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Old Jan 27, 2007, 06:11 PM // 18:11   #61
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Quote:
Originally Posted by BigTru
Hell, if I knew what my oponent was going to use in PvP everytime, you can bet I'd be rank 12+ by now.
Oh the days where iway was at its most popular. Do I miss running a team with 6 SS necros and scoring 5 consecs
/Signed on your ideas. It would make PvE a whole lot more interesting.
/doublesigned for wammo aaxtes with Mending and Healing Hands.
Quote:
Originally Posted by Chev of Hardass
Henchmen need a serious update in skills.

The archer needs cripple and at least one interupt.
The mesmer needs some usefull skills and at least one interupt
The warrior needs to drop Power Attack with a quickness
The healer and prot henches need some way to remove hexes and conditions
The elementalist needs to give up on Fire, Earth/Air/or water are generally superior.
I'd like to add that it would be awesome to let them have normal (inscripted) equipment and 14-16 in their primary attribute.
You can say that's what heroes are for, but when you think about it it's retarded that if you don't want to play with other players you're forced to bring at least 4 morons with sub-optimal skill choises and non-max equipment into your high-level PvE arena.
Quote:
Originally Posted by theclam
EDIT: Another example of randomness would be PvP. You never know what you are going to be facing in PvP, so you have to compensate for that in your builds. However, there is a metagame, which makes building a PvP team more strategic.
OMG A PVE METAGAME
/SIGNED
Quote:
Originally Posted by Wyrmslayer
And the fact that all (i think) monsters only have 4 skills on their skillbar, pretty much sets a stop at the possibility of any effective build.
The mobs only have 4 skills because the AI can't handle more.
Quote:
Originally Posted by lightblade
/notsigned

Reason? Because we only have 8 skill slots, we can only be prepared for limited situations. Random encounters shouldn't be implemented unless we get access to all the skills all the time, and we all know that won't happen.
You can easily prepare for all those situations with 64 skill slots, given the fact that you can prepare for UW with 8 skill slots, and the fact that PvP isn't dead yet.

Quote:
Originally Posted by lightblade
Enemies working together? What's it like to have 1 monster mind freeze on the monk, maelstrom it, while raining meteor shower over it? Mobs should be smart. It's player play game after all, not being played by the game.
What's it like to put a Protective Spirit on him, remove the hex and let him run away? Your mobs just spent 55 energy and 20 exhaustion on absolutely nothing. GG.
Quote:
Originally Posted by holababe
Fully agreed with this (but wait till I finish Nightfall :P)

But putting a monk in 80% of groups might be making lower level content too hard. If we assume that the monks would bring 4-5 skills:
2 Healing
1 Hex Removal
1 Condition Removal
1 Resurrect
If their monk tries to res the mobs, that means he won't be healing/protting for 6 seconds, meaning you can kill him. Plus Durham would get an interrupt to compensate for the difficultness.

Last edited by Thomas.knbk; Feb 01, 2007 at 09:33 PM // 21:33..
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Old Jan 27, 2007, 09:16 PM // 21:16   #62
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If you up the AI and skills for mobs, and up the AI and skills for Henchies, doesn't that defeat some of the purpose of upping the mob power?

I think the whole discussion is rather pointless. They maybe could have done better to start with, but if they go changing it all now they'll lose a chunk of their customer base, probably myself included.

Alot of you people have PvE'd entirely too many times and know the builds too well. No one can tell me that they didn't find mass amounts of difficulty the first time through, unless they had a guild/friends helping them.(well deserved aoe AI nerfs aside, that was too easy)

The problem is that the comunity is too good, everyone know's what skills to use and not to use for their chosen profession, and there's only slight upheaval every time an expansion will come out.

In my opinion, GW/Anet kinda backed themselves into a corner. You can only add so much without having to revamp the whole thing, like you all are /signing to here.

Between that and some of the damned good yet easy to add ideas you see once in a while here are also still over looked. (storage, easy ways to ease chat/trade congestion, stylist gold sinks) They don't do any of that, and they're probably not going to amplify/overhaul how the mobs function.
Look at how long it too to get Party Search.
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Old Jan 27, 2007, 09:26 PM // 21:26   #63
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Quote:
Originally Posted by Aeon_Xin
If you up the AI and skills for mobs, and up the AI and skills for Henchies, doesn't that defeat some of the purpose of upping the mob power?
No. You would then still be able to play with henchies, but you wouldn't be able to solo farm the so called 'high level' areas. Farming is a bad thing.
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Old Jan 27, 2007, 09:43 PM // 21:43   #64
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Personally I've wished more randomness in PvE for a long time, pretty much from the start. Always the same mobs, always same skills. It would be easy to have random mob spawns and while you're at it, have them cycle their skill lists too so that a certain enemy wouldn't always have the EXACT same skillset.

This would be a real boost to replayability as well, so /signed.
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Old Jan 27, 2007, 10:25 PM // 22:25   #65
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Most players are hopeless, please make PvE hard. Then we will see 90% less players... Awesome idea.
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Old Jan 27, 2007, 10:38 PM // 22:38   #66
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I'm curious if I'm the only person who found Factions to just be frustrating and overly hard. I honestly am about to put that game down for good because I just can't get through the first few (mainland) quests. I mean if it's this hard now, I just can't imagine what it's going to be like later.

I also don't like how there's hardly anything tactical about that game. All the enemies do is pop up out of the ground and you just have to use brute force to hold them back.

Also, before anyone thinks I'm just some newbie complaining about the state of affairs, I've clocked well over 800 hours in Guild Wars. The first one was just fine, even Nightfall is great, but factions has extreme balancing issues in the PvE.

Plus, why is navigating the cities so confusing? Did they have to make it that mixed up and hard to move around?
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Old Jan 28, 2007, 12:12 AM // 00:12   #67
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Quote:
Originally Posted by Shokuji
I'm curious if I'm the only person who found Factions to just be frustrating and overly hard. I honestly am about to put that game down for good because I just can't get through the first few (mainland) quests. I mean if it's this hard now, I just can't imagine what it's going to be like later.

I also don't like how there's hardly anything tactical about that game. All the enemies do is pop up out of the ground and you just have to use brute force to hold them back.

Also, before anyone thinks I'm just some newbie complaining about the state of affairs, I've clocked well over 800 hours in Guild Wars. The first one was just fine, even Nightfall is great, but factions has extreme balancing issues in the PvE.

Plus, why is navigating the cities so confusing? Did they have to make it that mixed up and hard to move around?
Factions pve is so easy that you can even complete the city part with a lvl 6 toon.

Also, arguing with a time argument is... Not working.
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Old Jan 28, 2007, 12:28 AM // 00:28   #68
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Change pve into pvp...no thnx, if i wanted to do pvp..i would, im liking pve how it is...thnx
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Old Jan 28, 2007, 01:10 AM // 01:10   #69
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Quote:
Originally Posted by onerabbit
Change pve into pvp...no thnx, if i wanted to do pvp..i would, im liking pve how it is...thnx
Exactly.

You cannot change PvE into something random and challenging.. It would just become PvP. PvE is meant as relaxing gameplay for the high skilled players and as serious gameplay for low skilled players. Let's keep it that way.
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Old Jan 28, 2007, 03:55 AM // 03:55   #70
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There are some great suggestions about randomizing builds and such in this thread. However I don't know about swinging for the fence form the start.

If this was implemented eventually I would like to see first the ability for all enemies and henchmen to have a full 8 skills, just like players. At the moment, henchies and mobs are limited to 5 skills making them considerably less powerful. Giving them a full bar would drastically increase the difficulty of the PvE game.

Secondly, possibly in a later update they could add secondary professions to the "intelligent" mobs. For instance, I don't think a Hydra would have the patience to learn skills from another profession, but I have no doubt the Stone Summit would find use for a secondary. Intelligent mobs may include grawl, undead (the priests and necros, not the ghouls), bandits, charr, cenaurs, forgotten, mursaat, etc... It would be a little retarded for mindless bugs to have a secondary profession.

Lastly, once people have adjusted to teh previous two updates, co-ordinate the builds between intelligent mobs. I'll use the Stone Summit again as an example. From training I find it hard to believe that they could not come up with a team build, much like the zaishen challenge teams. Perhaps you would run across one of the popular HA gimmick builds being run by a group of Stone Summit dwarves. With the ability for secondary professions this could add a whole new level to the game.
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Old Jan 31, 2007, 07:21 PM // 19:21   #71
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I agree hat there are too many enemies that are basically the same in every zone. There isn't enough variety. At least, not in Factions and Nightfall.

But I disagree that the PvE is too easy. I find it to be too long and drawn out myself.

And I disagree with many of your suggested fixes also. I don't want the fights to last an hour.
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Old Jan 31, 2007, 07:32 PM // 19:32   #72
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Quote:
Originally Posted by Arcane De Farad
Omg... so sorry... . But Opera gone mad... .
You know that when you click the 'edit' button, there's an option to delete your post? You could delete 3 of those 4 posts and still have your message delivered.
Help Guru Save Storage. Delete Double Posts. Spread The Word.
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Old Jan 31, 2007, 10:15 PM // 22:15   #73
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I've found that the number one problem in PvE is other players...meaning those who haven't a clue what they're doing and screw things up for the rest of the group.

I think a lot of people here speak from a PvP point of view and that's simply not what PvE is about. PvE is about playing through a story line and improving your character on the way while discovering new area's.

Thunderhead Keep is not a hard mission...all you have to do is stand on top near the king and defend as one group and you have to do your best to lose it...but then try to get a random group to understand this...

But there are easy missions and a some harder ones. The one near the end of Nightfall where you have to kill the Lich and Shiro comes to mind...still a pain after my 10 characters who finished the game by now.

PvE has been getting a little tougher with each expansion. But if you want hardcore, go PvP or DoA.

GW is about offering a variety of experiences that can appeal to different play styles and I think what mostly is missing in PvE are extra options for characters and guilds that don't all have to be combat related...you know, more things like a personal location you can build in guild island with personal vauts or more types of items. A spell caster buys his/her armour and adds runes/insignia...all available at traders.
Get a staff...you're done. What do we get? Heroes...very useful but as far as expanding a character it's more of the same...add runes and a weapon (+off hand)...done.

There is plenty of challenge in the game, just not everywhere and that is good. But there is a lack of depth to the characters themselves...the weapons all have the same mods...we all use the same type of skill builds..because anything else wouldn't work well enough. I think these are the types of areas that need attention...
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Old Jan 31, 2007, 11:10 PM // 23:10   #74
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Quote:
Originally Posted by Deleet
Most players are hopeless, please make PvE hard. Then we will see 90% less players... Awesome idea.


LOL, and I am sure Anet will keep throwing money at something that shows absolutely no apeal to the masses.
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Old Jan 31, 2007, 11:15 PM // 23:15   #75
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And I quote, From Alex Weekes himself:

Quote:
Originally Posted by Alex Weekes
Guild Wars is not a solo game!
Says it all really
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Old Jan 31, 2007, 11:47 PM // 23:47   #76
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/signed

first good idea ive seen today
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Old Feb 01, 2007, 05:08 AM // 05:08   #77
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Quote:
Originally Posted by Lonesamurai
And I quote, From Alex Weekes himself:



Says it all really
where did you find that quote please?
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Old Feb 01, 2007, 02:20 PM // 14:20   #78
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Quote:
Originally Posted by manitoba1073
where did you find that quote please?
somewhere on guru actually, no idea where now...

However, Gaile has also said it a few times in Gaile Chats
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Old Feb 01, 2007, 04:18 PM // 16:18   #79
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Quote:
Originally Posted by Lonesamurai
And I quote, From Alex Weekes himself:

Guild Wars is not a solo game!

Says it all really
They should have thought of that before they added heroes.

Last edited by KelemvorOAK; Feb 01, 2007 at 04:42 PM // 16:42..
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Old Feb 01, 2007, 04:32 PM // 16:32   #80
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Quote:
Originally Posted by KelemvorOAK
They should have thought of that before they added heroes.
oh come on, Heroes don't change the game any more than henchies have for the last two years
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