Can we expect a nerf?
For now they want to keep the challenge as part of the “boss week” evnet so don’t expect a nerf anytime soon.
But maybe after it’s over you will see a nerf to keep people to continue killing him(although i hope for reward increase more then a nerf XD)
I hope they don’t nerf him, but they definitely need to tweak some things.
For example: Maybe some scaling?
Also, fixing endless overflow.
Maybe there’s a way to make the entire battle not reliable on the 6 people with a turret, when absolutely all of them are required to be doing their job to win. Yes, I know it’s not hard to get 6 competent people on turrets, but if even one person doesn’t know how to use the turret properly, it’s almost a guaranteed fail.
It’s all the fun of an instanced Raid, except in the open world, and you have absolutely no control over who participates and what they do.
Again, I’m not griping. I enjoy teamwork, I enjoy the experience…but maybe they overestimated how well some servers will be able to come together?
Hope not. Personally I’d like an upgrade to the frequency of ascended weapons dropping, but hopefully no nerf.
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.
I wouldnt expect a nerf.
The content is fitting the niche they made it for and doing it well. The uproar from all the players that do arent identifying with that niche will die down, and it’ll remain unchanged. As with most content in MMOs they likely will tinker with some minor details though.
The Devs won’t ever (well extremely rarely) specifically post a response telling you to expect a Nerf to any Boss. They’ll only post in regards to Bugs and sometimes Misleading UI or Graphic indicators, or just outright bugs…
My prediction, ….and I’ve got a long history of accurate predictions when it comes to Anet’s iteration process, is an HP reduction is possible and probably the most simple answer if their datamining that the general attendance they expected to win it… still isn’t winning or is falling short by ~25%. But I also think if there’s a clean way to just change the win mechanic to something more positive and fun, they’ll take the extra time to do that instead.
Unfortunately that would also mean a longer span of people getting more and more tee’d off and ragequitting the encounter … There’s quick fixes, and there’s final fixes… pick one.
No, a nerf isn’t need, jst tweaks to specific mechanics around the turrets.
It can#t be that like 100+ people have to suffer on permanent event failing, only due to 6 people doing not perfectly their job.
The turrets have become quickly the main sport numbver 1 for all kinds of griefing trolls and AFK’ers that use them to sabotage the event for everyone else out of pure will to do so (what would be for me a reason for a nice temporal ban instantly! but thats naturally impossible to proof)
What Anet has to do is to tweak the whole battle mechanics around the turrets and the megalaser intervals
The first Megalser Phase should come not with 25% decrease, but instead with 15% decrease.
This ensures that people get earlier, even if the event fails at least some kind of little reward for trying it (but that is currently bugged)
The first phase should brign Teq down from 85% down to 65%.
Then the next Phase for Megalaser coming it 50% bringing it down to 30% if the zerg is good.
The last 30 percent shoudn’t require anymore the turrets/batteries, so that it becomes a bit easier to get the flawless defense achievement, because after 70% depletion should Teq destroy all the 6 turrets and batteries, so that they can’t be repaired anymore and change then into a complete different phase, that requires an other way to get the Megalaser for a last time shot.
In that last phase should collect players “sun energy” to fuel up with it it the Megalaser for its final more powerful blast. In the last phase would open up the clouds so that rays of sunlight appear on the battle field, where players would have to stand in long enough to collect enough sun energy together to bring the collected sun energy to the mega laser. Collectign Sun Energy would naturally not easy, as the rays of sun light would appeary randomly and teqatl makes it with his wave attacks and spawening fingers naturalyl also not easy to stay long savely around at a place using often also his fearing roars and foul breaths ect.
If enough players colelcted enough sun energy to fuell up in time the megalaser, then it can be shot a final last time what should bring Teq down from 30 to 0% if the zerg does enough damage, as the last laser should stun him a few seconds longer due to the sun energy enhancement.
So whe can say, that we have brought sunlight to Tequatl the Sunless ..
Thats how I think that the battle should get redesigned. The turrets should only HELP, but they shouldn’t be so extremely essential, that they completely decide over win or lose for everybody!
So as brief summarize of that suggestion above:
Phase 1: 100% Health to 85% Health
Tequatl attacks with Tidal Waves, Spawns Fingers, uses his Breath Attack, Screams rarely. Turrets help buffing the Zerg and prevent the Bone Wall
Phase 2: Defending the Batteries followed by Storm Rush to beat Tequatl down from
85% health to approx 65% Health
Phase 3: ~65% Health to 50% Health
Similar to Phase 1, but with increased usage of his Scream. Tidal Waves have now longer range and can be only dodged/blocked, but not jumped over anymore.
Turrets help to prevent the Bonewall
Phase 4: Defending the Batteries followed by Storm Rush to beat Tequatl down from 50% Health to approx 30% Health. Turrets/Batteries get destroyed by Tequatls revengeful Counterattack Super Breath Attack from the Sky.
Phase 5: Clouds open up and Sunlight Spots appear, Players have to take Sunlight Collectors from the Tool Boxes and to collect Sun Energy while standing still in the Sunlight Spots as long as possible and try to survive long enough together, until enough Sun Energy has been brought to the Megalaser to fill up its Energy Depot for a final shot.
Phase 6: Final Rush depleting the last ~30% of Health, after the last shot has broken through the bone wall that made him invulnerable for the rest of time in the meanwhile.
Should the zerg not be able to deplete in this last phase all the rest of his health, then the event fails as Tequatl will fly away then after performing a last huge tidal wave.
——
That way would be still the turrets important and the event could still fail, if the players don’t succeed at defendign the batteries for the first 2 normal megalaser blasts, but then if you came so far to attack him 2x successfully with the mega laser on the normal way, the final blast should make up then for the decision that the whole zerg has to fight for, if you win at the end, or not, and not just only 6 turret users, that have with the current game design way too much influence on the complete outcome of the battle.
If the battle design stays as it is right now, I can absolutely foresee, that there absolutely won’t be enough players there in like 2+ weeks, when everything around the boss week/living story ect. is over, that are then willing to try Tequatl.
Then this will quickly become just a perma dead event, no one will ever do, like anet already has screwed up other boss by making them way too hard (cough Balthazar/ Grenth Shrine cough), what resulted in an instant huge loss of players that were willing to do these events at all, cause of the events became way too hard/frustrating for basically non existant rewards/ridiculous rewards for the effort to do these event bosses.
Now everone and their mum is doign Tequatl, because its new, its hyped, but once the hype is away, this boss event will be 100% for sure dead as the dragon itself is undead with its current mechanics that are based for 130 max geared people that need TS coordination. Something that absolutely won’t happen, once the hype is away.