Hate risens before. And now they are awesome!

Hate risens before. And now they are awesome!

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Posted by: Avigrus.2871

Avigrus.2871

Orr is the most annoying zone in any game i have ever played… pulling, sinking, cced… then giant catapults keep spamming you no matter where you stand.

Who the hell would design a zone like this?

Everything is always contested, so you have to run the whole way, which would be fine if the road weren’t scattered with hundreds of these stupid mobs… you can try and just run through, but risk being cc’ed/pulled to death.

80 Necro (5), 80 Guard (4), 80 Mesmer (3)
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)

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Posted by: ExTribble.7108

ExTribble.7108

So, what to talk about glass elementalist freely walks there – sounds like a fairy tale. Try to run from desmina’s hollows to compass plaza, runs through promenade of the gods or north of the royal tombs. Try to run to the west of the temple of Lissa. Count the number of seconds you will run.

I need to compress my giant sized Fraps videos, so I’ll be uploading them later this afternoon (I’ll edit this post, each one is taking ~20 mins to compress and I’ve got class soon :P). I just did Compass Plaza->Promenade of the Gods->Compass Plaza->Desmina’s Hollows. First attempt, no deaths, although Promenade of the Gods was almost fully captured, so I won’t deny that had reduced the mob density. Never had done the run north of the royal tombs, but also succeeded on my first try. FPS was crashing down to ~10 at some points, but it was still doable. My computer doesn’t like Orr + Video capture :P

If you can specify what you mean by “west of the temple of Lissa” I’ll try that one too. I can’t seem to spot the area you’re looking for…

By no means am I saying anyone and their mother can do it. Nor am I saying that only an elitist no-lifer can. I’ve been running around/through Orr for a long time, so I know how to handle myself. And just so you know, I’m quite terrible in PvP, so that’s saying something considering eles are supposedly OP :/

EDIT: Also note my choices for utilities. They’re all working for mobility, condition removal, and defense. If you want to run around Orr and ensure your escape, bringing such skills makes it a lot easier I burned each of those at least once in those runs, for obvious reasons.

EDIT2:
Compass Plaza->Promenade of the Gods
Promenade of the Gods->Desmina’s Hollow: Part1 Part2
Area north of the Royal Tombs

Realize none of those runs were perfect. I got hit, pulled, and immobilized a few times. Being able to react was what saved me and kept me above 50% health for almost the whole time. I’d bet lots of people could do much better.

Is the arguably excessive CC annoying? Definitely. Is the speed of the average risen excessive? Maybe. Neither of these obstacles are so difficult to overcome that the whole area needs a revamp. They can be dealt with by learning their counters and using them rather than trying to force an all-purpose build to work in a specific area. Spawn times are still an issue, but that has already begun to be addressed, so I won’t be touching on that subject.

Long post is long, it’s a bad habit >.<

“Any lump can hack bad guys to death, but it takes skill
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated

(edited by ExTribble.7108)

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Posted by: MeGaZlo.9516

MeGaZlo.9516

I decided to find and edit this topic, due to the pleasant change. =3
The developers have worked hard to increase the expressiveness of Orr. New risen’s animation looks amazing. The fights now are pleasant and impressive. And the undead finally stopped running at light speed. Hooray!

Only a couple of gripes:
Don’t developers have increased their size TOO much? Now they are above the highest Norn >_>
And why not to add the same animation to… em… normal (I mean non-overgrown with underwater vegetation) risens?

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Posted by: Conncept.7638

Conncept.7638

To tell the truth I think they could afford to bring a few back since they removed the chain-CC spam, which was the real problem. I could take on 6-10 orr mobs at a time before (once they wasted all their CC against my stability), now they’re so thinned out I can’t even find more than one or two at a time, which isn’t even remotely challenging or rewarding.

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Posted by: fellyn.5083

fellyn.5083

To tell the truth I think they could afford to bring a few back since they removed the chain-CC spam, which was the real problem. I could take on 6-10 orr mobs at a time before (once they wasted all their CC against my stability), now they’re so thinned out I can’t even find more than one or two at a time, which isn’t even remotely challenging or rewarding.

They weren’t rewarding before..

(edited by fellyn.5083)

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Posted by: Conncept.7638

Conncept.7638

To tell the truth I think they could afford to bring a few back since they removed the chain-CC spam, which was the real problem. I could take on 6-10 orr mobs at a time before (once they wasted all their CC against my stability), now they’re so thinned out I can’t even find more than one or two at a time, which isn’t even remotely challenging or rewarding.

They weren’t reward before..

I think you mean ‘rewarding’.

And they were to me, because I liked the challenge. Now that’s gone, and yes I know the zone is improved and the changes were sorely needed. But I think they went a little too far, excepting the risen giants and the temple events (both of which require groups), Orr doesn’t feel anymore challenging than your typical 1-15 zone now.

(edited by Conncept.7638)

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Posted by: fellyn.5083

fellyn.5083

To tell the truth I think they could afford to bring a few back since they removed the chain-CC spam, which was the real problem. I could take on 6-10 orr mobs at a time before (once they wasted all their CC against my stability), now they’re so thinned out I can’t even find more than one or two at a time, which isn’t even remotely challenging or rewarding.

They weren’t reward before..

I think you mean ‘rewarding’.

And they were to me, because I liked the challenge. Now that’s gone, and yes I know the zone is improved and the changes were sorely needed. But I think they went a little too far, excepting the risen giants and the temple events, both of which require groups, Orr doesn’t feel anymore challenging than your typical 1-15 zone now.

Thank you Monsieur Grammar Police, that is exactly what I meant.

The thing is though the mobs in Orr were never challenging, just annoying. Coupled with the insane respawn times (has that been fixed too?) it just made the entire area way more tedious than it needed to be.

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Posted by: Red Falcon.8257

Red Falcon.8257

Orr is realistic as the headquarters of an enemy nation of undeads.
You aren’t supposed to enter an enemy territory and take a walk with spring flowers falling and rabbits smiling at you.

One does not simply walk into Orr.

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Posted by: Conncept.7638

Conncept.7638

To tell the truth I think they could afford to bring a few back since they removed the chain-CC spam, which was the real problem. I could take on 6-10 orr mobs at a time before (once they wasted all their CC against my stability), now they’re so thinned out I can’t even find more than one or two at a time, which isn’t even remotely challenging or rewarding.

They weren’t reward before..

I think you mean ‘rewarding’.

And they were to me, because I liked the challenge. Now that’s gone, and yes I know the zone is improved and the changes were sorely needed. But I think they went a little too far, excepting the risen giants and the temple events, both of which require groups, Orr doesn’t feel anymore challenging than your typical 1-15 zone now.

Thank you Monsieur Grammar Police, that is exactly what I meant.

The thing is though the mobs in Orr were never challenging, just annoying. Coupled with the insane respawn times (has that been fixed too?) it just made the entire area way more tedious than it needed to be.

If you’re just trying to get through the zone, yeah, they were just annoying. I remember several times when I was just trying to make it to an event on time, and I would literally aggro one single mob and get chain pulled, by one mob after another after another, hundreds of feet off-course. THAT was annoying. But even so, that was clearly less the fault of the dense mob population and more the fault that every single mob opened with a crowd control skill.

But, there were many times when I wouldn’t see any events I wanted to do, and I would just start killing stuff, not worrying about aggro, taking on as many as would come at me at once, clearing a swath of undead bodies through Orr. It was awesome, challenging, and fun. Now it’s none of those, you have to go to the DEs and hope nobody else is there, if anyone is you just have to equip your fastest weapon and wade into the laggy mob of spam taggers.

And I don’t see why they couldn’t allow travel and convenience while still preserving challenge. Instead, they just unthinkingly ripped one out of the game in favor of the other.

(edited by Conncept.7638)

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Posted by: Azjenco.9425

Azjenco.9425

One does not simply walk into Orr.

Yes, you do, actually. I do it all the time, it’s quite a leisurely site, take strolls through it all the time. On my own actually.

This patch feel like baby steps in the right direction. Next some bigger strides would be great. Orr could do with more DEs, a lot all at once, make it feel chaotic. Enemies can also do with a few crazy abilities to spice them up, and less of these mundane abilities we’ve been seeing from level 1. And one big boss enemy also wouldn’t hurt.

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Posted by: Shufflepants.9785

Shufflepants.9785

They weren’t rewarding before..

This is everything that is wrong with attitudes in MMO’s these days. The guy he was replying to was talking about rewarding in an accomplishment sense. But all people can think about is PHAT LOOTZ. Heaven forbid anyone played a game because the gameplay itself was fun. So far my favorite part of this game has been the jumping puzzles, and chests give kitten for loot but I don’t give a kitten.

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Posted by: MeGaZlo.9516

MeGaZlo.9516

Well, devs could make each of them a little harder in this case. That will be a challenge. Better then dozens of them at ones running like a wind. I think that now Orr is more atmospheric, and.. well.. realistic, than before. And, yes, have you notice a new animation? Even when they are standing still. Great!

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Posted by: Deniara Devious.3948

Deniara Devious.3948

HUH!? I had completely opposite experience with both my engineer and warrior at the maps of Orr. It felt like tons easier than before. Like somebody had seriously turned on the easy mode. Note: I have been doing some of the temple group events ALONE in the past.

Now there are more people in the Orr and actually doing group events. Big improvements. Thumbs up to Anet for achieving this!!

Visuals and the loot also seem a bit improved. I saw more chests than I noticed before. Anycase Orr really is now fun. *Anet developers really got Orr much better now and two added waypoints were positioned well Orr seems now the perfect place to farm for those of us who don’t like dungeons and like to roam alone.

I also saw other players just running, gathering materials and doing their best to avoid the Risen. I guess they were farming crafting materials?

I just steamrolled over the Risen. Killing the Risen seems to give good drop, often useful materials or level 80 greens, which you can gamble at the mystic forge to get level 80 rares. I just one rare out of 4 level 76-80 green items, which made me happy. I don’t yet have full exotic gear on any of characters as I am busy playing 8 different professions. I don’t even have full level 80 gear, so rare is still good for me. Despite being a bit undergeared even the bigger Risen mobs are not a threat. And most of the group events seem easier to solo than before. Basically you won’t die there, unless you go afk (e.g. phone call, bathroom break) or do something stupid. Dang in most fights, even when completely surrounded by enemies, my mere 20k health didn’t dip under 19k at any point. I have invested more in defense than most players though.

The veterans seem to have more health, but the damage seems to be roughly the same. So they just take longer time to kill. The giant abominations can do some damage, but you can either use ranged weapons or quick hit & run + dodge to kill them fast without them ever hitting you at all. So funny to see so huge abomination drop down like a baby. I recommend to do the champion bosses with a group, but most of them are possible to solo as well.

Tip: bring a blocking skill to Orr and see what it does!

And if you need help traveling in Orr, feel free to message. I will be quite busy in following days, but then I should have some time if you want to guest roam the area.

Deniara / Ayna

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

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Posted by: MarMaster.6241

MarMaster.6241

I would also like to commend the developers. The ‘annoying’ factor is mostly gone. It’s still a ‘dangerous’ place. You can carefully work your way though it. How you do it now depends on your character class and inclination. The seemingly continous CC (read pulls) is toned down. Depending on which of the classes I took there, the original was very difficult to seriously annoying. Thanks.

Dragonbrand (JQ) [FIRE]bats ~ Trusted member of the Universe
Mar Steadfast G, Silent Intrigue T, Mar Fidget Engi, Mar Fierce W, Silent Awe M
In GW2 since BWE1 ~ ~ ~ Guild leader of Legio Romana [LR], too

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Posted by: FateZero.8536

FateZero.8536

Yea, Risen Peasant with a hoe is more powerful than a warrior. He must be holding a legendary hoe.

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Posted by: Astral Projections.7320

Astral Projections.7320

Agree. Orr is much improved. The mob density and strength make this a much more agreeable area to move around in. I was seeing a lot more people roaming around, rather than staying in one spot and I was doing events, which I had been avoiding before since it was so easy to get overwhelmed. It was actually enjoyable rather than frustrating.