Megadestroyer long, painful & unrewarding

Megadestroyer long, painful & unrewarding

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Posted by: SicilianDragon.3071

SicilianDragon.3071

As the title suggests.
It has a 15 minute pre, is a long fight, and really, the rewards are very unsatisfying. Even Shadow Behemoth gives better.

Maybe the devs can either halve the pre requirements, or double the loot to make it at least somewhat worthwhile?

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Posted by: Randulf.7614

Randulf.7614

I completely disagree with with reducing the pre-reqs. The game needs more long chains of events rather than less and shortening them.

As for rewards, well it’s not exactly the hardest boss in the world. And the rewards are on par for those who just wp in at the start and ignore the pre’s

Perhaps the rewards should be better for those participating in the build up as well as the boss fight.

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Posted by: Cherokeewill.7504

Cherokeewill.7504

Yet another instance of a WB that could use a real revamp and chain with consequences for failure and true rewards for success.

As to the OP’s assertion that the rewards are unsatisfying, this is a judgement call. If you’re boss farming then it might be worth skipping. It’s not a hard fight and cannot fail, it’s guaranteed loot and thus hard to complain about. The pre-events are also a great source of T5 claws so in that respect the loot is better than most.

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Posted by: Kalendraf.9521

Kalendraf.9521

I strongly disagree with changing up the pre-events for megadestroyer. The loot is already quite rewarding for those who actually bother to do the pre-events.

The pre-events spawn tons of destroyers, and most of them seem to be able to drop loot. As a result, the pre-events for megadestroyer should be viewed as what they really are: destroyer farming events. I have gotten many rares as drops off the mobs, plus lots of salvageable drops, many T5/T6 claws and sometimes destroyer cores or even lodestones.

Meanwhile, the final boss fight now goes really fast. Megadestroyer was one of the bosses that did not get its health doubled. The added dps from the removal of the condition cap wrecks this guy fast.

HoD – [CV] Charter Vanguard

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Posted by: SicilianDragon.3071

SicilianDragon.3071

Gold is far easier to obtain elsewhere though. Little incentive to go to Mega. Even Teq takes longer, lol. Maybe if they buffed the loot id consider it again in future XD

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Posted by: Kosmo.5187

Kosmo.5187

I think giving open world bosses and long event chains some unique loot, possibly even some materials that allow the crafting of a themed weapon for each, would go a long way in getting people to do the events with some purpose (other than the daily). There are lots of bosses and event chains that could take advantage of this, and each could yield items needed for one particular weapon. Shadow Behemoth could offer materials for a staff, Megadestroyer a torch, etc. The materials could be guaranteed loot, with a certain amount needed to craft the weapon/skin. Maybe allow the weapons (but not the unique materials) to be sold on the trading post. Some people might find it fun to venture around and build these things regularly.

Think of the possibilities.

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Posted by: SicilianDragon.3071

SicilianDragon.3071

Some good ideas there Kosmo (thumbs up)

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Posted by: Sariel V.7024

Sariel V.7024

I have a prediction about MD which should revitalize it if it comes true… or nothing could happen and it stays this way.

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Posted by: RoseofGilead.8907

RoseofGilead.8907

If you actually do the pre-events, you get t5 mats (especially claws from destroyers) that add up really fast. That, alone, makes the length worth it for me. However, if you’re part of the majority of players (read: the ones who sit at the boss site until the very last pre-event is up), yeah, I can see how it’s not worth the time.

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Posted by: Ayrilana.1396

Ayrilana.1396

Pre-events take so long either because nobody is doing them or too many people showed up for them and they scaled. From what I remember, only one event would fall under the latter while the rest fall under the former.

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Posted by: Mad Queen Malafide.7512

Mad Queen Malafide.7512

I wish the fight became more exciting near the end. The long pre event is one problem, and the terrible rewards are another. But ultimately what I’d love to see is more team work during the fight, and an epic climax.

“Madness is just another way to view reality”
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)

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Posted by: CrimsonDX.4821

CrimsonDX.4821

Main reason I never bother with pre events is because it is a pain in the kitten trying to tag mobs depending on your class.

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Posted by: Andraus.3874

Andraus.3874

Best part are the random mesmer portals that drop you into lava or if it’s a skilled Mesmer they drop you off the cliff to death.

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Posted by: Aerinndis.2730

Aerinndis.2730

If you actually do the pre-events, you get t5 mats (especially claws from destroyers) that add up really fast. That, alone, makes the length worth it for me. However, if you’re part of the majority of players (read: the ones who sit at the boss site until the very last pre-event is up), yeah, I can see how it’s not worth the time.

Pretty much this. I started doing the pre-events because of all the mats you can get. Rarely have I seen more than six people doing those where I am (I usually do Magmatic Waypoint). The most I see folk do is to run into the cave system when the destroyers appear and get those and run back out to the zerg. Often the one on the far side is delayed due to lack of people going over there or staging themselves to get it done. Usually there is a peanut gallery going, “Are we there yet???” or “Why is this taking so long?”

I think giving open world bosses and long event chains some unique loot, possibly even some materials that allow the crafting of a themed weapon for each, would go a long way in getting people to do the events with some purpose (other than the daily). There are lots of bosses and event chains that could take advantage of this, and each could yield items needed for one particular weapon. Shadow Behemoth could offer materials for a staff, Megadestroyer a torch, etc. The materials could be guaranteed loot, with a certain amount needed to craft the weapon/skin. Maybe allow the weapons (but not the unique materials) to be sold on the trading post. Some people might find it fun to venture around and build these things regularly.

I actually like this idea. It would help make the pre-events more meaningful and worthwhile to do. As a minimum those who do the pre-events through to the main event should at least get something extra (maybe a bonus chest) for having completed them and for helping make the main event be able to take place.

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Posted by: CandyHearts.6025

CandyHearts.6025

Why have a boss at all? That would save much time! Just arrive and open chest!

/sarcasm

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Posted by: Obtena.7952

Obtena.7952

Gold is far easier to obtain elsewhere though. Little incentive to go to Mega. Even Teq takes longer, lol. Maybe if they buffed the loot id consider it again in future XD

That ‘easy gold’ argument doesn’t hold water ever, otherwise, people would do ONLY the content that gives the most gold. If Megadestroyer was such a poorly rewarded event, you have to take a step back and ask why people do it. You can’t conclude Mega is a bad event because it’s payout per unit time isn’t the best. You know, it’s crazy but … some people don’t care about how much gold they get and LIKE events like Mega. Game caters to LOTS of people … and that’s why Mega is probably fine the way it is.

(edited by Obtena.7952)

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Posted by: starlinvf.1358

starlinvf.1358

I see no issues with the reward cycles for Pre, or the daily pay out (which is a rare and champ bags, like most Asuran ran WBs).

But the event itself could use some sprucing up. Ranged attacks being a requirement, for major safety reasons, is a problem it shares with Shatterer, making both such a dull event. And the vet spawns are only a stop gap to get people to move around…. only to converge on the chest side again because its the only outcropping that manages to stay in range of his spawn point.

Some environmental mechanics like the ones used on destoyers in Dungeons (cool them to make them vulnerable), better integrating the Vet killing process, and tweaks to area traversal (like rotating safe walking spots over the lava) can make for a more engaging fight. You can even look to Pre-events and Renown hearts, with the Magma krewe’s research, and the Inquest’s Destroyer containment technology, as something that can be leveraged for the fight.

Off the top of my head, the entire battle could be intended to do a controlled bleed off of MD, rather then DPS race it to prevent an explosion. Use that explosion risk through out the fight to set the cadence for the burn phase (pun partially intended). It starts out invulnerable with a Flame shield burning direct attacks against it. Random cryo bombs being launched to make platforms on the Lava, allowing players to move around. Pre-burn phase spawning destroyer minions intent on rapidly building MD’s heat level, and players using cryo spray kits to reduce energy delivery of the approaching minions. While this is going on, players are collecting destoyer energy to power a containment device.

From here you have 2 trigger events.

If the MD reaches phase 2 destablized (gained too much energy), it radiates a magma stream that sweeps slowly across the surrounding area, leaving a massive AOE field in its wake. This concept is borrowed from Forgemen 2.0 during the story fight. The players can survive by running to a nearby “Emergency Thermal insulating Field nodes”, and fighting swarming mini destroyers trying to break it. Eventually it resets, incurring a time cost for the event, and a long run back for players who died.

If the containment devices are powered up; its used to anchor the MD in place, and the cryo bombs create several platforms surrounding it to let players approach. Part 1 of this burn phase is delivering cooling bombs and spraying it to deactivate the Invulnerability its had up until this point; with part 2 having cooled it enough to deal direct damage.

After a time, its core reignites. As it exits the burn phase, it radiates a huge AOE blast around it, restores its flame shield/invulnerability, and floods the center area of the chamber with lava again (destroying all platforms). The process then repeats until dead.

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Posted by: Linken.6345

Linken.6345

I see no issues with the reward cycles for Pre, or the daily pay out (which is a rare and champ bags, like most Asuran ran WBs).

But the event itself could use some sprucing up. Ranged attacks being a requirement, for major safety reasons, is a problem it shares with Shatterer, making both such a dull event. And the vet spawns are only a stop gap to get people to move around…. only to converge on the chest side again because its the only outcropping that manages to stay in range of his spawn point.

Some environmental mechanics like the ones used on destoyers in Dungeons (cool them to make them vulnerable), better integrating the Vet killing process, and tweaks to area traversal (like rotating safe walking spots over the lava) can make for a more engaging fight. You can even look to Pre-events and Renown hearts, with the Magma krewe’s research, and the Inquest’s Destroyer containment technology, as something that can be leveraged for the fight.

Off the top of my head, the entire battle could be intended to do a controlled bleed off of MD, rather then DPS race it to prevent an explosion. Use that explosion risk through out the fight to set the cadence for the burn phase (pun partially intended). It starts out invulnerable with a Flame shield burning direct attacks against it. Random cryo bombs being launched to make platforms on the Lava, allowing players to move around. Pre-burn phase spawning destroyer minions intent on rapidly building MD’s heat level, and players using cryo spray kits to reduce energy delivery of the approaching minions. While this is going on, players are collecting destoyer energy to power a containment device.

From here you have 2 trigger events.

If the MD reaches phase 2 destablized (gained too much energy), it radiates a magma stream that sweeps slowly across the surrounding area, leaving a massive AOE field in its wake. This concept is borrowed from Forgemen 2.0 during the story fight. The players can survive by running to a nearby “Emergency Thermal insulating Field nodes”, and fighting swarming mini destroyers trying to break it. Eventually it resets, incurring a time cost for the event, and a long run back for players who died.

If the containment devices are powered up; its used to anchor the MD in place, and the cryo bombs create several platforms surrounding it to let players approach. Part 1 of this burn phase is delivering cooling bombs and spraying it to deactivate the Invulnerability its had up until this point; with part 2 having cooled it enough to deal direct damage.

After a time, its core reignites. As it exits the burn phase, it radiates a huge AOE blast around it, restores its flame shield/invulnerability, and floods the center area of the chamber with lava again (destroying all platforms). The process then repeats until dead.

You dont need a ranged weapon for shatterer get bettwen his legs and cleave him with melee weapon

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Posted by: starlinvf.1358

starlinvf.1358

You dont need a ranged weapon for shatterer get bettwen his legs and cleave him with melee weapon

That was a bad reedit. I meant to say theres no reason to melee it, because its just a lot safer to range DPS.