[Hardmode] Improvement ideas

Bane of Worlds

Bane of Worlds

Wilds Pathfinder

Join Date: Mar 2006

Meadow

Rt/

PvE is way too predictable for those that know the enemies or the area or even the usual AI tactics. Hard mode shouldn't be a gimmick.

*enemies in hard mode need a secondary and secondary skills to be set apart from the normal mode versions
*enemies need a random skillset so that it isn't too predictable except for bosses and maybe missions. Like a certain enemy have one of certain amount of skillsets that will be implemented for that instanced area and not always encounter the same basic sklllbar that prove to be too predictable.
*Don't just give the AI in lower areas elites but improve their build and the usage.
*The AI needs to change their priority during mid-combat and not always go for the healers needs to deal with the one considered most dangerous currently/potentially(characters that are causing the most problem to the group.

note that you can sign for one or several of these or add/suggest improvements that I'll give you credit for if I add it in addition to this post.

Antheus

Forge Runner

Join Date: Jan 2006

Or, they could do as they always do, and just quadruple their attack speed and make them all level 35.

That is the only mob "improvement" PVE has seen since release of Factions.

Hardmode is broken by design. They didn't touch anything, they just doubled the mob levels and added an environmental effect. Perhaps if hardmode did offer any challenge, such as mobs having dual professions rather than monster skill bonuses, it would have been better received.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Or... if people were just gratiful and actually tried hm instead of just whinning about it, they might realize they like it.
Seriously, half the people who complain about HM haven't even really tried it yet. Its plenty difficult as is, and quite enjoyable.

Patrick Smit

Jungle Guide

Join Date: Nov 2006

NiTe

Be honest walk of storms, its just a gimmick mode, parties didnt become more balanced or better in AI, they just hit harder, people think they became more coordinated, but I think it just seems this way as they hit twice as hard, giving u "they spike" idea.

Honestly HM would be better if parties became balanced, meaning always a healer in some form, and possibility to adapt to your strategy, if they kill themselves cause of SS they will stop attacking close to other mobs. If u use frost build, they will kill spirits essential to that, etc. That would be hardmode.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Hehe. If parties in hard mode faced balanced 8 man teams with random skill setups who had super smart AI... um wait a miniute, your talking about GvG. If it was done properly with AI as you are suggesting, a human opponent would never win (precise spikes, instant reaction time interupts, and super infusers) and opponents 8 levels higher then the player... Ummm gg?

Seriously, with the suggestions you guys are posting, JUST PvP. I'm a PvE player first and foremost and I do not see what you guys are complaining about. AI will NEVER be smart enough to do all the things you are suggesting.

Hard mode is not a gimmick. It really is "tough" in the sense that its a difficult form of PvE. I for one, appriciate the all work a.net did to impliment one of THE BIGGEST updates in GW history, rather then behaving like spoiled children and being mad that you didn't get exactly what you wanted.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Hard mode is not a gimmick. It really is "tough" in the sense that its a difficult form of PvE. I for one, appriciate the all work a.net did to impliment one of THE BIGGEST updates in GW history, rather then behaving like spoiled children and being mad that you didn't get exactly what you wanted.
Quantity doesn't equal quality.

And repeatedly calling everyone names doesn't really add validity to your points. Still, I'm surprised there isn't much more flaming going on. Either everyone agrees that hard mode needs improvements, or doesn't care about it.

Zexion

Zexion

Wilds Pathfinder

Join Date: Apr 2005

Warrior Nation [WN]

N/Me

Age old arguement, was out when DoA launched as well. And yes, I agree. ANet does not know how to improve AI. They only know how to make monsters stronger, which is sad.

_Zexion

Frazzy

Frazzy

Banned

Join Date: Dec 2006

Canada

Unavailable

Mo/Me

PvE and PvP are completely different. Pick one and choose one. PvE is predictable, PvP is not.
/not signed

PurpleXVI

Pre-Searing Cadet

Join Date: May 2007

Chthonian Guard

R/Mo

I have to agree, the monsters should have rejiggered builds that work differently or more efficiently, not just damage levels that can two-shot level 20 Warriors. It's a bit like the end-game Elementalists and Rits in Factions and Nightfall, they're not a challenge, they're not fun to play against, they're just annoying, you walk up to them and either you disrupt their combo/initial attack or they poke you once and you die.

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

Quote:
Originally Posted by Antheus
Quantity doesn't equal quality.

And repeatedly calling everyone names doesn't really add validity to your points. Still, I'm surprised there isn't much more flaming going on. Either everyone agrees that hard mode needs improvements, or doesn't care about it.
PvE will always have quantity though. There will always be more then 10 mobs in a zone.

And really, my name calling isn't petty (petty is calling people stupid n00bs or u are the suxzor, or various profanities that the chat filter would cut out etc). It is pretty much the truth. People are constantly insulting a.net for adding an option to the game that increased replayablity because they think it wasn't done right. That is childish.

legion_rat

legion_rat

Desert Nomad

Join Date: Aug 2006

668 the neighbor of the beast

TFK

A/

/notsigned

heres the main problem. a computers over all reflexes are faster then ours. Think of well build dual class enemy even if they are only lvl 20. No here you are trying to clear out shing jea or ascalon (party of four) and you are fighting PvP basically but out numbered and your reflexes mental and otherwise cannot compete with who you are fighting. How many times has deep blue or its (children?) spanked the chess champion? Dont get all high and mighty and think you can beat them. the little road between monestary and docks on shing jea. try that. now try that fighting dual classes. swarms of monks and necros with better skills? that is no longer hard mode but IM impossible mode.

~the rat~

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

For me , hard mode means that I can get skins that only dropped in low level areas with max stats.

That's what I like mosts. Hard mode is perfect as it is.

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

HawkofStorms, why is it so hard for you to accept the idea that people may not find hard mode perfect, and are trying to improve it?
Also, 'half the people who complain about HM haven't even really tried it yet.' is prejudice based on nothing, and nothing else.

Random skill sets would make hard mode harded. PvE will always be easy because you know beforehand what you're going to face, and can adjust your build accordingly. In Guild Wars running a direct counter to your opponent's build pretty much ensures victory unless you're a retard. Those skale in Kryta could be level 60 with 1/8th cast time and 125 curses, I could still adapt my build to bring a million purge signets, dual diverts to keep my offense clean, and win. Those trolls could be level 60 and attack 8 times as fast, I could still bring dual aegis, shield of deflection, spirit bond and two copies of spiteful spirit and own them bad. Unless I would screw up because I'd be retarded but that's not the case.
The only way to fix this is taking away that knowledge of what your opponent is going to run, or at least make it less accurate, which is why I support randomized skill sets and more balanced parties in PvE.

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Hardmode improvement Ideas -

-Improve Henchmen.
-Allow 7 heroes.

Made In Ascalon

Krytan Explorer

Join Date: Jun 2006

None

Rt/

Quote:
Originally Posted by bhavv
Hardmode improvement Ideas -

-Improve Henchmen.
-Allow 7 heroes.
They might as well get rid of henchmen in hard mode once they allow 7 heroes.

freekedoutfish

Furnace Stoker

Join Date: Jun 2006

E/

I have to agree with Hawk on this. There is nothing wrong with HM. Im loving it and for the first time in 2 years, Im actually doing EVERYTHING in pugs.

Im usually the first person to hate PUGs and complain about them.

It may not be perfect, and maybe Anet could have made the creatures more intelligent instead of just making them move faster and so on.

But how else did you honestly think they were gonig to do HM?

There isnt much they can do to make a game harder. AI isnt something you can just tweak easily and make harder.

HM is great. Just enjoy it.

darted

Academy Page

Join Date: Jul 2006

Braveheart IV

E/Mo

Quote:
Originally Posted by freekedoutfish
I have to agree with Hawk on this. There is nothing wrong with HM. Im loving it and for the first time in 2 years, Im actually doing EVERYTHING in pugs.

Im usually the first person to hate PUGs and complain about them.

It may not be perfect, and maybe Anet could have made the creatures more intelligent instead of just making them move faster and so on.

But how else did you honestly think they were gonig to do HM?

There isnt much they can do to make a game harder. AI isnt something you can just tweak easily and make harder.

HM is great. Just enjoy it.
I would have to agree with you.
They cannot just rewrite the AI without gutting the game.... Hmmm maybe one of the GW2 items?

And while randomizing the skills is a good idea on the surface. It could lead to issues on say, bosses that have certain skills you are trying to cap. Are they exceptions or do certain opponents have four static and four random skills?

These are ways to improve one thing I always hated about PUGs and will probably again as hard mode becomes 'cookie cutter build figured out'. The unimaginative will only use the published combos and builds or forget inviting you.

For me part of the fun is finding different skill sets that work. Sometimes PUGs are not very forgiving in that - even in Guilds and Alliances.

Hard mode is a cool addition. Nothing is perfect. But I am not going to complain that it is too easy or too hard. It is what is what it is. Can it be made better without breaking the game? I don't know because I don't know their code. It may be able to. It may not. Depends on how it was done.