dragon slaying must be more epic

dragon slaying must be more epic

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Posted by: Firelysm.4967

Firelysm.4967

Hello to all Dragon slayers !
If you care about EPIC dragon fights and if you want them to become even more epic, read this post add comment and give some feedback, so ArenaNet would notice and take this topic very seriously.

I was playing GW1 since Prophecies(7years+) and when i started with GW2 i am huge fan of dynamic events, but i was starting to question myself and wondering, why only few people like to keep fighting dragons after 3 attempts ? Why do they quite??

ArenaNet, so here are the questions.. If that would be my company, and if i would see so many unhappy players, i would start wondering, why:
a) Are our epic dragon fights really that bad?
b) Are our epic dragon fights to easy??
c) Aren’t they difficult enough ?
d) They don’t drop anything interesting to keep fighting them?
e) A little of each? Should we ask them what they think?

Are you one of those who slay dragon and say:" Oh that was all? That’s it, can’t be!?"
Than read all because i have lots to add:

In GW1 when you were fighting epic monsters or very hard opponents you were rewarded for every little drop of your effort, each try was difficult on own way, never the same, and we were keep killing them for over and over again!

What bothers me personally and many similar people that expected some more:

Skills / geo data/ mapping:

  • Dragons shouldn’t let players come to close or under them, if they step on you, you should get push-back/knock-down effect, and fair amount of damage(because there is no dmg at the moment if dragon step on you) that would force people to move/dodge if dragon lift a foot, because many melee endurance is unused during fights .
  • More all-over-area damage so people wouldn’t only stand there and shoot/swing 15 min and pick loot, people should be forced to move around in order to survive and put 15 min of epic earned battle, than again pick loot and feel like hero which saved the world!..
  • Unpredictable spawn and loud dragon voice range to announce his/her incoming spawn where ever you are on map.
  • Make visible dragon location on map ones you’ve discovered it, and put small icon on spawn place which would start softly glowing 15 min before spawn, and fully glow when he/she spawns.

Looting and drops:

  • Decrease drop rate of all kind of items to maximum 4 items drop.
  • Increase drop rate of green items to 1 or 2 per dragon kill.
    (we don’t need 6 blue drops which we sell to merchant in next 30 seconds after battle)
  • Implement TOKENS!!! Dragons should drop special tokens from the chest each time you slay them (tokens should be none-trade-able between players/trade post/mail, some kind of anti-bot-protection), Items acquired later with tokens, would be possible to mail, trade, sell.
    Some quick item possibilities would be:
    ~10 tokens = rare armor part
    ~40 tokens = exotic armor part
    ~100-150 tokens = Unique dragon weapon WITH UNIQUE-NONE ORDINARY SKIN!!!

Idea of Dragon weapons:
All the weapons would have special orb, which would also start glowing when Tyria’s dragon spawn in their color. Blue for Jormag, Purple for Shatterer, Dark red for Sunless.
If two dragons spawn colors would mix.Weapons would be sorted as legendary, they would be able to charge power.


Example: ShortBow

  • Unique skin
  • Damage base: 905-1000
  • Sigil spot: (possible to apply dragon effect):
    ~2-5% possible to apply chill while hitting target (Jormag effect)
    ~2-5% possible to apply poison while hitting target(Sunless effect)
    ~2-5% possible to lightning strike while hitting target(Shatterer effect)
  • To enable or renew one this effect, you must last hit (last touch) dragon with legendary weapon. Staying and slaying the dragon to the end, will give you chance to charge your legendary. After dragons death you will be able to consume the power which will last 2 days, this would activate sigil and you’re now able to use chosen effect. To apply new effect, simple slay another dragon before or after expire, consume effect and your journey begins.

I’ve also notice there is no dragon slaying title.. which would be very nice:
New title available for dragon slaying would be:

  • slaying dragon ~ 1 point
  • slaying dragon + taking dragons soul to charge weapon ~ 3 points
    Title acquired at 1000 points.

This is all just the idea what i was hoping for long time to see in any MMORPG, because all this things together would make people feel joy, excitement and even more epicness in within their bones, as they already do!. Please give me some feedback and comment. I’m sincerely hoping that ArenaNet would read this and hear us.

Always Loyal to Guild Wars since 05’
Lexira Aiserrion

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Ronah.2869

Ronah.2869

I like the idea of dragons dropping tokens. I mean, why award good looking armors and weapons for 5 players teams in instanced dungeons? Why not give the open world explorers the same rewards too? Why is A-net so focused on “developing the dungeons” instead of improving the explorable? It is a MMO, dungeons should be an auxiliary game mode for organized groups: friends, guildies, families, mates, etc
From the start the dungeons are excluding a vast number of players.

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Posted by: Firelysm.4967

Firelysm.4967

If they do half of this what i’ve posted, people will enjoy guild wars2 so much more!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

(edited by Firelysm.4967)

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Posted by: tigirius.9014

tigirius.9014

That’s my question:

(d) They don’t drop anything interesting to keep fighting them?

Even Claw of Jormag was recently nerfed. If they want people to go back out into the world and actually show up for events, they’ve got to change this policy of making loot only accessible via dungeons.

I do like the currency system you’ve proposed tho I would hope they don’t make it so crazy inaccessible for weapons like they’ve done their legendaries or their exotics in the temples being way out there in price. (they’re exotics, they’re now obsolete with the announcement of the ascended gear, they should be adjusted appropriately).

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

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Posted by: Firelysm.4967

Firelysm.4967

‘’ We are building open world!’’ That’s what ArenaNet is saying . But hey, being closed in dungeon +5hours a day with 4 random people is becoming old + farming orr, that’s only enough for 1 day? But isn’t it boring to do exactly EXACTLY the same stuff every single day?

Fun is, when you can do each day other stuff and still get closer to your goals and still enjoy the game and beauty of the open land and say it, THIS IS THE GAME I ALWAYS WANTED TO PLAY.. I wonder, why we rush trough forest, plains, mountains and very elegant lands … just to end stuck in ORR and dungeons?

That’s why i was suggesting very positive option how to make people attend dragon fights, how to open peoples eyes and enjoy for a second .. because we are all forced to as fast, grind for legendary and nice armors. Which are available only in dungeons. ANNNND why shouldn’t we slay some more elder and elite dragons, because that’s what guild wars 2 is about, isn’t it ArenaNet?!

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: OurDelusions.2635

OurDelusions.2635

I think this game should have been named something else, because it has nothing on Guild Wars 1. The only resemblance to gw1 is the graphics, and the most basic of lore.

End of Witty Comments. Semper Fi kiddies.
Don’t chase shadows, cuz you just might find whats in ’em – Cpl Braunsberg

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Posted by: NinjaEd.3946

NinjaEd.3946

The problem is, gold and silver medals are soo easily achieved during these fights, and with how many people like to try their luck with loot, you can never fail this event. It isn’t hard enough, and thats not to say start adding 1 shot mechanics either. There should be some core objective during these events or even mini events during which you gata work on, the mega lazer is a good example of this. Essentially it shouldn’t just be some hack and slash, dodge this spell breck player out of prison. Those things should be a part but not what succeeds the event. I think they have to rethink these fights a bit and provide some potential fail to it so if you do suceed you actually feel like you achieved something good and not just killed some random, oversized enemy for blues and greens. The challenge should compliment the rewards and currently, there is no challenge unless your eatting some good meal while playing like a boss.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Onshidesigns.1069

Onshidesigns.1069

Some of the future dragons should be smaller. Theirs only so much a dragon can do when their is no room for it to move around.

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Posted by: Victory.2879

Victory.2879

Here’s what currently happens at dragon spawn points:

Park appropriate level 80 alt at each spawn point.

Check dragon spawn timer.

Log into alt at stated dragon spawn time (there is a site that has the spawn times on it).

Watch 100 people do the same, not even bothering with helping with pre event.

100 people kill dragon in 3-4 minutes, collect loot, log off to next alt.

What really needs to be done is to make every dragon in the world all respawn at the same time by removing the pre event and making the respawn time random (between one and eight hours) so that people get a world message ‘the dragons have appeared- please help us!’ marked on your world map by big red dots and then you can go and kill whatever one you want to.

That would give it a lot more flavour as a dynamic event than the current ‘it will respawn in X hours every time and you can farm every dragon on every map, set your clock’ method.

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

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Posted by: Firelysm.4967

Firelysm.4967

Skills / geo data/ mapping:

  • Dragons shouldn’t let players come to close or under them, if they step on you, you should get push-back/knock-down effect, and fair amount of damage(because there is no dmg at the moment if dragon step on you) that would force people to move/dodge if dragon lift a foot, because many melee endurance is unused during fights .
  • More all-over-area damage so people wouldn’t only stand there and shoot/swing 15 min and pick loot, people should be forced to move around in order to survive and put 15 min of epic earned battle, than again pick loot and feel like hero which saved the world!..
  • Unpredictable spawn and loud dragon voice range to announce his/her incoming spawn where ever you are on map.
  • Make visible dragon location on map ones you’ve discovered it, and put small icon on spawn place which would start softly glowing 15 min before spawn, and fully glow when he/she spawns.
Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Onshidesigns.1069

Onshidesigns.1069

Here’s what currently happens at dragon spawn points:

Park appropriate level 80 alt at each spawn point.

Check dragon spawn timer.

Log into alt at stated dragon spawn time (there is a site that has the spawn times on it).

Watch 100 people do the same, not even bothering with helping with pre event.

100 people kill dragon in 3-4 minutes, collect loot, log off to next alt.

What really needs to be done is to make every dragon in the world all respawn at the same time by removing the pre event and making the respawn time random (between one and eight hours) so that people get a world message ‘the dragons have appeared- please help us!’ marked on your world map by big red dots and then you can go and kill whatever one you want to.

That would give it a lot more flavour as a dynamic event than the current ‘it will respawn in X hours every time and you can farm every dragon on every map, set your clock’ method.

Isn’t meta events created by completing event chains? That has to be completed in order for the dragon to spawn on time.

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Posted by: Firelysm.4967

Firelysm.4967

@Victory that’s what i was trying to state at my first post, and i totally agree with you. It really doesn’t matter if people re-log and rush there OR people check the page timer and rush there by current character. That’s why there should be implemented icon with glow to announce dragon income. Why not make it simple.. and make this web page useless by letting us know when they will spawn?

Look what people do in ORR? they simply do one spot and shout for other location if maybe plix or any other event has spawned.. well if u ask me that’s the same.

They have to change the view of ArenaNet logic. To large events YOU HAVE TO INVITE PEOPLE AND CONVINCE THEM TROUGH NPC AND ANNOUNCEMENTS TO PERTICIPATE. Hiding events and so on won’t do any better because people will always find the way to overcome this.

So i’m wondering would people be ready to accept token style, rise the power and difficulty of dragon ???

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Firelysm.4967

Firelysm.4967

[quote=1179623;Onshidesigns.1069:]

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Firelysm.4967

Firelysm.4967

They should make back-packs. Frost back-pack for Jormag, Electrical for Shatterer, Poisoned for Sunless.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Palaryel.2463

Palaryel.2463

Epic Dragon fight:
My level 80 pure condition damage necromancer walks doing map completion, Tequatl the Sunless spawns suddenly. Since I was really close I decided I’ll go and join the fight. A few seconds later I’m at the spot, ALONE and start hitting the dragon. The only backfire I took was a few poisons that got removed by myself in seconds, brought the dragon down to 30% alone, when 2 other people came and finished it off with me.

Epic Dragon fight my kitten

NOTE to ANet: if you plan to fix this by simply increasing the dragons HP don’t even bother please, epic fights should require special mechanic and epic effort.

P.S.: Also, the Elder Dragon Zhaitan fight was epic aswell, right? (anyone wanna a free USB keyboard, works perfectly except for the “2” key which got broken during some Arah story mode, no idea why…)

P.P.S.: Just to say, I’m not flaming the game, I like most of the fight related stuff in it, but it makes no sense that many of the dynamic group events are a lot harder than fights with large, ancient dragons….

They should make back-packs. Frost back-pack for Jormag, Electrical for Shatterer, Poisoned for Sunless.

There is one epic back item to rule them all – the Fractal Capacitor (Infused). The final version of the capacitor is one of the best looking items in game, can’t be just bought, you have to earn it (the tokens/fractal essence needs to be farmed), and its totally worth the 500 ectoplasm cost for the upgrades.

(edited by Palaryel.2463)

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Posted by: Firelysm.4967

Firelysm.4967

There is one epic back item to rule them all – the Fractal Capacitor (Infused). The final version of the capacitor is one of the best looking items in game, can’t be just bought, you have to earn it (the tokens/fractal essence needs to be farmed), and its totally worth the 500 ectoplasm cost for the upgrades.

And what if i don’t like fractals and/or dungeons ? Why forcing people to grind closed instances ? What if i’m solo player? And what if many people came to this game to actually enjoy the world alone independent of others and explore it with joy? And not to mention that finding team for fractals even with gw2lfg doesn’t always help you find people instantly ??? EPIC video of Dragons convinced me to buy this game even more, but if i wouldn’t be Loyal to Guild Wars1 i seriously don’t know if i would still play it as much as i do now. Those epic battles are just not as i was expecting them to be, and i believe 95% people think that.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Phantax.1369

Phantax.1369

Dragon fights are too easy, then again pretty much all the mob fights in GW2 are too easy !
Loot from Dragons should be of a higher quality, BUT the actual fights should be made far more difficult !
Dragons should not spawn so fast after their last death, 3 hours ! ! ! Geez what the hell. 3 maybe 4 times a day would be plenty for each dragon. most people are still going to be able to engage with Dragons 3 times per day easily at that rate.

:)

We’re not retreating… we’re advancing in a different direction !
Money can’t buy happiness, But it allows you to search in more places to find it !

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Posted by: exionn.8152

exionn.8152

killing the 3 dragons was only fun the first couple of times but they didn’t keep me interested for a long time due to the drops and east fights.

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Posted by: Moridin.5261

Moridin.5261

killing the 3 dragons was only fun the first couple of times but they didn’t keep me interested for a long time due to the drops and east fights.

Yeah..:) really hope the will make it more epic

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Posted by: tigirius.9014

tigirius.9014

“quote=1179623;Onshidesigns.1069:”

LOL I hate when this happens on these forums.

But seriously the metas prolly need a rework so that it’s required to have 5 mans working on a meta precursor to the dragon events so that people aren’t just standing around waiting for dragons to appear and not helping.

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: Half Tooth.1867

Half Tooth.1867

Loving every idea posted in the OP
I always thought the dragons should be on a random timer, minimum time being 2 hours, maximum time being 5 or 6 hours. Dragons should roar, and not land in the same place each time.
It would be extremely cool if the dragons arrival effected other events happening in the area. Would also be cool if they occasionally destroyed important structures and then after their defeat players helped to repair the damage.
Maybe when the dragon is sighted people across the map start sounding warhorns and yelling to run for cover or just shout DRAGON!

Also there should be a random dragon battle in any of the three orr areas. In those maps there are dragons in the sky all the time, very now and then (maybe less often than other areas) one of the dragons should descend in Straits, malchor’s or Cursed shores and wreak havoc on the pact, maybe the risen that are there stop milling around aimlessly and start becoming mroe organized. It would be extremely eeire to wander through orr and see no enemies about only to discover them all standing next to a dragon.

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Posted by: Kojiden.8405

Kojiden.8405

The dragons at first were pretty cool. But after learning about the dragon mechanics the fights devolve into just standing in one spot and auto attacking the dragon until it’s dead.

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Posted by: Firelysm.4967

Firelysm.4967

Indeed, so seriously , this topic is under-readed because people don’t read forums anyways, and i feel the same as you guys feel. This events are old and very easy, and people lose interest into them very fast. If Anet doesn’t want to lose players, which will come and go… they will have to restructure dragons mechanics, force people to move to unknown side when they siege it, change shapes of incoming ground threat, movement of dragons and most important MAKE IT EPIC, and unforgettable.

Wish I could get back to GW1.. PvP-GvG. It feels like we are outcasted, not desired or rewarded..

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Posted by: Elitejelly.7462

Elitejelly.7462

Nice ideas! I hope they do some of these and make the fights actually epic.

IM SO HYPED FOR HOT I CAN FLIP A TABLE.
(/o_o)/ |_|
hype over.

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Posted by: NinjaEd.3946

NinjaEd.3946

Shatterer====
Weaknesses: Stationary, WP is right next to fight,minions’ logic, fail proof.
Solution(Stationary+ Fail proof): With the large field of destruction beind the shatterer fight, why not make this a slightly mobile fight? It seems a little strange that the dragon’s don’t progress forward but adding something like movement to these massively sized bosses would be near impossible without a million glitches. So something small like it moving forward 1 step at a time could be doable. The shatterer will start towards the back, and if you (the players) don’t various mini events to keep the dragon away it will move forward, damaging each player near its footsteps. Throughout the fight you can’t push the shatterer back, you can only prevent it from moving forward by doing mini events such as:
-Fire multiple (3 or more) net shots from the cannons to pull the Shatterer back onto the ground (when it flies up). To compensate and make it worthwhile, The Shatterer stays up in the air much longer releasing more exploding crystals as time goes on. Failing to bring The Shatterer back down before it goes down by itself will make it move forward.
-Deal enough damage while staying in front of The Shatterer(doing damage to the head which is only targetable while in the front area of the Shatterer). The Lieutenant that spawns has a knockback move and will try clearing the area in front of the Shatterer. Kill the lietenant to stop it from making room or the Shatterer will progress (it doesnt litterly make room but it guards the front area where you are supposed to be and knocks back delaying your dmg output). This discourages everyone from staying at the paws and pushes more people to get up front.
-Grab explosive charges from the vigil base and plant them on recharging crystals. These will explode and deal high damage to The Shatterer shortly after being planted and destroy that crystal. Planting the charge takes a few seconds and requires you to not be hit during the process. Additionally, crystals are made harder to kill so for groups who want to plant charges, they arn’t so easily turned down from fools smashing the 1 button.
If The Shatterer gets close enough to the seige weapons he will start breaking them with his screech. If all seige weapons are destroyed you fail the event and he flies back into the sky. Additionally, branded creatures in the dragon brand get a buff until the shatterer event starts again that grants them increased damage and health. This applies to all of the dragon brand in any zone.
Solution(WP): The waypoint currently is super close to the fight and you can just die, respawn and continue fighting. The solution to stationary could definitly help but one more mechanic that could excite those participating that I think would be really difficult. When killed by the Shatterer or any of its minions during the event(including the normal spawns around the event zone) you turn into an uncontrollable branded. This is similar to the beta event where you could turn into the branded but instead you can’t control yourself. You are stuck in branded form until someone kills you or after 45 seconds. The only thing the branded do is seek a target and basic attack them with your stats (precision, vitality, toughness, power). After being killed again or after 45 seconds you can spawn once more. Players trapped in crystals also will be turned into a branded if they do not escape in 10 seconds. With more add-ons to deal with and more time spent away from the shatterer it could actually turn into a difficult fight.
*Solution(Minions): *There are many minions in the fight, but only at certain parts and mostly at the seige weapons not where all the people stay. Minions should really be more of an issue for both those on the seige weapons and those up front. Nothing super annoying to just lag up peoples screen but the little spawns that roam around seem to have little to no affect on those up front, but the players at the seige weapons see numerous waves just eliminate the seige weapons in a matter of seconds. Maybe along with stationary, they would make the mortars a necessity to help keep back the shatterer and if not enough people stayed to defend the mortars they would reach closer to losing the event each time it went up into the sky. Additionally, the rate at which branded get lightning bolted out of the sky to the field should increase around the area and deal damage to players (1 second delay from red circle so it is avoidable).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: NinjaEd.3946

NinjaEd.3946

Tequiti The Sunless===(refering to as a He for simplicity sake)
Weaknesses: Stationary, low direct damage, WP right next to fight, easily killed, fail proof, minions’ logic.
Solution(Stationary+Minions): Again, it isn’t easy to make such massive enemies mobile without it looking awefully funny or coming across many bugs/glitches. This fight will be more concentrated on the Mega Lazer which will have to aim. Tequiti notices the lazer from the start but regardless he stays in the center the first time. His bone walls will prevent the mega lazer from hitting him so the group must take the right wall down for the lazer to hit Tequiti. Once it does, he will move to one of the sides damaging any foe he comes into contact with or any near his landing spot and continue his rampage. Now the eastern seige weapons will be easily destroyed by Tequiti from his breath as well as his minions. Again, after the lazer charges you must take the correct bone wall(s) down so the lazer can hit him. Then he flies to last side and you must repeat once more however there are somethings that will make this more challenging.
1. Lazer can be killed during the event. If it is, your only source of damage will be from players and any remaining (if any) seige weapons.
2. Reason? Lazer will do the most damage to the dragon (20% health). The health pool of tequiti is significantly raised to compensate so player damage is still effective but very hard to manage. Seige weapons do more than player damage but still not as much as the lazer.
3. Lazer starts charging from the start. Ideally, you will use the lazer 3 times during the fight assuming you don’t miss by hitting the bone wall. Hitting a bone wall will destroy it but consume the lazer strike. The dragon will only switch sides upon being hit by the lazer.
4. Minion waves come in larger packs as time progresses making the event much harder. The waves come from the waters behind the dragon and attack foes near the dragon trying to back it up.
Solution(Low direct damage+easily killed): The poison is great, as it makes people want to get the kitten out of the affected area or quickly melt away. However him stomping his feet seems to do nothing but look like a tantrum. It should do damage, and knock foes back so they don’t just get to sit there and slash away. Additionally, Tequiti’s flying up and landing should do damage just like the shatterer or maybe just knockdown instead of launch. As part of the Solution with the lazer damage, Tequiti should have a significant increase in health and a small buff to defence so the event can actually last the ideal 3 laser strikes.
Solution(Fail proof): This is the key part, a chance to fail the event. I believe mimicing the Temple Of Balthazar would be perfect here, where you have a time limit to kill it before it calls upon or summons a large wave of minions. If your group does fail the event, Tequiti jumps back into the water and risen storm the beach taking over the vast majority of it (not that important since there isn’t anything worth protecting but still the idea of the dragon winning should reflect the aftermath of the battle field). The laser will be the tool that makes this event very successful or drastically difficult, and seige weapons will definitly help. Basically this event shifts away from everyone staying up front and swinging at the beast and promotes more to stay back, and defend the various weapons at your disposal. The time limit could be along the lines of 9 minutes with the lazer charging up every 2 minutes (so throughout the fight you can use the laser 4 times if the event spans that time. To make the laser a bit less of an overkill, the timing in which bone walls appear should be right before the Mega Laser becomes availible, and the defence of the bone wall should be quite significant so it becomes a group effort to prepare the laser and not just a small squad dealing with it. The event should center around the Mega Laser so you atleast have a secondary objective to work towards rather than just smashing 1 till it’s dead. The laser won’t be the only sorce of damage but it should be enough where you need atleast 2 shots from it to kill Tequiti in time.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: NinjaEd.3946

NinjaEd.3946

The Claw Of Jormag====
Weaknesses: sides, movement effects, dissapears after dieing, fail proof.
Solution(His sides): Pretty simple to approach this but first one must look at “why do people sit at his sides?”. It is because the least amount of skills hit there and if you have the right weapon you can sit there spamming 1 without moving. Solution? Two things can be done:
1. Part 1 of fight when he screams out the corrupted crystals some can land near the front of the ice wall so the minions target those nearby (like the sides). Additionally, increase the chilled ground to the sides and slightly lessen the chilled ground in front center of the ice wall. This will make people more likely to stay up front and move around, dodging skills and what not. Due to the wall being odd to target atm, they need to raise it a bit off the ground so you can hit it from the center region.
2. Part 2 of the fight, the chilled ground is quite far, so simply increasing it again is lazy. Instead, the pillars of ice that erupt out of the ground should erupt along the sides as well, and when they land the pillars launch foes back a short distance, or freeze them if it is right on top of them. To make it avoidable, red circles will appear 1 second before they land but essentially players will need to stay mobile or risk being launched off the sides or frozen.
Solution(Movement+dissapears): This is one dragon I enjoy the feel of it. It moves around, even though you don’t get to interact with it too much besides the 2 landing spots it still feels epic. However when he lifts off it should be a moment of panic. If you stay near the claws (radius of effect) while it lifts off you will be launched in the direction it flies quite far, like half way across the first battlefield while receiving slight falling damage and launched damage. The crash landing is awesome but I’m sure they can expand on this for a little more fun. Additionally, when it crash lands and hits the water slightly, it kinda screeches, gets back up, and no more. Invisible rocks fly up and vanish which is fine, no need to make flying debry land and kill everyone. But there is no water splash when it dies or when it hits the water with its back side after crash landing. Could add some cool flavour to its inevitable crash. Now when (or if) it dies, it falls back and just vanishes in the waters. I remember the bone ship in Sparkfly Fen that you can actually swim up next to and watch it sink. Wouldn’t it be fun to watch the beast you just slain tumble down the icy slopes into the deep waters of frostgorge? I don’t need to see a decay process as that is just wasted developer time but atleast watching it sink to the floor would be pretty neat.
Solution(Fail proof): The key to all dragon encounters, can it fail? Currently, no it cannot but how would something like The Claw Of Jormag be lost? Maybe make it a time limit before minions, no that isn’t epic enough for this dragon. It needs something new, something map changing and also something difficult. How about a storm that grows more brutal every time the Lietenant of Jormag screeches? Similar to the effects of “The Frozen Maw”, but the storm will appear to get more brutal each time it screeches out. Now instead of a time limit, it will intensify the storm with each screech (the thing that fears you and sends out corrupted crystals) and after X amount the weather will be too much for the kodan sanctuary (hotw) and they will declare the dungeon entrance unstable thereby contesting it (corrupted ice will form around the entrance blocking it off and the platform to the dungeon will break away).
To uncontest it, a mini event to defend a priory npc to settle the corruption around the sanctuary will start. He will start from near the Dragon fight and go towards the sanctuary. Once there, he will ask to be defended as corrupted icebrood attack you from the waters. Defend him until the ritual is done and the platform will respawn and the corrupted ice blocking the entrance will break away.
Of course killing the dragon quicker will lessen him screeching but you will also want to keep him stunned as much as possible through breaking the ice wall, but mainly the golem bombs. This will make defending them extremely important since phase 2, the Lietenant screeches often. The idea is already there but it isn’t that important when ranged players can just continue damaging it willy nilly. There should be important things during the event that either suceed or fail the event. If the event fails from X amount of screeches, HoTW becomes contested and the Claw of Jormag flies off into the distance while maintaining that storm effect. It really impacts the zone and the players will feel the corruption settleing in if they don’t suceed the event. Since so many people do the event however, I hardly see this becoming a problem.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

dragon slaying must be more epic

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Now where does that leave Dragons as a whole? Well Elder dragons are a completely different story and due to their size I simple cannot think of an acceptable approach to them (but I still hated Zhaitan fight). But these 3 dragons with harder mechanics, need a general change to all of them. First off, they should not spawn every 2-3 hours, that simply doesn’t make them feel like the force to be reckoned with. The spawn time should be along the lines of 2-3 times a day, giving plenty of oportunity to those who can’t play 24/7 but making them feel more unique and less spammable (but still technically spammable to some). Secondly, with harder mechanics a proper adjustment to drops and drop quality should be added. Being potentially failed and much more of a group effort than a bunch of swords and bows attacking, rewards should be much better. Nothing where exotics are common but 1 or 2 rares, better drop rate on a lodestone or some other rare crafting material, slightly better rate on exotics or even account bound exotic skins, but precursors should remain the same. There shouldn’t be a larger circulation of those in the TP and the fact that these events are repeatable and already have a chance to drop a precursor is enough as is.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”