Oct 01, 2007, 12:43 PM // 12:43
|
#21
|
Wilds Pathfinder
Join Date: Nov 2006
Guild: Be Aggressive B E Aggressive [AGRO]
Profession: E/Me
|
Another vote for the last mission in Nightfall...It is not hard at all, just boring and takes too long. If there is endgame armor and weps and stuff the mission should be a quick one like in EOTN and Factions..I did like the cutscene at the end though
|
|
|
Oct 01, 2007, 12:44 PM // 12:44
|
#22
|
Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
|
I vote Moddok's Crevice -> Runner do pose a challenge but is doable. My main grip is the getting the "hints" late or after the fact. The triggers for the hint windows is really bad.
I find Viz Square is easy with 2 mm's, and the other team is all henchmen. In fact it's rather rare to have a human team on the other side any more.
|
|
|
Oct 01, 2007, 01:41 PM // 13:41
|
#23
|
ǝuoʞoɯ
|
i think the 2 team idea was a bad design;
- Vizunah Square
also missions that are dependant on luck;
- Divinity Coast
missions you can run through;
- Elona Reach
missions that were nearly impossible for a solo player due to you having to carry stuff;
- Jennurs Horde
missions that contained BOSSES FROM OTHER CHAPTERS WTF????
- Gate of Madness (Pain? i dunno..)
well i guess that's it, i kinda liked the rest. can't say they were actually hard, but just annoying due to their dumb concept.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
|
|
|
Oct 01, 2007, 02:25 PM // 14:25
|
#24
|
Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
|
Id have to agree on moddok's crevice.
The hints are so vague... -.o
And by the time the hints pop up, you already passed the area.
|
|
|
Oct 01, 2007, 02:28 PM // 14:28
|
#25
|
Wilds Pathfinder
Join Date: Jan 2007
Location: the Netherlands
Profession: W/Mo
|
Quote:
Originally Posted by -Loki-
THK ever since Arenanet killed it because of all the difficulty whining. Now you can snooze through it.
|
Uhmm THK was easy enough from the start. Same tactic worked back then as it does now. It was a bit tougher, I agree but still easy enough.
Moddock is annoying because you don't always have players available so you need actual players to do it, but with 2 rangers it is still dead easy. Cripple and poison. Cripple slows em and poison makes em stop and use signet to clear poison....which costs them time. Just keep at it and they are dead in no time.
It's just that some missions require you to take more players to get masters and beyond that it depends on what you call bad design.
Some missions are a joke compared to others.
I personally think killing Abaddon at the end of NF is the lamest mission. Just because you run in circles doing the same thing 5 times to kill him...It was just an anti-climax.
|
|
|
Oct 01, 2007, 02:51 PM // 14:51
|
#26
|
Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
|
The Wilds!!! Oh GOD I HATE THAT MISSION. I always get lost....
|
|
|
Oct 01, 2007, 02:55 PM // 14:55
|
#27
|
Ascalonian Squire
Join Date: Sep 2007
Guild: Unforgiven Outlaws [swag]
Profession: E/Mo
|
Quote:
Originally Posted by pamelf
The Wilds!!! Oh GOD I HATE THAT MISSION. I always get lost....
|
I must heartily concur, I absolutely despise the Maguuma Jungle missions. Mesmer spam, combined with tediously traversable jungle scenery that never seems to lead anywhere until the end of the mission. Coupled with the "Kill X boss." for the bonus', while having to keep some poor smuck alive in order to do it.
|
|
|
Oct 01, 2007, 03:00 PM // 15:00
|
#28
|
Desert Nomad
|
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.
|
|
|
Oct 01, 2007, 03:08 PM // 15:08
|
#29
|
Hall Hero
Join Date: Aug 2005
Profession: E/
|
NF - Dzagnor Bastalon I hate that mission. So hard to H/H it. You basically need two MMs.
Factions - Tankaki Temple Togo and Mhenlo have a tendancy to rush into certain areas (especially near the ranger and sin boss) making it impossible to pull at those parts. There are also lots of chokepoints where heros and hench get to stand in breath of fire without moving (again, stuck there because Togo and Mhenlo are also there).
Prophecies - Iron Mines. Don't know why, but this one used to always give me trouble. I can do it now no problem, but even so, its still really long.
|
|
|
Oct 01, 2007, 03:24 PM // 15:24
|
#30
|
Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
|
I hate all the "protect the retard NPC" missions in proph. If rurik would just follow me instead of charging headlong into 3 mobs, I'd be so much happier.
|
|
|
Oct 01, 2007, 03:37 PM // 15:37
|
#31
|
Lion's Arch Merchant
Join Date: Mar 2006
Profession: Mo/
|
I never cared for Divinity Coast. However, the one that tends to throw me into a rage is Vizunah. Actually, pretty much all of Factions makes me want to bomb the entire state of Washington.
|
|
|
Oct 01, 2007, 03:39 PM // 15:39
|
#32
|
Hall Hero
|
They all weren't too bad for me. Pogahn Passage used to be as annoying as shit until they buffed the NPC you had to protect.
Moddok Crevice wasn't too bad. I just cap'd "You're All Alone" so I was giving it a PvE test run (generally a bad idea. I was bored).
|
|
|
Oct 01, 2007, 03:47 PM // 15:47
|
#33
|
Krytan Explorer
Join Date: Jul 2006
Guild: TGW
Profession: N/Mo
|
Quote:
Originally Posted by Dr Strangelove
I hate all the "protect the retard NPC" missions in proph. If rurik would just follow me instead of charging headlong into 3 mobs, I'd be so much happier.
|
Yep, I agree with this 100%.
|
|
|
Oct 01, 2007, 03:55 PM // 15:55
|
#34
|
Forge Runner
Join Date: Oct 2005
Profession: W/
|
Divinity Coast
4 times to get the bonus >.<
|
|
|
Oct 01, 2007, 03:58 PM // 15:58
|
#35
|
Jungle Guide
|
Funny that the worst designed mission hasn´t been mentioned yet: Minister Chos Estate.
Being forced to wait every few steps, is just the worst design decision, they could make.
|
|
|
Oct 01, 2007, 04:01 PM // 16:01
|
#36
|
Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
|
I remember reading a thread about how when designing Gwen, they put a sign in the office stating "When you make a Fed Ex Quest, Abbadon kills a puppy". This was to create variety of quests in EOTN. And I'm very happy with EOTN variety and no one has pointed out any EOTN missions.
This also includes NPC you have to take with you don't die or they self-resurrect themselves. In fact I've only found 1 "fed ex" like mission in all of EOTN so far. It's the one where that White Mantle has you go fetch and bring back (carry) a tome.
I've have the opposite experienced with dual group factions missions, I want henchmen group... more then average they do better.
|
|
|
Oct 01, 2007, 04:47 PM // 16:47
|
#37
|
Frost Gate Guardian
Join Date: Apr 2007
Guild: Three Feet Below Sea [LevL]
Profession: D/Mo
|
Any in any game that says "So and so must survive"
|
|
|
Oct 01, 2007, 05:05 PM // 17:05
|
#38
|
Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
|
Quote:
Originally Posted by Vinraith
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.
|
You can get master's at Gyala with h/h, I've done it several times now...
Quote:
Originally Posted by Razz Thom
Any in any game that says "So and so must survive"
|
That too.
|
|
|
Oct 01, 2007, 05:22 PM // 17:22
|
#39
|
Grotto Attendant
|
Grand Prize: Eternal Grove. A mission that requires a split. Pre-heroes, you needed a full team of 8 to do this one. Of course, a full team of 8 was hard to come by because no one ever came back to this one once it was finished, least of all monks, and half the population was over doing Gayla Hatchery instead. Things were even worse because you had so little flexibility in your two teams of four. "Assn LFG"? Good luck. Even now, you still can't H+H the darned thing without dragging along a friend.
Second Place: Maddock Crevice is a royal pain. Getting H+H to snare two targets borders on impossible. Far, far too many times I've locked a hero's target on "their" runner, only to find them snaring the runner I just snared while "their" runner goes free off into the pile of insects, where all hope of getting the H+H on target again is totally lost.
Third Place: Unwaking Waters. First you are severely limited in party composition, as melee characters are nearly useless. Second you are completely at the mercy of whatever idiot children happen to join from the other side -- which is almost inevitably a single W/Mo or Asn with the worst possible hench selection available.
Fourth Place: Vizunah Sq. The other mission where you are completely at the mercy of whatever you get from the other team -- which, again, is inevitably the worst of the worst. Made even harder by the (a) NPC pathing errors that can cause a complete fail, and (b) the fact that the all-hench squad on the opposite side is barely up to the challenge.
|
|
|
Oct 01, 2007, 05:30 PM // 17:30
|
#40
|
Forge Runner
Join Date: May 2005
Location: Alaska
|
I hate Heart Of The Shiver Peaks
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 02:06 AM // 02:06.
|