Simple and fair solution to Domain of Anguish

Elvarg

Academy Page

Join Date: May 2005

Increase party size to 12. Make it on par with other elite missions.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

I second this, and I was surprised that it wasn't 12 initially.

KamikazeChicken

Desert Nomad

Join Date: Aug 2005

Mo/

DoA isn't the elite mission; those are the areas prior to the elite mission.

falling demon

Frost Gate Guardian

Join Date: Jun 2006

dunno

Dawn's Omen {Leader}

W/Mo

yes but those areas are still as hard as Urgoz/The Deep, so why can't they be 12 man? i think it would be balanced perfectly as 12 man (except for margonites, they should be strengthened a TEENY bit (read that ANET, i said TEENY, not double the mobs @_@) if we are allowed 12 men)

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

I don't think 12 players would make a difference. In fact I find it easier with 6 players than 8 (once a couple rage quit). 12 players just means more players to die, it doesn't mitigate the real problem, which is the huge amount of damage that kills people in 1 or 2 hits.

Gordon Ecker

Academy Page

Join Date: Sep 2006

Vancouver, BC, Canada

N/

12 spaces means more slots for the less popular professions. Right now it's mostly Mantra of Frost groups are only looking for warriors, rangers, necromancers, elementalists and monks. It should also be possible with heroes, which means letting heroes get gaze.

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

Why should it be possible with heroes?

Also you have to face that some classes are more useful for some things than others. 12 slots means 4 monks instead of 3 (or whatever), not an extra assassin.

If you want a certain class to be used, now is your chance. People are open to ideas that work, so think for yourself and find how your class can be useful. Then it will be the new cookie cutter for this area.

ramma77

ramma77

Krytan Explorer

Join Date: Dec 2005

South Shields, England

The Psycho Titans

R/

Quote:
Originally Posted by Carth`
Why should it be possible with heroes?

.
Some people don't like PugS
Some people suck at this game
and by some i mena quite a lot
Heroes wont quit
Heroes wont spend 10 minutes sorting their skills out
Heroes will listen to you while you bitch about the stupidity of being forced to use mantra of frost to have a chance of doing anything.

Zexion

Zexion

Wilds Pathfinder

Join Date: Apr 2005

Warrior Nation [WN]

N/Me

I would rather have them made a teeny bit weaker, than having 4 more party members and making them a teeny bit stronger. Why? Because with 12 people, it is harder to make a group.

_Zexion

Gordon Ecker

Academy Page

Join Date: Sep 2006

Vancouver, BC, Canada

N/

Quote:
Originally Posted by Carth`
Why should it be possible with heroes?

Also you have to face that some classes are more useful for some things than others. 12 slots means 4 monks instead of 3 (or whatever), not an extra assassin.

If you want a certain class to be used, now is your chance. People are open to ideas that work, so think for yourself and find how your class can be useful. Then it will be the new cookie cutter for this area.
True, some classes are much more useful for some things than others. That's one of the reasons heroes were added, so that you can fill in the extra slots in places wheer there's a disproportionately high demand for a given profession, and so that members of unpopulare professions such as Mesmer and Assassin can just pair off and add heroes instead of having to wait forever to find a group. It seems extremely unfair that recruiting the ONLY Ritualist hero in the game requires going into an area where there is little to no use or demand for nearly half of the game's professions.

OlMurraniKasale

OlMurraniKasale

Krytan Explorer

Join Date: Jul 2006

Seattle

Zaishen Order

Rt/

Quote:
Originally Posted by ramma77
Some people don't like PugS
Some people suck at this game
and by some i mena quite a lot
Heroes wont quit
Heroes wont spend 10 minutes sorting their skills out
Heroes will listen to you while you bitch about the stupidity of being forced to use mantra of frost to have a chance of doing anything.
The moment I saw I couldn't use henchies combined with my heroes, I zoned out to the regular map until just recently. I came back to try with PUGS, and man, what a fiasco.

I need a good guild I guess. But then, my paragon got nerfed to hell. Who'd want a toon who can't even kill a regular Torment mob let alone elite? lol

Maybe just go paramedic? Oh well, still couldn't test it with henchies.

=HT=Ingram

=HT=Ingram

Forge Runner

Join Date: Feb 2005

Anchorage Alaska

Haz Team [HT]

R/W

the only reason I support this is that I feel at least one 12 player party area should exist someplace in each chapter. Factions has a few, so its seems only natural that Nightfall should have at least one.

ennea

Ascalonian Squire

Join Date: Nov 2006

Allies for Luxon Execution

R/Mo

/signed

people are always only looking for specific professions. maybe 12 would give room for the others. not everyone likes to be a monk, necro, mesmer, or ele all the time.

stiffler

stiffler

Krytan Explorer

Join Date: Jan 2006

South Australia

[ToR]

R/

Geez its only just been released and people are already asking for changes. IMHO keep it hard, people will find a way to work it and in doing this they will learn to play there characters a lot more and learn to work as a team. People always complain when something is hard but in the end everything comes good. Give it some more time guys

/not signed

Anon-e-mouse

Anon-e-mouse

Wilds Pathfinder

Join Date: Apr 2006

@ Home

League Of Friends [LOF]

R/Mo

/signed

Although frankly I don't really care if DoA goes to 12 players or not.. I probably won't be back unless something is changed there.

For me the whole area is STUPIDLY high leveled, with EVERY monster @ lvl 28.

Take this for example.. I tried one of the quests.. )Stygian Gate I believe). As soon as you take the quest, 3 gates open, and out comes *18* lvl 28 monsters. Now bearing in mind lvl plays a large part in the damage equations, and then bear in mind the party size is *8* players all @ lvl 20.
Most of the monsters then only have to cast 2 spells to kill anyone in the group. And when you get dp (as you WILL), forget it. One of the groups I was in was almost wiped out by *ONE* lvl 28 Ranger, who was only semi-spamming crip shot + choking gas for 150+ damage each time.

And then if (by some miracle) you kill the first wave of 18.. there's another 5 waves of another 18 lvl 28 monsters to follow up just to make sure you are dead.

I've got Prots of Cantha, Tyria, and Elona on more than one char, done Tombs more times than I can remember, killed Urgoz about a dozen times, but this area is just plain doing my head in.

So far after about a dozen attempts, I've not managed to complete a single quest.. and that is just NOT right.

Faer

Faer

La-Li-Lu-Le-Lo

Join Date: Feb 2006

Wait until the mission has been around for a while longer, and people actually get enough chance to stop freaking out about it and start making proper strategies.

Then you can remake this thread. Until then, get working on those team builds.