Apr 09, 2007, 04:31 PM // 16:31
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#42
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Krytan Explorer
Join Date: Jul 2006
Guild: Cookie Cutter [FTW]
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[QUOTE=mafia cyborg]down.
also shrines seem too distant one to the other......and they fly off the radar ( u cant see them on minimap)....i wanted to send an hero to a chokepoint to slow down the runner .....but the chokepoint was out of my minimap so i couldnt flag him there.
QUOTE]
try useing the mission map (U)
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Apr 09, 2007, 04:36 PM // 16:36
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#43
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Hugs and Kisses
Join Date: Oct 2005
Guild: Scars Meadows
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I have no problem with the design and the way the matches are set up, however if you want to mantain a good rank on the ladder (i.e. top 100) you need to be playing 25+ games a day. Grinding HvH for no reward other than being on a ladder is not my idea of fun.
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Apr 09, 2007, 04:38 PM // 16:38
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#44
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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Quote:
Originally Posted by Tuesg
Is there a bug in Hero Battles because I can't get in to them I have unlocked all the heroes on one of my PVE chars, travel to the PVP isle and they don't come up and I can't for the life of me figure out what I'm meant to do to make them appear.
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Known Bug - Happened to me, you have to create a new pvp only character and talk to a priest of Bathlzar in order to unlock hero battles. Once you do that, it's unlocked on your account.
Info here - http://gw.gamewikis.org/wiki/Hero_Battles
I was going nuts and never considered hero battles until recently, I could not figure out how to access it.
Last edited by EternalTempest; Apr 09, 2007 at 04:51 PM // 16:51..
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Apr 09, 2007, 07:32 PM // 19:32
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#45
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Jungle Guide
Join Date: Dec 2005
Guild: Rebel Rising [rawr]
Profession: A/W
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Yea, to all those who say remove shrines, the dumb spiritway builds will completely dominate either that or matches will last forever cuz the spiritway will never move. then we'll have a tie.
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Apr 09, 2007, 08:59 PM // 20:59
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#46
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Frost Gate Guardian
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Quote:
Originally Posted by Ekelon
Yea, to all those who say remove shrines, the dumb spiritway builds will completely dominate either that or matches will la
st forever cuz the spiritway will never move. then we'll have a tie.
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not true .
u can make it so that teams who dont move within a minute towards the safe centre area will suffer major degen and die.
the center area needs to be big enough to allow some manouvering but not big enough to really avoid combat.
in that situation i dont see how spirit spammin will have so much influence....and to be honest with unnatural signet its never been big issue to me.
i guess u can leave the center shrine.....but shrines are not the only idea possible to make the game fun.
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Apr 10, 2007, 02:53 AM // 02:53
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#47
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Banned
Join Date: Apr 2007
Guild: [QQ]
Profession: Me/N
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Quote:
Originally Posted by Ekelon
Yea, to all those who say remove shrines, the dumb spiritway builds will completely dominate either that or matches will last forever cuz the spiritway will never move. then we'll have a tie.
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Unnatural Signet.
Consume Soul.
There are simple counters for those abusing spirits. Not to mention ranger interrupts can shut down a spirit spammer like friggin' bawls.
Not a very good argument.
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Apr 10, 2007, 11:24 PM // 23:24
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#48
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Frost Gate Guardian
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bump.....why is this thread on 3rd page?
Gaile instead of wastin time in useless threads pls take a look at this one cheers.
give us somethin like TA for heroes pls.
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Apr 10, 2007, 11:30 PM // 23:30
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#49
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Frost Gate Guardian
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bump.....why is this thread on 3rd page?
Gaile instead of wastin time in useless threads pls take a look at this one cheers.
give us somethin like TA for heroes pls.
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Apr 11, 2007, 07:10 PM // 19:10
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#50
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Jungle Guide
Join Date: Nov 2005
Guild: Hoser Down[HD]
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Alters ftl. Would like to see a different system
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Apr 11, 2007, 07:42 PM // 19:42
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#51
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Krytan Explorer
Join Date: Feb 2006
Location: Jersey
Profession: W/
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I think trying to cap and run around with heros to try to have them cap starts to get confusing quickly for me personally, Im looking at the (u) sub map thing constantly and thats no fun for me.
I might be the only one experiancing this though, cause Im stupid as all chit
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Apr 11, 2007, 08:52 PM // 20:52
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#52
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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Quote:
Originally Posted by :::Q:::
I understand the need to make it as little like Team Arenas/RA as possible
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That's not really a necessary need. Making it like TA and RA would make it be much better and more fun. It would be unlike TA and RA anyways because you cannot use Heroes in TA and RA.
There is no good reason to not make HVH be exactly like TA and RA, only with Heroes instead of teams of players.
Last edited by Navaros; Apr 11, 2007 at 08:55 PM // 20:55..
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Apr 11, 2007, 09:09 PM // 21:09
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#53
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Krytan Explorer
Join Date: Dec 2005
Profession: N/
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Across the Battle,
It's not that you're stupid, it's just new and perhaps overwhelming. Perhaps play around with the interface, and above all, give it time.
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I feel like I'm beating a dead horse here, but so many seem to not get it. This Arena is about micro-management, tactics not involving "follow me mob!", and a fluidity in movement that is more than "fight in place."
There is a reason the title is refered to as "commander." You lead, you tell your team what to do, where to go, what build to bring. If you want to be in a match involving four on four in which you attempt to simply kill the other team, well, there are two arenas for that already.
1vs1 is PvP. It's not deathmatch PvP, it's closer to RTS PvP. Don't try to make it something its not. If you don't like it, perhaps its not something for you.
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Apr 11, 2007, 10:05 PM // 22:05
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#54
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Quote:
Originally Posted by Does-it-Matter
Across the Battle,
It's not that you're stupid, it's just new and perhaps overwhelming. Perhaps play around with the interface, and above all, give it time.
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I feel like I'm beating a dead horse here, but so many seem to not get it. This Arena is about micro-management, tactics not involving "follow me mob!", and a fluidity in movement that is more than "fight in place."
There is a reason the title is refered to as "commander." You lead, you tell your team what to do, where to go, what build to bring. If you want to be in a match involving four on four in which you attempt to simply kill the other team, well, there are two arenas for that already.
1vs1 is PvP. It's not deathmatch PvP, it's closer to RTS PvP. Don't try to make it something its not. If you don't like it, perhaps its not something for you.
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Its not for A LOT of people in the game. If the shrines were removed or they rotated maps (or whatever) then more people would play hero battles. I think a popular hero battle arena is better than an unpopular one. This is Guild WARS not Runner Commander.
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Apr 11, 2007, 11:34 PM // 23:34
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#55
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Krytan Explorer
Join Date: Dec 2005
Profession: N/
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Quote:
Originally Posted by Kool Pajamas
Its not for A LOT of people in the game. If the shrines were removed or they rotated maps (or whatever) then more people would play hero battles. I think a popular hero battle arena is better than an unpopular one. This is Guild WARS not Runner Commander.
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While I agree the Arena would attract more persons if shrines were removed, it would equally (though not proportionally perhaps) lose players who prefer the system that is currrently in affect.
Yes, there is a demand for a 4v4 Player + Heroes Deathmatch, but the current HvH arena is NOT that, nor should it be.
And, the strategic gain and maintainment of resources, positioning and movement are all parts of a war too. There are many elements of a war that don't reduce down to "slash, punch."
Edit: Just to clarify when I say "lose" I don't mean the all-to-common ragequit dramas "I'm leaving the game" stuff, I just mean players who are doing HvH because they prefer that format, might look for something else in the game that interests them.
For instance, I took pause from PvE as well as obtaining the Kurzick title to play HvH because I like the current system. If it changed, I would probably go back to the former. That's what I intended to convey. Sorry for any confusions.
Last edited by Does-it-Matter; Apr 12, 2007 at 12:34 AM // 00:34..
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Apr 12, 2007, 12:17 AM // 00:17
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#56
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Krytan Explorer
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Quote:
Originally Posted by Does-it-Matter
While I agree the Arena would attract more persons if shrines were removed, it would equally (though not proportionally perhaps) lose players who prefer the system that is currrently in affect.
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I don't believe for a moment that we would lose players if the shrines were removed. Sure we might not see the people running 2 monk + toucher + A/W builds anymore that we're currently chasing around the map but that's actually a good thing. While the tactical element may be there it doesn't make it more fun to play, quite on the contrary.
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Apr 12, 2007, 12:28 AM // 00:28
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#57
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Frost Gate Guardian
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i understand the few ppl who enjoy the current "shrine conquer"format....thats why i say keep it!
but pls introduce another format like TA for heroes (hero arenA)...where its all about direct battle.
Hero ARena might work as a good introduction to the "shrine conquer" format .....so everyone is happy. (ppl who start gettin good in controllin heroes might want to move on to shrine conquer....)
pls anet instead of wastin time in threads about minipets,titles,etc.....take note of this gameplay issue.....that could give gw some longevity till gw2. thx
Last edited by mafia cyborg; Apr 12, 2007 at 12:39 AM // 00:39..
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Apr 12, 2007, 12:52 AM // 00:52
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#58
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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From what i've seen on these forums and from many people I know they do not even touch hero battles because of what it is now. I believe if they change it, the popularity would go up massively. I dont believe they would lose more players than would come in to it.
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Apr 12, 2007, 01:09 AM // 01:09
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#59
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Jungle Guide
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Yep. If ANET is going to promote and support HvH so heavily yet it's pretty much hated by so many then they should rethink HvH's format. Right now, not only is the format boring to so many, the format and the maps are easily abusable by a few gimmick builds.
I keep saying to just put in rotating objectives/maps in addition to the shrine capping. That way people who like the shrine capping can still do those as well.
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Apr 12, 2007, 05:31 AM // 05:31
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#60
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Academy Page
Join Date: Oct 2006
Location: Hitching a ride on the road to nowhere a.k.a. Yorkshire, England
Guild: Children of Melandru [HOPE]
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For me Anet can leave HvH alone or remove the shrines or do both. I enjoy them as they are now with the tactical element of shrine capping. I also enjoy it when its just slugging it out around the central shrine. I'm not all that good at em either way (I've lost just as many as I've won), but I do like em and thats all that matters to me in this case. I tried hero Battles when NF first came out, but didn't like em then, but tried em 2 days ago and thats all I've been doing since. The one thing I don't like about them are all the gimmik builds I've seen, about 50% or so of my losses are due to them I have got practically no experience in competetive play, the closest I've come to it is AB's and Ft Leechingwood, so I've no idea how to go about combating gimmik builds. Although about 25% of my wins have been against gimmik builds but that I think is due to trying to take a balanced build, or what I think is a balanced build anyway. So I say again keep it or change it I'll enjoy it either way.
ScorpiusX
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