Mai Trin - The Best GW2 Boss
She certainly separates the wheat from the chaff. ANet seem to be applying the qualities of this fight, and most of the dungeon, in new content which is great but they seem very reluctant to go back and apply the same lessons to existing content.
I’d like to see the concepts applied to some dungeons/bosses as well as fractals.
Better than the so called “Raid” Boss monsters Tequatl and Wurm where the individual skill doesn’t matter and anyone can get carried as long as he’s in the right world.
It 100% relies on the “anyone” finding the server filled up with people who actually know what they are doing and care. Which is becoming harder and harder unless you go to the zone 45m-1hr ahead of time.
The carried people are a tiny minority of players that are completing these bosses, and even then, I bet you they are doing their best to follow the direction of the group leaders, and at that point you can’t really say they are being carried, they are actually trying to participate and contribute.
By your logic, if individual skill really didn’t matter, then 100 terribad players should be able to get together and complete those bosses. Which you know isn’t true. You need a majority of your players to be good, or at least able to follow direction (which is a trait of good players), in order to win. Sure you can have a handful of players that are terrible around and still complete it, but to say that individual skill doesn’t come into play at all is a stretch. The carried people are just lucky that there are enough players who are individually skilled around for these fights to cover any short-comings they might have.
Heck even 5-10 bad players that are supposed to defend turrets in Teq could result in a failure.
It’s a medical condition, they say its terminal….
Mai Trin was already a well designed boss. Players already needed to use special tactics and skills or else they would die. This update has not improved her design. It has only made her more punishing. That isn’t necessarily a good thing. Making mobs hit harder isn’t better design.
On these forums a lot of posters seem to appreciate dungeons that they can complete at their own skill level, but players of lower skill cannot. The same is true for cosmetics that a poster can collect but players with lower time/money investment cannot. A wider perspective would help here.
(edited by Stooperdale.3560)
The problem with Mai Trin is that we have no control over whether or not we get to fight her due to the 1/3 chance of having a considerably harder boss.
For example, If I’m in a bad PUG group and my goal is to make 1.5 gold, should I go to arah p3 or should I do AC p3? I can go to AC p3 and make the same reward as I could by doing Arah p3. If I’m in a fractal, I can’t make that choice for the pristine fractal relic/chance at rings or skins or whatever… and like before with my AC/Arah example, I get the same reward whether I get Mai, molten duo, or the jade maw, however I can’t choose the easier way to get the same reward as before.
And while I’m glad that Mai is more challenging, its simply not fair that her encounter is tied to RNG. I’d have no problems with Mai Trin at all, and I’m sure the rest of the community would agree with me on this, if we could choose our fractal endboss and have a reward that scales with the difficulty of the boss. If mai trin was guaranteed progree towards a fractal weapon skin of one’s choosing or maybe damask/deldrimor for making ascended weapons, I can assure I’d actually rise to meet that challenge.
In general rewards with fractals in particular, as well as other PvE areas to a lesser extent should be revamped to scale better with the difficulty involved.
Taking a break from GW2 to play various
Nintendo games..
A fairly common strategy with mai trin is to stack till her damage immunity stacks are off. But yes it is one of the better boss fights in the game. Same with flame and frost, just that one is just a dps test.
Mai Trin was already a well designed boss. Players already needed to use special tactics and skills or else they would die. This update has not improved her design. It has only made her more punishing. That isn’t necessarily a good thing. Making mobs hit harder isn’t better design.
On these forums a lot of posters seem to appreciate dungeons that they can complete at their own skill level, but players of lower skill cannot. The same is true for cosmetics that a poster can collect but players with lower time/money investment cannot. A wider perspective would help here.
Back in my days we loved punishing 2D SNES games.
Lose? Start over from level 1.
Back in my day I had to walk to school in the SNOW, BAREFOOT, BOTH WAYS!
Good suggestion. Have people lose all their armor while fighting Mai.
Back in my day I had to walk to school in the SNOW, BAREFOOT, BOTH WAYS!
But was it uphill both ways?
It’s a medical condition, they say its terminal….
She certainly separates the wheat from the chaff. ANet seem to be applying the qualities of this fight, and most of the dungeon, in new content which is great but they seem very reluctant to go back and apply the same lessons to existing content.
Leaving the existing content alone while applying different approaches to new content is a win-win for both the player base and ANet.
- Reworking all of the old content would be a monumental undertaking that would divert resources from new content production. Some players are clamoring for new content, so delaying new content to rework old would be a mistake.
- Some people like less difficult content. Making all bosses as demanding as the new Mai would provoke a flurry of “too hard” complaints. Remember the first iteration of Liadri? Like it or not, ANet has to appeal to different demographics and all content should not be for the challenge crew, just as all content should not be for the easy crew.
Arena Net is appealing to those who like easier content more than those who like hard content.
There are only couple off boss fights in this game that are actually hard.
Furthermore, FOTM was indented to be hardcore.
She is ok, but i like the molten alliance duo better.
I agree with OP. It’s nice to have some challenge for a change.
The only modifications I’d like to make are:
a) cannon phase RNG – it shouldn’t be possible to have absolutely no way of avoiding them due to RNG.
b) teleportation projectile – shouldn’t be AoE – should only damage the person targeted
c) MAKE A DECENT REWARD SYSTEM kitten .
Leaving the existing content alone while applying different approaches to new content is a win-win for both the player base and ANet.
You’re not wrong, just there’s more to it. ANet clearly did not predict the state to which their original content would be outsmarted. It could almost be argued as “fixing”. I’m not advocating for all bosses to be as challenging as a final boss in a FOTM run, there should be easier dungeons/paths/bosses/mob packs littered throughout the game.
Just that the volume of LoS/stack/faceroll content versus the challenging stuff is not the ratio I think is satisfying or intended. When you consider how much the dungeons/fotm account for the end-game of GW2, and how much they’re run by the player base, I believe it’s a worthwhile re-investment.
Its not exactly hard atm, After Fotm 40+, all final bosses should have Liadri randomly come in and use 1 shot abilities.
At 50, Lupicus should start coming in along with Liadri, You need to be able to evade 15 consecutive 1 shot attacks (that recycle every 30s), while dealing with Mai trin attacks which cannot be evaded.
All this then needs to be made a little harder as the floor is falling beneath us since the setting will be in an endless Mad king Jumping puzzle until all bosses are killed.
Any team beating this fotm at 50 will automatically be awarded legendary weapons and a Title, “Guild wars 2 winner”
And then also have to escort Detha and other NPCs that are known to bug from time to time !
With game crashes !
And banners everywhere which randomly disappear when you try to pick one up, resulting in your skill bar being stuck.
Hey, you can’t “win” GW2 without fighting its most dangerous enemies.
Any team beating this fotm at 50 will automatically be awarded legendary weapons and a Title, “Guild wars 2 winnar”
FTFY
c) MAKE A DECENT REWARD SYSTEM kitten .
aten pls deliver
Arena Net is appealing to those who like easier content more than those who like hard content. There are only couple off boss fights in this game that are actually hard.
Furthermore, FOTM was intended to be hardcore.
It’s usually bad to take something away from players. Look at the FotM rank reset. Look at the poor reception the Tequatl revamp received from some demographics. Those who welcomed the Teq changes now consider it to be easy — which is what happens with all “challenging” PvE over time.
As to FotM, is high level play there no longer challenging? What was supposed to be hardcore about FotM was the increased difficulty of higher level play. If that is not too easy, I will submit that this is not because it’s easy but that you’ve mastered the content. You’ll master Mai Trin, too, and some enough she’ll be easy. This is why I believe it’s better to make new content than revamp existing.
You’re not wrong, just there’s more to it. ANet clearly did not predict the state to which their original content would be outsmarted. It could almost be argued as “fixing”. I’m not advocating for all bosses to be as challenging as a final boss in a FOTM run, there should be easier dungeons/paths/bosses/mob packs littered throughout the game.
Just that the volume of LoS/stack/faceroll content versus the challenging stuff is not the ratio I think is satisfying or intended. When you consider how much the dungeons/fotm account for the end-game of GW2, and how much they’re run by the player base, I believe it’s a worthwhile re-investment.
The way to address that is to implement more new encounters until the ratios are better. This has the additional benefit of adding to the total content and leaving some dungeons for those who like them as they are.