Back in April 2007, ArenaNet released Hard Mode for Guild Wars 1, revamping dozens of monsters, every area, and adding a slew of cool titles to boot. More importantly, it brought new life to what had been easy, repetitive areas. And many, many deaths at the hands of mobs we suddenly couldn’t handle with our existing builds. (Most embarrassing moment in my GW1 time: dropping dead to Level 22 Devourers in The Great Northern Wall HM)
I firmly believe that it would be worth ArenaNet’s while to reprise Hard Mode. Consider the following statements that in some form circulate discussion topics (rough paraphrasing being done):
- “Open world is so easy you can run it in blues and greens.”
- “I have no reason to go back there once I’ve map completed it.”
- “Is Jormag almost up?” (stick any world boss in this sentence)
- “The AI is so dumb. Bring back the BWE1 AI!” (rarer than the others, but I’ve seen it many times)
Now take it a step further. What are some of the most common complaints about the PvE in GW2?
- “Drops suck.”
- “Risk/reward is so far off the mark. Compare [hard dungeon] to [endless farm somewhere in PvE].”
- “Everything ANet releases is an endless grind. How many [insert uncommon/rare drop here] do we need now for [insert reward]?”
Take all of these statements together, and I see three distinct problems:
- Difficult content is not rewarded at the same level as easy, “Press 1 to win” content. There are a couple of exceptions (Tequatl, Three-headed Wurm).
- Open world is stale and repetitive, only spiced up by the first time through for completion or a nearby world boss. Consider that areas without a world boss are generally devoid of activity even with Megaserver.
- The vast majority of gear progression is only useful/required in <5% of the game. The most common argument for ascended gear is its sheer unnecessity unless you like Fractals (and even then, you only need 2 weapons and a full trinket set to do through Level 49).
Let’s go back to the start of this topic: Hard Mode in Guild Wars 1. What did it do?
- Amped the difficulty of every area, requiring optimized builds and better party composition.
- Increased drop rate (magic find in GW2 lingo) for uncommon/rare items.
- Increased XP gain by 50%. (Really important when having to stave off 60% Death Penalty and being forced to an outpost)
- Added unique rewards, both items (skill tomes) and titles (Vanquisher, Guardian), as well as increased ending rewards (e.g., double gemstones in DoA).
Notice how all four major additions that Hard Mode created align well with the complaints about GW2’s existing open world PvE. Harder difficulty, better drops, and unique rewards that can only be gotten in HM.
The Tough Love Critic (http://toughlovecritic.wordpress.com)
Tack Scylla, Tack, Morina Duathi