raise all HM party size to 8
VitisVinifera
Just tried Diessa Lowlands, going from Grendlich in party size of 4. Just getting hacked to ribbons by the omghax Charr.
as all areas are now essentially endgame areas, party size needs to reflect this.
as all areas are now essentially endgame areas, party size needs to reflect this.
Series
Agreed... I guess. The areas might be a little too easy with party sizes of 8.
Arkantos
The best part of Hard Mode imo is doing the 4 man areas. It's actually a challenge.
Hikan Trilear
Since everybody is already lvl 20 in hardmode the only level scaling comes from the party size...
What I mean is every enemy would be level 28-30 if you could have 8 people everywhere.
What I mean is every enemy would be level 28-30 if you could have 8 people everywhere.
Glints Bane
Quote:
Originally Posted by Arkantos
The best part of Hard Mode imo is doing the 4 man areas. It's actually a challenge.
|
Helcaraxe
it's kinda f-ed up though.... when I tried to clear the breach I wiped multiple times (heroes for party members) and got sent back to outpost twice, but when trying to clear witman's folly (souther shiverpeaks... ALOT farther in the game) I was able to ALT+TAB out to guru, read the forums, then come back and see my hero/hench team standing over grawl corpses.
So, I do think they either need to make the farther areas harder or the earlier areas easier... gotta admit I think the charr are slightly overpowered.... keyword being slightly.
So, I do think they either need to make the farther areas harder or the earlier areas easier... gotta admit I think the charr are slightly overpowered.... keyword being slightly.
Zinger314
I found all the 4-man Hard Mode areas easy (except Jokanur Diggigs) with a SS and/or a MM and/or a Mesmer. 2 out of the 3 obsolete it.
I am struggling with the 8-man areas ATM...
Regardless, the 4/6 man areas are balanced, except for the Grawl Ulodytes.
I am struggling with the 8-man areas ATM...
Regardless, the 4/6 man areas are balanced, except for the Grawl Ulodytes.
Glints Bane
for a 4 man area I suggest trying this
Have a tank an SS necro a MM and a monk(either healers boon or ZB protector) this team build tears through most 4 man places that I have done.
Have a tank an SS necro a MM and a monk(either healers boon or ZB protector) this team build tears through most 4 man places that I have done.
Arkantos
Quote:
Originally Posted by Helcaraxe
it's kinda f-ed up though.... when I tried to clear the breach I wiped multiple times (heroes for party members) and got sent back to outpost twice, but when trying to clear witman's folly (souther shiverpeaks... ALOT farther in the game) I was able to ALT+TAB out to guru, read the forums, then come back and see my hero/hench team standing over grawl corpses.
So, I do think they either need to make the farther areas harder or the earlier areas easier... gotta admit I think the charr are slightly overpowered.... keyword being slightly. |
Thomas.knbk
Quote:
Originally Posted by Glints Bane
for a 4 man area I suggest trying this
Have a tank an SS necro a MM and a monk(either healers boon or ZB protector) this team build tears through most 4 man places that I have done. |
I used a KD warrior (the linebacker build, slightly modded for PvE), an SS, a Healer's Boon and a ZB Protector. It worked pretty well.
Deleet
Quote:
Originally Posted by Arkantos
The best part of Hard Mode imo is doing the 4 man areas. It's actually a challenge.
|
4 man parties is a nice change for all the 8 man ones. Actually seeing more 4 player missions later would be interesting.
/notsigned.
freekedoutfish
There is only 3 missions that require a four man team in Hard Mode in Tyria. One ive completed and it was easy. With the right team, the others can be done.
Have you ever tried doing the last Titan quest with a 4 man team? Thats ALOT harder then any HM mission in old-ascalon and those can be done.
I like the idea of the old-ascalon missions being turned on their head and becoming some of the hardest missions in the game under HM.
Once those ones are done, all the rest are 6-8 teams and alot easier.
I dont know about the other compaigns yet on HM, because I havent tried yet, but I expect they can be done with enough time.
Its only been about a week since it was introduced. People arent going to be perfect at them yet in HM. Give people time to figure out builds and counter-strikes.
/notsigned
Plus if all HM missions were 8-man teams, they wouldnt be hard. You can wipe nearly any mission with 8 players.
Have you ever tried doing the last Titan quest with a 4 man team? Thats ALOT harder then any HM mission in old-ascalon and those can be done.
I like the idea of the old-ascalon missions being turned on their head and becoming some of the hardest missions in the game under HM.
Once those ones are done, all the rest are 6-8 teams and alot easier.
I dont know about the other compaigns yet on HM, because I havent tried yet, but I expect they can be done with enough time.
Its only been about a week since it was introduced. People arent going to be perfect at them yet in HM. Give people time to figure out builds and counter-strikes.
/notsigned
Plus if all HM missions were 8-man teams, they wouldnt be hard. You can wipe nearly any mission with 8 players.
VinnyRidira
I agree that it is ridiculous to go against three healers with a 4 man team. The Grawl Udolytes are just a proper pain in this regard. Either balance these missions so that the luck of the spawn is not what gets you through or allow the 4 party in hard mode to be at least a 6 party. Also could we have Lion's Arch and Kamadan allow a party of 8 to map there. It is such a pain to move from one campaign to another with a full party.
/semisigned
/semisigned
MithranArkanere
I already suggested this:
http://www.guildwarsguru.com/forum/s...php?t=10145984
But then I started hanging builds... I have cleared some areas already... wards against elementals, minion masters against almost everything, dafting and detonation against monks, etc... thought I'll have to try again Diessa Lowlands...
Two monks did not work, minin master or mesmes don't worked too...
Neither using Wards.
Mainly because the warrior in the gropus just outside the door goes straight to the monk, and completely forgets about anything else.
A human player could walk through a warrior and use him to bodyblock the charr, but ally AI in hard mode sucks.
http://www.guildwarsguru.com/forum/s...php?t=10145984
But then I started hanging builds... I have cleared some areas already... wards against elementals, minion masters against almost everything, dafting and detonation against monks, etc... thought I'll have to try again Diessa Lowlands...
Two monks did not work, minin master or mesmes don't worked too...
Neither using Wards.
Mainly because the warrior in the gropus just outside the door goes straight to the monk, and completely forgets about anything else.
A human player could walk through a warrior and use him to bodyblock the charr, but ally AI in hard mode sucks.
Cold
I found it is harder to clean Panjiang Peninsula then Unwaking Waters in Hard Mode 8-) And it's actually quite interesting to find a proper build especially since I hate PUGs and play only with heros.
Right now I play assassin with Temple Stirke as elite ("daze" is a must have), E/Rt with sandstorm, wards, weapon of warding and Flesh of my flesh, N/Rt - bomber with weapon of warding and Flesh of my flesh and Mo with Shield of Deflection (some guy told me it's PvP skill but hard mode 4 ppl party is not that far from it). The only problem is that the monk hero tends to heal minions which in case of the necro-bomber prevents him from doing his job. ANet should fix that I guess. But otherwise it's all pure fun.
Right now I play assassin with Temple Stirke as elite ("daze" is a must have), E/Rt with sandstorm, wards, weapon of warding and Flesh of my flesh, N/Rt - bomber with weapon of warding and Flesh of my flesh and Mo with Shield of Deflection (some guy told me it's PvP skill but hard mode 4 ppl party is not that far from it). The only problem is that the monk hero tends to heal minions which in case of the necro-bomber prevents him from doing his job. ANet should fix that I guess. But otherwise it's all pure fun.
Exterminate all
/Unsigned. Hard mode is Hard not easy. If they make 8 man groups outside of shing jea so to say it would be way too easy for everyone to get vanquisher ext.
Etta
/Not signed.
We did all of the Ascalon's HM missions with 4 man team, we did get wipe a few times. But with a careful planing/pulling, right skills set, an extra pair of eyes to keep on Captain Idiot (aka Rurik), we manage to get to the end of all those missions. Our team have a warrior, an mm, ss & a monk.
Agree with fish, Last day dawn, 4 man team was much harder.
We did all of the Ascalon's HM missions with 4 man team, we did get wipe a few times. But with a careful planing/pulling, right skills set, an extra pair of eyes to keep on Captain Idiot (aka Rurik), we manage to get to the end of all those missions. Our team have a warrior, an mm, ss & a monk.
Agree with fish, Last day dawn, 4 man team was much harder.
Sophitia Leafblade
Quote:
Originally Posted by MithranArkanere
Two monks did not work, minin master or mesmes don't worked too...
Neither using Wards. |
/not signed i like the 4 man areas
Hockster
/not signed
Suck less and kill more. Four player areas aren't that terribly difficult.
Suck less and kill more. Four player areas aren't that terribly difficult.
legion_rat
/unsinged but areas where four monks drop make it impossible to kill with 4 or even 6 people. You cant do enough damage with that many monks using heal other and heal area in tight nit groups.
~the rat~
~the rat~
Cold
Have u tried Scourge Healing or health reducing hexes? Anything is possible with the right skillset
HawkofStorms
/notsigned
If they did this, then they would just add more monsters to missions and explorable areas in Ascalon to counter the fact that 8 people are now in the party. As it is, 4 man hm teams are pretty tough, and fairly limiting. You need a tank of some kind (or a MM who can keep a wall of minons up), a healer, some kind of aoe damage person (SS necro, Ele), and that leaves one utility spot open (interupt ranger, mesmer, etc). I'd be very impressed to see a paragon or sin vanquisher. Even so, with the right build, any profession could be squeezed into a 4 man team, you'd have have to *gasp* not use a cookiecutter build (ZOMG the blasphemy of it all).
I agree with Zinger that its pretty balanced EXCPET for Grawl Ulodytes.
If they did this, then they would just add more monsters to missions and explorable areas in Ascalon to counter the fact that 8 people are now in the party. As it is, 4 man hm teams are pretty tough, and fairly limiting. You need a tank of some kind (or a MM who can keep a wall of minons up), a healer, some kind of aoe damage person (SS necro, Ele), and that leaves one utility spot open (interupt ranger, mesmer, etc). I'd be very impressed to see a paragon or sin vanquisher. Even so, with the right build, any profession could be squeezed into a 4 man team, you'd have have to *gasp* not use a cookiecutter build (ZOMG the blasphemy of it all).
I agree with Zinger that its pretty balanced EXCPET for Grawl Ulodytes.
Alan
Anyway, some areas you can do alone, or with minimal support. (like Sunqua Vale or whole Shing Jea island)
KazeMitsui
not signed
l2play
l2play
Evilsod
They need to pay close attention to some areas. The power boost has made a few areas just ridiculous (Dreadnought's Drift anyone?). Places like that are only vanquishable (or even doable) with a very limited scope of professions.
But tbh i see no problem with the 4/6man areas outside of the insane amount of hex spam, energy denial and skill shutdown that Mergoyles and Skales can do. I tried Twin Serpent Lake a few days ago... first mob, 4 PowerBlock/Spirit Shackles spamming Mergoyles and 4 Spiteful Spirit/Price of Failure spamming Skales (might've been some Deathly Swarm/Life Siphon spamming Skales too). That is just moronic for a 6man party to tackle.
Only place i have left to clear is Diessa Lowlands in Ascalon, but if i do i'll be starting from Yaks Bend i have a serious problem with degen with my team setup... Ash Walkers screw me over so badly.
But tbh i see no problem with the 4/6man areas outside of the insane amount of hex spam, energy denial and skill shutdown that Mergoyles and Skales can do. I tried Twin Serpent Lake a few days ago... first mob, 4 PowerBlock/Spirit Shackles spamming Mergoyles and 4 Spiteful Spirit/Price of Failure spamming Skales (might've been some Deathly Swarm/Life Siphon spamming Skales too). That is just moronic for a 6man party to tackle.
Only place i have left to clear is Diessa Lowlands in Ascalon, but if i do i'll be starting from Yaks Bend i have a serious problem with degen with my team setup... Ash Walkers screw me over so badly.
Master Ketsu
I did all the hard mode 4 man areas with four men....mission+bonus. Hard mode should be hard, and its plenty doable. Honestly they would be lame with 8 people. Way too easy
MithranArkanere
The only way I found to be ffective in Diesa Lowlands was to go there from Yak's Bend
Otherwise, the groups of 6..8 Charr could make some fun of my party.
Otherwise, the groups of 6..8 Charr could make some fun of my party.