I managed beat Teq once and it was by a close margin, like 15 seconds on the clock. However, I think the doubled HP would have been okay if they extended a time to at least 20 mins or doubled the rewards. Or if ever, they could have at least increased it by 50% instead of doubling it.
Honestly though, I preferred the Teq prior to all the enhancements. Like, when it was still unbuffed condis and stuff. It was doable, it didn’t require too much mechanics – it was just fine the way it was.
I don’t know, it’s just my opinion really.
This is increasingly what I’m thinking. Before the conditions patch, you needed some organization – full defense groups, no more than a certain percentage of people refusing to waypoint (now that’s a game design failure worth discussing at another time…), turrets that knew how to get rid of stacks and cleanse themselves and the zerg, that sort of thing. It was actually pretty satisfying to be able to get on the map fifteen, thirty minutes early, get defense groups set up, verify the turret operators aren’t idiots, and then beat an encounter with a reward that was no means appropriate for the labor involved but at least didn’t leave you feeling like if you worked hard, you’d wasted your time. It was something people could do to be a little social, work together a bit, and get things done without having to be part of a big guild. After the conditions buff, Tequatl got too easy.
Now it seems entirely overtuned to have the same pre-patch experience. It’s looking increasingly like it’s going to be a serious gamble to defeat the encounter without being part of a large guild or having significant guild presence on the field. If that’s what ArenaNet wants, it would be nice to tell people, because from the way they communicated, that certainly didn’t seem to be what they were going for. It seemed like they were just trying to get things back to where they were before the conditions change. If it’s intended to be harder than it was pre-conditions patch, then they really should just say it. If they intended that the crit spot on bosses not be accessible to ranged/be hard to find/be completely nonfunctional on some bosses, then they really should say that. As it is, it looks like they either don’t care or want to move in a more hardcore “raiding” direction than the game we’ve gotten to know, but don’t want to tell us for some reason. I doubt that either is true… but that’s how it looks, and how it feels for many people.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.