Has anyone else noticed Orr....
They listened. The changes like this are listed in the patch notes. It’s now reasonable to get around in Melchors and Cursed.
I haven’t had a run around the Orrian maps since the patch (yet!), but reading through the changes listed it sounds like they’ve given the whole area a pretty thorough going-over. I would guess that yes, they have listened
I love the changes in Orr. Was so tired of taking a step and getting zerged like mad. Heard it was especially nightmarish for miniomancers.
Putrifiers are still there, and they still open with a pull. They just turned the entire map into empty space so you don’t have to think or look at your screen or even be awake to play in Orr.
Orr was always easy. Even when it was supposedly dead from being so ‘annoying’ (read: too hard) I always saw more people in Orr zones than midgame maps or frostgorge. Now it’s just as faceroll as any other zone.
Putrifiers are still there, and they still open with a pull. They just turned the entire map into empty space so you don’t have to think or look at your screen or even be awake to play in Orr.
Orr was always easy. Even when it was supposedly dead from being so ‘annoying’ (read: too hard) I always saw more people in Orr zones than midgame maps or frostgorge. Now it’s just as faceroll as any other zone.
I absolutely agree. We lost challenge in the high end zones to all of the complainers. Anything that requires team work, skilled play, or effort gets wined, complained, and cried about, until they water it down due to complaints of the vocal minority.
We lost challenge in the high end zones to all of the complainers. Anything that requires team work, skilled play, or effort gets wined, complained, and cried about, until they water it down due to complaints of the vocal minority.
are you kidding me? Orr was not in the least bit challenging, it was kitten annoying, nothing more. Having to cross a map in a zerg in order to not have to not go in combat every 5 steps, getting knocked over, stunned, pulled, disoriented, etc. every few seconds because mobs have no DR on their CC and you have limited dodging is NOT challenging, it’s idiotic game design.
I’m glad they finally changed it – there are plenty of ways to make challenging content fun – Orr was the opposite of fun.
Putrifiers are still there, and they still open with a pull. They just turned the entire map into empty space so you don’t have to think or look at your screen or even be awake to play in Orr.
Orr was always easy. Even when it was supposedly dead from being so ‘annoying’ (read: too hard) I always saw more people in Orr zones than midgame maps or frostgorge. Now it’s just as faceroll as any other zone.
Never had an issue with Orr myself. As usual if a mass amount of players complain it will turn in their favor
Putrifiers are still there, and they still open with a pull. They just turned the entire map into empty space so you don’t have to think or look at your screen or even be awake to play in Orr.
Orr was always easy. Even when it was supposedly dead from being so ‘annoying’ (read: too hard) I always saw more people in Orr zones than midgame maps or frostgorge. Now it’s just as faceroll as any other zone.
Never had an issue with Orr myself. As usual if a mass amount of players complain it will turn in their favor
Not really there is a thread with almost 1000 post about the crappy drop rate since the karka patch and nothing has been done about that
Personally I didn’t have a problem with Orr. Some areas were really badly infested and challenging to get past, but it’s all about awareness and knowledge of the mob patterns.
If you didn’t have useful utilities or weapon sets equipped then prepare to be mobbed when you make a mistake is all.
They listened. The changes like this are listed in the patch notes. It’s now reasonable to get around in Melchors and Cursed.
When was it not reasonable to run around Orr? O_o
They still have some CC. I’ve had the Putrifiers fail a lot of their initial pulls, not sure what it is, maybe I move behind something and that cancels it, they still get knocked down even if it fails though. The water ones still have that drag/anchor thing too.
I was kind of middle of the road with Orr before. After I saw Southsun Cove, I decided Orr was no where near hard. :P I find the drop rate increase (which has been very kind to me for tier 6 mats) and the changed temple fights make up for the thinning out of the numbers imo.
Well Orr have changed and thats just how it is. People that say the challenge is gone, It was never hard are probably playing warriors. Trying to take my poor staff ele in there previously was just not happening. Now i can at least enjoy the zone on my ele.
I was surprised because of such change. Still do not understand why we needed it. Those people who could not handle orr maps were not supposed to be there anyways. Its the land of dead, what do you expect; zombies throwing you flowers? This new change simply feels not right.
I wen to Orr yesterday, and while I like the change, I think they overdid it just a bit. The problem I had with Orr was not so much the crazy amount of risen, but the combination of the crazy amount of risen with the very high respawn rate. Simply lowering the respawn rate would have been enough for me.
But Orr might be an area I’ll spend some more time now. I rather rushed it because I grew tired of having to fight every single step of the way, twice.
Yep, but Zhaitan is dead in the personal story, so it makes sense that it’s eased up some. Less undead, not quite as strong. From a narration point of view, it’s fine.
I never found Orr that challenging either (and no, I didn’t play a warrior, I’ve played ranger, mesmer and engie) but I still like the change. Before it wasn’t really hard, so much as annoying (as someone else said). I didn’t have trouble killing stuff, I just had to kill a ton of unnecessary stuff to go to where I wanted. I still got there, just more slowly.
But it wasn’t hard. I don’t see this change as being negative.
I never found Orr hard, and didn’t notice any difference. On the other hand, I never just ran through whole groups of mobs, of which I know they pull … I’m not stupid. I don’t complain at a.net when I die, I just try to play better next time.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
There are still plenty of areas with high density risen, the ones I saw were areas where you would not normally wander into in the normal course of traveling between events.