UWSC going to be nerfed?

Bug John

Krytan Explorer

Join Date: Aug 2005

Quote:
Originally Posted by Martin Alvito View Post
No, what I'm saying is that no one wants skins that are everywhere.

It's not that ANet made those skins drop in multiple places...it's that they made skins that were hard to get drop EASILY. Serpent Axe, Sephis Axe, Elemental Sword, Tyrian Sickle, Brute Sword.......just to name a few.

Leave SF in the game long enough, and Eternal Blades, Voltaic Spears, Celestial Compasses and BDSes will all be like Deep and Urgoz greens. Those greens may be nice looking, but nobody actually uses that garbage unless they're new to GW. Once "desirable" skins become too easily acquired, they stop being a way to personalize a toon or show off, and instead using them is a badge of shame. ("You're using THAT?")
People who can afford real expensive things (100e+) are not the majority...

Sure there are many showoffs in GW, but there are also many people who don't care, your point of view is biaised.

Asking for nerfs because they make "leet" things a bit more affordable is ridiculous.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by traversc View Post
QQQQQQ.
Alright, since your reading comprehension is horrendously embarrassing:

It doesn't matter who uses it. What matters is it's there. It's bad game design, plain and simple.

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

[Pink]

R/

Quote:
Originally Posted by Unreal Havoc View Post
So you're basically saying that it should be normal for PuGs to complete a HM Elite area that can drop some of the rarest weapons in the game (well if you can even call them that anymore) in under 30 minutes? (I say 30 mins just to allow for the bad teams).

How is this good for the game? A game that was once pouted as skill over grind.

Now all people do all day is grind UW/FoW for high end items out of the chest.

Shadow Form is bad for the game, along with 600/Smite. Players no longer attempt to play an area with balanced teams. They either perma 123 roll their face over the keyboard through areas, or get 600's to run them through dungeons because they are too lazy to have a go themselves.

This game is nothing like it used to be. Nowadays HM is just a joke with the current PvE meta. There is no skill involved with the majority of it and very little in the way of prestige anymore either to work towards.
Owner of the thread.

Bug John

Krytan Explorer

Join Date: Aug 2005

Quote:
Originally Posted by Unreal Havoc View Post
So you're basically saying that it should be normal for PuGs to complete a HM Elite area that can drop some of the rarest weapons in the game (well if you can even call them that anymore) in under 30 minutes? (I say 30 mins just to allow for the bad teams).

How is this good for the game? A game that was once pouted as skill over grind.

Now all people do all day is grind UW/FoW for high end items out of the chest.

Shadow Form is bad for the game, along with 600/Smite. Players no longer attempt to play an area with balanced teams. They either perma 123 roll their face over the keyboard through areas, or get 600's to run them through dungeons because they are too lazy to have a go themselves.

This game is nothing like it used to be. Nowadays HM is just a joke with the current PvE meta. There is no skill involved with the majority of it and very little in the way of prestige anymore either to work towards.
maybe GW is just a game, and there's nothing like "what it should be" but rather "what you want it to be"

maybe GW has turned into a grindfest since it was the best way to keep players busy without adding real new content

maybe people grind elite areas because GW pve repeatability is close to 0 and they have nothing interesting to do (so, at least, let's make money to buy useless stuff)

maybe permas and 600 are just as easy to play as the whole pve, because you're not facing real players, there's no such thing as "skill" in pve, just knowledge and experience on how the AI behaves

maybe HM is a joke, when facing stupid monsters with 20 in each attribute and infinite energy, some people feel like using the most efficient way to slaughter them

maybe next time, before posting, you should think about what you're writing

UnChosen

Wilds Pathfinder

Join Date: Mar 2006

Quote:
Originally Posted by Unreal Havoc View Post
So you're basically saying that it should be normal for PuGs to complete a HM Elite area that can drop some of the rarest weapons in the game (well if you can even call them that anymore) in under 30 minutes? (I say 30 mins just to allow for the bad teams).

How is this good for the game? A game that was once pouted as skill over grind.

Now all people do all day is grind UW/FoW for high end items out of the chest.

Shadow Form is bad for the game, along with 600/Smite. Players no longer attempt to play an area with balanced teams. They either perma 123 roll their face over the keyboard through areas, or get 600's to run them through dungeons because they are too lazy to have a go themselves.

This game is nothing like it used to be. Nowadays HM is just a joke with the current PvE meta. There is no skill involved with the majority of it and very little in the way of prestige anymore either to work towards.
So you're basically saying that EoTN dungeons and every other areas in the game are end game areas? Because you know...pugs exists OUTSIDE OF UW/FoW too.

And didn't you notice the whole "GIMME 7 HEROES NOW!" thread that is basically a thread whining about pugs failing even with the availability of perma. With perma 123 rolling everything shouldn't heroes be obsolete? WoW! Let's remove heroes and henches because all we need is a perma and rolling heads to complete the game...

Its annoying when people igoring 90% of the game and probably never pug asking for a blanket across the board nerf just because it doesn't affect them.

If UWSC or FOWSC is too fast or overpowered, then nerf the god damn areas themselves instead of the skills. If anything outside of UW and FoW there needs to be MORE buffs to skills because perma and other stuff doesn't seem to have any sort of effect.

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by Bug John View Post
maybe GW is just a game, and there's nothing like "what it should be" but rather "what you want it to be"
Nothing like it should be? It was sold as a game that was claimed to be skill over time. No grind. Yeah right...

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maybe GW has turned into a grindfest since it was the best way to keep players busy without adding real new content
Or maybe players could actually try and do some of the other things there is to do in this game instead of farm one area repeatedly all day?

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maybe people grind elite areas because GW pve repeatability is close to 0 and they have nothing interesting to do (so, at least, let's make money to buy useless stuff)
If this game is that uninteresting anymore, why are they even playing it?

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maybe permas and 600 are just as easy to play as the whole pve, because you're not facing real players, there's no such thing as "skill" in pve, just knowledge and experience on how the AI behaves
Ok so with that said anyone should be able to clear UW HM without doing UWSC then right? Going by your logic it takes absolutely no skill whatsoever. All skill comes from knowledge and experience.

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maybe HM is a joke, when facing stupid monsters with 20 in each attribute and infinite energy, some people feel like using the most efficient way to slaughter them
You mean the most efficient way to be run through a dungeon?

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maybe next time, before posting, you should think about what you're writing
I think about it just fine thankyou very much.

Quote:
So you're basically saying that EoTN dungeons and every other areas in the game are end game areas? Because you know...pugs exists OUTSIDE OF UW/FoW too.
So dungeons are supposed to be easy?

Quote:
And didn't you notice the whole "GIMME 7 HEROES NOW!" thread that is basically a thread whining about pugs failing even with the availability of perma. With perma 123 rolling everything shouldn't heroes be obsolete? WoW! Let's remove heroes and henches because all we need is a perma and rolling heads to complete the game...
People want 7 H&H so they don't have to pug, not neccessarily because players are bad but also because they would just rather play on their own, or may not have much choice to. In any event 7 heroes aren't neccessary to the game. Personally I don't care about it.

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Its annoying when people igoring 90% of the game and probably never pug asking for a blanket across the board nerf just because it doesn't affect them.
How would you know what peoples ingame habits are? Do you really know them that well to make such an assumption?

Quote:
If UWSC or FOWSC is too fast or overpowered, then nerf the god damn areas themselves instead of the skills. If anything outside of UW and FoW there needs to be MORE buffs to skills because perma and other stuff doesn't seem to have any sort of effect.
Shards of Oor speedclear? Kathandrax speedclear? Bogroots speedclear? Foundry speedclear? Ravenheart Gloom dual clear? Sorrows Furnace dual clear? ToPK solo clear? Dungeon running? Outpost running? Boss farming? Easily the most reliable tanking ability in the entire game providing your perma doesn't suck balls?

Has no effect outside of FoWSC or UWSC huh?

gone

Guest

Join Date: Jan 2007

mystic regen was nerfed due to tantrums like this(was it terra tanks? cant' remember). I see NO reason why the devs shouldn't bend and buckle now.

BadgerzFTW

Academy Page

Join Date: Mar 2008

Quote:
Originally Posted by Martin Alvito View Post
No, what I'm saying is that no one wants skins that are everywhere.

It's not that ANet made those skins drop in multiple places...it's that they made skins that were hard to get drop EASILY. Serpent Axe, Sephis Axe, Elemental Sword, Tyrian Sickle, Brute Sword.......just to name a few.

Leave SF in the game long enough, and Eternal Blades, Voltaic Spears, Celestial Compasses and BDSes will all be like Deep and Urgoz greens. Those greens may be nice looking, but nobody actually uses that garbage unless they're new to GW. Once "desirable" skins become too easily acquired, they stop being a way to personalize a toon or show off, and instead using them is a badge of shame. ("You're using THAT?")
That would takes ages for eternal blades to become so that everyone has them...you seem to think that these just pop out of the chest every 30 minutes. These things are rare, which is why they are expensive. Urgoz and Deep greens are worthless because all greens are these days and because they aren't rare.
EDIT: Bug John said it too.

Pony Slaystation

Pony Slaystation

Krytan Explorer

Join Date: Nov 2008

Cardboard Box

Guilds are irrelevant. This... is...... BUILD WARS!!!

Rt/

I heard a rumor not long ago that ANet said they would not nerf Shadow Form.... I really hope that it's not true. I will throw a real life party when SF is nerfed.

UnChosen

Wilds Pathfinder

Join Date: Mar 2006

Quote:
So dungeons are supposed to be easy?
Easy enough that pugs don't need to repeat it over and over even with a perma...considering the piss poor quest reward, crappy drops, with something like a 0.0001% chance of getting a rare items out of the end chest after 2 hours+ with a "balanced" pug. I can complete UW/FoW/Deep/Urgoz with a normal balanced group faster and get far better drop compared to those dungeons.

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Shards of Oor speedclear? Kathandrax speedclear? Bogroots speedclear? Foundry speedclear? Ravenheart Gloom dual clear? Sorrows Furnace dual clear? ToPK solo clear? Dungeon running? Outpost running? Boss farming? Easily the most reliable tanking ability in the entire game providing your perma doesn't suck balls?
With the exception of Dungeon Running, I don't see many people actually do those stuff except for fun. Because all those dungeons STILL have shitty drops in relation to the effort required whether speed clearing or not. Same with the sorrow's furnace, and ToPK...

Outpost running can be done without perma.

As for dungeon running...people most get runs because they hate those dungeons with a passion, and only want to do it to have a completion icon on the map or Z coins...which once again goes back to the point that those dungeons are way too long and stressful in comparison to the reward.

Quote:
Originally Posted by Pony Slaystation View Post
I heard a rumor not long ago that ANet said they would not nerf Shadow Form.... I really hope that it's not true. I will throw a real life party when SF is nerfed.
When people are way too addicted a game...

Pony Slaystation

Pony Slaystation

Krytan Explorer

Join Date: Nov 2008

Cardboard Box

Guilds are irrelevant. This... is...... BUILD WARS!!!

Rt/

Quote:
Originally Posted by UnChosen View Post
When people are way too addicted a game...
It's called a joke....

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by Bug John View Post
People who can afford real expensive things (100e+) are not the majority...
That used to be true before UWSC.

Most Eternal Blades are not in the specified price range any more. Only the req 9 ones still command 100+. They were over 250e as recently as six months ago. Get the picture?

Quote:
Originally Posted by Bug John View Post
Sure there are many showoffs in GW, but there are also many people who don't care, your point of view is biaised.
Anyone that doesn't care about the issue doesn't need a vote and should be discounted. What matters is the sentiment of the players that care about it.

Who's the arbiter of bias here? You? How do you know my viewpoint isn't representative of the people that care about the issue?

Quote:
Originally Posted by Bug John View Post
Asking for nerfs because they make "leet" things a bit more affordable is ridiculous.
You continue to attempt to twist the argument so that you can attempt to dismiss it with your opinion. The argument I have made is logically consistent and represents a viewpoint that differs from yours. You're not worth arguing with because you can't be bothered to have a discussion. Either that, or you think that rhetoric constitutes proof. Goodbye and have a nice life.

Quote:
Originally Posted by BadgerzFTW View Post
That would takes ages for eternal blades to become so that everyone has them...you seem to think that these just pop out of the chest every 30 minutes. These things are rare, which is why they are expensive. Urgoz and Deep greens are worthless because all greens are these days and because they aren't rare.
You're wrong about the bolded statement.

Urgoz and Deep greens are worthless because the player base eventually figured out how to farm them to death. They drop more frequently than Eternal Blades, so the process took less time. It's still the same causal process. Given enough time (+/- 1 year would be my guess) and no SF nerf, the items I mentioned will be 100k or less.

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by UnChosen View Post
Easy enough that pugs don't need to repeat it over and over even with a perma...considering the piss poor quest reward, crappy drops, with something like a 0.0001% chance of getting a rare items out of the end chest after 2 hours+ with a "balanced" pug. I can complete UW/FoW/Deep/Urgoz with a normal balanced group faster and get far better drop compared to those dungeons.
Wow you really want this game to be dumbed down for the masses don't you?

As for completing FoW faster with a balanced group maybe thats because you have done FoW that many times you know the area better. How many times have you actually done a dungeon to actually know it?


Quote:
With the exception of Dungeon Running, I don't see many people actually do those stuff except for fun. Because all those dungeons STILL have shitty drops in relation to the effort required whether speed clearing or not. Same with the sorrow's furnace, and ToPK...
What planet are you living on? You may not see PuGs do it that much but pretty much most guilds and/or alliances are speed clearing these dungeons nowadays.

Shitty drops? Frog Scepter, Emerald Blade, Bone Dragon Staff, Voltaic Spear (which was another dungeons I missed from my speed clear list), yeah they're really shit aren't they when a decent one can easily fetch you over 100k+.

As for taking effort, some might others don't. Bogroots is loleasy, a half decent team can manly it pretty quickly, and if they don't feel they can spike properly they can take slightly longer and full perma team it.

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Outpost running can be done without perma.
As efficiently? As reliably? Rememeber a permas selling point is invincibility. Why do you think most runners use permas?

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As for dungeon running...people most get runs because they hate those dungeons with a passion, and only want to do it to have a completion icon on the map or Z coins...which once again goes back to the point that those dungeons are way too long and stressful in comparison to the reward.
No, like I said most people are too lazy to want to make the effort. They'ld rather pay for a run because they don't want to get a group together and try the old fashioned way, playing the game.

Sarevok Thordin

Sarevok Thordin

Desert Nomad

Join Date: Apr 2006

Scotland

W/N

Quote:
Originally Posted by Unreal Havoc View Post
So you're basically saying that it should be normal for PuGs to complete a HM Elite area that can drop some of the rarest weapons in the game (well if you can even call them that anymore) in under 30 minutes? (I say 30 mins just to allow for the bad teams).

How is this good for the game? A game that was once pouted as skill over grind.

Now all people do all day is grind UW/FoW for high end items out of the chest.

Shadow Form is bad for the game, along with 600/Smite. Players no longer attempt to play an area with balanced teams. They either perma 123 roll their face over the keyboard through areas, or get 600's to run them through dungeons because they are too lazy to have a go themselves.

This game is nothing like it used to be. Nowadays HM is just a joke with the current PvE meta. There is no skill involved with the majority of it and very little in the way of prestige anymore either to work towards.
True as it has ever been.

N E D M

N E D M

Desert Nomad

Join Date: Sep 2006

Officer's Club

Gameamp Guides [AMP]

i hate to admit it as i love to farm but UWSC is improper as is DTSC

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by Targren View Post
How could it POSSIBLY be good for them? If it's the one thing they enjoy doing, and they can't do it, that's good for them?

You are Hillary Clinton, and I claim my five pounds.
If people that do drugs can't do drugs, that's good for them.

Quote:
Originally Posted by Unreal Havoc View Post
[...]
No, like I said most people are too lazy to want to make the effort. They'ld rather pay for a run because they don't want to get a group together and try the old fashioned way, playing the game.
More like some people is too lazy, but others will get to the outpost and find no one to form groups, since they are being runned, so all that's left fr them is looking for a runner too.

snoozer80

Wilds Pathfinder

Join Date: Oct 2007

Poland

For Your Entertainment [FYE]

Some ppl want to nerf UWSC cuz they like to play UW for 4 hours NM with PUG's and for them this is essential for PvE to play looong.. O_o

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by HawkofStorms View Post
People say they don't care about the economy and yet they continue to farm their butt of to get money, and then act shocked when they find out all their valuable stuff is worthless. Shrug it off all you want, but when ecto is worth 2k and obsidian edges are worth 20k and you are suddenly poor, don't complain to us. We warned you.
Awesome. Then I won't have to farm for 6 months to get Obby armor for my Necro and Mesmer (the only ones that look good, IMHO). Win-Win.

[QUOTE=MithranArkanere;4807065]If people that do drugs can't do drugs, that's good for them.

Yes, I'm familiar with the thought(I use the term loosely) process that you used to come up with the statement, which is why I compared you to Hillary Clinton. Other than your own kids, you have no business deciding what is "good" for anyone, in spite of what they want.

BadgerzFTW

Academy Page

Join Date: Mar 2008

Quote:
Originally Posted by Martin Alvito View Post
That used to be true before UWSC.

Most Eternal Blades are not in the specified price range any more. Only the req 9 ones still command 100+. They were over 250e as recently as six months ago. Get the picture?



Anyone that doesn't care about the issue doesn't need a vote and should be discounted. What matters is the sentiment of the players that care about it.

Who's the arbiter of bias here? You? How do you know my viewpoint isn't representative of the people that care about the issue?



You continue to attempt to twist the argument so that you can attempt to dismiss it with your opinion. The argument I have made is logically consistent and represents a viewpoint that differs from yours. You're not worth arguing with because you can't be bothered to have a discussion. Either that, or you think that rhetoric constitutes proof. Goodbye and have a nice life.



You're wrong about the bolded statement.

Urgoz and Deep greens are worthless because the player base eventually figured out how to farm them to death. They drop more frequently than Eternal Blades, so the process took less time. It's still the same causal process. Given enough time (+/- 1 year would be my guess) and no SF nerf, the items I mentioned will be 100k or less.
Ok, you're right. Greens with rare skins are still worth something, but it's not important. The thing is, you can't compare Urgoz/Deep greens to Eternal Blades. The greens were expensive to start out because they were new and Urgoz/Deep were new. The prices were bound to plummet with inscriptions and their rarity. Doing U/D normally was enough to drop the price. Eblades are very rare. Eternal Blades WILL go down. Anything will if you give it enough time. Honestly, Eternal Blades becoming less rare/expensive is no reason to nerf a skill. E-peen is not game breaking. If they nerf this skill, I'm hoping it's for a reason that actually affects the game.

Aeon221

Aeon221

Krytan Explorer

Join Date: Jan 2006

[TEW]

N/

Quote:
Originally Posted by traversc View Post
QQQQQQ.


Off-topic QQQQQ.

(This discussion isn't about HOW to nerf SF, in case you haven't figured it out. There's a million +1 ways to nerf SF, and yours aren't any cleverer. )

"Once again, I'd like someone to give a reasonable explanation why they CARE if other people use SF."
HAY THAR ED COMMA SPECIAL.

Before you hit your iddqd button and roar through some more UW, think a lil bit. Anet previously nerfed two common farms with creature spawns that made it harder to pull off the same farm, but not impossible. Griffon farms with Kephket, and 55ing in UW with Dying Nightmares. IOW a precedent exists for nerfhammering farms with critters.

My suggestion is to leave the iddqd alone, since some people apparently shoot blood from their eyes at the thought of it going away, and just make it harder with a few CG rangers.

Since CG hits through the block effect, even though the attack misses, it'll make the build harder without making it non-functional. IOW allowing skilled players to go through with silly build, but punishing people who suck.

KADUUUUUUURRRRRRRRRRRRRRRRRRRRRRRRRR.

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by BadgerzFTW View Post
The thing is, you can't compare Urgoz/Deep greens to Eternal Blades. The greens were expensive to start out because they were new and Urgoz/Deep were new. The prices were bound to plummet with inscriptions and their rarity. Doing U/D normally was enough to drop the price.
Sure, but there's a difference between it taking an hour and a half to complete D/U and blowing through in twenty minutes. The latter drives the price down a lot faster.

Quote:
Originally Posted by BadgerzFTW View Post
Eblades are very rare. Eternal Blades WILL go down. Anything will if you give it enough time. Honestly, Eternal Blades becoming less rare/expensive is no reason to nerf a skill. E-peen is not game breaking. If they nerf this skill, I'm hoping it's for a reason that actually affects the game.
What you seem to be missing is that rare items becoming common does affect the game. People stop working to acquire them. Once people quit having goals, they leave. This is why the developers put grind-based goals in as a substitute for content.

I don't approve of grind; I don't think it's the way to address the problem. But I do think that there is reason to create goals and objectives for players, and watering down those systems with overpowered skills is poor game design.

If ANet wants to make this an easy button game to sell it to a younger audience, that's their decision. But I think it's a poor business decision that will hurt them in the long run; too much competition across various genres and platforms.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Aeon221 View Post
HAY THAR ED COMMA SPECIAL.

Before you hit your iddqd button and roar through some more UW, think a lil bit. Anet previously nerfed two common farms with creature spawns that made it harder to pull off the same farm, but not impossible. Griffon farms with Kephket, and 55ing in UW with Dying Nightmares. IOW a precedent exists for nerfhammering farms with critters.

My suggestion is to leave the iddqd alone, since some people apparently shoot blood from their eyes at the thought of it going away, and just make it harder with a few CG rangers.

Since CG hits through the block effect, even though the attack misses, it'll make the build harder without making it non-functional. IOW allowing skilled players to go through with silly build, but punishing people who suck.

KADUUUUUUURRRRRRRRRRRRRRRRRRRRRRRRRR.
You referenced Doom. You, therefore, rule.

UnChosen

Wilds Pathfinder

Join Date: Mar 2006

Quote:
Originally Posted by MithranArkanere View Post
More like some people is too lazy, but others will get to the outpost and find no one to form groups, since they are being runned, so all that's left fr them is looking for a runner too.
Dungeon runs are a symptom of extreme grindiness that stems from the ridiculous difficulty that are far above what average pugs can handle...and these are not even end game areas. Which is why people would pay though the nose for a dungeon run.

Seriously when you get people that want to pay 20k+ to complete an area that yields ~2k most of the time...there is a problem. The last time there was a kanthandrax dungeon Z Quest there was a runner for 30k, and it filled up in less than a minute. And that was with the influx of population due to Z-quest.

Quote:
Originally Posted by Unreal Havoc View Post
Wow you really want this game to be dumbed down for the masses don't you?
I call it difficulty adjustment. The masses pays for development and create a community for me to interact with, I can stand some area being a bit "too easy" since I'm semi-casual anyways.

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What planet are you living on? You may not see PuGs do it that much but pretty much most guilds and/or alliances are speed clearing these dungeons nowadays.

Shitty drops? Frog Scepter, Emerald Blade, Bone Dragon Staff, Voltaic Spear (which was another dungeons I missed from my speed clear list), yeah they're really shit aren't they when a decent one can easily fetch you over 100k+.

As for taking effort, some might others don't. Bogroots is loleasy, a half decent team can manly it pretty quickly, and if they don't feel they can spike properly they can take slightly longer and full perma team it.
Like I said, 0.00001% chance of dropping. Its hardly significant, by the time someone gets one of those with and sell it, another person could have gotten the 100k+ just by doing Z quest and Zunlai tournament house. A guildie of mine did VSF for 2 months straight before he got a req 13 Voltaic Spear, all those time he spent farming like mad I got over 300k just doing Z quest everyday and Xunlai for 2 months with a bit of PvP thrown in. As for bogroot...the last time I did it for Z quest it took 3 times because they got "swarmed" by that huge group of frogs near the end, the 2nd time a perma went ahead but "lagged" (more like screwed up) and released the whole swarm onto the group, the 3rd time it was with guild. Majority of players in the game suck, and they should determine the difficulty for non-endgame areas, get over it.

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As efficiently? As reliably? Rememeber a permas selling point is invincibility. Why do you think most runners use permas?
Its RUNNING. Who cares how efficient it is, people getting runs always go get a drink or afk for a while, it doesn't really matter. And a perma runner has higher risk of an instant death if there's any sort of lag near monsters.

AtomicMew

AtomicMew

Jungle Guide

Join Date: Apr 2005

N/A

[QUOTE=Grj;4805856]Farm's in the past have been nerfed/changed that had a fraction of the impact UWSC has now which begs the question why waste dev time in the first place changing these farms.

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Why do people seem the care that other's where botting HFFF... its not effecting you.
HFFF was broken because it allowed botting which is against the TOS, not because of faction gain. Nowadays, you can get way more faction in a fraction of the time.

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As long as this game is multiplayer to an extent people will "care" what others do in this game, even if they don't even play with them. Its pathetic seeing that as a justification for keeping broken farms/builds/skills because i don't play with you, it doesn't effect you.
Except that wasn't my argument... Learn to read. I stated that UWSC isn't any faster than other farms, and is in fact, quite a bit slower than a few methods of gaining wealth. If getting more people to play a particular area is affecting you (negatively) that is seriously sad.

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Oh and i'm getting that some people seem to think that nerfing Shadow Form is some kind of attack on assassins and regardless of the balance issue or discussion at hand they feel the need to constantly defend it.
Um, no?

Assassin is not even my main.

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Unreal Havoc View Post
Wow you really want this game to be dumbed down for the masses don't you?
Better than have them quit because it's not fun to play? Seems preferable.

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What planet are you living on? You may not see PuGs do it that much but pretty much most guilds and/or alliances are speed clearing these dungeons nowadays.
Because that's the only reasonable way to do them (more below).

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Shitty drops? Frog Scepter, Emerald Blade, Bone Dragon Staff, Voltaic Spear (which was another dungeons I missed from my speed clear list), yeah they're really shit aren't they when a decent one can easily fetch you over 100k+.
The odds of getting one of the good drops are low enough that a month of speed clears still doesn't guarantee you one, much less a "decent" one.

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No, like I said most people are too lazy to want to make the effort. They'ld rather pay for a run because they don't want to get a group together and try the old fashioned way, playing the game.
You might consider the crappy design in that, rather than assuming the people are lazy. The same dungeons, shuffled around with different groups of OMGBIGNUM monsters with abilities far more "overpowered" than the ones you're complaining about, each (snowman and fronis excepted) taking 1-3 hours or more to play through for a crappy chest with a cheap gemstone reward if you're lucky, but more likely a pair of crappy merchfood golds.

Yeah, you're right. There's no good reason ANYONE would want to skip all THAT entertainment. </sarcasm>

Tom Swift

Jungle Guide

Join Date: Aug 2007

Quote:
Originally Posted by Targren View Post


You might consider the crappy design ........ The same dungeons, shuffled around with different groups of OMGBIGNUM monsters ....... taking 1-3 hours or more to play through for a crappy chest with a cheap gemstone reward if you're lucky, but more likely a pair of crappy merchfood golds.

Yeah, you're right. There's no good reason ANYONE would want to skip all THAT entertainment. </sarcasm>
And that is the most intelligent that that has been said in this entire discussion.

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by UnChosen View Post
Dungeon runs are a symptom of extreme grindiness that stems from the ridiculous difficulty that are far above what average pugs can handle...and these are not even end game areas. Which is why people would pay though the nose for a dungeon run.

Seriously when you get people that want to pay 20k+ to complete an area that yields ~2k most of the time...there is a problem. The last time there was a kanthandrax dungeon Z Quest there was a runner for 30k, and it filled up in less than a minute. And that was with the influx of population due to Z-quest.
More fool them. Me and my guildies did several Kathandrax runs that day and completed all of them on HM without using permas or 600/smite.

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I call it difficulty adjustment. The masses pays for development and create a community for me to interact with, I can stand some area being a bit "too easy" since I'm semi-casual anyways.
Normal mode and hard mode. There's a reason why one is called normal and the other is called hard.

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Like I said, 0.00001% chance of dropping. Its hardly significant, by the time someone gets one of those with and sell it, another person could have gotten the 100k+ just by doing Z quest and Zunlai tournament house. A guildie of mine did VSF for 2 months straight before he got a req 13 Voltaic Spear, all those time he spent farming like mad I got over 300k just doing Z quest everyday and Xunlai for 2 months with a bit of PvP thrown in. As for bogroot...the last time I did it for Z quest it took 3 times because they got "swarmed" by that huge group of frogs near the end, the 2nd time a perma went ahead but "lagged" (more like screwed up) and released the whole swarm onto the group, the 3rd time it was with guild.
The chances aren't that low. If they were there wouldn't be a good amount available on the market. You only need to check party search in Kamadan and you can see a good number of Voltaic Spears, Frog Scepters, Celestial compass's etc for sale.

You can also look in Gurus high end section, there's quite a fair amount of stuff for sale there too.

And that's just the items being sold.

Now with that 0.00001% chance of drops there would be literally nothing, right?

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Majority of players in the game suck, and they should determine the difficulty for non-endgame areas, get over it.
Then they should stick to normal mode, that's what the difficulty split is supposed to be there for.

Quote:
Originally Posted by Targren View Post
Better than have them quit because it's not fun to play? Seems preferable.
Why are people still playing the game if they don't find it fun to play?

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Because that's the only reasonable way to do them (more below).
No it's not. If you expect to just grab 7 other randoms, people you have never played with and have no idea of their experience or skill level, and roll through an area on HM then you are seriously deluded.

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The odds of getting one of the good drops are low enough that a month of speed clears still doesn't guarantee you one, much less a "decent" one.
I hear this thrown around but I rarely find it to be true. I've had more than my fair share of high end drops from end chests.

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You might consider the crappy design in that, rather than assuming the people are lazy. The same dungeons, shuffled around with different groups of OMGBIGNUM monsters with abilities far more "overpowered" than the ones you're complaining about, each (snowman and fronis excepted) taking 1-3 hours or more to play through for a crappy chest with a cheap gemstone reward if you're lucky, but more likely a pair of crappy merchfood golds.

Yeah, you're right. There's no good reason ANYONE would want to skip all THAT entertainment. </sarcasm>
So lazy design equals lazy gamers? I think I get it now.

Grj

Frost Gate Guardian

Join Date: Apr 2007

Quote:
Originally Posted by traversc View Post

Except that wasn't my argument... Learn to read. I stated that UWSC isn't any faster than other farms, and is in fact, quite a bit slower than a few methods of gaining wealth. If getting more people to play a particular area is affecting you (negatively) that is seriously sad.
And whats the sole reason why people play togther for the UWSC? People only play together for the sole reason of farming the ass of it in the quickest amount of time, if the UW could be completed in the same time solo as a group of 8 i bet people wouldn't even consider grouping with others.

Most farmers don't care about grouping, all they care about it getting the most amount of loot in the shortest time with the least amount of effort.

When the desire for the loot dwindles and/or when anet changes either Shadow Form or the UW itself and farmers no longer have their easy mode farm what are they going to do?

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by Grj View Post
When the desire for the loot dwindles and/or when anet changes either Shadow Form or the UW itself and farmers no longer have their easy mode farm what are they going to do?
Find the next profitable activity.

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Quote:
Majority of players in the game suck, and they should determine the difficulty for non-endgame areas, get over it.
Then they should stick to normal mode, that's what the difficulty split is supposed to be there for.
By introducing titles, Anet made titles the new endgame. Get Anet to drop the reputation gain cutoffs for normal mode, and I'll give you that the majority of players should stay in normal mode.


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Why are people still playing the game if they don't find it fun to play?
They do find it fun to play. You're the one proposing to take that away from them because you disapprove of how they do it.


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Because that's the only reasonable way to do them (more below).
No it's not. If you expect to just grab 7 other randoms, people you have never played with and have no idea of their experience or skill level, and roll through an area on HM then you are seriously deluded.
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The odds of getting one of the good drops are low enough that a month of speed clears still doesn't guarantee you one, much less a "decent" one.
I hear this thrown around but I rarely find it to be true. I've had more than my fair share of high end drops from end chests.
No one ever mentioned pugging. I suggest that anyone I know quit the game rather than PUG, it's that bad. I'm talking about guild/alliance grouping or, the preferred method of playing for the majority of players, H/H.

The effort required is not balanced by the rewards gained. You may be particularly lucky (more power to you) but the drop rates do not hold with your assertion (if they did, those skins would be far less valuable, which is one of the most common arguments against letting dungeons be farmed).

Going by my personal statistics (the more samples, the more accurate, but I go with what I have) of VSF/Thommis runs.

Out of about 60 runs I've been on, for example, 1 VSF has dropped (not q9 and not for me). Given 2 drops per player per run, that's roughly 1/120, or about 0.8%. That doesn't even take into consideration that VS might not even have a heavier weight than any other gold drop, but be one of however many golds in the drop table for that chest. But even if you assume it does, you're talking about spending an 45-60 minutes where the only really desirable result has less than a 1 in 100 chance of occuring. And that's one of the FASTER ones. A bunch of the dungeons don't have ANY good drops in them, and they're even more annoying to play through (*cough*Frostmaw*cough*).

Unless you're working on something else at the same time (say, LMotN title), the opportunity cost there really doesn't balance the reward, especially with what little we know about drop rates (you'd think there'd be other players besides me who like to metagame enough to keep logs of this stuff :P) and whether q9-13 all have equal chances of dropping or whatnot...



Quote:
Originally Posted by Grj View Post
Most farmers don't care about grouping, all they care about it getting the most amount of loot in the shortest time with the least amount of effort.
What, pray tell, is the impetus to go back to UW after the first time (for the statue) if not the loot? (And "Fun" isn't a valid answer in the context of this argument, because if enough people found it "fun" then the existence of farmers would have no effect on them. One of the great advantages of an instanced world)

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Targren View Post
By introducing titles, Anet made titles the new endgame. Get Anet to drop the reputation gain cutoffs for normal mode, and I'll give you that the majority of players should stay in normal mode.
If you're not experienced enough, you shouldn't stay in experienced areas. Vanity based additions aren't much of an excuse in this instance (save for the instances where titles benefit you, but that's an entirely different problem all in itself). Not that I wouldn't mind the cutoffs, but still.

Kashrlyyk

Kashrlyyk

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Unreal Havoc View Post
....
Normal mode and hard mode. There's a reason why one is called normal and the other is called hard.

....
Then they should stick to normal mode, that's what the difficulty split is supposed to be there for.

....
Sorry, but they can't because ANet than decided to RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up that split by forcing people to go HM to max titles.

Quote:
Originally Posted by Targren View Post
By introducing titles, Anet made titles the new endgame. Get Anet to drop the reputation gain cutoffs for normal mode, and I'll give you that the majority of players should stay in normal mode.
.....
That is what they should do. It takes forever to get the points in NM especially since there is no vanquish bonus. So you get it fast or slowly, depending on how much skill/time/nerves you are willing to put into the game.

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Bryant Again View Post
If you're not experienced enough, you shouldn't stay in experienced areas. Vanity based additions aren't much of an excuse in this instance (save for the instances where titles benefit you, but that's an entirely different problem all in itself). Not that I wouldn't mind the cutoffs, but still.
So after they finish NM, they should just quit the game?

Coverticus

Coverticus

Lion's Arch Merchant

Join Date: Jan 2006

The Zodiac Elites [TZE]

Mo/

Farming (solo or group) has always been in existence within Guild Wars since very close to Day 1 of release.

Main farms off the top of my head (not in chronological order lol):

Solo Underworld with Protective Bond. This skill got nerfed.
Underworld continued to be soloed. Dying Nightmares were added. Underworld still was/is "farmable" by soloers/2 man teams.
Trapping was possible too until the nerf came to that. Trapping is still done there though.

Griffons were the pre-ancenstors to Vaettir in terms of body counts. Firstly the was game updated to stop foes continually following a player. Then AoE scatter introduced to counter the likes of Balthazar's Aura.
Still players farmed them. Kepkhet and co were added in to curb this fruitful area. Thus it created a new farm in its own right.

Troll farming was popular (in the days when the free chests were available in Dreadnaughts Drift). Warriors, monks, eles etc all enjoyed rewards doing this until skill changes made them less efficient.

Once Factions was out, new farms became available and off everyone went again. Yes ok, Shadow Form became popular (though no where near as popular as today). Fond memories of the elemental poof crews which brought about the first round of nerf batting on this skill.
Warriors had an easier time going back into the Underworld with W/Rt and VwK (as opposed to the old W/Me build which was harder).

Nightfall brought many viable farm areas and skills to the plate. Dead sword farms were on, Elemental Swords another. DoA was released, cue solo farming there. This is still doable too.

GWEN has farming available too as we are all aware. Raptors (boring yes) are viable on many professions. Budger (RIP) netted people lots of items. Dungeon farms (aka runs) became the mainstay of income for many with competant 600ing skills.
And now we have SinWay dungeon clears starting to become widely known (thanks to PvX).

Farming areas come and go. Some stay popular (UW/FoW), others disappear from the radar. Yep Shadow Form sins/eles are indeed ripping the game for it's worth atm but its following a trend set by other professions before (monks primarily). SF is by far easier though, as demonstrated by the current "PUG" level, as Grj was alluding to earlier in this thread. But we all play this game to have fun and be as good as we can be.

I would prefer to see a change to the mechanics of Shadow Form though. Make it still useable for "perma" but further limit "soloing". The Underworld could easily have 3 simple changes made to it to render it far harder/longer to SC (doors not opening on completion of the first 3 squid groups, choking gas and tranquility on the Behemoth's skill bar). This though does not go far enough. One area being changed because of a current trend has been done before but does not tackle the underlying issue. But hell, 55ing still is possible so the quick fix will be done again.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Targren View Post
So after they finish NM, they should just quit the game?
If they don't want to experience the game in a higher difficulty than I suppose so. I'd say this to every game that someone completes on an easier difficulty.

Targren

Desert Nomad

Join Date: Aug 2007

Primeval Warlords[wuw]

R/

Quote:
Originally Posted by Bryant Again View Post
If they don't want to experience the game in a higher difficulty than I suppose so. I'd say this to every game that someone completes on an easier difficulty.
Then I have to counter with the fact that the average-and-below group outnumbers the better-than-average group, and if they want a game that's more challenging, they should find another one instead.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Targren View Post
Then I have to counter with the fact that the average-and-below group outnumbers the better-than-average group, and if they want a game that's more challenging, they should find another one instead.
Of course they are. This goes for every single game in the entirety of the world: Inexperienced > experienced, always. But that doesn't mean you should make all of your games "nub friendly" from start to finish.

A good game caters to as many skill ranges as possible. This is what difficulties settings are supposed to do: provide something for the newcomer, and for the seasoned. A poorly designed game is one that caters to only one end of the spectrum, be it only to "newbies" or only to "proz".

Martin Alvito

Martin Alvito

Older Than God (1)

Join Date: Aug 2006

Clan Dethryche [dth]

Quote:
Originally Posted by Terra Jim View Post
I would prefer to see a change to the mechanics of Shadow Form though. Make it still useable for "perma" but further limit "soloing". The Underworld could easily have 3 simple changes made to it to render it far harder/longer to SC (doors not opening on completion of the first 3 squid groups, choking gas and tranquility on the Behemoth's skill bar). This though does not go far enough. One area being changed because of a current trend has been done before but does not tackle the underlying issue. But hell, 55ing still is possible so the quick fix will be done again.
These solutions are easily defeated. Take an SS necro out there with the permas, have a perma draw aggro at the extreme limit of Behemoth range and dance out of range to refresh. Take a bit of direct damage or interrupts to suppress Tranq and you're good. All you've done is waste a couple minutes of time per run.

As for the squid groups, you do realize that the whole reason Bleys introduced a sin back in the day was to solo Chamber, right? The Aatxes in the main room can be defeated easily enough. The basic problem was that there wasn't any way short of SF to survive Chamber and still be able to kill at that time. It's not like we couldn't finish UW in a single cons set without the sin. The sin was just a timesaver, because it completed a pain-in-the-neck quest alone without sacrificing much kill power out in Vale.

You also realize that there are ways to beat even the touch skills that rip enchants, right? Eg: Frostmaw speed clear.

The fundamental problem is effective invincibility coupled with the ability to kill. To fix the problem, you have to divorce these two mechanics. Either you suppress permanent invincibility or you make it impossible to be invincible AND kill anything.

Guardian of the Light

Guardian of the Light

Forge Runner

Join Date: Sep 2005

Radicals Against Tyrants

W/

My only concern with SF is it's near limitless farming reach.

Back in the old days of 55 monks/eles/I think I had a 105 dervish and armor stacking warriors, you would often have a specific build for a specific area and you couldn't just use the same farming build everywhere, everyone had weaknesses (55 monks would die with any enchantment removal). A side effect of this was often different classes were better in different areas somewhat creating a "balance" of farming.

But SF seems to just kill everything and therefor there's no reason to use a different build.

Coverticus

Coverticus

Lion's Arch Merchant

Join Date: Jan 2006

The Zodiac Elites [TZE]

Mo/

Quote:
Originally Posted by Martin Alvito
....
Martin, yes I know these are counterable, I have been playing this game long enough to understand the mechanics. But if you read what I was suggesting was that UWSC is made harder/longer. Not completely hitting the nerfbat into an area therefore making the whole area stupid even for normal groups.

And you didn't get what I meant by the doors (in conjunction with skill additions). At present, once the 3 squids are killed ALL areas are opened up. This could be changed so that completing chamber opens the paths to Vale and Wastes (for example) and thus requires the team to complete said areas for the other areas to be opened up (admittedly a new door would be needed to block off the path to mounts/planes). Completing planes opens pools etc etc. This would thus slow SCs but still making them (and normal clears) viable. Plenty other options could be thrown into the equations as to extra foes, skills etc but this was just one idea. After all, I'm trying here to play devils advocate and look at things from both sides of this argument, not just the "lets kill SF" angle.

But I agree (as I said in my post too) - the underlying problem needs to be fixed which is indeed the ability to godkill. I have stated in many other threads before SF can be invincible by all means (allowing people to be happy) but not allow any damage at all to be generated while under this enchantment. Butif people wish to do damage while under the effect of SF, then godmode is not allowed (cool down rate similar to a form for example). One or the other.

But given what Linsey has alluded to already regarding Speed Clears, this is not really in scope.