The problem with Teq

The problem with Teq

in Tequatl Rising

Posted by: Ezzyz.6045

Ezzyz.6045

Having your guild hold down the turrets simplifies one aspect of the fight, which I don’t find to be the problem at all (minus people not making use of the benefits offered by the turrets, but whatever).

The problem is the superficial design philosophy that you can play whatever spec you feel like and it won’t matter. Unfortunately, the only steep curve on this fight, is that it is a dps check. BG had players decked in undead slaying runes food elixirs etc. to meet the timer. Unfortunately, many players either don’t care / have no desire to suck it up and go the “right” spec for the fight, i.e not: Bearbow ranger, GS heal shouting / 5 signet warriors, GS / Staff / Scepter/x mesmers, AH guards, shortbow/pistol thieves etc.

These are specs that are, to the general dismay of any player who looks towards traits as a way to improve their play in a dps setting, detrimental to the encounter and overwhelmingly popular due to their low risk >>>>low reward playstyle.

People will be stubborn and call the ones pointing out anything about their character choices as elitist etc. But this is an encounter that goes against the design that they base their trait/weapon choices on. I’m fine with these players in general, as I don’t play with them. However, when you create something like this encounter.. it’s difficult to ignore seeing exactly why you aren’t getting him past 25%… and good luck to you if you point that out!

tl;dr: Can a metal detector of some sort be implemented to the teq wp that might go off when a player goes through that is just there to leech off of the players who spend time and currency maximizing their characters potential to meeting the dps check?