Random thought about speed clears and SF

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

I was thinking, instead of nerfing these things entirely, why not make them something like daily quests in other games in where once you've gone into the area X amount of times, you can't enter any more that day?

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

/notsigned. I don't want to be not able to do something because I've done it too much. What about people who are trying (and repeatedly failing) to do something? They get locked out and told to try again tomorrow after a few tries? Doesn't sound fun to me.

lateralus11235

Ascalonian Squire

Join Date: Aug 2009

Affliction of Embers [AoE]

A/E

already been suggested, /notsigned

Need More Donuts

Banned

Join Date: Aug 2008

D/W

What if you repeatedly fail at a quest or something should you be punished.....? How would people be able to learn anything?
Countless people would just leave the game...

/notsigned

branamanp

Frost Gate Guardian

Join Date: Oct 2008

[MOB]

A/

insead of making it so you cant enter after so many times just make it so that you can only open the end chest so many times.
that way if you fail you can go again over and over till you get it and ppl who do the slower farms just for ecto can still do it it would only affect ppl doing speed clears bec i cant see many ppl fighting all the way through uw 5-10 times a day

M @ T

M @ T

Wilds Pathfinder

Join Date: Sep 2006

South of heaven

S E X Y Shinigami[SEXY]

W/

Maby you couldn't re-enter if you have succeeded the area already X amount of times. Maby that would be better.

But some skills do need a nerf. I mean come on, nobody should be able to do this solo. Theres is a 600 version too but the Perma only has succor(not really needed, meaning it can be done solo) while the 600 still needs atleast 1 more player/hero.

/dunno

mathiastemplar

mathiastemplar

Wilds Pathfinder

Join Date: Jun 2008

Denmark

Jade Reapers [JD]

W/

/notsigned.
The average player trying to abtain FoW armor will suffer from this.
+ We don't want regulations on how much we can/may play a particular area.
No point in nerfing, does speedclears harm anyboby? NO..
It's virtual economy, stop caring so much. If people want to waste all their time gaining more stuff/money in GW, let them..:S

gg, gl&hf =)

KiLLi4N

KiLLi4N

Academy Page

Join Date: Jan 2009

We Are From Poland [pol]

Rt/N

definitely /not signed
freedom is what counts

Tenebrae

Tenebrae

Forge Runner

Join Date: Feb 2007

Spain

LHV

R/N

So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
/notsigned

Killerminds

Killerminds

Frost Gate Guardian

Join Date: Feb 2007

For 5...21 seconds I CAN take damage

Union Of Light Form Users

W/

Just kill the freakin skill, why does everyone look for a way around it.

Enon

Enon

Lion's Arch Merchant

Join Date: Mar 2006

Taking a dip at Nundu Bay

Quote:
Originally Posted by Tenebrae View Post
So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
Exactly. They would just use Death's Charge to by pass it.

On a more serious note: Perma (almost-)invincibility should have never been brought in game to begin with. Therefor: /notsigned.

Stop The Storm

Stop The Storm

Keeping DoA Alive

Join Date: Jan 2007

England

Were In [DoA]

A/N

Quote:
Originally Posted by Killerminds View Post
Just kill the freakin skill, why does everyone look for a way around it.
because in a lot of areas, its not a case of being "invincible" and just maintaining shadow form. some areas require serious skill and timing to make the perma tank work.

i suggest you go try to tank doa on perma, then tell me how easy it is.

shadow form doesnt need a nerf, just dungeon running and uwsc

Shadowhaze

Shadowhaze

Nothing, tra la la?

Join Date: Oct 2007

Quote:
Originally Posted by Tenebrae View Post
So many ppl thinking how to nerf SCs and SF but i dont think blocking the road is the way to stop the "runner" .
/notsigned
Pretty much.

The skill itself is the key.

Quote:
Originally Posted by Enon View Post
Exactly. They would just use Death's Charge to by pass it.

On a more serious note: Perma (almost-)invincibility should have never been brought in game to begin with. Therefor: /notsigned.
LOL...Death's Charge.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

No. Let people enter areas as many times as they want.
But change areas and skills so an area that is meant to last 1 hour lasts at least 40 minutes.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

I wouldn't mind an environmental effect such as enchants last half as long, but restricting the playerbase because of a broken build is not the way to go.

/not signed

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

I can understand why a lot of people don't like this idea. I mean there are other possible fixes available and this is kind of drastic. However this is how I see things:

If you nerf the skills, you risk either undernerfing them or overnerfing them. Furthermore if the current form of speed clears and farming are nerfed, all it takes is one creative player willing to share his strategy and we are back at square one. Adding new mobs and tweaking existing mobs can work for awhile, but again all it takes is one person finding and sharing the right tweak.

This way people can still do the type of run they want to, they just can't do it as much as they want to.

Catchphrase

Frost Gate Guardian

Join Date: Apr 2009

/unsigned
A better solution would be to enrich the variety of builds used by the mobs in that specific map as a detriment against narrowly focused team builds. More balanced team composition of mobs, reduced stat bonuses of HM mobs.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

You're talking about taking away player's freedom to go where they please (I saw a suggestion once with a similar concept, only it restricted which builds you could run). This is (as much as I hate to say it) just as bad (if not worse) than leaving the broken stuff in.

Why not, just, I don't know, fix the broken stuff? Instead of taking away player's freedom, why not remove the incentives for using overpowered gimmicks by nerfing them? Seems much simpler to me.

/notsigned

noneedforclevernames

Krytan Explorer

Join Date: Oct 2007

Jay To Much [SrE]

Me/N

This "A lot of people will leave the game if solo farming is nerfed" is getting ridiculous. Games are not about graphics, being able to get through them easily, story lines, etc..
Games are about facing challenges and using innovation with creativity to get advantages over everyone else.
Now, this entire forum + wiki system eliminates pretty much all of that, but so does solo farming. If solo farming is what everyone does to make gold (When you'd be better off doing a lot of other things to make gold) then all of the creativity and innovation is removed from the game, and Guild Wars will be like every other game on the market now.