#ShrubLife
#DoItForTheVine
With the ReShattererer(?) blog post forthcoming(now released) I thought it a good time with to ask what other World Bosses(or even event champs) do we want to see get a rework?
I personally had kitten first on my list of needed reworks, but with this incoming, I would like to see maybe Mega D and Inquest Golem. Last time I played Mega D…that motherkitten walked out of the lava…blew my mind. I would love to see more bosses “move”.
All of them. So many of them people can still simple AFK and auto attack. I’ve even seen people who do this and complain it takes so long to beat the boss such as Jormag.
Any boss that predates the Tequatl Rising update – open world and instances – needs a revamp. Even Tequatl could use a small one given new additions from HoT and the upcoming gliding update.
But the ones I want to see the most are Karka Queen, Megadestroyer, Zhaitan, all dungeon bosses (sans TA and Fractal bosses), Claw of Jormag, and The Shatterer, so at least I’m getting one of them!
(edited by Konig Des Todes.2086)
All of them. So many of them people can still simple AFK and auto attack. I’ve even seen people who do this and complain it takes so long to beat the boss such as Jormag.
I think Jormag will get its update. I don’t want to hype myself up but when they say they want to focus on old content, I think they want to take what they’ve learned from HoT and its new tech/mechanics and apply them to old stuff.
What I really want to see is the big guys (teq,kitten,jormag) becoming “map wide” events. Think Jormag…but with two more phases on two additional spots on the map. I know it might be a bit of a technical strain but I’ve always wondered, why do teq and kitten keep landing on the same spot…they don’t feel alive. But if they had more phases on different parts of the map…Epic?
One can dream…
Claw of Jormag. He’s so huge, so intimidating. but the fight is “Fear….run back. Fear….run back. Fear….run back. Knocked back….run back”. It really needs to be made more interactive and engaging.
Karka Queen needs some teeth first and foremost cause right now it’s a face roll. Then I’d like to see Jormag (all he does is fear), Mega Destroyer (no real danger until you need to loot the chest form the lava lol), Modnir (stack n kill), and Maw (stack n kill) get a boost.
I think The Claw of Jormag would be near, or at the top, of any list. Maybe the Shadowed Behemoth also, oh and the Fire Elemental! Definitely the last one, that is hardly even a battle.
Every single World boss needs revamped. Even Teq. They are all faceroll easy to complete.
Hell even on Teq, you can join at :55 and still get a 98% success rate now thanks to the damage changes.
We are back in Ez mode IMHO.
Claw of Jormag is up there for me. It’s meant to be epic but it’s just irritating and boring. The fear and knockdowns aren’t fun and I’d love to see a rework of it.
Claw of Jormag is up there for me. It’s meant to be epic but it’s just irritating and boring. The fear and knockdowns aren’t fun and I’d love to see a rework of it.
I have to agree. Since the theme of GW2’s story seems to be around the Dragons, Shatterer getting reworked, Teq got reworked, Claw needs reworked too.
I always found it kinda strange that a dragon, Like Claw, would never let its ‘food’ get close to it and we had to fight a wall, watch a Giant cannon clip his wings (I always LOL’d at that) then support golems to explode on its foot, instead of face to foot fight him(like the other dragons lol). Lag aside, the fight was never ‘Epic’ Enough.
There has to be a more interesting way we can encounter and take down Claw, then what we are currently doing.
I would love to see a revamp of the Shadow Behemoth. With so much interesting lore tied to that area of the world, I’ve always found that fight to be a little disappointing
Ancient Karka.
I would love to see a revamp of the Shadow Behemoth. With so much interesting lore tied to that area of the world, I’ve always found that fight to be a little disappointing
When they told us S/Behemoth getting a rework, I was hype but then…
I know reworking the low lvl WBosses might not b high on their list, but they can give more mechanics w/o making them hard. The portals and meaningless mobs -_-…but more than anything…im tired of Champ mobs not drooping loot
Claw of Jormag. He’s so huge, so intimidating. but the fight is “Fear….run back. Fear….run back. Fear….run back. Knocked back….run back”. It really needs to be made more interactive and engaging.
As much as I hate, loathe, despise Phase 1, Phase 2 isn’t any more interesting:
It’s not that Claw needs to be ‘harder,’ he just needs to be more amusing and less gimmicky.
I would love to see a revamp of the Shadow Behemoth. With so much interesting lore tied to that area of the world, I’ve always found that fight to be a little disappointing
Worst part about SB is that his hit box is severely inconsistent, and since he doesn’t move, the far portals take forever for the few responsible people to take them down and run back. There’s no incentive to stray and attack the far portals, because that means losing dps-tied awards.
SB should be turning and taking potshots at the largest center-of-mass to encourage players to split up. ..And get rid of (or tone down) the AoE damage field where his body is, so melee have a consistent frigging target.
What I really want to see is the big guys (teq,kitten,jormag) becoming “map wide” events. Think Jormag…but with two more phases on two additional spots on the map. I know it might be a bit of a technical strain but I’ve always wondered, why do teq and kitten keep landing on the same spot…they don’t feel alive. But if they had more phases on different parts of the map…Epic?
One can dream…
Agreed, I really loved bigbosses like that in games. They terrorized the entire map, made you scared of them if you happened to encounter one on your own.
I know you don’t actually mean them wandering around, but just at certain locations.
Though I would love the first one.
What I really want to see is the big guys (teq,kitten,jormag) becoming “map wide” events. Think Jormag…but with two more phases on two additional spots on the map. I know it might be a bit of a technical strain but I’ve always wondered, why do teq and kitten keep landing on the same spot…they don’t feel alive. But if they had more phases on different parts of the map…Epic?
One can dream…Agreed, I really loved bigbosses like that in games. They terrorized the entire map, made you scared of them if you happened to encounter one on your own.
I know you don’t actually mean them wandering around, but just at certain locations.
Though I would love the first one.
I think wondering around is exactly what he means. I think these dragons should be so massive and kitten that they OWN the maps (Much like DS with Mord and his Minions).
I personally think that Claw should be able to leave FSG and move to other areas to spread the influence of Jormag, during the Claw’s Spawn cycle. But I know, thats asking a bit much.
Something like this;
(BTW I was there for the Nov 2003 Kill- and it was Epic!)
https://en.wikipedia.org/wiki/EverQuest#Kerafyrm
The guild Blood of the Spider on The Rathe server was the first guild system-wide to kill Ventani (the fourth warder) on July 28, 2001, and therefore wake the sleeper. The event caused a stir on the server when Kerafyrm went into multiple zones, including Skyshrine, killing everyone and everything in his path.
On November 15, 2003, on the Rallos Zek PvP server, the three top guilds (Ascending Dawn, Wudan, and Magus Imperialis Magicus) assembled over 180 players with the intent to wake and kill The Sleeper. This was in response to an attempt to wake The Sleeper by an Iksar monk named Stynkfyst, who partnered with the largest random-pk guild of the time. Having been a former member of uber-guild Ascending Dawn, he had the knowledge the random pk guild needed to wake The Sleeper. The top guilds did not assemble their forces until word of Stynkfyst’s intentions had spread, and it became clear that he intended to wake The Sleeper, forever preventing future guilds from farming the old loot table. Until this point, waking The Sleeper had not been seriously considered by any guilds, as it was believed that waking The Sleeper would make the offending guild’s players kill-on-sight to the other guilds of the server. After 3 hours and 15 minutes, at 26% health, Kerafyrm disappeared (despawned). The players talked with the EverQuest Game Masters, and there was a general consensus that a bug had caused the problem, although some suggested (backed by statements from one GM) that higher-ups at SOE had purposely despawned Kerafyrm, because it was not intended to be part of the story.
The following day, the players logged in to find that Kerafyrm was back in his “sleeping” state, ready to be triggered again. There was also an apology on the official EverQuest forums from SOE, explaining that they had stopped the encounter because they feared the players were engaging the boss in an unintended manner. Although annoyed (the players pointed out that the reasons SOE gave could not have occurred, and felt lied to), they attempted to battle Kerafyrm once again.
On November 17, 2003, after a nearly 3-hour battle, Kerafyrm was defeated. He had between 100 million and 400 million hit points, likely around 250 million (most EverQuest bosses have 2 million at most), was immune to all spells except wizard’s manaburn spell and Shadow Knight’s Harm Touch, possessed two death touch abilities (abilities that automatically killed players), and attacked players for 6999 damage per swing. By using the cleric’s epic weapon and other resurrection spells, the players were able to bring their dead characters back into the battle faster than Kerafyrm could kill them all.
^^ my coworker told me about this…he was there too supposedly (also just quit the new day1 server they pushed a month or so ago)…but a wander lesser teq would be nice. Played Champions online and there used to be the hulk like dude who jump around the map and occasionally try to wreck players
The eq wandering is far too extreme…unleashing bosses to death touch or nuke entire maps…no fun…but say instead of teq always coming bad to one spot he lands up north or to the west or east and each place has diff mechanics
The eq wandering is far too extreme…unleashing bosses to death touch or nuke entire maps…no fun…but say instead of teq always coming bad to one spot he lands up north or to the west or east and each place has diff mechanics
Maybe I am a masochist, or maybe it’s just from my Diablo 1 & 2 roots, but having a big bad spawning at random and wrecking up the place sounds incredibly awesome. I still miss the Marionette fight and it nuking the the entire map upon failure, though I do see the downside for people trying to map complete during such circumstances.
That being said…. Arenanet, you can still shoehorn that Marionette fight in to the boss rotation. Seriously, just change out the cutscene with Scarlet talking and say it was hijacked by the Inquest. The Vinewrath just doesn’t satisfy my Marionette withdrawals.
But as for bosses currently needing a rework, I think Jormag and the Karka Queen are at the top of my list, and maybe Taidha Covington. That whole event needs a serious overhaul, and I still think Legendary armor is going to be made from scraps of her door.
Oh Fire Elemental…. gone are the days of bodies littering your floor and people screaming “GET OFF THE BRIDGE!” Those were the days.
Well, fire elemental is meant to be defeated by low lvl characters, as shadow behemoth does. And both of em got reworked months ago.
At the very least all of the central dragon champions should get revamped (and it looks like they will). However, ones like Shadow Behemoth desperately need at least minor updates. SB is a joke, even for a newbie zone.
I would appreciate an extra rework for SB, but also less time to kill him.
The fight is Eternal ( and boring cause it’s lenght )
SB is annoying as those portals don’t really offer a meaningful challenge and are only really there to prolong the fight.
They should just revert the fire elemental to his release incarnation. That was a tough but fun boss before they nerfed it to the ground. Give him his groove back, give him some unique loot, done.
The low lvl bosses shouldn’t be harder, but they should have a new mechanic to them. Blind/safe spots should jus be countered by a new attack much in way they are fixing Shatts issue. Shadow Behemoth could pivot, Fire ele could have further range, etc. I can’t remember the fight much, but the Fire Shaman has a halfway decent feature. I just hope with their new attention to old systems and content the boss fight form back into fights.
The pre-events to Fire Elemental and Megadestroyer are TOO long, most of the time people just AFK and don’t bother to do them, why do we have to wait 30 minutes to look at nothing…?
Jormag and Shadow Behemoth are unnecessarily long, I’m just standing there staring at nothing most of the fight…
In general, all of them need to have movement and more special attacks that do some harm, there needs to be some sort of challenge and thrill… I don’t feel motivated to do world bosses because I’m just standing there pressing 1. You don’t need to dodge anything, don’t need to think…
Eventually I think all of the world bosses need to be improved, and ideally the dungeon bosses, fractal bosses and Zhaitan. For big world bosses that I’d like improved soon though, definitely the Claw of Jormag, the Megadestroyer and the Karka Queen.
None of them. Maybe the ones that are story relevant for the next Elder Dragon and Living Story.
Why? Because it will end exactly the same way Tequatle ended. Either the boss becomes to hard and a big majority of the playerbase start complaining and/or stop doing the boss which ultimately leads to arenanet caving and making the fight faceroll once again.
No, no matter how “interesting” a world boss is. By the time you’ve killed him 10 times you will be bored. No reason to waste developer time on this.
Give the ones that are story relevant a revamp so when we have to kill them they are not to boring, but let’s not get trapped in the same old:
“We want harder content”
→ arenanet changes world boss to be harder and more challenging
“Wah wah, you over did it. The boss is unkillable. You suck!”
→ arenanet makes boss farmable again by nerfing
“We want harder content”
….
Golem MKII… they need to fix the new safe-spot exploit on the top of the tower in the back. Not sure how they get up there, but there’s always a bunch of people attacking from there without fear of getting hurt.
Why? Because it will end exactly the same way Tequatle ended. Either the boss becomes to hard and a big majority of the playerbase start complaining and/or stop doing the boss which ultimately leads to arenanet caving and making the fight faceroll once again.
….
The devs admitted that version of Teq was unintentional. It was a bug when they increased the WB’s health pools, but made them critable – Tez got the HP increase, but was only critable from one small spot below his head ( I think). The devs didn’t “cave” to anyone, they fixed their mistake.
Why? Because it will end exactly the same way Tequatle ended. Either the boss becomes to hard and a big majority of the playerbase start complaining and/or stop doing the boss which ultimately leads to arenanet caving and making the fight faceroll once again.
….The devs admitted that version of Teq was unintentional. It was a bug when they increased the WB’s health pools, but made them critable – Tez got the HP increase, but was only critable from one small spot below his head ( I think). The devs didn’t “cave” to anyone, they fixed their mistake.
Except that tequatle was UNCRITTABLE ever since his revamp. Unlike any other world boss. This was by design.
Why? Because it will end exactly the same way Tequatle ended. Either the boss becomes to hard and a big majority of the playerbase start complaining and/or stop doing the boss which ultimately leads to arenanet caving and making the fight faceroll once again.
….The devs admitted that version of Teq was unintentional. It was a bug when they increased the WB’s health pools, but made them critable – Tez got the HP increase, but was only critable from one small spot below his head ( I think). The devs didn’t “cave” to anyone, they fixed their mistake.
Except that tequatle was UNCRITTABLE ever since his revamp. Unlike any other world boss. This was by design.
Either way, they admitted that version of Teq was a MISTAKE, and they fixed it.
Why? Because it will end exactly the same way Tequatle ended. Either the boss becomes to hard and a big majority of the playerbase start complaining and/or stop doing the boss which ultimately leads to arenanet caving and making the fight faceroll once again.
….The devs admitted that version of Teq was unintentional. It was a bug when they increased the WB’s health pools, but made them critable – Tez got the HP increase, but was only critable from one small spot below his head ( I think). The devs didn’t “cave” to anyone, they fixed their mistake.
Except that tequatle was UNCRITTABLE ever since his revamp. Unlike any other world boss. This was by design.
Either way, they admitted that version of Teq was a MISTAKE, and they fixed it.
Okay, then let’s look at activity and amount of people doing Tripple Trouble. Or how about we look at Tangled Depths? That one just got nerfed recently due to difficulty.
What about the general complaints about HoT difficulty?
Fact remains, the moment open world content becomes even remotely challenging, the cries for nerfs grow.
Making world bosses more interesting would be fun, but pointless if no challenge is added since it becomes old content after 5 times you’ve run it. After that it’s all about how fast can I get my reward.
Making world bosses more challenging is pointless if they just make them slightly hard and everything beyond that either gets nerfed again or shuned by a big majority of the playerbase.
Longstory short: wasted developer time.
I would love to see a revamp of the Shadow Behemoth. With so much interesting lore tied to that area of the world, I’ve always found that fight to be a little disappointing
When they told us S/Behemoth getting a rework, I was hype but then…
I know reworking the low lvl WBosses might not b high on their list, but they can give more mechanics w/o making them hard. The portals and meaningless mobs -_-…but more than anything…im tired of Champ mobs not drooping loot
The champions not dropping loot is to prevent farming the event for the champ bags instead of fighting the world boss. If they did drop loot, and were considered easy enough kills for such, the wb farmers might consider farming the champions as long as they can (especially since the SB dies fast), and if there are folks who don’t follow this then like your typical champ train there will be brewed hostility.
Any world boss that had champion mobs added since Tequatl Rising has them not dropping loot for this purpose. Instead, the champion loot is meant to be replaced by the event reward.
The low tiered bosses do need some buffs though, if only to keep people mobile and to have them last longer when a mob of level 80s wearing exotic and ascended gear come marching in.
Something I’d like to see more of is the fail state of the triple trouble wurm, but around when the boss is “alive”. Similar to the Shatterer’s patrolling of the Dragonbrand for ~30 minutes – 1 hour before its spawn, if the triple trouble wurm isn’t killed then it’ll pop up and send out a few attacks then submerge. If all world bosses are on a 2 hour timer than for the hour before its spawn it should appear and attack players with one-shot kills/spawning adds.
There are some events where The Shatterer and Claw of Jormag swoop around and spawn minions, so things like that.
Imagine if for the hour before Tequatl spawns, he’ll periodically swim up and down that river across the zone, poisoning and launching all players it swims past. Or if the Shatterer drops crystals as it patrols, trapping players they land on and spawning mobs when they don’t land. Or the Megadestroyer, smaller than its final fight form (the story of the event chain is that in trying to quell the volcano and destroyer surge they end up feeding one of the destroyers thus making it the Megadestroyer), it would cause the volcano to spew rocks from the summit.
So on and so forth.
I personally think that Claw should be able to leave FSG and move to other areas to spread the influence of Jormag, during the Claw’s Spawn cycle. But I know, thats asking a bit much.
The Claw of Jormag actually can be seen in Snowden Drifts when the event Eliminate the corrupted ice cores spawns. It flies in and drops the corrupted ice into the area. The Claw does this for a few icebrood spawning events too – any event that has you destroying clumbs of corrupted ice has the Claw flying overhead as it starts.
There’s at least one similar event for The Shatterer in Blazeridge – Defend Kinar Fort – where the Shatterer flies over and drops minions into the area.
It probably isn’t what you mean, but those dragons do appear to start events. They just need to be more noticeable when doing it, IMHO, as well as be present in the map outside of those event spawning points.
(edited by Konig Des Todes.2086)
Except that tequatle was UNCRITTABLE ever since his revamp. Unlike any other world boss. This was by design.
All “epic” (by wiki’s classification ) bosses were immune to critical hits. Tequatl, Great Jungle Wurm, Triple Trouble Wurm (pre-decapitation), Shadow Behemoth, Fire Elemental (all three of them), and so forth.
ArenaNet made them susceptible to critical hits not as a way to make the bosses easier but to allow a bigger build variety when fighting them. They did this the same time they revamped condition damage, giving higher stacks possible and doubled their health pools to allow the bosses to survive better to the buffs to player-enduced damage.
This was not caving in. Their goal wasn’t to make the bosses easier – if that was the intent, then they would not have doubled their healthbars.
Tequatl was being done easily before that, with a high success rate. The reason for the high success rate was because people figured out how to fight the boss with a good strategy – not because Tequatl got nerfed.
Okay, then let’s look at activity and amount of people doing Tripple Trouble. Or how about we look at Tangled Depths? That one just got nerfed recently due to difficulty.
The Chak Gerent didn’t get nerfed so much as a bad scaling set up getting fixed. The only change was the add spawns – if making the amount of spawns to not be ridiculous when upscaled is nerfing the boss, then you have a wide definition of nerfing bosses and no such nerf happened to Tequatl despite your claim.
Pugs don’t do triple trouble due to the amount of organization and communication needed for it. For that same reason, it’s rare to see folks pug T6 Dry Top or T4 Verdant Brink night time.
That’s a very different form of difficulty, however, and would be akin to having to fight the current Claw of Jormag on three+ different points of the map and sync kill.
What about the general complaints about HoT difficulty?
The complaints of HoT difficulty are not very common compared to the amount of praise for HoT difficulty.
Most complaints for HoT difficulty comes from either trying to solo content not meant to be solo’d (e.g., champion hero challenges), or from bugged events (like the Mordrem Wyvern Matriarch spawning under her platform).
Fact remains, the moment open world content becomes even remotely challenging, the cries for nerfs grow.
Of course there will be cries for nerfs.
There’s cries against anything ArenaNet does. No matter what. Just like you’re crying against them doing this now.
And you know what? If ArenaNet doesn’t buff the world bosses, there will be cries for more difficulty – just like there are now. And those people crying for more difficulty will enjoy the new difficulty.
I know it’s hard to keep track when you have thousands of folks, but there are folks who don’t cry no matter what. And those who cry no matter what shouldn’t be catered to.
The thing is that most people loved Tequatl. Most folks I know only do Tequatl out of all the world bosses – or did, before HoT at least (and with HoT, a lot of folks I know do Tarir and Dragon’s Stand regularly). Part of it was because it was doable but challenging – no matter your task, you had to remain active – and rewarding – hopes of those Tequatl Hordes were probably the biggest motivators.
If all bosses got put on par to Tequatl, Tarir, and Vinewrath I doubt there’d be much complaining in the long run. Without nerfs to them.
(edited by Konig Des Todes.2086)
None of them. Maybe the ones that are story relevant for the next Elder Dragon and Living Story.
Why? Because it will end exactly the same way Tequatle ended. Either the boss becomes to hard and a big majority of the playerbase start complaining and/or stop doing the boss which ultimately leads to arenanet caving and making the fight faceroll once again.
No, no matter how “interesting” a world boss is. By the time you’ve killed him 10 times you will be bored. No reason to waste developer time on this.
Give the ones that are story relevant a revamp so when we have to kill them they are not to boring, but let’s not get trapped in the same old:
“We want harder content”
-> arenanet changes world boss to be harder and more challenging
“Wah wah, you over did it. The boss is unkillable. You suck!”
-> arenanet makes boss farmable again by nerfing
“We want harder content”….
Yeah, that’s the cycle alright. If ANet doesn’t nerf, then players figure out a way to cheese, or just get over it and pretty soon it’s on farm. New content would be better imo also.
That said, I wouldn’t be too surprised if there was at least one more revision so Anet can present F2P players with yet more graphic incentive to buy HoT. Look, you too can glide!
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