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Originally Posted by Master Knightfall
All GWEN does is make it more important in the type of build you give to your heroes for the particular dungeon/mission you are going on. This is to prevent boredom of the same hero builds being able to take on anything. So, you have to be "intelligent" to be able to get past some of these quests/mission areas. If you think you can rely on everything you've done in the past to work everywhere then that is where you are ignorant.
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I agree with you on that, but you are missing my point. I am all for using intelligent builds to counter particular obstacles and/or dungeons and/or monsters. But, generally speaking, a party of live players doesn't have to do much research to counter Cyndr, they just go in and mop up. A solo-er has a
much bigger challenge -- and in this particular mission (and others like it) -- the disparity between the "live"-group and h/h-group difficulties is especially wide.
It is not the fact that going solo can be harder that bothers me (I expect that), but that, in many cases it is
inordinately harder due to the way a boss or dungeon or mission is designed and the limitations of hero/hench AI. I can recall some quest early in Presearing Prophecies that required two players to open some gate or other. I recall thinking, "well, this really stinks." I was afraid the rest of the game was going to be like that, but fortunately, it wasn't.
Be that as it may, my main concern in all of this is where ArenaNet is headed in abandoning the hero/hench feature. I do not want a game that forces players into an "LFG hell" the way WoW does. The answer Blizzard (and other players) always gives is that you can do other stuff, like quests and crafting, oh boy. Well, sure. But I did not appreciate having important areas of the game (the dungeon instances) effectively roped off from solo players: "Sorry, you need a group here. No admittance."
I am not ranting about GW2, by the way. I am sure it will be a fine game, as is WoW, though it may not be the game for me the way GW1 is. I do think it is worthwhile talking about what features you hope ArenaNet will retain while they are still developing, designing, and refining GW2 as opposed to waiting until it is released.
I believe that, in an interview Jeff Strain once gave, the henchmen idea was added relatively close to the release of Guild Wars as an added inducement for solo-oriented players. Thus, if ArenaNet "listens" to these boards (and I am certain they do), the time to talk about such likes and dislikes is now.
So far, I have heard that GW2 is jettisoning several of the features I really appreciated most about Guild Wars 1 from a solo-player perspective, including the wide use of instancing and the heroes and henchmen. I just hope GW2 is as accessible and open for solo players as GW1 has been. The standard WoW-ish MMO model for dungeons and groups really stinks, in my opinion.