Even if all that happens the QQ will be so massive that "it's impossible to do whawhawha" so a-net will nerf it again anyway.
Even if all that happens the QQ will be so massive that "it's impossible to do whawhawha" so a-net will nerf it again anyway.
Ulgoth's spawn is reliant on the rather lengthy event chain of retaking all the northern camps. While it used to be a powerleveling hotspot hardly anyone is there now. It's subjective based on server, but on mine Ulgoth was only up maybe 2-3 times a day usually because a handful of levelers happened to be in the area and did all the pre-events.
Taidha's pre-events from everything I've read have been buggy since the game's release. There are threads upon threads of people trying to get the Hydra Queen achievement but having to get lucky with server resets fixing her pre-event so they can get it done. I almost never see her active and when I do it's usually conveniently after a patch.
I wonder if Karizee secretly works for ANet. <.<
http://steamcommunity.com/id/razaelsilva
EU PSN ID: Raazael
Nothing really exciting to me, it gives me a reason to fight Tequatl for my first time lol. I also remembering there was a cool title you can earn? Also a lot of people will be happy that they are adding the LFG tool. It also looks like Super Adventure Box wont be a month event at least I already got my King Toad's Greatsword! Time to make my Asura guardian look all Tron like!
This is probably more from overzealous fans or misinterpretation of Arena.net's game design. Likely a little of both.
Because I can scarcely recall Anet making statements about "harder, more strats, anti-zerg" with any great regularity.
It's mostly fanaticism on the part of players. I understand how one might grow tiresome of that type of conversation. But all the same, that's not Anet's fault.
https://www.guildwars2.com/en/the-ga...ember-17-2013/
On the page it says Tequatl Rising will be released September 17th. Which means the Super Adventure Box only will have lasted 2 weeks. Unless they keep it around during the next patch as well.
Last edited by worprz; 2013-09-11 at 04:48 AM.
They often overlap. I wouldn't be surprised to see SAB last another two weeks, especially when you consider how light the content (from what we've been shown) is for the next update.
Two of those are demarcations of difficulty. Which is so subjective as to be not worth bringing up. Anet likely believes/believed the clock tower was on par with SMB or TB mode in SAB is hard.
Any number of people will have differing opinions on what makes a game "hard" or difficult. What developer is going to say of their product, "Well this isn't very challenging and we think it's at best okay. I guess you can play it if you want. Zerg it or something. Whatever bros."
They will all say their product is exciting, challenging and fun. You might disagree- fair enough. But in their estimation maybe they did validity view that product as such.
You constantly bring up difficulty in discussions and it is always inappropriate.
Anet didn't say TB mode was suppose to be IWBTG btw. Foreman used IWBTG as an example of a gameplay mode.
I don't recall a thing about the pavilion stuff being "strongly anit zerg". I may have missed it- I have a lot of stuff on my plate lately. There are no readily accessible or recalled statements of Anet claims about ""harder, more strats, anti-zerg" per content cycle. None that I could find at least.
It's mostly fan bullshit, to be honest. And I remind you fandom of any stripe is a lowly practice.
Last edited by Fencers; 2013-09-11 at 04:52 AM.
Indeed most of that stuff are fans saying it, not the developers themselves.
I'd say if the majority of the playerbase cannot do the content it falls in the very difficult range.
The only things they've stated would be very difficult are the Queen's Gauntlet and Tribulation Mode. QG was indeed difficult, if you went there you would see masses of players down below in the Pavilion - so much so that the entire zone stayed in overflow throughout pretty much the whole month of the event. But looking up top, there were very, very few players doing the Gauntlet. To this day I've only seen a couple mini-Lliadris, the reward for completing Queen's Gauntlet.
Remember when the game first launched and there was that huge outcry about how hard the dungeons were? Colin stated 11 months ago....
https://forum-en.guildwars2.com/foru...ase#post126835I’ll point out ironically, when we first turned on DoA back in Gw1 the posts you’re seeing in this forum from a few folks about difficulty were the exact same comments everyone had about DoA. It was “impossible, mobs were just tuned to do insane damage and have huge HP, there was no tactics to defeat DoA”, etc. I went back and read through the original DoA launch feedback and it was literally identical to the comments folks on the forums are leaving now.
We made the choice back then to stick with the difficulty, and give people time to learn how to play the dungeon better and overcome it. A few months later, people viewed it as the most fun thing in the game and totally reasonable without us changing anything.
We’ll be doing the same with the Gw2 explorable dungeons, our own internal testing teams and alpha test groups learned to beat them using a combination of player skill, synchronous builds, strong use of cross-profession combos, use of cooking/consumable buffs (these make a huge difference!) and well formed player tactics. By comparison, after having months to play the game and the time our alpha was complete, some of our better dungeon groups felt the explorable dungeons were too easy for launch, we decided not to make them any harder given the expected player skill on launch.
We’re actively monitoring every dungeon and working on balancing issues we encounter appropriately. We’ll be keeping an eye on bosses we think don’t have enough varied mechanics to warrant their large health pools and updating them over time to make them more varied/interesting fights. We’ll be monitoring, and continually tweaking/adding to dungeon rewards over time and of course balancing where we see the need. And of course, we’ll be looking at adding more dungeons as well!
All of that being said, the game is VERY new for most of our players, and I can absolutely promise with more knowledge of the game and advanced player skill, the explorable dungeons can all be overcome by being skilled groups. We’ve seen many groups do it just fine in our internal alpha test once they had time to learn how to play the game well. Just like Domain of Anguish in Gw1, it takes time and practice to learn how to overcome stuff as hard as our explorable mode dungeons, and that’s exactly the kind of players they are designed for.
If DoA was any indication, a couple months from now, many of you will likely be posting saying most of the dungeons are too easy and you need better challenges
Valar morghulis
Well, it's a nice thing they are revamping the bosses, hopefully all the bosses get a total revamp like Tequatl. The LFG tool is late, but it's always better late then never. Back sking...meeh.
I think this patch is so small for a reason. Half the world is going to play GTA V when it releases so i fully understand this patch, even next patch will probably very small.
Pavilion wasn't strongly anti-zerg, but it did have some anti-zerg mechanics. For instance the centaur boss would use some very devastating moves if people did not stack on him and since trying to get a zerg to listen to any kind of strat, even the most simplest one of stack on boss, is like pulling teeth there were many many deaths; about half of the zerg went down constantly because of not stacking on the boss. Sure it didn't stop the zergs and having a waypoint right in the center of the arena made it quick to get back, but it did punish those zergs for being mindless like they tend to be.
Also there's something about the new Tequatl fight that might actually add to the difficulty, from the Pax Anniversary Bash they said that all near by waypoints are contested and it can take up to a minute to get back to the fight. The waypoints being all contested, plus the timer, plus new mechanics could prove to be a challenge for a mindless zerg, I expect half the zerg to get decimated on a regular basis and probably more than once in just one fight with Tequatl just like they did with the centaur boss in pavilion.
idk i dont find this a small patch actually..
the biggest change for wvwvw in my opinion
tequatl major revamp! (other bosses tweaked a bit i supose. i saw that primordus champion got a new skin)
the long awaited LFG system (seems they done an incredible job on it in my opinion)
i actualy really likes this!