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Old Feb 21, 2007, 06:09 PM // 18:09   #101
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Quote:
Originally Posted by freekedoutfish
I honestly found/find the ROT a pain to play in
couldnt agree more!
ive been playing for a freaking year and a half and have some 3k hours but i get trashed into oblivion by the first three groups in the domain of fear? its kinda obvious that i am not the most casual player - and that can either mean i totally suck at this game (which i doubt) or the game is just not designed in a best of way.
so now i have my necro and mesmer at fear and ive decided that ill stop playing my assasin since i cant bare the idea of having to bring it through this piece of crap again. and ill only make characters that wont need to go though RoT anymore. once these two guys get through - i am done with torment!
and if they continue to add more content like this that will be 'mandatory' - i am just done with gw - since its obviously turning into a game i dont like. bloody hell - its a game - i should be having fun - not praying that it will be over and done with as soon as possible!
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Old Feb 21, 2007, 06:22 PM // 18:22   #102
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I think it's hard enough as it is, ugh. People who say it's too easy probably have 100 level 20's with all the best/most expensive equipment EVER.
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Old Mar 12, 2007, 05:30 AM // 05:30   #103
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Alot of it is like work.I dont mind it hard but it get pretty reduntant at times.Especially with respawns and such.Boring to keep killing critter over and over and over.
A game should be fun.GWP with the exceptions of Titans if you took out a critter it was over.I like NF but there is alot of cheesy stuff.It gets old.A couple of missions almost put me to sleep.To much regurgatating(SP).I like my PVE challeging but fun.
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Old Mar 12, 2007, 05:36 AM // 05:36   #104
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I hope hard mode offers some extra skill points and xp.
That way we can choose the hard difficulty for some extra skills points/xp or we can choose the normal difficulty for what we are already used to getting.
Some places are very hard if you don't use your skill points to learn the right skills to make the missions easier.
Many missions require certain skills and tactics and can be very easy to those who have taken the time to get them.
Except DOA. That place seems to be out there. I have every skill for my mesmer and still have no idea what to effectively use there. It's murder x 10 for him. Can anyone here help me?
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Old Mar 12, 2007, 06:02 AM // 06:02   #105
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I like the way it currently is, I only have two complaints (and only one is a real complaint). Gates of Madness and restrictions on AI.

Right now, almost anyone can beat all three games. For a game to sell well, this needs to be the case. If you can halfway understand the game, halfway come up with a build, and halfway work in team nearly all the missions are doable. The one exception is the Gate of Madness mission, Shiro kills too many. Hopefully it will end up like THK and builds/skills make it pretty easy, but so far no real hope of that. Those of us that have played the game since the start can beat it no problem with hench (I've gotten masters every time I have tried after the first time I went in blind), but it is a bit of a skill needed spike.

The other (real) complaint is that I am restricted to where I can take the hench. For me, it pretty much means I can only solo/hero a few areas. As a casual gamer that really sucks, I would love to see more of FoW or the UW but until this is allowed I can not do a build that I can do so. Maybe someone better with them can clear it with a team of four (I've seen screens of some amazing things done with hench), but I am not one to do so. Maybe they, as many that do not want this say, are too hard to hench but without given the chance I would bet they are. If they are truly too hard for the hench to be useull then nothing will have changed, only the complaints gone.

As is, there is pretty much a PvE area for nearly any skill level. I can clear SF with no huge barrier (some missions are hard and a few I haven't tried - but the area in general), same with ToPK - though it takes a lot more effort and time. The elite areas offer more challenge.

If main story line areas were made much harder too many would be driven off, many more than would be happy with increased difficulty. As is the difficulty of late game areas probably about breaks even from what I have seen, and their solution on making post-game areas hard doesn't make the "hardcore" players happy (though, given what I know of AI development we are mostly decades away of the intelligence most demand, you will note that while they complain they still play).
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Old Mar 12, 2007, 06:50 AM // 06:50   #106
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I come here to have fun,not to be made think about my build doh!Doa is hopelessly hard for me still i want that damn shield!I like to play with monsters that wont kill entire party in 3 secs,its not why i got this game.Yes, after playing this for 2 years.. i want it more easy.I dont like to get frustrated over stupid mobs or so called hard core players,screw them.
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Old Mar 12, 2007, 08:06 AM // 08:06   #107
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Quote:
Originally Posted by CagedinSanity
I think it's hard enough as it is, ugh. People who say it's too easy probably have 100 level 20's with all the best/most expensive equipment EVER.
Uhmm, I hate to break it to you but expensive equipment only looks different and no matter how many characters you have, you still only play one at a time. There's isn't a green or gold that can beat a collector's item. Just the same as FoW, Vabbi or 15k armour only looks different but has exactly the same stats as the normal 1k/1.5k armours...

It doesn't matter if there's a hard mode cause you can choose to ignore it. I wasn't particularly looking forward to it, but I would warm up to the the idea if hard mode gives better drops.
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Old Mar 12, 2007, 08:16 AM // 08:16   #108
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Quote:
Originally Posted by strcpy
The one exception is the Gate of Madness mission, Shiro kills too many.
Well, it is a tough mission but with the right team build it's not that bad. The team build even allows for a couple of spots of any classes.

- 2 monks as usual.
- 1 warrior tank with wild blow
- 1 MM
- 1 SS
- 1 Empathy/life degen Mesmer
- 2 any class

The best way to do it is with the bonus cause that gives you extra defences. So first kill the Lich and then do bonus...then kill shiro

Shiro will attack the MM's minions before attacking players since shiro always goes for the weakest/lowest levels first. The SS uses spiteful spirit and insidious parasite and the mesmer uses empathy. Shiro can remove hexes with one skill so keep stacking the hexes and stack others on top whenever you can....watch shiro die quickly with his tons of attacks...he takes about 100 damage with each attack...the more attacks the quicker he dies...and wild blow will take care of his stances.
Add some blinding skills and it's a laugh....

I would really hate to think what shiro will be like in hard mode...something tell me that is going to be the real mission to beat....again
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Old Mar 12, 2007, 09:07 AM // 09:07   #109
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For the story campaign, the current difficulty is sufficient. I don't enjoy pve like I once did, but I do appreciate that I can hench/hero any mission if I need to. If I have to get back into the pve pug thing again just to progress to a skill cap, that will be annoying.
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Old Mar 12, 2007, 09:35 AM // 09:35   #110
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I like it the way it is, but even then it becomes frustrating in certain missions. In my opinion, Peter Molyeneux had it right. Games should always be fun and enjoyable to play - if you were reading a book and became extremely frustrated with it, would you continue to read it? Why whould games be different?

I'm not saying games should have no challenge at all, but I think they need to keep the difficulty down. It still needs to be hard enough so random noobs that are rushing through aren't going to be able to finish it, but you shouldn't have to be a tactical mastermind with a guild to be able to finish it either.

Hard mode seems like a great idea. Keep the regular mode as it is, but add a harder difficulty for those who find it too easy.
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Old Mar 12, 2007, 10:04 AM // 10:04   #111
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wanting higger dificulty has major pitfall:

the one wanting harder stuff always imagines himself "pwning it" (because he is like ... good enough) while non-l33t others fail it.

Then, something along DoA( New tombs / Urgoz ... being bit historical but resulted in some nice flame stuff too) comes and he gets himself "pwned" while other suceed. going to fansite and posting some angry stuff follows soon.

Be carefull what you wish for ... it might be too much.
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Old Mar 12, 2007, 10:28 AM // 10:28   #112
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Hiya!

I feel the progression of difficulty is right on the spot in Nightfall; the increase in difficulty in the explorable areas in general as well as the difficulty in the missions. Guild Wars is a game based upon knowledge of character and team builds; player skill plays an important part as well since it's required, in the later areas of the game, that you have some knowledge of the game mechanics (conditions and hexes, target calling, positioning, pulling, envirionment awareness etc).

What I would really like added to GW, however, is some more information about each explorable area/mission BEFORE I enter it woven into the story; for example a mechanism where NPC's spread rumors about what kind of environment we're entering as well as what kind of monsters/monster groups we will face, so that we'll have a chance to correct our character and team builds accordingly. As it is now, in the later parts of the game, it's most often necessary to play the mission/explorable area once and then go back to adjust the build in order to get it right. Either that, or do as I normally do since it's quicker, read the forums and Guildwiki and set it up correctly before I try it out. How about giving us a village/outpost elder to talk to before moving on?

/Gwon
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Old Mar 12, 2007, 01:16 PM // 13:16   #113
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Hard mode is the answer, it should be an option for the player to have harder PvE. Right now, if you are with a friend, or out with a player group, even RoT is too easy. With Heroes and Hench, RoT is hard enough that some famous PC game magazine editor and blogger recently rage quit GW because he thought it was too hard ... and he had been playing since Prophecies release.

Casual players are the majority and nothing should be done to alienate them. And I agree that if there is a hard mode, it should not merely be more mobs, but rather monsters who have full skill bars and secondaries ... with good drops wouldn't hurt.
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Old Mar 12, 2007, 03:14 PM // 15:14   #114
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imo, all pve campaign right now isn't hard. you can do it without much difficulty with henchies and heroes.
it would be more fun if they make the boss like dragnar, lichlord, shiro, abaddon, varesh, or other bosses harder to fight. (just boss. not underlings... )
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Old Mar 12, 2007, 03:48 PM // 15:48   #115
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Quote:
Originally Posted by upier
or because i dont want to be forced to always play the freaking perfect build with skills i hate. i bloody want to have fun - and torment is as far away from fun as gaile is from getting her mask back.
Dito! That is why I think designers should leave it to the players. Give us the possibility to make any area extremely easy, normal or hard.

The lightbringer rank is something to make things easier in RoT, but it takes way too long to get it up.

Last edited by Kashrlyyk; Mar 12, 2007 at 03:50 PM // 15:50..
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Old Mar 12, 2007, 03:51 PM // 15:51   #116
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Quote:
Originally Posted by strcpy
The other (real) complaint is that I am restricted to where I can take the hench. For me, it pretty much means I can only solo/hero a few areas. As a casual gamer that really sucks, I would love to see more of FoW or the UW but until this is allowed I can not do a build that I can do so. Maybe someone better with them can clear it with a team of four (I've seen screens of some amazing things done with hench), but I am not one to do so. Maybe they, as many that do not want this say, are too hard to hench but without given the chance I would bet they are. If they are truly too hard for the hench to be useull then nothing will have changed, only the complaints gone.
If you want to try to hench FoW/UW, just ask a friend to take 3 heroes and go in with you. Then he/she can leave, but you keep the heroes, so you can try it with 7.
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Old Mar 12, 2007, 04:44 PM // 16:44   #117
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As long as they increase difficulty without being like DOA. What nobody wants to see is the exact same missions, etc with same monsters but twice as many of them or level 30 instead of level 24 or whatever. I would think that an update doing anything else would be difficult, so they need to wait until they can do it right or not do it. As far as how the missions are now, they are all really easy IF you know the exact team build to use. Most can be done with anything, but the ROT needs to be set up correctly to be easy.
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Old Mar 12, 2007, 05:34 PM // 17:34   #118
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Quote:
Originally Posted by cthulhu reborn
Yeah, what can I say? DoA is too much of a pain in the rear end. Great for those who get a kick out of it, but if that is the level of difficulty I would have to play a campaign in it would be a chore...not what I want from a game.

I just feel it's nice to be able to master area's and become good at it so that it becomes easy for yourself. Part of PvE is story line and discovering area's...you know, enjoying it. And I like a good fight for sure, which I expect to find in the later area's of the story.

Hard mode is a good idea to keep those busy who don't like the current difficulty levels. Personally I am not looking for it cause it will be a chore again, but that's why options are good.

I just wish I could get the ritu hero somewhere else than DoA. I just stop liking PvE when you cannot do it with a group of all character classes anymore. DoA is one warrior, 3 monks, 3 ele's and a Necro/Ranger. The idea that only a team build like that does it means you can forget about getting a ritu hero if you have an assassin, mesmer, paragon, dervish, ritu or ranger...that's where I think it goes wrong. It's like racism except people are forced to apply it...

So for PvE's sake let's keep it interesting for all players and let the hardcore stuff be an option for those who want it.
This is the post a-net needs to read...I don't know how they could do it, but this is how it should work. heal monk, prot monk, then random group of 6 other classes should have difficulty but not impossability in doing the missions. Then if people want it to be easy they can use a build like that used in DOA or a B/P or some other gimmick to make it easy. No area should be so "hard" that only a specific team can pass it and nobody else because I like many have several characters and would like to be able to do everything and go anywhere on all of them, (dervish, mesmer, ranger..none of them will be able to do DOA {unless some uber skills come out in next chapter, then they will be able to do it until the nerf bat hits} so I would like all areas doable with balanced build.
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Old Mar 12, 2007, 06:31 PM // 18:31   #119
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I guess its best to give players a wide scale of options: Nursery mode, Weak mode, Normal mode, Hard mode, Impossible mode... Rewards can be related to the mode you play.

Also let players be free to choose if they like to enter a level with a human party or henchmen/heroes.

What I don't want is missions/area's that only can be played as 'elite', like DOA. Anet should get rid of the system "more creatures = harder". Make it harder by more variations. But no time based stuff.

I admit I like a relaxed game. One single player should always be able to slay any single ai opponent in the game.
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Old Mar 12, 2007, 06:46 PM // 18:46   #120
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i like it the way it is. Elite Area actually means something.
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