Unrealistic Difficulty!!!!
Hanok Odbrook
I see a lot of people here suggesting or mentioning builds, but does no see that this is part of the problem?
There are 10 primary professions in GW. Since each PvE character is required to take on a secondary, that give us 9 basic builds for each character, totaling up to a base of 90 unique profession combos. Add to that each of the different Attributes assigned to each profession, and we literally have hundreds of possible unique combinations. Through into the mix the recently added PvE only skills that are not tied to an attribute, and we probably now have the potential to have thousands of completely unique characters.
How many of these unique characters do you see in PvP? How many builds are currently being used in the Hero Battles? This is the problem inherent in the current system. It has become completely cookie cutter and boring. Isn't one of the major points in playing a Role-playing type of game creating and playing a UNIQUE character??!! This is one of the big problems I had with the Boreas Seabed mission before the Heros came along. This is a mission where an Interrupter is necessary to defeat the end boss. None of the henchies are use those skills. If you're playing a character who doesn't have interrupts, you're screwed in this mission.
To me, having areas of an RPG came that require specific builds to be successful (such as the Magni tournament) is not a sign of a challenging game but a sign of poor design choices. Why give us such a large potential to create and play so many unique characters only to limit which ones can be successful going into the game? Anet should be designing combat to reward the diverse and unique builds not penalize them.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
PS - Just because Anet has now given us the Powerstone of Courage, doesn't mean we should be required to use it. Just because our characters can die doesn't mean they have to design areas where death of any party member is going to be a given. Why not just put a magically sealed door at the end of each dungeon requiring all members in the party to have 60% DP in order to pass? It just doesn't make sense. Give me a challenge, but don't take the shorcuts in order to make something harder than it actually is.\
PPS to Darkobra - my Assassin would own you - I use a build where blinding doesn't matter - and I'm keeping that secret to myself!! ;P
There are 10 primary professions in GW. Since each PvE character is required to take on a secondary, that give us 9 basic builds for each character, totaling up to a base of 90 unique profession combos. Add to that each of the different Attributes assigned to each profession, and we literally have hundreds of possible unique combinations. Through into the mix the recently added PvE only skills that are not tied to an attribute, and we probably now have the potential to have thousands of completely unique characters.
How many of these unique characters do you see in PvP? How many builds are currently being used in the Hero Battles? This is the problem inherent in the current system. It has become completely cookie cutter and boring. Isn't one of the major points in playing a Role-playing type of game creating and playing a UNIQUE character??!! This is one of the big problems I had with the Boreas Seabed mission before the Heros came along. This is a mission where an Interrupter is necessary to defeat the end boss. None of the henchies are use those skills. If you're playing a character who doesn't have interrupts, you're screwed in this mission.
To me, having areas of an RPG came that require specific builds to be successful (such as the Magni tournament) is not a sign of a challenging game but a sign of poor design choices. Why give us such a large potential to create and play so many unique characters only to limit which ones can be successful going into the game? Anet should be designing combat to reward the diverse and unique builds not penalize them.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
PS - Just because Anet has now given us the Powerstone of Courage, doesn't mean we should be required to use it. Just because our characters can die doesn't mean they have to design areas where death of any party member is going to be a given. Why not just put a magically sealed door at the end of each dungeon requiring all members in the party to have 60% DP in order to pass? It just doesn't make sense. Give me a challenge, but don't take the shorcuts in order to make something harder than it actually is.\
PPS to Darkobra - my Assassin would own you - I use a build where blinding doesn't matter - and I'm keeping that secret to myself!! ;P
Holly Herro
I had to get a new screen when going through pre-seer.
wolfwing
Only problem I have with the expansion is the dumbing down of hero's *why the heck are my ranged guys running repeatedly into close range with eneemies and getting slaughtered?
Though one issue I have that IS Anet's fault and I can't seem to find a solution, is the HUGE adds you get. Some dungeons slavers for example, you will pull1 guy from a single group and you get 4 groups chasing you for no reason. Why is it that when I pull a wretched wolf group 3 unrelated groups follow? I've sat and watched this happen many times, I'm being swarmmed by enemies ANyone else noticing the overly agro nature of groups?
Though one issue I have that IS Anet's fault and I can't seem to find a solution, is the HUGE adds you get. Some dungeons slavers for example, you will pull1 guy from a single group and you get 4 groups chasing you for no reason. Why is it that when I pull a wretched wolf group 3 unrelated groups follow? I've sat and watched this happen many times, I'm being swarmmed by enemies ANyone else noticing the overly agro nature of groups?
Antheus
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Just because our characters can die doesn't mean they have to design areas where death of any party member is going to be a given.
If anything, in dungeons, you get morale boost every 25 kills. If your party dies more often than that, yes - it's your fault.
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Quote: (such as the Magni tournament) Yea, magni and polymock are game-breaking.... /sarcasm
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Anet should be designing combat to reward the diverse and unique builds not penalize them.
IT DOES. And this is why this thread came to be. Because SF/MM is no longer teh pwnz. And now everyone is scratching their heads as to why GW:EN is "hard". Unique does not mean random 8 skills. Of all given options, most builds suck. But at very least with GW:EN, there's plenty of room for very diverse options. GW is a game of builds. Not *A* build, but builds. People are asking for next holy trinity. But in GW:EN, such doesn't exist. What works in one dungeon, doesn't in other. So you need to adapt and improve. You don't bring a knife to a gunfight, so you don't bring MM to a place with no corpses. A game cannot reward ignorance. The reason people offer advice on builds, is because 98.5% of the time, people who are having trouble have: - non-max armor - non-working builds (heal sig, frenzy, gash, restore life) - 280 health - 2 SF and a MM in an area with no corpses and fire-immune mobs and so on... Yes, the choice of skills determines the outcome. But mentioning "wards" or "conditions" or "counters" doesn't help. So people offer synergetic builds. This is a game of builds and skill, the choice of skills. Too many however are playing it like WoW. WoW is designed from ground up to make you win. GW isn't. Of course, in a world where everyone is a winner, nobody is. Quote:
Hmm, I already like this dungeon.
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Easier said then done. I prefer to play solo, but often times, simply do not have the time to be able to find a decent PUG or player to pair up with due to my "real life" scheduling and commitments. I decided to make GW my first MMO for many reasons, not the least of which was the no subscrip model, and the fact that it was geared towards the casual player, hence the first real soloable MMO.
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Originally Posted by Antheus
| Yea, magni and polymock are game-breaking.... /sarcasm IT DOES. And this is why this thread came to be. Because SF/MM is no longer teh pwnz. And now everyone is scratching their heads as to why GW:EN is "hard". Unique does not mean random 8 skills. Of all given options, most builds suck. But at very least with GW:EN, there's plenty of room for very diverse options. GW is a game of builds. Not *A* build, but builds. People are asking for next holy trinity. But in GW:EN, such doesn't exist. What works in one dungeon, doesn't in other. So you need to adapt and improve. You don't bring a knife to a gunfight, so you don't bring MM to a place with no corpses. A game cannot reward ignorance. The reason people offer advice on builds, is because 98.5% of the time, people who are having trouble have: - non-max armor - non-working builds (heal sig, frenzy, gash, restore life) - 280 health - 2 SF and a MM in an area with no corpses and fire-immune mobs and so on... Yes, the choice of skills determines the outcome. But mentioning "wards" or "conditions" or "counters" doesn't help. So people offer synergetic builds. This is a game of builds and skill, the choice of skills. Too many however are playing it like WoW. WoW is designed from ground up to make you win. GW isn't. Of course, in a world where everyone is a winner, nobody is. I never said any of this was game-breaking - it's just very disappointing that we have to resort to a small handful of builds in order to be successful. Magni is the perfect example of the flaw in the system - the tournament is either impossible (wrong build) or way too easy (the right build). The reason for this is that most combat is centered around Offensive capabilities. Shut down the offense, and it's a cake walk. Change the system to be more Defensive, and it will make it more challenging without having to change out a favorite build. Why can't I play an MM in the tournament? Well, first there are no exploitable corpses, unless you have a pet that gets killed off. Secondly, playing an MM with only minion skills IS inherently stupid. Can you get through any given part of the game this way - yes, but it's a limiting build. However, why not give an proper Death/MM build a shot in this tournament by having opponents leave exploitable corpses - for one thing, it would make it a whole lot of fun just to watch the carnage as you progress through matches. Again, look at PvP, and the Hero Battles in particular. Everyone and their grandmother is running the same Team Build at this point. I used to love playing HB before the recent changes. There was a lot of variety and there were a lot of great matches I had the chance to participate in. Now it's completely uninteresting to me. When I get really bored, I experiement with a counter to the Cookie Cutter, but I don't want to end up having to run this counter exclusively. I want to be able to pick a build and go have some fun trying something different. The same goes for PvE. I don't want to run a build or use skill sets that everyone else is using just to be able to play through dungeons or missions. I want to play the builds I have used through each of the three campaigns in the last 2 and half years because those are the ones I have had the most fun with, and enjoy playing. Of course not every possible choice is going to work, such as loading up a Warrior's Swordsmanship attribute, but using an Axe with Hammer Master skills. That's just common sense. However, upon building and learning to use a great Hammer Warrior, I shouldn't get to an area that basically says, "Sorry, all mobs here are Hammer Immune, you are now useless to your party, go try something else." To me, that's just a cop out on the creator's part. It should be up to them to make the area challenging, even to a Hammer Warrior and not just exclude them from all the fun. Quote:
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