Guy who made the Orr zones is out of his mind

Guy who made the Orr zones is out of his mind

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Posted by: Maruna.7209

Maruna.7209

Truly.
Who in their right minds would kittening allow this to happen?
Who in their right mind would agree to putting this continent in the game?
Who thought that:
“Yeah, random fireballs and debuffs and undead as far as the eye can see, therefore triggering a minimum of 2 people every 10 steps you go… That all seems nice. Lets make a continent about that.”
Not only that, they lifesteal the kitten out of you before you get a chance to react and sometimes I die without even knowing where the damage came from… I look in the logs, I find out it was something 500,000 feet above me I couldn’t even see.

’Cause godkitten , I REALLY hate those zones. 50 Veterans and Champions in front of a Skill Challenge, alongside those awful fireballs raining from the sky that give you about 0,3 seconds to react and dodge.
Did I mention they fall EVERYWHERE at about 800 times a second?

/endrant

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Posted by: Gnat.9405

Gnat.9405

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

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Posted by: JubeiTM.5763

JubeiTM.5763

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

How would you rate GW2 in contrast with GW1?

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Posted by: locoman.1974

locoman.1974

Did they add something new to the orr areas that I don’t know?… I haven’t been there in a few days but I really don’t remember fireballs from the sky except in areas where there are trebuchet related events that can be destroyed.

Just curious here.

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

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Posted by: mercury ranique.2170

mercury ranique.2170

Ignoring your tone of negativism, I dont really have issues with the Orr zones.
They are made to be challenging and end game content. So they are definitly harder then the rest of the game. They are however not too hard if you know what your doing.

a: the skillchallenge you are prolly talking bout is around a statue of balthasar. This is causing the fireballs IF the temple of Balthasar (in Straits of devastation) is contested. If this is not the case those fireballs are gone. You might want to use this website http://www.gw2bear.com/status.quaggan?check=Balthazar&server=NA (click the eu link on the left part to change to EU) and guest to the server where those firestorms are gone.

b: many champions can’t be killed alone. best is to wait a few minutes till someone else comes around. I have often got the skillchallenge where a random player is fighting the champion while I commune (almost all champion guarded skill challenges are commune ones.

The other player very likely will die. So please be kind enough to wait for him and do the same favour (distracting the champion while he communes).

the most important issue with surviving orr is to understand it is open world end game content. The map completion can be done with not fighting the hords. best way to do so is dodge, run and boost, as well as removing the conditions.

Only some skillchallenges are somewhat challenging and require you to fight.

If you want to farm in orr it is best to team up. This can often done with random players doing chains of events.

So bottom line, avoid fighting alone

Arise, ye farmers of all nations
Arise, opressed of Tyria!

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Yesterday I found a random player and teamed up with him. We explored the area and it was a sooo good feeling… we found this huge pirate-shipwreck and climbed in, found a skillchallenge and a giant chest. We fought a champion and it was the most awesome experience I had in GW2 for a long time. I went down a few times but could get back up again and we finally defeated the skelleton/zombie-captain.

We died horribly trying the megalodon-champion shark but the 1-2 hours before were tons of fun.

What I’m trying to say: Most of Orrs content is perfect for 2 or more players, if you can’t take it you should learn how to play your profession imho. Dodge is substantial.

I wished there were much more challenges like that in the game.

http://gw2style.com/index.php – show your look and rate others – great filters!!

(edited by Marcus Greythorne.6843)

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Posted by: Mentalhead.5721

Mentalhead.5721

I don’t mind higher population = higher challenge, but let’s face it, Orr is kinda abandoned. I don’t mind if Balthazar event gets harder if 30 of us do it, but I do mind that no one is in Orr.

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Posted by: Deniara Devious.3948

Deniara Devious.3948

Yes. Orr can be irritating, but I think it was worse in the early days of Guild Wars 2. Then the mobs were bigger and respawned back very fast. Still I managed to solo all the three Orr maps with several characters. Doing many of those temple elements alone was far more difficult than doing any dungeon so far.

If you need help completing those maps and you are on EU server, why don’t you come guesting to Desolation? We often have many of the temples open (non-contested) and there are friendly people to help you around.

If you have a friend who can provide stealth, that would be invaluable e.g. shadow refuge and then commune the skill points. Note I soloed the map with warrior, elementalist and engineer, without using any stealth, so it is possible as well.

Bringing some blocking skill if you can
http://wiki.guildwars2.com/wiki/Block
dodging and using some traits, which give you more endurange (vigor) is highly useful as well:
http://wiki.guildwars2.com/wiki/Dodge

You will want to have condition removal:
http://wiki.guildwars2.com/wiki/Condition_removal#Skills_that_remove_conditions

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

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Posted by: Gnat.9405

Gnat.9405

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

How would you rate GW2 in contrast with GW1?

The main difference I see, as well as my group of friends that transitioned from years of GW1 to GW2 is the fact that the content in GW2 is SIGNIFICANTLY less replayable than that of GW1. Guild Wars 1 areas just had something about them that allowed you to easily lose yourself in running the same instance literally all day, and get the same satisfaction. Maybe it’s the risk/reward ratio in GW2 is way off. Maybe it’s the pure randomness of the loot possibility in GW1 instances. If I had to select a concrete reason, though, it would be that the runs in GW1 felt like a massive achievement upon completion whereas the combat mechanics of GW2 make every fight the same fight and take away from the overall experience of completing a dungeon, event, etc.

Also, the roles of players in GW1 was very important in end game material compared to GW2. In the past game, everyone came with a job to do – not exactly heal/DPS/tank, but an actual objective vital to the completion of a zone. In GW2, the classes are so balanced that you often feel as if you bring nothing to the group, and the problem is not your specific profession, because all professions have this equality. The ability for those particular 8 people with those particular 8 skills to come together and perform what that same group minus one could never accomplish. I loved being the Necromancer that allowed the spike to be successful, or the Ritualist that blocked the enemies from my group. In this regard, there was better congruency between professions in the first game that GW2 can never hope to achieve with its current system.

These are just a few things, I can go on if you’re interested.

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Posted by: AntiGw.9367

AntiGw.9367

Did they add something new to the orr areas that I don’t know?… I haven’t been there in a few days but I really don’t remember fireballs from the sky except in areas where there are trebuchet related events that can be destroyed.

Just curious here.

Balthazar statues rain fire on you if you get too close. Other statues have their own effects as well.

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Posted by: DarkSider.1079

DarkSider.1079

Other than the scaling in orr, it really isn’t that bad. Your first time in it feels a lot more rough than it is, especially if you don’t dodge, don’t keep your eyes open, and are purely built around a dps build with low survivability. The scaling for events in orr is wacky right now, invisible one shots, ridiculous amounts of spawns and so on for the temples, but aside from that the normal zone is not as bad as this thread is making it.

I had the same opinion, “hated” orr on my elementalist when i first went speced 30/30/0/0/10 and wondered why I died with pure berserkers gear or elsewise.

Best suggestion is consider dodging, you can avoid most of the stuff being shot at you, the debuffs around the temples and statues are there for a reason, once temple unlocks those disable. Consider your build, if you’re going into an end-game zone with a BFG (yes doom reference here) and a paper mache set of armor then of course it’s going to make it more difficult to survive. Elsewise party up with people, it is the end game zone, and other than fixing the scaling for events, I don’t agree with making it easier. It’s hard because it is the end game zone, prevents some of the botting with the game mechanics, and has a wide range of “test your talents” type scenarios.

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Posted by: IndigoSundown.5419

IndigoSundown.5419

I’m with DarkSider. Orr is fine except for some event scaling issues. I’ll add two things.

  1. Gear is very important. If you are running around at level with gear that is 10-15 levels down from yourself and the mobs you’re fighting, you may struggle
  2. Events arranged around having players fight Risen in order to protect tissue paper NPC’s are a recipe for frustration. Those NPC’s are static, and ANet has given AoE to some Risen models which did not have it before

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Posted by: Knight.1084

Knight.1084

hard channgles are great but the orr zone is just so dirty and very low quality.
its all over the place and no real meaning to it. its dark and dirty. but dark zones can be good but once they have that dark feeling to them, orr is just dark.

take darkshire in wow for example. its very nice. and it collects with the other zones with a nice road. I think the zones in WoW are greatly designed, the color too in them. The zones in WoW have more of a feel to it. More of a “culture” even. The colors are rich and bright. You also know where your going in WoW, everything seems to be familiar.
Think of Elwynn Forest (goldshire) and then making your way into Westfall on the road. Its lovely.

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Posted by: Gnat.9405

Gnat.9405

Maps also serve great purpose in WoW. That’s where you spend your time, in the field.

Guild wars has never emphasized the use of the actual map as an arena to play on, rather a medium from content to content. Take the original game for example. Every content encounter took place in an outpost. Even the missions that took you into the map gave you alternate versions of the map. GW2 tried to add quality to the map by introducing the event system, but since they offer no reward worth the input, it’s a poorly executed resource.

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Posted by: Torvarren.6295

Torvarren.6295

You weren’t there before the nerf a few weeks ago were you? They specifically reduced the amount of mobs in the zones and the knockbacks and stuns that said mobs do.

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Posted by: Cristobal.8640

Cristobal.8640

Are you actually… whining that the game is too hard?
People nowadays…

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Posted by: Deniara Devious.3948

Deniara Devious.3948

  1. Gear is very important. If you are running around at level with gear that is 10-15 levels down from yourself and the mobs you’re fighting, you may struggle

I have soloed Orr with 3 different professions using mostly level 65-80 green gear. In fact I think pretty much all the pve content of this game can be soloed using masterwork gear (except for high level fractals where you need Agony resistance). But if you have some money get a full rare set (weapons + armor + trinkets) from the trading post. It costs few gold pieces in total. And if you have karma to burn it costs slightly over 240k karma to buy a full level 80 exotic armor set from the Orr temples.
http://wiki.guildwars2.com/wiki/Karma_exotic_armor

But skill > gear.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

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Posted by: Knight.1084

Knight.1084

Are you actually… whining that the game is too hard?
People nowadays…

Well I think Orr is just all over the place. The zone itself is not nice at all. Its just very dirty and not something pleasant to look at.

Now i’m not talking about because its a stormy/night time zone and that’s why it is bad I am talking about the way it was designed. It does not capture a feel and the zone is just like a piece of ball.

Theres no “main pathway”,etc…

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Posted by: Soon.5240

Soon.5240

@Knight,
I agree with your sentiments about the fact that our only real 80 lvl map is aesthetically depressing. It would be nice if we had others to farm in. It used to bug me more than it does now, but I get your point.

I don’t follow your comment about “main pathway”. There is a path: following groups to set up camps, etc. as you progress to Arah.

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Posted by: Knight.1084

Knight.1084

@Knight,
I agree with your sentiments about the fact that our only real 80 lvl map is aesthetically depressing. It would be nice if we had others to farm in. It used to bug me more than it does now, but I get your point.

I don’t follow your comment about “main pathway”. There is a path: following groups to set up camps, etc. as you progress to Arah.

Thank You.

What I mean by the main pathway is:
In the zone is there is a main road (the pathway). And along that pathway there are things happening on the left side and on the right side.

The pathway too goes forever in the zone (to another location/zone).

Like Elwynn Forest in WoW. The pathway that connects to stormwind → goldshire → westfall -etc

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Posted by: DarkSider.1079

DarkSider.1079

  1. Gear is very important. If you are running around at level with gear that is 10-15 levels down from yourself and the mobs you’re fighting, you may struggle

I have soloed Orr with 3 different professions using mostly level 65-80 green gear. In fact I think pretty much all the pve content of this game can be soloed using masterwork gear (except for high level fractals where you need Agony resistance). But if you have some money get a full rare set (weapons + armor + trinkets) from the trading post. It costs few gold pieces in total. And if you have karma to burn it costs slightly over 240k karma to buy a full level 80 exotic armor set from the Orr temples.
http://wiki.guildwars2.com/wiki/Karma_exotic_armor

But skill > gear.

Skill beats any gear. Gear just enhances your already existing skill.

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Posted by: Tikky.6231

Tikky.6231

We died horribly trying the megalodon-champion shark but the 1-2 hours before were tons of fun.

WAIT Wait waitwaitwait….

What?? You actually touched the Megaloshark-thinger? The one near Fort Trinity??

STOP THE WORLD! Someone tried the risen shark that’s stopping the Priory’s explorations. Surely this is worthy of an in-game holiday? Doesn’t matter if they succeeded or not, no one does that event. Well, ok. Two people did.

Ok, for srs now: I really did read that over – i rarely ever see anyone going for that event. I commend you for trying.

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Posted by: locoman.1974

locoman.1974

Did they add something new to the orr areas that I don’t know?… I haven’t been there in a few days but I really don’t remember fireballs from the sky except in areas where there are trebuchet related events that can be destroyed.

Just curious here.

Balthazar statues rain fire on you if you get too close. Other statues have their own effects as well.

Ah, ok, I knew about the statues, just that the way I read the OP I though that it was something that happened everywhere in orr, missunderstood it there. When it said they came from 500,000 feet above I though it was the dragons you see flying in the distance attacking or something (now that would be cool for a random event, have one of those come down and attack, sort of like a boss event)..

It’s a pile of Elonian protection magic, mixed with a little monk training,
wrapped up in some crazy ritualist hoo-ha from Cantha.
A real grab bag of ‘you can’t hurt me. They’re called Guardians.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

We died horribly trying the megalodon-champion shark but the 1-2 hours before were tons of fun.

WAIT Wait waitwaitwait….

What?? You actually touched the Megaloshark-thinger? The one near Fort Trinity??

STOP THE WORLD! Someone tried the risen shark that’s stopping the Priory’s explorations. Surely this is worthy of an in-game holiday? Doesn’t matter if they succeeded or not, no one does that event. Well, ok. Two people did.

Ok, for srs now: I really did read that over – i rarely ever see anyone going for that event. I commend you for trying.

not exactly, it was the one in the most southern point of the current game
http://gw2.mmorpg-life.com/img/map_pois//mid/Cursed_Shore_poi_Group_Event_Kill_the_champion_Risen_megalodon_that_shipwrecked_Camelia_._image_Gw2_1_2012_09_10_17_31_12_621_m.jpg

quite a beast, we had him next to the waypoint but there were too many risen spawning near him and he almost swallowed us in one bite. We didn’t want to rezz-rush him, I wouldn’t be proud of such a thing, so we gave up after a few minutes of hardcore action.

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: stale.9785

stale.9785

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

How would you rate GW2 in contrast with GW1?

If we assume GW1 was a solid 10, then GW2 is a 4. The artwork is impressive, the ability to jump is just gold. The lore is missing, the skill required to play is gone. The skills themselves have been neutered.

GW1:

- fully customizable skill bars – you sink or swim on your own ability to make a build, and play it well.

- cohesive lore – you KNEW what you were fighting, and the storyline made you want to destroy the lich/shiro/abbadon.

- reflexes mattered. interrupting a skill, or dropping a hex that would punish someone for the next skill used was HUGE.

- AI. something happened to Anet’s ability to code AI in the last few years. The pet/minion AI in gw1 was far superior to the joke we have in gw2. if you called a target, the AI characters would attack it.

-replayability. Some missions in gw1 I would do again for fun. Even if I could repeat some of the personal story instances, I wouldn’t, because they’re not that compelling.

- it wasn’t melee wars. rangers and elementalists were played from range, and more importantly, DANGEROUS from range. right now, if you play from range in gw2, you’re kitten.

- no stealth – the mechanic of the assassin in gw1 was called “shadow step” and worked as a teleport. far more balanced than the perma stealth.

- pets were optional for rangers. they aren’t here. 40% of your damage resides in the pet in gw2. this means that somewhere in the last 200 years of lore, rangers forgot how to SHOOT.

- ability to dye your weapons. nuff said.

- Truly elite missions – the underworld and fissure of woe. Urgoz warren and the deep. Closest we come are the dungeons, now.

That’s all that comes to mind for now, though I’m certain there’s more.

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Posted by: Okuza.5210

Okuza.5210

Well, before the Orr team gets too depressed reading this, I’ll say that I love Orr and everyone I play with love it, too. Whenever we level a new character, we all find Orr both the quickest to map and the mokittenn (why does "most"+"fun" get kittened?) to map, too. Frankly, I’d be overjoyed if all the zones were reworked to play like Orr (no hearts).

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Well, before the Orr team gets too depressed reading this, I’ll say that I love Orr and everyone I play with love it, too. Whenever we level a new character, we all find Orr both the quickest to map and the mokittenn (why does "most"+"fun" get kittened?) to map, too. Frankly, I’d be overjoyed if all the zones were reworked to play like Orr (no hearts).

I love orr as it is too. I also like how cursed shores got less undead than Malchors Leap since the risen is moving north leaving the cursed shores. Though some events (like Grenth) seem a bit too hard as it can easily fail swiftly even with 20+ people.

“most” + “fun” is kittened because of it saying “f” + “u” which is a short form of the f-word.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

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Posted by: stale.9785

stale.9785

Well, before the Orr team gets too depressed reading this, I’ll say that I love Orr and everyone I play with love it, too. Whenever we level a new character, we all find Orr both the quickest to map and the mokittenn (why does "most"+"fun" get kittened?) to map, too. Frankly, I’d be overjoyed if all the zones were reworked to play like Orr (no hearts).

I love orr as it is too. I also like how cursed shores got less undead than Malchors Leap since the risen is moving north leaving the cursed shores. Though some events (like Grenth) seem a bit too hard as it can easily fail swiftly even with 20+ people.

“most” + “fun” is kittened because of it saying “f” + “u” which is a short form of the f-word.

it’s actually avoiding s+t+f+u since it works with multiple words at once.

which is short form for shut the fornication up

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

my personal opinion on this:

GW1:

- fully customizable skill bars – you sink or swim on your own ability to make a build, and play it well.
- cohesive lore – you KNEW what you were fighting, and the storyline made you want to destroy the lich/shiro/abbadon.

But you had far fewer playstyles and viable builds available. I love how much possibilities I have playing a warrior, for example. About lore: in GW2 I also know who the villains are. I’m not happy with the implementation of lore in GW2 though; There is quite a bit of lore in GW2 but it’s so widespread and you don’t have anything where you can collect it – to rearead. Also Anet releases those nice bits of blogposts but nothing of it is found in the game. I agree with this article:
http://www.mmorpg.com/gamelist.cfm/game/473/feature/7448/Guild-Wars-2-Trying-to-Make-a-Living-World.html

- reflexes mattered. interrupting a skill, or dropping a hex that would punish someone for the next skill used was HUGE.
- AI. something happened to Anet’s ability to code AI in the last few years. The pet/minion AI in gw1 was far superior to the joke we have in gw2. if you called a target, the AI characters would attack it.

Reflexes still matter, but on a different way. You have to react when those strong hits come in via dodge, else you’ll be down in no time. You still can interrupt but there are no castbars, instead you have to watch the animations of the mobs – which can be pretty hard because the particle effects are all over the place and enemies are simply too small. They improved this in the latest F&F-dungeon so this was no problem anymore.

About the AI: I can only speak for Rangers and Mesmers… my “pets” do attack quite reliably. Not sure why you have a problem with this.

-replayability. Some missions in gw1 I would do again for fun. Even if I could repeat some of the personal story instances, I wouldn’t, because they’re not that compelling.
- it wasn’t melee wars. rangers and elementalists were played from range, and more importantly, DANGEROUS from range. right now, if you play from range in gw2, you’re kitten.

I love repeating certain dynamic events… the Metaevent-chain in Kessex Hills is great, also a lot of other events like the ones in Ebonhawke. Why should I repeat personal story instances with the same character? It makes no sense.

I love how I can switch from ranged to melee. I agree though that it’s much easier playing a ranged character.

- no stealth – the mechanic of the assassin in gw1 was called “shadow step” and worked as a teleport. far more balanced than the perma stealth.
- pets were optional for rangers. they aren’t here. 40% of your damage resides in the pet in gw2. this means that somewhere in the last 200 years of lore, rangers forgot how to SHOOT.

Sadly I haven’t played an assassin in GW1. Even though I play thief in GW2 sometimes, I agree that stealth is too strong since good thieves own average players. Average players stand a good chance against other professions imho.

In GW2 pets play a much more active role than in GW1. You can and should control them and utilize their skills. If you don’t like that, why aren’t you simply playing a ranged warrior? Have you tried it? I think it’s a pretty good ranged profession.

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: stale.9785

stale.9785

@ Marcus:

I spend an insane amount of time controlling my pet. Somehow the devs decided letting an npc account for nearly half of my ranger’s damage was a good idea. It’s a freaking handicap. No other class has that problem, and it wasn’t in gw1.

The reason I still play my ranger (i do have a warrior, and he is a far better ranged character, which is WRONG) is i prefer the flavour of the ranger. I just wish that they were still rangers, and not just beastmasters.

As far as AI controlled stuff attacking – it’s not that they don’t – it’s that they never maintain range (try it on ranged pets – they will ALL close to melee eventually- it’s been documented in the ranger forums) and they choose the most random pathing. It effectively means that the 40% of my damage (minimum) that the pet makes up doesn’t actually land half the time. Again, see how class mechanisms shouldn’t be a handicap. (Melee pets being rooted when attacking, thus missing, is also terribad.)

For the rest, it’s subjective. I had 3-10 builds for each class (except monk) in gw1 that I rotated through. In gw2, I have at most 3, generally 1 build for each class.

Dodging and random interrupts cannot replace things like power block, disrupting shot, savage shot, backfire or cry of frustration. Total strategic shutdown was possible in gw1, and just can’t be done here.

For lore/story, most often I feel that the next step in the story has no real motive behind it. I’m just tooling about doing whatever the walking salad who stars in my personal (ha!) story decides I should be doing.

Even the general quests had good reasons behind them, mostly, in gw1. In gw2, the hearts (which are closest to quests) are at best, boring, at worst, tedious. I’m a dude on a mission to kill an undead dragon. Why exactly am I carrying beer around?

Also, for a huge difference – the feeling of consequence. In GW1 I felt epic. I was the Prince’s companion, defender of the realm, defeater of the heretics. I beat the lich, I saved an entire continent, and later I banished a dark god.

In GW2 I’m the assistant to a salad person who keeps failing and takes ages to make up a plan (hey, maybe we should attack this evil undead dragon, eventually, after we kitten about for 35 levels) then takes over for some more apathetic fail. Yay.

It’s not that I dislike GW2 – it’s that they wasted so very much potential.

(edited by stale.9785)

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Posted by: Rainzar.6905

Rainzar.6905

to think it used to be alot worse then the op mentions.

Guy who made the Orr zones is out of his mind

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Posted by: Cristobal.8640

Cristobal.8640

@Knight,
I agree with your sentiments about the fact that our only real 80 lvl map is aesthetically depressing. It would be nice if we had others to farm in. It used to bug me more than it does now, but I get your point.

I don’t follow your comment about “main pathway”. There is a path: following groups to set up camps, etc. as you progress to Arah.

Thank You.

What I mean by the main pathway is:
In the zone is there is a main road (the pathway). And along that pathway there are things happening on the left side and on the right side.

The pathway too goes forever in the zone (to another location/zone).

Like Elwynn Forest in WoW. The pathway that connects to stormwind -> goldshire -> westfall -etc

Do you know how many of us hate that type of hand holding?
:/

Agree with you on the aesthetics tho.

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Posted by: Kirster.4605

Kirster.4605

make every temple drop rewarding and more dynamic events orr is so lackluster and make the mob use boon in gw1 mobs also uses the players skill base on the class they represent ai here is so stupid they just have high hp no real challenge oh i swing my sword again and again and again and again just to kill the mob i know anet can do this because they already did it in gw1 they just abandon it and trying new stuff but that leads them to broken game

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

please kirster, use punctuation. This is so hard to read.

http://gw2style.com/index.php – show your look and rate others – great filters!!

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Posted by: Okuza.5210

Okuza.5210

I spend an insane amount of time controlling my pet. Somehow the devs decided letting an npc account for nearly half of my ranger’s damage was a good idea. It’s a freaking handicap. No other class has that problem, and it wasn’t in gw1.

IMHO, Ranger pets are outrageously over-powered. I’ve just stood there and watched my cat solo a champion. I didn’t help or control the pet in anyway. Granted, this was one of the stupidest champions in open world, but really!? Pet > Champion? That’s just wrong. This was before the pet buff, too. They’re even worse now.

I suspect the pet-control comment in an earlier post was more directed at necro pets rather than ranger or mesmer. Necro pets often just sit there until the fight is half done before they wake up and start attacking. Ranger’s and mesmer’s start right in. I suspect this is because most necro pets are on a 4s attack cycle that seems to run independently of combat. So, if you start attacking when the cycle just started, it can take another 4s before they start fighting.

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Posted by: nexxe.7081

nexxe.7081

They should let Orr be tropical instead. Just put in some story that the undead have been defeated or something. Put some new mobs in there instead of just zombies.

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Posted by: Jack of Tears.9458

Jack of Tears.9458

What’s funny is they’ve actually scaled Orr back from what it was a few months back. The mobs used to respawn alot faster and be alot denser than they are now.

So with that said, what are ya playing and what are ya doing wrong?

I love Orr – I love the atmosphere, I love the scenery, I love the explorable feel of the area …

It is harder than the other zones, it should be. You get tagged by a debuff and a fireball? Move the hell away … the fireballs hit at a predictable interval, the debuff radius isn’t infinite. And all the room to climb and move and jump and swim gives you alot of room to avoid mobs and take a different direction to where yer going.

You shouldn’t be soloing high level Champs anyway; they’re not really meant for that. (and if you do, you’re supposed to feel pretty darned bleedin’ cool about it) I have, though, tag teamed a Champ with just 1 other guy in Orr more than once, so it’s still possible.

Don’t forget to team up … you don’t have to group to get xp and loot, so there’s nothin’ stopping you from tagging along with someone else going your direction … most of the time they’ll probably appreciate the help.

Don’t let Orr psyche you out, because that’s what it’s trying to do. It looks worse than it really is, so long as you’re paying attention. (But make sure you’re playing attention! There aren’t many places to go into autodrive and space out in Orr like you might in some lower level zones.)


I’m sorry I stepped outta yer box, don’ worry, if
ya whine enough they’ll put me right back.

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Posted by: Jack of Tears.9458

Jack of Tears.9458

They should let Orr be tropical instead. Just put in some story that the undead have been defeated or something. Put some new mobs in there instead of just zombies.

Orr was sunk under the sea for ages and is covered in those massive coral growths because of that. Defeating the Dragon isn’t going to suddenly change the landscape.


I’m sorry I stepped outta yer box, don’ worry, if
ya whine enough they’ll put me right back.

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Posted by: Setun.4368

Setun.4368

Once I finished my character’s storyline and dropped Zhaitan Orr’s been dead to me. Get it?! I made a funny!!….I’m not leaving I still have things to say.

Seriously though I just went there for the story stuff and that was it. I don’t mind the zones themselves much, for me the annoyance is the PBaoe mobs that yank you as soon as you aggro them.

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Posted by: Cameirus.8407

Cameirus.8407

I dont really mind Orr in terms of difficulty, I just found it incredibly depressing whilst getting my exploration up, and plan never to return again.

The only annoying bit was the champs on skill points, on my server they dont get cleared out, so I had ot guest on a more populated pve server to do a couple.

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Posted by: Retsuko.2035

Retsuko.2035

Every day, I farm nodes (orichalcium, saplings, omnomberry) in Orr. I do it with 4 characters. I have to admit that some veterans have been made a little too strong maybe to solo in the last change of Orr. But other then that, i run a ranger, mesmer, elementalist and warrior through malchor’s leap and cursed shore without dying.

If you want to play it’s content on Orr, I know that on malchor’s leap and cursed shore there are usually always big groups of players somewhere. Especially when an event is up with an end event chest, like melandru, dwayna and lyssa. But maybe it also depends on the server?

Retsu ~ Inner Monkey [IM] ~ Piken Square

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Posted by: TehPwnerer.7215

TehPwnerer.7215

This is just another example of ANet’s infamous “higher population = higher challenge” philosophy. I can see where it can be bothersome, but after playing GW1 for 6.5 years I come to expect it.

How would you rate GW2 in contrast with GW1?

The main difference I see, as well as my group of friends that transitioned from years of GW1 to GW2 is the fact that the content in GW2 is SIGNIFICANTLY less replayable than that of GW1. Guild Wars 1 areas just had something about them that allowed you to easily lose yourself in running the same instance literally all day, and get the same satisfaction. Maybe it’s the risk/reward ratio in GW2 is way off. Maybe it’s the pure randomness of the loot possibility in GW1 instances. If I had to select a concrete reason, though, it would be that the runs in GW1 felt like a massive achievement upon completion whereas the combat mechanics of GW2 make every fight the same fight and take away from the overall experience of completing a dungeon, event, etc.

Also, the roles of players in GW1 was very important in end game material compared to GW2. In the past game, everyone came with a job to do – not exactly heal/DPS/tank, but an actual objective vital to the completion of a zone. In GW2, the classes are so balanced that you often feel as if you bring nothing to the group, and the problem is not your specific profession, because all professions have this equality. The ability for those particular 8 people with those particular 8 skills to come together and perform what that same group minus one could never accomplish. I loved being the Necromancer that allowed the spike to be successful, or the Ritualist that blocked the enemies from my group. In this regard, there was better congruency between professions in the first game that GW2 can never hope to achieve with its current system.

These are just a few things, I can go on if you’re interested.

Same way I feel. I miss random mob packs and the way stuff worked in GW1. Guess we just gotta get the times. I still play GW1 from time to time because all in all I feel it’s a better game.