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Old Apr 01, 2007, 01:33 PM // 13:33   #121
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Quote:
Originally Posted by Divinus Stella
Kill count 1v1 isnt too bad, but on courtyard its broken, make courtyard King of the Hill and its a fix.

/signed
Isn't killcount 1v1 just annihilation (like the underworld)? And where have you ever seen it be 1v1....I must have missed that
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Old Apr 01, 2007, 02:29 PM // 14:29   #122
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When there aren't enough people playing so only 2 teams will join?
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Old Apr 02, 2007, 02:32 AM // 02:32   #123
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/signed

Allowing kill count only promotes spike build and gives HA absolutely no creativity.

Amazing how anet can unbalance the game by allowing this map to stay.
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Old Apr 02, 2007, 02:40 AM // 02:40   #124
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Remove Courtyard and Broken tower as well, or change them to 1v1 maps. Gank Wars ftl.
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Old Apr 02, 2007, 06:23 AM // 06:23   #125
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Did I /sign this yet?

Here ANET you get a /fail too.
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Old Apr 02, 2007, 09:00 AM // 09:00   #126
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/signed

the worst thing ever to happen to ha was killcount
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Old Apr 02, 2007, 11:47 AM // 11:47   #127
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/signed

For the future of le ascension.(?)
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Old Apr 02, 2007, 03:40 PM // 15:40   #128
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/signed

After my pressure team lost 20+ games at Broken Tower, I'm ready to see Kill Count go.
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Old Apr 02, 2007, 05:10 PM // 17:10   #129
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/signed

Also being looked indepth: http://www.guildwarsguru.com/forum/s...79#post2685079
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Old Apr 02, 2007, 07:15 PM // 19:15   #130
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/signed

They removed HoH kill count a while ago which is kind of wierd because I think I preferred that (in a rotation) to having it be the only condition on the other altar maps. Kill count might be worth keeping just to shake things up every once in a while, but I don't want to always hope for a jump over Broken, if you know what I mean.

WTS Ele, Necro

WTB Warrior, Mes
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Old Apr 02, 2007, 07:25 PM // 19:25   #131
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Quote:
Originally Posted by Snype
Isn't killcount 1v1 just annihilation (like the underworld)? And where have you ever seen it be 1v1....I must have missed that
If they make it 1v1, which I think they should, they should make it so that a group is not defeated when everyone is dead, much like in the RA killcount.
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Old Apr 02, 2007, 07:45 PM // 19:45   #132
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/signed

Slawo R10
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Old Apr 02, 2007, 08:45 PM // 20:45   #133
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/signed

better get creative anet
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Old Apr 02, 2007, 08:49 PM // 20:49   #134
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Quote:
Originally Posted by Thomas.knbk
If they make it 1v1, which I think they should, they should make it so that a group is not defeated when everyone is dead, much like in the RA killcount.
What would be the point of that, to make matches last longer?
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Old Apr 02, 2007, 08:58 PM // 20:58   #135
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Quote:
Originally Posted by Randomway Ftw
What would be the point of that, to make matches last longer?
It wouldn't have to stay at its current length. It could be 5 minutes or even less. Also, you could make it so that you win if you're ~10-15 points ahead to avoid having to hang around when it's already clear who wins.
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Old Apr 02, 2007, 10:46 PM // 22:46   #136
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I pretty much hate Broken Tower. I was running Pressure yesterday, and we played for an hour straight, always won first 2 matches, and always lost at Broken Tower. It really promotes spiking and direct damage.

I miss the old Broken Tower. That one was better than the new one imo.
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Old Apr 02, 2007, 10:50 PM // 22:50   #137
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Quote:
Originally Posted by master_of_puppets
Kill count is a stupid mechanic that shouldnt have been implemented in the first place. It promotes spike and AoE and makes pressure less effective. Also it doesnt neccesarily indicate who played better and many teams just leech off another team's work. What if one team killed a target only because the other team was shutting down that team's monks? There are many other examples of how this doesn't work very well. Anet denies kill stealing but I've seen several very suspicious cases where my team did a lot of dmg to a target and another team got the killing blow and they got the point.

Theres very little variety, every single team is running the same crap. The only classes being used at all are sins for their Shadow Prison crap (which was NOT nerfed hard enough, increase recharge to 30 kthx) eles for their AoE, and of course monks. And necs and rits of course for their overpowered spike skills? (Anet if you have no clue how to buff skills then dont do it at all_

In 3-team matches like this gank is inevitable. In broken tower it basically just comes to who can kill the noobiest team faster.

Anyway there are lots more problems with kill count. Take it out of BT and courtyard and put in holding.(make one old style and one new style) but makes the ghostly rez either way when he dies. Oh and nerf SoC

/signed
Agreed, /signed
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Old Apr 02, 2007, 11:29 PM // 23:29   #138
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/signed

BRING BACK ALTER HOLDING!!!! :O
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Old Apr 03, 2007, 12:49 AM // 00:49   #139
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/Signed

Makes HA unbalanced and encourages spike teams. I thought ANet was against spike teams?
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Old Apr 03, 2007, 06:07 AM // 06:07   #140
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/signed

enough said
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