Nov 20, 2007, 05:43 PM // 17:43
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#21
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Krytan Explorer
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You put the words "PUGs" and "difficult" in the same sentence. You got me laughing on that one.
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Nov 20, 2007, 06:20 PM // 18:20
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#22
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Forge Runner
Join Date: Sep 2005
Location: Slovenia
Guild: Scars Meadows [SMS]
Profession: Mo/
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Do you even play the game? Because all I see from you is QQing on forums.
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Nov 20, 2007, 06:34 PM // 18:34
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#23
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Academy Page
Join Date: Apr 2007
Location: Under a rock
Guild: Envoys From Above [soul]
Profession: E/
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Go play WoW instead and stop QQing here.
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Nov 20, 2007, 06:38 PM // 18:38
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#24
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Krytan Explorer
Join Date: Oct 2006
Guild: The Order of Chaos Reborn [ToC]
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I think the problem with dungeons is not the rewards, is not the drops. It's the bosses. With exception to Murakai, Fendi Nin, and the Vloxen boss, all the bosses were just generic "zomg, huge damage of death bosses with uberhealth." There was nothing memorable about slaughtering Arachni, about taking down the Jotun boss in Darkrime, in torching the defender of Kathandrax's Crusher. It was just a high-powered boss that your group could zerg-rush with little to no consequences, or take down quickly if you were prepared.
If I've fought through three levels to take down this uber-boss, I want it to be different, I want it to be challenging. Things like the Storm of Souls, the minions of the boss in Vloxen, and the dual-form of Fendi Nin made the fight difficult, but also fun and memorable. Use the environment more than just a spammed ward (Sepulchre), two great balls of fire (Kathandrax), two easily-pulled defenders (Oola's Lab), or a massive amount of Spiders (Arachni's).
And yes, the HM drops from the final dungeon chest should be better, especially on Level 3+ dungeons.
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Nov 20, 2007, 07:50 PM // 19:50
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#25
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Forge Runner
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Quote:
If I've fought through three levels to take down this uber-boss, I want it to be different, I want it to be challenging.
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The "boss" concept is completely flawed in GW's concept.
Due to balanced design, no single mob can be powerful. The only way a boss can be strong is through imbalanced fake skills, or, more in line with GW, a strong, balanced group.
The Epic bosses in elite dungeons are just a really poor attempt at giving GW the WoW feel.
No matter how bosses are designed, they do not fit into GW's mechanic. This is why they will never be challenging, they'll be annoying or pointless at best.
Orignally, bosses were just elite skill bags. They were always just as tough as the counter that you brought. Even Willa.
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Nov 21, 2007, 03:51 AM // 03:51
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#26
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Jungle Guide
Join Date: Apr 2006
Profession: R/W
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Quote:
Originally Posted by Antheus
Which is why we should get into a guild or play with friends. Then team builds would be available and more people would be able to get into the higher end areas.
Reason more people don't get into high areas is because they can't handle it. Easy as that. For same reason why most players in WoW don't raid, why people left Lineage and other grindfests en-masse, and why, statistically looking, most players simply have no skill.
If you build it, they will come. Dungeons were built, people came. And those that didn't, don't care for them. The only way to change that, is to make it easier. Of course, then it'll be trivially doable with H/H, and PUGs are left in the dry again.
The only way to make PUGs viable is to make content VERY difficult, and available heroes/henchies incapable of playing there.
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Sorry but it has nothing to do with difficulty, GW pve is very easy everyone knows that.
Then not everyone can/wants to get a group with other players.
People in guilds that dont do stuff like that.
People who dont have time to form PuGs.
People who go afk during missions a lot.
People who play at odd times.
People who want to play how they like.
People who dont want to team with random people.
The list goes on.
Making them easier will only remove whatever challenge is left, which wont bring more people. When the game is so easy its boring there wont be a sudden increase in players.
Making them more accessable will.
By allowing 7 heroes players can form a proper team build with heroes, that will allow more people to do the higher end areas.
Oh and trying to force people to PuG wont work either, the game was advertised as a game you could play with players or with AI. Remove that and a huge portion of the playerbase would quit, no increase in people pugging just people leaving.
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