Unrealistic Difficulty!!!!
dargon
FeroxC: you already have a method to wipe DP, infact ANet added bunch more with EotN.
wilderness
Quote:
Originally Posted by FeroxC
My problem in dungeons is a horrible mix of DP and a boss, after an time investment of say 2 hours and a real fight to get to the end of a dungeon, only to realise your team is not cut out for killing the lone boss, is very frustraiting.
I dont want to read GuildWiki so i know what to expect, i dont buy strategy guides because i feel it spoils it.
Most of all i dont want to waste 2 hours by resigning.
I shouldnt be able to struggle along for 2 hours then be hopelessly dominated by a boss, dragging out the inevitable for 2 hours is a bad mechanic.
Now we got a problem, how can ANET make the game challenging whilst reducing some of this aggro ?
My solution ? Shorter missions or maybe some kind of halfway system giving you a chance to wipe DP,tweak the skillbars and try again from that point.
Dont give me the "lrn 2 play" speech ive played over 2k hours and completed the previouse 3 campaigns, this is just my opinion on how to make the game better. This is - and has been advertised from the start as - high-end content for high-end players. It is however, not impossibly challenging. There are plenty of us having little trouble getting through the dungeons, and all of that is down to good leadership, knowing your skills/builds, and having a well balanced and functioning team to execute them.
Try not to take this personally, but you obviously do need to review your team set up and find the cause of your troubles. You'll find once you do a little research that your enjoyment of the game becomes a lot greater.
I dont want to read GuildWiki so i know what to expect, i dont buy strategy guides because i feel it spoils it.
Most of all i dont want to waste 2 hours by resigning.
I shouldnt be able to struggle along for 2 hours then be hopelessly dominated by a boss, dragging out the inevitable for 2 hours is a bad mechanic.
Now we got a problem, how can ANET make the game challenging whilst reducing some of this aggro ?
My solution ? Shorter missions or maybe some kind of halfway system giving you a chance to wipe DP,tweak the skillbars and try again from that point.
Dont give me the "lrn 2 play" speech ive played over 2k hours and completed the previouse 3 campaigns, this is just my opinion on how to make the game better. This is - and has been advertised from the start as - high-end content for high-end players. It is however, not impossibly challenging. There are plenty of us having little trouble getting through the dungeons, and all of that is down to good leadership, knowing your skills/builds, and having a well balanced and functioning team to execute them.
Try not to take this personally, but you obviously do need to review your team set up and find the cause of your troubles. You'll find once you do a little research that your enjoyment of the game becomes a lot greater.
FeroxC
I know how to select a skillbar im going for vanquisher of tyria with my Paragon my point is with the powerfull bosses at the end of dungeons its not obviouse your build is not cut out for the quest untill youve invested a substantial amount of time getting to the boss.
With dungeons taking 2+ the current system IMO is too harsh.
I realise people arnt agreeing and find it easier to brand me 'n00b' so forget it.
With dungeons taking 2+ the current system IMO is too harsh.
I realise people arnt agreeing and find it easier to brand me 'n00b' so forget it.
wilderness
Quote:
Originally Posted by FeroxC
I know how to select a skillbar im going for vanquisher of tyria with my Paragon my point is with the powerfull bosses at the end of dungeons its not obviouse your build is not cut out for the quest untill youve invested a substantial amount of time getting to the boss.
With dungeons taking 2+ the current system IMO is too harsh.
I realise people arnt agreeing and find it easier to brand me 'n00b' so forget it. As I said, try not to take it personally. I find the term noob to be entirely self reflecting so I wouldn't worry if people are being idiots about this.
Let me put it to you this way: you wouldn't expect to walk into other elite areas in the game with just any old set up and win, right? Unless you want to risk having to play through once first to get an understanding of an area (which is what e all have to do), then you'll need to do a little research to provide yourself with the skill sets for the job.
With dungeons taking 2+ the current system IMO is too harsh.
I realise people arnt agreeing and find it easier to brand me 'n00b' so forget it. As I said, try not to take it personally. I find the term noob to be entirely self reflecting so I wouldn't worry if people are being idiots about this.
Let me put it to you this way: you wouldn't expect to walk into other elite areas in the game with just any old set up and win, right? Unless you want to risk having to play through once first to get an understanding of an area (which is what e all have to do), then you'll need to do a little research to provide yourself with the skill sets for the job.
Alex Morningstar
Quote:
Originally Posted by mampfo666
all u guys who say u find EotN too easy, i advise u to go there with ur monk and use h/h only.
good luck at the heart of the shiverpeaks quest, where someone has to crack that worms armor due to barrels.
Easy? yes, for a mending wammo it may be. Doing that. I'm even smiting. /yawn
good luck at the heart of the shiverpeaks quest, where someone has to crack that worms armor due to barrels.
Easy? yes, for a mending wammo it may be. Doing that. I'm even smiting. /yawn
SlipknotOFA
Ive noticed like always in the beginning of the game you have troubles cause you dont know whats going to spawn once you do it youre like oh yeah I will need this and need that and tweak your bar alittle bit. Like with me when Factions came out I thought the Jade BrotherHood was kinda rough but I got use to it and brought diff stuff but you didnt have heroes back then either so it made it really really tough.
The more you stick with it the better you get you arent just going to get it right off the bat. Espeically with the tough areas if its to tough you could always ask guildies and get a group togeather. some stuff in guildwars you cant do with heroes and hench its aggrovating to even try it.
The more you stick with it the better you get you arent just going to get it right off the bat. Espeically with the tough areas if its to tough you could always ask guildies and get a group togeather. some stuff in guildwars you cant do with heroes and hench its aggrovating to even try it.
AnnaCloud9
Who said just take an SF ele or two? I haven't had that skill on my heroes' bar since I capped it, and we slaughter groups left and right.
SF= *yawn*
A good option is to experiment not only with hero combinations (and their skills) but also your own. Go through a dungeon/quest and observe all the monsters and their skill usages. If you don't pass it the first time, prep before you go back with counter-skills, and walla - you'll find GWEN can be quite tame. Don't be afraid to change skillbars around, and don't be afraid to use the other 20 (if you have Nightfall) or 7 (if only Gwen) heroes at your disposal.
A comfort zone in Guild Wars is a player's worst enemy.
SF= *yawn*
A good option is to experiment not only with hero combinations (and their skills) but also your own. Go through a dungeon/quest and observe all the monsters and their skill usages. If you don't pass it the first time, prep before you go back with counter-skills, and walla - you'll find GWEN can be quite tame. Don't be afraid to change skillbars around, and don't be afraid to use the other 20 (if you have Nightfall) or 7 (if only Gwen) heroes at your disposal.
A comfort zone in Guild Wars is a player's worst enemy.
blue.rellik
I love the new difficulty. Even though most enemies are around our level, they're way harder since they have much more diverse skill sets. The current Frostmaw's Burrow's is harder than any HM Tyrian mission
Getting ganked by 3 Frost Wurms and a Frostmaw spawn is (fun) death
Getting ganked by 3 Frost Wurms and a Frostmaw spawn is (fun) death
Crom The Pale
I still remeber when people went nuts over there being 2 bosses side by side in Abaddons mouth mission in Prophicies.
Hit good old Willa(monk) and say a necromancer or elemental and it was often party wipe time...
But people learned, adapted and overcame. Now its almost a joke, they go down very fast on normal mode and not much harder on hard mode.
In a month when hard mode is out, people will look back on normal mod GW:EN and say, wow its so easy....those that are not already saying that
Hit good old Willa(monk) and say a necromancer or elemental and it was often party wipe time...
But people learned, adapted and overcame. Now its almost a joke, they go down very fast on normal mode and not much harder on hard mode.
In a month when hard mode is out, people will look back on normal mod GW:EN and say, wow its so easy....those that are not already saying that
bungusmaximus
Quote:
Originally Posted by Crom The Pale
Hit good old Willa(monk) and say a necromancer or elemental and it was often party wipe time...
Arrrrgh, I had to resign once when we found out we didn't have the damage to kill them, mursaat bosses are tough as nails ^^.
As for difficulty, I never, ever leave home without good defense and enough interrupts. I had lots of success with using 2 necro's more or les set up like this:
[skill]insidious parasite[/skill][skill]enfeebling blood[/skill][skill]barbs[/skill][skill]mark of pain[/skill][skill]signet of lost souls[/skill][skill]spiteful spirit[/skill][skill]blood ritual[/skill][skill]resurrection signet[/skill]
[skill]price of failure[/skill][skill]reckless haste[/skill][skill]corrupt enchantment[/skill][skill]defile enchantments[/skill][skill]desecrate enchantments[/skill][skill]signet of lost souls[/skill][skill]blood ritual[/skill][skill]resurrection signet[/skill]
I used Dunkoro as a LOD monk and either olias, magrid or koss depending on the situation. As hench i used Zho and the two warriors + prot monk mostly. Mark of Pain needs a lot of physical damage to trigger often, and that skill is the main killer in this build together with SS.
As for difficulty, I never, ever leave home without good defense and enough interrupts. I had lots of success with using 2 necro's more or les set up like this:
[skill]insidious parasite[/skill][skill]enfeebling blood[/skill][skill]barbs[/skill][skill]mark of pain[/skill][skill]signet of lost souls[/skill][skill]spiteful spirit[/skill][skill]blood ritual[/skill][skill]resurrection signet[/skill]
[skill]price of failure[/skill][skill]reckless haste[/skill][skill]corrupt enchantment[/skill][skill]defile enchantments[/skill][skill]desecrate enchantments[/skill][skill]signet of lost souls[/skill][skill]blood ritual[/skill][skill]resurrection signet[/skill]
I used Dunkoro as a LOD monk and either olias, magrid or koss depending on the situation. As hench i used Zho and the two warriors + prot monk mostly. Mark of Pain needs a lot of physical damage to trigger often, and that skill is the main killer in this build together with SS.
steel singer
I don't see why people make such a big deal about GW:EN being to hard and all..
I completed every mission and some dungeons with hero/hench on my MONK! And everyone knows that a monk is the hardest character to play with heroes/hench.. I just use my dunkoro(heal), zhed(searing flames), olias(MM) and me as a prot.. Then warrior hench, interrupt hench, and the 2 eles..
And still I had no problem doing anything, never had to reseign during a mission/quest, barely had to heal.. I think GW:EN is waaaaaaay to easy.. I expected to be forced to do GW:EN with real people on vent/ts or something..
I even think it's easier than nightfall.. Nightfall was waaaaay harder than GW:EN in my opinion..
It's even supposed to be an elite chapter or something, well I don't notice a thing about that.. I even hoped the char with their 2nd proffession would be a challenge, but I was dissappointed that they were very easy..
I completed every mission and some dungeons with hero/hench on my MONK! And everyone knows that a monk is the hardest character to play with heroes/hench.. I just use my dunkoro(heal), zhed(searing flames), olias(MM) and me as a prot.. Then warrior hench, interrupt hench, and the 2 eles..
And still I had no problem doing anything, never had to reseign during a mission/quest, barely had to heal.. I think GW:EN is waaaaaaay to easy.. I expected to be forced to do GW:EN with real people on vent/ts or something..
I even think it's easier than nightfall.. Nightfall was waaaaay harder than GW:EN in my opinion..
It's even supposed to be an elite chapter or something, well I don't notice a thing about that.. I even hoped the char with their 2nd proffession would be a challenge, but I was dissappointed that they were very easy..
FeroxC
Youve never had to resign and barely had to heal, even on Frostmaws ?
Is your MM Grenth by any chance ?
Is your MM Grenth by any chance ?
xArcaeus
Quote:
Originally Posted by FeroxC
Youve never had to resign and barely had to heal, even on Frostmaws ?
Is your MM Grenth by any chance ? Roflcopter.
Seriously though, people who find GWEN difficult need to realize that this isn't presearing, and sometimes (like every other video/arcade game you've ever played) you have to try things more than once, twice, or even ten times. I remember the first time I played Ninja Gaiden on xbox, I died at least 20 times on the first boss (what's her name) before getting a working strategy and finally killing her. After I got better at the game, I could smoke her w/o getting hit in Hard difficulty. Don't expect yourself to roll through everything, especially if you're new at the game. When it's all said and done -> Challenge = fun. Handouts are not.
Is your MM Grenth by any chance ? Roflcopter.
Seriously though, people who find GWEN difficult need to realize that this isn't presearing, and sometimes (like every other video/arcade game you've ever played) you have to try things more than once, twice, or even ten times. I remember the first time I played Ninja Gaiden on xbox, I died at least 20 times on the first boss (what's her name) before getting a working strategy and finally killing her. After I got better at the game, I could smoke her w/o getting hit in Hard difficulty. Don't expect yourself to roll through everything, especially if you're new at the game. When it's all said and done -> Challenge = fun. Handouts are not.
Hanok Odbrook
Quote:
Originally Posted by xArcaeus
Roflcopter.
Seriously though, people who find GWEN difficult need to realize that this isn't presearing, and sometimes (like every other video/arcade game you've ever played) you have to try things more than once, twice, or even ten times. I remember the first time I played Ninja Gaiden on xbox, I died at least 20 times on the first boss (what's her name) before getting a working strategy and finally killing her. After I got better at the game, I could smoke her w/o getting hit in Hard difficulty. Don't expect yourself to roll through everything, especially if you're new at the game. When it's all said and done -> Challenge = fun. Handouts are not. I guess it's really how and why people are playing this game. For the most part, I think the majority here are casual players and don't have a lot of time to spend experimenting with builds and all of that just to try to get past some areas. Granted, anyone pretty much can get through the primary quests and missions in any of the campaigns with relatively little difficulty, especially when using Heroes, and some of the outside upper level content, like Sorrow's Furnace, Faction's and Nightfall's Elite Missions, and the Dungeons are geared more towards the hard core player, but should we really discount the casual player's desire to play the content they paid for? After all, their money is just as green as the hardcore GWer.
Most of us play games because we enjoy them, and want to escape reality for a little while. How appealing would a game be if it felt like work every step of the way. A long time ago, I picked up a game called Timeslip for the SNES. It was a shooter type game, and I had a blast once I got the hang of it. Unfortunately, I was never able to figure out how to get past the Second or Third Level Boss (can't remember which now). I literally played that game every day for a solid year trying to figure out how to beat him, and never could. After that, I just gave up and have never played the game since. It was just too frustrating to waste so much time getting no where, and even though I really like playing the game, it just got to be too much of a grind. On occassion, I'll troll the 'Net looking to see if someone posted a guide for the game, but have yet to find one, which is too bad, because I'd go back to that game in a second to play it again now if I could get past that boss.
I think we can look at GW the same way. Why should we deny players the ability to play through all content in the game just because they don't want to get better - they're just looking for a good, fun experience. We don't have to as long as we have a system that allows people to play the way they want to. We have Hard Mode for the hard core - now let's get a system that let's us choose our challenge level in Normal Mode. Those just looking to kill a few hours can go with the safer route, but sacrifice the drop quality and amount, and those of us looking to ramp up the challenge without going into Hard Mode, can choose the more dangerous route, and be properly awarded for our successes.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
Seriously though, people who find GWEN difficult need to realize that this isn't presearing, and sometimes (like every other video/arcade game you've ever played) you have to try things more than once, twice, or even ten times. I remember the first time I played Ninja Gaiden on xbox, I died at least 20 times on the first boss (what's her name) before getting a working strategy and finally killing her. After I got better at the game, I could smoke her w/o getting hit in Hard difficulty. Don't expect yourself to roll through everything, especially if you're new at the game. When it's all said and done -> Challenge = fun. Handouts are not. I guess it's really how and why people are playing this game. For the most part, I think the majority here are casual players and don't have a lot of time to spend experimenting with builds and all of that just to try to get past some areas. Granted, anyone pretty much can get through the primary quests and missions in any of the campaigns with relatively little difficulty, especially when using Heroes, and some of the outside upper level content, like Sorrow's Furnace, Faction's and Nightfall's Elite Missions, and the Dungeons are geared more towards the hard core player, but should we really discount the casual player's desire to play the content they paid for? After all, their money is just as green as the hardcore GWer.
Most of us play games because we enjoy them, and want to escape reality for a little while. How appealing would a game be if it felt like work every step of the way. A long time ago, I picked up a game called Timeslip for the SNES. It was a shooter type game, and I had a blast once I got the hang of it. Unfortunately, I was never able to figure out how to get past the Second or Third Level Boss (can't remember which now). I literally played that game every day for a solid year trying to figure out how to beat him, and never could. After that, I just gave up and have never played the game since. It was just too frustrating to waste so much time getting no where, and even though I really like playing the game, it just got to be too much of a grind. On occassion, I'll troll the 'Net looking to see if someone posted a guide for the game, but have yet to find one, which is too bad, because I'd go back to that game in a second to play it again now if I could get past that boss.
I think we can look at GW the same way. Why should we deny players the ability to play through all content in the game just because they don't want to get better - they're just looking for a good, fun experience. We don't have to as long as we have a system that allows people to play the way they want to. We have Hard Mode for the hard core - now let's get a system that let's us choose our challenge level in Normal Mode. Those just looking to kill a few hours can go with the safer route, but sacrifice the drop quality and amount, and those of us looking to ramp up the challenge without going into Hard Mode, can choose the more dangerous route, and be properly awarded for our successes.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
Mineria
Quote:
Originally Posted by mampfo666
all u guys who say u find EotN too easy, i advise u to go there with ur monk and use h/h only.
good luck at the heart of the shiverpeaks quest, where someone has to crack that worms armor due to barrels.
Easy? yes, for a mending wammo it may be. Did the worm without using the barrels.
Hero mesmer interrupts ftw.
You know, it is possible to control your hero skills manually.
good luck at the heart of the shiverpeaks quest, where someone has to crack that worms armor due to barrels.
Easy? yes, for a mending wammo it may be. Did the worm without using the barrels.
Hero mesmer interrupts ftw.
You know, it is possible to control your hero skills manually.
Mineria
Quote:
Originally Posted by FeroxC
Most of all i dont want to waste 2 hours by resigning.
If that is how you feel... maybe your wasting all your time in GW...
No wipe is a waste, it is only a step closer to get it done.
I got a 60% DP penalty on my entire h+h party when I did the second last primary quest, but didn't resign and went through.
Later I assisted a guild m8, and we got no DP at all.
So stuff the "wasting time speech" and l2l
No wipe is a waste, it is only a step closer to get it done.
I got a 60% DP penalty on my entire h+h party when I did the second last primary quest, but didn't resign and went through.
Later I assisted a guild m8, and we got no DP at all.
So stuff the "wasting time speech" and l2l
Craywulf
The debate about which version of GW is harder is not a fair argument unless you are using the same professions and builds vs. different monsters. Sure ArenaNet has made their mobs more difficult with each version of GW, but they've only raised the difficulty base on their own views of what's hard.
There are way too many players with vastly different gaming experience to define what's hard and easy. What's hard to some may be very easy to others, and that doesn't mean the gamer is highly experienced, it might be as simple as making an adjustment to counter what others veiw as hard.
Guild Wars is extremely flexible game in that there's no single method that defeats all areas of the game. Sure their might be builds or tactics that help the majority of the game, but their are places where changes are going to be needed. Eye of the North is one such place, Searing Flames build is not quite effective as it is in other versions of GW.
One needs to respect those who complain that its too hard, because there's such vast divide between those who would be labeled as an elite player, casual player, and those who are beginners. In life you don't ridicule a child because they can't reach the doorknob to open it, instead we open it for them and we wait with anticipation for them to discover how to open it themselves. Just as we don't ridicule a little person who knows how to open the door, but simply can't reach it.
There are a lot casual gamers in GW who know how to play, but just need a little assistance.
Someone complains about GW, don't bother posting if you're gonna ridicule them. Only post if you have the patience to help them. Guild Wars is constantly changing, and there's always something to learn.
There are way too many players with vastly different gaming experience to define what's hard and easy. What's hard to some may be very easy to others, and that doesn't mean the gamer is highly experienced, it might be as simple as making an adjustment to counter what others veiw as hard.
Guild Wars is extremely flexible game in that there's no single method that defeats all areas of the game. Sure their might be builds or tactics that help the majority of the game, but their are places where changes are going to be needed. Eye of the North is one such place, Searing Flames build is not quite effective as it is in other versions of GW.
One needs to respect those who complain that its too hard, because there's such vast divide between those who would be labeled as an elite player, casual player, and those who are beginners. In life you don't ridicule a child because they can't reach the doorknob to open it, instead we open it for them and we wait with anticipation for them to discover how to open it themselves. Just as we don't ridicule a little person who knows how to open the door, but simply can't reach it.
There are a lot casual gamers in GW who know how to play, but just need a little assistance.
Someone complains about GW, don't bother posting if you're gonna ridicule them. Only post if you have the patience to help them. Guild Wars is constantly changing, and there's always something to learn.
bungusmaximus
I hope aNet just doesn 't nerf EOTN difficulty, the loot is already crap so please give me a little bit of challenge.
nw5221
Quote:
Originally Posted by Ebony Shadowheart
Learn to not be a jackass
Personally if you want to offer useless comments such as 'you're doing it wrong' at least offer some reasons why you feel this. Considering you're not playing WITH the OP I dount you know why he's having issues.
Many of you assume he just sucks, well I hate to tell you but everyone that plays does so differently. Thus, some people will find different areas harder or easier than others. Casual players that end up getting their ass kicked end up frutsrated and angry, thus tada this type of thread. Instead of trying to help said person too many of you offer no constructive critism; just blantant 'you suck' comments that do nothing but piss people off more.
That being said, wsper me in game some time Nw, I'll help you on any dungeon I have open. Thanks for the productive comments & positive support. One thing I noticed was the power-stones in the EON outpost. That has seemed to help. I added you to my friends list & I appreciate the offer of help!
Personally if you want to offer useless comments such as 'you're doing it wrong' at least offer some reasons why you feel this. Considering you're not playing WITH the OP I dount you know why he's having issues.
Many of you assume he just sucks, well I hate to tell you but everyone that plays does so differently. Thus, some people will find different areas harder or easier than others. Casual players that end up getting their ass kicked end up frutsrated and angry, thus tada this type of thread. Instead of trying to help said person too many of you offer no constructive critism; just blantant 'you suck' comments that do nothing but piss people off more.
That being said, wsper me in game some time Nw, I'll help you on any dungeon I have open. Thanks for the productive comments & positive support. One thing I noticed was the power-stones in the EON outpost. That has seemed to help. I added you to my friends list & I appreciate the offer of help!
keli
Quote:Originally Posted by Ebony Shadowheart
Learn to not be a jackass
Personally if you want to offer useless comments such as 'you're doing it wrong' at least offer some reasons why you feel this. Considering you're not playing WITH the OP I dount you know why he's having issues.
Many of you assume he just sucks, well I hate to tell you but everyone that plays does so differently. Thus, some people will find different areas harder or easier than others. Casual players that end up getting their ass kicked end up frutsrated and angry, thus tada this type of thread. Instead of trying to help said person too many of you offer no constructive critism; just blantant 'you suck' comments that do nothing but piss people off more.
That being said, wsper me in game some time Nw, I'll help you on any dungeon I have open.
Thanks for the productive comments & positive support. One thing I noticed was the power-stones in the EON outpost. That has seemed to help. I added you to my friends list & I appreciate the offer of help!
yes, and because you cant do something come and cry all day long on the fanforums good tactic, i hope anet wont do anything to make these territorys easier
Learn to not be a jackass
Personally if you want to offer useless comments such as 'you're doing it wrong' at least offer some reasons why you feel this. Considering you're not playing WITH the OP I dount you know why he's having issues.
Many of you assume he just sucks, well I hate to tell you but everyone that plays does so differently. Thus, some people will find different areas harder or easier than others. Casual players that end up getting their ass kicked end up frutsrated and angry, thus tada this type of thread. Instead of trying to help said person too many of you offer no constructive critism; just blantant 'you suck' comments that do nothing but piss people off more.
That being said, wsper me in game some time Nw, I'll help you on any dungeon I have open.
Thanks for the productive comments & positive support. One thing I noticed was the power-stones in the EON outpost. That has seemed to help. I added you to my friends list & I appreciate the offer of help!
yes, and because you cant do something come and cry all day long on the fanforums good tactic, i hope anet wont do anything to make these territorys easier
blue.rellik
To make it easy : Run MoW and Livia (Olias is too ugly which makes him inferior) with SS and some anti-caster/melee skills. Run Morghan or Hayda with a Motivation support Paragon build
Pick up Mhenlo, Lina, Eve and Herta. Plow through everything. Honestly I thought it was pretty easy since most enemies are around lvl 20 and normally we have a bunch of other allies following us bringing our party to 9 - 10 (with the most being 13 when doing Warband of Brothers. 13 guys is a lot anywhere).
Destroyers aren't Torment Demons or Titans, they're just high level monsters with decent skill bars and a healing skill.
Pick up Mhenlo, Lina, Eve and Herta. Plow through everything. Honestly I thought it was pretty easy since most enemies are around lvl 20 and normally we have a bunch of other allies following us bringing our party to 9 - 10 (with the most being 13 when doing Warband of Brothers. 13 guys is a lot anywhere).
Destroyers aren't Torment Demons or Titans, they're just high level monsters with decent skill bars and a healing skill.
Kissa
I didnt read the whole thread, but there is a very long thread called "An Open Letter to Anet" which basically says that GWEN is too easy. I guess it is hard to make all parties (Proplayer vs. Casual players) happy.
I walk around with Rit (Spirit Strengt Axe Warrior), 2 Eles, 1 MM, Lina, Mhenlo, Devona and Zho and it works pretty nicely. I havent done any dungeons tho with those heroes.
I walk around with Rit (Spirit Strengt Axe Warrior), 2 Eles, 1 MM, Lina, Mhenlo, Devona and Zho and it works pretty nicely. I havent done any dungeons tho with those heroes.
Burst Cancel
Quote:
Originally Posted by Hanok Odbrook
I think we can look at GW the same way. Why should we deny players the ability to play through all content in the game just because they don't want to get better - they're just looking for a good, fun experience. We don't have to as long as we have a system that allows people to play the way they want to. We have Hard Mode for the hard core - now let's get a system that let's us choose our challenge level in Normal Mode. Those just looking to kill a few hours can go with the safer route, but sacrifice the drop quality and amount, and those of us looking to ramp up the challenge without going into Hard Mode, can choose the more dangerous route, and be properly awarded for our successes.
As I've stated before, this comes down to how much you want to divide your playerbase. You could divide the game into Easy, Normal, and Hard modes. Or you could do Braindead Easy, Easy, Normal, and Hard. Or Braindead Easy, Easy, Normal, Hard, and Super-Extra Hard. Or we could just have Normal and Hard.
Your argument is basically that normal mode isn't easy enough, and we need an even easier mode for casual players. I'd wager that EoTN is hard for casual players now because EoTN lacks a Hard Mode. Therefore, I think that once HM is implemented, NM EoTN will be toned down like the other campaigns, and people can be happy again.
You also need to recognize that some content is always going to be out of reach of casual players. Most hardcore players find DoA pretty easy, but it's clearly not designed for casual players. Similarly, some levels or secret dungeons/bosses in other games are out of reach of casual players, because they're designed as a reward and challenge for the hardcore players. At some point, the fact that someone sucks at the game is going to prevent them from enjoying everything that a better player could - which is as it should be, otherwise there wouldn't be any reason to get better, and the game stagnates.
Your argument is basically that normal mode isn't easy enough, and we need an even easier mode for casual players. I'd wager that EoTN is hard for casual players now because EoTN lacks a Hard Mode. Therefore, I think that once HM is implemented, NM EoTN will be toned down like the other campaigns, and people can be happy again.
You also need to recognize that some content is always going to be out of reach of casual players. Most hardcore players find DoA pretty easy, but it's clearly not designed for casual players. Similarly, some levels or secret dungeons/bosses in other games are out of reach of casual players, because they're designed as a reward and challenge for the hardcore players. At some point, the fact that someone sucks at the game is going to prevent them from enjoying everything that a better player could - which is as it should be, otherwise there wouldn't be any reason to get better, and the game stagnates.
Mineria
Unrealistic difficult...
... I don't think so
This is in Slaver's Exile (EoTN Elite Dungeon)
... I don't think so
This is in Slaver's Exile (EoTN Elite Dungeon)
Hanok Odbrook
Quote:
Originally Posted by Burst Cancel
You also need to recognize that some content is always going to be out of reach of casual players. Most hardcore players find DoA pretty easy, but it's clearly not designed for casual players. Similarly, some levels or secret dungeons/bosses in other games are out of reach of casual players, because they're designed as a reward and challenge for the hardcore players. At some point, the fact that someone sucks at the game is going to prevent them from enjoying everything that a better player could - which is as it should be, otherwise there wouldn't be any reason to get better, and the game stagnates.
The fact that many players find the elite content like DoA, UW, or FoW easy is part of the problem. HM or not, the fact that many players, casual included, find a lot of the game too easy is a problem remedied by adjusting the combat system and not necessarily creating separate modes of play. A system that reduces the offensive capabilities of mobs, but ramps up their defenses and that rewards your choice of party formation, skill sets, attack chains, tactics in taking those mobs down can not only minimize the easy/hard complaints but can also be used to eliminate the solo bot farming problem and complaints about drop quality.
Thus far I am quite happy with EotN for the most part, my main complaints are that combat is still too simplified, and there is still that great gap in mob power between the ground level and dungeon level that doesn't necessarily prepare one for what to expect when heading underground. Since an overhaul in the combat system is probably an undertaking too extensive for the current game, I guess we will have to wait to see if HM is implemented for EotN and the NM adjusted accordingly, and hope that new refinements make it into GW2.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
Thus far I am quite happy with EotN for the most part, my main complaints are that combat is still too simplified, and there is still that great gap in mob power between the ground level and dungeon level that doesn't necessarily prepare one for what to expect when heading underground. Since an overhaul in the combat system is probably an undertaking too extensive for the current game, I guess we will have to wait to see if HM is implemented for EotN and the NM adjusted accordingly, and hope that new refinements make it into GW2.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
Jaceb
Dont know if anyone has mentioned but the new & improved Fendi Nin fight is pretty damn crazy. Damned Crewmen spawn spirits & spam AoE and
turn into Archers that interrupt tons, almost a total shutdown until you've killed a few of them. I wouldn't say its difficult with BHA ranger.
(You'll really want to shut down Fendi). But without one you'll be at the shrine over and over again :O.
Well i was there more than alive with the good old smiting team that i used before. I was kinda hoping for a fighting change without BHA but at least it's obvious now .
Has anyone done the new fight? if so what are your views?.
Doing that fight at HM .. /shivers but i'm not complaining just that it was a little frustrating. Next time i'll bring a BHA and enjoy the free loot
turn into Archers that interrupt tons, almost a total shutdown until you've killed a few of them. I wouldn't say its difficult with BHA ranger.
(You'll really want to shut down Fendi). But without one you'll be at the shrine over and over again :O.
Well i was there more than alive with the good old smiting team that i used before. I was kinda hoping for a fighting change without BHA but at least it's obvious now .
Has anyone done the new fight? if so what are your views?.
Doing that fight at HM .. /shivers but i'm not complaining just that it was a little frustrating. Next time i'll bring a BHA and enjoy the free loot
Burst Cancel
Quote:
Originally Posted by Hanok Odbrook
The fact that many players find the elite content like DoA, UW, or FoW easy is part of the problem. HM or not, the fact that many players, casual included, find a lot of the game too easy is a problem remedied by adjusting the combat system and not necessarily creating separate modes of play. A system that reduces the offensive capabilities of mobs, but ramps up their defenses and that rewards your choice of party formation, skill sets, attack chains, tactics in taking those mobs down can not only minimize the easy/hard complaints but can also be used to eliminate the solo bot farming problem and complaints about drop quality.
You've talked about this at length before, and focusing on defense doesn't solve anything; rather, it actually relaxes any pressure in the game because even the bosses can't really kill you - you can basically take as long as you want to do anything, or hell, just afk in the middle of a pack of monsters with your heroes and henchies because you'll never die. Stalemates are uninteresting in every sense of the word, and that's frankly not where you want a game's equilibrium position to be.
And as I said, your system of set-rewards is just hand-holding and playstyle restriction. This game throws you a set of skills and mechanics and lets you figure out the rest. With your system, you would basically be saying, "Okay, you get reward X if you have these types of skillbars. You get reward Y if you use this type of combo. You get reward Z if you use this particular tactic". All of that already exists in Guild Wars - it's just not explicit. Hiding behind a wall grants you immunity to projectile attacks, which is a very strong reward for using smart tactics. Just because you don't see a giant "Bonus Earned!" somewhere doesn't mean you're not getting something for it.
Giving players a laundry list of bonus conditions and forcing them to meet those conditions or else be locked in stalemate forever with any monster they meet is frankly not my idea of a fun game.
As for solo bot farming - for nearly anything a player can do, a bot can be written to accomplish the same thing. If solo farming is possible, chances are solo bot farming will be also. And if solo farming is not possible, aren't you just restricting styles of gameplay?
And as I said, your system of set-rewards is just hand-holding and playstyle restriction. This game throws you a set of skills and mechanics and lets you figure out the rest. With your system, you would basically be saying, "Okay, you get reward X if you have these types of skillbars. You get reward Y if you use this type of combo. You get reward Z if you use this particular tactic". All of that already exists in Guild Wars - it's just not explicit. Hiding behind a wall grants you immunity to projectile attacks, which is a very strong reward for using smart tactics. Just because you don't see a giant "Bonus Earned!" somewhere doesn't mean you're not getting something for it.
Giving players a laundry list of bonus conditions and forcing them to meet those conditions or else be locked in stalemate forever with any monster they meet is frankly not my idea of a fun game.
As for solo bot farming - for nearly anything a player can do, a bot can be written to accomplish the same thing. If solo farming is possible, chances are solo bot farming will be also. And if solo farming is not possible, aren't you just restricting styles of gameplay?
Crom The Pale
The problem of difficulty in any game is impossible to fix, simply because everyone plays very differntly.
Some find GW easy others hard.
Elite areas notwithstanding there is no map/quest/mission that 8 live people can not complete. This is the limit of balance that can be achieved. This means that some parts of the game are very hard with just Hench/Heros and a few outright impossible.
This game was meant to be played with people. Making it simple to do with hench/hero parties would reduce the game to something akin to a Nintendo game, first generation.
Some find GW easy others hard.
Elite areas notwithstanding there is no map/quest/mission that 8 live people can not complete. This is the limit of balance that can be achieved. This means that some parts of the game are very hard with just Hench/Heros and a few outright impossible.
This game was meant to be played with people. Making it simple to do with hench/hero parties would reduce the game to something akin to a Nintendo game, first generation.
Hanok Odbrook
Quote:
Originally Posted by Burst Cancel
You've talked about this at length before, and focusing on defense doesn't solve anything; rather, it actually relaxes any pressure in the game because even the bosses can't really kill you - you can basically take as long as you want to do anything, or hell, just afk in the middle of a pack of monsters with your heroes and henchies because you'll never die. Stalemates are uninteresting in every sense of the word, and that's frankly not where you want a game's equilibrium position to be.
Changing to a solely defensive creature is not the be all and end all of the system. There would need to be AI changes to the creatures - a discussion I and another player had several months ago listing what we would like to see changed, but believe me - there would rarely be any stalemates - the mobs will win in the end if a party just goes afk or does not follow proper tactics. The mobs would have inherent offensive capabilites that would eventually kill off a party simply because the healers would end up stretched too thin with little energy left to go around. However, I do want to tone down the massive spikes and AOE of creatures that can take down characters and parties with in a many of a couple dozen seconds. And I don't think we can get much more hand-holding than the Dwarven Rep system that gives us damage/healing bonuses against Destroyers when active.
In a previous post detailing the attack chain system a bit more, I showed how players would need to be very active, very coordinated, and time their chains just right, otherwise they will pay the consequences. I don't know about anyone else, but if was in an 8 player attack chain and knew we had to successfully pull it off, otherwise it would result in a party wipe, and loss of the chance to pick up premium drops - my brow would be sweating just a bit. Now through into the mix a two player party rounded out with heroes who have to not only coordinate their own skills in the chain, but those of their heroes, and I think we have anything but an uninteresting system. The problem now is one that you yourself just stated - I can go afk during any battle and practically have the outcome remain the same - win or loose - we need something more. And the bonus system isn't any more handholding than we have now - say for SF that causes burning or causes extra damage to already burning creatures, or using a weapons mod that increases poison time by 33% or damage by 15%. All the new system does is add these types of bonuses to attacks so that the defenses of mobs can be overcome without ending in stalemate or failure, if the proper tactics are used.
In the current system we already have to choose specific skills in order to successfully vanquish an area, so what difference would the new system make in that case? Well, in the new system you wouldn't have to replace your hydro with a pyro to get an damage bonus against an Ice Elemental - you would simply chain a water skill with another player's attack skill to get the same effect, thus opening up more potential to varying tactics in a battle instead of limiting them.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
In a previous post detailing the attack chain system a bit more, I showed how players would need to be very active, very coordinated, and time their chains just right, otherwise they will pay the consequences. I don't know about anyone else, but if was in an 8 player attack chain and knew we had to successfully pull it off, otherwise it would result in a party wipe, and loss of the chance to pick up premium drops - my brow would be sweating just a bit. Now through into the mix a two player party rounded out with heroes who have to not only coordinate their own skills in the chain, but those of their heroes, and I think we have anything but an uninteresting system. The problem now is one that you yourself just stated - I can go afk during any battle and practically have the outcome remain the same - win or loose - we need something more. And the bonus system isn't any more handholding than we have now - say for SF that causes burning or causes extra damage to already burning creatures, or using a weapons mod that increases poison time by 33% or damage by 15%. All the new system does is add these types of bonuses to attacks so that the defenses of mobs can be overcome without ending in stalemate or failure, if the proper tactics are used.
In the current system we already have to choose specific skills in order to successfully vanquish an area, so what difference would the new system make in that case? Well, in the new system you wouldn't have to replace your hydro with a pyro to get an damage bonus against an Ice Elemental - you would simply chain a water skill with another player's attack skill to get the same effect, thus opening up more potential to varying tactics in a battle instead of limiting them.
Hanok Odbrook
Real Millennium Group Guild
Truth * Knowledge * Peace
Karlos
I just want to say that "Unrealistic Difficulty" and "GW:EN" do not fit in the same sentence.
GW:EN's normal mode is very easy. There are a few dungeons where the presence of other human players will make it significantly easier (like Frostmaw's and the simple principle of not bunching up together under one Wurm Bile).
All you need to do is understand the dungeon and the challenges it presents. Don't take a Searing Flames ele hero to Kathandrax or a Minion Master to Oola's Lab. Just read and understand the dungeons on the wiki and then if you need help, just ask in town. Most of the above average difficulty dungeons (like Frostmaw's) have pugs doing them on a fairly regular basis.
But please... GW:EN does not need to be dumbed down any further. It's enough of a let down to me that players were finishing the "elite mission" with heroes and henchies with 3 days of the game's release. Our Guild group sweeps through the entire elite mission in one hour and 5 minutes.
Your issues are mostly not being ready for the challenge you're facing. If you need hero builds or something ask for them. But your problem is, by far, very limited in scope.
GW:EN's normal mode is very easy. There are a few dungeons where the presence of other human players will make it significantly easier (like Frostmaw's and the simple principle of not bunching up together under one Wurm Bile).
All you need to do is understand the dungeon and the challenges it presents. Don't take a Searing Flames ele hero to Kathandrax or a Minion Master to Oola's Lab. Just read and understand the dungeons on the wiki and then if you need help, just ask in town. Most of the above average difficulty dungeons (like Frostmaw's) have pugs doing them on a fairly regular basis.
But please... GW:EN does not need to be dumbed down any further. It's enough of a let down to me that players were finishing the "elite mission" with heroes and henchies with 3 days of the game's release. Our Guild group sweeps through the entire elite mission in one hour and 5 minutes.
Your issues are mostly not being ready for the challenge you're facing. If you need hero builds or something ask for them. But your problem is, by far, very limited in scope.
Cobalt
I agree with the OP some of the stuff in normal mode is just stupid hard.
The game, at least in normal mode, should be challenging but not to the point of making the player so angry they want to shove the designers head through his freaking monitor.
I recently beat Nightfall (normal mode), now I am playing Eye of the North and I can tell you there have been more than a few times I wanted to shove the designers head through his monitor, and would probably have if he was within grabbing distance.
The only way some of this stuff could possibly be easy for anyone is if they have gone out of their way to research builds/hero build and tactics for specific areas, quests, missions which I had to do through NightFall. In fact the last 6-7 or so missions in Nightfall required completely different teams, and builds/hero builds to be successful, especially since I was henching my way though most of them.
Something’s this complex should be reserved for hardmode, in normal mode you should be able to grab a team of henches and have at least a fair degree of success all the way through, which you absolutely do not.
The game, at least in normal mode, should be challenging but not to the point of making the player so angry they want to shove the designers head through his freaking monitor.
I recently beat Nightfall (normal mode), now I am playing Eye of the North and I can tell you there have been more than a few times I wanted to shove the designers head through his monitor, and would probably have if he was within grabbing distance.
The only way some of this stuff could possibly be easy for anyone is if they have gone out of their way to research builds/hero build and tactics for specific areas, quests, missions which I had to do through NightFall. In fact the last 6-7 or so missions in Nightfall required completely different teams, and builds/hero builds to be successful, especially since I was henching my way though most of them.
Something’s this complex should be reserved for hardmode, in normal mode you should be able to grab a team of henches and have at least a fair degree of success all the way through, which you absolutely do not.
Lady Lozza
The OP's character that was having a hard time was a monk. Unfortunately if you like playing healing or prot monks hh'ing it can be difficult because it requires a lot of signalling and party co-ordination to be done WHILE you are trying to heal/prot the party.
My suggestions for those who wish to play this way and are having problems are: 1) bring a warder ele, 2) bring a motivational paragon, 3) take 3 monks, or 4) change to smite and let the hench/heroes worry about the healing.
My suggestions for those who wish to play this way and are having problems are: 1) bring a warder ele, 2) bring a motivational paragon, 3) take 3 monks, or 4) change to smite and let the hench/heroes worry about the healing.
Sparks Dawnbringer
Well, on a helpful note if you are having problems with a quest of dungeon try looking it up on wiki. They usually make excelent sugestions on what to take and skill sets. We have had parties wiped out but just kept going the moral boost at 25 kills is quite a lot. Staking heros and henchies and pulling is quite useful in many places. The destroyers are quite easy to kill with hexes and curses.
lordpwn
I expected GWEN to be much more difficult; yet I've found myself in a master level dungeon laughing and shouting "pull more" to the tank over the voice chat while taking on two enemy groups at once with around four human players and heroes filling out the party.
The slightly better mob builds (rezmer charr for example) might ruin some wammo's day but they don't make much difference with somewhat skilled players and decent builds; the AI's still just REacting, not acting, and they still get into tight clumps that get fire nuked/splinter barraged/SS'd into hell in a matter of seconds, not that they could get much done even if they lived a bit longer with their lack of teamwork.
Try starting with the easier dungeons if you can't make it through the hard ones. Even "generic" builds like your cookie cutter Barrage Rangers, Warrior tanks, Fire nukers and Monks with their bar full of 5e Healing Prayers spells can work well enough if played right.
The slightly better mob builds (rezmer charr for example) might ruin some wammo's day but they don't make much difference with somewhat skilled players and decent builds; the AI's still just REacting, not acting, and they still get into tight clumps that get fire nuked/splinter barraged/SS'd into hell in a matter of seconds, not that they could get much done even if they lived a bit longer with their lack of teamwork.
Try starting with the easier dungeons if you can't make it through the hard ones. Even "generic" builds like your cookie cutter Barrage Rangers, Warrior tanks, Fire nukers and Monks with their bar full of 5e Healing Prayers spells can work well enough if played right.
Snow Bunny
This game isn't difficult.
If you are unwilling to ADAPT in order to progress, you're a dumbass. So certain missions highly recommend a special addition to the team. WHo the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO cares? Just get the best you can and do it.
The only hard mission for me was the elusive golemancer, only because you had to stay within the ring of protection and the dumbass henchies kept running out of it.
And by the way. It's not that hard to do this as a monk. It might be difficult to focusfire if you're using a sword/axe and don't want to have to run up. In that case you just call it crtl+t. What is the average IQ of the person complaining about difficulty.
Next complaint should have a full team build, skills listed, so I can show you it's your build and nothing but.
EDIT: Because I feel like it.
If you are unwilling to ADAPT in order to progress, you're a dumbass. So certain missions highly recommend a special addition to the team. WHo the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO cares? Just get the best you can and do it.
The only hard mission for me was the elusive golemancer, only because you had to stay within the ring of protection and the dumbass henchies kept running out of it.
And by the way. It's not that hard to do this as a monk. It might be difficult to focusfire if you're using a sword/axe and don't want to have to run up. In that case you just call it crtl+t. What is the average IQ of the person complaining about difficulty.
Next complaint should have a full team build, skills listed, so I can show you it's your build and nothing but.
EDIT: Because I feel like it.
blue.rellik
Quote:
Originally Posted by Cobalt
The game, at least in normal mode, should be challenging but not to the point of making the player so angry they want to shove the designers head through his freaking monitor.
I recently beat Nightfall (normal mode), now I am playing Eye of the North and I can tell you there have been more than a few times I wanted to shove the designers head through his monitor, and would probably have if he was within grabbing distance.
Quote:
Something’s this complex should be reserved for hardmode, in normal mode you should be able to grab a team of henches and have at least a fair degree of success all the way through, which you absolutely do not.
You'll get angry but you just suck. I've ran the exact same team build all through EotN and had nearly no problems (except some places which are best with human players like fighting Cyndr) and even then it's disgustingly easy.
Etta
Quote:
Originally Posted by Cobalt
The only way some of this stuff could possibly be easy for anyone is if they have gone out of their way to research
builds/hero build and tactics for specific areas, quests, missions which I had to do through NightFall. In fact the last 6-7 or so missions in Nightfall required completely different teams, and builds/hero builds to be successful, especially since I was henching my way though most of them. Wait, are you saying that one build should fit and work for all areas? That's exactly how to play the game, adapt a new build for a new situation. Wow no wonder why so many people are so bad at this game. How long were you stuck at the gate of madness? blue.rellik
Quote:
Originally Posted by Etta
Wait, are you saying that one build should fit and work for all areas? That's exactly how to play the game, adapt a
new build for a new situation. Wow no wonder why so many people are so bad at this game. How long were you stuck at the gate of madness? OMG! Lich is out-damaging the healing from my warrior's healing hands! Nerf! anshin
i've used the same build since i got Burning Arrow... unless i do other stuff as the Bison Tournament...
as someone said... many, many, many posts before me, the difficulty depends on the person playing, if you need help ask someone you know, if both don't know ask the large community... the fault is not using the same build over and over -.- . it is not gathering enough information in order to expect what you are facing. the only thing i find hard in NF is killing the stupid grenth avatar in Hard Mode... not because of him, because of the other four dervishes... Cobalt
Quote:
Originally Posted by Etta
Wait, are you saying that one build should fit and work for all areas? That's exactly how to play the game, adapt a
new build for a new situation. Wow no wonder why so many people are so bad at this game. Yes, I think in normal mode which is played by most casuals, anyone with cookie cutter builds, cookie cutter heros/henches should have a reasonable degree of success all the way through the game. Guild Wars is not WOW they do not need you to keep playing it for months on end to get a monthly subscription fee. So there is no reason whatsoever to make it difficult to the point of making causals just up and quit. In many areas of Guild Wars there is content that Anet has clearly confused challenging with flat out idiotic hard. I mean, who knows how much in expansion sales Anet has lost because casuals refused to put of with some of this nonsense after Prophecies. You really only should have to work out in depth tactics, modify specials builds/hero builds, use certain henches to augment those builds etc..., "adapt" as you say in hard mode because it is "hard mode". |