(edited by Myst Dawnbringer.9138)
What would make Karka Queen Better?
I’d settle for the Achievement working first time. That is all.
Rest of the fight mechanics I really didn’t mind. I saw a lot of complaining in map chat, but eh, guess it’s just down to personal preferences there.
I guess I agree on the waypoints though – players were just too lazy or reticent to respawn and run back. Either way it was annoying to see so many perma-dead players hoping the live ones could finish it off.
I could have done without the invulnerable Veteran Crazed Karkas on top of the Karka Queen.
~ Whips ~ City Minigames ~ City Jumping Puzzles ~
A bit offtopic here, but why are they invincible, and how to kill them?
I see there being a super hard time getting this done once the living story arc is over and everyone leaves the island again. When i joined the map, we played wack-a-mole for and hour before the queen even spawned. I could have done multiple other bosses in that same timeframe and know there are people with even less patience than myself looking for boss chests.
My prediction is that this ends up like a lot of the temples in orr that are always contested with bosses that are almost never fought because you can’t get enough of a zerg to make it happen under normal circumstances.
1. They get 2 guaranteed rares per day and a chance at more from the chest on the ground (once per day per character). Are you seriously suggesting they need more? (Especially when you consider they can go and do the other world bosses as well.)
2. Players should realise that until all 4 outposts are safe (and therefore the waypoints are not contested) the karka queen will not spawn so they’re actually better off going and doing the events to clear the waypoints than standing around hoping someone will do it for them and save them a 30 second walk back.
3. They did say right from the beginning that there would be no new skins aside from the ones in the RNG box. I agree they could have picked nicer existing skins, but if you were expecting new ones it’s a reading/comprehension issue.
4. Honestly I prefer it this way, it spreads players out a bit and makes it seem more of a challenge, even though it’s relatively easy on a busy map (which they all are at the moment) to get all the outposts safe. Plus it fits with the other world boss chains which aren’t geographically linear. And portals to take you to the boss, seriously? It takes maybe 2 minutes to run from one side of the island to the other, even if you’re at the furthest outpost when the event starts you can run there in time to kill the queen and get your reward. (I should know, I did it earlier.)
5. This was a bug. As far as I know they’ve fixed it now.
6. They spawn pretty much everywhere because the island is their home. They’re hard to kill because it’s a level 80 map originally designed to give players more challenging content. It’s been that way since the map was added back in November.
I’m not sure why some of them are invincible though. I suspect it might be another bug.
“Life’s a journey, not a destination.”
one question to the designers of these boss battles: have you ever played other mmos with raids? If not, please try it. It seems you have no idea how fun boss-encounters can be, even without the holy trinity (most good boss encounters ignore the trinity).
who actually enjoyed this battle and why? Seriously, you just stand there and dodge out of the red circles (which most of the time are hard to see because of all those particles) and constantly press 1.
Remove the egg throw thinly and let player need to use siege weapon in the fort,and lot lot more of adds that attack the fort so we need to have team that defend the fort,good to add more team work and roles to the fight
Hmm, pretty much all of the OPs complaints are faulty or due to bugs that got fixed with a patch at about the time this thread was posted.
Though I´m also a bit pessimistic how this one will pan out after the Zerg is over.
As long as ANet insists on Champions dropping blues or even whites everybody will just farm the Karaka Egg layer, until ANet nerfs those adds too of course..
Then it´s back to Desert Island.
Although I don’t dislike the boss fight it could be so much more than it is right now. Like having various phases with new abilities, requiring players to adopt different strategies.
Something like:
Phase 1: The Karka Queen spits eggs around that must be destroyed by the players or they’ll be overwhelmed by hatchlings. At times she’ll randomly pick a player and perform a charge attack or roll.
Phase 2: She’ll summon/call in several (2-3) veteran Karka that begin to spin webs or spread sticky matter around, protecting the Karka queen from all damage until these are downed.
Phase 3: The Karka Queen from time to time will perform a jump and groundstomp attack, causing a shockwave and hot steam/lava geysers to erupt in the direct vicinity in a random pattern which require precision and timing to dodge.
Etc.
They should stop with the bi-weekly, or bi-monthly (however you prefer) updates, period. If they put that big of a time constraint on themselves, all we get are half finished slapdash content updates like this Southsun one.
I’d much rather wait a month or two for a nice complete, polished, update
*It would be nice if killing the puppying Queen would actually yield something.
*It would be nice if you could survive the puppying battle or have a way to rez or at least a WP nearby to rez to.
*It would be nice if you didn’t have to be far away when she finally pops. People afraid of missing her so they don’t go protect the other settlements.
*If you are going to require that many people for an event you need to figure a way to tone down the effects, good computers can’t handle it.
Has this company ever considered getting online and actually testing their puppying puppy before releasing it?
(edited by Anwar.2018)