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Old Jul 05, 2011, 07:40 PM // 19:40   #21
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Originally Posted by chuckles79 View Post
Spare me the "you can faceroll PvE HM already, why make it easier!" comments.
Its 6 man because of the lack of skill variety and lack of elite skills on monster bars... vrs you and 7 fully loaded heroes would truly be a face roll
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Old Jul 06, 2011, 12:14 AM // 00:14   #22
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Its 6 man because of the lack of skill variety and lack of elite skills on monster bars... vrs you and 7 fully loaded heroes would truly be a face roll
lack of elite skills....are you daft? It's HM, of course they have elite skills.

I wasn't requesting this due to exploring in NM, but for HM taks. As I said it's not the challenge; it's the grind that bothers me.

Back in the days before Factions I knew people who gave up on GW due to the jungle (almost as depressing as post-searing Ascalon).

Unless you speed boost yourself into 30 popups of spiders, you can beat the area with 6 heroes.

Once that's done, you will NEVER step into the jungle again unless it's like this week and you need mandibles for Nick.
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Old Jul 06, 2011, 05:58 PM // 17:58   #23
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Mossy Mandibles, Dry Top VQ?

Whether coincidence or ANet staffing saying "here, now STFU", it makes me wonder.
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Old Jul 06, 2011, 09:29 PM // 21:29   #24
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I wasn't requesting this due to exploring in NM, but for HM taks. As I said it's not the challenge; it's the grind that bothers me.
So wait... you are requesting this so that you can vq faster because you think its boring? Thats hardly reason to institute a change...
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Old Jul 07, 2011, 05:58 AM // 05:58   #25
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Originally Posted by chuckles79 View Post
In goes in hand with the theory I've held for a long time now that ANet originally had bigger plans for the jungle area and ran out of time in developing them. Why else is Denravi the largest outpost by far but with only one quest (no secondaries except Defend Denravi Titan Quest) starting from there?
Back in beta times, it housed a pvp arena, 4vs4 if I remember correct.
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Old Jul 07, 2011, 04:43 PM // 16:43   #26
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lack of elite skills....are you daft? It's HM, of course they have elite skills.

I wasn't requesting this due to exploring in NM, but for HM taks. As I said it's not the challenge; it's the grind that bothers me.

Back in the days before Factions I knew people who gave up on GW due to the jungle (almost as depressing as post-searing Ascalon).

Unless you speed boost yourself into 30 popups of spiders, you can beat the area with 6 heroes.

Once that's done, you will NEVER step into the jungle again unless it's like this week and you need mandibles for Nick.
I said lack didn't say non-existent. If you count the total elite skills used in the jungle compared to other areas.... jungle areas have an low elite skill count.. i agree with you the jungle has alot of unfilled potential... but saying its boring because its easy so make it easier by adding 8 man parties... doesn't seem like sound logic
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Old Jul 07, 2011, 05:08 PM // 17:08   #27
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I decided to stop QQ'ing about it and VQ'd Dry Top and Tangle Root last night.

I now FIRMLY stand by my request.

It's fitting that the area has so many trolls because I feel like the area is a troll itself.

Life pods with healing spams and knockdown, Thornwalkers with Mist Form, and Scarabs with Verata's. With trapping devourers and necrobombing ones as popups along with the pods and scarabs, this area is designed to do nothing but slow you down.

It's not hard, I rolled Dry Top without a single healer.

All the creatures do is annoy the hell out of you until you want to rage quit.
Bring Dway, Mend Condition, Smite Hex, and Verata's say hi.
Go Physicals, Mist Form says hi. Balanced with 6 players..
bang head against this target until you like the idea.

Whatever, I'll slog through it with 6 until by veins threaten to burst from my forehead; but I still believe the idea has merit.
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Old Jul 07, 2011, 05:59 PM // 17:59   #28
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I decided to stop QQ'ing about it and VQ'd Dry Top and Tangle Root last night.

I now FIRMLY stand by my request.

It's not hard, I rolled Dry Top without a single healer.
What?!? You admit its not hard with 6 but you still want it changed to 8?
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Old Jul 07, 2011, 09:56 PM // 21:56   #29
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What exactly are you asking for. You already admit the areas are easy to vanquish with a party size of 6, so why do you want a party size of 8 to make it easier.

It honestly sounds more like you are fishing for hero build advice, then making a good argument for making Maguuma Stade an 8 person outpost.
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Old Jul 08, 2011, 01:27 AM // 01:27   #30
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If you read the first post, I suggest 8 player limit at Maguuma with the following logic:

1. There is even less reason to go to Maguuma Stade than the Temple of Ages. I know why ToA has 8, but I'd love to see a reason to go that backwater.

2. The Maguuma Jungle foes are not difficult to defeat in HM, but they are true adepts at slowing you down with piss off skills that are not part of any coherent build meant to challenge the player.

3. This would not affect the quest and campaign progression for Prophecies in any meaningful way.

4. It's a "sealed" off corner of Tyria in which you would have to walk quite a ways to make use of all 8 heroes in multiple areas...unlike ToA.


The grind of Maguuma is soul crushing. Large areas of confusing mazes, 50 enemies in an area, but 200 after popups. No elites to be captured, no rare weapons to farm, no reason to be there except for VQ'ing it and getting it out of the way.

By the time anyone did anything about it, I probably will have VQ'd the thing anyhow.

I'm just making an argument that compared to the other campaigns, and even the rest of Tyria, that a little change can make a non-challenging and non-enjoyable grind, go down a little smoother.

It's not about making it easier, it's more of an anti-grind stance.
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Old Jul 08, 2011, 04:00 AM // 04:00   #31
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Use Shining Blade Warhorns. BAM! Instant party of 9.
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Old Jul 08, 2011, 08:01 AM // 08:01   #32
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it's more of an anti-grind stance.

If you dont like grind why are you vanquishing in the first place, its a completely optional activity.


Maguuma Stade isnt as remote as you are trying to imply either, its only a slight detour from the primary quest path that leads from the Henge of Denravri to Riverside Province. There are also 2 green items that drop only in the Falls, in the past one of these greens was heavily farmed. There are also several skill quests that will lead you out to various areas of the Maguuma. The Henge of Denravi also used to house a pvp arena before Anet closed it down.


Your only argument seems to be " I can vanquish everywhere else with an 8 man party, but i dont want to walk out to the Falls from ToA, make a closer 8 man outpost ". You can already have 5 heros in your party and a summon stone can increase that to 7-9, and the summon sickness now goes away after 10 minutes instead of 60. With all this in your favor, why do you still want HM to be even easier in the Maguuma areas then it already is.
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Old Jul 08, 2011, 08:31 AM // 08:31   #33
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Given that the Plains of Jarin is the only location in Nightfall that can't be VQ'd with 8 players, and everywhere outside of noobie island in Factions has 8; that it's a long grind through the jungle.
Also considering that Maguuma Stade has no other purpose in the game...


Actually, it is very possible to vanquish Plains of Jarin 8man.
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Old Jul 08, 2011, 12:42 PM // 12:42   #34
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Parties should have been of 4 in pre-Searing, of 6 in Ascalon, of 8 from Yak's bend onward and so on, but now it's too late to change all of that.

It would probably take too much time.

All enemy parties would have to change. Just increasing party sizes would change things to be too easy.
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Old Jul 09, 2011, 12:42 AM // 00:42   #35
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If Maguuma Stade is allowed to give players access to eight players, what about giving similar treatment to outposts such as Serenity Temple, Ice Tooth Cave, and Augury Rock? The first two at least are a fair distance off the beaten path, but would allow for insertion points of full parties in each region of Tyria. Augury Rock as a mission is done solo, so having it accessible to eight players would be no issue in that respect, and it doesn't make much sense to put such an outpost in one of the corners.

Finding other outposts to turn into 8-man outposts becomes much harder for Shing Jea Island or Istan, if you were to trying to allow party sizes in each area to be boosted to eight. No outpost available really sticks out as being viable.

All-in-all, with the tools available to players, I don't see the real point in trying to do something like this.
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Old Jul 09, 2011, 12:48 AM // 00:48   #36
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Maguuma Stade isnt as remote as you are trying to imply either, its only a slight detour from the primary quest path that leads from the Henge of Denravri to Riverside Province. There are also 2 green items that drop only in the Falls, in the past one of these greens was heavily farmed. There are also several skill quests that will lead you out to various areas of the Maguuma. The Henge of Denravi also used to house a pvp arena before Anet closed it down.
.
If you get on the boat to go to Riverside Province, you lose your 8 player team so I don't know why that matters.

Totem Axes go for what, 2k max on a great day. I have one on my MOX. I don't think anyone farms them anymore and 8 players at the Stade wouldn't change that.

You also point out that it's an optional task in an optional area, which is the whole reason behind my suggestion. It doesn't affect the campaign at all and only affects VQ'ing.

It's funny the most valid argument against this idea is the one I haven't heard.

That it would change the now HM titan quest in the area.
That's the only reason that this would be a huge negative to play.
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Old Jul 09, 2011, 05:09 PM // 17:09   #37
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Originally Posted by Shayne Hawke View Post
If Maguuma Stade is allowed to give players access to eight players, what about giving similar treatment to outposts such as Serenity Temple, Ice Tooth Cave, and Augury Rock? The first two at least are a fair distance off the beaten path, but would allow for insertion points of full parties in each region of Tyria. Augury Rock as a mission is done solo, so having it accessible to eight players would be no issue in that respect, and it doesn't make much sense to put such an outpost in one of the corners.

Finding other outposts to turn into 8-man outposts becomes much harder for Shing Jea Island or Istan, if you were to trying to allow party sizes in each area to be boosted to eight. No outpost available really sticks out as being viable.

All-in-all, with the tools available to players, I don't see the real point in trying to do something like this.
I caravan'd from Yak's past Serenity and it went well, Diessa Lowlands was a pain but that was at the beginning. Other than the "Grawl Bowl" just outside Surmia, there are no mobs whatsoever.
The only part of the N. Shiverpeaks that intimidate me is the Deldrimor Bowl when I tried it with 5 heroes. I may hike from ToA to do just that part.

The Crystal Desert would affect the main campaign and quest progression. Besides, I find the enemies challenging without being complete pissoffs there and I'm going to make an epic NF to Proph. Trip with 8 and try to knock it out in a single day (probably will have to make it two)

It's not my intention to make VQ'ing easier across the board.

I just see an outpost with no reason to be there, and an area that saps your will to live.


I don't know if ZVs are picked ahead of time on rotation and it's amazing coincidence, or if someone saw this thread and wanted to make it a mute point.
With the Falls and Reed Bog already off the list, they added Dry Top and Ettin's Back this week.
If I do EB (I probably will when I have time later today) then my whole reasoning from a self-interest point is rendered moot, since the rest of it will be in reasonable ToA range.

I won't say that this was a bad idea, but given how many people didn't like the idea, it's safe to say this idea is dead in the water.

Last edited by chuckles79; Jul 09, 2011 at 05:12 PM // 17:12..
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