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Poll: What kind of victory conditions should be in HOH?
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What kind of victory conditions should be in HOH?

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Old Jan 29, 2008, 06:35 PM // 18:35   #241
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Quote:
Originally Posted by Ekelon
I liked the oldschool alter cap. Even though it was super cheap, it was short and fun. It required skill and 1 second decisions to decide who would win. I also liked 6v6 format.
Just like playing sin in HB, eh?


Serious, Poll results say enough, yeye not every is represented here.... Well, you can say the same of ANY skill balance thread. Not everyone is represent there aswell
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Old Jan 30, 2008, 06:03 AM // 06:03   #242
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Ghostly only caps upon more control over altar , larger altar.Spell/skills that prevent Knockdown/uninterruption dont work on hero.Hero can´t be enchanted.Hero is not carried by a player , he runs by himself synced with the other Heros.He can't be slowed down or hasted.Upon bodyblock all other heros would stop until he could move again.

Random enviromental effects like degeneration , exhaustion , knockdown.

Imagine the onslaught of 4 teams rushing for control over one altar...

Team that Holds altar wins.

Anyway would be funny if the env effects were varying and a team would need to be balanced to counter all them while fighting for control.

Eighter way...current relic runs are lame...team with vent and more snares and that calls bodyblock/trapping wins.

KotH on Hoh makes anyone able to win making skill less important.

Overall Hoh battle should be the ultimate test for a build consistency and team work and overall balance , out off the reach of the least experienced.
If you want fame farm , kill zayshen , kill the oposing team on underworld and /resign.
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Old Jan 30, 2008, 12:28 PM // 12:28   #243
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Quote:
Originally Posted by blacknemesist
If you want fame farm , kill zayshen , kill the oposing team on underworld and /resign.


HAHAHAHAHAH
nice way of fame farming........................................... .......

-------------------------------------------------------------

Look poll. PLEASE

We allready got 2 Cap points.
Its not needed in halls.
We allready got 2 relic runs. (if you bring back sacred).
Its not needed in halls.
We allready got 2 KotH (if you bring back broken)
its not needed in halls.

Altar holding in hoh, Zanks

Last edited by Legally; Jan 30, 2008 at 01:01 PM // 13:01..
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Old Jan 30, 2008, 03:04 PM // 15:04   #244
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I could be wrong but I really don't think altar holding is going to work with the current game/skill balance. Maybe in six vs six.
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Old Jan 30, 2008, 03:25 PM // 15:25   #245
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Quote:
Originally Posted by elektra_lucia
I could be wrong but I really don't think altar holding is going to work with the current game/skill balance. Maybe in six vs six.
Agree, first I thought it would but I changed my mind and would prefer koth now. With SoC in the game old school altar cap wouldn't really be that much fun.
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Old Jan 30, 2008, 04:14 PM // 16:14   #246
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Thats why nerf SoC.
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Old Jan 30, 2008, 08:18 PM // 20:18   #247
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Quote:
Originally Posted by Legally
Thats why nerf SoC.
The only nerf on SoC (which could be made) is that it cant be effected on the ghost. Then oldschool cap would work.
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Old Jan 30, 2008, 09:39 PM // 21:39   #248
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Quote:
Originally Posted by Horace The Great
The only nerf on SoC (which could be made) is that it cant be effected on the ghost. Then oldschool cap would work.
SoC is the one thing that DOENS'T need to get destroyed... We do not want to promote interrupt wars again do we?

SoC: For 10 Seconds the next skill used by each ally withitn earshot cannot be interrupted. A3 R12
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Old Jan 30, 2008, 10:00 PM // 22:00   #249
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I had posted my wishlist in the 1/23 update thread after AP asked for further changes wanted, but it got posted in the middle of a flamewar so it was deleted in the cleanup, however, after retriving it.

Quote:
Originally Posted by Kyp Jade

Song of Conc still wins HA altar holding matches, reduce duration to 2..4..6s, or make it only affect party members

Weapon of warding is still a super hamster cage for the ghostly hero on altar holding matches. Make it end if you hit with an attack.

Aura of Stability still turns relic runs into
"Rubber band thier runner into a block"
rather than
"Lock this runner down and block it"
Turn Aura into a brace yourself clone please

A/D are still better at being a dervish than a dervish is.

Rodgorts Invocation is still 2s cast, I used it a lot when it was 3s cast, it was still powerful then.

Mindblast still needs a drawback, even something like this skill is disabled for 10s if you fail to gain energy


Rangerspike is still better than anything else (rock beats scissors, scissors beats paper, paper beats rock, rangerspike beats everything) [i am talking in terms of versatility on different maps, no one cares about the 1v1 situations anyway, or shouldnt]
Anyway, back on topic, SoC needs to not be the I win button for KotH, Aura needs to die a painful death, and I will say that most speed buffs could do with being looked at, perma 33% ftw right?

To be fair to the altar holding camp, Aura wouldnt be a problem if relic run wasnt a HoH map objective, you could buff it to where u can maintain it on the entire party and I wouldnt care if not for relic run. However. Holding the altar and only holding the altar is a lot easier today than it used to be before nightfall. Teams shouldnt be able to hold for 8+ points in a row and still be able to score kills, but they do. In fact a team being able to hold 8+ points in a row without the ghost dying at all says some pretty sad stuff about GW balance. (weapon of warding)

I do like the idea of rotating map objectives, it can keep people on thier toes, but in all honesty, relic run fails hard in HoH, and I really hate alliance battles.

As for 6v6, I cant really say anything about it, I quit GW before nightfall, and came back just before it reverted to 8v8.
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Old Jan 30, 2008, 11:02 PM // 23:02   #250
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Quote:
Originally Posted by Kyp Jade
As for 6v6, I cant really say anything about it, I quit GW before nightfall, and came back just before it reverted to 8v8.
It was pretty cool, atleast better than 3-way halls.

Best part of HA was during the 8v8 test-weekend... It was 8v8 WITH old-school holding, pretty close after NF release as I recall (Don't quote me on this, might be before)...

We saw a shitload of ritspike, rspikes, dual migraines, 3cg teams, eurospikes, revived jaggedways, somw's, fc spikes, airspike and a touch of real balanced

In overal, that weekend was pretty acceptable. (I know Ritspike was rly overpowered, but that could have easily been nerfed)
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Old Jan 31, 2008, 11:50 AM // 11:50   #251
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Quote:
Originally Posted by Killed u man
SoC is the one thing that DOENS'T need to get destroyed... We do not want to promote interrupt wars again do we?

SoC: For 10 Seconds the next skill used by each ally withitn earshot cannot be interrupted. A3 R12
It makes more sense that people take interrupts on 2 characters (could be on a warrior) now, then if there is a SoC nerf. It's easier to interrupt SoC and ghost with 2 ppl with interrupts then with only one.
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Old Jan 31, 2008, 12:56 PM // 12:56   #252
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I know, I never had a problem with SoC, seeing how my team usually was coordinated enough to interrupt SoC and Ghostly, but there always is some QQ'ers who honestly still believe SoC=Autocap... (If only they knew better)

This should put an end to their QQ'ing, seeing how at 3 second activation, it still is worth bringing for capping, AND it's simply askign for an interrupt now, so more coordination on guardians/Weapon of Warding etc will be required...
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Old Jan 31, 2008, 04:53 PM // 16:53   #253
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SoC = You need to Interrupt 4 Different Targets.
On courtyard its not really hard but...
On KotH its alot harder since Ghostly caps so quick.
And i just dont like that skill. i mean it just destroys the exciting cap moment really :P

-------------------------

HoH:

Relic Run: It just doesnt work 3 way, No matter what change u will do to this, It wont work.

Capture Points: Kind of like.. koth except u have to stand in the middle of the altar, and that you get ganked so you lose. LOL

KotH: It kinda works.. But not near as Fun as old school HoH,
It is really sad how i miss old HoH.

What i want back... : Old School HoH with: 3 way, 4 or 6 Mins Timer.

nerf soc and put.. back old hoh..............
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Old Jan 31, 2008, 04:54 PM // 16:54   #254
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Saying its autocapping is a little exagerating (I like to say it to make it look a little worse than it is), however it is also one of the must haves to win in any serious match. Its like Aura is for relic run.

I dont think making it a 3s cast will change things, but I do think that it should scale duration it lasts, never exceeding 6s duration. I really hate watching a noob put up a song 5s before the ghost even dies and getting away with it because no one is watching for them yet, they are busy pressuring monks.

Put some skill into the timing of its use and I would be very happy.
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Old Jan 31, 2008, 04:58 PM // 16:58   #255
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Make it not effect ghost .....
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Old Jan 31, 2008, 05:42 PM // 17:42   #256
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Do NOT say to nerf SoC in such a way it doesn't affect Ghostly... If you do, you NEVER played during old school HoH...

If you have any experience with HoH before 6v6, you would really reconcider your SoC nerf. Teams with 2 cg's, 1 PD and a rit with warmongers is NOT the solution... Yes, if song didn't exist, than ALL the holding team had to do was have 1 cg with seeking arrows on every ghostly and it would be auto win, seeing how enemy teams couldn't cap... GOOD teams even had a backup warrior with shock or something, in case a ranger got blinded...

SoC will be needed, but like Kyp said, it needs to be in such a way that it promotes "smart" play, cuz we all remember gay holding builds. *Song up*, Spike Ghostly, cap, *Win Win*.
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Old Jan 31, 2008, 06:04 PM // 18:04   #257
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Killed u man:

If you blind the ele, But dont even use Aura of/Ward of Stab so their war cant shock,
Ur not smart enough to blind the cg in the first place.

But i c ur point.

I didnt think interrupting was annoying back then, But maybe now with skills like Warmongers Weapon it could be a pain in the ass.
Though it cant be up 24/7 .. I dunno..

Only way to see this is if anet start "caring" again.
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Old Jan 31, 2008, 07:06 PM // 19:06   #258
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Quote:
Originally Posted by Legally
Killed u man:

If you blind the ele, But dont even use Aura of/Ward of Stab so their war cant shock,
Ur not smart enough to blind the cg in the first place.

But i c ur point.

I didnt think interrupting was annoying back then, But maybe now with skills like Warmongers Weapon it could be a pain in the ass.
Though it cant be up 24/7 .. I dunno..

Only way to see this is if anet start "caring" again.
I never play ranger (so don't quote me on this) but does CG work when blind?
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Old Jan 31, 2008, 07:15 PM // 19:15   #259
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you are correct, CG works when you are blind, but when your capping, he will be using seekingarrow to guarantee interupt. Blind works on seeking.
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Old Jan 31, 2008, 07:35 PM // 19:35   #260
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Yeah i meant just blind the CG Ranger :P

This HoH thread is nice http://www.guildwarsguru.com/forum/s...php?t=10145254
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