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Old May 23, 2011, 05:39 PM // 17:39   #221
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Originally Posted by North Devon Dog View Post
So not only do I have to run a build totally geared around broken quests I also have to bring some heals for the end boss to make sure he doesn't die. Maybe I should run heal area on all my heroes.
The bug is stupid, but this comment is stupider. If you didn't know UW well enough to sac a few into spirits, pulling your heroes onto passive or disabling some attack skills is a pretty obvious solution.
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Old May 23, 2011, 06:36 PM // 18:36   #222
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The bug is stupid, but this comment is stupider. If you didn't know UW well enough to sac a few into spirits, pulling your heroes onto passive or disabling some attack skills is a pretty obvious solution.
And comments get even stupider!

ANet destroyed areas like UW by pampering soley to the elitist, wiki reading, self centred, selfish masses.

GW, if it is to be successful in the future (GW2) must never lose focus of the fact that with a customer base of (hopefully) millions, half of them will be below average.

Pretty stupid to abandon half your customer base.
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Old May 23, 2011, 08:32 PM // 20:32   #223
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Originally Posted by North Devon Dog View Post
Only to be told seconds later that Guild Wars can't complete this operation. The bug that I read on these forums had been fixed - isn't. When Dhuum gets to zero health you get kicked out.
It's a rare bug though probably a bit more common than when Shiro glitches. I've been down there dozens of times in teams that KD lock him as low as his hp can go long before his rest fills and it's never once happened to us. Good news is you are capable of making it that far so while it sucks that this happened you should be able to do it again.
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Old May 24, 2011, 06:46 AM // 06:46   #224
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I was aware of the bug but had read that it had been fixed. I don't read wiki much so maybe I should have. @net I don't use cons, just because I am too tight

Sorry to Foxbat for blighting these forums with my stupid comments, but the point was this bug exists, as do many others in GW. UW should be broken up in sections so that random disconnects etc, do not ruin peoples fun. I do think I should be able to rejoin UW at some point further on from the start and finish the job.

No I don't mind Speed Clears. No I don't want UW to be easier (FoW is a joke) just some common sense.

Sorry another stupid comment no doubt.
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Old May 24, 2011, 06:49 AM // 06:49   #225
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Originally Posted by Fay Vert View Post
And comments get even stupider!

ANet destroyed areas like UW by pampering soley to the elitist, wiki reading, self centred, selfish masses.

GW, if it is to be successful in the future (GW2) must never lose focus of the fact that with a customer base of (hopefully) millions, half of them will be below average.

Pretty stupid to abandon half your customer base.
Abandoning your player base because you put in a dungeon which requires co-ordination? WTF? There should be some territories which are only completable with experience, corresponding builds and well coordinated teams (they are called elite areas for a reason).

And if you think a bit, elitists are right most of the time, they don't want to lose time with noobs in these 3 hours long dungeons just to get wiped at the end. Same as HA. This is why people should find guilds and play with them. This is how competitive play started, I guess.

Last edited by keli; May 24, 2011 at 06:59 AM // 06:59..
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Old May 24, 2011, 03:24 PM // 15:24   #226
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Originally Posted by keli View Post
Abandoning your player base because you put in a dungeon which requires co-ordination? WTF? There should be some territories which are only completable with experience, corresponding builds and well coordinated teams (they are called elite areas for a reason).
Many have no problem learning to do something, we just don't like spending all day running around and doing easy quests we know, just to get to a new quest that screws us over, forcing an entire repeat and wasting time. I understand a lot of players endure it, even through the old days before a lot of power creep, but it's a terrible design for content that shouldn't be defended, more like the status quo that's really too late to change.

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This is why people should find guilds and play with them. This is how competitive play started, I guess.
You say that like people aren't already in guilds with their friends, and wouldn't have to abandon them to do elite content. This problem isn't unique, either, it's another roadblock to enjoying content you want to play with people you like. It's why they fixed it in GW2.

I'm convinced a total redesign of the area would be needed to make it ideal, but that sounds as likely to happen as changes that fix PvP.
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Old May 24, 2011, 08:01 PM // 20:01   #227
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Here's a simple truth: They should have NEVER allowed anyone to solo endgame content, and made it a mission to keep it that way. That was an Anet priority in 2007. Then SF came and 600/smite, and so on.

Now, for the problem at hand. How can non-SF using toons, belonging to small guilds of friends, beat the UW or failing that; how can it be made more PuG friendly.

I have an idea, that people will harp on but is semi reasonable. Once 4 reapers are freed, allow the team to purchase a single second chance" from Mayor Allegheri. It should spare the team if one (and only one) reaper dies.
Make it expensive, maybe 10-20 platinum at least. It shouldn't count for Dhuum though.

Difficult to implement and the UW regulars will hate it, but it would solve the major complaint of many here (Take 2 hours getting to the 4H and SY get's diversion'd.)

Just throwing it out there.
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Old May 24, 2011, 08:16 PM // 20:16   #228
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Lets not forget that UW only got hard because ANet refused to deal with SF. The Difficulty and annoyance only came with repeated failed attempts by ANet to deal with the SF SC teams and solo SF plains farmers. Now everyone is suffering for that and ANet has abandond every normal player, the one way NOT to do UW is to play the content normally, that is failing your customer base hard.
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Old May 24, 2011, 09:04 PM // 21:04   #229
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The Difficulty and annoyance only came with repeated failed attempts by ANet to deal with the...solo SF plains farmers.
This had a perfect solution once that did not impact normal teams but completely reversed course. No invinci build in the game could deal with this which simultaneously halved the number of farmable things in Plains. Signet based enchant removal has always been the answer. As for which group of people (SC vs. solo farmers) has caused more damage...that is a matter of debate. Solo farmers weren't clearing the entire Underworld in <10 minutes.
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