OK I got an i5 ivy bridge 8 gigs of ram with a 660 GT overclocked and an SSD.
Grats man, now we no longer have to hear DAMMIT I CAN'T SEE MY MODEL YET.
Go for a Radeon HD7950, and i5 3500k.Guys an i5 with 8 gigs of ram and a 640 is a good set up right
Yesterday I beat Tequatl with a bunch of our WvWvW folks (and some PvEers from their guilds) using our server's WvWvW TeamSpeak in an overflow (the only way to make sure we didn't have random muppets running about), with about 1 minute 40 seconds left on the clock. Because of the no-crits and the continuing condition damage nonsense, I went in with my full PVT (i.e. WvWvW geared) Mesmer.
So that's that encounter over forever (I didn't get *all* the achievements but I can't be bothered getting them).
Some thoughts.
Overflows still utterly break world PvE. I shouldn't need to know which overflow I'm on to play with my friends. Having to taxi people into the same overflow with you is broken design. Most of my frustration with this event was due to overflows.
The event itself is:
DPS race, with brief periods of defence and six people get to play turrets.
Sure, the completely static dragon-shaped turret hits you with some annoying ground targeted AoEs, some really annoying fears and a knockback which doesn't line up with the graphics on some/all people's screens (I can't even see it when I'm in the DPS group as there are so many spells going off - I'm relying on our scouts shouting "wave" in TS).
But that's all it is.
So why is it like this? Well because of the lack of inter-role synergies, ArenaNet has to band-aid solutions into their fights. The turrets are literally six new support class players parachuted in to help with a situation where ArenaNet's previous content and design philosophy has discouraged/made impossible a support play-style. The only role they can expect to show up is DPS.
(As an aside, I personally really hate content that make irrelevant all the time you've spent learning your class, hence most of my dislike of SAB, and hello, here it is again with turrets!)
But it gets worse. Because most of their PvEers are running about in Berserker and they need to balance out the DPS race (because you might get unlucky and have other damage builds), these are band-aided into line by making Tequatl not take crit damage (almost certainly because they don't want videos of 100 greatsword warriors doing the event in five minutes).
Crowd control? Well it's an immune dragon-shaped turret. Good luck.
If you are unlucky enough to have a condition DPS build, you are incredibly screwed by the 25 stack condition limit. If they are going to band-aid so much, they could at least have fixed that. All damage doers are effectively normalised down to base damage + power (I hope you have power gear in your bags!). All variety is ironed out of the classes.
At the end of course, some people got loot. And like 99% of the people there I had to face the fact that I waited around for an hour to get two other people free ascended weapons. It's like the worst bits of WoW uneasily shoe-horned into Guildwars 2.
There are three results to boss fights: A sense of achievement, enjoyment of fun mechanics and loot. I've beaten it so I've got the former. The last is vanishingly unlikely, and the middle one we've covered already. So why repeat it?
It's just a bad encounter.
The thing is, those role synergies that aren't meant to be there? They exist - they are just more random and well hidden than in a trinity-based game. I see a lot of criticism of WvWvW that it's just "mindless zerging" but to say that betrays a lack of understanding of what is happening in the battles, probably caused by a refusal to join your server's voice comms of choice. I play quite a lot of WvWvW, as all eight classes and I promise you, SFR use those synergies to allow smaller zergs to destroy much larger ones. And we are not alone - other servers do too because we can see them doing it. You need to know which fields to put down and where, when to blast them, how to move. I have seen groups of 20 wipe the best part of an entire server. Then bully and harass them until the entire enemy zerg runs at the sight of more than a few of us. I've been on the receiving end of one German guild's terrifying and infamous melee front line as it carved through us like a hot knife through butter as we were hopelessly marooned by well-co-ordinated stuns and static.
This game has glorious team play, and they need to make that work in PvE, rather than trying to ape WoW's boring encounters.
A bad encounter for who? I'd say people on the whole are enjoying Teq quite a bit given the reception, and that is what ANet was aiming for. This is their first real attempt at a large-raid like encounter, and it seems to have gone over surprisingly well. It might end up as another Karka queen in a month or two, but for now most people are having fun with it.
Looking for balls-out challenge in a mmo isn't going to work. These types of games cost too much to spend time and resources on content that only a small percentage of your customers would bother with. But I think ANet has actually struck up a pretty good balance all around. In WvW/PvE, you have the option to go with a elite, specific setups where all the little intrinsic roles can play out, or you can just zerk/zerg it up. On the flipside, there's PvP where everything is equalized and player skill can really stand out.
Look, I can understand the frustration people feel because of getting put in an overflow and not being able to join your main server. But I've become kind of impatient with this complaint... overflows are a solution to high concurrency filling up popular maps. The alternative to overflows isn't everyone getting into a capable version of the encounter with their friends, it's seeing "Sparkfly Fen is full. Would you like to queue up for it?" Every posited fix I've seen for this issue neglects the fact that overflows are generated dynamically based on need and pop out of existence as frequently as they are created. Automatically putting you in the most recently created one with your party members would be a great touch, but all it's saving you is the inconvenience of ferrying into the same one. It wouldn't solve the problem of not being able to get into your server main and having to spam the Join In button, nor the issue of overflows suffering from less coordination unless commandeered by a group intentionally.Overflows still utterly break world PvE.
Most of my frustration with this event was due to overflows
Graphical glitches you're having aside, if this complaint can be boiled down to "for a difficult encounter, this is a pretty simple difficult encounter" then I agree with you. But this is the first thing like this they've done, and ramping up the complexity too fast would be even more jarring to the majority of the player base, so unused to a true degree of challenge in the open world, than this fight already has been. The fact that this boss has fostered intense cooperation within groups of over 100 players who might not ordinarily be predisposed to take part in "raids," or whatever, is by far the most significant accomplishment of this release and you've run right past it. It's kind of a miracle that it works at all. You're free to believe that this fight was easy to design and test for groups of this size, but I find it objectively impressive.The event itself is:
DPS race, with brief periods of defence and six people get to play turrets.
Sure, the completely static dragon-shaped turret hits you with some annoying ground targeted AoEs, some really annoying fears and a knockback which doesn't line up with the graphics on some/all people's screens (I can't even see it when I'm in the DPS group as there are so many spells going off - I'm relying on our scouts shouting "wave" in TS).
But that's all it is.
Happy to disagree completely here. Support specs are actually incredibly beneficial in the zerg. Anything that buffs, heals, reflections, condition cleanses, or gives people an extra second on their feet or gets them up quickly is just as valuable as pure damage in the big group and other specs are viable for turret defense. Having a good understanding of synergies and what your class can bring to the table are important aspects of it, not something it ignores by default.So why is it like this? Well because of the lack of inter-role synergies, ArenaNet has to band-aid solutions into their fights. The turrets are literally six new support class players parachuted in to help with a situation where ArenaNet's previous content and design philosophy has discouraged/made impossible a support play-style. The only role they can expect to show up is DPS.
Tequatl cannot be crit alongside any other massive non-"mob" boss. It is not a quality specific to him, and nothing was shoehorned into the base damage mechanics of this fight that didn't apply to the old Tequatl too. There was simply no reason to care because the prospect of "gearing up" for the old tequatl was laughable.But it gets worse. Because most of their PvEers are running about in Berserker and they need to balance out the DPS race (because you might get unlucky and have other damage builds), these are band-aided into line by making Tequatl not take crit damage (almost certainly because they don't want videos of 100 greatsword warriors doing the event in five minutes).
Crowd control is actually pretty valuable during the laser defense phases.Crowd control? Well it's an immune dragon-shaped turret. Good luck.
.If you are unlucky enough to have a condition DPS build, you are incredibly screwed by the 25 stack condition limit. If they are going to band-aid so much, they could at least have fixed that. All damage doers are effectively normalised down to base damage + power (I hope you have power gear in your bags!). All variety is ironed out of the classes
Ah. Well, it's certainly easy to understand your disappointment if this was a large part of what was motivating you. I personally feel like the 1g is enough of an extrinsic reward on top of the chances for rare shinies to make it worth the time, but I can't claim the majority is anywhere close to agreement with me on that.At the end of course, some people got loot.
No reason--don't.There are three results to boss fights: A sense of achievement, enjoyment of fun mechanics and loot. I've beaten it so I've got the former. The last is vanishingly unlikely, and the middle one we've covered already. So why repeat it?
Much of your criticism has been cogent, but no, it's not an objectively "bad encounter." You don't like it, and that's fine, in fact necessary to the success of this MMO (Retro just covered this). But some people think it's actually pretty great. Asd202 called it a "good fight" before replying "good post" to your claim that it's a "bad encounter" so I'm not really even seeing any kind of internal consensus among those that don't like it. I will say that, for your claim that it's channeling all the worst aspects of WoW somehow: as someone who never touched WoW from a hundred yards away, none of the aspects of similar encounters in that game that originally intimidated me, required arbitrary vertical progression, or fostered elitism or exclusivity really apply.It's just a bad encounter.
It sounds a bit like what you really want is for the strategic conceits and class interplay of WvW to be present in a large-scale PvE encounter. While this sounds amazing, it's also a tall order because computer-controlled enemies will never be as wily or unpredictable as human beings.This game has glorious team play, and they need to make that work in PvE, rather than trying to ape WoW's boring encounters.
Bad is the wrong word and I should probably have chosen better. Tedious I think fits it better. I'm not denying that it was difficult, but most of the challenge was in getting a group of players into the event that actually follow and react to instructions. Things can be difficult and boring at the same time. The rest is just stand in the right place (and dodge/jump) and DPS as hard as you can. The primary difficulty in the event is the overflow mechanic.
I disagree that it's impossible to build challenging content in MMOs. I think some options for challenging large scale PvE content are explicitly difficult with this MMO which is not the same thing, and that ArenaNet have tried a bunch of work-arounds in this event which are fairly bad.
Please don't take this as me hating GW2. Much earlier in this or a previous version of this thread I wrote a sort of love letter to it. And as I've said, before, it's a bit much to expect to like all the LS updates.
Edit It's actually interesting and slightly encouraging that October's balance update has the goal of improving support skills:
https://forum-en.guildwars2.com/forum/game/gw2/October-15th-balance-skills-updates-preview
Maybe we'll see some content that uses them in future...
Overflows still utterly break world PvE. I shouldn't need to know which overflow I'm on to play with my friends. Having to taxi people into the same overflow with you is broken design. Most of my frustration with this event was due to overflows.
The event itself is:
DPS race, with brief periods of defence and six people get to play turrets.
Sure, the completely static dragon-shaped turret hits you with some annoying ground targeted AoEs, some really annoying fears and a knockback which doesn't line up with the graphics on some/all people's screens (I can't even see it when I'm in the DPS group as there are so many spells going off - I'm relying on our scouts shouting "wave" in TS).
But that's all it is.
So why is it like this? Well because of the lack of inter-role synergies, ArenaNet has to band-aid solutions into their fights. The turrets are literally six new support class players parachuted in to help with a situation where ArenaNet's previous content and design philosophy has discouraged/made impossible a support play-style. The only role they can expect to show up is DPS.
(As an aside, I personally really hate content that make irrelevant all the time you've spent learning your class, hence most of my dislike of SAB, and hello, here it is again with turrets!)
But it gets worse. Because most of their PvEers are running about in Berserker and they need to balance out the DPS race (because you might get unlucky and have other damage builds), these are band-aided into line by making Tequatl not take crit damage (almost certainly because they don't want videos of 100 greatsword warriors doing the event in five minutes).
Crowd control? Well it's an immune dragon-shaped turret. Good luck.
If you are unlucky enough to have a condition DPS build, you are incredibly screwed by the 25 stack condition limit. If they are going to band-aid so much, they could at least have fixed that.
All damage doers are effectively normalised down to base damage + power (I hope you have power gear in your bags!).
All variety is ironed out of the classes.
At the end of course, some people got loot. And like 99% of the people there I had to face the fact that I waited around for an hour to get two other people free ascended weapons. It's like the worst bits of WoW uneasily shoe-horned into Guildwars 2.
There are three results to boss fights: A sense of achievement, enjoyment of fun mechanics and loot. I've beaten it so I've got the former. The last is vanishingly unlikely, and the middle one we've covered already. So why repeat it?
It's just a bad encounter.
The thing is, those role synergies that aren't meant to be there? They exist - they are just more random and well hidden than in a trinity-based game. I see a lot of criticism of WvWvW that it's just "mindless zerging" but to say that betrays a lack of understanding of what is happening in the battles, probably caused by a refusal to join your server's voice comms of choice. I play quite a lot of WvWvW, as all eight classes and I promise you, SFR use those synergies to allow smaller zergs to destroy much larger ones. And we are not alone - other servers do too because we can see them doing it. You need to know which fields to put down and where, when to blast them, how to move. I have seen groups of 20 wipe the best part of an entire server. Then bully and harass them until the entire enemy zerg runs at the sight of more than a few of us. I've been on the receiving end of one German guild's terrifying and infamous melee front line as it carved through us like a hot knife through butter as we were hopelessly marooned by well-co-ordinated stuns and static.
This game has glorious team play, and they need to make that work in PvE, rather than trying to ape WoW's boring encounters.
It sounds a bit like what you really want is for the strategic conceits and class interplay of WvW to be present in a large-scale PvE encounter. While this sounds amazing, it's also a tall order because computer-controlled enemies will never be as wily or unpredictable as human beings.
However, like most living story updates, I think Tequatl acts as a herald for things to come. Sure, DPS was king in the battle, but all of a sudden zerk gear wouldn't cut it. People had to start moving to other builds just to stay up. It also forced people to keep moving and avoid area effects, and also pay attention to what teammates were doing. No longer could you just target, auto attack, and then go make yourself a sandwich.
The only bit I can add is that Combo Field usage is incredibly potent in the fight and most other fights in the game. The problem is that so much of the PvE content leading up to this one has been able to be completed without it that a large amount of the PvE playerbase has never bothered to learn them extensively.
I can tell you that as Shortbow using Thieves both Hawkian and I blast fields regularly. I've seen him do it and I know I do it myself.
The problem is that so much of the PvE content leading up to this one has been able to be completed without it that a large amount of the PvE playerbase has never bothered to learn them extensively.
On a totally unrelated note, I've created a second engineer, explicitly to play with the skills I've ignored up until now (and in no way because I love Sylvari). WHY DID NO-ONE TELL ME BOMB KITS WERE THIS FUN?
I must say, my good man, that if it ends up as "another Karka queen," at any point, personally I'd be thrilled. As anyone playing in GAFGuild for the last two weeks can attest, she is certainly not being ignored.It might end up as another Karka queen in a month or two, but for now most people are having fun with it.
That I can totally understand. While I don't like the "red bar whack-a-mole" of traditional MMO healing classes, I do love the idea of healing and protection focused classes in general and I can get missing them since they're not required. I do hope that the support buffs in the Oct. 15th patch make bring a full healing spec to a party a more rewarding and viable experience (i'm certainly going to try).You've both made fair points. In this case I'm certainly tainted by enjoying keeping a large group up as a healing class with dispels and mass heals in PvE in other titles.
Haha, it wasn't a real suggestion to how to solve the issue. It's just that overflows like a lot of other issues that have been deemed flaws of the game's design are actually just symptoms of so many people playing. That you have so much trouble getting locked out even on a Medium pop server is just crazy to me, and further indicative of this "problem." The good news is that with permanent content, as it becomes less popular and the distribution shifts back toward baseline, it improves over time. Not that this helps you in this case since you don't like the fight.I'm on a medium population server so I'm afraid I've already got the fewer people playing, sorry Hawkian
See now that all sounds awesome, and I definitely agree with the last part (pretend there were no turrets in this fight and what you needed was Light Fields and Whirl Finishers to remove Teq's scales- would it still be possible? Of course. Less likely to coordinate as the first difficult boss we've seen? Oh yeah.)I'd much rather have encounters that used that sort of thing. It's not the AI, so much as the scripted event needing more complicated and co-operative play.
For example you could have bosses with phases where they are vulnerable to the results of a combo field (fire arrows?), or particular debuffs that need to be removed.
I agree that there's a bit of this built into Tequatl already with the reflection mechanics. I don't mean to say that support classes are useless in this encounter, the issue is more that ArenaNet aren't able to rely on them being present, so added the turrets (if that makes sense).
Shortbow is so unbelievably perfect for the Teq fight it blows my mind. I should look into Dagger/Dagger as my other set for the stuns and havoc turret defense, but so far I've basically stayed locked into SB the whole time in the victories so far. It's kind of rekindled my love for the weapon set in the rest of PvE as well.I can tell you that as Shortbow using Thieves both Hawkian and I blast fields regularly. I've seen him do it and I know I do it myself.
Engineer has been the most surprisingly fun of any class to me. As someone who basically resolved to not use grenades and see what else I could do, the number of options is still just overwhelming. I love that you can switch spec in a few seconds and almost be playing a completely different class.On a totally unrelated note, I've created a second engineer, explicitly to play with the skills I've ignored up until now (and in no way because I love Sylvari). WHY DID NO-ONE TELL ME BOMB KITS WERE THIS FUN?
I saw a funny reddit post today with newbie questions, one of them was like "I did this Ranger skill inside this field and it made something different happen, what was this I NEED AN ADULT"The Mesmer not only didn't understand fields, but didn't know about blast finishers.
Guys, for a Warrior that uses Soldier's and Knight's Armor (Depending on the situation), my accessories should be Berserker right? (Amulet, Rings, Backpiece...)
Go for a Radeon HD7950, and i5 3500k.
He must've meant that, 3500 is basically the series and there being only one K within it = 3750k. A fine microprocessor to be sure.You mean 3750k? Is there even a 3500k?
I have the i5 3750k and RHD7850 and love it.
Miktar said:I'm thinking of finding some more permanent hosting for shots, what would people suggest? Tumblr? Flickr?
Hmm. I figure they'll make him spawn on a similar but less frequent timer after the 1st. What are you concerns with it?My biggest concern regarding Teq remains the same... How will its spawn timer be handled in the future?
Right now it appears that the timer starts when the last server to finish, finishes? As such all of Teq's spawns are basically time to start across all worlds, unlike any other World Boss. So my question is will it simply continue like this into the future?
I mean, by having the 15 minute time limit, this type of spawning actually works since the event is guaranteed to end regardless, but it's just a thought I've had.
My biggest concern regarding Teq remains the same... How will its spawn timer be handled in the future?
Minus.com and Ablode.de are the ones I'm familiar with for high resolution shots. I don't see anything wrong with Flickr though and don't have experience with high-res and Tumblr.
I'll honestly be disappointed if they just have him spawn at set times like he did before. I'd rather see them take a Karka Queen approach; have a series of events within Sparkfly Fen that need to be completed before he'll spawn.
The reason that's the optimal approach (in my opinion, of course) is that if a group organizes to trigger him, they're all already in the main server when he spawns. GAF never has to worry about getting into the right server of Southsun because GAF is the one who's on the ground triggering the Karka Queen more often than not.
Objectives could be existing events too. Maybe Taco only shows up if Risen invasions along the coast are driven back. If the initial wave fails, the heavy artillery shows up to wreck things, so to speak.
I would have liked to do Minus, but when I try to create an account, it wants me to download and do it through an Android or iOS app, which isn't really my idea of a good time. Abload.de is an option, but the presentation is fugly.
Honestly, I think tumblr would be something perfect. Basically make a blog out of it to post new shots every week instead of mass upload to a host whenever you make a new batch.
Was reading reddit today. Someone suggested switching the blood lust and out-manned buffs around so you'd get stat boosts if you were out-manned and experience and gold boosts if you held the points in the ruins.
The current winners benefit from more gold and drops and whatever, and the guys with no coverage get some stats to compensate for no one wanting to be on the map.
Isn't that genius?
Tedious I think fits it better. I'm not denying that it was difficult, but most of the challenge was in getting a group of players into the event that actually follow and react to instructions.
You just described all "challenging" content in every MMO ever. It's not a gameplay challenge in the sense that a fighting game or FPS requires a lot of skill to be insanely good, it's a matter of herding nerds around and hoping the other players do their job at the same time you do yours. It always has been about the organization and coordination of many players, the individual gameplay challenge is non-existent as far as I'm concerned. The Queen's Gauntlet was a good example of a true challenge because it was completely reliant on YOUR individual skill at the game. As soon as you start putting people together and having them execute the same gameplay mechanics, individual game mechanic challenge is thrown out the window.
Action call for the next Teq. I summon thee GAF
Whenever the next one is, around reset time. Get in within the next 30 minutos i'd say