Spirit of Faith [HOPE] – RIP
(edited by Quick Mouse.7635)
I reallly, realllllllyyy want to beat as others have within the current parameters. I have gotten soooo close. Others have beaten it, proving it’s possible. I really really want to beat it before you might nerf it.
If you do nerf it; only change ONE of the following:
1) Make it a little less difficult to get through the first phase. Currently this phase takes up about 50% of the timer, making the timing of this phase very difficult and ultimately determines the result of the battle. If you dont beat it in less than 7-8min, GG everyone afk for 2 hours.
2) Change the fail mechanic to something other than time. IMO this is the best option because failing because of timing is such an arbitrary mechanic that it does not deserve to be in this game. Make it something like failing to defend the turrets or the megalaser. If you do this make it significantly more difficult to defend the laser
Otherwise DO NOT change this encounter
(edited by Quick Mouse.7635)
They they were to nerf it, the best way would be to extend the time limit, that way the game mechanics and difficulty would not change
They they were to nerf it, the best way would be to extend the time limit, that way the game mechanics and difficulty would not change
I disagree…as I said before time limits are such an arbitrary fail mechanic they don’t deserve to be in the game…this extends to ALL world bosses.
Time limit actually encourages players to use dps builds, which is a good thing.
Time limit actually encourages players to use dps builds, which is a good thing.
I partially agree. While putting a time limit forces people to not only avoid boss damage but also have maximum dps at the same time, the actual time limit itself is completely arbitrary. I can do fire ele with 10 people, wipe 3 times and still beat it with 10minutes to spare. Teq on the other hand, how many more servers would have beaten it already if it were 20 minutes? Probably a much much higher percentage than it is now, simply because of the phase1 mechanics.
Time limit actually encourages players to use dps builds, which is a good thing.
Builds specifically designed to deal direct damage, that is. I wouldn’t say they’re really DPS builds in any other sense (not that you couldn’t take one – but it would be largely wasted).
I doubt they’ll remove the time limits though. Time limits to failure are a cheap solution, sort of like time-gating on ascended to enforce a rarity it otherwise wouldn’t have. Saves them the trouble of finding more complicated solutions.
Teq on the other hand, how many more servers would have beaten it already if it were 20 minutes? Probably a much much higher percentage than it is now
Well, that’s the point. With current time limit you need to survive the waves AND do damage, using consumables and stuff. You kinda need to do your best instead of just pressing 1.
Time limits to failure are a cheap solution … Saves them the trouble of finding more complicated solutions.
It’s because Teq is an open-world event. If it didn’t have a time limit, people would be able to just res infinitely and beat him by attrition.
Maybe it’s not the best solution, but it should always be some time pressure to stop people from res-zerging ang encouraging more careful and thoughtful play.
Let’s see… if I were to change Tequatl…
I’d have Teq’s defense scale upwards with each phase, shorten the amount of stunned Whack-A-Taco time, and lower his defense considerably for Phase 1. Unless you’ve actually experienced how Teq’s health bar drops like a rock past that first Megalaser phase, it’s very easy to see people giving up after seeing 7 minutes left and only 25% of his health is gone.
There’s some things I would LIKE to see, but also understand at this time that they aren’t very practical. Teq as a structure is pretty much the only thing that makes Soldier’s actually viable, for example, and until they fix just how conditions work, there’s really no reason to have any other build than Berserker otherwise.
First time they announced new tequatl they said they LOVE time limits and they want to be it part of game in future.
I am not absolutely against time limits they can work fine if are well made, but classical boss fight where fail means death of whole group and not just situation where people are still able to fight, just their enemy change his mind and leave, is much better.
Every time when time runs out i always feel like,,Hey where are you going i am still here and still fighting"…
(edited by daros.3407)
Remove the turrets & grandfather the achievements related to those. Replace them with weapon versions with adjusted cooldowns like in Jormag.
Maaaaaybe reduce health/defense for phase one. I would rather see how the weapon idea would pan out before doing anything else.
EDIT: Uh duh big one – afk time limits like you see in activities. Sorry all you defeated players but you’re risking 2-3 more player deaths & precious time because you are too lazy to run back.
(edited by Dendail.4896)
The reason they need timers is because of endless respawning. In a fight where essentially all of the players are immortal then I can not see another way to mitigate this. They could possibly contest all of the waypoints on the map so when you are dead you are either rezzed or respawn elsewhere and are out of the fight. Could you imagine all of the forum QQ and chat rages that would occur should they do this though. It would be far worse than what it is now.
Even boss fights in other MMO’s I have played had enrage timers. Basically kill the boss in x amount of time or he enrages then 1 shots the tanks and evry1 else crumbles within seconds.
The reason they need timers is because of endless respawning. In a fight where essentially all of the players are immortal then I can not see another way to mitigate this. They could possibly contest all of the waypoints on the map so when you are dead you are either rezzed or respawn elsewhere and are out of the fight. Could you imagine all of the forum QQ and chat rages that would occur should they do this though. It would be far worse than what it is now.
Even boss fights in other MMO’s I have played had enrage timers. Basically kill the boss in x amount of time or he enrages then 1 shots the tanks and evry1 else crumbles within seconds.
Or they could just forbid players that participated in event to ress untill boss or everyone else is death or out of combat. This is not impossible to do. Or at least if they really need timer let the boss use some special ability that will kill everyone around ( maybe big tsunami) at the end, instead just turning around and leave. That would be at least more realistic.
Yeah but that is pretty much the same as contesting all the WP’s in the zone.
A mechanic that kills evry1 at the end would be good though. Seeing the map even more like a Christmas tree would be funny.
Another solution would be to instance the boss and have no WP in the instance but I know a lot of people are against instances. The ability to form large party’s would also be an issue for this. It seems some organised guilds are kind of instancing this fight already by getting into an overflow and stacking it with ppl who they want. That doesn’t solve the issue of immortal players though.
To be honest i’ll be interested to see if/how they introduce content like this in the future. The game isn’t really designed for large organised groups in PVE and this is their first real try at it.
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