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Posted by: Stark.1350

Stark.1350

Some world bosses still aren’t functioning correctly.

1.) Maw – pretty good where it’s at, but is too easy to stack on him and not have to do anything but auto attack.
2.) Shadow Behemoth – Not enough health. Doesn’t do anything beyond spawn portals – mobs from portals are irrelevant.
3.) Fire Elemental – Nowhere near enough health. Otherwise mechanics are fine.
4.) Golem Mark II – Need to remove safe spot. Rotating gun damage needs to be higher.
5.) Jormag – pretty good where it’s at.
6.) Tequatl – pretty good where it’s at.
7.) Taidha – Doesn’t do much of anything when her gate comes down. Something more needs to happen here.
8.) Megadestroyer – pretty good where it’s at.
9.) Shatterer – Needs something more. Adds are useless. Achievement here is almost impossible to get. Too easy to stand in safe spot and burn him down. Health is fine.

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Posted by: Stark.1350

Stark.1350

Oh, also. 10.) Uldnoth, the centaur – Doesn’t do much of anything. Earth hands go down too fast. He doesn’t do much himself.
11.) Ogre – dies way too fast and doesn’t do much.

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Posted by: Roda.7468

Roda.7468

Taidha IS supposed to run around the ship fort and have you fight some other champions as she runs around, but people chain immobilize her so we can kill her before that happens.

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Posted by: stale.9785

stale.9785

Suggestions based purely upon personal feelings.

1) Have him do an AoE knockback/launch skill that tosses people into the pit behind the Shaman.

2)Noob zone, first world boss. Leave as is for people to train on.

3)Yup – fire ele needs more HP. A LOT more HP.

4)Golem ought to do a long range AoE pull, followed up by the evil blue lightning. Remove the “stand on the box” box.

5)Jormag is boring. Need to make the second phase non-cheatable. Extend the range of the field of death so you can’t whittle him down – protect those golems of fail the event. rawr! (Maybe add a second reward if you do this.)

6)No opinions on Teq. I dislike that encounter, but I don’t begrudge it for those who enjoy it.

7)Taidha is boring. No clue how to improve her – I just skip it.

8)Agree with Stark. mega is alright.

9)Add some AoE swipe action. kitten is a DRAGON. He ought to be able to smash you with his paw, instead of getting ankle chopped to death. Where is the HORDE of Branded that are rightly his to control? HP is ok, but he needs some danger added. Not Teq level – but more danger than he has now.

10) I feel bad for that centaur. So sure of himself, then just stands there and gets rocked.

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Posted by: Stark.1350

Stark.1350

Taidha IS supposed to run around the ship fort and have you fight some other champions as she runs around, but people chain immobilize her so we can kill her before that happens.

Are you sure about this?

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Add a chest to the first part of Jormag. It can be a small one, but some sort of reward to encourage people to do the first part and not wait till the second part to join in.

Agreed that the fire ele needs more health. Maybe add a few of the flying fire elementals back in.

The Maw. Maybe give him immunity to control skills or have him move off that one spot. He used to wander around the area before the crowds got so big and was a lot more dangerous.

Shadow behemoth I think is ok for a starter boss. Doesn’t die too quick and the portals are a good starter mechanic for people to learn to do more than attack him.

Jungle Wurm event needs a buff. The husks that give him health are no longer even a consideration.

Golem: agree. Box needs to be removed.

Shatterer: agree. Needs extra features added. Currently it’s, “attack the toenail till he dies”.

Be careful what you ask for
ANet may give it to you.

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Posted by: Stark.1350

Stark.1350

Forgot about the Wurm. Adds are ineffective as well.

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Posted by: Azrael.4960

Azrael.4960

1) Maw is pretty ok. Could do with some slight scaling tweaks.

2) Behemoth could do with some tweaks but as it’s also a lowbie area I don’t see the need to add too much

3) Fire elemental needs to be brought on par with Maw and Behemoth and get some decent attacks.

4) Golem MkII. The safe spot needs to go. His only really devastating attack is the lightning field. He could do with others such as
(a) an AOE blast like the Archdiviner from Cliffside.
(b) a randomly placed artillery barrage. If he can do machine guns, then lets see some artillery. Something similar to the Avatar of Dwayna in Malchor’s Leap.
© Random AOE pulls with a follow up AOE smash attack.

5) Claw of Jormag got a bit of a buff in the past, but the event itself is boring. The golems give players openings to hit him but the vast majority just ignore the golems and stick to the sides, stack res and heals and pew pew away. The final phase mechanics need a change.
(a) Claw needs a powerful fear attack like Tequatl’s to knock people off the sides. He can fear in phase 1 and 2 so why not in final phase?
(b) Increase Claw’s armour against regular attacks with an armour buff (call it Icy Scales or something) somewhat like Tequatl’s Hardened Scales. Make it 10 stacks. While he has it, he takes very little damage.
© Change bomb golems to attack golems with fire shields. The shields can protect a small number of players, say 10, from the icy degen as they escort the golems to Claw. Each golem that is present can keep 1 armour stack off the dragon with a flamethrower attack but players must protect the golems because the mobs will keep coming and the dragon will attack as well. It would mean players need to continuously shuttle golems to the dragon but also prevent hordes of players stacking on a few golems.

6) Teq is in a pretty good spot at the moment. Although with the fixing of the laser cannon bug, he’s none too hard and rarely fails except when there aren’t enough players present.

7) Taidha should never have been included as a world boss. The event style just isn’t designed for that many players.

8) Mega Destroyer could do with a slight buff. The veteran spawns should scale with player numbers. Given the numbers of players that show up, champions and elites should spawn.

9) Shatterer needs a massive rework. Right now, he’s little more than a pinata. Have some ideas but might not have room to type it

10) Poor pony….

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Posted by: Roda.7468

Roda.7468

Taidha IS supposed to run around the ship fort and have you fight some other champions as she runs around, but people chain immobilize her so we can kill her before that happens.

Are you sure about this?

I’ve seen it happen, like, once.

She’s SUPPOSED to die where her chest spawns.

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Posted by: zenleto.6179

zenleto.6179

1) Maw is pretty ok. Could do with some slight scaling tweaks.

More than slight I’d say. I was able to do a 10 person maw the other day and you could see how its supposed to pan out, and how it was quite often done on my server before megaservers. It was actually fun.

Fire up the Hyperbowl ma, we’re going to town!

Would you like some hard cheeze with your sad whine?

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Posted by: Ceridwen.6703

Ceridwen.6703

Taidha IS supposed to run around the ship fort and have you fight some other champions as she runs around, but people chain immobilize her so we can kill her before that happens.

Are you sure about this?

I’ve seen it happen, like, once.

She’s SUPPOSED to die where her chest spawns.

Yes, she does work like that, teleporting to a different place around her “keep”. It was more apparent before the consolidation of event times. She didn’t fire often, however – I can’t recall if she was bugged, or if people just didn’t do her pre event. Once megaserver kicked in and people were rounded up, you could see her mechanics easily. Although, you had to stop damaging her when she had a few hit points left and started wittering about something or other – then she’d die on top of her chest (or next to it). People used to get really snarky about mesmer clones, and auto-attacks at that point! Then they updated boss times to a regular rotation, I don’t think damaging her after the previous cut-off point matters, and she just doesn’t stand up to that many people, as noted above. I think she’s included still because there is an achievement attached to her. I don’t think it would be too much to quietly remove that achievement and perhaps replace it with another – or beef her part of the encounter up.

Frankly, she should pirate some Inquest tech, zap herself Kudu style, acquire some AoEs we’ll all hate and require cannonfire to knock her head off. Meh to teleporting about into confined spaces, let’s nick those cannons we broke in the pre, repair them and … make stuff explode. Or something. I’m not entirely serious, but I do enjoy siege artillery when I can get my hands on it.

“Ph’nglui mglw’nafh Steve R’lyeh wgah’nagl fhtagn.”

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Posted by: Jarrix.8234

Jarrix.8234

Ever walk into WvW and have an 80v80 zerg fight where no one can get their skills off?

The same thing is happening here to the world bosses. They all do have extra skills, they just can’t get them off because they’re bogged down.

Taidha is suppose to lead you around the ship, Shatterer is suppose to crystallize half the raid, Shadow Behemoth is suppose to drop an AoE similar to Meteor Shower, Megadestroyer is suppose to lava font half the raid, Ulgoth is suppose to floor the area with tornados.

But the bosses can’t get their skills off and a lot of them were designed for 10-20 people as opposed to 150. Like GolemMKII, if you only had 10 people you couldn’t sit on the afk spot because you’d get flooded with inquest.

Kayku
Envy – Fort Aspenwood

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Posted by: Bratpirat.6137

Bratpirat.6137

Some megabosses are just extremely boring like golem, jormag or taidas gate. Some become boring because of the megaservers. Maw, jungle wurm, karka queen and fire ele can be challenging with few people, but with a zerg they’re just a joke.

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Posted by: Ignavia.7420

Ignavia.7420

I used to do world bosses a lot before the megaservers came out. Since I played on a smaller server, we only had about 20 people doing the world bosses at a time. When megaservers came out I quickly stopped doing the world bosses since it was just zerging now. About two weeks ago I tried them out again and while some bugs have been fixed, like the overly chatty Taidha, the core problem remains. Some improvements to the existing world bosses are definitely needed, even though I understand that Anet has other priorities at the moment.

Shadow Behemoth:
In my opinion the fight is boring now. It feels like it’s dragging on forever, because most people go AFK during the portal phases. It’s also close to impossible to get the 20 seconds portal achievement because of this.
In order to change this behavior it should be unsafe to stand near the damage spot during the portal phases. Have Behemoth drop more meteors there or have him put his arm down in that area. The latter summons the same high damage AoE that surrounds his body. Additionally people should be punished for not destroying the portals quickly enough. The portals should spawn a mob about every 5 seconds and have those run towards the Deathroot Shack. This is the direction where most people stand. The necromancer inside could even say lines along “Help, they are coming for me” to make people aware of this.
I know that this is just a starter boss, but in my opinion that means that it is close to impossible to fail the event and not that it is close to impossible to die during the event. A world boss should still be challenging.

Fire Elemental:
His attacks are actually quite strong. I always used to have one or two stunbreaks on my bar to recover from his knockback projectiles should I miss a dodge. Nowadays, he dies way to quickly for this to matter. So this guy need more health when he gets upscaled, I’d say about 5-8 times as much. The whole event chain should still fit in the 15 minute window this way, but shortening the pre events by a minute or two would also be appreciated.

Jungle Wurm:
Before megaservers came out we had some people focusing solely on the husks using whatever crowd control and damage they had available. Now the wurm dies too quickly for them to even reach them. So again the wurm needs more health — say about 3 times as much — and the husks need to spawn sooner. You usually always have a 10 minute break after the event, so this should work out.

Frozen Maw:
His skills are strong, but he does not use the strongest of them. If you prevent him from moving from his initial position, he summons neither the tornadoes nor the ice spikes dropping from the sky. If this gets changed, he should be in a good spot. For this to work, he should get the new orange AoE telegraphs, however. It’s close to impossible to notice those attacks if you are surrounded by 100 other people and when you only have 5 FPS.

I’ll write about the other world bosses later.

(edited by Ignavia.7420)

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Posted by: Monkey Fritz.9052

Monkey Fritz.9052

7) Taidha should never have been included as a world boss. The event style just isn’t designed for that many players.

It is strange that they include her, while the Flame Shaman sits there completely unattended.

To the others talking about her once upon a time fun mechanics, as far as I know she hasn’t teleported since they made the timer changes. She never used to run out front like that at all. You attacked her in the base, then she teleported at specific health intervals. Since she had lots of adds, and was the only boss to even have a timer, it was challenging.

Getting her to spawn was messed up, you had to do the pre event chain three times in a row, without allowing them to fail, and then she would spawn.

There are still several other world bosses more deserving of being on the timer than ‘random pirate lady and her indestructible gate’ as it is now.

Flame Shaman for one.

Personally I really miss the world boss train before mega-server. They were actually fun encounters then.

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

Taidha was incredibly difficult to get credit on when she ran around her base, which was probably why they changed it.

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Posted by: mtpelion.4562

mtpelion.4562

Shadow Behemoth needs to reposition his facing (and thus the location where players need to be for damage) based on where the last portal closes after each portal wave.

It is very annoying to see an army of players sitting still while only 3-5 players are trying to take down the 13 portals.

Server: Devona’s Rest

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Posted by: Algreg.3629

Algreg.3629

I mean, not that I disagree with you on all the things you mentioned, but how are those bosses “not functioning correctly”? From what I get, you want them to behave differently to offer more challenge. That is a completely different thing.

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Posted by: Zephyra.4709

Zephyra.4709

I stopped doing world bosses as I grew extremely bored of the same old, rather easy, routine. I only really hop in when it comes to either Teq & KQ.

Here’s my 2 cents:

- Shadow Behemoth is too easy. He basically does nothing. I feel like he should have fear or more poison fields etc to keep people moving as everyone just stacks on his front door 24/7. The spawned mobs are only a problem to those people who are actually busting their butts doing REAL work by taking down portals.

- Fire elemental needs more health. Seriously. That thing goes down faster than Jesus on wheels for all I’ve seen and perhaps it’d be nice to have more firey-themed mobs spawn before the actual boss spawns so people don’t just camp on that ledge all the time.

- Golem Mark II …I’ve never attempted to challenge myself by stepping off that safe-spot box but let’s think about it. Remove the box or make it rotate/spawn elsewhere so people are actually moving about more would be interesting. His damage/mechanics are fine as it is.

- Ulgoth the Modniir is by far unbearably lame. It’s a bother enough to wait for the pre to complete, especially being the one doing the events. As others have stated; the duo of beasts spawn and it’s a DPS along with the earth hands and Ulgoth himself. There’s no threat. Sure, the hand mechanics with the winds knock you around but they don’t put you in any danger. He should call in reinforcements of sorts or do more AEO summon-damage.. considering he DID summon those earth hand things.

- The Shatterer is one of the most awesome looking dragons I’ve seen in this game but everything delivered with this world boss is excruciatingly underwhelming. It’s literally a camp on the ledge/his front doorstep and DPS him. The mobs that spawn legit die as soon as they do.. nothing is protecting the crystals either. He needs better combat mechanics; hell, I don’t even know what he DOES since there’s so many of his just sitting in one spot AA’ing. Give him something that hits, and hits hard to make us more wary and make it challenging. That or make the mobs tanky. I love the look of those branded griffins but I never get to see them as they die near-instantaneously…

- Jungle Wurm has a good combination of fear/AEO/combat mechanics. New people it should be somewhat of a challenge, yes, people always go down at this event but the ones who are familiar with it will rarely ever see it as nothing more than a quick beating and it’s dead. Those AEO poison circles seem to be in the SAME places everytime. Make them random. Get us dodging.

- Taidha Covington is an interesting boss at first due to the build-up of requirements to initiate the actual fight but when she does waltz out.. low and behold – another DPS and she’s dead. It’s a pirate fort. There should be cannons still somewhere out of reach AOE’ing at us that maybe knock us back or even periodically mobs show up to catch our attention etc. I think this event lacks something after she walks out…

I don’t really have any concerns with the other world bosses.

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Posted by: mtpelion.4562

mtpelion.4562

Shatterer should be modified so that players cannot damage him directly. Defending the turrets and breaking crystals should be how the players get credit for the event. The turrets should be manned by the NPCs to prevent players from griefing the event.

Mob spawns should be amped up, and the regen crystals should each get a buff that either reflects all projectiles, or puts 25 stacks of bleed on melee range players, that way the players need to adjust which crystal they are attacking based on whether they are ranged or melee.

Server: Devona’s Rest

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Posted by: Lil Puppy.5216

Lil Puppy.5216

Maw: It doesn’t scale at all. The initial grawl attack is very weak, the escort is also really weak. The Totem goes down so fast that most people don’t know there are waves of adds that come to stop you. The portals and shamans die so fast that most people don’t know they can spawn large numbers of adds that can occupy that entire area (snow field and lake area). When the champ shows up the Ice Drops aren’t random so they never hit anyone now, the large whirlwinds never show up anymore, and the ice storms (small ones that move around) are a little annoying and that’s it. His first phase he has really powerful skills but one of them is single target only and the other one is a cone type skill, if those were same power AOE skills, he’d be a tougher opponent. His second phase he becomes much more powerful, has an AOE “Hulk Smash” that throws people around but he doesn’t use it usually more than his initial skill, his other skill is a “Hulk Punch” which is a single target skill.

Shadow Behemoth: He has some interesting mechanics but his actual skills are very lackluster. He has a few shards that drop from the sky that cause vulnerability but then he doesn’t follow it up with anything else. There is a poison field that goes along with it sometimes that can eat a low level player but is still just an inconvenience. He has one uber powerful attack that will throw you all over the place but it has way too long of a tell – visually he’ll shove his hand under the ground, then purple fog will start hitting you for damage and then he’ll thrust his hand up your butt for blowout damage, it hurts alot and most people trapped in it will be downed. The adds from the portals are only a slight nuisance if you’re hit by a Champion Shades’ initial attack, other than that they rarely even attack anyone that isn’t near their specific portal.

Fire Elemental: You can totally revert to original now Just kidding, even veteran players would have a hard time with that one, but if it pulsed a nice plasma wave out every once in a while to throw you around and damage you and had much more health/damage mitigation it would be great.

Golem Mark II: Just remove the box or shorten it a little so we get hit by the electric field, it’s a two hit kill prevention device, no other changes necessary. The event lasts long enough.

Claw of Jormag: Fix the world boss camera reset issue. When the event starts properly, the camera zooms out to world boss level, this is great, however if you walk off the left side of the dragon platform (phase 1), somewhere near where you can get back on it you lose the world boss zoom level and can’t get it back, this is annoying.

Taidha Covington: Extend her invulnerability by 7 seconds and her true fight will always happen. For those who don’t know, if you let her get to the beach before she gets down to 50% health, she’ll flat out destroy the zerg then teleport to the basement of her hideout making you chase her. Then when she gets to about 25% health she’ll teleport to where the chest spawns and you kill her there and she says “Grenth, I’m coming to meet you.” or something.

Megadestroyer: Needs it’s world boss loot status, it’s the only world boss on rotation that does not give the ascended material.

Shatterer: He might crystallize more people but it is quite a random occurrence that I haven’t seen in many runs. He has a radiation zone under his belly but that’s about it, if this were extended to a 300 radius around his whole body and there were more environmental weapons available (like the ones in the outpost nearby) that were necessary, it would make the event more challenging and hopefully more fun to do than just stand there on the rock and auto-attacking.

Jungle Wurm: this one is ok for a low level boss, but it could be more challenging if the larger wurm adds were a little closer to the ‘mother’ – they’re really interesting; they have a really strong knockback, poison field, and strong single target attack.

Karka Queen: The center event (the one without the waypoint) needs to be looked at. I’ve seen it successfully defended twice in the time it has existed. The problem is that a single weak karka (that spawn inside the defense walls…) can take out the main building there with one single attack skill so if you don’t get those adds immediately, that whole defense event is for nothing and you all wipe with the instant teleporting karka mobs (they don’t even make them charge in in a larger zerg, they just teleport champs on you and BAM! you all just died).

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Posted by: Beldin.5498

Beldin.5498

Add a chest to the first part of Jormag. It can be a small one, but some sort of reward to encourage people to do the first part and not wait till the second part to join in.

Or make that part simply shorter and remove all those annoying fear-spams that
we got last time people were complaining about those events .. sigh

EVERY MMO is awesome until it is released then its unfinished. A month after release it just sucks.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.

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Posted by: Stark.1350

Stark.1350

Well it’s nice to see everyone agrees about the tuning on these guys.

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Posted by: Azrael.4960

Azrael.4960

7) Taidha should never have been included as a world boss. The event style just isn’t designed for that many players.

It is strange that they include her, while the Flame Shaman sits there completely unattended.

To the others talking about her once upon a time fun mechanics, as far as I know she hasn’t teleported since they made the timer changes. She never used to run out front like that at all. You attacked her in the base, then she teleported at specific health intervals. Since she had lots of adds, and was the only boss to even have a timer, it was challenging.

Getting her to spawn was messed up, you had to do the pre event chain three times in a row, without allowing them to fail, and then she would spawn.

There are still several other world bosses more deserving of being on the timer than ‘random pirate lady and her indestructible gate’ as it is now.

Flame Shaman for one.

Personally I really miss the world boss train before mega-server. They were actually fun encounters then.

Flame shaman was one of the better bosses. He had a variety of hard hitting attacks and the various phases made it hard to zerg him down. Not to mention the burning just tore through groups. I loved doing the event with just 5 randoms.

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Posted by: Azrael.4960

Azrael.4960

A couple of things that have never made sense about Taidha’s event.

1) The pre-event is predicated on blowing down a steel reinforced gate…except the whole fort is made of wood. Why would you attack a door when you could just set fire to the walls?!
2) It’s a pirate base where you take out the perimeter guns, fine. But where are the guns in the walls? The whole fort is made up of old ships so there should be cannon ports, even makeshift ones, somewhere. The pirates should be firing back from within!

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Posted by: LucosTheDutch.4819

LucosTheDutch.4819

Shadow Behemoth needs to reposition his facing (and thus the location where players need to be for damage) based on where the last portal closes after each portal wave.

It is very annoying to see an army of players sitting still while only 3-5 players are trying to take down the 13 portals.

This is one of the best suggestions I’ve seen so far for SB.

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Posted by: Hyper Cutter.9376

Hyper Cutter.9376

- The Shatterer is one of the most awesome looking dragons I’ve seen in this game but everything delivered with this world boss is excruciatingly underwhelming. It’s literally a camp on the ledge/his front doorstep and DPS him. The mobs that spawn legit die as soon as they do.. nothing is protecting the crystals either. He needs better combat mechanics; hell, I don’t even know what he DOES since there’s so many of his just sitting in one spot AA’ing. Give him something that hits, and hits hard to make us more wary and make it challenging. That or make the mobs tanky. I love the look of those branded griffins but I never get to see them as they die near-instantaneously…

The Shatterer’s attacks hit plenty hard, it’s just they’re all aimed directly in front of it (except for the crystals, which are destroyed too quickly to hurt anyone, but pretty much down you instantly if they explode). Force people to fight it head-on and it would be fine.

I also feel the second phase of the Claw fight needs a more concrete indication of progress, maybe give the Claw a stacked buff that the golems remove, and it goes vulnerable when they’re all gone?

(edited by Hyper Cutter.9376)

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Posted by: sdcmgs.7348

sdcmgs.7348

OP you are correct and I agree with stale.9785’s suggestions. More engaging fights would make it more interesting. Most do need a rework.

Level 80, Sylvari Necromancer
Not So Epic [HAL]

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Posted by: Beldin.5498

Beldin.5498

The Shatterer’s attacks hit plenty hard, it’s just they’re all aimed directly in front of it (except for the crystals, which are destroyed too quickly to hurt anyone, but pretty much down you instantly if they explode). Force people to fight it head-on and it would be fine.

I also feel the second phase of the Claw fight needs a more concrete indication of progress, maybe give the Claw a stacked buff that the golems remove, and it goes vulnerable when they’re all gone?

Yeah .. i remember Shatty killed me once before the megaserver when i often went
into close combat because time was often a problem there when we only had maybe
10 players o.O

For Jormag .. i only hope they don’t change anything that makes it even loooooonger.
Especially phase 1 is only boring and i only twice had a group where enough people
knew the double-damage trick to get him directly to phase 2 after only one icewall.
Else mostly you have 3 walls .. and those charzookas are soooo boring.

EVERY MMO is awesome until it is released then its unfinished. A month after release it just sucks.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.

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Posted by: JackDaniels.1697

JackDaniels.1697

I’m going to say that the argument of not touching the Behemoth because it is in a newbie zone is invalid because of the amount of level 80’s that show up for the fight. If it was just newbies that fought it, then it would be ok.

But honestly, most of these so called “World Bosses” are just

“I got a fever! And the only prescription, is more COWBELL!”

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Posted by: Seera.5916

Seera.5916

I’m going to say that the argument of not touching the Behemoth because it is in a newbie zone is invalid because of the amount of level 80’s that show up for the fight. If it was just newbies that fought it, then it would be ok.

But honestly, most of these so called “World Bosses” are just

But you don’t want to make it so hard that the newbies find it too hard. You don’t want to turn them off of world bosses. Especially not with it being in the human starter zone. Since a lot of people roll human.

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Posted by: mtpelion.4562

mtpelion.4562

I’m going to say that the argument of not touching the Behemoth because it is in a newbie zone is invalid because of the amount of level 80’s that show up for the fight. If it was just newbies that fought it, then it would be ok.

But honestly, most of these so called “World Bosses” are just

But you don’t want to make it so hard that the newbies find it too hard. You don’t want to turn them off of world bosses. Especially not with it being in the human starter zone. Since a lot of people roll human.

At this point in time (post mega server transition) there is no situation in which only new players would be attempting this content, thus the argument that it will be too hard for new players is invalidated. Prior to the mega server transition, that argument could adequately be used to argue against changes.

Server: Devona’s Rest

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Posted by: Seera.5916

Seera.5916

I’m going to say that the argument of not touching the Behemoth because it is in a newbie zone is invalid because of the amount of level 80’s that show up for the fight. If it was just newbies that fought it, then it would be ok.

But honestly, most of these so called “World Bosses” are just

But you don’t want to make it so hard that the newbies find it too hard. You don’t want to turn them off of world bosses. Especially not with it being in the human starter zone. Since a lot of people roll human.

At this point in time (post mega server transition) there is no situation in which only new players would be attempting this content, thus the argument that it will be too hard for new players is invalidated. Prior to the mega server transition, that argument could adequately be used to argue against changes.

I’m not saying the fight can’t be made harder. Just not too hard. It doesn’t need to be Teq or triple trouble hard. But it definitely could stand with being made more challenging

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Posted by: Rauderi.8706

Rauderi.8706

  1. Maw: Too easy. Not enough grawl spawn at the start of the event chain. Almost nothing spawns on the escort. The dragon totem is literally a 3-second beatdown. Portals are dead before anything comes out. I see people occasionally get downed at the shaman, so he’s okay for a starting zone boss, but everything leading up to him is a waste of time.
  2. Behemoth: Overall in a decent place. Kind of. As someone pointed out, his singular facing makes portal killers do less damage to the boss.
  3. Fire Elemental: Could stand to be more HP Spongy, but enough people die at it, because of it’s constant AoE melee.
  4. Mark II: In a decent place, but it’s yet another range-and-yawn boss.
  5. Jormag: Phase 1 lasts too long and has an incessant number of fears and knockbacks. Everyone stacks on the right side to avoid most of the mechanics. …except fears and knockback waves. Phase 2 golems don’t move nearly fast enough. Most of that part is pulling aggro off of overtuned elites while waiting for Claw to get downed. By the time that happens, over half the raid is too far away to capitalize on the vulnerability. I like the idea of golems having fire shields instead of whateverthekitten they’re doing.
  6. Tequatl: Some love, some hate, dragon’s on farm. Looks good to me.
  7. Megadestroyer: Is okay.
  8. Shatterer: Stand by left foot, spam ranged (again), yawn and half-AFK it. Could be a good fight if he’d just turn a little and make people move.
  9. Ulgoth: Needs more damage AoE and less wibbly knockdown cyclones. Or maybe a meteor shower with a shortish cooldown, or chain lightning. As it is, 70 people in one zone makes him laughable.
Many alts; handle it!
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632

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Posted by: Selkirk.4218

Selkirk.4218

1) Maw: fun and easy. i usually kill moa’s while waiting for him. the side events (totem and portals are broken…over in 2 secs).
loot-average.
community-cool and pretty noisy. great place to be seen and showoff new gear/looks.
2) Behemoth: visually fun the first few times but boring after that. there needs to be more of a connection with the portals and the behemoth.
loot-average
community-below average..not anyone’s fault it’s just the swamp environment doesn’t lend itself to fun boxes/banners etc. a relatively quiet affair.
3) Fire elemental: the fight is too quick and the pre’s take forever. long countdown to boss. i usually skip this one.
loot- average
community-average..most people afk this event.
4) Mark 2: visually interesting and can be challenging if you aren’t on the box. loot is ok but there isn’t much to do before he arrives.
loot-average
community-below average…most people sit on the box.
5) Jormag: really fun the first few times after that it’s really boring. one of those events that if i get there too early i will leave.
loot-above average
community-cool. almost always banners and food-good place to be seen and show off.
6) Tequatl: now this is my fight. i love it. a ton going on and the setting and tequatl is such a kitten.
loot-excellent (at least a 4 g haul total).
community-excellent…always a ton of banners/food and people goofing off playing music etc..
7) Megadestroyer: cool boss and scene (i love the dialogue from the npc’s here). but…the fight is boring and the lead in can be long. nothing to do if you get there early. loot-average
community-above average..and it’s something of a surprise given the wp situation and the dark room. still a bunch of people show up and it can be rowdy fun.
8) Shatterer: really dull fight with a long lead in. shatterer looks cool but just stands there.
loot-average with lottery potential
community-average to subpar…everyone stands on rock which makes it awkward to dance/play music etc.. dark environment doesn’t help things
9) Ulgoth: i really like this fight and the taunts from ulgoth but…has a long lead in to the brawl. there are things to do like kill tamini but that gets dull.
loot-average
community-good..typically there will be people dancing and having fun. sometimes banners and food. people always riff on ulgoth’s threats/rants. great place to be seen and showoff.
10) Taidha: i love the scene and the boss but the pre is very dull (make it half as long). still it’s cool.
loot-average
community-average to subpar…great place to showoff but no one shows up until the events are in progress. so there are few banners etc..
11) Karka Queen: fun fight but problems are similar to megadestroyer. i have no reasons to stick around in the zone and i’m only going for the brawl.
loot-average to above average
community-ok ..it’s always packed but the landscape is purplish dark and beyond defending fort not much going on here…
12) Jungle Wurm: cool low level fight but it’s over really fast.
loot-average
community-better than average…newer players show up so there is some nervous energy which helps.

temple events:
dwayna: ‘duuuannnaaaa’.. i like it. depends on how much you like malchor tho. long event but it has a ton of flavor.
loot-average

lyssa: fun event and lyssa packs a real punch. a bunch of stuff to do and the pre events are fun.
loot-below average for the fight.

melandru: super fun fight…small zergs get turned into alligators. great music and environment. extra champ bags with the spider after you take down the priest. good fight. and the pre fights are actually fun with this one and flow really well to main battle.
loot-underwhelming to average…just feels like you should get more.

balthazar: excellent fight with large potential for failure. once you get to the temple it’s a true large scale brawl. really fun when it all works.
loot: average

grenth: hard to get to and difficult to determine if you should even try (getting there late is likely). fights are ok but setting bores a bit.
loot: average

risen wizard/gates of orr: really fun event with a ton of battles along the way. the fights are fun and there are numerous champs going to the gate.
loot: average to above average

notes- cursed shore events can bring very good loot depending on how you do with mobs…some mobs will drop rares along the way . community for these events is generally good but the events move quickly and people are focused on the fight…overall good.

right now i generally start with tequatl and go to shaman just because they are back to back. the rest i skip (just not worth the time investment…way i figure it is for those 20-30 minutes i could almost run silverwastes or be run orr temple events).

(edited by Selkirk.4218)

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Posted by: Azrael.4960

Azrael.4960

- The Shatterer is one of the most awesome looking dragons I’ve seen in this game but everything delivered with this world boss is excruciatingly underwhelming. It’s literally a camp on the ledge/his front doorstep and DPS him. The mobs that spawn legit die as soon as they do.. nothing is protecting the crystals either. He needs better combat mechanics; hell, I don’t even know what he DOES since there’s so many of his just sitting in one spot AA’ing. Give him something that hits, and hits hard to make us more wary and make it challenging. That or make the mobs tanky. I love the look of those branded griffins but I never get to see them as they die near-instantaneously…

The Shatterer’s attacks hit plenty hard, it’s just they’re all aimed directly in front of it (except for the crystals, which are destroyed too quickly to hurt anyone, but pretty much down you instantly if they explode). Force people to fight it head-on and it would be fine.

I also feel the second phase of the Claw fight needs a more concrete indication of progress, maybe give the Claw a stacked buff that the golems remove, and it goes vulnerable when they’re all gone?

Thought I’d just copy the section from my TLDR post above where I thought much the same thing

5) Claw of Jormag got a bit of a buff in the past, but the event itself is boring. The golems give players openings to hit him but the vast majority just ignore the golems and stick to the sides, stack res and heals and pew pew away. The final phase mechanics need a change.
(a) Claw needs a powerful fear attack like Tequatl’s to knock people off the sides. He can fear in phase 1 and 2 so why not in final phase?
(b) Increase Claw’s armour against regular attacks with an armour buff (call it Icy Scales or something) somewhat like Tequatl’s Hardened Scales. Make it 10 stacks. While he has it, he takes very little damage.
© Change bomb golems to attack golems with fire shields. The shields can protect a small number of players, say 10, from the icy degen as they escort the golems to Claw. Each golem that is present can keep 1 armour stack off the dragon with a flamethrower attack but players must protect the golems because the mobs will keep coming and the dragon will attack as well. It would mean players need to continuously shuttle golems to the dragon but also prevent hordes of players stacking on a few golems.

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Posted by: Ranael.6423

Ranael.6423

Never too late to share some feedback (just discovered the bumping override ^^):
1/ Behemoth : good fight overall though adds should aim for people not helping with portal and be some threat
2/Fire Elemental : Pre too long and fight too short. I preferred the fight at release tbh
3/Wurm : Good fight overall, I’m still amazed by the number of dead players…
4/Shatterer : should either attack on side or be only vulnerable from a frontal conic area. His healing shouldn’t stop by itself so that players actually need to break the crystals (maybe his regen should be lower then)
5/Teq : good fight but too much depending on the first phase completion, other burn phase are not engaging.
6/Mark II : remove the safe spot or make it higher so that climbing while in fight after the knockback would be too tedious. The fight is really good if you do it on the ground (I actually was on a map where we were like 10 to do it and it was way better)
7/Claw : I like the fight but the champ in phase 1 should drop chest while crystals should have a stronger effect (like reinforcing the ice shield) to make it clear that it should be dealt with.
8/Vinewrath : cool fight for now, a bit too rewardful compared to other but if you do the map objective + breach it actually takes a longer time… to be seen when SW won’t be that trendy anymore
9/Taidha : discovered recently the not perma immo fight and liked it… could be better if chain immo wouldn’t break it. The pre event is too long though, a weaker door with more canoneer would make it more engaging.
10/Karka Queen : globally good but dies too fast for a hardcore WB.
11/Sand Giant : Should pop between sandstorm event and crash site. This is a good fight which requires a bit more skill than other WB but sadly nobody ever want to fight it.
12/Maw : pre event too easy… really too easy (from grawl to portal). The rest of the fight is good.
13/ Ulgoth : Pre event ranges from too short to too long depending on where it was before the timer. For the fight itself, dogs are fine, Earth elemental is too weak and barely attacks and the final burn is totally useless. A better solution would be a longer elemental phase but the pony would die immediately after.
14/Megadestroyer : again the pre is random, but I find it good. The fight could be better if the boss was actually moving by itself with no aggro mechanics from one side of the pool to the other and attack players. Right now it is a bit dependent on the presence of 1234 LB ranger.
15/Temple : nothing to say those fights are the best. Maybe the defense should have some reward or be totally unbeatable. It is still confusing (not only for new player) that one should actually fail an event to be able to get a reward.

For general comments I would add that non structure bosses display too much skill effects which makes there animations not clear at all. On the other hand the structure ones don’t trigger traps or marks, which is not intuitive at the beginning.

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Posted by: Hayashi.3416

Hayashi.3416

Some world bosses still aren’t functioning correctly.

1.) Maw – pretty good where it’s at, but is too easy to stack on him and not have to do anything but auto attack.
2.) Shadow Behemoth – Not enough health. Doesn’t do anything beyond spawn portals – mobs from portals are irrelevant.
3.) Fire Elemental – Nowhere near enough health. Otherwise mechanics are fine.
4.) Golem Mark II – Need to remove safe spot. Rotating gun damage needs to be higher.
5.) Jormag – pretty good where it’s at.
6.) Tequatl – pretty good where it’s at.
7.) Taidha – Doesn’t do much of anything when her gate comes down. Something more needs to happen here.
8.) Megadestroyer – pretty good where it’s at.
9.) Shatterer – Needs something more. Adds are useless. Achievement here is almost impossible to get. Too easy to stand in safe spot and burn him down. Health is fine.

1) You’ve never noticed this, but some people (full berserker s/p thieves being #1 here) are evade-tanking all of the damage. Maw’s problem is that the AoE potential of the boss is weak and his damage is concentrated on a single target. You are all being carried by a single player most of the time. All you need is a single good player though, the other 80 people there can sleep while autoattacking.
2) People have to move around and break the portals when under fire from champions. The zerg lazing at the SB hitbox does nothing however. Again, it’s something about being carried.
3) Agreed on low HP. The mechanics, summons and knockbacks are fine when it doesn’t literally die in 10 seconds.
4) The melee triple damage spot was recently removed; now it’s only possible to do double damage, making ranging from the box even more viable. Removal of the box should do, since the rest of the fight isn’t bad. HP reduction might help.
5) Triple damage spot was removed, now it’s only possible to do double damage. Champion distractors in Phase II are a problem – they should just add 2 more champion boxes to the rewards, and give the spawning champions zero box drops.
6) Too easy to chain-burn. Overall HP should be reduced a lot, but the time Tequatl spends stunned after being hit by the megalaser should be halved.
7) Her movement mechanics need to be given invulnerability, rather than being stoppable by simply immobilising her.
8) Boss should give zero aggro priority to pets, clones and minions. At the moment it’s just a pointless 900 unit rangefest since it never moves away from spawn, and it never attacks anyone except one small unlucky group of players.
9) Prisons should affect a % of targets, rather than exactly 10 every time. Boss melee attacks should be widened greatly to Mark II level.
10) Ulgoth – should be given more AoE attacks. Single players are evade-tanking while zergs are sleeping again.
11) Foulbear – should be given more AoE attacks along the same issues, as well as significantly more HP or toughness.

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Posted by: Hayashi.3416

Hayashi.3416

2) It’s a pirate base where you take out the perimeter guns, fine. But where are the guns in the walls? The whole fort is made up of old ships so there should be cannon ports, even makeshift ones, somewhere. The pirates should be firing back from within!

They do. If you look carefully you’ll notice additional cannonballs coming out from the ship even if all cannons on that side are destroyed.

It’s also why destroying cannons/killing cannoneers is ineffective and a waste of time, and everyone should run kegs for maximum chance of succeeding the pre-event. If there weren’t any internal cannons you would be able to guarantee a proc at the cost of dragging the pre out for a longer time.

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Posted by: Khisanth.2948

Khisanth.2948

Some world bosses still aren’t functioning correctly.

1.) Maw – pretty good where it’s at, but is too easy to stack on him and not have to do anything but auto attack.
2.) Shadow Behemoth – Not enough health. Doesn’t do anything beyond spawn portals – mobs from portals are irrelevant.

Not sure if it is hyperbole or if you are simply unaware but both of these do have other attacks as well. Adding health is probably least interesting change to any mob .

7.) Taidha – Doesn’t do much of anything when her gate comes down. Something more needs to happen here.

That is due to a bug. She is quite a bit more dangerous(although still very easy with a big blob around) if people aren’t exploiting the bug. Without the bug/exploit she is a huge fan of knockdown/pull+hard hitting follow up. Her projectiles can’t be blocked/reflected/destroyed either. On the other hand she has no problem reflecting projectiles when using the skill that looks like Whirling Defense.

8.) Megadestroyer – pretty good where it’s at.

Long winded pre event chain followed by a boring fight. It was much better before megaserver. The pre was still long winded but at least the fight with the destroyer was more fun. On the other hand the change is purely due to the number of people around.

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Posted by: Aerinndis.2730

Aerinndis.2730

Suggestions based purely upon personal feelings.

….
10) I feel bad for that centaur. So sure of himself, then just stands there and gets rocked.

That’s what he gets for monologing…..

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Posted by: Khisanth.2948

Khisanth.2948

But the bosses can’t get their skills off and a lot of them were designed for 10-20 people as opposed to 150. Like GolemMKII, if you only had 10 people you couldn’t sit on the afk spot because you’d get flooded with inquest.

This is false. I’ve done the golem several times with very few people both before and after the electric floor. The most recent time was within a week ago with just two people. There is very little that changes with the golem except we killed it slightly faster than the usual blob. The only thing that really changes is that at the lower scale it spawns additional turrets to attack you. That part doesn’t make any sense so it is probably a bug.

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Posted by: Fyrebrand.4859

Fyrebrand.4859

What I’d like most of all is for Maw to not consistently piledrive my frame rate down to 3 FPS. Granted, my system is not the best, and there are a lot of other players around at once. But I don’t get nearly the same problem with any other world bosses. I can barely follow anything that’s going on with Maw.

I can definitely see why you’d say some of these bosses need more health, especially Fire Elemental (that thing goes down in two seconds, I swear). But at the same time, if you ever happen to get into a world boss event where there aren’t a ton of players, they do last significantly longer. I think taking another look at how these bosses scale according to number of players is the way to go, before making other changes.

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

They badly need to look into scaling of these fights. Before they became loot piñatas, they were actual fights and the mobile bosses moved around and had AOE attacks that were actually dangerous.

The Svanir shaman as he was.
http://www.youtube.com/watch?v=6xFvF877XU0

Be careful what you ask for
ANet may give it to you.

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Posted by: uhohhotdog.3598

uhohhotdog.3598

Fire elemental goes down far too fast. Seriously I went to take a bite of food before he spawned and by the time I turned back to the computer he had spawned and was at less than half health. No exaggerations. I got 2 or 3 autoattacks in before he died.

I think Tequatl could use a few more exploding dudes roaming around during the main phase.

Maw could use some adds and some knockbacks so it’s not all stand still and pew pew.

Megadestroyer is pretty boring. More health and more adds. Maybe some lava rain that needs to be dodged.

Shadow Behemoth definitely needs something to get people to move out of one spot. The adds that spawn are far too weak. Make more spawn from the portals the longer they’re open. A champion every 3 seconds.

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Posted by: Khisanth.2948

Khisanth.2948

Add a chest to the first part of Jormag. It can be a small one, but some sort of reward to encourage people to do the first part and not wait till the second part to join in.

Or make that part simply shorter and remove all those annoying fear-spams that
we got last time people were complaining about those events .. sigh

Since the game provides a way for anyone regardless of class or build to avoid the fear that is entirely the players’ fault.

Flame shaman was one of the better bosses. He had a variety of hard hitting attacks and the various phases made it hard to zerg him down. Not to mention the burning just tore through groups. I loved doing the event with just 5 randoms.

The crucial part is “just 5 randoms”.
With a zerg he is just another loot pinata. Some people will get downed but a lot more people get downed at the jungle wurm. The only thing that made it mildly challenging with a zerg was the bug that made it reset because there is always that one person who has to do the wrong thing and make it reset.

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Posted by: Khisanth.2948

Khisanth.2948

11/Sand Giant : Should pop between sandstorm event and crash site. This is a good fight which requires a bit more skill than other WB but sadly nobody ever want to fight it.

A poorly designed fight that relies on CC spam for challenge. Might be worth the effort if it actually gave loot to warrant the extra effort but it doesn’t

14/Megadestroyer : again the pre is random, but I find it good. The fight could be better if the boss was actually moving by itself with no aggro mechanics from one side of the pool to the other and attack players. Right now it is a bit dependent on the presence of 1234 LB ranger.

I can’t believe I am saying this(I usually hate this sort of immunity and I hate it on the Svanir Shaman) but I would love to have a Megadestroyer that was completely immune to CC(both hard and soft).

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Posted by: CaelestiaEmpyrea.2617

CaelestiaEmpyrea.2617

1. Agreed. Maw could be tougher.
2. SB is a good intro boss.
3. After waiting through a 10+ minute escort pre, people want the event OVER WITH FAST! If you buff the FE, then cut out at least 1 of the Pre phases completely. The Pre adds nothing to the fight, it’s just painful.
4. Taking away the safe spot is really needed. An alternative would be to give it a strong resistance to all ranged damage (90% reduction would work). Either risk the melee or fail the event.
5. Jormag is another too long and annoying boss. Reducing it’s spamming of Fear would go a long way to making this boss FUN instead of annoying.
6. Teq is just fine.
7. Taida is also fine as is. If people fight her smart they get rewarded. Chasing her around the ship is kittening annoying, not challenging. Maybe she should get an aoe damage in response to getting rooted.
8. Megadestroyer: Again, a long, pointless, annoying and non-challenging pre. Either make the pre faster and more dangerous or cut a phase out.
9. Shatterer: How about just making ol’ kitten capable of turning? It’s absurd that a dragon’s weakness is he is unable to look to his left!
10. Modnir Ulgoth: Yet another pointlessly long pre and lackluster boss fight. By the time you get to him, you just want him dead FAST. Honestly, he needs a full redesign to be interesting to fight. A nice change would be to make him lead an attack out of the stronghold.
11. Jungle Wurm: Honestly not a bad boss. Could stand to have a little more health.

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Posted by: Royal.2693

Royal.2693

What is the point in making them stronger and more annoying?
You say FE doesn’t have enough health but you don’t say that Golem has too much health.

For most of people the world bosses are something relaxing to be killed quickly to get the chest. When you do something every day you don’t want it to be challenging and frustrating, you want it to be relaxing.

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Posted by: uhohhotdog.3598

uhohhotdog.3598

Relaxing? No. They’re world bosses, they’re supposed to be challenging. If you want to relax go farming.