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Old Sep 22, 2009, 11:23 PM // 23:23   #1
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Default Random thought about speed clears and SF

I was thinking, instead of nerfing these things entirely, why not make them something like daily quests in other games in where once you've gone into the area X amount of times, you can't enter any more that day?
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Old Sep 22, 2009, 11:46 PM // 23:46   #2
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/notsigned. I don't want to be not able to do something because I've done it too much. What about people who are trying (and repeatedly failing) to do something? They get locked out and told to try again tomorrow after a few tries? Doesn't sound fun to me.
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Old Sep 22, 2009, 11:48 PM // 23:48   #3
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already been suggested, /notsigned
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Old Sep 23, 2009, 01:25 AM // 01:25   #4
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What if you repeatedly fail at a quest or something should you be punished.....? How would people be able to learn anything?
Countless people would just leave the game...

/notsigned

Last edited by Need More Donuts; Sep 23, 2009 at 01:28 AM // 01:28..
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Old Sep 23, 2009, 01:42 AM // 01:42   #5
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insead of making it so you cant enter after so many times just make it so that you can only open the end chest so many times.
that way if you fail you can go again over and over till you get it and ppl who do the slower farms just for ecto can still do it it would only affect ppl doing speed clears bec i cant see many ppl fighting all the way through uw 5-10 times a day
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Old Sep 23, 2009, 06:47 AM // 06:47   #6
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Maby you couldn't re-enter if you have succeeded the area already X amount of times. Maby that would be better.

But some skills do need a nerf. I mean come on, nobody should be able to do this solo. Theres is a 600 version too but the Perma only has succor(not really needed, meaning it can be done solo) while the 600 still needs atleast 1 more player/hero.

/dunno
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Old Sep 23, 2009, 06:51 AM // 06:51   #7
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/notsigned.
The average player trying to abtain FoW armor will suffer from this.
+ We don't want regulations on how much we can/may play a particular area.
No point in nerfing, does speedclears harm anyboby? NO..
It's virtual economy, stop caring so much. If people want to waste all their time gaining more stuff/money in GW, let them..:S

gg, gl&hf =)
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Old Sep 23, 2009, 07:44 AM // 07:44   #8
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definitely /not signed
freedom is what counts
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Old Sep 23, 2009, 08:15 AM // 08:15   #9
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So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
/notsigned
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Old Sep 23, 2009, 12:25 PM // 12:25   #10
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Just kill the freakin skill, why does everyone look for a way around it.
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Old Sep 23, 2009, 01:17 PM // 13:17   #11
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Quote:
Originally Posted by Tenebrae View Post
So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
Exactly. They would just use Death's Charge to by pass it.

On a more serious note: Perma (almost-)invincibility should have never been brought in game to begin with. Therefor: /notsigned.
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Old Sep 23, 2009, 03:05 PM // 15:05   #12
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Quote:
Originally Posted by Killerminds View Post
Just kill the freakin skill, why does everyone look for a way around it.
because in a lot of areas, its not a case of being "invincible" and just maintaining shadow form. some areas require serious skill and timing to make the perma tank work.

i suggest you go try to tank doa on perma, then tell me how easy it is.

shadow form doesnt need a nerf, just dungeon running and uwsc
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Old Sep 23, 2009, 04:04 PM // 16:04   #13
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Quote:
Originally Posted by Tenebrae View Post
So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
/notsigned
Pretty much.

The skill itself is the key.

Quote:
Originally Posted by Enon View Post
Exactly. They would just use Death's Charge to by pass it.

On a more serious note: Perma (almost-)invincibility should have never been brought in game to begin with. Therefor: /notsigned.
LOL...Death's Charge.
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Old Sep 23, 2009, 05:39 PM // 17:39   #14
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No. Let people enter areas as many times as they want.
But change areas and skills so an area that is meant to last 1 hour lasts at least 40 minutes.

Last edited by MithranArkanere; Sep 23, 2009 at 05:53 PM // 17:53..
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Old Sep 23, 2009, 08:05 PM // 20:05   #15
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I wouldn't mind an environmental effect such as enchants last half as long, but restricting the playerbase because of a broken build is not the way to go.

/not signed
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Old Sep 24, 2009, 01:22 AM // 01:22   #16
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I can understand why a lot of people don't like this idea. I mean there are other possible fixes available and this is kind of drastic. However this is how I see things:

If you nerf the skills, you risk either undernerfing them or overnerfing them. Furthermore if the current form of speed clears and farming are nerfed, all it takes is one creative player willing to share his strategy and we are back at square one. Adding new mobs and tweaking existing mobs can work for awhile, but again all it takes is one person finding and sharing the right tweak.

This way people can still do the type of run they want to, they just can't do it as much as they want to.
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Old Sep 24, 2009, 05:09 PM // 17:09   #17
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/unsigned
A better solution would be to enrich the variety of builds used by the mobs in that specific map as a detriment against narrowly focused team builds. More balanced team composition of mobs, reduced stat bonuses of HM mobs.
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Old Sep 24, 2009, 05:47 PM // 17:47   #18
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You're talking about taking away player's freedom to go where they please (I saw a suggestion once with a similar concept, only it restricted which builds you could run). This is (as much as I hate to say it) just as bad (if not worse) than leaving the broken stuff in.

Why not, just, I don't know, fix the broken stuff? Instead of taking away player's freedom, why not remove the incentives for using overpowered gimmicks by nerfing them? Seems much simpler to me.

/notsigned
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Old Sep 24, 2009, 06:27 PM // 18:27   #19
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This "A lot of people will leave the game if solo farming is nerfed" is getting ridiculous. Games are not about graphics, being able to get through them easily, story lines, etc..
Games are about facing challenges and using innovation with creativity to get advantages over everyone else.
Now, this entire forum + wiki system eliminates pretty much all of that, but so does solo farming. If solo farming is what everyone does to make gold (When you'd be better off doing a lot of other things to make gold) then all of the creativity and innovation is removed from the game, and Guild Wars will be like every other game on the market now.
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