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Old Mar 20, 2007, 05:52 PM // 17:52   #61
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It sounds like a blast, and I'm very grateful to Anet for giving us more free content.

However, I do hope that the new 'Hard' Mode is not like DoA, I hope there's a bit of strategy to it. Like a Thunderhead Keep. Doesn't matter what build you bring to do it as long as you have decent monks and work well together, you'll be able to pull through.

I hope they just don't put 200 high level enemies in one place and call it a challenge. 200 high level enemies that pull as one freaking group I might add. I also hope they don't employ gimmicks like, all squishies through gate, warriors use recall, necro's sacrifice themselves to death and get rebirthed on the other side. I don't know about anyone else but I find that kinda retarded.

But even if it is I'll still be here to play, guess I'm kinda retarded too.
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Old Mar 20, 2007, 05:53 PM // 17:53   #62
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Quote:
Originally Posted by Acehigh
This new feature sounds wicked,looking forward to it Only thing that troubles me is that hard mode wont be as hard as DoA,otherwise i can probably see rits,mesmers,assassins etc get no use at all because noone will want them in teams
Why no ritualists? Shelter works wonders at high damage. What do you think about the "hard" mode in the tormented worlds. It's already hard there, you won't survive without a good supportive backline there at hard mode

And ofcourse i'm looking forward to it, as always with nice updates
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Old Mar 20, 2007, 06:02 PM // 18:02   #63
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I look forward to this.
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Old Mar 20, 2007, 06:03 PM // 18:03   #64
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Quote:
Originally Posted by Smurf Minions
Why no ritualists? Shelter works wonders at high damage. What do you think about the "hard" mode in the tormented worlds. It's already hard there, you won't survive without a good supportive backline there at hard mode

And ofcourse i'm looking forward to it, as always with nice updates
Ok,lemme put it this way,who do u think the average PUG is gonna take,a prot/bonder monk,or a rit that can take prot skills? But considering all this,it also depends what skills the mobs of enemies will have,if they have lots of enchant removal,then i guess rits will see more use.
Now i dont go into DoA myself,its just takes too long,but do u know of many rits that have completed DoA compared to monks? Just food for thought
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Old Mar 20, 2007, 06:03 PM // 18:03   #65
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Great news. As for how to toggle to hard mode, I'm thinking there will probably be "hard" districts and "normal" districts where the henchies will be different levels and you don't have to worry about people selecting the correct mode before going into an area. Just a thought...
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Old Mar 20, 2007, 06:05 PM // 18:05   #66
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This news gave me the happies!
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Old Mar 20, 2007, 06:05 PM // 18:05   #67
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Great, they bring this stuff now i got 46.189 lightbringerpoints. Been farming my ass off for that last title for KoaBD....pffff
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Old Mar 20, 2007, 06:05 PM // 18:05   #68
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sounds good to me, i love the lockpick idea, just let us know whats happening, as its happening next time, (please)

ps any news on the elite skills title front Gaile?
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Old Mar 20, 2007, 06:07 PM // 18:07   #69
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Wow, we knew they were going to implement hard mode for missions, but we're getting hard mode for all explorable areas too? =D
I'm highly looking forward to everything Gaile said. Can't wait. =)
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Old Mar 20, 2007, 06:09 PM // 18:09   #70
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Woot, can't wait for hard-mode, sounds like best update ever.=D >___>
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Old Mar 20, 2007, 06:11 PM // 18:11   #71
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in true anet tradition, holding features back until the next chapter is readying release, and doing so in very vague terms

this has all the trappings of 'grind' and equating challenge with huge mobs of overpowered creatures
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Old Mar 20, 2007, 06:14 PM // 18:14   #72
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Really looking forward to this.

Last edited by kitsune23; Mar 20, 2007 at 06:25 PM // 18:25..
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Old Mar 20, 2007, 06:15 PM // 18:15   #73
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There was hardly any new info >_>,most of it we all knew will be there.I am suprised they are bothered with rebalancing at all.I'll judge it when i get all the detailes first not that i like doing THK in hard mode >_> not even talking about DOA.
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Old Mar 20, 2007, 06:16 PM // 18:16   #74
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I like the sound of most of this, it certainly gives more replay value.

Not entirely sure why a primarily AFk title (Lucky) should benefit anyone while chest running though, but not particularly bothered as I've never afk'd for Lucky, and can't be bothered investing gold in chests that rarely bring back a value of more than the keys I bought.
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Old Mar 20, 2007, 06:17 PM // 18:17   #75
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oh good. finally a real challenge from the charr out from the defend ascalon quest. hope rurik will not be lvl 10 there XD

Also, will Gwen show up somewhere in hard mode??

And yeah, more storage is never wasted with the community.

I'm usually the kind of guy who hates losing, so hard mode frightens me slightly. However I wanna get out of this mentality of mine hehe.
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Old Mar 20, 2007, 06:17 PM // 18:17   #76
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Quote:
Originally Posted by Gaile Gray
Rather than simply staying with the general set of changes and rules we'd originally intended, we're also adjusting creature Skill Bars throughout the game to make the fights more interesting.
And with that, most of my worries about hard mode are gone. Better builds on monsters will make it way more fun than simply increasing the number and/or level of enemies, or lowering time limits.

The comment about AoE scattering makes me wonder if it'll no longer happen in normal mode, but only in hard mode. And I can't decide if that would be good or bad.
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Old Mar 20, 2007, 06:18 PM // 18:18   #77
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cant wait to do thunderhead keep on hard mode
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Old Mar 20, 2007, 06:24 PM // 18:24   #78
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Quote:
Originally Posted by Gaile Gray
Hi, there,
We're also adjusting creature Skill Bars throughout the game to make the fights more interesting.
Enemies with more skills? Hell yes, as long as they only have 8 and don't all have necro secondary with chibilans.

Quote:
Originally Posted by Gaile Gray
Beyond all of that, we've also realized during the course of development that these changes give us the ability to rebalance several things in Normal Mode that players have found too challenging or unpleasant. For example, we're altering the death explosions of the Afflicted creatures in Factions, creature distribution in particularly difficult areas, monsters scattering away from area of effect spells, and healer creatures running from melee attackers indefinitely.
Afflicted deaths being too hard when compared to DoA... *chuckle*.

Monsters being set to not run from AoE? Finally I can use cyclone axe without everyone and their brother running away.

Stopping PvE healers running away forever.... Would love not having to chase that stone summit priest halfway across the map while he's happily spamming mark of protection.

Sounds very good, hopefully.
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Old Mar 20, 2007, 06:25 PM // 18:25   #79
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I like most of what was said, except for the lockpicks running off lucky/treasure hunting titles. While I agree with it running off the treasure hunting title, the addition of lucky to that seems a bit off. I understand, truly I do. But I consider myself a hardcore PvEr and spend much time taking several characters though all the games, thus I save my money. Now you're telling me that in order to raise my skill with the lockpicks, I have to wait for another event and spend my time standing in a circle spending my hard-earned cash on a lucky title?! I know that it won't change, but I wanted to voice my opinion on this one.
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Old Mar 20, 2007, 06:27 PM // 18:27   #80
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Quote:
Originally Posted by Gaile Gray
We know that, in essence, it is currently not possible to get the maximum ranks of the Sunspear and Lightbringer titles. When we released Nightfall, our plan was to not allow players to max out these titles until the implementation of Hard Mode.
Gaile - this begs the question....

After your Hard Mode changes, will it be possible to achieve the maximum ranks in these titles?
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