Feedback talk:User/Musha/Improve Gameplay for UW Balanced Teams
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Unnecessary, really. They just need to balance the enemies. --Kyoshi (Talk) 04:48, 17 March 2010 (UTC)
- ^ ^ I'm pretty sure this could be resolved by reducing the amount of dryders from 10,000 to about 20. --RIDDLE 05:39, 17 March 2010 (UTC)
- I was thinking more along the lines of giving enemies more varied skill sets, where currently there are dozens of consecutive interrupts and 300 base damage to compensate for the lack of variety. --Kyoshi (Talk) 17:11, 17 March 2010 (UTC)
- Or reduce Dhuum's health from over 9000! to a reasonable amount. Because really, nothing interesting happens during most of that fight. Koda Kumi 17:24, 17 March 2010 (UTC)
- Did you people even read my suggestion? I'm not talking about making the UW mobs or Dhuum easier. If you have your own ideas about those topics, please make your own suggestion pages. I am commenting on how the attempt to stop speed clears in the UW has made it that much harder for balanced teams, and haven't even stopped speed clears completely. My suggestion is aimed at fixing that particular issue. An elite area like the UW was never meant to be completed via speed clears. Speed clearing is an abuse of the area. The introduction of the Skeletons of Dhuum was an attempt at resolving this and bringing the area back into line for balanced teams, but that's not what happened. The UW is now that much harder for balanced teams. My suggestion was oriented at keeping the current UW dynamic so that it is harder to speed clear, but also, so legitimate groups won't be put at a disadvantage BECAUSE of the speed clearers (the few bad apples that spoiled the bunch). Yes, I'm calling you speed clearers bad apples! :P --Musha 01:49, 18 March 2010 (UTC)
- I understood completely what your suggestion is. I just don't think it's necessary to implement a whole new mechanic when they could just tweak (decrease) a few base damage values and change around a few skill bars, and maybe add, oh I don't know, a healer to enemy groups. You do something as simple as add a moderately competent healer and (I think) most speed clears are borked. You give a few monsters a healing skill and same result, for the most part. The reason I haven't added it as a suggestion is because I think they're already planning on implementing this. Maybe a bit too optimistic, admittedly. Still, this is my completely relevant view on your idea: it's more work than necessary. --Kyoshi (Talk) 03:14, 18 March 2010 (UTC)
- Ok, yeah. That would be a good change to help against speed clears. But then, how do you make it more balanced for balanced teams? Remove the Skeletons of Dhuum? I don't think that's going to happen, nor would I want it to happen. I like the Skeletons, they add a lot to the UW, they just make some of the UW quests so stinking hard. --Musha 03:27, 19 March 2010 (UTC)
- At least half of that difficulty is how hard the quests were before the skeles. --Kyoshi (Talk) 07:57, 19 March 2010 (UTC)
- I have pretty much found possible solution without removing any of these monsters or giving more buffs to players. I simply toned it to balanced level. --Boro 16:18, 22 March 2010 (UTC)
- I'm pretty sure what I just said was a vague version of what you're planning. I don't like your particular builds, or the fact that you're lowering the levels of everything, but it's the same concept. --Kyoshi (Talk) 14:38, 23 March 2010 (UTC)
- Levels can be changed if it proves to be too easy. But because I am adding a lot of shutdown and defense (see the monks) it won't be any easier. --Boro 18:24, 24 March 2010 (UTC)
- Re: the skeletons, IMHO the problem could easily be solved by either (A) removing the skeleton spawns (the ones that pop when you take a quest) or (B) removing the "god mode" like ability of the skeletons' skills, so that they no longer have the ability to penetrate all defenses. If I understand Musha's suggestion re: the skeletons correctly, it would provide the latter option, giving a temporary defense to the skeletons. The biggest problem I see with this is that the use of a blessing would add a bit more complexity from a coding standpoint. But hey, at this point, anything to make things better for balanced teams would be fine with me. :D --J E T 18:21, 26 March 2010 (UTC)
- Levels can be changed if it proves to be too easy. But because I am adding a lot of shutdown and defense (see the monks) it won't be any easier. --Boro 18:24, 24 March 2010 (UTC)
- I'm pretty sure what I just said was a vague version of what you're planning. I don't like your particular builds, or the fact that you're lowering the levels of everything, but it's the same concept. --Kyoshi (Talk) 14:38, 23 March 2010 (UTC)
- I have pretty much found possible solution without removing any of these monsters or giving more buffs to players. I simply toned it to balanced level. --Boro 16:18, 22 March 2010 (UTC)
- At least half of that difficulty is how hard the quests were before the skeles. --Kyoshi (Talk) 07:57, 19 March 2010 (UTC)
- Ok, yeah. That would be a good change to help against speed clears. But then, how do you make it more balanced for balanced teams? Remove the Skeletons of Dhuum? I don't think that's going to happen, nor would I want it to happen. I like the Skeletons, they add a lot to the UW, they just make some of the UW quests so stinking hard. --Musha 03:27, 19 March 2010 (UTC)
- I understood completely what your suggestion is. I just don't think it's necessary to implement a whole new mechanic when they could just tweak (decrease) a few base damage values and change around a few skill bars, and maybe add, oh I don't know, a healer to enemy groups. You do something as simple as add a moderately competent healer and (I think) most speed clears are borked. You give a few monsters a healing skill and same result, for the most part. The reason I haven't added it as a suggestion is because I think they're already planning on implementing this. Maybe a bit too optimistic, admittedly. Still, this is my completely relevant view on your idea: it's more work than necessary. --Kyoshi (Talk) 03:14, 18 March 2010 (UTC)
- Did you people even read my suggestion? I'm not talking about making the UW mobs or Dhuum easier. If you have your own ideas about those topics, please make your own suggestion pages. I am commenting on how the attempt to stop speed clears in the UW has made it that much harder for balanced teams, and haven't even stopped speed clears completely. My suggestion is aimed at fixing that particular issue. An elite area like the UW was never meant to be completed via speed clears. Speed clearing is an abuse of the area. The introduction of the Skeletons of Dhuum was an attempt at resolving this and bringing the area back into line for balanced teams, but that's not what happened. The UW is now that much harder for balanced teams. My suggestion was oriented at keeping the current UW dynamic so that it is harder to speed clear, but also, so legitimate groups won't be put at a disadvantage BECAUSE of the speed clearers (the few bad apples that spoiled the bunch). Yes, I'm calling you speed clearers bad apples! :P --Musha 01:49, 18 March 2010 (UTC)
- Or reduce Dhuum's health from over 9000! to a reasonable amount. Because really, nothing interesting happens during most of that fight. Koda Kumi 17:24, 17 March 2010 (UTC)
- I was thinking more along the lines of giving enemies more varied skill sets, where currently there are dozens of consecutive interrupts and 300 base damage to compensate for the lack of variety. --Kyoshi (Talk) 17:11, 17 March 2010 (UTC)