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Escort the relic is almost impossible to complete.

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FairWeather
Posts: 14

Escort the relic is almost impossible to complete.

Post#1 » Wed Sep 23, 2026 9:24 am

This section of the event is seriously flawed.
People that rushed to complete it do not bother joining when it is needed.
As with the Idol event, people will only join to disrupt the other team from completing the event and scrounge up some kills, since the rewards are too complicated to get.

If you want to carry the relic, you need to convince others to do it, which is unlikely to happen as days pass. If you want to disrupt the escort, you don´t need to do any of that, you just show up and take your chances at killing whoever is carrying.

On top of that, you need to be lucky enough to be online when enough teeth have been gathered, since they expire.
Yesterday we had more than 700 teeth gathered on destro side but Praag was being sieged so the teeth expired. Then people went their own way.
Some people do not even know they need to bring teeth to the altar so you need to keep telling on the chat.

Can you please add an alternative way to complete this part or just complete it for everybody? The renown boost is not sufficient to motivate people that want to deliver it, as it is way easier to disrupt.

DevanShell
Posts: 48

Re: Escort the relic is almost impossible to complete.

Post#2 » Wed Sep 23, 2026 11:38 am

This sounds foremost like a community/motivation problem to me. The "best" event rewards are gained through the Idol in my opinion.

On EU Order, Idol warbands are formed for pretty much every spawn during my playtime.

I have to agree that relic delivery is definitely more scarce than during the Empire vs. Chaos event, but I’ve still seen it happen once this week, and I rarely play more than 2 hours a day. Getting your factions attention by spamming t4 chat is essential tough and then it will snowball from there.

rorswar
Posts: 234

Re: Escort the relic is almost impossible to complete.

Post#3 » Wed Sep 23, 2026 12:37 pm

I think it’s good that it’s challenging. We got plenty of PvDoor and empty forts. Make people work for something and force them to collaborate, for a change.

DirkDaring
Posts: 517

Re: Escort the relic is almost impossible to complete.

Post#4 » Wed Sep 23, 2026 12:51 pm

It is a community issue, We had Relic runs in DAOC, ESO, and in early days of GW2, there was a large amount of players on all sides that joined in it, some to screen ahead of time to clear the path, others in the rear to tie up any trying to flank the carrier, as well as the 20 to 40 people running with the carrier. was easy to have 4 wb, or more on each side trying to steal the relic, and run the relic.

Everyone in the RvR zone when the relic is returned successfully, should share in the reward, as you need people covering the flanks, to stall, slow down those pursuing the carrier, as well as those running ahead to intercept enemy trying to cut off the carrier, and during protection, can die, or be to far away, due to fighting the enemy, to receive the reward for turning in the relic.
Last edited by DirkDaring on Thu Sep 24, 2026 11:00 am, edited 2 times in total.

User avatar
wonshot
Posts: 1382

Re: Escort the relic is almost impossible to complete.

Post#5 » Wed Sep 23, 2026 4:38 pm

I think this live event is great, it adds something new and thrilling for RvR. Exactly like a live event should, something different and even if its hard or annoying to deal with you just have to do it once, or atleast once a year. Which is fine.

But some of these tasks and encounters could maybe use abit more of "player experience" or players mindset" involved.

For example the Badlands world boss is pretty danm epic!
But I honestly feel like its too punishing on Melee classes. If we break down an 8-8-8 warband attending, then 1/3 of the 24 players will be tanks. An other third of the players will be mdps if mdps and ranged dps are equally represented, and the last 8 players will be healers.
Some ranged classes for warband warfare plays closerange caster aoe builds which makes it closer to a 2/3s-to-1/2 melee ball on the boss compared to ranged+healers.

When the boss then tosses up random players, it makes it harder for pure archtype melee classes to detaunt as you need to be within range of the target(s) to detaunt them. On top of that, if the punts are randomly assigned it will likely lead to a chain reaction of the melee ball hitting the boss which can make a chain reaction of death.
Not an impossible situation, but it could be made more engaging and still thrilling with high risk with some adjustments;

Suggestion:

- Make the punts happen on 6 players total on the realm that holds the aggro (aggrocheck each time a punt interval is about to happen)
- two of the six punted players will be in the melee stack. But it cant be the target on top of the aggrotable to prevent a tank oneshot and chaotic wipe
- two of the six punted players will be in mid-range 46-65 feet.
- two of the six punted players will be in heal-maxrange distance from the boss at 66-99ft

This should still create alot of pressure, require detaunting, make players attempt to move away from the zone where the punts just happend to avoid the burst of landing players. Without it being so easy on ranged classes compared to melee.

As for the relic carrying, I would suggest to avoid players getting cutoff and not getting the reward for doing zoning/screening protection of flanks or peeling sacrifices that when a relic is succesfully turned in any allied player that managed to be within 100 ft range of the relic carrier for more than 5minuts (to prevent leeching too much) will get the task done when its turned in, if they are within the rvr pairring and rvr flagged.
its hard enough having to pass 3 narrow funnel spots bypassing the enemy warcamps, getting cut off by screening the enemy from getting to your main army is already punishing and leads to frustration we dont need these poor sacrificed souls to get double punished.

The event is fun, but it has room for more "player experience" imo
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FairWeather
Posts: 14

Re: Escort the relic is almost impossible to complete.

Post#6 » Wed Sep 23, 2026 8:25 pm

Yes this is a community problem, and unfortunately, single individuals cannot fix a community.

Having events telling you, all the time, that you need the have the whole community on board or you will not be able to complete them is obnoxious.
It is the same as going to the club and being told you cannot get in unless you bring a girl with.
Enough with this stuff already.

User avatar
Emissary
Community Manager
Posts: 579

Re: Escort the relic is almost impossible to complete.

Post#7 » Wed Sep 23, 2026 10:18 pm

wonshot wrote: Wed Sep 23, 2026 4:38 pm I think this live event is great, it adds something new and thrilling for RvR. Exactly like a live event should, something different and even if its hard or annoying to deal with you just have to do it once, or atleast once a year. Which is fine.

But some of these tasks and encounters could maybe use abit more of "player experience" or players mindset" involved.

For example the Badlands world boss is pretty danm epic!
But I honestly feel like its too punishing on Melee classes. If we break down an 8-8-8 warband attending, then 1/3 of the 24 players will be tanks. An other third of the players will be mdps if mdps and ranged dps are equally represented, and the last 8 players will be healers.
Some ranged classes for warband warfare plays closerange caster aoe builds which makes it closer to a 2/3s-to-1/2 melee ball on the boss compared to ranged+healers.

When the boss then tosses up random players, it makes it harder for pure archtype melee classes to detaunt as you need to be within range of the target(s) to detaunt them. On top of that, if the punts are randomly assigned it will likely lead to a chain reaction of the melee ball hitting the boss which can make a chain reaction of death.
Not an impossible situation, but it could be made more engaging and still thrilling with high risk with some adjustments;

Suggestion:

- Make the punts happen on 6 players total on the realm that holds the aggro (aggrocheck each time a punt interval is about to happen)
- two of the six punted players will be in the melee stack. But it cant be the target on top of the aggrotable to prevent a tank oneshot and chaotic wipe
- two of the six punted players will be in mid-range 46-65 feet.
- two of the six punted players will be in heal-maxrange distance from the boss at 66-99ft

This should still create alot of pressure, require detaunting, make players attempt to move away from the zone where the punts just happend to avoid the burst of landing players. Without it being so easy on ranged classes compared to melee.

As for the relic carrying, I would suggest to avoid players getting cutoff and not getting the reward for doing zoning/screening protection of flanks or peeling sacrifices that when a relic is succesfully turned in any allied player that managed to be within 100 ft range of the relic carrier for more than 5minuts (to prevent leeching too much) will get the task done when its turned in, if they are within the rvr pairring and rvr flagged.
its hard enough having to pass 3 narrow funnel spots bypassing the enemy warcamps, getting cut off by screening the enemy from getting to your main army is already punishing and leads to frustration we dont need these poor sacrificed souls to get double punished.

The event is fun, but it has room for more "player experience" imo
We have the ability to select by race, class, realm, etc. We will relook at the punt mechanic after this is over and see what is the best route for the future.
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gloobi
Posts: 2

Re: Escort the relic is almost impossible to complete.

Post#8 » Thu Sep 24, 2026 5:50 am

wonshot wrote: Wed Sep 23, 2026 4:38 pm
As for the relic carrying, I would suggest to avoid players getting cutoff and not getting the reward for doing zoning/screening protection of flanks or peeling sacrifices that when a relic is succesfully turned in any allied player that managed to be within 100 ft range of the relic carrier for more than 5minuts (to prevent leeching too much) will get the task done when its turned in, if they are within the rvr pairring and rvr flagged.
its hard enough having to pass 3 narrow funnel spots bypassing the enemy warcamps, getting cut off by screening the enemy from getting to your main army is already punishing and leads to frustration we dont need these poor sacrificed souls to get double punished.
That is a very good compromise IMO, if it's implementable. Otherwise, just increase the area dramatically to include the top half/bottom of the contiguous zone?
This escort mission creates really fun fights but happens too rarely to leave a good chunk of the participants in the mud at the end.

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