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Can't continue on to story level 14.

in Bugs: Game, Forum, Website

Posted by: Darkchief.5468

Darkchief.5468

Got the tips from Reddit.
Zone out Tangle depth, redo chap 13, and then restart chap14.
It works for me.

But Rox’s marker is more buggy.

You can use the same method for the Rox marker bug. It took me about 6 tries of zoning back to Tarir, switching to chapter 13 and back, and rezoning, but I finally got a run where none of the marks were bugged.

Issue Reports: Heart of Thorns [Merged]

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Posted by: Darkchief.5468

Darkchief.5468

I am currently experiencing a number of issues with the ‘Hearts and Minds’ final fight.

1. If you fail the encounter, sometimes when you restart it with the “retry mote”, the music track will not play. I then have to kill myself and start over if I want background music playing.

2. The “reality rifts” will occasionally spawn in the air where a part of the stage used to be but was now destroyed. This forces a fail of the fight.

3. After you fail the fight the first time, the fight becomes more difficult. The boss backs off some when he spawns the Bile versions of your friends when I fight him the first time, and I can activate the reality rift without much problem when the time comes. After dying once though, the boss will continue with all of his usual attacks (including the cyclone wall things), which means not only am I fighting two at once, but the wall attack he does sometimes blocks me off from being able to close the rift.

4. Sometimes there is not a way for me to get into the air when the boss is charging up. I won’t get launched into the air when I should, even if standing with my allies, and once my allies just disappeared rather than shielding themselves.

BW3 Difficulty Nerf [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Darkchief.5468

Darkchief.5468

Awesome, that’s great news!

BW3 Difficulty Nerf [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Darkchief.5468

Darkchief.5468

I’ve seen plenty of criticism over the nerf to the difficulty in Verdant Brink but haven’t seen this specific criticism brought up.

In previous betas, the jungle was DIFFICULT. Going out solo, I felt like I was seriously in danger. It created a sense of excitement. But even more than that, when I unlocked gliding or jumping mushrooms, for example, it felt extremely rewarding! That is because not only did it allow for quicker navigation through the jungle, but it allowed safer navigation as well. I truly felt like I had grown as a player and learned a skill that would give me a better chance of survival.

Now, with the jungle mobs being much easier, I don’t look forward to the masteries as much. Now, they just feel like a way of just gating content out, whereas before I loved the benefits I got from them. Gliding and Jumping mushrooms are now just a way to reach locked out areas and travel a bit faster, rather than having the added benefit of keeping you safer. It feels much less rewarding.

Thoughts?

Launcher will randomly crash when patching

in Account & Technical Support

Posted by: Darkchief.5468

Darkchief.5468

Been happening for a few months and finally fed up with it. Basically, the launcher will download a patch, and at random intervals it will randomly crash. I have been patching for the past few months by repeatedly starting my launcher over and over until it finally finishes (since the download progress isn’t entirely lost after each crash).

I’ve tried just about every solution I could find outside of a 100% reinstall. I’m on Windows 8.1.

[Suggestion]Trading Post Unlocked Skin Filter

in Guild Wars 2 Discussion

Posted by: Darkchief.5468

Darkchief.5468

As I subscribe to the Fashion Wars 2 endgame model, I think an option to filter items out of the trading post that use skins you’ve already unlocked would be a great feature to have. Would work really well for dye and mini filtering as well.

I haven’t seen this suggested before, though I’m sure it has been, but figured I’d throw the idea out there.

Dragonhunter BW1 Feedback Thread

in Guild Wars 2: Heart of Thorns

Posted by: Darkchief.5468

Darkchief.5468

I don’t main a Guardian, so take my opinion for what you will. I really enjoyed the traps, but the longbow felt too slow. I also didn’t find the traps useful in combination with the longbow, however I did enjoy using them with a melee weapon such as GS, since it was easier to guide the enemies into the traps. I don’t believe the longbow has a way to pull or manipulate the enemies to the traps other than aggro and the slight knockback from the traitline.

Are my worst fears realized?

in Guild Wars 2: Heart of Thorns

Posted by: Darkchief.5468

Darkchief.5468

Dry Top and Silverwastes are two of my favorite maps in the game, however you can only do so many variations on a war-zone event chain style map before it gets dull and repetitive. We now have each Orr zone, Dry Top, Silverwastes, and now Verdant Brink filling these roles.

While I enjoy these zones and playstyles, the draw back is that they feel absolutely empty. I mean, Verdant Brink (the part that we can access) has only two Hylek villages by my count, and that is the only civilization in the entire zone. Silverwastes has the forts, Dry top has the one village, but these are all very small scale. I miss the feeling of zones like Queensdale, Fields of Ruin, Gendarren Fields, etc. where you have established towns where more than 10 people can inhabit it.

I’m hoping some of the other maps coming with HoT go back to more of that ‘slice of life’ style, rather than the push-pull tug of war style that all the recent zones have been. Enjoyable gameplay is about controlling that intensity curve, and if every map feels like a warzone then its all going to start blending together.

(edited by Darkchief.5468)

Mastery Feedback

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Posted by: Darkchief.5468

Darkchief.5468

Now, don’t get me wrong, the mastery system is AMAZING its awesome, all the specialization are great. My only concern(and this may be because of glitched events) but its fairly hard to get up masteries,it took me a full day to get a glider(granted we cant do dungeons for exp to the masteries) I just wanted to post it out there in case it does get seen by arena net, and maybe this feedback will be seen!

A full day? It only took me about an hour (unless you are referring to ‘day’ as the day cycle in Verdant Brink) to get my first mastery unlocked. So far I’ve played the beta for probably about 8 hours and have 3.5 mastery abilities unlocked. Keeping in mind the buggy events, lack of a fleshed out night cycle, and we only have access to 25% of the map, it will probably go even quicker at launch.

I think the speed for unlocking masteries is pretty spot on. About one hour for the lowest tier in each line with a gradual increase as you move up the line seems right to me. I don’t see much point in the mastery system if its something you can fully complete in the course of a week.

Story glitch for Beta-entrance story.

in Guild Wars 2: Heart of Thorns

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Darkchief.5468

I actually did the same thing as you earlier today, I went to the ledge then glided down to the camp. He and everyone else actually just teleported to the camp when I landed and the next story step automatically started.

First story mission can be completed afk.

in Guild Wars 2: Heart of Thorns

Posted by: Darkchief.5468

Darkchief.5468

Basically what the title says. I started my 4th beta character and wanted to try some out of the box ideas. Once the “Survive until daybreak” section of the mission starts, you can go off and stand somewhere safe and the NPCs will happily and efficiently kill all the mobs for you. This includes the boss, where the only interaction I had to do was to guide my biconic team over to him when they spawned on top of me after the cutscene.

I’m hoping this is just a beta thing and that Anet is aware of the problem, but just in case, there you go. I’m all for having helpful NPCs, as long as they aren’t invincible and can actually be downed, rather than being able to do whole mission steps for you.

(edited by Darkchief.5468)

Events and mechanics bugged in beta map

in Guild Wars 2: Heart of Thorns

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Darkchief.5468

I doubt its deliberate. There are events that aren’t working now that were working in the closed beta. I haven’t even been able to find a map that can progress through to the Wyvern fight yet.

HoT BWE1: Verdant Brink, Day Events, Broken?

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Posted by: Darkchief.5468

Darkchief.5468

Had the same problem in my map, all day events were broken. Night events seem to be working fine.

Try the new leveling before you critique it

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Posted by: Darkchief.5468

Darkchief.5468

Tried it. Didn’t like it. Reasons are smeared all over the forum.

And yet, I can see how it would be helpful to new players. To think of it, the highlighted features should show up faster, rather than spaced between 1 and 23…
I’m hoping some of it was just a bug, because getting some of those notices as a veteran was just baffling.

And the limit of combat options is understandably infuriating for a veteran player. The pushback of utility slots to make characters even weaker by level 30, when dungeons open, is a terrible idea to prepare them (new or veteran) for more difficult content.

Yea since I haven’t leveled with the new system a whole lot, I still can’t say for sure whether I like it as a whole or not, but I do agree with you that all utility slots should be unlocked by the time you reach your first dungeon.

I’m still optimistic about it and hopefully some of the weirder changes and bugs will get ironed out, but I can totally see why people don’t like it. Its just that seeing misinformation and negative opinions being spread by people that haven’t even given it an hour of their time to try out is what is bugging me. Nothing wrong with not liking it as long as you gave it a shot.

Try the new leveling before you critique it

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Posted by: Darkchief.5468

Darkchief.5468

First off let me say that after reading about the leveling changes yesterday both here and on reddit, I was up-in-arms and as ready to hate it as most other people seem to be. But, I decided to wait to play it before I judged. I’m glad I did.

I would consider myself a “veteran” player. I have played since beta, and have four level 80’s. I know how to dodge, I’m not an idiot, etc. So I have good reasons to be angry about level-gating and hand-holding. But after playing a new character from levels 1-8 (and will be doing 8-15 tonight), I have discovered a few things:

1. There is a TON of misinformation about what was changed, what is level-gated, etc.
2. Low levels go a lot faster. Leveling from 1-7 took me about 30 minutes, so even the stuff that is level-gated I hardly noticed.
3. There are definitely some things that still need to be changed/fixed.
4. The new leveling system works. I play all melee/ranged classes. Historically I have a mental block for casters for some reason. I made a caster class last night and the slower skill unlocks allowed me to get comfortable with what I had before I was introduced to something new.

Good things the leveling system does:
1. The “Information Rewards” when you level up. This is where a lot of the misinformation about level-gating has come from. Many of the features aren’t actually gated, you can still use them, the game just introduces you to them one at a time. This prevents information overload on new players while not hindering people who are willing to tinker around the world and the UI and find things themselves.
2. The compass (when it works). I have had friends come from WoW or similar MMOs and been unable to cope with how differently you level. They couldn’t grasp that exploration rewards you and that aside from the few hearts on each map there aren’t quests. I can see how the compass could help those players get acclimated to doing events, POIs, etc.
3. The skill unlocks. While I really liked the idea of using a weapon to unlock the skills, unlocking each skill at a certain level gives new players time to learn how to use them (And because each low level takes about 5 minutes, it isn’t that bad).
4. Personal story unlocks. This is just speculation, but I think I will like this a lot more. It always seemed weird to me that something climactic would happen in a PS chapter but then we would have to go feed some cows before going to save someone’s life. With each chapter unlocking all at once, I think it will feel more cohesive.

What needs to be changed/fixed:
1. Skill challenges. I don’t see any reason to lock players out of activating these. They should be like the POIs and Vistas, accessible but not shown on the map until X level.
2. The compass (when it doesn’t work). There were certain areas where the compass would freak out and switch objectives every 10 steps or so. Obviously this creates confusion. There is also the problem of it sending players to places above their level.
3. Veteran player options. It would be nice if you have a level 80 already that some features come already unlocked (POIs, Vistas, gear rarities, offhands, etc.). In addition, it would be nice to be able to get rid of the compass if you don’t want it.

Overall, just give it an hour of your time and try it out. An informed opinion is going to be taken a lot more seriously than an uninformed opinion.

14,000+ champ bags. No precursors.

in Festival of the Four Winds

Posted by: Darkchief.5468

Darkchief.5468

Champ bags don’t have precursors in them only unique exotics

they do, at a very very low rare, got a Chaos guns from a Gilded Coffer doing Arah P2.

That is a dungeon event chest, though, not a champion bag.

Gilded Coffer are champion “bag” http://wiki.guildwars2.com/wiki/Gilded_Coffer

Dang. I’m really not understanding all of these things with chests and bags with their names and what they are. To me a coffer is literally a chest or strongbox…not a bag.
Sorry. The misleading names they give these things messes with me as what they are strays from their actual definitions. Think I will just take my leave as I am not contributing anything more than confusion. My apologies.

A champion bag in Guild Wars 2 is any “container” that is dropped from a champion grade enemy or boss. They aren’t all labeled as bags, rather they all have different names to correlate to the different types of monsters they drop from (Gilded Coffers come from risen because coffer = coffin, Gear Boxes drop from Scarlet’s creatures, Seed Pouches from plant/sylvari monsters, shell pouches from aquatics, etc.). It is a way of justifying the loot with the lore I suppose.

http://wiki.guildwars2.com/wiki/Champion_loot_bag

Guild Wars 2 randomly minimizing.

in Account & Technical Support

Posted by: Darkchief.5468

Darkchief.5468

Good ideas – I’ll be on the lookout for those things. I did check to make sure it wasn’t any popup notifications were triggering it, and I haven’t noticed any notifications like that when it happens, but I do have some temp/performance monitoring programs running in the background. Maybe they are throwing up hidden notifications or something.

Thanks for the help!

Guild Wars 2 randomly minimizing.

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Posted by: Darkchief.5468

Darkchief.5468

Problem: My Guild Wars 2 client will randomly minimize during gameplay.

Description: It tends to only happen on play sessions of 1 hr+, though I think that is more of a coincidence because it has on occasion happened during short sessions, I just tend to play for longer than an hour. The odd thing is, it will minimize once, then when I open it back up it will minimize itself another 2-3 times over the next minute or two, and then never happen again for that play session. It has never happened twice in a play session.

Relevant info: I am running on Windows 8.1 with a GTX 780 6GB card. Though the problem has occured while running on another card and the i7 4770k’s integrated graphics. I am pretty sure I remember this problem also occurring on my laptop which runs Windows 7 with a Quadro 3000M.

Exclusionary Achievements?

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Posted by: Darkchief.5468

Darkchief.5468

I have a desire to only be the player that I am. If I improve then that’s nice, but if I don’t, that’s fine too. I want content where I can improve on it, but I don’t want to have to improve in order to get credit for it. I mean, if there’s a boss fight and I manage to get through it without getting hit by an attack, then yay! Just accomplishing that without any outside acknowledgement would be good enough for me, but if I’m doing the boss fight and do get hit, then I don’t want my reaction to be “doh, I’ve just wasted this entire run and have to do it again if I want the achievement.”

I’m not terrible, I have most of the Gauntlet achievements, only missing the ones related to Liadri, the T3 Gambit ones, and the Ooze one, I’m in the 90th percentile overall (and that’s without any WvW or PvP ones), but there are a lot of achievements over the years that I’ve just had no interest in, and would hate to see them take over the LW achievement lists. A good example of what not to do would be the achievements related to the original Atherblade Retreat dungeon, which all seemed to focus on everyone doing everything perfectly or receiving zero credit.

I’m not going to argue with you that having zero desire to become a better player is wrong, because its not. Its perfectly acceptable. But I am going to challenge your view that getting achievements for doing content is what verifies whether you are “Getting credit for it” or making it worth doing. Its understandable that you feel this way, because that is what the meta-achievements have led people to believe. Complete the meta, get the top tier reward for achievements, you can feel like you’ve finished the content.

I’ve been running the Boss Blitz pretty consistently, but haven’t touched or tried to get any of the “Kill X centaurs” achievements. Some I have gotten incidentally, but I don’t feel like I didn’t get credit for the Boss Blitz’s I’ve run just because I didn’t get all the achievements for it. The rewards from completing the event or boss itself is and should be enough, the achievement is just icing on the cake.

I do agree that the Aetherblade dungeon achievement is poor design, achievements shouldn’t be reliant on performance of a group as a whole, it should be a test of individual accomplishment and skill. Missing out on an achievement because someone in your party messed up is a recipe for disaster.

I also agree with Danikat, it sounds like you won’t have much to worry about. I have the Liadri achievement and 1 or 2 of the gambit ones, but aside from that we are pretty close to being on the same skill level. Maybe there will be a couple achievements that will be out of our reach at first, but I would assume we won’t have a problem getting most of them.

Exclusionary Achievements?

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Darkchief.5468

The way I read it is that achievements will be less grindy (i.e. kill 250 things), and more challenge based (i.e. kill this boss without getting hit by this attack).

I can’t understand the desire to be able to get all of the achievements on a first play through. They are called achievements, not freebies. They are meant to be an accomplishment, a show of ability to play the game. Sure, you should be able to get some on your first play through, but definitely not all of them.

You’re also not the first I’ve seen today worrying that the achievements are going to be too hard, because you don’t consider yourself an elite player. My question to you and others like you is this: Do you have zero desire to become a better player? Achievements should be used to help players play the game better, and to be honest the skill cap in this game isn’t that high. The differences between the “elite” players and players who don’t consider themselves as such is simply the ability to dodge, learn from mistakes, listen to others, read the tooltips/wiki, and research a build.

GW2 releases Story Journals: Feedback/Questions [Merged]

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Darkchief.5468

The achievements are intended to be challenging, not the content itself.

GW2 releases Story Journals: Feedback/Questions [Merged]

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Posted by: Darkchief.5468

Darkchief.5468

I may not have understood this correctly, so please correct me if I’m wrong.
Regarding the current Personal Story. This will now be locked away and only available for level 80 characters to repeat?
This means characters below level 80 won’t be able to play this, and level up with the XP from it.
It also means an end to key farming, unless you can replay the level 10 story for keys (which I doubt)?

Not what it means at all. Your personal story currently has a journal with the summaries of what you have done so far. This journal will now have a Living Story tab. If you want to work on personal story, you just activate the personal story section, and you will see the objectives for that. You can complete it same as before. If you want to do Living Story, you activate that section of it, and you will see those objectives instead of Personal Story.

Living Story season 2 will all be content for level 80s, so you have to be level 80 to experience LS season 2 it sounds like, which is a good thing because it means they can stop having to design content to include lower level players.

LS1 Episode Meta Should = Free Access

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Darkchief.5468

If they add season 1 in at a later date I would be very surprised if they didn’t give it to everyone for free. It would be a great way to give returning players new content, and there could be people who did some of the LS1 content but didn’t worry about the achievements, so that would be a poor way to track who gets it unlocked and who doesn’t.

GW2 releases Story Journals: Feedback/Questions [Merged]

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Darkchief.5468

I like that they are going to make this material permanent but I’m really not impressed that the story line is monetized in any way. In my opinion that is a step in the wrong direction.

If you remeber to just login it does not cost a thing. Only players that bought the game after these releases will have an issue. And 200 are even easily made with gold too if you are an 80 LvL player…So as far as monetizing is concerned its pretty friendly..

If you’re at home and not on vacation, it does not cost a thing. Returning players will be kitten outta luck, and will have to pony up to play. That wont exactly encourage players to return. Like I said, it’s a step in the wrong direction.

Whether or not the price is “friendly” is debatable. I would note that game gold to gem prices have never gone down.

In all it’s not a bad idea, but there is a fly in the soup.

You can’t really say it is a step in the wrong direction, because objectively it isn’t. As of now there is no way to replay any of the old LS content, now there will be, just at a (very small) cost if you don’t log in during those two weeks. It is a step in the right direction, maybe just not as big a step as you were hoping.

No one will be forcing returning players to pay for the content though, and the open world changes will obviously be available to them for free, it is just the story instances and achievements. There will be nothing preventing them from watching or reading story recaps online and jumping right in.

GW2 releases Story Journals: Feedback/Questions [Merged]

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Darkchief.5468

200 gems will definitely be worth it this time around, even if the instanced part is just dialogue, because those 200 gems unlock the achievements as well, and they said that each achievement will contain a reward for completion in addition to just the points (so an item, title, etc.). 200 gems is $2.50, the price of a candy bar and a soda. Assuming there is at least 10 achievements per update (a safe assumption) that means 200 gems would get you access to unlocking 10 items, titles, etc.

Though honestly the majority of players will never even need to worry about the 200 gems. The best part about the 200 gems is it is giving players an incentive just to download the patch and log in, which is the hardest part of getting people back into the game. Chances are once they log in to unlock the content, a fair percentage of them will play for a bit anyways.

GW2 releases Story Journals: Feedback/Questions [Merged]

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Darkchief.5468

Going to post some speculation here.

A lot of people have been asking about how this will affect big events like the Battle for Lion’s Arch, and if it will even be possible to have those types of events anymore, because they require groups. The journal post states that the story portions of the Living Story are made permanent through the journal and then there is also the open-world Living Story content that will expand or change the world.

Using the Battle for Lion’s Arch as an example, this means the following portions of it would be available to replay through the journal:
1. The cutscenes when LA is attacked
2. Any solo story instances with Braham, Rox, Marjory, Kasmeer, etc.
3. The final battle with Scarlet

The following would not be replayable, as it is open world content that would be classified under “content that changes the world”:
1. The battle for LA events
2. The retaking LA events
3. The Prime Holo battle

So the open world content will fall into three categories:
1. Content that expands the world and remains there permanently. (Will always be playable by going to those areas in the open world)
2. Events that change the world permanently (Won’t always be playable, the events are removed but the changes are permanent)
3. Temporary holidays and festivals

An evaluation of Boss Blitz and how to fix it

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Posted by: Darkchief.5468

Darkchief.5468

Give it a bit of time and those that want to do the event correctly will figure it out and teach others that are willing how to do it properly. Those that just want, “loot added” will go elsewhere.

I hope so, but I’m a bit pessimistic about that. Marionette and Triple Trouble are the two biggest examples of zerg splitting we have so far. What you said kind of worked for Marionette, though there were plenty of servers, including my home one at the time, that never adapted and just abandoned ship all together. I’m not sure if mega servers will make the more or less likely. I never saw a single server adapt to Triple Trouble. Guilds, sure, and that’s how I completed it. But as for just a random server completing Triple Trouble without the help of a large guild, I personally never saw it and I did that event a lot.

An evaluation of Boss Blitz and how to fix it

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Posted by: Darkchief.5468

Darkchief.5468

I’ve been seeing a lot of comments here and on reddit about how ArenaNet ruined the pavilion and how it was better before, but I haven’t seen a lot of suggestions on how to fix it other than “make it like it was before”. I wanted to throw out my suggestions on how to make this type of content better and more accessible in the future, since zerg splitting content seems to be a theme as of late.

First, I want to say, there is absolutely nothing wrong with the design of the Boss Blitz. The boss strategies are interesting and challenging, require coordination, and overall is a nice change from the mindless zerg fest it used to be. So what’s the problem then? Some would say it is the community’s fault and their unwillingness to coordinate and work together. Well, they would be partly right, but more so it is the lack of features in the game that assist in letting players coordinate on a large scale.

Let’s try an analogy. When the game launched and up until maybe the Tower of Nightmares, we had been riding on tricycles. Then, all of a sudden with events like Triple Trouble, ArenaNet switched out our tricycles for bicycles without us expecting it. This would normally be great, because a bike is way better than a tricycle, but they neglected one crucial step, training wheels. All of a sudden we were expected to coordinate across maps with strangers, but there were no systems in place to teach us how to effectively do that.

So, how can ArenaNet implement systems that allow us better coordinate? Here’s how:

1. Have the event party players together appropriately. Taking the Boss Blitz as an example, what if instead of donating directly to Heal-O-Tron in the middle, he set up a donation machine at each of the six gates? Then, when you donate to that particular station, you are partied up with people who have donated to that same one. Then, when the event starts, you see the overall reward timer, but instead of being shown six boss objectives, you are only shown the one corresponding to the machine you donated to. The event probably shouldn’t start until at least 10 people have donated to each machine so that there are enough players on each boss. Then, when each group gets their boss down, they see the other boss objectives and can take their pick of where to go. Supplying the training wheels then taking them off.

2. Temporary commander tags. There aren’t always commanders available to lead these kind of events. What if you could buy temporary commander tags for an event such as Boss Blitz? Maybe they would be yellow-orange like the living story stars. You could have two options when donating to Heal-O-Tron, the standard donation, or a more expensive donation for the temporary tag. Only one could be purchased per boss.

3. Better rewards. While quantity is a problem here, the bigger problem is how they are dished out. Assuming a group can get gold, the rewards are actually on par with the time it would take to kill 6 champs in a train. The issue is that the way the rewards are being given make people think that ganging up on one and moving on is the fastest way to kill the bosses. This is a complex issue, but here is an idea I had off the top of my head. It may be terrible, but I figure I’ll throw it out there. What if rewards were given not by how quickly you get down the bosses, but by how well you are all working together? There would be four reward tiers – 75%, 50%, 25% and 0%. You would get a reward chest (smarter people than me can decide what is in that chest) for bring all 6 bosses down to 75% before a single boss hits 50%, then repeat that for the other steps. It rewards people for working together, not working faster. If a boss is killed before the rest of them, then the rewards inside the chest decrease.

I should add that I don’t expect any changes to be implemented to fix Boss Blitz. The changes I suggested specifically are a lot of work. Mainly, I’m putting forth suggestions to help with similarly designed events in the future.

I had a few other suggestions that I’ve since forgotten, but maybe I’ll add them in later. What is everyone else’s thoughts? Let’s try to make this thread constructive criticism only.

(edited by Darkchief.5468)