O
Hard Mode - Thumbs Up/Down? (First Impressions and more)
3 pages • Page 2
b
m
I like it for the way that the enemies' skillsets now complement each other and that they do play a little smarter. Also, I was encouraged at first that the Charr Chaots are sooo powerful and annoying (played in Flame Temple Corridor), because I thought this was a step in the right direction as far as mesmers getting some recognition as to what they can actually do. Then I came up on a group with some Charr Shamans, and what do you know...they aren't interruptable. It's bad enough that a lot of what makes the monsters "hard" is just that they have cheat abilities like casting 50% faster. But even when I KNEW I'd hit a skill, it wouldn't get interrupted. If the goal is to make mesmers more viable in PvE, they can't just remove one of the few abilities mesmers are boxed into. If monsters have unlimited energy (which they seem to) so that e-denial is useless, and they move faster, and they have tons of health, and they CAN'T BE INTERRUPTED, what's a mesmer for? Seriously, you can't just make the game harder by making our skills not work. You can't just do that.
T
r
From what I see so far, thumbs way up for hard mode. Enemies are now hard because they are smart, not just in huge mobs. Mesmer shutdown and assasin ganking is now useful in PvE!
I am however, tentative to see how the farming changes go and how the economy adapts. On one hand it looks like it might finally put a decent hurt on gold farmers, but on the other, it looks to be hard on the average player when they want to farm for some extra cash. If doing missions is the best way to gain wealth, the financial distribution between players may be very akward and cause an undesired imbalance in the GW economy. I guess we'll see how this turns out in the long run.
I am however, tentative to see how the farming changes go and how the economy adapts. On one hand it looks like it might finally put a decent hurt on gold farmers, but on the other, it looks to be hard on the average player when they want to farm for some extra cash. If doing missions is the best way to gain wealth, the financial distribution between players may be very akward and cause an undesired imbalance in the GW economy. I guess we'll see how this turns out in the long run.

haha +50% casting speed for all hard mode monster.
way to make the mesmers useful in pve. genius!
they want mesmers to not interrupt at all. now they can just have one skill on their skill bar = conjure phantasm eveyone and call it a day.
they can't interrupt, they can't drain energy effectively, what will they do?
way to make the mesmers useful in pve. genius!
they want mesmers to not interrupt at all. now they can just have one skill on their skill bar = conjure phantasm eveyone and call it a day.
they can't interrupt, they can't drain energy effectively, what will they do?
Curses Necromancers are way, way too powerful vs. the double attack speed and double spell cast. Spiteful Spirit on any melee spells near-instant death.
Fortunately, SS is my favorite build.
The only true mission I did was Consulate Docks. It was quite interesting...Whirling Defense sucks when it lasts 30 seconds on those Rangers.
Fortunately, SS is my favorite build.
The only true mission I did was Consulate Docks. It was quite interesting...Whirling Defense sucks when it lasts 30 seconds on those Rangers.

M
Quote:
|
Originally Posted by XvArchonvX
From what I see so far, thumbs way up for hard mode. Enemies are now hard because they are smart, not just in huge mobs. Mesmer shutdown and assasin ganking is now useful in PvE!
|
Quote:
|
Originally Posted by mystwillow
I like it for the way that the enemies' skillsets now complement each other and that they do play a little smarter. Also, I was encouraged at first that the Charr Chaots are sooo powerful and annoying (played in Flame Temple Corridor), because I thought this was a step in the right direction as far as mesmers getting some recognition as to what they can actually do. Then I came up on a group with some Charr Shamans, and what do you know...they aren't interruptable. It's bad enough that a lot of what makes the monsters "hard" is just that they have cheat abilities like casting 50% faster. But even when I KNEW I'd hit a skill, it wouldn't get interrupted. If the goal is to make mesmers more viable in PvE, they can't just remove one of the few abilities mesmers are boxed into. If monsters have unlimited energy (which they seem to) so that e-denial is useless, and they move faster, and they have tons of health, and they CAN'T BE INTERRUPTED, what's a mesmer for? Seriously, you can't just make the game harder by making our skills not work. You can't just do that.
|
Oh yeah and, thanks for nerfing solo farming, even in Normal Mode. The rich stay rich, even with all the gold sinks, and the poor can't even make a shilling now. Awesome.
N
D
