Hi everyone,
I recently have had a little frustration with the Thaumanova Reactor Fractal. Either the fractal tasks, mechanics or the boss fight lead to a restart or a very long trial and error grind.
I for myself know the fractal very well and find it very interesting lore-wise. As an asura player I came across the reactor ruins in Metrica and was very excited to see the background story to it. Also it’s helpful in understanding LW S1.
Since ArenaNet has started on reworking fracals and wants to make them mechanically interesting and enjoyable, here are my suggestions to improve it.
The overheated Cooling Chamber:
The cooling chamber is one of the most repulsive and ambiguous tasks in the fractal. When moving the most common and intuitve route (Entrance -> up the stairs -> to the middle and clockwise around) it’s the first task you come across, however it cannot be done as intended at that point, since you need a cooling rod to have a chance of traversing it.
If a group knows that and grabs a cooling rod first you still only see what you can and have to do only if you stand inside the chamber and suffer heavy damage.
The rod itself is very clunky and has skills on it, that have no name, are hard to read, or even do nothing at all.
Also it is very hard to see where the rod needs to go to cool the chamber and if one manages to get one in its recepticle it should be noted as a success and therefore not be punished by inevitable death of the brave hero.
Most groups use a combination of leaps, blinks, portals and superspeed to do this task without a rod. While I don’t think that is a bad thing, I’d love to see the rods implemented correctly and usable.
The Repulsor Labyrith:
The Labyrinth is one of the better implemented mechanics. The task is clear and after a few tries an unexperienced group can figure it out. Problem again is visibility and the environmental pickup, the Safety Shield.
It would be good to have the cog-map-marker for the two consoles so players have a general idea of where to go. That should be enough to make it perfect.
The problem with the shield is, that it is generally useless, even when used correctly. Most professions have at least one better solution to the task with less downsides than the shield. I have no really good ideas on how to fix that, but a tweak to the heat damage and the number of hits the shield can take before heating might help.
The Dormitories:
The Dormitories is one of my favourite mechanics in the fractal. After seeing Greeza and Chibb die in earlier runs you get a chance to rescue them on higher tiers. In return they help you destabilize the Anomaly causing the boss to take more damage, how much however remains a mystery and even if it affects condition damage or not.
However this bonus does not come for free. You have to smash the doors in within a short period of time before the scientists get overrun. That time is only told by audio lines and some of these are even shuffled and may cause Dessa to say the wrong line, making it hard to tell, if you were successful or not. I’d like to see a timer added to the event box to get disambiguation.
Also if one party member runs into the dormitories (out of group miscommunication, bad habit or by accident) the event triggers and the group has no chance on getting the debuff for the boss. If the door to the dormitories had an opening mechanism, that required a party poll, the fractal could still be done with less than 5 players (if one so desires) but a player may not enter without the backing of the group.
Subject 6:
The miniboss of this fractal has good and usable mechanics to work with, however there are a few flaws.
Subject 6 has a very distinct set of attacks: a ranged basic attack, a ground-pound AoE, an AoE flurry and his iconic blocking stance. Also whenever it takes too much damage it spawns a minoin, that heals him if the players don’t intervene.
The only problem is the visibility of his ranged basic attack and the range of his ground-pound. As the Subject’s health goes down it also decreases in size, making it harder to read, his attacks however remain equally large and strong making it especially deadly in higher tiers. While I see that this is an intended mechanic and should not be altered, players should get a clue of wether they are in danger or not via an AoE circle rather than by rule of thumb.
The Boss: The Thaumanova Anomaly:
This boss fight is the prime example for the basic rule of visual design: " looks good does not always mean works good"
Let’s start at the Boss Arena:
You fight this boss on a platform above the reactor core. The platform is made up of hexagon tiles, that are temporarily removed by the boss as the fight goes on.
The one big problem here: The platform is transparent and because the Anomaly is rooted in the middle right above the reactor core, that is bright as the sun, you always look against it, rendering the platform almost invisible.
Also because of these holographic tiles you can’t see any AoE circles, neither of the players nor the boss. You can’t even tell if you are inside your own heal field, not to mention deadly Boss-AoE.
Next up is the attack pattern:
The Anomaly has a set of very powerful attacks: a channeled beam, a singular targeted star smash, a sticky bomb and its all-famous Cosmic Barrage.
All of these attacks remove platform tiles in one way or the other.
The problem is: If you have its aggro you cannot do anything about it aside from running in a way that causes the least damage to the platform. One could make very good use of the defiance bar here, which to this day is always locked.
I want to also have a more detailed look on its most powerful attack:
Cosmic Barrage:
It causes a massive amount of starfall AoE strikes on the entire platform, while also having the boss to reflect all projectiles while channeling. It reqires all party members to stop attacking and seek a safe spot in order to survive. Because the starfalls are on a delay before they strike it gives the boss at least one free hit on any player he has aggro on.
On top of that it uses this attack very frequently, so much that most classes don’t have time to 1. let agony wear off, 2. pull their healskill and 3. have it ready for the next barrage.
Also it punishes players that are ranged too much. Because a reflected attack switches ownership from the player to the boss it strikes with the boss’ power (which of course is extremely high). Melee fighters already have a disadvantage because of their more confined space in the center and his pushback forcefield.
I think that the Defiance-Bar will fix this issue in particular and in an interesting way. (surprise me ANet)
Which brings me to the last topic:
Downstate and reviving:
If any player falls off the platform during the fight they are completely killed and get teleported to the feet of the boss inside his forcefield. It’s possible, though obviously not intended, to revive people during the fight.
Perma-Death is a mechanic also familiar to the Raid in Forsaken Thicket and while it definately belongs there, it also should be limited to it. Raids are not Fractals and Fractals are not Raids.
Once a player goes downstate, he is doomed in most cases. Since players are generally split in order to not remove tiles under each others feet, it is unlikely and dangerous to reach out to a downed player since it accumulates chances to get hit by an attack that knocks everyone down. So most groups, even when they are in Voice-Com, just cut their losses and go on, which significantly reduces their damage output and prolongs the fight.
These are the most glaring issues I see with this fractal. Let me hear your opinions or suggestions on this. If I have a major oversight in my sugestions let me know.
I know this is a long and drawn out post, but I want to like this fractal, because it tells an interesting story, however, and I think most people can agree, it’s a mess in some of the most important places.