this is a feedback for Anet regarding the recent world boss events changes.
from the patch notes:
World Boss Updates
Jungle Wurm
The event now fails if it’s not completed within 15 minutes.
Increased the boss’s health.
Fixed a number of issues that caused the boss’s skills to miss enemies.
The Shatterer
The event now fails if it’s not completed within 15 minutes.
Increased the damage dealt by the mortars set up near the Lowland Burns waypoint.
Increased the boss’s health.
Shard Storm now targets enemies instead of predetermined locations.
Claw of Jormag
The event now fails if it’s not completed within 30 minutes.
Phase 1: Skill locations have been adjusted to eliminate “safe spots.”
Phase 2: Golems no longer die instantly after encountering an ice pillar.
Phase 2: Increased the damage dealt to ice pillars by Pact charrzookas.
Added two gilded strongboxes to the daily reward chest awarded for killing this boss.
Fire Elemental
The event now fails if it’s not completed within 15 minutes.
Increased the boss’s health.
Standing too close to the elemental now causes players to be set on fire.
The boss now summons flame vortexes that move around the room and inflict burning and blindness.
Added two deluxe gear boxes to the daily reward chest awarded for killing this boss.
Frozen Maw
The event now fails if it’s not completed within 15 minutes.
Increased the boss’s health.
Frost vortexes summoned by this boss now move around the battlefield.
Shadow Behemoth
The event now fails if it’s not completed within 15 minutes.
Portals will now summon veteran or champion minions when multiple players are present.
Inquest Golem Mark II
The event now fails if it’s not completed within 15 minutes.
Increased the damage dealt by electrified platforms.
Fixed a number of issues that caused the boss’s skills to miss enemies.
Added two deluxe gear boxes to the daily reward chest awarded for killing this boss.
Taidha Covington
The event now fails if it’s not completed within 10 minutes.
Increased the boss’s health.
Fixed a number of issues that caused the boss’s skills to miss enemies.
Megadestroyer
Players will now receive a daily reward chest for killing this boss.
This boss now has an updated visual appearance and skills.
Ok, so i have done some of these bosses, and here is my feedback
Inquest Golem Mark II
OMG, the best boss event ever!
boss hit hard, you cant AFK and auto attack, staying in electricity field kills you in two ticks, position has meaning, skills have meaning, adds genuinely annoying, bad group can fail, average group need about 10-12 minutes out of the 15 to kill it.
you will die fun death…
this should be the event that all the rest being balanced around. 10/10
Fire Elemental
nice,
you cant afk and auto attack due to AOE.
position matters, movement matters, but not punishing enough.
bad players die, but average players who move out of fire don’t.
it would be fine if all the rest of the events be like this one. 8/10
The Shatterer
same borefest with more HP, haven’t seen any shard storm.
it is quite possible to AFK staying in a group and continue to autoattack. 5/10
Claw of Jormag
haven’t noticed any real change except the timer.
you cant go Away From Keyboard (filter? hello? ) in it , but you die only from the debuff if you get to close to the boss, if you stay back and just hit the ice pillars you’re safe. finished in less than 15 minutes out of 30 minutes. 6/10
Frozen Maw
exactly the same encounter with more HP, haven’t seen any vortex,
positioning doesn’t matter, movement doesn’t matter.
I went afk with auto attack, and went answering the door to the UPS guy, came back and was alive and autoattacking. finished under five minutes. 5/10
Shadow Behemoth
haven’t changed a bit, not even with HP, not a single champion spawned, the behemot died under a minute just like before 3/10
Jungle Wurm
same just little longer. 5/10
Taidha Covington
Megadestroyer
never done them before patch moreover after patch. because nobody start the pre-event chains on my server
if somebody did them i would love to hear.
thats it.
I understand that this supposed to be a mocking post, but this is a serious issue.
in order to really fix it this is what have to be done:
1) re-balance precision to cap on 1700 precision == 30% crit. max crit +fury will be 50% crit chance.
2) re-balance critical damage to cap on 100% (double damage) no crit damage should be 25% damage increase and not 50%
3) allow conditions to crit! and interact with precision and critical damage.
4) allow healing to crit and interact with precision and critical damage.
5)with the limitation of current servers of 25 condition stacks on mob, and in order to balance condition to average party and to the damage increase due to critical chance,
cap the player stacks to 10 , so with average party in mind two condition users will not reach cap*
6) in PVE double all the base duration of CC conditions (immobilize, chill, blind, cripple)
7) remove defiant from dungeon bosses. leave them to open world only.
*the numbers given are crude and can be tweaked according to more delicate math.
I agree with everything said.
also would like to add the complete lack of meaningful CC, player interdependence , and up until the latest patch there was absolutely no reason for the average player to level up crafting…
either honorable shield or mace of justice traits have to go down to adept level so we will be able to take both on single spec, as taking grandmaster slot for either of them make absolutely no sense.
also the range should be increased to 150 just like the sword.
I would like to have more weapon skills options for each weapon,
for example,
eight different skills available for a twohander, from which you have to chose five.
five different skills for main-hander from which you chose three and four skills for offhand for which you choose two…
of course the skills are matching the type of the weapon, etc.
ah.. dreams dreams..
nothing.
it is a good game but bad MMO.
2 month events, and less temporary content more permanent content…
The main reason is simply that at the point that outmanned does that, it encourages servers to have fewer players on to take advantage of the stat boost. That, in turn, will cause people to yell at other players for logging on and taking away the buff.
why killing outmanned player reward WXP and badges? (loot)
reduce the WXP by lets say five and no drops from outmanned player.
it should be: you want steamroll the opposition with larger numbers? no loot for you! (read with pakistanian accent like in Seinfeld ’no soup for you ’ episode)
also the +20% MF for the outnumbered is not enough, it should be +200%MF +200% gold. (we all saw in southshun that even +200MF is pitiful)
as long as there is no AOE cap and no xp/loot penalty for farming outmanned the ‘ZERG’ is here to stay.
there is no tactic vs zerg except bigger zerg, tactics are good when the odds are close, not when youre overwhelmed by zerg.
do you know why 300 spartans could hold the persian zerg for couple of weeks before dying? because there WAS NO AOE CAP!
do you know why gengis khan took half of asia? because they had AOE cap (or no aoe at all.. auto attack only…)
I will ignore the fact that the core of the game is flawed (zerker or GTFO, no CC no healing and no brains) and just work with what we have.
few (easy to implement) suggestions:
1) in short dungeons make trash unskippable.
2) put the token vendors inside the instance, after the end boss, path 1 will have chest and feet, path 2 will have gloves and pants, path 3 will have head and shoulders. (arah will have different setup etc) this will make people run more than one path over and over.
3) dynamic events idea is awesome, too bad they are mostly soloable or breaking because wildlife kill the dynamic baddies on aggro breaking the event, solution: make all mobs in dynamic events veterans (or higher), and have a slightly bigger gap between them (I can kill the wolf-master three times in half an hour…)
4) remove the AOE CAP, remove the AOE cap, remove the AOE cap, after you do that, tone down the AOE damage.
5) give mobs boons, blocks and cleanses.
6) oh, and yes match the reward for the effort, maw event is nice, but it is zero effort for a huge reward (well, open dragontimers and waiting 30 minutes is quite an effort for some people but still…), the nigeling giant is a medium effort for absolutely no reward.
fractals of the mist 30+ are HUGE effort for minuscule reward… at least give us titles…
7) same as above but different example, make cof1 reward only 10 silvers and 10 tokens, make cof 3 reward 40 silvers and 40 tokens etc…
faith is Anet?
you mean when they pair up rank 8 server with servers rank 15 an 16?
http://mos.millenium.org/matchups
or rank 2 with servers 11 and 12?
the low ranking server population despair and quit and high ranking population get bored, there is a limited fun in conquering all the maps with negligent resistance …
because they promised A delivered C, and with each patch they slowly shifting to F.
not working on overflows….
you are wrong.
we were indeed promised Damage//Control//Support types of traits, but were delivered only the damage, and in the damage only the direct damage (condition damage in PVE also not viable).
there is no healing available, except one class – guardian and even this class is better as damage class.
in order to solve this situation , it has to be addressed from both sides, the player side and the environment side.
from player side two things at least must happen
1) let healing, including regen and combo fields be affected from perception and crit%, this will make healing builds actually viable.
2) in PVE all non damaging conditions AKA “the CC” i.e. cripple, chill, immobilize, blind, stun, and daze should be doubled in base duration. condition duration armor should be introduced and condition duration cap of 100% should be removed completely.
smart groups should be able to chill and immobilize packs of mobs for 20-30 seconds strait.
from NPC side two things at leas should happen:
1) rework defiant or remove it completely. we should be able to CC bosses and champions. [for example when defiant stacks are removed the boss is vulnerable to CC for 10 seconds, or each defiant stack tied to potency of unshakable and with each stack removed the CC works little better etc]
2) encounters should be reworked toward smart use of CC and not just DPS zerg.
in current state of the game, even if condition duration was viable, still going full berserker is the smart way to go, this was addressed in the temporary weapon facility dungeon but to little, too late and for two weeks…
if these points will not be addressed GW2 playerbase will drop as soon as newer major MMO will go live (it can be elder scrolls, everquest next or whatever… ) because since PVE is boring , PVP imbalanced and WWW stale there is no incentive to stick to GW2 and I would hate to leave it because it have so much potential and I like the game and the team…. 
EDIT:
this will ofc will lead to more creative work from dev team, more mobs who use block/aegis. or mobs who can remove condition or mobs who CC you back when you CC them etc.
more mobs who use retaliation and confusion etc, smart boss mechanix, for example the last encounter in the dredge fractal is the best boss encounter in the game, (IMHO better than lupicus) too bad it is in the most hated fractal that people ditch when they see it…
(edited by Lalangamena.3694)
snip
the title you chose is misleading …
i thought it will be another post how hard GW2 is and how only zerker wars are invited to do dailies.
I agree.
this game is super casual, all the “Elitists” are gone or slowly going away…
when all the “Elitists” will leave, all the rest can have fun with your living story adventure box of dragonbashing.
“Elitists” are the ones who make the game playable.
defiant (from wiki) " Gains defiant when targeted by crowd control skills. Blind is 10% effective. Weakness and vulnerability last 50% less time."
make the same sense as:
Gains defiant when targeted by damage skills, AOE is 10% effective, channeled skills last 50% less time (and do 50% less damage).
since we don’t have the above, why do we need unshakable mobs?
it is one of the silliest mechanics in the game.
yes
yes
yes very viable in WvW
human
powermancer >> conditionmancer (its a game fault…)
I think they should re-design the dragon encounters to something like the karka queen encounter, or even harder.
then the world bosses will be “raids”.
no DR, but as mentioned before, stun breaker should remove immobilize.
unfortunately, the light armor obtainable from the karma vendor is mainly magi with single piece of rabid.
http://wiki.guildwars2.com/wiki/Aurora_armor_of_Melandru#Aurora_armor_of_Melandru
It is possible for the mindless zerg to be beaten by smaller more coordinated groups.
even the most experienced coordinated guild will be stomped by zerg in open field if they outnumbered 3 to 1.
simply due to skill lag and dodge freeze.
I am playing a zerg busting power necro, 10/20/10/0/30
soldier gear knight accessories, and I am not sure which runes and food to run,
I am torn between +condition duration: 2 lyssa, 2 mad king, 2 ice + vegy pizza or
– condition duration full melandru and lemongrass.
the offensive condition duration make my blinds, chills , fears and cripples longer, which is very important in zerg breaking, but the defensive condition duration will make me more survivable, so from experience which setup is better for ZvZ setup?
melandru runes are very expensive for me and I wouldn’t like to buy them and then regret it…
ty
(I don’t really care about roaming and 1 v 1 )
I don’t know what model it is but I do know that it has 500 watts.
I’ll check out the 660ti now.
even PSU 550W cant run 660ti no matter what the manufacturing box says…
you will need to upgrade your PSU to 650 or even 700 w in order to run 660ti smoothly.
Stability is a core boon for WWW and PVP.
it is not needed in PVE as much (though also needed, but in pve you can rely on your friendly war or guard to give you stability via shout)
what we have is a three second stability when we enter deathShroud if we spent 30 points in reaping as a grandmaster trait.
this is really not enough…
cant handle the heat? wait for group….
southshun supposed to be hard map.
wow, the amount of whine here is too kitten high!
the karka queen is the best world boss event Anet ever made.
and punishing zerkers mentality is good, they should introduce more different boss encounters.
the main issue with huge zergs is that they shut down your PC system,
you have horrible skill lag, cant heal, cant dodge, barely can move.
so the people with the better internet connection who live closer to ANET servers and have more money to throw on latest CPUs have the edge.
Anet is trying to change the Zerging mentality by buffing the arrowcart.
(I am ignoring the zoom hack and the ability to shoot through walls, i believe it will be fixed)
this actually leads to the opposite, small group of attackers cannot counter the arrowcart, and thus have to zerg up even more in order to cap objective.
and the defenders must zerg up in order to have the supply to build more arrowcarts, to counter the attackers bigger zerg.
this leads to even worse zergVzerg wars, as most of the first order changes they hurt more than help.
because Zerging is still the way to go!
what should be done is a second order of change, that will make switch in how player think, that in some situation zerging is counter productive.
1) out-manned buff should be changed: killing person with outmanned buff will gain no WXP and no loot.
people with outmanned buff that managed to get a kill, get double WXP And double loot (+20% MF is PATHETIC)
2) ganking 5 to 1 leades to reduced WXP and reduced loot.
3) remove AOE cap, AOE cap induce the “safety in masses” mentality.
“five people will get hit, but i will be safe”.
why remove completely? because increasing the cap to 10 or 15 is again first order of change and will just create bigger zegrs, the “safety in masses” paradigm is still playing, just in bigger masses. removing AOE cap will change the way how people think, because “safety in masses” will not work anymore. (‘no cap’ AOE damage can be toned down in WWW though if the CAP removed)
4) scalable NPC, just like in PVE.
when i am in zerg, I cant even finish the cast time of my spell, the champion already dead… why it should be like that?
up to 10 people on 1 NPC= regular scaling
10-20 people on 1 NPC= additional increased damage, more knock-backs and stronger AOE
20-30 people on 1 NPS= retaliation and protection buff just like on veteran karka.
30+ people on 1 NPS= additional AOE confusion debuff.
this is easy to implement, as the mechanic is already in game, it called “unshakable” and it
adds defiant stacks for every person attacking the mob.
this includes keep champions, Vet sentries and camp guards.
this way the more enemy people are in the keep, the champion is harder to kill.
these changes will definitely change the zerging mentality, and will move the meta to medium groups of 10-20 people trying to cap different objectives instead of moving in one blob. and 5-10 people of defenders/roamers that trying to stop them.
Edit: apologize for bad English
(edited by Lalangamena.3694)
wishful thinking, seriously OP changes.
I would be more than happy only with the following:
— Warhorn 5, Locus Swarm, Swiftness lasts 15 seconds, OR Cooldown reduced from 30 seconds to 25. (before trait)
Staff 1, Necrotic Grasp travels 20% faster.
Death Shroud:
— entrance to Death Shroud now removes all Cripple, Chill, and Immobilize effects.
—retaliation and stability duration on traits spiteful spirit (spite V) and foot in grave (soul reaping XI) increased by 1 second.
MM-General
Minions regain health outside of combat. (So we can start fights on an even footing.)
minions pathing is fixed, (minions can jump or walk around objects to reach their target..)
Spite
- New trait “Jagged Nightmare”: " Jagged Horrors no longer lose life over time. (can have up to three jagged horrors at the same time)
Death Magic
- Staff Mastery and Greater Marks merged.
Curses
- Focused Rituals changed to Ritual Mastery: Wells Recharge 20% Faster and are Ground Targeted.
these are enough IMHO to improve vastly the playing experience of the Necromancer.
(edited by Lalangamena.3694)
for some reason I am getting annoyed when people say that rangers are bad in WWW…
rangers are gods of WWW…
greater range than any other class ? check
have AOE? check
boons? check
damage and CC? check
confusing the opponent with two red invader models? check
ridiculously OP elite skill made for zergbreaking? check…
endless kiting on 1v1 , and easy zergbreaking in groups…. yes probably bad class to play…
start playing WWW
they just should revert back the weird decision that wall of reflection don’t reflect AC projectiles anymore…
but yeah, the AC are erm… insane
Thank you for giving 7 other classes to play while necro is being fixed.
Thank you for jagged horror, funny thing which keeps me in combat stance if I somehow manage to kill something and dies before next fight.
Thank you for marks which keep me in combat stance, especially if I dodge to avoid some random trash mob.
Thank you for all the traits which still do not work.
Thank you for fear, the awesome cc which has too short durations to be really useful
Thank you for nerfing all little stability boons we had
Thank you for having gap closers which do not work 90% of time.
Thank you for having DS with not many useful skills at all.
Thank you for nerfing axe
Thank you for nerfing DS
Thank you for nerfing stability, yes I want to say it twice.
Thank you for having tons of AoE with AoE limit of 5 targets
Thank you for having this awesome class with useless conditions. It is very fun to play if you go full power/toughness/vitality with no minions.
Thank you for having complicated self healing which doesn’t scale well if at all with healing power.
Thank you thank you.
I laughed….
then I cried…..
so true…
bug one: he is immune to all conditions…. which reduce the party DPS by third… it was introduced after players said they could hurt him with conditions in shield…
bug two: healing turrets continue to shoot two or three heals after being destroyed… like seriously?
bug three: he recover the shield immediately after removing it with a mine….
bug four sometimes he steps on a mine and keep his shield (could be a variation of bug three )
bug five mines crit to 10K damage on toughness heavies… sometimes oneshot squishies
I am not sure who designed it like this… but he was probably really angry when he designed it…
I think you should at least reach level 30 and get elite skill….
since last month patch and the “cough” fixes “cough” to the dredge and cliffside fractals, which were already the longest and the most hated fractals… lots of people including myself stopped running fractals completely.
elementalist-80
thief-80
warrior-80
guardian-80
necromancer-46 (current leveling)
engineer-42 (got bored, he is cooking materials bank, maybe i will return to him after the necro)
I ran this dungeon few times with lvl 2 characters which obviously didn’t have any stability/stun breakers and did fine. Just don’t position yourself between boss and a mine and dungeon is easy as pie.
Just noticed, that kinda rhymes lol
I know that people farmed it on lowlevels before it was patched, but this is not what this post is about.
I am not complaining that it is impossible to finish, I am saying that with a set amount of player skill (mine is quite mediocre…) different professions have completely different game experience in all PVE content (personal story, dungeons, fractals, events etc) some professions have it easy on a first time and some professions require an effort and understanding the encounter , and the same thing sums in this single solo dungeon
it shouldn’t be that big a gap in difficulty between clases.
I put another post recently just about this issue
Hi ,
I would like to start and say that the encounter itself is nice and fresh, so kudos to the devs for the interesting mine mechanic.
what i wanted to say, is that when i ran it on my warrior and guardian, which both have two stability sources and two low CD stun breakers (lowest one is 24 second IIRC), and can have at least two blocks (mace/shield and mace/focus accordingly)
it was very very easy.
to the contrast of my very positive experience of this solo minidungeon, when I ran it on my thief, necro and ele it was much, much harder.
no sources of reliable stability, the thief stealth will not save you from bombs and gas clouds, it took so much more time to do it.
the necro and elementalist were also very hard; not only because lack of stability , blocks, and the long CD stunbreakers but also because the core class mechanics drops the mine detector on the floor…. which leaves you in very vulnerable position… I had to repeat it twice on my Necro…
yes, it is possible to do it with all classes, but there are two classes which make this very easy, and two classes that make this encounter unnecessary hard.
this single instance portrays very well the state of balance in the game.
/peace out.
EDIT: stupid 45 char titles…
split PVP and PVE.
for all:
they just have to tone down the precision +crit damage synergy – on server side.
i.e: ~1800 precision should be around 30% crit chance and not 70 (before fury)
for PVE
make CC conditions viable:
- double the base duration of all non damaging conditions in PVE (chill, cripple, immobilize, blind, stun, daze etc).
let conditions and heals to proc crits from precision.
as far as I understand magic find it supposed to work the following way: (based one of the devs responses a while ago)
every mob have several drop tables, and not one, each table for a specific rarity/category/drop type.
for example mob ‘aa’ have 20% to drop white loot, 10% to drop blue loot, 15 % to drop crafting material, 1% to drop rare and 0.01% to drop exotic.
with 100% magic find you will double the chances for each table, you will have:
40% white loot, 20% blue loot, 30% crafting material, 2% to get rare and 0.02 to find exotic.
if you farm spot of mob ‘aa’ this system make you get more times crappy loot, and because you cant really estimate the difference between 1% and 2% it feels like you get no rares, but you do….
contradictory to what i wrote above, I have found that some mobs don’t drop crafting materials at all if you have no magic find, but if you have even small amount of MF like 10% – they start dropping occasionally. i think its a bug.
stop buying….
if you buy , that means the price is acceptable.
no, unless you can make it with crafting.
ascended accessories killed the jewel-crafting trade.
ascended armor will kill armor smith, leather working and tailor trades.
meaningful crowd control and its use in dungeons in order to complete the dungeon.
traps that thieves/engineers can disable…
xp and reward bonuses on full dungeon completion. (i.e. finished the dungeon without skipping? get a phat bonus…)
(also en EX-DDO Player…)
(edited by Lalangamena.3694)
Kill Shot Warrior – A nightmare in WvW if he targets you. Can crit for 20K+ and can follow it up with significant dps. Excellent Mobility.
Longbow Warrior – Massive AoE output, vicious dps when built right. Good team support via shouts/banners. Excellent Mobility.
Axe warrior – A nuclear warhead that goes BOOM and people die. Excellent Mobility.
Hammer Warrior – A essential part of any zerg, the hammer warrior is a line breaker that kittens enemy zergs ability to use skills or get away. So-So mobility.
Greatsword warrior – Used to be very good. Not so much anymore thanks to quickness nerf and people getting wise to them.
You want to know something….
Many classes are stuck with just 2 or 3 viable builds. I just listed 5 and there are many variations of each of these. I feel like your entire rant came from you trying to trot a GS warrior into pvp and getting your rear end handed to you.
You pvp long enough you will know when to dodge, and then our vigor access becomes important. You will also come to understand that immobilize = death and we are one of the best classes at escaping them. We also apply them liberally. We have access to stability, another key defensive boon. What good is protection if you spend a entire fight sitting on your butt? What good are heals if all of your team mates have died around you? Sustain shmustain, maintain initiative and control the fight and you won’t even need to heal. Most people play in a very cowardly way as if dying had any real repercussions. If you are a warrior you should be feckless, fearless, and ready to do as much damage as you can to the enemy as fast as you can to as many as you can. Do that and even if you lose the battle, the war will be won.
quoted for truth.
I asked a similar question two days ago, and had no answer…
1) when you login to the game chose your thief character (if you have one, if you don’t ask a thief friend)
2) put your exotic dagger in offhand, get any sword, stats and rarity don’t matter, use it in main hand.
3) find veteran karka, spam 3
4) enjoy your 30 seconds of retaliation, huge regen and 9 stacks of might.
5) profit.
first time since the release I actually enjoyed logging to my thief.
why there is no gem slot on the new back-pieces?
both new backpieces have infusion slot, on the rare flower and exotic tentacles, but they are not ascended…
is it because the devs were lazy? they created the nice skin but were too lazy to create it properly with gem slot?
is it because they intend us to transmute them anyway? then why making them as items, make them skins from the start.
is it because the only way to use them is to spend 50 ectos, 250 shells and 100 more flowers? if this is the case, I am speechless…
nobody
reason?
Crystalline Dust
Crystalline Dust
Crystalline Dust
not worth even on bloods…