Do you guys think that there’s a middle ground between ultra hard and easy?
For example, I think we could clean up some of the issues with the Shatterer and just make it a more engaging experience. So rather than spending the entire fight hiding under his right paw he could, say, turn his head and attack that area? :] It doesn’t have to be hard, just a little more involved.
We tried to put in a few changes here and there when we added the new world boss timers. Reactions varied.
Anthony a while ago I made a post ranking the difficultly of all the open world bosses based upon by experience as a leader in TTS.
I’ll quote it:
So whenever we have discussions about difficulty for open world bosses, everything either made out to be Tequatl difficult or starter zone boss difficult. Seeing as how I’ve defeated every type of open world raid including the three headed jungle wurm, I decided to tier all the bosses and have a discussion about if the difficultly of everything is in the right place.
I’ve also decided to rank previous living story bosses.
S-Rank
Reserved for the bosses that require the utmost coordination and skill in all participants. These bosses almost always require a hard-capped server and there is next to no room for lower skilled participants in the encounter. This boss has a mindblowning amount of mechanics and strategies. This boss is for the best players in the game
-Triple headed Jungle WurmA-Rank
Reserved for bosses that require much more coordination and skill in the majority of participates. However there is room for a number of first time or unskilled participates as long as they follow strategy. They will usually require a hard capped server however it is more then possible to beat it without a full server if participants are skilled enough. These bosses is for vertern players looking for a challenge.
A+
Tequatl The Sunless
A
None
A-
The Marionette (Debatable might be B+)B Rank
Reserved for Bosses that become difficult to succeed unless the players are fairly knowledgeable of the game’s mechanics. They always have a number of mechanics that must dictate the players actions. These bosses do not always succeed and usually require a large number of participates however zerg rushing them with a full 150 man server can still cause the scaling to crack and may make some encounters trivial. This boss is designed for mid-skilled level groups of players who want a slightly more difficult encounter.B+
The Temple of Grenth
The Temple of Balthazar
1200 Citizens saved in LA
B
The Three Colored Knights (LS event)
The Karka queen
B-
Scarlet’s Prime HologramC-Rank
Reserved for Bosses with some mechanics that disrupt traditional combat but usually aren’t particularly hard to deal with or learn during the boss encounter. They rarely fail unless there is a lack of players participating in the event. They’re usually designed to begin to teach newer players what to expect without punishing them greatly.C+
Temple of Lyssa
Temple of Dwayna
Temple of Melandru
Risen High Wizard
C
Taidha Covington
Claw of Jormag
Mega-Destroyer
Inquest Golem Mark 2
C-
The Fire elementalD-Rank
Reserved the Bosses that take next to no strategy or skill. They often can be completed by only a few players and almost never provide a meaningful challenge to the player. They will only fail if they’re completely ignored. These bosses are best for new players… or anyone just wants to mash 1 repeatly and get loot.
-Every other starter zone boss
-The ShattererOverall there’s a lot of C and D ranked bosses in the game which usually fall onto the various world boss trains. Usually these trains will avoid B ranked bosses unless they’re confident in their numbers.
There is a massive gap between Tequatl the Sunless and the most difficult B-Ranked boss which was sort of inhabited by the Marionette but now she’s sadly gone which is probably why a lot of player are calling for that boss to return in some form, it was in previously unoccupied difficulty niche.
If Anet creates any more content, I personally think they should focus on aiming for the A and B ranks since they don’t have many raids and Tequatl seems lonely up there. In my personal opinion there really only needs to be one S-ranked raid in the game, especially before the other ranks start filling up.
I’d say pushing Shatterer to a B+ ranked encounter would be best based upon the responses to this thread and that fact that I think it has a difficultly niche that seems to be relatively unfilled.
The intent of the Renown Heart system was originally to help players find event content. They also provide a decent method for us to give the player some context and awareness of what’s going on in the area. There are probably a few issues in that design which we could discuss. We could also let it suffice to say that hearts do not make the best repeatable content the game has to offer.
On the topic of keeping players engaged with open world content, I think this goal may be for more approachable from a different angle. Consider Dry Top, which has no hearts. Players on that map are participating in events all the time, largely on the premise that each event contributes to both map-level and personal-level goals. This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.
I’d be very interested in hearing your thoughts on that.
I think Dry Top is a step in the right direction, having a way for all the events in the zone to be relevant and contribute to all the various unique rewards given by the zone vendors however I felt it missed out on a lot of good things previous living world events had done.
In Escape from LA, the mega-event had a ton of flaws but it was still fun once you got a zone going because getting a good score not required you to spread out but relied on good players to tackle the hard events. The Miasma events (especially the molton one) usually required a solid 5 man team to tackle each of them (partially because they scaled up so bad) and some escorts were nail-biters. At the same time the majority of the map was relatively easy meaning you can spread your inexperienced playerbase out and still make them feel appreciated.
Really other then the Moa bird and the north mines, there really aren’t that many really difficult events even with bonus conditions…. and the former can usually be completed if there’s one guy smart enough to do the mechanic. So other then the difficultly of organization there isn’t a lot of challenge in Dry Top and I kinda expected more from a level 80 zone.
I’m a leader in TTS and while it was interest early on for Dry Top, it’s kinda died out which makes me sad because we’re kinda the target audience for this kinda stuff.
But how are we supposed to play the Anet announcement drinking game!?!
1. Anet chooses
If we go with option 2 everyone will argue with each other about what to do and honestly chances are Anet will have to ignore one or two important issues simply because they know all the problems, it’s just they need a ton of work to fix.
This is stupid.
SAB was one of the best pieces of content added in the game and it’s initial release pretty much saved us from a content drought when flame and frost was fumbling around trying to figure out what it wanted to do.
To be honest I’d rather have them sacrifice all the living story instances if it meant that SAB would come back.
This is a thrown projectile, and as such, can be countered by abilities that block or reflect projectiles (Shield of Absorption, Swirling Winds, etc)
This in my mind balances this trick out IMO.
It’s really easy to make a permament projectile destroying bubble around a zerg in tequatl, it stands to reason a well-coordinated guild group or a zerg could figure out how to spread their reflects enough to create something similar around a group of siege.
This means this trick would only delay a massive zerg when they get caught off-guard until they figure out how to counteract it with blocks which is a good thing in my mind since it adds some counter-play in Attacking and defending especially with a small group of defenders against a large zerg where they’re trying to delay till reinforcements arrive.
I wouldn’t be too surprised if Glorious Hero Armor is just Glorious armor just with glowly parts like gold trimmed capes in Gw1.
Everywhere.
I couldn’t care less if my opponents see my Sunrise or ascended armor. I just want to establish an even playing field in every mode including hot-join, wvw and both queues.
In WvW roaming and sPvP, engineer is one of the top dogs. Excellent at what it does and without a doubt a good profession to invest in.
PvE they’re not at the top but they are at the door. DnT recently did a what-if DPS test in a scenario where FGS on the ele got nerfed and Engineer rose up to be one of the top DPS professions and built a niche because they can stack vulnerability better then any other profession. Outside of speedrunning groups I don’t think there’s any problem with engy though, they’re harder then faceroll warriors but largely if you know what your doing your just as effective as any profession at a mid to mid-high playing level.
Actually Anet said they would actually patch the game and make it so guild missions and influence is not bound to a single server……… in December 2014…
Honestly that vendor only gave masterwork items for them so you didn’t miss much.
Managing the Geoade cost for the recipes is even enough but I’m really getting annoyed at the amount of chests I’m opening trying to get these stupid fossils.
Why’d they have to be account bound anyways?
because people have been demanding more content-bound skins, which these are, instead of the typical “you get it from doing this specific thing, but you can always just farm and exchange your profit for it on the TP” method. if you have an ambrite weapon, everyone knows the only way you got it was by playing a lot of dry top.
personally, i like the system. nothing against farmers, but the prestige of skins, to me, is diminished if you don’t have to obtain it through specific challenges. that’s why fractal weapons and the upgraded capacitor are prestige items to me. they visually display to the world what content you did a lot of.
that’s not to say i’d want ALL non-gem store skins to be like that. just enough that people that care about that stuff can aim for it.
as for the weapons themselves, not a fan. don’t like bugs.
\
The other half of acquiring the weapon manages the prestige of the weapon perfectly already. You already need to farm enough geodes to afford the fossil AND work with your zone to earn either T4/T5 favor of the Zepherites to be able to afford the recipe you need to craft the weapon.
The RNG fossils adds nothing but frustration. My Buddy has 3 of these fossil and hasn’t be going for them at all, I’ve farmed T5, 3 times already, spend all my geodes on keys and ran around the zone unlocking 35+ chests and still haven’t got the fossil.
Luck doesn’t add to the prestige of a weapon, all it does is add a tiny bit of resentment that the person with one is luckier then you.
I really hate all this RNG non-sense Anet is letting slip into their game.
Before the game was released Anet was bragging that they’d done away with RNG and allowed their high-end dungeon rewards to be bought with tokens. Now all the best rewards are account-bound and RNG. It’s a dumb way to make items rarer.
I’d appreciate these fossil being sellable, then my friend with 3 of these fossils can give one to me.
I think they’ve learned a lot from the mistakes they made in season 1. The ending to this chapter is the ultimate example of show don’t tell when it put it side-by-side with it’s S1 counterpart.
It’s essentially the same information as one of the short stories we got from Scarlet’s backstory only we’re shown what…. happens (I’ll try not to spoil it) which blew everyone’s mind this time even though everyone let a collective “meh” last time.
Managing the Geoade cost for the recipes is even enough but I’m really getting annoyed at the amount of chests I’m opening trying to get these stupid fossils.
Why’d they have to be account bound anyways?
I think Waypoints should be concentrated in low level zones to ease the newbies into the game but gradually there are less and less of them as you move through the game.
One thing that made tower of nightmares interesting is that if you died it was a long way to get back to where you were going so sticking with friends and making sure everyone was up was important.
I can kinda see what Anet was doing in the fact that you can earn unique stat combos and recipes from the zone by doing the content in the zone but other then maybe some of the cooking recipes I don’t think anyone is really going to pay attention to these rewards.
And again you can just get them at T3.
It’s a shame the loot isn’t that good, because the coordination to get the event done gave me flashbacks to “Escape from LA” with tons of groups attempting to cover each of their zones. It was a lot of fun. However without a loot incentive, I don’t see something like this happening again unless we’re bored.
If there’s going to add a new hardcore organized event they need to improve the taxi and means to find and create a good organized map for these. Something like improvements to the LFG tool, the ability for guilds to create their own instances and most importantly a much better taxi system then spamming “join” until you get in.
I loved working with TTS to try and get world first when the wurm came out but even with their help I don’t know if I want to wrestle with the current system again trying to kill a new boss. I have too many flashbacks of spamming desperately trying to make it in between attempts and DCing 15 mins before the spawn starts after waiting 45 mins to get going.
I’m going with The Marionette and the Three headed Jungle wurm. That entire update gave us the 2 best bosses of all time. It’s a shame the Marionette isn’t permanent becuase it was incredibly fun.
Honestly I agree, the Karka queen should not be put into the category one of those “Mega-bosses” that Tequatl and the Triple headed wurm are in. In a post-megaserver world the boss is a joke.
I mean a trait unlocks if you complete this event, that to me is Anet admitting that the boss can be completed by anyone.
So really I think the seed of the problem is that Anet didn’t even anticipate what the high-end PvE metagame would even look like which meant they couldn’t really make a proper tutorial about it. That being said, they really need to go back and figure out ways to teach players about these especially if they want to continue to increase the difficulty of future content.
Except they don’t even educate you about combo fields beyond that one time it pops up in Hints.
You don’t have to teach people about the complex nuances of high-end gameplay (because those come from experience) but you do need to give them a solid foundation on which they can build upon.
The very fact that we don’t have this foundation is the reason why PvE is in such a dismal state at the moment.
Ya but what’s to say about combo field other then “Hey this is a thing, you should pay attention to this thing!” unless you know specifically what each combo field and finisher does.
It’s also not like the game doesn’t show you what your doing now, that big “Area Might” sign is visible enough that if you deliberately put a specific field and finisher together you can see what your doing.
From what I gathered the original intention of that prompt was to allow the player to experiment with different combo fields and finishers to allow players to figure out what was effective….. when in reality only a few combos are even noticeable which is why players are obvious to combo finishers until they’re introduced to high-end dungeon crawling and world bosses.
I think part of the problem with teaching the basics is that I think even as the game was being developed many advanced techniques weren’t anticipated by the developers.
I mean we primarily use combo fields for might stacking with blast finishers, healing with water fields, stealth with smoke fields and swiftness with static fields. Otherwise other finishers and combo field are ignored. When was the last time you even payed attention to projectile finishers?
So really I think the seed of the problem is that Anet didn’t even anticipate what the high-end PvE metagame would even look like which meant they couldn’t really make a proper tutorial about it. That being said, they really need to go back and figure out ways to teach players about these especially if they want to continue to increase the difficulty of future content.
Hearts are traditional quests that you don’t have to hand stuff in, in order to finish it. Even at the peak of GW2 hype I think most people saw this. I’ve always maintained that Hearts were a mistake and GW2 would be a better game if the whole game focused your attention more on meta-chains
What makes Dynamic events a bit better is context.
Here:
Dynamic Event:
NPC: “Centaurs are attacking, kill them!”
Player: “Why?”
NPC: “Cause they’re attacking the village!”
Player: “…”
NPC “They’ll contest the waypoint!!”
Player: “NOT THE WAYPOINT!!”
Traditional quest:
NPC: “Help! Centaurs are attacking”
Player: “You sure cause they’re kinda standing there…”
NPC: “No… they’re burning down the… village… maybe”
Player: “I don’t see them doing that”
NPC: “Well I’ll give you some EXP if you kill them”
Player: “K Then”
I mean the end result is the same but the small amount immersion and consequences make it a bit more fun to play them. They also chain together often so you usually get a full mini-story as you kill stuff on the way.
Any experienced TP flipper should accepted there was a significant risk to flipping this item and that Anet could increase the droprate at any moment. It was pretty darn obvious that the droprate for this thing was way too low especially compared to the other god backpieces.
Ya guys use the LFG tool. Just checked in NA and there’s 2 posts about organizing a Blitz. More people are starting to use it to get gold instances going
Ever since the megaserver update I’ve been saying the karka queen is not a megaboss like teq and the wurm and Anet should not treat it as such.
This is doubly true in a post-megaserver era where every shard is completely full of players who want to roflstomp the boss and where you must defeat the karka queen in order to unlock a trait. The latter to me is Anet admitting the karka queen isn’t that hardcore and everyone can do it.
Yes yes and yes, Marionette needs to come back
You guys do realize those karma train farmers were previously in everyone’s borderlands going in circles disrupting real wvw right? Now they have their own map where they’ll be able farm without disrupting the rest of wvw.
EoTM is basically WvW Hotjoin, it a much more relaxed environment with random ideas from Anet without the pressures of real wvw.
Alright you know what, I decided to look around dedgehaunt and see if there was an easy to miss meta that you should go back and do and I found it, it’s called “In Pursuit of knowledge”, it’s basically a war with the dredge. If you push it to it’s end point there’s a boss fight at the end.
If you need more info on it, here’s all the dynamic events connected with it:
http://wiki.guildwars2.com/wiki/In_Pursuit_of_KnowledgeYou just need to find one and you should be able to ride along until the event ends up with a boss fight.
The entire time I’ve been in the zone, it’s been on the phase “The dredge have been pushed back to Tribulation Rift.” I’ve done bits and pieces of the rest. I gathered blueprints. I’ve seen the Commissar die (just missed joining in, he went down fast), and I defended the granite citadel. I had zero idea any of those were connected or chained together, other than the overarching sense that the Dredge are a problem in the zone. And that the Dredge in Tribulation Rift are kind of hard to take down in groups when they are 5 levels above you
I guess I just really need to rewire my brain and drop everything to follow these events. Althoug h Iwonder if I do that if I will be able to keep up. If I got from 40-45 getting 100% completion, I don’t know if I could follow that chain and cover the 4 or 5 level span the chain covers.
If your near a group of players can you often do content +5 levels from you if you stay close to them and maybe use your ranged weapon from a safe distance, if you go down, they’ll usually revive you (at a certain point playing this game it become instinctual to res anyone who goes down).
Also Dredgehaunt cliffs is not one of the better leveling zones. I haven’t heard positive reviews from the place so leaving it for a better leveling area might be a good idea. A previous poster mentioned Hentari Hinterlands which is your level range right now, I’m going to 2nd that recommendation since the dynamic events are laided out much more clearly as to what the hell is going on.
O ya and to give you an idea on how more XP Dynamic events give, all the power leveling guides I see involving doing a certain event chain over and over again and/or chaining it with another event chain.
Alright you know what, I decided to look around dedgehaunt and see if there was an easy to miss meta that you should go back and do and I found it, it’s called “In Pursuit of knowledge”, it’s basically a war with the dredge. If you push it to it’s end point there’s a boss fight at the end.
If you need more info on it, here’s all the dynamic events connected with it:
http://wiki.guildwars2.com/wiki/In_Pursuit_of_Knowledge
You just need to find one and you should be able to ride along until the event ends up with a boss fight.
Dredgehaunt though is kinda barren for dynamic events though, probably why you’ve run into this wall.
(edited by guardian.6489)
A challenge is mostly fine once, but if you’ve beaten it, and it comes down to farming its mostly just annoying.
There needs to be a middle-ground.
I agree that events like Triple Trouble are over the top, but I personally prefer a challenge to the mindless 1111111 spam that we currently have.
You know what boss served nicely in that middleground?
The Marionette. I miss that boss.
Also Zergs are the negative byproduct of Anet’s philosophy that “every player you see should be helpful”. Sounds harmless and helpful right? Well “every” player being helpful means that a player no matter his skill level shouldn’t have an event harder meaning it can only scale like a dumb player just joined you. So over time as more and more idiots get added the content gets easier so that you don’t get annoyed at the presence of said idiots. It’s a really hard problem to work around.
This is a common complaint I see with GW2 and most often I see it’s due to the simple fact that the player didn’t seem to run into a lot of good dynamic event chains. I don’t blame you as some of them are hard to find and it’s difficult to find which event will lead to a fun boss at the end and which ones will just be a collection quest which opens up some NPC which sells something useless but I can give you a few tips to find them easier.
My advice is ignore hearts complete if you can and focus your entire attention on finding a good event chain. Usually the best ones have a sort of yellow title card like “Battle for Wychmire Swamp” with a short description on what’s happening underneath it if events linked to it are happening the general area. If you run into one of these try to figure out what event the meta-event is tied in with and you’ll have a good event chain that should give you some good leveling content and you’ll probably fill out a couple hearts on the way.
In general you want to do as many dynamic events as possible and avoid hearts unless there’s nothing else going on. Hearts can wait, dynamic events will move on without you and that’s some EXP you won’t have another chance at getting for a while.
I’ve been saying this beta that hearts distract from the real core good leveling content in the game which is dynamic events and annoyed posts like this confirm it for me. The fastest and arguably the funnest way to level is to find a good event chain, run with it till it’s conclusion then hop to another one but due to their nature sometimes it’s hard to do this all the time especially if your new.
As a TTS leader, I personally support this post. While this new system should benefit communities like us, it’s currently hindering what we’re used to being able to do. Being able to retry wurm quickly after a failure is nice and will probably increase the amount of communities in the wurmslayers club (did we get anyone new recently?) but the current implementation of this system is incredibly stupid.
I highly agree on Wurm being first in line on the spawn list instead of karka. Tequatl can be set up in 30 mins easily, karka queens needs no set-up time (why the hell is it even counted as a Mega-boss). However the wurm usually requires a full 1 hour set-up in order to succeed as there is a lot to go over with newcomers.
The fact that you EU guys got a crappy spawn window sucks as well and I hope anet changes it.
(edited by guardian.6489)
Guys…. read this list: https://forum-en.gw2archive.eu/forum/info/news/Megaserver-Rollout-Update/first#post3909472
The only place in Orr that has the mega-server rolled out onto is Straights of Devastation.
There are just more people then usual in Orr due to the fact that they want traits which is why all the temples are unlocked most of the time now.
This can’t be right, so why i tried to party with guildies, they were on the same map (no overflow) but not with me, also without the “Join” option?
If this isn’t MegaServer… what is it?!
That has to be a bug then.
Anet stated pretty clearly that the join feature should still work for the mega-server system if you want to join your friends in a different instance. The only place where you CAN’T use the join on party member trick is when your friends are in a main and your in overflow, at which point you need to zone in and out to get into main while in a party with someone in the main.
Unless you guested to a different server and forgot or something.
Guys…. read this list: https://forum-en.gw2archive.eu/forum/info/news/Megaserver-Rollout-Update/first#post3909472
The only place in Orr that has the mega-server rolled out onto is Straights of Devastation.
There are just more people then usual in Orr due to the fact that they want traits which is why all the temples are unlocked most of the time now.
Although admittedly waiting for a defend event to fail in order to unlock a grandmaster trait is still BS.
I thought this trait had decent potential if Anet put the scaling in a place where investing in condi-damage meant you did a ton of retaliation damage but alas it’s not the case.
Guess we should leave it alone and wait and see if it gets buffed next patch to be decent.
Perhaps an Anet member or 2 should join TTS or one of the other cross server guilds set up for big events to actually understand how these guilds work?
What’s funny is that there are actually 2 Anet Devs in TTS right now. While they don’t join our Teq raids very often they were often part of our initial wurm attempts and one of them was part of our first post-patch kill.
So you can imagine most of TTS is quite surprised we weren’t thought of when this new core system was being designed.
As others have stated, if you want to go pure ranged the engineer is the way to go, most other professions will pressure you into their melee options eventually because often they are their best dps set. Engineer has many good pure ranged builds.
You know I feel one random fact got left out of the discussion.
What the heck is karka queen doing being grouped up with Teq and Wurm in the schedule?
Is she getting buffed next patch to a Teq level of difficultly because she isn’t that difficulty unless your short on numbers like say 25 total people.
Neither of these changes remove the need for guilds like TTS. If you cant see that, there’s no point in a discussion.
Just ignore him. His comments are as asinine as his logic and contribute nothing to the feedback.
Lets get back on track and focus on how we can better improve the system to be reasonable for all players under whatever circumstances they’re currently in.
There should be no reason to have a convoluted and stupid solution such as partnering with other guilds or being mercenary because it doesn’t solve the underlying problem that the new system entails. A solution that needn’t happen to fix a problem that doesn’t currently exist.
A solution is simple. Just tie the consumable to an upgrade that purely costs influence like Guild bounties and have the consumable only cost influence.
We’ll need a one time Guild gold donation drive to get our Guilds researched up but we should be sustainable after that mostly.
The answer is really easy – and potentially exciting if people are up for it.
TTS simply needs to partner/make friends with established PVE guilds on different servers. Offer your leadership, numbers and support in exchange for starting the Tequatl and/or Worm fights reliably on given nights.
Im guessing (actually more than guessing
) that there are several guilds/servers out there that would jump at the idea.
Use this is an opportunity to strengthen the entire GW2 PVE community
.
We’re already attempting to do this solution however it’s inperfect.
There are popular runs outside of Anet’s schedule that often spawn several overflows when we attempt to run them. We usually have the leadership to accommodate this however even we had a partner Guild with the merits to spawn teq at one time we most likely could not also cover additional overflows
Uhh can’t you just use that guild thingy that allows you to start it whenever you want?
Read the thread. Your question has been answered multiple times.
That system was put in place to solve this problem, of guilds and groups that can’t play at certain hours.
I’m sorry but you are not willing to adapt to the new times nor are you willing to put in the extra effort of 1 hour of running missions each week. You want everything handed to you on a silver platter.
Have each member pitch in 50s. Say half of all your community actually donates that, you have more than enough to pay for a crapton of influence for 2 guilds.
If the new system used purely influence then we could work around it quite well however since it both requires Guild Challenges an upgrade which requires a large amount of both time and merits to unlock as well as an amount of merits which each guild can only earn a fixed amount each week.
Meaning in it’s current implementation this new system limits the amount of Raids we can do rather then openning more times like it’s intended.
The major problem TTS has is that even if it’s able to eventually get some merits flowing, merits are not unlimited and there’s a set cap you can earn each week. This means we’ll be dependant on other guilds to spawn at key times which makes it difficulty to maintain a set schedule and if members can’t get into main, we may not be able to pop teq on an overflow.
This merit cap severely limits what TTS can do even after we get all this stuff unlocked and set up.
If Guild challenges and the spawning token were purely influence dependent then we wouldn’t have a problem but a weekly cap severely limits what TTS can do for the community.
(edited by guardian.6489)
2 Stats combos I’d like to see are
Power+, Precision, vitality
It’s popular on this thread for a reason, this would be handy on guardians and could mix with knights well.
Boon Duration+, Power, toughness/precision
Boon Duration is a much stronger support attribute then healing power since it can proactively protect allies and extend some vital damaging boons like might and fury. As a result if Anet wants to see more support builds I can see armor sets focusing on it to be much more interesting then healing power ever could b.e
As a member of TTS, I have to say this kind of screws us even though we’re a Guild dedicated to this sort of content at least until December 2014.
-Our leadership and membership is scattered across different servers and 12 different guilds that means it’s extremely difficult to acquire any merits which seem to required in order to create the idea in order to maintain our current schedule. I like the idea of summoning teq or the wurm any time you want but over time the merit cost will be huge. Since the new system to unite guild influence won’t come into play until December 2014, we’re screwed until then.
-As stated there is no way of making a new empty instance with this system, I do know this won’t be a problem until Anet rolls out the server system to Sparkfly Fen and Bloodtide coast (and it seems southsun coast) but unless they’re planning a new system this is a huge problem for us.
Summoning Teq or Wurm whenever we want will be great but it seems like Anet didn’t fully think of our concerns when thinking of this system. This will be a bit of a logistical nightmare for us when the update hits.
Anet already applied a solution to world bosses to make them more challenging some time ago.. they increased their HP Pool and slapped on a Timer
chuckles
Hey hey hey now
They completely changed some of the bosses, now instead of standing in that one glitch spot for Jormag in phase 1 to kill the ice wall you actually have to dodge stuff :P
hehe, I remember when they first added the timers etc.. first time i actually saw Shatterer Fail… Ofc he gets killed every time now, but at first release of the “updates” saw him fail a few times lol, they were good times
The reactions to the revamped tequatl were even better though:
“So we can’t just stand by his foot anymore?”
Boss week was so much fun.
Anet already applied a solution to world bosses to make them more challenging some time ago.. they increased their HP Pool and slapped on a Timer
chuckles
Hey hey hey now
They completely changed some of the bosses, now instead of standing in that one glitch spot for Jormag in phase 1 to kill the ice wall you actually have to dodge stuff :P
I think from the swift response they have something cool planned….
Right Anet?…. RIGHT?