I'm so disgusted with this game
Uhm, You actually can fight the wurm in ember bay directly with ranged weapons if you so desire. Though the setup doesn’t really make it nescesary I suppose.
Then again, with the mursaat and titans gone, who is left to pose a threat? Though i do miss the GW1 destroyers. It seems to me that gw1 had way more varying encounters than GW2. imo.
Yup, I’m aware that you’re theoretically able to attack it, but it doesn’t make sense like that. They should’t have let a golem do the work for you, the whole fight should have been designed differently.
Well we’ve got a pretty huge threat at the Fire Island Chain -> Elder Dragon. There are in fact new types of destroyers in Ember Bay, with the power the dragon absorbed they should be even deadlier now. The ‘Molten Dominator’ is a champion of Primordus – ridiculous. Lorewise they’re supposed to be stronger than usual destroyers but there’s no difference to those in Kessex Hills.
And yes, the hydras or dryders are also missing.The entire concept that a game has to be challenging or easy to play is meaningless.
Everyone in an MMO doesnt have the same skills and never will, so you cant force a one size fits all players into an MMO and expect it will be fun for everyone.Every game has its own target group. Talking about the open world: The problem with GW2 is that they want it to fit everyone’s style – from casual to advanced players. With that mindset no one will ever be pleased: There were casual players complaining about the difficulty of HoT while the advanced players were pleased with it. With Ember Bay they’re heading back to ridiculously easy – casual players enjoy it, advanced players just find it boring and dull. They don’t want to have a specified target group in order to get as much players as possible. But that way there’s always a certain group being dissatisfied.
However, there’s another point: the new maps are part of HoT. With HoT you can assume many players already learned a lot since they started and are also able to use elite specializations. Those specializations actually made every class stronger. They adapted the difficulty of the mobs in HoT to match it. Ember Bay is a part of HoT – knowing that the classes (and players) are now stronger, they still reduced the difficulty.
Perhaps. But it’s also possible that they could design some maps to be easier than others and appeal to a broader base. I feel pretty positive about HoT overall, even while I much prefer maps like TD and VB to EB. I could be wrong, but I could swear the overall attitude toward HoT has improved since the April patch and especially with the release of easier maps like BF and EB.
I just hope they don’t completely abandon the amazing map styles they introduced with the original HoT release. A lot of players do like maps like that, even while it isn’t everyone’s cup of tea. If they can produce a nice mix of maps, I think it could work to appeal to more players.
Perhaps. But it’s also possible that they could design some maps to be easier than others and appeal to a broader base.
I’m not happy about Ember Bay providing no challenge at all, it’s a step backwards from HoT. The maps should contain some sort of progress in difficulty as you play through the story – newly added maps should be challenging and harder than the old core-Tyria maps. It’s been like that since the release of Dry Top and Silverwastes, then HoT – and now we’re going back to easy? They have to take it to the next level – at least to the same level as HoT!
Furthermore, you could assume that players who arrived in Ember Bay already played through the previous Living World/HoT story. Not only they’re getting better and better as they’re playing, but they’re also getting used to the difficulty of HoT. Plus they’re likely making use of the new elite specializations. Seeing Ember Bay after that feels like a joke.
You said they could make maps some easier than others. How does that work? Does one part of the Fire Islands contain some weak kitten destroyers whereas they’re 10 times harder on the next island? You can’t please everyone. Anet tries to do so – but in the end no one will be satisfied. If they continue releasing ridiculously easy maps, I’ll be the one leaving.
Perhaps. But it’s also possible that they could design some maps to be easier than others and appeal to a broader base.
I’m not happy about Ember Bay providing no challenge at all, it’s a step backwards from HoT. The maps should contain some sort of progress in difficulty as you play through the story – newly added maps should be challenging and harder than the old core-Tyria maps. It’s been like that since the release of Dry Top and Silverwastes, then HoT – and now we’re going back to easy? They have to take it to the next level – at least to the same level as HoT!
Furthermore, you could assume that players who arrived in Ember Bay already played through the previous Living World/HoT story. Not only they’re getting better and better as they’re playing, but they’re also getting used to the difficulty of HoT. Plus they’re likely making use of the new elite specializations. Seeing Ember Bay after that feels like a joke.
You said they could make maps some easier than others. How does that work? Does one part of the Fire Islands contain some weak kitten destroyers whereas they’re 10 times harder on the next island? You can’t please everyone. Anet tries to do so – but in the end no one will be satisfied. If they continue releasing ridiculously easy maps, I’ll be the one leaving.
And what about all the people who find HoT too challenging, or too stressful? Should they be ignored?
It’s okay to provide zones for a variety of play styles. If Anet doesn’t they’ll lose too many players and no one will have any new zones to play in.
Perhaps. But it’s also possible that they could design some maps to be easier than others and appeal to a broader base.
I’m not happy about Ember Bay providing no challenge at all, it’s a step backwards from HoT. The maps should contain some sort of progress in difficulty as you play through the story – newly added maps should be challenging and harder than the old core-Tyria maps. It’s been like that since the release of Dry Top and Silverwastes, then HoT – and now we’re going back to easy? They have to take it to the next level – at least to the same level as HoT!
Furthermore, you could assume that players who arrived in Ember Bay already played through the previous Living World/HoT story. Not only they’re getting better and better as they’re playing, but they’re also getting used to the difficulty of HoT. Plus they’re likely making use of the new elite specializations. Seeing Ember Bay after that feels like a joke.
You said they could make maps some easier than others. How does that work? Does one part of the Fire Islands contain some weak kitten destroyers whereas they’re 10 times harder on the next island? You can’t please everyone. Anet tries to do so – but in the end no one will be satisfied. If they continue releasing ridiculously easy maps, I’ll be the one leaving.
And what about all the people who find HoT too challenging, or too stressful? Should they be ignored?
It’s okay to provide zones for a variety of play styles. If Anet doesn’t they’ll lose too many players and no one will have any new zones to play in.
I’ll highlight some things in my quoted text. You said they should provide zones for different playstyles – fine, every core Tyria map is made for a very casual playstyle. If you bought HoT you noticed that the difficulty in those maps is higher. That’s perfectly fine because a game needs progression and end game zones. In the beginning, Orr has been the end game zone. After 3 years, the players got better and Orr became a rather boring thing. So they adjusted the difficulty of the maps in the expansion in order to provide challenging content again.
Referring to your suggestion to handle both at the same time: How does that work?
Ember Bay is easy, casuals are happy, advanced players are bored as hell. The next map is 10 times harder, advanced players are happy – casuals will complain they can’t follow the story and play the game because the map is too hard? With that, you’ll please no one. It’s neither fish nor fowl, and everyone’s disappointed, so in the end both of those groups will say: Screw it, I’m leaving.
We’re talking about the post-expansion content, people who are in Ember Bay played through HoT and got used to the difficulty. I’m sure many of those who complained about the difficulty in HoT just needed time to adjust. The first time I’ve played those maps I thought they’re pretty hard, too.
If they really want to know how many people are still complaining about the difficulty in HoT right now, they have to open a new feedback thread.
And then make their decision accordingly to the majority of players. You can’t please everyone.
(edited by Tekey.7946)
Perhaps. But it’s also possible that they could design some maps to be easier than others and appeal to a broader base.
I’m not happy about Ember Bay providing no challenge at all, it’s a step backwards from HoT. The maps should contain some sort of progress in difficulty as you play through the story – newly added maps should be challenging and harder than the old core-Tyria maps. It’s been like that since the release of Dry Top and Silverwastes, then HoT – and now we’re going back to easy? They have to take it to the next level – at least to the same level as HoT!
Furthermore, you could assume that players who arrived in Ember Bay already played through the previous Living World/HoT story. Not only they’re getting better and better as they’re playing, but they’re also getting used to the difficulty of HoT. Plus they’re likely making use of the new elite specializations. Seeing Ember Bay after that feels like a joke.
You said they could make maps some easier than others. How does that work? Does one part of the Fire Islands contain some weak kitten destroyers whereas they’re 10 times harder on the next island? You can’t please everyone. Anet tries to do so – but in the end no one will be satisfied. If they continue releasing ridiculously easy maps, I’ll be the one leaving.
And what about all the people who find HoT too challenging, or too stressful? Should they be ignored?
It’s okay to provide zones for a variety of play styles. If Anet doesn’t they’ll lose too many players and no one will have any new zones to play in.
Apparently you didn’t read anything I wrote, I’ll highlight it in the quote.
How does that work?
Ember Bay is easy, casuals are happy, advanced players are bored as hell. The next map is 10 times harder, advanced players are happy – casuals will complain they can’t follow the story and play the game because the map is too hard? With that, you’ll please no one. It’s neither fish nor fowl, and everyone’s disappointed, so in the end both of those groups will say: Screw it, I’m leaving.As a game progresses, it gets harder and more challenging.
GW2 can stay casual in Core Tyria – we’re talking about the post-expansion content, people who are in Ember Bay played through HoT – in your words: should they ignore all the players who find the Core Tyria maps kitten boring? Compare the amount of easy maps to harder maps – if they get back to easy now, players will leave, too.GW2-Anet has to decide now.
If every casual left this game there would be no game. That’s my opinion but it’s pretty common knowledge in the industry that the bulk of players are not hard core, which is why stuff keeps getting dumbed down. It’s not because there are zillions of hard core players.
When you divide the smaller number of hard core players up there are even less in any game. More likely hard core players will go to games that already have more challenging content.
Alienating the casual base which for 3 years has been Anet’s bread and butter will actually hurt the game far more than alienating the hard core crowd.
The idea is to throw the minority a bone while still appeasing the bulk of the playerbase. I’m pretty sure the bulk of this playerbase is casual.
If there’s anything I’d like for this game is more build/role diversity.
cough tank/heal/dps cough being required for more content (not only raids) would make a lot of other content (fractals & dungeons and may be some other instant or even meta events) more interesting.
Build diversity supporting that role diversity would make it even better.
We’ll see what they do in the next expansion I guess.
If every casual left this game there would be no game. That’s my opinion but it’s pretty common knowledge in the industry that the bulk of players are not hard core, which is why stuff keeps getting dumbed down. It’s not because there are zillions of hard core players.
When you divide the smaller number of hard core players up there are even less in any game. More likely hard core players will go to games that already have more challenging content.
Alienating the casual base which for 3 years has been Anet’s bread and butter will actually hurt the game far more than alienating the hard core crowd.
The idea is to throw the minority a bone while still appeasing the bulk of the playerbase. I’m pretty sure the bulk of this playerbase is casual.
I just edited my last post, but unfortunately you already responded to the old post, however, lets just continue:
If they really want to know how many players think that HoT is too hard right now, they have to ask them again. Many of those who complained about it at release got used to the difficulty by now. It just takes some time.
I think we’re talking about 2 different types of groups, one group being the new players, the other one casual players.
A casual player that played since release could be perfectly fine with the difficulty of HoT. It’s been the huge amount of time they had to invest to gather the xp for your masteries e.g. the casual players complained about. They didn’t have enough time to invest. That doesn’t mean that they don’t want to have challenging content!
The newer players are actually rather the group complaining about the difficulty, but then I’d just suggest to play through the zones chronologically, beginning with Orr, Living World Season 2, and then HoT and Season 3. You shouldn’t boost your character to lvl 80 and jump into HoT without knowing how to play.
In the end, we’ll see their decision by the release of the next maps. If the continue releasing easy maps for new players, at least I know that I’m not part of the group they care about then. But as you said I’m just going to look for a new game with more challenging content in general.
The sad thing about it is that I’ve been a fan of Guild Wars since Prophecies.
(edited by Tekey.7946)
The idea is to throw the minority a bone while still appeasing the bulk of the playerbase. I’m pretty sure the bulk of this playerbase is casual.
Thinking that all the playerbase of this game wants is pressing 1 and grabbing the rewards just makes me sad, always while watching a movie or a tv show on their second monitor. That’s not “gaming” at all.
Casual player doesn’t equal someone who wants to farm while watching something on their second monitor. Making farms and zones that promote just that isn’t healthy for the game.
In the end, we’ll see their decision by the release of the next maps.
I doubt the next maps will be Ember Bay-difficulty. They should’ve learned their lesson by now.
The idea is to throw the minority a bone while still appeasing the bulk of the playerbase. I’m pretty sure the bulk of this playerbase is casual.
Thinking that all the playerbase of this game wants is pressing 1 and grabbing the rewards just makes me sad, always while watching a movie or a tv show on their second monitor. That’s not “gaming” at all.
Casual player doesn’t equal someone who wants to farm while watching something on their second monitor. Making farms and zones that promote just that isn’t healthy for the game.
In the end, we’ll see their decision by the release of the next maps.
I doubt the next maps will be Ember Bay-difficulty. They should’ve learned their lesson by now.
We’ll find out. I see lots of people every day in Ember Bay. I saw lots of people farming the labyrinth too and that’s hardly rocket science. I see ten, twelve or more labyrinth groups at all time, many of the skipping the hard bosses.
Some people really don’t care about difficult content. In fact, I’d wager it’s a majority. I like some difficult content, but I don’t think I prefer difficult content all the time.
HOT was awesome for me, because there was very little open world difficult content before it. But when Ember Bay came out, I was ready for a break and I was happy to have a zone that wasn’t so difficult. So not even everyone that likes difficult content wants it all the time anyway.
If every casual left this game there would be no game. That’s my opinion but it’s pretty common knowledge in the industry that the bulk of players are not hard core, which is why stuff keeps getting dumbed down. It’s not because there are zillions of hard core players.
When you divide the smaller number of hard core players up there are even less in any game. More likely hard core players will go to games that already have more challenging content.
Alienating the casual base which for 3 years has been Anet’s bread and butter will actually hurt the game far more than alienating the hard core crowd.
The idea is to throw the minority a bone while still appeasing the bulk of the playerbase. I’m pretty sure the bulk of this playerbase is casual.
I just edited my last post, but unfortunately you already responded to the old post, however, lets just continue:
If they really want to know how many players think that HoT is too hard right now, they have to ask them again. Many of those who complained about it at release got used to the difficulty by now. It just takes some time.
I think we’re talking about 2 different types of groups, one group being the new players, the other one casual players.
A casual player that played since release could be perfectly fine with the difficulty of HoT. It’s been the huge amount of time they had to invest to gather the xp for your masteries e.g. the casual players complained about. They didn’t have enough time to invest. That doesn’t mean that they don’t want to have challenging content!
The newer players are actually rather the group complaining about the difficulty, but then I’d just suggest to play through the zones chronologically, beginning with Orr, Living World Season 2, and then HoT and Season 3. You shouldn’t boost your character to lvl 80 and jump into HoT without knowing how to play.
In the end, we’ll see their decision by the release of the next maps. If the continue releasing easy maps for new players, at least I know that I’m not part of the group they care about then. But as you said I’m just going to look for a new game with more challenging content in general.
The sad thing about it is that I’ve been a fan of Guild Wars since Prophecies.
I consider myself a hard core casual. I played Guild Wars 1 for 15,000 hours over 6 years and had a great time, but I only did DOA once, and FOW a couple of times. I did the Deep and Urgoz’s Warren once. I did Slaver’s Exile once and never in hard mode. I barely PvPed at all.
So you know, I don’t need everything to be dirt easy but I don’t like really difficult content either.
As for the initial complaint about the game being not complex enough, while I did like the build complexity of Guild Wars 1, I know too many people that couldn’t care about making builds at all. They didn’t theory craft. Some didn’t even want to go to PvX wiki and get a build. They just wanted to play the game and kill stuff and see the story.
Guild Wars 2 was a direct result of Anet understanding what held Guild Wars 1 back in terms of over-all sales, and popularity. At the end of the day, I’m pretty sure more people play this game than played Guild Wars 1 for longer periods of time. There’s a reason for that.
Making the game more complex and difficult does appeal to a certain percentage of the playerbase. Making the game easier appeals to a different percentage. But most of us are somewhere in the middle.
I like some difficult content but I don’t love it and I won’t keep doing it. I like content that I find challenging but I don’t have to necessarily group up with people to do, most of the time. I liked Guild Wars 1 because I liked running Bog Root growths or Bloodstone Caves, or vanquishing with heroes, even though I still ran some content with my guild.
I don’t like having to get ten people together for a raid though, or be part of any group that insists on specific builds. Remember in Guild Wars 1, when you went to TOA and you had to have iway, or sabway, or you went somewhere else and had to be a rank 8 ursan?
Sorry that’s not a game I want to play.
We’ll find out. I see lots of people every day in Ember Bay. I saw lots of people farming the labyrinth too and that’s hardly rocket science. I see ten, twelve or more labyrinth groups at all time, many of the skipping the hard bosses.
I have a very hard time believing those in the lab groups are there because they find the lab more fun than anything else in the game. Otherwise those lucky ones with a second monitor wouldn’t be using it to do other things with it, while “playing”.
Some people really don’t care about difficult content. In fact, I’d wager it’s a majority. I like some difficult content, but I don’t think I prefer difficult content all the time.
There are many tiers of difficulty. Was HoT too difficult? Maybe.
Can’t there be something that is easier than HoT but isn’t only about pressing one on the keyboard like Ember Bay bosses, SW chest farming or the Lab?
There must be a middle ground between “too hard” and “too easy”.
We’ll find out. I see lots of people every day in Ember Bay. I saw lots of people farming the labyrinth too and that’s hardly rocket science. I see ten, twelve or more labyrinth groups at all time, many of the skipping the hard bosses.
I have a very hard time believing those in the lab groups are there because they find the lab more fun than anything else in the game. Otherwise those lucky ones with a second monitor wouldn’t be using it to do other things with it, while “playing”.
Some people really don’t care about difficult content. In fact, I’d wager it’s a majority. I like some difficult content, but I don’t think I prefer difficult content all the time.
There are many tiers of difficulty. Was HoT too difficult? Maybe.
Can’t there be something that is easier than HoT but isn’t only about pressing one on the keyboard like Ember Bay bosses, SW chest farming or the Lab?
There must be a middle ground between “too hard” and “too easy”.
Yep, I agree with you. Toward that end, I don’t think Ember Bay is quite as easy as you think…from your point of view it’s easy. People die in Ember Bay. Particularly in the area by the Jades, but in other places as well. It’s relatively easy to get overwhelmed there if you’re not careful.
It’s not like the Queendale Champ train.
If every casual left this game there would be no game.
Correct. Causal players finance this game. Without them, everyone else would have to go and find another game to play.
The game is becoming….. hmmmmm, well, it’s taking on more and more of the ‘traditional’ trappings of MMO’s you could say.
It’s curious how many of the high and mighty idea’s they had for this game are being, and indeed have been, tossed aside (because they failed I presume), and in are being ushered the old tried and true (but also old, boring and tedious) idea’s.
Raids, more and more restrictive class roles (certain classes only for certain roles – seen that before, and presume it will continue / get worse), that famous horizontal progression is quickly disappearing, etc.
It’s really just ever so steadily becoming like every other MMO. It’s becoming less and less unique, you could say.
But I guess unique doesn’t doesn’t pay devs, CEO’s and bankroll expansions, huh? But what do we know. I mean we are just players and payers, right?
Oh well.
If every casual left this game there would be no game.
Correct. Causal players finance this game. Without them, everyone else would have to go and find another game to play.
The game is becoming….. hmmmmm, well, it’s taking on more and more of the ‘traditional’ trappings of MMO’s you could say.
It’s curious how many of the high and mighty idea’s they had for this game are being, and indeed have been, tossed aside (because they failed I presume), and in are being ushered the old tried and true (but also old, boring and tedious) idea’s.
Raids, more and more restrictive class roles (certain classes only for certain roles – seen that before, and presume it will continue / get worse), that famous horizontal progression is quickly disappearing, etc.
It’s really just ever so steadily becoming like every other MMO. It’s becoming less and less unique, you could say.
But I guess unique doesn’t doesn’t pay devs, CEO’s and bankroll expansions, huh? But what do we know. I mean we are just players and payers, right?
Oh well.
I don’t agree with this assessment at all, actually. I play Heart of Thorns and the new zones the same way I played every zone before it. I don’t run meta builds. I don’t care about efficiency particularly. I just want to get through content…and I do. Solo often as well.
While the level of difficulty has risen, I can still ignore raids. They’re still a small part of the game. I don’t love rewards being locked behind them, but there were always parts of the game I largely ignored, like PvP.
Raids hasn’t fundamentally changed the game for me, because I don’t raid and there’s still plenty for me to do.
We’ll find out. I see lots of people every day in Ember Bay. I saw lots of people farming the labyrinth too and that’s hardly rocket science. I see ten, twelve or more labyrinth groups at all time, many of the skipping the hard bosses.
I have a very hard time believing those in the lab groups are there because they find the lab more fun than anything else in the game. Otherwise those lucky ones with a second monitor wouldn’t be using it to do other things with it, while “playing”.
Some people really don’t care about difficult content. In fact, I’d wager it’s a majority. I like some difficult content, but I don’t think I prefer difficult content all the time.
There are many tiers of difficulty. Was HoT too difficult? Maybe.
Can’t there be something that is easier than HoT but isn’t only about pressing one on the keyboard like Ember Bay bosses, SW chest farming or the Lab?
There must be a middle ground between “too hard” and “too easy”.Yep, I agree with you. Toward than end, I don’t think Ember Bay is quite as easy as you think…from your point of view it’s easy. People die in Ember Bay. Particularly in the area by the Jades, but in other places as well. It’s relatively easy to get overwhelmed there if you’re not careful.
It’s not like the Queendale Champ train.
Yes, the Jade Armors/Bows near the Mursaat Fortress and the Saurians near the Circus are challenging places. But they are a tiny part of the zone. I wrote about this on the feedback thread for Ember Bay, but I will re-post here:
When I say Ember Bay is easy I’m mostly talking about the Bosses who are just giant sacks of HP with no mechanics at all, the Wurm, the Sloth Queen and the Broodmother are prime examples of badly designed bosses.
The Dominator has some mechanics and is a boss that could work well, but he dies way too fast, probably has bugged scaling or something. The Sloth might be similar (dies too fast but has mechanics) but I’ve never seen any mechanics from that one so I just put sloth on “sack of hit points” status.
And then we have the jade boss which has a high scaling at the rock phase which requires the non-semi-afk players to throw lots of rock to break his barrier, because everyone else is just hitting 1 without paying attention.
The karka queen is the only boss of EB that is not badly designed.
Aside from the bosses the other thing that is absolutely horrible are the new destroyers. They are just green reskins that deal less damage than the previous destroyers but apply some random conditions that barely last above 2 seconds. They also die instantly.
The only “hard” part about the new destroyers is their numbers, but you need to engage 3 or 4 of them at once (And not have aoe skills) to actually have a chance of using your healing skill. They are just pathetic, and as the “new” foe introduced as the new and “improved” minions of Primordus they should’ve been at least at Mordrem level.
Maybe in the next Fire Island zone we’ll fight some actual Destroyers and these were just some super weak scouts.
We’ll find out. I see lots of people every day in Ember Bay. I saw lots of people farming the labyrinth too and that’s hardly rocket science. I see ten, twelve or more labyrinth groups at all time, many of the skipping the hard bosses.
I have a very hard time believing those in the lab groups are there because they find the lab more fun than anything else in the game. Otherwise those lucky ones with a second monitor wouldn’t be using it to do other things with it, while “playing”.
Some people really don’t care about difficult content. In fact, I’d wager it’s a majority. I like some difficult content, but I don’t think I prefer difficult content all the time.
There are many tiers of difficulty. Was HoT too difficult? Maybe.
Can’t there be something that is easier than HoT but isn’t only about pressing one on the keyboard like Ember Bay bosses, SW chest farming or the Lab?
There must be a middle ground between “too hard” and “too easy”.Yep, I agree with you. Toward than end, I don’t think Ember Bay is quite as easy as you think…from your point of view it’s easy. People die in Ember Bay. Particularly in the area by the Jades, but in other places as well. It’s relatively easy to get overwhelmed there if you’re not careful.
It’s not like the Queendale Champ train.
Yes, the Jade Armors/Bows near the Mursaat Fortress and the Saurians near the Circus are challenging places. But they are a tiny part of the zone. I wrote about this on the feedback thread for Ember Bay, but I will re-post here:
When I say Ember Bay is easy I’m mostly talking about the Bosses who are just giant sacks of HP with no mechanics at all, the Wurm, the Sloth Queen and the Broodmother are prime examples of badly designed bosses.
The Dominator has some mechanics and is a boss that could work well, but he dies way too fast, probably has bugged scaling or something. The Sloth might be similar (dies too fast but has mechanics) but I’ve never seen any mechanics from that one so I just put sloth on “sack of hit points” status.
And then we have the jade boss which has a high scaling at the rock phase which requires the non-semi-afk players to throw lots of rock to break his barrier, because everyone else is just hitting 1 without paying attention.
The karka queen is the only boss of EB that is not badly designed.
Aside from the bosses the other thing that is absolutely horrible are the new destroyers. They are just green reskins that deal less damage than the previous destroyers but apply some random conditions that barely last above 2 seconds. They also die instantly.
The only “hard” part about the new destroyers is their numbers, but you need to engage 3 or 4 of them at once (And not have aoe skills) to actually have a chance of using your healing skill. They are just pathetic, and as the “new” foe introduced as the new and “improved” minions of Primordus they should’ve been at least at Mordrem level.
Maybe in the next Fire Island zone we’ll fight some actual Destroyers and these were just some super weak scouts.
I don’t know. I think having more bosses with mechanics doesn’t necessarily make the game more interesting for me at all, or even more challenging once you know those mechanics.
Lupi has a lot of mechanics but I never enjoyed doing him, even though I can do him easily now. I don’t find that fun. It’s not why I play this game or any game.
Your idea that making bosses have more mechanics will make the game more fun is just an opinion and I’m not 100% sure it’s an opinion everyone would share. In fact, I’m not really a boss centric player at all. They’re there, I kill them but I don’t go out of my way.
I prefer larger pitched battles with lots of foes. I like the escort part of Dragon Stand more than the boss fight at the end, or any boss fight along the way.
Making bosses more complex is fine, if you like that sort of thing. To me it always breaks my immersion. Take the giant. It’s just like a mini game. He has a stomp that does a large AOE that you have to dodge. He does a fist to the ground. He does fear. It’s still doable if you’re paying attention. None of that makes the game more fun for me though. It’s just a repetition of doing the same thing over and over until you kill him. Not sure how that’s more fun than pressing 1 and killing him, particularly because doing the same except move set over and over really does break my immersion.
I’m not a hero running around killing stuff. I’m a guy who’s focused more on mechanics than being “in the world”.
I don’t know. I think having more bosses with mechanics doesn’t necessarily make the game more interesting for me at all, or even more challenging once you know those mechanics.
So you prefer bosses that are giant sacks of hit points that do nothing?
To me it always breaks my immersion.
And fighting giant sacks of hit points isn’t breaking your immersion?
What’s next? Turn all bosses into giant Ore nodes that you go and press F and watch a bar go down then grab the loot and move on?
I don’t know. I think having more bosses with mechanics doesn’t necessarily make the game more interesting for me at all, or even more challenging once you know those mechanics.
So you prefer bosses that are giant sacks of hit points that do nothing?
To me it always breaks my immersion.
And fighting giant sacks of hit points isn’t breaking your immersion?
What’s next? Turn all bosses into giant Ore nodes that you go and press F and watch a bar go down then grab the loot and move on?
Actually I don’t prefer bosses at all, I prefer big pitched battles. I prefer events like defending camps at night in VB. Lots of enemies. I’m still dodging plenty. Still have to think to fight and stay alive. Still got guys running through trying to knock me over on mounts. Still have to remove conditions. Still have to deal with attacks from snipers, plenty of action, but no bosses.
You can not like bosses altogether and still enjoy challenge. Bosses are one type of challenge.
To be fair there are some bosses I do like, like the last boss in the Thermnova Reactor Fractal.
I don’t know. I think having more bosses with mechanics doesn’t necessarily make the game more interesting for me at all, or even more challenging once you know those mechanics.
So you prefer bosses that are giant sacks of hit points that do nothing?
To me it always breaks my immersion.
And fighting giant sacks of hit points isn’t breaking your immersion?
What’s next? Turn all bosses into giant Ore nodes that you go and press F and watch a bar go down then grab the loot and move on?
Actually I don’t prefer bosses at all, I prefer big pitched battles. I prefer events like defending camps at night in VB. Lots of enemies. I’m still dodging plenty. Still have to think to fight and stay alive. Still got guys running through trying to knock me over on mounts. Still have to remove conditions. Still have to deal with attacks from snipers, plenty of action, but no bosses.
You can not like bosses altogether and still enjoy challenge. Bosses are one type of challenge.
To be fair there are some bosses I do like, like the last boss in the Thermnova Reactor Fractal.
Yes but we do have bosses so the point is how to make those better. A boss with mechanics is better than a sack of hit points.
I don’t know. I think having more bosses with mechanics doesn’t necessarily make the game more interesting for me at all, or even more challenging once you know those mechanics.
So you prefer bosses that are giant sacks of hit points that do nothing?
To me it always breaks my immersion.
And fighting giant sacks of hit points isn’t breaking your immersion?
What’s next? Turn all bosses into giant Ore nodes that you go and press F and watch a bar go down then grab the loot and move on?
Actually I don’t prefer bosses at all, I prefer big pitched battles. I prefer events like defending camps at night in VB. Lots of enemies. I’m still dodging plenty. Still have to think to fight and stay alive. Still got guys running through trying to knock me over on mounts. Still have to remove conditions. Still have to deal with attacks from snipers, plenty of action, but no bosses.
You can not like bosses altogether and still enjoy challenge. Bosses are one type of challenge.
To be fair there are some bosses I do like, like the last boss in the Thermnova Reactor Fractal.
Yes but we do have bosses so the point is how to make those better. A boss with mechanics is better than a sack of hit points.
Or more annoying, depending on the mechanics and your opinion.
We’ll find out. I see lots of people every day in Ember Bay. I saw lots of people farming the labyrinth too and that’s hardly rocket science. I see ten, twelve or more labyrinth groups at all time, many of the skipping the hard bosses.
I have a very hard time believing those in the lab groups are there because they find the lab more fun than anything else in the game. Otherwise those lucky ones with a second monitor wouldn’t be using it to do other things with it, while “playing”.
Some people really don’t care about difficult content. In fact, I’d wager it’s a majority. I like some difficult content, but I don’t think I prefer difficult content all the time.
There are many tiers of difficulty. Was HoT too difficult? Maybe.
Can’t there be something that is easier than HoT but isn’t only about pressing one on the keyboard like Ember Bay bosses, SW chest farming or the Lab?
There must be a middle ground between “too hard” and “too easy”.
Hey, I’m with you. I love the HoT maps and was not particularly impressed with Ember Bay. However, there was a strong negative reaction from many players who simply didn’t enjoy those convoluted layouts and difficult enemies.
It’s like I say to the players who demand that ANet turn away from designing HoT-style maps in the future: I want to see different types of maps that cater to different tastes. I don’t require every map to be tailored to my tastes, so why should anyone else?
When I look at the HoT offerings to date, I’m about 50/50. VB, TD, and BF are my 3 favorite maps in the game, while AB, DS, and EB weren’t as appealing to me. I can work with that and I’m sure plenty of other players appreciate those maps that aren’t really my cup of tea.
The real problem is, anet does nothing agaisnt this. As a player you just always have the ill feeling, like as if the devs are totally desillusioned with their own game, like none of them plays it self, so out of touch is the game balance with that what the devs do and put priorities on.
The game’s balance is totally out of control in regard of balance since the june 23rd of 2015 patch, which changed the way how conditions work and totally made them brain deadly overpowered. That was the day litereally, where everything for this games balance fall down into the abyss of eternal dev ignorance and large parts of the game became basicalyl totally unplayable and unfun, everbody and their mom changed to condition builds basically as the term “condition cancer” found into the game basically
has done Anet anythign to solve this crap until today?
NOOOOOOOOO!
Instead they just threw more oil into the fire and rushed out the hoT expansion and added with them practically way too early for the game’s balance aroudn all of its combat system designs the Elite Specs and added with them naturallx out of marketign reasons alot of power creep, because HoT had to sell itself good to wash in tons of $$$$$$ cash into the funds, because lets say it as it is – the gemstore alone isn’t good enough, especialy at times of huge content droughts when the comunity itself is also demanding for new content through expansions.
The game uses still way too much totally outdated systems and mechanics of a game design thats still coming from the original release 2012, where all this unbalanced stuff of the current game state didn#t exist at all, where all the tons of trait system changes weren’z part of the game’s balance of many skills and combat system emchanics, which ANet SKILLFULLY totally ignored for over 4 years now to ADAPT to the current state of the game, while alwyys doctorign around only skilsl and traits, but always totalyl ignoring all the other way more important aspects of class balancing, that belong also too to the whole aspect of the combat system, than just only skilsl and traits alone.
The game is already at least 2 years, if not longer, OVERDUE to get its combat system overworked and rebalanced fittign for all the changes that have been done meanwhile to al the skills and traits, but especially to the conditions, while in all of this time NAet has mostly never done at all somethign to Boons to rebalance them fitting to all the condition changes.
Personally right now, i’m just at the opinion, that anet has to fix first alot of thigns for the vanilla game, to create a right balanced environment and foundation for this game, than to rush another expansion after another, which add only more balance chaos to GW2 with each new E-Spec.
The ignored systems need to get fixed finally, otherwise this game will never get anywhere near to be balanced at all, when they keep adding more and more power creep E-Specs.
Health System
Attribute System
Boons & Conditions
Upgrades (Sigils/Runes/Gemstones)
These 4 systems need to get direly redesigned and rebalanced for the whole Elite Specialization System and it was Anets most biggest mistake to not do this before adding too early E-Specs with HoT under the lead of Colin, so it wasn’t surprising for me also as well, that Colin – as responsible head for HoT left Anet then as well under a classical “family” argument, once everybody could saw, that HoT most likely did’t sell itself so well as like hoped by Anet/NCSoft
Now we have practically the “salad” and must see, how we get used to it, until Anet has the ressources and the intention to fix these things eventually, before they add expansion 2 now under the lead of Mo instead, which has hopefully a better vision for this game, than Colin had over the practially last 3 and a half years.
I would say I am bored and disappointed with the lack of variety in builds now. Time gated zerg events leave me playing other games now but I am sure there are others who find them much more palatable.