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Old Jan 17, 2008, 03:52 PM // 15:52   #61
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Quote:
Originally Posted by Longasc
1.) remove all consumables
2.) remove all PvE skills

This would make hard mode vanquishing a bit more interesting.
- Have you tried 1.) not using consumables and 2.) not using PvE skills in hard mode, ever? If you have, how was it?
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Old Jan 17, 2008, 03:54 PM // 15:54   #62
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lemme see, Hard Mode doesnt need to be made more attractive, its for us players who acctually want a challenge, the titles are attractive and the challenge is even more attractive, so GG
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Old Jan 17, 2008, 04:13 PM // 16:13   #63
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I do like the idea of a chest, as for the QQ about people that have already done it, that happened with UW and FoW as well so less QQ more intelligent suggestions.

As for making it more attractive, the 7 hero idea would assist people in smaller guilds/less active people to try it. Even more gold at the end isnt so bad, the green drops for Proph and upgrading the low level greens i dont like the idea of though, just brings in more greens that 1/2 whine about and 1/2 clamor over.

In the end, the only thing that makes people want to do more things in gw are more loot, and then in some cases more titles.

If anet released some info that if you got Legendary in those 2 HM areas you would get X in GW2, it would create a massive craze of people that want to vanquish things
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Old Jan 17, 2008, 04:34 PM // 16:34   #64
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Once Vanquished, an area should become Conquered Mode, all Mob fear you except bosses. The bosses get a massive buff and grow three times in size. Conquered areas would requiring a party of 12-20, no henchies allowed, only heroes.
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Old Jan 17, 2008, 04:42 PM // 16:42   #65
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Quote:
Originally Posted by zwei2stein
New ultra hardmode!

Who needs smart opponents? Who needs smart game play? We don't!

Run bad builds and suck intentionally! Forget all tactics! If any skill is remotely useful, don't put it on your bar! Challenge awaits you in every area!
I C WhuT U did Thar...

However...

My comment was merely aimed at those who think that in order to 'make Hard Mode more attractive', we should stop the use of PVE skills & Consumables.

-If that would seriously make HM more attractive, then just dont use them

If this is the direction people want to take HM, I would much rather some effort go into it & making HM more attractive - not simply banning the use of these skills etc.

It would be far more 'attractive' imo if they buff/debuff *certain* existing PVE skills/consumables to promote new gameplay....or create some new skills we can put into use. ('HM only' perhaps?)

This is merely a suggestion. I would still like to see various rewards being implemented.
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Old Jan 17, 2008, 09:23 PM // 21:23   #66
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Hmm, forgot to mention the AI of the minnions, especially when controlled by a hero - seems like their brains are still dead because they tend to aggro everything in the neighbourhood. And because of their slowness they even aggro groups you already passed ages ago. In HM this can be fatal. Should this be changed or is it the nature of these beings and an should it be considered a challenge?
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Old Jan 17, 2008, 09:47 PM // 21:47   #67
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Quote:
Originally Posted by Shadow Slave
My comment was merely aimed at those who think that in order to 'make Hard Mode more attractive', we should stop the use of PVE skills & Consumables.

-If that would seriously make HM more attractive, then just dont use them
No, this does not work.

No thinking person can enjoy dumbing down himself to play inefficient and suck intentionally. Handicaps and limits to yourself work in golf where it is a competition between players, but not between players and AI.

About the 7 heroes, with 7 heroes I would not even have to play myself anymore at all. I would not even have to think the slightest which 3 to pick.

This would be an incredibly bad game design.
A lot of appeal gets lost if the solution to everything is to turn into a BEAR.

Even Joe Underaverage will get bored after a while after doing all the URSANWAY.


We need a better PvE experience, and introducing a HARD mode and then introducing items to make it EASY again is bizarre. We already have a normal mode that has been made so easy that you can hardly fail anymore at all.

The game does not encourage smart gameplay anymore, people can suck forever and still make it. This is bad for the players and the game alike. Playing Barbie with fancy gear and armors can only keep simple minds playing for longer periods.

That powerful potions are back and now named consumables is just awful. What is next, potion quaffing like in Diablo 2?


What is wrong with the players if they need

- IMBA URSAN BLESSING (a whole build/skill bar that can do next to anything)
- CONSUMABLES
- MORE CONSUMABLES

to find a game that is not too hard or demanding more enjoyable?


ANet needs to realize that they ultra easy game design creates legions of abysmal players that need Sucker's Blessing to enjoy a totally dumbed down game. If GW2 starts out with Forms like Ursan like GW1 does right now, it is doomed from the very beginning to the dumbest low-minded grind ever.
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Old Jan 17, 2008, 09:53 PM // 21:53   #68
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Quote:
Originally Posted by Longasc
ANet needs to realize that they ultra easy game design creates legions of abysmal players that need Sucker's Blessing to enjoy a totally dumbed down game. If GW2 starts out with Forms like Ursan like GW1 does right now, it is doomed from the very beginning to the dumbest low-minded grind ever.
It's much more damaging when there's no one to tell you how overpowered the skill is. When you play on "I'm Too Young To Die" in Doom, you know that you're on the easiest difficulty. Not so much with Ursan.

As to making Hard Mode more attractive, I'd make the AI stupid. This would be a step up from the "blatantly retarded" setting that they're set on at the moment (Blinding Flash on my Ele? k.)

Last edited by Bryant Again; Jan 17, 2008 at 09:56 PM // 21:56..
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Old Jan 17, 2008, 09:55 PM // 21:55   #69
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Quote:
Originally Posted by aapo
- Have you tried 1.) not using consumables and 2.) not using PvE skills in hard mode, ever? If you have, how was it?
That's what I do, and although it's a bit harder, it's still nowhere near challenging.
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Old Jan 17, 2008, 10:02 PM // 22:02   #70
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2) Also, How about adding an Vanquish chest for areas of over 100 or 200 creatures? Maybe spawn a boss after vanquish that will trigger the chest when he dies??

A zkey appears in your inventory after vanquishing a territory with 100 or more creatures


And YES to gold items only in chests in HM how about a small chance to get gold only like treasure chest do?
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Old Jan 18, 2008, 12:55 AM // 00:55   #71
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Right now, I have vanquished elona, and I'm sitting at 19/33 on Cantha (we just started last week). I do all of this with myself as a Curses nec (SS, barbs, MoP, SOLS, desecrate enchant, (open slot saved for something key to the area, usually enfeeble or gaze of contempt), pain inverter and rez.

I run N/Rt Livia (OAhiYwh8gtJeSzJ3wccGNvYA) and N/Rt Olias (OAhjUsGaoOL1qAaATINp2V1LGA) + WoH/Prot Tahl.

My vanquishing partner is a BHA ranger, who brings along 2 SavHeat eles, with the last slot open for whatever we feel will work in the area. Two MM's can be hilarious, once you hex your target with Barbs and MoP. Just stand back and watch the yellow numbers fly. We haven't had any problems with this set up, and I really wouldn't *want* HM made any easier. With the builds we take, it feels more like NM anyway o_O

I don't really know how to make HM more attractive. For me, it's fun and I am enjoying getting the titles. The extra gold awards in eotn that one weekend were awesome. More gold, is what I would suggest.
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Old Jan 18, 2008, 01:52 AM // 01:52   #72
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Chest drops = Golds 99%
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