Hardmode/Vanquishing

Hardmode/Vanquishing

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Posted by: Decrypter.1785

Decrypter.1785

Anybody think lvl 84 monsters and vets/champs for 5 man hardmode vanquishing the map would be a good idea ? i do , would offer a good challenge and breed some life into the world …

[WM]give us in game ladder

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Posted by: Ashen.2907

Ashen.2907

I would rather see monsters have better builds and the like rather than just adding health and making them hit harder. Nothing wrong with adding levels to mobs, but they are already largely big bags of HP don’t you think ?

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Posted by: Vayne.8563

Vayne.8563

I’m pretty sure this won’t happen. Anet wants people in the world, not in instances. I wouldn’t actually mind vanquishes, because they were my favorite part of Guild Wars 1, but it would be very different in Guild Wars 2 anyway.

There was a death penalty failure state for VQs in Guild Wars 1 that made it alot more interesting than it would be here. Group compositions in the open world were different, because there was no open world in Guild Wars 1. They could tailor the encounters for a team…they can’t do that here.

So I don’t see it ever happening.

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Posted by: Astral Projections.7320

Astral Projections.7320

One problem with vanquishing in this game is the difference in both map sizes, number of mobs, and mobs that spawn for events.

Guild Wars 1 maps were smaller because you couldn’t walk on all of the map. Many areas were simply corridors lined with mobs. The mobs were fewer per map and stable in number. If you killed one it didn’t respawn. There also weren’t events going off all over the map with mobs spawning for them.

So, to make it similar, ANet would need to stop mob respawning, remove events and probably reduce the number of mobs per map. They would also need to remove hearts. Certainly most have mobs tied to them and killing mobs tied to a heart can trigger more to spawn. In addition they would have to redo all the mobs to increase then to HM levels

They would need to make maps wiped clean of all except mobs and then remove all except a set number of mobs. This is undoubtably feasible, but how easy is it to do that? Would they need to remove events and hearts one by one? Remove mobs as a group or individually? It sounds to me like a fair amount of work.

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Posted by: Seven Star Stalker.1740

Seven Star Stalker.1740

I’d like for “Hard-Mode Maps” where the enemies are inherently stronger and veterenized, but no actual separate mode.

I ? Karkas.

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Posted by: VodCom.6924

VodCom.6924

Just tossing a random idea here :

Vanquishing is possible as long as the area you are trying to vanquish is instanced (i.e no respawn, no other player interference).

The only places in GW2 that satisfy this criteria are… dungeons!

The idea:
Make sure that at the end of the dungeon, in addition to the reward chest and the daily bonus chest you get a third chest.

This third chest could include badges, xp and maybe coins. The amount of these scales with the percentage of total monsters killed during the run (i.e full reward if you kill 100% of the monsters).

Some dungeons have areas that are designed to be skipped for mobs spawn continuously here. Simply remove them from the total of monsters to kill.

Add on top of this a vanquisher title (vanquish every single path at 100%) and people will start finding something new to do in dungeons rather than skipping 75% of the content.

Limitations:
Requires a rebalance of the reward system (again) to prevent over-inflation.
Requires time to implement.

Known as Reegar Else, Linda Else, Xiana Else and Thorgall Breakstone

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Posted by: Dirame.8521

Dirame.8521

Just tossing a random idea here :

Vanquishing is possible as long as the area you are trying to vanquish is instanced (i.e no respawn, no other player interference).

The only places in GW2 that satisfy this criteria are… dungeons!

The idea:
Make sure that at the end of the dungeon, in addition to the reward chest and the daily bonus chest you get a third chest.

This third chest could include badges, xp and maybe coins. The amount of these scales with the percentage of total monsters killed during the run (i.e full reward if you kill 100% of the monsters).

Some dungeons have areas that are designed to be skipped for mobs spawn continuously here. Simply remove them from the total of monsters to kill.

Add on top of this a vanquisher title (vanquish every single path at 100%) and people will start finding something new to do in dungeons rather than skipping 75% of the content.

Limitations:
Requires a rebalance of the reward system (again) to prevent over-inflation.
Requires time to implement.

Definitely sounds like a good plan. Simpler than revamping the entire dungeon.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

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Posted by: Duke Nukem.6783

Duke Nukem.6783

before we can have hardcore mode anet needs to expend the combat system its very boring and bladn at the moment and i have no reason to want harder content because there is no greater way to increase mastery….hexes and enchantments first!

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Posted by: tigirius.9014

tigirius.9014

not in the open world unless they get rid of the restrictions on healing, CC, and condition damage removal for every single class and condition damage stacking.

Balance Team: Please Fix Mine Toolbelt Positioning!