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Upcoming Changes to "The Battle For The Jade Sea"


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5 hours ago, UNOwen.7132 said:

9, actually, at the time of writing that. And none successful. Did 2 more since, got 1. But yaeh.

Come back after you have done it 21 more times, and lets see if you still stand by that statement.
Because that's approximatively the amount most of us are at by now and we almost all agree to the same part, it had potential but it is wasted potential as it stands.

You are not there yet...

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14 minutes ago, KurokouNekoki.7891 said:

Come back after you have done it 21 more times, and lets see if you still stand by that statement.
Because that's approximatively the amount most of us are at by now and we almost all agree to the same part, it had potential but it is wasted potential as it stands.

You are not there yet...

Again, you seem to be confusing balance for design.

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It's random when you win.

You still have to give it your all and everything.

But it all comes down to randomness...

Not just from the boss's move sets, but from the people you play with.

 

You throw in 2 hours + hard work, and that is just to roll the dice.

Having the patience and commitment to do that multiple times is basically what the meta wants from you. 

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2 hours ago, Coolster.2536 said:

 

3) Getting all Zones to High should trigger the escort. Dragon's Stand starts whenever you have 5 people in each lane, and I don't see why Dragon's End shouldn't be similar.

The escort trigger is identical to Dragon's Stand - just most people don't notice.  Each of the 3 NPC commanders (Caithe, Captain Fa, and Navan) require 5 people to stand next to them to start the lane.  There's been a bunch of times I've been at mid with ~20 people standing around waiting for escort to start, and people not noticing that 5 players have to move into the detection zone for it to trigger.

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44 minutes ago, Archangle.7648 said:

The escort trigger is identical to Dragon's Stand - just most people don't notice.  Each of the 3 NPC commanders (Caithe, Captain Fa, and Navan) require 5 people to stand next to them to start the lane.  There's been a bunch of times I've been at mid with ~20 people standing around waiting for escort to start, and people not noticing that 5 players have to move into the detection zone for it to trigger.

So you can start it early is what your saying, you dont have to wait for the 30 min pre event window to finish if all zones are at high?

If not your answer add nothing to what that person is saying should happen.

Edited by Linken.6345
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7 hours ago, Zaoda.1653 said:

 

It would be neat if the Dragon's End meta had something substantial like an infusion, for players to receive as a potential loot drop, just like how there's a chance at the chak egg sac from the chak meta.

 

Something like this, from "The Only One" EOD story (SPOILER'ish? I don't know).

 

https://ibb.co/3k1Wbmg

 

I took a screenshot of my character with this effect. It looks amazing. Looks similar to the poly reverberating infusion effect, only it is coloured white, and with nice glowing eyes - not the lame glowing eye skins which just basically look like dots in the eyes, no, this effect covers the WHOLE eyes (as it should) and looks epic. If this was an infusion, available as a drop from Dragon's End, that would be a bit of an incentive to keep coming back. Not necessarily enough of an incentive, but a decent start, towards giving the meta a good loot table like some of the other meta rewards.


oh yes. I am HERE for this suggestion. I loved loved loved how powerful I looked in that moment. Having this effect on an infusion would be *chef’s kiss* 

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7 hours ago, Seth Moonshadow.2710 said:

RNG The GODs have spoken! You get.....nothing.

 

Okay so I am one to say I absolutely despise the RNG in this game. I feel it is a PERFECT force multiplier for Strikes/RAIDs/Fractals and other instanced based l33tz wanting a challenge! Back when rng was on drops my wife saw all manor of good loot. I on the other hand saw drops of white, white, white, white, white, white, white, white, white, blue, white, white, white, white, white, blue, white, white, white, white, white, white, white. All the while she had an EXOTIC DROP BEFORE SHE COULD EVEN EQUIP IT! SRSLY!?!? though it was after her second exotic that I received my first green😶

 

Yes I agree the RNG should just leave Tyria as the Gods did, they left THAT one behind to F'with us!


the RNG is the real final elder dragon 🐉 

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1 hour ago, Linken.6345 said:

So you can start it early is what your saying, you dont have to wait for the 30 min pre event window to finish if all zones are at high?

If not your answer add nothing to what that person is saying should happen.

You can't start Dragon's Stand 30mins early either.

 

The person said:

1 - It should start when zones are high.

2 - It should be similar to Dragons Stand.

 

Those are 2 mutually exclusive things - and 1 of those is already how it is implemented.

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Hi, I don't know if this has happened to other folks. To fight Soo Won you need to have 10% of the Dragon’s End Contributor. (You get it by completing 10 pre events and it lasts even if you go to another map or disconnect), and there's also the Jade Tech Defensive / Offensive Protocols for buffs, can be extended up to 90 minutes. Between my 30 failed attempts I got disconnected in like 8 of them while fighting Soo Won. Problem was that when I entered the map again (luckily), all Jade tech Defensive/Offensive protocol buffs were removed. You can only charge with a jade battery in Logan's airship and use just 1 charge for each. I think it would be best if the Jade tech buffs, could also receive the same treatment as the Dragon's End Contributor and last even if you change maps or get disconnected. You loose a lot of time recharging and finding jade batteries all over again. 

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Jade battery charges last 10mins and the whole final boss fight lasts 20mins (there's plenty of batteries to charge from on the ground if you DC first part of the meta).

 

Worst case scenario if you DC first minute of meta and are lucky enough to get back in, your charge should last you to the first miniboss fight at 60%, where you can use the Pact WP to go back to the battery to add another 10mins to your charge instead of using the Aurene Jump special action key.  The battery recharges after 5mins, and you should drop out of combat when the miniboss dies and have plenty of time to get back to the platform during the transition.

 

Similarly if you DC after first miniboss and want to ensure you still have charge for the final 20% you can use the same trick after 2nd miniboss phase.

 

Although it would be nice to add an extra battery by the WP, hope that's helpful in the meantime!

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Okay, So I FINALLY got a meta completed, took a lot since EoD was released, a lot of failed attempts, one went to 1% before failing. Guess what, I do NOT think people understand that this is the END of the story so it SHOULD be challenging.

 

What I do NOT see people in game talking about is the glider in the fight.

 

What? what about that glider? what's that got to do with it?

 

Let me give you an example. Shatterer where there are launch pads and you glide and drop bombs on the Shatterer and health bombs on players right? all on the breakbar usually.

 

Well we have a launch skill, the special Aurene gives us, have you noticed you can still bomb with the glider on the minibosses and on Soo Won? I bet you missed that. Question: why is it there? why can you do it when you normally can't anywhere else?

 

To BOMB the minibosses, you can sue the skill to relaunch when you touch the ground but also helping to heal those on the ground.

 

Now this is what I was doing on the 3 minibosses that spawn, I would bomb them but bomb healing on players. The destroyer one's health went down faster than the others this time, it may have had something to do with the players but I believe the bombing was a huge help that a couple other players were doing. I believe it will dmg the breakbars faster also.

 

Now if I am right? then that speeds up then kills on those where many will not use their gliders.

 

This was the one thing me and a few others did that I saw but was only a handful and the difference? apart from the commander doing really well, was a 2-3 minutes left after a successful completion.

 

Why no-one utilises the glider, which is actually very useful is beyond me. This should be attempted b y some while others maybe melee as you can dmg the miniboss and heal players easily.

 

Therefore, the more fragile players can glide around and bomb while still saying very safe in all respects.

 

But what about getting back to the platform if the special skill has worn off? after so many leaps yes, there was no skill left, however, the updrafts are there and you ride them up. Now imaghine if that is a critical mechanic what that would do? IF I am right? well that would be a huge game changer.

 

Then add your 1:30 min Tech Off and Tech Def boosts and the contributor................and if you can glide from the airship which gets close at times, not always but if youi happen to be close as I was once, you can bomb Soo Won too as you get back to the platform and heal players also. though getting back up in the air would not be a good idea, just as you are getting back from being downed, maybe bomb mobs on the arena floor.

 

No-one mentions the gliders and the skill set that is there at your disposal. Many just glide to the floor and slap the minibosses with a care in thje world of what their skill bar is suggesting. So I query that. See what happens and if ti makes a huge difference to those fights? then do it as they are normally slow to kill.

 

Use EVERY weapon in your arsenal and do not sniff at it as it may make the difference.

 

It is the ONE mechanic there that is being neglected.

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I've played GW2 for 7 years now, and I love the game. I also love this expansion and think it's the best they've done so far. 

 

So having played this meta before and after the changes, I'm a little frustrated. The increased rates of clears are, from what I've seen, only because this open world content is being treated like raid material by some commanders. I enjoy raiding and T4 fractals as much as the next veteran player, but that's not why I come to open world. Some of the best metas - Auric Basin, Dragon's Stand, TT - are good not because they block average players from joining, but because they're tough without being punishing, and interesting without being a death warrant for newer players. 

 

I've failed Dragon's End over 10 times now, before and after the nerf. This includes very organized groups on discord. I would also consider myself to be a decent player by now, and personally have no issue following the mechanics. So to me this has felt like a weird punishment, over and over, for just trying to participate in the game that I've loved for 7 years. I think it's a fun event, but after so many fails & no victory in sight, even with organized groups, it just feels pointless to engage in the content. And you could say "just don't do it then" but like...its content for my favorite game? The fun of the event isn't outweighing the sense of pointlessness I get after realizing that the past hour of prep were for nothing. And that sucks 😕

 

Again, love the game, love the expac. I'm just a little disappointed that my excitement to play is sapped every time I try this meta. 

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On 3/9/2022 at 8:08 PM, Sentient Anomaly.9473 said:

This situation feels not too dissimilar to the release of Tequatl, Triple Trouble, or Dragon Stand, all of which are popular encounters in Guild Wars 2 to this day.

I don't understand what definition of popular you're using here. I guess I am not paying attention, these all seem like metas where you have to show up at the right times of day for groups that are organizing it kind of thing, or organize something yourself and hope. As opposed to, say, AB, where it's much more organic and as long as you get there soon enough before start, you can prob taxi into a map for it and overwhelm it with sheer numbers even if things are a little chaotic. Is your goal for it to have a niche following who continues to do it? Are you taking into account that you may have lost some players to those encounters in the past and you have a biased perspective on it because the people who most like those encounters still are the ones who stuck around despite their issues?

I know you can't go back and retrieve players you've already lost, but you seem to have a misguided view of what your playerbase is and see it through the lens of those who stick around through the hardest challenges, without taking into account those who leave and shrink your playerbase.

To put it in an analogy, if you're are in a room with 10 people and you say "all the brunettes, please leave," and what remains is 2 blondes, you could now say "We have examined the data and blonde is overwhelmingly the more common hair color." Now translate that to players and see if your conclusions still makes sense. You have the real data, I don't, but I hope you are examining it properly. Cause as I said, you sure can't go retrieve players you've already lost.

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We had another attempt yesterday, the run-up was pretty fun with i gues 20 people at best doing all the events to get it to 'high' and then the 3 routes 1 by 1. Then closely towards the moment Aurene comes with the 5 crystals, suddenly map goes full. We had far little time, we were at 20 best like i said, so we failed on the crystal defense timer.

 

'another kitten up failure from people not knowing what to do', chat goes crazy once again.

labjax has a great point, people just plop in the moment it 'gets going' on the final phase, kitten on the same people that actualy made that final phase happen (yeah thats roughly hour at least of work?), then leave again if the 10 min mark isnt below 50%.

 

Maybe they just should split the 2 up, the whole preparing part as 'just a map' and the final bit give it the own map, so everyone comming to that map is dedicated to the same shared goal. The first 3 times i was at that map i had no intend to join that whole meta, had to get my mastery, my hero points, my way points, unlike Dragon's stand where all that stuff you easily can do AFTER the entire fight (30 mins map?).

 

Arborstone is fun, dispite you also clearly see some people just mindlessly rushing forward and forward, leaving any downed behind, ignoring any mob, just going straight for end-boss, end-reward and be done with it, the sheer ammount still works as a whole, the famous 'jade boss insta kill' was always the big trigger on chat, now i more see people going straight for revives and whatnot, so there is a balance is those who cope, and cant cope with players missing the mechanics.

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1 hour ago, MorDread.2378 said:

Okay, So I FINALLY got a meta completed, took a lot since EoD was released, a lot of failed attempts, one went to 1% before failing. Guess what, I do NOT think people understand that this is the END of the story so it SHOULD be challenging.

 

What I do NOT see people in game talking about is the glider in the fight.

 

What? what about that glider? what's that got to do with it?

 

Let me give you an example. Shatterer where there are launch pads and you glide and drop bombs on the Shatterer and health bombs on players right? all on the breakbar usually.

 

Well we have a launch skill, the special Aurene gives us, have you noticed you can still bomb with the glider on the minibosses and on Soo Won? I bet you missed that. Question: why is it there? why can you do it when you normally can't anywhere else?

 

To BOMB the minibosses, you can sue the skill to relaunch when you touch the ground but also helping to heal those on the ground.

 

Now this is what I was doing on the 3 minibosses that spawn, I would bomb them but bomb healing on players. The destroyer one's health went down faster than the others this time, it may have had something to do with the players but I believe the bombing was a huge help that a couple other players were doing. I believe it will dmg the breakbars faster also.

 

Now if I am right? then that speeds up then kills on those where many will not use their gliders.

 

This was the one thing me and a few others did that I saw but was only a handful and the difference? apart from the commander doing really well, was a 2-3 minutes left after a successful completion.

 

Why no-one utilises the glider, which is actually very useful is beyond me. This should be attempted b y some while others maybe melee as you can dmg the miniboss and heal players easily.

 

Therefore, the more fragile players can glide around and bomb while still saying very safe in all respects.

 

But what about getting back to the platform if the special skill has worn off? after so many leaps yes, there was no skill left, however, the updrafts are there and you ride them up. Now imaghine if that is a critical mechanic what that would do? IF I am right? well that would be a huge game changer.

 

Then add your 1:30 min Tech Off and Tech Def boosts and the contributor................and if you can glide from the airship which gets close at times, not always but if youi happen to be close as I was once, you can bomb Soo Won too as you get back to the platform and heal players also. though getting back up in the air would not be a good idea, just as you are getting back from being downed, maybe bomb mobs on the arena floor.

 

No-one mentions the gliders and the skill set that is there at your disposal. Many just glide to the floor and slap the minibosses with a care in thje world of what their skill bar is suggesting. So I query that. See what happens and if ti makes a huge difference to those fights? then do it as they are normally slow to kill.

 

Use EVERY weapon in your arsenal and do not sniff at it as it may make the difference.

 

It is the ONE mechanic there that is being neglected.

I was on one squad where people were doing that so I decided to give it a try but unfortunately I was lagging too much to hit the target.

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Yesterday i had the opportunity to play on a 'bad map'. Basically, it was a map with no organization, no real commander (a guy had a tag, but he didn't really lead) and what appeared to be a big chunk of new players to the event with no one explaining anything to them apart from some guy telling what to do when it was already late.

As soon as the meta started i knew that it was going to be a failed attempt, but i was really curious to see how far we could make it considering that it was a squad formed naturally with the people that was around on that map when the meta was about to start rather than an organized squad that people joined 1-2 hours before the meta starts.

We had some struggle with the meta events previous to the fight (mostly because almost everyone was following the commander rathen thatn spreading evenly through the 3 lanes), but we managed to do them. And we run out of time on the fight when she was at 40% doing the second round of greens. As i said,  anyone on that group could see that coming.

To me it was interesting because i believe that a lot of the players we had on that map are a more realistic representation of the playerbase than a squad divided in groups of 5 with all buffs and meta builds; Remember, no one explained a single thing to them. So i would love to see how those very same players would manage with a few pointers to avoid some of the huge mistakes they made. Things like ignoring the tail for the whole fight or struggling to kill the platform bosses at the same time.

In my opinion, this is the kind of group that should be able to succeed even if they do with a few seconds left as long as they stick to the essentials: kill the tail ASAP, kill the adds at the same time on one go, CC the boss, avoid red/orangy telegraphs that will kill you...

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3 hours ago, Archangle.7648 said:

Jade battery charges last 10mins and the whole final boss fight lasts 20mins (there's plenty of batteries to charge from on the ground if you DC first part of the meta).

 

Worst case scenario if you DC first minute of meta and are lucky enough to get back in, your charge should last you to the first miniboss fight at 60%, where you can use the Pact WP to go back to the battery to add another 10mins to your charge instead of using the Aurene Jump special action key.  The battery recharges after 5mins, and you should drop out of combat when the miniboss dies and have plenty of time to get back to the platform during the transition.

 

Similarly if you DC after first miniboss and want to ensure you still have charge for the final 20% you can use the same trick after 2nd miniboss phase.

 

Although it would be nice to add an extra battery by the WP, hope that's helpful in the meantime!

You can stack the battery buff to opto 1:30 hours

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2 hours ago, Labjax.2465 said:

I don't understand what definition of popular you're using here. I guess I am not paying attention, these all seem like metas where you have to show up at the right times of day for groups that are organizing it kind of thing, or organize something yourself and hope. As opposed to, say, AB, where it's much more organic and as long as you get there soon enough before start, you can prob taxi into a map for it and overwhelm it with sheer numbers even if things are a little chaotic. Is your goal for it to have a niche following who continues to do it? Are you taking into account that you may have lost some players to those encounters in the past and you have a biased perspective on it because the people who most like those encounters still are the ones who stuck around despite their issues?

I know you can't go back and retrieve players you've already lost, but you seem to have a misguided view of what your playerbase is and see it through the lens of those who stick around through the hardest challenges, without taking into account those who leave and shrink your playerbase.

To put it in an analogy, if you're are in a room with 10 people and you say "all the brunettes, please leave," and what remains is 2 blondes, you could now say "We have examined the data and blonde is overwhelmingly the more common hair color." Now translate that to players and see if your conclusions still makes sense. You have the real data, I don't, but I hope you are examining it properly. Cause as I said, you sure can't go retrieve players you've already lost.

Do you mean lost players as players leaving the game or lost as not doing the Meta? 

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2 minutes ago, yann.1946 said:

Do you mean lost players as players leaving the game or lost as not doing the Meta? 

Lost as in leaving the game. Like people who have been burned by certain encounters now or in the past and left the game because of it, leaving behind those who were ok enough with how they were to stick around as the only people really still here to talk about how those encounters were in the past and how they are now. Creating a (possibly) biased picture of them that makes them seem better received than they were.

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