I want harder missions then the deep.

Silent Kitty

Silent Kitty

Desert Nomad

Join Date: Mar 2006

Netherlands

[TYW] "The Young World"

A/Me

How about an option to become evil? From the beginning you follow quests to kill master togo, and you are lead by Shiro
Whole armies of palace guards to slaughter and citizens to assassinate.

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

I want more cake with the pie I requested earlier.

Mithie

Wilds Pathfinder

Join Date: Jul 2005

Rest En Pieces [RIP]

Me/W

Include two WoH monks, an E/Mo ether prod heal party/blind bot, a rit lord spirit spammer, and 8 touch rangers with every party of enemies. Give every enemy a res sig. Have the enemy coordinate spikes and slam down frozen soil when one of you goes down.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by Omega X
You have absolutely no imagination whatsoever
That's because I don't have to imagine - I've been there, I've done it. I've mapped quite literally hundreds of mazes, and solved more puzzles, most of them ridiculously illogical, than you can shake a very big stick at.

Quote:
It won't hurt you if they threw a puzzle in your path every so often RATHER than fighting glitchy lvl 28 mobs all day everyday. It would actually make some ppl use BRAIN power for once in their Guild Wars lifetime.
I'd like to use my brain too. Thing is, mapping a maze isn't using your brain, it's simply trial-and-error-tedium. Puzzles may require engaging the brain, but only for the first person to go through - after that it's posted on every website and you can bet there's a website-reader in every PUG.

Quote:
Lvl28 invincimobs can only entertain for so long.
Personally I don't find them entertaining at all. I hate invincimobs; it's completely the wrong kind of difficulty, especially in a game like GW. Slugfests like the bonus in Dragons Lair or the fight against Shiro in Factions is cheesiness squared.

If I had my way, at least the intelligent mobs would be playing by the same rules as the human players - dual-professions, 8 reasonable skills (with a random component), standard armor levels and bonuses, level 20 cap except for "epic" characters like Glint, who could be somewhat higher.

To balance difficulty so that players neither steamrolled the inferior AI nor got (on average) totally pwnt, you could vary the number of monsters per mob, but I'm guessing on average, in an area where the team size is 8, there should be 8-12 monsters per mob. They should also use reasonable tactics given skills and composition.

Closest to this ideal are the Avicara, although they don't meet it, and it's no coincidence they're such annoying biyatches to fight.

Not all monsters need be like this, but there should be some. Also, mobs need to move around and have a random component to their skills. There's, what, 150? necro skills, I shouldn't instantly know what skills that Avicara Guile has.

Quote:
AND if not Puzzles, then what?
TACTICAL challenge. Terrain matter all too little in GW, and the PvE dangers are all too predictable.

StaleChips

Ascalonian Squire

Join Date: May 2006

Zealots of Shiverpeak

Mo/

Anyone who thinks you can't 2 man the chaos plains, should try the Dual SB/Holy Smiter combo. It works like a charm.

Enchanted Warrior

Wilds Pathfinder

Join Date: Jul 2006

W/Mo

You do realise that the devs will just nerf your build, not redo the sections right? lol

seut

seut

Wilds Pathfinder

Join Date: Jun 2005

Europa

puzzle: explain a pug how to beat the Djinns at the end of Final Assault
challenge: do Defend North Kryta or Titan Source without running from the next outpost that allows larger groups (hell, i've heard of a group starting a Last Day Dawns group in ToA)

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Quote:
Originally Posted by seut
puzzle: explain a pug how to beat the Djinns at the end of Final Assault
Take a good mesmer.