Feedback:User/Aquadrizzt/Rescue rebalance

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There is no point in dancing around it; the quest Rescue at Minister Cho's Estate (Hard mode) is practically impossible. Very few people have completed it, and even those that do acknowledge its high dependency on luck. The following are several suggestions for ways in which this could be improved.

Problems[edit]

To get an idea of how to target the problems (or the causes thereof) with the quest, one must acknowledge what the actual problems are

Party size
4 party members (usually 1 player, 3 heroes) in hard mode Guild Wars Beyond.
Foe group size
The afflicted come in groups of 5, and the animals come in groups of 6 - 8.
Peasant durability
When you get within a certain range of a peasant, they become an ally. The moment they become an ally, all foes within aggro range (several groups of animals for the first peasant, one or two groups of afflicted for the second and third) bear down upon them. To save them, you have to drop everything and run to them and hope that your healer can get there fast enough. Often, if you save the peasant, you lose one or two (if not more) of your party members.

On top of all that, the effects of hard mode (increased attributes, casting/attack/movement speed, health, and energy) make all foes significantly stronger than players, especially when the builds the foes are running are meta builds.

Solutions[edit]

These suggestions are generally written as standalone, but some combination of them could also work.

Party Size[edit]

Map In[edit]

Suggestion
Allow the players to map in from an outpost that allows party sizes of 6 (or 8).
Reason
Giving players the ability to operate with a six-, or even eight-, man team allows for better significantly better party construction than 4-man.

Call In Back-up[edit]

Suggestion
Similar to the Ebon Falcon allies in War in Kryta, have one or two additional random ministry officials (with unique builds or unique skills) spawn upon entrance.
Reason
The extra allies provided would alleviate some of the imbalance between the power levels of the party and the foes encountered.

Foe Group Size[edit]

Simply Reduce[edit]

Suggestion
Reduce the groups of afflicted to 3 or 4 foes, and the groups of animals to 4 or 5.
Reason
Four level 20 party members, no matter how good, are very unlikely to be able to deal with groups of 5 AI-controlled level 28 foes who utilize meta bars perfectly.

Peasant Durability[edit]

Three's a Crowd...[edit]

Suggestion
Instead of attempting to rescue one peasant at a time, replace each peasant with a balanced group of 3 to 5 peasants using the following bars. For the group to count as saved, at least one peasant in each group much be alive when the designated area is cleared.
Reason
These bars add a much needed level of durability to the peasants, while not adding too much power. This added durability will hopefully give the party ample time to rush and save them, but will not swing the fight too much in the party's favor.

Crouching Afflicted: Hidden Peasant[edit]

Suggestion
Instead of the peasants becoming allies once a party member enters a certain range, have an object named "Hidden Peasant'" (much akin to a Buried Treasure), that party members can interact with. Upon interacting with it, the peasant "comes out of hiding" and becomes an ally. At this point, a group of foes rush to the location of the peasant, and the party must defeat them without the peasant dying. If the party succeeds, then the peasant is considered "rescued" and the party no longer has to worry about them.
Reason
This idea eliminates the need to rush to save the peasant entirely, thus allowing to have the players help the peasant (and deal with the corresponding mob) when they are ready.