Id have to say Unwakuing waters, you are basicly useless as a melle class. As a melle you cant target wannabee glint so the henchies attack other ennimies>other ennimies healers>each other>you>wannbee glint by which time wannabee glints megasuperimba lightning has owned them all (bunch up ftL). Ill proberly consider a run of it on my warrior since its so fking annoying >.< .
Which mission deserves the prize for the worst design?
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Some of the ones most mentioned here are actually some of my favorites (e.g. Vizunah Square, Moddock Crevice, etc.).
Here's my vote for the most poorly designed:
1. Nolani Academy. Having to Leeroy with Rurik is simply silly, especially if your character/group isn't designed to simply blow up the enemy. That and being able to bypass over half of the mission by simply pulling a lever - kind of bad design.
2. Abaddon's Mouth. This has to be the most painful of the bonuses, having to escort a dead chick (who goes at a snail's pace and gets lost) halfway across the map. You have no idea how many people drop from the mission when they realize how slow the bonus is.
3. Unwaking Waters. I agree that rendering melee classes almost completely useless for a good part of the mission is bad design. I got so frustrated, I packed nothing but Smiting Signets on my whammo just to prove a point.
4. Jokanar Diggings. Another silly bonus, where you have to try to stop an NPC you have no control over (i.e. Kormir) from attacking the ghosts to gain the bonus. I find myself simply running like hell through the bonus just to get Kormir to stop attacking the damb spirits, and that only works half of the time.
Here's my vote for the most poorly designed:
1. Nolani Academy. Having to Leeroy with Rurik is simply silly, especially if your character/group isn't designed to simply blow up the enemy. That and being able to bypass over half of the mission by simply pulling a lever - kind of bad design.
2. Abaddon's Mouth. This has to be the most painful of the bonuses, having to escort a dead chick (who goes at a snail's pace and gets lost) halfway across the map. You have no idea how many people drop from the mission when they realize how slow the bonus is.
3. Unwaking Waters. I agree that rendering melee classes almost completely useless for a good part of the mission is bad design. I got so frustrated, I packed nothing but Smiting Signets on my whammo just to prove a point.
4. Jokanar Diggings. Another silly bonus, where you have to try to stop an NPC you have no control over (i.e. Kormir) from attacking the ghosts to gain the bonus. I find myself simply running like hell through the bonus just to get Kormir to stop attacking the damb spirits, and that only works half of the time.
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| 4. Jokanar Diggings. Another silly bonus, where you have to try to stop an NPC you have no control over (i.e. Kormir) from attacking the ghosts to gain the bonus. I find myself simply running like hell through the bonus just to get Kormir to stop attacking the damb spirits, and that only works half of the time. |
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Originally Posted by Jetdoc
Some of the ones most mentioned here are actually some of my favorites (e.g. Vizunah Square, Moddock Crevice, etc.).
Here's my vote for the most poorly designed: 2. Abaddon's Mouth. This has to be the most painful of the bonuses, having to escort a dead chick (who goes at a snail's pace and gets lost) halfway across the map. You have no idea how many people drop from the mission when they realize how slow the bonus is. |
Joknour Diggings would come to mind with that stupid bonus and why would kormir be killing sunspears dead or alive anyway?
Although I really like vizunah square which is mentioned in some above posts the worst mission which really in my opinion should belong really to gate of madness due to lack of originality. I mean come on shiro'ken, those portal wraiths and to top it off titans not to mention the margonites whos temple who it belongs to in the first place then you get shiro and the lich at the end;
I played the other two games to fight them and soundly kick their backsides why do I have to do it again? you may as well call that Imperial Precipice or Hells Sanctum.
A
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Originally Posted by Vinraith
Cool, any tips? If it's just that I suck I retract my complaint.
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Originally Posted by Vinraith
You don't lose the bonus for Kormir attacking, just your own party members. I usually afk and let Kormir kill the things solo, actually, with all my heroes set to avoid combat.
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Originally Posted by Bryant Again
I will say I hate Unwaking Waters' design, as well. How come the Kurzicks are stuck with a slightly aggrevating mission and the Luxons get a lovely exploit to theirs?
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Do u mean Gyala (for the Luxons) and Eternal Grove (for the Kurzicks)?Quote:
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Originally Posted by Edge Martinez
Ah... just thought of some bad missions. Anything that requires a hero to complete. I always feel that this effectively leaves someone out.
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Dzagnur Bastion and Grand Court where for me fairly easy to complete with masters maybe its because I had LB R2 by the time I got there. I had no idea what the title was for when i got R1 all I knew is I wanted R2....
But at this point I hate Jennur's Horde and Eternal Grove. I avoid those 2 missions like the plague.
THK I usually walk away and let the H/H and henchies handle it after you initially clear the keep from the stone summit.
Other than Tahanaki Temple is a bit annoying but doable.
Other than that I can't think of anything thats given me to much trouble.
But at this point I hate Jennur's Horde and Eternal Grove. I avoid those 2 missions like the plague.
THK I usually walk away and let the H/H and henchies handle it after you initially clear the keep from the stone summit.
Other than Tahanaki Temple is a bit annoying but doable.
Other than that I can't think of anything thats given me to much trouble.
O
Bad mechanics:
All realm of Torment, Arborstone, anything where the characters are artificially impeded by "environmental" effects while enemies are not. It feels phony, as though ANet couldn't come up with a real challenge, so they just crippled the PC's and hoped nobody caught on.
Bad Design:
1: "<NPC Name> must survive." Togo and Mhenlo are suicidal, no matter what anyone says. Forcing the players to guard a sporadic, unpredictable, and self-destructive AI character is just a silly idea. If the NPC's would stay even with flags, it wouldn't be so bad, but they don't let you pull, they tend to aggro everything in a 3-mile radius, and they WILL NOT RETREAT EVER. "MHENLO SMASH!"
2: "Your team + a random other team." Yeah. I play H+H to avoid other players. My last 2 tiems through Vizunah Square, I got live people on the other side, and both were actually good times (Togo stuck on the first one, we completed with master's on the second.) but in general, the bad experiences far outweigh the good ones.
Overall, I'm gonna say Eternal Grove is the worst mission out there. The forced split, the fragile NPC's, and the worthless backup NPC's. Arborstone for cheap mechanics, horrible AI, guard the NPC, and just generally being annoying to me.
All realm of Torment, Arborstone, anything where the characters are artificially impeded by "environmental" effects while enemies are not. It feels phony, as though ANet couldn't come up with a real challenge, so they just crippled the PC's and hoped nobody caught on.
Bad Design:
1: "<NPC Name> must survive." Togo and Mhenlo are suicidal, no matter what anyone says. Forcing the players to guard a sporadic, unpredictable, and self-destructive AI character is just a silly idea. If the NPC's would stay even with flags, it wouldn't be so bad, but they don't let you pull, they tend to aggro everything in a 3-mile radius, and they WILL NOT RETREAT EVER. "MHENLO SMASH!"
2: "Your team + a random other team." Yeah. I play H+H to avoid other players. My last 2 tiems through Vizunah Square, I got live people on the other side, and both were actually good times (Togo stuck on the first one, we completed with master's on the second.) but in general, the bad experiences far outweigh the good ones.
Overall, I'm gonna say Eternal Grove is the worst mission out there. The forced split, the fragile NPC's, and the worthless backup NPC's. Arborstone for cheap mechanics, horrible AI, guard the NPC, and just generally being annoying to me.
M
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Originally Posted by The Guild Wars Shaman
I thought both Unwaking Waters were the same
Do u mean Gyala (for the Luxons) and Eternal Grove (for the Kurzicks)? |

l
My nominations for the worst cooperative mission award, in no particular order:
Vizunah Square, Unwaking Waters
- Success depends too much on something you have no control over: the other team.
- Communication difficulties with the other team.
- NPC pathing and scripting issues at Vizunah Square.
Moddok Crevice
- Dunkoro's suggestions.
Tihark Orchard
- Silly bonus objective that has absolutely nothing to do with actual skill at the game.
Raisu Palace
- Brainless mission-critical NPC's.
- There's no way to tell how each ally aids the party during the mission without prior experience or consulting an external source, such as the Wiki.
Thunderhead Keep
- Takes too long; no real challenge unless the party sucks.
Riverside Province
- The bonus depends on your ability to damage something out of reach (and, usually, protected from projectile fire by crappy collision detection), which some professions cannot accomplish without weird builds. Not that this is really a problem with a diverse party, but what were the mappers thinking?
Ice Caves of Sorrow
- Bonus more or less impossible to complete without infused armor, which is not available at the time (unless you run to Mineral Springs or the next mission's outpost first).
Arborstone
- Annoying environmental effect.
- Depending on how you deal with the mobs at the end Danika may rush through the last groups without prior warning, likely getting herself killed and causing the mission to fail. Hasn't been fixed by now so it must be part of the mission's design.
Abaddon's Mouth
- Boring, bugged bonus: the ghost required for the bonus takes a very long detour to the bridge _above_ the gate she's found behind, suggesting one of her waypoints intended to be under the bridge ended up on top of it. Since this hasn't been fixed already I suppose it's just part of the design, and therefore earns this mission a nomination.
Dasha Vestibule
- Takes too long; too much backtracking.
- The boss at the end is too effective at destroying henchmen and heroes in their poor standard formation, usually causing a party wipe (or at least the death of Goren, and thus mission failure) on the first try. This wouldn't really be a problem if the rest of the mission wasn't so easy.
Vizunah Square, Unwaking Waters
- Success depends too much on something you have no control over: the other team.
- Communication difficulties with the other team.
- NPC pathing and scripting issues at Vizunah Square.
Moddok Crevice
- Dunkoro's suggestions.
Tihark Orchard
- Silly bonus objective that has absolutely nothing to do with actual skill at the game.
Raisu Palace
- Brainless mission-critical NPC's.
- There's no way to tell how each ally aids the party during the mission without prior experience or consulting an external source, such as the Wiki.
Thunderhead Keep
- Takes too long; no real challenge unless the party sucks.
Riverside Province
- The bonus depends on your ability to damage something out of reach (and, usually, protected from projectile fire by crappy collision detection), which some professions cannot accomplish without weird builds. Not that this is really a problem with a diverse party, but what were the mappers thinking?
Ice Caves of Sorrow
- Bonus more or less impossible to complete without infused armor, which is not available at the time (unless you run to Mineral Springs or the next mission's outpost first).
Arborstone
- Annoying environmental effect.
- Depending on how you deal with the mobs at the end Danika may rush through the last groups without prior warning, likely getting herself killed and causing the mission to fail. Hasn't been fixed by now so it must be part of the mission's design.
Abaddon's Mouth
- Boring, bugged bonus: the ghost required for the bonus takes a very long detour to the bridge _above_ the gate she's found behind, suggesting one of her waypoints intended to be under the bridge ended up on top of it. Since this hasn't been fixed already I suppose it's just part of the design, and therefore earns this mission a nomination.
Dasha Vestibule
- Takes too long; too much backtracking.
- The boss at the end is too effective at destroying henchmen and heroes in their poor standard formation, usually causing a party wipe (or at least the death of Goren, and thus mission failure) on the first try. This wouldn't really be a problem if the rest of the mission wasn't so easy.
