One of the things that surprised me when I downed Tequatl was how basic the strategy is. I’m sure even PUGs will be farming him within two weeks. It’s really all about stacking.
I’d like to think there would be a lot of outrage within ArenaNet if only two or three power builds could do damage to a boss. I don’t get why the same outrage doesn’t apply to condition builds.
All the SAB minis work this way, unfortunately.
That’s what she said.
Let me just preface this by saying I really respect Josh and think he’s a smart, capable developer. I mean none of this personally against him.
In retrospect, I think the main reason I enjoyed SAB when it first came out was because the game lacked good content. But now ArenaNet has fleshed out and added content and is continuing to make additions and improvements. So while I was excited for World 2 at first, once it was added it sort of hit me that I’d rather play the real game.
Given that, I would prefer if the resources poured into SAB went into more living story instead. It’s a bit of a bummer that the month is essentially wasted, outside of a boss that pops every 2 hours, because the main focus was a mode that isn’t anything like Guild Wars 2.
Anyone else feel the same way?
I’d have to agree although I primarly focus in PvP/WvW and my necromancer feels pretty dang strong in that aspect atm with condtions. I still feel very lackluster when doing any PvE content against world bosses or even dungeon bosses. I’d love for them to find a way to not necessarily raise the bleed cap but perhaps give us away to deal extra damage when the bleed cap is reached somehow?
Raising or removing the bleed cap would have no practical effect in PvP or world vs. world because of condition cleansing.
This isn’t really condition specific but it is part of a condition build however, nevertheless necromancer marks on the staff 2,3,4 really need to be triggered by world bosses as well as static objects. Most necro condi builds (hyrbid not included) use sceptre/dagger and staff which makes that specific build even more bad against bosses like tequatl since marks are unable to be triggered by him.
This is probably best fit for another thread, but the entire design of objects is so blatantly flawed that I’m genuinely surprised they didn’t completely abandon the concept before launch. I’m really interested in their reasoning for keeping something so obviously awful.
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I’m fine with them using a band-aid until they can work out the technical problems, but I’m worried a band-aid would make them think everything is OK.
Culling did affect more people, I guess. But I agree it’s an equally sizable problem for the game as a whole. Fixing half the DPS builds should be considered an emergency.
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.
I completely agree with this.
I also like the boss fight and direction the game is heading in. But this is a major problem that needs to be addressed if difficult zerg content is going to become a focal point.
It’s actually kind of ridiculous how many builds have it terrible on this boss, although condition builds seem to have it worst.
Timers are the only way to make open-world bosses challenging. Otherwise, they can be zerged down. See: Temple of Grenth.
Probably, but I’d rather they just fix condition builds.
Why is anyone still even running condition builds in PvE? Direct damage is superior in virtually every way.
I’m not saying “Stop whining!”. I’m saying keep kittening in the forums because this does need addressed. But for god’s sake, change to direct damage so you aren’t so useless until Anet does finally fix this.
I don’t want to redo all my ascended gear.
You cant use conditions or crit on this boss so it not that unfair,all pure dps gear will suffer dont matter what build you are using
There is a huge difference between losing about half your damage and losing all your damage. Against Tequatl, condition builds do no damage past base weapon damage, which is extremely low. Power builds still benefit from power.
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That doesn’t make any sense. Why can power builds “rule them all” but not condition builds?
There’s really no reason an entire archetype should be nearly worthless in a huge portion of PvE.
I’m not sure why you got a reward for getting him to 90 percent.
Well, the constant pinging from the buff makes traditional lag in battles even worse.
This patch is kind of a disaster for world vs. world.
This issue really deserves a lot of attention. This problem has persisted in PVE for long enough.
It really has.
Not being able to crit to stack burning is pretty bad as well. That limitation is bizarre.
The lag is something you have to see to believe. It’s seriously unplayable.
Right. Then find solutions to that. Siphoning players to content that’s unrewarding is unacceptable.
I genuinely have no idea why the points don’t give world experience. If there were concerns about cap trading, then find systems to directly address that. Making what’s now the dominant portion of world vs. world unrewarding was not a good idea.
Yeah. It’s not even rare. It happens every 10 to 30 seconds, whenever the bloodlust buff pings.
It’s literally unplayable. I don’t mean unplayable in the whiny forum-goer sort of way; I mean unplayable to the point that my husband and I agreed to just log off until the game is fixed because we didn’t have a single small-scale fight without massive lag tonight.
Relying on ascended materials to incentivize boss fights seems like a bad idea because many of the top players are going to quickly get ascended items and stop overlooking the disproportional challenge and time investment required by these engagements. In that context, rewarding tons of gold and champion bags seems much more sustainable.
I have no idea why so many players and ArenaNet seem to think Dragonite Ore is lucrative. I do two or three temple bosses a day, which takes 30 to 45 minutes, and I get way more Dragonite Ore than I can do anything with.
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The difficulty is fine, although there are very legitimate concerns about how organized groups are going to deal with random players.
The big problem is the rewards just aren’t there yet.
What makes this so frustrating is they said they were looking into this a year ago.
I can understand how raising the bleed cap is a huge technical problem, but it’s beyond me why objects are completely immune to conditions — or crits, for that matter.
I have no idea why they would do this w/o also buffing the rewards, they were at a decent risk/reward ratio previously (even though it was bad), but all they did was vastly incease the risk w/o increasing the reward.
Before world bosses were like
1 in terms of difficulty
1 in terms of reward
Now it’s like
8 in terms of difficulty
1 in terms of reward
C’mon Anet when are you gonna learn this concept?
Meanwhile, mindless zerg farming :
-15 in terms of difficulty
45 in terms of reward
/massivefacepalm
Yup. This really gets to the heart of it.
I like the idea of making bosses difficult, but they need to be rewarding, too.
I mean, Blackgate just did Tequatly. What did they get for coordinating more than 100 people on voice chat? Well, most of the raid got a couple rares and some blues and greens.
Yikes.
I agree entirely.
Basically, this event is as rewarding as any other boss event, but, unlike other events, it’s extremely difficult, mandates way more organization and comes with a high chance of failure.
Ghost town in two weeks.
On the bright side, if it keeps getting worse with every patch, then it’s eventually going to become a huge problem and get fixed at some point.
Practically everyone I know experiences this problem a few times an hour. I don’t think it’s uncommon enough for it to be difficult to pin down.
They seriously reintroduced the same problem as the old orb buffs, except now it comes with more skill lag and players twitching all over the screen every time the bloodlust buff pings.
The lag is easily the worst it’s ever been. On top of skill lag, players now twitch everywhere when the bloodlust buff pings.
After a year of skill lag, performance issues and lag are actually worse.
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I just had another fight in which someone was twitching around so badly that I could not land a single mark.
Also, I had massive skill lag.
People just twitched all over my screen for like one minute straight in a 2v5.
After a year of skill lag, performance issues and lag are actually worse.
Something is making the bloodlust buff pings. When that happens, people twitch all over the screen.
This is an enormous problem in any PvP setting. Please disable bloodlust until this is fixed. Thank you.
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I doubt that would be worth it. Eight rares aren’t worth the effort of organizing a good raid, the time investment or the risk of failure.
There’s no chance of this ever happening, so stop bumping your thread.
That still wouldn’t make sense because the amount of ascended weapons you need is very limited. The event would still die in a couple weeks, assuming it’s on farm status.
The reward needs to be something sustainable like a large amount of champion bags or gold.
I don’t know anyone who asked for a world boss you can’t zerg. Most people who want a challenge understand that open-world content is terrible for a challenge.
The entire problem is that the event rewards just like any other event. Considering its length, difficulty and huge chance of failure, it should be infinitely more rewarding. I genuinely don’t understand why each 25 percent doesn’t give five to 10 champion bags.
You really should have stopped at step one. Once Blackgate completes the event and most of the raid gets two rares and some ascended materials, the event will become a ghost town.
This problem got worse for me with today’s patch.
You have a chance at ascended items from pretty much all content. No one is going to do this event in two weeks because the rewards are awful.
Even if people learn how to do the encounter, they’re not going to do it. Two rares, some ascended materials and a tiny chance at some unique items are not enticing enough to organize a good group and fight Tequatl for 15 minutes.
Wait, that’s it? You don’t get 50 champion bags?
No one is going to do this in two weeks.
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.
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Necromancers aren’t really god mode anymore, but I was one of the first people calling for a nerf to Dhuumfire and Terror. I’m glad I got both.
It could be disaster in situations in which an ability is either uncontrollable or stacks burning by accident. A good example is the new Hallowed Ground: Should a guardian really have to consider the burning cap when looking at picking up a great group utility skill that will help counter the condition metagame? Similarly, should that same guardian worry that his Virtue of Justice will occasionally cap out burning effects and maybe hinder another uncontrollable proc from his condition engineer or condition necromancer teammate?
I don’t think these situations will prop up much in PvP, so I’m not really worried about them in that environment. But it seems like a really flawed balance decision in PvE, a game type in which condition builds have never been god mode.
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It currently works so it just goes through a first come, first serve list. So if a power guardian, condition necromancer and condition engineer each stack a four-second burn, the first four seconds will scale with the guardian, the next four will scale with the condition necromancer and the final four will scale with the condition engineer.
If that system remains, it means a power build with a fire field could accidentally stack five burns and screw over the condition builds. That would be a disaster.
My prediction: This won’t have any effect in cleanse-heavy PvP, but it will further nerf condition builds in PvE, an environment in which condition builds already struggle.
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