Mobs difficulty feedback [merged]
I say make ‘em even harder, one wrong dodge and you’re down in one hit. That way the casuals will leave even faster and the game will follow the path of wildstar. That ’ll be “hardcore” ammirite?
I agree 100% with the sarcasm here. The first place you zone into in HoT has a mob that 1 shots anything that isn’t good at dodging to the side. That will make sure the casuals and lesser skilled players will leave very quickly and we will have an empty game.
Contained areas with this strong of a mob such as Silverwastes was with Teragriffs is a better way to have harder content, but not getting jumped in the open world by a mob hiding in a bush while you’re walking into a town and most certainly not in the entrance area of an entire expansion.
~Dr. Seuss
This game in the current iteration is EASY. I promise you if you would read your skills and not just auto attack, it is possible to kill these creatures.
What is the point of playing a game if you’re not challenged at all and everything is an automatic win? How can that be fun to you people?
What gear do you use? I want to save the rare moment that a presumably V/T elitist is trying to teach a lifelong zerker how to play.
I also like the fact that you guys think I can dodge a kill shot from a sniper that spawned behind me.
Always have a wall of reflection around you, and dodge .. if you can’t do that 100%
of the time your simply a bad player and not worthy to enter the new areas even
if you have payed for it.
Thats more or less what i learned today from those worthy players that can have
100% uptime on a moving wall of reflection with every class ^^
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
What gear do you use? I want to save the rare moment that a presumably V/T elitist is trying to teach a lifelong zerker how to play.
I also like the fact that you guys think I can dodge a kill shot from a sniper that spawned behind me.
Always have a wall of reflection around you, and dodge .. if you can’t do that 100%
of the time your simply a bad player and not worthy to enter the new areas even
if you have payed for it.Thats more or less what i learned today from those worthy players that can have
100% uptime on a moving wall of reflection with every class ^^
This is exactly what I thought was happening.
V/T players finally find something that can get their health down to half, name it challenging, and then act like elitists.
I do not consider any monster not named Mordrem Sniper a challenge. The sniper is op for a white. Bump up their health and switch them to silvers.
A 100% uptime for reflection on every class? Are you stupid? Dodge two additional shots that come .6 seconds after the first hit? Again are you stupid? It takes me half a second to register the hit sound.
Edit: If I have to repeat that a sniper spawned from behind me again, I will have to assume that none of you can read.
(edited by clownwolf.3690)
I think wyvern needs to scale more. We just killed him, maybe 30 people, and he just melted way too fast. It has the potential to be epic I think. But at 30 people it was far too easy.
Edit: the trash mobs are fine.
Been playing in the new map for a day and a half now on several different characters, and I have to say: WOW! ANet really did a good job (IMO) with the mobs!
I was using a glass cannon Revenant and while I could kill stuff fairly quickly, I died so many times to glass cannon enemies; cool experience when you’re used to just blowing stuff up with just a skill or 2.
Also tried on a Reaper with mixed Berserker/Knight/Valkyrie gear and had a really nice experience on that; higher base damage, good defense, lower burst.
Also have to say, seeing a group of mobs and going, “Oh gosh, not the raptors!” was really funny to play in. And those crazy ‘shrooms just keep pulling me back in and I’m like, “NOOOOOO!!!!”
Ok, people who say “just dodge” Please remember exactly how many cliffs there are in this particular area. Especially beyond the entry area. Dodging can, in this case, prove to be as fatal as the attack, if not more so, if you fall off a cliff.
Just dodge doesn’t work since it eats up your two dodges to clear a full round of rapid fire. If there’s two snipers, or even if you cannot get close enough to kill that lone sniper, the next rapid fire will kill you.
In sPvP, rapid fire rangers aren’t too strong because you get plenty of places to LoS them. The current map doesn’t feel completely fitting for that.
Some classes don’t have the anti projectile uptime or CC required to clear those mobs correctly. I think zerk thief will have a very hard time in that place for example.
Just dodge doesn’t work since it eats up your two dodges to clear a full round of rapid fire. If there’s two snipers, or even if you cannot get close enough to kill that lone sniper, the next rapid fire will kill you.
In sPvP, rapid fire rangers aren’t too strong because you get plenty of places to LoS them. The current map doesn’t feel completely fitting for that.
Some classes don’t have the anti projectile uptime or CC required to clear those mobs correctly. I think zerk thief will have a very hard time in that place for example.
Seriously this is so wrong, there isn’t a class in the game that doesn’t have knockback or blind or fear or daze or stun. Bohoo you have to change a utility skill or you have it on your weapon.
I wish people would stop calling mechanics that encourage you to think to hard.
The appropriate difficulty for mobs is a more complicated problem than I’ve seen anyone in this thread admit yet. It’s absolutely great if there are hard mobs and challenging content in the game — and how many times have I been on the forums specifically to argue in favour of full-fledged raids?
But not every mob needs to be like that, and Verdant Brink is one of the first maps a new player to the expansion sees. If they’re a returning player who hasn’t played in months, then they’re probably seriously out of form. There’s a time and a place for unforgiving content, and the very first map of an expansion might not be it.
Although, to be fair, I’ve played a little more, sticking to the areas that don’t horribly murder my toaster of a machine, and the mobs I’ve encountered don’t seem to be a problem as long as I pick my fights. I haven’t seen the night version of the map yet, though.
(edited by evilunderling.9265)
I predict that Anet will nerf the mobs. Remember what happened in the betas before the game launched? BWE1 was more difficult, people complained and it became easier with each successive patch until it was way too easy.
Seriously this is so wrong, there isn’t a class in the game that doesn’t have knockback or blind or fear or daze or stun. Bohoo you have to change a utility skill or you have it on your weapon.
I wish people would stop calling mechanics that encourage you to think to hard.
You know blind doesn’t work correctly agaisnt rapid fire attacks right? At best you mitigate one attack in three. And those are rangers. Not every classes have mantra of distraction for easy ranged interrupts :p
Mostly, I tested as a D/D thief and they aren’t too bad since they down so fast. But their rapid fire does 2500 non crit damage per arrows, and this is before they get their might stacks.
I tried dagger storm and it kinda works with a caveat : you can reflect the killer shot, but not the burning ground it creates and it leaves you standing in it after. Still, except for that it works as well as one can expect.
But mostly, the “problem” with those mobs is that they are another boring very high pressure ranged mob. With rapid attack speed. They are the melee Zerk counter people have been asking to be added to the game.
And my zerk gear was expensive to make, I have 0 intention of going back the ascended route to make another. And no intention to fill up my bags with gear swaps just because of a single mob in the new zones :o This isn’t a fun thing at all to do. I’m NOT buying an extension only to have to start farming a new gear set again. If I wanted a “vertical progression” style MMO I’d have more than enough choices
Just dodge doesn’t work since it eats up your two dodges to clear a full round of rapid fire. If there’s two snipers, or even if you cannot get close enough to kill that lone sniper, the next rapid fire will kill you.
In sPvP, rapid fire rangers aren’t too strong because you get plenty of places to LoS them. The current map doesn’t feel completely fitting for that.
Some classes don’t have the anti projectile uptime or CC required to clear those mobs correctly. I think zerk thief will have a very hard time in that place for example.
Seriously this is so wrong, there isn’t a class in the game that doesn’t have knockback or blind or fear or daze or stun. Bohoo you have to change a utility skill or you have it on your weapon.
I wish people would stop calling mechanics that encourage you to think to hard.
Why are you still giving people protips? Early on, you told me that snipers cannot kill zerkers in 1 volley. Do you even know what Mordrem Snipers look like? In fact, do you even know what zerker means?
To be honest, I logged in with my a beta mesmer and immediately kitted it out for chronomancer and I have incorporated it with my existing build and it seems to smush everything. Died only once so far
after playing a few hours of the new story mode w/ a rabid condi shatter chrono and a valk/zerk reaper, i’m loving how these mobs are tuned. attacks are varied in how fast and how hard they hit… same w/ their defenses. sniper is punishing if you screw up or aggro too many…but that’s okay….just means you have to change up skills/traits sometimes or bring some friends.
once we are able to equip ideal gear/rune/sigils, it will make things a bit easier for some classes/builds….so Anet, don’t nerf the harder ones like you did the wolves.
overall really fun….very pleased so far and makes me happy i went ahead an bought the expansion despite some of the poor balancing on some specs.
MARA (EU) Gunnar’s Hold
(edited by Relshdan.6854)
Well, HoT is supposed to be HL content so it’s not a surprise to find a bit of challenge while you walk around.
Also, a large part of players are complaining about how easy and casual this game is, hard mobs is a good way to change that.
A quite decent part of players complain about the brainless zerk meta (and zerg too), this kind of mobs is a good way to change that.
Finaly, it just require a couple of hours to get use to all these mobs and understand how to behave against them quite easely. Just don’t run and aggro everything like in any other map.
As far as I am concern I really hope that mobs are getting stronger and stronger the more we move forward in HoT. HoT is about challenge, devs said it quite a lot and if it can “force” people to interact, play together and make party, it seems to me it’s a regular situation in any MMO in HL area.
Excuse me if this as already been covered since the topics got merged, but does anyone have tips for Vet Smokescales? They seem to be insanely OP. They are hard to disengage, they dodge your attacks and lay down massive damage. I can hang with my mesmer, but my other characters get melted down so fast, and when I run away they just shadow step to me and finish me off.
Excuse me if this as already been covered since the topics got merged, but does anyone have tips for Vet Smokescales? They seem to be insanely OP. They are hard to disengage, they dodge your attacks and lay down massive damage. I can hang with my mesmer, but my other characters get melted down so fast, and when I run away they just shadow step to me and finish me off.
Immoblize or CC and they shut down really quick.
Excuse me if this as already been covered since the topics got merged, but does anyone have tips for Vet Smokescales? They seem to be insanely OP. They are hard to disengage, they dodge your attacks and lay down massive damage. I can hang with my mesmer, but my other characters get melted down so fast, and when I run away they just shadow step to me and finish me off.
Kite them out of their smoke field then they are vulnerable.
The problem I’ve found is not the enemies, but their numbers.
It’s as if each event that is not a group event was scaling for all players in the whole meta event. In those events, even if you are alone and it’s not a group event, too many enemies will spawn.
Why are you still giving people protips? Early on, you told me that snipers cannot kill zerkers in 1 volley. Do you even know what Mordrem Snipers look like? In fact, do you even know what zerker means?
People at first weren’t complaining about the volley but the snipe line, the volley is so beyond easy i wouldn’t think anyone would have a problem with it.
edit: Look i’m not against finetuning, and atm the snipers feel really dangerous compared to the rest of the mobs, especially the melee variant, so why don’t we tone one down while we tune the other to at least do something.
(edited by Fox.3469)
Concerning Smokescale, I feel Anet should reduce the size of their evasive smoke AoE and/or increase it’s cooldown. They put that thing down A LOT, and kiting them out of it isn’t as easy as it sounds on paper. (I’ve found that even when they’re outside of it, they still have evasion). If you’re fighting multiple smokescale (because they’re clustered in groups), sometimes they chain their fields one after another, which makes it even harder to deal with since they all get the evasion even if it’s not their field.
Snipers were super-easy with mesmer (one feedback = dead) but really bad with Reaper as it was hard to fear/interrupt them during first encounter. I guess it can be okay if everything is “die once or twice to figure out what’s going on” but I agree that them jumping out from not quite visible spot (when you exit the tunnel) is very annoying.
No more auto-attack endgame content
I’m just wondering the replayability of the zone- much like Dry Top or the karka island, I’m wondering what will keep players interested in going back there.
I don t mind a challenge but in this beta the mobs are too strong if you are on your own. As a group no problem but solo it spoils the joy being dead every 2 minutes.
For the moment I have found the solution to the problem for me. Playing Engineer makes it easier (its my fave class).
Edit:
…
Well, that was easy. Snipers have decent tells on theit attacks, as do the cavaliers/mini bosses. Once I was on a class I know well, it was a nice little story instance.
(edited by GuzziHero.2467)
I’m just wondering the replayability of the zone- much like Dry Top or the karka island, I’m wondering what will keep players interested in going back there.
Even in the danger of repeating myself from another thread, the introduction of Soutsun Grove was simply glorious, that island was already a win when you entered it for the many, many whines it generated. You had people that could run the whole of AC with closed eyes in the most efficient way, screaming how unfair it is that there are mobs that could not be bursted down, facetanked or controlled easily, or other mobs that actually had a mechanic that would not only generate an AoE, but could also drag you into it. People fell in droves when the Karka Veterans started to roll, you could basically see the stupified amezement in the eyes of them.^^
Today, Southsun is still a good farming ground, the initial reasons many people hated it beside the Karka are long gone with the settler champions disappearing. You have a lot of wood, a guaranteed shell drop from a veteran and ore on a comparatively small spot, and a karka shell is a nice item to sell in the TP. The reason you do not see many people there is probably that it is really unfriendly to zerkers, mobs are plentiful and it is old news from 2012.
Drytop on the other hand is a RNG heavy place with lots of jumping and hard to find ways when you are not experienced in navigating them, so I am not exactly surprised that it has quickly fallen in favor.
Silverwaste will probably stay a favorite for a long time because it shed all the RNG stuff and had an easy to read waypoint and map mechanic system. Kudos to whoever created it, it is so easy to understand that even a total newbie with an average high school diploma should be able to run it smoothly after some days. But even there, people ask for commanders, but that is a different story…^^
No more auto-attack endgame content
At the beginning i found myself dying pretty fast against the mordrem, getting hit for 2k+ per hit, and when i have to survive till dawn, more then 1 can really ruin the experience.
Oh no, the mobs on lvl 80 content hurt. Why not play something other than glass cannon?
Excuse me? I am no glass cannon and I am eaten alive by singles let alone mobs.
This map is confusing and overramped – if we are to believe that single players are never going to be able to get down the the bottom of whatever it is that map is supposed to be, then tens of thousands of players won’t play the map.
I’m in favor of harder mobs. Finally some challenge. Well, at least there would be if they were a bit more difficult.
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.
I’m in favor of harder mobs. Finally some challenge. Well, at least there would be if they were a bit more difficult.
Mobs that instantkill a tank is not challenging, it’s just stupid hard. When a necro in tanky gear loses his shroud lifeforce, his health, his downed status in beneath 2 secs to a trio of snipers, there’s certainly something very wrong with those sniper dmg numbers. Either reduce their spawn numbers or reduce the dmg dealt, so that players are able to better react.
Smokescale need some balancing too; there’s literally no reason for players to engage them, unless you are looking for a challenge, that is… Which bring me to the next point, hard content just for the sake of being hard will wear off its’ novelty relatively fast, especially if the reward is freaking mediocre. What’s point of fighting instantkill / stupid hard mobs if all I’m getting are common drops.
I like the level om combat and the challenge it has to offer, but one thing bugs me a bit. It is how packed the foes are.
I like having a map packed with action. running around to look for it is not fun. But I’ve had several encounters where just a single backwards dodge is enough to attrack a second mob.
Maybe it is an idea to decrease the agro-range significantly when you are in combat. (so if the agrorange is now 100, set it to 20 if you are in combat, meaning you can get very close to another group of mobs without getting the extra agro, the second you killed the group of mobs you where fighting it goes back to 100 and if there are mobs in the 20-100 range you will instantly be in agro again).
Arise, opressed of Tyria!
This thread explain exactly why gw2 fail with Endgame content.
Players complain about how hard mobs are, when it just take a couple of hours to understand how to face them. A tanky necro down in 2s because of 3 snipers? I highly doubt that since I play zerk necro and it never happened to me. But sure it may happened but it’s not surprising for a HL map in any RPG if you’re alone and not “focus”.
They complain about how hard it is to move alone in a HL map of a MASSIVELY MULTIPLAYERS online kitten . You’re not suppose to run like a rabbit in a HL map in any RPG. And tbh after a couple of hours you come back to basics knowledge “go alone and move slowly or join a party” wich is the whole point of a MMO (not being alone).
Players ask for END GAME and HARD CONTENT and that’s what we have. And I seriously hope that Colin’s “Challenging Content” will be a lot more challenging.
(edited by xadine.7069)
This thread explain exactly why gw2 fail with Endgame content.
Players complain about how hard mobs are, when it just take a couple of hours to understand how to face them. OS a tanky necro? I know for sure that you lie since I play zerk necro and I was never OS by any mob. Instant down by a group of mobs, sure it happened but it’s not surprising for a HL map in any RPG if you’re alone and not “focus”.
They complain about how hard it is to move alone in a HL map of a MASSIVELY MULTIPLAYERS online kitten . You’re not suppose to run like a rabbit in a HL map in any RPG. And tbh after a couple of hours you come back to basics knowledge “go alone and move slowly or join a party” wich is the whole point of a MMO (not being alone).Players ask for END GAME and HARD CONTENT and that’s what we have. And I seriously hope that Colin’s “Challenging Content” will be a lot more challenging.
Nah, this thread actually explains that this game is full of hypocrites that claims to like challenging content, yet refuses to try zerkers armor in beta or even in core.
The fact that people think mordrem snipers somehow make the map challenging is so stupid. People seem to ignore the laughable damage that 80% of the monsters on the map including all veterans dinosaurs do.
Non-zerkers here keeps claiming that they have godlike reflexes and that it is SUPER EASY to dodge a sniper rapid shot when they spawn behind you.
They want me to deal less damage to 99% of the HoT mobs just so I don’t get a cheap-shot instant kill from behind. If you call this logic challenging, then there is no helping you.
(edited by clownwolf.3690)
This thread explain exactly why gw2 fail with Endgame content.
Players complain about how hard mobs are, when it just take a couple of hours to understand how to face them. A tanky necro down in 2s because of 3 snipers? I highly doubt that since I play zerk necro and it never happened to me. But sure it may happened but it’s not surprising for a HL map in any RPG if you’re alone and not “focus”.
They complain about how hard it is to move alone in a HL map of a MASSIVELY MULTIPLAYERS online kitten . You’re not suppose to run like a rabbit in a HL map in any RPG. And tbh after a couple of hours you come back to basics knowledge “go alone and move slowly or join a party” wich is the whole point of a MMO (not being alone).Players ask for END GAME and HARD CONTENT and that’s what we have. And I seriously hope that Colin’s “Challenging Content” will be a lot more challenging.
I think you are missing the point. The main complaint here (as i understand it at least) is that the game is moving away from it’s original all inclusive, casual friendly nature. Nobody here says that there’s shouldn’t be challenging content. To the contrary. We all want it. Just not in the trash mobs. On maps where the respawn points are few and away from were you’ll end up dieing. One challenging mob, is fun. 1000 aren’t, especially if you have to travel to get to someplace you need to be. That’s not fun. That’s working in a game, and, some people are already working in real life. They don’t want to spend their 2 hours of playtime per day working in the game too. Simple as that. Challenging content belongs in raids, or even open world bosses were participation is not mandatory. You can choose to go do it, or you may not. But forcing it on everyone, even the folks who just enjoy the story and want to roam around a bit, i feel is wrong and in the long term will hurt the game. People here aren’t asking for something different. You are. The rest are asking for the game to retain its 1 to 80 form. They bought the game, it wasn’t particularly hard or challenging to get to 80. And when they got to 80, the content there wasn’t particularly challenging either. So people are justified to not want the game to be particularly challenging in the jungle as well. They’re asking for consistency of the experience. You change the nature of the experience and you have fewer players logging in. My 2c
This thread explain exactly why gw2 fail with Endgame content.
Players complain about how hard mobs are, when it just take a couple of hours to understand how to face them. A tanky necro down in 2s because of 3 snipers? I highly doubt that since I play zerk necro and it never happened to me. But sure it may happened but it’s not surprising for a HL map in any RPG if you’re alone and not “focus”.
They complain about how hard it is to move alone in a HL map of a MASSIVELY MULTIPLAYERS online kitten . You’re not suppose to run like a rabbit in a HL map in any RPG. And tbh after a couple of hours you come back to basics knowledge “go alone and move slowly or join a party” wich is the whole point of a MMO (not being alone).Players ask for END GAME and HARD CONTENT and that’s what we have. And I seriously hope that Colin’s “Challenging Content” will be a lot more challenging.
I think you are missing the point. The main complaint here (as i understand it at least) is that the game is moving away from it’s original all inclusive, casual friendly nature. Nobody here says that there’s shouldn’t be challenging content. To the contrary. We all want it. Just not in the trash mobs. On maps where the respawn points are few and away from were you’ll end up dieing. One challenging mob, is fun. 1000 aren’t, especially if you have to travel to get to someplace you need to be. That’s not fun. That’s working in a game, and, some people are already working in real life. They don’t want to spend their 2 hours of playtime per day working in the game too. Simple as that. Challenging content belongs in raids, or even open world bosses were participation is not mandatory. You can choose to go do it, or you may not. But forcing it on everyone, even the folks who just enjoy the story and want to roam around a bit, i feel is wrong and in the long term will hurt the game. People here aren’t asking for something different. You are. The rest are asking for the game to retain its 1 to 80 form. They bought the game, it wasn’t particularly hard or challenging to get to 80. And when they got to 80, the content there wasn’t particularly challenging either. So people are justified to not want the game to be particularly challenging in the jungle as well. They’re asking for consistency of the experience. You change the nature of the experience and you have fewer players logging in. My 2c
mhm, the reason i bought Gw2 3 years ago, was it was meant for casual play, and colin specifically said the challenging content wasn’t announced yet, so i’m at a loss as to why “some” of the mobs on virdank brink/Living story are typically challenging. I don’t mind raids/events being hard, i will be doing them with my guild/others, because that’s what its designed for. But i don’t want to be forced to roam around the map with a group, and die in 2-5 seconds at every turn, no matter what i wear or what profession i chose.
Nobody here says that there’s shouldn’t be challenging content. To the contrary. We all want it. Just not in the trash mobs.
^This. Else Southsun Cove would be the zone with the most players.
ANet did the same error there already .. people were crying for more challenge
and they gave us SC with harder trash mobs, something that nobody really
wanted and after a short time that island was a wasteland since it was even
a nightmare to explore it alone.
Now add to that a map that is even harder to navigate ..
Best MMOs are the ones that never make it. Therefore Stargate Online wins.
So, I decided to try out that new map. And after 10 minutes I decided I will probably never set foot in it again, even after release.
I don’t care for a map where I’m dead before I even know what hit me.
Mobs difficulty feedback [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Just a flesh wound.3589
I’m going to chime in with the trash mobs are too hard group.
There needs to be times of challenge and times of decreased challenge. When roaming through the map, if it’s a struggle to advance at all then eventually people will stop roaming. Roaming should be a bit harder than the vanilla maps but not so hard that one average player can’t get through a new map. New players to an older HoT map will be disadvantaged as the groups of people the first wave teamed up with to travel have the waypoints and are jumping to where they want to go. The new people will be trying to solo fight their way through hard trash mobs to get to the fun stuff.
It’s also tiring to constantly be fighting hard trash mobs all the way to where you want to go all the time you are there. This means people will get their HoT playtime over with faster and leave, either to log out or go somewhere easier for a change of pace.
ANet may give it to you.
So in your opinion, more people would go to Southsun if the Karka Veterans were the usual garbage push over a veteran from another card is and did not drop the guaranteed shell, gifting you endless hours of tiring grind with a very minor chance to drop the stuff you want like in Orr or Frostgorge? I think Anet knew what they were trying with this approach, it´s really not their fault people did not like it.
Edit: These areas even exist on Southsun with the young Karka, right at the beach.^^
(edited by Torolan.5816)
Always look on the light side of life…
This high density of annoying mobs placed in choke points may open a new job opportunity for mesmers and now, thieves. " Sell invisibility from point A to point B, 2c. The train leaves in two minutes , all aboard"
Um, where are the people that were complaining about the current content being faceroll? Now that you have an actual challenge you all no right to complain. In any case, this encourages parties or even loose wanders to stick together. The people complaining now they can’t solo a mists stepping Dino without getting their kitten bashed in.
The
Mobs difficulty feedback [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Just a flesh wound.3589
So in your opinion, more people would go to Southsun if the Karka Veterans were the usual garbage push over a veteran from another card is and did not drop the guaranteed shell, gifting you endless hours of tiring grind with a very minor chance to drop the stuff you want like in Orr or Frostgorge? I think Anet knew what they were trying with this approach, it´s really not their fault people did not like it.
Edit: These areas even exist on Southsun with the young Karka, right at the beach.^^
No. There is very little to do in Southsun. It has the capture the forts. The event where you gather stuff for the asura. The event where you gather Karka eggs. The event where you go into a cave and set bombs. A couple of jumping puzzles. The Karka Queen. A couple of guild events. And that’s about it. The rest of what to do there is farming.
Southsun flaw is not hard mobs but lack of anything to do for decent rewards, as you can tell by comparing it to the Silverwastes which also has hard mobs but plenty to do and good rewards.
ANet may give it to you.
First: Developers and designer of Gw2. This is an amazing improvement. HoT has the AI in the mobs that is what we look for. I dislike when in a map simply drop mobs with deeper HP pool to make it end game.
The HoT mobs actually use their abilities to be changeling, When you see how two mordrem wolfs disperse to attack you from both sides instead of stacking like they do in SilverWastes is very nice.
Now I don’t understand this complains. Seriously i main a ranger ut i’ve been playing with a reaper and a DH. Classes i don’t really know well but i didn’t have any trouble with the game.
Actually i find the trash mobs even easy. I don’t see real difficulty in the snipers and i roam alone.
Did i die? sure, but that happens when i roam mindlessly around not being aware of the environment.
For the rest of the complains you can read in the thread i have something to say:
- For the ones that think the first map shouldn’t be hard this is an 80+ level map.. Levels 0-15 are the easy ones, i expect this ones to be really hard.
- For the ones that state this is a casual game The players that began years ago playing it casual now are hardcore. the same that in some time the actual casuals will be. they need maps adequate for they level to ensure longevity, something that other MMOs failed to provide.
- for the ones that claim those maps will be empty i can ensure you that won’t happen. sure the zerker that only do chest-farm won’t be happy at first. But eventually they’ll come around because although the map is difficult is not really that difficult.
(edited by anduriell.6280)
Always look on the light side of life…
This high density of annoying mobs placed in choke points may open a new job opportunity for mesmers and now, thieves. " Sell invisibility from point A to point B, 2c. The train leaves in two minutes , all aboard"
Lol’d! XD Gun make it rainn! rofl
No. There is very little to do in Southsun. It has the capture the forts. The event where you gather stuff for the asura. The event where you gather Karka eggs. The event where you go into a cave and set bombs. A couple of jumping puzzles. The Karka Queen. A couple of guild events. And that’s about it. The rest of what to do there is farming.
Southsun flaw is not hard mobs but lack of anything to do for decent rewards, as you can tell by comparing it to the Silverwastes which also has hard mobs but plenty to do and good rewards.
In that light, Southsun looks indeed a little like the prototype of SW. It lacks the chests, the champions and a boss that is doable more than once a day for profit. Combine that with the ability of the Karka to force players to fight in unfavorable conditions for damage dealers, then you probably know why Soutsun wasn´t a success but SW is.
I think you are missing the point. The main complaint here (as i understand it at least) is that the game is moving away from it’s original all inclusive, casual friendly nature. Nobody here says that there’s shouldn’t be challenging content. To the contrary. We all want it. Just not in the trash mobs. On maps where the respawn points are few and away from were you’ll end up dieing. One challenging mob, is fun. 1000 aren’t, especially if you have to travel to get to someplace you need to be. That’s not fun. That’s working in a game, and, some people are already working in real life. They don’t want to spend their 2 hours of playtime per day working in the game too. Simple as that. Challenging content belongs in raids, or even open world bosses were participation is not mandatory. You can choose to go do it, or you may not. But forcing it on everyone, even the folks who just enjoy the story and want to roam around a bit, i feel is wrong and in the long term will hurt the game.
This!
For now it’s hard to move around…just to move around sometimes because there’s tons of mobs, too much of them in my way usually. I don’t have the time to explore, to enjoy the game, I have to fight like 5 mobs just to move a few meters ahead.
There’s too many mobs on the map, that is my problem. Not the difficulty, but the amount of them. Also If I have 2 hours of playtime after work why I must sit and wait for the game’s ‘nighttime’ to end in my already limited play time just to have less mobs and even not less enough!
This is the first map of the area where returning players ( like me) and also new players will be introduced with the new content. Why swarm it with the mobs that much?
I get it, it’s nice not to zerk through but to actually learn the mobs but how can I learn when these mobs roam around sometimes in groups and sometimes so close to each other that in order not to fall from this vertical map or avoid an aoe you might roll/evade into another mob(s) and just get killed? Or to chose to run away with not learning anything?
In another game I had this problem when they introduced the content meant more for groups. And that was the only new content if you wanted to move forward.They got like 3-4 tough mobs together in the area and if you could fight one of them more or less easy then all three of them could kill you.
I am more of a solitary player because i play when I can and I usually cannot afford to wait for a group or to set the times right to go together with people. If this content because of the amount of the mobs packed in one place will keep me from playing it I will simply walk away.
I come to play, to rest from work, to have fun and to have some challenge, yes, but choice challenge.
Mobs difficulty feedback [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Just a flesh wound.3589
No. There is very little to do in Southsun. It has the capture the forts. The event where you gather stuff for the asura. The event where you gather Karka eggs. The event where you go into a cave and set bombs. A couple of jumping puzzles. The Karka Queen. A couple of guild events. And that’s about it. The rest of what to do there is farming.
Southsun flaw is not hard mobs but lack of anything to do for decent rewards, as you can tell by comparing it to the Silverwastes which also has hard mobs but plenty to do and good rewards.
In that light, Southsun looks indeed a little like the prototype of SW. It lacks the chests, the champions and a boss that is doable more than once a day for profit. Combine that with the ability of the Karka to force players to fight in unfavorable conditions for damage dealers, then you probably know why Soutsun wasn´t a success but SW is.
Indeed. I don’t find the mobs that difficult. The problem with that area is that the Karka Queen is the only worthwhile event so the map is avoided by all but farmers until it starts. If they beefed up the map rewards in some way so that capturing the forts and holding them was worth doing, more people would be playing there.
ANet may give it to you.