Showing Posts For Twoknights.3596:
If a content/area/zone/mob/whatever is too hard, skip it and just do other stuff. Put it in your to-do list. Once you outlevel the content, it’s easy.
p.s. insta-respawn is FTW! Endless farming till you drop!
There are various techniques for making content “hard”. Some are legitimate. Instant respawning is not, for the reasons I gave above.
Furthermore, content should be playable at level & should not require returning with a max level fully geared character.
I’m not buying the idea that the fast/instant respawns are an accident. Because they are never located in random locations but always near to a vista or skill point, in every zone I visited so far.
Even 30-60 seconds is too quick if mob density is such that mobs are respawning on top of you when you are combatting the next mob/s.
Instant respawns are my pet hate in GW2. There is never a good reason for instant respawns -
They are immersion breaking. Instant respawn mobs are effectively undefeatable and immortal. They break the accepted rationale for respawns, that mobs wander in from somewhere else – instead we have an infinite supply of mobs at one place or another. Where is the source for this infinite supply?
They cheat the character of his/her natural right to hold and own an area, for a limited time, after defeating the mobs there. Especially so for solo players who can’t rely on fellow players to engage respawning mobs while they interact with vistas or skill points.
I’ve bugged several instant respawns and seen none of them fixed. Clearly Anet is not in a hurry to fix them.
The game has its flaws (open world instant respawns are my #1 hate) but the writer misses nearly all of them. I can only agree with the story bullet-point.
The area-flow bullet-point is completely off the mark. I am happy that we can wander more or less freely within zones and across the world, without being channelled down corridors (hello Aion) or led by the nose with fed-ex quests (hello LOTRO).
(edited by Twoknights.3596)
These presents are a fail – they sit untouched on the landscape and rarely get opened. The mobs they spawned should have been made soloable and by all classes. Just what is there in this festival for solo players?
Instant respawns are just about the cheapest tactic a zone developer can use to artificially inflate difficulty. When I defeat every mob in an area, it is mine & should stay that way until mobs begin filtering back after a reasonable time. A-net’s flagrant abuse of instant respawns shows contempt for the players, laziness and not a little vindictiveness.
This vista is grossly overpowered for its location in a mid level zone (which is usually empty off-peak). It’s a design failure if it can’t be solved on the spot without recourse to an offline video or a perfectly built character. That there is nothing remotely as difficult in similar zones (Bloodtide Coast and Blazeridge Steppes) confirms that this vista is a design blunder.
Sadistic is the only word to describe this place. Clearly no effort has been made to balance this area (and the Vista particularly) for the solo player. The dredge mining suits are a joke. Needs to be thoroughly redesigned.
For what it’s worth, I’m against introduction of Ascended Gear and a gear treadmill – this is fundamentally opposed to the game design as the developers described it, before we shelled out our hard-earned to buy the box. Why does every single developer insist on following this route, when it has worked well for only WOW?