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Old Nov 05, 2007, 01:42 AM // 01:42   #201
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Abaddon's Gate:wow,a giant head.wait...its supposed to be a god?!
but it dies too easy...mild difficulty increase PLEASE!!
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Old Nov 05, 2007, 01:52 AM // 01:52   #202
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missions that are made much harder in HM due to increased enemy speed. Aurora glade and Jennur's Horde spring to mind
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Old Nov 05, 2007, 02:12 AM // 02:12   #203
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I'll toss in another vote for Visnah/Unwaking. Getting masters on both of these missions involve repetively leaving until you get a full hench team on the other side. Forced pugging ftl.
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Old Nov 05, 2007, 02:18 AM // 02:18   #204
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First that comes to mind is Thanakai from personal experience twice the NPC after u kill their possessed form they got stuck on a chest forcing me to redo the mission...
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Old Nov 05, 2007, 02:43 AM // 02:43   #205
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Why do people keep saying Vizunah`s. It`s so easy. We had the other side leave, maybe they saw we weren`t hench, all the allied hench dropped dead (that sucks) and we still got masters. So go work that one out and it serves you right if it was you.

Ok should pick a mission that does suck seeing as I made a post..........

Dunes of Despair and Aurora Glade. Had to ask a friend to help to do the bonus on both those. Seems they are impossible to H/H.
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Old Nov 05, 2007, 02:45 AM // 02:45   #206
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Divinity Coast.. the eye thing gives me a headace. (I'm thinking of the right mission here, right?)
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Old Nov 05, 2007, 03:00 AM // 03:00   #207
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I hate the fire arrow thing in Oola's lab.
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Old Nov 05, 2007, 03:03 AM // 03:03   #208
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Quote:
Originally Posted by lg5000
Divinity Coast.. the eye thing gives me a headace. (I'm thinking of the right mission here, right?)
Heh heh, that's the one....can be a bit annoying indeed.
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Old Nov 05, 2007, 03:54 AM // 03:54   #209
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Prophecies
Elona Reach - This was the first mission that really taught me proper aggro control and pulling strategies. Unfortunately it took several tries to beat it with my first character. Most any other attempts to PUG from that point forward with other characters led to disaster because other people had not yet learned aggro control. ARRRGGGHHHH!!!!! I just hench it now...no headaches that way.

Divinity Coast - Bonus...ummm...this sucks.

The Wilds - Ummm...where the heck am I???

Aurora Glade - AAARRRGGHHHH!!!! What the heck is up with capturing these stupid pedestals? If I wanted to capture shrines then I'd play stupid PvP!

Factions
Minister Cho's Estate - Yeah, I don't really care about the whole NPC part of this mission.

Unwaking Waters - Just a really boring mission and quite difficult to get real people in your group or the group you join up with.

Nightfall (Haven't beaten yet. Just got to Gates of Desolation)
Moddok Crevice - For all the reasons other people stated...this is just a bad mission. And screw the stuckup PvP junkies that say, "blah blah blah...learn to bring a snare...la di da".


As a side note, I see a lot of Vizunah Square hate, but I have to say that I really enjoy this mission. Heck sometimes I go do it just for the heck of. Granted it can be a pain and no fun if it's all hench, but if you get at least 1 MM and a decent nuker then it's all good.
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Old Nov 05, 2007, 04:12 AM // 04:12   #210
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Quote:
Originally Posted by trielementz
i personally dislike nundu bay. pretty much forces you to get a group so to disable the boss's immunity. and that place is always deserted.
Not really, H/H that one in HM. In fact, it is probably my favorite mission ever. If we are going by campaign, however, I would have to say that I hate most prophecies missions. They are extremely linear and boring. In my opinion, NF had some of the most fun missions in all of GW. GWEN was even better, but if only it wasn't so short
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Old Nov 05, 2007, 04:42 AM // 04:42   #211
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My vote goes to Aurora glade ... I've made it through at least half a dozen times and done the bonus at least a few times, and I still don't really understand how the mission actually works. I just know that unless I go with someone who does, it will fail.

That's my idea of bad design - not that it's too hard or too easy, just very very difficult to understand or intuit.
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Old Nov 05, 2007, 05:53 AM // 05:53   #212
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Quote:
Originally Posted by Personette
My vote goes to Aurora glade ... I've made it through at least half a dozen times and done the bonus at least a few times, and I still don't really understand how the mission actually works. I just know that unless I go with someone who does, it will fail.

That's my idea of bad design - not that it's too hard or too easy, just very very difficult to understand or intuit.
What's so hard about 'whoever takes control of all three points wins'?

It's just a matter of making the Mantle run around while you pick off their runner groups, human players not required.


I don't like missions where your success is dependent on non-player factors. Moddok Crevice - how many groups bring snares to normal PvE? Why should you have to look up/fail a mission to learn what you have to bring, and then go do it again?
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Old Nov 05, 2007, 06:24 AM // 06:24   #213
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Quote:
Originally Posted by Avarre
What's so hard about 'whoever takes control of all three points wins'?
The stuff that happens before you've got all three shrines?

I'm sure I'd figure it out, if I really tried. It's still the most confusing place in the game for me, of all three campaigns.
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Old Nov 05, 2007, 06:28 AM // 06:28   #214
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Quote:
Originally Posted by Avarre
I don't like missions where your success is dependent on non-player factors. Moddok Crevice - how many groups bring snares to normal PvE? Why should you have to look up/fail a mission to learn what you have to bring, and then go do it again?
The problem is, your success isn't really dependent on all that. You'll get through the game just fine, and may even get experts by following some of the suggestions. Masters is meant to be done as a bonus, generally after understanding the mechanics of the mission, and not always as a freebie the first time around.
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Old Nov 05, 2007, 06:33 AM // 06:33   #215
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Quote:
Originally Posted by Personette
My vote goes to Aurora glade ... I've made it through at least half a dozen times and done the bonus at least a few times, and I still don't really understand how the mission actually works. I just know that unless I go with someone who does, it will fail.

That's my idea of bad design - not that it's too hard or too easy, just very very difficult to understand or intuit.
Have your runner run around to their base (if h/h, this is you) while the rest of the group (if h/h, this is the h/h, flagged) kills their runner... then grab their crystal when it reappears and you have all the time in the world to finish them off since they will be unable to capture any altars.
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Old Nov 05, 2007, 06:57 AM // 06:57   #216
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Quote:
Originally Posted by Personette
The stuff that happens before you've got all three shrines?

I'm sure I'd figure it out, if I really tried. It's still the most confusing place in the game for me, of all three campaigns.
You pick up the crystal and put it on the shrines you don't have, until there are no more that you don't!

Quote:
Originally Posted by holymasamune
The problem is, your success isn't really dependent on all that. You'll get through the game just fine, and may even get experts by following some of the suggestions. Masters is meant to be done as a bonus, generally after understanding the mechanics of the mission, and not always as a freebie the first time around.
It's just so much fun doing a boring mission, and then doing it AGAIN because your skillbar means more than your skill, eh?
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Old Nov 05, 2007, 07:29 AM // 07:29   #217
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Oolas lab has a new first place for me. The part where you have to stay in the ward of the protective golem while heroes generally refuse to do so, lag behind, and die. I love EOTN, but these fire arrows, fire spewing walls and poison traps are bloody annoying anyways.
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Old Nov 05, 2007, 08:31 AM // 08:31   #218
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Quote:
Originally Posted by angmar_nite
I hate the fire arrow thing in Oola's lab.
Is that the part where you have to stay in the protective circle? If so, count me in for that. Hate it. Loathe it. Despise it. If only you could control the woker golem and make him stop so you could fight the enemies. And if only the henchies realized that stepping outside the circle can mean a painful death... Yeah, if I never have to do that again, it'll be too soon. Shame it's part of the main storyline *sigh*
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Old Nov 05, 2007, 10:26 AM // 10:26   #219
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I'd have to agree with Oola's lab, the part of the golem with the protective circle. It could have been implemented better and was just poorly designed.

Why does most of this topic consist of "I hate this" or "I suck too hard to beat it"? It's about poorly designed missions, not ones you dislike.
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Old Nov 05, 2007, 11:44 AM // 11:44   #220
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2nd to last mish in NF

pug'ing it was a pain, no one knew how the fight was supposed to go, and no freaking warrior had wild blow to make shiro stfu... plus no one went to get the shrines...

i ended up H&H'ing it with an ele...
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