Dec 01, 2009, 01:12 PM // 13:12
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#21
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Forge Runner
Join Date: Dec 2007
Profession: E/
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they should remove dhuum's rest instead
they expect us to spend hours in uw to fight an other hour resting this bastard with a possible wipe
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Dec 01, 2009, 01:35 PM // 13:35
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#22
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Hyperventilate
I was discussing something similar with some friends a while back.
When a warden dies, I think you should have to visit all the previously visited wardens to revive him. That way, the incentive to keep him alive is still there, but if he died it's not the end of the world. Because who wants to backtrack through x, y and z places just to come back to right where they started?
Disable the warden teleportation to force the player(s) to manually visit each one. Lore-wise they could just say that their forces aren't strong enough to teleport you or something.
It'd still be an inconvenience, but I know that when I'm in the UW, I'd want those wardens to stay alive because going back on a hike through the previously explored areas isn't going to be too fun, just to turn around and come right back to where I was.
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Don't you think that people would then just sacrifice the Planes Reaper when it comes to the 4H and then just split and each one goes to talk to one Reaper? Sure you'll waste a few minutes - but still much easier and faster than a wipe.
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Dec 01, 2009, 03:34 PM // 15:34
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#23
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Academy Page
Join Date: Feb 2009
Profession: Mo/
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Quote:
Originally Posted by zwei2stein
Care to describe it / link to wiki?
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I can't link it because it isn't a monster skill or anything as far as I know but I know for a fact that certain mission critical npcs have either very high damage reduction, armor or a constant protective spirit like effect. In vizunah square hard mode togo and mhenlo take way less damage from ray of judgment and never get spiked from skills like mind burn or lightning orb so I can only assume they have some sort of constant protection from damage. Anyway it would be easy to test you could go to raisu palace and let an ele starburst mhenlo and togo.
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Dec 01, 2009, 03:52 PM // 15:52
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#24
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Lion's Arch Merchant
Join Date: Jun 2009
Location: MQSC
Profession: E/
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Quote:
Originally Posted by J I L T
I can't link it because it isn't a monster skill or anything as far as I know but I know for a fact that certain mission critical npcs have either very high damage reduction, armor or a constant protective spirit like effect. In vizunah square hard mode togo and mhenlo take way less damage from ray of judgment and never get spiked from skills like mind burn or lightning orb so I can only assume they have some sort of constant protection from damage. Anyway it would be easy to test you could go to raisu palace and let an ele starburst mhenlo and togo.
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Lol all monster skills are on wiki
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Dec 01, 2009, 04:23 PM // 16:23
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#25
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Academy Page
Join Date: Feb 2009
Profession: Mo/
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Quote:
Originally Posted by Eluvatar
Lol all monster skills are on wiki
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I checked wiki again after I posted that and the only skill that it could be is "Hard Mode npc Buff" but that page says literally nothing about the skill except that it is a monster skill. So it could be on wiki but it doesn't give any info so it doesn't matter. Plus it might not even be a skill. And everyone knows there's information on wiki. Lol at you for thinking people don't know about it.
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Dec 02, 2009, 12:21 AM // 00:21
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#26
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Krytan Explorer
Join Date: Nov 2007
Location: Somewhere in California
Guild: I Gots A Crayon [Blue]
Profession: Me/Mo
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Quote:
Originally Posted by upier
Don't you think that people would then just sacrifice the Planes Reaper when it comes to the 4H and then just split and each one goes to talk to one Reaper? Sure you'll waste a few minutes - but still much easier and faster than a wipe.
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You'd still HAVE to do the quests. It's not like, "Oh, I don't feel like doing this quest, sac the reaper and we'll regroup."
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Dec 02, 2009, 12:35 AM // 00:35
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#27
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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Quote:
Originally Posted by Hyperventilate
You'd still HAVE to do the quests. It's not like, "Oh, I don't feel like doing this quest, sac the reaper and we'll regroup."
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The issue is that now you need to do a split for the 4 Horsies, because if they get the Reaper you are a goner.
With the option of the NPC-rez the whole team could just do one side, completely disregard the Reaper, and then just pull or charge into the second group making what is one of the hardest quests in the game into a quest that will be hard to fail.
Maybe rework the quest in that case?
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Dec 02, 2009, 12:41 AM // 00:41
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#28
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Krytan Explorer
Join Date: Sep 2009
Location: GMT +2
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Quote:
Originally Posted by upier
The issue is that now you need to do a split for the 4 Horsies, because if they get the Reaper you are a goner.
With the option of the NPC-rez the whole team could just do one side, completely disregard the Reaper, and then just pull or charge into the second group making what is one of the hardest quests in the game into a quest that will be hard to fail.
Maybe rework the quest in that case?
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If reaper dies you fail at quest, so you have to revive him and start quest again... As hard as ever :P
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Dec 02, 2009, 01:01 AM // 01:01
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#29
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Wilds Pathfinder
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They also need to make the quests available only one at a time, or at least make a popup warning people trying to grab all of them at once, and screw the entire group over.
Quote:
It is elite for a reason. With Aatxes hitting 300, I can completely understand how it is elite. But there is a line between challenging and unfair, to even just plain frustrating.
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Definitely.
Quote:
Originally Posted by IronSheik
It's not that they die too easy, it's just now it's even harder for balanced groups to do UW, Especially pugs. And without a guild group, it's basically back to how it was, speed clears or nothing.
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But its the pugs fault that they are not in a guild, its also their fault if their guilds/friends suck, and their fault if their good guilds doesn't have enough people, and their fault if their good guilds have enough people but not enough people want to do UW. If a good guild/friend group get into UW and the monk lags while protecting a NPC, and hours goes down the drain, its also their fault.[/sarcasm]
Quote:
Originally Posted by Shadowhaze
I would agree. It's darn frustrating when you go with a balanced team, only to have a npc die on one of the last quests and then you all get booted. There goes two hours down the drain for maybe a few ecto (depends on your luck), which isn't worth it imo if you're trying to go for drops/completion sake. Being with a group of buddies makes it more bearable, but still it's ridiculous.
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Two hours? More like 3-4 on average, I mean good guild balanced groups still take more than one hour before the current UWSC situation.
Quote:
Originally Posted by N1ghtstalker
they should remove dhuum's rest instead
they expect us to spend hours in uw to fight an other hour resting this bastard with a possible wipe
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This is actually not too bad, but if they're going to nuke SF they better make the chest appear BEFORE dhumm appears, and leave dhumm for green item collectors to fight.
Last edited by UnChosen; Dec 02, 2009 at 03:13 AM // 03:13..
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Dec 02, 2009, 01:55 AM // 01:55
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#30
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Academy Page
Join Date: Aug 2008
Guild: [BonD]
Profession: Mo/E
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they killed SC's with UW but even balanced groups are having a tough time. i know its an elite area but that doesnt mean that 90% of pugs should fail. i agree to make either the quests or npc's a little easier in UW or at the very least make it so you don't fail if all reapers die in Dhuum fight >..>
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Dec 02, 2009, 05:55 AM // 05:55
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#31
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Krytan Explorer
Join Date: Nov 2007
Location: Somewhere in California
Guild: I Gots A Crayon [Blue]
Profession: Me/Mo
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Quote:
Originally Posted by upier
The issue is that now you need to do a split for the 4 Horsies, because if they get the Reaper you are a goner.
With the option of the NPC-rez the whole team could just do one side, completely disregard the Reaper, and then just pull or charge into the second group making what is one of the hardest quests in the game into a quest that will be hard to fail.
Maybe rework the quest in that case?
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Hm. I understand that. I agree that perhaps a minor reworking of the quest would be a viable solution. I'm not quite sure what could be done, perhaps. I would say change the spawns, but that would still fall for the same problem.
I must say I only see this quest being the biggest hitch in my idea. I'd still like it to be a difficult quest, but I can't really think of a solution. I'll have to chew on this idea for a little while.
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