A thought on difficulty

A thought on difficulty

in Tequatl Rising

Posted by: Juunro.7082

Juunro.7082

Having failed twice at the new Teq today, I am not here to kitten and moan about the difficulty. I like that it’s hard; it is a unique experience for raid-style fights in this game, something that was sorely missed. I came here from that other huge MMO that’s been going for years now and just recently did a thing with Pandas, and while there were a great many things to recommend GW2 over that other game, the endgame raid-style content was not really amongst them. This new Teq is far more in line with what a great many people expect for endgame MMO content.

There’s two basic problems however.

1) There is no real gurantee of loot from Teq; that other MMO would hae rewarded a 100% chance or very nearly 100% chance of getting the equivalent of an exotic. Sometimes even 2-3 if you got very lucky. If Teq had a 100% chance of rewarding players with 1-2 exotics and say, even a 5% chance of rewarding a precursor, I would wager fully half the complaints in this forum would be energy redirected towards trying to figure out how to beat him.

2) Those aformentioned raid encounters in that Other Game all are something that a dedicated group of players has the ability to try when they please and on their own terms; wiping twenty times to learn an encounter is perfectly acceptable if you can do those 20 wipes in the span of two hours. Teq comes up on his own time and is not something easily planned around by guild or other organized groups that are going to be coordinated enough to have a reasonable chance of killing him.

It is clear this encounter is going to require large group coordination to defeat; it is not inherently set up to allow that. Setting off Teq’s attack should be something that can be done at any time with some kind of collectable resource; a guild wants to take a shot, they have to go collect a couple of dozen ritual stones or something to attract it’s attention so it comes down when they want it to. Or an event chain, ala the Orr stuff, that is set off by talking to some NPC or other. More importantly, the group that sets off the event should be given absolute priority on resources for the encounter, eg the cannons. If a guild of 20 guys coordinating sets off the event, that guild’s members need to be able to kick puggers off the encounter-vital resources.

I like Teq; I like what it represents, but in order to have content of this difficulty level, you need some of the more classical MMO trappings to support it.

Axe Murdering, Longbowing tiny Asura Mohawk’d Warrior