Dragon Meta Events & Safespots

Dragon Meta Events & Safespots

in Suggestions

Posted by: ExTribble.7108

ExTribble.7108

TLDR at bottom.

It’s pretty obvious that these boss events are a complete joke. Instead of giving an elaborate suggestion on how to extensively change the boss mechanics, I’d rather focus on something simple: Force people to deal with the current boss mechanics. I believe this would be a good first-step to improving these encounters.

Stand in front of the Shatterer when you fight him. Just do it once. All the AoEs and other attacks require you to actually pay attention to survive and do damage. Lots of them are somewhat telegraphed and hit maybe only a second after the red-circles appear, leaving little time to react. The huge problem here is that when you stand beside him, you’re out of his attack zone and therefore immune to anything he spits at you. The (considerably large) safespot in this fight lets people hit 1, afk the rest, and enjoy the credit/reward for completing the event. Put some protective walls around his sides and back, or some branded pillars/crystals that spam conditions (like the plants nearby) so people need to defend themselves one way or another during the fight.

Same goes for Tequatl. It seems that at some point Tequatl is supposed to force you back to the cannons/turrets, yet fails to do so. When he’s dropping the poison bombs from his wings (or whatever you’d like to call them) they should coat the entire area under him up to where he spawns the wall, forcing people out of range rather than just a few paces back if at all. Then bring up the wall and force people to either use the cannons or their own skills to take out the wall so they can then charge in and take him out. Also, the risen Tequatl spawns should patrol between the cannons and Tequatl himself. It makes no sense that Tequatl spawns large numbers of allies who are just standing around with the corpses of the hylek at the cannons while their master is getting his feet/face torn to shreds.

Surprisingly enough, the Claw of Jormag seems to be the only one here that forces you to deal with his mechanics to some extent. Again, the problem is that people find the nice little safespots just out of range of the ice and his attacks. This boss needs only a few simple fixes since they recently (kind of) removed one of the safespots. The deadly ice needs to reach out far enough to block people with 1500 range projectiles (which go further than 1500 range) from hitting him during phase 2 so they can’t just semi-afk the fight, and the ice needs to continue damaging people when downed so that it truly becomes a threat. I’ve seen the same people who regularly do the event at the same time I do continuously go down on the ice without even a clue as to what the cause was since they can just revive themselves up with #4. It makes no sense that the ice can’t fully kill you. For phase 1, remove the safespot on the right side of the wall by either removing the terrain or widening the range of his attacks.

TLDR: Eliminate safespots to force people to deal with the current boss mechanics. Don’t bother reinventing the encounters as it will mean nothing if safespots still exist. If you move away from the safespots in these fights, you’d realize they’re not all that boring and faceroll easy to do.

Disclaimer: I run these events (almost) daily, so I’m not writing this to target people and nerf their rewards. If the dragons’ health needs to be reduced so the encounters do not start taking double or triple the time, I have no argument against that. I’m looking for a fix that makes these events enjoyable, not a pointless time-sink.

“Any lump can hack bad guys to death, but it takes skill
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated

Dragon Meta Events & Safespots

in Suggestions

Posted by: cpg.7140

cpg.7140

Shatterer is quick and easy, which is nice (especially since it always starts promptly) but yeah, the safe zone is a bit obvious and it would make sense to change it up a bit. Hopefully in a way that is creative, though.

I don’t see the point in changing Tequatl. The unavoidable fear is annoying enough. The risen being more of a factor would make sense (though his exploders tend to take people out regularly enough), but forcing people to deal with the wall would just be prolonging the fight for not good reason; killing the wall isn’t fun, it’s just busy work.

Claw (at least phase 1) has its safe spots depending on whether the champs roam far enough, but it takes. so. long. regardless that there’s no point in making it tougher unless you also make it quicker. Phase 2 seems pretty well done to me. The big damage/fear is avoidable via the special weapon mechanics (perfect use of that setup), the adds are a factor without being just a total distraction… only problem I have with it is that a few of the ice spikes seem to be a matter of luck whether you’ll actually be able to destroy them in time to save a given golem, and even that only happens once in awhile.

Hobwash
[TAS] – The Asuran Squad
Devona’s Rest