Showing Posts Upvoted By binidj.5734:

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Derek.9021

Derek.9021

This needs an official response that’s more than we’re aware of the issue or its technical limitations.

If it is technical, gives us a timeline or a plan to fix it, or straight up tell us if it’s not going to change. This isn’t one of those issues that should be put on the back-burner. It needs to be addressed and constantly updated on until fixed, like culling.

(edited by Derek.9021)

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Shelledfade.6435

Shelledfade.6435

condition damage has needed a buff since the first day this game came out.

Obviously they don’t feel the need to improve a largely broken aspect of their game, then again they keep breaking it even more by adding in more ascended gear and this new ridiculous raid-boss that belongs in a dungeon and not as a public event.

They are full of fail at the moment and it’s really angering me on why they keep messing the game up, and not fixing it.

People have been asking for condition damage buffs and precursor crafting within the first month of the game yet look how far its gone without a fix.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Knaifhogg.5964

Knaifhogg.5964

Seeing as there’s that silly 25 max bleeding stack on Tequatl (How can this not be redesigned yet?) I decided I might want to defend turrets instead. Well who’d have thought, there are fingers there that are immune to conditions. PvE is so biased it’s not even funny.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Shiren.9532

Shiren.9532

They already address that they can’t increase the condition cap because of the limitation of their servers.

Dpsing teq is purely power builds at the moment.

Then don’t put conditions into your game. If your servers can’t handle a type of combat, don’t implement it in the first place.

It’s the same with ranger pets. They are almost useless for DPSing Tequatl.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Lopez.7369

Lopez.7369

Since this forum is being archived, we are moving the discussion to the main forums: https://forum-en.gw2archive.eu/forum/game/gw2/Condition-Catastrophe/

With the implementation of genuinely difficult content, the neglect of condition builds has hit a breaking point. The Tequatl fight perfectly signifies this in two major ways:

1. Bleed cap is hit almost instantly. I am lucky if I can sustain one or two bleeds throughout the fight.

2. The fingers are completely immune to conditions.

Even against the adds, bleeds are usually close to capped or capped. Admittedly, condition builds do perform better on adds than they do on Tequatl and fingers, but the problem is the same discrimination doesn’t apply to power builds in reverse (i.e., power builds aren’t strong against Tequatl and fingers but weak against other adds).

This just can’t stand anymore. An entire build archetype is effectively useless on world bosses. There is simply no way the bleed cap and content that’s designed for 80 players can coexist.

(edited by Lopez.7369)

Tequatl the Funless

in Tequatl Rising

Posted by: Drakkon.4782

Drakkon.4782

This. Timers are not fun. Only death should be the end. We should be able to keep fighting Tequila until we are all dead, give up, or rally for the win.

The only timer should be a 15/10/5/whatever minute timer on no one attacking Teq. If he isn’t attacked for 15/10/5/whatever minutes, then he should despawn. Otherwise, he should be up until he’s killed.

“People don’t hate Scarlet the way Game of Thrones
fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.

Tequatl the Funless

in Tequatl Rising

Posted by: urzen.7096

urzen.7096

Simply put, maybe this content is not for you. This is hard content and people have been asking for stuff like this for a while.

A world boss, in a level 60 zone is not for me? If that isn’t for everyone, then what is the point of playing GW2? Should I just stick to level 15 Skritt where I belong, and not get in the way of the big shots?

No but it does not seem like the kind of fight that is fun for you, so why do it?
There are many things in the game that I do not like and I just don’t do them.
I don’t care what people think- it is a game I play for fun

I imagine many people are giving up doing it. If nothing changes, there will be no one left as the reward (fun or loot) wont match the grind. People who win it wont do it again. People who cant win it, will go do something else. So much like most of the game, it will be empty.

Path of least resistance.

Sanctum of Rall

Tequatl the Funless

in Tequatl Rising

Posted by: Manuhell.2759

Manuhell.2759

I would like if dead people automatically respawned in a near waypoint (obviously with the normal penalities and costs).
So that i don’t have to see dead people cluttering the terrain and doing nothing at all just because they don’t want to spend a couple silvers.

Tequatl the Funless

in Tequatl Rising

Posted by: rizzo.1079

rizzo.1079

Yeah, I guess events where you have to stand around for hours just to make sure you’re in your home server and have so you can have a tiny chance of winning just aren’t for everyone…

Edit: I guess since any mob in the game can drop lv 80 exotics if you’re lv 80, only lv 80’s should be fighting mobs?

(edited by rizzo.1079)

Tequatl the Funless

in Tequatl Rising

Posted by: rizzo.1079

rizzo.1079

Title is correct, encounter is not fun. Getting thrust into overflows that only get 10% of his life off is not fun. At least the overflows I got put into for Scarlett usually finished the event around 50% of the time.

My favourite boss is now golem mark 2, as you can clearly SEE the fields of death and can dodge out of them.

This. Golem Mk2 was the best redesign so far. Tough but also fun and fair.

Tequatl the Funless

in Tequatl Rising

Posted by: Victory.2879

Victory.2879

Again, the solutions aren’t particularly practical from less ‘hard-core’ players.

Change your entire gear set, foods etc for one boss encounter?

Wait for hours doing nothing so you are co ordinated and have a chance (if the turret guy doesn’t happen to have something to do in RL when the boss actually spawns/isn’t a troll/is clueless/etc)?

Learn to dodge out of invisible circles.

Learn to jump over waves before they reach you, if you can even see them.

Don’t bring any condition using class, you’re a waste of space. Yet more design bias for heavy armor wearing classes with group might stacking/cleansing abilities.

Don’t bother coming if you can’t totally change your build, gears, armor, weapon set (oh, and have ascended weapons and jewellry), remove all your crit stuff, etc etc.

Start camping out at 4am in the morning server time so that there is a chance in hell of getting on the main server 12 hours later, so anyone with a job or that has a RL, forget it, this content is not for you (or join TKS and server hop guest kill it, which kinda defeats the whole object of having the boss in the first place).

I’m not against hard content, we need a lot more of it (especially that can be instanced for solo and small parties). At the moment the game totally lacks any solo mode stuff (like dungeons, fractals, etc where you need to collect drops for armor, ascended stuff, etc), and this leap into needing at least 80 people to complete something just alienates casuals even more.

My favourite boss is now golem mark 2, as you can clearly SEE the fields of death and can dodge out of them.

Having red circles appear and hit you before they even rendered, or have them so you can’t even see them as they are underwater, is just bad design. I like the waves, now that the damage from them has been reduced by half (first time they basically took 90% of your hp off, and knocked you until a red circle to finish you off), but a 4 foot wave shouldn’t take more than 10% off your HP – you could have more frequent waves if you like the mechanic.

Having champs attack the turrets also isn’t particularly good mechanics, as squishies can’t deal with them. Sure, I can switch to my tanky guardian and play with a champ all day, avoiding red circles, but for the casting and ranged medium armor and light armor people these become a headache real fast, again marginalising a lot of classes and builds.

I guess the ‘we want to design a game that YOU play the way YOU want’ mantra is now well and truly dead.

This boss fight could be epic with some changes and some decent scaling for smaller groups to be able to complete it – after the initial couple of weeks there just aren’t going to be that many servers that will still be organising groups and being bored for hours just so they can hopefully get their 10th kill in.

The only thing that attracts a lot of people to it at the moment is the achievement, once that goes will it be worth the waste of RL time?

Victory, Beings Lost On Borderlands (BLOB), SFR & Gandara (inactive)

Tequatl the Funless

in Tequatl Rising

Posted by: abcruziii.9405

abcruziii.9405

Whatever happened to the design philosophy that open world events are easy and fun to jump into if you’re at the appropriate level? With Teq 2.0, you simply can’t jump in. If a level 80 character has to check his build/food/gear before this event, then whatever is a level-appropriate (Level 66) character to do for this particular event?

I personally like challenges, and I will work hard for an achievement if it pokes at me that much (Liadri The Concealing Dark comes to mind – which I did complete thanks to persistence). However, this Teq 2.0 fight which hinges on so many factors outside of one’s control can be very frustrating:

  1. clockwork precision and skill rotation of turret-gunners
  2. gear/skill/focus/competence/food/dps of everyone else at the event

I don’t have problems with food, gear, survivability or dps for this event. Neither is dodge-rolling through or jumping over the shockwave too much of a hassle for me.

  • If the winning solution involves stacking in one spot (or in one tight, general area), then how successful was the design goal of removing monotony and getting players to move more?
  • If the winning solution involves level 80 chars, exotic (and/or better) gears, and specific builds, why is this event not set in an appropriate level-80 area?
  • If the winning solution involves smart use of turrets, can everyone please get them? (This question’s worth a shot!)

Tequatl the Funless

in Tequatl Rising

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

Judging from your post only, you seem to not fully understand the encounter mechanics yet.

That aside and even once you do, this content is probably not for you because it sounds like you prefer lone-wolfing, while this encounter is a team effort.

The problem with outlining concerns on this forum is that you often have to address the many, “You need to learn how to play” responses that are sure to follow. The problem with this overly dismissive and often fallacious argument is that most players who take the time to write out there criticisms, are often quite aware of what needs to be done.

I understand the concept here. I understand that big red circles, mean poison. Poison, equals death. To avoid death, avoid the poison.

The issue is, as I have stated above, I am relying on a lot of factors to go right (for 15 minutes) for me to stay alive long enough to participate in the battle. For example, when I am not dodging overlapping, super quick killing, often invisible AoE circles (That I am waiting for someone on a turret to clear), I am dodging “fingers”, mobs, waves, projectiles, Tequatl, etc.

I could probably handle most of these with my top level 80 armour, but the problem is that most of the things trying to kill me are scaled up so high, I often don’t have time to even react.

I go down, and I now must WP and run back to the fight, often finding myself dead again. The more times you die, the more your gear is damaged. The more it’s damaged the more it costs, or the more you die.

Needless to say, I get the mechanics. There is nothing inherently difficult in what is going on from a gameplay perspective. I just can’t stand mechanics that overly punish players to the point they’re not even playing.

As for the idea that it should be punishing. I wholeheartedly disagree. Chess can be a challenging game, but you don’t have to jam your hand with a hammer after every move. “Punishing” is simply an excuse to not create interesting or fair mechanics. The idea is that it “feels” hard because you’re aware of how often you’re dying.

Is it “hard” to dodge out of an AoE circle? Not particularly…. Is it hard to dodge out of an AoE circle twice, or more, while taking 25% – 75% damage in every one? Yes…it’s beyond ridiculous.

I have had enough from Overflow!

in Tequatl Rising

Posted by: Solid Gold.9310

Solid Gold.9310

I can’t get away from overflow even in my home server, whatever time I go to sparkfly I’m stuck in crummy overflow.

People are just camping in the non-overflow servers forever.

Jumping puzzles, love them or hate them, I hate them. Thread killer.

Tequatl the Funless

in Tequatl Rising

Posted by: Stx.4857

Stx.4857

1) Uh, no. If you are dying repeatedly, there are multiple ways you can fix that. Does your gear have toughness/vitality? The best gear for this fight is Power/Toughness/Vitality, since you cannot crit him. This gives you plenty of effective health to survive poison for long periods of time, easily survive wave damage, and gives you plenty of time to heal/dodge.

2) Agreed. Thats one of the reasons this event should have been in a raid instance. You cant expect a group of random players to defeat this boss, aint gonna happen.

3) The timer is only there to make it harder to kill him, it serves no other purpose. Lazy design.

4) Agreed.

2x 80 Necro, 80 Ranger, 80 Thief

Tequatl the Funless

in Tequatl Rising

Posted by: Ok I Did It.2854

Ok I Did It.2854

I love all these comments about, it should be punishing, and, at last a worthy event, yadda yudda, its BS,

I love the idea behind an event is hard, and takes time to learn, what I CANNOT stand, is the fact it fails time and time again because of people who jump in the dam turrets ( WHICH ARE NEEDED TO WIN) and then decide oh ill go AFK for an hour now, hope no one will mind,

We just failed teq, 2 of the people in turrets where afk, 2 more where firing the turrets in the total wrong direct, it took 12 minutes to get teq down to 75%

Clearly when this event was designed and apparently tested ( I use that term openly ) everyone on there test server was active, I guess they never thought for 1 moment that in the open world there might, just might be clueless people, people who love to afk, or people who love to troll ( IE, firing the turrets the wrong way )

So far the only way to really beat him, is to get a group together a good hour before the event spawns, go down to teq ( on the primary server ) and wait, because if you leave it nearer the time, you can bet that the afk’s are already waiting in the turrets.

I understand your comment about if you don’t like it then don’t do it, but fact is they decided to link rewards to this event that CAN ONLY be gotten if you take part in the event, but the event can be failed before it starts….. it needs addressing.

Tequatl the Funless

in Tequatl Rising

Posted by: Frotee.2634

Frotee.2634

I believe the majority of complaints don’t stem from ‘this is too hard for me, make it easier’, but from ’I’d like to succeed at this hard content, but my success depends on what 79 other random people are doing’.

I don’t want raids in GW2 (or at all, really), but I can see why people think this encounter should be raid content. The fight definitely requires coordination, and I just don’t see how you can realistically achieve that with 80 random people on an overflow server :/
Yes, I know he has been beaten by several servers. But if your server/overflow lacks competent commanders (or vocal people in the chat), you just don’t stand a chance – and that’s quite frustrating.

Polka will never die

Tequatl the Funless

in Tequatl Rising

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

After having a few goes at Tequatl 2.0, I have to say that for me, this is one of the most frustrating updates to this game. The following are my reasons.

1. Deaths from….everything!

ANet, I don’t know how to stress this enough. Spending more time dead, than fighting is frustrating, and excitement draining experience.

There is simply no need for poison pools/enemies to drain heath at a rate that verges on instant death. This adds nothing at all to the fight other than frustration.

Before people start up with the, “Learn to dodge” arguments. I only have so many dodges. In addition, many times the AoE circles are overlapping, hidden by water/FX, or simply larger than they appear on screen.

ANet, I understand that you’re trying this new idea where you’re trying to encourage players to move around, opposed to standing in one place auto attacking, but there is a difference between getting us moving, and getting us contently killed.

2. Player Interaction

When players are frustrated, they start taking it out on others. The Teq 2.0 fight is bringing out the worst in players. People are shouting, insulting, abusing others, and even going so far as to avoid reviving people.

When a game is designed in a way that causes so much frustration, something needs to be looked at. This is a video game, we’re all here to have fun. If the task at hand is frustrating to the point where players are lashing out, then something is wrong.

3. Timers and Persistance

Lets be honest here. This boss fight plays out like a sitcom episode. Player are now understanding that if the timer is at a certain point, and the dragon health is at a certain point…it’s a total bust.

Players stop caring, they stop trying, and they start leaving.

When players band together to beat a world boss, they want to feel like at any time the tide will turn and something will start going right. They want to feel like if they can get a few players to cooperate, it may sway things in their favour.

Teq 2.0 has none of that. You know in the first 5 minutes if it’s worth trying or not. The only reason many are even sticking around is because there is a “boss daily” that they need.

Timers do not encourage players to push on and get er dun!

4. Achievements

ANet….you have forums, use them! Players have been saying for months that achievements that rely on groups of people doing everything right, are ridiculous. Not everyone has the same goals, and not everyone cares if they win or lose. Relying on everyone else to care that I get my achievements will never work.

You have to start listening. Let ME achieve something, they are MY achievements, not Captain Spanky’s and Sally Supercools’ I’m fighting with.


Look, I get what you’re trying to do with these boss fights. I appreciate that you’re taking the time to try and find solutions to the monotony of most of these boss fights, but you need to take the time to understand what does, and doesn’t work.

Simply throwing in super-kill mechanics and upping the HP is not a long term solution. Players will not stick around and attempt these bosses if it becomes nothing more than a futile effort, on top of a massive gold sync.

Players will find something else to do if they start feeling like nothing they do matters anyway, and the whole thing is doomed from the start. I do not appreciate walking into an update and finding myself dead for most of the fight. There is nothing fun about that.

I would personally really like to hear thoughts from other players regarding your experience, and how you feel the fight(s) could be improved.

Make the Commander flag Account based

in Suggestions

Posted by: LHound.8964

LHound.8964

Make 5 times more expensive and then make it account bound!

And 2nd: not until they either disable the commander icon in PvE or give us an option to hide commander icons in PvE.

^ Why is this a problem, really?

/cheers

—————— ~~ ~~ —-————-
Charr’s need more Love. All is Vain
—————— ~~ ~~ —-————-

Top right GO away!

in Suggestions

Posted by: Fishbait.6723

Fishbait.6723

Can we have an option to get rid of all the info that clogs the screen there?
It was bad enough before, but now clogging with daily gunk also!?

Everybody & their kitten knows they can press H, click bottom left & ta-da, guess what is clearly visible there?

DAILIES!

“We want you to play the game, not the UI” Arenanet.
https://forum-en.gw2archive.eu/forum/game/suggestions/Top-right-GO-away/first#post2096524
Rocking Wizard Wars until this mess of a game is fixed…

You're fooling no one, anet.

in Clockwork Chaos

Posted by: Kruhljak.2705

Kruhljak.2705

Well, for some, the balloon tower achievement was bugged here and there in the previous leg of this LStory sequence, so ANet’s being fairly consistent. At least there, though, you didn’t have to tag every last tower to accomplish the goal (I wouldn’t have, if that were the case, as two of them were bugged for me).

ANet should really wake up a bit and ensure that all achievements that require one to accomplish many sub-tasks to complete should not require 100% of all possible sub-tasks to be done. This is just an invitation for one single little bug to crop up and screw it all up for many players. Excess is always a good safeguard. In this case, perhaps 10 of the 13 would have sufficed. After all, it’s just repetition of the same task, anyway, and if you can do 10, you can almost certainly do all 13 if nothing external got in your way so those last 3 are functionally irrelevant to proving your ability to earn the achievement. And then there’s the RNG aspect of the map “rotation” and the lack of simple tracking (jeez, even GW1 had strikethrough list tracking in many/most such kinds of quests; in fact, as I type, Wayfarer’s Reverie is going on in GW1, and every leg of that multi-part quest chain has a list that gets each required location you must visit struck out as soon as you tag it, so you can instantly and conveniently know what you have done and what you have left to do. Why the step back in “technology” for GW2, I don’t know.)

Pardon the digressions. I was distracted by someone strutting about in sex-bot form….

The End of Culling.

in Clockwork Chaos

Posted by: DoctorOverlord.8620

DoctorOverlord.8620

Fare Thee Well Culling! We will not miss thine illusions and misleadings!

Check my GW2 Comic Dynamic Events http://goo.gl/JyB3J (Short Google Link to Fan Content Forum here)