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Why do you expect so much from people in Dragon's End meta?!?! [Merged]


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Hi,

because there are a lot of spoilers in the last map I do not name the map or write who or what we are fighting. If you done that fight, you will remember. 🙂


I know, that when there is a new fight/meta-map, players have to learn the fight and have to adjust.  And this takes some time and after adjusting/a few days it often gets easier.

But even compared to other fights (when they were released) this fight seems to be a little bit overtuned. There is too much going nearly at the same time and some times the targeting in this fight does not help.

What do you think about this fight?

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Another 1h+ of work went to waste... All the hype and excitement I had for the expansion - gone, I literally take a break from GW2 after each fail, I just lose my motivation to play IT'S AN OPE

oh my ... get some fresh air... you know you don't have to unlock the new mount and the last mastery within 48 hours post release?    I'm happy to hear they put some difficulty in the last m

The level of entitlement from a lot of the gw2 community is just astounding.  The participation trophy generation is ruining video games.  You all see these metas and stuff as work. Why? It's a video

I agree tho, this fight is actually waaaayyyyy to hard. People need to remember half of your squad will be casuals that have no idea what they are doing even in old content that has been out for years. The timer is too short and the phase where you have to stand in the circle you just get oneshot by stuff that you can't dodge. Kinda weird design as far as I can say at this point.

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3 minutes ago, mythical.6315 said:


That meta ended up getting nerfed… twice. 

yea, and honestly the EoD Meta isn't nearly as bad imo. But let's see if they nerf it in the next weeks 

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The meta is absolutely dreadful...

 

Way too long - 1 hour preparation phase for a damage/reward buff you will need, and one hour for the meta itself.

One useless escort in middle - what's the point of it? To show people how to AFK with aurene?

Two long escort paths - why don't they start at halfway ? The part before the siege turtles is virtually pointless.

Way to overtuned - 20 min boss fights - 4 minute intermission timer (and these phases are boring as hell), 2 add phases with 2-3 adds at 60/20% each roughly 3 minutes. And then you have to hit away the boss and it's tail health.

 

 

 

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I think that the main problem with the final boss fight is the phase that occurs at 80% and 40% with the crystals. 

It feels like a 2 minute interval per phase where you can't do anything but wait, because the boss is untargetable, and it seems to be no obvious way to end it early.

Edited by AurolacuBoreal.9684
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2 hours ago, mythical.6315 said:


It’s actually much worse. 

Pretty sure that's just because its new, I've ran it a few times today and it felt like it will be alot easier once people get their siege turtles and the instances get fixed 

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Just now, Sarius.9285 said:

Pretty sure that's just because its new, I've ran it a few times today and it felt like it will be alot easier once people get their siege turtles and the instances get fixed 

 

The entire meta is still significantly longer than Gerent.  The primary issue is with the final fight itself which has absolutely nothing to do with the siege turtles.

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Biggest issue is see is the timer.. or bosses health, considering its an open world meta where you Literally Can't get truly organized group going easily but even bigger issue is why lock a turtle behind a open world meta that's literally made for an organized squads might as well tossed it into instanced content Public/Private then..   I know it's a new thing and people getting used to it but some how i don't imagine the map having much love after most people get what they want out of it due to so long wait and such a ping pong fight that has very high fail rate. I haven't gotten further than 20% but knowing usual rewards its unlikely to be worth it to do more than once id imagine if time sink for few rares :)

 

I know some Meta's are suppose to be challenging like DS was at start but it had time to recover from fails while this is very unforgiving and id say either add more time to timer or reduce bosses health a bit.

  ( that's just my opinion about it )

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The health scaling on the main boss definitely needs looking at. I led on a map where we got everyone possible stacking up 1hr+ of the Jade bot defensive and offensive buffs, we put down food so everyone had food, we put down banners, we had Waystations for more CC, and everyone was briefed on what to expect before each phase of the meta. We reached the final part of the meta in good time with no issues, and then we faced the last boss after all that prep and all that solid, no-issues work before that...

We got it to about 15% before we ran out of time, and this was with most people following the tag and ressing the downed.

The 2 "crystal ring" phases are also horrible. It's just an insane sea of AoEs/pulls/pushes/knockdowns being thrown on the squad. If the damage of the AoEs was toned down due to the number of them, and these two phases were shorter, it would be a lot more managable.

Lastly the breakbars on the mini water tornados are nigh as strong as the breakbar on the BOSS. If you get caught in them you're better off accepting your fate and don't fight back just so you die faster and can waypoint/glide back quicker because there is zero chance of you being broken out of it by the squad who need to save their CCs to break the bar on the boss.

Suggestions to improve it.

1) Either make the timer longer, or better yet reduce the health scaling per player given the sheer length of the meta already, to make the fight managable instead of consistently failing at 15-20% health remaining.

2) Either shorten both of the "crystal ring" phases, or weaken/reduce the amount of AoEs that get thrown on the squad during it from all the adds.

3) Weaken the breakbars on the little water tornados so it only takes a single player with a decent CC skill to break their fellow player out of one.

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The health scaling feels fine which you’ll see during the handful or short burn phases where the tail is not up. You’ll see how quickly the health drops at the start of the fight before all of the mechanics bloat kicks in. 

Edited by mythical.6315
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The fights is fine as it is. The only problem is the crystal phase where ppl turned into whisps need to jump up to the top of the tower, the longer it takes them, the longer you need to wait and therefore wasting time.

Give it few days and it will be cleared every map.

Edited by Blackari.2051
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Well honestly adding 10 more minutes to timer would do wonders to it alone, after all its not Strike/Raids, that would already allow higher success %.  but still remain in line with other metas.  since full maps fail between 20-50%.

Edited by MagicalSilence.1837
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Had a full map, ok coordination etc. Got bodied.

Overall Meta Feedback:
 - Great epic feel
 - great map coverage.
- overtuned in many areas.

Pre-boss metas:
Mid Path just feels pointless. Other two paths usually need help as they have way more bosses to deal with.
Bosses take a little too long considering they aren't the main meta boss.
Rubble and other area breakables do take a while with siege turtles, this likely adds to the length unecessarily.

Main Boss:

Really epic but personally feels rather overtuned due to the following:

Lots of insta-death moves with large areas. Spent most time rezzing people. There isn't a huge break inbetween death traps also meaning that you also find yourself spending most time moving about rather than attacking.

Boss just does not take THAT much damage, especially considering when having to move out of the way for the above insta-death attacks. Seems to have a huge health pool similar to Teq but without the burn phases, or if there are, feels like too many mechanics going on at once to really "capitalise".

During the crystal phase there are far too many vets and elites that its hard for any to be truly dealt with before next phase when half of your map are in crystals or whisping away. This phase is also long, making you just watch your timer disappear while seeing 30ish vets and elites just soak up all the dps you throw at them while carrying through to the next phase to cause even more issues. Perhaps if the tidal wave at the end of the phase despawned them also? Or just reduce the amount of vets and elites.

Whirlpool CC breakbars....just not worth it. Hit with all my traps, GS, spear pull, scepter immob and it dented it by the smallest amount. Throw in about 6-7 of these while boss is still doing it's stuff? Not going to happen.

 

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I think the fight is great, I loved it, but we are lacking the time to complete it right now.

It moves way too much/theres a lot of mechanics/ads that prevent us from burning the boss down, and I don’t think they should to change it, like, more 10min in the timer is all we need. 

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I'm curious as to why it takes, from the beginning to end:
    -an hour+ to do enough events to get all three regions ready
    -an indeterminate amount of time to get a timer shown on when the map will progress
    -a 30 minute timer when the map finally decides to progress, despite waiting however long
    -20-30 minute chain consisting of the three lane escorts + pylon champions + powering the crystals
    -20 minute long fight that, if not for the 3 to 4 minutes of the boss being invincible/untargetable with barrel rolls, wisp phases, and random monologuing, might be completed more often.

This map has a time issue, it takes so much investment to do from beginning to end, and when it fails, which is pretty often, there is 0 reward. I have my own personal gripes such as tracking each region's progress without having to patrol the whole map to figure it out (compare this to Dragon Stand and being able to see each lanes progress via the map and tags). Getting each region to be ready is also tedious because events aren't getting map wide notifications excluding the corrupted void pylons.

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ya not enjoying this one bit. Have tried it 7 times now no luck, wtf? every time get it to 3/4 down when it fails. some of the rotations on final platform just to long and to high of HP to get it done in a short time. RIP getting a turtle. 

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The event has a lot happening all at once. Which will make first-timers all scatter-brained. I was struggling to know where to move on the platform without getting squashed, plus all the small mobs spawning in all attacking at once, trying to avoid those attacks and AOE markers...it was just a lot. I do agree it's a bit too difficult given the size of the group we had - which for any other meta would've won it no problem. Maybe it is a learning curve, but I think it needs to be scaled a bit lower, or give more time.

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