[Feedback] New Drakkar Fight - Page 2 — Guild Wars 2 Forums

[Feedback] New Drakkar Fight

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  • Did the event this morning. I'm still failing to find anything fun about this boss fight. A few more days to pile up some extra ingots and I won't be going back.

  • RoseofGilead.8907RoseofGilead.8907 Member ✭✭✭✭

    @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.

    Oh look. I have a signature now.

  • Randulf.7614Randulf.7614 Member ✭✭✭✭

    Ah OK. Doesn't sound like anything intrusive then

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • hugo.4705hugo.4705 Member ✭✭✭✭

    To be serious that's the only interesting thing of the fight! Invited two guildies was fun. Finally one thing that fit well drakkar and that story of whispers. For once I can listen to Jormag, there should be an hidden achiev.

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  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭

    @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.

  • Rauderi.8706Rauderi.8706 Member ✭✭✭✭

    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.

    Many alts! Handle it!

    "A condescending answer might as well not be an answer at all."
    -Eloc Freidon.5692

  • @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.

  • Taylan.2187Taylan.2187 Member ✭✭✭

    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.

  • Kondor.2904Kondor.2904 Member ✭✭✭

    The unique flavour mechanic is nuts! Thank you!
    (I hope you're using it to test the dueling areas / open world pvp integration possibility)

  • Nidome.1342Nidome.1342 Member
    edited February 12, 2020

    @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?

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭

    @Nidome.1342 said:

    @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?

    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.

  • Jimbru.6014Jimbru.6014 Member ✭✭✭
    edited February 12, 2020

    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.

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭
    edited February 12, 2020

    @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.

  • Randulf.7614Randulf.7614 Member ✭✭✭✭

    @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

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited February 13, 2020

    Slight damage increase & some damage mechanics added here and there. The champions dies slightly slower, not sure if its because of splitting into smaller groups. Ended the fight a minute or two faster than usual. Felt the same so far, no luck with the rewards (day 1 after the change).

  • Kondor.2904Kondor.2904 Member ✭✭✭

    @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.

  • Still very boring and sleepy fight as it was...

  • @Clavis.2105 said:
    Still very boring and sleepy fight as it was...

    Agreed. Just because the devs can do all of these different things doesn't mean they should do all of these things. I can't wait to finish a few more achievements and then I will be done with this map.

  • @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.

  • Urud.4925Urud.4925 Member ✭✭✭✭
    edited February 13, 2020

    To me, it seems a bit more interesting than before, when the Drakkar's HP was too big. Yesterday almost everyone entered the first portal, and it took a bit to kill the champ. I entered the second one, with 10-15 ppl and we killed him much faster, so I'd say the scaling is good. Then ppl started to worry about the 8 min cooldown for the last portal, so we had to wait until it expired (it was only 4 min before, so no one cared, now it's something to think about it). The new nimble achiev is easier than the previous one.

    I don't find any big issue with this fight. On the contrary I'm glad to see how ArenaNet changed some mechanic after some player's feedback. Good job!
    I would only remove the ascended weapon (probably the reward is too much for such a fight) and replace it with 1 Amalgamated Draconic Lodestone (like a normal meta in Tarir for example). I wouldn't keep fighting Drakkar after 10 times right now, but I would continue if I could farm lodestones. If 1 lodestone is too much, maybe add "scaps of lodestone"...

  • The Last Hobbit.6492The Last Hobbit.6492 Member ✭✭
    edited February 13, 2020

    Honestly, after the last episode, I'd tempered my expectations.
    But this new World Boss is, honestly, one of the most exciting openworld fights in the game.
    It felt more like an easy WoW raid than anything else.
    It has everything that raid fights have except real challenge but it's openworld, so I think that's to be expected (people are bad at this game!).

    I love the pacing of the fight, the phases, the way Drakkar tries to crush you like a bug, the three unique champions.
    There's a few things that could be improved like making it clear that you can't participate in all three champion fights and the finale feels a little underwhelming.

    But all in all, very good job. Loved it.

    Edit: If you can somehow create an instanced challenge mode of this boss for 10-20 players, that would be amazing.

    Edit 2: Also, loved how there's less "fear" than the Claw of Jormag fight and instead uses the "wind" effect. Please update the Claw of Jormag fight... too much fear!

  • I like that there are no annoying things like triple fear. That one when Drakkar comes from the wall is just perfect (character's reaction is natural when a big monster just comes out of wall). I love that shield-phase, because Drakkar acts like he's trying to open a jar full of cookies. It's design is just awesome.
    But I don't like the lack of different attacks and moves. Everything comes in specific order, the boss is unable to surprise us because we know what will come next.

    I don't like sand. It's coarse, and rough, and irritating, and it gets everywhere.

  • ehm, so ANET. What are you going to do about AFKers and passive players scaling the event to 'impossible to do'?

    They dont matter during other bosses, because damage. But with insane-hp-sponge-drakkar they REALLY HURT.

  • Funky.4861Funky.4861 Member ✭✭✭

    I'm hating the pvp element for a fail; i haven't seen it succeed once yet and this is pure trollbait. I'll probably avoid the fight until the pvp element is removed, or until it succeeds much more reliably. The time investment is off-putting enough without the toxic pvp bit at the end.

  • Jwake.7013Jwake.7013 Member ✭✭✭

    @Funky.4861 said:
    I'm hating the pvp element for a fail; i haven't seen it succeed once yet and this is pure trollbait. I'll probably avoid the fight until the pvp element is removed, or until it succeeds much more reliably. The time investment is off-putting enough without the toxic pvp bit at the end.

    Not sure how it's toxic or off putting honestly, you can only be downed and it lasts for what 15 seconds? Would actually love if they increased it to last longer, but then you may get people enjoying it too much and want it to fail if it's close.

    I do agree that I think any late starting map is pretty much a fail now, where as before it had a chance if your map had good dps. Wthout the mastery CC which you pick up (fill) during escort from all mobs that even if you get a full map by the end phase, people then don't have the CC to break things fast enough to be able to get caught up, even with less hp. I mean maybe it'll just end up being a boss that people know not to do unless they get into a pre made map for it, just depends how easy anet actually wants this to be. Honestly fine either way, will just have to adjust accordingly to know when to hop into a map for it.

    "Freedom is something that you need to actively acquire. It's not something that's given with no strings attached. To be free means to take responsibility, and to prepare yourself for what's to come." ~Charles Beams~

  • Urud.4925Urud.4925 Member ✭✭✭✭

    @Funky.4861 said:
    I'm hating the pvp element for a fail; i haven't seen it succeed once yet and this is pure trollbait. I'll probably avoid the fight until the pvp element is removed, or until it succeeds much more reliably. The time investment is off-putting enough without the toxic pvp bit at the end.

    Really? Come on, it's just few seconds, and no one will whisper you noob if they kill you (like in pvp), since the arena will be full of people. There's nothing personal or any fight that you can call fair there. I had a failed Drakkar today and it was funny. All of those reds all at the sudden and just after few seconds going to the dead ppl to ress them :)
    I find it a nice idea, or, like Joko would said, "a nice touch"! It's also in theme with Jormag. Gratz to whoever had the idea :)

  • Since I've made a few posts talking about things I'm not so crazy about re: this fight, I wanted to pop in and say that I enjoy it too. I still hope a few things are done to it to really round it out, but within the world boss rotation, it's atmospherically perhaps the best and it brings some unique mechanics to the usual world boss run that will hopefully continue this new (and good) idea of finding a more natural and smooth learning curve for newer/more casual players seeking to up their challenge level.

  • Randulf.7614Randulf.7614 Member ✭✭✭✭
    edited February 13, 2020

    My feelings on the boss fight are known in the other main feedback thread, but since this is a positive specific thread, I will call out your animators for always rising above and beyond the occasion. Forgetting anything else, they continue to amaze with what they do with such an old game (which is one of many reasons it is a shame the visual noise escalation obscures a lot of their hard work)

    I can only imagine what they could have done if we were able to have seen more of Drakkar's body, but top notch work on the animations nonetheless

    What sleep is here? What dreams there are in the unctuous coiling of the snakes mortal shuffling. weapon in my hand. My hand the arcing deathblow at the end of all things. The horror. The horror. I embrace it. . .

  • Arden.7480Arden.7480 Member ✭✭✭✭

    @Cameron Rich.3905 said:
    I'm glad to hear y'all are enjoying the encounter. There are definitely lessons to be learned moving forward, we can always improve for the future - but it's great to know that you're having a lot of fun with the content and that it exceeded expectations. :)

    I actually love it too, I judged too quickly, because it's excellent world boss :)

    The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.

    H. P. Lovecraft

  • Nebilim.5127Nebilim.5127 Member ✭✭✭
    edited February 14, 2020

    @Cameron Rich.3905 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'm happy to see more groups spinning up and able to coordinate their efforts to take down the boss. Since we released the changes 2 weeks after the fight went live initially, I'm not surprised to hear the feeling that it was easier - players have had some time to learn the mechanics and grow more comfortable with the fight. Nothing is ever as difficult as the first time through.

    Looking at our internal data, the participation rate, success rate, and time to complete for this event are pretty much exactly where we expected and wanted them to be. We're keeping a close eye on how these numbers change throughout the coming weeks, and combined with direct feedback, that will help inform our next steps. We have tools in place to make tweaks to balance if we feel it's necessary.

    Keep that feedback coming. Spicy, sweet or salty, as long as it's civil It's all extraordinarily helpful.

    I think the fight is good now but the raven gate part could be a lot better. They feel almost inconsequential if werent for the gate debuff. Maybe you could buff the bosses a bit like giving them a cc bar to break,or else they push you to fall off the arena? If you fail, that' okay, you can dodge or stunbreak the push, but if you fail all that, you fall and die. Maybe also have to kill all 3 bosses at same time instead of going one by one.

  • Nidome.1365Nidome.1365 Member ✭✭✭

    @hugo.4705 said:

    TLDR: Your fight is currently "jump jump jump", "be bored under javi shield because no gate buff", "gather your awful reward". It's not motivating at all.

    I had a meta fail today because too many people were standing around "Bored under javi shield because no gate buff" instead of killing the spawning mobs. About three of us were trying to kill the mobs while the rest just stood around under the shield. The mobs destroyed the shield and the meta failed.

    The other thing I noticed was that too many people don't seem to know and/or understand what 'cc is. Anet already have a dodge tutorial, perhaps they should add a 'cc tutorial as well and block people from entering high level maps until they have completed it?

  • Svarty.8019Svarty.8019 Member ✭✭✭✭

    @Nidome.1365 said:

    @hugo.4705 said:

    The other thing I noticed was that too many people don't seem to know and/or understand what 'cc is. Anet already have a dodge tutorial, perhaps they should add a 'cc tutorial as well and block people from entering high level maps until they have completed it?

    Isn't this what community is for? Edumacation and the ilk? If players don't know mechanics, it's up to ... er... us(?) to tell them? Fact is, lots of people aren't looking to socialise in this massively multiplayer game - and living story's single player narrative encourages that. 111111111111

    Thief OP? Better nerf Scourge ... again.
    Hashtag BlameMcLain

  • Eramonster.2718Eramonster.2718 Member ✭✭✭✭
    edited February 14, 2020

    @BlackBullWings.2734 said:
    ...

    • 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.

    Yes and no. Players standing under the closer ice orbs will risk taking damage from the ones behind.

    Honestly, if this part required something like 5-10 players per orb, it would make the "tornado phase", ....

    Will indirectly set the requirement X amount of players 'compulsory' for the event to be completed.

    ...

    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%.

    No idea what will happen for failing the breakbar phase(was closed to it; once). The shield doesn't seems to have HP mechanics after the breakbar phase and will last indefinitely until the champion is defeated. The adds/minions seems to have a spawn pattern(fallen, aberration, svanir) based on drakkars Hp% or champion phase(?) and seems to have a "time limit". If the champion is taking too long to kill; a set of 2-3 Svanir with swords above their head will appear and start AoE using "flamethrower" staffs killing every player under the shield. Can be interrupted and killed.

  • anninke.7469anninke.7469 Member ✭✭✭

    @Urud.4925 said:

    @Funky.4861 said:
    I'm hating the pvp element for a fail; i haven't seen it succeed once yet and this is pure trollbait. I'll probably avoid the fight until the pvp element is removed, or until it succeeds much more reliably. The time investment is off-putting enough without the toxic pvp bit at the end.

    Really? Come on, it's just few seconds, and no one will whisper you noob if they kill you (like in pvp), since the arena will be full of people. There's nothing personal or any fight that you can call fair there. I had a failed Drakkar today and it was funny. All of those reds all at the sudden and just after few seconds going to the dead ppl to ress them :)
    I find it a nice idea, or, like Joko would said, "a nice touch"! It's also in theme with Jormag. Gratz to whoever had the idea :)

    The problem is that the "few seconds PvP phase" easily overgrows into "full time of the meta PvP phase", although indirect, by creating two player groups with opposite goals. Maybe if the "smash others" was put elswhere and not as a result of a failed meta, it would be accepted much better...?

    Do not fear difficulty. Hard ground makes sore feet.
    All things...grow. And the blossom bothers the weed.
    Act with wisdom and axe.

  • My two cents about the Drakkar fight:
    1: It is a nice encounter. I would not rate it as one of the best world bosses, but it is also not one of the most boring fights.
    2: The encounter is nicely done, altough the interaction with the boss is a bit strange as it is mostly in the ice. I know it is a visual effect as we fight most bosses from the front (specially dragons), but it could be done better.
    3: The looks. I dislike how he looks. His animations are good, but the model designjust doesnt fit the ambience for me. I would have prefered Something more closely to the GW1 model then the current one. To me it resembles a crocodile, which doesn't fit the artic theme I woud expect. The GW1 model is more influenced by whales, hamerhead sharks and a bit of Karka. I feel that is more fitting for a frozen lake monster.

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭

    @Randulf.7614 said:

    @Cameron Rich.3905 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'm happy to see more groups spinning up and able to coordinate their efforts to take down the boss. Since we released the changes 2 weeks after the fight went live initially, I'm not surprised to hear the feeling that it was easier - players have had some time to learn the mechanics and grow more comfortable with the fight. Nothing is ever as difficult as the first time through.

    Looking at our internal data, the participation rate, success rate, and time to complete for this event are pretty much exactly where we expected and wanted them to be. We're keeping a close eye on how these numbers change throughout the coming weeks, and combined with direct feedback, that will help inform our next steps. We have tools in place to make tweaks to balance if we feel it's necessary.

    Keep that feedback coming. Spicy, sweet or salty, as long as it's civil It's all extraordinarily helpful.

    Forgetting my feelings on the quality of the fight and lack of mechanics, my continued worry is that the one thing that crops up every single episode, never gets a comment or drawn attention to. I mention it here because it is an issue in Drakkar. And it is a big one for boss design in general should you ever go back to using mechanics again where people need to see the tells.

    Is there any work being done or any consideration being made to lower the extraordinary high level of visual noise which is plagueing this boss and the wider game? There's very much been an increased attention to making more of it despite wide ranging feedback to reduce it.

    The last comment I saw was years ago and it was about promoting more fights to split the community up, but in practice that has declined

    The problem is any mechanics you add, any tells, any attacks are utterly masked by the sheer intensity of the problem and melee is particularly punished

    • Drakkar's attacks are mostly obscured by the shield, the massively over the top ravens protection (why is this so obstructive by the way?), the blizzard, the player particles and so forth. Luckily Drakkar hits a bit limply so it causes little distress, but it would be nice to be able to see more
    • Thunderhead north is overwhelmed by the pink, the blizzard, the partciles and bright shining white lights from shields and other attacks
    • Kamadan meta is (was anyway) almost impossible to see mobs due to the amount of players effects firing off
    • Bjorna has that horrific ice border which doesn't add any ambient factor, but does an obtrusive gameplay problem. To mitigate it you need to add a different obstructive problem in the form of the Ravens Barrier which is highly opaque. Remember - gameplay should not be obstructed in order to force an ambience by illogical means. This is a recurring theme popping up at the moment I am noticing
    • Serpents Ire. Even the enlarged final boss mobs (appreciated) are almost invisible under the various effects

    These are some examples I've noticed and they also are some I;ve pulled from previous feedback threads (and before anyone jumps on me - I know some people don't find them an issue as well).

    All I would like to know is, are you guys doing something to reduce it, because it genuinely feels like you are stacking the problem as the years go by

    I turned post processing off, removed all player and npc names, have the effects LOD box checked. Have no problems seeing any tells. The worst culprit is post proccesing.

  • I don't understand why the open world PvP in case the meta fails is such a dealbreaker for people. Can someone please explain? I honestly think that it's a brilliant idea, it fits the living world's story and theme.

  • Bassdeff.1895Bassdeff.1895 Member ✭✭✭

    @Gamora.1584 said:
    I don't understand why the open world PvP in case the meta fails is such a dealbreaker for people. Can someone please explain? I honestly think that it's a brilliant idea, it fits the living world's story and theme.

    I don't understand why it even fails. I have never seen it fail. I've seen it get beat by a small squad of 20 and a few randoms.