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View Poll Results: Would you like killcount to be removed from HA?
Yes, I would like it to be removed from all maps. 302 69.43%
No, leave it, killcount is fine. 46 10.57%
Remove killcount on Broken Tower; Leave it on Courtyard. 46 10.57%
Remove killcount on Courtyard; Leave it on Broken Tower. 41 9.43%
Voters: 435. This poll is closed

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Old Aug 01, 2007, 05:03 PM // 17:03   #341
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you know when i was a PvEr i once had this idea that i thought would be really fun.

There could be this ''arena'' where you and your team of 8 players had to survive against wave after wave of high level PvE monsters. Each wave would be different and have different challenges. You would earn points for how far and how long you survived against these waves. They could take place in a variety of maps and you had to find the best defensive positions to face the swarms. You had to beat the clock and have at least 1 man still alive before you moved to the next stage.

I would make a build with loads of fire eles, really defensive builds which made healing the team really easy for monks to handle pressure. And really high constant damage on spikes which required little to know preparation. Then the caller would just ping a target and it would die under all the focused fire. And if the enemy monsters balled our fire eles could nuke them all and our water ele could snare them all. I dont think any other build could work really because you need lots of AOE and lots direct dmg pressure and alot of defense. Hexes wouldnt work cos they dont kill fast enough and you would get outnumbered after a while. Same with conditions.

But i think after a while it would get boring because the longer you did it, the more you knew what to expect. Every game would be the same. Especially if they never added new monsters with new skills or new maps. Fighting the same mobs would get tedious, even if you could beat them all the time.

oh wait!

it came true!

gg
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Old Aug 01, 2007, 05:32 PM // 17:32   #342
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Quote:
Originally Posted by Kyp Jade
Eh, I get heroways ganking me or the other team all the time, the heroway build requires the necros to apply pressure properly, thumpers alone arent enough to get kills. Oh yea, they cant do that if everyone is moving. And heros ball up real nice around turns, especially the necros.
Right, that's normal. What I'm saying is that when it's all scrubs for a double fame weekend, you're going to see much more gank to gank/make said person lose than gank to win (which is normal on kc). If both teams are deadset on making you lose and don't care/are too noob to win... chances are you'll lose, unless they really suck.
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Old Aug 01, 2007, 05:42 PM // 17:42   #343
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Quote:
Originally Posted by Kyp Jade
Eh, I get heroways ganking me or the other team all the time, the heroway build requires the necros to apply pressure properly, thumpers alone arent enough to get kills. Oh yea, they cant do that if everyone is moving. And heros ball up real nice around turns, especially the necros.
True that. Heroway just crashes if you manage it properly. 90% of the RaO's are awful, and the heroes just bunch up.
It's just going to be AoE fame weekend for me.
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Old Aug 01, 2007, 08:36 PM // 20:36   #344
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Actually having two heroways trying to gank you is a lot easier, because heros are slow to respond to the real players moving, and its very easy to get them uncoordinated so you can hit and run with kills.
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Old Aug 02, 2007, 09:57 PM // 21:57   #345
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Quote:
<+Martin_Kerstein|NCsoft> Killcount will be removed
Said just few minutes ago, in IRC chat. Good news at last. I hope heroes will follow suit.
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Old Aug 02, 2007, 10:31 PM // 22:31   #346
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Quote:
Originally Posted by God Apprentice
Where's Andrew at?
You called?

As you have probably noticed, we are having a Heroes' Ascent Test Week. I can assure you that we have sent numerous links, including this poll, on to the designers, and your feedback has directly influenced the changes they are testing out. We will likely have more specific information to share soon, but I am confident you will be pleased with the changes.
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Old Aug 02, 2007, 10:41 PM // 22:41   #347
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Quote:
Originally Posted by Andrew Patrick
You called?

As you have probably noticed, we are having a Heroes' Ascent Test Week. I can assure you that we have sent numerous links, including this poll, on to the designers, and your feedback has directly influenced the changes they are testing out. We will likely have more specific information to share soon, but I am confident you will be pleased with the changes.
Thank you for sending all the feedback to devs Andrew. I really appreciate the change that was announced just a while ago. Me and my guildies are looking forward for the rest of the news, and we hope that they will be as promising as the killcount one
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Old Aug 02, 2007, 11:02 PM // 23:02   #348
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Cant wait to tell my Guild. We may be back in HA soon, Just read the post below mine right after I posted.

http://youtube.com/watch?v=GfPg5LjGY...elated&search=

Last edited by Despozblehero; Aug 02, 2007 at 11:09 PM // 23:09..
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Old Aug 02, 2007, 11:03 PM // 23:03   #349
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Alright, here are the changes to the maps:
  • Removed Broken Tower from the map rotation.
  • Removed Burial Mounds from the map rotation and replaced it with Fetid River, a new 8v8 Annihilation map that has a Priest.
  • Removed Sacred Temples from the map rotation and replaced it with the Antechamber, a new 8v8 Control Point map.
  • Added Forgotten Shrines, a new 8v8 Control Point map, to the map rotation after Unholy Temples.
  • Changed the Courtyard's game type from Kill Count to King of the Hill.

No word about other changes like the heroes/henchies issue at this time. Once the feedback to this test week is evaluated, we will gladly pass along additional suggestions for improvements you have.
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Old Aug 02, 2007, 11:11 PM // 23:11   #350
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/kneel

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Old Aug 02, 2007, 11:31 PM // 23:31   #351
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overall the changes seem decent, depends on the new maps ofcourse.. i will just miss Sacred Temples, this was imho one of the best maps HA has. if you want to get rid if a relic run, my vote would go for Unholy Temples. but yea, having some cap points maps is nice as it doesnt really favor spike and heroways, which is always a good thing
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Old Aug 02, 2007, 11:38 PM // 23:38   #352
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Quote:
Originally Posted by Andrew Patrick
Alright, here are the changes to the maps:
  • Removed Broken Tower from the map rotation.
  • Removed Burial Mounds from the map rotation and replaced it with Fetid River, a new 8v8 Annihilation map that has a Priest.
  • Removed Sacred Temples from the map rotation and replaced it with the Antechamber, a new 8v8 Control Point map.
  • Added Forgotten Shrines, a new 8v8 Control Point map, to the map rotation after Unholy Temples.
  • Changed the Courtyard's game type from Kill Count to King of the Hill.

No word about other changes like the heroes/henchies issue at this time. Once the feedback to this test week is evaluated, we will gladly pass along additional suggestions for improvements you have.
Are these permanent, or just for the weekend? IMO removing sacred temples sucks, this was a great map. Changing burial mounds is fine as long as the map is balanced... You still need to remove heroes, cap points (obviously, if you remove this from halls, it should be removed from the previous maps), and relic runs from halls or it is still phailure (not to sound ungreatful or anything). Courtyard change is good, but I think you should've kept broken tower. Also, mechanically speaking, I think only one relic run leading up to halls just encourages spike/defensive builds that can't power run or split as well (especially removing sacred sucks, as this map almost forced you to split).
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Old Aug 02, 2007, 11:45 PM // 23:45   #353
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Quote:
Originally Posted by Gimme Money Plzkthx
You still need to remove heroes, cap points (obviously, if you remove this from halls, it should be removed from the previous maps),.
cap points = Control Points
We are getting more not less.
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Old Aug 02, 2007, 11:48 PM // 23:48   #354
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Quote:
Originally Posted by Lykan
cap points = Control Points
We are getting more not less.
I know, I meant in halls. 1v1v1 cap points is the thing that's really friggin stupid and broken. Of course, it follows if you remove it in halls to remove it completely.
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Old Aug 02, 2007, 11:51 PM // 23:51   #355
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No sacred temples, my favorite map in the entire rotation.

I love relic runs, and now one of them is gone. GG I hate life.

Kill count gone, meh, i was liking that game type.

More cap points, not fun.
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Old Aug 03, 2007, 12:03 AM // 00:03   #356
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Quote:
Originally Posted by Gimme Money Plzkthx
I know, I meant in halls. 1v1v1 cap points is the thing that's really friggin stupid and broken. Of course, it follows if you remove it in halls to remove it completely.
Well with 2 new maps of it, they obviously aren't gonna remove it from halls or anywhere.
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Old Aug 03, 2007, 12:09 AM // 00:09   #357
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Yea. I appreciate the fact that kc was removed, which will make HA more skill based, but imo halls is still screwed and luck based, and cap points isn't exactly my idea of fun in earlier maps... also <3 sacred so are these permanent or no?
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Old Aug 03, 2007, 12:20 AM // 00:20   #358
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Here is what the official site says:

As part of our continuing practice of reviewing and refreshing PvP gameplay mechanics, we're launching another test week featuring changes to the Heroes' Ascent area. We'll be looking for your feedback about the HA changes after they roll out this week and as always will give them full consideration in subsequent potential updates and revisions.

According to Izzy, we will roll them out, make changes over the week based on feedback, and ideally have a finalized version at the end of the week. We will be closely monitoring your feedback, so please take the time to post.
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Old Aug 03, 2007, 12:57 AM // 00:57   #359
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I think it s a nice try for the HA but Hall of heroes needs changing , i mean playing in it relic equaels /roll lol
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Old Aug 03, 2007, 01:08 AM // 01:08   #360
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Kill count in HA is a history. There's no need for this poll anymore. Thank you for all the feedback we gave to devs!
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