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Old Feb 11, 2007, 11:12 AM // 11:12   #121
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Quote:
Originally Posted by Nadia Roark
QFT.

I'd like someone to explain this to me:

The big complaint about 6v6 was that it was difficult to build utility into balanced builds (not like most of you ran balanced to begin with, but it apparently didn't stop you from complaining about it); and that build diversity was hampered by the fact that you could only pack 6 elites and a very limited amount of utility. Why would ANet move back to 8v8 on these grounds and then eliminate the wide majority of viable builds (i.e. non spike builds) by changing the map mechanics so that degen/pressure/lifesteal builds cannot possibly win kill counts?

Pressure builds cannot win altars. Bspike has a hard time because it doesn't deal damage. Degen builds--be they hex builds, condition builds, or both--are likewise out the window because it takes too long for them to kill. I daresay the kill count mechanic eliminates build possibilities every bit as much as the 6v6 switch did.

One of three things needs to happen:
  • Drop Killcounts.
  • Restore Spiritual Pain to its original functionality.
  • Grossly increase the aftercast or reduce the damage of rit spike skills.

Failing any of these, there is no reason for any sane person to run anything other than rit spike. It gets a great defensive benefit from spirits, and (unless both teams have the sense to gank them, and even then there's no guarantee) they should win just about every time and on every map save possibly relic runs. Unlike the apparent majority of the GwG forum population, I will not fault ANet for trying these new changes/skillbalance--but I will go on the record as being violently against the current map mechanics and the metagame it blatantly promotes.
Thx Cpt. Obvious (as mentioned in many other posts)

You can't nerf the rit spike due to imbalance for PvE players (yes it works both ways). Perhaps if Anet does decide to revert to altar caps/holding vital weapon needs a higher energy cost or recharge.
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Old Feb 11, 2007, 11:21 AM // 11:21   #122
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things i like

* being able to include more utility in a balanced build meaning i can counter the gimmick meta
* being able to run a 3 monk backline and making some interesting monk bars
* being able to include more friends from friends list in my team
* murderball is FTW - the most fun map in HA ever
* seeing lots of international districts is always a good sign!

things i dont like

* kill count still only rewards spike builds... this is a huge artificial limitation on the META... this was explicitly not the intention of the HA changes and yet it is still there. You wanted different, diverse builds... but you made running pressure builds using conditions and hexes... obsolete. You created a spike meta dominated by 2 classes... necros and ritualists.
* facing teams made up of 8 necros or ritualists or paragons too many times
* not seeing people run balanced builds because its just too hard to counter icy veins and rit spikes...

reasons for the above


1. 8 man spike builds are easier to set up and run for the average player. They can join a team, roll a character and follow 321spike ... as long as the caller knows what hes doing... success is pretty easy.
2. 8 man balanced teams are difficult to play... difficult to find the people who know what they are doing without being told... require lots of coordination on most maps
3. Icy veins is a 1 second cast with 5 second recharge allowing an 8 man team to spike very often, coupled with soulbarbs this spike holds more than enough dmg to kill a target. Relying on an infuser to infuse a hugely powerful spike almost twice every 10 seconds is a ridiculous amount of pressure to put on 1 person. Running cry of frustrations is not even a viable counter because it has a 20 second recharge... meaning you can only stop 1 spike every 20 seconds... combo with mantra of recovery and you might be able to stop 1 spike every 10 seconds... But its not enough because they can spike more often than that.
4. Rit spikes with gaze from beyond+doom+spirit burn...not only do they spike like every 5-8 seconds but they require double or even triple infusing because often these teams will just combo all 3 skills on a target. Infusers arent built to infuse multiple times... especially at a cost of 20-30 energy excluding self heals.

solutions to the problems

1. Tonight i ran a very successful anti spike build... flawlessed many rit and necro teams and ranger spike teams. The build is based on a very old concept of how to stop people dying from spikes.... i dont want to give away the exact build. However, running this build has severely limited my build slots for offensive characters... and so flexibility in build creation is lost. My point is... the spike meta IS counterable... but this sort of meta where one type of build is dominating... is really really boring.

2. Remove kill count from rotation... or remove a team from the map and make it 1 vs 1. One of the biggest risks for teams when playing on these 3 way fights is the danger of being surrounded by 2 teams. Its easier for spike teams to fight battles here... because they do not require prolonged engagement periods to score kills. They just need to be within casting range in order to spike. However, if you wanted to run a pressure build you would have to engage with an enemy for a much longer period of time in order for the pressure to settle in and allow you to kill. Because it takes pressure builds longer to reach this kill potential, they are vulnerable to the 3rd team attacking them from behind. And the pressure built into a team of 8 is only designed to work against an opposing team of 8... making the pressure team fight against 2 teams of 8... is a tall order and clearly impossible. The reason why spike builds fare better is because they only need to concentrate on 1 target at a time... it doesnt matter how many teams they are fighting, they have the potential to kill anyone on these teams.

Pressure builds would be viable if the map was 1 vs 1...

3) A limit to the number of the characters in the team using the same primary profession. Many vocal and less vocal players have requested this limitation to be implemented. You may only include up to 4 characters of the same primary profession. So no more 8 necro or 8 ritualist builds. I cannot see how this rule could be a bad thing... it will force people to think about their builds and result in a larger variety of builds.

This is a really important suggestion to consider... i truly believe it will solve the problem of these single profession ''gimmick'' builds.

And a meta without these types of gimmick builds... i realise wont be totally free of other types of gimmick builds... but as far as im concerned if you can create a gimmick using 3-4 classes... good for you.

Gimmick builds with 8 of the same profession need to go.

Just watch HOH observer mode.... of the possible 24 players. 90% are either ritualist or necro.

This is not a temporary fad... this will continue if nothing is done.

I am pleading for this to be considered... because I believe you are this > < close to revitalising HA. A few tweaks and few new rules here and there... is all it needs.

Keep 8vs8 if you implement these changes.
If not... bring back 6vs6.

thanks

lorekeeper
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Old Feb 11, 2007, 01:59 PM // 13:59   #123
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Quote:
Originally Posted by Lorekeeper
solutions to the problems

1. Tonight i ran a very successful anti spike build... flawlessed many rit and necro teams and ranger spike teams. The build is based on a very old concept of how to stop people dying from spikes.... i dont want to give away the exact build. However, running this build has severely limited my build slots for offensive characters... and so flexibility in build creation is lost
So it happens that tonight I ran a anti spike build... flawlessed none of them, but also lost vs none of them, based on a very old concept how to outdamage spike teams. Basically a spike team deals 455-600+ damage per (successful) spike, which happens every 5-15 seconds. Not going into details, you can punch much higher damage with 6 characters specialized in offense (yes, we had only 2 monk backline), while still keeping most important utility skills for running and holding situations. None IVy/channeling spike was able to kill one of us every 5 seconds, because they too busy trying to stay alive.

That's the beauty of 8v8, that you have options, after packing must-have skills.

Quote:
Originally Posted by Lorekeeper
2. Remove kill count from rotation... or remove a team from the map and make it 1 vs 1.
Of course agreed... However the longer I play the more I come to conclusion that 1v1v1 killcounts indeed require much teamplay and even more leadership. Although any spike team is too favored on that map and as I and you said before, it's complete ban of more finesse ways of killing people then simple damage dealing... That's not nice...

Quote:
Originally Posted by Lorekeeper
3) A limit to the number of the characters in the team using the same primary profession. Many vocal and less vocal players have requested this limitation to be implemented. You may only include up to 4 characters of the same primary profession. So no more 8 necro or 8 ritualist builds. I cannot see how this rule could be a bad thing... it will force people to think about their builds and result in a larger variety of builds.
This is 1st time I hear about this... and after thinking a while about that, I must disagree. There are people that love bloodspikes and most of them gonna tell you that running a good bloodspike is not trivial. In most cases pug bloodspike group is just another crunchy toast to eat. I think solving killcounts problem is enough. There have always been single-class spikes (air, blood, fire...) and they all have their advantages and weaknesses. Every spike can be stopped with Protective Spirit/Spirit Bond if you know how to handle them (btw: I think that SB could be a little buffed, especially the duration).

Plus, if me and my friends/guildies gonna get extremly bored and decide to go with 8 mending wammos, that's our decision, not ANet's.

Quote:
Originally Posted by Lorekeeper
This is a really important suggestion to consider... i truly believe it will solve the problem of these single profession ''gimmick'' builds.

And a meta without these types of gimmick builds... i realise wont be totally free of other types of gimmick builds... but as far as im concerned if you can create a gimmick using 3-4 classes... good for you.

Gimmick builds with 8 of the same profession need to go.
There will always be a gimmick. Banning groups with more then 4 players of same class will have an only effect that new gimmicks gonna consist of 4Rt and 4N, or something similar.

Quote:
Originally Posted by Lorekeeper
Just watch HOH observer mode.... of the possible 24 players. 90% are either ritualist or necro.
There was a time when "90%" of players were W/R and they had a pet, so I guess that's not so bad.

Quote:
Originally Posted by Lorekeeper
Keep 8vs8 if you implement these changes.
If not... bring back 6vs6.
Again, can't agree... This weekend made me aware how much I missed 8v8 and even in current state I think HA is much more fun then 6v6. During these two days I played long runs with about 10 groups, running completly different build every time what in 6v6 was simply impossible. Builds are more complex, battles are more intense, the fun is amazing. I have to end this post, because time is running out and the fun with it... Going to ID1, even if I'll have to pug, doesn't matter.

Quote:
Originally Posted by Jessyi
IWAY and bspike are a shit that needs wiping up, and there's no two ways about that. Playing against this garbage isn't fun when you see it 98% of the time. Why do people play it so much? Well, because it works.
Dude... You really don't know much about HA, do you? I was about to ask you since when IWAY works, but it would be mean question, because IWAY works on noobs only, so I'm gonna be nice and shut up.
____
AYss

Last edited by AYss; Feb 11, 2007 at 02:46 PM // 14:46..
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Old Feb 11, 2007, 02:55 PM // 14:55   #124
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AYss, first, I'd like to say that 22 members is way too much for an HA guild, especially with 17 active people.
Second, I guess we're all noobs on this forum except for you, who obviously never lost to IWAY. Pro :bow:
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Old Feb 11, 2007, 03:25 PM // 15:25   #125
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i could care less what everyone is running in 8v8, now that it is 8v8, the builds i run effectively counter whatever the meta throws at us. yesterday we we did 4 runs during euro hour with each run at 7 wins a piece using a balanced build that included interrupts and snares

my only suggestion is that anet should change broken tower to a holding map and keep courtyard and halls the same. i believe such a change would make HA a little more fun.
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Old Feb 11, 2007, 03:30 PM // 15:30   #126
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Quote:
Originally Posted by Mental Leteci
AYss, first, I'd like to say that 22 members is way too much for an HA guild, especially with 17 active people.
Second, I guess we're all noobs on this forum except for you, who obviously never lost to IWAY. Pro :bow:
ad.1. If you say so...
ad.2. Guess what! I lost to IWAY, but I'm not whinning around "Mommy! Take the iway/bspike away cuz it suck"... AND I adress everything I say, so please don't call yourself "all" if you feel you are being addressed.
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Old Feb 11, 2007, 04:52 PM // 16:52   #127
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8v8 isn't working well in my opinion. I'm really not sure ha can be revived. At least when AI dominated teams were an option there was more competition.
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Old Feb 11, 2007, 05:13 PM // 17:13   #128
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Let me get this out first -- I am in favor of 6v6. 6v6 left less room for garbage -- less room for massive defense and counter/counters on bars and less room for crap players in the team. And don't tell me balanced can't win 6v6 -- my guild held for 19 times and 15 times during prime time running balanced two days before 8v8.

However, I think a lot of the problem with spikes isn't 8v8 per se, but badly balanced skills. In NF, Izzy tried to make casters "deadlier" by adding a variety of imba elites. I believe he thought this would make casters more valuable in pressure based, balanced teams. Instead, it created literally dozens of imba spike skills. If the spike skills and mechanics were better balanced, 8v8 wouldn't necessarily be all about spikes.

I don't think nerfing the tons of imba spike skills would totally fix the problem, as spikes are still easier to run, harder to steal kills from, and can pack more defense and counter/counters. But still, its worth noting in this discussion there are tons of gross skill imbalances, including the SR, rits, asses, dervs, paras, a crapload of elites, and a generally flawed conception of balance on izzy's part.
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Old Feb 11, 2007, 05:14 PM // 17:14   #129
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Quote:
Originally Posted by oblivionkills
At least when AI dominated teams were an option there was more competition.


Quote:
Originally Posted by Blame the Monks

I don't think nerfing the tons of imba spike skills would totally fix the problem, as spikes are still easier to run, harder to steal kills from, and can pack more defense and counter/counters. But still, its worth noting in this discussion there are tons of gross skill imbalances, including the SR, rits, asses, dervs, paras, a crapload of elites, and a generally flawed conception of balance on izzy's part.
The only spike that's imbalanced is the rit spike, that's after a recent skill change, these things happen. It's not the powerful spike skills that make 8v8 spike ridden, it's the new kill count mechanic. 1v1 spikes are no problem for a balanced team to beat, with interrupts, KDs, snares, etc all coming into play to soften the spike. But in a 3 way kill count, the spike team practically gets an automatic win due to their ability to run and spike, run and spike.

On top of that kill counts don't take into account things like shutdown, degen, conditions and so forth, this SEVERLY limits the number of viable builds people can play. Even a balanced build MUST contain a spike if it wants a chance at winning kill count, i.e. spiritual pain + adren skills.

You migraine one teams monks? your degen wont be counted and the shutdown will stop them healing the pure damage from the third team, you lose. Same with blackout, interrupts, energy denial, condition pressure, hex pressure, even a defensive build is going to lose. What's left? Spikes.

A spike team that isn't incompetent will win kill count every time.

Make kill count 1v1, fix the problems.

Last edited by Tiyuri; Feb 11, 2007 at 05:21 PM // 17:21..
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Old Feb 11, 2007, 05:17 PM // 17:17   #130
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Quote:
Originally Posted by AYss
ad.1. If you say so...
ad.2. Guess what! I lost to IWAY, but I'm not whinning around "Mommy! Take the iway/bspike away cuz it suck"... AND I adress everything I say, so please don't call yourself "all" if you feel you are being addressed.
1. I say so, yes. Most of them would agree with me.
2. I can do that since that's what everyone thinks after you wrote that. The way you said it turned out like you never lost to IWAY and that it's as easy to beat as blood spike or something.
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Old Feb 11, 2007, 05:35 PM // 17:35   #131
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Originally Posted by Mental Leteci
2. I can do that since that's what everyone thinks after you wrote that. The way you said it turned out like you never lost to IWAY and that it's as easy to beat as blood spike or something.
You have an interesting ability to think what everyone thinks. I'd love to have such one... I wouldn't need to discuss anything on forums then.

Lemme precise then to cut the offtopic... I never lost to any IWAY after it got nerfed, so including this weekend, which is the topic of the discussion I guess. (edit: in fact that was vimway i had on mind... i think... but w/e. What I mean is that I don't feel threatened by IWAY's comeback...).

Last edited by AYss; Feb 11, 2007 at 06:15 PM // 18:15..
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Old Feb 11, 2007, 05:38 PM // 17:38   #132
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Quote:
Originally Posted by AYss
You have an interesting ability to think what everyone thinks. I'd love to have such one... I wouldn't need to discuss anything on forums then.

Lemme precise then to cut the offtopic... I never lost to any IWAY after it got nerfed, so including this weekend, which is the topic of the discussion I guess.
There's an IWAY thread for this sort of thing already. Myself and Yunas already compared E-peens, join in and form a circle.
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Old Feb 11, 2007, 05:51 PM // 17:51   #133
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Quote:
Originally Posted by Bread Fan
Thx Cpt. Obvious (as mentioned in many other posts)

You can't nerf the rit spike due to imbalance for PvE players (yes it works both ways). Perhaps if Anet does decide to revert to altar caps/holding vital weapon needs a higher energy cost or recharge.
So did you actually read my post or are you just charging in with your ignorant BS? See the part with the three little dots? I offered two other suggestions. Nerfing ritspike is not the only option. This thread is for offering feedback regarding 8v8: that's what I'm doing and I'm allowed to do it. I don't need to take this crap from you. If you're going to get your panties in a knot over what I've said, you'll notice that at least a dozen other people are saying more or less the exact same thing. GTFO pl0X.
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Old Feb 11, 2007, 05:56 PM // 17:56   #134
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Coming back to 8v8 is good although builds are limited to what can kill fast because of the current set up of broken tower and courtyard. Since degen teams are likely to have kills stolen off them by assassins running around or spikes teams etc. The current set up was to stop holding teams but this has not been thought through instead of making teams more diverse it has just encouraged spike teams and high damade in general over degen or shutdown.

However it is not all bad the 8v8 on other maps are great and would be even better if teams werent limited due to kill count maps being spaced about the area.

As for lame builds and gimmicks. Both 6v6 and 8v8 has/had gimmicks and always will. however 8v8 allows teams to run something other than gimmicks and in general encourages more diverse teams. Well I believe it would once kill count is removed.

As for encouraging new players into the game I believe to an extent 8v8 is better because teams that are sititng at 6 or 7 people will take a random or lower ranked person to make up numbers rather than wait for hours in id2 hoping for another rank 6/9 etc to turn up. While at the same time 4/5 out of 6 people tend to just play ta or do something else than ha.
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Old Feb 11, 2007, 06:02 PM // 18:02   #135
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Quote:
Originally Posted by Tiyuri
Make kill count 1v1, fix the problems.
What exactly is the point of 1v1 kill count? I mean seriously, make it a death match if you're going to make it 1v1. Having 1v1 kill count basically does the same thing except that if you get ahead on kills you could run around in circle for the rest of the duration. A spike team would simply have to force 1 kill through, and then run in circle putting Ward vs Foes behind them... I know there could be counters to that, etc., but seriously i don't see at all what would be the point of 1v1 kill count. It would make degen pressure or the like still having a hard time cause say they get 2 guys spiked but the pressure is starting to be hard to handle for the other team, that team can simply run and run and run and they wouldn't have to fight anymore.

Not too sure how you can keep kill counts while favoring a non-spike-only meta. Kill counts just lead to that. Ofc 1v1 would be less of a problem, but i'd rather have death matches than this.

Honestly, the kind of map i favor the most atm is one lots of HAers screamed about and it's AB-style capping. Cause it forces teams to move around the map, split, etc. and this gives balanced teams a bit advantage over spikes that are worse at splitting. I'd honestly like to see how it would turn out with Broken Tower being AB-style, say you give 1 point per kill (i don't like kills to be meaningless) and 3 points per Altar every 30s. A spike team that just stays in center would lose if one of the other teams controls 2 altars around. And if a team is wiped and control 0 altar, they lose. I mean, why is GvG controlled by balanced teams more than spikes? Cause splitting is an option.

The only kind of maps i can see encouraging a diverse meta atm is 1v1 deathmatches, AB-style and Relic runs. Kill count encourages spikes, and honestly so does the old holding altar system because spike teams can pack more defense than other builds (and i hated the holding meta).

I could see HoH staying at it is now being random. If kill-count is only 1/4 chances in 1 map, then it's actually nice. Cause kill counts with balanced teams IS fun, and if kill-count is only 1/4 game type at random in HoH, people won't build specifically for it. I'd see Broken Tower and Courtyard as 3 ways AB-style map. Or you could always make a kill count in Courtyard, because if Broken Tower discourages spike teams by being AB-style then people might not run spikes just for Courtyard. But still i'd rather see 3 ways kill-count just vanish except for 1/4 game type in HoH. Just like i wouldn't want a map dedicated to holding altar again, but i think it's nice that HoH has 1/4 game type that is holding.

Last edited by Patccmoi; Feb 11, 2007 at 06:07 PM // 18:07..
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Old Feb 11, 2007, 06:09 PM // 18:09   #136
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Quote:
Originally Posted by Patccmoi
What exactly is the point of 1v1 kill count? I mean seriously, make it a death match if you're going to make it 1v1. Having 1v1 kill count basically does the same thing except that if you get ahead on kills you could run around in circle for the rest of the duration. A spike team would simply have to force 1 kill through, and then run in circle putting Ward vs Foes behind them... I know there could be counters to that, etc., but seriously i don't see at all what would be the point of 1v1 kill count. It would make degen pressure or the like still having a hard time cause say they get 2 guys spiked but the pressure is starting to be hard to handle for the other team, that team can simply run and run and run and they wouldn't have to fight anymore.

Not too sure how you can keep kill counts while favoring a non-spike-only meta. Kill counts just lead to that. Ofc 1v1 would be less of a problem, but i'd rather have death matches than this.

Honestly, the kind of map i favor the most atm is one lots of HAers screamed about and it's AB-style capping. Cause it forces teams to move around the map, split, etc. and this gives balanced teams a bit advantage over spikes that are worse at splitting. I'd honestly like to see how it would turn out with Broken Tower being AB-style, say you give 1 point per kill (i don't like kills to be meaningless) and 3 points per Altar every 30s. A spike team that just stays in center would lose if one of the other teams controls 2 altars around. And if a team is wiped and control 0 altar, they lose. I mean, why is GvG controlled by balanced teams more than spikes? Cause splitting is an option.

The only kind of maps i can see encouraging a diverse meta atm is 1v1 deathmatches, AB-style and Relic runs. Kill count encourages spikes, and honestly so does the old holding altar system because spike teams can pack more defense than other builds (and i hated the holding meta).

I could see HoH staying at it is now being random. If kill-count is only 1/4 chances in 1 map, then it's actually nice. Cause kill counts with balanced teams IS fun, and if kill-count is only 1/4 game type at random in HoH, people won't build specifically for it. I'd see Broken Tower and Courtyard as 3 ways AB-style map. Or you could always make a kill count in Courtyard, because if Broken Tower discourages spike teams by being AB-style then people might not run spikes just for Courtyard. But still i'd rather see 3 ways kill-count just vanish except for 1/4 game type in HoH. Just like i wouldn't want a map dedicated to holding altar again, but i think it's nice that HoH has 1/4 game type that is holding.
I have no problem with a team attempting to score the first couple of kills and play defensively afterwards, it's easy to catch them with snares etc. The problem is with 3 teams they cant be caught, because you'll get ganked if you attempt to catch them.

Also if you get whiped by a team it allows you to come back in and attempt a different strategy, look at the way kill count plays out in RA/TA, teams don't end up running, and if they do you can catch them.
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Old Feb 11, 2007, 06:47 PM // 18:47   #137
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Quote:
Originally Posted by Blame the Monks
Let me get this out first -- I am in favor of 6v6. 6v6 left less room for garbage -- less room for massive defense and counter/counters on bars and less room for crap players in the team. And don't tell me balanced can't win 6v6 -- my guild held for 19 times and 15 times during prime time running balanced two days before 8v8.
With that in mind, I'm just curious what reasons (excuses) you'd give for 6v6 GvG being a bad idea.


8v8 is fine, just balance the mechanics around it. 6v6 was for scrubby build vs build garbage.

Last edited by B Ephekt; Feb 11, 2007 at 06:50 PM // 18:50..
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Old Feb 11, 2007, 06:58 PM // 18:58   #138
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Quote:
Originally Posted by Tiyuri
I have no problem with a team attempting to score the first couple of kills and play defensively afterwards, it's easy to catch them with snares etc. The problem is with 3 teams they cant be caught, because you'll get ganked if you attempt to catch them.

Also if you get whiped by a team it allows you to come back in and attempt a different strategy, look at the way kill count plays out in RA/TA, teams don't end up running, and if they do you can catch them.
Dunno what TA you play, but if i'm against a good team and it's close and we get 1-2 kill advantage, i run and that's the end of it. No point risking the loss, and very few teams have enough killing power to actually take down runners while monks heal them. And if there's 3 monks, it'd be really hard.

I don't mind much about 1v1 kill count, i guess it could make a slightly different game type. It's true that you can wipe and come up with a different strategy, but in a map like Broken Tower or Courtyard, the other team has SO MUCH room to just run away and never let you catch up that any good team would never let you come back. Snares are nice and all, but they can have one hell of a headstart for you to catch up while they run. I think that Deathmatch with Priest where the Priest would be relatively hard to get to favors getting wipe and changing strategy much more than a 1v1 kill count.
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Old Feb 11, 2007, 08:09 PM // 20:09   #139
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HoH simply can't be 1v1, even skilled holders have to be kicked out. Suggesting that as the solution to kill count solves nothing.
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Old Feb 11, 2007, 09:49 PM // 21:49   #140
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Quote:
Originally Posted by FoxBat
HoH simply can't be 1v1, even skilled holders have to be kicked out. Suggesting that as the solution to kill count solves nothing.
Errr... from what I've seen I don't think anyone is suggesting HoH should be 1v1. The complaints about killcount have so far been limited to Broken Tower and Courtyard.

Please try reading peoples' posts before you criticize them.
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