the very least their instances and dungeon had cut scenes! It allowed us to view the story. But as it is, you can’t even call this over glorified boss fight an instance. There was a lot of hype from the developers about how exciting and deep this story would be. But to be honest, I’m greatly disappointed. You set higher standards with your previous work, we expect you to keep them.

(edited by Mia Lunarfang.5826)

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Posted by: Minos.3450

Minos.3450

Overall I agree, I’ve found the whole FF story was a bit long to settle but the final was astonishing, I really wish they put the MF in fractal one day.

On the other hand, these “dungeons” have proven a bit disappointing for several reasons :

- The mine mechanic, while being interesting and fun, is a bit overused and remove any real skill challenge from the player.
- The story teeling fell short of expectations. I mean, it seems like this instance popped out of nowhere. Most lore in SSC was given through spoilers in achievements or in item descriptions and if you don’t read the blog you probably never heard of Canach’s involvement in the storyline. Moreover, the storytelling in the dungeons is also disapointing : we get only a couple of lines of dialog, Kiel doesn’t even bother joining us in the hunt (she’s like : “Canach is over there, go get him while I sit here watching this beautiful wall and waiting for you to return to get all the credit”) and the explorable version doesn’t provide a single bit of explanation of why this golem is here and what happens after.
- Let’s be realistic, this dungeon isn’t really a dungeon. It takes as much time to finish as Cragstead or the Hatchery but it’s nowhere close to MF, regular dungeons paths or even fractals. You’d have called it “Instanced story” or anything else, people would have been fine with it but you can’t reasonably call it a dungeon. There’s like one big room with a boss, most personal story instances are longer than that.

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Posted by: Mia Lunarfang.5826

Mia Lunarfang.5826

Most lore in SSC was given through spoilers in achievements or in item descriptions and if you don’t read the blog you probably never heard of Canach’s involvement in the storyline. Moreover, the storytelling in the dungeons is also disapointing : we get only a couple of lines of dialog, Kiel doesn’t even bother joining us in the hunt (she’s like : “Canach is over there, go get him while I sit here watching this beautiful wall and waiting for you to return to get all the credit”) and the explorable version doesn’t provide a single bit of explanation of why this golem is here and what happens after.

I can’t agree more. Its undoubtedly a fatal flaw in this chapter that not only are you unable to experience the story, but you can only learn of its details if you hunt everywhere but in the actual story itself… and even then what you find lacks the substance to pull the story together. If they had placed just one cut scene, or even improved upon the NPC’s dialogue, the story would have improved ten fold.

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Posted by: Zeph.5927

Zeph.5927

well lets take a moment here. Sure they’re releasing content in bits and pieces, and sure it’s not really big changes… but how many other games release new stuff (even if it’s just a little bit of new stuff) every month?

Honestly? The fact they release little bits of content every month is completely negated by the fact that A.) It’s usually bugged like crazy, B.) It can be completed in (most cases) an hour or less, C.) Some of the content almost always relies upon RNG/Gambling.

Yeah, I’d rather wait 4 to 6 months for something more substantial and that has had more time to be tested and fixed than to get the little pieces of crap they’ve been giving us.

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Posted by: Jaxichael.2590

Jaxichael.2590

I have to say. I actually enjoyed the first patch of SoS way too much. SO much more to do on the island itself, more scavenger hunts and loot. The finale of F&F set the bar high and I felt as though SoS started to meet that expectation.

Granted the dungeon was short, not really story driven, and imo awkward.
It isn’t a dungeon at all… So we shouldn’t judge it as one…

You’d have called it “Instanced story” or anything else, people would have been fine with it but you can’t reasonably call it a dungeon. There’s like one big room with a boss, most personal story instances are longer than that.

They didn’t advertise it as a dungeon in the patch notes. I don’t want to have to go back and find all the prepatch hype where someone might have called it a dungeon, but it’s referred to as a “Boss Encounter” – which is fitting.

So sure the boss might not be up to the Molten Facility precedent… But it shouldn’t be judged on the same scale. It was fed to us as a boss encounter… simply that. :/

Jaxichael, Sylvari Engineer of the Night Cycle

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Posted by: Myst.9182

Myst.9182

Well the title says it all, really.

First few days were fun getting the achievements and back items. That lasted 2-3 days. Filled in time farming for rares. The money was much needed but essentially a boring time filler.

Waited very patiently for Canach’s Last Stand. Wow, terribly disappointing. I was expecting a new dungeon, but this was very lame and boring. Now I have to wait till the 5th of June for the next part!? Incredible…

I am having flashbacks to the massive failure of an event that Anet did here once. Are you guys gonna screw non-americans over again? Or provide us with something we can actually take part in but put in such a lame kitten effort that it will be utterly boring.

Sorry, but I really like this game. Everything is so well thought out (at the beginning it was anyway) but what I am seeing lately is a very very apathetic efforts put into the game. I do my fair share, I buy from the gem store to help support the game, but what my money is buying isn’t anything like Anet promised back when all this started.

Hoping things get better quickly.

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Posted by: Dan.8709

Dan.8709

Today I got myself thinking back on October when we had Halloween and it was amazing, blew everything out of the water and it was “perfect”, it had tons of things to do, everything was interesting and engaging enough.

On the third act we had a mini-dungeon/encounter which was pretty interesting, it was almost only one fight, but it had terrain change, different parts to it and it was really nice and FUN. It gave us good feelings about it and had us there, active and having fun on the fight.

ArenaNet knows how to make good content, they’ve proved it from the beggining, even looking at some personal story instances (Example: the one at the mesmer house where we fight the Mouth of Zaithan) we can see how well thought and a kittenallenging they can be (even if just at the beggining when we’re getting hold of the mechanics). With good history, the sense of urgency and make it engaging.

This didn’t happen in Canach’s Lair (both instances). At all. No sense of urgency, no emotion, npcs still where it’d seem like they’d go along with you, fairly simple (oversused and boring in my opinion) mechanics that barely add anything to it, not even the illusion of challenge (I get that everyone should be able to make it, but you guys have proven to know how to make us feel like it’s a kittenallenging when it isn’t much) and what more you may want do add here.

My point is, why?
You’ve clearly shown you can do a LOT better, even on your first release ever! Everyone was just amazed at everything on Halloween, it was pretty polished, nice and with new ideas, we loved it!

We want this game to be the best it can be, we believe in it, but I can’t think any QA of yours played this Canach instance and thought it was good, not when they experienced content you’ve made before which is far better.

You can do it better, so please, please, do so. This instances were disappointing, that’s done, but we’re here for better content and we’ll be happy to praise it when it happens, as it was with the F&F Molten Facility.

Keep the great work you’ve been doing before and don’t settle for less.

Obs: Feel free to agree/disagree and put your input.

Daniel Cousland – Darkhaven

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Posted by: Swimsasa Stoon.8936

Swimsasa Stoon.8936

It was a nice change-up in combat but not something I’d be going back to.

Beat both Canach and the golem on my second try with ease.
Not much reward so I went out to kill a reef rider and got a mini reef rider 30 minutes later the price dropped 5 gold….

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Posted by: Aeonblade.8709

Aeonblade.8709

The Molten Facility was cookie cutter and lacked a single player mode. The dungeon was kitten buggy too, missed 2 clears because it bugged out and wouldn’t let us finish the instance.

That being said, Southsun isn’t any better, both events have been hot jersey water trash.

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

Last Stand at Southsun: Feedback/Opinion

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Posted by: Mia Lunarfang.5826

Mia Lunarfang.5826

I have to say. I actually enjoyed the first patch of SoS way too much. SO much more to do on the island itself, more scavenger hunts and loot. The finale of F&F set the bar high and I felt as though SoS started to meet that expectation.

Granted the dungeon was short, not really story driven, and imo awkward.
It isn’t a dungeon at all… So we shouldn’t judge it as one…
They didn’t advertise it as a dungeon in the patch notes. I don’t want to have to go back and find all the prepatch hype where someone might have called it a dungeon, but it’s referred to as a “Boss Encounter” – which is fitting.

So sure the boss might not be up to the Molten Facility precedent… But it shouldn’t be judged on the same scale. It was fed to us as a boss encounter… simply that. :/

“Hunt Down Canach
Join Kiel for a mission to capture the deadly, desperate Canach! In this all-new story DUNGEON, you’ll enter Canach’s Lair on a subterranean solo mission under the island. If you defeat the elusive sylvari you’ll unlock a challenging all-new group adventure!” https://www.guildwars2.com/en/the-game/releases/may-28-2013/

At any rate, you’re missing the point, what we are dissatisfied in, is not the fact that they call it a dungeon, but that the story is all but nonexistent and that the instance fails to live up to previous instances… even personal story instances are of better quality difficulty and length.

Yes, the island events are fun… but once again that is irrelevant to this thread.

(edited by Mia Lunarfang.5826)

Last Stand at Southsun: Feedback/Opinion

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Posted by: Veldan.4637

Veldan.4637

Null is so easy that I did it on first try with a not-too-bright PUG and I found it boring. If this is the best boss in the game, that says a lot about the other bosses in GW2

Last Stand at Southsun: Feedback/Opinion

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Posted by: Eluveitie.1290

Eluveitie.1290

I have to agree.

Ever since Flame & Frost started I’ve been telling myself “it’s okay, it’ll improve with time, don’t complain” and somehow did with Molten Facility, that was really fun. But the months prior to that were not. Overall it was good and memorable.

I was hoping for an actual improvement from all the mistakes learned in F&F, yet the team managed to deliver a very poor content. Was it faster? Yes. Was it better? No, by far. They basically spoiled the whole thing with the achievements and rewards -that should’ve been given at this update or a bit later, in my opinion- and the overall story seems really dissapointing and uninteresting (so far).

The dungeon was a huge dissapointment as well…I don’t know what they were thinking. Most boring moment in this game so far. Building refuggee signs was far more entertaining, to be honest.

Sadly it seems to me they invest more time trying to get money from the gem store than giving well thought content and story. Only my OCD for achivement points keeps me playing really. Except for Molten Facility the last memorable and fun thing was Wintersday.

Didn’t think I’d get to this point, but I’m losing interest in their game and it gets harder to support them with the hardcore RGN.

I share your hopes.

(edited by Eluveitie.1290)

Last Stand at Southsun: Feedback/Opinion

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Posted by: Jade Arkadian.9280

Jade Arkadian.9280

Well, i’m leaving here my opinion on the current event and content update on Southsun.

As the title states, i feel quite disapointed with all the stuff related to this island.
Everything that has been added is good only for their reward, and this has turned Southun into a farming paradise which is quite sad.

The story, well.. it’s just a cheap excuse to get everyone back on the island. No cinematics, no solo instances (aside from Canach/ Null), ankward plot (BTW, What is the Secret of Southsun? Yeah…it’s like Monkey Island.. no one knows)

The crab game, well, i just hate it… I don’t see any fun on it. The minigame from Halloween and Wintersday were way better than this.

The boss instances…well..let’s be clear. That Cannach encounter instance is not fun at all and Null is just another “piñata” boss. They are only good for their reward. Nothing else.

In sum: This is just a bunch of farmable events in a farmable zone populated by farmable and anoying mobs with a couple of farmable instances.

I really enjoyed the Frost & Flame content and I was really hopping to see a cool dungeon just like the molten facilities, but this….this is just good for profit. Not fun at all.

Last Stand at Southsun: Feedback/Opinion

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Posted by: Aeonblade.8709

Aeonblade.8709

Well, i’m leaving here my opinion on the current event and content update on Southsun.

As the title states, i feel quite disapointed with all the stuff related to this island.
Everything that has been added is good only for their reward, and this has turned Southun into a farming paradise which is quite sad.

The story, well.. it’s just a cheap excuse to get everyone back on the island. No cinematics, no solo instances (aside from Canach/ Null), ankward plot (BTW, What is the Secret of Southsun? Yeah…it’s like Monkey Island.. no one knows)

The crab game, well, i just hate it… I don’t see any fun on it. The minigame from Halloween and Wintersday were way better than this.

The boss instances…well..let’s be clear. That Cannach encounter instance is not fun at all and Null is just another “piñata” boss. They are only good for their reward. Nothing else.

In sum: This is just a bunch of farmable events in a farmable zone populated by farmable and anoying mobs with a couple of farmable instances.

I really enjoyed the Frost & Flame content and I was really hopping to see a cool dungeon just like the molten facilities, but this….this is just good for profit. Not fun at all.

And the biggest problem with all this being farming based? DR prevents us from farming! GG anet, GG.

Anarai Aeonblade [GASM] – Guardian – DB
RIP my fair Engi and Ranger, you will be missed.

Last Stand at Southsun: Feedback/Opinion

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Posted by: Jaxichael.2590

Jaxichael.2590

I have to say. I actually enjoyed the first patch of SoS way too much. SO much more to do on the island itself, more scavenger hunts and loot. The finale of F&F set the bar high and I felt as though SoS started to meet that expectation.

Granted the dungeon was short, not really story driven, and imo awkward.
It isn’t a dungeon at all… So we shouldn’t judge it as one…
They didn’t advertise it as a dungeon in the patch notes. I don’t want to have to go back and find all the prepatch hype where someone might have called it a dungeon, but it’s referred to as a “Boss Encounter” – which is fitting.

So sure the boss might not be up to the Molten Facility precedent… But it shouldn’t be judged on the same scale. It was fed to us as a boss encounter… simply that. :/

“Hunt Down Canach
Join Kiel for a mission to capture the deadly, desperate Canach! In this all-new story DUNGEON, you’ll enter Canach’s Lair on a subterranean solo mission under the island. If you defeat the elusive sylvari you’ll unlock a challenging all-new group adventure!” https://www.guildwars2.com/en/the-game/releases/may-28-2013/

At any rate, you’re missing the point, what we are dissatisfied in, is not the fact that they call it a dungeon, but that the story is all but nonexistent and that the instance fails to live up to previous instances… even personal story instances are of better quality difficulty and length.

Yes, the island events are fun… but once again that is irrelevant to this thread.

The title of the thread is “Huge Step back from Molten Facilty”. Where the OP talks of his disappointment with SoS because it didn’t end with a bang like F&F did. I was just saying that it isn’t fair (But who gives a kitten about that) to compare the two (the two being Canach’s Lair and Molten Facilty) because they are totally different.

1) Molten Facility was, basically, the finale of the arc – taking down the facilities the alliance built. While Canach’s lair isn’t really the finale. I think Rob even posted somewhere on here there’s more to come next week.

2) Dungeon vs. Boss Encounter. I know we were all expecting another huge kitten dungeon, but content is content is content.

I totally get the point that the disappointment comes from it not being more story driven… But this thread is about comparing a dungeon to a boss fight.

Jaxichael, Sylvari Engineer of the Night Cycle

Last Stand at Southsun: Feedback/Opinion

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Posted by: Mia Lunarfang.5826

Mia Lunarfang.5826

The title of the thread is “Huge Step back from Molten Facilty”. Where the OP talks of his disappointment with SoS because it didn’t end with a bang like F&F did. I was just saying that it isn’t fair (But who gives a kitten about that) to compare the two (the two being Canach’s Lair and Molten Facilty) because they are totally different.

1) Molten Facility was, basically, the finale of the arc – taking down the facilities the alliance built. While Canach’s lair isn’t really the finale. I think Rob even posted somewhere on here there’s more to come next week.

2) Dungeon vs. Boss Encounter. I know we were all expecting another huge kitten dungeon, but content is content is content.

I totally get the point that the disappointment comes from it not being more story driven… But this thread is about comparing a dungeon to a boss fight.

And that’s the problem, that one is a boss fight when it should be a dungeon. We compare the two because the latter set standards; expectations, and arena net boasted about how things were only going to get better. But dropping from a dungeon to a boss fight is not an improvement by any means. A boss fight does nothing to further the plot, but an instance does; a dungeon does. In fact, the only part of F&F that successfully carried the story were just that, instances and a dungeon. So if the content is to improve, if the story is to grow in complexity, how are they to manage that by downgrading an instance to a simple boss fight? Do you see why we are comparing the two now? One is necessary, the other is pointless; we were promised better.

Last Stand at Southsun: Feedback/Opinion

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Posted by: Pizz.3698

Pizz.3698

Just because a designers is not telling you what to do does not necessarily mean you are going to be lost

Except the yellow text in your chat box that tells you his shield is up and that you should try to make him walk on a mine.

Piiz