"poorly designed" versus easy/hard

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Posted by: maha.7902

maha.7902

I see this comment thrown around a lot on the forum. Boss blitz is poorly designed. Dungeons are poorly designed. Fractals are poorly designed. PvP is poorly designed. WvW is poorly designed.

What is “bad design” and what is simply just easy or hard? A lot of us thought the classes were badly designed until we began to realise they were a lot more balanced than we thought they were. A lot of people in the general discussion/living story forums call the blitz bad design because of the anti-zerg mechanics. Personally I’d say it was good design because it discourages the hive mentality and forces people to split up and actually think for themselves. The scaling is also very linear and easily controllable and is also decently designed – if you have five people with identical dps or fifty it doesn’t really matter, you’ll melt the boss in basically the same time (but of course this never happens because co-ordinating that many players to be playing meta builds and rotations is pretty much impossible and not even needed in the first place).

Bad design on the other hand. I’d say bosses which can be completely mitigated through reflect and bosses with hard-to-tell choreographs are bad design. Take Belka for example – a completely uninteresting boss which troll knockback’s you every now and then with basically zero choreograph. Completely unfun if you haven’t learnt to position yourself so you don’t get knocked back in to a barrel (at <25% when the fire fields are basically triple stacked on each other it’s just gg) and there’s no tell for it. The projectile shield is also pointless, it seems to be punishing ranging but it’s up for like five seconds so what’s the point? Rangers gonna range, they’ll just shoot themselves for five seconds then get back to it.

Serah Mahariel – Death and Taxes

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Posted by: Miku Lawrence.6329

Miku Lawrence.6329

The thread is nice but it ends abruptly. Forced me to log in and express the frustration.

Maybe break more encounters down to what’s easy and what’s hard in them (+reflection on their design)? Can be interesting.

Snow Crows [SC]

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Posted by: Fuuyu.9210

Fuuyu.9210

Love how you took time to write this, Totally Agree with all of it, but soon enough we all have to give in to the “If you can’t be them, Join them” thing except for we don’t wanna be them we wanna change ’em.

But Majority wins buddy :c
We all know it’s us and not the Design, but people have the tendency to not like blaming themselves.

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Posted by: spoj.9672

spoj.9672

Bosses with instant attacks or poorly animated tells are bad design. Most bosses are actually fine except for being too easy and many of their telegraphed attacks being so weak you can just ignore them. Buff them up and they becoming more challenging and pretty well designed.

Alphard is the perfect example of this when they bugged the barrel pull, as soon as that attack became a party wipe the boss turned into something you had to pay attention to. Now its back to faceroll afk.

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Posted by: Dub.1273

Dub.1273

It’s actually very easy.

Cryhards:
-Easy=poorly designed
-Medium=non existant
-Hard=badly designed

Dundun forum regulars:
-Easy=Badly designed
-Medium=Easy
-Hard=Nonexistant

Reddit:
-Easy=Upvote
-Medium=Fluffy? Upvote:Downvote;
-Hard=Downvote.

Guang:
-Easy=It’s easy but you suck.
-Medium=You suck
-Hard=Too hard for you, you suck.

Dub | [rT]
#LoveArrows2013, never forget.

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Posted by: Tree.3916

Tree.3916

Plenty examples of this

“Hard” bosses with good design: Lupicus, Liadri, Hunter/Crusher, Wiggins, Boom Boom Baines, Archdiviner, Vivenna, Korga, Dredge Power Suit
“Hard” bosses with bad designs: Champion Orrian Warrior, Mossman

Easy bosses with good design: CoF1 Effigy, Bloomhunger, SEp3 Destroyer, CoE Golem
Easy bosses with bad design: Champion Ice Wolf CoE, Ginva the Butcher, TA end trees, magecrusher, evolved destroyer

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Posted by: Miku Lawrence.6329

Miku Lawrence.6329

It’s actually very easy.

Reddit:
-Easy=Upvote
-Medium=Fluffy? Upvote:Downvote;

This is gold.

Snow Crows [SC]

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Posted by: Lilith Ajit.6173

Lilith Ajit.6173

Plenty examples of this

“Hard” bosses with good design: Lupicus, Liadri, Hunter/Crusher, Wiggins, Boom Boom Baines, Archdiviner, Vivenna, Korga, Dredge Power Suit
“Hard” bosses with bad designs: Champion Orrian Warrior, Mossman

Easy bosses with good design: CoF1 Effigy, Bloomhunger, SEp3 Destroyer, CoE Golem
Easy bosses with bad design: Champion Ice Wolf CoE, Ginva the Butcher, TA end trees, magecrusher, evolved destroyer

RIP Vevina.

[ARES]
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.

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Posted by: Romo.3709

Romo.3709

The problem with Blitz is not that the Anet is trying to break zerging mentality. The actual problem is that Anet made the zerg mentality with every other LS update since Scarlet first showed. They are now trying to get it “fixed”. But the issue in itself is that many people are predisposed with its mentality so much that the coordination is something of a myth to them. It’s like teaching your dog to sit down at the show of a hand for a year, then expect him to lay down at the same command. I’m not saying it can’t be done, but it’ll definitely take time, even though there’s quite a few of us that think that zerging was never a fun thing to begin with hence coordination is much easier to come by.

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Posted by: maha.7902

maha.7902

I know it’s hard for them to adapt, but what I mean is that I don’t feel it’s badly designed just because people can’t get out of the afk spam 1 on bow mentality – forcing people to go out of their comfort zone I feel is a good thing. It kind of just annoys me seeing the remark thrown around about how everything is badly designed, you (not literally you, but “you”) disliking something does not make it badly designed in any way imo.

Serah Mahariel – Death and Taxes

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Posted by: spoj.9672

spoj.9672

I know it’s hard for them to adapt, but what I mean is that I don’t feel it’s badly designed just because people can’t get out of the afk spam 1 on bow mentality – forcing people to go out of their comfort zone I feel is a good thing. It kind of just annoys me seeing the remark thrown around about how everything is badly designed, you (not literally you, but “you”) disliking something does not make it badly designed in any way imo.

Agreed. You can be pedantic and say everythings badly designed because its too easy. But the reality is some bosses are very well designed, they just dont do enough damage.

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Posted by: dlonie.6547

dlonie.6547

It’s like teaching your dog to sit down at the show of a hand for a year, then expect him to lay down at the same command.

Nice analogy xD

(sorry about the evil smiley)

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Posted by: Jerus.4350

Jerus.4350

Plenty examples of this

“Hard” bosses with good design: Lupicus, Liadri, Hunter/Crusher, Wiggins, Boom Boom Baines, Archdiviner, Vivenna, Korga, Dredge Power Suit
“Hard” bosses with bad designs: Champion Orrian Warrior, Mossman

Easy bosses with good design: CoF1 Effigy, Bloomhunger, SEp3 Destroyer, CoE Golem
Easy bosses with bad design: Champion Ice Wolf CoE, Ginva the Butcher, TA end trees, magecrusher, evolved destroyer

Overall I agree, with one addition, the grenades at melee range on boomboom is bad. I’m dead before the orange circles appear on my screen =/ Give me a half second at least please. Average human response If I understand correctly is around .3s, give me at least that.

Overall I’d agree with most of the OP, except I think projectile walls do add something to good design. Forcing some level of group makeup requirements I think is good. It’s not as if it’s a single profession that can handle projectile walls, as long as the need is not constant walls I think it’s a good thing. Having us want certain player mechanics for certain boss fights is what keeps us from just taking the highest DPS groups to every dungeon. So I agree with that statement about projectiles only to a point.

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Posted by: Lucas.9157

Lucas.9157

-Medium=Fluffy? Upvote:Downvote;

You had me at ternary operators.

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Posted by: Tree.3916

Tree.3916

The problem with Blitz is not that the Anet is trying to break zerging mentality. The actual problem is that Anet made the zerg mentality with every other LS update since Scarlet first showed. They are now trying to get it “fixed”. But the issue in itself is that many people are predisposed with its mentality so much that the coordination is something of a myth to them. It’s like teaching your dog to sit down at the show of a hand for a year, then expect him to lay down at the same command. I’m not saying it can’t be done, but it’ll definitely take time, even though there’s quite a few of us that think that zerging was never a fun thing to begin with hence coordination is much easier to come by.

There is some truth to this. But honestly the QQ over the pavillion (and marrionette before) requiring coordination is pretty subdued compared to what the outrage would be if the next chapter of the living story kicks off with a braindead no fun “smack the pinatas” open world event like dragon bash. I think the tide has honestly turned towards even the casuals wanting better challenges.

The true test will be when anet implements pass/fail content (if ever) where they say, “this is supposed to be a challenge and its OK if you can’t complete it because it wasn’t designed for everybody.” I guess in a way the SAB tribulation mode was like that, but I feel like since that is a ‘side-game’ most people didn’t feel like it was unfair to make the content too hard for the average player. But if they came out with a dungeon or elite zone (something in the ‘main game’) that was so hard that average player could NEVER finish it (Domain of Anguish Hard Mode fit that description?) people might complain that it was dividing the community a bit more. So yeah, when/if they come out with content that they don’t expect everyone to complete we see how the community will really react.

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Posted by: spoj.9672

spoj.9672

They did actually add some content that they specifically said not everyone will be able to do. Last time the bazaar was around there was that challenge thing with stopping the aetherblades from stealing all the loot. But that ended up being a bit of a cheese fest. And the mobs were a bit over the top with spammable cc and conditions. So it was challenging in the wrong way. But atleast anet have tried to introduce some challenging stuff. I have a feeling that the negative feedback from that challenge mission has made them reluctant to do it again though.

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Posted by: Dub.1273

Dub.1273

I’m still all in for giganticus clowncaricus.
Releases one giganticus lupicus for each player in range, each of them not having a target limit.

Dub | [rT]
#LoveArrows2013, never forget.

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Posted by: Saint.5647

Saint.5647

Very much agree. What they did with the Pavilion is great. For as much as “press 1 zerg” has become a community wide joke, people are still stuck in that mindset.

I hope they keep breaking up the zerg with each update. What I’d really like to see is some 8-15 man instanced content that is challenging. Of course everything gets easier with time but I’m hoping for content that 100% requires coordination.

Like OP and Tree said a bit up from here, there is a huge difference between a hard boss (content) with good design and a bad one. More bosses like Baines or Shurak would be interesting to me. Bosses like Mossman are a huge letdown and a boring drag. The best mechanic mossman has is being difficult to see underneath all the particle effects.

One True God
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Posted by: RemiRome.8495

RemiRome.8495

Overall I agree, with one addition, the grenades at melee range on boomboom is bad. I’m dead before the orange circles appear on my screen =/ Give me a half second at least please. Average human response If I understand correctly is around .3s, give me at least that.

It’s not like she doesn’t do the same attacks in the same order with the same timing all the time.

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Posted by: Jerus.4350

Jerus.4350

Overall I agree, with one addition, the grenades at melee range on boomboom is bad. I’m dead before the orange circles appear on my screen =/ Give me a half second at least please. Average human response If I understand correctly is around .3s, give me at least that.

It’s not like she doesn’t do the same attacks in the same order with the same timing all the time.

The variable is the targets though. Half the time I’m in melee I don’t’ even have to avoid anything because she is targeting some guy at max range.

And is the goal to create a bunch of robots playing this game, where we simply are supposed to memorize the entire attack sequence timing? Why the hell are there tells anyways if that’s the case?

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Posted by: VideoGamermike.5813

VideoGamermike.5813

To be fair Jerus some bosses are like that with good design. Take Arc rise phantasia famous beach battle. I beat that boss my first try before, but now im struggling with it despite knowing the 8 turn sequence by memory. even sonny two has it’s famous Baron Braxis battle that is hard even if you know his AI. The point is overcoming the potential problems with a strategy of you’re own.

But yah, its difficult to tell when its bad design. For example I call the graverling burrows bad design because they spawn way too fast to kill the burrow before they -all- spawn, and are too strong to handle the swarms once they do. Making it only possible to win through being so single minded you can’t really adapt. Whats the point of giving us the burrows to kill if the enemies spawn faster than we can handle, and if there so strong that we basically can’t fight them, then how do we stop the swarm while dealing with the spawns?
I feel like im taking on the interceptors from starcraft if they all 100 attack each.

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Posted by: maha.7902

maha.7902

see this is where the issue is -

you call the burrows bad design. we know the sequence, have builds that max out on power and are using good weapons so we can kill burrows pretty much before gravelings even spawn.

this isn’t a case of bad design, this is a case of you not being very good at the encounter.

Serah Mahariel – Death and Taxes

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Posted by: Ariete The Phoenix.8276

Ariete The Phoenix.8276

People normally complain about how things are hard at the start of it, when the amount of knowledge of the situation is minimal. They will continue complaining until the difficulty is either reduced, reward increased or they will not do it. This kind of happened with teq and 3 jungle wurm. During the first week people were saying it’s too hard, is impossible, and so on. For teq they found a tactic. 3 wurm? they nerfed the second part. And now they call this content easy/semi easy.
With Boss Blitz they introduced 6 bosses with different mechanics. People complain that they are too tanky / they deal too much dmg / it is poorly designed. Less than a week later and people stopped saying that because they have the knowledge to fight the bosses. Kuraii, people have to watch out their surrounding just as the debs said before the game released, they want you to watch the surroundings and not your skill bar/health bar. Wiggins, people started to range him from a safe spot which is horrible idea. This fights remind me of alpha because of the timing of the aoe dodge. Most of the people there are not skilled enough to see it or they are just too lazy to go and try. This fight is really well done having wiggins have 2 skills at melee range and the aoe blind around him to counteract the meleers. Pyro, a destroyer that introduced reflects to the PuGs. NOT EVEN LA THIS DID. A BOSS INTRODUCED REFLECTS, NOW I SEE A LOT OF MESMERS AND GUARDS USING THEM…more than before ofc. This fight was the hardest one until people realized about this. The only bad part is the fire wave that comes to you instantly in 5 if you are meleeing him. Shurakk… the hardest boss for staff guardians (still funny to see one). it was hard at the start because people didn’t deal damage, they were just throwing the seeds and then start the damage. This boss made necros useful and their single target, and thief more op. The only bad part is that you can’t evade the seeds at melee range(no evade procs, you still get hit even during the evade). Boom Boom, hardest boss without communication because of turret. Good design except for the random aoe melee range that is instant, not blockable and can’t invul through it. And Sparcus the melee and range destroyer. Good design for challenge, bad design on the fire wall that some times kills you even before the particle appears.
Everything IS hard at the start. NOTHING is easy on the first time(Except if you are RNGesus). People will complain about the design AFTER they see other people helping them complete it if they can’t solo it. Liadri, people complain that is bad design. Those are the type of people you might fine saying this are bad design because they can’t themselves. The real only hard design in this game are the chickens from ebonhawke. Everything else can be killed with experience.

Also known as Liahm Lee

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Posted by: Jerus.4350

Jerus.4350

To be fair Jerus some bosses are like that with good design. Take Arc rise phantasia famous beach battle. I beat that boss my first try before, but now im struggling with it despite knowing the 8 turn sequence by memory. even sonny two has it’s famous Baron Braxis battle that is hard even if you know his AI. The point is overcoming the potential problems with a strategy of you’re own.

But yah, its difficult to tell when its bad design. For example I call the graverling burrows bad design because they spawn way too fast to kill the burrow before they -all- spawn, and are too strong to handle the swarms once they do. Making it only possible to win through being so single minded you can’t really adapt. Whats the point of giving us the burrows to kill if the enemies spawn faster than we can handle, and if there so strong that we basically can’t fight them, then how do we stop the swarm while dealing with the spawns?
I feel like im taking on the interceptors from starcraft if they all 100 attack each.

Memorization is absolutely a mechanic in gaming. Look at Liadri. That’s half memorization, and half read/react. Visions/shadowfalls are memorization as to their locations. Rifts and dodging within the shadowfall are read/react.

But hey, if someone has memorized the timing, care to share? What is it? every 5s an attack goes and it’s like Blind field, Cripple Field, Big Bomb, Grenade? I just can’t help but feel that the variable timing on the grenades is bad design, at range I can walk out of the orange circles, no need to even dodge. Where in melee range I’m supposed to just know they’re coming?

And for the original topic, I’d add Sparcus Fire Walls to the list of bad design. The fact that they can form while you’re mid air just seems wrong. UNless I guess there is a memorization to that, but it seemed random to me… anyone have that one memorized and care to share if it is always set? Just frustrating jumping across when there is nothing only to have a wall form underneath you and kill you.

(edited by Jerus.4350)

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Posted by: Darox.8069

Darox.8069

They did actually add some content that they specifically said not everyone will be able to do. Last time the bazaar was around there was that challenge thing with stopping the aetherblades from stealing all the loot. But that ended up being a bit of a cheese fest. And the mobs were a bit over the top with spammable cc and conditions. So it was challenging in the wrong way. But atleast anet have tried to introduce some challenging stuff. I have a feeling that the negative feedback from that challenge mission has made them reluctant to do it again though.

It was very soloable though … way to go for an mmo!

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Posted by: spoj.9672

spoj.9672

Yeah the scaling on that was borked so it was easier to solo. Although i helped some casual friends in groups. That was tough. >.>

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Posted by: Vox Hollow.2736

Vox Hollow.2736

I don’t know if I would immediately equate telegraphs to good design.

A telegraphed attack is basically a reflex check. That is a good thing and it has it’s place, but, reflexes aren’t the alpha and omega of a good action game.

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Posted by: spoj.9672

spoj.9672

Obviously thats partially true. But if a boss has an attack the requires some kind of reflex but doesnt have a decent tell then surely thats bad design.

Most bosses with clear tells are either overly simple/easy or the interesting mechanics can be completely ignored. But overall they are not badly designed. They just need some tweaks to bring them up to a more respectable difficulty according to the games age.

(edited by spoj.9672)

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Posted by: Darox.8069

Darox.8069

reflexes aren’t the alpha and omega of a good action game.

Really?

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Posted by: Wethospu.6437

Wethospu.6437


And for the original topic, I’d add Sparcus Fire Walls to the list of bad design. The fact that they can form while you’re mid air just seems wrong. UNless I guess there is a memorization to that, but it seemed random to me… anyone have that one memorized and care to share if it is always set? Just frustrating jumping across when there is nothing only to have a wall form underneath you and kill you.

Haven’t really looked but I would say walls spawn between his start and end point. But could be random too.

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Posted by: Jerus.4350

Jerus.4350


And for the original topic, I’d add Sparcus Fire Walls to the list of bad design. The fact that they can form while you’re mid air just seems wrong. UNless I guess there is a memorization to that, but it seemed random to me… anyone have that one memorized and care to share if it is always set? Just frustrating jumping across when there is nothing only to have a wall form underneath you and kill you.

Haven’t really looked but I would say walls spawn between his start and end point. But could be random too.

It’s good as a general rule, but it’s far from a perfect grid, so often it’ll be a wall to his right or left cutting through where the lava is. So it’s a bit imperfect. Also it seems the wall doesn’t always spawn.

Personally my answer to this is I’ve found Thief is amazing on him, with steal/sword2/infiltrator signet I have plenty of ways to pop right to him and stay on him very well. Throw in pistol whip to try and time during his rush to avoid the knockback/damage, it works really well.

But as a guard/mesmer/war it was frustrating jumping over a clearly open path and dying because the wall decided to spawn right under my feet. It’d be nice if the animation were set to show a half second before the death effect kicked in, so you couldn’t die to something that wasn’t there when you initiated your action.

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Posted by: Vox Hollow.2736

Vox Hollow.2736

Sorry, I totally didn’t complete my train of thought.
What I was driving at was ‘snap decision making’.

I know RPG folks tend to think of action titles as the ‘dumb jocks’ of videogames. But all the good ones burn brain cells to some extent. They just focus on doing it during combat, instead of during character building.

So, I’m actually alright with important attacks being non-telegraphed…when they’re being used to strong arm you into making a decision. For example, I can agree Belka’s non-telegraphed knockback isn’t too spectacular. But put that exact same mechanic on Fyonna*, and suddenly I’m all for it. Because there’s dozens of ways you can choose to manage adds, but there’s really only one way to roll out of a fire.

(* assuming the hallway exploit would be fixed first.)

(edited by Vox Hollow.2736)

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Posted by: maha.7902

maha.7902

so if Lupicus’ kick was untelegraphed you’d be cool with that

ok

Serah Mahariel – Death and Taxes

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Posted by: Vox Hollow.2736

Vox Hollow.2736

How do you mean?
I’ve never really felt like I was choosing between two or more things as a result of being kicked by Lupi.

(edited by Vox Hollow.2736)

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Posted by: spoj.9672

spoj.9672

If an attack is untelegraphed. How are you supposed to avoid it? Thats not good design. If its a 1hit KO then thats just unfair and forces stacking passive defence. If its weak then you just ignore it and its not good design either.

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Posted by: Darox.8069

Darox.8069

How do you mean?
I’ve never really felt like I was choosing between two or more things as a result of being kicked by Lupi.

Heal it up or stay at range I guess

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Posted by: Bread.7516

Bread.7516

I don’t know if I would immediately equate telegraphs to good design.

A telegraphed attack is basically a reflex check. That is a good thing and it has it’s place, but, reflexes aren’t the alpha and omega of a good action game.

Yes, but it is a fundamental element.

Most good action games have good enemy AI scripting with a slight mix of RNG.
Basically sort of a fighting game since the element of zoning is important.

Tells are a huge fundamental element since when a player gets hit or dies he should know it is his fault. Not saying telegraphs have to be obvious like kohler but there has to be a tell, even quick jabs have it.

(edited by Bread.7516)

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

I will reference TV tropes in this post. Trope addicts, you have been warned.

Design necessitates function. Doors are designed to allow access to rooms while also shutting rooms off from other places. Coffee mugs have ceramic handles that are designed to let people lift and hold the mug without burning yourself. Etc.

Anything is bad design when it either
a)Doesn’t fulfill its function
b)Fulfills its function at a heavy detriment to the user.

For example, you know those extremely heavy doors that come out of nowhere and don’t make sense? Those are bad design, because you have to physically exert yourself heavily on what should be a minor inconvenience, and this is a heavy detriment to the injured or infirm. Or worse, a coffee mug with a metal handle and frame. The metal conducts the heat, meaning that no matter how you grab the mug, you’ll end up hurting yourself.

In game example, the original Liadri encounter was badly designed because a good portion of the difficulty was fake difficulty. I listed several complaints a long time ago, and interestingly enough Anet actually fixed a lot of those complaints with the more recent fight, making Liadri hard for the correct reasons now. That TV tropes article actually lists a lot of bad design choices in the sub categories.

Now, to get to the topic at hand, the boss blitz is an example of bad design. But… it is not the example of bad design that most players think it is. No, I agree with the OP that the mechanics are fine. But rather… another issue is at play. I call it a lack of proper education, but the trope term is Guide dang it!

A big issue I see with this game is that most of the game is based upon mechanics that aren’t clearly explained, factors that aren’t fully conveyed, or information that just isn’t supplied through readily available means. The thing with scaling is that nowhere in the game do they teach you about scaling. The thing with conditions is that nowhere in the game do they tell you how the caps work. There is no conveyance for how many players are at the other events. The regular player is running head first into a series of invisible walls.

We don’t have that problem here, since the forums are full of a bunch of theorycrafters and perfectionists who go above and beyond in the game. But unless players are experimenting on golems, or talking with other theorcrafters, they won’t know about all these hidden limits.

Another thing that is a problem is the new language restraints, that arbitrarily limit player communication geographically. I once read a post that said the boss blitz is easy… if you have a coordinated team of commanders in multiple geographical locations so you could bypass the hidden interface problem that prevents players from talking to each other. Sure, it is easy, but it is utter bullkitten to have to fight the game interface just to do basic communication. I’m sure that language filter is meant to do “something”, but the detriment caused to the casual gamer means it is badly designed.

You can muddy the prospects of bad design a bit, since the intention isn’t always clear. I mean, if Anet was sadistic and put the language limitation into the chat just to frustrate people, then it isn’t badly designed at all.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: RemiRome.8495

RemiRome.8495

Except there’s no Guide dang it at all.

You see 6 enemies. You see a timer. It’s not rocket science.

They are lazy and not interested. There’s no desire to learn.

edit: edit out the actual link for the love of god.

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Posted by: maha.7902

maha.7902

“these bosses seem to get harder when theres lots of us but die quicker when theres less of us”

that’s a pretty clear in-game cue. you will inevitably get someone who will say “we zerged boss X and it took us a year but when we did boss Y in a small group he died really quick”

therefore the logical conclusion is = don’t zerg bosses.

so no, the boss blitz isn’t an example of “guide dang it” at all.

Serah Mahariel – Death and Taxes

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Posted by: dlonie.6547

dlonie.6547

so if Lupicus’ kick was untelegraphed you’d be cool with that.

My inner bad is showing, but jebus, that kick might as well be untelegraphed. The only times I ever dodge it is by guessing and dodging early, before he even starts the tell. If I wait to see him start to hunker down, I can already taste his foot…I mean, I see it coming every time, but unless I’m mid-dodge when the tell starts, it gets me.

Is it this way for anyone else? Can anyone reliably dodge the kick by dodging after the tell starts? I’m wondering if maybe I just have horrible lag or something.

Thankfully he usually locks into the same skill rotation after a while so it’s easier to guess when it’s coming. Most times…

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Posted by: Wethospu.6437

Wethospu.6437

0.75 s animation. Needs decent connection and reflexes.

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Posted by: Bread.7516

Bread.7516

so if Lupicus’ kick was untelegraphed you’d be cool with that.

My inner bad is showing, but jebus, that kick might as well be untelegraphed. The only times I ever dodge it is by guessing and dodging early, before he even starts the tell. If I wait to see him start to hunker down, I can already taste his foot…I mean, I see it coming every time, but unless I’m mid-dodge when the tell starts, it gets me.

Is it this way for anyone else? Can anyone reliably dodge the kick by dodging after the tell starts? I’m wondering if maybe I just have horrible lag or something.

Thankfully he usually locks into the same skill rotation after a while so it’s easier to guess when it’s coming. Most times…

Could be the lag coupled with badly synced animations.
As far as I can tell, GW2 does not use collision meshes to detect “hits” during attack animations (hitboxes). Many bosses also have this sync issue, the best thing to do is just compensate.

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Posted by: dominik.9721

dominik.9721

In my opinion, almost the entire PvE-Content is poorly designed. Either the bosses uses skills that you can ignore completly, or they are using skills with a casttime of 2 seconds which is truely a lot. The ballyhooed boss Lupicus doesn’t really need any prowess to beat him, just enough time to practice. After training and practice he is just easy. Therefore the poorly design is connected with the simplicity of the content.

Hardest Bosses are Sîzer and Tàge, you can practice and train a year and you will still have more problems to solo them than anything else.
But probably you guys don’t even know them.

This should be PvE-endcontent be like and not gimping in arah solo every day 4 hours, to show how much time you have spent.

Grimkram [sS]

(edited by dominik.9721)

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Posted by: Emanuel.9781

Emanuel.9781

Post video of you soloing Justin Wong then come back m8.

Rezardi [DnT] – Elite Playhowiwanter US
NemesisMMNecro [rT] – Trans-Transsylvanian RPer EU

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Posted by: Lucas.9157

Lucas.9157

I’d love to be able to solo bosses with fast tells like Lupi, but my connection is so bad that by the point dodge finally triggers, my character already died, waypointed by himself and cleared inventory.

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Posted by: dominik.9721

dominik.9721

Post video of you soloing Justin Wong then come back m8.

Since I do arah with guildmates It never was needed to solo him.
But I no someone who played a lot with NoTrigger and he is the slowest Gw2-Player I know , he clicks every single skill and is able to solo Lupicus with 4 different classes,allthough he f:: up in every other gamemodes….so please…

Btw. If I want to impress people, I won’t do it with Videos of Gw2-PvE content.
But funny to see that 2 seconds after declaring my own opinion the first one arrived with the typical freaky answer "lulz post a lupicus solo video to pruf ya skill "
That confirms everything what I said, ty

Grimkram [sS]

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

“these bosses seem to get harder when theres lots of us but die quicker when theres less of us”

that’s a pretty clear in-game cue. you will inevitably get someone who will say “we zerged boss X and it took us a year but when we did boss Y in a small group he died really quick”

therefore the logical conclusion is = don’t zerg bosses.

so no, the boss blitz isn’t an example of “guide dang it” at all.

Problem is, that isn’t true at all. The decrease in kill speed for the bosses has to do with a regression to the mean: the more players there are in a group, the closer monster death comes to average kill time. If a player is on the low end of the spectrum, whether by gear or skill, then they see only an increase in kill time from zergs. Let alone a decrease in effort to kill things.

Except there’s no Guide dang it at all.

You see 6 enemies. You see a timer. It’s not rocket science.

They are lazy and not interested. There’s no desire to learn.

edit: edit out the actual link for the love of god.

The problem isn’t the boss blitz. The problem is, the rest of the game doesn’t prepare players for the boss blitz, neither by the game’s mechanics nor by the require cooperation.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: Emanuel.9781

Emanuel.9781

Post video of you soloing Justin Wong then come back m8.

Sperg

Where did i say Lupicus? Also nice name calling, nerdlord.

Rezardi [DnT] – Elite Playhowiwanter US
NemesisMMNecro [rT] – Trans-Transsylvanian RPer EU

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Posted by: Dub.1273

Dub.1273

I did Lupicus solo with literally 3 seconds delay.
Warriors OP.

Dub | [rT]
#LoveArrows2013, never forget.