Feedback talk:User/Borotvaltgandalf/Hard Mode

I don't think this is the best way to solve the 'problem', sure HM is hard but that's what it's supposed to be, some things could be changed though but on the other hand NM should be a bit harder. Giving NPC's decent healers, more durability and better builds in general is something i'd like to see, many enemies are just a joke while others are hard to beat even in NM and people get used to the easy part. Just turn up the difficulty in NM a bit and slightly down in HM, for example, skip the whole 'enemies cast faster in HM'-part and, as said before, give the enemies better healers, that way it's still challenging but not too hard or frustrating. Lou Wolfskin 03:09, 12 November 2009 (UTC)
 * This "enemies cast 50% faster, deal 50% more damage, move and attack 33% faster" is my problem too. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 13:26, 12 November 2009 (UTC)
 * I was overjoyed the day they introduced hard mode: it let them return [most of] the normal game back into what it was, and made the game enjoyable for me again.  The things they'd done, like the AoE super scattering AI had ruined the game for me, and they were rolled back (at least until the end of Nightfall and, especially, GWEN came out and normal mode is all essentially like hard mode to me...) when hard mode came about.  Saying that, I'd like Hard Mode to remain something for the "omgz i'm leet the game's too easy i love gimics 55farm for me!" players to keep around and remain segregated from the real game.  Your suggestions, while plausible in terms of making the design of the game better, would serve to be a disservice to the game overall because those players would then be thrown back into the game with the rest of us, and would again kick and scream until something got broken.  --Emkyooess 00:52, 13 November 2009 (UTC)

Most of the time, Hard mode is not so hard. I vankish most of the areas with my heroes and henchmen, and I do a lot of mission the same way. I'm an asssassin, but I don't play with shadow form (except for farm sometimes). Hard mode is hard, but it is doable. If you don't manage to play hard mode you need training, equipment (especially a good armor for you and your heroes), and learn how to play with your heroes. Most of the time you have to flag then, pull the enemies group and kill them. If you aggro several groupes each time I understand your difficulties. In fact hard mode forces you to play well. Besides that, some areas are very very difficult in hard mode: UW, DoA, Urgoz, some dungeons. But that's the fun, and the purpose of playing with a guild. Agaetis Ros 08:00, 13 November 2009 (UTC)
 * Emkoyees: If Your problem was that monsters didn't sit like ducks in the fire storm you casted on them, then you should have used water magic to keep them in the AoE. Also you think that hard mode should be for farmers who abuse poorly designed game mechanics. I completely disagree, as hard mode by all means was designed a place for challenge, a place for good players, not as a place for farmers to get better drops. Also while some bad people would cry, many good players, who can actually back up their statements, would disagree with them, and win the debate.
 * Azazel: With my suggestion, Hard Mode would still be challenging, and those with your playstyle would be only affected in a positive way, because tactical play would be much more rewarded. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 16:07, 13 November 2009 (UTC)

I've played all mission and areas with 2 players + 2-6 heroes complete balanced and it was not really a problem. The whole Ascalon area I used a Ghostspammer, Heal/Protter, MinionMaster and Fire Elementalist, especially in Eastern Frontier this combination works well. Ascalon Foothills to Dragon's Gullet I used to play from Yak's Bend in one rush. Yeah some builds are really useless, but who cares about? Interrupting is a job for heroes not players in HM. I dont see that Hardmode is too hard... on the contrary the consumeables make HM a joke... I agree with DoA and some Dungeons, some are nearly impossible to play with a balanced group so it gets farmed. --Kali Shin Shivara 00:19, 19 November 2009 (UTC)


 * There should be no case when heroes are more useful than people in a multiplayer game. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 13:59, 19 November 2009 (UTC)


 * Not that he said anything about heroes being more useful than people as a general rule; interrupting is just one niche out of who knows how many in the game. And as said by everyone up above, HM is not too hard; it's simply different. However, if you haven't managed to adapt to it by now, I guess you never will. -- Hong 19:35, 21 November 2009 (UTC)

Not very well thought out
This suggestion's merit was lost in the first couple of sentences. Unfair advantage? Kiting obsolete? It's SUPPOSED to do all of that.--  anguard  21:50, 21 November 2009 (UTC)
 * Unfair advantage, yes, kiting obsolete, no. Pika Fan 21:52, 21 November 2009 (UTC)
 * I said almost obsolete because monsters deal already double damage in hard mode, as they can chase you with 50% IMS, and while they are hitting you, they are dealing crits which means they are already dealing 3x damage with normal attacks. And if we count Protector's Strike and the like... Of course with proper snares kiting may be usable. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 09:59, 22 November 2009 (UTC)
 * How did people get Legendary Vanquisher and Legendary Guardian? Than 08:17, 3 January 2010 (UTC)
 * They abused broken game mechanics and broken hero AI. --Boro [[image:User_Borotvaltgandalf_Sig.jpg|10px‎]] 18:09, 29 January 2010 (UTC)
 * ^ Tbh, when I couldn't hero hench something for my Leg Guardian I just ursaned it. -- Tha Reckoning [[Image:User Tha Reckoning Sig2.jpg|19x19px]] 07:16, 21 March 2010 (UTC)