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Old Nov 05, 2007, 09:47 PM // 21:47   #241
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Quote:
Originally Posted by Stolen Souls
Eternal Grove vote, here.

Forcing a split ftl
It's teaching you to plan intelligently.

Gyala Hatchery is just /crash into mob, /crash into mob, finish.

You have to have a degree of self-sufficiency in EG, especially in HM. I really liked it. It's a degree of challenge.
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Old Nov 05, 2007, 09:49 PM // 21:49   #242
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Originally Posted by pumpkin pie
I also hate Moddok Crevices, still trying to figure out how to do that bonus without another player.
Huh, what's so hard in that mission? Even with h/h?
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Old Nov 05, 2007, 10:12 PM // 22:12   #243
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Eternal Grove (WTF BS is this!?)

Shiro Tagachi, Final Bosses should NOT be able to solo. Sure you have to specifically pack your self for him, but you can still solo him and thats not cool. Sure he can be strong as a bulldozer....but he can be solo'd >.> Buff plz.

Anything in Majjuma (BS!!!)


Anyways...

eternal grove is RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing bullshit >.> Only mission that pisses me off, I have held off doing it hard mode because I hate it so much (probably will never do it)
Having to be Split,Spike everything quickly because another wave is coming on the other side...No Fun.

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It's teaching you to plan intelligently.
Ya its challinging, atleast in normal mode, and I had to think.
But it gets to the point of wtf >.>Its not the Seige Turtles, those are a bit fun watching em go down the little mammoths they are.

Its the afflicted waves that are the worst piss ass...mother RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO shit ever.
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Old Nov 05, 2007, 10:33 PM // 22:33   #244
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Originally Posted by Jongo River
My other major gripe (and this is almost entirely in NF) is those stupid, illogical bonuses. I know the annoying Dunkoro stuff in Moddock has been covered, but has anyone mentioned Venta Cemetery yet? You're told to lead the evacuees to safety, *without* being discovered. I went spare when, after trudging around for ages trying to find a route around the guard posts, I was informed that the bonus was to *attack* every one of them! Am I supposed to be helping the monks escape, or putting their lives in danger for no staggeringly good reason? It's not as if Kournan troops are even *evil* - they're just following orders to fight the scoundrels who've invaded their damn country!
As long as we're discussing illogical bonuses, I think Dragon's Lair deserves a mention.
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Old Nov 05, 2007, 10:36 PM // 22:36   #245
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Quote:
Originally Posted by Snow Bunny
It's teaching you to plan intelligently.

Gyala Hatchery is just /crash into mob, /crash into mob, finish.

You have to have a degree of self-sufficiency in EG, especially in HM. I really liked it. It's a degree of challenge.
Eternal grove is a great mission, even though HM was incredibly hard. I think I spent around 10-15 attempts total to get through it. With an intelligent team though, it can be done.
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Old Nov 05, 2007, 10:52 PM // 22:52   #246
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Quote:
Originally Posted by BlackSephir
Huh, what's so hard in that mission? Even with h/h?
The snaring thing required some micro-management on the one occasion I bothered to do it. I manually targeted a couple of heroes on one runner, whilst I went after the other.

I'd call it annoying, rather than hard, though.

Quote:
Originally Posted by StormLord
As long as we're discussing illogical bonuses, I think Dragon's Lair deserves a mention.
ROFL. I feel a bit of a newb, I actually had to look that up. Must have missed that bonus when I took my ranger through Prophecies. Mmmm... dragon's eggs.
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Old Nov 05, 2007, 11:41 PM // 23:41   #247
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Quote:
Originally Posted by jimmyboveto
Eternal grove is a great mission, even though HM was incredibly hard. I think I spent around 10-15 attempts total to get through it. With an intelligent team though, it can be done.
I did 10-15 aswell >.> I can do it in normal mode easy now

But I don't want to relive the 10-15 attempt horrors in Hard Mode.
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Old Nov 06, 2007, 01:59 AM // 01:59   #248
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Worst mission design isn't nessecarily the hardest mission. Gates of madness is hard, but the boss fight(s) make for an interesting challenge. THK is hard, but it makes for a fun strategic challenge. The worst mission is one which is hard not for game-intrinsic reasons but for bad design decisions, while simultaneously being boring and irritating. And that mission is:


Vizunah Square.


*I* can do it no worries, but I'm awesome. The issue isn't that it's hard for ME, so don't tell me it can be done with x or y hero builds. That's not the point. These are the points;

1. Astronomical leap in difficulty for new players who only own factions and probably aren't even level 20 yet.
2. For the first 6 months of Factions' existence, the canthan side always had at least 3 underlevelled assassins who think they can tank.
3. Being FORCED to pug because you never know who will be on the other side.
4. Henchies unable to decide which team of players to follow, leading to the deaths or Mhenlo/Togo.
5. Chock full of enemies seemingly specifically designed to counter the two new canthan professions people are going to want to play. Imagine if the 3rd NF mission was full of quetzal tengu. I don't know how many people gave up on GW after their first character failed this mission, but I bet it's more than any single other mission.
6. In a game that claims it's about skill, this is the epitome of the no-skill mission. You win this one by sheer weight of numbers. You bring your nukes, your minion masters, and you overwhelm them. Or you lose.
7. There's a random boss appearance early on, which means, guess what? Sometimes players on the other team will suddenly quit on you after capping.
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Old Nov 06, 2007, 02:40 AM // 02:40   #249
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Quote:
Originally Posted by BlackSephir
Huh, what's so hard in that mission? Even with h/h?
the mission is easy, bonus i cannot get because can't seems to stop the 2 informant from running away. anything i can't do with H/H is annoying. :P
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Old Nov 06, 2007, 02:44 AM // 02:44   #250
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Quote:
Originally Posted by Snow Bunny
It's teaching you to plan intelligently.
I approve of missions that make you plan intelligently. I don't approve of missions where, in order to get the bonus, you have to be playing with other humans.
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Old Nov 06, 2007, 02:56 AM // 02:56   #251
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The hard thing in Moddok Crevice is those damn runners. Once you've done the mission a couple of times you will be doing the other hints almost automatically - those runners though...

It's enough of a pain in NM, but the speed boost they get in HM makes it an excercise in frustration. You can't sit just outside of aggro range and target your heroes - the buggers will set off anyway.

2 missions short of Legendary Guardian - and this sod is one of them (the other is Dasha Vestibule - and that's because I've got over-used to Sab's build which is unsuitable there ^^)
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Old Nov 06, 2007, 06:49 AM // 06:49   #252
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Grand Court...sweet merciful cthulhu.

(rant follows)

Without fail EVERY time I attempt this mission with a character there is one (or two...or three...) idiot(s) who can't wait 3 seconds for all parties to load and goes tearing off towards the altar, triggering the mobs before half the party even knows what's going on. The worst part is that after you return to the outpost and patiently explain to everyone AGAIN that they need to please wait until everyone is loaded and restart, someone STILL goes rushing in. The mission itself is actually not too bad if you can just get into a team where all members can follow directions better than say, a three week old puppy.

After that? I definitely think the Lux/Kurz missions are a problem for no real reason other than splitting the population makes it harder to form a group.
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Old Nov 06, 2007, 09:22 AM // 09:22   #253
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Quote:
Originally Posted by Snograt
2 missions short of Legendary Guardian - and this sod is one of them (the other is Dasha Vestibule - and that's because I've got over-used to Sab's build which is unsuitable there ^^)
Toss out MM, toss in BHA ranger, problem solved.
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Old Nov 06, 2007, 09:53 AM // 09:53   #254
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some areas are just dull and long but not hard
eg: ascalon missions [sick of the scenery]
eg: torment missions [darkened scenery feels depressing and boring]
and sunjiang district
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Old Nov 06, 2007, 10:05 AM // 10:05   #255
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Quote:
Originally Posted by pumpkin pie
the mission is easy, bonus i cannot get because can't seems to stop the 2 informant from running away. anything i can't do with H/H is annoying. :P
Mission bonus requiring you to bring a snare isn't design flaw.
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Old Nov 06, 2007, 10:09 AM // 10:09   #256
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Quote:
Originally Posted by BlackSephir
Mission bonus requiring you to bring a snare isn't design flaw.
i didn't bring snare, i brought gale.

one question, did you get the bonus with Heros and hench?
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Old Nov 06, 2007, 10:13 AM // 10:13   #257
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Quote:
Originally Posted by pumpkin pie
i didn't bring snare, i brought gale.

one question, did you get the bonus with Heros and hench?
I did, [wiki]deep freeze[/wiki] on both runners is easy as pie.
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Old Nov 06, 2007, 10:18 AM // 10:18   #258
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Quote:
Originally Posted by bungusmaximus
I did, [wiki]deep freeze[/wiki] on both runners is easy as pie.
ARGH, thanks a whole bunch! going to do that stupid mission once more!
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Old Nov 06, 2007, 10:20 AM // 10:20   #259
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Yeah, Zhed doesn't have to be sf ele. He can be water ele too.
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Old Nov 06, 2007, 10:25 AM // 10:25   #260
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Quote:
Originally Posted by BlackSephir
Mission bonus requiring you to bring a snare isn't design flaw.
I'd say that the sudden requirement of a specific skill type is very much a flaw - especially given how contrived the requirement is.

Frankly, I'd respect the mission much more, if snaring stopped a legion of corsairs from descending on me, and had nothing to do with the bonus. As it is, it's just a game of follow the leader, with a silly skill req.
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