A sucking chest wound is Nature’s way of telling you to slow down.
No, really. Stop running. Start fighting!
Ok, so I did contribute about four blue skulls’ worth of zerker guardian trying to do the “I don’t need to run faster than those two Elites, I just need to run faster than YOU” thing, following the zergling impulse of go fast, rush past “trash” and trying to group up with those further ahead.
All of it on the death trap known as the third floor, where everybody but me seemed to -not- see the air canister “safe zones” and continued dashing ahead while I slowed down and was torn between trying to catch a breath and fight off a zerg-spawned worth of mobs by myself (not happening) or catching up with the panicked mob of players milling around lost and hallucinating while twisted clockwork spawned in, eager to take vengeance for all those prior failed invasions and trying to survive with blown cooldowns and not many more heals or blocks or invulnerable left (s’ not happening either.)
It took about that length of time to realize that every event was locking the doors and preventing forward progress via running, and that all those screaming over mapchat that this was too awfully hard were doing so because we players as a group were applying the absolutely wrong strategy to navigating the Tower of Nightmares.
Selfishness leads to a healthy chance at dying off by yourself. Teamwork gets you up. (Both up from downed and literally up to the top.)
At one point, I tried a group recruitment message and got a total of two people joining a party, which worked right up to the midway point where they decided to fall behind and jump into a nightmare chamber (cancel popup) while the immediate collective of individuals I was following was still pushing on.
I gave up with formal grouping after that, since it wasn’t any guarantee that the group would stick together. The public informal groups of whoever was in the vicinity did just fine. (For the record, that collective made it right to the top.)
Besides, killing everything gives you more chances to pop neat stuff. Like key parts, a recipe for an infinite krait tonic, and so on.
One day later, when I decided to have a change of pace and bring my zerker necro in, it felt like more people had figured this out and had started to spontaneously group up and kill stuff. (Or maybe they mistook all my minions for a zerg. Whatever works.)
I like the Tower.
I really do.
Ravious says GW1 players are comparing the Tower of Nightmares to the Underworld and Fissure of Woe instances of yore.
Really? I felt those instances were a lot harder and more time-consuming, possibly because I was trying to solo them with a not-at-all min-maxed loadout of heroes and had to take my slow and steady time with them. (One death means you’re out, when you’re the only player on the team.)
To me, this update feels like another do-over.
Lost Shores – Assault on the Karka Queen, as having listened to their players and not made it a one-time one-off affair, open-world and encouraging groups of 10-30 to work together instead of having 100-200 players corralled into the same dynamic event fighting lag as the enemy.
Sure, this means that occasionally groups of players who are a little less well-informed or well-versed with the ways of the tower will encounter a chaotic experience of mass deaths, but as Wyldkat, a Tarnished Coast resident, often likes to say, “Live and learn. Die, and learn faster.”
Have I mentioned how utterly awesome the instance scaling is?
Let me correct that, then.
Solo to five players!
I get to feel like a hero in my own story if I want to!
I get to group up and join other people if I want to!
I am deliriously happy that they took the trouble to make this work. Mostly the number of mobs in each chamber you encounter will spawn to a size that matches your party.
I like the small bits of storytelling that go on in each Nightmare instance too. And the randomized aspect of them keeps them -somewhat- novel.
I’ve caught character exchanges between Rox and Braham, Marjory and Kasmeer, Marjory and Braham, Rox and Kasmeer, Rox and Majory so far.
If you pay attention, you learn a little more about some of the characters (and have a good laugh at some others. Braham keeps hallucinating up his mom.)
I like the little nods that they managed to slip in regarding the personal story and hope they manage more of it in future updates. (Depending on your race, you seem to get an encounter with your respective racial representative, and depending on your order… well, let’s say we’ve had a reunion of sorts with somebody. I need to bring in a character who is Order of Whispers soon.)
It’s made for a few interesting encounters.
And later in this encounter, we fought a hallucination of Rytlock Brimstone and some Blood Legion summons to Scarlet’s accompanying leer: “Rytlock has a special file where he records all your mistakes. They’re adding up.”
Which was immensely immersive since both Rox and my charr are Blood Legion, and we know Rox has an inferiority complex where Rytlock is concerned. (Directed at my charr? Nah, can’t be. His self-esteem and relationship with Rytlock’s far too healthy for that.)
This little dig got through though. Rarrrrrgh. Must kill insolent leafy things.
Final cinematic cutscene sequence? Verrah nice. Aesthetically-speaking.
I like that they at least attempted to sum up all the threads and factions that Scarlet has been accumulating per update, even if thematically, it feels like she’s cobbling them together out of a junkheap of spare parts.
I did, in fact, kind of miss the Molten Alliance, and was glad to see them back in a small form, including ol’ molten berserker.
The difficulty level of the instances felt fine. I’ve soloed them (and the final instance) on a zerker guardian and a zerker necro. Got downed once or twice but managed to rally up from a weakened mob or an NPC came by to help rez.
I did a group version of the final instance to see how the dynamic scaling worked, and it also seemed to match perfectly.
We did make it extra hard on ourselves during the Molten Alliance portal phase because three people were like OMG, killz0rs all teh portals, we vill skip past zis trash, wat, u mean we don’t?! and one person had no clue how to kite the molten protector out of his fiery shield (it’s always the one with the aggro, right?) so we delivered unto ourselves the world’s biggest spawn of Molten Alliance, conveniently made invulnerable 75% of the time. That took ages to whittle down. We had lots of time on our hands trying to convince the one guy to move out of the fiery ring.
Despite that minor fiasco, we only had one person being downed near the start to rushing headlong into some toxic alliance, and while I was thinking that might have screwed up our final no-dying achievement chance, we managed to take down the champion hybrid with no downs, no deaths that I can recall and the achievement popped. So that was good.
Speaking of achievements, let’s have another round of applause for the continuing saga of more sane numerical levels.
1 time, 3 times, 5 times, up to 10 and 15 only. No 25, 50, 100, 225! (DAMN that 225!)
All in all, good stuff.
I’ll be spending quite a bit of time in here, I think, just for the fun of it.
My only moderate worry is that if the crowds move off in time, like the Mad King’s Labyrinth, it might be impossible to get to the top at some point.
Still, I have noticed that the dynamic events probably do scale. We had a Veteran Spider Queen at one point, instead of a champion.
And during the free 5 captives from cocoons event, when it was just a ranger and me, we were only facing a veteran and two normal mobs per spawn. When the zerg came over, we started popping champions. (Hey, look, new champion farm, people!)
So I suspect that as long as two or three people work together and take it slow and steady, it is possible to eventually get all the way up even if the rest of the place is deserted. (Unlike certain halloween bosses I can think of.)
I suppose if we ever to get to such a stage of abandonment, that would be the time for coordinated groups to move in and treat the place like an extended dungeon.
On a crowded server, I suspect one can always find another one or two interested people.
(Though convincing them to stick together and not run off to follow their own agenda might be a mite more tricky. Oh well, that’s the open world aspect for you. Win some, lose some.)