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Old Oct 25, 2007, 05:10 PM // 17:10   #41
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Quote:
Originally Posted by kosh
/wrist b4 il sign this. now if you haven't played that map (which clearly you didn't) don't make any suggestions about bringing it back.kty.

I've played the map pleanty of times, its one of the few maps that actually force posisitining, only thing I never liked about it was having to face a second team.
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Old Oct 25, 2007, 05:55 PM // 17:55   #42
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Originally Posted by Nebuchadnezzer

Also I'd like to add that I think 6 man was actually a good thing for HA, the problem (as I see it) was that Nightfall came and screwed it all up with paragons making uber defensive crap builds. I think that 6v6 got the blame for the problem that Nightfall was the culprit of.
Wow ive got a question, did you even play HA when it was in tombs...
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Old Oct 25, 2007, 06:56 PM // 18:56   #43
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Bringing back Sacred Temples and removing Fetid River would be a welcomed change to HA. We got enough annihilation maps already. I never understood why sacred, not for example burial had to go. Relic running maps are among the best. Good point Kyp.

I miss scarred earth. It was good scrub filter map. If you cry about it, you pretty much sucked back in the day.

Other decent changes would be removing the priest in dark chambers ( golden gates ) - its pointless there, everyone is ganking him @ the start anyway.

Also if you want to discuss 6v6 disaster make another thread, and stop derailing this one.
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Old Oct 25, 2007, 07:01 PM // 19:01   #44
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+1 for bringing back sacred.
K it was annoying with the stuck glitches and rubber banding but at least it was a bit tactical. You couldnt win by being a scrub team just bashing buttons.
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Old Oct 25, 2007, 09:18 PM // 21:18   #45
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additional maps are always welcome. That's all i can say here.
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Old Jan 13, 2008, 12:58 PM // 12:58   #46
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I would really like Sacred Temples back but i think HoH is the biggest problem.
Its the map that make you dont wanna play HA..
Its so UNFUN and it makes less build diversity.

Anywas OP again... Yes bring Sacred Temples back.
Remove Fetid and forgotten shrines.. or any of them, Both are sucky maps.

Bye
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Old Jan 13, 2008, 03:15 PM // 15:15   #47
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Quote:
Originally Posted by Kyp Jade
That we brought sacred temples back. Seriously, having 3 annihilation maps at the begining does NOT PROMOTE balanced builds, in fact it promotes farming gimmicks. (Balanced in HA being a build thats built to play on all maps)

To any HoH veteran, Sacred temples was a favorite. IMO drop fetid or burial grounds to give room to sacred in the rotation

plz plz plz plz
Yes drop fetid (most pointless map ever) and bring back Sacred.

Also keep HoH king of the hill only or even better old style last ghost capped wins kbye.

Last edited by R O C K Y; Jan 13, 2008 at 03:18 PM // 15:18..
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Old Jan 13, 2008, 06:42 PM // 18:42   #48
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I like the beginning maps o.o.
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Old Jan 13, 2008, 06:48 PM // 18:48   #49
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i love uw and burial .. but fetid stinks.

But i couldnt care less about those maps.
Hoh is the biggest concern, Its one of the reasons why the diversity in builds is so low.
And its one of the reasons why random people win all the time, Its so random.
Its frustrating really .. w/e Anet doesnt really care...
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Old Jan 21, 2008, 08:15 PM // 20:15   #50
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WTB sacred pls cause it was the best map by far and it was one of the best maps at separating the good from the bad in terms of gimmick and skill, especially being at the end of the rotation, requiring tatical uses of snaring, bodyblocking and splitting to name the main points to consider.

the idea behind this thread was overlooked so it deserves thread necromancy +1
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Old Jan 21, 2008, 08:17 PM // 20:17   #51
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http://wiki.guildwars.com/wiki/Game_updates/20070802

I cant find any dev comments on why sacred was removed for another 1v1 map anyway? would be nice to be able to point out how very wrong they were to make heroes ascent annihilation based instead of skill based.
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Old Jan 24, 2008, 03:24 AM // 03:24   #52
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sacred temple failed...but if it gives shitty teams the chance to get to halls I'm all for it.
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Old Jan 24, 2008, 03:26 PM // 15:26   #53
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Quote:
Originally Posted by wuzzman
sacred temple failed...but if it gives shitty teams the chance to get to halls I'm all for it.
thanks for once again defying logic for the billionth time.
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Old Jan 24, 2008, 09:22 PM // 21:22   #54
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how does sacred tempels give a shitty team a chance to get to halls? shitty teams would both be confused about how to take the the relic back to thier ghost, and also not know wtf to do with the gate lock
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Old Jan 25, 2008, 12:12 AM // 00:12   #55
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Relic running in a game like guild wars is really prone to fail, its not the best mechanic for a win condition. maybe an important side objective like lets see running the flag in gvg but not the end all be all of win objectives. Just bring some snares and know how to body block, even pve'ers aren't that dense. your not even required to have an offense. and besides wasn't sacred temple the buggest map in the history of guild wars? can't wait to play bug wars.

anyway if you really think that your team would sooo get to halls easier over that sway group you can't scrub a win past, then by all means put back sacred temple. Probably want to get izzy to nerf, SH, mindblast, tainted flesh (or just remove heroes from HA), barbs, splinter weapon, ancestors rage, derv scyth damage, pretty much everything that has aoe and hits really hard.
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Old Jan 25, 2008, 12:35 AM // 00:35   #56
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I dont really mean to make personal attacks, but since you dont like relic running at all, which has been in the game since release, and takes more skill and coordination to win than underworld does, what kind of builds do you play? Certainly not balanced if your complaining about relic runs, do you play kill builds? Kill builds are prone to fail on the better maps because they are made for the first maps...

Are you complaining that you have to bring snares? or run skills? I dont recall to many people bringing either of those 2 years ago in prophecies days. Slowly people started to slot things as they figured out how to play on these maps. Things like windborne speed, ward against foes.

In fact, the skillset for these maps is a hell of a lot bigger than it was 2 years ago to play on these maps, I find it hard to believe that you are complaining about sacred temples when there are a million more options today than there were 2 years ago.

Last edited by Kyp Jade; Jan 25, 2008 at 12:46 AM // 00:46..
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Old Jan 25, 2008, 02:12 AM // 02:12   #57
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Hmm, great assumption, but if you played something other then guild wars you find relic running boring. I certainly do, I know plenty of good players that do. Its only merit is that a balance team can scrub a win past iwayers and spike builds and various other shit. I play the game to pvp, not run from point A. to point B. and "OH SHIT SNARE! HEX REMOVAL! HEX REMOVAL!" Find it fun, I find it boring. If I wanted to play a shitty version of run the flag, I rather play.....every online-fps available to most modern PC's.
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Old Jan 25, 2008, 02:40 AM // 02:40   #58
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Sacred was a good map imo. Relic running in Halls on the other hand is bad.
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Old Jan 25, 2008, 02:52 AM // 02:52   #59
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I don't know the body blocking and the rubberbanding because of the body blocking and trying to unstuck yourself out of corners....god that map was buggy....however I do miss watching iway collectively saying "WTF!!!!!!!!!!!!!"
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Old Jan 25, 2008, 03:56 AM // 03:56   #60
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Quote:
Originally Posted by wuzzman
I don't know the body blocking and the rubberbanding because of the body blocking and trying to unstuck yourself out of corners....god that map was buggy....however I do miss watching iway collectively saying "WTF!!!!!!!!!!!!!"
...that's the nature of relic runs

/signed, sacred was the best map in tombs
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