Guild missions, and why you totally dropped the ball on this one.
Guild missions are three big things.
Timed, constraining, and mostly support bigger guilds.
With only 15mins to spare, you need 15+ people to do T2+ because of how some of the monsters are insanely hard to find.
Why this is such a big problem?
You are expectating us to fail. You designed this with the expectation that we will fail a couple of guild bounties before we complete one, personally I see this as poor design. Some of the monsters have mechanics that only support larger zergs of guildies. These was magnified even more by the new Bounties.
First with 2 Mult, now his feature has him spinning while he is invurnable and shoots out sparks. You have to kill the sparks and pick up what they drop and throw it back at him. The problem is that you can’t just do one, you have to do at least 3+, and the debuff that is applied to him has a timer and will speed up his attacks. Now my guild tried to take him down with 6 people and we weren’t able too. We were dieing so fast from the sheer amount of sparks and the damage from the boss himself that we were dieing too fast to be able to apply the spark debuff to him and achieve the required amount before that goes off. It seemed like this boss fight was designed expecting at least 12 people to be there. Then you have Yanonka. With this boss you have to find rats, activate them, and then follow them. The problem is that the rats are very spread out, do not spawn often, and not all apparently lead you to the boss. With 11 people we looked for 5 mins before we ran out of time. We activated 4 rats and none lead us to the boss. Again, another instance where you wanted to restrict pre scouting and enforcing bigger zerg guilds that can scour a map in seconds.
Secondly, you restricted us way too much for this. You basically set a linear/vertical progression for us. If you gave us the option to upgrade any guild mission and give us the choice of whatever we want, then requiring us to only need merrits for the other guild upgrades, this would have been executed a lot better. However, we are forced to power through the guild bounties (which no one in my guild really likes, mostly because we dont have enough people to usually complete it). Trek we are able to do and everyone seems to do it. Puzzle, rush, and challenge are way out of our reach for now (except for rush, 2 more weeks about for that one).
So you guys really dropped the ball on this. I was expecting this to be well executed and well thought out, instead I feel like this was rushed and was an attempt to drain influence because of the really poor influence acquire system. If your game ever gains a lot of players quickly, many of them will be discouraged from making new guilds. Why? First to complete any of the guild missions you need quite a large guild, and I’m sure no person wants to join a guild and support them if they don’t have guild bounties, they’d rather just join the 500 person zerg guilds that can do all these guild missions and/or already have them upgraded. In Guild wars 1 it was Guild Halls that did this. Many people didn’t want to join Guilds if they didn’t have Guild Halls. However, these were purchasable with money and could be obtained by a small amount of players.
Please, fix this system or the bounties so that they are easier to complete when you dont have 20+ people at your disposal. We want to have fun doing these guild missions, however for the past 4 weeks my guild members are becoming very frustrated, and less and less are bothering to show up for the guild bounties, dwindling our already small population.
(edited by Deified.7520)