Revamp Orr
Acutally I would love to see that if the cleansing reitual goes though.
I actually like Orr it has the fealing of battle field. The problem is that almsot every enemies has pull, knockdown, sink, daze, etc. Which makes it just anoying to navigate. But yeah a nicer greener Orr instance for those you completed the personal story would be cool, and definitly more fun.
I think it will get better once more DE’s are added and the respawn time of random trash mobs is reduced.
I agree, Maybe to build off the idea but maybe phased zones, as ive seen them in the game before im sure its not hard. But maybe once clearing undead from an area the area will stay “greener” for an amount of time till it becomes diseased once again by the undead invasion. Not to spoil anything but after the storyline theres no realistic reason for there to be continuation of undead with no significant change.
I would also like another 80 zone that just well.. like the starter human area but more.. 80lvl ish lol. It also doesnt help when you want to get level 80 items and stuff and you get deminishing returns from killing too many undead. And i miss the dragon event and wish it would be a level 80 thing, maybe another dragon or big angry hulk golem thing comes and we have to band together to defeat it as well?
Just something to change orr.. i havent even explored all of it because it all just looks the same and kind of depressing and making me not want to stay anymore.. i usually end up logging out in lions arch or divinities reach.
Orr is meant to be “dark, dreary and full of undead.” That’s not the issue, as that’s intentional and, imo, should remain. The issue is that it’s hard to do any map completion solo – the game is meant to be allowing solo ability. The issue I find with the mobs is that they have a lot more health than one would typically expect. It kind of felt, as I went through Orr, like I was solo’ing a dungeon but the foes’ damage weren’t as high as in dungeons – just the health was. That and you can’t really fight like how most of the rest of the game teaches you to – to strafe and dodge, because if you do that you’ll often aggro more (and god forbid you aggro more than one veteran – in Orr that’s an auto-death, some veterans (Abominations and Acolytes off the top of my head) are such on their own in fact, but elsewhere I was able to handle 3 veterans and some regular mobs decently).
Granted I can see the reasoning behind this – Orr is a dangerous place and home to an Elder Dragon. It’s repeatedly said throughout the NPCs that going in alone is suicide, and while not outright, it is harder by far.
But I agree that it should be toned down. Not in looks as that’s kind of the point behind it all – asking to tone down the dreariness of Orr is like asking for the Realm of Torment to be full of sunny meadows and rainbows… Okay, maybe that would be torment in its own right, but you get my point.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Orr is meant to be “dark, dreary and full of undead.” That’s not the issue, as that’s intentional and, imo, should remain. The issue is that it’s hard to do any map completion solo
Completely agree that the oppressive feeling of Orr is how it should be.
Completely disagree that it’s too hard solo since I’ve 100%’d all three maps in just such a solo state with my engineer in magic find gear. I understand some other classes might have less damage potential, but I think those classes need to be brought up to snuff. Nerfing the zones would just make it too easy for the stronger classes.
I also support the idea of a peaceful Orr instance… though anyone who thinks an easier, safer version of the zone is going to have the same rewards is deluding themselves.
Orr is meant to be “dark, dreary and full of undead.” That’s not the issue, as that’s intentional and, imo, should remain.
How it is meant to be doesn’t mean it is good. It is the exact same thing Trion did in Rift early on and a similar lashback happened.
Orr is meant to be “dark, dreary and full of undead.” That’s not the issue, as that’s intentional and, imo, should remain.
How it is meant to be doesn’t mean it is good.
“and, imo, should remain” however, does mean that it is the poster’s opinion that it should remain, and implies that the poster thinks it is a good design decision, as do I.
The Orr areas are not your home. You are invading a land populated by undead pulled up from the bottom of the sea by an ancient dragon. Reinforcing the mood of an area with gameplay mechanics is one of the best ways games can craft an experience that goes beyond cutscenes and dialogue.
The idea that it should be changed to be more hospitable so as to make your farming for top level items easier is just belittling to the game and seems even perhaps a little bit naive. At the very least it shows a bit of a cognitive dissonance between your expectations of what makes up a game area and your desire for achievement, as without difficulty there is no achievement.