22/04/2025

Pugging Trench Runner

I've previously talked about how the current Galactic Season's focus on uprisings was off to a rough start, though things improved once Broadsword applied some difficulty nerfs and replaced veteran mode in the group finder with story mode.

Since then, I've pugged the uprising of the week on at least some servers pretty much every week with no issues. Until last week that is, when it was Trench Runner time. It had been a little while since I'd last run that particular uprising before that week, but from what I'd heard from people who'd given it a go more recently, it was both very good for progressing the seasonal meta achievement to kill empowered mobs and one of the more challenging uprisings.

I got to experience that for myself when I got into a run on my level 63 Sniper on Satele Shan. Everyone else in the group was also still levelling, with the highest level being a level 79 Juggernaut. The other two members of the group were another Juggernaut in their 40s and a low-level... something, I forget what their combat style even was, but they were only level 18 and by their own admission fresh off of Hutta and new to uprisings as a whole.

Things did not start off too well as we suffered several deaths right at the start, and the low-level quickly became very apologetic, clearly assuming that it was their fault somehow. I assured them that it was alright and that this was simply one of the tougher uprisings.

However, things continued to be messy. I kind of expected one of the Juggernauts to pull by virtue of being melee, but everyone kept standing around awkwardly, waiting for someone else to pull. Eventually I got impatient and did so myself, just to die on every pull where I did so. At one point I realised that I was high enough level now to spec into the Sniper's OP self-heal in cover and did that in hopes of increasing my survivability, but it still wasn't quite enough. I tried kiting, but if I wasn't shooting things, they just weren't dying.

It just felt like nobody but me was really doing much damage to anything at all (not least because whenever I pulled, I'd keep aggro on absolutely everything until I died). I even fired up Starparse to understand what was going on and it showed people doing about 3k dps each, which seemed crazy with everyone being scaled up to 80. I figured that simply couldn't be correct and had to be distorted by the long periods in combat when you were just waiting for things to spawn. (After the run, I had a closer look at the log and at least one of the Juggernauts was spending most of their time just hitting their basic attack.)

Regardless, we slowly bumbled onwards despite the dying and sometimes full wiping, until we got to the third bunker, where we just ran into a hard wall, always wiping within a minute at best. "Alright, tactics time," I said and started to explain how the turret worked and how we needed it to kill most of the adds at the top. I explained how we needed to kill at least some of the adds on the ground as well and couldn't just nuke the boss because we were taking too much damage. And to their credit, people tried! But we just couldn't do it.

I think on our best attempt, the low-level handled the turret while we killed the first few rounds of unavoidable adds, but things were dying so slowly and we were taking so much damage in the process that we used up both kolto buffs in the vicinity and they took ages to respawn. At some point the lowbie would get kicked out of the turret controls and I would take over, but while I was shooting the walkers and droids at the top, the rest of the group in the trench would wipe quickly, at best having gotten the boss to about fifty percent health.

I don't recall how many times we tried this, but eventually I just didn't know what else to suggest. The lowbie was a bit helpless by nature and neither of the Juggernauts seemed to be using any survival cooldowns from what I could see, but trying to teach people how exactly to use their class toolkit seemed to go a bit beyond what's appropriate in a piece of group content that's meant to take about ten to fifteen minutes.

Eventually I just thanked everyone for trying and left (after sending the lowbie one more reassuring whisper that it wasn't their fault and that the combination of people not using their abilities and being put into one of the tougher uprisings was just unfortunate.) A few minutes later I re-queued and got another pop quite quickly - this time with a group of three eighties with whom we blitzed through the whole thing without any real issues. However, I still felt bad about the group I had abandoned, especially for that lowbie who'd tried an uprising for the first time ever and had been keen to follow instructions but we just couldn't make it happen. I can only hope they weren't completely discouraged by the experience, and that the devs maybe revisit this uprising in particular in terms of tuning before the season is over.

This was just one of those situations where I'm never quite sure what the right solution should be. Does story mode content really need to be tuned down to the point where it can be completed with a group of people just hitting their basic attack? Part of me wants to yell no and argue that it's okay to push people a little bit to learn how to play the game. But then, how are people supposed to learn how to play while being put into group content with strangers where there's an expectation that it's supposed to be super accessible and that you can be in and out in ten minutes?

(As a side note, the swarms of mobs gave crazy XP. Just from that one aborted run followed by the full run that I completed shortly afterwards, my Sniper gained three levels. So there's that, I guess.)

4 comments :

  1. One thing they could do is have an option that appears after 5 wipes. A pop-up would appear asking the group if they want to get a buff to make it easier. If the majority votes yes, everyone gets a buff that adds 10% damage, 10% healing received, and 10% damage reduction. After that, each wipe adds another 10% to those stats and so on until the group is able to finish. Only story mode would have this option to ensure low level or casual players could finish it. This isn't the ideal solution, but it would work as a quick fix.

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    1. Aha, the WoW LFR approach! I don't hate the idea, but I'm not sure it would actually be less work to implement a totally new functionality like that than to just tweak the numbers down a bit...

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  2. While synching down works fine, I feel the synching up has a big issue, in that while the char technically gets level synched up they don't actually gain all the abilities/passives/bonusses an actual player of that level would have. Which also doesn't help with these tougher uprisings.

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  3. I feel like this kind of thing is likely an unintended consequence of the levelling game being so easy by default. If someone can very easily make it to the cap mashing a single button, there isn't much incentive for them to learn to use the rest of their tool kit.

    I specifically level using companions set to DPS to make the levelling game more challenging. It's fall asleep in muy chair easy to me if I don't, at least in solo content. Heroic 2+ can still be quite challenging even with a healer out.

    I wonder making the default companion setting DPS or Tank would help a bit with this? Based on my experience, the game would still be pretty easy for new players....but not "mash one button ftw" easy like it is with a healing companion at present.

    Alternately, you could simply encourage players to use different roles. For example, you could hand out titles for spending 1, 10 and 100 hours with a DPS companion out.

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