Jump to content
  • Sign Up

[Feedback] New Drakkar Fight


Randulf.7614

Recommended Posts

  • Replies 163
  • Created
  • Last Reply

Top Posters In This Topic

@Yasi.9065 said:The scaling on champ2+3 doesnt seem to not work though? Or it really is because so many run to first champ, the first champ always takes 3-4 times as long as champ2 or champ3.A slight criticism, the green fields give a dmg buff, but drakkar always despawns after the green fields. Maybe change the timing slightly to give a longer burst phase?

I was coming here to bring up both of those things. In my (sadly, failed) run with a squad earlier, champ one took a very long time. But then when the second group went in, that champ melted in about 30 seconds. We failed before we got to champ three.

And I seriously don't get why we have the green fields during the last 15-20 seconds of a burn phase. By the time the fields have been absorbed by players, there's only one or two seconds to actually try to hit Drakkar with the buff before he goes back in the ice.

Link to comment
Share on other sites

@Randulf.7614 said:Can someone elaborate on this post fail mechanic? Surely they weren't naive enough to add any form of pvp in open world?

Simple, you can fight others during a short amount of time, when the boss isn't defeated/fail. I'm neutral about that. I don't like pvp in open world but you aren't losing your stuff like in minecraft either. So dunno, it's not like it's enabled infinitely.

Here is a video showing it @Randulf.7614 : https://www.reddit.com/r/Guildwars2/comments/f2v4s0/heres_what_happens_when_you_fail_drakkar/You are turned normal again when downed it seems.

Link to comment
Share on other sites

Afaik the open pvp is active for like 10 seconds after the fight failed, idk why people make such a big deal about it. Also if there is a squad advertising to fail it on purpose, you are free to join one of the other many squads advertising they want to beat it. Squads wanting to fail it will also probably only be a thing in the first few days, then the novelty wears off and everything will be back to normal.

Cant believe people complaining about such a minor thing, smh.

Link to comment
Share on other sites

@Nidome.1365 said:

@"Cameron Rich.3905" said:Hey there everyone, thanks for taking the time to post your feedback on yesterday's changes. Your thoughts are incredibly important to us, and help us work to make the game a better experience for everyone.

There's one thing I'd like to clarify about yesterday's patch notes: Specifically, the note "Drakkar has gained new abilities."

We should've been clearer with this patch note since "new abiltities" is pretty vague--so we wanted to give you some more information on them. These additions were focused on providing a clear incentive to participate in mechanics by punishing failure, as well as giving you reasons to engage with some of the previously arbitrary mechanics.

The Falling Ice Orbs, for example, have a larger and more damaging attack that fires if no one catches the orb--so when you're performing the mechanic correctly, you're not seeing that punishment skill (way to go, being responsible!)

Additionally, Jhavi's shield in the intermission phase now provides protection from the storm (which deals constant damage if you're outside it), and allows you to go out and attack adds - but that protection only lasts a short time once you leave the shield, so you have to balance grabbing the buff with going after incoming enemies, or pulling them into the shield and damaging them down.

Finally, as some of you have experienced, we introduced a unique flavor mechanic to the fight when the group fails, to make it clearer that Drakkar's influence has won out in the struggle.

With these changes, we specifically wanted players to feel punished for ignoring mechanics, while still allowing for a few people to be the "heroes" of the group and save their allies from certain death. Since this is an open world encounter, it's important to encourage coordination while maintaining accessibility, especially as we get further into this content's life span and more diverse player groups of varying skill levels tackle it.

The changes to the fight have made it even more of a blob-fest. Without a blob the odds are you will now fail.The "unique flavour mechanic" is probably the worst idea you have ever implemented. There are already people talking about forming squads on maps to deliberately screw with the Drakkar event to deliberately make it fail and make the "unique flavour mechanic" happen. The "unique flavour mechanic" encourages trolling and is anti-social.

You seriously need to consider rolling this event back and rethinking your changes.

I'm pretty sure that an organized group of competent players on an empty map could defeat this joke of a world boss with 10-15 people.

Link to comment
Share on other sites

For all the tweaks, it still doesn't fix all the melee hate (that GW2 is somewhat renowned for..). The constant pushbacks/fear/toiletspinning don't serve the fight and are, as usual, too frequent to deal with in a sustained manner. In part because, just to say it again, Stability needs to be retooled again. And of course, complaints about Defiance are in part because increasing pressure on players as participation rises, and that's before considering many don't know how to break it, then add on that soft CC is negligible at higher player counts.

Link to comment
Share on other sites

@Jojo.6140 said:Afaik the open pvp is active for like 10 seconds after the fight failed, idk why people make such a big deal about it. Also if there is a squad advertising to fail it on purpose, you are free to join one of the other many squads advertising they want to beat it. Squads wanting to fail it will also probably only be a thing in the first few days, then the novelty wears off and everything will be back to normal.

Cant believe people complaining about such a minor thing, smh.

They aren't squads advertising to fail. They are preforming squads of like minded people without using the LFG who then go to the event to scale it but don't participate causing it to fail because not enough people who want it to succeed can participate just so they can attack people in open world.

Link to comment
Share on other sites

I didn't know that failing causes players to become enemies to each other. That actually sounds really fun. :P

Of course, the question is how long it stays active and who it affects. If you're a player not participating in the meta, just minding your business in the Marches, and suddenly some trolls who failed the event appear and PK you, that's a major issue. People get very mean when they have the ability to PK, just look at the FFA arena in the mists and how toxic people get in there.

It would be ideal if it only affected people who are in the cave in the moment of failure. As in, only those people can attack each other. They can't attack those outside the cave. This way you have the fun moment of everyone in the cave potentially going berserk against each other but you don't risk trolls going out to PK uninvolved players.

Link to comment
Share on other sites

@Bassdeff.1895 said:

I'm pretty sure that an organized group of competent players on an empty map could defeat this joke of a world boss with 10-15 people.

A group of 30ish determined pugs failed today when the timer expired just before the 3rd champ. Similar sized groups were able to succeed pre-patch with 5mins to spare.Perhaps the patch screwed the scaling?

Link to comment
Share on other sites

@Nidome.1342 said:

I'm pretty sure that an organized group of competent players on an empty map could defeat this joke of a world boss with 10-15 people.

A group of 30ish determined pugs failed today when the timer expired just before the 3rd champ. Similar sized groups were able to succeed pre-patch with 5mins to spare.Perhaps the patch screwed the scaling?

I've seem the DPS that determined pugs usually put out and that won't cut it. I'm talking about organized groups like raiding guilds, world boss groups like TTS, order meta specialist like VOA. People that will show up with their big D DPS and proper support builds.

Link to comment
Share on other sites

Well, I put up a commander tag in LFG just about an hour ago, and we rocked the new Drakkar meta with whoever showed up. The new fight is certainly a bit busier and less tedious, and to me, it actually seems a bit easier than before, but YMMV. The hardest part to me was the champs being tougher, which can really eat up the timer with less powerful groups. That and the visual noise, which is a long standing issue throughout the game.

Link to comment
Share on other sites

@Jimbru.6014 said:Well, I put up a commander tag in LFG just about an hour ago, and we rocked the new Drakkar meta with whoever showed up. The new fight is certainly a bit busier and less tedious, and to me, it actually seems a bit easier than before, but YMMV. The hardest part to me was the champs being tougher, which can really eat up the timer with less powerful groups. That and the visual noise, which is a long standing issue throughout the game.

I think that champs tend scale up pretty hard. I wonder if only a group of less than 10 entered the portals if they would down quicker. Kind of like the DS meta when more than 8 to 10 run to the center of the tower to kill the champ it takes forever. Before the changes a couple of friends and I rush one of the portals and we only had 6 people make it in, we killed it in less than 10 seconds. Haven't had a chance to try it after the changes but I'm curious if it still applies.

Link to comment
Share on other sites

@Bassdeff.1895 said:

@Jimbru.6014 said:Well, I put up a commander tag in LFG just about an hour ago, and we rocked the new Drakkar meta with whoever showed up. The new fight is certainly a bit busier and less tedious, and to me, it actually seems a bit easier than before, but YMMV. The hardest part to me was the champs being tougher, which can really eat up the timer with less powerful groups. That and the visual noise, which is a long standing issue throughout the game.

I think that champs tend scale up pretty hard. I wonder if only a group of less than 10 entered the portals is they would down quicker. Kind of like the DS meta when more than 8 to 10 run to the center of the tower to kill the champ it takes forever.

I've done the champs with about 3. They don't scale down very well

Link to comment
Share on other sites

I'm really disappointed to see that nothing's been learned about encouraging failure in group events. Further, if open world PvP takes one step out of being a 1 minute post boss gimmick I'm permanently gone instantly. GW2s unique cooperative pve is the only reason i play and i wouldn't look back at all.

Link to comment
Share on other sites

@"Belisaria.8136" said:You've made your obsession with bringing PvP into all aspects of GW2 very known. Any complaints you just made about how the PvE currently works would be helped in no way by adding PvP into it.

The point I was trying to make (until someone got my post removed) was that adding pvp into pve zones can take various forms, and not necessarily toxic. And adding pvp means adding competitiveness in one form or another. And even though right now it's no more than a fun gimmick, I think it may lead to introduction of certain competitive elements which will have mostly positive impact and make the game much more diverse and incentivize players to actually cooperate and interact with each other, instead of hopping onto the tag train and keep pressing 1 till the boogie man is dead. Might as well play some mobile afk game at that point.

The current mechanic is far from being that, however, I do think it's a positive step in the right direction which needs to be encouraged, especially if you're concerned about "cooperation" thing.

Link to comment
Share on other sites

@"Kondor.2904" said:

The point I was trying to make (until someone got my post removed) was that adding pvp into pve zones can take various forms, and not necessarily toxic. And adding pvp means adding competitiveness in one form or another. And even though right now it's no more than a fun gimmick, I think it may lead to introduction of certain competitive elements which will have mostly positive impact and make the game much more diverse and incentivize players to actually cooperate and interact with each other, instead of hopping onto the tag train and keep pressing 1 till the boogie man is dead. Might as well play some mobile afk game at that point.

The current mechanic is far from being that, however, I do think it's a positive step in the right direction which needs to be encouraged, especially if you're concerned about "cooperation" thing.

Adding PvP to PvE zones is always toxic, even when it is optional such as duels.

Link to comment
Share on other sites

@"Cameron Rich.3905" said:The Falling Ice Orbs, for example, have a larger and more damaging attack that fires if no one catches the orb--so when you're performing the mechanic correctly, you're not seeing that punishment skill (way to go, being responsible!)

I think this part of the fight has so much unused potential, it seems to have 2 issues as far as I see:

  • only needs 1 player (i think?) to stop an ice orb
  • the shockwaves it causes only go so far, making the ones in the back completely ignorable.

Honestly, if this part required something like 5-10 players per orb, it would make the "tornado phase" (where drakkar starts summoning a bunch of tornadoes, which unfortunately, can also be mostly ignored) much more dangerous, engaging, risky and fun, the fact that the orbs appear at this tornado attack makes it feel almost as if this is how it should be, and the coordination between players would be absolutely amazing.

Additionally, Jhavi's shield in the intermission phase now provides protection from the storm (which deals constant damage if you're outside it), and allows you to go out and attack adds - but that protection only lasts a short time once you leave the shield, so you have to balance grabbing the buff with going after incoming enemies, or pulling them into the shield and damaging them down.

I was wondering if anyone knows, do the adds damage the shield? do drakkar's emergence attacks damage it? would be far more interresting if they did. never seen the shield health drop below 75%.

overal these improvements are good, but as you mentioned, people expected something really different because of the unclarity of what new mechanics really meant.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...