The Open World Tower-Horrifically Designed

The Open World Tower-Horrifically Designed

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Posted by: Deified.7520

Deified.7520

This tower, it was just bad.

You designed the tower for zergs with bad scaling, so now we have a situation like we have now. Towers are practically empty and people try to run through the third level (because for some reason you decided not to put a travel golem at the end).

What makes it worse is you have these events which are close to impossible to do with the amount of people who actually want to do it still.

Today I decided to give it another try, and it just a very frustrating thing to do. The mines everywhere, scaled enemies everywhere, lack of movement because you’re afraid to agro another mob, the few players that are actually still attempting to do it leaving on another for dead, these events that are frustrating to complete.

At this point the only reason I’d still want to do this event is for my alt, and it is close to impossible to get him past the first room of level 3.

You guys need to realize you can’t just do one or the other. You can’t design it for small groups because zergs will destroy it. You can’t design it for zergs because once everyone gets the meta it becomes dead.

Having a good scaling system is the only way anything will work in the open world.

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Posted by: Ayrilana.1396

Ayrilana.1396

I did it just fine with a group (5 people). People have also solo’d the events and champs as well.

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Posted by: nekretaal.6485

nekretaal.6485

I like the tower.

There is a good mix of different enemies and there is a good mix of enemy tactics.

Players just want to rush everything and run past everything. This would trivialize the content. Hence the walls, group events, and CC mobs. A necessary evil if you will.

There are a ton of different mini instances, and even the final boss has different versions.

There is also scaling on the group events, which are a more appropriate difficulty during off hours when nobody is around. The scaling is a lil wonky however the rest of the time.

The end chest is a decent source of dragonite, a legit reward.

#24 leaderboard rank North America.

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Posted by: redslion.9675

redslion.9675

This tower, it was just bad.

You designed the tower for zergs with bad scaling, so now we have a situation like we have now. Towers are practically empty and people try to run through the third level (because for some reason you decided not to put a travel golem at the end).

What makes it worse is you have these events which are close to impossible to do with the amount of people who actually want to do it still.

Today I decided to give it another try, and it just a very frustrating thing to do. The mines everywhere, scaled enemies everywhere, lack of movement because you’re afraid to agro another mob, the few players that are actually still attempting to do it leaving on another for dead, these events that are frustrating to complete.

At this point the only reason I’d still want to do this event is for my alt, and it is close to impossible to get him past the first room of level 3.

You guys need to realize you can’t just do one or the other. You can’t design it for small groups because zergs will destroy it. You can’t design it for zergs because once everyone gets the meta it becomes dead.

Having a good scaling system is the only way anything will work in the open world.

Actually mines are more dangerous while going in groups: when you run alone, you get some sort of timing and don’t end on mines.

In groups, people in front of you trigger the mines, putting you off target. And one mine is enough to launch you into another mine.

You will never be able to know what an engineer is going to do next…

because he doesn’t know it himself

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Posted by: Ayrilana.1396

Ayrilana.1396

You can also negate damage by dodging.

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Posted by: Healix.5819

Healix.5819

The mobs do scale, it’s just that once a zerg runs through, it’s now scaled for the zerg until they clean it out and leave before they spawn again. The amount and class of the mobs only scale on spawn while their health can increase dynamically. Nothing scales back down however.

If the tower hasn’t scaled yet, anyone that knows how to play their class should be able to run through the tower.

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Posted by: OmaiGodman.2098

OmaiGodman.2098

The third floor is nearly impossible on your own but in a group of 4 or 5 people it should be pretty do-able. I sweeped through the 3rd level the other day with a party of 4, done several nightmare chambers and beat the final boss without dying.

If you’re playing by yourself I have to agree, it’s nearly impossible to run the 3rd level.

Any plan that involves dead quaggans is, by design, foolproof. I’m an unmitigated genius!

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Posted by: Stooperdale.3560

Stooperdale.3560

I think the OP is exactly right. With the right amount of people the tower can be a lot of fun, meeting people along the way to help you get through. Without the right number of people it is awful. Zerg-group-solo scaling for content will always have have this problem.

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Posted by: mtpelion.4562

mtpelion.4562

I think they need to take a few minutes and simply replace all the elites with veterans.

Elites are fine when you have a zerg (or in a dungeon since they don’t respawn in 20 seconds). They are not fine when the content population dips.

Server: Devona’s Rest

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Posted by: MeGaZlo.9516

MeGaZlo.9516

I agree with the OP. People who claim that the tower is easily traversed solo – either just bragging or runing behind the zerg without even notice. Run through really possible. However, most banal’s events impracticable for solo. Even if there are no champions. Farming of mobs impossible too: veterans have a huge pull, most of mobs requires finishing. When they fall downstate packs from all around running up to them (they aggro even through walls). Killing 8-10 mobs (and in most cases it turns out just so) difficult to achieve even for two or three players. You can kill some packs. But it long, difficult and have no profit.

Packs just not balanced. They are interesting in themselves, but not quite balance in packs. Almost every mob has CC. Under unfortunate circumstances there is a risk to don’t stand up even with stability (once lost a full hp of warrior with the signet, stance and autostance without rising from the ground). Coupled with the huge damage (some veterans quietly break through on 8k damage to 3k armor (hard to imagine what will happen to the thief or elementalist), constant ticks of toxin, which may be removed only in special places, permanent plast of condition, flower-bombs which can hit u for half (or full) hp and knocs back and flower turrets which adding extra damage staying there solo is simply impossible.

What can I say? I took some 10th+ fractals solo. Soloed lupi by 3 classes, but make the most of event at this tower solo I simply can not. And by the way, let all sorts of “clever people” who advise to use a dodge =/ go to the forest. Your dull trolling impressed no one.

In short, we got a huge impressive location, which can be only passed in hurry, spitting and swearing. To create it devs, for shure, spend huge amounts of time and resources (about 4 month for 1 patch, right?). Don’t you feel sorry for yourself, dear A-net? What a colossal waste… Where did you find at all that people like zerg-oriented content? From a dozen of hamsters who shout on forums that the locations are empty? Eh…

(edited by MeGaZlo.9516)

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Posted by: Tumult.2578

Tumult.2578

The biggest issue I have with the Tower is the required finishers. It simply seems stupid to stop the fight with the other 4 or 5 Toxic attacking me just to use a finisher on the almost dead one.
I understand their value in PvP and WvW. They seem ridiculously out of place in the tower.

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Posted by: Axiom.6137

Axiom.6137

It’s important for the game and this content to scale and descale properly. Scaling for dynamic content has always been based on near real time adjustments to eliminate the possibility for griefing and maintain proper challenge.

If that system is broken, or just not properly applied here, that needs to be fixed asap. The entire game depends on proper scaling and there have been enough compromises to the game’s core design principles with out them losing ground on this one as well.

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Posted by: Cina Reas.6938

Cina Reas.6938

It’s important for the game and this content to scale and descale properly. Scaling for dynamic content has always been based on near real time adjustments to eliminate the possibility for griefing and maintain proper challenge.

If that system is broken, or just not properly applied here, that needs to be fixed asap. The entire game depends on proper scaling and there have been enough compromises to the game’s core design principles with out them losing ground on this one as well.

It is broken.

Grind Wars 2; the game that ate my brain.