“After several hours I’m still swinging this sword with1 lodestone drop”
Opinions about Orr [merged]
“After several hours I’m still swinging this sword with1 lodestone drop”
@Cod Eye
Interesting rant and all, but what does any of that have to do with the state of Orr?
Orr is bad design , period , they know it we know it everyone knows it thats why they keep deleting threads talking about it.
they don’t want folk to see heaps of threads about how annoying the place is due to over populated mobs . bland boring repetition with 3 zones of the same mobs.
not to mention bugged events everywhere , waypoints permanently in contention forcing you to run through endless amounts of the boring mobs.
if it wasnt for pliinx farmers and folk trying to buy their armour it would be empty except for bots (who love it) then they would see how much its disliked.
oh and to those beating their chest saying its good cos its tough…. its not tough , its just annoying . I can do anything i need to solo there, i just don.t want to take the time to fight every mob on the way to do it safely.
zone sucks
Maybe they are right. I find it hard to be constructive in this case but I can try:
I think that the orr area in its current incarnation is less fun then it could be, and it seems to me that this particular, very isolated concern is shared by others as well. To alleviate the issue, I constructively suggest the orr area be torched, the main story rewritten and re-voiced by somebody mildly more articulate in english/their respective language, and lastly, I suggest that the programmers and designers responsible should be either staked, shot repeatedly and/or fired, or all of the above. I’ll leave this part open to the debate.
Discuss.
it’s like this.
the talking parts of this video.
“i swung a sword, i swung a sword again, you have to do not fun stuff to get to the fun stuff”
orr isn’t fun, but it’s the only profitable place in teh game to farm.
this game advertised itself as different, then the devs innundated the content with the most extremely over done entertainment cliche ever- zombies.
not only are zombies boring stale and over done to death, these zombies are the all too common “not your typical zombies” zombies that were boring in left 4 dead 1 5 years ago, but they chain cc you, snare you a full minute, chain yank you and kb you, and so on. with the addition of too high spawn rates and density.
and it’s not that it’s hard to deal with them. there’s nothing dificult about orr or the mobs there. it’s that it’s aggravating. it’s annoying. it’s a hassle.
there’s all these great mob types/skins/models in the lore and in the game, but those are so underused.
what we need is a level 80 zone/region that is a viable alternative to cursed shore/orr. becasue FGS is not a viable alternative. this zone should be, needs to be, full of the colourful and varied monsters that make this game actually interesting.
Frostgorge Sound is the only thing that comes close to an endgame zone and guess what?
I think it’s fun! Not annoying, but fun!
So Anet can do it, have a little more faith.
Orr turned out to be very disappointing once I stopped being wowed by the sudden aesthetic/terrain shift. It’s a haunting landscape, sure. But once every started hitting 80, the place showed its true colours. The whole place feels like a grind.
I was hoping that Cursed Shore, being a level 80 zone, would be full of high-than-level-80 mobs that would generally smack the player about unless they were very competent or with a group. Full of dynamic events that had been designed and tested to get everyone working together to overcome large and enjoyable challenges.
Instead, it’s a buggy, unfinished mess that people go to for grinding. You can feel the IQ plummet as soon as you zone into the place. It’s not meaningfully difficult. It can hassle you when you’re trying to roam about on your own, but it doesn’t demand the player to push themselves to their limits in exchange for a decent payoff.
I finally got frustrated with the Orr area yesterday, the mob density I really like. What really grinds my gears is the spawn rate.
Please tell me the spawn rate is bugged at the moment.
When the first few of us trickled into Orr in the first week (or thereabouts) I remember having fun. It was clear to us that to get anywhere we were all going to have to work together and we did. After hanging around a while we began to see players coming in, weren’t grouping together and having problems because of it. We started seeing players moaning on map chat that it was too hard because they weren’t grouping up. I think thats just a side effect of more and more players coming into Orr.
I agree, the stuck events are exacerbating the problem by fueling player’s doubts that everything must be a bug.
My opinion is that newer players to Orr should have some kind of clearer tutorial on how to deal with Orr. Far too many of them are soloing and not getting anywhere. Solo players like the Original Poster are going to have a hard time, the region basically punishes you for it.
/my10copper.
Frostgorge Sound is the only thing that comes close to an endgame zone and guess what?
I think it’s fun! Not annoying, but fun!
So Anet can do it, have a little more faith.
frost gorge is not a viable alternative to cursed shore, by a long shot.
the event frequency types and density are no where near approaching what cursed shore has.
it’s just the zone you go to level from 70 to 80 when you don’t have guildies on to help you manage in orr farming events for much better exp and loot.
I will have to admit that Orr is one of the most annoying areas in GW2. The seemingly endless waves of risen who impair your travel and exploration (with their CC abilities), the contested waypoints, the hazardous water travel… they all get old after a while.
Although, I can’t help but try to imagine what the developers had in mind when they designed Orr. I think they wanted a wasteland… a non-inviting place, where the undead seemed unending and there was hardly a friendly soul to be found. Orr is the undead’s territory. We have to take it back from them. In that area of GW2, we’re playing by their rules.
So the real question becomes. How do we keep the essence of Orr while making it just a tad less annoying?
Sometimes I wonder what I’m doing here…
Orr is a pain alright. It’s doable, but it’s impossible to sneak through it and not have 10 undead on your butt within seconds. I asked a friend of mine to join me with Orr maps, and I’m so glad we did it together. I don’t think I would have enjoyed doing all that alone.
I will have to admit that Orr is one of the most annoying areas in GW2. The seemingly endless waves of risen who impair your travel and exploration (with their CC abilities), the contested waypoints, the hazardous water travel… they all get old after a while.
Although, I can’t help but try to imagine what the developers had in mind when they designed Orr. I think they wanted a wasteland… a non-inviting place, where the undead seemed unending and there was hardly a friendly soul to be found. Orr is the undead’s territory. We have to take it back from them. In that area of GW2, we’re playing by their rules.
So the real question becomes. How do we keep the essence of Orr while making it just a tad less annoying?
Allow it to be clearable. You finish with 4+ mobs with 15% health left then POP the 4 you just killed have re spawned.
That’s not very constructive at all. What are your issues in particular? What changes would you like to see?
P.s. Harsh judgements on the devs on their forum is asking for a ban. I would strongly suggest against it. After all, we should be kind to them, it’s not their fault if they can’t make awesome games such as ours…. ooops.
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
I completely agreed with the OP and most of those who follow. Not much more to say, other than to lend another voice to the chorus.
Orr is not difficult; it is mind-numbingly boring, frustrating, and limited in depth and scope. Bad, bad design, particularly in light of other so many other areas that were so much better.
It is as if ANet designed Orr for bots, and not for real human players. I avoid it like the plague, even if it means missing out on end-game resources.
Give me Frostgorge Sound any day over Cursed Shore.
Lol!
I admit Orr wasn’t THAT enjoyable. I just did it to have it finished and haven’t returned to that place whatsoever. Other areas are so much more enjoyable.
There should have been a series of events to create safe corridors for players to travel faster, setting perimeters and clearing pathways and such, and then stay like that for some hours before being overrun again.
I actually though it’ll be like that, advancing and taking enemy territory from their hands, making Orr safer and stuff.
But I’m yet to see anything like that.
I simply love Orr.
Visually, the ambience is litterally gross, straightly coming from my worst filthy subconscious sensations : greenish, oily liquids. Organic, weird, erratic flora. Undeads everywhere. Massive giants. Earthling cities being devoured and dominated by those visuals and those nauseous visions. Wasteland sensation. It’s like everything my eyes has seen filthy in the world is being assembled in this zone, and it’s delivering an amazingly disturbing sensation. The Art is simply fantastic.
In a word, Orr feels “nauseous”, and that’s incredibly accurate for an undead theme. Huge, huge thanks for this experience (maybe the best undead experience in all video games imo). What’s even more impressive, is that for once, it’s a nauseous sensation but without using a gore factor. Only suggestions.
Gameplay wise : It’s hard, we’re surrounded, we feel like being swallowed in the stomach of insanity. You can’t make a step without having a horde of deranged beings jumping at you. And most of all, you can’t survive without joing efforts. It’s litterally a WAR against Death. And that, my friends, feels fantastic.
So yeah, as you guessed, I just love Orr
Best endzone in a MMO ever, imo.
p.s : There’s only one zone that hard to travel in the whole game, so please people, stop trying to tone Orr down. If you want a walk in the park, just go in the other 90% of the map. Thanks.
signed : a gamer who can’t stand the MMO easing mentality anymore.
edit : what is an annoyance for some, is called challenge for others.
edit 2 : That would be a great solution for everyone to be happy :
There should have been a series of events to create safe corridors for players to travel faster, setting perimeters and clearing pathways and such, and then stay like that for some hours before being overrun again.
I actually though it’ll be like that, advancing and taking enemy territory from their hands, making Orr safer and stuff.But I’m yet to see anything like that.
(edited by kineticdamage.6279)
- Even sharks and farmers lock you down for a few secs and burst you down to half health in the fraction of seconds. This is not about difficulty in any aspect. It is about annoyance. I really hate when the mobs pull me and they also knocked down. It’s really bad in design. And it is not even a projectile pull. It is unavoidable if you dont dodge
- And the skill that looks like bushes come out of nowhere from ground surrounding yourself crippling you damaging you like a boss and following you wherever you go. Seriously….
Even risen turtless.
Orr is the map where I get the most fun after Sparkfly Fen. The event chains are so fast, it rarely gets you idle. The mobs becomes something you have to fight seriously and not just faceroll, it truly is a place where you need concentration and a lot of (initial) effort to be successful.
And of course, if you do Orr a lot, you can actually run from point A to point B without getting stunned/pulled back/etc (proper timing of evade, or using stability skills or stealth or whatever). It’s about getting familiar with the place (terrain and mobs), if you are familiar enough, it’s a fun map.
I mean, if you don’t like the mobs in Orr, go Frostgorge Sound. The map is huge, offers enough scale of difficulty, and there’s Elder Dragon to boot to. Pretty good loot for chest!
But I love Orr, great events, great Karma vendors, nice lore, awesome landscape (just see all the devastation), fast and mass respawn = fast loot!
And ohh, I am not OP, I use a thief with Lv78 Exotics Armor in full MF. My trinkets are all Greens with MF runes. My dagger/dagger and Shortbow are also with Sigil of Luck/Traveller Rune. With 15k HP, am nowhere OP and yet I survived this map and not find them annoying….
It’s fun, challenging, and provides great rewards for those who work hard (farm) in this zone!
[Aeon of Wonder]
Maguuma Server
So far my experience has been:
- Straights of Devastation: not so bad unless you’re trying to link up with a Balth group after all the waypoints go contested.
- Malchor’s Leap: A few really painful areas to, notably Cathedral, but I thought Maestrom was more a pita around the volcano
- Cursed Shore: not so bad, though I’m only at 50% zone completion because I keep jumping on that escort quest
I do totally agree all three zones play very differently from all the lower level ones. But I just assumed this was the same bifurcation of content between “early game” and “end game” like other MMOs.
It’s just not messaged nearly as well. For example, even in launch-era WoW, you knew to get outta dodge if you accidently found your way into Molten Core. Here, all three zones look like any other until you get curbstomped by the three mobs that just respawned during your cooldown that just followed you killing them the first time
Here’s what I think Orr should be like:
Each of the settlements should be under constant threat from risen. The risen forces pop up, gather, then attack en masse. When they don’t attack, you reinforce the settlement against the next attack.
Along the roads you’ll find Vigil find patrols, some even taking supplies to the settlements. They would also suffer constant assault.
The Priory would go into the field and uncover a special method of combating the risen, like forbidden artifact, then take it back to a camp where players can use it to push back the risen.
All the while the Whispers would be busy with assassin mission to kill Eyes and Mouths that appear in different places.
The zone should be littered with small DEs that work in conjunction at a constant rate. There should also be no risen standing around, they should be constantly in battle. They need to feel like a threatening force, not shambling drunkards. Instead, let the oozes and risen livestock be the ones out there.
And no more binding abilities, make the risen interesting to fight. Here’s examples I used earlier:
Risen Rogue – teleport behind target, bleeds, throw multiple bouncing daggers
Risen Spiker – charge through target and deal lightning damage in a line, lightning aura does damage when hit and dazes when crit
Risen Darkblood – leave acid pools on death, spew poison that periodically infects nearby players
p.s : There’s only one zone that hard to travel in the whole game, so please people, stop trying to tone Orr down. If you want a walk in the park, just go in the other 90% of the map. Thanks.
You can’t be serious. A few post above I mentioned this, just to paraphrase:
Sorry for singling this post out, but this is a prime example of the “counter argument”.
One group says, “Orr is easy, annoying and bland”, while the next group (as observed above) says “Go back to easy mode, or L2P”. It feels as if two different conversations are being mashed together.
And I love it how some can say “you need to group to survive” and say “L2P or move on” in the same post, and yet I can do Orr quite easily on my own. I’ve downed giants all by myself and can handle four to five risen at the same time.
And now you go and fall into exactly the hole I mentioned…
Again, no one wants Orr to be easier. We just want it to actually be, you know … difficult and fun. It’s not difficult right now, it’s annoying and not all that well laid out.
(edited by Azjenco.9425)
I gotta admit, it is hilarious seeing everyone rage about Orr especially when on my thief I really don’t have any problems getting around there (it’s just annoying). The only thing that REALLY is bad design is underwater there.
So I guess everyone should just be thieves or warriors right?
>_>
Guardians have no trouble moving about either.
Hutchmistress of the Fluffy Bunny Brigade [FBB]
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
Orr is one of the best zones I’ve ever seen in an MMO and I’ve played about every big one since Meridian59. The zone is a hassle and it was designed to be so.
I’m with kineticdamage.6279 – This is the best zone in this game, and any other, by far.
This is just another case of people whining to whine. if it was toned down or the respawns were slower, the zone would lose all of it’s appeal. Then you would have people complaining they are bored.
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
Orr is one of the best zones I’ve ever seen in an MMO and I’ve played about every big one since Meridian59. The zone is a hassle and it was designed to be so.
I’m with kineticdamage.6279 – This is the best zone in this game, and any other, by far.
This is just another case of people whining to whine. if it was toned down or the respawns were slower, the zone would lose all of it’s appeal. Then you would have people complaining they are bored.
You are 100% correct, I do question if spawn rates are bugged. Is it intended that mobs spawn immediately after they die?
I ask this because it only happens sometimes. Some take time to spawn again and others spawn right away.
Tone down the spawn slightly so people can move after a larger group kill and it would be perfect. That may possibly be a bug because like you mentioned it does not happen every time.
However, the density of the mobs, the conditions they use (even the anchor pull), and the feel of the zone is excellent for an end game zone.
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
This is just another case of people whining to whine.
One man’s “whine” is another man’s legitimate concern.
In your very first paragraph you admitted that it’s “annoying”. Annoyance is NOT a good idea in a game. It just drives people away. Annoying does not equate to challenging much less fun.
lunawisp was my peacebringer on City of Heroes – she lives on in memory as my gaming id.
I love Orr, and the only reason people don’t is because heart-zones are pretty much faceroll. It’s the first time in my whole GW2 experience where I had to group, fight, and was challenged on every corner. Going back to heart-zones after Orr feels like playing the game on Easy. In Orr, its War and you feel it, thats why they are brilliant zones. I do hope there are more zones like this in the future to cater to those who like difficulty. Mobs are meant to stop you from running past them, every inch you move in Orr is a success.
For me the difference between annoying and difficult are slim, at least in this case. I don’t find the zone annoying at all, just accept you can’t run past Risen.
Sorry for singling this post out, but this is a prime example of the “counter argument”.
One group says, “Orr is easy, annoying and bland”, while the next group (as observed above) says “Go back to easy mode, or L2P”. It feels as if two different conversations are being mashed together.
And I love it how some can say “you need to group to survive” and say “L2P or move on” in the same post, and yet I can do Orr quite easily on my own. I’ve downed giants all by myself and can handle four to five risen at the same time.
Sonvil, like everyone, is entitled to his opinion. If the enemies were truly hard though, then you wouldn’t actually be able to run past them at all. But risen are so easy. They aren’t even a threat, I mean, they just stand all over the place and getting by them isn’t hard, it’s a chore. I’ve even mined ori while two or three of them are bashing away at me.
I’ve mentioned in another post that there are far better ways to actually make the risen a threat in Orr. Affecting your movement doesn’t make them difficult or threatening, more like insects hindering you, that’s why they are annoying. They are easy, they spawn quickly, they’re all over the place, and make traveling a pain.
I’m not exactly saying that Orr is a perfect zone, believe me I see what people are saying, but I think they are bashing it a bit too hard. The concept of a zone with increased “difficulty” is great in my opinion, and anything that moves away from the heart-grinding is very much embraced on my part. It could be perhaps my bitterness towards the previous zones, and the fact that this is the only area that actually stands out, and in which I have really good memories is the reason I am biased toward loving it.
I see a lot more communication between players in these zones, a lot more intensity, I’ve joined groups to do Skill Points and Vistas, its all just been a breath of fresh air, It finally feels like I’m in an MMO. I never said people need to l2p, and I’ll say it again, Orr is not perfect however I just have a feeling people are way too used to rushing through things, and not taking their time and working toward goals, honestly it seems to be a modern MMO gamers mentality.
I only wish they expand on this idea, not scrap it all together like many people seem to want.
Wow….are people actually having trouble in Orr? Lol, maybe its cause I’m used to the playstyle, anyway allot of people that have been complaining lemme ask you this, are you trying to SOLO Orr? you do realize that the dev’s made it purposely difficult to solo this area to promote co-operative situations? However as a warrior you should have no problem pulling 4-5 mobs at a time and possible a vet for good measure, geeze even Ele can solo most area’s, you just need to learn to pick your battles, observe their movement patterns and soon you’ll be able to look at a mob and know that he could cause issues for you, example would be the risen farmers, they move VERY fast and have a knockdown attack that they can spam, I always try to pull these guys in with as few mobs as possible….you’ll learn or just steer clear from Orr :P
Oh and FYI, you CAN run past risen, you just need to get used to where their agro points and field of vision are, and yes they have FOV apparently, same for a few of the bosses, like that giant eyeball, you can hide behind the rocks on its path and so long as you stay out of its FOV you won’t agro it :P
(edited by Fayte.1803)
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
This is just another case of people whining to whine.
One man’s “whine” is another man’s legitimate concern.
In your very first paragraph you admitted that it’s “annoying”. Annoyance is NOT a good idea in a game. It just drives people away. Annoying does not equate to challenging much less fun.
No, read it again. I never said it was annoying. I said that’s what all the people in here are saying. I find it very enjoyable.
No, it’s not a legitimate concern. People asking for things to be dumbed down so they can farm in peace or finish their legendaries in day vs. months is nothing more than a whine.
The exact same people are the ones that would quit and cry there is nothing to do if Orr was just another easy random zone. I’ve seen it in every game. People cry something is too hard, it gets nerfed, they get their items, they cry it’s too easy, and eventually quit.
It’s a typical cycle for an MMO, and I, for one, hope it stops here.
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
This is just another case of people whining to whine.
One man’s “whine” is another man’s legitimate concern.
In your very first paragraph you admitted that it’s “annoying”. Annoyance is NOT a good idea in a game. It just drives people away. Annoying does not equate to challenging much less fun.
No, read it again. I never said it was annoying. I said that’s what all the people in here are saying. I find it very enjoyable.
No, it’s not a legitimate concern. People asking for things to be dumbed down so they can farm in peace or finish their legendaries in day vs. months is nothing more than a whine.
The exact same people are the ones that would quit and cry there is nothing to do if Orr was just another easy random zone. I’ve seen it in every game. People cry something is too hard, it gets nerfed, they get their items, they cry it’s too easy, and eventually quit.
It’s a typical cycle for an MMO, and I, for one, hope it stops here.
>implying orr is dificult challenging or hard in any way whatsoever.
The line between annoying and difficult in Orr is not slim at all… I actually never die, but it’s annoying to be tossed about and slowed every 5 seconds (dodges and zig-zagging is only so effective). The best analogy I can use is driving a bunch of hyper-active kids to a something… it’s not difficult, but it sure is annoying.
The reason why Orr is annoying is a combination of things. One part is that it costs a lot to move about via wps (assuming they’re uncontested which they almost never are) so I have to run. When running, getting into combat is extremely easy with the instant attacks (that one undead with the “chomp-chomp-chomp-chomp” attack anyone?.. you can’t dodge it cause it lasts for so long you’re bound to get hit by at least one chomp) and the accelerated run speed of the undead…. and as soon as you enter combat, your run speed is immediately and dramatically slowed regardless of having swiftness; this in and of itself is effectively a slowing mechanic. Then there’s the CC affects, some can be dodged others are harder to see or instant-cast.
I don’t mind density around Arah, the shrines, or even places with high node density or T6 nodes… but not every square inch of the map has to be populated with mobs that move quick and/or CC.
If you have to longbow kite as a warrior you should rethink your build, gear, slot skills, or tactics because you’re just plain doing it wrong. On my warrior I won’t even stop to fight unless there are 5 Risen to kill, and I do it in their face with a GS. That’s just travelling, when I feel like actually hunting and flexing I’ll pick fights with as many as 10 just to feel like I’m in danger. I do this in full MF, including trinkets.
Every single annoying mob skill can absolutely be avoided or countered, even when you’re fighting entire groups of them. I always like to use the most complained about one as an example, the hammer pull attack from the Risen Putrifier. This thing is absolutely the easiest thing to avoid since the lowly Goomba.
- This mob is easily identifiable even without its name (if you don’t have enemy names on) just by the silhouette that its weapon makes.
- If you select it, its nameplate even says right there “pulls.”
- This attack has an easy to identify windup that makes it easy to anticipate.
- This attack, if you for some reason don’t see the windup, gives you an unprecedented second chance to dodge as it doesn’t actually pull you when it first hits you. The mattock will travel past you, then return and on its way back is when it pulls you. The hit made by the first attack is also easily recognizable even if you didn’t know that there was a Putrifier in the area.
- If you dodge after the first hit, and before the second, not only do you do not get knocked down but the mob is knocked down and pulled to your feet offering its helpless skull for smashing. Yes, by simply dodging this attack you have disabled an enemy for an easy kill.
If you’re still getting ruined by this thing then I have to assume that you don’t like to look where you’re going, identify what you’re fighting, learn what your enemies like to do to you to make you die, or work to prevent them from doing these things. In which case, yes, Orr will probably give you problems and you will die alot. But then I really have no problems saying that the game shouldn’t be changed for people who don’t want to learn to play in its final level.
My favorite part though:
I believe red is dead and teabagging my foe because I’m the alpha you don’t mess with and now I’m trying to avoid combat at all costs.
This just strengthens my belief that all of the so called elite pvp’ers who spend their time ganking in other games are relying on something that’s definitely not skill
^ is confused that anyone thinks any content in Orr is hard. How many times have people said ANNOYING? I’m very proud you can fight 10 PVE mobs with basic AI that use the same abilities over and over. You should get some kind of achievement.
“That big kitten Norn with The Juggernaut”
Disclaimer – Just to make things clear Orr is annoying, not hard. Please understand this difference as it is generally synonymous with those who dislike the zone.
Nothing has ever ruined my gaming experience in a game like Orr has. The ramp up from Straits of Devastation to Malchors Leap to finally reaching Cursed Shore has highlighted a lot of things I dislike about the game and then some.
We get the point that Orr is a cursed land of the Risen, sure, sure….driving home a narrative is one thing but drowning players in undead quite literally everywhere that respawn very quickly is beyond reason.
Oh and it doesn’t stop there either: “EVERYONE, COME!”. Not only do they cover every inch of the map, occupie 90% of all way points and respawn quickly; they have every, EVERY skill in the game to make travelling from point A to B as monotonous and painful as possible. They can:
- - freeze you
- - cripple you
- - immobilize you
- - pull you back to them
- - daze you
- - stun you
- - knock you down
AND THEY’RE ALWAYS IN GROUPS!!! Playing in Orr at times is comparative to being suffocated. It is tiresome and unenjoyable. When people complained before I got there I thought they were signet warrior newbies just complaining about things they could complain about. But woe is me. This place doesn’t define annoying, it reinvented it.
“EVERYONE, COME!”
Something Orr really drove home is how LOCK-ON ranged skills should not be in a combat system where the whole point is to avoid attacks, but the attacks are unavoidable?? Instant crowd control skills that can’t be anticipated??
I realized I wasn’t anticipating and dodging like I do in Tera, but I was running around in circles and kiting. I am a burly Norn warrior with a big 2h sword/hammer, but my primary way of dealing with the majority of mobs is to take out a longbow and kite them like I’m legolas. WHAT THE ^&%$ “EVERYONE, COME!”
AAAAARRRRRRRRRRGGGGGGGGHHHHHHHHHHHHHHHHHHHHH
At the end of the day, I realized the most fun I had, was not the combat, not the dungeons (definitely not the dungeons) but anything, ANYTHING not to do with attacking something “EVERYONE, COME!” i.e. exploring, vistas and jumping puzzles. This is the first game where I’ve become a vegetable. What the hell is going on? I believe red is dead and teabagging my foe because I’m the alpha you don’t mess with and now I’m trying to avoid combat at all costs.
I don’t have a problem with grinding, believe me I got a full gold abyss set including jewels from Aion, I mean business. So when I’m avoiding mobs instead of killing them without second thought, woe is me something is wrong.
“EVERYONE, COME!’
you expect to move easily in freely in the endgame zone, while enemies chase you fruitlessly and give up?
yeah i find the knockdowns and pulls annoying, but one should expect that enemies dont just allow you to go wherever you want. Its still all avoidable or manageable, i run through orr probably 3 times a day avoiding enemies on 3 different jobs, it really isnt nearly as difficult or annoying as it could be. The respawn seems too fast? thats probably because this zone in general has to accomodate more people than other zones. This was not a zone balanced for being alone, and it really shouldnt be, because this is where people end up.
I do think that one of the main problems with ORR is it has no other options. Its where you get the most karma, a large amount of moeny, etc. Frostforge is the zone closer to what people are used to, but its not all level 80.
Orr needs some bug fixes but it should pretty much stay how it is with a few improvements. Its a warzone. However it would be nice if they had some other maps to choose from that arent built around the same idea.
To be honest in most MMOs i played, avoiding enemies is a lot harder, especially in endgame areas.
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
Assume much?
People want Orr to be challenging, rather than the monotonous bore it is now, but some people seem to think Orr is engaging and challenging already. It’s pathetic really.
Read the actual complaints before you make baseless assumptions that have nothing to do with the topic. People don’t war Orr to be dumbed down, to the contrary, they actually want it to be difficult. Orr needs some actual engrossing gameplay, not a bunch of scattered mobs with snares, which to a few seem to equate fun and challenging… as if that makes sense.
(edited by Azjenco.9425)
I would love to have Orr remain dangerous, but have it full of wandering patrol groups, not scattered individual enemies. The single enemies are more annoying than difficult, whereas wandering groups of 4 or 5 would keep you on your toes, while still letting you move freely. And it’s more reasonable lore-wise.
This thread has made me laugh more than any other post on these forums. I absolutely hate Orr; I hate it so much that I refuse to go to Arah to finish my story quest. Yes, having the quest up there annoys the hell out of me, but not enough to warrant returning to that hell hole. My boyfriend has asked me numerous times to come to Orr with him so we could finish our story quests but I absolutely refuse…
Most of the folks in this thread simply want Orr to be less annoying so they can farm with ease and faster. It’s pathetic really.
Assume much?
People want Orr to be challenging, rather than the monotonous bore it is now, but some people seem to think Orr is engaging and challenging already. It’s pathetic really.
Read the actual complaints before you make baseless assumptions that have nothing to do with the topic. People don’t war Orr to be dumbed down, to the contrary, they actually want it to be difficult. Orr needs some actual engrossing gameplay, not a bunch of scattered mobs with snares, which to a few seem to equate fun and challenging… as if that makes sense.
Ive read the complaints. It’s nothing more than a bunch of entitled people whining to get everything dumbed down so they can move freely and finish up everything they want as fast as possible so they can pretend their life has meaning. They don’t want it hard. These are the same type of people who will play a game on an easy setting and complain they finished it too fast.
It’s been the same in every single game for the last 10+ years. So before you want to come in and try to lecture someone who’s played everything that’s been out, you might want to do some research. There’s not an MMO made yet that wasn’t nerfed into oblivion because people complained they couldn’t do it, or it was too “annoying” for them to bother with.
Ive read the complaints. It’s nothing more than a bunch of entitled people whining to get everything dumbed down so they can move freely and finish up everything they want as fast as possible so they can pretend their life has meaning. They don’t want it hard. These are the same type of people who will play a game on an easy setting and complain they finished it too fast.
It’s been the same in every single game for the last 10+ years. So before you want to come in and try to lecture someone who’s played everything that’s been out, you might want to do some research. There’s not an MMO made yet that wasn’t nerfed into oblivion because people complained they couldn’t do it, or it was too “annoying” for them to bother with.
I fail to see how the fact that you’ve played everything that’s out is in anyway relevant, besides than to boast.
Anyway, I’ve seen a lot of posts where people said there’s no challenge at all. Even the OP starts with “Disclaimer – Just to make things clear Orr is annoying, not hard.” Yes, you read that right, not hard, how can the ‘entitled whiners’ be asking for it to be dumbed down when they’re saying that Orr isn’t even hard to begin with…?
I have no idea what you’re trying to accuse people of, and this isn’t some other MMO. ANet wont nerf it, they don’t do that, in fact, it’s funny how you accuse me of not researching other companies, meanwhile ANet sated that they never nerfed GW1 when people moaned, and when people said dungeons were difficult in 2, they made them even tougher. Moreover, as the OP stated, it’s not what this thread is about.
Please, try to understand, when someone says, being knocked down and pulled is annoying, they’re not saying ‘take the ability away so I can frolic in the flowers’. They’re asking for the enemies to be turned into an actual threatening force. I suggested that the risen have more meaningful abilities and form constant attack forces. One poster even suggested that the risen patrol in groups to add to the tension. So how exactly do you misconstrue that as ‘please dumb the game down so I can mine and go pretend that I mean something’ when you read our suggestions?
(edited by Azjenco.9425)
I feel your pain. I like a challenge in games. But Orr is Down right annoying as hell, how do people enjoy being:
Pulled back
Stunned
Crippled
Slowed
Poisioned
Etc, Etc
Constantly? On top of a Instant Respawn, Highly aggroed Risen NPC’s in an extremly small radius on any part in Orr?
It is a very annoying place, and I know many people that quit GW2 do to just trying to navigate in a small distance anywhere in Orr and shortly being mobed by Risen. Yeah it is the home of the Exotic gear Karma Dealers. So it should be a hard place to explore, but not an annoying place to explore.
Also if there are no players on during times of the day when you think players should be on, you can forget about trying to do anything in Orr, so it basicly is a wasted place, and players avoid it do to the annoyance of the area.
What should be done to fix Orr is make it a little bit more managable to navigate without getting mobed by Highly Aggroed, major damage absorbers Risen who slow, cripple, knock down, pullback, poision you constantly and hit like a truck. Even a well geared warrior will melt fast with three or more Risen pounding on them. The place is insane, and the Risen who Thrive there need a serious NERF BAT.
I should not have to make a huge group just to get the map exploration done, and even something simple as just questing there, YOU HAVE TO BE IN A HUGE GROUP JUST TO DO THE SIMPLEIST OF THINGS. No game is worth that annoyance, and I feel Orr will kill the game for the most average of players. If it hasn’t already.
I feel your pain. I like a challenge in games. But Orr is Down right annoying as hell, how do people enjoy being:
Pulled back
Stunned
Crippled
Slowed
Poisioned
Etc, Etc
Constantly? On top of a Instant Respawn, Highly aggroed Risen NPC’s in an extremly small radius on any part in Orr?
It is a very annoying place, and I know many people that quit GW2 do to just trying to navigate in a small distance anywhere in Orr and shortly being mobed by Risen. Yeah it is the home of the Exotic gear Karma Dealers. So it should be a hard place to explore, but not an annoying place to explore.
Also if there are no players on during times of the day when you think players should be on, you can forget about trying to do anything in Orr, so it basicly is a wasted place, and players avoid it do to the annoyance of the area.
What should be done to fix Orr is make it a little bit more managable to navigate without getting mobed by Highly Aggroed, major damage absorbers Risen who slow, cripple, knock down, pullback, poision you constantly and hit like a truck. Even a well geared warrior will melt fast with three or more Risen pounding on them. The place is insane, and the Risen who Thrive there need a serious NERF BAT.
I should not have to make a huge group just to get the map exploration done, and even something simple as just questing there, YOU HAVE TO BE IN A HUGE GROUP JUST TO DO THE SIMPLEIST OF THINGS. No game is worth that annoyance, and I feel Orr will kill the game for the most average of players. If it hasn’t already.
I feel your pain. I like a challenge in games. But Orr is Down right annoying as hell, how do people enjoy being:
Pulled back
Stunned
Crippled
Slowed
Poisioned
Etc, Etc
Constantly? On top of a Instant Respawn, Highly aggroed Risen NPC’s in an extremly small radius on any part in Orr?
It is a very annoying place, and I know many people that quit GW2 do to just trying to navigate in a small distance anywhere in Orr and shortly being mobed by Risen. Yeah it is the home of the Exotic gear Karma Dealers. So it should be a hard place to explore, but not an annoying place to explore.
Also if there are no players on during times of the day when you think players should be on, you can forget about trying to do anything in Orr, so it basicly is a wasted place, and players avoid it do to the annoyance of the area.
What should be done to fix Orr is make it a little bit more managable to navigate without getting mobed by Highly Aggroed, major damage absorbers Risen who slow, cripple, knock down, pullback, poision you constantly and hit like a truck. Even a well geared warrior will melt fast with three or more Risen pounding on them. The place is insane, and the Risen who Thrive there need a serious NERF BAT.
I should not have to make a huge group just to get the map exploration done, and even something simple as just questing there, YOU HAVE TO BE IN A HUGE GROUP JUST TO DO THE SIMPLEIST OF THINGS. No game is worth that annoyance, and I feel Orr will kill the game for the most average of players. If it hasn’t already.
There is another place like Orr: Harati Hinterlands.
Half of the map can become contested Centaurs are always there to attack the Seraph soldiers etc. But the Harati Hinterlands are a cool place to be. The Centaurs can ride you over, but you can evade those attacks, so it is actually your skill that gets you through this place.
Orr on the other hand is just meh. It is easy to solo (at least for my engineer) but it is just so uninteresting to play and look at.
What I like so much about Guild Wars 2 is that you walk around and wonder that in this cavern lies you enter and suddenly you are in a whole new world. Perhaps it is a skritt city, some hidden sancuary or you stumbled into a Flame Legion ritual place.
The Straits of Devastation are split into two, one interesting part, the Fort Trinity side and something that just looks like gray in gray.
Malchor’s Leap has the Cathedral of Eternal Radiance which looks nice, and you can hind an Inquest labratory so yeah, at least something. But the complete south lof the map is just uninteresting. Sadly it is the part of the map you always run through when you wanna reach…
Cursed Shore which just looks like the boring part of the Straits of Devastation combinded with the boring part of Malchor’s Leap. The place you fight the Soverian Eye is beautyful and diffrent abut this one is tricky to reach and you hardly will sumble upon it by acident.
And the Ruined City of Arah is so interesting either.
As I said this has nothing to do with difficulty. It is just a boring place to be.
Although, I can’t help but try to imagine what the developers had in mind when they designed Orr. I think they wanted a wasteland… a non-inviting place, where the undead seemed unending and there was hardly a friendly soul to be found. Orr is the undead’s territory. We have to take it back from them. In that area of GW2, we’re playing by their rules.
So the real question becomes. How do we keep the essence of Orr while making it just a tad less annoying?
“We have to take it back from them”. That’s how we keep the essence of Orr whilst making it less annoying.
Currently there just isn’t much of an advantage in actually pushing the Pact front lines out. We do it for loot and Arah access, and that’s about it. If it wasn’t for the karma merchants, the Temples would virtually never get done. There needs to be a sense of progression, a feeling like we’re pushing all the way from Fort Trinity to the Gates of Arah. The basic elements are already there; they just haven’t been implemented very well.
I believe that Arenanet should link all three Orrian zones together. In order to move to the next zone, Malchor’s Leap from Straits of Devestation for example, you have to push the Pact invasion forces right across the zone AND take the Temples. This would not only give players some slightly different events to partake in, but it would also give players a goal to work towards and a feeling of accomplishment. Every Pact base, every waypoint across the zones would have to be won through bloody conquest.
But we need more incentive. So how about this. As the front lines advance, the corruption retreats. We already know from the personal story that Trahearne needs to cleanse Orr. So let’s do it! If players can succeed in pushing forwards, the land begins to heal. The Undead vanish, trees begin to grow, grass spreads across the ground. Of course, new enemies start showing up, taking advantage of the new ecosystem, and the new opportunities it provides. Perhaps a detachment of Flame Legionnaires arrive, eager to strike at the shrines of the human gods. Or marauding centaur tribe desiring new territory. There’s endless possibilities here.
Now naturally, Zaitan isn’t going to be too happy about this, so his minions will be constantly pushing back. Pact bases on the front lines will be under frequent assault. Players will have to hold the line against the Risen hordes, and if they fail, the corruption will spread once more.
Don’t just remove the Risen from Orr. Let the players do it. Trust me, nothing is going to motivate us MORE than getting rid of those guys.
I’d like to fight an enemy in Orr without being jumped on by seven others and dragged into an endless tug of war with multiple enemies that are so close together that they’re virtually humping.
They should reduce mob density, but have veteran patrols with 1 elite vet that has all the CC skills. This should create a maze of death, this creates a challenge where avoiding combat successfully can be rewarding, if you’re up for a long party with the undead it’s there too. If you’re not careful you’ll actually get killed.
Of all the suggestion topics i made, prob more then twelve, admins choose one of them which was just an ‘’ ok to this topic’’ and say i am not informative, fine, whatever. You want information on why Orr is terrible? just read the 3 pages of topic here. Theres nothing more to say here.
From the other thread that got merged but somehow left this post out. Anyways, here it is.
- Events are almost all aimed towards groups being required to complete, including events that are not labeled as a Group Event but will slaughter you time and time again if you even think of trying to solo them since you didn’t see [Group Event] on the pop-up. This is a problem for 2 reasons. The first is going into these improperly labeled non-group events expecting a far lesser challenge and getting smashed. The second is all the group events are hard to complete because the zones themselves are fairly empty most of the time on many servers. Also, they like to be bugged, a lot.
- All but 2 Waypoints in each of the 3 zones are contested 90% of the time, forcing you to run everywhere and deal with the massive amount of mobs just to get from point A to point B. This is due to even when small groups are doing the events, the CD in between the events ending and starting again are way too short. Think the Centaur events in NW Kessex Hills but zone wide, across 3 zones.
- If a primary temple is corrupted, all of it’s lesser statues throughout Orr have the corruption field around them, making getting skill points, vistas, points of interest, or doing events at them more difficult then they already are because of the aura in the area. The aura field is too large at these locations and causes numerous problems.
- Just the Risen mobs themselves. Never mind the fact the there are far too many Risen all across the zone, both on land and in the water, or that they have a respawn rate of “wtf I just killed you 5 seconds ago”. It’s that every single one of them has 20 different ways to knock you down, push you back, pull you forward, immobilize you, anchor you, and just all around annoy the crap out of you. Try fighting with a group of Risen Krait and it’s like playing a game of Pinball, and you’re the ball.
The zones themselves are artistically impressive. Orr would be a great place, if not for those glaring issues. The rest of the games zones are quite enjoyable, and I’ve had no issue running 4 characters through them on my way to 80 and getting 100% World Completion on all of them. But Orr, I can’t stand the place. It’s not fun in any form. Even when you’re running with a group, it’s still a grind just to get around as it seems the respawns actually manage to go from 5 seconds to 2 seconds when a group is killing them.
Yolaine / Orindine / Maliasera
~ Among the Ashes [Dust] ~