Assessment of increases in boss health

Assessment of increases in boss health

in Guild Wars 2 Discussion

Posted by: CaelestiaEmpyrea.2617

CaelestiaEmpyrea.2617

This is not a place to complain, but to give feedback on how various bosses now play with double normal health and the ability to be crit hit. Give your experiences and suggestions on how to correct problems the health increase may have caused.

•Great Jungle Wurm: Just right. Extra health not a major issue. Crit location is where most people stack to melee it anyway.
•Fire Elemental: Still burns down very fast. But with such a long pre, it needs to go down fast.
•Shadow Behemoth: Health enough to make it a bit tedious. I’d rather see it with less health and more ability to do damage. Also, Crit location is just horrible. Needs to be crit-able anywhere.
•Tequatl the Sunless: Too much health now. An increase of 1.5x instead of 2x would have been perfect. Crit target cannot be hit without melee. Maybe if you could crit him ANYWHERE 2x health would be ok. But as is, even well-organized maps are failing.
•Claw of Jormag: Was perfect BEFORE 2x health. The real issue is with the final phase. It’s totally random whether or not the bomb golems get thru, no matter how well the path is cleared. As a result, the final phase can take INSANE amounts of time because of bad RNG. This was actually FIXXED with the extra condi damage, and is now broken again with double health. Again, bad crit location does not balance extra health.
•Amber Great Jungle Wurm: Haven’t ever seen Triple Trouble finish, no comments
•Crimson Great Jungle Wurm: NC
•Cobalt Great Jungle Wurm: NC
•The Shatterer: Just right. Crit location is hard to reach, but Shatterer is not noticeably harder to kill than pre- June 23 patch.
•Inquest Golem Mark II: WAY too much health, takes forever to kill. Crit location is bad, needs to be crit-able at any hit location. Reduce health to pre- June 26 level or make it crit-able in all locations.

Summary: While something has to be done to balance the increase in Condi damage, arbitrary increases of all boss health is not the answer. The biggest issue is that the bosses are FUNCTIONALLY non-crit-able. GJW, FE, and kitten are the only bosses not made substantially worse by the change.
Solution: First and foremost, make all bosses crit-able in ANY hit location, not just a tiny non-targetable box that can only be hit by melee or AOE. After that, wait a day and see how bosses do. Claw and IGM2 probably still need health reduced, Teq may need a little health reduction.

Assessment of increases in boss health

in Guild Wars 2 Discussion

Posted by: Absolute Ze Woah.1074

Absolute Ze Woah.1074

I was with EVOS last night and we successfully pulled off a Triple Decap (no Team Speak) even though Amber missed a burn phase during Phase 1. One of the of the other heads had to decap early to give Amber more time to decap to make up. The crits are also in the hitbox where most people stack to kill as well so it’s not too bad.

Granted we were able to glitch Amber head on the wall for Phase 2 for most of the fight which gave us more time to dps and not chase. I’ll write more when I do it tonight again.

If anyone from EVOS is out there, you guys are great! I wait like 40 minutes every night just to get on the right map and it’s worth it imo. I’ve only failed a few times running with you guys.

Edit: we finished with no time left.

(edited by Absolute Ze Woah.1074)