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Can we get some feedback as people fight these bosses. With double health is it too difficult to kill them?
Does tequatl’s larger health pool make it so burn phases are not full phases even with critical hits allowed?
How are people faring against the jungle wurms which have historically very tight burn windows and timing?
I honestly think that double health but with the addition being able to crit will do nothing. It’s like keeping their health the same, but not being able to crit. Just switch from soldiers gear to berserker gear.
(edited by Celtic.1962)
With the changes, sometimes triple trouble wurm decaps were happening with 7 minutes left, and Teq in a pug map would beat the records of organized guild attempts. So just doubling the health probably wouldn’t have much of an impact in most cases – and with the crit chance being enabled? I agree with Celtic, this change probably won’t change much.
Isn’t it the point to balance conditions? Conditions gave massive damage regardless of crits which made them stronger than direct damage in world bosses. Now, the balance is restored.
(edited by Silverkey.2078)
Is there something you cannot crit in dungeons?
Isn’t it the point to balance conditions? Conditions gave massive damage regards of crits which made them stronger than direct damage in world bosses. Now, the balance is restored.
It’s not quite that straightforward as there are a lot of conditional effects that interact with Conditions on-crit, but the crit immunity did a lot more to affect direct damage since the Ferocity modifier does not apply to Conditions. Direct damage definitely gained a lot more from the change, but you’ll see significantly higher Condition stack totals as well.
Is there something you cannot crit in dungeons?
Nightmare Tree in TA
What’s the point in increasing Condi effectiveness, if you’re just buffing boss HP? I enjoyed doing the Claw of Jormag in two cycles. 5 minute kill instead of 30 minutes was a nice mechanic.
It’s just step one – they’re going to see how this goes, and if more adjustments are necessary they’ll make them. Next will probably be lowering burn efficiency.
Woah, really?
/Runs off to read patch notes
YESSSS! And they laughed at me for running rampager gear!
WHO’S LAUGHING NOW!? MUAHAHAHAAAAA!
Er… I mean…
Even if it’s not an instant fix for the speed at which things die, this is the way it should be. Every type of build is now a valid choice. The only reason to keep these bosses un-crit-able was to keep Zerk from being the only thing that was worth using against them. Now that group conditions are viable, we don’t need to handicap Zerker gear either.
Everyone gets to deal thier build’s full damage potential now. That’s great.
Once the dust settles on this change, then we can look at further tweaks to improve the bosses’ survival, but they’re not gonna fix it ALL at once. one change at a time, and this is a good one.
I would have guessed they didn’t allow crit to reduce server pressure.
I would have guessed they didn’t allow crit to reduce server pressure.
If that is the case, then that is STILL a dead reason.
They figured out how to allow 1500 condi stacks, so the same fix probably allows them to run all the crit calculations too.
Now that we’re out of reasons to handicap players against bosses, we shouldn’t. If the only problem is that they die too fast, we’ll just have to start buffing the bosses instead to make them truely world boss worthy, rather than put shackles back on our builds.
This is the right direction to be going in.
(edited by Arioso.8519)
Crits aren’t working on FE
45 seconds on FE, but no one actually crit him.
Jormag, Teq are gonna be giant pains with 2x health and no extra damage from crits.
What the kitten anet lol do you have QA???
FE still died pretty quick…but everything else is going to be a pain. GG Anet.
Just did Fire Elemental. No doubled health or crits. Trying Shatterer now.
Edit: No crits on Shatterer either, can’t really tell if health has been doubled or not though.
(edited by Artorias.6593)
Encourage people to post their experiences even if a boss is reported on in this thread- it’s important to figure out what tweaks need to be made, because i guarantee there will some that need to be made.
Agree, i used 20m to kill a late maw
few of people work on the late world boss make it terrible
Maw wasn’t doubled
Doing Shatterer right now, no one is seeing any crits.
We finally started seeing crits once we all moved to the head.
(edited by Kreejaffa.3682)
Testing the Shatterer right now, I can crit, but it’s like a 1% chance.
(~78% crit chance)
just killed Shatterer…. got zero crits the whole fight…
(edited by Forgotten Legend.9281)
Doing Shatterer right now, no one is seeing any crits.
u sure bruh?
the crit spot is right under the chest of shatterer, not targettable so you have to use melee or aoe.
I did FE and shatterer the crit is non existant.
Wurm’s health didn’t FEEL doubled, but it could have been. I was definitely critting, though.
I don’t think doubling the health and allowing crits will make much of a difference. It’s a nice first step, but I don’t think it’s enough.
Got consistent crits on Jungle Wurm, but only on one of its hitboxes. It seems like arms/legs and stuff on bosses aren’t receiving critical hits right now, not sure if that’s intentional with the HP increases or not.
Only cleaving and aoe are able to crit with positioning. Targeted skills don’t crit at all.
Now just do this to Engineer turrets.
I don’t think doubling the health is a good idea. I suggest that adding resistance and adding special mechanics to the World Boss is much better.
Like
Teq :
Immune to Poison
Resistance to Health Siphon
Damage reduction based on how many stacks of Hardened Scales
On occasion do a 360 Tail swipe.
Eat players.
….etc…
Every type of build is now a valid choice.
The problem appears to be that some are more valid than others.
When some things are more valid than others, it obviously means the less valid things gradually become viewed as invalid.
Personally, I’d like more bosses with separation mechanics, like Marionette, and Vinewrath,.
Just did the Claw of Jormag. Didn’t do a single crit on him with my mesmer, even though the Spatial Surge attacks crit the ice stalagmites on their way to Jormag’s face. It ended up taking 7 to 10 minutes longer than normal.
But the bigger question is why is Arenanet messing with world boss health and nerfing little things like Main the Disillusioned when burn stacking is the 800-pound gorilla in the room?
Teq is kittening impossible now, event failed at 55% health.
Fix this garbage kitten .
Isn’t it the point to balance conditions? Conditions gave massive damage regardless of crits which made them stronger than direct damage in world bosses. Now, the balance is restored.
It would be balanced if you could crit any attack point, but you can only crit hard to reach ones. For some bosses like claw of jormag it’s impossible because even the tankiest characters die if they go into melee.
As an elementalist I was able to get several crits on Claw of Jormag.
As an elementalist I was able to get several crits on Claw of Jormag.
Most classes don’t have things with huge enough area of effect to reach his crit point.
Just failed teq with an organized group that would have succeeded last week. If teq is able to be critted outside of cannon phase, I don’t think anyone realized it. I know that I only saw crits during the burn phases.
Shadow Behemoth took like 10 minutes to finish, which felt forever. My guild was doing Jormag before Teq and it took half an hour once the boss appeared. I think the buff was too much, or the ability to crit needs to be more obvious.
No, just make them be able to cleanse conditions.
Posted this in the other thread:
This was on a full map, lead by a guild. Not even 50% health reached in 15mins
Fixing the crit bug will help, but I have a feeling double HP (Teq) might still be too much
Tired of garbage like this, Anet test your dmn patches before releasing them
30% crit chance, no crits on shadow behemoth. fight took more than 6 phases.
I actually lost the mood to play the game after failing Teq for the first time in over 6 months. Totally supported all the changes they are making to the game and even getting Ultimate edition of HoT but the game just feels broken now.
PvP is out of whack, Teq is unkillable, and my Wurmslayer headpieces and handpieces still can’t be reforged. Gonna be taking a break until everything is fixed. sigh
Woah, really?
/Runs off to read patch notes
YESSSS! And they laughed at me for running rampager gear!
WHO’S LAUGHING NOW!? MUAHAHAHAAAAA!
Er… I mean…
Even if it’s not an instant fix for the speed at which things die, this is the way it should be. Every type of build is now a valid choice. The only reason to keep these bosses un-crit-able was to keep Zerk from being the only thing that was worth using against them. Now that group conditions are viable, we don’t need to handicap Zerker gear either.Everyone gets to deal thier build’s full damage potential now. That’s great.
Once the dust settles on this change, then we can look at further tweaks to improve the bosses’ survival, but they’re not gonna fix it ALL at once. one change at a time, and this is a good one.
+1 for Rampaging.
but really the dragon’s only crit-able in the middle-face area I constantly see everyone attacking the claws you’re only dealing less capable damage of what is able to be done.
Let’s take a moment to review from this now-incapable feat when they attack the middle…
I actually lost the mood to play the game after failing Teq for the first time in over 6 months. Totally supported all the changes they are making to the game and even getting Ultimate edition of HoT but the game just feels broken now.
PvP is out of whack, Teq is unkillable, and my Wurmslayer headpieces and handpieces still can’t be reforged. Gonna be taking a break until everything is fixed. sigh
Sentiments like this really bother me; i don’t think this game’s playerbase ever need to be pushed to feel like this. Broadcast, get guildies and others talking about this. We need to get anet on top of fixing these issues.
10 minutes to kill shadow. I’m having way more fun now. Thanks anet!
Good thing they pushed this live at the end of the day on a Friday so we get stuck with it all weekend.
10 minutes to kill shadow. I’m having way more fun now. Thanks anet!
SB will die much faster if everyone help destroy portals…just sayin’ :p Though I agree that doubling world bosses HP just makes them take forever to kill. They were never hard to begin with save Teq and Wurms.
Shatterer seems fine post update
test comment as i can’t access thread anymore
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