There I've said it .. I dont mind a challenge but as a mostly solo play its just becoming frustrating .. dont know my arse from my Elbow call me a wimp ot whatever but bring back normal leveling for me .
I've gone back to Lotro , as I have a life sub and really enjoying it :-) Not sure if to get GW2 tho ..
Don't feel bad. I quit for the same reason. *comfort* ^^
I really think TSW should have difficulty modes, I think LOTRO has them too, so it does work with a MMO.
No it does not.
Unless you mean that you can choose tier of skrimish instances.
It is either game devs chop game is series on instances (blegh...) or do diffrent difficulty SERVERS.
I've said it long time ago for first time. Until game start doing that, then there will be always significant number of people not happy for difficulty.
Well there is also a way to simply keep and cater to your playerbase and just allow for some % to leave because game is too easy or too hard for them and basically aim for smaller but more dedicated playerbase FFXI style.
There I've said it .. I dont mind a challenge but as a mostly solo play its just becoming frustrating .. dont know my arse from my Elbow call me a wimp ot whatever but bring back normal leveling for me .
I've gone back to Lotro , as I have a life sub and really enjoying it :-) Not sure if to get GW2 tho ..
Don't feel bad. I quit for the same reason. *comfort* ^^
I really think TSW should have difficulty modes, I think LOTRO has them too, so it does work with a MMO.
No it does not.
Unless you mean that you can choose tier of skrimish instances.
It is either game devs chop game is series on instances (blegh...) or do diffrent difficulty SERVERS.
I've said it long time ago for first time. Until game start doing that, then there will be always significant number of people not happy for difficulty.
Well there is also a way to simply keep and cater to your playerbase and just allow for some % to leave because game is too easy or too hard for them and basically aim for smaller but more dedicated playerbase FFXI style.
It should be viable for SOME of mmorpg's.
Still not many game companeis do this.
One of the questions they asked me when I cancelled my sub was " Did you find the game too difficult " and then gave me suggestions before I finally cancelled , that perhaps I should try grouping more. Its seems they are obviously aware that difficulty/frustation is an issue for some players. The problem for me is that I love the game but want a better balance of challenge and fun ... not just all frustration.
Still I am an Mmo addict and will probaly return at some point to have another crack at it
LOL, I know what you mean, sometimes I'm actually screaming at the computer with rage as I die yet again. (the cat goes running and hides)
And this is a good thing. No, seriously, I've gotten so complacent with these facerolling MMO's that I can play with only partial attention and still succeed. It feels good to be challenged again, and I actually get a sense of accomplishment when I pull off yet another quest marked Hard or Very Hard, even if it requires cooperating with other players to make it happen.
In fact, I realize I'm going to have to work on improving my socialization and friend making skills if I want to smooth my way in this title, at times the content really is too much for a solo player, though sometimes you just need to take some time and rerun the current tier to get your gear up to snuff.
Case in point, there was this one timed quest, where I had to kill 13 zombies in like 10 minutes. I failed it like 3 times in a row, I just couldn't keep myself healthy enough during the fights, with regen time I kept falling short by 1 or 2 kills.
So I went out and did more quests in the zone and got all of my gear up to QL 6 (was previously a blend of 4, 5 and a couple of 6's) and then went back and retried the quest and ocmpleted it the first time with almost 2 minutes to spare. (proving when solo, gear really can help)
Yes I think my three dogs have also been in fear of their lives !
I quit too because of the difficulty. Not the game of course, the game is freakin' awesome, but I did quit the character I'd made. I was making a chaos / blade tank and things were going fine until the Savage Coast, but then the mobs changed and the frustration of a pure melee class hit me.
Seriously, I don't know how people can do this alone without ranged attacks, I wanted to pull my hair out I was so annoyed.
LOL, I know what you mean, sometimes I'm actually screaming at the computer with rage as I die yet again. (the cat goes running and hides)
And this is a good thing. No, seriously, I've gotten so complacent with these facerolling MMO's that I can play with only partial attention and still succeed. It feels good to be challenged again, and I actually get a sense of accomplishment when I pull off yet another quest marked Hard or Very Hard, even if it requires cooperating with other players to make it happen.
In fact, I realize I'm going to have to work on improving my socialization and friend making skills if I want to smooth my way in this title, at times the content really is too much for a solo player, though sometimes you just need to take some time and rerun the current tier to get your gear up to snuff.
Case in point, there was this one timed quest, where I had to kill 13 zombies in like 10 minutes. I failed it like 3 times in a row, I just couldn't keep myself healthy enough during the fights, with regen time I kept falling short by 1 or 2 kills.
So I went out and did more quests in the zone and got all of my gear up to QL 6 (was previously a blend of 4, 5 and a couple of 6's) and then went back and retried the quest and ocmpleted it the first time with almost 2 minutes to spare. (proving when solo, gear really can help)
QFT. I'm finding the difficult parts refreshing. I'm hoping this starts a trend in future games.
I make spreadsheets at work - I don't want to make them for the games I play.
There I've said it .. I dont mind a challenge but as a mostly solo play its just becoming frustrating .. dont know my arse from my Elbow call me a wimp ot whatever but bring back normal leveling for me .
I've gone back to Lotro , as I have a life sub and really enjoying it :-) Not sure if to get GW2 tho ..
MMORPG = MASS MULTI-USER online role-playing game. Try to find a party FFS...
Anyhow... GL with LotRo. I kinda dropped it when it became more and more a solo MMORPG...
what the...you bash him because secret world feels more like a single player rpg, but it's cool that you leave LotRO cause it feels more like a single player rpg...I hate people
I can understand people finding TSW a bit hard. Finding a build that suits your playstyle early on is a bit harder than necessary. Having some decks you can complete pretty early on would probably help a lot.
Anyway, I have run into some missions that were just too hard for my current character, but I have always run into another player doing the same mission and just soft-grouped up. (One of the missions were bugged and now fixed). There is no shame in grouping for a bit and it doesn't slow you down xp-wise.
Btw, I love the last boss of Polaris. Such a bitch to kill with a group full of noobs and such fun to actually beat.
Players are tackling mmo's today differently then they were 10 years ago, we all grown accustomed to the Single Player experience since the games today revolve around it.
As I stated, MMORPGs from my time weren't for single players to say (I finished the game, next please) and I understand we are in a different time now and generation of gamers.
We got plenty of lobby games and multiplayer games where players can meet up now and join for a quick game or two. The days of 'Hey Payback, make sure your on Friday night, we need you to help us out in this Dungeon' are over. Your instantly replaced with someone queing up to say Hi and Bye.
LOL, I know what you mean, sometimes I'm actually screaming at the computer with rage as I die yet again. (the cat goes running and hides)
And this is a good thing. No, seriously, I've gotten so complacent with these facerolling MMO's that I can play with only partial attention and still succeed. It feels good to be challenged again, and I actually get a sense of accomplishment when I pull off yet another quest marked Hard or Very Hard, even if it requires cooperating with other players to make it happen.
In fact, I realize I'm going to have to work on improving my socialization and friend making skills if I want to smooth my way in this title, at times the content really is too much for a solo player, though sometimes you just need to take some time and rerun the current tier to get your gear up to snuff.
Case in point, there was this one timed quest, where I had to kill 13 zombies in like 10 minutes. I failed it like 3 times in a row, I just couldn't keep myself healthy enough during the fights, with regen time I kept falling short by 1 or 2 kills.
So I went out and did more quests in the zone and got all of my gear up to QL 6 (was previously a blend of 4, 5 and a couple of 6's) and then went back and retried the quest and ocmpleted it the first time with almost 2 minutes to spare. (proving when solo, gear really can help)
QFT. I'm finding the difficult parts refreshing. I'm hoping this starts a trend in future games.
The game can be hard sometimes, but it's one of the things I do like about it. I'm starting Egypt so I went trough Blue Mountain (the area after Savage Coast) that lots of people complain about as well, and almost without doing dungeons so most of my gear is either green or crafter or sequin bought blues, plus I'm a tanking spec so most of the times I take a LOT longer to kill enemies than most DPSers
One big thing I've found that helps is to know the enemies and surrounding awareness. A few examples:
If I'm fighting one of the Draugr witches, I know they'll run back from time to time to put distance between them and me to use their ranged attacks and try to get help from regular mobs, so when fighting them I position them so that there are no further enemies that can be aggroed behind them, and when they do run back, I position myself behind them so when they run back again they'll end in their original position.
If I'm fighting one of the ground basher Draugr, I look for a direction to run to without aggroing more enemies when they do the ground smash thing.
Ak'abs can be troublesome because they're usually packed together, but I try to position them so that there are no enemies behind me, so when they charge (always in the direction they're facing) they won't agro other ones. If there's any rock or tree nearby (usually there is) then I'll just position myself with the back to it so that it doesn't have space to charge (it will charge but won't knock you down).
And so on. One difference I've found between TSW (and several other recent MMOs) and, for example, WoW (to use a popular one here) is that you're forced to move during the fights, so it pays to know the mobs, what kinds of attacks they'll do (this one charges, that one stuns on a radios around it, that other one burns in an arc in front of him) and looks around where you're fighting them, so that when they do their big attacks you know where you can run without drawing more mobs.
The "average" MMO'er will most likely find TSW difficult for 2 reasons.
The main reason would be the fact that the player has complete responsibility for their own build (skills and gear). They cannot just "play the game" and everything falls in place as they level-up. They need to make important decisions, and that means reading and thinking quite a bit. Many people will also not adapt to "deck swapping", because in other MMO's they are used to playing one class on one character, and that character's skill set is usually adequate for all solo content.
The other reason would be that it's often important to spend some time watching how mobs are placed and how they move before launching an attack. You can't kite if that causes you to get aggro from a new mob. Sometimes you have to steer your target into a position where you can safely kill them, etc. Many players will not find this level of challenge "fun".
Of course, many will say the game is not hard, it's just "bad design" or "it's just tedious" or "it just takes too long". Winning a medal at the olympics is not hard either, it just takes years ("too long") of practice ("tedious").
Its not realy bad game design but its more of just a curse with this particular type of game design. I've played mmos with the whole "build your own class" design and it almost always falls into the trap of "theres only one right way to do it". Be it certain must have skills or a combo chain that never fails, its something that always effects these type of games.
After playing TSW hoping that it would avoid this curse only to find that it sadly did not. Too many of the skills are useless or just have no point in acquiring. Ultimately this makes a game boring over time because you never realy have to change things up or it hinders players from playing with their own kind of style. Even games like WoW back in the day allowed players to create their own playing style within a class.
Wow, I'm surprised some find this game too hard, but then again i've been gaming since I was 5 so maybe i'm just a vet. but for the 2 weeks I've played in the closed beta TSW was rather easy to me. unless they some how changed the difficulty at release which I higly doubt.
Wow, I'm surprised some find this game too hard, but then again i've been gaming since I was 5 so maybe i'm just a vet. but for the 2 weeks I've played in the closed beta TSW was rather easy to me. unless they some how changed the difficulty at release which I higly doubt.
Really depends on your build. There are some builds that in later content the game would get hard as hell. Which some may find enjoyable and others will hater. I have to admit if I would have picked a crappy build not like I would have been stoked about repeating content just to make a different build.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
The game is everything but hard. To me it´s TO easy. I´m a family man myself, and can play at most 2-4 hours each day, if that. But since release of the game, I´ve already finished 47% of the skill wheel. I have several different decks set up. And I think they should lower the XP, cause it´s just way to easy to get them AP points. It´s alittle hard in the begining, but once the wheels starts rolling it goes faaaaaaaast.
Edit. And if you have a hard time soloing, then your doing it wrong. Need to find the correct deck to handle PVE and PVP.
Im getting frustrated too w/ the difficulty. Not complexity of missions/quests or even combat mechanics. Its that Im finding mob difficulty and density/agro range is just to harsh for a soloer. I either have to take enough healing skills/gear that killing anything takes me 15+mins or take enough dps skills/gear that I can kill 1 or 2 of the pack surrounding me but die to the third or i get lucky and kill all 3 w/ 100hp left only to have the same mobs near insta respawn on top of me again because the mobs were so packed close together or agro range was so huge that i died instantly
And this is just in Savage Coast and I have all ql4 talismans and ql6 weapons.
You're perfectly describing the hate bit of my love/hate relationship with the game. No doubt you're probably referring particularly to the moths or sea monsters. Gotta love how they not only aggro from like 50 feet away(slight exaggeration), but that they will chase you across the whole zone(NOT an exaggeration) or until you're dead.
Combat itself isn't difficult, just excruciatingly slow. I'm starting to think that it's their intent to make it this way so that when you max out QL, combat won't be as dull when you come back to repeat content.
Ah, but I so very much love the sabotage/investigation missions... it's a love-hate relationship if I ever had one...
No way the secret world is only hard if you dont use your common sense . You screwed your build ? No problem Go grind some ap and sp on some quest you finished before . Boring method ? Yes Hard ? Not in a million years
The death system in the secret world is the most care bear I have ever seen in the modern mmo's even more care bear than Wow (and thats saying something !). The death penalty on your gear is very hardly noticable and there are so many 'Grave yards' in one map for you to respawn with no penatly !
i can assure you 99% of the people who find the monsters hard are the people who f*k up their builds . (especially at Blue Mountain where most of the QQ 'hard' is ) .
Ragnarok online back in the days is what I call unforgiving . You f*k up your stats ? Good luck your screwd for eternity better reroll . You died ? Good luck no ghost running for you back to the town for you !
No way the secret world is only hard if you dont use your common sense . You screwed your build ? No problem Go grind some ap and sp on some quest you finished before . Boring method ? Yes Hard ? Not in a million years
The death system in the secret world is the most care bear I have ever seen in the modern mmo's even more care bear than Wow (and thats saying something !). The death penalty on your gear is very hardly noticable and there are so many 'Grave yards' in one map for you to respawn with no penatly !
i can assure you 99% of the people who find the monsters hard are the people who f*k up their builds . (especially at Blue Mountain where most of the QQ 'hard' is ) .
Ragnarok online back in the days is what I call unforgiving . You f*k up your stats ? Good luck your screwd for eternity better reroll . You died ? Good luck no ghost running for you back to the town for you !
No way the secret world is only hard if you dont use your common sense . You screwed your build ? No problem Go grind some ap and sp on some quest you finished before . Boring method ? Yes Hard ? Not in a million years
The death system in the secret world is the most care bear I have ever seen in the modern mmo's even more care bear than Wow (and thats saying something !). The death penalty on your gear is very hardly noticable and there are so many 'Grave yards' in one map for you to respawn with no penatly !
i can assure you 99% of the people who find the monsters hard are the people who f*k up their builds . (especially at Blue Mountain where most of the QQ 'hard' is ) .
Ragnarok online back in the days is what I call unforgiving . You f*k up your stats ? Good luck your screwd for eternity better reroll . You died ? Good luck no ghost running for you back to the town for you !
Its not realy bad game design but its more of just a curse with this particular type of game design. I've played mmos with the whole "build your own class" design and it almost always falls into the trap of "theres only one right way to do it". Be it certain must have skills or a combo chain that never fails, its something that always effects these type of games.
After playing TSW hoping that it would avoid this curse only to find that it sadly did not. Too many of the skills are useless or just have no point in acquiring. Ultimately this makes a game boring over time because you never realy have to change things up or it hinders players from playing with their own kind of style. Even games like WoW back in the day allowed players to create their own playing style within a class.
As the old Fast and the Furious Vin Diesel quote goes: "You can have any beer you want, as long as it's a Corona."
TSW isn't THAT bad regarding that, but you are still punished for doing it "your way" instead of the "right" way.
I wanted an SG/BM build because that's how I envisioned my character, but it became pretty obvious that that's not how FUNCOM envisioned my character. So I ended up as SG/EM with a DPS strike based active/passive build, with a horrendous taco addiction. Turned out to be much more effective, though combat was STILL slow.
its not as bad as the op says it is but mobs are pretty densely packed in some areas. sounds like he just has a bad build though or is geared wrong for what he wants to do.
the game does have a difficulty curve though that is much higher than any other themepark mmo out there, and that is a good thing at least to me. so sick of facerolling mmos and never being presented a challenge. to me the secret world is dangerous, you feel like a zombie apocalypse is happening because of how dangerous the world is. its not some frolick in the woods to pick daisies.
ive never let a video game beat me however but have fun in lotro op, sorry you didnt get the beauty of this game and didnt understand how it works.
I do love the settings and the look an feel of the game but I just get frustrated getting aggro'd every 10 yards , I know its a great game and Funcom have tried to do something unique. I will probably give it another go soon especially if they adjust the Mob density a little.
Thanks for the comment on Lotro , I sometimes find it hard to believe I still enjoy it after five years ! theres just soo much to do in the game
When I get bogged down in Filth, I head to The Shire for a break and some fresh air and good cheer.
There I've said it .. I dont mind a challenge but as a mostly solo play its just becoming frustrating .. dont know my arse from my Elbow call me a wimp ot whatever but bring back normal leveling for me .
I've gone back to Lotro , as I have a life sub and really enjoying it :-) Not sure if to get GW2 tho ..
It's a different style of game, which requires a bit of a different approach.
Try taking a look at some of the build advice on the official forums - some good information can be found there. There are a number of skills that, at first glance, look the same as others, the difference often being the type of skill (i.e. burst, frenzy, etc), or ones that exploit certain states (i.e. afflicted, impaired, etc). Constructing a deck that capitalizes on these synergies really helps.
Decks can also be situational. A single-target DPS build might work great in some situations, but decidedly less well against large groups of mobs, so you might find the going a lot easier if you adapt your active and passive skills based on the threat. It really can make a huge difference.
The first problem I've seen is that they either go straight for one of the pre-made decks or do straight vertical progression. Neither of these is going to work well in the long run. The premade decks are there as a starter to give you some idea as to what to look for in deck synergy. A straight vertical build is going to be lacking in this same synergy. To be effective you HAVE to have a decent amount of horizontal progression.
The second is that many players, even if they don't do the above, try to build a single deck and expect it to handle everything. That is simply not going to work. On the last quest of the Egypt questline, it must have taken me over a fifteen attempts, bouncing between approximately eight different deck setups before I was able to clear the first part. It took another three deck shuffles to clear the second part. You can't expect a single build to do everything, it's only going to cause frustration because you WILL run into situations where it's useless.
I've personally been quite happy with the difficulty level in TSW. It's a nice change from the facerolling that's so prevalent in many other games.
The fact that people are complaining that the game is too hard and they cant solo it makes me appreciate the game more. I am so tired of developers turning mmorpgs in to a rpg online. They have plenty of single player rpgs out there. I give the secret world a tip of the hat. This isnt an attack on the op or others but it is a good indication that somewhere at some point the gerne took a right instead of taking a left.
Originally posted by gravesworn The fact that people are complaining that the game is too hard and they cant solo it makes me appreciate the game more. I am so tired of developers turning mmorpgs in to a rpg online. They have plenty of single player rpgs out there. I give the secret world a tip of the hat. This isnt an attack on the op or others but it is a good indication that somewhere at some point the gerne took a right instead of taking a left.
Comments
No it does not.
Unless you mean that you can choose tier of skrimish instances.
It is either game devs chop game is series on instances (blegh...) or do diffrent difficulty SERVERS.
I've said it long time ago for first time. Until game start doing that, then there will be always significant number of people not happy for difficulty.
Well there is also a way to simply keep and cater to your playerbase and just allow for some % to leave because game is too easy or too hard for them and basically aim for smaller but more dedicated playerbase FFXI style.
It should be viable for SOME of mmorpg's.
Still not many game companeis do this.
One of the questions they asked me when I cancelled my sub was " Did you find the game too difficult " and then gave me suggestions before I finally cancelled , that perhaps I should try grouping more. Its seems they are obviously aware that difficulty/frustation is an issue for some players. The problem for me is that I love the game but want a better balance of challenge and fun ... not just all frustration.
Still I am an Mmo addict and will probaly return at some point to have another crack at it
Yes I think my three dogs have also been in fear of their lives !
Seriously, I don't know how people can do this alone without ranged attacks, I wanted to pull my hair out I was so annoyed.
QFT. I'm finding the difficult parts refreshing. I'm hoping this starts a trend in future games.
I make spreadsheets at work - I don't want to make them for the games I play.
what the...you bash him because secret world feels more like a single player rpg, but it's cool that you leave LotRO cause it feels more like a single player rpg...I hate people
I can understand people finding TSW a bit hard. Finding a build that suits your playstyle early on is a bit harder than necessary. Having some decks you can complete pretty early on would probably help a lot.
Anyway, I have run into some missions that were just too hard for my current character, but I have always run into another player doing the same mission and just soft-grouped up. (One of the missions were bugged and now fixed). There is no shame in grouping for a bit and it doesn't slow you down xp-wise.
Btw, I love the last boss of Polaris. Such a bitch to kill with a group full of noobs and such fun to actually beat.
Players are tackling mmo's today differently then they were 10 years ago, we all grown accustomed to the Single Player experience since the games today revolve around it.
As I stated, MMORPGs from my time weren't for single players to say (I finished the game, next please) and I understand we are in a different time now and generation of gamers.
We got plenty of lobby games and multiplayer games where players can meet up now and join for a quick game or two. The days of 'Hey Payback, make sure your on Friday night, we need you to help us out in this Dungeon' are over. Your instantly replaced with someone queing up to say Hi and Bye.
The game can be hard sometimes, but it's one of the things I do like about it. I'm starting Egypt so I went trough Blue Mountain (the area after Savage Coast) that lots of people complain about as well, and almost without doing dungeons so most of my gear is either green or crafter or sequin bought blues, plus I'm a tanking spec so most of the times I take a LOT longer to kill enemies than most DPSers
One big thing I've found that helps is to know the enemies and surrounding awareness. A few examples:
If I'm fighting one of the Draugr witches, I know they'll run back from time to time to put distance between them and me to use their ranged attacks and try to get help from regular mobs, so when fighting them I position them so that there are no further enemies that can be aggroed behind them, and when they do run back, I position myself behind them so when they run back again they'll end in their original position.
If I'm fighting one of the ground basher Draugr, I look for a direction to run to without aggroing more enemies when they do the ground smash thing.
Ak'abs can be troublesome because they're usually packed together, but I try to position them so that there are no enemies behind me, so when they charge (always in the direction they're facing) they won't agro other ones. If there's any rock or tree nearby (usually there is) then I'll just position myself with the back to it so that it doesn't have space to charge (it will charge but won't knock you down).
And so on. One difference I've found between TSW (and several other recent MMOs) and, for example, WoW (to use a popular one here) is that you're forced to move during the fights, so it pays to know the mobs, what kinds of attacks they'll do (this one charges, that one stuns on a radios around it, that other one burns in an arc in front of him) and looks around where you're fighting them, so that when they do their big attacks you know where you can run without drawing more mobs.
What can men do against such reckless hate?
Its not realy bad game design but its more of just a curse with this particular type of game design. I've played mmos with the whole "build your own class" design and it almost always falls into the trap of "theres only one right way to do it". Be it certain must have skills or a combo chain that never fails, its something that always effects these type of games.
After playing TSW hoping that it would avoid this curse only to find that it sadly did not. Too many of the skills are useless or just have no point in acquiring. Ultimately this makes a game boring over time because you never realy have to change things up or it hinders players from playing with their own kind of style. Even games like WoW back in the day allowed players to create their own playing style within a class.
Wow, I'm surprised some find this game too hard, but then again i've been gaming since I was 5 so maybe i'm just a vet. but for the 2 weeks I've played in the closed beta TSW was rather easy to me. unless they some how changed the difficulty at release which I higly doubt.
Really depends on your build. There are some builds that in later content the game would get hard as hell. Which some may find enjoyable and others will hater. I have to admit if I would have picked a crappy build not like I would have been stoked about repeating content just to make a different build.
1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.
2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.
3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.
The game is everything but hard. To me it´s TO easy. I´m a family man myself, and can play at most 2-4 hours each day, if that. But since release of the game, I´ve already finished 47% of the skill wheel. I have several different decks set up. And I think they should lower the XP, cause it´s just way to easy to get them AP points. It´s alittle hard in the begining, but once the wheels starts rolling it goes faaaaaaaast.
Edit. And if you have a hard time soloing, then your doing it wrong. Need to find the correct deck to handle PVE and PVP.
hard to be home in any game if you dont see other gamer in game,this is what lack in lot of game in 2012 released game!
You're perfectly describing the hate bit of my love/hate relationship with the game. No doubt you're probably referring particularly to the moths or sea monsters. Gotta love how they not only aggro from like 50 feet away(slight exaggeration), but that they will chase you across the whole zone(NOT an exaggeration) or until you're dead.
Combat itself isn't difficult, just excruciatingly slow. I'm starting to think that it's their intent to make it this way so that when you max out QL, combat won't be as dull when you come back to repeat content.
Ah, but I so very much love the sabotage/investigation missions... it's a love-hate relationship if I ever had one...
You must be kidding me TSW hard ?
No way the secret world is only hard if you dont use your common sense . You screwed your build ? No problem Go grind some ap and sp on some quest you finished before . Boring method ? Yes Hard ? Not in a million years
The death system in the secret world is the most care bear I have ever seen in the modern mmo's even more care bear than Wow (and thats saying something !). The death penalty on your gear is very hardly noticable and there are so many 'Grave yards' in one map for you to respawn with no penatly !
i can assure you 99% of the people who find the monsters hard are the people who f*k up their builds . (especially at Blue Mountain where most of the QQ 'hard' is ) .
Ragnarok online back in the days is what I call unforgiving . You f*k up your stats ? Good luck your screwd for eternity better reroll . You died ? Good luck no ghost running for you back to the town for you !
^This.
Aww, Ragnarok online, goodtimes. lol
As the old Fast and the Furious Vin Diesel quote goes: "You can have any beer you want, as long as it's a Corona."
TSW isn't THAT bad regarding that, but you are still punished for doing it "your way" instead of the "right" way.
I wanted an SG/BM build because that's how I envisioned my character, but it became pretty obvious that that's not how FUNCOM envisioned my character. So I ended up as SG/EM with a DPS strike based active/passive build, with a horrendous taco addiction. Turned out to be much more effective, though combat was STILL slow.
When I get bogged down in Filth, I head to The Shire for a break and some fresh air and good cheer.
It's a different style of game, which requires a bit of a different approach.
Try taking a look at some of the build advice on the official forums - some good information can be found there. There are a number of skills that, at first glance, look the same as others, the difference often being the type of skill (i.e. burst, frenzy, etc), or ones that exploit certain states (i.e. afflicted, impaired, etc). Constructing a deck that capitalizes on these synergies really helps.
Decks can also be situational. A single-target DPS build might work great in some situations, but decidedly less well against large groups of mobs, so you might find the going a lot easier if you adapt your active and passive skills based on the threat. It really can make a huge difference.
Hell hath no fury like an MMORPG player scorned.
I think there are two parts to this problem.
The first problem I've seen is that they either go straight for one of the pre-made decks or do straight vertical progression. Neither of these is going to work well in the long run. The premade decks are there as a starter to give you some idea as to what to look for in deck synergy. A straight vertical build is going to be lacking in this same synergy. To be effective you HAVE to have a decent amount of horizontal progression.
The second is that many players, even if they don't do the above, try to build a single deck and expect it to handle everything. That is simply not going to work. On the last quest of the Egypt questline, it must have taken me over a fifteen attempts, bouncing between approximately eight different deck setups before I was able to clear the first part. It took another three deck shuffles to clear the second part. You can't expect a single build to do everything, it's only going to cause frustration because you WILL run into situations where it's useless.
I've personally been quite happy with the difficulty level in TSW. It's a nice change from the facerolling that's so prevalent in many other games.
That right turn happens in Egypt.