Early new wing feedback from a casual player

Early new wing feedback from a casual player

in Fractals, Dungeons & Raids

Posted by: Beanna.6712

Beanna.6712

A bit of background: I have been a casual GW2 player from the start. Never too fond of the open world content or dungeons that were too easy for my taste, I used to mainly play for the unique WvW experience but that has gone downhill for a while so I basically lost touch with the game before HoT. However the introduction of raids trully renewed my interest in GW2 that has become my “main” game since, even if I’ve been on and off the game between new wings releases.

I play raids once or twice a week with a bunch of long time WvW friends that kept in touch after our server community fell apart and we view the raids as a way to continue playing together even if the game mode is quite different. Talking builds, group compositions and strategies really brings the group together like before when we used to “theorycraft” our own WvW playstyle and I thank the raid team for bringing us back together with a new goal. Most of us exprienced PvE raiding for the first time in GW2, a couple others are veteran WoW players.

After our first raiding night in Bastion of the Penitent yesterday I kinda felt like doing a feedback post like I’ve seen a few when the Nightmare fractal was released to talk about what I enjoyed and what I think could be improved. I hope this will be received well and be useful to the developpers in a way.

Cairn the Indomitable

  • The main difficulty for our group was visibility. Noticing the “Displacement rifts” on the ground was difficult because of the amount of colorful particles emitted by 10 players and a lot of us got ported even tho it’s a mechanic similar to VG that we all master at this point. The fight taking place in the back of the boss was trully a visual clusterkitten, if I do say so myself, and the fancy galaxy patches on the ground that we tried our best to avoid were barely noticeable. I understand it’s important to avoid using the same blue circles as VG to make the boss unique but I would like a slightly more noticeable outline for the rifts.
  • The tanking job was very enjoyable. The healing pressure is real, the timing for dodges on “Meteor Swarm” (expending fan of red shards) and “Orbital Sweep” is tight for the tank to avoid being pushed out of the platform. However the “Meteor Swarm” projectiles are also barely noticeable when facing the boss because the shards – that are the exact color of the boss – are hard to distinguish within the boss model, up to the point where they are very close to you and you finally notice them because they contrast with the ground color. Moving the camera angle vertically helped distinguish the projectiles sooner as they move away from the boss but at the same time you lose visibility on the boss to notice when he does his sweep attack so it felt like a double edged solution.
  • Another visual issue we ran into was the little light bulbs or stars on top of the green fields during “Spatial Manipulation”. It took us an hour just to notice they were here! I think they are a bit too discreet and most players may have killed the boss without even noticing them!

TL;DR: Cairn is a nice boss, the tanking job is fun as well as the healing pressure but overall the mechanics of the boss are hard to notice because of the visual clusterkitten in fight and colors that are too similar. I think a slight visual tweaking could go a long way to improve the experience on this boss.

Mursaat Overseer

  • Even though the boss is quite easy, it’s also the most fun we had that night. We opted to burn the boss as quick as possible and cleave the 4 adds at the same time under the invuln buble when they reach the end of the chess board, then jumped from square to square to avoid the spikes and cleave the adds to prevent them from reaching the end of the chess board a second time before the fight is over.
  • The DPS race was very thrilling, the healing pressure when a game piece reclaims the square you are onto is nice and figuring out where to go next when you are surrounded by deadly spikes was really fun.
  • Unfortunately the “safe squares” spawn in a set patern so after a couple pulls it was not as fun because we already knew where to go and were less in a rush. Predicting our mouvements after this point helped us push the DPS even more and that only made the boss easier which was not really necessary. Although I’m all for removing RNG from raid encounters, on such an easy fight I think a bit of randomness on the safe squares would be more fun and help keep the fight thrilling week after week.

TL;DR: The fight is easy but nonetheless it’s a fun DPS race against the chess board. Figuring out where the next safe square will spawn made the fight very thrilling at first but once we figured out it’s a set patern the fight was not as fun unfortunately because it was too predictable.

(edited by Beanna.6712)

Early new wing feedback from a casual player

in Fractals, Dungeons & Raids

Posted by: Beanna.6712

Beanna.6712

Samarog

  • Wow this boss looks amazing! The model is kitten, the rig and animations are perfect. I was in awe the whole fight honestly. That’s exactly the kind of huge, dark and threatening boss models I was hoping for after too many scaled-boring-humans in Forsaken Thicket and I’m very pleased.
  • Moreover, the scene around the boss is amazing too! Cadavers on spikes from previous battles, spears barricades to limit the terrain… All of this contributed to a very immersive fight in my opinion, more so than the circular platforms in the middle of nowhere often used in other boss encounters. One of our guy immediately said we were entering a Dark Souls encounter and I think we all liked this more mature environment.
    One small critic though: the limits of the terrain stood up a bit too fast when we pull the boss, there is very little time to get inside.
  • About the fight: we enjoyed the break phases with the two adds, especially making use of our CC in a more creative and concrete way. Trying to push the cripple into Samarog’s range with all the skills at our disposal was more fun than just breaking another defiance bar where we do not see the real effect of our CC skills.
  • The boss itself has some refreshing mechanics but kinda lacks raid pressure overall. We had many downed players but ressurected them with no effort so it felt like something was missing, something to punish our mistakes and snowball a couple downed players into a raid wipe.

TL;DR: Samarog’s model and its scene are absolutely stunning but he is more threatening visually than he is in the actual fight so far. The two adds really spice up the encounter but the boss itself is too forgiving on downed players and lacks pressure and more agressive wipe mechanics in my opinion.

Deimos

We did not reach Deimos on our first raid evening because it was late already but he looks like Samarog; the huge, dark and angry type of monster so I’m really looking forward to our next raid. I read this is where the real challenge begins for Bastion of the Penitent so I hope we’ll get crushed for many hours!

General

  • I like the dark and mature environement of the place but it looked a bit empty in between bosses. I understand it’s a long lost place where no one has set foot in a while so it has to be empty but at the same time I can’t help but think a few hostile encounters while we progress into “The Holding” could help maintain the pace of the progression in the raid, just like the few monsters in Salvation Pass bring life to the cave, the bandit camp and the temple. It’s only details compared to the boss encounters but I found these details very immersive and well balanced in Salvation Pass so I wanted to mention it.
  • Respawns are farther from the bosses than previously in Forsaken Thicket. It’s no big deal since the place looks nice anyway but some of us got ported way back at the begining of the instance after each wipe and were a bit frustrated by that.
  • Also, when using the Ley Rift behind the chess board to port to the entrance to repair you can’t go back to the room and have to /gg to respawn closer so that’s another little waste of time that could be looked into.
  • Now onto my biggest problem with this new raid: the Crystalline Heart. The frustration when you realize you forgot to click the Crystalline Heart for the 50th time immediately takes away the pleasure of killing the boss and I think that should never be the case. The buff should persist through death like foods or potions. The Crystalline Heart on its own is a very tedious mechanic in my opinion because you have to carry it around to complete the collection and, when it comes to raid, moving the Heart from one toon to another if you need to switch class can waste a lot of time for your group. I don’t know how that could be improved but I think a little rework on that item would take away a lot of frustration.

That’s it for my giant wall of text. Thanks for reading!
I hope this feedback from a casual-yet-somewhat-capable-player perspective will be of any use to the developpers and particularly the raid team.
I look forward to complete the challenge motes with my casual group to brag with our new titles (hopefully)!

(edited by Beanna.6712)