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Poll: What party size do you prefer for Heroes' Ascent?
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What party size do you prefer for Heroes' Ascent?

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Old Feb 23, 2007, 07:13 PM // 19:13   #201
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Quote:
Originally Posted by pigfister
having played in both ranked(r9+) groups and pug groups throughout the 8v8 trial, it is a lot harder for new players to win against a strong team.
This is a great idea. There is no reason that I should have an advantage over noob randomway just because I have thousands of fame and a great team that know what they are doing. All new players of HA should get a direct link to the zergway and jagged bones builds so they know what to farm each other with. Who likes losing to all those uber spike teams? I want to just copy some build and hit buttons to win.
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Old Feb 23, 2007, 07:42 PM // 19:42   #202
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Originally Posted by tomcruisejr
say you're destined to win 40 times in 1 run. that means you'll gonna win 32 times in HoH. and in old school ha, that means you have to win 32 more times by altar holding, ghostly capping or whatever your tactic is. that means 32 more times doing the same thing. and say you want to win. will you run a build that has higher probability of winning 32 times? what kind of build is that?
Nice, you spelled out my point really clearly here. I think the multiobjective HoH is the only thing Anet has done at least halfway decent with HA since before 6v6 was first introduced.

The thing about making HoH a holding altar again is that I can pretty much 99% guarantee that a degenerate holding build will pop up. Then once everybody sees how strong the build is, everybody will start playing it and it will create a horrific metagame of builds that take forever to kill each other. This is almost as bad or worse than the rit spike metagame that kill count maps created.

Some will say well then Anet should nerf it. Well we know how Anet has done with the speed and efficiency of skill balances...not great. Besides, another holding build would soon pop up after. Not only that, but having the final objective a holding altar means even balanced builds have to prepare to hold an altar or they might as well not even play. So technically even balanced builds become holding builds.

So yea back to my point...we want 8v8 back but we want a good metagame Anet. So go back to 8v8 and make skill+map balances with regularity. Thank you.
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Old Feb 23, 2007, 08:04 PM // 20:04   #203
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Quote:
Originally Posted by Thom Bangalter
Things that are bad: fertile season, healing seed, symbiosis, choking gas, seeking arrows.

things that are good: flexible characters that can capture the flagstand, provide movement control, and can respond to threats on a field.

Rotating seeds on ghostly=not fun.
So you're saying that they should remove all those skills? That's the only thing those skills are used so much. On the other hand I think that choking gas is by far the most useless character, it's made for noobs, you can make a 10x stronger and better ranger without cg, it's good only against builds that need to ball up. Also, have you ever heard of rend enchantments, chillblains, gaze of contempt, drain enchantment, shatter enchantment, inspired enchantment, well of profane, etc.? They can't win by rotating seed on ghost if you actually attack them instead of ghost. Ghostly might survive, but they won't for sure. The only reason you hate holding builds is because you can't beat them.

@tom: Yes, it's old and stuff, but I still prefer playing against useless necro spike than against overpowered rit spike. At least necro spike was every 3rd map, rit spike is every or every 2nd map. These new objectives are supporting it.
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Old Feb 23, 2007, 08:11 PM // 20:11   #204
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Originally Posted by coleslawdressin
There is no reason that I should have an advantage over noob randomway just because I have thousands of fame
QFT. You shouldn't have an advantage just because you spent thousands of hours grinding fame. You should only have an advantage IF your experience made you a more skilled player. But regardless of skill, your grind does give you an advantage -- your advantage is in forming r9+ pugs.

Title farming ftl. Promote skill, not grind. But back on topic...

Quote:
Originally Posted by DreamWind
Nearly every HA metagame since has been flawed by some degenerate OP builds. My point is that I think most people want to go back to old 8v8, but we don't want a crap metagame. That requires skill and map balances, not just a change in party size that this thread is asking for.
I agree, but let's be realistic. Izzy hasn't demonstrated the inclination or ability to balance skills without creating obvious flaws. Many of his balancing attempts over the last year have made the game far worse. I think we are going to be stuck on imba caster spikes for quite some time (again, Izzy has shown in the past he will stick with his bad ideas for months regardless of feedback from knowledgeable members of the community). And Izzy is also subject to pressures to make new classes attractive to sell games and so on. So all in all, I don't expect this game to be balanced for months, if ever.

Given this unfortunate reality, I prefer 6v6 because it makes halls less gimmicky. The map mechanics of HA promote defensive spikes -- notably kill counts and 1v1v1 maps. 6v6 is a counterbalance to this map design flaw by limiting the effectiveness of spikes.
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Old Feb 23, 2007, 08:34 PM // 20:34   #205
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Default 8 vs 8 pls

8 v 8 pls

And for the sake of all that is holy FIX SOUL REAPING

THKS
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Old Feb 23, 2007, 08:39 PM // 20:39   #206
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Quote:
Originally Posted by Mental Leteci
So you're saying that they should remove all those skills? That's the only thing those skills are used so much. On the other hand I think that choking gas is by far the most useless character, it's made for noobs, you can make a 10x stronger and better ranger without cg, it's good only against builds that need to ball up. Also, have you ever heard of rend enchantments, chillblains, gaze of contempt, drain enchantment, shatter enchantment, inspired enchantment, well of profane, etc.? They can't win by rotating seed on ghost if you actually attack them instead of ghost. Ghostly might survive, but they won't for sure. The only reason you hate holding builds is because you can't beat them.
Oh, it's on.

You're right, I've never had the infuser sac himself so we can cast a well of the profane to kill the ghost.

The problem of course, is that we're using WELL OF THE PROFANE. Not to mention the fact that they may or may not have used consume corpse to prevent the well from going up.

Holding builds provide poor gameplay. No one who actually understands game mechanics will tell you healing seed is a great skill. Or that a character should go /n for some enchantment hate.

The current objectives for HA (multiple capture points, relic runs) actually provide a depth in gameplay more than THE GHOST IS DEAD PD THE OTHER GHOSTS. Or MAKE SURE TO WAND THINGS SO YOU HAVE ADRENALINE FOR SONG OF CONCENTRATION.
Well of the profane, warriors with wards, gaze of contempt, healing seed: these are crappy skills. They work because the quality of HA was so poor and the objectives of old HA encouraged crap like this, but by improving match mechanics I think it's going to be a lot harder for a "Good" team to hold, and provides for more interesting matchups since you can't build around one objective. Did I say, anywhere, or somehow imply that I wanted these skills removed? no. But I don't think they are skills that a good team should need to bring to win halls, simply because you have a non-kiting npc on a dias and you need to keep him alive for 4 minutes.

Which is why I never hope I see the skill claim resource again.

Last edited by Thom Bangalter; Feb 23, 2007 at 08:52 PM // 20:52..
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Old Feb 23, 2007, 09:30 PM // 21:30   #207
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So now it comes to the surface that people who like thse changes hate HA and want to turn it into a form of gvg, seriously, go away.

Dreamwind, you know that you are agreeing with an IWAY nub who is used to ignoring all enchants, and can't win with his build nerfed, he thinks that balanced is the biggest holding crapola ever (those were his words).

I'm tired of this bs, all these people posting about supposed holding build things that they have no clue about at all, it seems to me that you never actualy played 8v8 HA.

To all you whiners please l2p.
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Old Feb 23, 2007, 10:17 PM // 22:17   #208
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Thom I disagree with you on this one 100%. They don't just need to keep the ghostly alive, they need to keep their whole team alive against 16 (or 12) players. That's not easy at all, but it is when one of the teams just attacks the ghost which is the same problem in this kind of HoH, teams don't know what to do, but here you have absolutely 0% chance to win. In the old HoH you could actually take the holding team down cause it's like a 1v1 fight while other team is bashing their ghost. That's why old HA > new HA with 80% rit spikes.
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Old Feb 23, 2007, 10:26 PM // 22:26   #209
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So now it comes to the surface that people who like rotating objectives in halls are the same ones wanting to improve HA and want to turn HA into a PvP format that requires deeper tactical thinking, seriously, they rock.

Quote:
Originally Posted by Randomway Ftw
So now it comes to the surface that people who like thse changes hate HA and want to turn it into a form of gvg, seriously, go away.

Dreamwind, you know that you are agreeing with an IWAY nub who is used to ignoring all enchants, and can't win with his build nerfed, he thinks that balanced is the biggest holding crapola ever (those were his words).

I'm tired of this bs, all these people posting about supposed holding build things that they have no clue about at all, it seems to me that you never actualy played 8v8 HA.

To all you whiners please l2p.
Your history of posts in the HA forums have made your stance quite clear. You approach change with much fear, confusion, and hand-wringing. Well, I hate to break it to you, but this game is not for players who cannot deal with change. Try out a game with more static/standardized rules and where change is very infrequent like chess or golf.

I'm tired of your bs. Players of your mentality are more than content to log into GW everyday and crave the same boring degenerative defensive garbage in HA everyday using garbage skills like spellbreaker, healing sead, and well of profane. These players revel in it. These players wallow in it like a pig that rolls around in the mud thinking that there is no higher form of existence. These players not only resist change, they also continue to bring up IWAY at every opportunity due to some instinctive fear that runs deep like the fear that wallowing pigs have of their natural predators.

Evolve please.
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Old Feb 23, 2007, 10:39 PM // 22:39   #210
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Quote:
Originally Posted by Mental Leteci
Thom I disagree with you on this one 100%. They don't just need to keep the ghostly alive, they need to keep their whole team alive against 16 (or 12) players. That's not easy at all, but it is when one of the teams just attacks the ghost which is the same problem in this kind of HoH, teams don't know what to do, but here you have absolutely 0% chance to win. In the old HoH you could actually take the holding team down cause it's like a 1v1 fight while other team is bashing their ghost. That's why old HA > new HA with 80% rit spikes.
I think rit spike is imba.

I think kill count is stupid.

I think that rotating map objectives are amazing though.
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Old Feb 23, 2007, 11:26 PM // 23:26   #211
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Now that I actually played HA for the first time in 2 weeks, I have to say, Kill Count is the gayest mechanic ever to be announced.

It welcomes spikes, and it counts for the TEAM that lays the final blow on an opponent( for example, say an Assassin did his spike chain on someone, then a Monk from the other team wands him, killing him and the Monk's team gets the point.)


''Crayon-way'' (what my old alliance is calling the BoA/SP Sin, SH ele build) is making up 80% of the PuG teams in HA, from my observation and may not be true. Not alot of things can stop them, since they use Expose Defenses... unless people bring Migraine mesmers with Clumsiness, screwing both the SH and SP.

But, hardly see Rit spike anymore, since 8v8 is what made it stand out. But Anet really should have seen that coming, especially when they made Lamentation a 1/4 cast time and Offering of Spirit much better than Offering of Blood. And since they nerfed Spiritual Pain to near-oblivion, not alot of people want to touch it anymore, so the only way to detroy the spirits (effective, that is) is SH-related skills.

However, until they make very careful changes to HA, I refuse to play HA, so any arguement that I made is welcome to bashing by the most devoted HA-ers on this thread. Go on, teach me.
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Old Feb 23, 2007, 11:32 PM // 23:32   #212
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Quote:
Originally Posted by Thom Bangalter
I think rit spike is imba.

I think kill count is stupid.

I think that rotating map objectives are amazing though.
Go back to GvG noob!

Yeah kill count sucks, altars were getting boring, ritspike is imba, rotating map objectives was all that was needed, HA is dead, etc...
In other words, make players drop ecto when they die so that you can at least attract PvEers, which would stop HA from turning into a complete ghost town.
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Old Feb 24, 2007, 12:28 AM // 00:28   #213
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Quote:
Originally Posted by Randomway Ftw
Wrong, 8v8 before the 6v6 update did not have any uberholding builds, any build was able to be defeated, in fact the way people held in the old 8v8 was by chaining various interupts on claim resourse, and bodyblocking the ghostly hero, the type of builds had large amounts of interupts and moderate amounts of defense.
I agree with randomway and the other guy posting that holding builds were not a problem. If they were the problem which people are complaining they where in old 8v8. Why is it then on alter maps i could still own holding builds with a balanced build? Either beat them with tatics, aka dont let them cap an go for cap first. Or when they cap early start owning them with other team ect just as a basic example. Iv seen holding builds like very good ones done by good guilds try hold an bam one teams heavy hex another teams full on damage or something and it is gg to them. The way you people are making it sound is that these builds were a problem when they wernt. Iv held halls for a bit using tatics and im not overly defencive when running a balance build. Now if holding builds owned so much why is it i was able to pull this off. I believe many of you are probly mixing the 8v8 generation with the 6v6 generation because in 8v8 although you may have got the random holding build, this wasnt always the case. The only builds actually just built around holding found it hard go get through relic runs ect and even in halls in some cases got ripped to spreads. In HA skill and tatics where used along with the utility of the build in order to help you win and hold, this on any alter map infact. I think many of you have missed the whole point

Quote:
Originally Posted by Divineshadows

Your history of posts in the HA forums have made your stance quite clear. You approach change with much fear, confusion, and hand-wringing. Well, I hate to break it to you, but this game is not for players who cannot deal with change. Try out a game with more static/standardized rules and where change is very infrequent like chess or golf.

I'm tired of your bs. Players of your mentality are more than content to log into GW everyday and crave the same boring degenerative defensive garbage in HA everyday using garbage skills like spellbreaker, healing sead, and well of profane. These players revel in it. These players wallow in it like a pig that rolls around in the mud thinking that there is no higher form of existence. These players not only resist change, they also continue to bring up IWAY at every opportunity due to some instinctive fear that runs deep like the fear that wallowing pigs have of their natural predators.

Evolve please.
Sorry but i would have to disagree with you. If you took note, the metagame in HA with old 8v8 changed quite frequently. New builds came out new skills came out. This provides a new fun challange and refreshes tombs i believe which is why old HAers could play HA for over a year and not get board. Because there was always something new so basically that refreshed the game day by day. Now i want to go onto your point about players not being able to deal with change and therefore this game not being for them. To be honest i feel this statement is rather rash and crude. If you change something completely people no matter how good they are, are going to get annoyed, and yes you are right. With this they should therefore go play something else like chess or maybe call of duty or WoW of which i can congradulate you by saying many players have taken your advice after the change from of 8v8 to 6v6. 1 question for you, if you where to change gvg from 8 to 6 how do you think people will respond. My point exactly. I think youve got it all wrong here though to be frank. Its not the players cant deal with change. If its good change then we dont mind as shown when HA has gone through many changes. Now if its bad change were it makes the game just suck. No matter how much you try to like it, it still sucks so we should sit down and accept that? Id like to hear you say the same thing to gvg players when you hear them complaining if anet made gvg from 8v8 to 6v6.

Last edited by Divineshadows; Feb 24, 2007 at 01:24 AM // 01:24.. Reason: there is an "Edit" button, please use it to avoid double posting
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Old Feb 24, 2007, 01:53 AM // 01:53   #214
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Quote:
Originally Posted by Death_From_Above
I agree with randomway and the other guy posting that holding builds were not a problem.
Beating holding builds on relic runs or annihilation maps was never an issue (though it could sometimes take 5 to 10 minutes to do so on annihiliation maps).

Beating holding builds within 4 minutes in HoH when the holding build was the defending team and the other team was retarded and focused all their damage on the ghostly (or worse yet attacked your team instead) was a problem. Prior to the 4 minute halls when HoH was 10 minutes, you'd sometimes have just 4 to 6 minutes left to fight the holding team and a third team would never come in because the other two teams would not resolve a winner at all within 10 minutes. Basically, the old mechanics relied upon the third wheel team being good at guild wars (which the odds of this were low given that these are HA teams we are talking about here) in order for your team to have a shot at unseating the holding team. Even after the holding team's ghostly died, the blue team still had a shot to win if both teams were too good at guild wars because they would just interrupt each other's claim resource indefinitiely. So basically, you got to halls praying the other team vying to kick blue off the alter was decent at guild wars (but not too good).

Quote:
Originally Posted by Death_From_Above
Why is it then on alter maps i could still own holding builds with a balanced build? Either beat them with tatics, aka dont let them cap an go for cap first.
Hmm...don't let them cap first. Interesting strategy. Too bad the blue team in HoH loads in with the altar already capped.

Quote:
Originally Posted by Death_From_Above
Or when they cap early start owning them with other team
Relying on the other team to not suck was a crapshoot.

Quote:
Originally Posted by Death_From_Above
1 question for you, if you where to change gvg from 8 to 6 how do you think people will respond?
Go back and read page one and you'll see a response from me that I support eight man parties under the assumption that channeling magic and any future imbalanced spike skills get fixed. The point I am making, which is the polar opposite of randomway, is that changing the victory objectives in HA is a good thing for the game. I was not trying to say that the initial change in HA to 6v6 was justified. In fact, HA guilds (like GvG guilds) had formed around the premise that 8 of their players would get to play together. Changing it to 6 was quite foolish given that it alienated the very core foundation around which HA guilds had formed.

From the ideas I have seen posted in this thread, I think that the best direction for HA is:

- balancing the busted skills in the game (what a novel idea)
- restoring party size in HA to 8
- keeping variable victory objective in HoH (rotated between the current 3 objectives)
- removing kill count from Broken Tower and Courtyard and replacing it with something to the tune of capture point on Broken Tower and altar holding point system on Courtyard
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Old Feb 24, 2007, 02:09 AM // 02:09   #215
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Originally Posted by Divineshadows
So now it comes to the surface that people who like rotating objectives in halls are the same ones wanting to improve HA and want to turn HA into a PvP format that requires deeper tactical thinking, seriously, they rock.



Your history of posts in the HA forums have made your stance quite clear. You approach change with much fear, confusion, and hand-wringing. Well, I hate to break it to you, but this game is not for players who cannot deal with change. Try out a game with more static/standardized rules and where change is very infrequent like chess or golf.

I'm tired of your bs. Players of your mentality are more than content to log into GW everyday and crave the same boring degenerative defensive garbage in HA everyday using garbage skills like spellbreaker, healing sead, and well of profane. These players revel in it. These players wallow in it like a pig that rolls around in the mud thinking that there is no higher form of existence. These players not only resist change, they also continue to bring up IWAY at every opportunity due to some instinctive fear that runs deep like the fear that wallowing pigs have of their natural predators.

Evolve please.
And your won of those players who thinks its necessary to find fault in a game mode that many people had enjoyed and has essentialy been removed from the game. How about this, killing the lord is boring, lets remove him from the game and turn gvg into a flag running race, or moral is lame, it allows people to recharge sigs and prolongs matches, lets remove it from the game.

The changes to HA are like completely removing home runs from baseball because players use steroids. I like my seed, sb, and profane thank you very much.

You can deny it all you want but most people I have talked to who actualy play the game mode hate the changes and are threatening to quit over them, I know other people who have quit because of them.

In my posts I have proven that holding builds were essentialy a non issue in 8v8, the changes were made because people qqed about paragon holding, a build that has been nerfed and was only as effective as it was because of the flawed 6v6 build wars environment.

I'm not talking about all IWAYers or IWAY in general, just Syra, who is a moron, and thinks that every balanced build is "holding crapola". I apologize to the other IWAY players who I may have offended by associating them with Syra.
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Old Feb 24, 2007, 02:21 AM // 02:21   #216
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I just could not resist, because this is too good:

Quote:
Originally Posted by Randomway Ftw
And your won of those players
I won? What's the name of this game again? I win; I like this game.

Quote:
Originally Posted by Randomway Ftw
You can deny it all you want but most people I have talked to who actualy play the game mode hate the changes and are threatening to quit over them, I know other people who have quit because of them.
I played the game mode starting about a year ago and still continue to play (at times) the game mode of HA. Other posters in this thread who have posted opinions very similar to my own also play HA and did so long ago as well. I really don't see what we're losing from players who quit the game who think:

Quote:
Originally Posted by Randomway Ftw
I like my seed, sb, and profane thank you very much.
Quote:
Originally Posted by Randomway Ftw
In my posts I have proven
Nothing.

Quote:
Originally Posted by Randomway Ftw
I'm not talking about all IWAYers or IWAY in general, just Syra, who is a moron, and thinks that every balanced build is "holding crapola". I apologize to the other IWAY players who I may have offended by associating them with Syra.
At least Syra has made valid contributions in some of his posts on guru. Unlike you.
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Old Feb 24, 2007, 02:26 AM // 02:26   #217
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Originally Posted by Divineshadows
Beating holding builds on relic runs or annihilation maps was never an issue (though it could sometimes take 5 to 10 minutes to do so on annihiliation maps).

Beating holding builds within 4 minutes in HoH when the holding build was the defending team and the other team was retarded and focused all their damage on the ghostly (or worse yet attacked your team instead) was a problem. Prior to the 4 minute halls when HoH was 10 minutes, you'd sometimes have just 4 to 6 minutes left to fight the holding team and a third team would never come in because the other two teams would not resolve a winner at all within 10 minutes. Basically, the old mechanics relied upon the third wheel team being good at guild wars (which the odds of this were low given that these are HA teams we are talking about here) in order for your team to have a shot at unseating the holding team. Even after the holding team's ghostly died, the blue team still had a shot to win if both teams were too good at guild wars because they would just interrupt each other's claim resource indefinitiely. So basically, you got to halls praying the other team vying to kick blue off the alter was decent at guild wars (but not too good).



Hmm...don't let them cap first. Interesting strategy. Too bad the blue team in HoH loads in with the altar already capped.



Relying on the other team to not suck was a crapshoot.



Go back and read page one and you'll see a response from me that I support eight man parties under the assumption that channeling magic and any future imbalanced spike skills get fixed. The point I am making, which is the polar opposite of randomway, is that changing the victory objectives in HA is a good thing for the game. I was not trying to say that the initial change in HA to 6v6 was justified. In fact, HA guilds (like GvG guilds) had formed around the premise that 8 of their players would get to play together. Changing it to 6 was quite foolish given that it alienated the very core foundation around which HA guilds had formed.

From the ideas I have seen posted in this thread, I think that the best direction for HA is:

- balancing the busted skills in the game (what a novel idea)
- restoring party size in HA to 8
- keeping variable victory objective in HoH (rotated between the current 3 objectives)
- removing kill count from Broken Tower and Courtyard and replacing it with something to the tune of capture point on Broken Tower and altar holding point system on Courtyard
So basicly your saying that the reason altar maps were bad was because the third team would sometimes suck and make you loose, maybe instead of changing the mechanics, and making people quit the game anet should teach people to not suck?

Many people are bad at this game, I've seen people do some of the stupidest things like attack an enchant stacked ghostly for the entire match, or even funnier hide in there base while a know damage paragon holding team kills their ghost and caps at 3:00, some how believing they can recap. I find it hard to believe that even the dumbest of PVEers would seriously believe these are winning tactics.

Part of the problem is people who are really, really, really bad at this game, I'm pretty sure they don't post on forums.

Quote:
Originally Posted by Divineshadows




Nothing.
Please, if you would actualy give acknowledge that holding builds were not a problem then you realize that these changes are crap. I have posted many facts supporting my point. If it ain't broke don't fix it.




Quote:
At least Syra has made valid contributions in some of his posts on guru. Unlike you.
Lol, like how to farm glad points from noobs, or how to become an IWAYer.

Sorry but my thread, the deleted one about how anet wasn't bringing back 8v8 is 10x better than anything Syra could ever create. It's especialy applicable now that ANET has removed HA from the game and replaced it with something else. Mods if you are reading this please undelte it (you don't have to unlock it)
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Old Feb 24, 2007, 02:26 AM // 02:26   #218
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Quote:
Originally Posted by Randomway Ftw
And your won of those players who thinks its necessary to find fault in a game mode that many people had enjoyed and has essentialy been removed from the game. How about this, killing the lord is boring, lets remove him from the game and turn gvg into a flag running race, or moral is lame, it allows people to recharge sigs and prolongs matches, lets remove it from the game.

The changes to HA are like completely removing home runs from baseball because players use steroids. I like my seed, sb, and profane thank you very much.

You can deny it all you want but most people I have talked to who actualy play the game mode hate the changes and are threatening to quit over them, I know other people who have quit because of them.

In my posts I have proven that holding builds were essentialy a non issue in 8v8, the changes were made because people qqed about paragon holding, a build that has been nerfed and was only as effective as it was because of the flawed 6v6 build wars environment.

I'm not talking about all IWAYers or IWAY in general, just Syra, who is a moron, and thinks that every balanced build is "holding crapola". I apologize to the other IWAY players who I may have offended by associating them with Syra.
yea, every balanced build was designed to hold, thus a "holding crapola" along with the real holding builds back then. why will you design a balanced HA build that cannot hold? that is like designing/playing a pseudo IWAY build.

Quote:
Originally Posted by Randomway Ftw
Sorry but my thread, the deleted one about how anet wasn't bringing back 8v8 is 10x better than anything Syra could ever create. It's especialy applicable now that ANET has removed HA from the game and replaced it with something else. Mods if you are reading this please undelte it (you don't have to unlock it)
maybe it got deleted coz its just another whine thread?

Last edited by tomcruisejr; Feb 24, 2007 at 02:44 AM // 02:44..
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Old Feb 24, 2007, 02:51 AM // 02:51   #219
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Quote:
Originally Posted by tomcruisejr
yea, every balanced build was designed to hold, thus a "holding crapola" along with the real holding builds back then. why will you design a balanced HA build that cannot hold? that is like designing/playing a pseudo IWAY build.
Balanced builds were designed to have enough utility to win every map and then hold halls for a time. In the past this involved many interupts, because interupts give the ability to defeat most builds, and then prevent an enemy ghost from capping.

IWAY did hold in the past BTW, you should know that.
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Old Feb 24, 2007, 02:57 AM // 02:57   #220
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Quote:
Originally Posted by Randomway Ftw
Balanced builds were designed to have enough utility to win every map and then hold halls for a time. In the past this involved many interupts, because interupts give the ability to defeat most builds, and then prevent an enemy ghost from capping.
and apparently you want that kind of gameplay, right?

Quote:
IWAY did hold in the past BTW, you should know that.
easily hold? definitely not. especially before Factions was released.

anyway, keep everything on topic. you want a flame war, go create another thread and lets get it on.

Last edited by tomcruisejr; Feb 24, 2007 at 02:59 AM // 02:59..
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