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Annoying Orr mobs - What's the point?


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#1 The Shadow

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Posted 02 May 2013 - 05:55 AM

I'm working on a 2nd Incinerator. I decided that doing all the skill challenges in the world would be a pretty fast way to get the Bloodstone shard. Done the whole map tonight except for Malchor's leap and beyond.

In doing this I remembered a query I had when I entered Orr for the very first time:

What's the point in having it so densely populated by annoying mobs who enjoy pushing/ pulling/ freezing/ confusing and whatever else, not to mention; ridden with events no one wants to complete? I mean; really, what's the point? :P No other map is nearly this annoying.

Are they meant to be "challenging"? Or are they just meant to annoy you and waste a bit more time? Is this Anet's solution to "time-sink"? Is this "dynamic"?

I mean if the intention was to make them difficult, why not actually make them difficult? Otherwise why not just make them slightly less annoying, allowing you to get on with your outing in Orr without having to be a perpetual rag-doll?

Orr isn't interesting, Orr isn't fun, Orr isn't challenging. All it does is waste your time and in my case; constantly shout "piss off!".

So I guess I'm just curious ;

What do you think of Orr?
Is it fun? or just a place to waste time/ make gold/ karma?
Why does it have to be as lackluster as it is now?

Edited by The Shadow, 02 May 2013 - 05:57 AM.


#2 Soki

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Posted 02 May 2013 - 06:17 AM

Whenever I go through Orr, I think the exact same thing as you.
ANet's idea of challenge is "lol more mobs, more challenge!"

#3 Lasareth

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Posted 02 May 2013 - 06:37 AM

I agree that regarding threat level, Orr enemies register as minor inconveniences at worst. In fact there is a disproportionate amount of enemies in this game that enjoys pushing, pulling, and slowing you for no other reason than to be annoying. But these are the same developers that make world event bosses 5 minute autoattack-fests.

#4 Killyox

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Posted 02 May 2013 - 06:42 AM

Orr isn't half as bad as it used to be before. Remember soloing all orr maps on my engie before any nerfs to it :> THAT! was annoying. Less WPs that were always up. more mobs and more annoying skills :>

Now it's ok.

#5 Baron von Scrufflebutt

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Posted 02 May 2013 - 07:01 AM

View PostThe Shadow, on 02 May 2013 - 05:55 AM, said:

... a perpetual rag-doll?

Their hard-on for fear and knock-backs is one of the worst things to come out of GW2. And it's not just in the effect that these actions have on the player (the loss of control for multiple seconds), the problem is also how this forces the players to build their character: due to the pre-set weapon-skill bars, utility slots are the only slots where players can bring in some flavour into the game and now players need to fill these slots with skills with specific effects (stunbreaker, reflect, stability, ...). And since only a few utilities do that, you are basically down to pre-set utility bars also.
As a player that mostly takes on casual content in both GW1 and GW2, build wars in GW2 is probably more pronounced than I ever remember it from GW1.

#6 pap1965

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Posted 02 May 2013 - 07:02 AM

i  must be strange  because i love orr its  more challenging than other areas  due  to  more mobs :) but its  so much easier than when game started  . at least in orr u gotta be on guard  unlike  most   other areas . must admit cursed shore is  my fav  area and malchors leap least fav .

#7 MazingerZ

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Posted 02 May 2013 - 04:20 PM

View PostSoki, on 02 May 2013 - 06:17 AM, said:

Whenever I go through Orr, I think the exact same thing as you.
ANet's idea of challenge is "lol more mobs, more challenge!"

With more HP.  IIRC, the Orr mobs always felt like they hit harder and had more HP than FGS mobs.
It's okay to enjoy crap if you're willing to admit it's crap.
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#8 The_Kaizz

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Posted 02 May 2013 - 04:35 PM

I purposely did Orr map completion first. I can't stand being there, it's so aggravating. I only go back to Orr when Balth is open (which is almost never on Yaks lol). Other than a few other temples, doing events in Orr is just... frustrating. I literally loathe Orr, I'm so glad it was originally destroyed.

#9 Archon_Wing

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Posted 02 May 2013 - 08:27 PM

There are certain areas, such as around Anchorage that are absolutely stupid in mob concentrations and risen nobles are also pretty stupid. I usually stick around the camps area, though actually southern Cursed Shore is a pretty good place.

I do like most of the events though. AoE spam is great. Unless it's stupid ones like the escort Warmaster Chan which is impossible to do alone.

The Straits of Devastation central chain is one I like a lot --> Balthazar is fun too. The trip to the temple is unforgiving but I think the challenge is about right.

Malchor's Leap as a zone is awful. It contains all the disasters suggested in the OP. Add in annoying terrain, an ugly landscape, and some of the worst mobs/events in the game and you have a place that I will never visit again except to run past it on new characters.

#10 Draino

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Posted 02 May 2013 - 08:43 PM

View PostSoki, on 02 May 2013 - 06:17 AM, said:

ANet's idea of challenge is "lol more mobs, more challenge!"

This: precisely. "Needs to be harder? Add more rats!"

#11 ShezuTsukai

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Posted 02 May 2013 - 09:21 PM

The next living story needs to start evolving Orr. New mobs should be moving in to replace the millions of undead that have been slain and reslain countless times.

Orr maybe the only maps you can't get more than two or three mob types towards dailies.

#12 Just Horus

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Posted 02 May 2013 - 09:56 PM

View PostShezuTsukai, on 02 May 2013 - 09:21 PM, said:

The next living story needs to start evolving Orr. New mobs should be moving in to replace the millions of undead that have been slain and reslain countless times.

The issue with this is that it would break immersion for anyone who has yet to complete their Personal Story.

#13 FoxBat

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Posted 02 May 2013 - 10:09 PM

The idea behind excessive CC is probably something like teaching players to dodge/block/blind/condi remove without sending them back to a waypoint every time they screw up. Avoiding the CC becomes part of your DPS instead of a useless reduction of it, in spite of the fact that the mobs aren't actually threatening. Whether annoyance that doesn't lead to death actually motivates players to do so is another question.

Orr gets vastly easier with a buddy around, trying to force co-op was likely also part of the idea, only helps when the zone isn't dead though.

Edited by FoxBat, 02 May 2013 - 10:10 PM.


#14 Featherman

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Posted 02 May 2013 - 10:25 PM

It would be better if the challenge in avoiding those attacks is fair, as in you're actually able to see them and have sufficient time to react. The one thing keeping me from finishing Cursed Shore is the mere thought of having to deal with random chaos storms, perma-crippling and the like. Terrible design.

To answer OPs questions, I believe most players are farming Queensdale for karma nowadays rather than Cursed Shore. It's far less profitable than Orr, but it's much more relaxed. That should say something about how fun and rewarding the experience in Orr is.

Edited by Featherman, 02 May 2013 - 10:36 PM.


#15 matsif

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Posted 02 May 2013 - 10:30 PM

their aggro distance is way too long, otherwise I don't find them that bad.  used to be a lot worse when putrifiers could pull you instead of just immobilize you.

#16 Mournblade

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Posted 02 May 2013 - 11:53 PM

I think the level of difficulty is fine... it can be fun to try to sneak around large mobs, climb over, etc. but what is lacking is a suitable reason to come back after you've explored it once or twice.

I would LOVE to see an evolving Orr like Shezu mentioned. I wish there was a way to let us make a difference in the world without ruining the game for those that come after us... That personal story really shoots us in the foot in that regard.

#17 draxynnic

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Posted 03 May 2013 - 12:03 AM

View PostFoxBat, on 02 May 2013 - 10:09 PM, said:

The idea behind excessive CC is probably something like teaching players to dodge/block/blind/condi remove without sending them back to a waypoint every time they screw up. Avoiding the CC becomes part of your DPS instead of a useless reduction of it, in spite of the fact that the mobs aren't actually threatening. Whether annoyance that doesn't lead to death actually motivates players to do so is another question.

Orr gets vastly easier with a buddy around, trying to force co-op was likely also part of the idea, only helps when the zone isn't dead though.
The problem is that when you come across a critical mass of the really heavy CC mobs (such as spectral weapons) they can chain-stun you to death. Having a stunbreaker doesn't help, because they'll just stun you again after you've used it - such fights become Stability or Go Home. And not every profession has access to stability...

I actually like Orr, but it certainly has its flaws.
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#18 chuckles79

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Posted 03 May 2013 - 12:12 AM

Sigil of Superior Undead Slaying...what difficulty were you complaining about again?

#19 The Shadow

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Posted 03 May 2013 - 12:25 AM

View Postchuckles79, on 03 May 2013 - 12:12 AM, said:

Sigil of Superior Undead Slaying...what difficulty were you complaining about again?

I don't recall anyone complaining about the difficulty of mobs in Orr?

Also I don't see how your suggestion helps at all. Did you kill every mob in sight when you did map completion (or still doing map completion because you never skip trash)?

View PostFoxBat, on 02 May 2013 - 10:09 PM, said:

The idea behind excessive CC is probably something like teaching players to dodge/block/blind/condi remove without sending them back to a waypoint every time they screw up. Avoiding the CC becomes part of your DPS instead of a useless reduction of it, in spite of the fact that the mobs aren't actually threatening. Whether annoyance that doesn't lead to death actually motivates players to do so is another question.

Orr gets vastly easier with a buddy around, trying to force co-op was likely also part of the idea, only helps when the zone isn't dead though.

I don't think this can possibly be the reason. I imagine 'most' players would have learnt or at least be in the process of learning how to efficiently dodge/ block/ blind/ condi before ever entering Orr. Otherwise it seems highly unlikely in my mind that they'd actually be able to run to Orr in the first place.

I also don't see how it promotes co-op as the only 'co-op' events in the the area that are ever completed/ attempted are the Temple chains and I certainly don't see those events as encouraging or necessiating any level of actual co-operation/ communication.

Edited by The Shadow, 03 May 2013 - 12:49 AM.


#20 Bloggi

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Posted 03 May 2013 - 02:22 AM

Dangerous champs sitting on skill points, or PITA mini chaos storms from nearby temples that prevent undisturbed channeling for the said skill points. Those are brilliantly annoying ideas.

#21 Pyrea

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Posted 03 May 2013 - 10:52 AM

View PostBloggi, on 03 May 2013 - 02:22 AM, said:

Dangerous champs sitting on skill points, or PITA mini chaos storms from nearby temples that prevent undisturbed channeling for the said skill points. Those are brilliantly annoying ideas.

These are my favourite annoyances ^ ^

#22 The Shadow

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Posted 03 May 2013 - 12:32 PM

View PostBloggi, on 03 May 2013 - 02:22 AM, said:

Dangerous champs sitting on skill points, or PITA mini chaos storms from nearby temples that prevent undisturbed channeling for the said skill points. Those are brilliantly annoying ideas.

Brilliant?

What about spy kits? or indeed ihouse?

It's not as though these things are actually challenging :P

#23 ShezuTsukai

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Posted 03 May 2013 - 01:09 PM

Stealth/ihouse can not stop the storm from interrupting the skill point channelling. Those are very annoying trying to get the timing just right.

#24 atreoo

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Posted 03 May 2013 - 01:11 PM

View PostThe_Kaizz, on 02 May 2013 - 04:35 PM, said:

I purposely did Orr map completion first. I can't stand being there, it's so aggravating. I only go back to Orr when Balth is open (which is almost never on Yaks lol). Other than a few other temples, doing events in Orr is just... frustrating. I literally loathe Orr, I'm so glad it was originally destroyed.
Im not sure when you play but [MIST] opens it every night. You are more than welcome to join in with us.

#25 Xunlai Agent

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Posted 03 May 2013 - 01:31 PM

If you're having problems in Orr I feel bad for you son, Guild Wars 2 has got 99 problems but Orr ain't one...

#26 heatrr

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Posted 03 May 2013 - 01:51 PM

View PostThe Shadow, on 03 May 2013 - 12:25 AM, said:

I don't recall anyone complaining about the difficulty of mobs in Orr?

Also I don't see how your suggestion helps at all. Did you kill every mob in sight when you did map completion (or still doing map completion because you never skip trash)?

Hardly ever skipped trash and have three toons with 100% map completion. People will simply bitch about anything, eh, your point again was?

#27 turbo234

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Posted 03 May 2013 - 02:05 PM

View PostShezuTsukai, on 02 May 2013 - 09:21 PM, said:

The next living story needs to start evolving Orr. New mobs should be moving in to replace the millions of undead that have been slain and reslain countless times.

Orr maybe the only maps you can't get more than two or three mob types towards dailies.

This is the kind of thing living stories should do. The only thing is, what about the people that do the storyline after this would happen? It would kinda take away from that.

#28 Bonana

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Posted 03 May 2013 - 02:06 PM

If you're complaining about mobs in orr, then I've got bad news for you~

However, I find crowd  control in orr really annoying...

#29 Soki

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Posted 03 May 2013 - 02:08 PM

View Postturbo234, on 03 May 2013 - 02:05 PM, said:

This is the kind of thing living stories should do. The only thing is, what about the people that do the storyline after this would happen? It would kinda take away from that.
"Spot of recollection" near relevant spot to the story in the world.
When you interact with it, it warns you that you and your group will be moved to an instanced portion of the zone.

You do the event.
You can do this multiple times at one spot to progress through each part of the event's progression, in the tiers it came out in.

When you finish, you get a reward applicable to the type of event you just completed - and can repeat it if it was repeatable when it came out for chances at more rewards - or, if you couldn't repeat it when it came out, you can repeat it here for funsies.


But no. That would be something really cool, and wouldn't force people to all come back to GW2 in a narrow time frame to be good little gem-buyers when ANet needs them.


View PostBonana, on 03 May 2013 - 02:06 PM, said:

If you're complaining about mobs in orr, then I've got bad news for you~

However, I find crowd  control in orr really annoying...
That's exactly what the OP said.

Edited by Soki, 03 May 2013 - 02:09 PM.


#30 ShezuTsukai

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Posted 03 May 2013 - 02:55 PM

The personal story does not cover even half of Orr. Why not start adapting the parts that personal story doesn't cover?




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