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claw of jormag world boss way to easy?


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2 hours ago, Omega.6801 said:

For harder world bosses please look into the communities reaction to the DE meta. This is why we can't have nice things.

Because there’s never been a meta with a difficulty between DE and instadown, amirite?

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Claw of Jormag (we're talking about the old one from core game, right?) has never been a hard world boss, but indeed lately it has become too easy. People don't even do mechanics anymore and skip all the phases.

The boss should be buffed and made it so that people can't skip mechanics. One good idea would be to add a frost death effect similar to the one when you get close to Jormag, so that players won't be able to skip anymore. And that frost effect would disappear when the Claw is stunned and the corrupted ice breaks. Then it would reappear during the next phase. And so on.

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32 minutes ago, Crono.4197 said:

Claw of Jormag (we're talking about the old one from core game, right?) has never been a hard world boss, but indeed lately it has become too easy. People don't even do mechanics anymore and skip all the phases.

The boss should be buffed and made it so that people can't skip mechanics. One good idea would be to add a frost death effect similar to the one when you get close to Jormag, so that players won't be able to skip anymore. And that frost effect would disappear when the Claw is stunned and the corrupted ice breaks. Then it would reappear during the next phase. And so on.

There isn't any need to buff the Claw of Jormag. Giving it the Svanir Shaman HP sponge treatment isn't fun.

What they need to do is as follows

 

1) Make the frost walls immune to any damage from Turtles. This will make players have to work together and use the mechanics to break them rather than a couple of people smashing them down in a few hits.

2) Make the Claw Immune to damage from players during the phases where the golems are trying to deliver the Bombs. Players should be escorting the Golems to the Claw. Once the wall is down the Dragon becomes attackable.

Edited by Andy.5981
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The powercreep is so prevalent now that even the Chak Garent one-burns in pug overflow maps, something that previously was only regularly done by a speedrun guild just a year ago. At this point there's no boss left in PvE that is even remotely a challenge--yes, not even Soo-Won, who is still being cleared despite having a broken breakbar for several weeks now and thus no effective CC phase.

 

It says alot when doing a mechanic just isn't needed anymore.

 

Damage is out of control, its just most noticeable at Claw of Jormag because you have turtles on top of powercreep. It would be better to reduce all damage in PvE than to continue to give enemies the sponge bob treatment one encounter at a time, because you're fighting a never-ending arms war like that.

 

I know this will never happen though, because it would upset too many veterans, even if its a really bad look for newbies and makes the game significantly harder for them (for example, daily event completer).

Edited by SoftFootpaws.9134
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21 hours ago, Andy.5981 said:

1) Make the frost walls immune to any damage from Turtles. This will make players have to work together and use the mechanics to break them rather than a couple of people smashing them down in a few hits.

People don't even bother with the wall 😄 Pug group up at a point behind the wall and hit boss till it phases. Then does the same think after phase

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On 3/12/2023 at 5:44 PM, Andy.5981 said:

There isn't any need to buff the Claw of Jormag. Giving it the Svanir Shaman HP sponge treatment isn't fun.

What they need to do is as follows

 

1) Make the frost walls immune to any damage from Turtles. This will make players have to work together and use the mechanics to break them rather than a couple of people smashing them down in a few hits.

2) Make the Claw Immune to damage from players during the phases where the golems are trying to deliver the Bombs. Players should be escorting the Golems to the Claw. Once the wall is down the Dragon becomes attackable.

maybe Anet should quadruple reward as well than. im not gonna bother 30 minutes for 2 rares

 

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2 hours ago, Balsa.3951 said:

maybe Anet should quadruple reward as well than. im not gonna bother 30 minutes for 2 rares

 

I agree, but 10 mins excl pre would suffice which is a fair amount of time and approx what it used to be. It does have exclusive exotic skins it could up the drop rate on

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Anets response to this will be to make Jormag into a damage sponge with invulnerability triggered every few seconds. The Frozen Maw boss is a prime example.  Leave it alone, if you think don't like the difficulty (or lack or) go play the bosses or raid.

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15 minutes ago, Shadows Creed.3902 said:

i wouldnt mind some updates personally.  I feel likeTeq when it was redone originally was a great middle ground of challanging content a map worked together on but not necessarily to the extreme DE ended up being. 

I’m a bit on the fence with this example. Tequatl when redone was a guarantee failure until the figuring out happened. I think that took a week? Maybe two? It then slowly settled and as players got better, became something akin to a fail risk. Coupled with the condition stacking change, it eventually became a guaranteed victory. So, I’m full support of a Tequatl style revamp for bosses and it’s a boss that still holds up today, but  I think players often forget it wasn’t originally plain sailing on the revamp and there was a lot of backlash about it.

I haven’t yet failed at DE because I’ve always joined organised maps, where the success rates of those seem quite high, although I’m speaking anecdotally here. I don’t want to open up a debate, but it is really considered extreme difficulty right now? 

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22 hours ago, Randulf.7614 said:

I’m a bit on the fence with this example. Tequatl when redone was a guarantee failure until the figuring out happened. I think that took a week? Maybe two? It then slowly settled and as players got better, became something akin to a fail risk. Coupled with the condition stacking change, it eventually became a guaranteed victory. So, I’m full support of a Tequatl style revamp for bosses and it’s a boss that still holds up today, but  I think players often forget it wasn’t originally plain sailing on the revamp and there was a lot of backlash about it.

I haven’t yet failed at DE because I’ve always joined organised maps, where the success rates of those seem quite high, although I’m speaking anecdotally here. I don’t want to open up a debate, but it is really considered extreme difficulty right now? 

Hmm.   I was around for when Teq came out and am full aware of what it was like those first few weeks as teams learned how to do it.   I am not sure if your intention is to try to show off how long ya been playing but we can play that game of who is more qualified if ya want.

 

Maps like DE or even triple trouble lot of the issue with those was entire map had to be organized or was failing.   Teq was a solid medium where was some mechanics but wasn't all or nothing.  Mechanics were spread out vs all stack on boss like DE and while difficult got to a spot where it was completeable and not bang your head on the wall organizing for an hour+.  

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Just now, Shadows Creed.3902 said:

Hmm.   I was around for when Teq came out and am full aware of what it was like those first few weeks as teams learned how to do it.   I am not sure if your intention is to try to show off how long ya been playing but we can play that game of who is more qualified if ya want.

 

Maps like DE or even triple trouble lot of the issue with those was entire map had to be organized or was failing.   Teq was a solid medium where was some mechanics but wasn't all or nothing.  Mechanics were spread out vs all stack on boss like DE and while difficult got to a spot where it was completeable and not bang your head on the wall organizing for an hour+.  

Not one point in my post is intended as a competition of who is more veteran. That is something you have read into out of nothing whatsoever mentioned or implied in any way. I was providing context to my answer. Nothing more.

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1 minute ago, Randulf.7614 said:

Not one point in my post is intended as a competition of who is more veteran. That is something you have read into out of nothing whatsoever mentioned or implied in any way. I was providing context to my answer. Nothing more.

Easier to attack the person than their argument 

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23 hours ago, Randulf.7614 said:

I haven’t yet failed at DE because I’ve always joined organised maps, where the success rates of those seem quite high, although I’m speaking anecdotally here. I don’t want to open up a debate, but it is really considered extreme difficulty right now? 

Not extreme difficulty, but I was surprised to find it still fails.

I just did it again last week for the first time in a long time. It was on a whim, so I didn't show up early. Found a commander advertising on LFG fifteen minutes before. The map wasn't fully prepared, but we quickly got it to high readiness. Commander subgrouped us to distribute boons.

Left and right lanes took longer than I remember, but we blew through the crystal throwing with no problem. Waystations were placed on both ends of the platform, but CC was not called during the fight. I was shocked by how many players were downed to every tsunami slam.

We timed out with maybe 10% health left.

Cue the arguments over not enough DPS, whether there's a bug, not CCing, not calling the CC.

I thought by this point, a year later, and after the nerfs, there'd be enough players who know it to carry those who don't, but apparently not. Then again, today's patch notes say they just fixed a bug with her breakbar, so maybe that would have made the difference?

Edited by Gibson.4036
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46 minutes ago, Gibson.4036 said:

Not extreme difficulty, but I was surprised to find it still fails.

I just did it again last week for the first time in a long time. It was on a whim, so I didn't show up early. Found a commander advertising on LFG fifteen minutes before. The map wasn't fully prepared, but we quickly got it to high readiness. Commander subgrouped us to distribute boons.

Left and right lanes took longer than I remember, but we blew through the crystal throwing with no problem. Waystations were placed on both ends of the platform, but CC was not called during the fight. I was shocked by how many players were downed to every tsunami slam.

We timed out with maybe 10% health left.

Cue the arguments over not enough DPS, whether there's a bug, not CCing, not calling the CC.

I thought by this point, a year later, and after the nerfs, there'd be enough players who know it to carry those who don't, but apparently not. Then again, today's patch notes say they just fixed a bug with her breakbar, so maybe that would have made the difference?

Sounds like most meta events with mechanics tbh. DS, vinewrath, Gerent and Auric even had these issues. I’m not a great player, but apart from it being visually chaotic and messy, DE never felt any harder than other big metas for its era. But, I appreciate the point of view answer.

Again, I don’t think Jormag needs a mechanical overhaul. Just a restoration. 

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39 minutes ago, Randulf.7614 said:

Sounds like most meta events with mechanics tbh. DS, vinewrath, Gerent and Auric even had these issues. I’m not a great player, but apart from it being visually chaotic and messy, DE never felt any harder than other big metas for its era. But, I appreciate the point of view answer.

Again, I don’t think Jormag needs a mechanical overhaul. Just a restoration. 

I actually enjoy Auric more when I end up on a late, overflow map. Makes it feel like it isn't autopilot time.

I've never seen Vinewrath fail.

I don't have a ton of experience with Dragon's Stand, but from what I have experienced, you can tell if you've got the people to do it pretty early on. If you're failing early events, you know it's not worth doing.

And I wonder if that is part of what makes people dislike DE. After this most recent run, I was wondering if they should just make the lead up events more difficult. That way it'd be clear earlier that the map just doesn't have what it takes to defeat Soo Won before you get to the platform and have invested a bunch of time.

With the various iterations of meta design they've tried over all these years, it really is fascinating to look at what particular things make them appeal or not to players. General "difficulty" is one part of a detailed puzzle.

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6 minutes ago, Gibson.4036 said:

I actually enjoy Auric more when I end up on a late, overflow map. Makes it feel like it isn't autopilot time.

I've never seen Vinewrath fail.

I don't have a ton of experience with Dragon's Stand, but from what I have experienced, you can tell if you've got the people to do it pretty early on. If you're failing early events, you know it's not worth doing.

And I wonder if that is part of what makes people dislike DE. After this most recent run, I was wondering if they should just make the lead up events more difficult. That way it'd be clear earlier that the map just doesn't have what it takes to defeat Soo Won before you get to the platform and have invested a bunch of time.

With the various iterations of meta design they've tried over all these years, it really is fascinating to look at what particular things make them appeal or not to players. General "difficulty" is one part of a detailed puzzle.

Vinewrath used to have fails, although it was more common to just have lanes fail. Watching it go down to the final stacks because one lane killed it’s boss and the others could not was tense stuff.

The puzzle basically amounts to engagement. That’s why too trivial is as much of a problem as too hard. Likewise just making it a damage sponge without mechanics to break things up is pointless. Jormag is currently on the too trivial side. But it doesn’t need to be Drakkar either.

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