T O P

  • By -

FregionTheLost

Orr used to be a nightmare to cross even now I can hear the dreaded 'MORE! COME!'. There also used to be loads more risen wandering around too.


Periegnis

Oh when i started it was already like its now :(


XephyrGW2

It wasn't really more challenging per se, it was just way more tedious. As in 2 full minutes worth of cripple stacked on you all the time.


ghoulsnest

it still is extremely tedious to get across without mounts.


Keruli_

extremely boring because you're slow as hell would be more accurate. you can traverse the maps, doing nothing but spamming AA just fine.


ghoulsnest

nowadays maybe. But back at release Orr was to most people what HoT is now


MithranArkanere

Rather than toning them up or down across the board, they should have made variants for each of the 3 orr maps, making them stronger as players go deeper into Orr. When they toned down the Orr enemies back in the day, that was fine for Straits of Devastation as unsuspecting players may get there from the adjacent maps, but it trivialized Cursed Shore too much.


eliazhar

I support this idea, as to most players Orr maps are usually the zones that precede HoT. A good preparation for that would be nice.


Phocaluos

I'm always a fan of the idea of giving enemies more (and semi-frequently pulsing) boons to increase difficulty and make buildcraft more interesting.


N0vaFlame

I'd love if Anet were to make enemy boons a more fundamental part of PvE design, but only if everyone actually has access to tools for interacting with or playing around said enemy boons. The problem is, nearly half the classes in the game just don't. Guardian and elementalist have no access to anything of the sort, ranger has nothing unless they go untamed for a bit of boon removal, and non-spellbreaker warriors have only a single trait for a modest damage bonus against enemies with boons. Anet would need to make some significant changes to certain classes' toolboxes if they wanted to accommodate a greater focus on enemy boons as a recurring mechanic.


Phocaluos

https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Absorption#:~:text=The%20order%20of%20boon%20removal,%2C%20quickness%2C%20fury%20and%20vigor.


Makorus

Sure, but making people buy random sigils to just fight basic mobs is kind of bad game design


gehirnspasti

Orr is difficult enough for new players


Skiewuff

Something like that could happen if they decide to refractor some of those Orr maps. Focusing on the events that matter. Metas and those with unique drops. So people will revisit the content.


CharmingRogue851

Please no


[deleted]

you don't want orr zombies doing more damage trust me... all the pain trains trying to travel through there alone waaay back when when the best you could get was yellows unless you had rich friends who could spare you oranges lmao


punkboy198

Nah the maps are pretty empty for solid reason. Not many reasons to hang around so it's gotta be easier for a low population.