Should Orr be toned down a little?

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Hycinthus.6483

Hycinthus.6483

To make it easier to navigate while solo, and to make it more attractive for people to come and level there?

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: kRiza krimos.1637

kRiza krimos.1637

Every char i played was lvl 80 way before he reached orr. That said, i think orr was not meant as place for leveling since anything other than lvl 80 in full exotics is having hard time surviving there.
Think about it, its an enemy territory and its supposed to be hostile. You cant expect swarms of undead to spread their arms and welcome you as a brother can you?

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Oglaf.1074

Oglaf.1074

It needs to be made less ANNOYING.

All the mobs have huge aggro ranges.

All the mobs spam crowd-control abilities and/or Cripple/Chilled which forces you to fight them.

90% of the Waypoints are useless because they are constantly contested.

I can do thirty Five-Dolyak Arm Curls.

Do you even lift, bro?

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Conncept.7638

Conncept.7638

The CCs need to be toned down, and something needs to be done to Malchors and the Straits to give them some value so that people don’t just skip them on there way to Ara.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Mimizu.7340

Mimizu.7340

Orr is easy and fun!

Contact me for a guarded/guided tour today…

top tip: hold ctrl when running anywhere; avoid the mass of red names.

Mimizu Heavy Industries [Doll] – Underworld

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Oglaf.1074

Oglaf.1074

The “Risen Acolytes” are amongst the worst perpetrators of this bullcrap.

Longest aggro radius in the game.

Spam Immobilize.

I can do thirty Five-Dolyak Arm Curls.

Do you even lift, bro?

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Grevender.9235

Grevender.9235

wad? Orr – enemy’s core- should be way more terrifying than it is, you should have no chances to land there unless with a massive zerg.

Southsun Cove is nearest to my concept of hostile place, but still most of its difficulty depends on the lack of Infusion on players’s gear; once this gap will be filled, it will result just as hard as Orr now.

On a side note, I find pretty unrealistic to be able to solo Orr even for specific areas (and I do, without a single piece of exotic armor). High level areas should be hard to a point in which you must join forces in order to advance. It’s a multyplayer game, it’s only logic.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Obed.7629

Obed.7629

To make it easier to navigate while solo, and to make it more attractive for people to come and level there?

I’m with the people who say that it’s supposed to be hard, and is by no means too hard.

I go solo there quite a bit. No doubt about it, that will keep you busy.

And some spots in Orr, such as peninsula where the Temple of Grenth is located, are hotter than the rest. But again, this is not a bad thing at all.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Hawkian.6580

Hawkian.6580

Southsun Cove is nowhere near as threatening as Orr and you can do just fine solo there if you’re not pulling Veteran Karka every few seconds. Some of the best farming in the game is there and it’s actually a pretty beautiful, relaxing environment. Feels just like I imagined something called the “Lost Shores” should. I have no clue what you meant by infusion, absolutely nothing outside of the Fractals use Agony.

Orr is (and is meant to feel like) a brutal nightmare in comparison. You’re not supposed to be able to navigate it safely alone, and the atmosphere should be oppressive. It’s the closest thing the game has to the instanced runs in GW1 that you’d be suicidal to attempt alone even with bots.

That said, my thief can sneak around Orr and mine the nodes pretty effectively without any company. Take stunbreaks and stability. :P

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

Southsun Cove is nowhere near as threatening as Orr and you can do just fine solo there if you’re not pulling Veteran Karka every few seconds. Some of the best farming in the game is there and it’s actually a pretty beautiful, relaxing environment. Feels just like I imagined something called the “Lost Shores” should. I have no clue what you meant by infusion, absolutely nothing outside of the Fractals use Agony.

Orr is (and is meant to feel like) a brutal nightmare in comparison. You’re not supposed to be able to navigate it safely alone, and the atmosphere should be oppressive. It’s the closest thing the game has to the instanced runs in GW1 that you’d be suicidal to attempt alone even with bots.

That said, my thief can sneak around Orr and mine the nodes pretty effectively without any company. Take stunbreaks and stability. :P

But…Orr is easy.

Seriously, I’ve posted in tons of threads about this. Nothing about Orr is exceptionally hard. And the mob density is GREAT! I get so much loot just moving through the zone it’s ridiculous.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Hawkian.6580

Hawkian.6580

What class are you?

It’s easy for my thief to move about unimpeded and take on 3-4 mobs simultaneously. More than that and I quickly succumb to CC and have to stealth away. I don’t really consider it “exceptionally hard” at this point either, just a challenge. But clearly you and I are quite skilled.

I would imagine that a newly-minted level 80 solo elementalist would have a bit of trouble.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Zid.4196

Zid.4196

Orr is solo ezmode for full exotics 80s.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Oglaf.1074

Oglaf.1074

I’m not asking to lower the difficulty, but the annoyance level. I trust Anet to be able to create a challenging experience without resorting to these cheap “tricks” to artificially make it more of a bother than it has to be.

I can do thirty Five-Dolyak Arm Curls.

Do you even lift, bro?

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: mulch.2586

mulch.2586

I wear magic find in Orr. But I get what the O.P. is saying. I don’t think it’s the difficulty, per se, but rather that there’s no fun there.

Designed to annoy and frustrate. Make travel take a long time. Be gloomy, make it take a walk of 1000 meters to get to that Orichalcum node that’s right next to you on the map. Crummy zone design, imo.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Ahlen.7591

Ahlen.7591

Orr is solo ezmode for full exotics 80s.

Or Engineer’s in blues/greens.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Hexhead.5743

Hexhead.5743

What I would like to see is longer intervals between waypoints being attacked. I don’t know how it plays out on other servers, but for most of the day you can bank on every waypoint being contested all the way back to fort trinity and very few people doing anything about it.

If you were looking at it from the outside you might think that GW2 was already a dead game with no one playing it, but it’s just that zone. There are tons of people doing events in every other zone, but I think everyone zones into Orr takes one look at the map and goes to do something else instead.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Zid.4196

Zid.4196

Orr is solo ezmode for full exotics 80s.

Or Engineer’s in blues/greens.

There’s no excuse for being in blues.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Destai.9603

Destai.9603

I would be okay with Orr were it not for the insistent and annoying pulls and snares. It’s bad enough we slow down in combat, there shouldn’t be chain snares when you’re just trying to run through the zone.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Corvindi.5734

Corvindi.5734

Orr is easy and fun!

Contact me for a guarded/guided tour today…

top tip: hold ctrl when running anywhere; avoid the mass of red names.

Or just change your setting to show all names?

Sorry if I’m being ignorant, does holding ctrl improve range or something?

“…we don’t expect you to be forced into dungeons at endgame.”

~ArenaNet

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Vasham.2408

Vasham.2408

No. If anything every other zone should be buffed up to Orr’s level.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Hycinthus.6483

Hycinthus.6483

I am engineer and it is hard in Orr .

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: bluewanders.5297

bluewanders.5297

Orr is just fine… I solo farm there often… wearing magic find armor and a magic find weapon with superior sigil of luck. It takes a little work to move through the zone… but I am a reaper, I kill everything in range, often attacking before even the acolytes aggro on to me. My mesmer barely bats an eye.

As long as you enter the zone intending to move through it like a warzone and not to be “left alone” for a sunday morning walk… you’ve got the right mindset for farming there. If you just want to be left alone and remain unmolested while you suck up everything the zone has to offer… try going someplace that isn’t in the middle of an open war.

Edit: I did forget to mention that I do feel the events in Orr need to be rebalanced to accomodate smaller groups of people. There is no reason people should have to spam for hours in map chat looking to get a group of 50 or more to take a temple. I was in Malchors Leap today working on map completion and solo’d some of the the Cathedral… but even after about 15 more people showed up seeing something was happening up there the boss was still impossible. Because while fighting the boss they also expect you to keep teams at each of the platforms (which become under danger so frequently that you can’t run between them fast enough to prevent the fight starting over.)

If that isn’t an acceptable solution to scale the events better… then give us underflows so that we can actually finish some of these massive events.

(edited by bluewanders.5297)

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: joneb.5679

joneb.5679

A lot of mobs all over doesn’t make it necessarily harder than less mobs it just makes it slower and to me a grind. I can handle the mobs as I go but I don’t want to be moving as if I’m wading slowly. IMO the it is events that should make Orr harder not an increased amount of mob placements.

I use forums to give my opinions but I mostly avoid discussing over
them due to those less than polite individuals out there and their offensive attitude.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: insanemaniac.2456

insanemaniac.2456

I am engineer and it is hard in Orr .

i am glass engineer and it is easy in orr

JQ: Rikkity
head here to discuss wvw without fear of infractions

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Mimizu.7340

Mimizu.7340

Orr is easy and fun!

Contact me for a guarded/guided tour today…

top tip: hold ctrl when running anywhere; avoid the mass of red names.

Or just change your setting to show all names?

Sorry if I’m being ignorant, does holding ctrl improve range or something?

nope, just shows yellow and red names,
alt shows the green names.

“show all names” works too but isnt as easy to toggle on/off.

Mimizu Heavy Industries [Doll] – Underworld

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Death Reincarnated.3570

Death Reincarnated.3570

Some of the core game mechanics fall appart in Orr. I think, ANet though to keep it the same throughout, however make it harder (in Orr) by adding more mobs and higher respawn rates – this is the simplest way, in their opinion, to increase the difficulty curve.

IMO, this is not the way it should have been done…

There is a difference between annoying and hard gameplay. The mob density can be as it is, HOWEVER, the CC time and respawn rates are not balanced. Combine this with the general RNG parameter for loot and you will find that players will lack enthusiasm to roam through these areas.

In general, as the gameplay harders the rewards should be better – yet due to having the same RNG throughout, in my expericene, my effort results in sub-par loot (i.e. blues and greens too often) in Orr.

Just yesterday I went from Orr to Hinterlands and found 2 yellows in less than 2hrs of gameplay, whereas I have roamed through Orr only to get greens at most.

This needs to be fixed ASAP. We are already seeing that players prefer NOT to go to Orr.

Proud member of Legion of Honour XIII

Do not click this link!

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: Yumiko Ishida.3769

Yumiko Ishida.3769

Orr is just fine… I solo farm there often… wearing magic find armor and a magic find weapon with superior sigil of luck. It takes a little work to move through the zone… but I am a reaper, I kill everything in range, often attacking before even the acolytes aggro on to me. My mesmer barely bats an eye.

As long as you enter the zone intending to move through it like a warzone and not to be “left alone” for a sunday morning walk… you’ve got the right mindset for farming there. If you just want to be left alone and remain unmolested while you suck up everything the zone has to offer… try going someplace that isn’t in the middle of an open war.

Edit: I did forget to mention that I do feel the events in Orr need to be rebalanced to accomodate smaller groups of people. There is no reason people should have to spam for hours in map chat looking to get a group of 50 or more to take a temple. I was in Malchors Leap today working on map completion and solo’d some of the the Cathedral… but even after about 15 more people showed up seeing something was happening up there the boss was still impossible. Because while fighting the boss they also expect you to keep teams at each of the platforms (which become under danger so frequently that you can’t run between them fast enough to prevent the fight starting over.)

If that isn’t an acceptable solution to scale the events better… then give us underflows so that we can actually finish some of these massive events.

This I what I complain about almost every day. I’m fine pulling 3 or 4 foes at a time and moving through the maps alone albeit a slow pace, but when it comes to the champs/legends and these temples, there is no way in hell just my ele all by herself can free up a whole section of the three maps all by herself. GW 2 is soloable in Orr my smelly kitten hole! And I go to ask for help and I get the same answers, “Solo it!/Learn to play!/Go QQ somewhere else!”

We need underflows (or perpetual overflow) and a mass ban for all those that do not want to be helpful and join up to take down these temple bosses and rather be spiteful selfish kittens.!

Yumiko Emi Ishida 80 Ele, Hikari Kyoko Ishida 80 Guard TC-NA. Active RPer of NA megaserver.

Should Orr be toned down a little?

in Guild Wars 2 Discussion

Posted by: FrizzFreston.5290

FrizzFreston.5290

You only need 5 for group events.
Granted it will be more like explorable dugeon experience that way.
I know groups that can 5-7 man balthazar.

It usually scales up quite accordingly, and stays on the hard difficulty quite a bit.
This means you can’t just afk/autoattack. You need to play it smart.

“It isn’t working!” CL4P-TP
Ingame Name: Guardian Erik