Feedback talk:User/Erasculio/Improving elite areas
General[edit]
It seems to me "elite area" is just a euphemism for "farming area". The difficulty is high, and drop rates are low. Trying to create balance in areas that are practically designed to be farmed isn't easy. The Shadow Form nerf is a given. As far as consumables, they should be allowed in NM, but not in HM. The reason being that NM difficulty in the UW, for example, is still extremely hard. This forces gimmick builds to be developed and is where all the balance issues start. Challenges are fun, but excessive difficulty should be left to HM and that's why I'm not for getting rid of it. Make NM for the elite areas more "normal"-like (while adjusting for drops), and leave the balancing for hard mode. Xiaquin 00:21, 22 November 2009 (UTC)
- I don't think turning an elite area into something thats not elite is an improvement. Also, it doesn't matter what you change the name to, players of the game are still going to know the nature of those areas, unless you change the nature of the areas, which, of course, would be completely wrong. The elite areas offer further challenges to players past the challenges of the standard PvE play. Taking that away would completely ruin the game for many players. If you're sick of people lording their "elitism" over you, changing these elite areas isn't going to fix that. The world is full of douche bags and assholes. And these idiots with their inferiority complexes are still going to find a way to make themselves feel better than you, whether it's with a high-end weapon, or lots of glowing armor, or bragging about how many times they've defeated Dhuum. That's just how the world works, and changing the game because of them is a terrible idea. --Musha
Talk 03:08, 25 November 2009 (UTC)
- Elite is GW doesn't mean "for a few". EVERYTHING in GW is for everybody. They are elite, but for 'elite characters', not 'elite players'. The same way a character ascends, it's the character, not the player, the one that becomes elite, when they gain access to those areas, but it's more like a plot or social status than a measurement of skill. Although I'd rather turn the Tombs into a challenge and the Titan quests into elite areas, this would be better than nothing. I completely agree with everything else. Mith
Talk 15:44, 8 February 2010 (UTC)
- Elite is GW doesn't mean "for a few". EVERYTHING in GW is for everybody. They are elite, but for 'elite characters', not 'elite players'. The same way a character ascends, it's the character, not the player, the one that becomes elite, when they gain access to those areas, but it's more like a plot or social status than a measurement of skill. Although I'd rather turn the Tombs into a challenge and the Titan quests into elite areas, this would be better than nothing. I completely agree with everything else. Mith
- Making elite areas in NM actually playable to people like me who don't copy "pro" builds and fill out a position in a "pro" team does not remove "elite" status. It simply removes the monopoly on these areas held by farmers and speed clearers. Also, a consumable item (and its buff) is not a given right, it was created and it can be altered. The fastest way to fix the problems you listed is to provide players a challenge respective of difficulty. The fact is that in NM, "elite" areas shouldn't mean that it's nearly impossible without gimmicks or consumables. This makes it so that *only* the elitist snobs even get to *see* and experience these parts of the game. I'm sure you know well enough as I do that you aren't getting into groups to go through these areas unless you conform to the "pros" way. But here's the kicker, NM isn't worth the effort to them, anyway, so they run HM-only. It's easier to vanquish explorable zones in HM than to NM an "elite" area. That's ridiculous. NM should never be harder than HM, and that's my whole point; HM isn't "hard", and elite NM isn't "normal". Most players miss out on a lot of content because of this absurdity, and thus will never experience the beauty of these areas. To put it in a nutshell, I don't want to be a conformist, build-copying, template stealing, good-for-nothing pseudo-pro in order to beat a dungeon. If I want an insane level of difficulty, that's what HM is for, and it would pay off more with better drops. There is nothing to be gained by clinging to same elitism you claim to dislike. Xiaquin
07:45, 9 February 2010 (UTC)
- Making elite areas in NM actually playable to people like me who don't copy "pro" builds and fill out a position in a "pro" team does not remove "elite" status. It simply removes the monopoly on these areas held by farmers and speed clearers. Also, a consumable item (and its buff) is not a given right, it was created and it can be altered. The fastest way to fix the problems you listed is to provide players a challenge respective of difficulty. The fact is that in NM, "elite" areas shouldn't mean that it's nearly impossible without gimmicks or consumables. This makes it so that *only* the elitist snobs even get to *see* and experience these parts of the game. I'm sure you know well enough as I do that you aren't getting into groups to go through these areas unless you conform to the "pros" way. But here's the kicker, NM isn't worth the effort to them, anyway, so they run HM-only. It's easier to vanquish explorable zones in HM than to NM an "elite" area. That's ridiculous. NM should never be harder than HM, and that's my whole point; HM isn't "hard", and elite NM isn't "normal". Most players miss out on a lot of content because of this absurdity, and thus will never experience the beauty of these areas. To put it in a nutshell, I don't want to be a conformist, build-copying, template stealing, good-for-nothing pseudo-pro in order to beat a dungeon. If I want an insane level of difficulty, that's what HM is for, and it would pay off more with better drops. There is nothing to be gained by clinging to same elitism you claim to dislike. Xiaquin
All Areas[edit]
Imo, none of these changes would be an improvement. There is nothing wrong with consumables. Nothing at all. Players have a right to use them. If you don't want to use them, that is your prerogative, but to disallow other players from using them isn't fair to them. ANet has given us the option to choose our own difficulty in the game. We can choose NM or HM, we can further choose the difficulty now, by using cons or not. I agree that HM with cons isn't trully HM, but if somebody wants to complete HM on "easy mode," that's their call, not ours. And the same goes for Shadow Form. I'm sick of them, too. They think they are the gods' gift to Guild Wars, but they have every right to use that skill, and honestly, there is nothing wrong with the skill, the problem is with speed clear farming, which can be fixed easily by making alterations to ALL elite areas similar to what they did in UW. Put in spawns of non-defendable attackers like the Skeletons of Dhuum in each area, and problem solved.
Also, if they were to make the changes you suggest, but then offer the HM rewards for NM, then everybody is getting those higher rewards for less work, how is that an improvement? --MushaTalk 03:45, 25 November 2009 (UTC)
Tomb of the Primeval Kings[edit]
Yes, I agree completely that a chest should be offered at the end of this elite area. An elite area without a nice chest reward isn't trully an elite area, is it? The same goes for Sorrow's Furnace. I also like the idea of inscribable weapons from the chest. Some may argue that since Tombs is a Prophecies-exclusive elite area that inscribable weapons shouldn't be offered, but they gave us inscribable weapons in the newish end-game area at the end of Prophecies. --MushaTalk 03:54, 25 November 2009 (UTC)
- Almost every single skin available in Prophecies is a rather common drop that can be already obtained inscribable anywhere else. Prophecies has a very little few skins, and most of them are pretty common. You don't play if Prophecies for the skins. It shouldn't matter at all. Mith
Talk 15:47, 8 February 2010 (UTC)
The Deep[edit]
Agreed! Those are good suggestions. If they can't give us inscribable celestials in this chest, though, they could give them to us via another method, like the Z chest. --MushaTalk 03:58, 25 November 2009 (UTC)
Urgoz's Warren[edit]
I wasn't aware that that was a bug. It's just an annoying one-time obstacle that requires an entire skill slot to overcome. --MushaTalk 03:59, 25 November 2009 (UTC)
- I though it was just a horrible design flaw. But if it is a bug, it should be fixed. Mith
Talk 15:48, 8 February 2010 (UTC)
- It's not a bug. The designers did that on purpose to require teleporting to open the door, and it's working just like they want it--Lania Elderfire
UW split[edit]
Love that idea. -- FreedomBound 01:25, 21 November 2009 (UTC)
- No, doing this would make the UW much, much easier, making it less elite. You would need less party planning and the ease of farming would increase greatly. The DoA and Slaver's Exile are set up so each subquest is elite on its own, and that's why they are split up, plus the UW is all just one area, while the others you mentioned are 4 separate and distinct areas. Breaking the UW up into multiple areas and then making each of those areas into its own elite area just seems infeasible, as well as unreasonable. --Musha
Talk 04:08, 25 November 2009 (UTC)
- My main issue for not being able to complete UW is time. TIME. Not skill, not difficulty. There is nothing really difficult in GW. You choose when to do things, time with the rest of the party, and if everyone do they part as they should, things go right. That's not really hard to accomplish, and everything else is just numbers and a bit of luck. But time, that's something you can't fight against. With the Titan, Anguish and Slavers areas I had no problem, because they can be done either in one go or in separate steps. Urgoz and Deep are relatively faster and shorter than others. But with UW? There's simply no time to do it. So I'm must agree with this one. Just give more rewards for making it in one go, like with the Anguish runs. Mith
Talk 15:54, 8 February 2010 (UTC)
- My main issue for not being able to complete UW is time. TIME. Not skill, not difficulty. There is nothing really difficult in GW. You choose when to do things, time with the rest of the party, and if everyone do they part as they should, things go right. That's not really hard to accomplish, and everything else is just numbers and a bit of luck. But time, that's something you can't fight against. With the Titan, Anguish and Slavers areas I had no problem, because they can be done either in one go or in separate steps. Urgoz and Deep are relatively faster and shorter than others. But with UW? There's simply no time to do it. So I'm must agree with this one. Just give more rewards for making it in one go, like with the Anguish runs. Mith