(edited by Ghaste.2419)
Tequalt fight fix, how can it be better
this have been the worse patch ever. I hope they really do something good for halloween
Yea the entire event hinges on whether or not you get pugs, afks, griefers, or competent players on the turrets….and there is so little margin for error with them too…
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Yea the entire event hinges on whether or not you get pugs, afks, griefers, or competent players on the turrets….and there is so little margin for error with them too…
it’s the flaw of the fight. When the whole fight is one 6 peoples shoulders… it don’t work. And turret fight… I don’t know, it’s really “fun”? I don’t think so.
Besides turret, place some weapon cache like in the Claw of the Jormag fight. Each weapon contains 1 of the turret skill. We can sacrifice some dps to do the supporting role by picking up the corresponding weapon .
Besides turret, place some weapon cache like in the Claw of the Jormag fight. Each weapon contains 1 of the turret skill. We can sacrifice some dps to do the supporting role by picking up the corresponding weapon .
Great one!
I can’t even get in a turret outside the battle for my achievement much less in one for the battle…they are being camped…and if they are camped by noobs or idiots, the fight is in trouble.
Because they are so crucial to the fight I understand people who perhaps know what they are doing camping them, but that also in a sense that’s not fun because no one else gets the opportunity to learn how to use one…and the need to sit in one for the achievement.
Read my post at this link, so I don’t have to retype or paste it here.
https://forum-en.gw2archive.eu/forum/livingworld/tequatl/The-Please-DON-T-nerf-topic/page/2#post2865154
I support the automated turrets idea. 6 people shouldn’t determine the fight. also if the 1 hit kills(regardless of gear and hp) are going to stay. then uncontest the wp. this will cause waves of dead players returning to the fight and thus balance the 1 hit kills happening all over the place, as well as make up for the “no ones going to rez you” situation. heavy armor without speed boosts make getting from the next closest wp take so much time that it can only be done a few times before the event is over.
Read my post at this link, so I don’t have to retype or paste it here.
https://forum-en.gw2archive.eu/forum/livingworld/tequatl/The-Please-DON-T-nerf-topic/page/2#post2865154
i’m with you on this, you find the same flaw as I did. I’m trying to make a positive post and give some solution so this fight will be a game seller one and not something people will pass in a few week. I think it just need some turning to become better.
For the other fight Anet need to avoid mechanic fight like turret! I tought they learn from Zhaitan but they didn’t.
Besides turret, place some weapon cache like in the Claw of the Jormag fight. Each weapon contains 1 of the turret skill. We can sacrifice some dps to do the supporting role by picking up the corresponding weapon .
I’ve been thinking the same thing. Would love Hylek “Alchemy Kits” where you can neutralize poison, stack debuffs on Teq, and doing moderate damage.
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
Or, even simpler solution is to make the rewards time gated. Kill in 15 min, awesome, you get max rewards. 20 mins tier 2 rewards, 25 mins tier 3, 30 mins tier 4. After 30 he despawns. This will allow people to access the content, learn the content, and not get ridiculously punished and waste 15+ mins of their life for nothing.
Or, even simpler solution is to make the rewards time gated. Kill in 15 min, awesome, you get max rewards. 20 mins tier 2 rewards, 25 mins tier 3, 30 mins tier 4. After 30 he despawns. This will allow people to access the content, learn the content, and not get ridiculously punished and waste 15+ mins of their life for nothing.
I don’t think that would work, that still does nothing to solve the issue that the event is dependent on those 6 turrets and any number of them manned by someone not properly using them can kill the event.
Bad@Thief: Kiera Gordon
Sea of Sorrows, a server never before so appropriately named.
I think the timer is a flaw as well…Every dungeon and fractal can eventually be defeated with enough time put in and enough revive orbs/repair canisters. Was this really intended to be harder than either of those two? 15 minutes of pouring everything you have into an event w/ nothing to show for it but broken armor and several silver spent mapping is annoying
Also with this, due to the timer, having the closest WP contested sucks because you spend a great portion of your time running back from a far WP.
I think the timer is a flaw as well…Every dungeon and fractal can eventually be defeated with enough time put in and enough revive orbs/repair canisters. Was this really intended to be harder than either of those two? 15 minutes of pouring everything you have into an event w/ nothing to show for it but broken armor and several silver spent mapping is annoying
Also with this, due to the timer, having the closest WP contested sucks because you spend a great portion of your time running back from a far WP.
Timer always as been a poor mechanic in every MMO. I don’t know why they are so popular right now.
I would like to see the rewards for losing be a either a little better or a little worse.
A little better would encourage people to keep trying. I could see participation falling for those who continually fail it and get next to nothing. I’ve skipped going a couple of times now (I can only use myself as an example at the moment).
A little worse if you won’t implement the above idea because 80 copper is like giving a quarter as a tip in a restaurant- insulting.
Or, even simpler solution is to make the rewards time gated. Kill in 15 min, awesome, you get max rewards. 20 mins tier 2 rewards, 25 mins tier 3, 30 mins tier 4. After 30 he despawns. This will allow people to access the content, learn the content, and not get ridiculously punished and waste 15+ mins of their life for nothing.
I don’t think that would work, that still does nothing to solve the issue that the event is dependent on those 6 turrets and any number of them manned by someone not properly using them can kill the event.
This event further simplifies the roles into damage and support – but imbalanced to the extreme. 6 supports in a 100 man raid—-How could this be feasible?They should introduce more ways to support rather than relying totally on the turrets.
Also they can link the nearby events to the tequatl fight—- for example if you stop the krait from stealing supply, you get a faster recharge time for mega laser, if you clear Chokevine Gorge from risen control, The Warden will come and help defending the turrets – which provide more ways to support and boost dps.
Also they can link the nearby events to the tequatl fight—- for example if you stop the krait from stealing supply, you get a faster recharge time for mega laser, if you clear Chokevine Gorge from risen control, The Warden will come and help defending the turrets – which provide more ways to support and boost dps.
Good one too. I will add it!
Added a new one, find on different topic.
I think the timer is a flaw as well…Every dungeon and fractal can eventually be defeated with enough time put in and enough revive orbs/repair canisters. Was this really intended to be harder than either of those two? 15 minutes of pouring everything you have into an event w/ nothing to show for it but broken armor and several silver spent mapping is annoying
Also with this, due to the timer, having the closest WP contested sucks because you spend a great portion of your time running back from a far WP.
Timers are a necessary evil because the game mechanics allow you to res people in combat. Without the timer, this fight would be trivial on the first go. I see literally no other way to make this fight challenging without them, except maybe having Teq regen health fast enough to compensate.
One thing that comes to mind right away is that the turrets shouldn’t spawn until Teql actually spawns. I’ve seen people Akittenside a turret too many times to realize that letting people in the turrets ahead of time is not the best idea.
Sanctum of Rall
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10) give me the button “kill all”
Make it instanced so stuff outside of peoples control like Afk’s, griefers, non WP’ers, lag aren’t a factor
/Fixed
Doesn’t need any mechanic changes. The main issue I think is that it has the tolerances for failure as a raid boss, with the whims of fate that the open world brings with it.
Kudos to anet for trying something different, but real life practicalities and game limitations bring it down imho.
15+ minutes? Most of the servers have now been trying to get over 120 people in an overflow and on teamspeak just to take this boss down. It is insane, and it is too much. If one little thing goes wrong… like there are 9 people at the turrets defending, instead of 8, then champs spawn, and people whine and cry, and BLAME those who made the champ spawn instead of being in the zerg with the rest of them.
It’s not 15+ minutes. It’s hours to a whole day because the server wants to be coordinating… and to do that with less AFKers, it most of the time means hijacking an overflow and staying there.
With how many people who want to kill Tequatl, this fight isn’t epic. It’s frustrating. It was an awesome idea, but either the health is too high, the number of champs spawning in a small location is too high, the reliance on the turrets is too much without any leeway, or something. Perhaps the insane amount of poison which cannot be even thought to be destroyed by the majority of the people was not the best idea.
MAYBE there should be two types of turrets. One that cleanses poison and buffs, and another type that debuffs Tequatl, or even better, allows those of us who like to stay back and protect to stay back and protect and kill mobs. Chain lightning turrets to do crowd control on the mobs?
Coordination of 80+ players is not possible. I’m sorry, it’s not. Not unless it is something along the lines of “Follow my commander tag and kill!”
Have YOU tried to get 80 people to jump at the same time without the star addition?
Again, I love the idea, but adjustments are needed. A lot of adjustments. GW2 doesn’t have straight up healers, so raids like this aren’t exactly possible. No offense.
How about AFK timer on turrets? Or ‘build’ the turrets only when the event is up? I’ve seen a few encounters now where more than 1 turret is disabled because AFKers.
I think the timer is a flaw as well…Every dungeon and fractal can eventually be defeated with enough time put in and enough revive orbs/repair canisters. Was this really intended to be harder than either of those two? 15 minutes of pouring everything you have into an event w/ nothing to show for it but broken armor and several silver spent mapping is annoying
Also with this, due to the timer, having the closest WP contested sucks because you spend a great portion of your time running back from a far WP.Timers are a necessary evil because the game mechanics allow you to res people in combat. Without the timer, this fight would be trivial on the first go. I see literally no other way to make this fight challenging without them, except maybe having Teq regen health fast enough to compensate.
There is better mechanic that timer. Timer are static, don’t scale, encourage zerg and don’t work on low server vs high pop server. For Tequalt, you can make that if a turret is destroy he regen, you can do that fingers give him regend, you can make that every kill he does make him stronger and give him regen, you can make that if you fail the battery he regen, you make a kill counter if that kill counter fail he regen. There is so many option that can scale, work for all server or overflow, still give challenge, are less frustrating and work better than timer.