break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
Regardless of what some threads may say, you guys (Anet) have outdone it! You turned a punching bag into a meatgrinder and in respect to the various unique mechanics, it’s just all around epic. It truly is a World Event!
Now, there is something I would like to suggest on this fight (not changing any mechanics, this isn’t a whine post). A while back there was a post on this site (from ArenaNet) about making world events occur less frequent yet leaving their impact for all players to experience. Currently, I’m fine with Tequatl appearing every 90 minutes or w/e it is, it not only gives us a quicker pace to learn the new fight, it advertises a truly amazing boss that this past patch was mostly about. However, after this segement of the living story, I believe this event should occur much less frequent. Like 2-3 times longer between each arrival.
I watched the video where the server Blackgate (congratulations btw!) used a ton of coordination and had the commander(s) keeping everyone in line for the fight. People listened, and it paid off as the world first. That took a lot of coordination, and that’s not something people can pull off every 90 minutes. Even if that same group came back and beat it again, it just loses its significance. I know this isn’t a traditional mmo but take 1 note from large scale bosses if you can, don’t put them on rotary belt and just push people to keep coming back to farm it. With a challenge like this, make the rewards well worth the punishment and put some break in the middle. Remember, the only thing exclusive to Tequatl are achievments and skins. You’re not getting stronger for killing it, and there are other skins and other achievments, there is no requirement to kill this thing aside from aesthetics. If someone (say, a casual) cannot log on at the right time, tough love. It’s an mmo, the world moves on whether your there or not.
Like I said, I like it’s speedy rotation atm, it helps us learn the fight better and gives all players a chance to atleast experience the fight. But make the fight significant after these 2 weeks, don’t push us to return every 90 minutes. 3-4 hours respawn with a drastic bump in drop chance for asc weapon skins. That way if we do manage to gather a solid group, we have better chance of gaining the skin instead of hoping the next run will go as smooth (because it NEVER DOES! FACT).
P.S. Shadow behemoth died in 2 minutes on TC. I really think this fight was overlooked or the patch notes didn’t match what actually changed. Fire elemental is great, Svanir shaman is still a punching bag (it lasts a long time, but it doesn’t fight back at all), Golem is alright although I think it’s new main source of damage wasn’t all too right but it works for now I suppose.)
(edited by NinjaEd.3946)
I agree. I am glad to see something that will actually be a challenge in this game. Makes me sick that so many people are screaming “NERF” already, but I do hope they stick to their guns and leave it challenging.
We need more content like this that requires coordination and communication and less “follow the commander tag and auto attack.”
I love the mechanics of the fight, Teq has grown quite the pair of “censored” and the fight is a hell of a lot of fun. The 15 min timer however sucks “censored” and it should be nerfed. Even though I love the event, I will not be doing it again cause on my server it is a 100% fail rate and probable will still be a 100% fail rate in a month from now.
I love the mechanics of the fight, Teq has grown quite the pair of “censored” and the fight is a hell of a lot of fun. The 15 min timer however sucks “censored” and it should be nerfed. Even though I love the event, I will not be doing it again cause on my server it is a 100% fail rate and probable will still be a 100% fail rate in a month from now.
I agree completely. Love the difficulty and challenge, but the 15 minute timer seems far too low for the majority of worlds to overcome. As I suggested in other threads, increase the time limit while also increasing the reward to swiftness of completion ratio so that those worlds that beat him faster have a higher chance to loot rares from the end chest. Or if a world beats him in under 15 minutes, those players receive a 1 hour buff to their magic find of like 100%, under 30 minutes gets 50% buff, 45 minutes 25%, and under an hour just be lucky to open a chest and win an epic battle.
To update, congrats To the numerous servers who are starting to beat this baddie. It took awhile but its quite clear, this fight IS doable. No need for voice comms, just need people to work together and listen to the commander(s).
Now, the 15 minute timer is while fighting tequatl, not while the lazer is charging. Also, the final lazer charge resets the timer to ~3 minutes if you succeed which helped my server, the timer went from 1:40 to. 3:00( Idk if this works intentionally and if it works for last minute timers). Either way the timer stops counting down durin the battery phase as to not eat up the valuble time you need to dps it. The claw of jornag has a 30 minute timer and it dies way to easily. Maybe its just the comparison of difficulty to time restraints but I feel like Tequatl is fine. Just I wish anet looked at quality of events not quantity, I don’t want to farm tequatl and I doubt anyone else does considering how much rage it brought( haters will be haters). I’d much rather come back every so often and have high hopes for good loot rather than jump in every time its window opens with little to no faith in getting its cool skins.
(edited by NinjaEd.3946)
As someone that does not have much time to play non-stopping (I usually play for two or three hours, go to college, play for more two hours, go to work then play for four hours or so during the night), I would actually like it to appear more frequently for now. Right now, I can hardly make two attempts before having to log out, and then I have to wait for someone to rescue me from Overflow when I log in again. It wouldn’t be a problem if I could get on TC every time instead of getting stuck in overflows. 30 minutes between each spawn would be better for me. Just during these two weeks, of course.
I agree with everything else.
(edited by Gabby.3205)
People always asked for challenging content and the very first that should be are every world bosses. Even if i failed Tequatl I enjoyed it knowing how to play to beat it unfortunately most people have a long way to go to find out how to do well…
I can say Anet did a great job on the new Tequatl mechanism it’s just great encounter and this is a real challenge to complete it with random people XD.
Absolutely Gabby, for now Im glad its frequent. No server beat it on the first try( which is good ) so letting us rinse off and rethink and retry frequently was and continues to be good for the community. But as time goes on it just isnt worth the spamming.
to the genius who decided tequatl should still giving a big pile of blue/greens, go ’’kat’’ yourself…
jokes.
I always hoped (and demanded in the German forum) for more challenging content. I dreamed of a Dragon who slaughters infinite numbers of players and who needs skill, teamwork and a good portion of luck by the players to be defeatable.
When I played it for the first time, me and my bro got caught INSIDE of his bone wall (?) and nearly died there. Although we made it out, we and countless others were killed and ganged by Tequatl and his minions, and our server lost the battle, merely doing him about 5% damage.
After this shocking experience, where I saw hundreds of players getting beaten bloody and being humiliated by a giant lizard, all I can say is:
WONDERFUL! THANK YOU ANET! I never had so much fun losing in a game! It really is a fight worth remembering and bragging about if you win. Do that again for all world bosses. Not everyone as hard as Tequatl, but more challenging!
But increase the spawntimes drastically. Dragonfights should be real (rare) EVENTS, and not just the common lame “well, here he comes again…and again…and again” like he was before.
to the genius who decided tequatl should still giving a big pile of blue/greens, go ’’kat’’ yourself…
jokes.
That’s my concern with this. I got 1 rare.
I hope the next update fixes the shatterer, that guy has a lot of potential considering it also has siege weapons. It sure does spice the fight up when you can’t just sit up front and swing away.
The problem is, it is impossible to get into the main zone, just overflow. In overflow, there are only about 30-40 people at the most, and it’s just not possible to win the fight, period. There is zero reward unless we kill the boss- even the vets and champs we kill defending the cannons don’t drop any loot.
This fight should scale with the number of players present (like many other fights do) to make it even remotely possible for players who, through no fault or lack of effort on their part, are forced into an overflow situation with no possibility of beating it.
Challenging is one thing, but forcing us into a no-win situation with absolutely nothing in the way of loot or rewards for the inevitable failure is not “challenging,” it is highly de-motivating.
Personally I just think that the timer should be eliminated for the servers who don’t have 130 people with commanders coordinating and everyone in teamspeak
Personally I just think that the timer should be eliminated for the servers who don’t have 130 people with commanders coordinating and everyone in teamspeak
You don’t need voip or 130 people, you just beed people to know what they’re doing. It all comes down to the turrets, walls, and dps. Walls are really just a bonus but it does help a ton.
From what I have seen of the event it seems amazing, would love to do it, however since the removal of culling I have been unable to participate in world events. Managed to fight at the event for about 30 seconds before too many people pitched up and I started lagging, but those 30 seconds were awesome.
I love the mechanics of the fight, but indeed, it should be scaled by number of players, even it’s on overflow, i think at least people will get the chance to kill it, rather than waiting to get in to main flows.
If it’s scale by number of players, most of the players won’t actually lag out of main flows as well, over 100++ players lags most of us, unless you got a very good connection, which some of us don’t, i think it’s abit unfair to us.
I dont know if scaling is the issue, but overflow being unpredictable. A lot of the of servers I joined have no commander. Hell even a mediocre commander helps, so players know where to stack, because its mostly about stacking so the turrets can buff, clear poison, and so those up front can raise easier/quicker. Everytime I’ve entered w/o a commander people are scattered everywhere.. The turret users are doing fine but those up front just don’’t know what they’re doing.
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