Honor of the Waves: An Essay

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: Neverfate.7095

Neverfate.7095

I play a level 80 Mesmer on the Northern Shiver Peaks server. I’ve run the story and at least 1 explore path for every dungeon except for Arah’s explore mode. I have one full set of armor and several weapons from HotW and I still collect tokens.

Honor of the Waves is my favorite dungeon for many reasons, but is probably one of the most poorly designed dungeons in the game (from a mechanical standpoint). HotW has my favorite light armor skin and stat arrays for armor/weapons so I’ve learned the paths well and have seen their exploits and bugs first hand (though the exploits were covered in another thread) and the ease at which certain encounters and areas can fall apart and become boring or un-fun.

One of the largest issues to me is the lack of physical boundaries on the map itself. I’ve personally seen the Path 2 boss use his charge attack to slam through the walls or ceiling of his enclosure and then reset: regaining most or all of his HP (which forces another issue: the amount of HP bosses have, but we’ll get to that). As a Mesmer I’ve also ended up between maps and in various terrain features. I’ve come to expect that given my class of choice having a proclivity for such predicaments, but more often than not, when this happens in game, it happens in HotW. Perhaps it is due to the architecture of the ice terrain or how they were constructed (textures, skins etc) that creates this poor structural integrity, but it’s all too easy to get stuck between walls and paths.

This leads to the occasional boss reset or inability to participate in a combat encounter/boss fight. The other day I ended up inside a wall during Path 3’s final boss. I was unable to charge back out or use Way Points and all of my attacks were obstructed. This means the boss was taking 1/5th less damage, which adds a considerable amount of time to defeat the boss. After a few minutes I was able to be considered out of combat so I could WP back to the start. After a minute or two of running all the way back to the Path 3 boss, I was disheartened to see that almost no progress had been made on his health bar and took a further 15 minutes to kill the boss. While this was an example of a poorer dungeon run, it only fairs slightly differently than an efficient or optimal dungeon run, which manages to shave off a few minutes at each combat encounter. Either way, most bosses and champion here feel like a slog and a good number of them are less threatening than other enemies.

Take the veteran Icebrood Wolves or Icebrood Claymore waves that happen throughout each path. I’ve seen and been in parties that wipe against these waves more than every boss in every path combined. There large amount of HP and extreme damage output causes them to be a much greater threat than most bosses (who usually require a simple dodge to escape their AOE attack). This leads to the very common practice of skipping the first group of Icebrood Wolves in Path 1 (just before the first boss of that path) and for the need to attempt to pull just 1 or 2 away from any group (which isn’t always easy depending on party makeup) or risk getting his by a freight train of wolves or claymores.

Though these vicious non-boss enemies aren’t the only group of creatures to get ditched for the sake of having HotW take less time. In each path there is at least one group of enemies or a champion that gets commonly skipped. The amount of time it takes to kill the group or champion far outweighs the rewards for actually defeating them. Most players on dungeon runs are looking to spend the least amount of time for the highest reward (which is why everyone says “LFG AC 15min run” and no one does HotW). I’m truthfully not sure what the intent is. Were dungeons supposed to be quick, cash-grabs like AC or slow and plodding like HotW? HotW stands as quite a time sink for more or less similar rewards as other dungeons.

**I’d also like to note that I’m not going to comment on the fact that HotW has the most water based combat of any dungeon. All of the issues I’ve encountered in this dungeon are going to happen on land or in water. Those bosses are still going to feel like a slog. There will be large groups of enemies that you will bypass because the time you put into them just isn’t worth the reward. Personally I don’t mind water combat itself, but in HotW I find it very boring.

TL;DR- I know every dungeon has their fair amount of problems, exploits and glitches. This thread is not meant to take away your exploits (they’re gonna get those eventually & you’ll find new ones). It’s to draw attention to the developers that such an amazing creative effort is kind of being wasted due to incorrect balance, unpopular design features (intended or unintended) and bugs. I think players are missing out on a really cool environment (not to mention it’s hard to get a group going for this dungeon).

(edited by Neverfate.7095)

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: deSade.9437

deSade.9437

Congratulations on your wall of text.
I tihink they’re aware of the countless bugs and crippling design issues that plague this dungeon, yet it’s nice to see a cohesive and constructive feedback, for once.
The biggest problem I see with HotW (which is, in my opinion, the best looking dungeon in the game) is the overuse of cheap mechanics to create an illusion of difficulty: mobs’ health, to be exact (as you said). This is what annoys me the most.
I see a saddening lack of any interesting or challenging mechanic; in return we get bosses that are nothing but big punching balls, with a million hp, and the only requirement to beat them is smashing 1 button til you’d love to rip your eyes off of boredom.
Honestly, players avoid that dungeon for a good reason. Mechanically, speaking of gameplay, you lose absolutely nothing, zero, nisba, nada, if you don’t do HotW.
What about the boss at the end of path 1, Ginva? The whole path to get there is a (short) cakewalk. Then you get there…
Turrets with a million health. A boss with a million health that can hardly kill you.
Oh look! He’s… exactly like the golem in CoE path 1. Congratulations, you just recreated a mechanic that is a pain in the as… ars… kitten.
I see such a depressing lack of creativity… And inb4 someone creates a thread asking why people prefer to run AC. Jesus. It only requires half the time, half the effort, and it’s also nicer to repeat.
And HotW is not even HARDER! It’s not! It’s just artificially longer >.<
It needs an overhaul. Badly. As half the dungeons do.
What about the intent? Ah, really, no idea. I hope that bosses requiring 15 mins to kill aren’t what Anet considers “fun”… Ew.
Here, now I have my wall of text too. Nothing to do while waiting for my guildies to come back from dinner… We’ll probably do HotW also, now that I think about it. Hehe.
It’s less painful when you’re in an organized team.

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: Nonlinear.9823

Nonlinear.9823

HotW is totally broken. I think it is fun and easy to do “proper” (i.e. run from a pack or two, not jump over wall and range the last boss due to poor design and environment glitches).

P2 and P3 bosses just have way too many HP (Butcher is okay but could use a slight hp nerf, it isn’t like there are multiple phases to these fights to make the large hp pools interesting).

What makes their large hp even worse, and this is a BIG FACTOR in why it can take so long to kill him that most people seem to overlook… people totally ignore their underwater gear and go fight him with like a level 1 spear gun because nobody pays attention to underwater combat. And if it is their first time in a pug doing p3 and p2, changes are high that yes, they are probably using a blue weapon and aquabreather they bought for 200 karma at level 5.

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: Neverfate.7095

Neverfate.7095

Congratulations on your wall of text.
I tihink they’re aware of the countless bugs and crippling design issues that plague this dungeon, yet it’s nice to see a cohesive and constructive feedback, for once.
The biggest problem I see with HotW (which is, in my opinion, the best looking dungeon in the game) is the overuse of cheap mechanics to create an illusion of difficulty: mobs’ health, to be exact (as you said). This is what annoys me the most.
I see a saddening lack of any interesting or challenging mechanic; in return we get bosses that are nothing but big punching balls, with a million hp, and the only requirement to beat them is smashing 1 button til you’d love to rip your eyes off of boredom.

I too find this to be one of the best looking dungeons in the game. I don’t post often so the text wall got the better of me (and I didn’t have time to format it correctly before work). I like the term “illusion of difficulty”. It really hits the nail on the head.

It’s why I’m a bit curious to hear what the intent was for the dungeons. Without posting the whole quote, you and I both noted that AC is run frequently due to it’s speed and decent pay out in comparison to HotW’s longer run times that don’t always have a superior pay out.

Thanks for the response.

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: deSade.9437

deSade.9437

I too find this to be one of the best looking dungeons in the game. I don’t post often so the text wall got the better of me (and I didn’t have time to format it correctly before work). I like the term “illusion of difficulty”. It really hits the nail on the head.

It’s why I’m a bit curious to hear what the intent was for the dungeons. Without posting the whole quote, you and I both noted that AC is run frequently due to it’s speed and decent pay out in comparison to HotW’s longer run times that don’t always have a superior pay out.

Thanks for the response.

I’ve just finished my daily dungeon runs, and while we were running HotW path 1, I couldn’t stop thinking about how inefficient (money/time-wise) that dungeon is.
I’ve done 3 AC runs for 1 gold each; CoF, which is a 12-15 mins run for about 90 – 95g (path 1); Twilight Arbor (20-30 mins at worst, depending on the path). Honor of the Waves, eh… 90g and it took us about 35-40 mins (and trust me, we were pretty fast although not perfect). 15 of those minutes were used to rain down autoattacks on Ginva as if there was no tomorrow. God bless him and his turrets.
I’ll keep on running it because I like it (as I do with Arah), I’m really not into all this speed run thingie, but see, the problem is that these long dungeons can suck up a big part of your playtime. An Arah run, for example – if you don’t skip, can take you 40-50 minutes. It’s the same with HotW. Extremely demanding in terms of time and dedication. It can be stressing, too.
Now that I think about it, if you compare HotW to Arah since both are long: you can see that, while Arah has a high difficulty regarding boss mechanics (Lupicus, anyone?), HotW is long ONLY because of those freaking health pools. I’ve ran all paths multiple times and I can tell with complete confidence that NOTHING in HotW is even close to being really hard. Well, maybe killing the Plumber (pun intended) without falling asleep, that can be a challenge.
So, why should I run it? Since it’s not even as challenging as Arah? If you don’t like bears you’ll just shrug and say “no way, doing AC”.
I’ll admit I’m convinced that they simply dropped the ball on this one. Adding something different could help: mini jumping puzzles with mini chests, short quests.
That’s it. Longer =/= harder. Now that I reflected a bit, I’m 100% sure it was a problem of balancing health pools/damage/length of the whole dungeon itself. I hope my beloved teddy-kodan Robert will take note.
Weee, another wall of text. Love running dungeons and talking about them.
Thanks for this stimulating thread in the middle of the night :P

P.S. I’m not adding suggestions on how to improve HotW, since I think they know their job better than I do. The only thing, as I said… something more in these dungeons, other than godly, immortal trash mobs. And for ZEUS’S SAKE, raise the kitten loNestones’ drop rate. That could help a bit.

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: Awesome.6120

Awesome.6120

Congratulations on your wall of text.

You say this and then post two walls of your own…

[SFD] – Maguuma

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: Iehova.9518

Iehova.9518

It’s obvious HotW was never playtested.

Honor of the Waves: An Essay

in Fractals, Dungeons & Raids

Posted by: Bartho.7896

Bartho.7896

We should be able to put Agony on HotW bosses, that’d be fun, each tick millions of hp gone.