Jul 15, 2008, 02:58 PM // 14:58
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#41
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Emo Goth Italics
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Quote:
-No PvE skills
-A variant of builds being used.
-A New Challange
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This is bad?
However, unless I missread:
I believe they should make numbers smaller and improve the capabilities of enemy skill use aswell. And at the same time, do the same with henchmen and AI in general.
/Signed.
PS: Please use polls!
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Jul 15, 2008, 06:09 PM // 18:09
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#42
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Hall Hero
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Quote:
Originally Posted by lyra_song
Theres no real challenge in an overpowered monster.
Id much prefer a monster on even skill-sets as me.
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But even then it's not even, since you're going to be up against the idiocy of the AI. When you have to go against something "overpowered", you start to learn that what you've been running this whole time is not a good build but an acceptable one. The holes within it become more clear, you see where your strengths are lacking, and ultimately see what
So yes, Hard Mode is indeed challenging. It's just that we've surpassed it.
~~~
As to the suggestion itself, it'll be pretty tricky. If not implemented properly, this could be as challenging as the Kournans in NF: balanced but boring. And again there's the issue of the AI. But ultimately, it's the "build>skill" gameplay that exists within PvE. Whether or not this could change it would be unknown, but it'd be certain that heroes would be much less desired.
To those saying "programming nightmare": It's about the concept. Just assume that ANet can do anything to their game. "How well does this idea hold together?" is what you should be answering.
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Jul 15, 2008, 06:53 PM // 18:53
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#43
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Krytan Explorer
Join Date: Jul 2006
Location: East Coast
Guild: Soldier's Union [SU]
Profession: N/Me
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I'm a fan of a lot of these ideas... a hard mode that's gimmick-free? Sign me up.
The problem seems to start with the idea of a static build for mobs in areas. Would it be possible, instead of counter builds, and instead of overpowered boss bonus qualities...to have a possible rotating set of skill bars available to monsters in an area?
For instance, the Mandragor necros all carry a set skill bar in EotN. What if there were 5 skill bars coded--5 different skill bars: a hex-and-degen, like they currently have, an SS-Reckless Haste-Rigor Mortis group (Curse heavy?), a blood-magic heavy, and a condition-heavy bar?
So, when a character zones in, some device assigns (at random?) one of these skill bars to every possible mandragor necro in the area.
Combine this with varied bars for each of the class groups: the mandragor dervish: 5 possible bars. The mandragor warrior: 5 possible bars.
Keep these at 8 full-skill bars, with an elite skill...Now, the team would need to be prepared for an array of possibilities.
If it's possible to consider adding "synergy" in the monster builds, maybe randomness could go out the window: there could be a rotating set of team builds, well-synergized to cause multiple problems to the human team...and upon zoning, a team build would be assigned to each group spawn?
Perhaps the other thing missing from HM...8-person, or 8-creature, teams. Isn't that a HUGE chunk of what made both normal and HM so ... stale? The knowledge that you needed a full 8-person team at only one point in a given map...and the rest of the time, you faced mobs of 5-6?
I found the thought of facing level 28 monsters less daunting, when I learned...there weren't MORE of them. Groups of 8 would preclude the kind of 2-on-1 tactics that pop up sometimes in PvE play--sending 2 people to zap a monk would suddenly leave another critter uncovered.
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Jul 15, 2008, 07:05 PM // 19:05
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#44
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Wilds Pathfinder
Join Date: Aug 2007
Guild: None
Profession: N/
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Or they could just tweak monster builds and bump up thier levels again, that would prolly be x-treme enough.....the counter idea would be fail, higher level monsters that have auto adjusted skill bars to counter the party would be A.I. pwnage even if they werent "perfect" counters. I like the idea of another difficulty now since hm seems like nm, and nm a seems like a strole in nolani.
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Jul 15, 2008, 07:17 PM // 19:17
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#45
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by englitdaudelin
I'm a fan of a lot of these ideas... a hard mode that's gimmick-free? Sign me up.
The problem seems to start with the idea of a static build for mobs in areas. Would it be possible, instead of counter builds, and instead of overpowered boss bonus qualities...to have a possible rotating set of skill bars available to monsters in an area?
For instance, the Mandragor necros all carry a set skill bar in EotN. What if there were 5 skill bars coded--5 different skill bars: a hex-and-degen, like they currently have, an SS-Reckless Haste-Rigor Mortis group (Curse heavy?), a blood-magic heavy, and a condition-heavy bar?
So, when a character zones in, some device assigns (at random?) one of these skill bars to every possible mandragor necro in the area.
Combine this with varied bars for each of the class groups: the mandragor dervish: 5 possible bars. The mandragor warrior: 5 possible bars.
Keep these at 8 full-skill bars, with an elite skill...Now, the team would need to be prepared for an array of possibilities.
If it's possible to consider adding "synergy" in the monster builds, maybe randomness could go out the window: there could be a rotating set of team builds, well-synergized to cause multiple problems to the human team...and upon zoning, a team build would be assigned to each group spawn?
Perhaps the other thing missing from HM...8-person, or 8-creature, teams. Isn't that a HUGE chunk of what made both normal and HM so ... stale? The knowledge that you needed a full 8-person team at only one point in a given map...and the rest of the time, you faced mobs of 5-6?
I found the thought of facing level 28 monsters less daunting, when I learned...there weren't MORE of them. Groups of 8 would preclude the kind of 2-on-1 tactics that pop up sometimes in PvE play--sending 2 people to zap a monk would suddenly leave another critter uncovered.
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One of my older ideas was exactly like that actually.
This is a more complicated version essentially.
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Jul 15, 2008, 07:21 PM // 19:21
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#46
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Emo Goth Italics
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Quote:
Originally Posted by komma
bump up thier levels again
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No. Higher numbers =/= higher difficulty.
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Jul 15, 2008, 07:35 PM // 19:35
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#47
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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just keep the monsters on the same level as in Hard mode, and give them skill bars with synergy. Bars that you would see in a GvG or HA match.
kind of like the Charr Rspike, but better (seriously they use the wrong elite and prep)
the skills of the monsters dont need to change to counter you, just make them pvp quallity bars
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Jul 15, 2008, 07:46 PM // 19:46
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#48
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Wilds Pathfinder
Join Date: Aug 2007
Guild: None
Profession: N/
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Quote:
Originally Posted by Tyla
No. Higher numbers =/= higher difficulty.
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D'uh thats what this thread is about, Extreme Mode, not slightly better builds on the monsters.
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Jul 15, 2008, 07:56 PM // 19:56
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#49
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Emo Goth Italics
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Read the part I quoted. You suggested bumping their levels up.
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Jul 15, 2008, 07:58 PM // 19:58
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#50
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Lion's Arch Merchant
Join Date: Oct 2006
Profession: W/
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Good idea but I highly doubt it will happen.
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Jul 15, 2008, 08:07 PM // 20:07
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#51
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Jungle Guide
Join Date: Apr 2006
Profession: W/R
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only problem is people are gonna complain the new extreme mode is too hard they cant do it. and anet wants all areas to be at least doable for all
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Jul 15, 2008, 08:16 PM // 20:16
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#52
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Wilds Pathfinder
Join Date: Aug 2007
Guild: None
Profession: N/
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Quote:
Originally Posted by Tyla
Read the part I quoted. You suggested bumping their levels up.
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yea exactly...only by a few since skill effects get stronger exponentially at that level.
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Jul 15, 2008, 08:34 PM // 20:34
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#53
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Desert Nomad
Join Date: Oct 2006
Location: Ireland
Guild: Currently LF Active HA Guild, Glad 2, Comm.3, R2
Profession: E/
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Quote:
Originally Posted by Tyla
This is bad?
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...Did I say it was bad?
No i said it sounded like PvP
Last edited by Solas; Jul 15, 2008 at 08:37 PM // 20:37..
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Jul 15, 2008, 09:53 PM // 21:53
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#54
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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You want enemies to all have good balanced skill bars and to use them intelligently? We have that mode already, its called PvP.
Actually, nvm, PvP has none of that anymore.
It's an ok idea, but I think it would be too hard to implement, too exploitable (think of the doppleganger), and too much of a pve style meta game. Either the builds are going to be nigh perfect counters to your build (think the worst kind of PvP metagaming builds + double damage/recharge/casting) or we would end up with every enemy in the game using almost exactly the same build.
I think any development time that just happens to be lying around would be put to better use just making enemies smarter then dogshit. Not to mention even if the enemies were perfect counter builds, I bet I (or at least someone else) could come up with a tank'n'spank build that relies on things that are completely uncounterable by pve enemies until we get an AI update that allows them to chose targets intelligently instead of going for either the nearest or training the monk. Shouts, weapon spells, and buffs without types could easily be an uncounterable wall, even without pve skills.
I think a more limited approach would be better, lets say all high end mobs get 1-3 wildcard skills on their bar that can be randomized between a number of different possibilites, but the 'core' 4-5 skills all remain the same. Gives every different mob a bit of originality, helps force people to be more reactionary instead of cookie cutter, and avoids some of the nasty possibilities that I outlined above. But above all else, we need better AI first. This is for all modes, not just this new uber mode, normal and hard mode desperately need these changes to make battles more unique. They also need the no pve skills/consumables changes, but lets not drag that discussion into this thread .
Last edited by The Meth; Jul 15, 2008 at 10:02 PM // 22:02..
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Jul 15, 2008, 10:01 PM // 22:01
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#55
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Emo Goth Italics
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Quote:
Originally Posted by Talach_Ninneed
...Did I say it was bad?
No i said it sounded like PvP
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Then why state that? Isn't it obvious that it would be like that?
Quote:
Originally Posted by komma
yea exactly...only by a few since skill effects get stronger exponentially at that level.
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That's still higher numbers. Making enemies smarter instead of stronger is the way to go. Maybe except for those few places in hard mode *cough* Old Ascalon *cough* which could have buffed enemies to a certain extent.
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Jul 15, 2008, 11:34 PM // 23:34
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#56
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Forge Runner
Join Date: Aug 2006
Location: Australia
Guild: Lost Templars [LoTe]
Profession: Me/Mo
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Quote:
Originally Posted by lyra_song
You need to stop thinking inside the box.
The monster counters are intended to be "impossible" but beatable. You just have to know your own weaknesses and be prepared for it. Obviously tweaking and balancing would be needed but it will still lean towards HARD.
The monster builds should be, imo, based on balanced builds, and skills will change slightly to counter teams which are heavier on certain types of skills.
As for coding wise...The game already knows which skills are enchantments, and which skills work vs enchantments and which wont. It already knows which classes have the lowest armor, and which classes have slow casting skills. How much of a stretch is it to say:
if team A has ___ enchantment, monster team B has ____ anti-enchantment.
if team A has 7 warriors, monster team B has Dervish with Ebon Dust AUra, Ele with Blinding surge, ranger with Dust Trap and Necro with spiteful spirit.
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But by your logic the monster reads the skill bar and will be able to counter the counter...If you know your own weakness in this instance so does the monster AI, and thus they would always win...
/notsigned.
This idea is way too complicated, and I'd go so far as to say damn near IMPOSSIBLE to implement. I even think that it removes skill from the game. Having randomized skill sets means that you can never plan. Most of the skill in this game is being able to see what an enemy's strengths are and counter those. I agree that I'd like more of a challenge. Hard Mode is ok, but it's still just beefed up sameness, as the OP stated earlier. I don't think random skills is the answer though, because then you're running blind into every fight, and you'll just see a whole lot of cookie cutter, overpowered builds with the HOPE that an enemy doesn't have this, or that skill. I like creating my own builds to counter enemy skill bars specifically, and your idea would sort of negate that.
An earlier poster stated that effects of buffs would be the way to go and I'm inclined to agree.
Last edited by pamelf; Jul 15, 2008 at 11:40 PM // 23:40..
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Jul 15, 2008, 11:50 PM // 23:50
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#57
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Forge Runner
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Fail. The whole idea is like saying Sableye and Spiritomb from pokemon should have Wonder Guard.
If you did not understand the analogy, "Wonder Guard" in pokemon is an ability in which makes your pokemon only get hurt by attacks the type of its weakness. Sableye and Spiritomb have no weakness. Therefor creating an impossible-to-counter situation.
Unless you're too stupid to use common sense, RPG's is all about countering your enemy's strategy. Like a game of chess.
In this case, PvE is about countering the setup for all the enemies formations and obstacles.
If you were to take that away the countering for enemy mobs, it'd be like forcing you to play a flare elementalist up against a full team of mesmer and necromancer. Besides. Anet would not want to spend the money or time on this when they could be working on GW2!
/NotSigned&Failure
Good job.
Last edited by Lishy; Jul 16, 2008 at 07:14 AM // 07:14..
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Jul 16, 2008, 12:01 AM // 00:01
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#58
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Desert Nomad
Join Date: Feb 2006
Location: Censored
Guild: Censored
Profession: R/
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Random composition of the groups that spawn, that should not be to hard to implement and would give you enough of a challange.
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Jul 16, 2008, 12:13 AM // 00:13
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#59
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Academy Page
Join Date: Jan 2006
Profession: N/
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More Ursans ...
/notsigned unless Ursan is nerfed
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Jul 16, 2008, 12:37 AM // 00:37
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#60
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Hall Hero
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Quote:
Originally Posted by pamelf
An earlier poster stated that effects of buffs would be the way to go and I'm inclined to agree.
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I too am going to have to be more in agreement with Mithran's ideas. As "lame" as it may sound, providing more roadblocks does encourage you to think of more in-depth and broader builds. Simple, but challenging.
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