Hard Mode complaints
Zeek Aran
I did not write the following sentence, but it seems to be the belief of many.
"ANet showed that they are incapable of creating a challenge in PvE with mob AI (just jack their levels/HPs/speed/etc. up)"
If this wasn't good enough... what would make these types happy? I'm asking out of curiosity, as I'm fine with the difficulty of the game. [Slaver's + Ascalon Hardmode makes me happy]
"ANet showed that they are incapable of creating a challenge in PvE with mob AI (just jack their levels/HPs/speed/etc. up)"
If this wasn't good enough... what would make these types happy? I'm asking out of curiosity, as I'm fine with the difficulty of the game. [Slaver's + Ascalon Hardmode makes me happy]
Diddy bow
My complaint is that it was a cover for loot scaling.
Yea Making them faster/more powerful ect isnt as intresting as what it could be like better a.i or completly revamped mobs.
*Waits for whinners to call it to hard and elitists to call it to easy*
Yea Making them faster/more powerful ect isnt as intresting as what it could be like better a.i or completly revamped mobs.
*Waits for whinners to call it to hard and elitists to call it to easy*
Omniclasm
Hard Mode is pretty fun. Not really fun enough to do on a regular basis, and can quickly get infuriating, but it can be fun.
Example of annoyances: Aaxtes interrupting a 1/4 second cast spell with a 1/2 second activation attack. Reliably, not just a fluke.
Example of annoyances: Aaxtes interrupting a 1/4 second cast spell with a 1/2 second activation attack. Reliably, not just a fluke.
Neo Nugget
I don't think 8 party areas in HM are that hard, now 4 man parties are a different story :O
Government Flu
In relation to the normal AI of Guild Wars, hard mode presents a far superior challenge. Most of the people that will be complaining about Hard Mode being too easy will be veteran players with several guildmates using the most effective builds to conquer certain aspects of the game.
While I am a veteran of Guild Wars myself, I don't really belong to a guild and I usually play solo, so HM is plenty challenging for me.
While I am a veteran of Guild Wars myself, I don't really belong to a guild and I usually play solo, so HM is plenty challenging for me.
Zeek Aran
Not a single person here has said something REALLY negative. *hides under a rock, waiting for the apocalypse*
Avarre
Quote:
Originally Posted by Zeek Aran
I did not write the following sentence, but it seems to be the belief of many.
"ANet showed that they are incapable of creating a challenge in PvE with mob AI (just jack their levels/HPs/speed/etc. up)" If this wasn't good enough... what would make these types happy? I'm asking out of curiosity, as I'm fine with the difficulty of the game. [Slaver's + Ascalon Hardmode makes me happy] |
More groups like this would make me much happier, compared to the silliness of just superboosting HM mobs. Although I did enjoy the 4-man areas of Hard Mode.
Omniclasm
Quote:
Originally Posted by Avarre
Mob groups such as the Jade Brotherhood are the best example of well-designed mobs. Their strength lies in their group balance, they have melee pressure, ele damage support, rit healers, mesmer interrupters. They also use a lot of AoE to punish poor positioning and play, and thus can be countered by player skill as much as the skills on your bar.
More groups like this would make me much happier, compared to the silliness of just superboosting HM mobs. Although I did enjoy the 4-man areas of Hard Mode. |
Edit: GW:EN versions, not Nightfall versions.
Zeek Aran
Things that have come up so far: Balanced enemy groups and advanced AI.
Anything else that would 'improve' the difficulty in a different way than what ANET has done?
Anything else that would 'improve' the difficulty in a different way than what ANET has done?
I MP I
Quote:
"ANet showed that they are incapable of creating a challenge in PvE with mob AI (just jack their levels/HPs/speed/etc. up)" |
Imo, better skills in the AI skill bars (dual profession AI was a good start) would be far more interesting than raising their attributes, levels, health, energy or speed up to absurd levels. Its something I'd like to go up against. Personally I have no problem with the current state of HM. Hell, there are no problems with a group or 8 +/- people with ursan blessing as their elite wiping everything out in a map.
Omniclasm
Quote:
Originally Posted by Zeek Aran
Things that have come up so far: Balanced enemy groups and advanced AI.
Anything else that would 'improve' the difficulty in a different way than what ANET has done? |
Onarik Amrak
Quote:
Originally Posted by Zeek Aran
Not a single person here has said something REALLY negative. *hides under a rock, waiting for the apocalypse*
|
kobey
hmm seems like a little late to be complaining about hard mode after it is out for months
but yeah, i do share wat u feel, in the sense that hard mode is more of just steroids taking foes who move faster, attack faster etc.
but well, you are given the option to play HM and NM, so there aren't any obligations
but yeah, i do share wat u feel, in the sense that hard mode is more of just steroids taking foes who move faster, attack faster etc.
but well, you are given the option to play HM and NM, so there aren't any obligations
Corwin_Andros
Just really getting into widescale HM myself. Not really counting my monk farming Hydras in HM.. it's easier than NM for that purpose. So far the only thing I've found really frustrating in HM has been keeping up with Prince Leeroy in the Ruins of Surmia. Sure they buffed his level and attributes accordingly, but unfortunately he still does his thing and tries to commit Charr assisted suicide at every opportunity. Thankfully I managed to H/H that mission last night after many failed attempts, including a few with PUGs.
lol.. I popped back into the starting point and asked if anybody could rez him just so I could kill him myself.
lol.. I popped back into the starting point and asked if anybody could rez him just so I could kill him myself.
Snow Bunny
Quote:
Originally Posted by Neo Nugget
I don't think 8 party areas in HM are that hard, now 4 man parties are a different story :O
|
I remember trying to just waltz through Vizunah square HM and getting thrashed. I went immediately to Ascalon and breezed through it.
HM gets difficult for me these days only with stuff like Torment creatures, and that Disk of Chaos thing.
It's relatively true though. The charr/stone summit with dual professions in EotN were nice, but they didn't use their skill bars well. They didn't kite, unlike the henchmen learned (finally) to do. I watched several flameshielders (?) put up Aegis at the same time, instead of chaining it, and correct me if I'm wrong, but the axe charr in EotN use D. Riposte.
Sure, their inherent abilities are better, health bars higher, damage, etc. But their AI isn't, which allows them to be triumphed over by broken PvE skills and player skill.
Master Sword Keeper
HM areas hard?
*Chucks on Prot spirit* Leave em to me!
ARGH! Enchant kill... Damn.
Oh wait i know *grabs his wammo* Brg it on.
*Chucks on Prot spirit* Leave em to me!
ARGH! Enchant kill... Damn.
Oh wait i know *grabs his wammo* Brg it on.
cellardweller
Give the AI better targeting and pathing routines and you'd actually get a hard mode.
Orinn
The difficulty is about right, but the design of HM was just mroe of the same from ANet. Rather than boosting mob's skill bars and synergy, they just went with bigger numbers for difficulty. It was done in the first elite areas, UW and FoW, until people started to figure out how to beat them. DoA was nearly instant death for entire balanced groups because ANet simply gave the mobs supercharged damage and environmental advantages. Hard Mode is more of the same: forget making it more challenging, just boost the numbers on the enemies and call it good. It seems lazy, is my problem with it. Sure, and encounter is harder when Borguss Blisterback and all of hids Flame Djinn pals can spam searing flames at half casting time, 150% damage (doubled again for the boss,) but it's not actually HARD. The mobs are no smarter, no more of a challenge to your character, they just hit harder and move faster.
It's not FUN to beat up a boss in hard mode that you can beat in normal mode. It takes more time, and there is usually more risk, but no NEW tactics have to evolve, no new challenges pop up. Once you can deal with the extra damage, then all it is is a longer fight that plays out the exact same way as it would in Normal mode. I've been slowly vanquishing areas, and it's tedious, not fun.
Then again, I personally have a problem when the designers have rules in place for players, and then allow everyone BUT the players to break all the rules. Fighting an entire area of level 24-30, massive-damage, perma-speed boosted mobs that have every numerical advantage the devs could give them just seems to me like the devs couldn't create a clever or realistic challenge, so they took the easy way out and made the numbers bigger. I will call it a lazy design to deliberately handicap players, or to deliberately set the power of soemthing beyond what players can reach.
The Jade Brotherhood are a fine example: besides the bosses, the max level for them is 20 in normal mode. They usually come in groups of 2-4. When larger groups are encountered, say a full group of 8 in mixed professions, they are a suitable challenge for a group of 8 level 20 players. It CAN be done, but simply making a group of level 28 mobs with increased attack speed, run speed and damage, doesn't show challenge by good design, it shows challenge by bigger numbers.
It's not FUN to beat up a boss in hard mode that you can beat in normal mode. It takes more time, and there is usually more risk, but no NEW tactics have to evolve, no new challenges pop up. Once you can deal with the extra damage, then all it is is a longer fight that plays out the exact same way as it would in Normal mode. I've been slowly vanquishing areas, and it's tedious, not fun.
Then again, I personally have a problem when the designers have rules in place for players, and then allow everyone BUT the players to break all the rules. Fighting an entire area of level 24-30, massive-damage, perma-speed boosted mobs that have every numerical advantage the devs could give them just seems to me like the devs couldn't create a clever or realistic challenge, so they took the easy way out and made the numbers bigger. I will call it a lazy design to deliberately handicap players, or to deliberately set the power of soemthing beyond what players can reach.
The Jade Brotherhood are a fine example: besides the bosses, the max level for them is 20 in normal mode. They usually come in groups of 2-4. When larger groups are encountered, say a full group of 8 in mixed professions, they are a suitable challenge for a group of 8 level 20 players. It CAN be done, but simply making a group of level 28 mobs with increased attack speed, run speed and damage, doesn't show challenge by good design, it shows challenge by bigger numbers.
Longasc
GW PvE needs more variety indeed.
This is not a problem of hard mode though, which can in general be described by using Protective Spirit + Weakness (Enfeebling Blood e.g.) more often than in normal mode.
I think the solution to this is to scrap GW PvP, it has not become the big hit as it was supposed to, and devote the resources to developing a better PvE gaming experience.
Instead I see a trend of dumbing down PvE with consumables (new word for potions, something they wanted to get away from in Diablo I+II) and making mobs easier so that everyone can have his socialist feeling of success.
GW PvP is also going to become more "casual friendly" and have more game modes for the less competitive kind of gamer.
In the end you have the whole package smell like ... GW2. :>
This is not a problem of hard mode though, which can in general be described by using Protective Spirit + Weakness (Enfeebling Blood e.g.) more often than in normal mode.
I think the solution to this is to scrap GW PvP, it has not become the big hit as it was supposed to, and devote the resources to developing a better PvE gaming experience.
Instead I see a trend of dumbing down PvE with consumables (new word for potions, something they wanted to get away from in Diablo I+II) and making mobs easier so that everyone can have his socialist feeling of success.
GW PvP is also going to become more "casual friendly" and have more game modes for the less competitive kind of gamer.
In the end you have the whole package smell like ... GW2. :>
Marty Silverblade
I dislike how certain professions seem to be at a disadvantage in certain situations, for example, there may not be room for a lesser used profession in a 4 man party, forcing them to H/H it. Consumables make it a case of 'I'm a W/Mo with Legendary Guardian and Legendary Vanquisher and I'm so pro with my Mending' all because consumables make Hard Mode a How Rich Are You Mode (HRAYM). I dislike how Anet just throws in a large mob and calls it difficulty. Just run a W/P God Mode and cruise through it; I don't much see the point when there are such broken skills out there.
TaCktiX
No offense, Longasc, but they'd better not get rid of PvP in any form. It may not be all it was cracked up to be, but it's still the best challenge you will get in Guild Wars. We complain about this or that needing a nerf cuz we want PvP to be as fun as possible for the community as a whole, not just the nubs who play the same overdone build over and over and over.
As for GW HM, 4 man areas, especially Charr-infested Ascalon areas, are something else. You go up against a party of 6 charr, with a Lingering Curse necro and a Power Block mesmer, and tell me that's not hard. And that's NOT an effect of higher stats, it's the addition of elite. Tyria definitely changed for the better when all the unique but eliteless characters got some elites that made a ton of sense (smite-heavy Shamans with SoJ, Freny-loving Bladestorms with Hundred Blades, e.g.) and made the whole thing more challenging. Quite a shame the other two major campaigns suffered from same-mob-different-level problems (who got tired of killing the FOURTH iteration of Insects by the time they hit Vabbi, then realized nothing changed when HM released other than a level difference?).
GW:EN, I think the difficulty bar has certainly been raised, mostly because of the monster skills used by each mob. Charr and Stone Summit don't really show them, cuz your party has to start dying for Charr to Gloat, and the SS are just up-leveled and variant forms of their lower Shiverpeak brethren. That and the atypical mobs (who positively hates wiping out Angorodons?) with unique unprottable challenges was a change for the better. I'm sure that more and more people will appreciate the different setup of GW:EN HM as time passes. That and how much Tyria still pwns all other campaigns...
As for GW HM, 4 man areas, especially Charr-infested Ascalon areas, are something else. You go up against a party of 6 charr, with a Lingering Curse necro and a Power Block mesmer, and tell me that's not hard. And that's NOT an effect of higher stats, it's the addition of elite. Tyria definitely changed for the better when all the unique but eliteless characters got some elites that made a ton of sense (smite-heavy Shamans with SoJ, Freny-loving Bladestorms with Hundred Blades, e.g.) and made the whole thing more challenging. Quite a shame the other two major campaigns suffered from same-mob-different-level problems (who got tired of killing the FOURTH iteration of Insects by the time they hit Vabbi, then realized nothing changed when HM released other than a level difference?).
GW:EN, I think the difficulty bar has certainly been raised, mostly because of the monster skills used by each mob. Charr and Stone Summit don't really show them, cuz your party has to start dying for Charr to Gloat, and the SS are just up-leveled and variant forms of their lower Shiverpeak brethren. That and the atypical mobs (who positively hates wiping out Angorodons?) with unique unprottable challenges was a change for the better. I'm sure that more and more people will appreciate the different setup of GW:EN HM as time passes. That and how much Tyria still pwns all other campaigns...
bungusmaximus
Little late for a thread like this, are people finally catching on to HM?
My only gripe with HM is that they just upped damage and skill activation speed so much. People who play ranger are put at a natural disadvantage while a curses necro kills stuff twice as fast as in normal mode. Some bosses are imba as hell too.
afflicted yiyo and [wiki]tin dao kaineng[/wiki] are very good examples, Yiyo doesn't even have an elite lololol.
As for the rest, I enjoy and appreciate HM, it gives me a choice, and tomes are just leetsauce.
My only gripe with HM is that they just upped damage and skill activation speed so much. People who play ranger are put at a natural disadvantage while a curses necro kills stuff twice as fast as in normal mode. Some bosses are imba as hell too.
afflicted yiyo and [wiki]tin dao kaineng[/wiki] are very good examples, Yiyo doesn't even have an elite lololol.
As for the rest, I enjoy and appreciate HM, it gives me a choice, and tomes are just leetsauce.
Steboy93
I really enjoy hard mode now, i started like about a month ago and now have done cantha and elona and am halfway through tyira. The thing which annoys me is the 6-man maguuma areas, argh they are driving me mad. 12 moss scarab touch spike ftl
gloria vander belt
Not much to say, i think Hard Mode is a great challenge, but D'Alessio Seaboard is kind of stupid in Hard Mode, the mobs spawn 10X as quick(and to make shore it was hard mode i did it in normal mode), and in normal mode it acctually waits for you to dispatch of the creatures who try and kill dorrian while u save him then the next 1 comes, but in Hard Mode u can barely kill the first group before the second comes, and when u finally got the first group down the third comes, and it becomes to much for even to monks to handle, oh and sometimes the creatures kill confessor dorian before showing up, and it wasnt like that in Hard Mode a week ago(but a random group rushed him and killed after saving him).
thats my complaint(if u call it one)
Agreed 100%, these guys should try doing it with heros and henchies, then they will know what a challenge is, or try doing it with 1 other guildie and there heros and they will still know what a challenge is.
thats my complaint(if u call it one)
Quote:
Originally Posted by Government Flu
In relation to the normal AI of Guild Wars, hard mode presents a far superior challenge. Most of the people that will be complaining about Hard Mode being too easy will be veteran players with several guildmates using the most effective builds to conquer certain aspects of the game.
|
tmakinen
Having mobs that are 'just challenging enough' for any given player profile, and the notion that anybody should eventually be able to 'beat the game' are in direct contradiction with each other unless beating the game is a very small subset of available challenges, and it was exactly the opposite until HM came around, effectively doubling the game content. I can understand the design of HM from the developers' point of view - the current solution is by far the most straightforward way of implementing it, just think of all the effort needed for rebalancing the game if completely new paradigms were introduced through HM.
There have been many advances in mob composition and AI along the way but you can't have monsters that are 'too smart'. I remember all too well a particular AI update that taught certain monsters to kite, and one griefing Avicara Ardent that I chased all around Talus Chute. Every time I tried to kill it, it fled, and if I gave up pursuing it, it would come back to bugger me
Dual profession monsters and team synergy make GW:EN the most challenging part already, now what else could be done? One of my pet ideas is evolving monsters. The (up to) 8 skills on the bar are the 'genome' of a monster. If we implement the following mechanics:
* when a monster is created, its genome is randomly drawn from a pool of templates for that species of monsters
* every now and then a template is duped with some random changes to it (new template, mutation)
* the performance of every template is monitored through in-game statistic (like how many players are killed by monsters with that template)
* every now and then templates with the worst relative performance are removed from the pool (natural selection)
* every now and then two successful templates are randomly combined to a new one (cross-breeding)
This wouldn't be too difficult to implement but the effect would be huge, since it would bring self-balancing metagame on the PvE side and kill botting because monsters would constantly learn and adapt to the threat of bloodthirsty players
There have been many advances in mob composition and AI along the way but you can't have monsters that are 'too smart'. I remember all too well a particular AI update that taught certain monsters to kite, and one griefing Avicara Ardent that I chased all around Talus Chute. Every time I tried to kill it, it fled, and if I gave up pursuing it, it would come back to bugger me
Dual profession monsters and team synergy make GW:EN the most challenging part already, now what else could be done? One of my pet ideas is evolving monsters. The (up to) 8 skills on the bar are the 'genome' of a monster. If we implement the following mechanics:
* when a monster is created, its genome is randomly drawn from a pool of templates for that species of monsters
* every now and then a template is duped with some random changes to it (new template, mutation)
* the performance of every template is monitored through in-game statistic (like how many players are killed by monsters with that template)
* every now and then templates with the worst relative performance are removed from the pool (natural selection)
* every now and then two successful templates are randomly combined to a new one (cross-breeding)
This wouldn't be too difficult to implement but the effect would be huge, since it would bring self-balancing metagame on the PvE side and kill botting because monsters would constantly learn and adapt to the threat of bloodthirsty players
bungusmaximus
Quote:
Originally Posted by tmakinen
This wouldn't be too difficult to implement but the effect would be huge, since it would bring self-balancing metagame on the PvE side and kill botting because monsters would constantly learn and adapt to the threat of bloodthirsty players |
Introducing: The Jade Terrorweb Bladed Jotun of chaos ^^
Now that would be pwnage.
I wonder how long the am fah would last in your design.
Sweet Mystery
Quote:
Originally Posted by bungusmaximus
People who play ranger are put at a natural disadvantage while a curses necro kills stuff twice as fast as in normal mode. Some bosses are imba as hell too.
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All I needed to do was get smart with my skills, get smart with my heroes/hench.
Jungle missions... SS Minion Master ftw.. disable minions till killed the pesky minion stealing scarabs and jobsagoodun!
However Aurora Glade annoyed me till used Bardbed Trap and Tripwire to halt the runners so could muller the hell out of them... but I managed it.
TBH... I love hard mode.... it's where the fun is. It's challenging. Soon I'll up my Vanquishing totals from the meager amounts they are now to do all that... it's not too much of a challenge but when get minced, change setup and retry.
zwei2stein
Hard mode was not what i expected it to be ...
Dual professioned mobs, randomized encounters, strong teambuilds
basically, challenge not originated from bigger numbers, but from design and variety.
---
Really, instead of now-you-must-think mode, it is just meh. it it werent for better rewards, i wouldnt touch it because gameplay itself is not better or mroe fun than NM.
Dual professioned mobs, randomized encounters, strong teambuilds
basically, challenge not originated from bigger numbers, but from design and variety.
---
Really, instead of now-you-must-think mode, it is just meh. it it werent for better rewards, i wouldnt touch it because gameplay itself is not better or mroe fun than NM.
MagmaRed
Hard Mode would have been much better if they would have altered the skill sets and classes of monsters instead of just boosting their levels and attributes.
GW:EN does exactly what I am talking about. Monsters have secondary classes and use skills from it. Conjure on melee and Rangers adds some nice extra damage. Rez on non Monks makes you target select better.
20 attribute points is alright I guess, but variety is more difficult than intensity.
GW:EN does exactly what I am talking about. Monsters have secondary classes and use skills from it. Conjure on melee and Rangers adds some nice extra damage. Rez on non Monks makes you target select better.
20 attribute points is alright I guess, but variety is more difficult than intensity.
freaky naughty
If they had altered the skill sets, improved their AI, and given them dual professions but kept their levels the same as usual there would be a lot less challenge in killing them.
With improved skill sets and dual professions they pretty much have deprived forms of what we have. Anyone can improve their skill set to own a regular foe with good skills. Dual profession would help but there aren't any skills they can use that will actually pose problems for us. And last, increased AI was what Anet used to stop farmers, in combat, kiting away doesn't do you much if the opponents (us) are gonna chase you.
I don't like the way they just superbuff the enemies but if it's a challenge people want, then Hard Mode fits that description perfectly.
With improved skill sets and dual professions they pretty much have deprived forms of what we have. Anyone can improve their skill set to own a regular foe with good skills. Dual profession would help but there aren't any skills they can use that will actually pose problems for us. And last, increased AI was what Anet used to stop farmers, in combat, kiting away doesn't do you much if the opponents (us) are gonna chase you.
I don't like the way they just superbuff the enemies but if it's a challenge people want, then Hard Mode fits that description perfectly.
fenix
The problem is, the majority of Guru posters are under the false impression that PvE, and Hard Mode PvE is difficult. It isn't, they're just bad. Go look at the Screenshot Section, at the "Show off your Titles" thread. If that many people can get the Hard Mode titles, clearly it isn't hard. Bad players saying it's hard, makes other bad players agree, leading to a general consensus that it is. Anet being bad at CR, as we all know they are, follow the views of fansites, and therefore change things based on terrible players. Which leads to the good players making up 'complaint' posts, and quitting.
PvE is easy, you all just suck. Except for the people in this thread who don't. And around, <3 around.
PvE is easy, you all just suck. Except for the people in this thread who don't. And around, <3 around.
crazy diamond
Wether people suck at the game or not only matters insofar as wether or not they are the majority. When you get right down to it the designers goal is to create a game that will suck players in and keep them playing. Creating a genuine challenge is secondary to that. If everyone bitches and moans that it's too hard, then they're going to react to that, not because it's true, but because it ultimately benefits them.
bungusmaximus
Quote:
Originally Posted by fenix
PvE is easy, you all just suck.
|
Not many here in this thread is complaining about difficulty, just design flaws. I think HM has just about the right difficulty for me to make it fun.
shirosae
Quote:
Originally Posted by Zeek Aran
I did not write the following sentence, but it seems to be the belief of many.
"ANet showed that they are incapable of creating a challenge in PvE with mob AI (just jack their levels/HPs/speed/etc. up)" If this wasn't good enough... what would make these types happy? I'm asking out of curiosity, as I'm fine with the difficulty of the game. [Slaver's + Ascalon Hardmode makes me happy] |
Giving them increased attack speed and movement speed reduces the effectiveness of some snares a little, and increases the effectiveness of damage-on-attack hexes massively.
In short, it pushes players away from active disruption, and towards sitting under layers of passive blocking and damage reduction.
So what's bad about that? The bad bit is that if you do that, Hard Mode really isn't very hard. In fact, it's often less involved because the most effective way to play is the most passive way to play.
Gwen did some mobs right; dual professions, reasonable skillbars and party composition. If Nightfall had had that mob design, there would have been no need for the power creep, or the Lightbringer grind that resulted in all the other title grind, or the PvE skills.
If there had been no need for the power creep, maybe PvP and PvE would still have somewhat compatible needs, and skill balances wouldn't be so frequently ineffective.
bungusmaximus
Quote:
Originally Posted by shirosae
In short, it pushes players away from active disruption, and towards sitting under layers of passive blocking and damage reduction.
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fenix
Quote:
Originally Posted by bungusmaximus
What were you thinking? ad hominem attacks aren't nice so let's just insult everyone?
Not many here in this thread is complaining about difficulty, just design flaws. I think HM has just about the right difficulty for me to make it fun. |
Hard Mode doesn't have design flaws, the AI isn't advanced enough to make it 'hard', so they just make it so things hit bigger and take less damage.
crazy diamond
Quote:
Originally Posted by fenix
Hard Mode doesn't have design flaws, the AI isn't advanced enough to make it 'hard', so they just make it so things hit bigger and take less damage.
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bungusmaximus
Quote:
Originally Posted by fenix
Hard Mode doesn't have design flaws, the AI isn't advanced enough to make it 'hard', so they just make it so things hit bigger and take less damage.
|
Go to gadd's encampment, take SS and reckless haste and go raptor farming, I never seen monsters drop that fast
Torqual
Hard Mode is the new Normal Mode.
I'd agree that the multi-professioned groups represent the best challenge - Awakened in The Desolation for example. I have Elonian Vanquisher but haven't done Jade Brotherhood on HM yet...I look forward to this.
As for Hard Mode being 'bought' by Consumables, I heartily disagree with this. If you've messed up so badly with your builds and tactics that you get down to near -60%, you're better off starting again than wasting a Powerstone. These cost too damn much. The point is that you can clear your DP but if you suck then the next mob will just crush you down -15% at a time until very quickly you're in the same situation.
There is a misconception (by people that don't have the title) that everyone who got Vanquisher just waltzed through it, burning several powerstones per map. Really, this is not viable. I used just one, and it was the free one from a quest reward. When I went to replace it, I found out that Granite Slabs are 230g for 10. Forget that.
Start again and work out why you got killed FTW!
I'd agree that the multi-professioned groups represent the best challenge - Awakened in The Desolation for example. I have Elonian Vanquisher but haven't done Jade Brotherhood on HM yet...I look forward to this.
As for Hard Mode being 'bought' by Consumables, I heartily disagree with this. If you've messed up so badly with your builds and tactics that you get down to near -60%, you're better off starting again than wasting a Powerstone. These cost too damn much. The point is that you can clear your DP but if you suck then the next mob will just crush you down -15% at a time until very quickly you're in the same situation.
There is a misconception (by people that don't have the title) that everyone who got Vanquisher just waltzed through it, burning several powerstones per map. Really, this is not viable. I used just one, and it was the free one from a quest reward. When I went to replace it, I found out that Granite Slabs are 230g for 10. Forget that.
Start again and work out why you got killed FTW!
fenix
Well, it's a flaw, but it's not to do with Hard Mode. It's the way GW AI works, so it's NM too. It's not specifically a HM thing, it's a Guild Wars thing.
tbh, Hard Mode would only be 'hard' in my eyes if it was like fighting a GvG every time you had to do something.
tbh, Hard Mode would only be 'hard' in my eyes if it was like fighting a GvG every time you had to do something.