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Tequatl Feedback [Merged]

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Posted by: RobsterCraws.6405

RobsterCraws.6405

How in the world did y’all convince all the guardians who has that trait to change it? Y’all must of been very persuasive. I’ve never seen anybody convince a whole map to do something like that before.

I saw it last night. All the guardians retraited and used hammers. I was whirling for over 200,000 damage. We finished with 13:43 on left. Once people knew they could be done in seconds, it was a no brainer.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

The “get good” crowd is missing the point. With the guardian bug, you have no idea if it’s your strategy or simply how many guardians are on the map. So stop telling us your magic formula for success because at the moment it’s most likely the guardian bug.

Last night all the guardians retraited as symbolic avenger builds and I was whirling for over 200,000 damage. We finished with 13:43 left. This has NOTHING to do with skill or strategy so stop saying it does. Until they fix this exploit skill/strategy means nothing.

This Mobility Nerf...

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Posted by: RobsterCraws.6405

RobsterCraws.6405

Can someone explain exactly what happened? All I know is my guardians is suddenly slower than everyone around me.

New Teq strategy

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Posted by: RobsterCraws.6405

RobsterCraws.6405

This is a “new” strategy? Did I time travel?

The difference is that in the previous map the zerg had options. There was a lot of ranged attacks and dodging. The difference is that the option to range and dodge is gone.

Do not dodge. Simply stand still at all cost. That is very different than what used to happen.

New Teq strategy

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Posted by: RobsterCraws.6405

RobsterCraws.6405

That has always been the organized teq strategy. Though, its still important to dodge.

And no, in my TTS map there was no dodging either. Just stand still.

New Teq strategy

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Posted by: RobsterCraws.6405

RobsterCraws.6405

That has always been the organized teq strategy.

No, people could choose to be ranged and we’d still win. That is no longer viable. That’s the difference.

New Teq strategy

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Posted by: RobsterCraws.6405

RobsterCraws.6405

There’s already a thread for whether you like/dislike the new Teq. This thread is to discuss winning strategies so please keep like/dislike discussions to the other thread.

After several attempts the difference between winning and failing seems pretty clear. Besides the usual defense…

1. Everyone in the zerg stack under Teqs head (crit spot) and melee.
2. Revive downed and wp if dead.

Voila. That’s it. No more ranged attacks, no more dodging, no nothing. Just stand in one spot. Just like how it’s done in dungeon stack spots.

We had a very tight stack in a TTS map and finished with nearly 7 minutes left. If everyone in the map knows to do this, you’ll win. If not, you’ll lose. So spread the word.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

And about the silent majority… while no one can speak for everyone, from just looking around we know that 90% of the players don’t have legendaries, spinal backpacks and full ascended sets with different stats to swap out for different purposes.

While I have all this stuff, it’s unreasonable to expect everyone to put in this kind of time/effort just to be able to play mid-level content.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

This thread just reads to me as ‘I am bad at this game and do not want to improve, thus these changes upset me.’

People who keep saying this just don’t get it. GW is an MMO, not a first person shooter.

No matter how good you are, you don’t do it alone. I AM advanced (legendary, ascended gear, etc) and know exactly what to do but I cannot do it by myself.

As others have put it, all the knowledge, experience and gear is for nothing. A Teq win has become luck.

Luck that you got put in a map with the right people.
Luck that they don’t quit after 2 minutes.

These are issues beyond out control. Improving your gear or skills does nothing to solve this problem.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

Frankly, I get offended when a veteran player asks for another hard boss, and everyone attacks him.

As I said, I’m 100% behind adding harder bosses or content. But add new content. Don’t take it away at the expense of mid-level content.

This isn’t a zero-sum game, where your gain must come at other people’s loss. You can add new content without messing up someone else’s lower-level content.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

If a boss is too hard for you, don’t do it! Go back, improve your equipment, build, etc. Find a group. Learn the mechanics. Try again when you are better prepared.

You’re missing the point. I do have everything (legendary weapon, ascended gear, scholar runes, etc) and am well versed in all the mechanics but I can’t do it alone and neither can you. It requires a community.

The problem is that this is undermining the community.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

However, it’s the hardcore, dedicated players who drive the long-term life of the game.

90% of the time no one is there because it doesn’t spawn all the time. It spawns at a specific time each day,

2 points…
1. I’m 100% behind making more content for hardcore. But there must be different level content for every level. Teq is not hardcore content. It’s mid-level content. Thinking everything must be either newbie or hardcore is the problem here.

Hardcore players indeed gives a game life but the average player pays the bills. Keeping both satisfied is absolutely essential. And that required tiered content.

2. I’m fully aware of the timer. Try going to TT at the right time and count how often there’s no one there. I’m guessing the majority of the time.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

without challenge (i.e. content unplayable to the average player), an MMO will lose players faster than if it consistently deferred to the average player.

You’re absolutely right but it needs challenges for ALL level players. Our disagreement is that everyone’s lumping all the challenges into one. Either its for newbie or elites. Teq is neither, it’s the mid-level challenge for the average. It’s so level 80 players can get together, do a little coordinating and gain a sense of accomplishment in about 30-45 minutes.

I’m 100% for making more challenges for veterans but the mistake is thinking that Teq is meant for veterans. It’s not. That’s the core of the disagreement.

Teq, Triple Trouble, and Dungeons

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Posted by: RobsterCraws.6405

RobsterCraws.6405

An MMO lives and dies by how well it attracts the average gamer, not the small group of elitists. When content becomes unplayable to the average player, this is a problem with the structure of the game itself, not the player.

If a full, well-organized map can’t reliably win, this leads to the downward spiral that we see with Triple Trouble where people don’t even bother any more.

I WANT to play TT but I can’t because 90% of the time, there’s no one there. And that other 10% fails. There is absolutely nothing that I, as an individual, can do to remedy this. Anet has to fix this. Teq will quickly become this if faith isn’t restored quickly.

Tequatl Feedback [Merged]

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Posted by: RobsterCraws.6405

RobsterCraws.6405

THE question Anet needs to ask is what function Teq serves for the GW community. It’s so that mid-level players can get together, do a little coordinating and have fun. It’s mid-range content, not just for elites but not for newbies either.

If a full, well-organized map can’t reliably win, then they have failed. The inevitable conclusion is that people will abandon Teq like they have Triple Trouble. Already people are quitting in 3 minutes into a Teq fight because they don’t think they’ll win. If this isn’t fixed asap, players won’t even bother.

Tequatl Feedback [Merged]

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Posted by: RobsterCraws.6405

RobsterCraws.6405

Turning Teq into hardcore content misses the point completely. It’s mid-level content. Not for newbies but not for hardcore. It’s so that semi-hardcore/semi-casual players (i.e. most GW2 players) can hop on for 30 minutes and with a little coordination and planning with other GW players achieve a fun feeling of accomplishment.

This guts the soul of what makes GW2 popular… good content for all level of players, casual, mid-level, and hardcore.

Tequatl Feedback [Merged]

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Posted by: RobsterCraws.6405

RobsterCraws.6405

You make a really great point.

The problem is that the other posts I’ve seen are all by hardcore players. But their opinions shouldn’t drown out regular players just because they’re the ones who normally take to the forums. Anet needs to know how regular players aren’t happy.

Tequatl Feedback [Merged]

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Posted by: RobsterCraws.6405

RobsterCraws.6405

Also, the newest problem… people are leaving halfway through. Failure’s become a self-fulfilling prophesy just like Triple trouble.

If people aren’t confident they’ll win, there’s no reason to waste 15 minutes. This ensures it’ll fail.

Tequatl Feedback [Merged]

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Posted by: RobsterCraws.6405

RobsterCraws.6405

If I wanted to experience failure, I can get that in real life. GW2 is escapism.

Daily Teq is the backbone of the game for semi-hardcore gamers. We log in, spend 45 minutes then leave with a sense of accomplishment. Escapism at its finest.

I’ve tried the buffed Teq twice and lost miserably both times despite being well organized the second time. Sure, make content for hardcore players (fractals, Triple trouble, etc) but lumping Teq into that is a huge mistake. It is mid-range content, not for newbies but not hardcore either. It achieves that perfect balance… or at least it did before last night’s patch.

MMOs survive on semi-hardcore/semi-casual players like me. If we can’t count on the daily Teq kill, this guts the game for the biggest share of your target audience. So please fix Tequatl asap so I can go back to enjoying the game.

(edited by Moderator)