Jan 17, 2008, 06:55 AM // 06:55
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#41
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Krytan Explorer
Join Date: Jul 2006
Location: Ponie Hill, Lion's Arch International
Guild: Blinkie Kaulitz Armie
Profession: E/
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I already do a fair bit of HM on a semi-regular basis and this is what I most often whine about
* NPCs like EotN NPCs that auto-rez. Sure it would make things like auto-rez Togo not make sense, but hey. Who needs sense? Why can't we just use a rez sig on him? <_<. Rurik was a PITA in the Surmia. Got it in the end but it was a lot of frustration. Hard mode should be hard not frustrating. There's a difference ^_^
* Vanquish chest with a nice gold weapon / green that's relevant to the area. Someone suggested consumables, this sounds good. While I don't use many myself it would be nice if a gold + a consumable dropped per zone or something ranging from rez scrolls all the way to the good stuff.
* Merchants in explorables. Salvaging everything is not always the answer. Sometimes I just want raw cash.
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Jan 17, 2008, 07:20 AM // 07:20
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#42
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Desert Nomad
Join Date: Jul 2006
Location: Japan
Guild: [트두므s], Guild Leader
Profession: Mo/
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Make it harder...maybe a challenge
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Jan 17, 2008, 07:22 AM // 07:22
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#43
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Krytan Explorer
Join Date: Dec 2005
Location: Ascalon
Profession: R/
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unique (green) items which only drop in HM.
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Jan 17, 2008, 07:44 AM // 07:44
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#44
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by I MP I
Hate to admit it, but this is undoubtedly correct. Haven't seen evidence that says otherwise.
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It would be cool to prove him (and you) wrong on next update
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Aside from "it should be hard mode, not a power creep easy mode, damnit (aka, remove consumables and pve skills from HM (preferably whole game))".
There was this idea to give prophecies bosses in hm some unique greens (mursaat skins in green, magmas skins in green, etc ..) ... but that would just wont do any good for economy and would be incentive to FARM hm, not to PLAY it.
As are all reward related suggestions: it would increase farming appeal, but not playing for fun appeal.
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Jan 17, 2008, 11:01 AM // 11:01
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#45
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Wilds Pathfinder
Join Date: Oct 2007
Location: :D:D
Profession: D/W
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i say let it be and make GW2 better.
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Jan 17, 2008, 11:06 AM // 11:06
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#46
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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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They could apply some fairly good, but simple fixes in the meantime. GW2 isn't coming out in a couple weeks or anything.
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Jan 17, 2008, 11:14 AM // 11:14
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#47
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Jungle Guide
Join Date: Apr 2005
Location: Netherlands
Profession: Mo/W
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Quote:
Originally Posted by Zinger314
Allow 7 Heroes. It'll make HM more played, yes, which answers the original question.
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QFT.
Also players should be more eager to publish their HM builds. Teach how to play HM so more players will enjoy it (I know this may be hard because those who don't enjoy it mostly want to use the same power build to rampage the whole map - but still).
Along with better rewards this should encourage people to play HM
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Jan 17, 2008, 12:41 PM // 12:41
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#48
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Jungle Guide
Join Date: Jul 2007
Guild: Wars
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Quote:
Originally Posted by Pandora's box
Also players should be more eager to publish their HM builds. Teach how to play HM so more players will enjoy it
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Pretty much anything half decent works. Some strategies and builds are more effective than others; discovering and tuning these builds is half the fun of HM. But mostly it is a matter of keeping your cool, watching the aggro, and spreading out for AoE.
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Jan 17, 2008, 01:14 PM // 13:14
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#49
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Frost Gate Guardian
Join Date: Jan 2006
Guild: KOFU
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Make PvE skills/consumables unusable in HM, also improve ai especially in regards to attacking "tank" characters, so that if a character is dealing no damage and not healing teammates ai enemies should ignore them.
Edit. Chest drops should always be gold in HM.
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Jan 17, 2008, 01:35 PM // 13:35
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#50
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Lion's Arch Merchant
Join Date: Jul 2007
Location: New England
Guild: Lunatic Legion
Profession: N/
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HM build:
Myself: N/Mo-16 Curse, 13 (i think) Soul Reaping, rest protect prayer-Spiteful Spirit, Insidious Parasite, Parasitic Bond, Mark of Pain, Spinal Shivers, Rend Enchants, Pain Inverter, Rebirth
Olias and Whispers N/Mo 16 Death, 10 Heal, 9 Soul Reaping - Jagged Horror, Bone Fiend, Heal Area, Grenths Balance, Taste of Death, Death Nova, Signet of Sorrow, Rebirth
Blondstained insig on hats, survivor insigs on rest.
All Necros have Cold dmg weaps. important!!!
Prot monk with Shield of regen , don't remember the whole build
Did Snake Dance, Dreadnoughts and Lonar's with this setup. Added both Warriors and both Monks in Camp Rankor.
there, I shared me HM build. In NM I don't even bring a rez on myself.. not really needed I go 2nd mez for Arcane Echo
Last edited by sterbenx2; Jan 17, 2008 at 01:42 PM // 13:42..
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Jan 17, 2008, 01:40 PM // 13:40
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#51
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Jungle Guide
Join Date: Mar 2007
Guild: Mature Gaming Association
Profession: Me/E
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Want to make hard mode AI better? Stop allowing pulling to work. Why are these Kournan guards I'm killing right now in HM allowing a few of their members at a time run off and die to my bloodthirsty party? Pulling isn't realistic, and it's the biggest reason why AI in this game is bad/exploitable.
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Jan 17, 2008, 01:45 PM // 13:45
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#52
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Lion's Arch Merchant
Join Date: Feb 2006
Location: ..My home away from home..
Guild: Currently looking ~
Profession: N/
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You realise you can just ...you know...not use PVE skills and Consumables right..?
More merchants in explorable?
Vanquish Chest?
7 Heroes?
Yes Please.
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Jan 17, 2008, 01:51 PM // 13:51
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#53
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Lion's Arch Merchant
Join Date: Jul 2007
Location: New England
Guild: Lunatic Legion
Profession: N/
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7 heroes would make hard mode more like observer mode as you wouldn't really need to do anything at all!
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Jan 17, 2008, 01:56 PM // 13:56
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#54
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Shadow Slave
You realise you can just ...you know...not use PVE skills and Consumables right..?
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New ultra hardmode!
Who needs smart opponents? Who needs smart game play? We don't!
Run bad builds and suck intentionally! Forget all tactics! If any skill is remotely useful, don't put it on your bar! Challenge awaits you in every area!
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Jan 17, 2008, 01:56 PM // 13:56
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#55
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Academy Page
Join Date: Dec 2007
Location: USA
Guild: Loners United [CULT]
Profession: R/
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HM is fine the way it is. People are going to whine about something no matter how easy it's made anyways.
The only reasonable suggestion in my opinion was the vanquish chest.
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Jan 17, 2008, 02:11 PM // 14:11
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#56
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Krytan Explorer
Join Date: Oct 2006
Location: The Netherlands
Guild: retired from gw [agro] still ftw
Profession: W/
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HM is fine as it is... and no chest eather or you want to give all legendary vanquishers a chest wich they can open 121 times?
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Jan 17, 2008, 02:30 PM // 14:30
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#57
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Desert Nomad
Join Date: Feb 2007
Profession: Mo/W
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All that anet need to do is increase the rewards...
this means more drops
more money for vanquishing
more money for missions
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Jan 17, 2008, 03:03 PM // 15:03
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#58
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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.-.
i still like the idea of actually making it hard.
Like: when you zone into a Hard Mode zone, monster mobs builds change into builds which are based on your team build. Designed to counter you.
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Jan 17, 2008, 03:05 PM // 15:05
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#59
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Forge Runner
Join Date: Jan 2006
Guild: [HiDe]
Profession: W/
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Making it easy for me. Hard for everyone else, easy for me. I wouldn't mind if all the monsters were easy but there were double to kill. As long as they were easy, rather have tedious than challenging.
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Jan 17, 2008, 03:41 PM // 15:41
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#60
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Krytan Explorer
Join Date: Jul 2006
Guild: Cold Black Eyes
Profession: W/A
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Hard mode isn't that bad. It just takes time to use tactics and to adapt to the environment given to you.
(Vanquished one continent, Guardian on all 3).
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