What would do to make Hard Mode more attractive?
Kamara
I already do a fair bit of HM on a semi-regular basis and this is what I most often whine about
* NPCs like EotN NPCs that auto-rez. Sure it would make things like auto-rez Togo not make sense, but hey. Who needs sense? Why can't we just use a rez sig on him? <_<. Rurik was a PITA in the Surmia. Got it in the end but it was a lot of frustration. Hard mode should be hard not frustrating. There's a difference ^_^
* Vanquish chest with a nice gold weapon / green that's relevant to the area. Someone suggested consumables, this sounds good. While I don't use many myself it would be nice if a gold + a consumable dropped per zone or something ranging from rez scrolls all the way to the good stuff.
* Merchants in explorables. Salvaging everything is not always the answer. Sometimes I just want raw cash.
* NPCs like EotN NPCs that auto-rez. Sure it would make things like auto-rez Togo not make sense, but hey. Who needs sense? Why can't we just use a rez sig on him? <_<. Rurik was a PITA in the Surmia. Got it in the end but it was a lot of frustration. Hard mode should be hard not frustrating. There's a difference ^_^
* Vanquish chest with a nice gold weapon / green that's relevant to the area. Someone suggested consumables, this sounds good. While I don't use many myself it would be nice if a gold + a consumable dropped per zone or something ranging from rez scrolls all the way to the good stuff.
* Merchants in explorables. Salvaging everything is not always the answer. Sometimes I just want raw cash.
Sergeant of Marines
Make it harder...maybe a challenge
vaxmor
unique (green) items which only drop in HM.
zwei2stein
Quote:
Originally Posted by I MP I
Hate to admit it, but this is undoubtedly correct. Haven't seen evidence that says otherwise.
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Aside from "it should be hard mode, not a power creep easy mode, damnit (aka, remove consumables and pve skills from HM (preferably whole game))".
There was this idea to give prophecies bosses in hm some unique greens (mursaat skins in green, magmas skins in green, etc ..) ... but that would just wont do any good for economy and would be incentive to FARM hm, not to PLAY it.
As are all reward related suggestions: it would increase farming appeal, but not playing for fun appeal.
Turtle222
i say let it be and make GW2 better.
Sirius-NZ
They could apply some fairly good, but simple fixes in the meantime. GW2 isn't coming out in a couple weeks or anything.
Pandora's box
Quote:
Originally Posted by Zinger314
Allow 7 Heroes. It'll make HM more played, yes, which answers the original question.
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Also players should be more eager to publish their HM builds. Teach how to play HM so more players will enjoy it (I know this may be hard because those who don't enjoy it mostly want to use the same power build to rampage the whole map - but still).
Along with better rewards this should encourage people to play HM
Esan
Quote:
Originally Posted by Pandora's box
Also players should be more eager to publish their HM builds. Teach how to play HM so more players will enjoy it
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Whiskeyjack
Make PvE skills/consumables unusable in HM, also improve ai especially in regards to attacking "tank" characters, so that if a character is dealing no damage and not healing teammates ai enemies should ignore them.
Edit. Chest drops should always be gold in HM.
Edit. Chest drops should always be gold in HM.
sterbenx2
HM build:
Myself: N/Mo-16 Curse, 13 (i think) Soul Reaping, rest protect prayer-Spiteful Spirit, Insidious Parasite, Parasitic Bond, Mark of Pain, Spinal Shivers, Rend Enchants, Pain Inverter, Rebirth
Olias and Whispers N/Mo 16 Death, 10 Heal, 9 Soul Reaping - Jagged Horror, Bone Fiend, Heal Area, Grenths Balance, Taste of Death, Death Nova, Signet of Sorrow, Rebirth
Blondstained insig on hats, survivor insigs on rest.
All Necros have Cold dmg weaps. important!!!
Prot monk with Shield of regen , don't remember the whole build
Did Snake Dance, Dreadnoughts and Lonar's with this setup. Added both Warriors and both Monks in Camp Rankor.
there, I shared me HM build. In NM I don't even bring a rez on myself.. not really needed I go 2nd mez for Arcane Echo
Myself: N/Mo-16 Curse, 13 (i think) Soul Reaping, rest protect prayer-Spiteful Spirit, Insidious Parasite, Parasitic Bond, Mark of Pain, Spinal Shivers, Rend Enchants, Pain Inverter, Rebirth
Olias and Whispers N/Mo 16 Death, 10 Heal, 9 Soul Reaping - Jagged Horror, Bone Fiend, Heal Area, Grenths Balance, Taste of Death, Death Nova, Signet of Sorrow, Rebirth
Blondstained insig on hats, survivor insigs on rest.
All Necros have Cold dmg weaps. important!!!
Prot monk with Shield of regen , don't remember the whole build
Did Snake Dance, Dreadnoughts and Lonar's with this setup. Added both Warriors and both Monks in Camp Rankor.
there, I shared me HM build. In NM I don't even bring a rez on myself.. not really needed I go 2nd mez for Arcane Echo
cebalrai
Want to make hard mode AI better? Stop allowing pulling to work. Why are these Kournan guards I'm killing right now in HM allowing a few of their members at a time run off and die to my bloodthirsty party? Pulling isn't realistic, and it's the biggest reason why AI in this game is bad/exploitable.
Shadow Slave
You realise you can just ...you know...not use PVE skills and Consumables right..?
More merchants in explorable?
Vanquish Chest?
7 Heroes?
Yes Please.
More merchants in explorable?
Vanquish Chest?
7 Heroes?
Yes Please.
sterbenx2
7 heroes would make hard mode more like observer mode as you wouldn't really need to do anything at all!
zwei2stein
Quote:
Originally Posted by Shadow Slave
You realise you can just ...you know...not use PVE skills and Consumables right..?
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Who needs smart opponents? Who needs smart game play? We don't!
Run bad builds and suck intentionally! Forget all tactics! If any skill is remotely useful, don't put it on your bar! Challenge awaits you in every area!
Zydonis
HM is fine the way it is. People are going to whine about something no matter how easy it's made anyways.
The only reasonable suggestion in my opinion was the vanquish chest.
The only reasonable suggestion in my opinion was the vanquish chest.
Uber Mass
HM is fine as it is... and no chest eather or you want to give all legendary vanquishers a chest wich they can open 121 times?
Wish Swiftdeath
All that anet need to do is increase the rewards...
this means more drops
more money for vanquishing
more money for missions
this means more drops
more money for vanquishing
more money for missions
lyra_song
.-.
i still like the idea of actually making it hard.
Like: when you zone into a Hard Mode zone, monster mobs builds change into builds which are based on your team build. Designed to counter you.
i still like the idea of actually making it hard.
Like: when you zone into a Hard Mode zone, monster mobs builds change into builds which are based on your team build. Designed to counter you.
garethporlest18
Making it easy for me. Hard for everyone else, easy for me. I wouldn't mind if all the monsters were easy but there were double to kill. As long as they were easy, rather have tedious than challenging.
erfweiss
Hard mode isn't that bad. It just takes time to use tactics and to adapt to the environment given to you.
(Vanquished one continent, Guardian on all 3).
(Vanquished one continent, Guardian on all 3).
aapo
Quote:
Originally Posted by Longasc
1.) remove all consumables
2.) remove all PvE skills This would make hard mode vanquishing a bit more interesting. |
gloria vander belt
lemme see, Hard Mode doesnt need to be made more attractive, its for us players who acctually want a challenge, the titles are attractive and the challenge is even more attractive, so GG
stretchs
I do like the idea of a chest, as for the QQ about people that have already done it, that happened with UW and FoW as well so less QQ more intelligent suggestions.
As for making it more attractive, the 7 hero idea would assist people in smaller guilds/less active people to try it. Even more gold at the end isnt so bad, the green drops for Proph and upgrading the low level greens i dont like the idea of though, just brings in more greens that 1/2 whine about and 1/2 clamor over.
In the end, the only thing that makes people want to do more things in gw are more loot, and then in some cases more titles.
If anet released some info that if you got Legendary in those 2 HM areas you would get X in GW2, it would create a massive craze of people that want to vanquish things
As for making it more attractive, the 7 hero idea would assist people in smaller guilds/less active people to try it. Even more gold at the end isnt so bad, the green drops for Proph and upgrading the low level greens i dont like the idea of though, just brings in more greens that 1/2 whine about and 1/2 clamor over.
In the end, the only thing that makes people want to do more things in gw are more loot, and then in some cases more titles.
If anet released some info that if you got Legendary in those 2 HM areas you would get X in GW2, it would create a massive craze of people that want to vanquish things
Balan Makki
Once Vanquished, an area should become Conquered Mode, all Mob fear you except bosses. The bosses get a massive buff and grow three times in size. Conquered areas would requiring a party of 12-20, no henchies allowed, only heroes.
Shadow Slave
Quote:
Originally Posted by zwei2stein
New ultra hardmode!
Who needs smart opponents? Who needs smart game play? We don't! Run bad builds and suck intentionally! Forget all tactics! If any skill is remotely useful, don't put it on your bar! Challenge awaits you in every area! |
However...
My comment was merely aimed at those who think that in order to 'make Hard Mode more attractive', we should stop the use of PVE skills & Consumables.
-If that would seriously make HM more attractive, then just dont use them
If this is the direction people want to take HM, I would much rather some effort go into it & making HM more attractive - not simply banning the use of these skills etc.
It would be far more 'attractive' imo if they buff/debuff *certain* existing PVE skills/consumables to promote new gameplay....or create some new skills we can put into use. ('HM only' perhaps?)
This is merely a suggestion. I would still like to see various rewards being implemented.
Pandora's box
Hmm, forgot to mention the AI of the minnions, especially when controlled by a hero - seems like their brains are still dead because they tend to aggro everything in the neighbourhood. And because of their slowness they even aggro groups you already passed ages ago. In HM this can be fatal. Should this be changed or is it the nature of these beings and an should it be considered a challenge?
Longasc
Quote:
Originally Posted by Shadow Slave
My comment was merely aimed at those who think that in order to 'make Hard Mode more attractive', we should stop the use of PVE skills & Consumables.
-If that would seriously make HM more attractive, then just dont use them |
No thinking person can enjoy dumbing down himself to play inefficient and suck intentionally. Handicaps and limits to yourself work in golf where it is a competition between players, but not between players and AI.
About the 7 heroes, with 7 heroes I would not even have to play myself anymore at all. I would not even have to think the slightest which 3 to pick.
This would be an incredibly bad game design.
A lot of appeal gets lost if the solution to everything is to turn into a BEAR.
Even Joe Underaverage will get bored after a while after doing all the URSANWAY.
We need a better PvE experience, and introducing a HARD mode and then introducing items to make it EASY again is bizarre. We already have a normal mode that has been made so easy that you can hardly fail anymore at all.
The game does not encourage smart gameplay anymore, people can suck forever and still make it. This is bad for the players and the game alike. Playing Barbie with fancy gear and armors can only keep simple minds playing for longer periods.
That powerful potions are back and now named consumables is just awful. What is next, potion quaffing like in Diablo 2?
What is wrong with the players if they need
- IMBA URSAN BLESSING (a whole build/skill bar that can do next to anything)
- CONSUMABLES
- MORE CONSUMABLES
to find a game that is not too hard or demanding more enjoyable?
ANet needs to realize that they ultra easy game design creates legions of abysmal players that need Sucker's Blessing to enjoy a totally dumbed down game. If GW2 starts out with Forms like Ursan like GW1 does right now, it is doomed from the very beginning to the dumbest low-minded grind ever.
Bryant Again
Quote:
Originally Posted by Longasc
ANet needs to realize that they ultra easy game design creates legions of abysmal players that need Sucker's Blessing to enjoy a totally dumbed down game. If GW2 starts out with Forms like Ursan like GW1 does right now, it is doomed from the very beginning to the dumbest low-minded grind ever.
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As to making Hard Mode more attractive, I'd make the AI stupid. This would be a step up from the "blatantly retarded" setting that they're set on at the moment (Blinding Flash on my Ele? k.)
Jetdoc
Quote:
Originally Posted by aapo
- Have you tried 1.) not using consumables and 2.) not using PvE skills in hard mode, ever? If you have, how was it?
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Painbringer
2) Also, How about adding an Vanquish chest for areas of over 100 or 200 creatures? Maybe spawn a boss after vanquish that will trigger the chest when he dies??
A zkey appears in your inventory after vanquishing a territory with 100 or more creatures
And YES to gold items only in chests in HM how about a small chance to get gold only like treasure chest do?
A zkey appears in your inventory after vanquishing a territory with 100 or more creatures
And YES to gold items only in chests in HM how about a small chance to get gold only like treasure chest do?
Jensy
Right now, I have vanquished elona, and I'm sitting at 19/33 on Cantha (we just started last week). I do all of this with myself as a Curses nec (SS, barbs, MoP, SOLS, desecrate enchant, (open slot saved for something key to the area, usually enfeeble or gaze of contempt), pain inverter and rez.
I run N/Rt Livia (OAhiYwh8gtJeSzJ3wccGNvYA) and N/Rt Olias (OAhjUsGaoOL1qAaATINp2V1LGA) + WoH/Prot Tahl.
My vanquishing partner is a BHA ranger, who brings along 2 SavHeat eles, with the last slot open for whatever we feel will work in the area. Two MM's can be hilarious, once you hex your target with Barbs and MoP. Just stand back and watch the yellow numbers fly. We haven't had any problems with this set up, and I really wouldn't *want* HM made any easier. With the builds we take, it feels more like NM anyway o_O
I don't really know how to make HM more attractive. For me, it's fun and I am enjoying getting the titles. The extra gold awards in eotn that one weekend were awesome. More gold, is what I would suggest.
I run N/Rt Livia (OAhiYwh8gtJeSzJ3wccGNvYA) and N/Rt Olias (OAhjUsGaoOL1qAaATINp2V1LGA) + WoH/Prot Tahl.
My vanquishing partner is a BHA ranger, who brings along 2 SavHeat eles, with the last slot open for whatever we feel will work in the area. Two MM's can be hilarious, once you hex your target with Barbs and MoP. Just stand back and watch the yellow numbers fly. We haven't had any problems with this set up, and I really wouldn't *want* HM made any easier. With the builds we take, it feels more like NM anyway o_O
I don't really know how to make HM more attractive. For me, it's fun and I am enjoying getting the titles. The extra gold awards in eotn that one weekend were awesome. More gold, is what I would suggest.
Master Sword Keeper
Chest drops = Golds 99%