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DO NOT nerf Dragon's End meta.


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3 minutes ago, GalacticSage.1723 said:

Exactly, and like I said, if they are new and the turtle is like a key reason to get the game, locking it behind a meta that lots of people have been complaining about feels like a slap in the face.

They killed Dragon End, faster than they killed DRMs for me. That should send a pretty strong message by now xD

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11 minutes ago, yoni.7015 said:

What are these solid complaints? There are already a lot of players with the turtle or players doing the collection for the turtle. So there are more than enough proof of groups who did the meta successfully. Just because some people on the forums complain doesn’t mean the complaints are valid and the meta should be nerfed. 

When you say "a lot" are you talking actual numbers that you've seen or are you just assuming? Cuz for every 1 person I've seen with a turtle, there's like 5 full maps of Dragon's End with people who don't have it... And I've seen like what... 10 people in total in EU with Turtle? And that's just from what I've seen so far. 

Edited by ChronoPinoyX.7923
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4 minutes ago, mythical.6315 said:

“Fixed an issue that allowed players to use jade bot personal waypoints while transformed during a specific phase of the Battle for the Jade Sea meta-event's final boss.”


Well there goes all the completions. Nobody will be able to complete it now. GGs everyone. 

Yup made it even worse, honestly avoid doing or attempting this until arena net actualy does a hard nerf.

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6 minutes ago, mythical.6315 said:

“Fixed an issue that allowed players to use jade bot personal waypoints while transformed during a specific phase of the Battle for the Jade Sea meta-event's final boss.”


Well there goes all the completions. Nobody will be able to complete it now. GGs everyone. 

 

I'm for the meta being too much.  That said, fair is fair:

 

From the same patch notes - "Fixed an issue in which the final boss of the Battle for the Jade Sea meta-event could become stalled when pushed to a health threshold at specific points in the encounter. The boss will now transition through phases more responsively."

 

Doesn't change how long the entire thing is beginning to end really, and I still think most of the fight is just too much "what, ANOTHER thing to do?!"  Leadup to the final fight, and the final fight both, are too long imo.  Make it challenging, don't make it a literal (Choya) Pinata.  But geeze.  

 

Escorts of 5 stops, then champs, then magics, then granddaddy magics, then crystals, and THEN the actual fight.  All after prepping the zone in advance to get and keep 10 stacks of buffs to help.  People saying the last fight needs more time, sorry, I disagree, it needs to be trimmed.  All of it is quite enough thanks.  It's a huge time ask overall, if you prep too.  And if you fail, to even try again. 

 

- Have it be challenging, without being nearly impossible.

- Don't make it a faceroll, don't make it where if you hit one wrong key the whole zone wipes.  Balance.

 

Reserving judgement for the patch to see if the changes make enough of a difference to where a legit attempt is not enough still.  I really do enjoy this expansion for a lot of reasons.  But man has it been hard on my block list.

 

 

 

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1 minute ago, artar.2759 said:

From the same patch notes - "Fixed an issue in which the final boss of the Battle for the Jade Sea meta-event could become stalled when pushed to a health threshold at specific points in the encounter. The boss will now transition through phases more responsively."

That's the part that made me think the boss recovers HP. When you go past that threshold before she transitions into a certain phase, she stalls, and then recovers the HP in which the threshold was activated from because you're meant not meant to deal damage past that HP Threshold until after the phase is done. 

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At this point, it's safe to assume the people defending this poorly designed meta are little more than Elitest Gate Keepers who have already gotten their turtles. People who got lucky and have an inflated sense of superiority, purely through extreme luck, and not skill, and want to keep us peasants away from the turtle so they can feel important for once in their lives.

Edited by Keitaro Dragonheart.9047
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Finally had time to do the META on the 4th day after release. I can say #1 on my list is locking the mount behind this META. The turtle was hyped up massively by ANET.  It was supposed to be one of the main draws. People got excited to go and get their mount only to discover they have to rely on the success of a META event(i.e. other people) to obtain it. I understand that a lot of the bosses in the past took a while to beat. But none of them had the number of mechanics and adds this boss has. I like challenging METAs, but I want everyone to be able to enjoy them without failing over and over again. This map will die a quick death once people gain their turtles(the frustrations will also lead to some people just quitting) - GUARANTEED. 

Observations on the new META:

1. Too many mechanics thrown in that take away from the chance of overall success.

2. Players can grief the WHOLE map. The latest update makes it easier to grief now. No quick return.

3. Boss movement reduces the dps drastically. 

4. RAID level+ content in open world.(I raid - and this is far more difficult) This is going to create a massive Elitist faction, and already is. Many of the posts I've read in this thread of putting down people who want this to be toned down prove it.

5. Not enough time due to the extra mechanics that reduce dps.

6. Too many extra mobs added in on the main platform.

7. Green circle mechanic needs to be completely removed.

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3 minutes ago, Heibi.4251 said:

This map will die a quick death once people gain their turtles(the frustrations will also lead to some people just quitting) - GUARANTEED. 

Taking an hiatus from the game for 1 week or 2...
That should be giving time to ANet to reassemble their data and hopefully rethink their badly made decisions.
Have a fun 2 weeks guys. I'm going to have a vacation of all that nonesense!

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28 minutes ago, Mike.7983 said:

Yup made it even worse, honestly avoid doing or attempting this until arena net actualy does a hard nerf.

 

It's weird that they would remove the one things that has allowed players to get their meta completions and not resolve the reason why they resorted to it in the first place.  It just feels like a big middle finger directed at the players.

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Just now, mythical.6315 said:

 

It's weird that they would remove the one things that has allowed players to get their meta completions and not resolve the reason why they resorted to it in the first place.  It just feels like a big middle finger directed at the players.

We can still just avoid greens until they nuke that as well.

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5 minutes ago, IAmNotMatthew.1058 said:

We can still just avoid greens until they nuke that as well.

 

That's what I'm seeing.  The strategy is to just have everyone wipe if I'm reading map chat correctly.  Nobody does greens at all. 

Edited by mythical.6315
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15 tries. The last 2 was with an ultra coordinated group that paid all randoms to leave the map so we could have a 50 man group.
First was flubbed on second green.

Then the patch hit with the bugfix to smoother phase transition.

Again getting 50 into the map.

We cleaned it with 1.5 minutes left.

 

This meta needs to be more casual friendly.

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We just went with a super organised raid group post patch and got super unlucky with a million tail flips, so I’m not sure it’s hugely improved. Failed with 1% left and we had no mess ups in the whisp phase. Meta is still a bit tight and likely not doable for casuals. 
 

On the positive side the run was actually fun with an organised raid group and I wouldn’t mind seeing an encounter like this somewhere - just as a meta locking a mount is not the right place. If it was more like triple trouble in terms of being an optional thing I could see something like that being ace, but still needs more tuning for a wider audience. 

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3 hours ago, Heibi.4251 said:

1. Too many mechanics thrown in that take away from the chance of overall success.

2. Players can grief the WHOLE map. The latest update makes it easier to grief now. No quick return.

3. Boss movement reduces the dps drastically. 

4. RAID level+ content in open world.(I raid - and this is far more difficult) This is going to create a massive Elitist faction, and already is. Many of the posts I've read in this thread of putting down people who want this to be toned down prove it.

5. Not enough time due to the extra mechanics that reduce dps.

6. Too many extra mobs added in on the main platform.

7. Green circle mechanic needs to be completely removed.

 

Well, no. Almost all of it can be adjusted by simply shaving 20-30% HP off of Soo-Won. The green circles need to be a bonus for people who can and like to become a wisp and not be a griefing mechanic like it is no, removal not necessary but turn it into a boost instead of the punishment it currently is.

The large AoE when moving from side to side is executing to quickly for open world and the tornadoes and bubbles also need adjusting but I honestly think almost all the problems will go away with a change in design philosophy for the green circles and health pool adjustment.

 

As soon as people organize regular groups for Dragon's End the way they organize speed running Dragon Stand you know there is a rather urgent issue here.

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I finally completed it with an extremely organized group that started prepping (ie organizing subgroups, swapping classes, etc) 3 hours prior to the meta. Overall, that was close to being the most fun I’ve ever had in PvE—comparable to the feeling of clearing my first raid.
 

However, this isn’t a raid or strike. It’s an open world event where most players aren’t going to spend 3+ hours organizing groups. These metas are supposed to be for random players to join together and have a good time. Having said that, it is ridiculous that a mount is gated behind something that requires you to either (1) devote hours to gather 50 people into an organized squad that fit into 10 optimal subgroup compositions, then somehow get all of those players into the same map instance, or (2) get extremely lucky by finding a map of people that doesn’t have at least 1 troll, can pump out almost raid-level dps, can follow directions, and are decent with the mechanics.

 

The siege turtle was the poster child of EoD, but the average player has nearly no chance of obtaining it.
 

The mechanics are fantastic for an open world boss but the health pool relative to the time given is unrealistic considering how horrible an average player’s dps is. Nerfing the health would both (a) further reward people for doing the mechanics correctly and (b) nullify the power of one of two players to fail an event for a whole map of players who just spent over an hour and a half doing pre-events. Reward average players for doing mechanics correctly, doing average dps (I don’t mean just auto-attacking), and dedicating their time to the content. Tuning the health to average dps would also increase the impact that skilled players have on the meta, making it much easier to succeed if you’re good rather than just being punished for others being bad.

 

Just to address any concerns about me saying “average dps,” what I meant was the dps that average players pump out when they’re trying. The issue usually isn’t just the rotation—or lack thereof—that many players use, it’s the fact that they don’t have optimal gear or builds. 

 

As much as I love the difficulty of this meta, it would be incredibly selfish of me to just say “git gud” to all of the people that want to obtain a mount that was one of the big expansion selling points. And, even though I love the difficulty of the meta, I won’t be doing it again unless it’s nerfed because the level of organization and optimization required is just ridiculous for an open-world meta. Organizing 5 people for a fractal? easy. Organizing 10 people for a raid or strike? still easy. Organizing 50 people in open-world for a meta that can be easily griefed and is required for a mount? horrible.

Edited by DaKine.2694
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someone correct me if I'm wrong here... all people need to do is stand in the green circles to prevent a wipe, right? is that hard? no. last night the commander told people to skip the greens because the other mechanic is supposedly too punishing, hahaha. it ended in failure (a few people went into the green and wiped us). i don't blame the commander though. the community can't do simple things. not many would survive long in lost ark raids where you actually need to dodge and complete mechanics.

Edited by ListenToMe.5130
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Nerf it or at least make it so we can instance and form competent squads.  This meta has spoiled the expac so badly for me.  I can't believe they thought this was a great idea.  Gating stuff behind a meta where you can't really get a competent squad beyond rolling the map dice that you get 50 players or so that care / try / can feed themselves.  Nerf it so we don't have to suffer through this or instance it or make it a LOT shorter so you don't kitten away an hour to 2 hours to have a few people just ruin it for everyone.    I've basically spent the past 4 days in torture from this garbage.  

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I agree, don't nerf the meta and let people learn the mechanics. Give them some time. It's good that Anet took out the skipping greens part during the last patch, so now you need to learn the mechanics, so now people don't need to worry about trolls also going into greens. Yes the meta is hard and yes it's frustrating but at the end of the day it's worth it.

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I see lots of others saying people don't follow directions. This might come down to their computers and their graphic capabilities? If say they have their computer on low settings or a low end machine that barely makes it thru metas they might not see half the map moving to where THEY need to be going, which you could say is learning the mechanics but it's hard to learn when half the map and meta is invisible.  I mean i'm just trying to figure out how with all the helpful info in map and squad chat instances keep failing.

It really seems like they want their metas to be raids now.

Edited by Kelly.7019
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Gratz in winning the map lottery.  Of course it is fun if you have competent people.  That's the problem thought is a huge crapshoot to get a map with that many people that are committed/organized etc.  I bet the stats on attempts and wins since launch is something like 1 win per 100 attempts.

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