It’s an alternate reality version of Scarlet that interpreted her vision differently and assembled her world’s aetherblades and molten alliance in an attempt to stop the other Scarlets from destroying all realities.
Because you know, we cant get enough Scarlet.
I think Q times will sort themselves out so I’m not making up a solution for it, but I wanted to point out that your time table for Tequatl wouldnt work because the timer pauses at times.
Also, and I might be wrong here, but the rewards are once per day arent they?
Ok here’s one idea: increase the overflow limit with a certain amount of spots and use those ONLY for server natives. Wont make the problem go away but it would help.
Like I said above though, either all servers learn to do it themselves or some kind of third party player organization will take place, similar to how players solved the problem of a worthless lfg feature for many months.
I’m going to go out on a limb here and suggest you look at the living story tab in achievements to check what you need to complete it. Tequatl achievements are a seperate category under ‘bosses’.
I’m against more token systems, or if you do them make them excessively high. I dont want a calculated goal of doing it x times for z reward.
I actually felt the rewards were ok on the kill attended. Not great, but I guess nothing competes with the farm du jour (be it champ train or previously cof1). It was certainly more fun then WPing through frostgorge for 15 minutes.
One idea would be to add a few exotic salvage items that have innate good chance for ecto/dark matter/ori/ancient wood, put another exotix box in each dragon bag (75% reward is too weak) and up the rares to two.
However the drops unique to the encounter should stay rare, and not be put in a checklist. At best, make two versions of them and put one on a checklist, the other as drop. For example the same weapons and mini but reverse the color scheme. Thats easy and still recognizable and gives you both ways to acquire an item unique to the encounter. I think they should still be excessively expensive then, like 100 kills for the mini.
I think a good solution would be starting him with a triggered escort or something. Similar to fire elemental or dwayna. That would allow for word to spread and interested people could head there to prepare.
Obviously, that’s only an idea for in a few weeks when the ridiculous “new and shiny” overflows are gone. And on this topic, overflows have been annoying for any prime interested content, this isnt new. It sucks, but it isnt new. We had trouble with it during Lost Shores last november, during invasions last month, and at various points in between. In 10 days we get a new LS chapter and the overflow issue will solve itself because people follow the shiny.
Piken Square killed him again about 3 hours after the first kill, and in both cases it was organized and carried out by our own players. I am sure that’s the case with many wins we’ve heard from and will be even more throughout the weekend. WvW-level coordination sure does help though, but you dont need to be top tier for it.
I actually think if there are servers that really wont organize for it they should be glad TKS exists – just coordinate with them for a fight on your server.
This is permanent content, it can be as hard as it wants. Look, I understand complaints about exceedingly temporary content that doesnt return. But for Tequatl’s title you can organize with others that want it to get it done, if you care about it enough. The victory over Tequatl on Vabbi should be proof enough for that, since it was achieved by guesting there.
Yea one of the changes I would be fine with is giving him a set pre-events similar to Fire elemental, that takes like 10 minutes. That allows players semi-afk to notice it’s about to start … really afk players should log out automatically at some point.
Once the rush on the shiny new has worn off and overflow issues subside, a triggerable pre-event will also servers to organize for a set time to kill him.
I think the attitude of “this is a good challenge and we’re slowly improving even though we lost again. We’ll get it soon!” is something more people need rediscover.
Map chat on our server after the fails was mostly positive and talking about what went wrong, making light of the fail and only few complaints. It was a good atmosphere and I’m looking forward to more attempts tomorrow.
It is an idea worth pondering, the main problem I immediately thought of was toxic player behaviour – anyone ever played a DotA game?
Once more people learn the strategies I believe it will become easier for overflows to accomplish. Right now 90% of people don’t know what to do.
A thousand times this. Just give it a week for people to learn the ropes.
The only valid concern I see repeated is that the wrong people blocking the turrets is a big problem, something helping with that might be in order. And that’s not even nerfing the encounter its mostly to make malicious behaviour more difficult. We live in an age of trolls after all.
While we’re at it lets move the Maw event to Frostgorge, the new version of that certainly isnt for level 10s in white/blue gear.
For example it could have been the return of Zaitan looking for revenge, and it also would make more sense than one of his liutenants being actually stronger than himself :S.
This is off-topic but it irks me – what makes you think Tequatl is stronger then Zhaitan? I’d guess the Airship we used to fight Zhaitan would obliterate Tequatl with 14 minutes left on the clock and 100 players less =)
Anyone can join? My overflow disagrees. A problem which would have been avoided had they introduced instanced raids instead.
Did you read his post? That it isnt instanced is the great part.
Now, overflows suck and hopefully the issue fixes itself (or Anet changes the caps) simply because this week this particular encounter gets too much attention because it is new. Invasions at first had multiple overflows, now it is only one overflow if any. Will be the same with Tequatl.
I dont see why public events should not be challenging, difficult, require coordination or require a large amount of players. I did not sign up for a single player or group-only game, this a massively multiplayer rpg. About time the combined the “massively” with a challenge instead of just attacking a right foot alongside the rest of the afk people.
Also I played Everquest for 4 years and every multi-group boss encounter during that time was public content. Just the same, every multi-group boss encounter in Guild Wars 2 since it released in 2012 has been public content. So dont act like this is a new and unprecedented design.
I do not disagree with any part of this list. Nevertheless, Teq is now raid-caliber content and it does not belong in the open world. Scale this as a 24 man instance and then I’ll congratulate Anet on a job well done. To require uber-gear and tactics for open world content in a level 58 zone is irresponsible. Sorry guys, but all of the QQ is completely justified in this case, and I don’t normally side with the complainers.
I see no problem with obviously difficult content being placed in low or mid level zones. It’s not like the dragon lands in front of the newbie spawn point in the starting area. A new character stumbling into the Maw is likely to die from the whirlwinds or one-shot for being in melee, and that’s level 10. In this area, at level 60ish, I expect a player to be able to kitten the situation and decide to join the fight or avoid it.
This is raid-caliber content, I agree. So is Jormag, Balthazar and Grenth, and so on. But it doesnt belong in an instance just because it is difficult. If I wanted to play a game where everything is neatly tucked away into into seperated instances I would play one of the many games that offer that gameplay. GW2 promised to create open world gameplay – and challenging, hard to win encounters should be a part of that world.
I would like to be part of this, please invite when you have time.
Some people spawn at the caer? I didnt test both but I found swimming from the quaggan village is better because there are hardly any mobs slowing you down.
A good suggestion.
Another thing people need to consider is what equipment they wear. The dragon cannot be critically hit, and theres a limit on the number of conditions that stack up. Today most people went with their default gear and items like Berserkers arent as effective unless you fight only the adds.
Imo Tequatl has all the rewards he needs. Actually I cant think of anything in the game he doesnt have right: Title, mini, ascended weapons, unique weapon skins, a pile of achievements, being a challenge to overcome – all these things entice people to fight him.
The only thing he probably does not offer ist “best gold per minute” … but not everything can be invasions or champ trains, and if all you want is best gold per minute do all those other things that offer it, and leave the dragon to those that want to kill him for something from my list above (for me: mini and title and challenge).
Ressing people that are actually dead (not downed, revive downed if at all possible) is costing more then you gain when you consider that the person could res and return within a minute. The various reasons are in the posts above.
No, dont instance him. He is fine as is. Maybe add a pre-event that has to be triggered or takes some time like Fire elemental so people can be ready when he spawns.
But making more guild missions and having one be a big boss fight would still be neat.
If they dont nerf it, and I hope they dont, things will balance out in a few days. The first rush is over, the “badies” as you call them will move on to other things and your elite group of players can show what they are made of without overflow issues.
Karka queen is a decent example because the event can be done, if you have a group that wants to cooperate to do her. Killed her twice in the last 4 days, and if someone didnt know: since they changed champ loot you a total of 4 exotic adventurer backpacks in addition to the 2 rares and misc stuff. That#s nothing for the effort compared to the lol-champ-train of course.
Tequatl on the other hand has a list of achievements, unique skins, a mini, a title, ascended loot… pretty much everything people view as “worth attaining” in this game. People will organize and do him, just maybe not every 3 hours on the minute because he rolls over without a fight. And that’s fine with me.
Speaking for myself, this is more fun. It’s great and I hope the other dragons get similar revamps.
So to echo timmyf, maybe this just isnt for you, because other people like me are finding it both more challenging and more fun then before the changes.
The game has a little bit for everyone and a challenging outdoor encounter that hinges on coordination and good execution from everyone involved was sorely missing. Good job on this one Anet.
I’m glad they can be failed now. People took them for granted enough that some declared “I’m quitting” after not winning an event, ridiculous.
Or world 3 and 4 give SAB armor skins instead.
Legendary and ascended currently require a great deal of gold to complete. Combine this with an inverted risk versus reward structure and you have Legendary weapons becoming a “Gold Grubber Badge”, not a sign of skilled dedicated player; eg. here are how I’d rate gold-earning in GW2:
TP (60g+) > Zerg Farm (Champs) (10g+) > Dungeons (5g+) > FotM (2-3g)
The gold numbers are what have done myself on a typical day doing mostly that activity — perhaps 4H of play.
Here’s the effort scale, including recruiting effort if a group is required.
FotM (no pugs allowed) > Dungeons (pug ok) > Farm (solo) > TP (solo)
IMHO, I see this as the biggest PVE problem for GW2. It’s not just a current problem, too. This inverted reward scale has been in place since the creation of the game and continues to be supported and refined by each subsequent patch in GW2.
This feeds an impression I’ve come to embrace more and more: a legendary weapon on a pug is scary. It indicates a player that is unlikely to have any skill playing in a group. It’s not a definite mark of badness, though. I’d say it’s about 70/30. Most of them are horrible, but the ones that aren’t horrible are usually pretty good. That’s why it’s scary. You can’t just kick on seeing a legendary; it might be one of the good ones you’ll want to add to your list, but it’s probably not. ><
You mean if I transmute a different skin over my legendary I become a better player? Gosh I wish I would’ve known sooner.
P.S. I dont have a legendary → means I’m a good player, right? Right?.
Oh it doesnt? So having a legendary doesnt allow a conclusion about skill ( you said so yourself), and not having one doesnt allow that conclusion either? Seems like your whole post was a waste then.
I dont want a treadmill where every 10 months a new tier of gear comes along.
I do want the last tier of gear to be something of a long term goal that I can be working on while I do all those activities I enjoy in the game.
That means exotic gear being the final tier was something of a failure to me, and ascended so far seems to hit the sweet spot. As long as they dont come out with a new round of +gooder in the future, I believe they made a good choice with releasing ascended gear.
I also believe that Anet vastly underestimated the time it takes to level and max gear at release, as well as how long a legendary takes to get. I think that in their eyes exotic WAS a mid-term goal and you were supposed to use rares for a longer time at cap, as opposed to the reality of people getting full exotic within days.
In the olden times those items simply dropped from the bosses or general population of those dungeons randomly. Tokens were invented as an answer to players feeling unlucky and not getting the armor drops. That’s the reason they are specific to each dungeon, they are a (working) band-aid applied to an older problem.
I would say specific rewards for specific activities (be it items, titles, minis) are a good thing. Anyone that fancies the reward can partake in the activity after all.
I think it’s a pretty worthless idea, the only people stubbornly refusing to do “whatever map they dont like” for map completion obviously dont want the gift enough.
The guise of convenience can be used to sell max achievement, max gear, all skins in the game characters. Keep that in mind when arguing in favor of selling something. Obviously they need you playing to spend more, a one-time purchases of 4000 gems to release you from your OCD-burden and allow yourself to quit the game is not what they want.
I agree that the hate for the gem store is misplaced, they are not selling power and have some neat convenience in there. Prices are a bit on the high side but it works.
HOWEVER, and I think that is the point, their ratio of “new things for sale” and “new things to earn in-game” has been way off for the first year. There has yet to be a set of armor thats available through playing. The majority of new weapons were gem shop (BL chest or equivalent) as well. generally, throughout the last year the gameplay-availablenon-weapon skins were one-off items like a ton of backpacks and a helm, gloves and maybe one or two more. I am glad that the last two patches were positive in this regard with new skins in champ chests and new skins for ascended items. Still waiting on a new set of armor though.
The “endgame” is getting new skins, so they need to keep putting out new skins that are granted through gameplay or people leave because farming gold for the gem exchange is less fun then farming for an item. Nevermind that its the same thing in the end, the perception matters. And if the player perception is that they play several days to exchange the fruit of their effort for 800 gems that they could have gotten for an hour of RL work, they tend to lose interest.
I find it disgusting infact that there is still no Mystic Toilet recipe to acquire those same items with when we could make almost the exact same item in the First game with a single skill point and ~50 iron.
It’s very ridiculous to make that comparison between two games that have such vast differences in design.
I have crafted 2 ascended weapons, and will soon have a third. I won’t be worried if armor crafting piece by piece requires a similar crafting process. You don’t have to be a hardcore player to get this stuff IMHO.
I must say however, the new players will find the grind hard to endure, as the older players already have most of the mats saved up beforehand. Starting with little or no mats will suck.
15 temple events and 25 dungeons isn’t hardcore? Ya you can do it overtime, but I sure don’t want to do 15 temples and 25 dungeons per piece of freaking armor.
15 temple events and 25 dungeons is not hardcore if do it over time, like you said. The entire point of ascended items is that they are acquired slowly over time if one works on them with the resources they acquire through regular play (that means without being gifted tons of mats/gold by friend and guild or using gems->gold).
Ascended items are supposed to be a medium-to-long term goal of max level players, sitting inbetween the full exotic set (takes a few days to weeks) and the legendary (supposed to take ya months to a year or longer). Of course driven and hardcore players will pervert this design goal by using the shortcuts and slaving away in the farm train but if a new player that does play regularly only completes a set of ascended weapons/trinkets/armor after playing at the level cap for half a year or longer, then mission accomplished.
Also, if you come from other games, keep in mind that Anet doesnt want a power treadmill and if possible wants ascended to be the tier that stands the test of time and is still viable in a few years. Given that, I’m also glad that getting my off-spec sets and outfitting my other characters isnt a goal for 6 weeks, but instead one for months or years.
Lack of obsidian shards wont set anyone back by months, and getting the ascended item a bit later isnt really hurting a newer player. There are various other bottlenecks on it anyway.
I do agree with Tom that the bloodstone dust overflow is happening to the farm train only – it isnt a general problem. People spending their day doing mostly small scale wvw and pve mini dungeons are going to have star surplus instead, etc.
Count me on the side of those that consider the way the living story developed over the last 9 months as a letdown.
I dont care about the details much anymore and people are going to nitpick them anyway, but the sentiment of this returning player is exactly why I think the living story is implemented very badly: he comes back after half a year and nothing “seems” changed.
Look past the small details like the fountain being rebuilding step by step which was ok. Half a year of living story should have a player come back to find a new, completely finished zone ready to explore. He would have missed the lionguard discovering it and didnt help building the outpost and negotiating the treaty with the locals, but the zone would be there to entice him back into the game.
To quote the great Tyler Durden, “This game has you grinding content you hate for rewards you don’t need. This is your game, and it’s dying one Living Story content update at a time.”
I loved what this game was envisioned to be. I loved what this game was at release. I was all in with Guild Wars 2 because efforts were made to make it something different than what the rest of the genre was offering…a game to be played because it’s fun, not because of carrots.
With each Living Story installment I see buckets of achievement points offered for menial tasks, rewards being locked behind time gates, and a reversal of the developers’ self-stated measure of success shifting from “is it fun” to “does it keep players logging in”.
I’m not against a Living Story, I’m just against the way it’s being utilized. I feel the Living Story should be used to deliver compelling content and game improvements, not as a system to deliver a never-ending stream of rewards designed to inflate the daily log in metric.
This is the best summary of the direction of the game I have seen on these forums. Anyone working at Anet needs to print it out and place it next to their keyboard as a reminder.
Wait…people actually notice armor clipping? Do you guys actually look at yourselves constantly instead of concentrating on the enemy?
Wait… you find the game so difficult at all times that you need to concentrate on the enemy at all times?
Do I detect a hint of sarcasm?
Back in november they had still had plans to slowly roll out more event chains and content across the existing outdoor world. Those plans were canceled with the onset of the circus rotation (I mean, living story). So dont expect Anet to go back to improving the existing outdoor content at an acceptable pace until the living story concept is changed in some way.
Dont like their lore and generally think the game went too far into the “tech” direction, which is most evident in charr and asura ( have characters of the other 3 races).
Out of combat gear swapping already is a thing, you can alter an of your equipped slots when you are not in combat.
Traits I’m fine with being a town only thing, it’s uncommon enough to not be a problem (and if you really want to, with waypoints its also fast to do at any time).
Not sure if that’s what the OP meant but I would want some open world areas that have fast respawn, roaming mobs, more veteran and the odd champion in between. If you know the hylek cave mini dungeon in Caledon, kinda like that. The point for me is to have open world or mini dungeon areas that are interesting to play in with 1-2 friends without being faceroll easy, for situations where you just dont want to commit to 5 people fixed dungeon runs.
I’m pretty much against “dual spec” or a third weapon slot. The point of having the spec and switching only in town, and having the limited weapon slots during combat is so you have to make choices and not being able to do everything with the click of a button. Adding those features would diminish all that.
I agree with the OP, living story should slow down.
I disagree with Fergus. I find the world has too many friendly havens in hostile territory, and always an outpost nearby. It takes the away the impression that you are actually in untamed areas or enemy lands.
SAB is soloable. World 2 might be a pain by yourself if you’re not good with jumping, though.
I’m great at jumping but I can’t go in SAB. Whether it’s soloable or not is meaningless. As long as it states ‘suggested: 5 players’, it’s group content. I don’t group.
There is solo content in this release – all of it is solo content to be precise. If you decide to ignore it that is your choice.
If you arent aware of the implications of your choice to ignore said content based on a technicality and your subsequent choice to complain about it on a forum you might want to consult a doctor about possible neural disorders. If you are aware of it you are trolling.
No one asked for default SAB to be hard
in Super Adventure Box: Back to School
Posted by: Mastruq.2463
People are asking for difficult Guild Wars 2 content. You know, like the game where we use our weapons, and skills, and armor, and stats to kill enemies. Preferably in instances areas so we can’t just Zerg it.
Why weave in a very unrelated topic like instanced vs zerg into this? Just say you want more content for the “main” game and not the sideline stuff. What shape that main content takes is utterly irrelevant to this topic. I was with you here until you made me disagree with your preference for instanced content.
Weapons aside because of the new ascended weapons, that’s a month and a half for a set of endgame gear. And that with just taking a few minutes per day and not hours of farming dungeon running per day.
That seems very reasonable and unproblematic for me. Do you consider it a burden or problem that requires changes?
Not necessarily, no. When you played the game as it should be played….
Play the way you want to play, as long as it is the way the designers intend you to play™
off-topic but I’m so glad that apparently the luck solution is a longterm one that takes months or years of normal play to max. Maybe Anet is finally starting to think of long term solutions instead bandaids.