Mar 20, 2007, 05:52 PM // 17:52
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#61
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Academy Page
Join Date: Mar 2006
Guild: House of Moon
Profession: R/Rt
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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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Mar 20, 2007, 05:53 PM // 17:53
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#62
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Somewhere you can't see
Guild: Limburgse Jagers [LJ]
Profession: N/
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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
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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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Mar 20, 2007, 06:02 PM // 18:02
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#63
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Desert Nomad
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
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I look forward to this.
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Mar 20, 2007, 06:03 PM // 18:03
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#64
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Krytan Explorer
Join Date: Jun 2006
Guild: Steel Phoenix[StP]/Terror Of The Justice Salmon[FisH]
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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
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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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Mar 20, 2007, 06:03 PM // 18:03
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#65
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Frost Gate Guardian
Join Date: Jan 2007
Location: CA
Guild: Frogs in Winter [FiW]
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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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Mar 20, 2007, 06:05 PM // 18:05
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#66
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Nebraska
Guild: The Killer Panda Bears
Profession: W/Mo
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This news gave me the happies!
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Mar 20, 2007, 06:05 PM // 18:05
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#67
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Krytan Explorer
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
Profession: W/
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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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Mar 20, 2007, 06:05 PM // 18:05
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#68
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Frost Gate Guardian
Join Date: May 2005
Location: UK
Guild: League of Friends (LOF)
Profession: R/
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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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Mar 20, 2007, 06:07 PM // 18:07
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#69
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Furnace Stoker
Join Date: May 2006
Profession: R/
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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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Mar 20, 2007, 06:09 PM // 18:09
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#70
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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Woot, can't wait for hard-mode, sounds like best update ever.=D >___>
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Mar 20, 2007, 06:11 PM // 18:11
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#71
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Banned
Join Date: Nov 2005
Location: Northern California
Guild: HoTR
Profession: N/Me
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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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Mar 20, 2007, 06:14 PM // 18:14
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#72
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Academy Page
Join Date: May 2005
Location: Green Bay
Guild: Slightly Inebriated
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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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Mar 20, 2007, 06:15 PM // 18:15
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#73
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Banned
Join Date: Mar 2007
Location: EU
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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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Mar 20, 2007, 06:16 PM // 18:16
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#74
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Jungle Guide
Join Date: Mar 2006
Guild: The Hand of Omega [WHO]
Profession: E/
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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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Mar 20, 2007, 06:17 PM // 18:17
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#75
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Forge Runner
Join Date: Nov 2005
Location: Among dead bodies.
Guild: The Republic of Sky Pirates
Profession: E/
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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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Mar 20, 2007, 06:17 PM // 18:17
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#76
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Lion's Arch Merchant
Join Date: Oct 2005
Location: California
Guild: Fifteen Over Fifty [Rare]
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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.
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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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Mar 20, 2007, 06:18 PM // 18:18
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#77
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Desert Nomad
Join Date: Sep 2005
Guild: Lack of Talent [Luck]
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cant wait to do thunderhead keep on hard mode
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Mar 20, 2007, 06:24 PM // 18:24
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#78
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Frost Gate Guardian
Join Date: Nov 2006
Profession: N/
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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.
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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.
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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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Mar 20, 2007, 06:25 PM // 18:25
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#79
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Ascalonian Squire
Join Date: Apr 2006
Guild: Sativa High
Profession: N/Me
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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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Mar 20, 2007, 06:27 PM // 18:27
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#80
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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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.
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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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