(edited by Atin.1237)
The Shatterer.
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
This. We do not want Shatterer to become a ghost town like what happened with Tequatl.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
This. We do not want Shatterer to become a ghost town like what happened with Tequatl.
Have you been to Tequatl lately? I wouldn’t ever use the term Ghost Town for sparkfly when Tequatl arrives.
Shatterer definitely needs some kind of buff to both difficulty and rewards. I feel like the Shatterer also needs to use the crystal prison attack more often and on more people.
While we are at it. Claw of Jormag.
Hopefully they make it 360 degrees battle around the dragon.
Wild Shatterer used Tail Whip, everyone down!
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
This. We do not want Shatterer to become a ghost town like what happened with Tequatl.
Tequatl’s only a ghost town if you arrive five minutes before the show. Show up around 40 minutes to an hour before and you’ll land in a map that’s organizing.
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
This. We do not want Shatterer to become a ghost town like what happened with Tequatl.
The reason it is a ghost town is because the players who wanted to fight it prepared and organized in a map instance 30 mins prior to it arriving, and you were left in one of the deserted instances.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
They’d have to buff up the rewards. Heck I won’t do Shatty now. Idk why but for some reason it has consistently had some of the worst rewards for any of the world bosses.
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
This. We do not want Shatterer to become a ghost town like what happened with Tequatl.
Tequatl’s only a ghost town if you arrive five minutes before the show. Show up around 40 minutes to an hour before and you’ll land in a map that’s organizing.
Yep—hanging around for 40 minutes or so is just soooooooooooooo much fun.
A new boss fine/ but sick of a few ruining the fun for the many with suggestions like buffing bosses.
No to OP…I have only kill Tequatl once, and that’s cause I was lucky a few TTS guys were there. No more elitist gameplay, we have dungeons for that.
As much as I want harder content, I do not want it at the expense of other content. If I had a say, id say for a new hard boss and leave this one as is.
This. We do not want Shatterer to become a ghost town like what happened with Tequatl.
Tequatl’s only a ghost town if you arrive five minutes before the show. Show up around 40 minutes to an hour before and you’ll land in a map that’s organizing.
Yep—hanging around for 40 minutes or so is just soooooooooooooo much fun.
A new boss fine/ but sick of a few ruining the fun for the many with suggestions like buffing bosses.
I’ve gotten in with 15 minutes to spare before so I dont see the problem. At the moment these bosses are just punching bags without any depth to them. Might aswell smack the golems in the PvP Lobby.
You have to remember we have been punching that bag since launch and just want it to feel like we aren’t just doing the daily grind punching them. This doesn’t mean the bosses wont be fun, it just means you have to put in just a little more effort than before to get that loot.
No to OP…I have only kill Tequatl once, and that’s cause I was lucky a few TTS guys were there. No more elitist gameplay, we have dungeons for that.
lol
organized = elitist
ok buddy
No to OP…I have only kill Tequatl once, and that’s cause I was lucky a few TTS guys were there. No more elitist gameplay, we have dungeons for that.
Just lol….
Tequatl’s only a ghost town if you arrive five minutes before the show. Show up around 40 minutes to an hour before and you’ll land in a map that’s organizing.
There are a lot of people that simply don’t want to camp mobs forever. Had that
long enough in Everquest 2 .. no thanks to Waitwars 2.
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
No to OP…I have only kill Tequatl once, and that’s cause I was lucky a few TTS guys were there. No more elitist gameplay, we have dungeons for that.
lol
organized = elitist
ok buddy
LOL…yeah like waiting around for an hour so you can get into a good map is so much fun.
The Shatterer does deserve a buff and so does the Claw of Jormag
Tbh Teq was the least intimidating dragon champion in terms of appearance and look all the power he got, and the rewards are very good, The Shatterer could get some unique mechanics using his flight and the mortars close to the spawn area, also it would be nice to get Branded themed weapons.
The Claw of Jormag is mainly disliked because it spams knockback and fear, “spam” is not an exaggeration and considering this boss has 2 phases, a cannon and the bazooka weapons nearby, ANet could come with some crafty things for this fight.
I know this is all easier said than done, these are just my views on the subject.
I would personally like to see him brought up to the level (or simply close to it) of the new Tequatl. I know a LOT of you hate that fight, but lets be real, these are dragons. I should not feel safe while fighting them in the first place. I should have a sense of “If I mess up I’m dead.”
While Tequatl does require a reasonable amount of individual skill (if you mess up, you can get killed,) there’s also a large amount of “If other people mess up, I’m also dead. If we don’t have enough people, I’m dead. If we don’t have enough people to kill him fast enough, we can waste a lot of time without getting anything, so options are to be in a big, organized group or abandon it completely.”
There’s something pitiful about being in an instance, doing the fight for a few minutes, and deciding there’s no way your group can kill the dragon fast enough. Then you have to decide whether you want to beat your head against a wall for nothing, or bail out on everyone else.
I really like Tequatl, especially after some fixes were made to him. But the boss fight is difficult for reasons that go above and beyond “if I mess up, I’m dead.”
I’d like to see some improvements to Shatterer, but more along the lines of the Claw of Jormag than Tequatl. We already have Tequatl and the Three-headed Worm for big, organized fights.
I want every single dragon boss fight in this game be at least equal to the Tequatl fight. This is a brilliantly designed encounter that requires the effort of the whole map – and everyday it works out in most cases even with pugs.
A lot of you do make valid points, sometimes it really is a drag to get into an organized Tequatl instance! Although I would love for The Shatterer to be a more compelling fight, I know a vast majority of people simply don’t want him changed because they like their guarenteed rares/ecto. If he is ever changed, he doesnt need to be as difficult as Tequatl, however he is much too easy as it is.
I think a happy medium between how he is now and Tequatl’s level would be a welcomed change by many.
Also please keep in mind these are just my opinions and ideas, please be civil to each other!
No to OP…I have only kill Tequatl once, and that’s cause I was lucky a few TTS guys were there. No more elitist gameplay, we have dungeons for that.
I fail to see how Dungeons are Elitist gameplay? If they are then it was the community that made it that way. As the most dungeons are still quite casual and do not require very much planning or organizing.
I fail to see how Dungeons are Elitist gameplay? If they are then it was the community that made it that way. As the most dungeons are still quite casual and do not require very much planning or organizing.
You’re right, it’s the community that made it Elitist, but also Anet’s fault too. They weakened all the other profession except Warrior and Ele, so in a sense, they created the hostility when other class try to join a pug.
… Why are there still people who refer to Tequatl, Shatterer and Claw of Jormag as “dragons”? None of them are dragons. They’re just lackeys of Zhaitan, Kralkatorrik and Jormag, respectively.
The actual dragons that have been named are Zhaitan, Kralkatorrik, Jormag, Mordemoth and Primordus.
… Why are there still people who refer to Tequatl, Shatterer and Claw of Jormag as “dragons”? None of them are dragons. They’re just lackeys of Zhaitan, Kralkatorrik and Jormag, respectively.
The actual dragons that have been named are Zhaitan, Kralkatorrik, Jormag, Mordemoth and Primordus.
No, they are Elder dragons. Their champions are Dragons as well. From what you are describing that means that Glint “isn’t” a dragon. Also such entities as Kuunavang, whom according to the wiki is a “Dragon”
… Why are there still people who refer to Tequatl, Shatterer and Claw of Jormag as “dragons”? None of them are dragons. They’re just lackeys of Zhaitan, Kralkatorrik and Jormag, respectively.
The actual dragons that have been named are Zhaitan, Kralkatorrik, Jormag, Mordemoth and Primordus.
because they are dragons, just lieutenants of the Elder dragons.
Your argument is like saying that Logan is not a human because he’s not the top dog, unlike Queen Jennah
No to OP…I have only kill Tequatl once, and that’s cause I was lucky a few TTS guys were there. No more elitist gameplay, we have dungeons for that.
lol
organized = elitist
ok buddy
LOL…yeah like waiting around for an hour so you can get into a good map is so much fun.
so just because select players are interested in organizing with one another means they are elitist?
If you want to go run an unorganized map, then by all means go do it.
I wouldn’t mind Shatt getting an upgrade to make him move around more. I would hate to see him turned into Teq 2.0. ANet should add encounters like Teq, for those who like it. However, they should not take away existing content to do so.
What, do all of you guys have something better to do than sit around for 45 minutes waiting for a boss? Is there some new game mode I’m not aware of? A secret dungeon?
Please… 45 minutes of waiting is nothing, go watch TV or something, or if it bothers you so much, you can come cry about it on the forums some more while you wait.
What, do all of you guys have something better to do than sit around for 45 minutes waiting for a boss? Is there some new game mode I’m not aware of? A secret dungeon?
Please… 45 minutes of waiting is nothing, go watch TV or something, or if it bothers you so much, you can come cry about it on the forums some more while you wait.
o_o what if there is a secret dungeon and we haven’t found it yet.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
I’ll like to see Claw of Jornag and The shatter get revamp, not as hard and organized as Teq but more challenging and rewarding than they alredy are rigth now.
The dragon champions should be as hard as tequatl, adding in extra worldbosses with their current mechanics would be fine for people that don’t want a difficulty spike.
I think Shatterer should become a bit harder, but by far not as hard as Tequatl is. It would be enough to drive the players out of his sides and force them to fight him up front.
The definition of “hard”: Tequatl is not hard for the player himself but hard from a greater point of view. Almost all players of one map are required to beat Triple Trouble or Tequatl. This should not be the case for the Shatterer. Make it possible to defeat Shatterer with way less people but make it harder for each player to stay alive.
One way of doing this would be that there is no AoE cap for the Shatterer, so that all players who are within the AoE get struck.
(edited by HHR LostProphet.4801)
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
I think there is. Easy: Shatterer now. Medium: Marrionette Hard: Triple trouble.
And all who stood by and did nothing, who are they to criticize the sacrifices of others?
Our blood has bought their lives.
Do you guys think that there’s a middle ground between ultra hard and easy?
none of the bosses are ultra hard…none. Tequatl and Three Headed Wurm are just ok, but definitely not too hard. The rest: pretty boring and unengaging :-( You know how to make good boss fights – do it again! :-)
Tequatl and the Wurm are beyond awesome boss fights!
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
No offense but the new boss timers that came with the feature patch (april) were pretty bad. 3 spawns per day wasnt the best idea. The current timers are working fine however and i really hope you dont change them too much.
As for Shatterer, Crystal Prison AoE attacks maybe? Standing in one spot for too long should be risky. And as there are no “cleansing turrets” like there are with teq people might actually get out of the way of those.
Other than that i dont really want to suggest any more since the ideas arent really well worked out.
Well, if Shatterer was to be made into another Teq/Wurm, that would be another boss off my list. It needs to be a scary monster by itself, not a set of complicated mechanics demanding a VOIP organisation.
It needs a buff/rework, but not turning into another toy for large guilds only.
William S. Burroughs
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Right now for gw2 standards, the wurm is considered ultra hard. Its not puggable by any means. It requires a very organized group which is difficult to do open world, and even then its not always successful.
There is a midground between say the wurm and the shadow behemoth. I think it would be a tiny bit easier than teq but harder than jormag. This would probably end up being the Marionette if you looked for any fight in game. That was a very well designed fight.
Personally, I think making it around Teq difficulty is fine. Here’s why. Teq is a puggable boss, I see it happen quite frequently. Mainly because Teq was one of those bosses that the community just needed to get used to. Looking at it now, the mechanics arn’t too difficult, and the community has proven itself to do it on a regular basis. I really think that all or most of the dragon champions should be around the difficulty of Teq.
The thing is, if you are going to make another megaboss, there need to be further systems in place to help groups complete them, organized groups especially. Its not secret that there has been a lot of discussion since the release of the wurm on the problems of megabosses. The fact that you are almost never able to get a reliable organized group into the boss map is one factor, the other I think revolves around the fact that the bosses require an entire map que.
With regards to the number of people required, I think this is one big reason events like the wurm arn’t completed often. Its because there are so few organized groups(guilds) able to do it because very very very few groups(guilds) can field +100 people 2-3 times a day, each day of the week.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
If I recalll Anthony there was a patch several months ago that redid many bosses, including kitten. But it ended up being the same thing, which was stand on his right claw and auto attack.
I don’t think it has to be necssarily hard like Teq, but make the encounter a bit more challenging and interesting? The key point here though is to make the encounter easier if players are willing to work together and not afk attack. Failure to do so will not result in failure of the event, but one that takes longer to complete.
Here is my example.
Shattered has 2 phases, one at 75% and another at 25%.
From 100% to 75%, keep the encounter similar to as it is now. But once you hit 75%, Shatterer flies away and launches his minions at the cannons (similar to what Claw of Jormag does)
NPCs and players can defend these cannons against waves of mobs. Upon successful defense against the mob, these cannons will be used against kitten which will automatically damage kitten all the way to 25%.
If NPCs and players do not defend these cannons, they will become destroyed and useless, and players will have to commit to the back-up plan, which takes longer a lot longer to complete (which is incentive to defend the cannons). This back-up plan could involve collecting and dropping bombs at Shatterer (when cannons fail he comes back to the ground to terrorize everyone)
At 25%, you can also keep kitten the way it is, but add more skills and re-shift the targeting so that people do not afk for the remaining time.
Remember, the key point here is not make the encounter a pass/fail one, but a quicker/slower one.
(edited by Vol.7601)
Well, if Shatterer was to be made into another Teq/Wurm, that would be another boss off my list. It needs to be a scary monster by itself, not a set of complicated mechanics demanding a VOIP organisation.
Some of us want the world bosses to actually feel like something the world has to come together to do.
Where as others want a nice epic experience that doesn’t stress them out too much.
Maybe we could do both? First i thought 2 out of 7 days a week we would have the strongest version, then I thought about guild mission exclusive versions bad ideas. But what if we just use the current version with a slight buff as a pre-event for the reworked shatterer?
We kill the shatterer (same rewards?) and follow it up with a post event which leads up to the reworked version. Im just throwing stuff out there atm.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
i think we need to make the distinction that ultra hard is not the same as requiring LOTS of people, we need challenging bosses but they dont all have to be health dumps
… Why are there still people who refer to Tequatl, Shatterer and Claw of Jormag as “dragons”? None of them are dragons. They’re just lackeys of Zhaitan, Kralkatorrik and Jormag, respectively.
The actual dragons that have been named are Zhaitan, Kralkatorrik, Jormag, Mordemoth and Primordus.
They look like dragons to me. If they aren’t dragons what are they then, enraged Quaggans in a dragon suit?
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Would be really nice if the bosses could be more challenging. Doesn’t have to be as “hard” as teq but e.g. the healing crystals could be buffed. So that the shatterer would be healed 10% for each unkilled crystal. This would encourage players to distribute and wait for crystal spawns instead of pressing 1 over and over. One or two more attacks which need observation of the head would be nice as well.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Surprise punishing stacking is a plus.
If every player conveniently lined up in a row and attacked a monster’s leg, if it had a hint of sentience it would wipe all of them.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
I think just changing the mechanics of how he works would make the fight a lot more fun.
One idea would be to make it so that he is immune at each 25% mark and he summons the crystals and you have to destroy them for him to take damage again. Having a small amount of health regain for him while they are up would make people have to move. The difficulty of it would all come down to the position of the crystals and how long it takes to kill depending on the scaling if it.
Some will probably still just sit at the side and let others do it but I for one like these kind of mechanics in battles.
Anything upwards of “stand here, press 1” is a bonus.
Iirc, spider queen is now more engaging as a mini boss because stacking doesn’t trivialize the fight, only makes it harder.
In a combat-centered game, pigeonholing your whole party into one position should not be the wisest strategy.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
I think there is. Easy: Shatterer now. Medium: Marrionette Hard: Triple trouble.
I would prefer it that they do not make it too much like Marionette though. It was actually a very nicely done boss fight, but it was too dependent on individual skill during the champ phases. And the combined DPS of classes on platforms.
Shatterer would easily become slightly more difficult if during his “Crystal Hibernation” Phase, it required the zerg to take down all the Crystals to get back to the fight. Reduce healing speed, but don’t let it stop before all crystals are taken down. Basically, kind of like Shadow Behemoth, but more difficult and more punishing if the mob decides to just stand around and wait for the 4-5 players to close the portals.
Then ideally, you’d have the zerg split up between 2-3 points to get to the crystals faster. Harder mode: The Crystals must be taken down within 15s of each other or they regen.
Add some AoE crystal spike attacks hitting random players (see: Legendary Giant’s attack at around 20-30% HP, but less annoying), and you already have a more challenging fight than “stand at foot and press 1 to win”. There are already a lot of mechanic in the game at bosses that could improve this fight.
I’m against adding a ton of CC and Fear to the fight though, it’s annoying and doesn’t really add much to the difficulty besides bringing the 2-3 stunbreak/condition clease skills needed to not be permanently out of the fight. It only drags on the fight in the worst possible way.
Really though, the issue with the bosses is more that when they’re changed, they are tuned too much toward either “boring as hell, stand on this spot” and “OMGWTFBBQ”. They should teach players how to play better and punish lazy behavior, but also leave some room for them to make an error. Golem Mk II is one of those fights that looks good, but is poorly executed.
The ground lightning is basically a one-shot kill if you didn’t notice it in time. To mitigate dealing with it, people just stand on boxes and be done with it. Fix the boxes and reduce the damage it deals so that people can’t simply stand in it but need to move/dodge out of it still. Or keep the damage, but make it more noticeable. At the very least, fix the boxes. Then players will at least have to move/dodge while fighting it, all the while learning standing in AoE is bad.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Shatterer getting peripheral vision and the ability to hit players to his side would certainly help, but there’s an even simpler change that can be made to increase the difficulty, one that I’m surprised hasn’t been made yet since it was applied to Caledon’s Great Jungle Wurm encounter a while back to help fix the nonexistent difficulty it had.
The Shatterer needs to be immune to Blind.
Right now, a single thief using Black Powder negates all of Shatterer’s offense. Players don’t need to stack on his right claw, they could stand right in front of him if they wanted and it wouldn’t matter, all those fireballs he spews are just for show as long as Blind is 100% effective on him.
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Well to be honest, Teqatl is medicore boss – organized runs kill him with ease and that’s a good thing, chaotic blob may or may not kill him and its also ok – they will learn cooperation or they will not do Taquatl anymore.
Fine by me, because i was in 100% random runs and still we were able to establish cooperation with random peeps that i saw for the first time without using TeamSpeak.
Also Teq is rather rewarding due to miniatures and taquatl boxes of equipment.
BUT
The Great Jungle Wurm…
I hate this one.
He is really hard, even with having people on TS it still can turn into gigantic fail AND its nearly impossible to kill without TS. Its rewards are not equal to the effort that is put into bringing him down – few greens and blue stuff…
This helped me to make up my mind and not doing it.
So shortly as a medicore player (not entirely ‘noob’ but not hardcore button-mashing player) i enjoy Tequatl and this kind of difficulty equal to its rewards and hate GJW and its imbalance between difficulty and GJW’s rewards. Teq is that ‘golden middle’ between hard and easy.
As for the rest of Elder’s spawns, both Claw and Shatner should be as tough as Tequatl BUT not as Jungle Wurm.
Now to person calling dungeons “elitist” content…
Seriously get of that champ-train, only hard dungeon as for me is Arah (which is simply long and this makes it hard) rest of them is simply a walk in the park but still they require something more then bashing your head against keyboard as trains teaches people… Try to think and they will become not-so-elite-content. (or try to go through GW1 dungeons – now that’s hard)
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Just off the top of my head, a bit more than just making us move a bit, but not Teq level of organization.
Change the landscape a bit, add three lanes of access to the dragon (maybe through crystals blocking off) , force people to split up. Reduce his HP a lot. Make him fly up and drop his healing crystals on two of the lanes (like a quick ascent and boom, crystals, then he lands again), force people to destroy them to be able to kill the dragon (or he outheals you). The one lane that doesn’t get a crystal has to dodge his breath attack to get to attack him freely.
Sounds kinda cool, can’t be too hard though, it’s an introduction to dragon slaying. It also requires a bit of work, but I think a dragon should be cool!
I personaly consider Tequatl / Scarlet (on the ship) fights the right direction. It needs a certain amount of people, not hard at all, once everyone gets to know the fight mechanics.
The problem with the Wurm is, that it needs syncing and while I can imagine something like that a Guild Challenge (branded one for example), it’s certainly not good for az open world megaboss, specialy with the megaservers. It’s pretty problematic to organize it.
I can consider the other world bosses less fun than Teq, specially the Claw of Jormag (somehow I really hate that). If I could chose from the fight mechanics I like at world bosses, Fire Ele (with more health) and Golem Mark II (with less health) would be my favourites, only just because avoiding AoE-s make it a bit more fun. Other then those, Teq is definitely my favourite of all bosses (although not a fan of AFKing half an hour for it).
Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Add appropriate rewards first to Tequatl, then buff the other bosses.
If I have to endure huge zerging, lag spikes, low FPS and DCs I don’t want to be rewarded with few greens and occasional gold.
Maybe to try to bring the Shatter somewhere between “so easy half the players can afk” and "so hard you need to really organize everything, you could try to make people a bit more involved in killing it.
For example, turning the Shatterer head is a great idea.
Maybe you could also make his claws more part of the fight because right now, only one of them is being damaged. For example, both claws must be taken down in a short amount of time (not too short as to not force players to bring the best gear/food, but not too long as to force players to really separate into groups instead of taking one claw then the other) while of course the head randomly (key word) attacks players next to a claw.
If the claws aren’t taken down, the Shatter does a huge high damage breath attacks on everyone around. If they are taken down, the Shatterer flies and people have to damage the tail, within a certain time limit. If it fails, big attack, if not, the Shatterer lands and everyone can hit the head for, dealing more damage.
Then from time to time, it spawns crystals but all around it (instead of just in front) and players have to quickly destroy them because they will heal the dragon.
Even if that doesn’t sound really hard, at least it will force players to be way more active than right now.