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Gateway to Gre’thor Advanced Boss and perhaps other changes

gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
The Boss AOE attack addition is irritating but perhaps called for.

However, other things were done that made a puggable and optional achievable mission, with knowledge and team communication, much more difficult, overly difficult in my opinion.

What used to be a mission that could be winnable with all optionals seems to have turned into a drawn out boss fight since the patch today. The pug I just ran took 10-12 minutes beyond the optional failure to kill the boss. And killing the massive amount of spawns afterwards took even more time. Not to mention I died four times in the boss fight alone. Teamates were dying left and right in the boss match as the spawn rate was too keyed up. Pre patch I would occasionally die during the match but it was nothing excessive. Sometimes my ET was on cool down and sometimes the attacks were just too much. I do not know if hit and shield points were added to the boss and mob spawns were increased but I think the changes were excessive.

In the past sometimes the pug would loss the boss optional within 1-3 minutes, this helped set a workable goal to move towards.
Joined STO in September 2010.
Post edited by gerwalk0769 on

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    sarcasmdetectorsarcasmdetector Member Posts: 1,176 Media Corps
    edited April 2015
    I just did a GGA and it's exactly the same as before. Nothing has been changed.

    If you are pugging it you should remember that pugs are random, sometimes you will get good players, most of the time you will get below average players. Phase 3 of GGA is a DPS check, if you failed the optional then there simply wasn't enough DPS on the team...
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    fiberteksyfirfiberteksyfir Member Posts: 1,207 Arc User
    edited April 2015
    I just did a GGA and it's exactly the same as before. Nothing has been changed.

    If you are pugging it you should remember that pugs are random, sometimes you will get good players, most of the time you will get below average players. Phase 3 of GGA is a DPS check, if you failed the optional then there simply wasn't enough DPS on the team...

    This and if i decide to pug this bad boy.. People need to be reminded to kill the dread first to stop the spawn bleeding
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    gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited April 2015
    I just did a GGA and it's exactly the same as before. Nothing has been changed.

    If you are pugging it you should remember that pugs are random, sometimes you will get good players, most of the time you will get below average players. Phase 3 of GGA is a DPS check, if you failed the optional then there simply wasn't enough DPS on the team...

    There seemed to be more spawns, and there was a Boss AOE effect I had never seem before.

    I'm quite aware about pugs and the nuances of them and stage 3 being a DPS check, but thank you for a reminder. And as you know the mission is nuanced, distracted fighting can also cause failures in all three phases.
    Joined STO in September 2010.
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    gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited April 2015
    People need to be reminded to kill the dread first to stop the spawn bleeding

    Yep, something I mention every time whether I pug or organize a match. I actually run over each stage in pugs, and in matches I organize.
    Joined STO in September 2010.
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    sarcasmdetectorsarcasmdetector Member Posts: 1,176 Media Corps
    edited April 2015
    There seemed to be more spawns, and there was a Boss AOE effect I had never seem before.

    I'm quite aware about pugs and the nuances of them and stage 3 being a DPS check, but thank you for a reminder. And as you know the mission is nuanced, distracted fighting can also cause failures in all three phases.

    Is it the AoE burst that makes the dread invisible (similar to what some vaadwuar ships can do)? that's always been there.

    Like i said i just finished a GGA and it was exactly the same as before.

    One thing to consider is the misfire glitch, it's possible you had one or two "Expensive" players on the team (players with command ships or running certain abilities) that could have caused some lag/misfiring. It's kind of difficult to kill NPCs when your abilities will not activate.
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    internetonsetaddinternetonsetadd Member Posts: 98 Arc User
    edited May 2015
    I've pugged GGA a lot. Only in the last day have I seen low DPS teams get absolutely hammered in phase 3. If the dread goes down quickly, nothing seems different. If not, the swarm of enemies gets immense, and it's a challenge not to die repeatedly. It doesn't help that the raiders damage you with ramming speed even with rock and roll going.

    Not sure if anything changed, or if I just hadn't encountered such weak teams before the recent patch, but it's not a pleasant experience.

    You can tell in phase 1 whether a team's DPS is up to the challenge or not. If it isn't, I'd highly recommend leaving immediately. It's just not worth risking the headache of a 10-15 min boss battle on the other side.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited May 2015
    I run Gates to Grethor Advanced a lot. PUGs only. Nothing any different with the instance itself. The only thing that makes a difference is the quality of the PUG. That can range up and down in quality very sharply.

    A very good indication that it's not going to go well is in 1st Phase. When you see a bunch of your teammates immediately chase for the Heralds in the middle or the asteroid field, you know you've got some "game winners" in your PUG that you'll have to carry the load for.
    XzRTofz.gif
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited May 2015
    I've pugged GGA a lot. Only in the last day have I seen low DPS teams get absolutely hammered in phase 3. If the dread goes down quickly, nothing seems different. If not, the swarm of enemies gets immense, and it's a challenge not to die repeatedly. It doesn't help that the raiders damage you with ramming speed even with rock and roll going.

    Not sure if anything changed, or if I just hadn't encountered such weak teams before the recent patch, but it's not a pleasant experience.

    You can tell in phase 1 whether a team's DPS is up to the challenge or not. If it isn't, I'd highly recommend leaving immediately. It's just not worth risking the headache of a 10-15 min boss battle on the other side.


    You must be playing a different gga than I do, :) Stage 2 is the only one where you need to be careful you close enough rifts. The enemies, in all stages, including the boss, hardly pose a threat (disappointingly so, actually). And the boss is only mildly annoying in that he tends to bravely run away a lot. :)
    3lsZz0w.jpg
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    internetonsetaddinternetonsetadd Member Posts: 98 Arc User
    edited May 2015
    meimeitoo wrote: »
    You must be playing a different gga than I do, :) Stage 2 is the only one where you need to be careful you close enough rifts. The enemies, in all stages, including the boss, hardly pose a threat (disappointingly so, actually). And the boss is only mildly annoying in that he tends to bravely run away a lot. :)

    If you have a team of friends and want to test it out, try intentionally failing the optional in phase 3. Wait until there's a couple giant balls of enemies, to reproduce what happens with a low-DPS team, even one that easily breezed through phase 2. Then try to take out the dread.

    The dread isn't the threat. It's mainly the raiders, combined with all the firepower concentrated on the guy doing the most damage, and then the next guy after that when he dies, and the next, and the next, etc. The dread running away is actually somewhat of a benefit, since you can get clear of groups as you follow it. Once it stops running, it basically just sits inside a swarm of enemies until it's dead.

    A team that even remotely comes close to meeting the DPS check won't have any problems whatsoever. Only a team that doesn't, or doesn't focus the dread, will encounter what I've described.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited May 2015
    If you have a team of friends and want to test it out, try intentionally failing the optional in phase 3. Wait until there's a couple giant balls of enemies, to reproduce what happens with a low-DPS team, even one that easily breezed through phase 2. Then try to take out the dread.

    The dread isn't the threat. It's mainly the raiders, combined with all the firepower concentrated on the guy doing the most damage, and then the next guy after that when he dies, and the next, and the next, etc. The dread running away is actually somewhat of a benefit, since you can get clear of groups as you follow it. Once it stops running, it basically just sits inside a swarm of enemies until it's dead.

    A team that even remotely comes close to meeting the DPS check won't have any problems whatsoever. Only a team that doesn't, or doesn't focus the dread, will encounter what I've described.


    Actually, after I typed that, today I ran another one (DPS-channels). It suddenly felt a lot harder, LOL. And I was checking whether maybe we hadn't queued for gge. Could it be they actually changed something?! (I didn't see a cat glitching, though :D)
    3lsZz0w.jpg
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    simeion1simeion1 Member Posts: 898 Arc User
    edited May 2015
    Here is an idea, how about kills start awarding SPXP! ISA (conduit) awards SPXP for kills why don't this!?
    320x240.jpg
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    khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited May 2015
    Something I'd like to see removed from this mission are the patrols in the asteroid fields. They aren't part of the mission objectives yet in a pug you've got about a 70% chance that people will instantly veer off and attack them instead of going after the actual objectives. Trying to communicate via team chat in a pug doesn't always work as not everybody pays attention to it, and some people simply don't speak English so can't understand that you're saying "do not attack the enemies in the asteroids" and assume you're saying "do attack the enemies in the asteroids"... When people do go after those groups, you're pretty much guaranteed to lose the first optional unless by some miracle the rest of the people on the pug have enough DPS to handle the objectives with just three or four people.

    Not everybody likes pugs, I get that, but some of us only play with pugs for one reason or another so the content (especially 'normal' difficulty) should be completable by pugs.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
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    warpangelwarpangel Member Posts: 9,427 Arc User
    edited May 2015
    Something I'd like to see removed from this mission are the patrols in the asteroid fields. They aren't part of the mission objectives yet in a pug you've got about a 70% chance that people will instantly veer off and attack them instead of going after the actual objectives. Trying to communicate via team chat in a pug doesn't always work as not everybody pays attention to it, and some people simply don't speak English so can't understand that you're saying "do not attack the enemies in the asteroids" and assume you're saying "do attack the enemies in the asteroids"... When people do go after those groups, you're pretty much guaranteed to lose the first optional unless by some miracle the rest of the people on the pug have enough DPS to handle the objectives with just three or four people.
    Yes, of course. Because not only should the mission be an automatic win no matter how clueless the team is, you should automatically get all the optionals, too. :rolleyes:
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    warpangelwarpangel Member Posts: 9,427 Arc User
    edited May 2015
    EDIT:Wrong thread.
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    khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited May 2015
    warpangel wrote: »
    Yes, of course. Because not only should the mission be an automatic win no matter how clueless the team is, you should automatically get all the optionals, too. :rolleyes:

    Not what I'm saying...
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
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    ryakidrysryakidrys Member Posts: 830 Arc User
    edited May 2015
    Something I'd like to see removed from this mission are the patrols in the asteroid fields. They aren't part of the mission objectives yet in a pug you've got about a 70% chance that people will instantly veer off and attack them instead of going after the actual objectives. Trying to communicate via team chat in a pug doesn't always work as not everybody pays attention to it, and some people simply don't speak English so can't understand that you're saying "do not attack the enemies in the asteroids" and assume you're saying "do attack the enemies in the asteroids"... When people do go after those groups, you're pretty much guaranteed to lose the first optional unless by some miracle the rest of the people on the pug have enough DPS to handle the objectives with just three or four people.

    Not everybody likes pugs, I get that, but some of us only play with pugs for one reason or another so the content (especially 'normal' difficulty) should be completable by pugs.

    As much as I don't like that many folks don't know the objectives, it also helps me to know if I have a competent buddy in the lane for transport duty. If I am going to handle half of the lane and the the other player is not, I'd like to know before the start of phase 2 so I can switch sides if necessary since I usually run a cruiser and don't have the speed to solo the lane adequately.
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    khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited May 2015
    When doing advanced, this is one of the most irritating things about the final fight.

    http://imgur.com/r5baGMG

    Two or three of those hitting you at a time and you're done. Hell even one of those does around the same damage as my entire HP on my Pilot escort. All the DPS in the world can't save you from those little s***s.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
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    gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited May 2015
    simeion1 wrote: »
    Here is an idea, how about kills start awarding SPXP! ISA (conduit) awards SPXP for kills why don't this!?

    Because there are infinite enemies. People could get carriers and afk farm for infinite sxp.

    Virtuallymall instances of infinitely spawning enemies now grant zero exp for this reason. Both ground and space. The battlezones are the main exceptions.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited May 2015
    The Boss AOE attack addition is irritating but perhaps called for.

    However, other things were done that made a puggable and optional achievable mission, with knowledge and team communication, much more difficult, overly difficult in my opinion.

    What used to be a mission that could be winnable with all optionals seems to have turned into a drawn out boss fight since the patch today. The pug I just ran took 10-12 minutes beyond the optional failure to kill the boss. And killing the massive amount of spawns afterwards took even more time. Not to mention I died four times in the boss fight alone. Teamates were dying left and right in the boss match as the spawn rate was too keyed up. Pre patch I would occasionally die during the match but it was nothing excessive. Sometimes my ET was on cool down and sometimes the attacks were just too much. I do not know if hit and shield points were added to the boss and mob spawns were increased but I think the changes were excessive.

    In the past sometimes the pug would loss the boss optional within 1-3 minutes, this helped set a workable goal to move towards.


    I did several GGA runs after today's patch, and it's exactly the same as before. Nothing has been changed.

    Are you sure you weren't queued for a GGE?!
    3lsZz0w.jpg
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    welcome2earfwelcome2earf Member Posts: 1,746 Arc User
    edited May 2015
    Can we at least make it so we get XP kills for the frigates as well?
    T93uSC8.jpg
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    foxrockssocksfoxrockssocks Member Posts: 2,482 Arc User
    edited May 2015
    It would help if people cleared the trash in the last fight. The less you clear, the harder it gets. There is some weird perception that they keep spawning if you ignore the dreadnaught but they don't. Things only spawn when it disappears, aside from the fighters that come out of certain portals.
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    gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited May 2015
    meimeitoo wrote: »
    I did several GGA runs after today's patch, and it's exactly the same as before. Nothing has been changed.

    Are you sure you weren't queued for a GGE?!




    The day of my original post I ran five or six other organized GtGA matches and noticed a weird skew. Before that day, teams I ran with would often, 60%-75%, hit the first optional. That day I posted, every match, except one, failed to meet the first optional and the boss fights became much longer.

    Since that day I posted have not followed any changes to GtG closely. I did organize a GtGA match today to test the Iconian T5 Rep. Power and noticed the transport threshold limit lowered to 10. As for any other changes since I originally posted, I noticed none, but I only ran one match today.
    Joined STO in September 2010.
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    edited May 2015
    The Boss AOE attack addition is irritating but perhaps called for.

    However, other things were done that made a puggable and ..... The pug I just ran took 10-12 minutes beyond the optional failure to kill the boss. .....
    In the past sometimes the pug would loss the boss optional within 1-3 minutes, this helped set a workable goal to move towards.

    Yeah one word explained everything why you failed.... PUG 'nuff said.
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    meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited May 2015
    reyan01 wrote: »
    The only change I've noticed is that there seem to be a larger number of loser players who quit the instance immediately subsequent to their 'special snowflake' starship exploding.

    Seriously - just queueing for my 4th attempt due to this. :mad:


    You recently did over 10k, didn't ya? :) Then come join us in the DPS League, and your PUG issues will be a thing of the past, and ere long you'll wonder why doing gga was ever a thing to be dreaded.
    3lsZz0w.jpg
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    khamseenairkhamseenair Member Posts: 2,640 Bug Hunter
    edited May 2015
    So, possibly just had the worst ever run of GGA. It lasted 37 minutes... The things I'll do for a damned data core.

    One guy left when it became apparent we weren't going to get the first optional (we were going to miss it by about 20-30 seconds). Thankfully I was in a pilot ship as in phase 2 I ended up being on one lane by myself. Then in phase 3 it just went omgwtfbbq kinda bad. We ended up getting spawn camped by the dreadnought and it's adds. Took ages to eventually kill them all off and trigger it's next disappearing act.

    I'm not sure how it's possible but it turns out that two of the folks were only doing around 1K DPS...

    The only up side to it all is there was no name calling or moaning and all but that first guy actually stuck it out and completed it so even if it was insane I still think if more players were like that then we'd all be better off.

    I remember the first time I ever completed CGE was kind of like that, we got the optionals but then people gave up at the boss fight and rage quit. Myself and one other guy stuck it out and just kept trying until we eventually got him. After that it became one of my favourite ground STFs. The insta-fail optionals on the older STFs (which I know they are planning on removing, but just not quick enough) these days really do remove any chance of players running them start to finish to find out where the hell they're going wrong.
    Join date is wrong, I've actually been around since STO Beta.
    True alters don't have a "main". Account wide unlocks for all unique event rewards!!
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