Some World Bosses

Some World Bosses

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Posted by: Ayakaru.6583

Ayakaru.6583

I will herin try to give a summary on ‘broken’ bosses and a suggestion on how to change this.

1. Fire Elemental:
Problem; Really long and boring pre followed by a boss who dies in 3-5 seconds
Fix: Send out multiple golems that must all be protected. over a shorter time span. This will involve more people than the current 5 following the golem and the 100 waiting for said to finish. and during the mid phase a few more stronger mobs that actually pose a threat (in the eyes of lv15 players). Actual fight: make the fire elemental have more health, and when dead, break up into several lesser fire elementals rampaging about.

2. Shatterer
Problem: no one coming to pre and a 100 players rifling/casting at the side
Fix: I don’t have much of a suggestion for the first part but for the second: Ocassionaly make him flap his wings dealing critical damage to his sides. He’s a dragon liuetenant for kitten’s sake. There shouldn’t even be a safe zone.

3. Svanir Shaman
Problem: Autoattack killable
Fix: give him slightly less health, and occassionaly resummon the portals and/or the support svanir. Also make him walk out front towards the blizzard-tornados, who are currently more for show than anything else.

4. Claw of Jormag
Problem: Phase 1 isn’t difficult, it’s boring (phase 2 is okay)
Fix: instead of 2 long icewalls, have 4 short icewalls, and inbetween resummon a new ice crystal at any 1 of the original locations at random. make it that the time consumtion remains the same, but that people have to move a bit (less boring)

5. Golem Mark-II
Problem: Fields
Fix: more of a public demand, to even further decrease the amount of particales you see from other players. There are so many flashe effects, zones and AoE that it’s hard to see the static fields until you actually take damage.
EDIT: Turns out casters/rangers are also completely safe from har (Safe the knockback attack) When standing on the crates.

6. Megadestroyer
Problem: The fight itself is fine, but it’s a very timeconsuming one, and it’s a dragon minion why is it’s loot table less valuable than any of the starter zone bosses?
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.
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Please, to spark future conversation, keep this civil, and discuss these as suggestions and ideas, I would love to hear yours as well. What I do not want to see are complaints and laziness whines

(edited by Ayakaru.6583)

Some World Bosses

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Posted by: Ayrilana.1396

Ayrilana.1396

They should also remove the crates from the platform as well at Golem.

Some World Bosses

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Posted by: Ayakaru.6583

Ayakaru.6583

They should also remove the crates from the platform as well at Golem.

Maybe, until they still get hit by the machine gun and the shockwave. But that isn’t by far as deadly as the electric fields. If they make the machinegun just as deadly as the fields for the onstanders I would be happy, too. What matters is that people can’t go AFK or slack about without getting killed.

Some World Bosses

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Posted by: Ayrilana.1396

Ayrilana.1396

They should also remove the crates from the platform as well at Golem.

Maybe, until they still get hit by the machine gun and the shockwave. But that isn’t by far as deadly as the electric fields. If they make the machinegun just as deadly as the fields for the onstanders I would be happy, too. What matters is that people can’t go AFK or slack about without getting killed.

That’s what removing the boxes would do as they’re 99% safe when standing on them except for the final shockwave attack.

Some World Bosses

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Posted by: Ayakaru.6583

Ayakaru.6583

They should also remove the crates from the platform as well at Golem.

Maybe, until they still get hit by the machine gun and the shockwave. But that isn’t by far as deadly as the electric fields. If they make the machinegun just as deadly as the fields for the onstanders I would be happy, too. What matters is that people can’t go AFK or slack about without getting killed.

That’s what removing the boxes would do as they’re 99% safe when standing on them except for the final shockwave attack.

the spinning rifle doesn’t reach that far? I though it went about the distance of halfway the chairs.. might check again next time

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Posted by: Sube Dai.8496

Sube Dai.8496

Mk2 – they would need to dramatically reduce its HP if they remove the boxes, as most people don’t know how to handle the electricity field and melee it.

Megadestroyer- I find almost no1 does the pre here. Its particularly annoying to see 5-6 commanders at the volcano and like 2 ppl at pre. Its not a problem with the boss just lazy/stupid players.

John Snowman [GLTY]
Space Marine Z [GLTY]

Some World Bosses

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Posted by: Ayrilana.1396

Ayrilana.1396

Mk2 – they would need to dramatically reduce its HP if they remove the boxes, as most people don’t know how to handle the electricity field and melee it.

Then they can learn how to. I’ve done it and it’s not that difficult.

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Posted by: Solandri.9640

Solandri.9640

3. Svanir Shaman
Problem: Autoattack killable
Fix: give him slightly less health, and occassionaly resummon the portals and/or the support svanir. Also make him walk out front towards the blizzard-tornados, who are currently more for show than anything else.

He was actually one of the most fun bosses to solo/duo. I kinda wish they’d take him off the world boss rotation.

4. Claw of Jormag
Problem: Phase 1 isn’t difficult, it’s boring (phase 2 is okay)
Fix: instead of 2 long icewalls, have 4 short icewalls, and inbetween resummon a new ice crystal at any 1 of the original locations at random. make it that the time consumtion remains the same, but that people have to move a bit (less boring)

Phase 1 is boring because it takes so long. They should change Jormag’s event so it awards you a bonus chest upon completion of phase 1, and another bonus chest when Jormag dies. That would get more people participating in phase 1 (instead of running around doing champ train or something while waiting for others to finish phase 1), making it go much faster.

5. Golem Mark-II
EDIT: Turns out casters/rangers are also completely safe from har (Safe the knockback attack) When standing on the crates.

Is that even worth addressing? I bring a ranger to all these world boss events and I’ve never used the crates because the knockback is so easy to dodge.

Speaking of which, they need to increase the max number of players the knockback affects. With megaservers, unless I’m playing at like 4am, I don’t even need to dodge because the knockback gets “used up” on closer players.

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Posted by: RoseofGilead.8907

RoseofGilead.8907

Fire Elemental used to have much higher HP and summoned a lot more of the flames and knockbacks. For some reason they reverted it back to its very low HP. I think going somewhere between the two would be nice. And as for the pre events, yeah, having the escort part split up into two or more escorts might be interesting.

But I have to say that I rarely see people not helping with the Shatterer pre events, especially now that the collection event scaling is fixed.

And I’d much rather see Claw’s time shortened rather than maintained. It takes longer than Tequatl does, which requires much more coordination than the “autoattack” fest of Claw. Lower the HP of the ice walls, pleaseeeee.

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Posted by: Ayrilana.1396

Ayrilana.1396

It always seemed like I do more DPS to the ice wall when in front of Claw using my ranged weapons than I do with the bazooka.

Edited to clarify what i was referring to.

(edited by Ayrilana.1396)

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Posted by: rogerwilko.6895

rogerwilko.6895

Claw of Jormag P2 is Terrible.
The ones that get kittened feared and knocked-back are the ones that actually fight/shoot the wall.
The afk-ers in the back are just there for the view (and the loot).

No fair / no fun / no gg.

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Posted by: Alerno.1425

Alerno.1425

Make the bosses move around, not in the whole zone, but at least in the fighting area. Static standing bosses are easy target for the zerker DPS just standing in spot.

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Posted by: FrostSpectre.4198

FrostSpectre.4198

Yeah, some world bosses suffer from “blind spots” where they can just “Stand-Spam-DPS” with no danger at all.

Problems that makes a big problem together:

  • mob design (Over simplified same mobs consisting about 99% of all mobs)
  • Poor AI with it
  • Megaservers zergs
    And include these into the rest…

Hopefully this isn’t casual gaming as intended…
Since in my opinion open world PvE content is way too easy, even for casuals…

I did one topic with suggestions on world bosses…

I’m a casual PvE adventurer, I enjoy combat, adventure and helping, but not farming.
I rarely do PvP or Hard PvE, unless it’s organized.

(edited by FrostSpectre.4198)

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Posted by: Bloodstealer.5978

Bloodstealer.5978

Every large event with pre event requirements has the same issue.. a few running them and 100’s leeching for the boss kill.

I agree that certain bosses need some challenge put into them and the pre events need some rethinking as well, but so does the way rewards are handed out.
Just being able to sit around for someone else to do the pre events and then tag the boss for full reward is simply poor design and doe nothing to promote tha actual events leading up to it.

I look at the Modir event chain.. a few doing the pre’s and a 100 sat in the tent waiting for a single champ to spawn right at the end of the last pre then they run up to leech the final part… they have not done anything to warrant a full reward except crowd 1 tent for a champ.. therefore the end world boss event reward should reflect that.

Same with the Taidha event on Bloodtide…. long boring pre event to blow the gate open .. some do it while the leeching community sits up on the hill and waits for it to be completed then jump down for the final boss fight.. its simply not a great reflection of openworld event chains and reward mechanics imo.

What makes me laugh is how some whine about the lack of rewards in game .. but are happy to do the least possible in order to earn full reward.

Some World Bosses

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Posted by: maddoctor.2738

maddoctor.2738

I will herin try to give a summary on ‘broken’ bosses and a suggestion on how to change this.

1. Fire Elemental:
Problem; Really long and boring pre followed by a boss who dies in 3-5 seconds
Fix: Send out multiple golems that must all be protected. over a shorter time span. This will involve more people than the current 5 following the golem and the 100 waiting for said to finish. and during the mid phase a few more stronger mobs that actually pose a threat (in the eyes of lv15 players). Actual fight: make the fire elemental have more health, and when dead, break up into several lesser fire elementals rampaging about.

2. Shatterer
Problem: no one coming to pre and a 100 players rifling/casting at the side
Fix: I don’t have much of a suggestion for the first part but for the second: Ocassionaly make him flap his wings dealing critical damage to his sides. He’s a dragon liuetenant for kitten’s sake. There shouldn’t even be a safe zone.

3. Svanir Shaman
Problem: Autoattack killable
Fix: give him slightly less health, and occassionaly resummon the portals and/or the support svanir. Also make him walk out front towards the blizzard-tornados, who are currently more for show than anything else.

4. Claw of Jormag
Problem: Phase 1 isn’t difficult, it’s boring (phase 2 is okay)
Fix: instead of 2 long icewalls, have 4 short icewalls, and inbetween resummon a new ice crystal at any 1 of the original locations at random. make it that the time consumtion remains the same, but that people have to move a bit (less boring)

5. Golem Mark-II
Problem: Fields
Fix: more of a public demand, to even further decrease the amount of particales you see from other players. There are so many flashe effects, zones and AoE that it’s hard to see the static fields until you actually take damage.
EDIT: Turns out casters/rangers are also completely safe from har (Safe the knockback attack) When standing on the crates.

6. Megadestroyer
Problem: The fight itself is fine, but it’s a very timeconsuming one, and it’s a dragon minion why is it’s loot table less valuable than any of the starter zone bosses?
.
.
.
.
.
Please, to spark future conversation, keep this civil, and discuss these as suggestions and ideas, I would love to hear yours as well. What I do not want to see are complaints and laziness whines

About the pres: one thing I suggested a long time ago, is to make events in a zone contribute to World Boss rewards, like how Bloodlust works, only zone specific. You earn this “buff” by completing events in the appropriate zone and then your final rewards are increased for that World Boss. Each event counts only once, and there should be a limit to how many stacks someone can have. Stacks are removed when you change zone but not when you are downed.

With this change, players will port to particular zones earlier (in order to get their stacks first), move around and hunt for events, instead of just porting there when the boss is about to spawn, afk-spam, then go to the next boss. This change will also make World Bosses feel more like the “final boss” of the particular level.

This “stack” will allow bosses to drop their more rare treasures more often, those that are specific for a boss, for example for a collection. Now staying in the zone is far more rewarding and boss hopping is not as good as it is now.

As for specific boss mechanics now:
Fire Elemental: Allowing the Fire Elemental to Split and the “little” elementals to move around is a very nice touch, then have them split even further, 5-6 times until every little one is destroyed.

Shatterer: The Vigil are gathering weapons to attack the Shatterer (for the pre) yet they are never used, my suggestion is to make those weapons important in the fight, similar to the Tequatl turrets.

Claw of Jormag: once again, the AA weapons that are all over the place are just for show. How about Jormag spawning crystals all over the place, that summon mobs to attack the cannons, if there aren’t enough cannons active they can’t bring Jormag down, so they have to clear the mobs and repair the cannons before Jormag can be downed by the laser. Splitting the players all over the area, to defend ALL the cannons, is important here.

Golem MK II: Give the Golem a projectile Reflection skill that it uses very very often. Also, make it take far more damage from melee players so the “optimal” way to fight it is in melee, while dodging the electricity fields.

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Posted by: cheshirefox.7026

cheshirefox.7026

i wonder if they will remove the mark 2 storage crate when they put in haystacks for halloween. . . we will see

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish

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Posted by: yanipheonu.5798

yanipheonu.5798

I dunno, I always find that the leeching problem is blown way out of proportion. Leeching happens for sure, but its bound to happen with some events anyways. XD Just deal with it, as long as there are MMOs there will be leechers. I honestly have no problem if someone just shows up for a boss after a big event and gets loot regardless. It happens.

As for pres, its less about leeching and more that its pretty unclear where the pres actually are. I’ve had countless times when people on chat genuinely don’t know why a boss is coming up, and I have to explain pres and where they are. A more prominent indication of precursor quests and how they directly affect boss appearances would really help.

Stuff like Golem’s crates and the safe hill with Shatt are such blatant exploits that I have no idea how its been allowed to keep happening. It’s a shame: Golem is actually really fun if you do it “properly”. It genuinely makes me question how attentive they are at testing these things.

And yeah, Fire Ele needs to be more substantial. It’s always a 15 – 30 min wait followed by a crazy easy boss.

In generally, some tweaking towards higher HP for the bigger zergs would be nice. Make it so we need to really work our DPS to down a boss. I actually liked the Dry Top Giant for that reason: it took a considerable effort to take it down. Not necessarily that extreme, but make it harder to take down at least.

I remember one particularly bad Giant Wurm run where it went into the phase where it starts healing itself with Husks. With the massive zergs that come out for that boss I HAD NEVER SEEN THAT BEFORE. Some extra HP supplemented with more of those waves would actually be interesting.

In general, just adding an extra step to the usual zerg is all I ask. I actually really like Shadow Behemoth for that reason. A fairly easy (which i find acceptable for a lower level bosses, i dont expect a super hard fight at that level) but has the portals which adds a little variety.

That said, its a bit hollow to complain too much. I like the fact that these world bosses just exist, with massive groups comes a lot of fun in public chat. I’ve had lots of fun just chatting before and during the events. And its great to have these reliable ways to get loot and still be very social with the large groups.

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Posted by: RoseofGilead.8907

RoseofGilead.8907

It always seemed like I do more DPS when in front of Claw using my ranged weapons than I do with the bazooka.

The bazooka is only meant to be used on the ice wall. It does basically no damage to Claw.

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Posted by: Ayrilana.1396

Ayrilana.1396

It always seemed like I do more DPS when in front of Claw using my ranged weapons than I do with the bazooka.

The bazooka is only meant to be used on the ice wall. It does basically no damage to Claw.

I was referring to the wall. There’s a spot at 900 range right in front of him that you can reach the wall and not be standing in the chill radius.

I’ll edit my previous post to prevent future confusion.

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Posted by: RoseofGilead.8907

RoseofGilead.8907

It always seemed like I do more DPS when in front of Claw using my ranged weapons than I do with the bazooka.

The bazooka is only meant to be used on the ice wall. It does basically no damage to Claw.

I was referring to the wall. There’s a spot at 900 range right in front of him that you can reach the wall and not be standing in the chill radius.

I’ll edit my previous post to prevent future confusion.

Ahhh, I get what you mean now. Yeah, luckily normal weapons do good damage to it. There was actually a time when the only way to damage the ice wall was to use the bazookas and bombs. That was annoying.

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Posted by: Lambent.6375

Lambent.6375

I look at the Modir event chain.. a few doing the pre’s and a 100 sat in the tent waiting for a single champ to spawn right at the end of the last pre then they run up to leech the final part… they have not done anything to warrant a full reward except crowd 1 tent for a champ.. therefore the end world boss event reward should reflect that.

I prefer the majority of players to not do the ulgoth pre events events, easier to tag mobs for loot.

“Caithe, someday you’ll see, Tyria needs me. -Scarlet”

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Posted by: Ayrilana.1396

Ayrilana.1396

There are some pre events that are best to have only one person doing such as those for shatterer. Pretty much any pre event that is prone to scaling and from which player cannot benefit from.