(edited by incandescence.6784)
Showing Posts For incandescence.6784:
WvW titles are (almost) literally impossible to get. If anyone really got 250,000 kills in WvW already, I call shenanigans. Although I don’t play in T1, maybe there with the humongoginormous zerg balls rolling around it is possible to get orders of magnitude more kills than what is the case in WvW for most servers.
The question you should be asking is: why are so kitten many of the titles possible in this game based on things people did in GW1? There should be like one title from GW1, and that is generous. Life moves forward, folks, this is a new game.
https://forum-en.gw2archive.eu/forum/wuv/wuv/World-First-250k-Kills-Ultimate-Dominator
There you go
Thank you for linking that. It really is a different world in more populated WvW servers. I think a lot about switching. In most GW2 servers that amount of kills is beyond implausible.
10/15/15/15/15 traps thief using that thief hound skill for elite? :P
Sorry, freelnacecoma, didn’t mean to be rude. Thanks for clarifying where you are coming from. I’m sure plenty of people would like to see your build, although probably at least half of those only want to see it so they can tell you everything that is “wrong” (in their eyes) with it.
These theorycrafting threads get really old where someone says, “Oooh, it’s broken, look at my maths!”
If it’s so broken why don’t you make this character and go dominate PvP completely, then post video(s), then maybe someone will believe you are right. But don’t worry, I won’t hold my breath waiting to see you ranked number one on the charts….
Even then, what do you mean .5 second larcenous strike is too short for people to hit you, is this a joke? You are doing no damage, they will spam all kinds of crap at you and will ALWAYS hit you in that .five seconds, someone good will hit you with interrupts, knock downs, etc.
This is a serious question everyone. As such, I hope you answer it truthfully.
I have in my knowledge, a viable dps build for pve. This build has likely not been seen by you before however you likely know where im going with this if you’ve seen my post before this one.
Why am I asking this? Because truthfully, I WANT to share my knowledge. But only if you want to hear it. If you all dont care I wont take the time to go into vast detail about what I use, and why I use it.
Now then, I am more than happy to teach you all about my build. I hope you are interested, and will let me know you are somehow. Ty for your time. Gl and hf out there.
Do I want to hear about it? No. It sounds boring to me, actually.
Here! Here! It is ridiculous with this kind of dungeon content that the whole party should be kicked because the person who first entered the dungeon leaves.
I was in a group and it was our first run of this dungeon and we were fighting Clockheart for a long time in one battle, 10-15 minutes at least, we had him down to like 1% health left, only a few more hits, then suddenly he did this super amazing attack that seemed to cover the whole map and killed all five of us in the party. It was like his super shield attack where he pounds the ground, except seemed to be much more powerful and (like I said) to cover the whole map. Obviously, after a battle that long, we had gone through the super shield attack many times and this was a shocker when our whole party was instantly dead and just short of victory too.
Then I read a comment on Dulfy someone posted that Clockheart has a secret timer and will do this super attack to wipe everyone out if you take too long in the fight.
Can anyone confirm if this is true or not, or if you have experienced the same thing?
(continued)
From the video:
“Your goal as a designer is to get the player so invested, so engaged that they want to beat this game even though it’s difficult. You don’t want to simply set something before them that causes them to walk away because they hit a challenge which is too tough, too early.”
Look with Twilight Invasion content and how many people rage quit from that dungeon. If it was fun, people wouldn’t rage quit, because it’s fun. They might have to take a break, but they would want to come back later. Playing the game should be fun in and of itself, not only winning at it. Punishing content is only fun when you win, difficult+fun content is fun even if you lose.
(edited by incandescence.6784)
^ So do you think that video should be used to justify what the OP is saying?
The new twilight arbor is probably the best dungeon to date by Anet. What exactly does that dungeon being too hard have anything to do with being too punishing.
If you watch the video, and see the basic points that distinguish difficult content from punishing content:
1) consistency of rules; Anet has a huge problem with this one and Twilight Arbor is no exception. For example, one of the bosses does a spinning blade attack, throught the game many monsters and players have spinning blade attack like this, but his spinning blade attack unlike all others has knockback. This obviously was decided to be necessary because without knockback his spinning blade attack is too easy to deal with, so instead of doing anything interesting/creative with the mechanics they add a knockback to this guy’s spinning blade attack, it’s arbitrary and unpredictable. This is almost exactly identical to the example described in the video of a “rage quite moment”. Just one example from this dungeon. If you look at other recent content updates such as Tequatl: cannot be crit, lol. Mechanics of new content and bosses seem are very arbitrary and don’t have an in-world consistency.
Another example of this that happened to my group, but I don’t see comments from others so I thought this was normal and maybe it was some weird abberation: When we got the final boss in Twilight Invasion down to ~1% health left, he did that three ground pound attack, but instead of having normal radius and damage it suddenly covered the whole map and instantly killed all five of us even though we were spread all over the map and had all survived this attack easily many times. Same animation, same attack by all appearances… it’s an unexpected breaking of the rules and caused most of the party to rage quit even though we had no problem working our way through the dungeon up until then and weren’t that bothered about it. Since I haven’t read of any others experiencing this mechanic, I am now wondering if it was some anomaly or bug, but anyways….
Quote from the video: “The harder your game is, the less you can mysteriously change your rules on the fly.” This also applies to the content, the harder the dungeon is the less content should just be arbitrary, unintuitive game mechanics that create an artificial and not fun kind of difficulty. This is why many people have complained about cheap and gimmicky game mechanics in recent updates (such as gauntlets in Queen Jubilee).
2) Giving the player enough tools to work with, allow the player outlets to solve problems in varied and creative ways; Does Twilight Invasion do this, or are all the bosses one trick ponies with gimmick mechanics like giant AOE knockback wave unless you kite enemy npc into boss and kill it on top of him (one of the most gimmicky game mechancs I have ever seen, makes a lot of sense, lol. at least Tequatl scales you take down with guns that have been special designed by the in-game characters for fighting Tequatl, but apparently anet devs love scales now so they just make up any ridiculous, arbitrary game mechanic having to do with raising and lowering scales and super attacks. Oh, but that does bring me to another point about recent content and breaking the rules: tequatl, scales, you can stand there and wail on him forever but for some reason he is mysteriously invincible when bone wall is up, this makes no sense at all from an in-world perspective, a proper game design would make it so he does something that is a knockback and bone wall blocks you from damaging him, not you stand on top of Tequatl whaling on him but he is magically invincible because bone wall raised in front of him even though you are behind bone wall; and as far as Tequatl, how about giving players tools to work with to solve problems in different and creative ways…. I only have seen one strategy for the fight so far that any server has used to beat him??? On to point 3 from the video….
3) Telegraphing: players needs to have the ability to make informed decisions about the game, even if they are split second ones, otherwise they aren’t really making a choice just stuck with whatever random crap they happen to stumble into and learning how to win through mindless trial and error; —> Twilight Invasion almost all the difficult boss mechanics are just arbitrary, unpredictable things that don’t have much rhyme or reason and you have to figure out through trial and error, this is the epitome of uninformed choice. Take final boss scales for example, there is no hint about this and his magic super move, it’s something you have to figure out through trial and error or reading a game guide, that’s all.
Forum bugged out with 502 error when i posted this; please delete the clone topics, sorry.
(edited by incandescence.6784)
I just wanted to throw this video out there, because it succinctly describes many of the reasons why Anet’s recent content additions (such as Twilight Invasion) have not been much fun:
I just wanted to throw this video out there, because it succinctly describes many of the reasons why Anet’s recent content additions (such as Twilight Invasion) have not been much fun:
I just wanted to throw this video out there, because it succinctly describes many of the reasons why Anet’s recent content additions (such as Twilight Invasion) have not been much fun:
Anubis, they were being sarcastic in regards to champions lol
I actually do think having a lot of champions and PvE farming content roaming around WvW would make it more fun. Or, in another way, put WvW content into the open world. The best farming/loot area should also be an open PvP area (of some kind), I always have liked it when games were like this, there is high danger but high reward.
If WvW also had great PvE content it would be awesome. As was suggested above, though, the reason they don’t do this may simply be technological limitations.
Yesterday in my server’s imbalanced server match, the population dominant server of the three was holding 95%+ of all four WvW maps, and we weren’t making any headway when we would try to ninja in and take anything from them, so a bunch of us just went and started fighting the Arboreal Forest Champion (whatever it’s called), then their huge zerg rolled up on us and killed us all really fast. Then the zerg started killing the Arboreal Champion, but I wanted the loot and to be in on the kill, so I ran back and used stealth to hang out around their zerg, then when Champion was almost dead I jumped in throwing daggerstorm everywhere (actually, clusterbomb would have been smarter) and got my kill hits in on forest champion before the zerg killed me, haha, then I ran back again and got the loot chests.
Point being: the Arboreal Champion aspect of the PvP encounter did add spice to it and make it interesting.
Would probably happen a lot more often if they had color differentiation for the enemy names depending on which server they are on. One enemy server’s names red, other enemy server’s names orange, for example.
I thought it was cool at first, but nobody goes there so it is boring to be there. It would be fun to set up on cannon and set up some seige and defend them, but you will just sit there for hours with nothing to do; anyone that does come by and get stomped will just avoid the node you are on and it won’t benefit anything anyway. If you have 3 people per node to defend three nodes then that would be fun, but that nine man team could have done a lot of more useful things and will still just get rolled whenever a zerg comes through and decides to spend 3-5 minutes and take the bloodlust nodes.
And I still think the bloodlust buff is lame in principle, but overall what is in the middle of the borderlands now is still an improvement over the krait lake imo.
Wouldn’t it be sweet if they introduced a shedload of champions into WvW and it made into the best place in the game for champion farm and loot (but keep everything that is already part of WvW, too). This would bring in tons of PvE guys and be ridiculous chaos and fun. Farm trains would be running up against enemy farm trains and stuff. Seige being built and used for PvE in WvW. mmhmmm
WvW titles are (almost) literally impossible to get. If anyone really got 250,000 kills in WvW already, I call shenanigans. Although I don’t play in T1, maybe there with the humongoginormous zerg balls rolling around it is possible to get orders of magnitude more kills than what is the case in WvW for most servers.
The question you should be asking is: why are so kitten many of the titles possible in this game based on things people did in GW1? There should be like one title from GW1, and that is generous. Life moves forward, folks, this is a new game.
Ya, the event can totally fail and you still get the achieve. You could even organize a bunch of people to just do turrets and ignore teq completely if you wanted. Just let the bone wall set there and you don’t have to worry about him.
But I think it is bugged and inconsistent whether you get it or not, as nearly all the achieves associated with this event seem to be.
I guess I should have said a title of “Super Serious Idea” so that you guys would know this is serious discussion and not a joke. You really don’t think there is too many legendaries in the game now? My legendaries don’t make me special anymore, that’s all. We need a true elite gear in this game.
I run peach tarts at all times, lol, but I was thinking of changing up to food with more utility. I likes the shinies!
What food do you, personally, usually run with in WvW, and what foods do you think are the best for it?
Very nice work, ty. I will watch more.
It is true, but there are many traits like this that are a joke, so this one is not particularly glaring. It’s not a good trait, don’t use it, that’s all.
Join TTS3 (see forums) or the European equivalent. This is the only way to have much chance to beat Tequatl. This content was extremely poorly designed, because you basically have to have a full map of active participants to win, so unless you are in a guild that takes an empty overflow and fills it with people who want to kill Tequatl, then you have no chance. Suppose your server has 20 or 30 players in Sparkfly Fen that are just doing quests and leveling their characters and aren’t participating in Teq battle, well no matter what the rest of you do you will lose, oopsie!
So join one of the Tequatl slaying guilds or get used to always failing at this event. My home server beats him about 50% of the time right after the reset. Do you think it is worth the waiting around 2-3 hours with afk etc so you can actually be on the map for the fight, and then only have 50% chance to beat it? No. Teq slaying guilds still have the same problems with long waits in map ahead of time because of overflow BS etc, but you will almost always kill him if there is an active attempt going and you get into the map.
I don’t know why they designed content that their servers can’t handle. The main “difficulty” of Tequatl, is that the server cannot support the number of people who want to kill him and that he would naturally require. It is like trying to do Fractal but you are limited to only 3 players instead of 5, then the content suddenly becomes “difficult” haha.
But the Teq fight is fun, I like the design of it, but not the way it is scaled past what their actual server capacity is, lol. It’s like they have smart designers and morons making the final calls on stuff, like you see a Hollywood movie where there are many cool scenes and effects, many talented people did their best efforts on it, but it is ruined because there is some less intelligent executive making moronic top level decisions that spoil all the great work of those producing the content.
Anywhose……….
just like its common knowledge that pow/prec/crit % are the only stats that matter in pve
Then why are you advocating kitten ruby orbs?
What? I really dont understand what do you want to say oO?
Ruby Orbs = pow/prec/crit% but you cant know that if you dont even play gw2Maybe you should of read everything I posted instead of just the first sentence if you wanted to understand what I am saying…
just like its common knowledge that pow/prec/crit % are the only stats that matter in pve
Then why are you advocating kitten ruby orbs?
As I said earlier… If you never get hit Scholar runes are vastly superior… and if you do get hit well, ya, youre gonna have some defensive stats and Divinity runes 4tw.And if you even come back as a PVE carebear and say Scholar is expensive, Im going to mock you forever.
im advocating ruby orbs because theyre dirt cheap and the best stat combination next to scholars and when your like me and have over 40 sets of armor between all your characters putting 15g of runes on every set is ridiculous
Why would you have 40 sets of armor and use them all only for Direct Physical damage?
Maybe you should take a page from what I do, and learn the math behind the game, then build the optimal set of gear for each circumstance and not have ineffective useless sets of armor. Unless youre saying you have 40 characters, which I dont believe for a second. My way only requires 3 sets of berserker/soldier armor and 9 scholar runes and 9 divinity runes… And I know my sets are the most effective possible too, and I can prove it with math.
Divinity runes: Complete soldier set, berserker gloves, shoes, shoulders.
Scholar runes: Complete berserker set, soldiers body, legs, hat.Mix and match complete rune sets for purposes as needed.
no I have 7 80s currently but have leveled 12 to 80
and@incandescence … you could achieve much higher damage and better survivability with valkyrie or possibly soldiers
I played with different options (like Soldier’s and Zerger) in sPvP, which I think is the most accurate way to judge; and I kick a lot more butt with celestial. Just saying. For those that think it is crap, play with it in sPvP and actually see for yourself before making a conclusion based on judgment from theory. Almost everyone that says celestial is crap has not actually run with it.
Very excellent idea!
Had another suggestion, or tip, that even many experienced Teq slayers do not seem to understand:
If you stand east of Tequatl, there is a little island there, if you stand just in the water off the island and range dps his paw you cannot be hit with waves. This is just barely within the 900 distance, so all ranged can work from here. This is the place where the zerg should stack, but it rarely does so. The one argument against it that I have heard is that if you stand on the island itself you do not get hit with whirlpool… but I have seen whirlpool take down people on the island, so I don’t think that’s any difference.
Especially for the first 25% (when whirlpool is mostly not an issue), if the zerg just stack on this spot, nobody has to worry about the waves, everyone just stands there and dps him down quickly. It also puts you a little farther to the edge of the bone fingers circle around Teq so it is slightly less poison you have to deal with.
Still not fixed, huh?
Celestial gear is highly underrated. I run celestial in PvP (and also WvW) and kick kitten . You can run this gear with thief and still DPS higher than most other character classes. I know there are hundreds of thief players who post in these forums who have never died and will never die, they have invincible characters and always win in every fight; but for those of us who play in “reality”, survivability is an actual issue for thief, if you go glass cannon you die so easy, especially in PvE where so many things can instagib you if you don’t get your hp up, and mobs will have channeled skills that hit you while you are in stealth, some bosses can see you through your stealth, etc.
This is a very simple topic, I was brought here after being inspired by a reddit article asking for there to be a limitation on trial members ability to spend supply points. There are people who create trial accounts solely for the purpose of griefing other servers by building enormous amounts of useless siege, typically batter rams inside of a friendly keep. The suggestion is to prevent trial members from placing or building siege, but this is a whole different problem that is not the point of my topic.
Why are full accounts allowed to grief in wvw without repercussions? I play on Blackgate, and if you play wvw on Blackgate, there is a name that you know.
[mod edit: name removed]
He is the most dedicated griefer I have ever seen in any videogame. I have caught him building 200 flame rams inside of our own garrison, draining it of supply. He follows around other commanders, constantly placing ballistas around where we are trying to build catas or rams, making it impossible to access. He even has paid for a commander tag, and leads pugs to useless locations, and I have even seen him lead people off of a cliff.
He has been reported thousands of times, I literally don’t know anyone who plays the game and hasn’t reported him at least a few times, and I just saw him playing yesterday, doing what he always does: griefing. Why should season 1 matter if griefers are never held accountable?
If season 1 is supposed to be the serious turning point of wvw, why is this guy still around? Just please ban him from wvw, I do not care what he does in pve or spvp, but the man is a menace to Blackgate wvw efforts. Again, if you play BG wvw, you know who this guy is, he is very blatant about his work. I’m just wondering why absolutely no action has been taken against him with so many user reports, some with screenshot evidence to his doings.
Edit: Moderator removed the name, but you know exactly who I’m talking about.
Haha, this had me lmao. Why was the name redacted? It sounds like this legendary troll deserves his well hard won reputation! lol
There seems to be a toxic environment at anet headquarters. To tell paying customers “You are screwing up MY game.” reveals a very backwards attitude from a supposed professional, but probably reflects internal company culture (it jives with a lot of other things I have seen coming from Anet employees).
They need to combine some servers. I guess they don’t do that, because it would sound like their game is not being successful….. :/
Or, instead of invoking all kinds of ridiculous conspiracy theories, you could actually take the time to learn about modern random number generators, realize that only really old games used RNG’s that were so weak as to be game-able, understand that the developers aren’t out to get anyone because that would be defeating their goal of getting people to like their game, and take a course in statistics and realize that given the sheer number of people playing the game it is entirely expected that there are players who have not had a single exotic drop and other who have had 30 of them drop.
Have you people not heard of a normal distribution?! Just look at it some time. The people in the middle are the people experiencing the average rate of some event, but there are still outliers at both ends in the 0.001 percentile and people up in the 99.999 percentile. Just due to random chance and the size of the sample set, there will be people who get shafted and people who win the lottery just due to random chance even over the course of many hours played per person.
Say it with me now:
Random is Random!
If you need some one to blame, blame the universe and its physical laws for being or seeming probabilistic instead of fixed and determinate.
This is what I call the “sucker’s argument”. It is like the guy at a poker game and one guy gets Royal Flush five times in a row, and the sucker is like, “Oh my gosh, I can’t believe I am witnessing such incredible probability actually happening!”
He thinks he is smart, because he knows what the probability is. But he is actually stupid, because he doesn’t realize that when something that improbable happens it is much more likely that the game is rigged than that it just happened by random chance. Similarly, some people have won more than $1million in the lottery on more than one occasion. One such woman that I have read about happened to have a PhD in mathematics and was an expert in RNG programming (and the lottery she won used an electronic system to choose it’s numbers, it was some kind of scratch it system). They reprogrammed their RNG system after she won the second time.
But a sucker would say, “WOW, that is amazing that she won two times, what incredible luck and I should bend down and kiss the ground in thankfullness that I got to witness something in my lifetime when the odds of it happening to a single person were one in a trillion and the world will probably not see another example of such incredible luck in 1,000 years.”
I’m just making up numbers there of course, but the important point is that most of us have played many different games with rare loot drops based on RNG and this is the only game that I (and apparently most others) have seen where players consistently complain that the RNG is broken and not actually random. To not suspect something is messed up in the RNG programming in such a case is foolish.
Maybe if you have less than an educated layperson’s knowledge of programming and RNG you might not realize that there are many pitfall’s, difficulties, and intricacies when it comes to generating truly random numbers with computer systems and that it is easy for programmers to get it wrong or throw an accidental monkey wrench into the system (as was already described by others earlier in this thread)….
(edited by incandescence.6784)
…to the Champion Risen Quaggan.
It one-shotted my kitten to the ground in one fell dunk, snatches of Space Jam echoing as my devoted booty hit the floor.
It then opened its maw and fired the spookiest of lasers everywhere, destroying the batteries, vaporizing the megalaser and sheering off one of Tequisha’s wings (which it later devoured), all while sloshing miscellaneous juices onto my robes and heralding itself as the antiQuag cometh.
Anet, I demand you nerf this heresy into the ground so deep that not even Primordus can feel its wrongness. I play this game to have fun, not to be mocked for my beliefs, and this is an openhanded insult not only to me, but to the tens of thousands of your loyal players who share my religion. Thank you.
Haha. Nice post, even better pic. Thank you.
I’ve been on servers where like 20+ people jumped the tidal wave and nobody got the supposed achievement. I have jumped it twice, both times perfect jumps over the tidal wave, and did not get the achievement either time. Of course, the Tequatl achievements are buggy as hell anyway (such as power play, lol), so who knows if this one is real or not….
Any tips on how you guys did it so fast?
Also, you don’t have to beat Teq to get Flawless Defense, so you could always try to get a lot of people in the overflow to focus on just protecting the turrets for the achievement if it is going to fail anyway.
Great guide, thank you.
One thing I have noticed on the turrets is that if you spam the skill button it will cause the shot to misfire. The skill will proc, but no shot will go out. So you really have to wait until the cool down is actually over before pressing the skill button again if you want your turret skills to actually fire.
For thief, when Tequatl is in his vulnerable mode, pop haste and daggerstorm for big damage followed by as many point blank clusterbombs as you can manage. Daggerstorm is also nice to have in your zerg if you start having fingers around you or mobs running into the zerg, it will hit Teq and anything around your zerg and is enough to mostly take out a finger by itself.
I think the coordination aspect of this fight is way overstated by most people. If your turrets do a semi-competent job you will win if you have enough people in your dps group. If you don’t have enough people in your dps group you can’t win anyway. And you need about 100 people in your dps group. 80 at a minimum, if you want to win.
It’s really not a coordination thing, when I have seen Teq beaten it wasn’t because the coordination was better than many fail attempts, it was just because there were enough active participants there to make winning possible.
What do you mean by difficult?
In terms of which build has the highest skill ceiling, my impression is it is P/D, those guys do a lot of crazy stuff and have to be on top of their game to get the most out of it, watch a video or two of good p/d thieves.
@Barfoi.9537: I guess you are more like a casual player.
First of all, Let me explain that Engi to you.
This is his build.
http://intothemists.com/calc/?build=VVRw;0B-cPkk0c-3UFx0;9;4J9-T942-5;308B5;0TJ;1J0-hoHAhoHA2VxThis is not really a bunker but more like balanced build. You might not see big number in the video but this build is capable of killing you in 10sec if you don’t do anything about his conditions. This build has almost an unlimited usage which mean he has almost no down time. If you can’t kill him under 15sec he will heal back again and again until you whittle down and die.
Healing Turret: this skill is imbalanced, the best healing skill in the game with no contest.
But this skill is rather hard to use. As you can see in the video you can hardly see him keep the Turret on the ground more than 1 second. Why? Because he pick up back so there is no point in wasting your damage on that because you won’t kill it in time. Why did he pick it up? If you or him destroy that Turret the Healing Turret will go on CD for 20sec but if he pick it up he only have to wait 15sec. And Healing Turret gives him a Water field when he uses it, also removes one condition and gives regeneration. This mean you can combo out of that and get even more heal. With his build he is capable of doing 10k healing from Healing Turret. And you think that is everything? No he still has his F1 healing skill which give Regeneration and Water field. What does that mean? It means he has 2 healing skills with 2 short CD. To put more salt to the wound, Healing Turret alone can out heal you Withdraw.He has over 18k HP and 2.6k Armor. Your Unload only do 8-10k dmg to a player who has no Toughness. To him you will only do about 4-6k dmg with a full Unload but that is not going to happen. He will dodge your obvious Unload attack and at best you will deal about 2-3k dmg per Unload to him. Oh I forgot, his build has an unlimited Vigor and Swiftness.
You may want to say you can dodge his attacks and get the equal ground. The problem is that dodging his atk means nothing since he can just re-spam it again and again as I explain above. And another problem is if you are dodging then you are doing no dmg to him because that is the flaw in P/P and another flaw is P/P attacks are slow like kitten.
IMO, I am not talking for others, using Trickery with P/P is a waste. I tried them I killed alot on the back of my team but when I go to 1 vs 1or2 I have nothing in my kitten nal. All I can do was just spamming Unload till I died.
Great post, you are really good at breaking things down in a clear way.
I never found p/p good for much other than slaughtering scrubs, because they really have a hard time running away from your unload, lol. When I see p/p thief in WvW they are a target to immediately pressure as hard as possible and expect them to die. Can’t honestly remember ever running away from a p/p thief, but like almost any build I am sure there is someone out there who kicks a lot of butt with it.
And p/p is one of the sweetest looking builds in the game, if that does anything for you. Especially if your pistols have that zephyrite skin!
I don’t see the thread about it in game bugs….
But in any event, I think this is a problem. For one thing, from some things I am reading on the forums I have the impression the Dragon loot bags are actually NOT on a daily limit? Can anyone confirm this? It seems like many of us started to think they were on a daily limit because we didn’t get them when we were supposed to, but that might actually be due to this bug…..
Pretty much every time this event happens there are people surprised that they didn’t get the dragon bag they were expecting to get…..
Totally, agree, but I really want to get this achieve now, lol. Next overflow server I am on that gets him barely past 75% with very little time left I am going to try to encourage everyone to do this haha.
Rewards should be at least in the same ballpark as rewards you get for farming. So, for example, if with overflows and all the other crap it takes most players 20+ hours typically to succeed in killing Teq, how much reward do you get if you just went and farmed for 20+ hours? It doesn’t have to be just as much, but it should be at least in the same neighborhood. Should at least acquire in the 100g range of value (which you could surely make from 20 hours of farming Frostgorge) if it is going to take that much time to record a successful win. If Anet did not intend for it to be this hard then they need to get their act together.
Except the content seems to be finetuned for just enough people to trigger overflow. If you don’t, then likely you simply won’t have enough dps to kill him.
This is the fundamental problem. I was in an organized Overflow server of about 90 people fighting Teq — we kept the bone walls down, DPS him the whole time, people that died went to WP and came back, main zerg survived well and buffed well, turrets did their job keeping wall down, cleansing, buffing, and were supported by small groups of defenders….. we got him almost to 50%. Just not enough people, we needed 90 in the zerg not 60. So sad, too bad.
That said, assuming the event is not changed then rewards become the problem. If you have to fill the map to beat the monster then rewards have to be alluring enough to fill the map. Like Scarlet Invasions (although I haven’t seen one of those succeed since the Clockwork Invasion weeks ended)…
Edit: I take it back. Must have just been getting unlucky for a while. People posting their recent salvage rates on ectos convinced me it is still about the same.
(edited by incandescence.6784)
Agree with the OP’s complaints. Don’t really agree with the solutions. (Obviously loot rewards equivalent to farming content would be a minimum if Anet had any serious desire for people to play these events in the future after the novelty wears off).
Anet seem to have designed this event so that you pretty much need a full server working on the boss in order to defeat him. That creates incredible overflow problems and afk people waiting for event to start often makes it impossible for server to beat him. Once people are bored and don’t come en masse, or if there are not enough people because it’s an off hour, then it is an exercise in futility. If you only have 90 people for the fight, might as well go do other things you have no chance. Pretty much you have to queue the server in order to have enough combatants to win, and that is a bad design choice.
For open world PvP, thief is the best. With shortbow AoEs (autoattack and clusterbomb) you can tag everything really easy, daggerstorm even better (albeit 180s cooldown). For Scarlet invasions, for example, you can practically tag every single mob that spawns —> you collect loot like mad. If you want to run around by yourself, thanks to stealth you can get pretty much everywhere without even having to kill any mobs. Daggerstorm and clusterbombs mow down groups of mobs faster than anything any other character has I think.
Ok, I tested this today on a friend’s account who had not completed the Kamma quest yet. To answer my question: Kamma’s experimental weapons cannot quite be used in range of Tequatl, you can almost get there but not quite. You just barely exit the quest zone and the weapons disappear. But the quest zone is within range of the western turret battery, so you could use these experimental weapons to defend the western turrets, and if you have not completed the quest yet I would recommend that! (Note: quest is completed by killing ~25 undead with the experimental weapons, so if you are using the experimental weapon to defend turret battery you will probably complete quest during the Tequatl event, after that you will not be able to acquire the experimental weapons again.)