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Aeris130

Member Since 01 Oct 2010
Offline Last Active Mar 26 2013 11:52 AM

Posts I've Made

In Topic: Gave up on Legendary weapon.

17 March 2013 - 11:09 PM

This topic is funny since I started with 4G late november when I set out to get a legendary. I learned to play the TP during december, and pvp'd on the TP like crazy during jan/feb. Got my Juggernaut today, having bought every purchasable piece of it, and with ~300G left to spare. Shoutouts to all the poverty monsters.

In Topic: What would you change/add to Zhaitan's battle?

17 February 2013 - 02:10 AM

Skip the whole dungeon straight to the fight. Trahearne suggests beating Zhaitan using a 15 minute long turret sequence and gets thrown off the ship as punishment.

DE&C:o rams the ship into Zhaitans torso, plunging him onto the pillar. After that the party ascends his body JP-style as he bleeds champions and exotics out of every orifice. Finishes at the top with a series of fights against hs mouth-snakes or whatever to buy time as the rest of the fleet charges their lasers. Everyone gets a legendary and credits roll.

In Topic: Story Line quests are unbelievably hard.

25 August 2012 - 11:23 PM

View PostLeandra, on 25 August 2012 - 10:07 PM, said:

I don't think it's a learn-to-play issue.  I had the same issue also, doing a level 11 Norn story quest.  I was level 15 because I'd been doing a lot of events and exploring, so it bumped me back to down to 11 for the story quest, but it was just insane.  I think it was the first quest in the lost heirloom storyline.  A dozen imps spawned, and killed all three of my companions within 30 seconds, and I couldn't even pick them off one by one because somehow they all knew where to find me, so I ended up with 5 or 6 on me at once, even if I respawned halfway across the map.  After dying quite a few times, and killing a wave of ice elementals, a veteran imp who summoned minions showed up, and it could kill Eir, Garm, and the other NPC helper in a few hits.  I want to believe the quest was bugged or something, because I'm not sure how one is supposed to reasonably do it.  I'm pretty good with my engineer; it was the first time I'd died all game.

Nope, it's l2p. I got my butt handed to me 3 times before I had to sit down and figure out wtf you're supposed to do as a Guardian on that quest. Dying isn't really an option, since all your allies are picked off before you make it back, so trying to cheese the encounter with respawns won't work.

I switched to my longsword since that's the only weapon that could possibly mow down the closest group of imps as soon as they spawn (before the damage starts kicking in), with wall of deflection to prevent the other groups from shooting at me in order to make me not-2-shot. Popped my heal fairly early as I rushed the 2nd group, then switched over to shield in order to knock back the 3rd and give myself a little time to heal again. By now all my allies were all downed, but it didn't really matter since there was just two more group of imps left, which I barely killed using the longsword again before my HP ran out. Managed to never aggro the veteran.

Afterwards I went "man, they can't really expect me to do all that just to beat these fkn mobs, can they?". But I really did beat them. It was hard, and I was close to dying, but I still beat them, so it was pretty fun after all.

In Topic: Level Cap Increase In Expansions

07 October 2011 - 10:06 PM

Not having played high-end gw1 content, I can't comment on that. But having your playerbase become better during the games lifespan is probably unavoidable (look at wow's first raids, mechanically a joke compared to todays raids). But that's nothing that additional levels can solve.

ogion said:

I don't understand this. Every zone is designed for characters of appropriate level. Why would you say content for 1-79 is the same but it is different from 80 onwards? *confused*

Content during level 1 to 79 becomes "outdated" as you level/gear up to the point where you can breeze through it (the same way that old max-cap content gets outdated when the cap rises). Level 80 is the only place where this can never happen (during the span of the first game), and is where the most challenging content should be placed.

In Topic: Level Cap Increase In Expansions

07 October 2011 - 09:55 PM

Mordakai said:

Why have 80 levels in the first place?

It's the same philosophy, just carried to the expansions.

No, the content from 1->79 is the same. I don't like it, but that's how it is.

The content at level 80, however, will be designed for characters that are level 80. And this particular level if special in the sense that every character that reaches it does not gain any more levels after it (long-time players will also spend most of their time here). The content, and its difficulty, reflects it.

Mordakai said:

(To be clear, I totally agree it's unnecessary. But I don't see any harm in it, as long as the flat leveling curve continues, and sidekicking is still enabled.)

I think the reason is pretty obvious: This will sell more copies. (I'm sure a big complaint about the first Guild Wars was the low-level cap. It was a double-edged sword, some people hated it, some people loved it.)

I will say this though: Increasing levels honestly is 100 times better than doing it through grinding skill ranks or grinding rare item stats.

If you're going to increase power in an expansion (and I have yet to see a game that doesn't increase power over time in some way), this is probably the best way to do it.

But yeah, big(ger) numbers and filling bars keep people playing, I have yet to see an mmo thrive on gameplay alone.