Thunderhead keep
Loved that mission in GW1.
Vanishing Legacy (VALE)
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
You must have played it after the nerf
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
You must have played it after the nerf
I did do it once back when I first got the game way back when, but I honestly don’t remember much of how it was then (other than mobs obviously being tougher). The most recent times are, obviously, post-nerf.
That being said, it was still 20+ minutes of standing in the same area fighting waves of mobs. It’s not something I particularly care to repeat for raids in GW2.
Man, that mission was almost the end of me in GW1.
It took dozens of attempts spread across several days before I got past it. It was early doors in the game and THK was absolutely teeming with pugs and guilds all equally stumped. You’d spend ages thinking you’d got everything under control then that last wave would come in and… WHAM! Insta-wipe. Up until then the main storyline had been a breeze so it was a rude awakening. That was how I joined my first “proper” guild.
Of course, later on it became almost routine.
So, yeah, bring back a flavour of it please.
Lol, this!! God, i spent like an entire week (maybe 2) on the first attempt on my first character xD. Was so hard that i loved it! Well, only loved it after succeeding for the first time ^^.
kitten , memories…
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
You must have played it after the nerf
My thoughts exactly.
Mud Bone – Sylvari Ranger
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
You must have played it after the nerf
I did it with heroes and hench. It was every bit as boring as Rose implies. Pre-nerf and post. Plus, little things could cause the bonus to fail and you might never know until completing the mission. And the icing on the cake is, every so often, Jalis would rush into danger, and put the entire mission at risk.
However, that’s my objection about the implementation of the mission’s concept. There were definitely some interesting goals and challenges.
Even so, if ANet was going to bring back challenges from GW1 and adapt them to GW2 raids, there are half a dozen others I’d prefer to see over T’head Keep.
Plus, little things could cause the bonus to fail and you might never know until completing the mission.
I forgot about that part. Not knowing if you got the bonus until the mission was over was one of the worst things about some of the GW1 missions.
I remember doing this with a full hench party before they added the map flags and heroes because a guildmate bet me 20 plat it couldn’t be done.
It would work decently as part of a raid. It was really just multiple gangs of mobs with a non-timer based “enrage” by requiring you to clear the packs fast enough that you didn’t get overwhelmed by the constant stream of mobs coming in both doors. In a GW2 raid, it would make a lot of sense. Defend an NPC, split the raid to one group at each door, and those groups would need to be pretty self sufficient as if one fails the other isn’t going to be able to cover both the npc and their door.
Once the defend phase is over, spawn the boss.
Once you had nightfall heroes, you could just flag 2 monks in the middle who would use their super NPC perception skills, then just split the party and rely on the NPC hero’s super reaction times and awareness to keep up both groups while they downed all the incoming mobs super fast with the much higher damage builds you had access to from the factions/nightfall stuff.
It was a pretty well designed encounter initially, but it got super easy with factions, and even easier with nightfall due to the power creep from all the new builds and the EZ mode than having NPC healers with perfect reaction time gave you.
If they were to bring back something similar they’d really need to build it in a larger arena I think, to prevent “center healer” syndrome and make it more difficult for the two groups to quickly support each other. Probably also be good to add more stairs as fallback positions so that if you fail a door you can have one group fall back to the stairs and try to hold the tide long enough to get the second group back up.
It would also be cool to actually use thunderhead keep, the location, but not the exact same fight, so with a different story context and enemies, maybe holding out for an airship evac, and when it gets there the boss is a big dragon or something that trashes your escape vehicle, and that’s why you have to fight him.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
Thunderhead keep was a great mission before the nerf, really enjoyed it. Same with the doppleganger before they nerfed him too!
It was fun doing that mission with a pug that didn’t infuse his armor.
GRRRRRRRRRR
Crystal Desert
My least favorite mission in all of Guild Wars. I feel like how it is now, you spend more time standing around/out of combat, than you do actually fighting. About a good 20 minutes worth of not fighting if you’re not going for the bonus.
A guildie and I did it earlier this year on hm and we didn’t bat an eyelid. I should have known it had been nerfed – I remembered it being much harder when I first did it on hm.
WOuld make for an interesting fractal imo
If I remember correctly thunderhead keep was technically an escort mission. At the end you had to protect king “squishy dwarf” as he did some ritual. That the enemies came from both sides and in large numbers meant you had to catch then with your tank running around. This was near impossible with henches as you couldn’t really control them so you had to get a player group who knew what they were doing.
I’m all for levels like this in GW2 as there are no henches but please oh please limit the number of escort missions you guys do. All the strategy in the world is for naught when you have an AI character to protect who’s dumber than a bag of skritt shinies.
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
You must have played it after the nerf
I did it with heroes and hench. It was every bit as boring as Rose implies. Pre-nerf and post. Plus, little things could cause the bonus to fail and you might never know until completing the mission. And the icing on the cake is, every so often, Jalis would rush into danger, and put the entire mission at risk.
However, that’s my objection about the implementation of the mission’s concept. There were definitely some interesting goals and challenges.
Even so, if ANet was going to bring back challenges from GW1 and adapt them to GW2 raids, there are half a dozen others I’d prefer to see over T’head Keep.
If you did it with Heroes, you did it post Nerf. It was a blast, and rather difficult back with “Guild Wars Prophesies” was simply “Guild Wars” since there were no other campaigns.
Agree with OP, bring it back as part of a raid please!
THK was nails. But I found some of the mission on the ring of fire a lost harder.(if you where going for bonus as well.
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Memories – sweet sweet memories – this could be an awesome raid.
Any idea that starts with “keep stupid NPC that contributes nothing to the fight alive” needs to be burned to the ground.
Any idea that starts with “keep stupid NPC that contributes nothing to the fight alive” needs to be burned to the ground.
Like a lot of the GW missions. Try doing the Nolani Academy on HM without rushing directly to the boss before Rurik commits suicide.
Any idea that starts with “keep stupid NPC that contributes nothing to the fight alive” needs to be burned to the ground.
Like a lot of the GW missions. Try doing the Nolani Academy on HM without rushing directly to the boss before Rurik commits suicide.
I redid that one recently. It reminded me just how much I hate Rurik (and how much I hate the “you better keep this delicate butterfly alive” missions).
Always liked THK.
One of the missions my guild did for, “Naked Hardmode Night,” runs.
I freaking hated that mission. 20+ minutes are spent literally standing there, killing quickly-killed mobs, waiting for more things to kill.
You must have played it after the nerf
I did it with heroes and hench. It was every bit as boring as Rose implies. Pre-nerf and post. Plus, little things could cause the bonus to fail and you might never know until completing the mission. And the icing on the cake is, every so often, Jalis would rush into danger, and put the entire mission at risk.
However, that’s my objection about the implementation of the mission’s concept. There were definitely some interesting goals and challenges.
Even so, if ANet was going to bring back challenges from GW1 and adapt them to GW2 raids, there are half a dozen others I’d prefer to see over T’head Keep.
If you did it with Heroes, you did it post Nerf. It was a blast, and rather difficult back with “Guild Wars Prophesies” was simply “Guild Wars” since there were no other campaigns.
Agree with OP, bring it back as part of a raid please!
I think we might be discussing two different concepts. The actual mission was changed a long time after you could bring heroes into it, to make it easier to complete. The fight to reclaim the outer fort was much more difficult prior to that ‘nerf’.
It’s also true that the mission was much more difficult in the original campaign (now known as ‘Prophecies’), since there were no heroes and no ‘flag’ to place your hench. I accept that including heroes made the mission easier, but I wouldn’t think of that as a ‘nerf’ to the mission itself (since the benefit of heroes applied to all Prophecies mission).
Anyhow, my point is: while it might have been an interesting challenge and I would support bringing back the concepts to a GW2 raid, I thought the actual implementation in GW1 was bugged and boring — I wouldn’t like to see them replicate it too closely.
We kind of do have this mission in the game. It’s the Quaggan rescue guild mission. Except here dumber than a bowl of tartar sauce doesn’t quite cut it. The quaggan I’m escorting to safety takes the long way around and attacks them like he’s sending a message to the krait. All the while im thinking: Just escape dude. Any way out of there, i’ll escort you back to your home (that’s literally 100 yards from the Krait base).
We kind of do have this mission in the game. It’s the Quaggan rescue guild mission. Except here dumber than a bowl of tartar sauce doesn’t quite cut it. The quaggan I’m escorting to safety takes the long way around and attacks them like he’s sending a message to the krait. All the while im thinking: Just escape dude. Any way out of there, i’ll escort you back to your home (that’s literally 100 yards from the Krait base).
GW1 npcs were (at least in some cases, such as Jalis and Rurik) so much worse than those quaggans. They will Leeroy Jenkins to their death while you’re still finishing up the last mob from the group they just made angry. Every time.
We kind of do have this mission in the game. It’s the Quaggan rescue guild mission. Except here dumber than a bowl of tartar sauce doesn’t quite cut it. The quaggan I’m escorting to safety takes the long way around and attacks them like he’s sending a message to the krait. All the while im thinking: Just escape dude. Any way out of there, i’ll escort you back to your home (that’s literally 100 yards from the Krait base).
GW1 npcs were (at least in some cases, such as Jalis and Rurik) so much worse than those quaggans. They will Leeroy Jenkins to their death while you’re still finishing up the last mob from the group they just made angry. Every time.
Oh man, the pure unmitigated frustration I remember of replaying the early missions where you have to escort Rurik all around after they added Hard Mode. It was nearly kittening impossible to keep him alive in a few of them without gluing a protection monk to him for the entire duration.