FrigginPaco.4178 Posted October 27, 2019 Share Posted October 27, 2019 Mostly due to the usage of the Megaserver technology that enables maps to be populated a good deal of the time and alleviate the fears of fracturing the community's population distribution further, I'd like to discuss the idea of adding Hard Mode to open world as a returning feature from GW1.Using the lines from GW1 Wiki:"Hard mode is a more challenging version of Guild Wars that is unlocked for an account when any character completes a campaign. Any level 20 character [GW1 max level] on that account can choose to take on greater numbers of tougher foes in exchange for increased rewards, more valuable drops, and the opportunity to acquire additional titles. " Among the changes to the game in HM, these are some of the more pertinent ones for us. Keep in mind, these are GW1 values, so try to translate some of the ideas into GW2 format."Foes in hard mode are stronger than their normal mode counterparts:Are at higher levels. Every level gained translates to 20 more health and roughly 5% more skill damage (see damage calculation). They do not gain an armor rating bonus for their increased level: ...Have 20 more maximum health for every level above 20, in addition to the health bonus mentioned above.Have higher attributes.Move and attack 33-50% faster. Have reduced activation times for skills that normally take 2 seconds or longer to activate. Non-boss foes get an elite skill and may have additional non-elite skills. Foes in hard mode use a superior AI:Respond more quickly to area damage over time. Are more likely to fight for longer periods of time. Are less likely to ball around a single target if more targets are available. Are more likely to kite for long periods of time. "Among other things.I could see this adding a lot of replay value to the game on many fronts.The challenge. In both Open World and Story Missions many players who have stuck around from the beginning, or who are simply good at these sorts of games, can mow down hoards of enemies and get through a large portion of non-group content with relative ease. Sometimes, even small to mid-sized group content, or solo champions depending on the event. The Rewards. This could see many different ways to reward players. Unique armor/ weapon skins, titles, more AP from specific achieves, the return of Title tracks and/or faction points, the first earnable mount skins etc.Encouraging group play. So much of the game can be run alone, and it's probably not a bad idea to get people's feet wet. They don't need to rely on people to get things done. However, there comes a point where an incentive comes along and requires a bit more coordination or just plain party grouping. I've not come across a part of open world where I've had to say to myself "Hang on, need to buddy up for this one." This provides a venue to truly encourage cooperation.Encourage Tankier/Supportive builds. This also may mean a revision of what aggro means in GW2, even if just for this game mode, but I feel like it could really do wonders for group composition and make people feel like they have a place no matter what build they decide to bring.Another goal. Frankly, I feel like a lot of long term players are struggling with GW2's release cadence and this could really help reinvigorate interest. Not only that, but breath new life into earlier zones and other forms of content that has largely been ignored.Please keep in mind, just like GW1, it was a completely optional system. I didn't use it until about a year and a half after I beat each campaign back in GW1. I just hope there's some interest in something like this. Playing through each game mode can be nice, but I'm currently at a loss for what to do and just thinking about this has me in a creative mindset. More than anything, just because it's on a forum post doesn't mean Anet will make it happen. Link to comment Share on other sites More sharing options...
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