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Old Aug 12, 2007, 05:12 PM // 17:12   #1
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Default An Idea to improve HA / and deal with Spike teams and their imminent nerfs.

I've noticed that most nerfs are a result of a certain build getting spiked in HA. usually the spike team consists of upto (or more) 6 of the same class.

so i've come up with an idea, to reduce the number of spike teams.

my idea is a class cap in parties in HA.

TA and GvG seem to be doing fine when it comes to variety in builds, but spike builds seem to dominate HA. we've come across tonnes of spikes since the beginning of GW. IWAY, vimway, bloodspike, SF spike, sandstorm and wards spike, Smite monks spike, paraway (just to name a few) and the most recent one to get nerfed - the rit spike. (while i myself hated comming across the rit spike build, i feel for the PvE community that suffered as a consequence).

and with each spike that dominated HA, we got nerfs to skills that were highly favored in pve.

the idea i put forward for HA (and HA alone) is - class-capping.

to explain further:
Teams in HA could be class-capped, meaning that a single party would not be allowed to add no more than 3 (i find this number reasonable) members of the same class to the team.

Class-capping (it were to be introduced) would only effect HA, the area that is most dominated by spike builds and fame farmers. i think class capping will encourage more diverse teams with more classes being played. i think that class capping should NOT affect pve, GvG and TA, for obvious reasons (public outrage).

my conclusion is, that if class-capping in HA is implemented, there will be less spikes, and less need to uber nerf classes and their skills.

so what do you people think?
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Old Aug 12, 2007, 07:00 PM // 19:00   #2
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I think it is unfair to remove a viable game strategy. Just because some people don't like spikes isn't a reason to remove it from the game. Rit spike was nerfed because of how much damage it did. You couldn't prot or heal it at all unless either the other team was bad or you double infused.
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Old Aug 12, 2007, 10:09 PM // 22:09   #3
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No. This has been suggested before and it's just a bad idea. The way to deal with them is with good skill balances and having maps that favor splitting over spiking.
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Old Aug 13, 2007, 01:24 AM // 01:24   #4
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http://www.guildwarsguru.com/forum/s...php?t=10184281

Read that and understand that class capping does nothing to a spike.
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Old Aug 13, 2007, 02:37 AM // 02:37   #5
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not so much.

it is surprising how much you can do to a build, and how many of the same class can act as something else, hence versatility with 2nd profession.

it is still possible to put a balanced build together with 8 people having same class--however, it takes skill (and some cases not, if biased), but it is still possible.

and on the other side of the story, there is always a way to eliminate a team with 6 warriors and 2 paragons/monks (AHEM, AHEM :P), which seems "overpowered" at first, using a build against them that is balanced or "underpowered." so i say, bring these types of builds on! challenge me!

rit spike was overpowered, yes, but it was so easy to counter, but most of us failed to see this. the one problem is the people that spend all day farming 10 ranks with that one build, and not using their skills in other types of builds to challenge themselves and others---and the other problem was the people who complained about not being able to beat it, but NOT TAKING THE TIME to look at the skills that counter the build. the skills are there for us to use! USE THEM! be creative for once ._.

the only people that we should be blaming are ourselves for abusing the skills. so instead of letting skills get "nerfed" due to abuse, go out and challenge those builds. take control. if they find out they are easy targets, skills won't get the nerfs they would...and our pve friends won't have to suffer either
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Old Aug 13, 2007, 04:27 AM // 04:27   #6
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How about making it per skill-based?

Based on the log in Effect Monitor, lets say,
1st time you got hit with skill X you got 100% damage
2nd time you got hit with the same skill X you got 80% damage
3rd time you got hit with the same skill X you got 64% damage
4th time you got hit with the same skill X you got 51% damage
5th time you got hit with the same skill X you got 40% damage
6th time you got hit with the same skill X you got 32% damage
7th time you got hit with the same skill X you got 26% damage
8th time you got hit with the same skill X you got 20% damage
... etc.

Maybe same can be applied on heals and buffs as well if necessary?

Beyond certain point of deminishing return abusing skill X will give no benefit, while not affecting too much in the case skill X is being used normally as the original intended function.
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Old Aug 17, 2007, 04:40 AM // 04:40   #7
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NO! ><

for diminishing effect to work, it would have to be within a very SHORT given amount of time--within 1 second. this could potentially be laggy...and awkward:

if this were implemented not within 1 second, but across infinite amount of time--for instance, your team could use those skills sparingly over the course of let's say 10 minutes (like a degen spike), and not intend to use them as a real spike.
this diminishes team to the point where spells/attacks do little to no damage under no intentions to spike. what happens when they become 20%, do they become 20% for the rest of the match?
then said non-spike team is no match for the opposing team if so. think of how much longer any match would take with everyone at full health and very low damage output ><

ugh...this defeats the purpose of recharge time and number of skills in skillbar.

if we had no recharge time on our skills, then this would be a funny idea (to laugh at, not to put into play), but still--long matches would eventually turn into /resign or up to hours of teams chatting about random stuff--which is not what the pvp portion of the game was intended for--[relatively quick team elimination, allowing each person to use their own handfull of skills to the fullest] ._.

i know, i looked into this a little farther than i should have, but im bored ._O

still, there are many ways to slow down and stop spikes, and they are given to us in skill listing. practice execution of skills (combined with communication from teammates) and victory would be yours!

Last edited by Graphik Desine; Aug 17, 2007 at 04:44 AM // 04:44..
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