- Faster casting
- Faster recharge
- Faster moving
Dear anet, WHY THE HELL? Why couldn't you add LEVEL 20 MOBS WITHOUT CHEATING BUT A SECOND CLASS ?
That's no fun at all now. Hardmode is just cheating high end area mobs added to low end area. High level mobs... well... were not necessary too.
I was looking forward to real demanding monster groups like those 8er TEAMS in boreas seabed. THOSE are challenging but not cheating at all. They are also resurrecting and seem coordinated. That's real fun but this is not - imho. (I know they don't have a second class either)
What do you think about?
I ...... am ...... really ....... disappointed and won't play hardmode much.
Also:
Receiving a ridiculous amount of >>> 14 <<< gold by killing a cheating level 26 non-boss: PRICELESS (110:8)
Dear Anet, why mob-cheating in hardmode?
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Z
Hard mode mobs I've encountered (in Prophecies) so far weren't "hard" in the balanced team or balanced build way, but rather hit strong/fast with a weakness. This is a bit more fun IMO than blasting through mobs of balanced teams: once you find a mob's weakness, you'll just rip through it 
Balanced teams on the other hand are more of a grind: find the healer, nuke the healer, rinse and repeat. Any skills will do, any team mixture will do.
Hard mode mobs seem a bit different, if you pick a wrong mixture, you'll be going through them slowly (like you would against balanced teams), if you pick the right combo, it'll be a walk in the park. It makes for a wee bit of planning that fighting balanced teams wouldn't offer, which is a Good Thing (tm).

Balanced teams on the other hand are more of a grind: find the healer, nuke the healer, rinse and repeat. Any skills will do, any team mixture will do.
Hard mode mobs seem a bit different, if you pick a wrong mixture, you'll be going through them slowly (like you would against balanced teams), if you pick the right combo, it'll be a walk in the park. It makes for a wee bit of planning that fighting balanced teams wouldn't offer, which is a Good Thing (tm).
D
lol supposed to be hard : and why not adding 8 or 6 or 4 mobs of level 20, instead of 3 or 5 of level 26/28 ??? It would be hard too, but it would request a potent AI, which GW doesn't seem to have at ALL ><
And the 50% faster skill activation is a jole, isn't it ? Mesmer already had barely no use in normal mode, now they have some use but they have to interrupt at the seep of light ! Even norgu JUST CAN'T !
I seriously consider quiting the game now
And the 50% faster skill activation is a jole, isn't it ? Mesmer already had barely no use in normal mode, now they have some use but they have to interrupt at the seep of light ! Even norgu JUST CAN'T !
I seriously consider quiting the game now

I
B
It would've been hard if they'd of actually though the enemy skillbars through. All they've done is build around this retarded power boost. Sickened Moa's spam Primal Rage so it never goes down while attacking at a stupidly fast speed. Hard and lame are very different things. If the only way they can make things 'hard' is by giving the enemies stupidly overpowered effects like the ones they've given every single enemy in hard mode... i don't think i'll bothe with GW2.
B
The whole concept of 'Hard Mode' is a great one, and I agree that it should be hard, and like to think I don't just come accross as one of the 'Z0mg hard mode is 2 hrd' whiners.
However, Anet created a set of rules for the game. Rules such as a finite energy pool based on class, along with skill activation times, energy costs and recharge rates.
I accept this and enjoy playing within this environment. I further accept that in 'Hard Mode' monsters get double attack speed, double cast speed and double movement speed. Personally I think this is ultimate cheese on the part of Anet and is basically a way of them saying 'we can't possibly make the game harder other than by these ultra-cheese buffs'. In essence, these three things say in giant capital letters 'We failed to make the game hard normally'.
Now, onto this particular rant. As previously mentioned, a set of rules exist that govern the game. In hard mode there are some modifications such as halved casting times etc. This is all fine, but when it really grates is when these rules are IGNORED by monsters.
For example, you cast 'Diversion' on a non-boss creature that is spamming 'Holy Wrath' - this should mean that the next time they cast that spell it's unavailable to them for ~40 seconds, heck, even 20s if they have 'half hex duration'. What you do not expect to see is them casting the very same spell at the same rate AFTER they've been diverted. I mean, come on, you want to encourage tactical play and balanced teams with intelligently thought out skill bars etc. But to make the monsters just ignore the effects of a skill that was taken for a specific reason...
Here's an idea, why don't Anet actually post the attribute points, health points, energy pool and skill bars of some of the monsters?
Halving cast times is pure cheese, but should be great. Yes interrupts are much harder, but if you were casting constantly at that speed your energy pool would be gone in ~30s.
Hard mode is hard, and enjoyable in the main, it's just little things like skills not working that take out the fun.
It's already been mentioned that Grawl Ulodytes can sit spamming 'Heal Area' at a ridiculous rate - and yet they never run out of energy. Heal Area is a 10 energy skill, which verges on the expensive side for a monk with a max pool of what, about 50 energy? Why do monsters ignore recharge times and skill costs?
Has anyone managed to succesfully e-deny a monster? I set up a Mesmer hero with lots of e-denial/removal skills. He must have stripped well over 100 energy from a non-boss hard mode monster, and it was still spamming away at it's 10 energy skills.
C'mon, let's set up a framework of rules that apply to EVERYONE, players and monsters alike. Want to halve casting times and recharge times, that's fine PROVIDED THEY ARE ACTUALLY HALVED and not just ignored.
BdP
However, Anet created a set of rules for the game. Rules such as a finite energy pool based on class, along with skill activation times, energy costs and recharge rates.
I accept this and enjoy playing within this environment. I further accept that in 'Hard Mode' monsters get double attack speed, double cast speed and double movement speed. Personally I think this is ultimate cheese on the part of Anet and is basically a way of them saying 'we can't possibly make the game harder other than by these ultra-cheese buffs'. In essence, these three things say in giant capital letters 'We failed to make the game hard normally'.
Now, onto this particular rant. As previously mentioned, a set of rules exist that govern the game. In hard mode there are some modifications such as halved casting times etc. This is all fine, but when it really grates is when these rules are IGNORED by monsters.
For example, you cast 'Diversion' on a non-boss creature that is spamming 'Holy Wrath' - this should mean that the next time they cast that spell it's unavailable to them for ~40 seconds, heck, even 20s if they have 'half hex duration'. What you do not expect to see is them casting the very same spell at the same rate AFTER they've been diverted. I mean, come on, you want to encourage tactical play and balanced teams with intelligently thought out skill bars etc. But to make the monsters just ignore the effects of a skill that was taken for a specific reason...
Here's an idea, why don't Anet actually post the attribute points, health points, energy pool and skill bars of some of the monsters?
Halving cast times is pure cheese, but should be great. Yes interrupts are much harder, but if you were casting constantly at that speed your energy pool would be gone in ~30s.
Hard mode is hard, and enjoyable in the main, it's just little things like skills not working that take out the fun.
It's already been mentioned that Grawl Ulodytes can sit spamming 'Heal Area' at a ridiculous rate - and yet they never run out of energy. Heal Area is a 10 energy skill, which verges on the expensive side for a monk with a max pool of what, about 50 energy? Why do monsters ignore recharge times and skill costs?
Has anyone managed to succesfully e-deny a monster? I set up a Mesmer hero with lots of e-denial/removal skills. He must have stripped well over 100 energy from a non-boss hard mode monster, and it was still spamming away at it's 10 energy skills.
C'mon, let's set up a framework of rules that apply to EVERYONE, players and monsters alike. Want to halve casting times and recharge times, that's fine PROVIDED THEY ARE ACTUALLY HALVED and not just ignored.
BdP
Quote:
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Originally Posted by Darth Kukulkan
lol supposed to be hard : and why not adding 8 or 6 or 4 mobs of level 20, instead of 3 or 5 of level 26/28 ??? It would be hard too, but it would request a potent AI, which GW doesn't seem to have at ALL ><
And the 50% faster skill activation is a jole, isn't it ? Mesmer already had barely no use in normal mode, now they have some use but they have to interrupt at the seep of light ! Even norgu JUST CAN'T ! I seriously consider quiting the game now ![]() |
Quote:
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Originally Posted by Calluette Hanuette
They don't cheat, you just suck.. >>;
Its not too hard, they get a few more skills off, and the movement has only posed a problem wiht me in the wall.. c.c Where you have to like..leave a tank behind and hope he stalls them long enough for someone to make it. "D |
If we had full skillbars, way better AI and positioning you'd be one of the first QQers in this forum.
Quote:
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Originally Posted by Boris De Pig
The whole concept of 'Hard Mode' is a great one, and I agree that it should be hard, and like to think I don't just come accross as one of the 'Z0mg hard mode is 2 hrd' whiners.
However, Anet created a set of rules for the game. Rules such as a finite energy pool based on class, along with skill activation times, energy costs and recharge rates. I accept this and enjoy playing within this environment. I further accept that in 'Hard Mode' monsters get double attack speed, double cast speed and double movement speed. Personally I think this is ultimate cheese on the part of Anet and is basically a way of them saying 'we can't possibly make the game harder other than by these ultra-cheese buffs'. In essence, these three things say in giant capital letters 'We failed to make the game hard normally'. Now, onto this particular rant. As previously mentioned, a set of rules exist that govern the game. In hard mode there are some modifications such as halved casting times etc. This is all fine, but when it really grates is when these rules are IGNORED by monsters. For example, you cast 'Diversion' on a non-boss creature that is spamming 'Holy Wrath' - this should mean that the next time they cast that spell it's unavailable to them for ~40 seconds, heck, even 20s if they have 'half hex duration'. What you do not expect to see is them casting the very same spell at the same rate AFTER they've been diverted. I mean, come on, you want to encourage tactical play and balanced teams with intelligently thought out skill bars etc. But to make the monsters just ignore the effects of a skill that was taken for a specific reason... Here's an idea, why don't Anet actually post the attribute points, health points, energy pool and skill bars of some of the monsters? Halving cast times is pure cheese, but should be great. Yes interrupts are much harder, but if you were casting constantly at that speed your energy pool would be gone in ~30s. Hard mode is hard, and enjoyable in the main, it's just little things like skills not working that take out the fun. It's already been mentioned that Grawl Ulodytes can sit spamming 'Heal Area' at a ridiculous rate - and yet they never run out of energy. Heal Area is a 10 energy skill, which verges on the expensive side for a monk with a max pool of what, about 50 energy? Why do monsters ignore recharge times and skill costs? Has anyone managed to succesfully e-deny a monster? I set up a Mesmer hero with lots of e-denial/removal skills. He must have stripped well over 100 energy from a non-boss hard mode monster, and it was still spamming away at it's 10 energy skills. C'mon, let's set up a framework of rules that apply to EVERYONE, players and monsters alike. Want to halve casting times and recharge times, that's fine PROVIDED THEY ARE ACTUALLY HALVED and not just ignored. BdP |
W
You guys are greatly exaggerating things.
A limited set of monsters get crazy speed boosts. I know this because I kited them.
The grawl don't even use heal area on recharge. Heal area has a 5r, the toss it every 7-8.
The only regular monsters with decreased cast times are the mesmers, this would be because they have fast casting.
A limited set of monsters get crazy speed boosts. I know this because I kited them.
The grawl don't even use heal area on recharge. Heal area has a 5r, the toss it every 7-8.
The only regular monsters with decreased cast times are the mesmers, this would be because they have fast casting.
B
Noob+PvE that's actually worth playing = whine
Simple formula, but covers a wide area.
If you can't do hardmode, please don't whine about it. Play tetris or something.
For the first time, PvE is actually worth a challenge! w00t go Anet!
Besides, It's still not that hard. I've done quite a variety of missions yesterday, including Thunderheadkeep, Dragon's Lair, Nolani Academy, Frost Gate, Hell's Precipice. All with bonus.
I have to admit, it took us a few tries to figure out proper builds to get through the missions properly, but once you get the hang of it, it's just a minor challenge which is actually fun to play!
Simple formula, but covers a wide area.
If you can't do hardmode, please don't whine about it. Play tetris or something.
For the first time, PvE is actually worth a challenge! w00t go Anet!
Besides, It's still not that hard. I've done quite a variety of missions yesterday, including Thunderheadkeep, Dragon's Lair, Nolani Academy, Frost Gate, Hell's Precipice. All with bonus.
I have to admit, it took us a few tries to figure out proper builds to get through the missions properly, but once you get the hang of it, it's just a minor challenge which is actually fun to play!
I have seen a few decent skill bars so far, and most of the mobs arent hard at all there just some exeptions as i am concerned.
Inferno Imps for example, they normally use 3 fire ele skills, but do manage to time their 2 area spells just in a lethal way.. (Indecenary bonds and Rodgorts invocation) that's it's deadly and even challenging IMO.
What cuts the challenge down is the fact that they got higher atributes then us, better AI then most of our hero's and hechmens and only 3 skills you see them use.
There are enough ways to make a group of lvl 20 enemies challeging without giving double attack, cast and recharge speed.
I do like hard mode but sometimes it's just like theres no effort in it from the designers, it really appears they just trows skills in there from the same attribute , add speed buffs and tada hard monster..
I'd personnly like to see well tought team builds for monsters in PvE, but that's just my opinion.
Besides this i'm really enjoying the challenge of Hard mode.
Inferno Imps for example, they normally use 3 fire ele skills, but do manage to time their 2 area spells just in a lethal way.. (Indecenary bonds and Rodgorts invocation) that's it's deadly and even challenging IMO.
What cuts the challenge down is the fact that they got higher atributes then us, better AI then most of our hero's and hechmens and only 3 skills you see them use.
There are enough ways to make a group of lvl 20 enemies challeging without giving double attack, cast and recharge speed.
I do like hard mode but sometimes it's just like theres no effort in it from the designers, it really appears they just trows skills in there from the same attribute , add speed buffs and tada hard monster..
I'd personnly like to see well tought team builds for monsters in PvE, but that's just my opinion.
Besides this i'm really enjoying the challenge of Hard mode.
