Thank you for Orr
=D thought this would have been a big deal to many, considering the number of times I have seen people talk about Orr not being any fun because of the mob density, and the zones going unused because of that reason.
/shrug
When they say orr I’m hoping they mean all of Orr.
Cursed Shore is fine imo, mob density wise. Just isn’t bad at all for roaming to the various popular events. You’ll pick up some agro and…it just doesn’t matter
Straits and Leap are the ones that need adjusting. Especially Malchior’s Leap, one of the most obnoxious zones I’ve seen in an MMO.
To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.
The Leveling & Open World Compendium
To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.
This. Except for temples nd their pre-events, it’s 98% solo-able.
To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.This. Except for temples nd their pre-events, it’s 98% solo-able.
Even most group-labeled pre-events for temples can be solo’d or at least duo’d. I’d say, the only things in Orr that need more than 3 ppl are the temple events themselves and clearing the path to arah (and the dungeon of course).
Kitten, they change Orr because people had a hard time to farm nodes and whined on the forums. Looking at how power-creepers got their Fractals, whining seems the way to go if you want something in GW2…
The Leveling & Open World Compendium
Changing would be redicilous. Way to go to make the game easier every patch. Most people of our 240 man guild are very bored by the lack of challanging content.
When they say orr I’m hoping they mean all of Orr.
Cursed Shore is fine imo, mob density wise. Just isn’t bad at all for roaming to the various popular events. You’ll pick up some agro and…it just doesn’t matter
Straits and Leap are the ones that need adjusting. Especially Malchior’s Leap, one of the most obnoxious zones I’ve seen in an MMO.
Mob density does depend on what events are currently active, that could be a factor in why you percieve a difference between Straits, Leap and CS.
I’d say the only malchor’s needs changing, Cursed Shore is fine but probably because there are always people around and straits just needs to sort out the Balthazar event to get people back in there. Malchor’s is just horrible though, waypoints becoming contested every 2 seconds, skill points guarded by champions and nobody there.
I would like to see better rewards from Temples and even Dragons, i mean they are the raids at the end…no bugged events too anymore especially important ones. They could fix the time which these main events go up…longer CD doesnt matter as long it give better rewards or harder, actually harder is better too.
Well, it’s too late, changes are set in stone. I will just try to enjoy Orr the way it is for the last week.
It is good that they want to make the open world more attractive, but just by adding another token so that people have another way to grind and reducing difficulty of zones, the open world is not getting better, sorry.
The Leveling & Open World Compendium
Orr isn’t particularly tough to move around, but it’s still really annoying. Not being able to go anywhere without having to fight 2/3 of the enemies you see is annoying for two reasons IMO:
1. I HATE trying to get somewhere to help with an event and it taking forever because you have to keep stopping and fighting trash MOBs that are packed in like sardines. Having to constantly mow down trash just slows people getting to the fun stuff.
2. The endless CCs. God I hate getting pulled, stunned and KD’ed constantly for the first 20 seconds of every fight. Again, not challenging, just really annoying.
To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.
this so much. To me, it’s the funniest map and what makes me go there is EXACTLY the feeling of being constantly outnumbered in a very hostile place.
It would be absolutely horrid to go there and find the carebears realm with flowers and rainbows to welcome me
To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.
How does mob density make a zone fun? To me, interesting and creative mechanics would be more fun. Intelligent and strategic placement would be fun. Running through a mine field that has the power to not only blow up on you but actually suck you into it’s explosion (figurative speech folks, don’t take it literally) is tedious and mind numbing.
I want real fights and the challenge of coordination added. Having to stop to kill everything you come across or having an escape build is hardly something I would call enjoyable. If that’s what you like, then yes, you are probably going to be disappointed in the upcoming changes. No, more rewards will not change the population drops in the long run, they are virtual rewards, people get bored of those quickly. An interesting and rewarding challenge is what encourages people to play. You want endless grinding of mobs, I hear there are some great Asian developed MMOs for that. Not saying that’s bad, just don’t want it here.
Orr isn’t particularly tough to move around, but it’s still really annoying. Not being able to go anywhere without having to fight 2/3 of the enemies you see is annoying for two reasons IMO:
1. I HATE trying to get somewhere to help with an event and it taking forever because you have to keep stopping and fighting trash MOBs that are packed in like sardines. Having to constantly mow down trash just slows people getting to the fun stuff.
2. The endless CCs. God I hate getting pulled, stunned and KD’ed constantly for the first 20 seconds of every fight. Again, not challenging, just really annoying.
To be honest, I am a solo PvE player and I like Orr the way it is, all of it. It just misses some population from time to time, but this could have simply been adjusted by better rewards.
Now another three zones will get as easy as the whole game already is…
If all three zones become a cakewalk, what is the reason for still playing them. Some people like a bit of a challenge, and yes, you can do most of the DEs in Orr solo, it is just not brain-dead easy some times.How does mob density make a zone fun? To me, interesting and creative mechanics would be more fun. Intelligent and strategic placement would be fun. Running through a mine field that has the power to not only blow up on you but actually suck you into it’s explosion (figurative speech folks, don’t take it literally) is tedious and mind numbing.
I want real fights and the challenge of coordination added. Having to stop to kill everything you come across or having an escape build is hardly something I would call enjoyable. If that’s what you like, then yes, you are probably going to be disappointed in the upcoming changes. No, more rewards will not change the population drops in the long run, they are virtual rewards, people get bored of those quickly. An interesting and rewarding challenge is what encourages people to play. You want endless grinding of mobs, I hear there are some great Asian developed MMOs for that. Not saying that’s bad, just don’t want it here.
This and This really spells it out great about why the changes are welcomed. Annoying does not equal challenge, grinding through mobs after mob after mob does not equal challenge, it is just annoying.
Is this why the events are all bugged in Orr right now? On a bunch of servers the Penitent Waypoint event won;t complete and is keeping all other de’s in the area from starting.
My friend recently maxed his warrior level. Wanted to bring him to straits to get the Balthazar armor but when we arrive there, it was all crickets. So the 3 of us did the pre-event for the temple but upon reaching the top of the temple, the pact lost all morale.
I believe everyone should have a chance to experience temple events and if one has to wait for a crowd like right after GW2 release to come, then only God knows how long he has to wait. My friend had full interest in this game when he started like 3 weeks ago, but upon reaching the deserted land of straits, he told me this game’s design is flawed because if there’s no crowd doing temple events then neither him nor other newcomers could ever experience temple events or hope to get the karma vendor.
I just hate the tons of pulls, knockdowns, cripples and ect as every zombie and it’s undead mother constantly annoy me as I’m trying to go from point A to point B by foot since everything’s contested… The pull mainly just really irritates me. .-.
I don’t really understand the players praising Orr for being a challenge. I’ve not found it to be a challenge at all, outside of a few areas. Those areas are usually ones with insane density/respawn rates, or skillpoints (or the only path to a SP) guarded by tightly packed in veteran mobs, or even champions in several places. The only “challenge” offered for most is the fact that a solo player is unlikely to be capable of out-killing the respawn rates in a fight that involves a (or commonly mulitple) veteran mob. Fighting the same mobs for 10 minutes to progress 50ft up a hill is not a challenge, nor is it fun in my opinion.
The overall mob density in Orr just makes the entire area tedious to play in, which is why see players running by with a train of angry risen more often than you see someone actually killing the risen. This does happen elsewhere, but it’s the standard in Orr. This is probably because other areas have enemies semi-organized (bandits hanging around camps, etc), while Orr just has risen standing around or roaming aimlessly in every corner of the map.
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra
In what universe are highly telegraphed cc’s annoying?
Orr is far too easy as it is. Making it any easier and you may as well just make it hand you a free boost to 80 and full set of ascended.
when we arrive there, it was all crickets
I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.
In what universe are highly telegraphed cc’s annoying
They are most annoying when the mob you aren’t fighting does it. That mob that respawns (or runs back from chasing another player) 10 ft from the three mobs you are already fighting. Then you get to have fun with the three more mobs standing on the other side of that one.
Or when no matter how obvious it is, you can’t dodge it because you’ve already had to dodge twice from two other mobs trying to pull you. The entire “it’s easy to dodge/learn to dodge” argument doesn’t really work when dealing with more than 1-2 enemies.
Seer Of The Divine | Sarina Starlight | Tireasa | Caedyra
when we arrive there, it was all crickets
I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.
All temples can be done with 10 people. One of them is even soloable. If you could not do it with 10 people, then either the people with you were not fully geared or they had no idea what was going on and were uncoordinated.
when we arrive there, it was all crickets
I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.
All temples can be done with 10 people. One of them is even soloable. If you could not do it with 10 people, then either the people with you were not fully geared or they had no idea what was going on and were uncoordinated.
This.
I did Lyssa yesterday (very early server time as I live +8h to the server time zone) on my mesmer.
Started the first event, and nearly finished it, when an additional player arrived (engi with mad explosion placement skills ^^). We cleared both other spots without any problems and promoted the free wp.
We started the final event with 4 players and finished it with 7.
People got way to deep into that zerg thing. Zerging is most of the time the easiest option, but not the only one.
It helps a lot if you know what’s going on, heaven forbid that people would have to learn how to play in an endgame zone.
Only a hand full of mobs really CC in Orr, most of them you can just run trough. Read the kitten mobs name and avoid ’em accordingly if you do not want to fight.
Ah too late, this sounds way too much like a L2P post. Sorry, wasn’t intened to be this way. But seriously, try to be aware of your surroundings in Orr. And you will be fine.
The Leveling & Open World Compendium
when we arrive there, it was all crickets
I know what you mean. Earlier this week I was at Malchor’s and a group of about 10 of us were trying the Lyssa event. It’s pretty much impossible to keep up with the spawns of multiple veterans much less try to attack the high priestess before the shields go back up and you need to reclaim one of the side nodes with such a small group of players. Clearly the temple events were designed with a larger group in mind, however I’d like to see the dynamic event scaling work even for these types of events so that a smaller group could have a tough challenge but with coordination and skill could still see victory.
All temples can be done with 10 people. One of them is even soloable. If you could not do it with 10 people, then either the people with you were not fully geared or they had no idea what was going on and were uncoordinated.
This.
I did Lyssa yesterday (very early server time as I live +8h to the server time zone) on my mesmer.
Started the first event, and nearly finished it, when an additional player arrived (engi with mad explosion placement skills ^^). We cleared both other spots without any problems and promoted the free wp.
We started the final event with 4 players and finished it with 7.People got way to deep into that zerg thing. Zerging is most of the time the easiest option, but not the only one.
It helps a lot if you know what’s going on, heaven forbid that people would have to learn how to play in an endgame zone.
Only a hand full of mobs really CC in Orr, most of them you can just run trough. Read the kitten mobs name and avoid ’em accordingly if you do not want to fight.Ah too late, this sounds way too much like a L2P post. Sorry, wasn’t intened to be this way. But seriously, try to be aware of your surroundings in Orr. And you will be fine.
There are some people with l33t hand-mind coordination while there are some people with casual ability. I believe you did not meant to sound elitist, so I’ll leave it at that. You could solo temple event, then good for you, gratz, but it doesn’t mean everyone is like you. Get what I’m trying to say?
What I am trying to say is, Anet should’ve made maps and events keeping in mind to spread out a healthy amount of population across all maps. For example, with Fractals in, the population seems to lean towards it leaving other maps abandoned. I know because I too prefer Fractals than to explore the world. Returns are better and it guarantees me a rare-exotic drop. That’s bad game design in my opinion.
1/ Get exotic gear with at least 1 defensive stat
2/ solo Orr
GL HF
Orr is not an easy zone. It is not meant to be an easy zone. As long as you have mostly exotics, it is very much doable. Don’t run, you’re much better off killing most mobs you cross.
Delayed content is eventually good. Rushed content is eternally bad. ~ Shigeru Miyamoto
You could solo temple event, then good for you, gratz, but it doesn’t mean everyone is like you. Get what I’m trying to say?
yup, you are trying to say that the unskilled have to master social skills, create an huge zerg and get their payback
I usually don’t have any trouble in Orr, but I am also a mighty Guardian, slaying risen is my profession
All temples can be done with 10 people. One of them is even soloable.
I’ll take your word for it since my experience with the temples is limited to Lyssa and Balth. But from what I’ve personally experienced, tackling those two temples with a small group will usually end in failure, meaning the time will expire before the boss is defeated. For Lyssa the shields go back up, or for Balth he will go back into his statue.
The temples can be done with small groups. Four of us took Lyssa today, clearing the shields and the middle. It took a while, and my death damage tax was around 11 silver, but we did it with 4 players. What I hate is coming in at a way point with 2 or 3 mobs waiting. If I manage to kill half of them they re-spawn by the time I get through the other half. It’s a nice zone with pretty good drops, most of the mobs are easy to kill. It becomes frustrating when you fight through half a dozen only to get killed by another mob that pops up behind you, and then there is NO ONE around and all the kitten way points are contested.
Fort Aspenwood
=D thought this would have been a big deal to many, considering the number of times I have seen people talk about Orr not being any fun because of the mob density, and the zones going unused because of that reason.
/shrug
It is just as we all know. most people dont come on the forums to post about posative stuff and the trolls wont tuch it because there’s vary little nagative they can say about it.
You could solo temple event, then good for you, gratz, but it doesn’t mean everyone is like you. Get what I’m trying to say?
yup, you are trying to say that the unskilled have to master social skills, create an huge zerg and get their payback
Totally
1/ Get exotic gear with at least 1 defensive stat
2/ solo OrrGL HF
Orr is not an easy zone. It is not meant to be an easy zone. As long as you have mostly exotics, it is very much doable. Don’t run, you’re much better off killing most mobs you cross.
thats true and were me and my group have vary little trobel with it we do spend alot of our time just runing past mobs and takeing the dammage they deal. there not hard, thay dont slow us down much, and there loot isnt worth it
so I am all for thining them out a bit.
where did you read that?
I have to say, when I first went to Orr it was like hitting a wall in comparison to the rest of the game. But I really enjoy it now, the feeling that I do have to fight and claw for every inch just to get to the next area (even though I have all the WP’s now) was reminiscent of Demon’s/Dark Souls.
It really gives the zone a certain feeling of dread and hard won fights. Yes the mobs are trash, but just the idea that you don’t get anywhere in Orr unless you really want to push through – that immerses me in the content. How would my character feel traversing this hellscape? Much like I do right now. That connects me to the game and my character quite a bit.
Even if ANET change Orr, they should really think about adding a zone which is truly about slogging through. Make it so people say, “wtf? You’re really gonna quest there?” Maybe it shouldn’t have DE or Heart, just mobs and maybe “special” areas which allow you to craft nifty skins.