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I want harder missions then the deep.
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XoO? Heh.
Anyways, it's impossible to design more difficult content. Whatever you do, it's "kills thing, repeat."
In World of Warcraft, some end-game fights require locational positioning (i.e, casters need to be to the side of certain bosses in order to avoid damage). However, with the current methods of aggro management and bodyblocking, that wouldn't work.
What WOULD work is requiring an extremely cookie-cutter build. (i.e. a boss has a stance that makes him invincible, but can only be broken by an Elementalist spell.)
Anyways, it's impossible to design more difficult content. Whatever you do, it's "kills thing, repeat."
In World of Warcraft, some end-game fights require locational positioning (i.e, casters need to be to the side of certain bosses in order to avoid damage). However, with the current methods of aggro management and bodyblocking, that wouldn't work.
What WOULD work is requiring an extremely cookie-cutter build. (i.e. a boss has a stance that makes him invincible, but can only be broken by an Elementalist spell.)
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The only way I can see them getting past the problem of creating AI or challanges too hard for players to find a easy way through is by making the mission pvp based - or tournament based sorta like HoH. And if that happens, rank discrimination rears its ugly head again.
Deep = wall + nuke
Urgoz = trap + pull (or wall + nuke also)
The only thing preventing 6 man teams in the deep right now is time and latency. It would take some pretty experienced players to get through it while taking bit longer due to lack of damage output and losing 1 person in a 6 man team is not nearly as bad as losing 1 person in a 9 man or 12 man team.
Deep = wall + nuke
Urgoz = trap + pull (or wall + nuke also)
The only thing preventing 6 man teams in the deep right now is time and latency. It would take some pretty experienced players to get through it while taking bit longer due to lack of damage output and losing 1 person in a 6 man team is not nearly as bad as losing 1 person in a 9 man or 12 man team.
It's absolutely possible to design more difficult content. They could increase the difficulty by an order of magnitude simply by having the monsters be significantly randomized in location, number, and build.
The question is: would that be more fun for the majority of players, and if so, is it enough so to be worth the extra development time required? Obviously, Arenanet doesn't think so, and as much as I'd like content that requires a little more thought, the reality is that they'd probably be right to think so.
That said, I thought that at least the Factions big bosses were significantly more challenging and fun than most of Prophecies, although admittedly after the Undead Liche they really couldn't get much worse.
The question is: would that be more fun for the majority of players, and if so, is it enough so to be worth the extra development time required? Obviously, Arenanet doesn't think so, and as much as I'd like content that requires a little more thought, the reality is that they'd probably be right to think so.
That said, I thought that at least the Factions big bosses were significantly more challenging and fun than most of Prophecies, although admittedly after the Undead Liche they really couldn't get much worse.
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Originally Posted by Zinger314
XoO? Heh.
Anyways, it's impossible to design more difficult content. Whatever you do, it's "kills thing, repeat." In World of Warcraft, some end-game fights require locational positioning (i.e, casters need to be to the side of certain bosses in order to avoid damage). However, with the current methods of aggro management and bodyblocking, that wouldn't work. What WOULD work is requiring an extremely cookie-cutter build. (i.e. a boss has a stance that makes him invincible, but can only be broken by an Elementalist spell.) |
What annoyed me with GW: Factions and probably will in Nightfall is the fact that while the new monsters may look different and such, I still dislike how the "lure, tank, nuke nuke heal splat repeat" element of every single mob I encounter. It starts to get really really boring after a while. The WoW things you mentioned sound interesting but the locational positioning sounds kinda like the cookie cutter part you were talking about. In any case I made enough money to stay off PvE and hope it might get a bit more interesting.
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Originally Posted by Torn_Muffin
I really enjoy this mission, and would like to see more missions like this in nightfall. I mean the current thrend in prophecies, and faction is really boring and stale. Most builds can solo a lot of the stuff in there.
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Originally Posted by Zinger314
XoO? Heh.
Anyways, it's impossible to design more difficult content. Whatever you do, it's "kills thing, repeat." In World of Warcraft, some end-game fights require locational positioning (i.e, casters need to be to the side of certain bosses in order to avoid damage). However, with the current methods of aggro management and bodyblocking, that wouldn't work. What WOULD work is requiring an extremely cookie-cutter build. (i.e. a boss has a stance that makes him invincible, but can only be broken by an Elementalist spell.) |
The game mechanics are way different in the two games and personally I find the WoW way retarded - I mean you can *through* friends and foes.
Please for god sakes don't try to take ANY inspiration from WoW and try to apply it to GW it simply doesn't work.
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Originally Posted by majoho
Dude go play WoW if that's what you like
The game mechanics are way different in the two games and personally I find the WoW way retarded - I mean you can *through* friends and foes. Please for god sakes don't try to take ANY inspiration from WoW and try to apply it to GW it simply doesn't work. |
Take either Elite Mission boss. You need to do some weird crap to kill them. Take any WoW Raid boss. You need to do some weird crap to kill them also.
I fail to see how the ability to walk through players invalidates my point. (just makes life much easier.)
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Originally Posted by Zinger314
Take either Elite Mission boss. You need to do some weird crap to kill them.
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Originally Posted by Zinger314
In the terms of large-group combat, the games are similar.
Take either Elite Mission boss. You need to do some weird crap to kill them. Take any WoW Raid boss. You need to do some weird crap to kill them also. |
I hate raiding with a passion and hope Anet never implements crap like that.
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Originally Posted by xiaotsu
You can 2-man UW...it's far from "difficult".
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Originally Posted by KamikazeChicken
Underworld can be entirely cleared with multiple gimmick builds. UW and FoW are in no way difficult. >.>
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