Tequatl needs tweeking

Tequatl needs tweeking

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Posted by: nighthawk.5409

nighthawk.5409

We have had the tequatl update for about 3 days now and to my knowledge only 5 servers in all of gw2 have been able to get him down I am on Gate Of madness and we are still haven’t managed to get him down past 95% or even to the second phase and it’s getting to the point where people aren’t even showing up for the event and my personal opinion I am not enjoying the fight at all right now it has all the markings of a good fight but I beleive that ther are a few things that need working out first of all 15 mins in my opinion is not long enough i mean you give us 30 for jormag and he is actualy easier to kill and he is level 80 and tequ is level 65 I also feel that a reduction to his health or even some sort of reward for even trying to kill him because he in my opinion is too oped right now and I feel like i am wasting my gold because i know going there that it’s pretty much going to fail and unless somthing is done to make him a bit more killable he just won’t be a boss that i am looking to do right now

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Posted by: Serial.7128

Serial.7128

Im on DR (us) and it seems like we get worse and more angry every event. I go, I give it 100% with the expectation to fail lol. Its sad

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Posted by: Ikaros.7219

Ikaros.7219

you guys are lucky to even be on a server when fighting him. i go to fight him expecting to be in overflow. so i no longer care about fighting him because i know its going to be an epic failure… XD

“Raw overwhelming power. He who has it, rules. He who doesn’t, begs.”

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Posted by: Gabby.3205

Gabby.3205

I read “twerking”… /facepalm

Even though I like how the fight is right now (yeah, with the timer and everything), I am aware that my server beats him all the time and that my opinion is obviously biased.

I won’t be surprised if the fight is nerfed after this part of the living story is over. Really, I think it is just a matter of time until it happens.

Meanwhile, you guys are going to need organization and people that are willing to listen to the people that know what to do.

Tarnished Coast
Astrid Strongheart, Norn Ranger.
“I wish juvenile wolves were bigger”

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Posted by: Danger.9361

Danger.9361

I don’t think the fight needs nerfed at all; you have plenty of other bosses in the world to stomp on with a bunch of randoms, so it’s nice to have something different for once – challenging content on the macro-scale, and that isn’t instanced. A big part of what makes the new Tequatl encounter so great is that it requires leaders to step up and help coordinate in an effort to take it down. I’m part of Stormbluff Isle, and we’ve now downed him twice. After a day of attempting it like any other boss, a bunch of us decided to all get together on TS and start coordinating for real. With every encounter, more people joined the coordinated effort, and we went from 90% and started getting him below 50%. Once our plan was set in stone with the squad positions, and people knew their roles, he was as good as defeated. It definitely requires a substantial deal of effort, but the feeling of accomplishment and camaraderie with your server is a genuine satisfaction that I feel’s hard to come by these days. Of course, you also have a shot at ascended weapons, and a very high-value mini at the moment, so the potential rewards are proportional to the effort.

I would like Anet to keep it as is. Again, there’s plenty of other bosses in the world to stomp on, and it would cheapen the effort so many others have put in to succeeding in the encounter.

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Posted by: gwawer.9805

gwawer.9805

agreed definitely needs some twerking. i think maybe have rox start furiously putting on the moves when teq hits 50 percent. should give a buff to the raid sort of like a war-dance. when he hits 20 percent more npc’s should join rox and begin twerking along. now we have a circle of npc’s doing it and teq starts getting confused/freaked out. so there is 5min left on the timer before teq gets too freaked out and flies away

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Posted by: Randulf.7614

Randulf.7614

A lot of servers of all population sizes are killing him regulaly now and it is less than a week in, i think their facebook is tracking server names.

I doubt we will see a nerf yet whilst servers are actively winning. A decline in participation long term may change that if it wrre to occur

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Posted by: nighthawk.5409

nighthawk.5409

Another thing some of my guildies pointed out that they probably won’t nerf him because he drops ascended wepons but my question is. If they don’t and he continues to fail the way that he is, how many ppl are going to do the event when the living story is over when we can craft ascended weapons that are just as good?

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Posted by: Xavos.9357

Xavos.9357

I do not think he needs tweaking, is the only boss now that is hard to even beat, balthazar can be beaten easily now its just that the pre events for him is long, but for Teq?? why should he be tweaked, I think we need even more greater encounters like this, I for one havent even played to face teq, but I want him there for me, my guild and my server to challenge

Xavos – Guardian
Rasz Algethi – Hunter
Fort Aspenwood

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Posted by: Elric of Grans.7684

Elric of Grans.7684

Sea of Sorrows seems to have completely given up. Often, we do not even have an overflow due to low interest. Very few players are interested in coordinating or planning, with even less interested in actually following said plan. The mood on the server is one of `why bother?’ After my last attempt, where all six turrets were out of action the whole time, I have given up.

Can it be done? Sure. Is it well designed? No! There will need to be major changes because Sparkfly Fen is going to turn into a ghost town in another day or two at this rate.

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Posted by: digiowl.9620

digiowl.9620

ANet seems to use few but large numbers rather than many but small numbers to create a “threat”. Problem is that doing so makes every action or reaction by the players do or die, with painfully little room for error.

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Posted by: nighthawk.5409

nighthawk.5409

All things considered though there is still something that I do enjoy about the tequatl update. The LFG tool is going to be amazing I love the way they have the lists for the groups and sorted by each specific dungeon or fractal level I think it’s a great tool now and I think it’s going to be a great asset later in the game when they get the beta rollout done. It’s just the Tequ boss Getting him down to 80% and constantly failing is not fun to me I like a challenge I know bosses are supposed to be difficult but this is on a different level and is really becoming a real pain

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Posted by: Mastruq.2463

Mastruq.2463

how many ppl are going to do the event when the living story is over when we can craft ascended weapons that are just as good?

You can do the living story without fighting Tequatl, many the achievements only need any boss fight, can be Maw or Fire elemental or whatever.

I do agree that less people will try to do him in a month then now, though, just because it’s not new and shiny anymore in a month. From those that do try, more will win then now.

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Posted by: Yid.3024

Yid.3024

While I really enjoy harder bosses and event chains, I can also feel for people feeling frustrated by new Tequatl. If you get a large organized group going consistently, you’ll surely have fun, win or fail. If you can’t however, you pretty much have nothing you can do, other than keep bashing your head on an iron wall until you are too frustrated to continue.

The problem I see here is that, to even have a remote chance, you will need a big, big group of people, and if you are not so lucky, it’s no longer even about knowing what to do in the fight. Given the tendency of pve players of late, it becomes the ‘smart’ thing to not even care. Compare it with the Orr temple chains. You can rally up a lot of people and try to organize and tackle it, great fun. If you end up only getting like 5 people or less, you can still give it a shot and try really hard, because there still is a good chance of success. You are still ‘allowed’ to care. Seeing how some Orr temple chains are still abandoned except when the daily farm train arrives, I fear tequatl will see worse.

I think they might have to just reduce the minimum requirement on number of people. Instead of scaling up starting from 80 people and up, it could scale up from say, 20 or less people and up(which will still be very hard to gather after a month or so tbh, especially since teq just comes out of nowhere without pre events or anything. god we need in-game world event tracker…).

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Posted by: ricky markham.8173

ricky markham.8173

I don’t think the fight needs nerfed at all; you have plenty of other bosses in the world to stomp on with a bunch of randoms, so it’s nice to have something different for once – challenging content on the macro-scale, and that isn’t instanced. A big part of what makes the new Tequatl encounter so great is that it requires leaders to step up and help coordinate in an effort to take it down. I’m part of Stormbluff Isle, and we’ve now downed him twice. After a day of attempting it like any other boss, a bunch of us decided to all get together on TS and start coordinating for real. With every encounter, more people joined the coordinated effort, and we went from 90% and started getting him below 50%. Once our plan was set in stone with the squad positions, and people knew their roles, he was as good as defeated. It definitely requires a substantial deal of effort, but the feeling of accomplishment and camaraderie with your server is a genuine satisfaction that I feel’s hard to come by these days. Of course, you also have a shot at ascended weapons, and a very high-value mini at the moment, so the potential rewards are proportional to the effort.

I would like Anet to keep it as is. Again, there’s plenty of other bosses in the world to stomp on, and it would cheapen the effort so many others have put in to succeeding in the encounter.

the only problem is anet has stated they are going to do future revamps of the other bosses to make them like tequatl. so soon we wont have that option if they are as bad as teq. if it was him and maybe one or two other it wouldnt bother me id do something else like you say

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Posted by: nighthawk.5409

nighthawk.5409

OK guys i am changing my statement here I just fought Tequ last night ok and we had him down to like 55% the key here is for everyone to know their role we also had a commander that was able to sit there and designate duties to said roles for example I play a berserker warrior berserkers aren’t good for a frontal assault of tequatl but they are needed to defend and repair turrets so once everyone figures out their roles in the fight we will be good i mean once i knew what i was doing and had a clear role for me i was having alot of fun defending turrets and don’t worry guys everyone reaps the rewards from the event so really the only thing i think now that needs tweeking on tequ is the timer

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Posted by: Ciuffo.6384

Ciuffo.6384

the main challenge for Teq is that GW2 used to have a lot of Legendary encounters where the main challenge was to tag the boss before it dies (ie Maw).
Now that there is a real challenge that requires effort and coordination plus know how to use all of the skills and when, not a simple spam of skill #1, some people are a bit lost.
But the event is great, maybe the rewards could have been a bit better, but I can’t wait to see more world bosses like this one, where you need Guild coordination and multi guild effort!

Ciuffo
GM and Commander of Leoni Bianchi [Lion]
Piken Square

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Posted by: thefinnster.7105

thefinnster.7105

the biggest problem im encountering on underworld server with this event is the trolls and part time players who just refuse to take it seriously ill give you some good examples of what hapend at my last attempt

last time we where preping for the fight 10 mins before the spawn me and the commanders are isueing orders asking folk to get in to positions and we start summoning frost bows
we explain to them to wait patiantly and not to squander there frost bow
and of course there are a few who decide they would rather troll you and start imidiatly spaming there frost bow abilitys and picking up second ones witch they then proceed to waste denying others a chance to arm themselffs with a frost bow
now ive done this with professional players and everyone in the dps groups has a frost bow siting waiting for him to spawn and ive seen close to 5% of his hp vanish from a full round of frost bows in the frist minute so i know how important and efective this can be
i try explaining this and yet still they waste bows and now the commander is doing it as well setting a fine example few minutes later and aprox 20% of the dps group is actualy holding a bow when he spawns and the rest must be afk coz thy just die to the first salvo of poisons
and then there is the randoms who are not listening to anyone and havent botherd to watch a video of how its done and just refuse to follow your game plan heres some examples of reactions ive had from them
we are preping for the fight directing folk to there positions asigning jobs couple of mins till hew spawns randoms are wondering around aimlessley miles from any key foucal point and i whisperd one and ask why hes not stacked on a commander and he replys by telling me that he will play his own game how he likes and asks me not to tell him what to do (wtg real team player there)
allso just yesterday i was on TS with the turret crews and doing my thing my turret gets destroyed then repaird and i go to get back on it and some idiot jumps back on it before i can and i whisper him tell him to get off hes not part of the turret team and he tells me to kitten he paid for the game and hes entitled to use the turrets as he likes

i dont know whats wrong with these pepole but they just end up wasteing mine there own and everyone else time when it leads to the inevitable failures that result pepole just geting more and more frustrated with the constant failure and it seems like the server is just fighting with itself in the end

i would have liked to see events like this limited to private instances for perhapse guilds or even joint guild aliances instead of the open world where every troll and noob can just waste space and drag our sucsess rate down

(P.S sry for the bad spelling and punctuation me dumb)

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Posted by: nighthawk.5409

nighthawk.5409

I have been thinking about a solution to our tequatl problem and I came up with this The boss mechanics aren’t bad and they aren’t new either they have been done in many shooters such unreal tournament and the like and i like the boss mechanics where i do feel there is fault and i have had alot of time to think about this they have made the event so that it requires too many ppl i mean i get what they are trying to do and i give them props for it they want to make the bosses a challenge sure scarlet was a challenge I loved her events but they SCALED to the number of ppl that were participating and that’s where Anet has made a terrible mistake with tequatl he doesn’t scale so he is set for the 80+ margin even though there may not be 80+ ppl there for example in the overflow so I think if tey make him scale down or up depending on the amount of ppl there we can keep all ppl happy because the ppl that want a challenge will still have it and the servers that don’t have the manpower for the big groups like that can still have a fun challange that they are able to over come now i am not saying it must be made easier but just scale down to the appropriate amount of ppl

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Posted by: SirMoogie.9263

SirMoogie.9263

I wrote elsewhere on how I’d revamp, not tweak, the encounter:

Some of the problems I see with the encounter are:

  • Lots of people are required for the fight, which can place a heavy burden on smaller population servers
  • People aren’t prepared before the fight starts as waiting around on the shore is pretty boring.
  • Unlike traditional instanced raid content, which I do not support adding to Guild Wars 2, Tequatl lacks a means of practicing him in a timely manner. If you fail, that’s it for potentially 1.5 hours. Few people are willing to put up with this.
  • Overflows magnify the first two problems by dropping players into the middle of a fight with a population that may be incapable of handling the event

To improve the event I would work on scaling, event initiation, reattempts, and post-event zone ramifications.

To address scaling I think events like these should scale based on server success and account for smaller populations (perhaps as few as 20 players). The more successful a server is, the harder and more rewarding Tequatl will become. If they fail, the easier and less rewarding he will become. An easier/smaller group Tequatl would generate scales much less frequently (to allow for a smaller number of turrets to be used), spawn kitten ne fingers and other minions, have less health. In turn, NPC allies would gain more health/attack power/skills, turrets and megalaser batteries would be more durable. Reverse this for a harder Tequatl.

The cons of this approach are servers that have a higher rewarding Tequatl will see much more guesting. However, I see this as a problem not unique to this solution, but with guesting in general. I think many people are interested in roping in guesting somehow. I have no solutions to offer on this point, unfortunately.

To improve event initiation, reattempts at a failed encounter, and post-fight zone ramifications I would add pre- and post- dynamic events related to (re-)starting the encounter, which places control of starting the encounter into the player’s hands. A flow chart would be helpful here, but I’ll do my best in text. If Tequatl was previously beaten (the default state), then the Vigil controls the shores. During this time they are actively preparing for Tequatl’s return. Events spawn related to rebuilding the shores forces, establishing power to the pact megalaser, and arming the Hylek turrets by making potions with the Hylek. After all events are completed, Tequatl attacks after a few minutes break to prepare. These events would start about an hour after a successful Tequatl kill.

If Tequatl was successful, he takes to the skies above Sparkfly Fen with his fully hardened skin and initiates an invasion. At first the invasion events are concentrated to the shores, they include help the pact clear the corruption, rebuild the Hylek turrets, and rebuild the megalaser. If all are successful, the megalaser shoots Tequatl out of the sky and the fight resumes. If these events fail, the Vigil retreats further back to various outposts in the zone, which Tequatl now invades with his minions. Players must successfully push these events back to the shores, to restart the cleansing the shores/rebuilding the megalaser events.

The benefits of this approach are it gives a sense of consequence to success/failure of the event, encourages players to stick around and practice even if they fail, and allows for adequate time to prepare for the fight. The negatives are it introduces multiple avenues where people could potentially game the system (i.e., they find combinations of failing events that result in not fighting Tequatl, or failing him that become more rewarding than beating him). To prevent a system of diminishing returns needs to be in place at every step of the encounter. Beating Tequatl should always remain the most lucrative option.

As an aside, I would really love for them to remove the timers from these events. I think challenging events can be made where there are actual in game objectives rather than beating an external timer. For example, Tequatl could be failed if he builds X number of bone walls successfully, making himself too durable to defeat at this time; destroys X number of turrets, damages the megalaser beyond repair, gains X number of enraged stacks, which can be removed with Hylek tranquilizer potions.

(cont’d)

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Posted by: SirMoogie.9263

SirMoogie.9263

Keep in mind this is more than what would be needed as a few simple pre-events like the Shatterer would be enough. However, I’m a proponent of having big events having big effects on the world, should they succeed or fail. So, I threw in some ideas for making Tequatl more of a threat to Spark Fly Fen. Right now he is slightly better than Scarlet’s invasions when it comes to affecting the zone. He is at least attacking objectives and leaves some corruption behind should we fail. However, he flees either way (success or failure). It’d be nice if he stuck around and continued his assault in some manner.