I figured I’d add my two cents, as someone that struggled to fight Tequatl for days but still enjoyed the fight every time. People are free to agree, disagree, and add to it.
- Hard capped: the Tequatl fight did not have any hard caps, unlike the wurm. by hard caps, i mean how two of the three wurms are “locked” at an invulnerable state unless you have 20 players (bare minimum) to activate its mechanic. It’s one thing to design the difficulty with at least 20 players in mind, it’s another to tell a group of 19 players that they might as well not even try, because they’re locked out of the content until they have more people.
Solution: make the number of players needed scale with the number of players around, instead of a hard number.
- Mob density: fighting a bunch of adds on a giant epic fight is kind of boring, but you know, it’s ok. The difference is that while on the tequatl fight the champions and veterans were all really spread out, and the area of the fight dedicated to fighting the actual boss was mostly clear of monsters, the wurm fight has the same monster quantity (i’ve seen 15 champion husks and god knows how many more wurms, all at least 4 levels above our downscaled level), on a much smaller arena, and dividing space with the champion itself. this has caused the now famous issue of being simply unable to spot the arrow because of all the adds in the way
Solution: just get rid of the freaking adds. they are not fun to fight, and reduce the performance and visibility. reduce their numbers, and balance it out by making the boss stronger.
- Platforming and water: I’m a huge fan of jumping puzzles. I’m a huge fan of this game’s combat. I actually kind of like underwater content every now and then. I hate having to worry about combat and platforming at the same time. I hate being punished with “sit tight for the next 60 seconds while we decide if you can have another barrel” if I miss a single jump. I hate seeing AoE knockbacks bigger than the piece of land i’m on, which is too small to dodge. All of these make for a very, very frustrating fight.
Solution: make the barrels safer to reach, or at the very least, put them on a plank/tightrope like you have one of them setup now, but DON’T make us look for jumping spots.
Overall, the wurms fight could show potential, and I know you are aiming it for the Tequatl crowd, but there are just way too many mechanics that are just frustrating and/or boring. The problem isn’t that it’s hard, or needs communication, or hell, even a lot of players. The problem is that it’s just plain annoying. It’s avoiding/killing 20-30 champions and veterans while doing mundane tasks that are boring but easy at best (crimson) or infuriating and frustrating at worst (cobalt, though amber would get the “frustration” prize if it wasn’t mostly the fault of bad players). There are some neat ideas in the fight (and the dialogue on the pre-event is fun), but it’s just poorly executed in the end.
PS: why the heck are covington pirates fighting on the side of the giant murderous wurm?
LegendaryMythril/Zihark Darshell
PS: why the heck are covington pirates fighting on the side of the giant murderous wurm?
It’s the Squiggly Pegleg alliance.
(Pirates and Wurms unite in the name of Scarlett!)
When I get that feeling I want… spectral healing.