Showing Posts For LokiAlpha.8164:
I like your suggestion, I really do. But for everyone who is saying to implement these mechanics, this is only a temporary fix to your much desired need of exciting world boss content. Why, you ask? World bosses are not boring because of the fight itself. The mechanics in each world boss are actually very solid. Yes, they could be better, but that’s NOT the issue. Is it the challenge? Do players find that not dying during a world boss makes it too easy? No, that’s not it. Even upping the challenge, in the end, you’ll only see more deaths, and that doesn’t change the fact that the boss gets downed easily. What is it then?
Well, let me just explain something, I’ve been playing since launch. I was actually level 80 within the first week of the game’s release. I fought a lot of bosses before people knew the mechanics, or had good gear. These world boss fights were epic, and amazing, and there were only a handful of people doing them at the time. We died. A lot. We struggled to down the boss in any reasonable time(45+ minute boss fights on Jormag). So, why is it, that all of a sudden the boss fights are boring?
It’s not the mechanics of the fight that make world bosses boring, nor the difficulty. It’s the fact that every boss fight has a slew of over-geared, over-experienced players doing said boss fights. In fact, the ONLY way to make the current boss fights fun would be to get rid of the rewards for them. The only “reward” you would need is the fact that you completed the event. What would this do? It would lower the people who do the event DRASTICALLY. It would also make the events more challenging because of the drastic player decrease. However, the issue then would be that no one would want the challenge because it isn’t rewarding. Then what can you do? It’s a never-ending problem that you can’t fix.
Now, to the point of making new world boss fights. Honestly, the only thing you’d get from a new world boss is new mechanics. It’s only a small time fix. You’ll go in, you’ll have LOTS of fun….Then after a week? It’ll be like the rest of them. You’ll be farming it easily with the rest of the server.
In my opinion, ANet does not need to waste resources on a one-time bang of fun, and instead needs to continue to focus on 5-man content. Hell, they could even add in 10-15man content and it’d probably be fun. They need to remake the current dungeons, and keep developing new ones. I have yet to do the new Flame and Frost content, not having time to play, but I’m hoping it is VERY challenging and fun, and not a one-time bang for my buck.
TL;DR World bosses can’t be fixed to be fun, and adding any more would only create more farm content. Instead, ANet needs to keep focusing on group content.
That makes sense.
I’m not quite sure if this is a “bug”, but are the new infusions supposed to grant 5 agony resist as well and the tooltip is just missing the information, or is it intended that you can get the extra magic find / gold find / stat boost without agony resist?
Perhaps this is just me, but when the ready window pops up in FotM, I ALWAYS move it to the bottom left corner right above the chat box. There’s NOTHING there on the UI, and it’s quite annoying having a giant box blocking the middle of my screen at the end of each fractal. Would it be so hard to make the box pop up in that small space to the bottom left where there is absolutely nothing to block?
Although, I can see issues with people using lower resolutions…but in the end, I think it would still be better to not limit the view of everyone to click a ready button when they aren’t ready.
1 Necro, and 1 Thief.
Sorry, we didn’t have poison to counter her heals. Thus making the fight impossible with our set up unless we had berserker’s.
I just spent 3 and a half hours doing this path(with no success). We had 2 warriors, 2 guardians, and a mesmer. The entire dungeon was a BREEZE compared to the last boss. It took us only an hour and a half to get to her.
That’s right. We spent TWO HOURS fighting her. And why did we fail? Because not all of us carry around a second set of DPS gear. That’s right, the ONLY way to beat this boss is if your entire party carries around a second set of Berserker’s gear to DPS her down so she can’t heal. The CLOSEST our group got was about 10% hp with 25 stacks of might on the entire party + mesmer time warp. This was ALSO after having used a bug with the wisps where you bring 4 wisps in, let her heal to full and come out of invis herself, and then DPS her down to 50%, and only have to bring one wisp in to break her out of the first stealth.
After she broke the first stealth, we got 25 stacks of might on the entire party, mesmer time warp, and dodged EVERY SINGLE PETRIFICATION she put on us. 10% hp, she stealths. We get the wisps in in reasonable time, and she’s up to ~30% hp. We DPS her for about 20 seconds, down to ~15%….stealth….up to 40% hp….rinse and repeat until she’s back above 50% hp.
This is BEYOND broken to even CONSIDER having your entire party carry an extra set of gear JUST for a single boss. I understand gear checks, but I seriously don’t understand gear checks for multiple sets of gear.
If your QA team really beat this, it was because they could easily switch their gear / traits that they don’t have to earn themselves. People have been complaining for months about this, and nothing has been done about it. I just recently stumbled upon the challenge, and it’s OBVIOUSLY broken.
In the mean time, I guess I’m going to have to invite the very very very very very few people who carry two types of gear on them for this one boss alone, until they decide to fix this.
That’s not true at all, Braxxus. You can have burst damage AND survivabilty. Frenzy is probably the worst ability to take in sPvP, just for the pure fact the CD is too long. In WvW? No complaints. Getting even one person down in WvW can change the tide of battle, and you’ll most likely be there a long time to get that CD off cool down.
In sPvP, though, you just don’t have the time to spare to wait for 60 second cooldowns.
Just as a heads up, if you want to survive longer, toughness will always be better for survivabilty over vitality.
I posted a comment on the youtube video itself, but figure I’d post the same thing here.
“It’s unfortunate that if anyone has any kind of? stun removal, this doesn’t work. Also, leaves you vulnerable for the next 50 seconds until frenzy is back up. It’s unfortunate how this build is just bad in every possible way aside from getting a guaranteed kill every 60 or so seconds.”
I think people should focus more on survivability / versatility rather than pure DPS for a very short amount of time. With this build, no offense to anyone, you’re a one trick pony, and any good player is going to not fall for this.