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Thread: Sorrow's Embrace Story Mode

  1. #21
    Yeah, my group of guildies had trouble doing Story mode as well, and we're all well-used to each other. It's just a tough Story, man. =/

  2. #22
    I really don't have any problems with difficult dungeons, as long as they're worth it in the end. MMO's just can't work like other hard games, you can't really beat something and go "Hell yeah! I beat it!" and be satisfied when it's an MMO. When you have to rely on other people to know how to do their jobs, it's no longer just a "fun" challenge, because you could be doing your job completely right. You could be doing everything right and still fail, and that's frustrating. There has to be a REASON to stick with that group and get to the end.

    If challenge is all anyone wanted, there are way harder games available which don't require you to need a group of people to be able to play. The rewards have to be adequate in MMO's or no one will want to do them. ANet kind of dropped the ball on that one.

  3. #23
    hlindegar's Avatar
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    Quote Originally Posted by Jarvis View Post
    They also need to tone down SE I finally found a group 2 days ago and after getting to the final boss it was impossible to beat with the group that I had. We ended up giving up which was annoying having almost completed it.

    Anyone else had this much trouble beating it in story mode?

    The encounter with Kudu where he summons the two golems to fight is pretty tough. Honestly though, if you stop before the fight and insist that everyone in the group equips a condition-removing skill, it's not that bad. I did it 2 days ago this way, and we succeeded with moderate difficulty.

    BTW, that's not the last fight. I assumed that was the fight you were referring to. The actual last fight is a large golem that pours lava and its a cakewalk. So once you get past Kudu the whole group can sigh with relief.
    .

  4. #24
    Quote Originally Posted by hlindegar View Post
    BTW, that's not the last fight. I assumed that was the fight you were referring to. The actual last fight is a large golem that pours lava and its a cakewalk. So once you get past Kudu the whole group can sigh with relief.
    That's the other thing that's completely backwards. Random bosses are super hard, while the final boss is usually braindead-easy. They're usually really COOL bosses, that do neat things. But they're never hard, it makes no sense!

  5. #25
    hlindegar's Avatar
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    Quote Originally Posted by Fey View Post
    That's the other thing that's completely backwards. Random bosses are super hard, while the final boss is usually braindead-easy. They're usually really COOL bosses, that do neat things. But they're never hard, it makes no sense!
    It's true in AC, it's true in CM, it's true in SE... heck I think it's the case in EVERY dungeon. It does look like tey intentionally made all final bosses easy.
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  6. #26
    Quote Originally Posted by hlindegar View Post
    It's true in AC, it's true in CM, it's true in SE... heck I think it's the case in EVERY dungeon. It does look like tey intentionally made all final bosses easy.
    They, Anet, also intentionlly left out chests with random drops/items for the final bosses.

    Edit: When the game first came out there were a ton of criticism at Anet from fans/players for random drops/items as rewards in completing final phase of hard dungeons. This is the case for completing Mad King Thorn dungeon with a chest of random drops/items.

    Edit: The final phase rewards are now more or less, beside experience points etc, dungeon specific armours/weapons, and dungeon specific tolkens.
    Last edited by Avariz; 11-12-2012 at 07:11 AM.

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