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Old Jul 14, 2011, 03:29 AM // 03:29   #21
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Suggestion to make Winds of Change interesting: Remove this garbage and put in quests that are interesting.
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Old Jul 14, 2011, 03:53 AM // 03:53   #22
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@gremlin: I dunno if that is somewhat what you have in mind, but it does seem that once quests is done the map changes, ofc. those changes could disapear once act 3 final is done whatever that will be.... but for the time being the maps are complete changed once quests is done.

@OP: I havn't made a vote because Im not sure about your idea, some of those that commented before seems to have valid points in why it might not be the best idea though. I think one important point is that act 2 and 3 might not have any afflicted in them (actually that seems unlikely to me now) and there will be something else to fight.

What I hope for it more story, and not just as questgiver text... also a little more variation in the quests would be nice... not by buffing/timing/condition, cause even with those changes "walk there kill that walk some more kill some more" is pretty much still the same.

Im actually one of the few that find act one alright (or so it seems)... not omg great, but decent. I don't think it is as terribad as some others seem to think, I did enjoy it, but only while doing it the first time. I do hope for something more interesting in the next 2 acts like everyone else though.
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Old Jul 14, 2011, 04:54 PM // 16:54   #23
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Quote:
Originally Posted by Reverend Dr View Post
Suggestion to make Winds of Change interesting: Remove this garbage and put in quests that are interesting.
This. Actually , Haiju Lagoon quest was a bit more interesting than others since it wasn't really about killing 5 mobs every 3 steps like other quests...

There are just too many times the ' same ' quest and , let's be honest, you could sum all these quests into like vizunah square mission....I would suggest them to make this more pleasant to finish ( it's not like i even want to do quests on any other char.....), which means more original quests , same ones that we had in nightfall for cooperative missions ....
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Old Jul 14, 2011, 04:56 PM // 16:56   #24
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Well to be fair it's not like the WiK missions had any strong variety in them; mostly it was move from mob to mob and wipe them out.
In fact most of PvE is 'move to the next mob and kill them all'.
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Old Jul 14, 2011, 07:11 PM // 19:11   #25
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Quote:
Originally Posted by Dewshine Wildclaw View Post
@gremlin: I dunno if that is somewhat what you have in mind, but it does seem that once quests is done the map changes, ofc. those changes could disapear once act 3 final is done whatever that will be.... but for the time being the maps are complete changed once quests is done.

@OP: I havn't made a vote because Im not sure about your idea, some of those that commented before seems to have valid points in why it might not be the best idea though. I think one important point is that act 2 and 3 might not have any afflicted in them (actually that seems unlikely to me now) and there will be something else to fight.

What I hope for it more story, and not just as questgiver text... also a little more variation in the quests would be nice... not by buffing/timing/condition, cause even with those changes "walk there kill that walk some more kill some more" is pretty much still the same.

Im actually one of the few that find act one alright (or so it seems)... not omg great, but decent. I don't think it is as terribad as some others seem to think, I did enjoy it, but only while doing it the first time. I do hope for something more interesting in the next 2 acts like everyone else though.
With prophesies there were places "Shiverpeaks and Ring of fire" for sure where bosses didn't always appear in the same place.

I have thought for some time that expanding on this would have been good for the game.
It would of course mess up many of the solo farming builds because until you zoned in you wouldn't know what you were facing.

Since they have the code in place to vary the bosses themselves and their location and there is also some variation in the mob composition just increase the variation.
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Old Jul 16, 2011, 04:40 AM // 04:40   #26
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Hm... that would just make them easier without any cost or option from you.
Why adding effects to make it easier, when they can just make the Affliected deal less damage and have less health directly?

It's better to add a choice, a choice that has a cost.

Currently the Factions consumable crafters have just summoning stones.
And I would agree with giving them the whole list of consumables (superior kit, star, resurrection scroll, and unique specialty) but the effects you suggest are a bit too much.


The unique specialties I would add to Luxon and Kurzick are something like this:

- Luxon:
* Shard of the Spear
Cost: 50 of two common materials + 5 amber + 1 skill point + 1p.
For 30 minutes, +30% damage for all skills used against enemies using skills.

* Fragment of the Urn
50 of two common materials + 5 jade + 1 skill point + 1p.
For 30 minutes, +15% chance to block all attacks and 10% failure chance for all enemy skills that target you. Plus a 25% chance to be immune to afflicted Soul Explosions of any type that hit you.

I would also limit the party-wide consumables you can have on to 3. So you'll have to choose between all 5, and only be able to have on 3 of them.
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Old Jul 20, 2011, 10:03 PM // 22:03   #27
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Quote:
Originally Posted by Outerworld View Post
I'm curious how making the quests easier will also make it more exciting.
Well for a start, toning down the marketplace quest "tracking the corruption" would be nice. I've spent well over 150,000 gold on consumables and several days with multitudes of builds and tactics. Nobody should die with a full hero team with full consumables including several powerstones in one fight and a summoned ally. I'm not the best player in GW but even i have hit a brick wall for the first time in all these years.
I fear this is one obstacle i cannot overcome, so anything that can make things fun again, instead of myself looking like someone dyed my hair grey IRL... well

Overpowered difficulty is not fun. Big hugs Anet.

And yes, i'm talking HM.

Last edited by Tactical-Dillusions; Jul 20, 2011 at 10:04 PM // 22:04.. Reason: Additional info
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Old Jul 20, 2011, 10:09 PM // 22:09   #28
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What I'm addressing is the monotony of simple "kill X# of foes" quests, repeated over and over.
How many activities in PvE GW, quests or other, do not involve "kill X foes"?
Some just have 'better' lore/gameplay/mechanics background, but in the end...
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Old Jul 20, 2011, 10:35 PM // 22:35   #29
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WoC makes no illusion that it is anything other than "go kill X foes"
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