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I am asking because i honestly dont know. I played each and every beta event and most stress tests but had to jump relatively late in the game itself because of internet issues that ,coupled with my chronic altitis is the cause that my highest ranking character is only level 21 atm. And wht ive noticed is that BWE2 was much, much harder that the game such as it stands now. Mobs took away a third of your health with each hit, you dodged or died, you lost concentration, you hit the ground... Now i just plow right through them.
I prefered the old way if you ask me. Ive heard that this is only in the first levels, to ease the way for beginners, so i am asking you, people with high level toons... Does the game difficulty increase at later levels?
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No, it doesnt. It is easy at beginning, and it stays easy and repetative all the time. You dont get millions of customers with a difficult game. Rule #1 in MMORPG business today /sigh
Hodor!
You are thinking about BWE1, it was indeed harder.
BWE2 feels rather the same to me, the one difference is that people play a lot better now and finally start to get how to fight.
They say that BWE1 had a scaling issue with some DEs that actually got harder for each new player so they call it a fix, not a nerf. And even if they did make the game easier it isnt really a nerf, it is balancing until the game is released, nerfng afterwards.
Its rather unevenly difficult than non-difficult. There are easy events and hard events. Some events require following tactics, which are not very obvious at first, and can lead to failures (like Grenth temple, if you dont tank boss far away from your charr leader, or if you dont know how to combat shades). Some monsters are harder than others (especially since some monsters are bugged, like Orr dudes that hook you and pull you can do it even if you have Stability boon). Some dungeons are harder than others.
Really, its just uneven difficuty distribution. If you want challenge, try soloing veteran mobs. Or even champion mobs if you fell cool and powerful. Try doing those instances that have hard explorer modes. Try WvW - find challenging enough task for yourself (like, ganking around enemy spawn, soloing supply camps, distracting bunch of enemies, etc.
If you pretend Orr is as "easy" as Queensdale, then I'm calling shenanigans ;-)
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No, it's just the low area you're in.
I'd even say that Orr and some other highlevel areas are irritatingly hard sometimes. You're almost constantly stuck kiting 4-5 mobs who drain your health, slow you, pull you in and stick pointy things up your ass; then when you've finally killed them and walk back 2 steps to take a break, you encounter the respawn...
Of course, it's a lot of fun when you're in a group.
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OBVIOUSLY coming from someone who hasn't played the game. Maps become more dense, mobs gain more skills and attack differently, and DEs become harder to solo but not impossible.
Some people complain how GW2 is too hard, some is too easy... It all depends on content and how well you managed to grasp GW2 combat mechanic. But I did noticed one thing. Heavy armor professions are easiest to play in general PvE. I rember playing Thief or Elementalist in BWEs and I used dodge all the time. Now I play warrior and I just go frenzy and no dodge. Of course if the mob is elite or stronger I dodge a lot, but any normal mob that has no special attack (like knockback, aoe etc) is dead on sight.
Other thing is that they indeed nerfed low levels to help newbie players but high levels can present a challenge when not in zerg. For those seeking the ultimate challenge explorable mode dungeons (not all paths) can feed your hunger for challenge.
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Quality of life improvement from Anet here would be to have separate traits tree for dungeons just like there is one for sPvP. Since you need only pure muscle in the open world for the most part, people end up in dungeons with the same build, which isnt the most ideal setup for staying alive or suffering from the "running around like headless chicken" -mode.
Tbh I dont see why I cant have a free respec at all times. It would be fun to experiment on PvE too but right now I'm stuck with the build I go. And no, it's not a money sink, it simply just prevents me from changing build on the run. I see a change coming to this since it does not even fit the Anet philosophy very well.
As cloth or lether user you increase the survivability a lot by putting your traitpoints in defense trees first. Glass canons tend to die a lot. Good gear also helps a lot.
I dont think my thief die more than most heavy armor users, in fact I usually survive longer than 95% of them but then I cant just put all I have into DPS, that is a trinity misstake. Your class needs to be specced to be flexible so you need to be able to withstand some punishment as well as do damage.
Of course speccing your warrior only for defense is not good either since you need to do some damage as well.
It's way easy in the field compared to dungeons in explore mode, which are just punishing. People zerg with full dps specs out of dungeon, trivializing most of the events people encounter. The way loot mechanics are set up doesn't help either, since it's all tab and tag as much as you can to get any loot, if you're trying to do any support, you'll simply miss out.
Once people enter explore mode dungeons with that kind of mentality, they set themselves up for a large repair bill, since you can't go in with any spec, despite what anet initially said. Dungeons aren't balanced in difficulty either, since it feels as if trash mobs are harder than the bosses themselves at times, or just a pain in general to deal with. Dungeon loot is crap on top of that, getting the same loot as killing normal mobs makes people want to deal with dungeons less.
Are you lying or ignorant?
Yes the level 70+ zones are considerably harder, especially Orr. Unforatuntely there are tons of people like this who are either bitter in general and make shit up or there are tons of people who simply assume that since level 40 and 60 is similar that therefore everything else.
Try running solo through Orr to get zone completion. Go ahead, I dare you. Post your /deaths before and after and then claim its all the same.
Seriously I dare anyone to do it.
yes it does. maybe not linearly, but it does. Orr is a great example. You have a much higher chance of survival/getting this done if you are in a group. Mobs hurt more, will CC combo you and many of them will call for help. explorable dungeons are also pretty difficult (some chains more than others).
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