Sep 28, 2008, 02:36 PM // 14:36
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#21
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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^ Worst idea I have ever seen.
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Sep 28, 2008, 02:43 PM // 14:43
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#22
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Desert Nomad
Join Date: Aug 2007
Location: www.godtguild.com
Guild: Blades Of Burning Shadows [GoDT]-leader
Profession: Mo/
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Quote:
Originally Posted by zelgadissan
^ Worst idea I have ever seen.
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QFT
seriously, elite areas are there to be a challenge and not to get trough them by smashing 3 buttons, get over it...
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Sep 28, 2008, 02:53 PM // 14:53
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#23
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Ascalonian Squire
Join Date: Dec 2006
Guild: blabla
Profession: N/Mo
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Ok..
If it is a challenge that remains better as it is now ...
I really do not have problems.
DoA is for 8 people .
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Sep 29, 2008, 02:08 AM // 02:08
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#24
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The Greatest
Join Date: Feb 2006
Profession: W/
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FoW and UW HM are really hard for me, I think they should be 12 man.
No. God no. Stop trying to make this easy game easier. I'd rather DoA be dead for pugs than DoA be amazingly easy. I was surprised to see that the poster of this thread wasn't...well, I'm sure everyone knows who I'm talking about.
Oh, once again,
NO!
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Sep 29, 2008, 05:42 AM // 05:42
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#25
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Furnace Stoker
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Completely unneeded change. It's fine as it is... it was designed for 8-man teams and it's possible to complete it with 2man+6heroes...
increasing party size won't make DoA more popular or easier to make complete successful teams. Big party brings more problems too, more afkers/leechers (team of 10 will just continue without waitning for 2 leechers), more random people = bigger chance for someone screwing up entire run... bad idea, just bad.
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Sep 29, 2008, 04:46 PM // 16:46
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#26
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Wilds Pathfinder
Join Date: Nov 2006
Location: Hellsace
Guild: F*ck Yeah Ion Cannons [dBal]
Profession: W/
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For the god of love NOES !
It's the last "hard" elite zone in the game, don't kill it with a 12-people party.
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Sep 29, 2008, 05:07 PM // 17:07
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#27
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Wilds Pathfinder
Join Date: Feb 2007
Location: Disconnect the fascination
Guild: LF High End PvE Guild that's not filled with elitists.
Profession: R/
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Quote:
Originally Posted by tipiak
For the god of love NOES !
It's the last "hard" elite zone in the game, don't kill it with a 12-people party.
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/word
and sad part is, iisn't even that hard.
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Sep 29, 2008, 09:39 PM // 21:39
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#28
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by Joe Fierce
/word
and sad part is, iisn't even that hard.
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Well, it can get quite challenging in hard mode. But God forbid something in the game is challenging, right?
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Sep 29, 2008, 11:15 PM // 23:15
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#29
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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Quote:
Originally Posted by Arkantos
FoW and UW HM are really hard for me, I think they should be 12 man.
No. God no. Stop trying to make this easy game easier. I'd rather DoA be dead for pugs than DoA be amazingly easy. I was surprised to see that the poster of this thread wasn't...well, I'm sure everyone knows who I'm talking about.
Oh, once again,
NO!
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Pre-Sear needs to be 12 man, especially for North of the Wall. how2beetplz?
I agree with MagmaRed's post, in its entirety.
Also, PuGs can easily play 8 man in NM. More experienced players should be able to do HM, and it should remain that way.
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Sep 29, 2008, 11:21 PM // 23:21
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#30
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Wilds Pathfinder
Join Date: Mar 2007
Location: 02/18/05 (Pm me with the place, its a riddle)
Profession: A/
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id like it
Add more rewards like rare skins to the end chest and random coffer drops in it XD
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Sep 30, 2008, 03:31 AM // 03:31
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#31
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by viper11025
id like it
Add more rewards like rare skins to the end chest and random coffer drops in it XD
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Wait, wait. You want to make it easier and give it a better reward?
I always thought the harder the area = the better the reward, not the easier.
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Sep 30, 2008, 03:51 AM // 03:51
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#32
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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If PvE skills didn't exist.
If consumables didn't exist.
If the environmental effects were put back into play for normal mode.
Enraged un-nerfed.
Bug in City fixed.
Whatever it is players do in Foundry to hide the Forgotten from the Black Beast so they don't have to worry about their safety.
Everything that allows players to kill Mallyx from outside the environmental effects.
Then... maybe.
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Sep 30, 2008, 09:01 AM // 09:01
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#33
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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Hahaha... I think having 7 heroes would do more to revive the elite areas.
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Sep 30, 2008, 09:16 AM // 09:16
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#34
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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The pve aspect of GW is pretty much dead, shame, I used to like PUGing. I don't know a fix in the world that can prevent people from just getting bored with a game.
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Sep 30, 2008, 09:34 AM // 09:34
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#35
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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I say we increase all "elite" 8-man zones to 12, and 12-man zones to 16. Not like the economy can be even more dead :P
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Sep 30, 2008, 10:07 AM // 10:07
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#36
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Forge Runner
Join Date: Dec 2007
Profession: E/
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we seriously need something new in GW
new elite area with a weapon design contest maybe
oh and /notsigned for bringing back ursan
all classes are usable in PvE if you think about it
*cough*AP CoP mesmer*cough*
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Sep 30, 2008, 10:16 AM // 10:16
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#37
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Quote:
Originally Posted by N1ghtstalker
*cough*AP CoP mesmer*cough*
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Strength of Honor SoJ mesmer in shards of orr lololol
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Sep 30, 2008, 10:17 AM // 10:17
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#38
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Forge Runner
Join Date: Dec 2007
Profession: E/
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Quote:
Originally Posted by bungusmaximus
Strength of Honor SoJ mesmer in shards of orr lololol
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i think it's pretty clear with my and your example that mesmer's are quite good in PvE and PvP seeing the power and popularity of CoP
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Sep 30, 2008, 10:34 AM // 10:34
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#39
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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What would be nice imo, would be to give a random gold drop at the end of each area, making it like a dungeon.
The reason it is dead is that pugs cant complete it easily/quickly, and the rewards arent that great for a long haul. If you can complete stygian veil in an hr (hm) and get a gold drop, it would become like a dungeon, and imo more popular.
The other option I can see is add henchmen to the elite outposts Deep/Urgoz/DoA so that you dont have to pug. Atm its impossible to do anything there apart from dual heroes pug or alliance. If you could fill out ur party with crappy henchies, atleast then the random player could slowly take it through, will be difficult, but it can work.
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Sep 30, 2008, 01:08 PM // 13:08
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#40
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Krytan Explorer
Join Date: Mar 2006
Guild: innergalactic gargleblasters
Profession: W/Mo
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12 in DoA is and always has been unnecessary. in the beginning (before the birth of Ursans) it was done easily with 8, and still is today. In fact, you dont need a full group of real people to make it all the way through as it is. I go there and finish on a regular basis with a party of 2 people and the rest heros. So 12 in DoA? absolutely not.
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