Mar 03, 2010, 12:52 PM // 12:52
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#21
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Desert Nomad
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Quote:
Originally Posted by bhavv
I simply dont understand why they couldnt have left SF as it was, and instead place in new types of Dying Nightmares in elite areas and dungeons with this skill added to their skill bar:
http://wiki.guildwars.com/wiki/Signet_of_disenchantment
Just maybe buff it not to remove all energy, nothing wrong with doing so really.
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Why should they, when the problem was blanket protection offered by SF?
SF is now in line with every anti-target spell in the game. No need to spend resources for over-complicated changes to the areas, when you can just fix the core problem (a skill without parallels in the game with its dual protection and, thanks to the sinergy with a couple of skills, full mantainability) with a simple change.
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Mar 03, 2010, 01:43 PM // 13:43
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#22
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Wilds Pathfinder
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Quote:
Originally Posted by snaek
its a double-edged sword really...gw's elite areas and dungeons can (or could) be beaten through solo play and so there is no brilliant loot. remove the ability to beat them through solo play (sf/600 nerf was a step in the right direction), and you should then be able to offer 'brilliant loot'.
my ideal situation...let farmers farm explorable areas (i.e. raptor farming) and leave the elite missions and dungeons to organized teams.
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If soloing the dungeons was impossible, the loot that you can only get in them would automatically be brilliant.
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Mar 03, 2010, 01:49 PM // 13:49
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#23
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Ascalonian Squire
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So what the nerf bat really did was.............. make people QQ a lot and whine whine whine. Isn't this the 3rd thread this morning about the same damn thing ?
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Mar 03, 2010, 01:55 PM // 13:55
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#24
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Desert Nomad
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Quote:
Originally Posted by qvtkc
If soloing the dungeons was impossible, the loot that you can only get in them would automatically be brilliant.
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I hope that soloing doesn't include h/h (not that I care as I play 2p+6h).
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Mar 03, 2010, 02:40 PM // 14:40
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#25
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Wilds Pathfinder
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Quote:
Originally Posted by Improvavel
I hope that soloing doesn't include h/h (not that I care as I play 2p+6h).
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I consider H/H to be the same as playing in a full human team. I like 2p+6h too.
And I consider a full human team where one guy does the actual playing and the rest just sit back and chat as soloing (in this case, running).
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Mar 03, 2010, 06:12 PM // 18:12
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#26
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Krytan Explorer
Join Date: Jan 2009
Guild: Exiled Forcez [Ex]
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I really don't get it. Why should those that have taken the time to get good at the game suffer because there are people that just aren't good enough to clear areas in a short period of time. Basically, why should those that are good at the game lose value because there are people raging around about how everything should be extremely easy to get, but at the same time are complaining about how easy farming is. In reference to an earlier comment made by OP, no I don't farm at all, I do everything "the way the game was meant to be played", or at least that seems to be the common misconception.
ANET supports farming, and as such it is fine. With this most recent update, they have made farming more difficult, which is essentially what they were going for. Why should everything become easier to get? Simply because you can't get them because you get bored of doing a dungeon once because it takes you 2 hours to complete a dungeon that takes a decent set of players 40 minutes to complete. Yea, I guess I'd get bored too, get better and it won't take nearly as long.
If anything, as stated by another person, they should nerf back the broken classes to the same level that your so called underused classes are at. PvE is easy. Ask any player that has been playing since the beginning, and they will tell you that power creep has taken any and all difficulty out of the game.
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Mar 03, 2010, 07:53 PM // 19:53
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#27
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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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Quote:
Originally Posted by Konker2020
I really don't get it. Why should those that have taken the time to get good at the game suffer because there are people that just aren't good enough to clear areas in a short period of time. Basically, why should those that are good at the game lose value because there are people raging around about how everything should be extremely easy to get, but at the same time are complaining about how easy farming is. In reference to an earlier comment made by OP, no I don't farm at all, I do everything "the way the game was meant to be played", or at least that seems to be the common misconception.
ANET supports farming, and as such it is fine. With this most recent update, they have made farming more difficult, which is essentially what they were going for. Why should everything become easier to get? Simply because you can't get them because you get bored of doing a dungeon once because it takes you 2 hours to complete a dungeon that takes a decent set of players 40 minutes to complete. Yea, I guess I'd get bored too, get better and it won't take nearly as long.
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you're making the mistake of believing that because people finish an area fast, they are good players. They are just as good as anyone else, but they are using the specific build that abuses a few certain skills to turn "elite" areas into complete jokes. I agree that the guys doing sub-30 times were good players, with a ton of cohesion; but anyone and their brother could do UW in 45 minutes no sweat. My buddy made me come along once as an SoS rit and follow his ass around for 40 minutes. It wasn't hard, it really wasn't very fun, and the reward wasn't great (i think i got 2 ectos, and a decent shadow bow). Honestly, Ursan teams were probably more fun than SF speed clears (Or at least monking for them was).
Dungeons aren't terribly difficult (I'll admit that frostmaw's in hardmode was a BITCH), but they definitely are less rewarding than their level of difficulty suggests. When I can take my warrior and smite run for 5x as much money as a team fighting their way through the depths of hell, with pain in the butt environmental effects and huge bosses, their is something terribly wrong.
I'd just like Dungeons to offer rewards in line with their difficulty and lenght. There is no reason to do a dungeon over after you've experienced it the first time
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Mar 03, 2010, 08:20 PM // 20:20
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#28
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Desert Nomad
Join Date: Apr 2006
Profession: R/
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Quote:
Originally Posted by Kate Monster
Is is just me or is it that no one is going to be happy until everyone else is playing the game exactly how everyone else wants them to play it? Can't we all just STFU and play the game? And if you don't like how someone is playing the game, then why can't you go play with yourself. Sheesh.
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I love the irony of this post
Sheesh
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Mar 04, 2010, 01:58 PM // 13:58
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#29
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Desert Nomad
Join Date: Aug 2008
Guild: Fuzzy Physics Institute
Profession: E/
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Quote:
Originally Posted by Konker2020
With this most recent update, they have made farming more difficult
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Really? All farming, everywhere, for all classes? Funny, I have not found one single farm I do to be more difficult now than it was before. Raptors: no change. Feathers: no change. Undead: no change. Etc., etc., etc. How can this be!? Do you suppose ANet accidentally downloaded a different copy of GW to my machine than to others?
I really wish people would think before posting all these blanket statements in numerious threads to the effect that farming is now impossible or more difficult. Stop overgeneralizing and claiming that nerfs to a few "farms" (i.e., speed clears) for a particular subset of players constitutes a game-wide farmageddon for everyone. It doesn't, and saying so just makes you look like a drama queen.
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Mar 07, 2010, 12:18 AM // 00:18
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#30
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Academy Page
Join Date: Jan 2006
Location: Underworld
Guild: The Order of Kume
Profession: R/Mo
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I think all skills should sacrifice all of your health.
Yawn.
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