Has anyone else noticed Orr....

Has anyone else noticed Orr....

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Posted by: tigirius.9014

tigirius.9014

…Mobs no longer do as many CC moves? I think either they broke something or they listened to us! yay!

Balance Team: Please Fix Mine Toolbelt Positioning!

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Posted by: shaktiboi.5194

shaktiboi.5194

They listened. The changes like this are listed in the patch notes. It’s now reasonable to get around in Melchors and Cursed.

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Posted by: Curuniel.4830

Curuniel.4830

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

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Posted by: Ardenwolfe.8590

Ardenwolfe.8590

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.

Gone to Reddit.

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Posted by: Coldtart.4785

Coldtart.4785

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.

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Posted by: coglin.1496

coglin.1496

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.

Poor craftsman blame their tools. Poor players blame their Engineer.

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Posted by: azurrei.5691

azurrei.5691

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.

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Posted by: RoRo.8270

RoRo.8270

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

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Posted by: Kromica.2831

Kromica.2831

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

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Posted by: AwwGee.5628

AwwGee.5628

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.

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Posted by: Power.2957

Power.2957

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

“Power is like the illuminati of Guild Wars.” -Loshon

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Posted by: Katreyn.4218

Katreyn.4218

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.

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Posted by: Osculim.2983

Osculim.2983

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.

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Posted by: lepri.6504

lepri.6504

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.

Blacktide>>Yafes>>Asura Engineer

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Posted by: LadyRhonwyn.2501

LadyRhonwyn.2501

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.

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Posted by: Vayne.8563

Vayne.8563

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.

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Posted by: marnick.4305

marnick.4305

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.

If I can’t play Guild Wars 2 at work, I won’t work in Guild Wars 2 either.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto

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Posted by: wildcode.5403

wildcode.5403

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.