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Old Apr 09, 2007, 09:56 PM // 21:56   #21
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Quote:
Originally Posted by TheZens
By far the worst thing is the freaking ghost how many more months are they going to allow him to run to where he last died on respawn? is it that hard to make him stay on the altar spawn point?

People keep asking us why we play SF and Paraway crap at the moment and i really dont know what to say to them other than we want to play interesting builds that are counter-meta like we have for 18 months or so. Remember Jagged was counter overpowered para holding junk. But how to consistently counter this meta and still be able to win? dont ask me and from the way obs mode looks it looks like nobody has an answer, there is no dominant group of guilds or players at the moment.

The only thing keeping us playing is friendship and the vain hope this scrubfest gets the fix it needs patience is running thin now and talk of playing other games together is growing.

What is really annoying is whatever thread i read here about kill count is that 90% of the people who post in those threads seem to hate kill count there is no real debate its just complaints and cries of "fix it please anet" even the 8v8 vs 6v6 threads had more debate and good posts from both sides than this, i just hope they sort this out by the end of April.
Great post,

Just to add, the old 8v8 worked because of the way the meta was (although mostly similar) balanced. If you played IWAY, you had to worry about hex teams. If you played balanced, you had to worry about spikes. If you played spikes, you had to worry about too much pressure.

So why does killcount eliminate the "balanced" meta? Well lets say you are going to create a build. The first thing that you would think of is "what will not get rolled by 90% of the teams in HA?". Well right now, I would say if a team was to run shutdown hexes (covering melee and casters), they would most likely be able to shutdown 90% of the teams 1v1. However, what will happen in Killcount? You will shutdown the other team, while the third team rolls them, then moves to you. Then you are sitting there, with 0 kills, opposing a team with 8 kills and another team that is being farmed. So WHY would I run this build if I can only win the first 2 maps with it???

How does this promote any sort of balancing of the meta?
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Old Apr 10, 2007, 02:41 AM // 02:41   #22
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amen snype

this is the main reason why noone runs hex builds anymore.
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Old Apr 10, 2007, 03:02 AM // 03:02   #23
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Put rollerbeetle in vault (then let me stay in vault for 3 hours, i won't care).

Killcount needs to be removed ESPECIALLY on 1v1. Its a race to get the first few kills then run in circles for 6 minutes.

Remove killcount or remove Brokeback Tower and Courtyard -.-
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Old Apr 10, 2007, 03:07 AM // 03:07   #24
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Suprisingly most of killcounts horrible issues could be resolved with a 3:00 minute timer.
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Old Apr 10, 2007, 03:08 AM // 03:08   #25
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Unfortunately, that would not solve the part about it screwing over the entire meta and forcing a very narrow selection of builds part.
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Old Apr 11, 2007, 01:21 AM // 01:21   #26
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Quote:
Originally Posted by Living Parasite
Suprisingly most of killcounts horrible issues could be resolved with a 3:00 minute timer.
Sorry dude donno what planet your living on at the moment but i think id love to join you. Kill count is a lost cause its gone to far nothing can fix it. Its like a solider on the battle field (frount line) comming up against 6 anti missil wepons. 20 Soldiers, 5 tanks, a flak gun, 4 planes, and 20 snipers. Play call of duty and ull see exactly just what i mean. A 3 minute timer im affraid wouldnt be able to save the life of kill count by fixing it. The things broken and does not fit in halls, i say call in the mechanic imigration force because kill counts been harbouring in halls ilegally.

Even if you put a 3 minute timer on people are still going to pack mass aoe to kill fast. Heavy hex and pressure builds still will get owned. It wont make much of a difference except for the fact the score will most likely be 1 : 1 : 1 or 3 : 4 : 3 for example.
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Old Apr 11, 2007, 05:13 AM // 05:13   #27
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That issue would remained unsolved due to killcount's violent nature. However, fleeing with a lead, ghostly hero rezzing far away from team, etc. would be much better under a 3:00 timer. I would rather killcount be replaced however.
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Old Apr 11, 2007, 07:04 AM // 07:04   #28
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Got a question in with Gaile today and she at least acknowledged that the devs are aware that many people are unhappy with it and that a poll on the topic may be coming.
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Old Apr 11, 2007, 07:38 AM // 07:38   #29
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Oh great another poll if what you say is true which i have no doubt it is. Anet is incompetant. You saw how long they took with the 6v6 to 8v8 poll and even then many people raised the problems with that. Secondly i would like to ask were did you manage to get this question in with galie because i would like to throw a few at her and thirdly. Is anet stupid or something because this is ticking me off. We dont want some dumb poll which would mean in 2 months time kill count gets removed. Anet see it, we see it, kill count sucks. Stop wasting so much time and remove the dam thing i say and stop looking for concrete proof because its all around you. Seriously its probley just to make somemore time for them to stall so they can sit down and drink coffee. All in the name of conserving energy because they find doing something an actual crime.

Anets are so smart arnt they, a poll on the topic when look how miserably they failed with the 6v6 to 8v8 poll. Yet they think the players will accept it with open arms. Oh well i guess gws will contunie to gather more dust for another 9 months before kill counts actually removed. GG annoyingnet.
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Old Apr 12, 2007, 09:11 PM // 21:11   #30
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its time for Anet to remove kill count!!!!!!!!!!!!!!!!
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Old Apr 12, 2007, 11:56 PM // 23:56   #31
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Yea, remove kill count and bring back the scrub altar. Don't forget to unnerf IWAY after doing that, bitches.
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Old Apr 13, 2007, 12:11 AM // 00:11   #32
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Quote:
Originally Posted by tomcruisejr
Yea, remove kill count and bring back the scrub altar. Don't forget to unnerf IWAY after doing that, bitches.
That's actualy reasonable, I would accept some of the recent IWAY nerfs being rolled back if it meant that the halls objectives would be restored.
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Old Apr 13, 2007, 12:31 AM // 00:31   #33
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I support holding, holding=faster fame so why not, it only benefits me. I mean, who actually plays for fun anyway.
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Old Apr 13, 2007, 12:54 AM // 00:54   #34
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Is IWAY any worse than the retarded builds that dominate now? I don't think so.
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Old Apr 13, 2007, 06:21 AM // 06:21   #35
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I like the new HA objectives, it gives new gameplay.
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Old Apr 13, 2007, 08:10 AM // 08:10   #36
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i like the new relic run in halls, new king of the hill scheme and the domination part. but remove kill count completely from the game. this is not UT
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Old Apr 13, 2007, 12:15 PM // 12:15   #37
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Quote:
Originally Posted by The Heroic
I like the new HA objectives, it gives new gameplay.
Roflcopter, I saw your post in the other thread, I heard that you have 1337 paragon way skills.
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Old Apr 13, 2007, 12:49 PM // 12:49   #38
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Im all for removing kill count, but not at the expense of altar maps returning. Three way deathmatch seems a better way to go.
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Old Apr 13, 2007, 02:17 PM // 14:17   #39
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Quote:
Originally Posted by Randomway Ftw
Roflcopter, I saw your post in the other thread, I heard that you have 1337 paragon way skills.
You can just act normal, it's free..
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Old Apr 13, 2007, 04:13 PM // 16:13   #40
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...and because you guys are posting and whining here instead of playing HA.

Go play and win so kill count won't be killing HA, scrubs.
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