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Passes are too hard :(

Discussion in 'Release 28 Feedback Forum' started by Cherico, Mar 31, 2016.

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  1. Tahru

    Tahru Avatar

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    I am pretty happy that they are hard. It gives the game a little more challenge and a reason to want to become stronger. Still, it's pretty easy to run thru the ones without the fence doors, so I would like more like the ones with the fences so you can't ghost walk past it.
     
  2. Bubonic

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    this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this this
     
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  3. Lazlo

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    I'd like the passes more if there were quests that allowed for quick passage after the first trip. Something like the mage NPC asking you to make a map of the pass for them and flagging you for free teleport after you add all the required points, or kill some mob(s) in the pass or whatever. That way you could keep people in their regions at low level without making traveling around tedious or expensive forever.
     
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  4. Crazy Phil

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    A unique third option in each pass would be glorious. With that said... I am on the side that thinks these should be a bit harder to get through. A well-timed sprint and some heals does the trick. I'd actually like to see some enemy variation rather than simply more or harder versions of the enemies we have now. Throw in some larger enemies like trolls or golems. And to take things even further...

    When you die in a pass, only the ankhs on the side you entered should be available to you. ;)
     
    Last edited: Mar 31, 2016
  5. Turk Key

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    What a "Crazy" idea, I like it.
     
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  6. Favonius Cornelius

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    It seems one cannot ever hold the pass with a degree of permanence though, which is kinda discouraging. Why bother then?
     
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  7. amaasing

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    And quests. If we want to pursue the first Quest available (Love) we have no choice but to visit just about every region on the map. So I am confused by others continuing to state that the developers are "trying to get folks to stay in their own regions" but having to leave that region for Training and Quests seems contradictory to me.

    But I am sure I will be told I am wrong in my thinking. The question is how long it will take someone to tell me I don't know what I am talking about. :)
     
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  8. Noric

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    Are you talking about the control point or the pass through itself? Control points are designed to make holding them forever hard... I was able to run through the new pass and kill all the cultists/bears/wolves without going out of combat mode once (which means i didn't badly need to heal or regain focus)
     
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  9. Kara Brae

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    If you're talking about Vauban Pass, you are welcome to be my bodyguard any day :D

    Edit: I must ask you - what build are you using?

    As a mage, I struggle with two things:
    1. Vulnerability by wearing cloth armor. This was so bad a few releases ago that my mage started wearing plate armor. The result was astounding: Despite the higher fizzle rate of my spells, I could run around places and defeat mobs that I couldn't go near wearing my cloth armor. I don't know if plate armor is still as effective as it was then, but I can see by watching tank avatars that they still withstand more punishment than I can.
    2. Time it takes to kill something. My ranged spells are all between level 80-90 but it takes 4 or 5 of them to kill even one timber wolf. When I am partying with a tank at the same adventurer level as I am (I know that has been removed), what usually happens is, the tank runs up and kills a mob while my ranged spell is winding up. By the time my fire arrow or whatever finally fires off, it hits a corpse. The same thing happens when I am partying with an archer at my level.
    As a quick solution in R29, I can pick a tank build with Root. Then I will join the chorus telling everyone that the passes are too easy :p
     
    Last edited: Apr 1, 2016
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  10. Noric

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    @Kara Brae with attunement and AoE skills (particularly AoE CC skills) you should be able to well in that zone like most others. I'm currently running a melee build in chain but high level mages would probably put me to shame.
     
  11. Womby

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    I know Control Points seem like an insurmountable problem when starting out, but in fact the difficulty they impose is temporary. As you level up you will find them less and less of a challenge.
    For example, I am currently able to run through Vauban Pass without using armour:

     
    Last edited: Apr 1, 2016
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  12. Asclepius

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    I have my own method for control points (See Traversing Vauban Pass thread). A "combat" deck with a bunch of heals, haste buffs, dodge glyphs, and run like crazy. Vauban Pass isn't scary at all!
     
  13. Noric

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    I would suggest the addition of a dazzle spell (moon and sun both have AoEs) in a combat avoiding deck.
     
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  14. Black Tortoise

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    The only problem with this is for RP'ers - not everyone wants to use magic. As it is, the game sort of forces players into using some magic to get utility. Thats a whole discussion thread in and of itself, but just saying, not everyone wants to have mez spells in their ability list.
     
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  15. Noric

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    I do agree with you. However, unless the devs have some major change of heart i'd say that ship has sailed with the life tree by now.
     
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  16. Black Tortoise

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    @Noric yah thinking the same here. Ive been spending time while playing trying to come up with a way to RP my character that uses a handful of spells but claims not to know magic, and to have no interest in magic. At least you can get lots of utility without using reagents, and just using some of the more low level magic spells.
     
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  17. StrangerDiamond

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    Agree wholeheartedly here... my character dosen't like magic, but I'm really forced to use it. I should be able to go 100% melee/range...

    About the passes... well we ASKED for them to be hard, and they should be harder in my opinion... @ level 10 adventurer I can pretty much run through all of them with only a few heals.

    But the fact PoTs are spread all over the map kind of ruins the goal of placing players regionally. I really understand nothing of the design process here, we tried to get the discussion going so many times but people think we're jabbing at the full pvp thing again and use that as an excuse not to face the truth ; lord British wishes (and regs is a good example) are not being realised in their full potential. The effort is clearly put on convenience and in such an unbalanced way that I really wonder even how we can give feedback, which is pretty unforgiving...

    Those with big guilds and friends in many pots spread all over will clearly be able to skip the control points with ease and this makes no sense.

    constructive feedback : I agree that not all people want to use fighting and still want to be able to cross control points, so if we're going to go with convenience then building a nice platformer type "secret path" that is hard without involving fighting is a pretty good idea
     
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  18. Black Tortoise

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    as for fighting being a requirement for crossing a control point, i think it would be cool if the player community developed a whole business of mercenary escorts across CPs. Hire your own private guard to take the point and absorb all the damage and heal you while you run across the zone, for a price...
     
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  19. Favonius Cornelius

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    I can get through most passes without dying, and my character is hardly optimized.

    This only proves my point though: why bother with even trying to capture the contol point if you can race through it, why bother also since it will never lead to a lasting change in some form. As it stands its a PvE thing you can do if you want but does not really do much of anything.
     
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  20. Crazy Phil

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    I love this. The jumping puzzles from Guild Wars 2 were something I really enjoyed. I also really enjoyed SotA's jumping puzzle to the phoenix and to the sword in the stone. ;)
     
    Last edited: Apr 4, 2016
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