gw2guruaccount, on 25 January 2014 - 02:10 AM, said:
The reality is simply that people don't fail because one or two people refused to do something. Groups fail because they fall apart and falling apart is a sign of bad management and leadership.
I think in some respects this is true with Tequatl. It's largely dependent on the defense and the turrets carrying their weight, but if a couple people die in the zerg or during the battery phase, it's really not a big deal. And mechanically, Tequatl is a very easy fight. The zerg stacks on the commander so the turrets have a singular point to cleanse poison. Guardians use stability, aegis, and wall of reflection. Mesmers use focus skills and time warp. Elementalists stack might and drop conjured weapons. Warriors use war banners to revive the downed. Every class has a role that plays to their particular strengths that you should already be familiar with. And if you're comfortable with the class you're playing, you know how to contribute easily. Your effective employment of class mechanics determine your success rate. The simplicity of the fight is its strength. What differentiates it from other fights is that it encourages cooperation on a more global
The Marionette and the Jungle Wurm, by comparison, are very much focused around individual effort. 5 people failing one platform can fail the event for the other 20-25 people that are on the same "chain phase." What you then get is a situation where you lump everyone who's good into lane 1-3, and have lane 1 go to lane 4, lane 2 to lane 5, etc. etc. until all five chains are completed. It doesn't encourage cooperation between guilds. It just forces good, organized guilds to work harder and carry pugs through the content so they feel "involved."
Jungle Wurm 2.0 is exactly the same way. The cooldowns at amber are just way too rigid. It requires literally everyone down to the T to do the fight effectively. The wurm itself has 20 stacks of immunity, and each spear gun shot removes one stack. Because the spear gun is destroyed after shooting, you effectively have one chance to get it right. If 20 people get swallowed, if just one or two people fail, you cannot enter the burn phase. So then you have to do it all over again, but the next 20 people have to go in. This is why it's most effective just zerging the damn thing with all 150 people to start the fight, because then you have rotating groups of 50+ people with spear guns at least reducing the likelihood of error and maintaining burn phases.
In essence, it requires effective play on a significantly more local
scale. It's true that battery defense phases worked similarly, but there were jump pads to move between easily to help out whatever one was having issues. Going from west to east battery was very easy. Going from cobalt to amber by comparison is not.