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Which mission deserves the prize for the worst design?
9 pages • Page 2
I vote Moddok's Crevice -> Runner do pose a challenge but is doable. My main grip is the getting the "hints" late or after the fact. The triggers for the hint windows is really bad.
I find Viz Square is easy with 2 mm's, and the other team is all henchmen. In fact it's rather rare to have a human team on the other side any more.
I find Viz Square is easy with 2 mm's, and the other team is all henchmen. In fact it's rather rare to have a human team on the other side any more.

i think the 2 team idea was a bad design;
- Vizunah Square
also missions that are dependant on luck;
- Divinity Coast
missions you can run through;
- Elona Reach
missions that were nearly impossible for a solo player due to you having to carry stuff;
- Jennurs Horde
missions that contained BOSSES FROM OTHER CHAPTERS WTF????
- Gate of Madness (Pain? i dunno..)
well i guess that's it, i kinda liked the rest. can't say they were actually hard, but just annoying due to their dumb concept.
- Vizunah Square
also missions that are dependant on luck;
- Divinity Coast
missions you can run through;
- Elona Reach
missions that were nearly impossible for a solo player due to you having to carry stuff;
- Jennurs Horde
missions that contained BOSSES FROM OTHER CHAPTERS WTF????
- Gate of Madness (Pain? i dunno..)
well i guess that's it, i kinda liked the rest. can't say they were actually hard, but just annoying due to their dumb concept.
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Originally Posted by -Loki-
THK ever since Arenanet killed it because of all the difficulty whining. Now you can snooze through it.
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Moddock is annoying because you don't always have players available so you need actual players to do it, but with 2 rangers it is still dead easy. Cripple and poison. Cripple slows em and poison makes em stop and use signet to clear poison....which costs them time. Just keep at it and they are dead in no time.
It's just that some missions require you to take more players to get masters and beyond that it depends on what you call bad design.
Some missions are a joke compared to others.
I personally think killing Abaddon at the end of NF is the lamest mission. Just because you run in circles doing the same thing 5 times to kill him...It was just an anti-climax.
U
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Originally Posted by pamelf
The Wilds!!! Oh GOD I HATE THAT MISSION. I always get lost....
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Vizunah and Unwaking are far too dependent on a hypothetical team that never turns up (so you end up with 12 henchmen, or 8 if you've got a friend along). Echovald and Gyala are the only two normal missions in the game that I've seen that just can't be solo'd, at least not for masters.
I like most of the NF missions, they tend to make more sense and give you a sense of being part of a larger operation, which the Proph and Factions missions never did. The junundu get old fast, though.
I like most of the NF missions, they tend to make more sense and give you a sense of being part of a larger operation, which the Proph and Factions missions never did. The junundu get old fast, though.
NF - Dzagnor Bastalon I hate that mission. So hard to H/H it. You basically need two MMs.
Factions - Tankaki Temple Togo and Mhenlo have a tendancy to rush into certain areas (especially near the ranger and sin boss) making it impossible to pull at those parts. There are also lots of chokepoints where heros and hench get to stand in breath of fire without moving (again, stuck there because Togo and Mhenlo are also there).
Prophecies - Iron Mines. Don't know why, but this one used to always give me trouble. I can do it now no problem, but even so, its still really long.
Factions - Tankaki Temple Togo and Mhenlo have a tendancy to rush into certain areas (especially near the ranger and sin boss) making it impossible to pull at those parts. There are also lots of chokepoints where heros and hench get to stand in breath of fire without moving (again, stuck there because Togo and Mhenlo are also there).
Prophecies - Iron Mines. Don't know why, but this one used to always give me trouble. I can do it now no problem, but even so, its still really long.
I remember reading a thread about how when designing Gwen, they put a sign in the office stating "When you make a Fed Ex Quest, Abbadon kills a puppy". This was to create variety of quests in EOTN. And I'm very happy with EOTN variety and no one has pointed out any EOTN missions.
This also includes NPC you have to take with you don't die or they self-resurrect themselves. In fact I've only found 1 "fed ex" like mission in all of EOTN so far. It's the one where that White Mantle has you go fetch and bring back (carry) a tome.
I've have the opposite experienced with dual group factions missions, I want henchmen group... more then average they do better.
This also includes NPC you have to take with you don't die or they self-resurrect themselves. In fact I've only found 1 "fed ex" like mission in all of EOTN so far. It's the one where that White Mantle has you go fetch and bring back (carry) a tome.
I've have the opposite experienced with dual group factions missions, I want henchmen group... more then average they do better.
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Originally Posted by Vinraith
Echovald and Gyala are the only two normal missions in the game that I've seen that just can't be solo'd, at least not for masters.
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Originally Posted by Razz Thom
Any in any game that says "So and so must survive"
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C
Grand Prize: Eternal Grove. A mission that requires a split. Pre-heroes, you needed a full team of 8 to do this one. Of course, a full team of 8 was hard to come by because no one ever came back to this one once it was finished, least of all monks, and half the population was over doing Gayla Hatchery instead. Things were even worse because you had so little flexibility in your two teams of four. "Assn LFG"? Good luck. Even now, you still can't H+H the darned thing without dragging along a friend.
Second Place: Maddock Crevice is a royal pain. Getting H+H to snare two targets borders on impossible. Far, far too many times I've locked a hero's target on "their" runner, only to find them snaring the runner I just snared while "their" runner goes free off into the pile of insects, where all hope of getting the H+H on target again is totally lost.
Third Place: Unwaking Waters. First you are severely limited in party composition, as melee characters are nearly useless. Second you are completely at the mercy of whatever idiot children happen to join from the other side -- which is almost inevitably a single W/Mo or Asn with the worst possible hench selection available.
Fourth Place: Vizunah Sq. The other mission where you are completely at the mercy of whatever you get from the other team -- which, again, is inevitably the worst of the worst. Made even harder by the (a) NPC pathing errors that can cause a complete fail, and (b) the fact that the all-hench squad on the opposite side is barely up to the challenge.
Second Place: Maddock Crevice is a royal pain. Getting H+H to snare two targets borders on impossible. Far, far too many times I've locked a hero's target on "their" runner, only to find them snaring the runner I just snared while "their" runner goes free off into the pile of insects, where all hope of getting the H+H on target again is totally lost.
Third Place: Unwaking Waters. First you are severely limited in party composition, as melee characters are nearly useless. Second you are completely at the mercy of whatever idiot children happen to join from the other side -- which is almost inevitably a single W/Mo or Asn with the worst possible hench selection available.
Fourth Place: Vizunah Sq. The other mission where you are completely at the mercy of whatever you get from the other team -- which, again, is inevitably the worst of the worst. Made even harder by the (a) NPC pathing errors that can cause a complete fail, and (b) the fact that the all-hench squad on the opposite side is barely up to the challenge.
