Boon Dispenser. Lv80 Guardian 15/25/0/20/10 Boom Dispenser – Lv80 Engineer 30/30/0/10/0
Chuck Thunderstruck – Lv 80 Ele 30/10/10/10/10
Not really, actually. When is this guy getting a buff?
Meh, everything is easy on a guardian.
This is one of the world bosses I’d rather do with a few people than 30-40. It’s scaling feels exponential, where I think most bosses should be superlinear.
Meh, everything is easy on a guardian.
It’s easier on an elementalist. I’ll try if i can find an empty map to solo it on.
This is one of the world bosses I’d rather do with a few people than 30-40. It’s scaling feels exponential, where I think most bosses should be superlinear.
Yes, from my calculations each player adds about 380k HP to the boss. My numbers could be a bit off though. I wish this guy was slightly more punishing, why don’t they let the fist slams produce shock fields too? That way people are encouraged to dodge them instead of just standing there and eating the knockback
The clown music in the vid fits perfectly with that circus.
The real challenge is finding a middle ground between this and wurm/tequal/marionette. How do you design an encounter that is both challenging yet doable by groups with players of different skill levels and scales for random numbers?
Got to keep in mind people do somehow manage to get downed at golem, so if the events were made harder those few baddies could fail it for everyone else.
(edited by Shinzan.2908)
It shows nothing just how bad the scaling works in the open world. Only with a handful of people (2-3) you can kill it in a few minutes, but a zerg struggles with it for like 10 minutes.
The real challenge is finding a middle ground between this and wurm/tequal/marionette. How do you design an encounter that is both challenging yet doable by groups with players of different skill levels and scales for random numbers?
Got to keep in mind people do somehow manage to get downed at golem, so if the events were made harder those few baddies could fail it for everyone else.
I think the biggest difference is that those 3 fights force you to move around (not even necessarily to avoid death, but just to do different objectives). That’s what these fights need. You can literally just stand in one spot and autoattack to win. I don’t know that this fight needs to be any harder. I think it’s okay that the world bosses have a range of difficulties, where some are easy and some are wurm difficulty. But their dynamics need to be more than just the skills differ. Need phases or something.
And here we are. 1 minute and 30 seconds on my elementalist.
They don’t want to make challenging instanced content, they don’t want to add open world skilled content, they could at least return Liadri challenge arenas.
That boss always down players like crazy. I always use engi if i plan to kill it so i can just stand in 1500 range and spam nades.
That boss always down players like crazy. I always use engi if i plan to kill it so i can just stand in 1500 range and spam nades.
Really, i find it far too easy. The ‘’Ground Slam’’ should also send out a trail of lightning after it. Give it 2000 range or something to punish players that failed to dodge it or just stand on the same spot for the whole fight.
Overworld Bosses need a lot more attacks, right now they’re just press 1 and AFK fests.
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
Make events scale on the amount of alive players then. If they happen to die, the boss scales down. That way the baddies get filtered out.
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
Kind of like Marionette. Except that even that didn’t require insane dodging skill…just reading comprehension and a tiny bit of common sense.
But we should get more “hard” stuff. The GW2 playerbase had it easy for way too long. And not just hard because they require coordination (Wurm, Teq).
The problem is that you can’t make hard stuff in the open world without it being frustrating.
You can’t kick people or block them from the open world, and the process of failing and learning from your failures doesn’t work because there’s always people at the encounter who are new and subject to failing.
Which means that you really have to create encounters which applies to at least the average denominator, otherwise we end up with Tequatl/Marionette/Wurm which get failed to the extent that it becomes disheartening to do.
Open world bosses should really be aimed at being fun as opposed to being hard. If they want to make hard content, instance them.
The real challenge is finding a middle ground between this and wurm/tequal/marionette. How do you design an encounter that is both challenging yet doable by groups with players of different skill levels and scales for random numbers?
Got to keep in mind people do somehow manage to get downed at golem, so if the events were made harder those few baddies could fail it for everyone else.
I often have one or the other of my chars killed when fighting the golem when I use two accounts (laptop + desktop) — mostly because of knockdown into an electric field or being distracted. It’s kind of fun using melee on two chars and trying to avoid fields…
I agree that ele is fast for this, though I usually bring my guard (more spammable stability, and DPS is OK if you melee).
Golem really is much faster with fewer people.
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
Make events scale on the amount of alive players then. If they happen to die, the boss scales down. That way the baddies get filtered out.
Then:
1. What’s going to happen when I go res and come back to the fight then? Does it re-add HP onto it, and thus if people keep dying and resing, the boss can really never die? Or is it going to be a case of if everyone apart from 1 player dies, the boss will get nuked in half a second when the other 50 players res and rejoin the fight?
2. Even if it does somehow work out, why should I get back up if I’m bad at the fight? Currently, even if I suck at this game, I’m contributing but in your case, wouldn’t it be better for everyone else if I stay dead? Or rather, there’s going to be ‘if you lag or can’t fight properly, stay dead please’ shouted all over the map.
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
Make events scale on the amount of alive players then. If they happen to die, the boss scales down. That way the baddies get filtered out.
Then:
1. What’s going to happen when I go res and come back to the fight then? Does it re-add HP onto it, and thus if people keep dying and resing, the boss can really never die? Or is it going to be a case of if everyone apart from 1 player dies, the boss will get nuked in half a second when the other 50 players res and rejoin the fight?
2. Even if it does somehow work out, why should I get back up if I’m bad at the fight? Currently, even if I suck at this game, I’m contributing but in your case, wouldn’t it be better for everyone else if I stay dead? Or rather, there’s going to be ‘if you lag or can’t fight properly, stay dead please’ shouted all over the map.
Well, it could work like the marionette. If you go down you will be excluded from the area. Give it portal acces just like the marionette has and make it close after X amount of health is drained from the boss. This would encourage players to stay alive and contribute the fight.
This is just a simple thought though, i’d have to flesh out this idea more.
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
Make events scale on the amount of alive players then. If they happen to die, the boss scales down. That way the baddies get filtered out.
Then:
1. What’s going to happen when I go res and come back to the fight then? Does it re-add HP onto it, and thus if people keep dying and resing, the boss can really never die? Or is it going to be a case of if everyone apart from 1 player dies, the boss will get nuked in half a second when the other 50 players res and rejoin the fight?
2. Even if it does somehow work out, why should I get back up if I’m bad at the fight? Currently, even if I suck at this game, I’m contributing but in your case, wouldn’t it be better for everyone else if I stay dead? Or rather, there’s going to be ‘if you lag or can’t fight properly, stay dead please’ shouted all over the map.
Well, it could work like the marionette. If you go down you will be excluded from the area. Give it portal acces just like the marionette has and make it close after X amount of health is drained from the boss. This would encourage players to stay alive and contribute the fight.
This is just a simple thought though, i’d have to flesh out this idea more.
But then I can’t join the fight in any way once it started, and that’s going to be a very small time margin where I can join without letting it basically be an open portal for most of the fight. It works for the Marionette (sort of) because its only a part of the mechanics of the fight, but we’re looking at entire encounters here.
They have to be because press 1 is all some people manage. Wouldn’t you hate dodging and doing everything right but still failing the event over and over because half the players you are doing it with can’t dodge?
Make events scale on the amount of alive players then. If they happen to die, the boss scales down. That way the baddies get filtered out.
Then:
1. What’s going to happen when I go res and come back to the fight then? Does it re-add HP onto it, and thus if people keep dying and resing, the boss can really never die? Or is it going to be a case of if everyone apart from 1 player dies, the boss will get nuked in half a second when the other 50 players res and rejoin the fight?
2. Even if it does somehow work out, why should I get back up if I’m bad at the fight? Currently, even if I suck at this game, I’m contributing but in your case, wouldn’t it be better for everyone else if I stay dead? Or rather, there’s going to be ‘if you lag or can’t fight properly, stay dead please’ shouted all over the map.
Well, it could work like the marionette. If you go down you will be excluded from the area. Give it portal acces just like the marionette has and make it close after X amount of health is drained from the boss. This would encourage players to stay alive and contribute the fight.
This is just a simple thought though, i’d have to flesh out this idea more.
But then I can’t join the fight in any way once it started, and that’s going to be a very small time margin where I can join without letting it basically be an open portal for most of the fight. It works for the Marionette (sort of) because its only a part of the mechanics of the fight, but we’re looking at entire encounters here.
Well, that is kind of the point. It would force people to be there for the whole fight and to survive it. The area could also open X amount of minutes before the boss starts, so that people have time to gather up and prepare.
The golem has always been easier(or at least faster) to solo than with a group. I was hoping they would fix it when they made the changes for Tequatl Rising. It seems to be the only boss with this problem so it seems a bit weird. Low HP character is also better than high since the electric fields deal damage based on a percent of your max HP(like Agony).
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