(edited by DeWolfe.2174)
damage output TOO HIGH!
Dev’s…. lower the damage to defense ratio. You are out of control!
Or you can try something other than 30/30/x/x/x with full Berserker’s.
j/k. I’d wager it’s not the damage output that’s killing people in most cases, it’s the sheer number of mobs that spawn and bumrush the settlements.
Dev’s…. lower the damage to defense ratio. You are out of control!
Or you can try something other than 30/30/x/x/x with full Berserker’s.
j/k. I’d wager it’s not the damage output that’s killing people in most cases, it’s the sheer number of mobs that spawn and bumrush the settlements.
I cannot speak for anyone else, but this (highlighted part) is certainly true for me. IF I die, it isn’t to one mob, and rarely to two (unless they are drakes and I am caught off guard, sucked in to a ring of death then chain stunned there with my stun breaker on CD). There really aren’t many mobs outside of event Champions that are going to kill my Ranger or my Guardian, even if I miss a lot of dodges. My Warrior (yes, full zerker) has to be a little more careful, but then again most things die before than have a chance to kill me on that toon.
It is. That is why defensive gear blows, because it doesn’t really even help you. Kill (and dodge) or be killed
for there you have been and there you will long to return.
Dev’s…. lower the damage to defense ratio. You are out of control!
Or you can try something other than 30/30/x/x/x with full Berserker’s.
j/k. I’d wager it’s not the damage output that’s killing people in most cases, it’s the sheer number of mobs that spawn and bumrush the settlements.
I cannot speak for anyone else, but this (highlighted part) is certainly true for me. IF I die, it isn’t to one mob, and rarely to two (unless they are drakes and I am caught off guard, sucked in to a ring of death then chain stunned there with my stun breaker on CD). There really aren’t many mobs outside of event Champions that are going to kill my Ranger or my Guardian, even if I miss a lot of dodges. My Warrior (yes, full zerker) has to be a little more careful, but then again most things die before than have a chance to kill me on that toon.
Really? I’d like to know what sort of build you are using to survive going 1v10 against crazed karkas. That seems to be what the devs is appropriate scaling for the settlement event in the Steampipe Steading event. It’s okay if the build won’t survive the crazed reef riders that also happen to show up …
It’s a frustrating thing when I get killed in literally one to two seconds while I’m playing with my tank necro that has toughness vitality gear and while in Death Shroud.
Let that sink in; necro, death shroud, toughness vitality gear… insta killed…
The crazed event scaling has gotten out of hand lately, they’re coming in at lvl 84 on yak’s, one pass by the champ young karka and most people go down. Once they survive that the other mobs take them down.
Visual documentation of damage reaching into the too high category.
It’s not the mobs, it’s the event scaling that has gone crazy.
“What’s that? 15 people? Have 2 champions and 3 veterans on top of the normal large wave!”
Leave it as is. Having some events failing is part of the fun. What the hell is the point of these events if they don’t fail?
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
It’s a frustrating thing when I get killed in literally one to two seconds while I’m playing with my tank necro that has toughness vitality gear and while in Death Shroud.
Let that sink in; necro, death shroud, toughness vitality gear… insta killed…
Indeed. Had a single Young Karka (L84 thanks to the event scaling) blast away my fully DS in a single attack, and it was not even their tail dart barrage! 2+ and you go down no matter what (and i have seen 3+ chase me around Steampipe).
Could be worse, we failed at Null and exited the dungeon and were instantly ko’d as we zoned in outside the entrance!
And with culling I couldn’t even see what was killing me lol
I can only assume that it is a scaling issue. When I see lvl 84 vets show up, I know that I’m going to see something similar to the above screenshot. Checking my combat tab yields a bunch of 4k (and 6k) crit hits, all delivered in the space of a second. If you are out of endurance (to be able to dodge), you are dead, regardless of class or build. I should mention I play a pvt eng, meaning armor of 2819 atm.
CrSy/LaWz
Tarnished Coast Server (formerly of Kaineng)
Leave it as is. Having some events failing is part of the fun. What the hell is the point of these events if they don’t fail?
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
There is failing and then there is failing because everything even the lowlies mob will kill you in one hit. What next? Ambient creatures that attack for 5000 per hit?
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
That would be awesome.
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
That would be awesome.
What “Living World” should be
Dev’s…. lower the damage to defense ratio. You are out of control!
Or you can try something other than 30/30/x/x/x with full Berserker’s.
j/k. I’d wager it’s not the damage output that’s killing people in most cases, it’s the sheer number of mobs that spawn and bumrush the settlements.
I cannot speak for anyone else, but this (highlighted part) is certainly true for me. IF I die, it isn’t to one mob, and rarely to two (unless they are drakes and I am caught off guard, sucked in to a ring of death then chain stunned there with my stun breaker on CD). There really aren’t many mobs outside of event Champions that are going to kill my Ranger or my Guardian, even if I miss a lot of dodges. My Warrior (yes, full zerker) has to be a little more careful, but then again most things die before than have a chance to kill me on that toon.
Really? I’d like to know what sort of build you are using to survive going 1v10 against crazed karkas. That seems to be what the devs is appropriate scaling for the settlement event in the Steampipe Steading event. It’s okay if the build won’t survive the crazed reef riders that also happen to show up …
I think you missed my point. One on one, or (usually, exception is noted above) two on one there are few things that can kill either of the two classes I listed above. I was agreeing that people are dying, not to a single karka, but to the crazed packs of them. I was not saying that I have a build that can withstand that level of punishment.
i kinda like the dmg lvl.. give a zerker build life and death situation in many cases.
at least its better than,.. mobs don’t scratch me, i one shot it.
i kinda like the dmg lvl.. give a zerker build life and death situation in many cases.
at least its better than,.. mobs don’t scratch me, i one shot it.
And that basically exemplifies the problem, zerker or bunker, it does not matter as i am going down either way. The only difference is that with zerker i will leave a bigger dent in my opponent. In essence, the defensive side of this game is a total mess!
well people complained about easy content, and now people complain about hard content… i guess they’ll never learn to stop listening…
anyway, this all southsun thing is antiberserker, vit and tough will help a little, but not at the point to be important in this game yet
Join the Rainbow Pride
well people complained about easy content, and now people complain about hard content… i guess they’ll never learn to stop listening…
anyway, this all southsun thing is antiberserker, vit and tough will help a little, but not at the point to be important in this game yet
I keep suspecting that the “easy content” claimers are kitten trollers that spend their days world boss farming.
i personally don’t know any easy content complainer, but reading the forum apparently they are a flock
Join the Rainbow Pride
I’ll add my 2 copper of support for the OP. I too think the damage output is way to high. Whether it’s just a scaling issue or some fundamental problem with mob mechanics or a graphics issue… I think it’s a combination of all three. I find that mobs in this game tend to spam their special attacks over and over with a very small cooldown, and although they telegraph their moves, often the tell animation is very brief and obscured by particle effects or the seething mass of mobs. You get a group of them together, especially ones that have been scaled in power, and their damage output is greatly amplified.
I enjoy challenging content. What I don’t like, and the OP mentioned the same thing, is getting insta-killed. For example, here is a typical southsun event: Event flag appears on my mini-map. Then large group of angry karka suddenly decloak from culling. Then I’m down. Total elapsed time is maybe 2-3 seconds. Adding insult to injury I look at my combat log and find 5-8 critical hits for anywhere up to 15k damage each that all landed in a space of about 1 second. Ridiculous. I might add, this is with a level 80 thief in nearly full exotic/ascended celestial gear with shadow arts trait line maxed out.
I think three things need to be done: 1) Lengthen the cooldown on mob power moves. 2) Improve the telegraph animation or perhaps add an audio cue to warn the player when the 1-shot kill is coming. 3) Add an graphics option to turn off spell particle effects. I think these things would greatly improve the player experience.
It is true that there is only 1 spec in this game that’s worth it, Zerker. Too bad too. I had hoped for more in depth combat choices.
I’ll add my 2 copper of support for the OP. I too think the damage output is way to high. Whether it’s just a scaling issue or some fundamental problem with mob mechanics or a graphics issue… I think it’s a combination of all three. I find that mobs in this game tend to spam their special attacks over and over with a very small cooldown, and although they telegraph their moves, often the tell animation is very brief and obscured by particle effects or the seething mass of mobs. You get a group of them together, especially ones that have been scaled in power, and their damage output is greatly amplified.
I enjoy challenging content. What I don’t like, and the OP mentioned the same thing, is getting insta-killed. For example, here is a typical southsun event: Event flag appears on my mini-map. Then large group of angry karka suddenly decloak from culling. Then I’m down. Total elapsed time is maybe 2-3 seconds. Adding insult to injury I look at my combat log and find 5-8 critical hits for anywhere up to 15k damage each that all landed in a space of about 1 second. Ridiculous. I might add, this is with a level 80 thief in nearly full exotic/ascended celestial gear with shadow arts trait line maxed out.
I think three things need to be done: 1) Lengthen the cooldown on mob power moves. 2) Improve the telegraph animation or perhaps add an audio cue to warn the player when the 1-shot kill is coming. 3) Add an graphics option to turn off spell particle effects. I think these things would greatly improve the player experience.
By way of further illustration.
I think three things need to be done: 1) Lengthen the cooldown on mob power moves. 2) Improve the telegraph animation or perhaps add an audio cue to warn the player when the 1-shot kill is coming. 3) Add an graphics option to turn off spell particle effects. I think these things would greatly improve the player experience.
1) could be built into the scaling mechanism i guess. Meaning that as the events scale up, the cooldown on mob attacks lengthen.
2) in mass events that will just add to the cacophony of battle
3) already coming i think, at least i swear there was some dev statement to that effect recently.
I’m sorry, but can we have one boss event in this game that actually feels like a BOSS event?
The first time I fought in the Karka Queen Event, I admit, I nearly rage quit due to the mass swarm and being killed multiple times in the event.
After thinking about it and letting myself cool down, I tried it again.
Was is challenging? yes.
Did my character die, to the swarm? oh yes.
Did I persist and ultimately the player Zerg prevail. Absolutely, in time.
And when it was done, I actually felt that i had accomplished something, and that I really earned my chests.
This is something that I haven’t felt in World Boss events in Months.
Give this event a few weeks, and the player base will figure out the tricks and angles to make it a cake walk like other World boss events.
But for today, let’s leave it as is.
Challenging and deadly.
(edited by NoxInfernus.2361)
^_^ Even will full PVT Gear and 30 into Toughness line you will die in a few seconds… Not much you can do with 4+ mobs doing 3,000 – 5,000 a hit. Especially that darn SPIT!
I think three things need to be done: 1) Lengthen the cooldown on mob power moves. 2) Improve the telegraph animation or perhaps add an audio cue to warn the player when the 1-shot kill is coming. 3) Add an graphics option to turn off spell particle effects. I think these things would greatly improve the player experience.
1) could be built into the scaling mechanism i guess. Meaning that as the events scale up, the cooldown on mob attacks lengthen.
2) in mass events that will just add to the cacophony of battle
3) already coming i think, at least i swear there was some dev statement to that effect recently.
3 was mentioned in the latest SotG but that is just for sPvP then WvW and MAYBE probably PvE. Oh and it is just a plan, that isn’t the same as coming. That is not even
“working on”.
cant handle the heat? wait for group….
southshun supposed to be hard map.
cant handle the heat? wait for group….
southshun supposed to be hard map.
A bit too hard….. Southsun has many Over Powered mobs. Young Karka’s machine gun attack can take out almost half-your hp. If 3 or more attacked you at once, even with dodging and blocking and healing, you would be running away from them first to heal up before attacking them back and they take damage like a boss (literally). Even the veteran Karka is hard with 2 hp bars and insane roll attack. Let’s not talk about Reef Rider’s necro attack with takes around 1000 – 2000 damage each attack and the cooldown is short. Again, if 5 to 6 of them attack you at once, you can be downed in seconds.
So, Southsun is worst than Orr. I would rather run around Orr rather run around Southsun. If not for the requirement of 100 passiflora flower for making +5 infusions, I won’t even go there on any normal day, unless I want to go farm the flower.
So yeah, Southsun have too many OP mobs with low CD and not much better loot vs the risks. If it had better loot, then yeah, have as many OP mobs and insane damage output.
The reef riders basic attack also seems to have a insane bounce range.
Never mind that in event situations it is not uncommon to be attacked from behind while you are busy avoiding another opponent at the front, simply because some other player pulled one or more mobs close.
Dev’s…. lower the damage to defense ratio. You are out of control!
Or you can try something other than 30/30/x/x/x with full Berserker’s.
j/k. I’d wager it’s not the damage output that’s killing people in most cases, it’s the sheer number of mobs that spawn and bumrush the settlements.
I cannot speak for anyone else, but this (highlighted part) is certainly true for me. IF I die, it isn’t to one mob, and rarely to two (unless they are drakes and I am caught off guard, sucked in to a ring of death then chain stunned there with my stun breaker on CD). There really aren’t many mobs outside of event Champions that are going to kill my Ranger or my Guardian, even if I miss a lot of dodges. My Warrior (yes, full zerker) has to be a little more careful, but then again most things die before than have a chance to kill me on that toon.
Really? I’d like to know what sort of build you are using to survive going 1v10 against crazed karkas. That seems to be what the devs is appropriate scaling for the settlement event in the Steampipe Steading event. It’s okay if the build won’t survive the crazed reef riders that also happen to show up …
I think you missed my point. One on one, or (usually, exception is noted above) two on one there are few things that can kill either of the two classes I listed above. I was agreeing that people are dying, not to a single karka, but to the crazed packs of them. I was not saying that I have a build that can withstand that level of punishment.
When there’s a lot of people nearby, event mobs can get upscaled to the level where even trash mobs can easily oneshot anyone. So yes, it is a crowd issue, but not the multiple attacks issue.
Though the second one exists as well, of course.
cant handle the heat? wait for group….
southshun supposed to be hard map.
Groups can make this worse, as the newest events seem to have terribly botched scaling.
Remember, remember, 15th of November
(edited by Astralporing.1957)
Leave it as is. Having some events failing is part of the fun. What the hell is the point of these events if they don’t fail?
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
That would be incredible! I would even say if players don’ t take the map back, move onto the next etc. Imagine Tyria under siege!
Dev’s…. lower the damage to defense ratio. You are out of control!
Or you can try something other than 30/30/x/x/x with full Berserker’s.
j/k. I’d wager it’s not the damage output that’s killing people in most cases, it’s the sheer number of mobs that spawn and bumrush the settlements.
The mass trample runs are hilarious, annoying as heck but hilarious.
I have no problems with my engineer: 2 sources of aoe blindness, chill, reflection, agility, 2 sources of blocking, 2 sources of immobilise, tons of heals and tons of fairly decent aoe-damage – all in my preaty standard build. Maybe it’s time for some other classes – go back to cof p1 with your warriors and mesmers?
I will start some “farm groups” now for southsun: 4 engineers + 1 guardian – GEAR CHECK ONLY PROOOOOZ. Pownd.
We actually have a world boss event that FEELS like a world boss event and we get people who complain its too hard.
I’m sorry, maybe these people should learn to play as a team. Or maybe use their skills that block/reflect ranged attacks, and along with that learn to use them at the right time. Or use their invulnerability/blocks. Each profession has something to handle this.
If people would stop comparing this content to centaurs in kessex hills then they’d realize that they aren’t supposed to just rush in and unleash the heat so to speak.
For heavens sake, if its too hard for you then don’t go there, there are 20 other easy areas to play in. Leave the hard content for people who enjoy it or are willing to learn to best it.
This event is the most fun I’ve had in GW2 in a while. Bring on the challenges! Bring on zergs of mobs that will destroy a stupid player zerg!
I’ve died plenty of times to a barrage of karka hits or reefe riders, and you know what? Every time it was my own fault!
Keep it as it is.
/counter_rant
I remember ppl crying about dragon events are boring and easy. Now anet managed to increase a world boss strength high enougth that he is not gonna get kitten d by massive zerg. Ppl cry again.
The problem is that some classes can’t defend themselves against Young Karka well enough. A Warrior can use a shield or Endure Pain. A Mesmer can use a focus, Feedback or (GASP!) Mimic. What can a Necromancer use? He can’t reflect projectiles, can’t turn invincible, can’t block… His best bet is probably Wail of Doom, but it can be impossible to aim right if the enemies are too spread out.
If you make enemies that can only be countered by blocking all damage, make sure everyone can block all damage. Right now the classes that can’t deal with the Young Karka barrage are screwed.
Everyone can dodge last time I checked. For necro, he has multiple ways to blind enemies … maybe u just run in and died? Why…? I heared there are some players who didn’t die… how can they manage! Impossible.
While it took some time to get the timing right, a good Ranger can take out of group of 5-6 of the crazed karka fairly easy.
Use the Spy kit book to get in the middle of a group, and just as the invis breaks use entangle. Pause a 1/2 second, and then use the #5 on your dual axes. By the time the axe whirl finishes you have mostly dead karka, and 1 or 2 hits and they are all dead.
Then quickly dodge away before the next group reaches you!
The major, major issue is that you have crazy spike combined with culling. Getting downed by something totally unavoidable is not a great idea.
I’m all for making content harder, but making it harder by whacking in ever higher spike damage, often from totally unavoidable sources? Yeah, no thanks.
Everyone can dodge last time I checked. For necro, he has multiple ways to blind enemies …
Blind makes a single attack miss. Guess how well it works with a barrage. As for dodging, you don’t always have the stamina for two dodges and dodging only once will get you killed when you’re facing several upscaled Young Karka.
The point isn’t that necros have no way whatsoever to beat Young Karka. It’s that the “challenge” these enemies pose is very gimmicky. It’s better than no challenge at all, but still not great.
Everyone can dodge last time I checked. For necro, he has multiple ways to blind enemies …
Blind makes a single attack miss. Guess how well it works with a barrage. As for dodging, you don’t always have the stamina for two dodges and dodging only once will get you killed when you’re facing several upscaled Young Karka.
The point isn’t that necros have no way whatsoever to beat Young Karka. It’s that the “challenge” these enemies pose is very gimmicky. It’s better than no challenge at all, but still not great.
Let’s talk about multiple blinds, not just one. Additional necros can hide behind structures and still can do their marks without direct line of sight… just let your brain work! I am sure u figure something out.
Leave it as is. Having some events failing is part of the fun. What the hell is the point of these events if they don’t fail?
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
That’s what Orr was like orginally, and see what happened, everybody hated it. Or did you ever try to get to the Grenth karma vendor lately? It’s almost permanently closed on all servers.
Visual documentation of damage reaching into the too high category.
If you want to make a point, include the combat log like Manu... being killed by various mobs is different from being oneshot by a single mob. What I see there is more a case of bad event design, with tons of mobs spawning at once right after you used a waypoint to get to a "safe" camp. I’ve also been killed before the game even rendered the actual threat.
I’ve taken 4 different lvl 80 characters to the events. (Necro, Guardian, Ranger, Warrior). A small experiment if you will.
The necro died most often, granted, but it also was the best at doing damage being a wellomancer. The blinds helped.
The guardian was amazing at keeping others alive, providing might, and rez’ing but as far as loot she was awful. (boon duration/healing build). She was easier to keep alive, so I kept her there for a bit just to see if I was helpful with others doing more dps than I.
The Ranger was easiest with an abundance of endurance in the build + condition dmg.
My warrior is squishy being an open world farming build. It was the toughest to keep alive and really not worth taking often for the simple fact she went down too easily when my skills were on cool down. It’s not worth it to re-gear that character.
I do believe that most of my deaths on all four different professions was due to culling. Running through an empty settlement and suddenly I am totally surrounded, immobilized, and dead. Not even enough time to activate a single skill. That happened regardless of the profession.
Aside from the culling I did enjoy the challenge of the fights especially the fact that while trying to best the queen you are constantly attacked from all sides by mobs joining in.
Of the four times, we succeeded at killing the queen twice and failed twice. After both the two successful completions, I disconnected after looting the queen’s body but before I got the chest open. So I still have no idea what’s inside the chest as far as goodies.
EDIT: Though the most deaths that occurred were caused by culling, I did get one shotted on a few occasions. As was mentioned the amount of particle effects and density of the mobs made it practically impossible to see what or who did it.
Devs: Trait Challenge Issued
(edited by Infernia.9847)
I want to see The Shatterer completely decimate a group, and then progress to take over the entire map unless people band together to stop him. I want to login one day and be told in guild chat that the entire map is lost and we should help try to take it back.
That would be awesome.
What “Living World” should be
I always had a similar idea to make Orr interesting. Right now it’s biggest problem is that you feel like you’re fighting throngs of mindless unchallenging zombies, which you are.
But what if when certain amount of events are completed successfully, the undead that normally spawn mindlessly staring in to space start spawning in lines and regiments. If even more events are completed the undead begin to organize and build their own camps and run strategic raids on the existing pact camps, more advanced units and specific lieutenants and generals spawn. If the pact continues to be successful through the efforts of the players, the undead will organize the games most massive battle on the footsteps of Arah.
If the players fail to stop this army, Zhaitans minions build a city rivaling Fort Trinity right on the steps. If the pact succeeds in stopping them, the pact begins to rebuild Orr while Zhaitans minions try to stop them.
(edited by Conncept.7638)
Visual documentation of damage reaching into the too high category.
If you want to make a point, include the combat log like Manu… being killed by various mobs is different from being oneshot by a single mob. What I see there is more a case of bad event design, with tons of mobs spawning at once right after you used a waypoint to get to a “safe” camp. I’ve also been killed before the game even rendered the actual threat.
Being swarmed by six or more super-charged karka acting in near perfect unison as they perform their patented, award-winning ‘synchronized steamroll’ routine (which, perhaps not coincidentally, produces levels of damage capable of reaching not only the ‘too high!’ category, but threatening to attain escape velocity and rocketing into outer space) is ‘bad event design’, you say? Hmm. I believe you are right!