Your thoughts on the Titan Hard Mode quests

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

A nice challenge, although it takes some time it is still pretty easy with heroes if you have proper builds and equipment.
And all those quests have a fail-proof way to do them anyway, I enjoyed it when a titan suddenly wiped a few heroes with that smash attack, I was like: "what??? die!!!"
Shit got real when Panic was used against me, loved it!

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Iuris View Post
My tone might be a bit sharp, but then, after two consecutive posts, one deriding people who find that things in GW can be challenging by claiming they must be playing another game and one calling people who have trouble with these quests stupid, I think some sharpness is called for. Or perhaps, even better, some other posters could soften their posts' tones.

The comment about wanting people to fail is also not particularly endearing - DP removing consumables still cost money, in case of Powerstones, quite a lot of money. Not to mention that you seem to have forgotten that at least two of those quests ARE failable. Only Defend Droknar's forge and Defend Denravi will let you grind through slowly. Defend nothern Kryta province and The last day dawns are failable. Unless you are really really really careful, and read wiki discussions, and pre-clear the Ascalon version. It should be possible, of course, except that I, with 7000+ hours of GW and having done the NM Titan quests
could not lure the last group of titans to me and got wiped several times in the process of pre-clearing.

A small detail: 4 key presses and 4 mouse clicks took me, just now, 4 seconds. 4 seconds of me not using my own skills, not using my PvE and similar key skills, and enough time for the enemy to use about 3-4 skills per enemy. With the damage those titans dish out, let me tell you that I've several times had a team that usually clears HM dungeons on C-space, fail to kill even a single ice titan enemy.

Of course the HM titan quests are doable - I've done 4 of 5 myself. But they are not easy and they do offer a solid challenge.
When I did all the quests I had no chance of failure, not exaggerating. The Titans do enough damage to wipe you if you aggro two groups at the same time and / or they come from two sides at the same time, but not otherwise.

About the micro argument: if you could bring a 9th skill on heroes but it's one which the hero will not use on his own (i.e. you need to micro to make him use it), would you bring it? If you are completely against micro, then you will have to answer "no".

If you're too lazy to micro / flag your heroes then it's your fault for finding the quests hard. The solution's already known, you're just refusing to use it. It's not that the quests are hard, it's that the players are bad - and bad players should get better, not complain about the game. Oh and it doesn't take 4s to flag. I regularly flag all my heroes in <2s. I know, because that's the amount of time it takes for me to cast Chain Lightning.

@KUM - no comment.

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

obligatory link in any thread discussing input speed


Really, though, there exist hotkeys to issue order commands to heroes, right? Why not use those?

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Xenomortis View Post
Is this not a cue for '90%' of parties to stop being so bloody stupid?
You misinterpret what I said. When I said that 90% of parties fail horribly, I mean that as 90% of reasonable and effective builds that you could run simply don't work, because they don't include the necessary imba skills. Not that the average PvE player is shitty (though that is true).

The complaint is that simply boosting monster levels doesn't make PvE harder, it just restricts me to using more and more imba skills. If Anet wanted to introduce difficulty into PvE they would just nerf those skills so we could maintain build variety and still have semi-difficult areas.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

So.. regardless of the other quests, how about the Titan Source? Anyone done that yet? That's the one in particular I'm concerned with. 3 bosses? Eww.

Matirion Maeronta

Frost Gate Guardian

Join Date: Jan 2011

Noord-Scharwoude, NL

E/

Quote:
Originally Posted by Plutoman View Post
So.. regardless of the other quests, how about the Titan Source? Anyone done that yet? That's the one in particular I'm concerned with. 3 bosses? Eww.
For some odd reason, the HM version seems easier to me then the normal one (might be because I got alot better since then). If you get stuck on it, you may want to start at ToA for an 8 player party, makes it even easier. Be carefull and clear everything around the bosses in a wide area before pulling them and try pulling one at a time.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

The bosses are the easy part. If you can manage some of those tight spawns of upgraded charr in flame corridor on the way, then you are basically set, just keep doing the same thing to win. It's doable with 4-man so again, bring 6 if you are concerned.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Tbh, the thing i dislike most of this quest is that anet haven't understood yet that "Hard" doesn't mean necessarily "12010+ Armor, 100% IAS & IMS & Cast time, 30 att points".
They did it when introducing HM, and they keep doing it.
Sure, makes titans really annoying, but isn't what i want to see as interpretation of "Hard"...better mobs build/AI is.
Also, the other thing is that "lock" your build choiches. ST Rit to survive. Armor ignoring dmg to kill. And so on. The fact that those quest are set thinking to use the most gimmick builds in your team to succeed in other words.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Kunder View Post
You misinterpret what I said. When I said that 90% of parties fail horribly, I mean that as 90% of reasonable and effective builds that you could run simply don't work,
Then they aren't reasonable, effective builds. You cannot expect a random collection of skills to achieve what you want. And there is no list of 'must-have'* skills that you require to finish 90% of Hard Mode content.

*I could trivially draw up a list of skills that you must include some of but it would include a lot of redundancy and would clearly be silly since it would be a list of all skills in the game.


Quote:
Originally Posted by AndrewSX View Post
Tbh, the thing i dislike most of this quest is that anet haven't understood yet that "Hard" doesn't mean necessarily "12010+ Armor, 100% IAS & IMS & Cast time, 30 att points".
They did it when introducing HM, and they keep doing it.
Sure, makes titans really annoying, but isn't what i want to see as interpretation of "Hard"...better mobs build/AI is.
Also, the other thing is that "lock" your build choiches. ST Rit to survive. Armor ignoring dmg to kill. And so on. The fact that those quest are set thinking to use the most gimmick builds in your team to succeed in other words.
It's worth noting that, no matter how good the game's AI was, the player has two distinct advantages:
1. He's human. Assuming that player is remotely competent then he is better than the AI at almost every task. Then the team with a human has a distinct advantage.
2. The enemy groups are static and known. They do not change and if necessary, you can build more specifically to deal with them.
Overall, if the enemy groups were made to work within the same rules as humans then the team with a human in it can simply never fail assuming a minimum standard of competence; the player has got to be better than the AI which is a low standard indeed.

A few flaws follow this design though, but many could be rectified. The massive increases in armour is one and some of the monster skills given are a little absurd; but we are given PvE skills.
Still; AFAIK these quests can be done without Soul Twisting on defensive spirits and without Save Yourselves.

Edit: The result of a few select builds being desirable comes as a result of them being leagues above everything else. When you design content to be challenging (as has been done here) it has got to take these builds into account and so it is not surprising that when something is designed to be a challenge when using these builds, it is very difficult when using anything else.

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

It's definitely possible without a ST rit, I didn't use one because I prefer the SoGM build.
Shelter + Panic/Stolen Speed + armor ignoring damage from rits and mesmers, makes hard mode go into normal mode.
The increase of things like armor is only really bad for Elementalists.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Quote:
Originally Posted by MArcSinus View Post
It's definitely possible without a ST rit, I didn't use one because I prefer the SoGM build.
Shelter + Panic/Stolen Speed + armor ignoring damage from rits and mesmers, makes hard mode go into normal mode.
The increase of things like armor is only really bad for Elementalists.
I mentioned ST cause most ppl here and in game runs it, but you get the point.
Also...yes. That was what i mean. This HM quests are designed to be even harder then regular HM (Dg, VQ, mish), and this is ok. But again Anet fails at increase difficulty...simply buffing mobs as hell, as did when introduce the "Regular" HM.
Which means, no ele around for damage, apart PvE skills abuse from players using AP.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Xenomortis View Post
Still; AFAIK these quests can be done without Soul Twisting on defensive spirits and without Save Yourselves.
I can confirm that - I did all the quests without ST, without Shelter and without Save Yourselves.

Here's something to think about. If you were given the chance, how would you design a difficult mission? Without going into anti-hero mechanics like UW 4H, or by artificially making an area where you cannot retreat from (Gloom HM, Foundry HM), or maybe force a constricted area vs. Fire Eles (Forgewight HM, this is vulnerable to ST / SY though), I don't see how it can be done. It's not hard to make a quest impossible, but difficult?

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Jeydra View Post
Here's something to think about. If you were given the chance, how would you design a difficult mission? Without going into anti-hero mechanics like UW 4H, or by artificially making an area where you cannot retreat from (Gloom HM, Foundry HM), or maybe force a constricted area vs. Fire Eles (Forgewight HM, this is vulnerable to ST / SY though), I don't see how it can be done. It's not hard to make a quest impossible, but difficult?
If you assume the AI enemies were given all the advantages they currently are (i.e. energy is of little concern) then the only way I can think of is to stack a lot of hard counters; tons of hex and enchantment removal and plenty of anti summon stuff then give them loads of damage to boot. Hard to do in one 8 man group however.
Ultimately it might have to come down to extreme variety but even then...
Everything A.Net have tried so far as been dealt with by simple brute force.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Consider this, however; there's only a small live team working on this content, and the balance of it. Previously, there was a full team that could make engine changes, AI changes, etc. Since GW2 was started, however, it very well may be that the live team doesn't have the resources, knowledge, or access to the core AI settings (

If my understanding is correct, the way skills and etc work is relatively simple. Notice that it's been a long while since the AI has been changed. There's a lot of skills in which the AI thinks a skill is different than it actually is, and play with it as the old version had been. While type changes could be possible (ie, it might be possible to flag skills as 'hexes', 'interrupt', 'use on enemies', 'protection', 'healing', etc - don't quote, I don't know), it's unlikely that they have access or abilities to core AI changes.

So in return, they try to counter the meta's with a couple new skills, and use high levels to make it more difficult, as that's significantly more accessible than anything else.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by Xenomortis View Post
Then they aren't reasonable, effective builds. You cannot expect a random collection of skills to achieve what you want. And there is no list of 'must-have'* skills that you require to finish 90% of Hard Mode content.
They are reasonable builds. Elite content is based on requiring imba builds. Take a well developed PvP build, run it in PvE and you will lose. This is the opposite of what guild wars was like pre-nightfall. PvE is now dependant on exploiting imba.

Quote:
Originally Posted by Xenomortis View Post
Edit: The result of a few select builds being desirable comes as a result of them being leagues above everything else. When you design content to be challenging (as has been done here) it has got to take these builds into account and so it is not surprising that when something is designed to be a challenge when using these builds, it is very difficult when using anything else.
Yes, which is why Anet needs to stop screwing around trying to make things hard for teams using SY/ST/ER/etc, and just go ahead and nerf the imba crap in the first place. Trying to make guild wars challenging with the amount of bullshit the players can stack up to make themselves invincible deathdealing machines is futile, and doing so only degrades gameplay for every other build in existence.

Vazze

Krytan Explorer

Join Date: Aug 2006

I agree with Killed u man: this is not my idea of challenge either. A simple tankspank team (or runners) could probably steamroll these quests. Not saying it was easy with a balanced team, but it is not different from the usual HM content. The reward is a joke.

Doing zv quests with the daily codex skills for a bit of extra reward would be more interesting than this.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

Quote:
Originally Posted by Vazze View Post
Doing zv quests with the daily codex skills for a bit of extra reward would be more interesting than this.
Oh that's a fun idea. I like.

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Kunder View Post
They are reasonable builds. Elite content is based on requiring imba builds. Take a well developed PvP build, run it in PvE and you will lose. This is the opposite of what guild wars was like pre-nightfall. PvE is now dependant on exploiting imba.
What definition are you using for a reasonable build now? If something fails in HM PvE (you never specified elite areas but if you do, explicitly define elite area. Besides, you did say 'everything in PvE') how can it possibly be a reasonable build? And the PvP build argument is ridiculous:
Take a strong GvG build and go to HA. You cannot necessarily expect to win. Why?
It's strange you say this though; 8 man PvP teams typically have all the tools you require in PvE (bar a few areas where I don't expect general things to work so well) excluding perhaps Protective Spirit, but you can normally work without that (it is just at times ill-advised).

PvE before NF was easier than it was now; for one, Hard Mode did not exist.
PvE is still largely straight forward enough that you never really need to exploit the most ridiculous of skills and builds, but these things are here to be exploited and not doing so when you want to achieve something would be insane.

Quote:
Originally Posted by Kunder View Post
Yes, which is why Anet needs to stop screwing around trying to make things hard for teams using SY/ST/ER/etc, and just go ahead and nerf the imba crap in the first place. Trying to make guild wars challenging with the amount of bullshit the players can stack up to make themselves invincible deathdealing machines is futile, and doing so only degrades gameplay for every other build in existence.
Yes, that too is a viable alternative and would appear to be the more sane option but it seems to generate a lot of complaints.
The only skills that really blow things out of the water defensively are Ether Renewal, Soul Twisting+Shelter and Save Yourselves. Of those, two can be hit with rather specific counters leaving only Ether Renewal - mass enchantment removal is horrible to play against, period, but Well of the Profane I think is a fair skill to put on the odd enemy.

Xiaquin

Xiaquin

Wilds Pathfinder

Join Date: Jun 2010

[aRIN]

R/

Quote:
Originally Posted by Jeydra View Post
Here's something to think about. If you were given the chance, how would you design a difficult mission?
Foes behave like raging bulls, only to be led to slaughter. Until there are either limitations on players or more intelligent enemies, I don't see a non-gimmicky way to invoke true difficulty. I could go on about power creep ruining the need for so many mechanics that creatively counter foes, but it's been beaten to death for years. Too much to nerf, so many would ragequit.

amber dawn

Academy Page

Join Date: Dec 2008

fos

A/

Just finished the titan quest, H/H, I see some ppl say it was easy and some say it wasn't

Well for me I was not easy by any means. I really enjoyed them. Thanks to anet for the hm quest. rattled my brain a bit.

Amber

Ximvotn

Banned

Join Date: Jun 2011

Quote:
Originally Posted by Mike Jack View Post
Instead of making the AI better for a more interesting challenge, they decided to make level 40 foes with overpowered skills that deal 400 damage with Ride the Lightning and a complete hard counter to enchantments (SMASH SMASH)

And it's pretty much impossible to do with a generic PuG group (i.e. not so optimal builds and tactics), so it doesn't really encourage socializing, but frustration.
Well, coding A.I. is probably much more difficult than changing level, skill, etc.

Chthon

Grotto Attendant

Join Date: Apr 2007

I'd been staying out of this topic until I found time to finish these quests. Now that I have, comments:

In general, I was not particularly pleased.. While I rather liked the Galrath quest, these felt like a return to "cheese" difficulty and an awful example of forcing the player into very narrow build-wars-ed setups. It really feels like the devs are trying to push us into the meta spirit+mesmer casterway builds for these quests.

Some more specific thoughts:
  • Way too much wtfpwn damage. Several of the titans and a few of the charr were given so much damage they could 1-hit a character from full/nearly-full health. This is awful design because it pretty much forces you to run ST/SY/ER. Having monsters hit hard enough to make heavy prot relevant promotes good play; having them hit so hard it makes heavy prot absolutely mandatory is tiresome and frustrating, especially when a single break in the prot usually leads to immediate death. This is compounded by the hosers for enchants (smash) and melee (see below) that really push the player towards ST. And it's not exactly like we need more people running ST all of the time...
  • Ridiculous armor forces the player to use armor-ignoring damage. This has been a problem since the beginning of hard mode (and even before), but the armor levels on these guys really takes it to an extreme. When spirits auto-attack harder than warriors, it should be no surprise that people use spiritway.
  • Ridiculous casters encourage mesmerway. The healer titans in DDF, the plant titan babies, and a bunch of overpowered casters in general all cry out for AoE shutdown -- Fevered Dreams, Psychic Instability, and especially Panic. And it's not like we need more people running Panic either...
  • Melee hosers on the plant titans pretty much force the player not to run any melee. Wild Growths lay down enough traps to insta-kill melee. Even if you manage to stand next to a titan without dying, Blurred Vision+Dust Trap keeps you from hitting. Flame Burst+Lava Font creates a similar problem.
  • Strong removal on the charr force the player to either not run debuffs (and therefore use more defensive buffs... cough cough ST/SY/ER) or try to preemptively shut down the removal (with Panic/FD). Really, whose idea was it to pit us against a group with a Expel Hexes guy, plus a Restore Conditions guy, plus a WoH+Infuse+Cure Hex guy, all with the HM recharge bonus? How are we supposed to get stuff to stick to these mobs? Well, Panic(/Panic+FD) stops enough of the removal to make stuff stick well enough. But I don't really want to be forced into Panic. The other alternative is to give up on debuffing, and rely more on defensive buffs. Which means stacking together 2 or 3 of ST/SY/ER to pick up the slack.
  • NPC's are too vulnerable to bad luck.
    • LDD is remarkably frustrating because of the strong chance of the king and/or his priest dying without any chance of saving them.

      About 2/3 of the time, you get 3 char groups on the way to the king instead of 2; and about 2/3 of those times, the third group cannot be pulled without triggering the king. This pretty much guarantees failure because, (1) if you stop to kill the charr, the king dies, (2) if you try to run past, they usually bodyblock and kill a hero or two, and (3) if you successfully run past, it means bringing down 3 extra charr on the king's group, and they really can't endure any more damage. Might as well map back to town if that third group is there and out of bow range.

      Assuming you don't get that damned third group in the way, you've got maybe a 60% chance that the priest will live long enough for you to reach him. Maybe it's possible to do this quest without the priest's heals, but I doubt it. So, again, there's a good chance you may have lost before you even start.

      (The remainder of the quest also requires a bit of luck in not getting a mob with too many rit healers in it, and getting the armageddon lords to smash spirits/minions/the king instead of your backline (or shelter itself). All in all, LDD was a very frustrating exercise in repetition until the spawns came up right and the priest didn't die both during the same attempt.)

    • Greywind + traps = fail.

    • Evenina can and should be ignored.

  • Giving the monsters Panic is really cruel to 7H players. Yes, I know you can bait them into wasting their first cast on a puller, then kill them/shut them down before they cast a second time, but it gets really old by the 6th or 7th mob. It doesn't help that the penalty for letting them land a single Panic on your bunched heroes is usually a bunch of deaths, if not a wipe. (I wouldn't mind a group with Panic here and there to keep us on our toes, but trekking halfway across the shiverpeaks while stopping to flag heroes and bait Panic for almost every damn mob on the way is just too much.)
  • The DFF titans lack a reasonable kill order. Waaaay back when PvE was meant as PvP training, the titans in Hell's Precipice were a lesson in targeting priority -- The high-threat titans left no babies, the medium-threat titans left low-threat babies, and the low-threat, bad-baby-leaving titans could be debuffed and ignored for a minute. The other quests largely stick to this, but DFF's mobs are a clusterfarque now matter how you cut it. Leave a frost titan alive and it strips your prot, then blows you up with huge damage; kill it and you're stuck with an extra malice running around. Leave a malice alive and sooner or later it lands Panic in the right place and kills you all; kill it and you build up a pile of hearts. Leave a heart alive, and they start to pile up and make it very hard to get kills; try to kill it and the frost titans and malices kill you first. At least the warriors and necros aren't so bad...
  • Courier Falken + DNKP = Dead Courier Falken. This is probably the hardest thing in GW right now. I didn't even try to save him... Anyone feeling brave enough to try?
  • The Shining Blade dudes are so strong that Defend Denravi is almost too easy. Seriously, they're almost able to beat the titans without you.
  • The Titan Source bosses are more aggressive than in the original version of the quest. It's remarkably easy to pull them off from their group for an easy kill.
  • The rewards were pretty generous. It almost makes up for how lame they were the first time around.

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

Quote:
Originally Posted by Chthon View Post
/snip
So it's a bad thing that people are encouraged to actually run good builds for once?

Nothing you sum up is actually new, yes prots are overpowered, armor ignoring damage is the best, parties usually consist of casters ect..., this has been the case for a while now. It only makes sense to utilise this in quests which are supposed to be some of the hardest.

These quests are perfectly doable with 7 heroes and even more with a party of human players.

Killed u man

Forge Runner

Join Date: Feb 2006

Quote:
Originally Posted by MArcSinus View Post
So it's a bad thing that people are encouraged to actually run good builds for once?

Nothing you sum up is actually new, yes prots are overpowered, armor ignoring damage is the best, parties usually consist of casters ect..., this has been the case for a while now. It only makes sense to utilise this in quests which are supposed to be some of the hardest.

These quests are perfectly doable with 7 heroes and even more with a party of human players.
Good builds =/= lame cookie cutter trash.

As Jeydra pointed out:

Running lame OP PvE trash makes these quests a walk in the park with almost no need for micro whatsoever. Running a more fun/balanced build results on you dying, without any chance whatsoever.

Obviously people should be punished for running bad bars. However, if the game has come to a state of: "Run this and this or die" it begs to wonder what the point in every other skill of this game is.

For me, and clearly for Chthon aswell, these quests were nothing more than a chore. Modding your build untill you have the right amount of build wars, without any regards to your personal skill level (70% build, 1% not being bad at GW, 29% getting lucky on the spawns).

The AI is still too bad to make these quests enjoyable. Anet tries to make up for this fact by an incredible increase in their power This only results in putting even more stress in abusing their bad AI. (Which brings us again to the trash pve gimmicks)

People who find these quests challenging lack terminology. These quests are so incredibly static, you simply can not call it challenging, it's all a matter of rince/repeating untill you get that good build wars, which in my book is not challenging.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

Quote:
Originally Posted by Killed u man View Post
Good builds =/= lame cookie cutter trash.
Quoted for truth.
Could only add:

Challenge =/= HM treatement*.
Not in the way it is atm at least imo.


*The previously said armor and blablabla useless/mindless mob buff.

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

Seriously what else did you expect?
It's no new content, it are the same quests as before just buffed.

We probably have different views on "enjoyable" but I call running underpowered builds for the sake of "fun" just plain stupid. This are some of the few quests which put your rit and mesmer heroes to a real test, take a look at the monster builds and don't complain that lesser builds obviously aren't going to cut it.

AndrewSX

AndrewSX

Jungle Guide

Join Date: May 2010

Italy, Turin

Lake

E/

I didn't expect anything else, but this doesn't mean we can't be diappointed.
Also you get the point. Those quests test your mes, rit and prolly nec heroes, plus the one of the player but you can't chage it, so isn't that important. So 3 profs out of 10. wow.

Xiaquin

Xiaquin

Wilds Pathfinder

Join Date: Jun 2010

[aRIN]

R/

Quote:
Originally Posted by MArcSinus View Post
This are some of the few quests which put your rit and mesmer heroes to a real test, take a look at the monster builds and don't complain that lesser builds obviously aren't going to cut it.
I agree, it is healthy and refreshing to have a meta where the majority of skills and mechanics are outmoded and insists that we play paint-by-numbers with the same crayons over and over.

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

Quote:
Originally Posted by Xiaquin View Post
I agree, it is healthy and refreshing to have a meta where the majority of skills and mechanics are outmoded and insists that we play paint-by-numbers with the same crayons over and over.
Once again nothing new, this has been so for ages.
There will always be meta builds, people should have realised this by now after 6 years of GW. Most of the people run meta builds because it's the most efficient and smartest thing to do obviously.
I don't see the relation between hate for meta builds and the titan quests.
If you have problems with the current state of the game take it out on a skill balance, these quests offer little to no room for ANet to be innovative or change skills around, they are made to relive certain "key" moments from GW1.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Xenomortis View Post
If you assume the AI enemies were given all the advantages they currently are (i.e. energy is of little concern) then the only way I can think of is to stack a lot of hard counters; tons of hex and enchantment removal and plenty of anti summon stuff then give them loads of damage to boot. Hard to do in one 8 man group however.
Ultimately it might have to come down to extreme variety but even then...
Everything A.Net have tried so far as been dealt with by simple brute force.
Precisely.

You guys can complain all you want, but unless you can actually design a mission that's difficult but not impossible, you should just hold your peace. Complaining about "fun / balanced builds" is silly too. It's highly subjective. What if I told you I find it "fun" to run the "super-balanced" build where an E/Mo for example has points into Air, Water, Fire, Earth, Energy Storage, Healing Prayers, Protection Prayers and Smiting Prayers, along with one skill from each attribute line?

Please remember that these quests were made to be difficult. Of course they require power builds. And there's no "run this or you die". You can go without any single skill / template and still make it.

@Cthon - you really shouldn't complain about Panic too. Panic is only deadly against bad players. Those who flag heroes apart will NOT have trouble with Panic. Call it annoying? Long stretch, but maybe. Call it cruel? Definitely not.

vitorvdp_68

Lion's Arch Merchant

Join Date: Jun 2010

Quote:
Originally Posted by Jeydra View Post
@Cthon - you really shouldn't complain about Panic too. Panic is only deadly against bad players. Those who flag heroes apart will NOT have trouble with Panic. Call it annoying? Long stretch, but maybe. Call it cruel? Definitely not.
Agreed with you there Jeydra.

OMG i have to put in teh effortz to beat a quest thatz suposed to b hard oh noes!!111!!!!

Give me a break...

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by MArcSinus View Post
So it's a bad thing that people are encouraged to actually run good builds for once?
There's a difference between encouraging good builds and forcing people into a very narrow solution set because nothing else works.

Give us foes that hit for 100+ semi-regularly, and we learn to bring heavy prot. Give us foes that hit for 400+ semi-regularly, and you make it mandatory.

Give us foes that remove hexes, and we learn to cover and bait removal. Give us foes with Expel Hexes on half the normal recharge, and we give up on using hexes at all. (Or we use Panic/FD to make them stick.)

Give us a reasonable amount of melee hate and we learn to clean our melee. Give us foes with insta-kill PB damage and we give up on using melee at all.

Quote:
Originally Posted by Jeydra View Post
[T]here's no "run this or you die". You can go without any single skill / template and still make it.
Really? Can you do it without the damage-capped-at-X%-of-max-hp mechanic and without SY? I'd say that having one or the other of those is "run this or you die."

Quote:
@Cthon - you really shouldn't complain about Panic too. Panic is only deadly against bad players. Those who flag heroes apart will NOT have trouble with Panic. Call it annoying? Long stretch, but maybe. Call it cruel? Definitely not.
I find having to flag for almost every single mob during a looong walk to be very annoying. Apparently you have a higher tolerance for flagging.

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

Quote:
Originally Posted by Chthon View Post
/snip
First of all, you don't have to bring ST or SY to beat these quests, I beat them easily without, by letting Spirits and Minions migrate most of the damage, you know the standard tactic.

Second, what's wrong with letting people take specific skills for certain missions? There is some huge damage in the Titan Quests yes, so you take prots, that's only naturally. When going up against Duncan you probably take Swap. When facing lots of the same foes you take EoE. When facing Shining Blade or Stone Summit on HM you might want to take FS.
All of the above skills aren't by any means necessary to beat those foes, but they sure help a lot. Now how can that be a bad thing? Sounds more like common sense and tactics to me.

You make the false assumption that these quests can only be completed by meta builds. This is false, you can easily complete is with lesser to good builds, but don't go crying when you fail. And if you really struggle we still have tons of cons to our disposal, everybody can beat these quests with decent builds and cons.

Xiaquin

Xiaquin

Wilds Pathfinder

Join Date: Jun 2010

[aRIN]

R/

Quote:
Originally Posted by MArcSinus View Post
First of all, you don't have to bring ST or SY to beat these quests, I beat them easily without, by letting Spirits and Minions migrate most of the damage, you know the standard tactic.
In other words, the meat shield wall won, you just helped?

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

Quote:
Originally Posted by Xiaquin View Post
In other words, the meat shield wall won, you just helped?
Yes, as it does in all other missions and quests for everyone who runs minions.
Besides, I'm playing ele, I have no purpose in HM except support.

Chthon

Grotto Attendant

Join Date: Apr 2007

Quote:
Originally Posted by MArcSinus View Post
First of all, you don't have to bring ST or SY to beat these quests, I beat them easily without, by letting Spirits and Minions migrate most of the damage, you know the standard tactic.
Show me a screenshot of these quests beat with no Prot Spirit, Prot Bond, Shelter, or SY! on any of the bars.

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

Me/A

Im almost disappointed reading all this....

A return to the "bad cheese" hard, and not the much better "wik" hard...

To the point i probably wont bother with them when i do get spare time to log and play..

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Chthon View Post
Really? Can you do it without the damage-capped-at-X%-of-max-hp mechanic and without SY? I'd say that having one or the other of those is "run this or you die."

I find having to flag for almost every single mob during a looong walk to be very annoying. Apparently you have a higher tolerance for flagging.
There is no single skill or template that you have to run. I can go without Prot Spirit if I have Shelter or Prot Bond, and vice versa. Same applies to SY. I'm also not convinced that SYG + ToF / TNTF can't handle the damage. Actually I might be able to go without Prot Spirit entirely because I don't remember micro'ing it often, if at all, but that's off the point.

If you find that annoying then yes, I do have a higher tolerance for flagging.

Agreeing with MArcSinus.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

It's supposed to be difficult, and they do the best they can without attempting to modify the AI, which isn't that easy. AI Coding is much more complex, and I don't believe that will be changed. Thus, they do as much as they can. Jeydra puts it rather effectively.

If you're complaining about using certain skills, there's about 5 combinations of skills that mitigate damage on a serious level. Prot Spirit, Prot Bond, Shelter, SY, and SYG + ToF/TNTF. There's several areas you'll need those to survive. It's not new. They're not forcing your hand, but they're putting hard content to where you need to use the best skills to make it. If they made quests that could be done with any skills, then it's probably not going to be hard at all!

If you want something difficult and challenging, then offer up ways to do it without modifying the AI, unless you're experienced in AI coding and want to go apply at ANet. As I see it, this is about the only method to do it. And it'll be challenging for most people, just as the DoA is challenging for most people.

Basically, /agree with Jeydra and the other related posts.

JSX

Academy Page

Join Date: Jan 2011

Canada !

I thought it was fine, and fitting difficulty. Enjoyed it, raged, and would do it again with friends to help.


But knowing that some of the people on ANET read these forums, John will get the retarded idea that this needs to be made easier cause sooooo many complain. Sigh.