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Please nerf thunderhead peaks south meta


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The map does not have the population to sustain taking it down. It was depressing getting a group of 12 people together and us still not succeeding, also we had champ hydras at every single rig, I've never seen that before at the end. That was ridiculous. And the thing that is REALLY annoying about that is now there's 12 people out there that believe "they don't have the numbers" and won't try again. >.< Honestly, if we didn't get all those random spawns we would have been fine. And today was the season 4 Thunderhead peaks day, the worst part, what hope do players have when it's the "preferred map" but it still doesn't happen?

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Ye, they really should make the events scale based on the number of players in the area.Can see this becoming a much bigger problem later on in several maps... The "wait for it to become a daily" is a lazy solution. Can only imagine the frustration of waiting several days to attempt an event/achievement/collection just to fail because there's still a lack of players :/

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@"Friday.7864" said:Ye, they really should make the events scale based on the number of players in the area.Can see this becoming a much bigger problem later on in several maps... The "wait for it to become a daily" is a lazy solution. Can only imagine the frustration of waiting several days to attempt an event/achievement/collection just to fail because there's still a lack of players :/

Yeah, I pretty much only tried because that map was on the dailies, and it sucked. Granted, it didn't play into any of them directly (but would making getting tomb raider much cheaper if you didn't already have a plate).

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@Astralporing.1957 said:

@Lexi.1398 said:FYI the hydras aren't scaling, they're a set spawn that appear on all rigs when the meta progresses to a certain point, and always at champion rank.And that's a problem once the population dips below a certain number.It's just not possible to create diverse events at least somewhat challenging to large numbers of players while still possible for a small number. That's why this game has group events that are explicitely designed for larger numbers of participating players. Some of these might still be easy to low-man or even solo, others not so.

Designing every group/meta event so it can be done easily on the day when a new content drop pulls the majority of the playerbase out of every other piece of available content, will turn a lot of the large events laughably easy if not downright boring (or even more so than they are now) when played with a decent number of players, thus taking away one of the characteristic kinds of content this game has offered since the start.

Talking about Thunderhead south in particular, if I'm not mistaken each of the defense events is tuned to be a group event in its own right (and should be if full squads turn up to do that content). Doing those events with 4 people per defense (assuming the 12 the op talked about are spread around evenly) sounds like a challenge, although a coordinated group with good damage and understanding of mechanics could probably still pull it off. If on the other hand those 12 didn't know what to expect/do (like pulling the hydra away from the drill ... you don't have to kill it, just make sure it doesn't breathe on the drill all the time) I'm not surprised the event failed. It's probably comparable to tackling Tarir with 12-16 players that only have a hazy idea of the mechanics of the different octovine fights (which I seriously doubt would have a chance either).

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@Lexi.1398 said:FYI the hydras aren't scaling, they're a set spawn that appear on all rigs when the meta progresses to a certain point, and always at champion rank.

I could have sworn i've defended rigs and not had them spawn before. But it does feel like they love to spawn on the miner's southeast to southwest transition when they do.

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@Firebeard.1746 said:I could have sworn i've defended rigs and not had them spawn before. But it does feel like they love to spawn on the miner's southeast to southwest transition when they do.

you may have not seen them if you were with people who instantly kited them away or a zerg that killed quick, and they spawn on the far edges away from the rig like everything else and can potentially run quite far, and you may also have only defended the rigs after their spawn point (for example following the escort for most of the meta then running back to an earlier rig after it reaches the last one) and they die/get kited out of sight before you reach them, but they should always spawn.

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@Lexi.1398 said:

@Firebeard.1746 said:I could have sworn i've defended rigs and not had them spawn before. But it does feel like they love to spawn on the miner's southeast to southwest transition when they do.

you may have not seen them if you were with people who instantly kited them away or a zerg that killed quick, and they spawn on the far edges away from the rig like everything else and can potentially run quite far, and you may also have only defended the rigs after their spawn point (for example following the escort for most of the meta then running back to an earlier rig after it reaches the last one) and they die/get kited out of sight before you reach them, but they should always spawn.

usually I stay put from the start, but okay, good to know.

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