Showing Posts For GlitchyBat.3682:

where do you go now that LA is ruined?

in Guild Wars 2 Discussion

Posted by: GlitchyBat.3682

GlitchyBat.3682

PvP lobby is technically the most efficient base as long as you don’t need guild/forge stuff. Can freely warp there and out at any time. I go to LA anyways because I like Sea World even though everything is so spread out and kind of a pain to back and forth.
>but PvP mapchat is so toxic.
Derail the arguments or ignore it.

[OWLS] Priory Elder Dragon Research Team
[EDS] Elder Dragon Sympathizers

The New Lion's Arch - Feedback [merged]

in Guild Wars 2 Discussion

Posted by: GlitchyBat.3682

GlitchyBat.3682

I like SeaWorld Arch. I think the cheapest fix for the spread out locations would be those tour guides. Instead of dropping personal waypoints on the map, just warp the player to the area they need. I usually liked hanging around the Mystic Toilet, but running back and forth to TP/Crafting stations and toilet can be a bit of a pain, even with the more convenient swiftness NPCs.

[OWLS] Priory Elder Dragon Research Team
[EDS] Elder Dragon Sympathizers

please fix grenadier on engi

in PvP

Posted by: GlitchyBat.3682

GlitchyBat.3682

This is a once in a lifetime chance though. Grab four friends and all play engineer. Watch the hilarity ensue.

It’ll be fixed soon, probably, but it’s silly and might as well laugh it out before the fix. World bosses melting before doubled HP was pretty funny for the short time it was up.

[OWLS] Priory Elder Dragon Research Team
[EDS] Elder Dragon Sympathizers

Tequatl Feedback [Merged]

in Guild Wars 2 Discussion

Posted by: GlitchyBat.3682

GlitchyBat.3682

I just finished Tequatl commandeering. Can try to give a decently detailed view of the run.

The map set up a half hour early, we discussed about the invisible crit spot between the legs, how turrets will need to clean poison AoEs, and keep the damage output as high and consistent as we possibly could. A big issue with this is that Teq’s AoEs drop like mad. They swarmed the zerg and usually instantly downed a sizable chunk. Turrets are mechanically clunky, and can’t 2 and 3 like a machine gun, so that’s one of the first problems. As an Elementalist, I would drop fire fields /say to stack might when begun and then toggle between hitting hard and calling for heals. Dead players can’t do damage.

We got his health down to 75% around 7 minutes remaining on the clock. Defences weren’t a problem at any point, same as usual. Teq’s doubled HP means you have to do two burns at once compared to before. I’ve only seen him break from the stuns so far, and I don’t think that’s too big of a deal if the HP wasn’t so high that you’re still in a bad press for time normally.

Defence 2 began around 4 minutes left, and the final defence around 2 minutes remaining. The defences still are as fine as before.

This is one of the best maps I’ve seen since the HP buff. Most everyone would’ve gotten kittened and left at this point, as we couldn’t even whittle Teq to 50% HP. A majority of the people on this map stuck to the end. Unfortunately to add insult to injury, the timer hit 0 and the server probably lagged or something. We threw down all that we had, and Teq’s health bar was pretty much no red. The server eventually caught up and said “nah, he’s still got at least 1HP left.”. The event failed.

Ultimately, doubling HP made Tequatl take too long even for a well and early coordinated group that kept up communications. This specific incident, we only got his HP bar blacked out through luck and still couldn’t even make it.

Personally, I see Tequatl as a bridge between the typical mid-late game world bosses (Golem Mark II, Covington, Karka Queen) and the niche hardcore Triple Trouble. The former doesn’t require too much interaction and strategy, but the latter demands it to an extreme or else you will fail. Tequatl is between these two. As long as the collective knows where to go, what needs to be set up, and what to do if one part is underfunded, the battle will succeed. Triple Trouble doesn’t have that luxury, and it’s part of why organized guilds or groups or anything even have a chance to win. It’s a challenge for the player who wants to overcome the largest obstacles. GW2 isn’t, for the most part, targetted for that kind of player, though it has features (Triple Trouble, High Fractals, etc) that those players would enjoy.

I know this is a bug, hopefully, but on another note, those hitboxes for crits are vague. If I tell you to hit a dragon by slashing your sword at the sand 10 feet under his neck, you’d look at me like “What.”. I don’t entirely blame people for not listening sometimes. It’s hard for the average player to really tell that they’re not wasting their attacks and find where their numbers start showing, let alone the crit effects. This needs to be fixed asap, and maybe the doubled health will be less negatively impacting than it is now.

tl;dr Tequatl doesn’t need double health to make up for the addition of crits and condition damage. It makes grinding for Sunless skins are far far more tedious now, knowing the odds are strongly against you even getting to roll for it, let alone get a frame where you actually earn Tequatl’s Hoard. Current reward chances and qualities aren’t worth the high failure rate now.

If I were to make a change, it would be to fix the crit targets so they’re clearly marked or in a sensible place (like, uh, Tequatl’s feet) and tweak the HP over time until it reaches a sweet spot that decent coordination in the start will yield far more successful fights. Shooting in the dark, but if his health was 60-75% more than before the doubled HP, it would probably make up for the crits + condition damage without making the game drag too long and ruining the experience.

[OWLS] Priory Elder Dragon Research Team
[EDS] Elder Dragon Sympathizers