Feedback talk:User/J E T/Modifications to the Underworld / Other Elite Zones

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Well, I think you hit the nail on the head there, J E T. I agree that the skeletons have made it harder for balanced teams and haven't solved the problem of speed clears. I have not been able to get past the 4 Horsemen quest in HM yet, BECAUSE of the skeletons. But it seems that current speed clear teams have no trouble with this. A mechanic, such as the one you suggest, that require a minimum time limit on the end chest I think would solve the problem of speed clears entirely. However, the skeletons have become part of the game now, almost part of the lore, and thus I think it would be hard to take them out. What would be nice is if they could provide a way to defend against them temporarily. Your suggestion has led me to brainstorming how this could be done, I will post my own suggestion on this. --MushaUser Musha Sigc.png 01:04, 16 March 2010 (UTC)

Hmmm...one hour? In my Underworld Suggestion I proposed it takes X time to bind Dhuum. Perhaps that is still a viable option? Than 04:51, 16 March 2010 (UTC)
Please post a link to your suggestion so we can read about your proposal and its functionality. --MushaUser Musha Sigc.png 02:07, 17 March 2010 (UTC)
Change skeleton of dhuum builds? Also: making areas balanced stops speed clears --Boro 10px‎ 06:59, 21 March 2010 (UTC)
Thanks for your comments guys. The present iteration of the UW has simply frustrated me to no end, in that doing runs requires a highly concerted of skilled players, all at the top of their game, and all without any lag or serious mistakes. The de-facto method for completion has now become the use of terra tanks in place of SF tanks, resulting in very few changes to the way speed clear teams complete their runs. Meanwhile, those using balanced teams have seen things get more and more difficult. Adding the timer would end speed clears forever, with 0% possibility of a workaround. Then, with either (a) the removal of the skeleton spawns (i.e. - only the skeletons that spawn during a quest) - or - (b) the revision of the skeleton skills so that they act in compliance with every other skill in the game (meaning, that they don't penetrate every defense or somehow counter every skill known to man), those of us who don't have packs of 1337 friends chomping at the bit for an UW run could actually complete a full clear with a balanced team. --J E T 21:42, 24 March 2010 (UTC)

Re: Improperly Submitted Suggestion[edit]

User feedback page has been created, as requested. Just to verify, I waive any and all rights to the potential use of ALL suggestions set forth on this Wiki, regardless of wither they were submitted before or after this post, in full compliance with the guidelines and rules for submission of suggestions and other materials within the namespace, and I fully agree that my suggestions and comments, including my suggestions regarding the UW, are subject to the licensing terms set forth on the Terms of Use Page. --J E T 21:42, 24 March 2010 (UTC)

1 hour timer in the Deep = no thanks[edit]

My friends and I have been casual-clearing The Deep for a few years now (usually 2/3 of the team is heroes), and we can consistently clear it in under 50 minutes. Sitting around for 10 minutes to get our loot at the end would be dumb. User Felix Omni Signature.pngelix Omni 21:52, 24 March 2010 (UTC)

48 minutes is an usual 3/9 setup's performance. --Boro 10px‎ 18:19, 25 March 2010 (UTC)
I certainly don't expect everyone in the game to like the idea of a timer, and I respect your comments on the matter. While the main focus of this is for the UW, adding timers to the UW, FoW, The Deep and Urgoz's Warren would negate the issues associated with the insanely short speed clears (e.g. - the sub 15 mins clears of The Deep posted on Guru), and lessen the need for ANet to continually revamp skills solely to make things more and more difficult for the SC teams. I would much rather have the luxury of using a hero heavy team and sit and wait 10 mins for a chest to spawn than have ANet continually make changes to the zone, and in the process make it near to impossible to use hero heavy teams. --J E T 18:24, 26 March 2010 (UTC)
What about taking timer down to 45/50 mins? that's still quite long and better suited for players. --Boro 10px‎ 06:56, 28 March 2010 (UTC)
Honestly, if I were a person who speed clear'd UW, FoW, Urgoz, and The Deep, and a timer was implemented... I would simply do the speed clears with multiple clients of guild wars running on my laptop and computers, and use multiple accounts and simply wait out the timer. =/ User Ryuu R.jpg Ryuu - Meow~ 07:00, 28 March 2010 (UTC)
ANet could easily set the timer at whatever length of time they deemed to be appropriate. I suggested a 1 hour timer because (a) it is an easy number for people to track, and (b) it is close enough to the 85 mins which Regina previously deemed to be reasonable. As for folks doing SCs with multiple accounts to avoid having to sit and wait for the timer, yes, there would be a few out there capable of doing that, but IMHO the clear majority of players would not be able to coordinate such an activity. --J E T 23:46, 2 April 2010 (UTC)

I vote in favor of this suggestion, and, like J E T says, there will be people running various accounts, but that will eliminate a big part of people doing SC and about the skeletons, I think they are important in the lore but need a change in their build.--Batousai 17:29, 17 September 2010 (UTC)