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Old Aug 06, 2005, 03:47 PM // 15:47   #61
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Quote:
Originally Posted by aB-
Some problem I forsee with this:

Characters that rely on physical damage would become obsolete. The damage dealt to an enemy depends on your weapon, attributes and skills, yes, but also on the level difference. Warriors and Rangers would be completely outleveled by the monsters, making their attacks do less damage. This would promote more caster type characters, which is not necessarily a bad thing, but I think it would be slightly unfair to the non-caster character types.
Hm... yeah, I do see your point. Physical attacks seem to cause less damage the higher the enemy is. Though I don't know the case in regards to Glint and some of the other higher level enemies, I suppose Arena.Net can throw in a set armor level for these beasts so Warriors and Rangers won't lose their damage causing potential.

Quote:
Originally Posted by aB-
After completing the difficulty, players will once again become bored and ask for more. This is only a temporary solution to a problem, as once this difficulty is completed more will be wanted.
Yeah, I do realize this is a temporary solution, but it still is, regardless, a solution that is game-wide. If a player gets bored of one area, he can simply go to another and still get a challenge along with a change in scenary. Of course, this won't be true for all players since not everybody's the same type of player. Though with the dynamically changing builds for the monsters to reflect upon the winners of the Hall of Heroes, I suppose that'll help lengthen the longevity of this suggestion.

Quote:
Originally Posted by aB-
Coming back to the same areas and killing the same monsters, only more difficult might be slightly too repetetive for the liking of some. Although you mentioned adding new monsters, that would probably be difficult to implement considering you have to create the monster, give it skills in conjunction with other types of monsters in the area, and balance it out.
I see what you're saying, but once again, the addition of new monsters is up to Arena.Net to implement (along with this whole idea). Thanks for the criticism though.
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Old Aug 10, 2005, 12:10 AM // 00:10   #62
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i think this is an awesome idea, i would love step out of the new ascaon city, and instead of lvl 3 Devourers, i would encounter mobs of lvl 29 Wurms and Burning Titans, the lich did set them free upon the world, somebody's gotta go back and clean up the mess...
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Old Aug 10, 2005, 12:15 AM // 00:15   #63
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/SIGNED! I hope that someone at arena net will read this and consider your idea I'm all for more improvements to the game!
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Old Aug 10, 2005, 12:41 AM // 00:41   #64
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Wow, for once, a good idea to help out the PvE in this game.
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Old Aug 10, 2005, 12:41 AM // 00:41   #65
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/signed

An excellent idea in my opinion, I would love to see something like this added, especialy since I no longer have a slot free to make a PvP character.

Of course, I can't stop talking there

Monster groups set up like current winning HoH groups sounds like a great idea, but I forsee some problems. For one thing, you would need to have at least two different 'builds' of monster groups in any area that had one, because a team could just go in to the area set up to counter that specific build, and suddenly we have a whole bunch of areas where incredible weapons and items drop, and are also incredibly easy to farm.

Also, I am in doubt about whether the monster AI could effectivly play these builds, after all, most do require coordination of efforts, while monsters tend to just charge and fight.

Speaking of incredible weapons...nothing above the power we already can get, please. Different art? cool. Better mods? not cool. Perhaps a higher drop rate for maxed-out weapons and mods, but nothing that is overpowered.

I'll stop there, I very much like this idea, one can only hope that it comes to pass
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Old Aug 10, 2005, 12:51 AM // 00:51   #66
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maaaayYEYaaa!
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Old Aug 10, 2005, 01:02 AM // 01:02   #67
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Killed the last mission multiple times (on diff. characters). There is nothing gained but ONE SKILL point saving you 20k exp of grind, since the 1000 exp can be easily gained in FoW and UW.
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Old Aug 10, 2005, 03:11 AM // 03:11   #68
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Quote:
Originally Posted by DrSLUGFly
diablo 2 was far from the first game to include difficulty settings. Nor was it the first to make it so you had to finish one mode to access the next.

I wish people would stop comparing this to d2.
people compare the game to diablo 2 because the two games are radically similar in a lot of ways not to mention the fact that they're made by a lot of the same people

but let's not make guild wars more like diablo 2 please

i maintain that this is not a step in the right direction
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Old Aug 10, 2005, 03:39 AM // 03:39   #69
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Really, I'd just settle for the ability to go back to pre-Searing Ascalon. I wouldn't want lvl 20s running around confusing new players though. I think even revisiting through the Catacombs and emerging into private districts would be great.

It's a shame that pre-Searing Catacombs really just didn't have anything at all to find. One boss (maybe two I think), just a bunch of low level monsters, even for pre-Searing, and some pretty areas you can only visit with one other person.

It'd be awesome to have portions of the Catacombs set up as Guild Halls in some way.
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Old Aug 10, 2005, 08:25 AM // 08:25   #70
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I’ve been trying so hard to wash the bad taste of Diablo 2 from my mouth, I don't think this type of 'expansion' would help me any.
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Old Aug 10, 2005, 08:59 AM // 08:59   #71
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Very nice post, however I must disagree, not because the idea is bad, but because developping it would take way to long + ANet is already working on an expansion to take us out of our misery Developping this idea would have postponed the release date of GW big time
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Old Aug 11, 2005, 01:54 PM // 13:54   #72
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/signed

fab idea but agree with the guy above, maybe a diluted version, they wouldnt have to remap the landscape or anything...
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