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Old Oct 04, 2007, 05:54 AM // 05:54   #121
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Quote:
Originally Posted by Spazzer
Quote for truth.

I'd like to mention that Divinity Coast is still broken, and it's been this way since the beta days.
What you be talking about? I just redid it a few days ago mapping and I didn't even attempt to save the Chosen but I still completed the bonus. It's hardly that hard, it might pose some small problems in HM but even then I breezed through it
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Old Oct 04, 2007, 08:27 AM // 08:27   #122
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Quote:
Originally Posted by yesitsrob
In HM, you either need to leave a monk behind or kill wurms or they'll own the ghost. There is more than enough in between groups to take out the wurms.
I found it much easier to just leave a monk back and blitz the bosses. The only trouble with that tactic is you have to be very careful when aggroing so as not to get a forgotten group + a pack of popup bugs. So long as you're careful with pulling, it goes pretty smooth.

SotiCoto : Herohenching this tactic is something I would never try in Hard Mode, because your defense simply wouldn't stand in a lot of cases (leaving a hero monk back tended to fail horribly, and mitigation is essential with one monk on the push). When I did it, I had 2 heroes and 4 humans. Although with consumables, it's probably easy now.
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Old Oct 04, 2007, 08:56 AM // 08:56   #123
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Quote:
Originally Posted by blue.rellik
What you be talking about?
You may have played that mission a couple of times and never had a problem, and that's fine. I have played that mission many dozen times.

It is possible for both ettin groups adjacent to the 4th Chosen Villager to spawn on top of him because they have a random field of spawning. It is not possible to save him if this happens.

Please don't say "it's hardly that hard" in a discussion about game design.
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Old Oct 04, 2007, 09:08 AM // 09:08   #124
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So it's not broken then if I'm having it easy then?
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Old Oct 04, 2007, 09:11 AM // 09:11   #125
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It is possible for both ettin groups adjacent to the 4th Chosen Villager to spawn on top of him because they have a random field of spawning. It is not posible to save him if this happens.
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Old Oct 04, 2007, 09:58 AM // 09:58   #126
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Quote:
Originally Posted by Spazzer
It is possible for both ettin groups adjacent to the 4th Chosen Villager to spawn on top of him because they have a random field of spawning. It is not posible to save him if this happens.
Actually, to get around this, just flag all your hench/heroes to the area that the chosen is at. They'll run there, and the ettins won't spawn until you get close (or maybe they will spawn, but not attack the chosen until he becomes an ally. Not entirely sure how the game handles spawns). Just hang back till your heroes have time to get there, and then go in and help kill them all. Before flags, it was total luck that I managed to save the chosen after a dozen or so attempts. But I haven't had any problems since the addition.
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Old Oct 04, 2007, 10:38 AM // 10:38   #127
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Honestly, I never discovered U-map flagging until well after I already had Legendary Guardian, but that is a good point.

Maybe they should add an NPC to the outpost of Divinity Coast who instructs you on how to do this.
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Old Oct 04, 2007, 11:19 AM // 11:19   #128
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Quote:
Originally Posted by Spazzer
It is possible for both ettin groups adjacent to the 4th Chosen Villager to spawn on top of him because they have a random field of spawning. It is not posible to save him if this happens.
Again, let me repeat myself

"It is not broken if I've had no problems". If it was broken then (nearly) everyone would be crying blood and murder
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Old Oct 04, 2007, 11:47 AM // 11:47   #129
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i wonder why there are so many people saying modock crevice is hard(the part with the 2 runners)all u got to do is snare the right runner because there is enough time for a player to kill the left runner and kill the right runner before the snare ends,elementalist with 1 deep freeze will do the job ,if not what can i say mesmer with mantra of persistance and imagined burden for 40 sec or more snare,that is more then enough to kill the left runner then finish of the right one.
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Old Oct 04, 2007, 11:53 AM // 11:53   #130
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Quote:
Originally Posted by Vinraith
Vizunah and Unwaking are far too dependent on a hypothetical team that never turns up (so you end up with 12 henchmen, or 8 if you've got a friend along). Echovald and Gyala are the only two normal missions in the game that I've seen that just can't be solo'd, at least not for masters.

I like most of the NF missions, they tend to make more sense and give you a sense of being part of a larger operation, which the Proph and Factions missions never did. The junundu get old fast, though.
actually Gyala can be soloed mision+master heroes+hench as for the junundu i agree it does get old realy fast
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Old Oct 04, 2007, 12:05 PM // 12:05   #131
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Dzagnur Bastion is more annoying and complicated than "hard."

Zen Daijun sucks, they put level 8's (provided newbies don't do every single secondary quest to get a high level) in against level 12-14's, and later on you're a level 14-16 in level 20+ mainland. I don't like most of factions.

I did Vizunah alone once, I was a little wary at first but hey, you can't go very wrong when you have like 6 monks (2 heros, 1 hench, Mhenlo, and whatever the foriegn quarter hench side had)

I loved most of Nightfall.

I didn't like the prophecies storyline, and the missions were actually a little bland. They're a lot more fun to plow through them at max level though. I should try them on mode, haven't done that yet.
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Old Oct 04, 2007, 01:54 PM // 13:54   #132
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I think the bonus on ModdoK Crevice is the worst design, not because its tricky, but because Dunkoro is some sort of uber-wuss.

Don't go up that passage its spooky.
Hide behind the waterfall so the big bad kournans don't get you.
Hide again.
Oh, kill these guys before they bring their mates.

All I can say is that I am not scared of Kournans. Bring em on, Bring em all on.

And Dunkoro calls himself a "hero".

This is Sparta!
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Old Oct 04, 2007, 03:09 PM // 15:09   #133
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Quote:
Originally Posted by FelixCarter


But, back to the topic. Worst mission in my oppinion?

I want to list quite a few Factions missions... But I'll just say "any timed mission".

I don't like having to rush through things.
I liked the timed missions in factions. Encourages you to be more efficient at the task at hand. The bonus objectives in nightfall just seem out of place and not consistant with the storyline, and most of the time it made it very easy to get masters, providing you dont mind wasting time on something completely irrelevant to the mission.

Worst designs... Gyala Hatchery, oh, i had nightmares about it untill i finally managed to complete it.

And Gate of Madness. The problem with it is that it was very long, you waste nearly an hour of careful play only to be super-pwnt by shiro, who is much tougher to beat here than in factions.
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Old Oct 04, 2007, 04:39 PM // 16:39   #134
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Quote:
Originally Posted by blue.rellik
Again, let me repeat myself

"It is not broken if I've had no problems". If it was broken then (nearly) everyone would be crying blood and murder
Just because you've had no problems doesn't mean that a random bug that only occurs every so often doesn't exist.

That's like saying "I've never seen a penguin, therefore they must not exist."

Learn to think logically please.
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Old Oct 04, 2007, 06:02 PM // 18:02   #135
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Worst ones: Unwaking Waters + Vizunah Square

i hate those 16 ppl missions, you have no real control of what's going on in there. Plus, Unwaking Waters is very fun for melee chars -.-'

When it comes to design, i'd point very long missions, even easier ones
ie: Surmia, THK .. those are boring and way too long but at least you can hench the way thru easily unlike the other 2 above
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Old Oct 04, 2007, 06:53 PM // 18:53   #136
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I'm not sure whether to pick Gyala Hatchery, because the exploit is so obvious and makes the mission so easy, or Sunjiang District, because after running around doing errands for the Luxons and Kurzicks, their great ancestral heroes aren't even necessary to get Masters.

Most of the quibbles I have with Factions are just storyline-related though. By the time you get to Imperial Sanctum, Archemorus and Saint Viktor are useless, the Kurzicks and Luxons are providing nothing but henchmen, and Kuunavang (who you never heard about, ever, until Unwaking Waters itself) provides some useful skills but Spoil Victor and Spiteful Spirit are considerably more useful.

But then, if you got off the boat, headed to Raisu Palace and waited a couple months, it'd be a very short game.

Eternal Grove - I've done this with henchmen before. Not in hard mode, but in normal it was just a bit of a challenge, certainly not impossible.
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Old Oct 04, 2007, 06:59 PM // 18:59   #137
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the timed mission bonuses in factions are horrible. Never do that again anet!
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Old Oct 04, 2007, 07:03 PM // 19:03   #138
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Am I allowed to say all of them are badly designed?
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Old Oct 04, 2007, 07:03 PM // 19:03   #139
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Quote:
Originally Posted by blue.rellik
Again, let me repeat myself

"It is not broken if I've had no problems". If it was broken then (nearly) everyone would be crying blood and murder
I've seen that glitch happen off and on (Divinity Coast).
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Old Oct 04, 2007, 09:05 PM // 21:05   #140
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I agree with Spazzer to get the bonus on Devinitiy Coast is not that great as well as Thirsty Rivers bonus
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