History YMMV / GuildWars

22nd Dec '17 6:22:39 PM Nicoaln
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** Nightfall is when the [=PvE=] experience was improved the most, giving side characters some screentime and featuring a much more "Newbie-friendly" difficulty curve.
*** In contrast, Factions, despite Prophecies not even being required to run the game, was considered to be a little [[SchizophrenicDifficulty too hard]] for newcomers due to the developers designing it around the assumption the players had beaten "Prophecies" before.

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** Nightfall is when was where the [=PvE=] experience was improved the most, giving side characters some screentime perfected. In contrast to Factions's SchizophrenicDifficulty and featuring a much more "Newbie-friendly" difficulty curve.
*** In contrast, Factions, despite Prophecies not even being required to run the game, was considered to be a little [[SchizophrenicDifficulty too hard]] for newcomers due to the developers designing it around the assumption the
assumptions that all players had beaten "Prophecies" before.played Prophecies first, Nightfall features a much ''much'' fairer difficulty curve and gives a tutorial on how to play and how most strategies worked.
22nd Dec '17 6:20:35 PM Nicoaln
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** Nightfall is when the [=PvE=] experience was improved the most, giving side characters some screentime and featuring a much more "Newbie-friendly" difficulty curve. In contrast, Factions gave a small refresher on how the game worked, but mistakenly was designed around the assumption that players had already beaten "Prophecies" and thus gave a little too many early-game missions that were difficult, while [[SchizophrenicDifficulty later-game missions were much MUCH easier even for newcomers]]. (To put it into perspective, Factions didn't even ''teach'' the player how to get elite skills)

to:

** Nightfall is when the [=PvE=] experience was improved the most, giving side characters some screentime and featuring a much more "Newbie-friendly" difficulty curve.
***
In contrast, Factions gave a small refresher on how Factions, despite Prophecies not even being required to run the game worked, but mistakenly game, was designed considered to be a little [[SchizophrenicDifficulty too hard]] for newcomers due to the developers designing it around the assumption that the players had already beaten "Prophecies" and thus gave a little too many early-game missions that were difficult, while [[SchizophrenicDifficulty later-game missions were much MUCH easier even for newcomers]]. (To put it into perspective, Factions didn't even ''teach'' the player how to get elite skills) before.
22nd Dec '17 6:18:19 PM Nicoaln
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** Nightfall is when the [=PvE=] experience was improved the most, giving side characters some screentime and featuring a much more "Newbie-friendly" difficulty curve. In contrast, Factions gave a small refresher on how the game worked, but mistakenly was designed around the assumption that players had already beaten "Prophecies" and thus gave a little too many early-game missions that were difficult, while [[SchiziphrenicDifficulty later-game missions were much MUCH easier even for newcomers]]. (To put it into perspective, Factions didn't even ''teach'' the player how to get elite skills)

to:

** Nightfall is when the [=PvE=] experience was improved the most, giving side characters some screentime and featuring a much more "Newbie-friendly" difficulty curve. In contrast, Factions gave a small refresher on how the game worked, but mistakenly was designed around the assumption that players had already beaten "Prophecies" and thus gave a little too many early-game missions that were difficult, while [[SchiziphrenicDifficulty [[SchizophrenicDifficulty later-game missions were much MUCH easier even for newcomers]]. (To put it into perspective, Factions didn't even ''teach'' the player how to get elite skills)
22nd Dec '17 6:18:01 PM Nicoaln
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* ClicheStorm: Sure, the plot feels very half-assed now, but [[SeinfeldIsUnfunny one should excuse that]], but even for its time, ''Nightfall'''s story was ''very'' standard, with some people being able to draw obvious comparisons with its cast to ''Franchise/StarWars'', ''VideoGame/FinalFantasyVI'', ''VideoGame/SkiesOfArcadia'', and ''VideoGame/FireEmblemTheSacredStones'', all of which were old news by ''Nightfall'' in late 2006. Nightfall simply put wasn't remembered very much for its story.

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* ClicheStorm: Sure, the plot feels very half-assed now, but [[SeinfeldIsUnfunny one should excuse that]], but even for its time, that]]. What is less excusable, is ''Nightfall'''s story was very ''very'' standard, with some standard plot even at the time. Some people being were able to draw obvious comparisons with its cast to ''Franchise/StarWars'', ''VideoGame/FinalFantasyVI'', ''VideoGame/SkiesOfArcadia'', and ''VideoGame/FireEmblemTheSacredStones'', all of which were old news by ''Nightfall'' in late 2006. Nightfall simply put wasn't remembered very much for its story.
22nd Dec '17 6:17:01 PM Nicoaln
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* ClicheStorm: Sure, the plot feels very half-assed now, but [[SeinfeldIsUnfunny one should excuse that]], but even for its time, ''Nightfall'''s story was ''very'' standard, with some people being able to draw obvious comparisons with its cast to ''Franchise/StarWars'', ''VideoGame/FinalFantasyVI'', ''VideoGame/SkiesOfArcadia'', and ''VideoGame/FireEmblemSacredStones'', all of which were old news by ''Nightfall'' in late 2006. Nightfall simply put wasn't remembered very much for its story.

to:

* ClicheStorm: Sure, the plot feels very half-assed now, but [[SeinfeldIsUnfunny one should excuse that]], but even for its time, ''Nightfall'''s story was ''very'' standard, with some people being able to draw obvious comparisons with its cast to ''Franchise/StarWars'', ''VideoGame/FinalFantasyVI'', ''VideoGame/SkiesOfArcadia'', and ''VideoGame/FireEmblemSacredStones'', ''VideoGame/FireEmblemTheSacredStones'', all of which were old news by ''Nightfall'' in late 2006. Nightfall simply put wasn't remembered very much for its story.
22nd Dec '17 6:16:46 PM Nicoaln
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* ClicheStorm: Sure, the plot feels very half-assed now, but [[SeinfeldIsUnfunny one should excuse that]], but even for its time, ''Nightfall'''s story was ''very'' standard, with some people being able to draw obvious comparisons with its cast to ''Franchise/StarWars'', ''VideoGame/FinalFantasyVI'', ''VideoGame/SkiesOfArcadia'', and ''VideoGame/FireEmblemSacredStones'', all of which were old news by ''Nightfall'' in late 2006. Nightfall simply put wasn't remembered very much for its story.


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* GrowingTheBeard:
** The [=PvP=] experience, while already considered great from the start, was improved with much more AntiFrustrationFeatures around late Prophecies and early Factions, when pre-made builds (many of which were feasible) allowed characters to experiment and help perform better rather than grind with a bunch of crappy basic abilities until they could afford some better skills.
** Nightfall is when the [=PvE=] experience was improved the most, giving side characters some screentime and featuring a much more "Newbie-friendly" difficulty curve. In contrast, Factions gave a small refresher on how the game worked, but mistakenly was designed around the assumption that players had already beaten "Prophecies" and thus gave a little too many early-game missions that were difficult, while [[SchiziphrenicDifficulty later-game missions were much MUCH easier even for newcomers]]. (To put it into perspective, Factions didn't even ''teach'' the player how to get elite skills)
20th Aug '17 11:26:09 PM Nicoaln
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* SeinfeldIsUnfunny: It's hard to look at the modern MMORPG scene today, even its successor, and not see things this game did back in 2005 that was considered "different":
** While not the first "Free" MMORPG, it was still a mainstream one that had "no subscription fees" as a selling point.
** This game's story was told, not through [[AllThereInTheManual in-game or real life books]] and easily skippable sidequests, but via... ''cutscenes''. The fact that you had multiple cutscenes wherein [=NPCs=] spoke to your character and your characters ''spoke back''. These days, the cutscenes come off as {{Narm}} and ClicheStorm - hell, the fact that the characters' mouths moved after the Nightfall update was a ''big thing'' for this game.
** The sheer amount of solo content. It was very much like a single player game with DropInDropOutMultiplayer - the games all had a FinalBoss and an ending sequence. In theory, you could "Beat" the game by yourself, employing the use of henchmen characters to help you accomplish the in-game objectives.
3rd Aug '17 10:32:26 AM Bootlebat
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* DemonicSpiders: The Bladed aatxes in the Underworld. Essentially minotaurs made out of darkness and wielding axes, they can easily hit a player for over 300 damage (most players will have about 500-600 hp at level 20)
17th May '15 6:47:48 PM AquaRegia
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*** There's some justification for both. In "Factions", he fight alone, completely alone, there's no stage before you reach him so you only need to prepare for fighting him. In "Nightfall", however, he returns with an extra long (and somewhat challenging mission) alongside the Lich when you finally do fight him. On the plus side the in the refight he's missing a few of his attack including his DesperationAttack, the Lich as far as this troper can tell was also completely lacking skills. But the biggest issue is that you CAN pull Shiro away from the Lich, even if it is difficult and fight both one vs eight. So... If you don't know what's coming the "Factions" fight is harder, if you do though the Nightfall fight will seem harder.
26th Apr '15 9:19:59 AM AquaRegia
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** Also a lot of elementalist bosses, since bosses get a double damage bonus a lot of them can kill players in seconds. Ritualist bosses with Spirit Rift are even more infamous for their party-slaughtering abilities.

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** Also a lot of elementalist bosses, since bosses get a double damage bonus a lot of them can kill players in seconds. Ritualist bosses with Spirit Rift are even more equally infamous for their party-slaughtering abilities.
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