(edited by Malthurius.6870)
Thoughts on the Tutorial Trash
Awesome feedback, I have a similar thread, but could only really speak to the green guardian: https://forum-en.gw2archive.eu/forum/game/dungeons/Raids-RGB-Guardian-Difficulty
Just tagging that here, since it’s on the same topic and this thread is better
I’m also very confused what the green guardian was supposed to teach. You mentioned a displacement, do you mean the blue AoE? I thought maybe it teleported me once, but honestly it was easy to avoid so I only stayed in it once due to a lag spike (which also made it hard to tell if the attack ported me, or if I was just rubberbanding).
I loved the constant blue projectiles (bullet storm). It made it important to keep moving and kept things interesting.
It sounds like figuring out the red mechanic is gonna be the trick to beating this encounter in time.
Game Designer
This is really well constructed feedback, thanks for posting. I can tell you I’ll be changing their portraits to be Champions instead of Legendary to clear up some of the confusion over these guys being the boss, and looking into some of their numbers to make sure they feel sufficiently threatening without becoming a horrible slog.
I think the Blue Guardian should have enough “boon stacks” that an autoattacking mesmer couldnt dispell on his own.
Let’s make it a conscious decision and not a passive one.
I think the Blue Guardian should have enough “boon stacks” that an autoattacking mesmer couldnt dispell on his own.
Let’s make it a conscious decision and not a passive one.
First time when I saw him I honestly thought that in order to remove his boon you had to kite him into the aoe which will strip the boon and will give a short damage boost against him. But NOPE. You just boon strip and hit it till it dies and aoe turns out to be just additional busy work for ranged builds.
This is really well constructed feedback, thanks for posting. I can tell you I’ll be changing their portraits to be Champions instead of Legendary to clear up some of the confusion over these guys being the boss, and looking into some of their numbers to make sure they feel sufficiently threatening without becoming a horrible slog.
I would also suggest upping the damage on the Blue guys AoE attack to force people to know the mechanic better. Because right now it barely deals any damage thats significant at all and can be ignored at the beginning.
Another great suggestion (IMO) from the other thread on this is to add some sort of gap closer to them. They’re way too easy to easy-mode kite, and adding closers would make soloing them much less trivial.
Out of curiosity, what is the green guardian mechanic that we’re supposed to be learning there? It seems it could be better messaged. I’d suggest moving him to be the first guardian encountered. He’s much easier than the other two, as all you have to do is avoid the Bullet Storm and AoEs while smacking him down.
I thought the green one was the first encountered? Or is it random? For us it was green then red then blue. But we killed red last because we thought there was some mechanic other than vulnerable to condi damage and wanted to figure it out.
They seem to be random at the moment, spoj.
- doranduck, 2016 on Lore in Raids
I would also suggest upping the damage on the Blue guys AoE attack to force people to know the mechanic better. Because right now it barely deals any damage thats significant at all and can be ignored at the beginning.
It one-shots glassy eles. Consider the difference in hp between necro/warrior and ele/thief/guardian.
Does Rebound work for glassy eles?
- doranduck, 2016 on Lore in Raids
Ahh, interesting that they’re randomized. For me, it was blue → red → green. Ignore my comment about reordering them, then :P
Rebound has cool-down.
This is really well constructed feedback, thanks for posting. I can tell you I’ll be changing their portraits to be Champions instead of Legendary to clear up some of the confusion over these guys being the boss, and looking into some of their numbers to make sure they feel sufficiently threatening without becoming a horrible slog.
As much as I understand the idea of the Guardians teaching you the mechanics for the actual boss, I still think they should be somewhat threatening or challenging. So my feedback is that I definitely agree that they shouldn’t be a slog fest because let’s be honest, no one really loves trash mobs all that much lol, but they should feel somewhat threatening. I mean, someone has already solo’d one of the guardians (although it took much longer).
Perhaps making them attack more frequently, hit harder, or maybe have more mechanics? I’m not quite sure what you guys have the resources to do, but I believe it would be better for everybody if the mobs who weren’t the final boss weren’t giant HP sponges but at the same time were not a cakewalk.
TL;DR- No one likes non-boss mobs with high HP but no one also likes non-boss mobs with no real threat.
This is really well constructed feedback, thanks for posting. I can tell you I’ll be changing their portraits to be Champions instead of Legendary to clear up some of the confusion over these guys being the boss, and looking into some of their numbers to make sure they feel sufficiently threatening without becoming a horrible slog.
Not only threatening; but their mechanics noticeable and important; you could perhaps shave off some health in favor of more damage pressure on the raid. I wouldn’t be against punishing groups that ignore their mechanics; doing the fight right should feel refreshing.
We had an abnormally tanky group with only 1 zerker warrior; and on one of our scientific pulls of the red guardian we just stacked on top of him to try and burst him and his seekers down. I don’t think being able to stack in all of those seekers was intended.
Once again, I applaud using trash as mechanic teachers; I hope this type of design continues throughout the rest of the raids.
This is really well constructed feedback, thanks for posting. I can tell you I’ll be changing their portraits to be Champions instead of Legendary to clear up some of the confusion over these guys being the boss, and looking into some of their numbers to make sure they feel sufficiently threatening without becoming a horrible slog.
In my opinion elite enemies would make more sense. At the moment both champions and legendaries are considered bosses.
I just did raids, and for sure they felt to weak to teach.
In fact, I believe their numbers should be the SAME as the boss. The seekers should do the same damage as the ones on the boss, the AoE teleport same damage and frequency, and the stacking should basically wipe the raid if they don’t do it. Because at that point, you can NOT ignore it.
The part that makes it easy is that you do one mechanic one at a time. The boss combines all 3, and I think that would be challenging enough for the first time anyway.
And in the future, please consider not hard gating damage to favor only one side of damage and being basically immune to the other. The benefit should usually be that power does more damage, but can’t be done when the boss is dodging / block / invul / invis alot, but the condi damage keeps ticking during those phases to even it out. To just basically have 999999 toughness and low HP is kinda meh. Or at least tone it down so that power can still kill it but it would have been faster with condi. Hard gating like that is not fun and keeps party composition limited to run certain setups.
(edited by WEXXES.2378)
Condis can’t do damage when boss is dodging ,etc. either.