[GW] Over-Leveled

It is quickly apparent that there won’t be situations where I can just close my eyes and AoE until everything I over-aggro dies simply because I am 10 levels above. Missed or overleveled content will actually have to be played.
Ravious on Guild Wars 2

Guild Wars is known for having a flat leveling curve, capping early at 20 and staying there. You can feel the change in that design philosophy as you go back in time to Prophecies. In Nightfall, you are near the level cap when you leave the first region. In Prophecies, I was almost to the last mission and still steamrollering almost everything. Levels were lower and the expected player resources were, too.

There are huge zones full of enemies I can’t care about, and it is just an annoyance to cross them in search of some bit of early content. The first mission involves scouting a charr invasion, one that I could single-handedly end given the level differences and my AE skills.

This is the game most famed for its flat leveling curve, but where the curve exists, it really exists. I get sloppy rampaging through these, and I am looking forward to hard mode so I can try them at a meaningful difficulty. In the meantime, I am seeing how many level 10-16 enemies a group of level 20 heroes can aggro without any threat.

: Zubon

6 thoughts on “[GW] Over-Leveled”

  1. The main problem with Prophecies leveling is that, unless you deliberately leave as soon as possible (late level 2 or early level 3), you’re generally level 7 or 8 at the time of the Searing and are thus usually going to be several levels above the regions you’re questing in until at least the Crystal Desert. Especially if you stop around and do all the side quests (or even just the skill quests – though it’s worth getting the list printed out to keep handy as a checklist and doing them on each new character to save a LOT of gold and plats – http://wiki.guildwars.com/wiki/List_of_skill_quests ).

    1. Oh yeah… GW was first game for wich I had to print myself a “thingtodo” list. To many small side quests and things to earn for self pleasure, for too many characters at the same time. Jeeeash. And now I have some wastepaper I’m proud of :D

  2. For the true experience, you needed to give up those heroes and stick to the henchmen, how else are you suppose to empathise with Alesia when she says at the end (Battle for Lion’s Arch) how hard it was to heal through spectral agony if you didn’t experience first hand how useless she was at healing, I don’t think I’ve ever created a healing hero that dies so much. On the other hand having full control over hero builds is definitely useful to do some of the trickier bonuses in hard mode.

    1. That still a great way to learn hero flagging. Start in prophecy and finish the game with only henchman. That a chalenge worth doing :)

  3. Ah yes, my partner and I had finished Prophecies by the time we introduced a couple of friends to the game. We took them to the Great Northern Wall and when the charr started to rush us, we turned around with our level 20s and said “Go! We’ll hold them off!” – then proceeded to kill respawns until we got bored.

    It made us look awesome in front of the newbies though!

  4. Ah yeah… I tell people to start GW with Prophecies and finish it without heroes if they really want to learn to play – because I really think it teaches you quite a bit.

    But unfortunately, heroes are just sooooooooooo shiny…

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