Putting Perspective on Zerg Sizes since 2012. Common Suffixes for 40+ include ~Zilla and ~Train
“Seriously, just dodge.”
First I would like to congratuate Arenanet for the New Tequatl. If there is not already enough appreciation going on let me tell you that bringing the challenge of this magnitude to GW2 is definitely, absolutely the right idea going forward. I also must give my congratuations to the many servers who have thus defeated Tequatl and have kept moving forward with repeative kills, in the hopes that servers that have yet to kill him learn the strategies and rigorously learn his every move. Such is the way a world boss should be, and I have renewed hopes for other much needed revamps or reworks, or perhaps new zones with new encounters.
THAT said…I feel like despite how possible it is to kill Tequatl…
…that between the zone soft-cap and overflows the fight might be tuned poorly.
WAIT! Wait wait wait don’t throw fire at me yet. Let me finish.
Right now the main theme from what I get from the various kills of Tequatl is that to have a solid 100+ coordinated people in a single Sparkfly, invoking the powers of ‘party up and join my sparkfly’ to have the capacity and resources TO beat Tequatl.
In fact it has become necessary since the requirement to push Tequatl into the next phases is quite high, while the amount of people you can have dead is so short. Though I imagine over the next week we will probably see the current servers that realistically beat him double (Oh Guesting…).
But…why? Why can’t Tequatl fall to a coordinated group of 70 that haven’t hit the overflow cap yet? Why aren’t his mechanics tuned to that number instead of forcing people to play the overflow party invite card?
That is the only real issue I have at this point, or anyone really. The fight is tuned for numbers greater than the normal acceptable number the zone would prefer, rather than just before that same number.
Yes, that means that Tequatl is broken, in a way yes that means I am calling for a nerf. I am not calling for a nerf of his difficulty, by gods if 40+ people continue to die to each wave he shouldn’t be killed that time! Make sure it is entirely feasible for the persons at the encounter to kill provided they do the mechanics CORRECTLY! And for gods sake put some kitten scaling on him so the low-pop servers can have a shot!
Actually, that’s the biggest thing really. SCALING. Make him scale at 40, 80, and even the current form at 100+! It is a matter of perspective, for low population servers who can only field maybe 20 to Sparkfly on a regular basis, giving him a 40 person scale means they will have to make Tequatl a special case, bringing in more than the average! That’s how you create an inviting encounter! The highest population servers can still very much do their party invitations to get their large-scale guildmates and friends in on the current encounter as is, but at least they won’t have to DEAL with the guesters taking up slots if the guesters have their own server given a fighting chance!
Actually, I want someone to tell me how this is a bad idea, having Tequatl scale in such a degree. I adore Tequatl right now, even as my server struggles to still kill him, but I feel many of the problems people are posting on this forum right now could easily be solved with a scaling on the encounter rather than a stagnant +100 man coordination that many of the servers cannot do without help!
Just my two pennies.
- Jornosh, Suicidal Warrior of [One], pondering many things.
Well, we don’t really know whether tequatl can be killed by 70 coordinated players that know the fight… because he scales to how many players are there, for all we know if there are only 70 players he might scale to be killed by those 70 players… I guess we might find out when the novelty wears off and only the dedicated dragon killers go there for the fight.
The 80 player minimum is a joke. The only way you are beating him with 80 players is if every member of the raid is wearing optimal gear, sigils, potions, food, and is in voice chat with each other.
Oh and they would have to have ideal professions too. Lots of Ele’s/Warriors?guardians(the golden trio of GW2).
I waited for about 4 hours this morning trying to guest my way into BG, that didnt work. Fine, w/e. I spent another 4 hours helping to organize a group of 100 on TS on the main server. We were doing great, until we realized the players in the turrets were either afk or didnt know what to do… great, there goes all the hard work.
So we hijacked an overflow. About 100 players. Still couldnt meet the dps requirements for this fight.
Its just stupid.
Yep, I agree with that. Difficulty is fine, the mechanics are actually quite simple as well. Not even remotely as challenging as let’s say Liadri. But there are two problems with this enemy: Scaling and overflow servers.
Scaling means low population servers have the option of: Desert your server and flock to a big one or don’t bother showing up. Overflow means you’re wasting your time. It’s unrealistic to think it’ll ever be done with random people from all over the globe with zero preperation time.
I have a feeling frustration will “fix” this issue as people continue giving up on this event. Let’s retry in 2 weeks and it’ll be easier. Not because people suddenly figured it out – they did that during the first day – but because you can actually get into your server’s zone, with people you can coordinate with. At the moment waiting times of 4 hours plus to get into your homezone map are… hardcore. But not in a “this is difficult” kinda way.
I think most players stop trying once they notice they are in overflow. In theory, everyone getting in the overflow went there for the dragon, they should be aware of the mechanics and be equipped with the right gear, potions and attitude. Even if they lack TS this isnt rocket science if everyone tries to coordinate. My impression from overflow fights is that people give up before the dragon arrives, and try a lackluster zerg attack while attempting to join their party on the home server. Of course that fails, and the attitude fail cascades all future overflows too.
I think most players stop trying once they notice they are in overflow. In theory, everyone getting in the overflow went there for the dragon, they should be aware of the mechanics and be equipped with the right gear, potions and attitude. Even if they lack TS this isnt rocket science if everyone tries to coordinate. My impression from overflow fights is that people give up before the dragon arrives, and try a lackluster zerg attack while attempting to join their party on the home server. Of course that fails, and the attitude fail cascades all future overflows too.
I don’t know about that.
Has any group managed to beat him without resorting to the majority of players using some kind of VOIP?
I don’t think it’s fair to say overflows automatically give up. I actually had a really good overflow last night. We had some groups together, DPS, Turrets, Fingers. And all we’re doing their jobs. About halfway through we lost the east turrets do to a champion grub one shotting everyone, and it did cascade from there. Still, I really thought were going to make that 75% mark, but we still fell short.
Problem is, overflows are more likely to have a lower amount of players present. And likely to have a higher amount of AFK players present as well. It’s also much harder to quickly get people to respond to problems without simply having a massive swing that just causes more issues.
After having just experienced a battle against Tequatl with a total of 6 players, I’ll need to re-evaluate my low population statement. He actually gets easier with fewer people. We 6 people managed to scratch about 10% off his hitpoints. And that’s with the wall constantly up because we 6 were too few to maintain all necessary tasks.
So he does in fact scale with amount of players and as a result will become easier as more people give up on it. So this means once the event died a few weeks down the line, it’ll be easy to grab about 30-40 people, enough to maintain all tasks, organize folks and do this easily. Doesn’t fix the issue now, but it looks like the issue might go away on its own. It’s essentially a scaling issue.
Let’s say it gets easier with numbers most of the time. TKS had some attempts with 75 not fully, but more or less organized people and we got it to 33%.
We had only 2 commanders there, no food and not optimal rest organization. Considering this, it is definitely possible with that amount of people, even without perfect gear. Still they need more coordination.
Same setup of coordination with 150 player got him to 26%. Fully organized, both could kill them, but it does get easier with numbers.
What you don’t realize is when people spend all this time and get a crap reward this boss fight will be dead in month no one will fight him again. Time=Money or in this case a superior reward. Maybe tokens to get some well designed gear and weapons instead of the crap skins that keep coming out. RNG rewards for a long fight that requires coordination will kill this boss fight watch and see.
Thats really the reason I am putting up with the misery of trying to kill him, those weapon skins look sick on my Necro…
But Im about to give up… Ive tried guesting to BG/TC, Ive tried organizing over a hundred people in TS on my own server, Ive wasted two whole days of playtime pretty much… I could have farmed over a hundred gold.
The time =/= money only because right now, people are camping in Overflows for hours doing nothing and waiting.
The fight itself is only around 20 minutes. I think once the population settles down that the reward will better match the time spent.
And back.
I think the opinion thus far is either it is a scaling issue, a coordination issue or both.
My server (Yak’s Bend) last night did finally topple Tequatl after hitting Hard-Cap with nearly everyone in comms. Glorious yes, but when you consider all the factors involved, Tequatl does seem like content that could easily be…well, not clearable even once a day. Would not surprise me if people decide that Tequatl would be done on a certain day, just for that chance at the very money-making mini, ascended weapons with a dark mist effect, and other things.
I can only hope Arenanet is aware of this and is hoping to work him slightly after Boss Week is up. The Tequatl Achievements I believe are in the game permanently.
No nerfs please #2013
And back.
I think the opinion thus far is either it is a scaling issue, a coordination issue or both.
My server (Yak’s Bend) last night did finally topple Tequatl after hitting Hard-Cap with nearly everyone in comms. Glorious yes, but when you consider all the factors involved, Tequatl does seem like content that could easily be…well, not clearable even once a day. Would not surprise me if people decide that Tequatl would be done on a certain day, just for that chance at the very money-making mini, ascended weapons with a dark mist effect, and other things.
I can only hope Arenanet is aware of this and is hoping to work him slightly after Boss Week is up. The Tequatl Achievements I believe are in the game permanently.
This is my concern. I have The Sunbringer title and have been a part of several Teq kills. But the level of coordination needed means the current event will never be “oh hey Teq is up, let me go join in”. Unless you are there ahead of time, no shot.
I am glad to be done for now camping the main zone for hours on end to make sure I have my spot.
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