Feedback talk:User/Konig Des Todes/Tomb of the Primeval Kings/Archive 1

Tomb of the Primeval Kings
I like the idea of randomising the maps. -- Hong 07:30, 12 October 2009 (UTC)
 * Yeah, that idea is fantastic, it would certainly hinder the ridiculous farming that occurs there. The idea to change the mobs is a great idea, too.  But since it is a Prophecies area, the mobs should be restricted to just the core classes.  Unless they added a portal to Tombs from the other campaigns. Hey, there's an idea! :D  I also agree that chests should be added at the end of each level, just like they do for each boss killed for Slaver's Exile.  But, since that would be a lot of chests, the rewards should be reduced, maybe in quality, but definitely in quantity to 1 in NM, 2 in HM, for every chest, until the end chest.  My ideas follow:

Chest at the end of maps 1-5/6 Chest after the Darknesses’ deaths:
 * Chest Drops
 * 1 of the following (2 in HM):
 * Glob of Ectoplasm
 * Obsidian Shard
 * Ruby
 * Sapphire
 * A Rare Inscribable Item
 * A Random Green
 * 2 of the following (4 in HM):
 * Glob of Ectoplasm
 * Obsidian Shard
 * Ruby
 * Sapphire
 * Phantom Key
 * Lockpick (HM)
 * 1 of the following (2 in HM):
 * A Rare Inscribable Item
 * A Random Green
 * Giving greens that link to other classes' attributes would be very nice, as well. --Musha [[Image:User_Musha_Sigc.png|19x19px]] Talk  04:24, 13 October 2009 (UTC)
 * I disagree with the entrance to Tombs from other campaigns. The reason why I put in Ritualists, Assassins, and Dervishes is because I don't think the monster mobs should be limited to campaign (much like how there are Ritualist and assassin mobs in Nightfall). It would also give more variation of what people will be fighting, and gives an option for removing enchantments aside from . -- Konig/ talk 04:37, 13 October 2009 (UTC)
 * Giving enemies a skill that will hamper shadowform (and every prot in the game) is a terrible solution. So we can see Anet doing it in the future, because they like to nerf around problem skills.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  17:30, 31 October 2009 (UTC)
 * I hardly think 30 second recharge for creatures replacing the Chained Soul (which nerfs prots already!) in no additional number, nor fewer, is a "terrible solution". In fact, it is a perfect balance to change a Chained Soul which which has only one skill, which is a 20 recharge and removes 9-ish enchantments with a creature with Expunge Enchantments (other skills viable) which has a 30 recharge, is a touch skill, and removes ONE enchantment is hardly a nerf! I'd say, it's a nerf to the area, not to the farm. That one change, is hardly a "terrible solution", terrible for overall changes, but add in other changes, not so much. -- Konig/ talk 03:48, 1 November 2009 (UTC)
 * My point is, why would you go out of the way and give a number of enemies a skill that counters SF when SF is so much of a problem that it should be either reworked completely or removed from the game? I know this is a completely different issue, but changing 5 areas because 1 problem skill allows you to rickroll them without any trouble seems illogical to me.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  11:02, 1 November 2009 (UTC)
 * Because Anet doesn't seem to want to nerf Perma-SF. Personally, I'd either reduce the end effect and keep it from being perma-able without multiple use of cons - or have it so you cannot deal damage or degeneration (if that is possible :P). Simply, I was offering something to go around Perma-SF without nerfing it. -- Konig/ talk 19:18, 1 November 2009 (UTC)
 * The introduction of Skeletons of Dhuum into the Underworld seems to have effectively slowed speed clear farming. Perhaps they could put them into Tombs as well.
 * And profession classes aren't restricted to campaign, but to what is available in each campaign, which depends solely on the order each campaign was released. When Prophecies was released, there was no sin, rit, paragon, or dervish classes.  When Nightfall was released, the assassin and ritualist were both available in Factions.  Yes, you have sin and rit foes in Nightfall, but you don't have derv or paragon foes in Factions.  Since Tombs is a Prophecies area, it won't have foes of a profession that belong to a campaign released after Prophecies.  --Musha [[Image:User_Musha_Sigc.png|19x19px]] Talk  23:55, 2 November 2009 (UTC)
 * So what is your point?  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  16:41, 3 November 2009 (UTC)
 * who's point? Mine or Musha's. My point was that I'm bringing an alternative than nerfing Shadow Form, like what the Skeletons of Dhuum were. Musha was disagreeing with the addition of new professions (but hey, to counter this, some Terrorweb Dryders in the Underworld were made E/As). -- Konig/ talk 22:13, 3 November 2009 (UTC)
 * Yep, and I was making 2 separate statements, which was why I separated the 2. Sorry if it was unclear.  My first statement was agreeing with Konig that something should be done to get rid of speed clear farming without nerfing SF. Skeletons of Dhuum fulfill that role nicely and could easily be put into Tombs.  My second statement was continuing the conversation he and I were having earlier about mob changes in the area.  And, I have something more to say now.  The UW is accessible from all campaigns, and therefore it stands to reason that all prof classes will appear there.  However, Tombs is only accessible via Prophecies, and therefore only Prophecies classes will appear there.  So, mob changes to classes other than the core classes wouldn't work unless they made Tombs accessible from all other campaigns, too.  --Musha [[Image:User_Musha_Sigc.png|19x19px]] Talk  02:25, 4 November 2009 (UTC)
 * By your logic, Shanghai Airport would not need any doorways higher than 1,70 metres because chinese people will not get that long. Are you aware that europeans also visit Shanghai Airport? An on a similar note, that characters from any campaign can visit Tombs if they also have bought Prophecies for that account? If you understand that, you can also see why your logic fails.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  19:42, 4 November 2009 (UTC)

O.o Koda defended my suggestion (well, a part of it). Now that's a first. -- Konig/ talk 21:27, 4 November 2009 (UTC)
 * Do not take any criticism I give personal. I oppose ideas that do not make sense and 'defend' ideas that do, regardless of who wrote it. (well, with 1 exception)  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  22:20, 4 November 2009 (UTC)
 * What logic are you referring to? I wasn't explaining my own reasoning of a certain issue, just stating an observation. How many ritualists or paragons do you come across ANYWHERE in your journey through Prophecies? There simply aren't any. Those classes just didn't exist when Prophecies came out. You don't see dervishes anywhere in Factions, either, for the same reason. So, if I were to apply "my logic", as you say, to your scenario, then I would say that Europeans (or any other race for the sake of continuity) didn't exist at the time they built the doorways at Shanghai Airport, so yes, the doorways would, in fact, not be higher than 1.7 meters. This doesn't mean that once Europeans were invented they couldn't go to Shanghai Airport, they just have to duck a lot. But, now that Europeans have been invented and introduced into the world, every airport created henceforth will keep the height of Europeans in mind. Similarly, every subsequent GW campaign keeps all previously introduced professions. But remodeling an airport is incredibly inefficient.  You can't go back and fix all the doors at Shanghai Airport to adjust for Europeans, and ANET can't go back and create a mob with non-Prophecies professions in a Prophecies-exclusive area. It would be like putting a Mantis Hunter into the Maguuma Jungle or an Enchanted Brambles into Haiju Lagoon. It just doesn't work, regardless of your assassin char being able to go visit the Maguuma Jungle.  --Musha [[Image:User_Musha_Sigc.png|19x19px]] Talk  03:38, 5 November 2009 (UTC)
 * <>
 * You have yet to give me a reason why that is not possible.  Koda  [[Image:User_Koda_Kumi_UT.jpeg‎|19px]]  Kumi  15:52, 5 November 2009 (UTC)
 * Oh, I don't have any reasons. Ask ANET. :P Of course its possible, but its all up to them, and I don't see them doing that. --Musha [[Image:User_Musha_Sigc.png|19x19px]] Talk  00:50, 6 November 2009 (UTC)

If this really happen, nobody needs to farm Ecto anymore... oO It makes UW1 very unpopular and farmbots more attractive... 4get about this idea, GW is dead... --Kali Shin Shivara 00:46, 19 November 2009 (UTC)
 * The Live Team will continue working on GW1, GW is not dead, keeping new things in the game will keep those who - for whatever reason - will continue to play GW1 instead of GW2 having something new to do. Please do not troll my suggestions with your simple "no point" posts - if you do, then we might as well just remove the entire feedback space, and heck, lets remove the wikis and fan sites which are focused on GW1 and just keep the GW2 stuff! Might as well if your opinion was the case, thank the gods it isn't.
 * Oh, and I fail to see how this would effect Ectos at all - or how it would make UW unpopular, or bring in farmbots. Farm builds would be ineffective, while team builds would work, there is no increase to Ectos (at least, to a degree where the Underworld less profitable with Ectos). -- Konig/ talk 04:32, 19 November 2009 (UTC)

Fingers of Chaos
To my mind one of the major problems is FoC. It suitably prevents solo farming, but has become out of date since it doesn't effect mesmers or new classes. In particular, Shadow Form sins can still farm this area awesomely. Maybe something like:
 * . 5 12.
 * Stance. (monster only) For 4 seconds, your attacks cannot miss rangers or assassins, remove enchantments from monks and dervishes, interrupt elementalists and mesmers, cause conditions on warriors and necromancers and deal damage to all nearby foes when striking ritualists and paragons.

Here, mesmers would not be too punished because of fast casting. Dervishes would get something back for mysticism, but since they tend to rely on enchantments a lot it would balance out. The AoE damage would hurt rits who use spirits and paras who need allies to work well (or in other words, if paras try to solo they suffer less, but then they are already suffering due to a lack of leadership). Inflicting conditions on necros is just for symmetry, the old hex removal would also work but this read nicer - also, I would change the conditions to blind, bleeding and crippled to make them more effective vs necs rather than just anti-war. One final note, the "cannot miss" bit would be changed so it actually does what it says rather than meaning "cannot block", so that Shadow Form is nerfed. However, if SF ever gets nerfed properly, this would probably be better off reworked (like cannot be blocked by rangers and monks, cause conditions on dervs and wars or something). 188.74.101.228 15:19, 8 November 2009 (UTC)
 * Hmm, I didn't look into that skill (to be honest, didn't know it did that much, since I usually use a sin or necro against those which use that skill). I do agree with this change, even if SF gets nerfed, it would work nicely. -- Konig/ talk 03:22, 9 November 2009 (UTC)
 * Agreed! That's a good change! In fact, I'm surprised they haven't done something like this YET. --Musha [[Image:User_Musha_Sigc.png|19x19px]] Talk  02:14, 11 November 2009 (UTC)
 * Missing Assassin's is no longer a big deal, but I like the idea of reworking fingers of chaos to prevent farming again, and would love to see tombs and sorrows revamped as current end game areas.134.71.47.131 02:40, 27 October 2010 (UTC)