Dec 29, 2007, 02:48 AM // 02:48
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#121
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Frost Gate Guardian
Join Date: Aug 2007
Location: United Provinces of the Netherlands
Guild: Legend of the White [Moa]
Profession: Rt/A
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My hauntings:
1. Urgoz (you can never ever find a party)
2. Four Horsemen HM (but a 'good' challenge)
3. Eternal grove HM
*edit 01/09*
Last edited by Nodensis; Jan 09, 2008 at 01:17 AM // 01:17..
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Dec 29, 2007, 03:21 AM // 03:21
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#122
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Forge Runner
Join Date: Aug 2006
Profession: R/
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Joko's Domain HM...
Took me THREE HOURS to vanquish this god forsaken place.
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Dec 29, 2007, 04:21 AM // 04:21
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#123
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Desert Nomad
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Quote:
Originally Posted by Gaile Gray
Interesting thread. In fact, it's really useful to the designers.
Could you include some notes about what makes the area/quest/mission difficult, and whether you think it's too difficult, or just nicely challenging?
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I think the difficulty is well designed, anyway I am interested in being able to complete everything solo with heroes/henchies.
I mean, I am slowly working in tittles, but I fear if at some point I won't be able to complete everything without human player(s) help. Yes, I know this is an online game, but if the game allows me to add NPCs to my party, it also (the game) should be balanced with that in mind.
As a side note: In the future, long time after GW2 release, I suppose the GW population could be low, so, IMO, at that time, everything should be doable solo, elite areas, even PvP, yes, even as ridiculous as it sound, even GvG.
Last edited by NeHoMaR; Dec 29, 2007 at 04:26 AM // 04:26..
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Dec 29, 2007, 04:33 AM // 04:33
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#124
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Originally Posted by OP
What's the hardest area in GW
Quote:
Originally Posted by Servant of Kali
PvP arenas.
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QFT.
Theres a few other places I hate. Raisu palace is tough for me personally because I can never seem to H/H it even though I've gotten 6 chars (all different classes) past it. I hate the maguma jungle because it takes forever and I always get lost in one of the missions. That's also why I hate the kaineng area... it's too easy to get lost in the beginning. I don't like shards of orr because the first time I went through it, I was a warrior and no one remembered to spec to smiting. I don't like the GWEN dungeons because even though I've beaten one 2 dozen times those stupid traps still annoy me. They aren't difficult, but it is annoying we can never turn them off.
So I guess the hardest and most annoying area ANet could make is a high-end PvP arena that it is easy to get lost in, has swarms of mobs that are assigned based on what you aren't speced to handle, and has traps that damage both teams, none of which can be turned off.
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Dec 29, 2007, 07:44 AM // 07:44
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#125
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Lion's Arch Merchant
Join Date: Apr 2006
Profession: W/
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Vloxen excavations, level 2, by the necromancer boss.
Very easy to wipe there, and if you do, when u res the boss is sat on the res shrine with a dozen minions so you'll probably be body blocked and can't kite. Had a lot of fun getting out of that
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Dec 29, 2007, 09:18 PM // 21:18
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#126
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Krytan Explorer
Join Date: Jun 2006
Profession: Me/
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Quote:
Originally Posted by Gaile Gray
Interesting thread. In fact, it's really useful to the designers.
Could you include some notes about what makes the area/quest/mission difficult, and whether you think it's too difficult, or just nicely challenging?
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Sorrow's Furnace is the best designed area in GW in all aspects. Domain of Anguish is the worst area because fighting countless overpowered mobs without much story attached to it is not fun, and the area encourages gimmicky and boring playstyle.
Any spawning point with mobs around it is bad. For example, at the The Ebony Citadel of Mallyx mobs will attack even before you completely loaded! Is that what DoA stands for? Death on Arrival?
I love scenery in GW, but the minimaps are very unclear. Sometimes it is difficult to distinguish between a wall and clear passage. Similarly, Gate of Madness makes me mad indeed. Red on red is good contrast ftw - it makes my eyes bleed
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Dec 29, 2007, 09:53 PM // 21:53
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#127
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Lion's Arch Merchant
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I cannot really say which area is hardest, however I fully disagree with those saying Ice Floe. I recently vanquished this area very easily, and have had much more difficulty in most other vanquish zones.
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Dec 31, 2007, 04:20 PM // 16:20
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#128
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Frost Gate Guardian
Join Date: Jun 2006
Location: Ingame
Guild: The Monstrous Fangs [fang]
Profession: Me/
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For me, the hardest area was the realm of torment when I first got there.. I got ambushed twice and died every time I carefully aggroed a group. Then the foes multiplied and I died even more
Now I c+space through it
More recent, Forgewight and slavers in general is kinda hard..
Quote:
Originally Posted by Winterclaw
So I guess the hardest and most annoying area ANet could make is a high-end PvP arena that it is easy to get lost in, has swarms of mobs that are assigned based on what you aren't speced to handle, and has traps that damage both teams, none of which can be turned off.
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That sounds fun, if they introduced that I may even start PvPing.
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Dec 31, 2007, 04:55 PM // 16:55
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#129
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Lion's Arch Merchant
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Quote:
Originally Posted by Nodensis
My hauntings:
1. Urgoz (you can never ever find a party).
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I think this was a horrible error on the part of the Devs. While it was good they took away the vamps' drops if they suicided, a few weeks later they removed all drops from the vamps even if you killed them with traps rather than suicide. Until they did that quite a few people would farm there and you could actually get a group of bored farmers together to do the whole warren. Now it is deserted and pretty pointless to even look for a group.
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Dec 31, 2007, 05:03 PM // 17:03
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#130
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Ascalonian Squire
Join Date: Mar 2007
Profession: Me/Mo
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Just hit the Realm of Torment last night...and I'm still hurting from it today. I found it to be way too mobbed and the mobs were far too close and liked to meander way too far out. Left very little room for pulling, as I would pull one group to a nice empty space...then from behind some random group would sneak up on me and I was dead. Very frustrating especially to those who just enter the area.
All of Cantha is ridiculously mobbed. Getting to House Zu Heltzer to get my Kurzick armor was something of a painful experience. I really think the mobs in those areas need to be reduced or at least a little more spaced out to give a bit more room. In some areas you can't even climb a set of stairs to get to one mob without aggro'ing 2 or 3 around the area. Had to make the run to Fort Aspenwood recently, then to the Jade Quarry...another painful experience.
I have very little complaints about Prophecies though, I feel there was a nice balance of mobs and how they were composed and laid out.
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Dec 31, 2007, 06:25 PM // 18:25
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#131
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Krytan Explorer
Join Date: Aug 2007
Location: Florida
Profession: D/
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Quote:
Originally Posted by TaCktiX
Prophecies: Icedome, Frozen Forest, Ice Floe (all three have massive mobs)
Factions: Anywhere with Jade Brotherhood (hard-hitting balanced AoE), Silent Surf (way too easy to double/triple-aggro)
Nightfall: Realm of Torment (Overleveled, overpowered monsters that doubleaggro), Poisoned Outcrops (large mobs)
GW:EN: Everywhere HM. Not a single vanqushing or dungeon run in GW:EN I've been on yet that wasn't ridiculously harder than the NM equivalent. Prepare to have your feelings about how you can PvE ripped and torn into thousands of tiny pieces. Oh yeah, Shards of Orr NM is worse than Slaver's IMO.
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For jade just use a mesmer with epidemic after it has just been hit with cracked armour and blindness. Also use summon iceimp for icespikesso slow them up into a group.I totally agree with you when you said"nightfall:Realm of Torment" thats the hardest part of gw for me..I aggro 1 group and another group comes out of nowhere and my +h's are at low energy by that time and a bip is no help at the moment because the second aggro always has atleast 6
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Dec 31, 2007, 07:48 PM // 19:48
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#132
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Jungle Guide
Join Date: Aug 2006
Profession: A/
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Quote:
Originally Posted by Made In Ascalon
And then Fendi destroyed my team. Once I messed up once and got my party DP'd up, there was no way I could beat him.
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I mean what kind of a mind would go up for a hard place without armor of salvation. I MEAN WHY PEOPLE SAY "I got dp and couldnt go further." GO get an armor of salvation from like less then 2k ea and youll save BILLIONS of runs. I saved gate of maddness HM, destructions depths hm, and some none eotn thing. And just remembered saved an urgoz
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Jan 04, 2008, 02:59 PM // 14:59
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#133
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Lion's Arch Merchant
Join Date: Jan 2006
Location: USA Midwest
Guild: Order of Celestial Guardians II [OCG]
Profession: Me/Mo
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Prophecies:
Hmm, mainly a few Southern Shiverpeaks areas with psychotic mobs. (Icedome and Frozen Forest)
Factions:
Jade Brotherhood was always really hard. Getting to the top of Tahnnakai Temple with henchies (before heroes) for a few quests was HORRIBLE due to the huge mobs. Raisu Palace was also pretty bad due to the massive AoE of the Shiro'ken eles.
Nightfall:
Realm of Torment, mainly, where they just throw huge mobs of level 28s at you and expect you to handle them.
GWEN:
Quite a bit here. Shards of Orr was hell just trying to get to Gadd's Encampment, let alone beating it, with overpowered groups consisting of 5-6 AoE Eles and 2-3 healers that can easily wipe your party. This one definitely needs to be toned down. The fire dart section of The Elusive Golemancer is really bad with h/h as if anyone strays outside the radius and dies (and they make no effort to stay on it) a hero will stop moving and rez them, likely resulting in a chain reaction that leaves you with no healers. And if you want to try and rez them (hard to do), you have to wait for the SLOW golem to go back and forth... Destruction's Depths is kind of ridiculous also, where they send 10 or so Destroyers at you and the Norn at once...
Added: Riven Earth/other dinosaur areas. How three Ferothraxes can wipe a party of 8 is beyond me...
Last edited by Darth Marth; Jan 04, 2008 at 03:29 PM // 15:29..
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Jan 04, 2008, 04:11 PM // 16:11
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#134
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Frost Gate Guardian
Join Date: Oct 2006
Guild: Prophets of Dhuum[wii]
Profession: W/
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I do enjoy a challenge as much as the next man - However Shards of Orr is horrible.
Due to the large mobs of overpowered undead mincing machines you really are hard pressed to survive.
Forcing a lot of players into adopting (à la Guild Wars style) one specific team build AND ABSOLUTELY NOTHING ELSE WILL DO (caps in large Zeus type booming voice) Otherwise known as craploads of signet smiters.... Whilst the Smiting monks are seeing their 'day of Glory' and all power to them, its blocking off an entire dungeon to other professions. (Yes, I know any profession played correctly can beat the game - But playing 'correctly' leads to cookie cutters and no variety being possible in the game)
Each mob has 2 types of making you blind so all melee characters go down the loo (condition removal whilst useful still isnt enough to get rid of 3-5Blinding Surge Eles per mob who spam Eruption (even AoE blindness so whatever you use to stop them casting B-Surge on you gets its backside tanned by the AoE of Eruption... */crymore) - Also why doesnt eruption have a visual graphic to show its range - Id like to imagine that erupting chunks of earth flying out of the ground would be at least 'visible' - Otherwise I just cant see the graphic correctly) There is way too many conditions being let loose down there.
Those darn Illusionists with Fragility and the Necros spamming Virulence really is overkill. Whilst the idea is really good to intelligently build up the monster mobs, the problem is that there really is just too many of them in the mob. And I really love the way that the Brutes just ignore everyone in the group except the monks and Ritualists...
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Jan 04, 2008, 08:59 PM // 20:59
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#135
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Lion's Arch Merchant
Join Date: Aug 2007
Guild: Modified Soul Society
Profession: Mo/R
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I didn't really start vanquishing until Eye of the North, and I will say that Hard Mode in that game is pretty broken in places.
I managed to vanquish most of the areas, even the Asuran areas with the broken dinosaurs, using nothing but H/H and a lot of patience and consumables. Then I got to the Charr Homelands and it makes me wonder if this is really how the game is supposed to be, because it is no fun at all. Unless you're running some ultra-gimmick build, the Charr are borderline invincible. Within 30 seconds after entering, a single Charr group can wipe your whole party.
A group of nothing but rangers isn't so bad. But if you manage to hit a balanced party of Charr with multiple healers and casters, then they just constantly heal-spam each other as they lay down heavy AOE damage. Since the enemies in HM have almost an infinite energy pool and have a permanent halved skill recharge and cast times, it is pretty darn unfair. I sat there and watched how five Charr took an entire party of 8 heroes/hench team and I couldn't get a single enemy below 50% because they would shatter the hexes, spam Aegis and/or RoF. They just waited for the monks to run out of energy and then proceeded to wipe the party.
Also, I agree with one of the earlier posters. While I agree that there should be some work for a title or whatever, asking players to invest hours and hours of their time with no option to save or whatever is pretty annoying. Guild Wars seems to be adding more and more time for Hard Mode accomplishments, with the worst being either vanquishing or dungeons.
That's just my opinion, and I'm sure that somebody will loudly say how "easy" the whole game was anyway.
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Jan 08, 2008, 02:05 AM // 02:05
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#136
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Wilds Pathfinder
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I found shards of orr to be excedingly difficult in HM. My guild team had to reform four times to finally get it. At first we played a standard balanced group, but the damage was too high, and the preasure on the monks was horrible. so we reformed to a build with an obs tank and bonder with large amounts of AoE damage, but the tank could not hold up to the PBAoE from the undead eles. We then rolled an ursan group, and needless to say, we got rolled. Finally we tested out a modified Ray of judgement spike (with only one monk primary spiker) and it took us 4 to 5 hours to complete, half of which, was on the boss. I think the area is just too overpowered inless you're running a group with a hefty amount of monk primary smiters.
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Jan 08, 2008, 06:26 AM // 06:26
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#137
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Wilds Pathfinder
Join Date: Oct 2007
Location: Bellevue, WA (I know ... but I moved out of NZ)
Guild: Xen of Onslaught
Profession: D/
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Quote:
Originally Posted by BSSuperman
Otherwise known as craploads of signet smiters.... Whilst the Smiting monks are seeing their 'day of Glory' and all power to them, its blocking off an entire dungeon to other professions.
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Eh, dunno about that... using Judge's Insight and some way to clear out/prevent blindness should do the trick. At the very least Avatar of Melandru Dervishes with Aura of Holy Might should find it no trouble - and will probably do even more damage than the smiters will.
But there certainly are some professions that would be difficult to get use out of... I'm not really seeing how Elementalists could compete, for instance.
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Jan 08, 2008, 06:43 AM // 06:43
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#138
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Wilds Pathfinder
Join Date: Feb 2006
Location: Australia
Guild: The Agony Scene
Profession: E/
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When I first attempted Unwaking waters(explorable) with the kurzichs owning it, me being luxon, it didn't res my party when we died, sending us back to the outpost, I was like "Wow Elite area! I'm never gonna get rtl!"
Wiki helps.
EDIT: Some info for gaile
I found it hard because of the delicate aggro situations and no second chances for party wipes, again because kurzichs owned it (found out later you could bribe/kill shrine people to get ressed)
Last edited by artay; Jan 08, 2008 at 06:46 AM // 06:46..
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Jan 08, 2008, 08:37 AM // 08:37
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#139
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Desert Nomad
Join Date: Jul 2005
Guild: One of Many [ONE]
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Quote:
Originally Posted by Sirius-NZ
I'm not really seeing how Elementalists could compete, for instance.
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Hmm, not around for the E/Mo smiter days? 12 smiting is quite good especially against the undead and no worry about energy there. That's not so good outside of Orr now, however it is still better than the old E/Mo smiter in general areas which was *highly* unbalanced.
As to if PUG's want it - probably not, PUGs aren't too tolerant of anything other than what the current conventional wisdom of other PUGgers are. Most that are still relying on PUGs don't remember those days and only want Monk smiters. As is, any character can deal holy damage and melee classes can mostly deal with the blindness if they spec around it. Any caster class can also deal lots of holy damage if needed and Necro's and Ele's have MORE than enough E-management to over come only having 12 in smiting (and Mesmers don't need anything more than what they normally do). Again, see the old E/Mo smiters for am example, a N/Mo with a high soul reaping also fits the bill (and now maybe even better than the E/Mo even with the SR nerf).
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Jan 08, 2008, 08:54 AM // 08:54
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#140
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Wilds Pathfinder
Join Date: Jan 2006
Location: Italy
Profession: E/
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Quote:
Originally Posted by Sha Noran
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Hey, that was cheating. Ensign counts as 8.
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