Seems like Anet designs dungeons to discourage h/h

freaky naughty

Krytan Explorer

Join Date: Sep 2007

Mo/N

I, like most others here enjoy using h/h to play anyway I want, and finding a group is usually a pain in the arse. However in EotN it seems like Anet's putting obstacles that would be no problem for a PUG but would be hell for an h/h team.

For instance look at The Elusive Golemancer quest. In that dungeon where you have to stay in the circle while walking along with that protective golem, with henchies I usually get party wipes because of their inability to keep up, and when one henchie died they all had to stop and res it while the golem was still moving. I finished this with very little trouble by making a desperate run for the end. With a PUG that would have been the simplest part of an already simple quest.

Another thing is the traps that fire jets of flame,ice,or poison depending on what dungeon you're doing. Sometimes you can even walk around the traps, but the average henchie will sometimes walk into it and if my Talon Silverwing or Zho walk through it they'll cast healing sig or troll unguent effectively killing themselves by standing in the trap.

In HoS Cyndr the Mountain Heart, the dungeon boss took me 15 seconds to kill with a PUG, which I was with because h/h teams seemed to do everything they could to wipe, while when I used henchies Pyroclastic Shot should've been more properly named Anti Henchman Shot. It's common knowledge in even PUG's to spread out but with henchies even when I micromanaged they still seemed to die too quickly. It also didn't help that Cyndr always spawned too far from Budger Blackpowder.

The best example of anti-henchie dungeons would be Catacombs of Kathandrax. With the rolling fireballs and firebombs. Despite this using Pain Inverter worked to my advantage and I still won. Sepulchre of Dragrimmar is similar to this except with water magic instead of fire. Yes I brought Herta on both of these, and no ward against elements doesn't mean I always uber pwn any boss using elemental dmg.

Some of you are probably gonna call me a noob for using bad h/h builds or something like that but I almost always use Sab's builds unless the dungeon needs specific builds.

ZenRgy

ZenRgy

Zookeeper

Join Date: Jul 2005

Australian Discussion Posse HQ - Glorious leader

҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#

N/E

Anet wanting people to play their MMORPG with other people? How ridiculous!

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

since when do you get wiped in the elusive golemancer O_o. jsut keep pressing space on teh golem, the H/h'ies will be in the cricle fine. Stand in front of him to stop him just long enough to kill any attackers, rinse wash repeat. besides if you get in big trouble, just run the rest once ur halfway, theres a rez there so ull be fine with 15 DP......i hope.

The Meth

The Meth

Desert Nomad

Join Date: Jan 2007

R/

They design dungeon to encourage skilled playing, not their fault if your h/h team isn't good. I did all of the dungeons pretty easily h/h, then most of them again in HM.

holababe

holababe

Jungle Guide

Join Date: Dec 2006

Goon Squad [LLJK]

Mo/

the GOLEM quest is annoying...i bodyblocked the golem and walked through

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by holababe
the GOLEM quest is annoying...i bodyblocked the golem and walked through
I actually had the golem itself stop moving forever once, but after like a minute, the ward, AoE thingie jumped up a couple feet and kept moving, leaving my group in the traps lol. Twas pretty weird.

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

The problem with the golem is every single time I go through, the golem stops moving but the circle keeps moving. WTF

AW Lore

AW Lore

Jungle Guide

Join Date: May 2006

Ancient Warriors Gaming Clan

W/Mo

Quote:
For instance look at The Elusive Golemancer quest. In that dungeon where you have to stay in the circle while walking along with that protective golem, with henchies I usually get party wipes because of their inability to keep up, and when one henchie died they all had to stop and res it while the golem was still moving.
thats why you use the flag to move all your heroes together and forcing them to stay in the ward.

ive done that quest with only H/H multiple times, and while i dislike that part of the quest, i have rarely gotten near party wipe situation.
as a matter of fact, i have done most dungeons with only H/H

Quote:
Another thing is the traps that fire jets of flame,ice,or poison depending on what dungeon you're doing. Sometimes you can even walk around the traps, but the average henchie will sometimes walk into it and if my Talon Silverwing or Zho walk through it they'll cast healing sig or troll unguent effectively killing themselves by standing in the trap.
stop before the trap, wait for it to go inactive,then cross with H/H?
but then again, waiting 10 seconds is the difference between life and death...


Quote:
In HoS Cyndr the Mountain Heart...
ive never had problems when spreading my H/H, and Cyndr first spawn is always away from the dwarf, just learn to dodge its attack, to put H/H further away from him, and have life stealing weapons.

Quote:
The best example of anti-henchie dungeons would be Catacombs of Kathandrax. With the rolling fireballs and firebombs
kathandrax is a pain, and even when microing the h/h some are bound to die, but they still beat pugs in my eyes.

Quote:
Sepulchre of Dragrimmar is similar to this except with water magic instead of fire
not really, ill rather do sepulchre 100 times a day than do one of kathandrax a month.

Quote:
Some of you are probably gonna call me a noob for using bad h/h builds or something like that but I almost always use Sab's builds unless the dungeon needs specific builds.
im using sab's build too, and i dont encounter same "magnitude" of problems, seems like you need to practice a bit about flagging individual heroes and group moving.

HayesA

Krytan Explorer

Join Date: Sep 2006

Pennsylvania

E/

Quote:
Originally Posted by ZenRgy
Anet wanting people to play their MMORPG with other people? How ridiculous!
You know just as well as I do Zen that pugs can be worse then H/H.

Plus H/H are reliable, don't rage quit, and for the most part you can set their builds.

I completed GWEN with mostly H/H teams by the way. Most of the dungeons,a nd missions on the first try. It ain't bloody hard.

Cathode_Reborn

Cathode_Reborn

Desert Nomad

Join Date: Sep 2006

Quote:
Originally Posted by HayesA
Plus H/H are reliable, don't rage quit, and for the most part you can set their builds.
It's also nice to know what they're actually using.....a few people arn't willing to ping their builds

freaky naughty

Krytan Explorer

Join Date: Sep 2007

Mo/N

Just so you know I've beaten every dungeon except for Rragar's, Slaver's, and Shards with h/h I'm just naming situations where h/h puts you at a terrible disadvantage.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

And despite all that, H/H remains a far better option than your average pug.

Rhedd

Rhedd

Wilds Pathfinder

Join Date: May 2005

You ever have to clean up after a Moa bird?

True Solunastra [SLA] Profession: Moa Wrangler

I don't have any complaints about dungeons and h/h.

If you really want to complain about Pyroclastic Shot, complain that it's totally un-interruptable.

Do we need another reason to make mesmers suck in PvE?

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

I really wouldn't classify the elusive golemancer along w/ the rest of the dungeons; sure they demand a bit more skill than the other GW stuff, but so does GWEN, overall.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by ZenRgy
Anet wanting people to play their MMORPG with other people? How ridiculous!
Because GW is an MMO, amirite?

That said, I've seen stupider things performed by actual people. And it's not that ANet designs dungeons to discourage h/h, it's that the AI in GW for everything is horrendous. You just gotta learn how to tame the stupid.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

I've beaten all dungeons H/H, but the last two bosses of slaver's.

Forge and Duncan.

I may try them if I get time to. I'd like to hand over the book to get a title maxed.

Ekelon

Ekelon

Jungle Guide

Join Date: Dec 2005

Rebel Rising [rawr]

A/W

Let me help explain.

MMO

MASSIVE Multiplayer Online.

cosyfiep

cosyfiep

are we there yet?

Join Date: Dec 2005

in a land far far away

guild? I am supposed to have a guild?

Rt/

h/h most of the dungeons (no one wants to play when I play) and the only one that caused me grief was Cyndr....otherwise they are all pretty simple with flags and the right henchies and heroes.

Kerwyn Nasilan

Kerwyn Nasilan

Forge Runner

Join Date: Aug 2007

WHERE DO YOU THINK

W/

Most everything in EotN is H/Hable. WIth maybe Slavers which is easy with 2 people and heros easily but can be done with h/h if careful. Somethings are not easy for henchies and heros to do this is where you need to micromanage. Makes things much easier.

The Little Viking

Krytan Explorer

Join Date: Mar 2006

innergalactic gargleblasters

W/Mo

Ive done all the is to do in GWEN with H/H. Not that hard, didnt find sabs builds till after i was going through in HM. Still dont use it, though it is good. I have to agree that cyndar is a pain, but not undoable with a bit of flagging. Really sucked on my monk. I did get 1 guild member to help after failing miserably. As for slavers and shards...They are much easier then vloxx anyday even with wells and... (ranger spirit, prevents rezzing..cant think of the name right now). But even so, they do present a challange, and that is exactly what GWEN is supose to be, a good challange. As for kathandrax...that is my most favorite dungeon of all, wish it didnt have so far a run to get to it. I will not say your heros suck, dont know the skill set up and all that, could just be a matter of timing on your part of maybe flag a bit more often. Make flagging a second nature and things will go better.

Meat Axe

Meat Axe

Wilds Pathfinder

Join Date: Jan 2007

Brisbane, Australia

R/

Quote:
Originally Posted by ZenRgy
Anet wanting people to play their MMORPG with other people? How ridiculous!
Quote:
Originally Posted by Ekelon
Let me help explain.

MMO

MASSIVE Multiplayer Online.
I love this argument. It always seems that someone has to make this comment every time someone mentions that something is hard to do with heroes and henches.

GW is not simply a multiplayer game. It is advertised as a game that you can play solo with heroes and henches, and with other people. Why do some people seem to be so bothered by the fact that there are people out there that prefer to play with AI over random people. I am one such person. If my brother or my friends aren't on, I generally play by myself. Sometimes I'll do some stuff with my guild, but they are generally doing something I'm not really interested in doing at that point.

I haven't really had much trouble with dungeons or anything else in EotN so far. I've completed all the missions, and a few of the easier dungeons. All with heroes and henches. Sure, I haven't tried the hard dungeons, like Slaver's or Kathandrax, but I think they are entirely possible to do with AI, if a little harder.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Well, for those that get in trouble while h/h, Anet added the consumables.
Those that do not like to play with others can farm to get those, then go even trough HM without trouble.

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

Quote:
Originally Posted by Meat Axe
I love this argument. It always seems that someone has to make this comment every time someone mentions that something is hard to do with heroes and henches.

GW is not simply a multiplayer game. It is advertised as a game that you can play solo with heroes and henches, and with other people. Why do some people seem to be so bothered by the fact that there are people out there that prefer to play with AI over random people. I am one such person. If my brother or my friends aren't on, I generally play by myself. Sometimes I'll do some stuff with my guild, but they are generally doing something I'm not really interested in doing at that point.

I haven't really had much trouble with dungeons or anything else in EotN so far. I've completed all the missions, and a few of the easier dungeons. All with heroes and henches. Sure, I haven't tried the hard dungeons, like Slaver's or Kathandrax, but I think they are entirely possible to do with AI, if a little harder.
I look at it this way - GW gives you the *possibility* to team w/ other human players, while still providing a functional alternative. Given that we all have our horror stories about awful PUGs, is it really a mystery why so many like H/H-ing it?

On a side note, I feel bad for all the canines from the Pug breed, for all the hatred their name gets here.

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

I've H/H'd every dungeon except Slavers & Shards (NM) without the need for consumables. When it comes time for me to do them in HM, I'll probably PUG them and have some treats to smooth over rough spots.

Dark Paladin X

Dark Paladin X

Krytan Explorer

Join Date: Apr 2007

A/

in most missions and primary quests (as well as going to your destination): H/H
dungeons: varies (secret lair of the snowmen h/h, slaver exile, better with pugs.

Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

Bring Out Your Dead [BOYD], former officer [LBS]

Mo/

To the OP, I agree with others and say many of your problems described can be solved with a bit more careful flagging. Elusive Golemancer for example, you can just keep repositioning the flag among the other micromanaging you are doing, as well as careful target selection. Have done that H/H many times with no issues.

As for the MMO/multiplayer comment, well, Guild Wars has always had the option to play alone with AI. Heroes tilted the balance to make it rather easy to do so, especially if you also want to add consumables into the mix. The result is certainly less grouping. No denying that. Personally, I lament that evolution and prefer it back when you could use AI for most things, but it was sometimes tricky, hence people more often sought out groups for a few things.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by freaky naughty
For instance look at The Elusive Golemancer quest. In that dungeon where you have to stay in the circle while walking along with that protective golem, with henchies I usually get party wipes because of their inability to keep up, and when one henchie died they all had to stop and res it while the golem was still moving. I finished this with very little trouble by making a desperate run for the end. With a PUG that would have been the simplest part of an already simple quest.
Everything you mentioned can be done with H/H, albeit some are a bit tough. The Golemancer mission is actually one of those things that are easier with H/H than with even one other teammate. The reason for this is because the H/H will stay glued to you the whole time, and follow your flags. Other players more often than not won't, and may even be misguided by lag, thinking the worker golem is somewhere it really isn't.

I did the mission 3/4 times with other players, and always had a few deaths there, making for a party wipe so we'd res to the other side. Everytime I do it H/H, I have no problems at all. As long as you stay directly in front of the worker golem to slow him down, you don't even need to flag, the H/H stay with you. You can easily make it to the other end safe and sound.

The others just involve some careful flagging and spreading out, though I do wish we could somehow make the henchies spread out, because they will still tend to die by AoE. We need some formation buttons, perhaps with either pre-made formations (like spread out, front/middle/back-line, crescent, etc.), or even create-our-own formations (such as assigning the teammate numbers to different points around your dot on the radar, and saving that as a formation). Would also be nice to enhance the H/H AI a bit more to scatter automatically from AoE, but without over-aggroing nearby groups.

Gattocheese

Lion's Arch Merchant

Join Date: May 2007

New Mexico

GWEN

Yep. I had no problem with the Elusive Golemancer. Most of Guild Wars is trial and error, even with a real group. You can look at your /deaths and see that this game doesnt have a biased opinion on dieing and trying again.

I also just did two dungeons in Slavers Exile with my H/H about a month or two ago. Wasnt too hard, just slower.

some guy

some guy

Jungle Guide

Join Date: Jul 2006

SPAWN CAMPING YOUR HOUSE

We Speed Clear H O H [ HsC]

The mentioned can be easily done with h/h. The golem 1, just body block the golem to let ur team heal. For the bug anti hench wurm, flag heroes apart, and flag the 4 henchies into a corner (but make sure they r still in spell and damage range) and there you go. I did those 2 all with h/h and did it no prob on the first time.

Default Name

Academy Page

Join Date: Sep 2007

Pigs Go [Oink]

W/R

Quote:
Originally Posted by Ekelon
Let me help explain.

MMO

MASSIVE Multiplayer Online.
How's this relevant? Isn't GWs a CORPG?

As in Cooperative Online Role Playing Game?

And cooperating with AI isn't cooperating?

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

ANet may be trying to kill soloplay, but the dungeons don't show it. Especially not Oolas Lab, which I did yesterday with H/H.

If the OP had complained about not letting H/H teams into the "elite" areas I'd have agreed that it sucked, but now?

/unsigned, and hope you get better soon!

Darkobra

Darkobra

Forge Runner

Join Date: Aug 2006

Scotland

Type like an idiot, I'll treat you like an idiot

E/Me

Quote:
Originally Posted by Ekelon
Let me help explain.

MMO

MASSIVE Multiplayer Online.
Guild Wars is hardly massive.

Dronte

Dronte

Grotto Attendant

Join Date: Sep 2006

Quote:
Originally Posted by Ekelon
Let me help explain.

MMO

MASSIVE Multiplayer Online.
Come on people, GW is NOT an MMO. Its a CORPG- Competetive Online Role Playing Game

RotteN

RotteN

Forge Runner

Join Date: Jun 2005

W/

/care what GW "is"

I never had problems with H/H. As long as you know what you're doing and are able to use those 4 flags you'll be fine.

cloudbunny

Frost Gate Guardian

Join Date: Feb 2006

DVD Forums (DVDF)

I see some pug hate. In my experience PUGs are seldom as bad as they are said to be.

One small hobby of mine is to join and help PUGs through Gate of Madness + bonus (for free). So far I have pugged it about 15 times in NM and a few in HM. Only failed twice, but then a retry was successful. I have about the same rate of success doing it with guildies, so I can't say PuGs are bad.

So late in the game most players are pretty experienced, however they may not do things in exactly the same way. So if a party starts out a bit shaky that's just natural. It is the same with any players playing together for the first time.

The reasons I like GoM, is that there are a lot of different ways do that mission, all equally successful, though some are a bit easier or faster. Of course most players have slightly different ideas of the "best way" to do it.

Generally, I have the same experience for other mission/quest pugs. Farming pugs though, are a different story and I really try to avoid those. Many people in a "farming pug" seem to expect everyone to do everything exactly as they are used to. If not, a lot of noob-calling arises.

As for H&H, very few things are unbeatable in my experience. A change of tactic or teambuild often solves occasional problems.

Regards,
Cloudbunny

Red Sonya

Desert Nomad

Join Date: Jul 2005

Quote:
We need some formation buttons, perhaps with either pre-made formations (like spread out, front/middle/back-line, crescent, etc.), or even create-our-own formations (such as assigning the teammate numbers to different points around your dot on the radar, and saving that as a formation).
Yes, Yes we need that now. I been asking for something like this in suggestions forum. Of course you have those idiots who knock down every suggestion anyone makes, but, their own of course. I'd love to have a heroes/henchies spread out hot key and formation as well. It puts them in a circle formation using me as the center and within the radar circle of agro. It puts the monks in the very back and casters next with the frontal part of the circle for the melee types or heavier armored casters. (I like to setup all my casters with shields). Yes, we need this badly, hope Anet listens I'm sure the MAJORITY want this.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by freaky naughty
I, like most others here enjoy using h/h to play anyway I want, and finding a group is usually a pain in the arse. However in EotN it seems like Anet's putting obstacles that would be no problem for a PUG but would be hell for an h/h team.

For instance look at The Elusive Golemancer quest. In that dungeon where you have to stay in the circle while walking along with that protective golem, with henchies I usually get party wipes because of their inability to keep up, and when one henchie died they all had to stop and res it while the golem was still moving. I finished this with very little trouble by making a desperate run for the end. With a PUG that would have been the simplest part of an already simple quest.

Another thing is the traps that fire jets of flame,ice,or poison depending on what dungeon you're doing. Sometimes you can even walk around the traps, but the average henchie will sometimes walk into it and if my Talon Silverwing or Zho walk through it they'll cast healing sig or troll unguent effectively killing themselves by standing in the trap.

In HoS Cyndr the Mountain Heart, the dungeon boss took me 15 seconds to kill with a PUG, which I was with because h/h teams seemed to do everything they could to wipe, while when I used henchies Pyroclastic Shot should've been more properly named Anti Henchman Shot. It's common knowledge in even PUG's to spread out but with henchies even when I micromanaged they still seemed to die too quickly. It also didn't help that Cyndr always spawned too far from Budger Blackpowder.

The best example of anti-henchie dungeons would be Catacombs of Kathandrax. With the rolling fireballs and firebombs. Despite this using Pain Inverter worked to my advantage and I still won. Sepulchre of Dragrimmar is similar to this except with water magic instead of fire. Yes I brought Herta on both of these, and no ward against elements doesn't mean I always uber pwn any boss using elemental dmg.

Some of you are probably gonna call me a noob for using bad h/h builds or something like that but I almost always use Sab's builds unless the dungeon needs specific builds.
when you really get party wiped THERE, all your problem is your massive lack at skill playing this game >.>

quit whining, become better playing the game.
Only Noobs have problems with those traps....for wtf can you FLAG your heroes and henchs >.<

Marverick

Marverick

Forge Runner

Join Date: Aug 2006

R/

Quote:
Originally Posted by arcanemacabre
Everything you mentioned can be done with H/H, albeit some are a bit tough. The Golemancer mission is actually one of those things that are easier with H/H than with even one other teammate. The reason for this is because the H/H will stay glued to you the whole time, and follow your flags. Other players more often than not won't, and may even be misguided by lag, thinking the worker golem is somewhere it really isn't.

I did the mission 3/4 times with other players, and always had a few deaths there, making for a party wipe so we'd res to the other side. Everytime I do it H/H, I have no problems at all. As long as you stay directly in front of the worker golem to slow him down, you don't even need to flag, the H/H stay with you. You can easily make it to the other end safe and sound.

The others just involve some careful flagging and spreading out, though I do wish we could somehow make the henchies spread out, because they will still tend to die by AoE. We need some formation buttons, perhaps with either pre-made formations (like spread out, front/middle/back-line, crescent, etc.), or even create-our-own formations (such as assigning the teammate numbers to different points around your dot on the radar, and saving that as a formation). Would also be nice to enhance the H/H AI a bit more to scatter automatically from AoE, but without over-aggroing nearby groups.
If you stand in front of the golem, the golem will stop moving, yes, but the circle will keep moving forward by itself.

arcanemacabre

arcanemacabre

Grotto Attendant

Join Date: Feb 2006

North Kryta Province

Angel Sharks [As]

Quote:
Originally Posted by Marverick
If you stand in front of the golem, the golem will stop moving, yes, but the circle will keep moving forward by itself.
That only happens if you have lag issues, and when it does happen, the golem is still 'technically' in the center of the circle, and you can still bodyblock it, even if it 'appears' to be stuck elsewhere.

Destro Maniak

Jungle Guide

Join Date: Aug 2006

A/

Quote:
Originally Posted by ZenRgy
Anet wanting people to play their MMORPG with other people? How ridiculous!
Yea I agree you even tho you are being sarcastic Im saying the same you do SERIOUSLY. ,