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Old Sep 25, 2008, 07:04 PM // 19:04   #1
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Default 25th Sept GvG change..

Hmm don't know if I like this or hate it.
I think now, teams will just want to rush for each others GL, cause basically, whoever gets to the other GL first, wins? 'Cause no one is gonna want to heal camp their GL because that's = Loss now.

Any opinions?
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Old Sep 25, 2008, 07:10 PM // 19:10   #2
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Seriously, wth is the point with this update?
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Old Sep 25, 2008, 07:12 PM // 19:12   #3
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I'll see how it goes first.

All I want is chart like the morale and health chart to see the tiebreaker points so you can actually THINK of tactics instead of guessing what to do.
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Old Sep 25, 2008, 07:13 PM // 19:13   #4
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all these recent updates are just fixing things they screwed up trying to fix something else, they should just do the few needed balances and leave the other game play stuff alone
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Old Sep 25, 2008, 07:15 PM // 19:15   #5
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It appears to me that ANet do not want any exploits or anything other than raw damage etc to happen in GvG.


They want a full out and lengthy gank where no bodies heals the guild lord, and the team with the most damage in the long run/as soon as his amulet wears off wins?

Christ ANet, You fail it! (It being Game fixing)

So now I can see no point in rit runners, I mean NPC heal is nice, but jesus, if teams, as I Think they may, are just going to camp the Guild lord, who you can't heal/weapon spell because it has negative effect, thers no point.



G freakin G.
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Old Sep 25, 2008, 07:24 PM // 19:24   #6
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Quote:
Originally Posted by Aera View Post

All I want is chart like the morale and health chart to see the tiebreaker points so you can actually THINK of tactics instead of guessing what to do.

Exactly, stupid ANet put in a virtually undetectable mechanice, I mean good lord, how can we way up the effect of healing on the damage if there is no apparant way to tell?


If you're going to make such a drastic change, please, MMO communities love to know whats happening to their game and when such a change to an established part of their game with send them on a QQ spree (much like I'm on now, ) so ease us into it/give us a way to know how it affects GvG.
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Old Sep 25, 2008, 07:26 PM // 19:26   #7
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Never even heard of "aggressiveness" before the update. Now we get a change that doesn't give us clear numbers on the ups and downs of that mechanic.
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Old Sep 25, 2008, 07:36 PM // 19:36   #8
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The notes make it sound like healing is OK, but protective things (enchantments and weapon spells) aren't. Maybe someone will try spirit spam as a workaround. WTB aggressiveness chart already so we can see what the heck is going on.

P.S. why did it take this long for the previous mechanics to be properly abused, GW must truly be dead.
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Old Sep 25, 2008, 07:38 PM // 19:38   #9
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Quote:
Originally Posted by FoxBat View Post
Maybe someone will try spirit spam as a workaround.

I Believe they removed the effect of spirits, wards and shouts on the Lord, not sure but I Think it was something like that.
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Old Sep 25, 2008, 08:23 PM // 20:23   #10
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Gogogogogog rush teh lord rush teh lord!!!!!!!!!!1111
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Old Sep 25, 2008, 09:06 PM // 21:06   #11
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I can hear it now....

"Goddamn it, guys, we're not aggressive enough! Attack harder!"

This better be a joke, because the first part of the update was good, just the second part is completely rediculous and even more gay.
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Old Sep 25, 2008, 09:30 PM // 21:30   #12
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Quote:
Originally Posted by ButterMeUp View Post
I mean good lord,
pun lol.

i'm just interested how this will play out in next mAT. I think it will make less of an impact then all of you guys are saying it will be.
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Old Sep 25, 2008, 09:40 PM // 21:40   #13
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Yeah, vague updates are good. Or not.
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Old Sep 25, 2008, 11:13 PM // 23:13   #14
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Quote:
Gotten a lot of people confused about the wording so I figured I'll clear up the math a bit here. We're using the term "Aggressiveness" for the tiebreaker.

Aggressiveness is determined as such

* every point of damage done to enemy guild lord = 1 point of aggressiveness.
* every enchantment or weapon spell cast on your guild lord = -50 points of aggressiveness.

If both teams fail to kill the Guild Lord before 28 min the team with the most Aggressiveness wins the game.

Note:

* Lifestealing, and degen don't count as damage, and thus don't add to your Aggressiveness.

In effect, we treat every enchantment and weapon spell as though it is preventing exactly 50 damage. Obviously, that's not really accurate, but it does make the sort of stall builds that had been cropping up obsolete and does something to even things out between healing and damage prevention. We only had time to do something simple, and well continue to refine this as needed.
http://wiki.guildwars.com/wiki/ArenaNet_talkeveloper_updates#Clarification
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Old Sep 25, 2008, 11:57 PM // 23:57   #15
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Aggressivenes is only the tie breaker. You won't want to "rush" the other teams lord necessarily, because if you wipe/get pushed back, you'll probablly lose as the enemy team gets more damage in later in the game.
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Old Sep 26, 2008, 12:54 AM // 00:54   #16
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Atleast you can heal the Guild Lord and it won't affect your aggression level. I guess keeping the bodyguard alive is alot more useful with this update.
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Old Sep 26, 2008, 01:43 AM // 01:43   #17
erk
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Quote:
Originally Posted by queen glory View Post
Seriously, wth is the point with this update?
They are trying to prevent a tiebreaker exploit that could have been used in the mAT where you have a crazy team of say 7 monks that camp your lord and send off a Ranger to pop some damage onto the enemy lord. The update makes it so that even though you might not be able to kill the enemy lord you will still get full credit for the damage you pile on to him against a highly defensive team.
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