A New Shatterer experience
here’s where you all fail just because you find content easy or simply want harder content doesnt mean those who enjoy said content should be punished to please you
you want harder content sute you can have it but why not ask for harder content instead of screwing everyone up by making the game harder for everyone overallif people wanna be so hardcore so badly they should go petition for a darksouls MMO
There is a big difference between easy content and broken content
nobody here is calling for Shatterer to make three headed wurm look as easy as Shadow Behemoth
you fail to undesrtand what im suggesting
we need new mechanics and rewards to make the battle more enjoyable
nobody finds standing in the same spot autoattacking for 10 minutes fun and those who say they do are either lying or just can’t be bothered to adapt to changing content
if you are against changing content then you are playing the wrong kind of game
MMOS are always changing with every update
I don’t see this as changing a boss and making it harder
I see this as fixing a boss with a severe broken design
players used this tactic on countless bosses over the time this game has been out and each time it was patched
you could stand on a platform and snipe dungeon bosses down all the time back in the day
cant anymore
specific Champs had the same issue and all of these things were patched
why should Shatterer be an exception when he suffers from the same cheap tactic?
stand on a spot he cant attack you from and chip away at his hp till he dies..
this is what people call a broken boss
Dragons should randomly bounce all around the battlefield, and sometimes ‘karka-roll’ all over the puny characters…
Dragons should randomly bounce all around the battlefield, and sometimes ‘karka-roll’ all over the puny characters…
Now, right there is the beginnings of a solution. Shatty rises into the air periodically to throw his minions at us, but he lands in the exact same spot every time following this.
Here’s an idea…have him soar around a bit and land in a different spot each time. Near enough for the cannons to still hit him, but if nothing else players would be forced to take up different positions each time.
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There is a big difference between easy content and broken content
nobody here is calling for Shatterer to make three headed wurm look as easy as Shadow Behemoth
you fail to undesrtand what im suggesting
The problem for me is simply the fear that ANet goes again over the top IF they ever change him, and thus i better want him left alone as he is.
Since i hate Orr, Claw of Jormag and Shatterer are simply my main sources of Dragonite, if they make them unplayable i want at least that the low level bosses also drop 15-25 Dragonite as compensation
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Nothing in this game should be hard period.
People who really want hard content are playing other games. Hard content in this game is deserted.
Old Arah, old Orr, too difficult, got nerfed.
Tequatl and wurms, both dead events on many many servers.
New dungeon path inTA? Noone goes there anymore.
People just don’t want difficult content. My guess is, that they are avoiding it because the rewards are so, wait for it, non-existent.
Doesn’t matter, hard content in GW2 is a waste of DEV time.
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just remove that one safe spot and he’ll be hard enough – no need to put him on steroids. have you ever tried fighting him while not standing there? it hurts a lot. I fear they’ll remove the spot and triple his damage at the same time. while we’re at it, it would be nice if those turrets actually helped. currently they deal about the same damage as someone’s autoattack. so it’s not beneficial to guard them or even keep those turrets alive. triple their damage and people will actually want to use them and people will defend them instead of mindless attacking.
p.s. Phantasmal Berserker on his head is glorious.
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just remove that one safe spot and he’ll be hard enough – no need to put him on steroids. have you ever tried fighting him while not standing there? it hurts a lot. I fear they’ll remove the spot and triple his damage at the same time. while we’re at it, it would be nice if those turrets actually helped. currently they deal about the same damage as someone’s autoattack. so it’s not beneficial to guard them or even keep those turrets alive. triple their damage and people will actually want to use them and people will defend them instead of mindless attacking.
p.s. Phantasmal Berserker on his head is glorious.
That’s more or less what I really want
my OP was just highlighting an idea I thought would make the boss more fun and more rewarding
but overall the main focus of this thread was to highlight how much of a broken boss he really is and how badly it needs some attention
a lot of people have assumed im calling for a huge rework that would make shatterer stupidly hard to kill but I don’t want that either
many are saying the harder content is deserted and I agree with them
although I don’t agree that the content is as hard as they claim though
it just requires you to learn what to do
the 3 headed wurm is the only exception due to needing a lot of communication
Teq on the other hand is super easy
Gw2 does have a problem with people simply giving up on content if they cant do it though I have noticed that and its why these events are deserted on most servers
What I want to gain from this thread is simply a new Shatterer experience that is more rewarding but without making Shatterer super difficult
the mechanics of breaking his limbs were just to give players more reason to attack them to get more reward chests instead of just standing there auto attacking his one leg
All new bosses are zergfests.
nobody here is calling for Shatterer to make three headed wurm look as easy as Shadow Behemoth
I’m not protesting about making Shatterer harder than three headed wurm – because i think that even half as hard as wurm is too much.
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Nothing in this game should be hard period.
People who really want hard content are playing other games. Hard content in this game is deserted.
Old Arah, old Orr, too difficult, got nerfed.
Tequatl and wurms, both dead events on many many servers.
New dungeon path inTA? Noone goes there anymore.People just don’t want difficult content. My guess is, that they are avoiding it because the rewards are so, wait for it, non-existent.
Doesn’t matter, hard content in GW2 is a waste of DEV time.
It’s not that people don’t want difficult content. It’s that there’s no point doing it if the rewards aren’t substantially better than just doing other, easier content. Putting in the right kind of rewards would cause players to flock to the harder content, and put the time into learning and completing it.
Harder content like Balthazar or Lyssa currently gets done because people just run out of world bosses to do. No-one does Teq or Wurm because there’s still enough other, easier, world bosses in the world to keep people going, and the other world bosses provide more or less equivalent rewards, even more so when time and chance of success is considered.
Hard content should mean hard rewards. Maybe the scavenging precursor stuff could involve this. I think people would be far more likely to run Teq if, by doing him, they could noticeably advance building their precursor.
The shatterer simply needs to be adjusted so people need to use the mortars and super buggy cannons (please fix those)
Other than that, it’s a simple rebalance that healing mortars are needed, and that safe spots are more or less removed. (Spawning adds doesn’t quite help in higher scalings.)
Also dynamic scaling where the lower scalings (5- 30 people) stays about the same.
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The shatterer simply needs to be adjusted so people need to use the mortars and super buggy cannons (please fix those)
Other than that, it’s a simple rebalance that healing mortars are needed, and that safe spots are more or less removed. (Spawning adds doesn’t quite help in higher scalings.)
Also dynamic scaling where the lower scalings (5- 30 people) stays about the same.
That’s the general idea of what im going for
not scaling the difficulty but offering more rewards for using different tactics
and mainly removing the safe zone spot that just makes this boss cheap and broken
example You wouldn’t have to break all his body armor but doing so would give you more reward chests
breaking all of them would require the use of Cannons and motars along with people using more skills than just their auto attack
but removal of the safe spots is a must
it’s the main thing that removes all fun from this boss encounter
I think instead of offering a huge bunch of easy sponge bosses that only need 3-10 minutes to kill Anet should introduce harder bosses, that take you three to five times as long as before but also give you an increased amount of loot, i think world bosses in general need to be a way harder and utterly epic experience not meant for mindless farming but for proving skill, both personal and as a group.
Therefore my suggestion is to make these fights harder than now (not as hard as teq or wurm, but still a though fight that can fail when badly organised) but also more rewarding with more dragonite ore at the end…
I think instead of offering a huge bunch of easy sponge bosses that only need 3-10 minutes to kill Anet should introduce harder bosses, that take you three to five times as long as before but also give you an increased amount of loot, i think world bosses in general need to be a way harder and utterly epic experience not meant for mindless farming but for proving skill, both personal and as a group.
Therefore my suggestion is to make these fights harder than now (not as hard as teq or wurm, but still a though fight that can fail when badly organised) but also more rewarding with more dragonite ore at the end…
The problem with that is the low number of options to obtain Dragonite ore
I don’t think Bosses need to become harder exactly but more along the lines of more rewarding for completing specific goals while fighting them
this is why I suggested the idea of breaking the Shatterers armor
every broken hitbox rewards you with a bonus chest thus increasing the overall loot
it encourages players to change stratergy for additional rewards instead of just standing there shooting at him from a safe spot (although I admit that safe spot is a flaw and needs to be removed)
players could still just break one of his legs for example and then just keep attacking that one leg to kill him faster but doing so would reduce their reward from say 5 chests to 2 the daily boss chest and 1 bonus for breaking his leg armor along with the big map chest that spawns
why not just aim to get all 5 chests in one battle? specially if they give you some pretty darn good rewards
more rares or exotics or even extra Dragonite Ore