Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Closed Thread
 
Thread Tools Display Modes
Old Apr 22, 2007, 10:44 PM // 22:44   #41
Krytan Explorer
 
Join Date: Mar 2006
Guild: EOA
Profession: P/W
Advertisement

Disable Ads
Default

I think being sent back to town is a good feature although it can be frustraiting. If your sent back to town it means your build / tactics wernt good enough and you dont deserve to vanquish that area.

Heres some tips:
  • Always go for key monsters e.g. monks.
  • Try keep the enemies in a ball when nuking them.
  • If theres a tough boss surrounded by monsters it might be an idea to kill the monster surrounding him first.
  • If your worried about being sent back to town set one of your teamates to hang at the back and run if it looks like your going to get wiped.
  • If you realy cant kill a group aggro them and get them to follow you round unwalkable terrain such as mountains occasionally the monsters get stuck and you can pick them off alone.
  • If you cant kill a group you can try split it by getting your tank to lure them in the opposite direction and the rest of the team attempt to pick one off.
  • If your stuck and youve been playing for less than an hour ignore the above three tips and resign
FeroxC is offline  
Old Apr 22, 2007, 11:17 PM // 23:17   #42
Wilds Pathfinder
 
savage vapor 33's Avatar
 
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
Default

Quote:
Originally Posted by MirageMaster
I hate DP its RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin useless.Its no fun to get wasted and have even less chance to continiue,mind as well uninstall the damn game.
Isnt this the point of the game? So you can have careful tactics and not just have 8 warriors running just killing everything. If you hate DP, try having a better organized group so you don't die.
savage vapor 33 is offline  
Old Apr 22, 2007, 11:44 PM // 23:44   #43
Lion's Arch Merchant
 
Lafayette's Avatar
 
Join Date: Dec 2005
Default

What I found useful while clearing a few difficult areas was flagging back a solitary hero who did not have 60% DP. Say, Zhed had 45% DP. I'd keep him out of every engagement using flags. That way, if the party got wiped we would still rez because the entire party didn't have 60% DP, thanks to Zhed.

It's saved me several times from being kicked back to an outpost or from having to use candy canes. It leaves you with only seven to do the killing/surviving, but it does allow unlimited attempts at killing.
Lafayette is offline  
Old Apr 23, 2007, 12:49 AM // 00:49   #44
Banned
 
Join Date: May 2005
Default

Quote:
Originally Posted by Lafayette
What I found useful while clearing a few difficult areas was flagging back a solitary hero who did not have 60% DP. Say, Zhed had 45% DP. I'd keep him out of every engagement using flags. That way, if the party got wiped we would still rez because the entire party didn't have 60% DP, thanks to Zhed.

It's saved me several times from being kicked back to an outpost or from having to use candy canes. It leaves you with only seven to do the killing/surviving, but it does allow unlimited attempts at killing.
Correct, Its the only way to keep from going back to outpost.
viper008 is offline  
Old Apr 23, 2007, 01:47 AM // 01:47   #45
Wilds Pathfinder
 
william1975's Avatar
 
Join Date: Aug 2006
Location: Scotland
Guild: Dragons of Torment (DOA)
Profession: Me/
Default

Been trying to get Lightbringer on Hard Mode, on my Mesmer, and have found it fun but very frustrating,

I spent 3 hours doing the Alkali Pan last night and wiped all apart from the Awakened group that has no wurm access, My whole part was down to 60dp apart from my ele, who was on 58dp, It took me another 2 hours to try and lure the two Awakened acolytes into range of My 6 NPC characters in Wurms, to come up with the idea of lettign my necro raise minions from corpses and attacking them with them too, and i finally got them an hour after that! I kept Souskae back all this time to run into the Sulfur so if we died then he would too and not lose the last 2% and we get sent back. I also took an hours break in the middle, Basicall i didnt want to lose the original 2 hours work of clearign the area to no killing 10 Awakened.

Today I encountered a similar problem I was left with 10 Awakened in Joko's Domain, but no where near Wurms, an ele boss and 8 other awakened, 2 of the damn Acolytes again, I took candy with me this time, and had spent a couple of hours clearing all else on the map, But by this time the rest of the team was down to about 30dp, I lured the 10 apart, killed one Acolyte while the other wasn't even on the radar, but after each kill the other would run in and rez him then we would get wiped. I try all the normal tactics but these wont split wont isolate and they insanely powerful, and eventually my team hit 60dp, with me using candy to stay alive.

In some areas hard mode is fine, and i can cope with most, but when it comes to the awakened, outside a wurm they are very difficult, especially when they have the cavaliars and acolytes contantly rezing them. and I don't think they ever get dp coz they don't seem to ever lose power. I tried hard mode in the Domain of Secrets, and it was easier there than against the Awakened.

To me that makes me think the Awakened are too powerful, it should be less difficult to wipe them than wipe those in the Domains!
william1975 is offline  
Old Apr 23, 2007, 02:01 AM // 02:01   #46
Krytan Explorer
 
Samurai-JM's Avatar
 
Join Date: Nov 2006
Guild: The Krimzon Odyssey [KO]
Profession: A/
Default

If you find yourself close, just flag a hero that has lower DP than the rest of your team in a safe area. Then you don't have to worry about it

ah already posted, oh well it works! Helped me out in a few areas so far.
Samurai-JM is offline  
Old Apr 23, 2007, 02:17 AM // 02:17   #47
Wilds Pathfinder
 
Join Date: Aug 2006
Location: Buffalo, NY
Guild: [TTBH]
Default

I understand the whole argument about it being Hard Mode and the whole DP thing and all. But I can honestly imagine how hard it really would be if you had 60% DP and tried killing mobs.
VanDamselx is offline  
Old Apr 23, 2007, 02:32 AM // 02:32   #48
Wilds Pathfinder
 
floppinghog's Avatar
 
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
Default

Which is partly why you are sent back when you hit 60 DP all around. Its useless, so your automatically sent back. You shouldn't be able to continue embarrassing yourself. Instead of complaining, these players should be >>thinking<< about builds better than their current choices, ask intelligent questions about how to better balance their teams. And knowing where their limits are could be a good start - pulling a few mobs is usually the most best way to introduce your team to mobs, it helps you control the flow and what comes at you first (generally, theres never a guarantee).

But alas, some people just don't learn anything no matter how much information you throw at them. So forget this babble babble.

Last edited by floppinghog; Apr 23, 2007 at 02:35 AM // 02:35..
floppinghog is offline  
Old Apr 23, 2007, 02:40 AM // 02:40   #49
Banned
 
Join Date: May 2005
Default

Quote:
Originally Posted by floppinghog
But alas, some people just don't learn anything no matter how much information you throw at them. So forget this babble babble.
Comments like this are not helpfull
viper008 is offline  
Old Apr 23, 2007, 02:49 AM // 02:49   #50
Wilds Pathfinder
 
floppinghog's Avatar
 
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
Default

A little hard love, does a character good.
floppinghog is offline  
Old Apr 23, 2007, 04:15 AM // 04:15   #51
ArenaNet
 
Gaile Gray's Avatar
 
Join Date: Feb 2005
Default

I wanted to let you know that the situation that someone outlined here is intentional: When a team is fully at 60% DP, it is returned to the Outpost to start again. The reasoning behind this is that many players will continue to try to "slog it out," but at 60% DP for all, in Hard Mode success is very, very unlikely... pretty much impossible, in fact. Rather than having people continue in a frustrating circle of death/res/death, we simply reset the party to the outpost and invite them to try again with 0% DP.
__________________
Gaile Gray
Support Liaison
ArenaNet
Gaile Gray is offline  
Old Apr 23, 2007, 04:17 AM // 04:17   #52
Jungle Guide
 
Juicey Shake's Avatar
 
Join Date: Jun 2005
Location: CA
Guild: in it for the trimmmm
Profession: R/
Default

how kind of you =)
Juicey Shake is offline  
Old Apr 23, 2007, 06:49 AM // 06:49   #53
Desert Nomad
 
NeHoMaR's Avatar
 
Join Date: Feb 2006
Default

I agree with the 60% DP = no more res for you, even if they add that to Normal Mode.

BTW, with the incredible xp you gain in Hard Mode, you can see how your penalty change back to normal incredible fast too.
NeHoMaR is offline  
Old Apr 23, 2007, 07:19 AM // 07:19   #54
Lion's Arch Merchant
 
Join Date: May 2006
Location: Washington
Profession: N/
Default

Quote:
Originally Posted by Seef II
I had a few guys on 55% last night trying to kill the undead necro boss in The Sulfurous Wastes. Do the shrines not res people at 60% like in PvP?

(Tip for that boss: park heroes in wurms at the edge of the rough terrain, pull the boss out within range of them. DP doesn't matter a whole lot on the map since it's 90% wurmable.)
I've tried this in normal mode, and got smacked around with 250-point deathly swarms and god knows what else.

Also, every time I left my wurm to pull the boss, all the henchmen and heroes would leave their wurms, even though I'd flagged them in the sand.

He's one of the two most frustrating bosses I've fought - the other being the elementalist in Forum Highlands with Searing Flames.
Kali Magdalene is offline  
Old Apr 23, 2007, 08:36 AM // 08:36   #55
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Shadows of the Dragon
Profession: W/N
Default

Quote:
Originally Posted by viper008
That's the whole point of this thread... DUH, Not all players like this regardless how good they are. Many do feel that it's a waste of time and effort to get sent back to outpost instead working our way back to NO DP thats a challange in its self.
If you got to 60 DP, you ain't gonna live long enough to get out of it, unless you are staying way back and letting everyone else fight. In that case if the ENTIRE party has 60 DP then we're talking everyone has on avg 182 (this is with sup viger, a sup rune of any att, and no other health mods) since most common enemies are hitting for about 50 or more dmg, the odds of an entire group working off their DP is almost none. You would spend more time trying to work off the DP then you would just to start over anyway.

Quote:
Originally Posted by viper008
I haven't whined one bit thanks, nice try, While others have whined and whined on this forum + others they have gotten results(got somewhere) from it.
Actually you are whinning. You are whining about people telling others that they either aren't good enough for hard mode or aren't willing to change their builds to make it easier. (Same thing really)

Yes hard mode will make players better players to only those who stick with it but it's also not the point.[/QUOTE] Keep in mind that in every zone you have an OPTION to go into normal or hard mode. If normal mode is slapping you around, then you really don't need to be trying hard mode. and if hard mode is bending you over it's knee, then maybe you should go back to normal mode. Complaining about someone say that someone else isn't good enough for it is just showing us that you too arent' good enough for it.
Sol Deathgard is offline  
Old Apr 23, 2007, 12:49 PM // 12:49   #56
Frost Gate Guardian
 
Silent Coyote's Avatar
 
Join Date: Nov 2005
Location: UK
Profession: E/N
Default

I think it's a good idea being sent out when you get to 60%DP. Makes it a little more intense and interesting when you get to a state where your next wipe will cause you to be kicked.

However I do think there needs to be some way of obtaining DP removal items other than holiday events. At the moment its unfair to newer players and players that don't have the time over a holiday event to farm candy canes etc. I expect the cost of such items will sky rocket as well without some permanent way of obtaining them. Maybe not able to buy them from a merchant but have them as a rare drop in hard mode like elite tomes?
Silent Coyote is offline  
Old Apr 23, 2007, 12:58 PM // 12:58   #57
Wilds Pathfinder
 
Takeko Nakano's Avatar
 
Join Date: Aug 2005
Location: Great Britain
Profession: W/P
Default

Quote:
Originally Posted by Stormer_99
It's really frustrating to be almost done and come accross a group way over powered and sized, get whacked die 3 times and game over.
Yes, they really need to do something about mobs "sticking" together so you can't pull them apart. It is totally random whether they do that and not fun.

ANet, remember you want the game to be fun - fun is not having 1-2 hours' work go down the pan because you guys never bothered cleaning up whatever code it is that causes the bunching up to happen.
Takeko Nakano is offline  
Old Apr 23, 2007, 01:17 PM // 13:17   #58
Gli
Forge Runner
 
Join Date: Nov 2005
Default

Quote:
Originally Posted by Silent Coyote
However I do think there needs to be some way of obtaining DP removal items other than holiday events. At the moment its unfair to newer players and players that don't have the time over a holiday event to farm candy canes etc. I expect the cost of such items will sky rocket as well without some permanent way of obtaining them. Maybe not able to buy them from a merchant but have them as a rare drop in hard mode like elite tomes?
XP scrolls work very well if you play it smart. Got DP? Go kill some easy groups to remove it, before going back to kill the harder ones that killed you. I tend to move around the easy kills when I'm vanquishing, so I have some to climb back up off later. If you let it accumulate too high to get rid of it by just killing stuff, you're doing something wrong anyway.
Gli is offline  
Old Apr 23, 2007, 01:44 PM // 13:44   #59
Forge Runner
 
-Loki-'s Avatar
 
Join Date: Oct 2005
Default

Quote:
Originally Posted by MirageMaster
I hate DP its RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin useless.Its no fun to get wasted and have even less chance to continiue,mind as well uninstall the damn game.
Believe me, compared to other MMO's, DP as a death affect isn't that bad.

Quote:
Originally Posted by Gaile Gray
I wanted to let you know that the situation that someone outlined here is intentional: When a team is fully at 60% DP, it is returned to the Outpost to start again. The reasoning behind this is that many players will continue to try to "slog it out," but at 60% DP for all, in Hard Mode success is very, very unlikely... pretty much impossible, in fact. Rather than having people continue in a frustrating circle of death/res/death, we simply reset the party to the outpost and invite them to try again with 0% DP.
No offence, but that's a pretty poor explanation. 'Invite' them to try again at 0% dp? No, it's forcing them to try again at 0% dp. Inviting them would be a message saying 'If you go back to your outpost and try again, you will have no death penalty'. Not that I don't like the feature, but that was a pretty poorly worded response.

Last edited by -Loki-; Apr 23, 2007 at 01:48 PM // 13:48..
-Loki- is offline  
Old Apr 23, 2007, 04:01 PM // 16:01   #60
Krytan Explorer
 
Renegade26's Avatar
 
Join Date: Jul 2006
Profession: R/
Default

DP is just an opportunity for you to try again, but with even less chance, which is acceptable. Imagine being wiped once and being sent back; youre being given way more chances with ways to exploit this fact mentioned already.

Tbh, DP isnt one of the major issues with Hard Mode. There are other more serious issues:

1. Finding the last mob is annoying but not hard, simply time consuming. We need some way to locate the last remaining enemies to save time. Its not unnacceptable to be given the location of the enemies; you must still fight them, but now you know where.
2. Clearly overpowered skills/ mobs/ enemies. Examples are Dervishes, atm they are too strong with there normal attacks, and the bosses are a nightmare.
The elementalists are also incredibly strong. Ways of making them harder without buffing there damage to incredible levels in necessary, simply because its not a challenge getting hit for over 300 damage in one hit/ spell. Damage caps would also be nice.
3. More info on these pve only skills, and how much better than normal skills they will be.
Renegade26 is offline  
Closed Thread

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:29 PM // 16:29.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("