Oct 19, 2010, 02:51 AM // 02:51
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#121
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Unbridled Enthusiasm!
Join Date: Nov 2009
Location: EST
Guild: DPR
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Quote:
Originally Posted by Yawgmoth
It's all about difficulty for most of you. Henchies aren't that bad - almost all HM PvE is doable with 4 of them in your party (not to mention NM...). You just want it all EASIER. All that talk about customizability is BS as almost everyone will just get 7 best Wiki heroes builds and they will roll through everything for him.
It's all about difficulty. It's an easy mode button and it's obvious that the masses will always vote for "YESSS WANT MOAR EAZ BUTTON", no surprise here, and no matter how BAD for the game would those easy mode buttons be.
One of the reasons why many people still PuG is that they can't stand henchies for some reason (also difficulty related). 7 heroes will make them never PuG anymore (less players to play with = bad)
NEXT STEP - Everlasting Dhuum Summoning Stone for everyone - no need for heroes, summon a god to do all the tanking AND killing for you and get 100% drops! Same shit like Fire Imp summon does to Pre-Searing. I'm sure the masses would love that!
Ofcourse I fully agree - I know there shouldn't be travelling straight to explorables or dungeons, allowing a bunch of shortcuts like that would be terribad design. Travel to outposts that have already been visited by all the party members is the only reasonable way to do it.
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Sry but I'm gonna have to reply again. That is one of the most narrow minded things I have seen posted. You cannot possibly know what everyone's reasons are for wanting 7 heros. It wont be an "easy button" like SCs are. If you want to complain about "easy buttons"...start there and with cons. Anyhow ppl having 7 heros won't effect you in the slightest anyways...so why do u care?
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Oct 19, 2010, 02:53 AM // 02:53
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#122
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Quote:
Originally Posted by RedDog91
I plan on doing Underworld.
But only if my heros have at least 50 stones each.
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I feel like im missing a joke here....can someone explain it to me?
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Oct 19, 2010, 02:57 AM // 02:57
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#123
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Desert Nomad
Join Date: Sep 2009
Location: In a van, down by the river.
Guild: RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO if I know, ask Lynette.
Profession: R/
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Quote:
Originally Posted by ajc2123
I feel like im missing a joke here....can someone explain it to me?
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Go stand in ToA ad1 for a few minutes.
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Oct 19, 2010, 02:57 AM // 02:57
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#124
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Virtual Benchwarmers [VB]
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Quote:
Originally Posted by ajc2123
I feel like im missing a joke here....can someone explain it to me?
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i havent done uw in ages, but im pretty sure some people want to see how many ghastly summoning stones you have to make sure you are experienced...
rather stupid since you can just buy them.
if im wrong on that, then someone correct me
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Oct 19, 2010, 03:00 AM // 03:00
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#125
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Jungle Guide
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Quote:
Originally Posted by ajc2123
I feel like im missing a joke here....can someone explain it to me?
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Speed clear teams demand to see ghastly summoning stones (end reward from uw) to prove you have conquered the UW and are experienced at it.
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Oct 19, 2010, 03:03 AM // 03:03
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#126
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Desert Nomad
Join Date: Jan 2007
Location: North of the wall
Profession: Me/
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Wow....good joke....lame thing though.
This is why i want 7 hero teams though. Now I can practice UW (not just farming) and other areas without being a burden to other people. I always feel like im holding people back without the knowledge, and now i can get it. Stupid henchies couldnt even GO in the darn place.
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Oct 19, 2010, 03:06 AM // 03:06
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#127
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Wilds Pathfinder
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Quote:
Originally Posted by Konig Des Todes
The only thing I'm curious about is what will happen to the henchmen.
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IF it didnt take alot of resources to do(and it might), I would like to see henchmen upgraded. Updated skills, add runes to accomodate thier builds, and give them a unique skill(like the Ebon Falcons). I think the latter may actually make one think before slapping on 7 heros in an outpost vs taking henchmen seriously. I even have an idea for a couple skills.
Mhenlo's Gaze- Mhenlo dances. All female foes in the area are dazed for 4 seconds.
Cynn's Scorn- If Mhenlo's gaze is successful, Cynn pouts. Mhenlo and affected foes burn for 3 seconds.
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Oct 19, 2010, 03:12 AM // 03:12
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#128
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Krytan Explorer
Join Date: Dec 2006
Profession: W/
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Quote:
Originally Posted by NerfHerder
IF it didnt take alot of resources to do(and it might), I would like to see henchmen upgraded. Updated skills, add runes to accomodate thier builds
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I could have sworn they just did that a year or two ago.
edit: Yeah they updated the henchmen almost a year ago http://wiki.guildwars.com/wiki/Game_updates/20091022
Last edited by Ninja Ninja; Oct 19, 2010 at 03:43 AM // 03:43..
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Oct 19, 2010, 03:23 AM // 03:23
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#129
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Frost Gate Guardian
Join Date: Aug 2007
Location: The Great State of Denial
Profession: W/Mo
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Quote:
Originally Posted by NerfHerder
IF it didnt take alot of resources to do(and it might), I would like to see henchmen upgraded. Updated skills, add runes to accomodate thier builds, and give them a unique skill(like the Ebon Falcons). I think the latter may actually make one think before slapping on 7 heros in an outpost vs taking henchmen seriously. I even have an idea for a couple skills.
Mhenlo's Gaze- Mhenlo dances. All female foes in the area are dazed for 4 seconds.
Cynn's Scorn- If Mhenlo's gaze is successful, Cynn pouts. Mhenlo and affected foes burn for 3 seconds.
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You could call Cynn's Scorn "Hmph!"
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Oct 19, 2010, 03:25 AM // 03:25
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#130
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Wilds Pathfinder
Join Date: May 2008
Location: In a house
Guild: Proof Of A Nets Laziness[HB]
Profession: A/W
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Loving this!
One thing that will also need to be addressed is ensuring that all new guild wars players in the future will be aware of Embark Beach. These new guild wars players will be playing through the campaign as if embark beach never existed and will find that a lot of the mission outposts will be empty (as if it isn't already). Anet needs to find a way to notify future players of this new outpost so that they will know to go there to look for groups.
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Oct 19, 2010, 03:37 AM // 03:37
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#131
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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This is pretty awesome. Im probably going to go ahead and start making all sorts of team builds for my heroes. It will be really fun to get to utilize a bunch of the underused like Anton or Margrid while still having all of the essentials needed to complete hard mode. It will also be nice to be able to do the UW and FoW when friends arn't on.
As for pugs, I couldn't care less if they wilt away and die. The whole elitist mentality (show stones...) has been pissing me off for awhile. Plus, pugs care what builds you run. Heroes don't. It'll be nice to play my paragon and not have to play an imbagon. Hell, I could play a beast mastergon, a axe-wielding paragon, or a searing flames paragon in elite areas, definitely something pugs wouldn't let me do. Oh yea... the general level of "funness" will increase dramatically.
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Oct 19, 2010, 03:44 AM // 03:44
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#132
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Quote:
Originally Posted by NerfHerder
IF it didnt take alot of resources to do(and it might), I would like to see henchmen upgraded. Updated skills, add runes to accomodate thier builds, and give them a unique skill(like the Ebon Falcons). I think the latter may actually make one think before slapping on 7 heros in an outpost vs taking henchmen seriously. I even have an idea for a couple skills.
Mhenlo's Gaze- Mhenlo dances. All female foes in the area are dazed for 4 seconds.
Cynn's Scorn- If Mhenlo's gaze is successful, Cynn pouts. Mhenlo and affected foes burn for 3 seconds.
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lol @ the skills, but the henchmen did get "upgraded" recently (though it was only the level 20 versions - so 90% of NM Prophecies henchmen didn't). Curious if runes are on the henchmen now...
As to unique skills - definably not impossible, in order to make them useful.
What I'd like to see though is a different thought - to give henchmen a list of builds (perhaps 1 per attribute focus, excluding primary and the attributes like Tactics which wouldn't work alone), and there's a drop-down list (located at where the button to see hero bars are atm) where you can choose between them - and choosing between them has different runes - so you'd be able to see the health, energy, and skills of the bar you're choosing. You wouldn't be able to view these things outside of outposts though (so no disabling and the like).
Quote:
Originally Posted by Elnino
Loving this!
One thing that will also need to be addressed is ensuring that all new guild wars players in the future will be aware of Embark Beach. These new guild wars players will be playing through the campaign as if embark beach never existed and will find that a lot of the mission outposts will be empty (as if it isn't already). Anet needs to find a way to notify future players of this new outpost so that they will know to go there to look for groups.
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Personally, I'd like to see the Great Temple of Balthazar option in the boat replaced with Embark Beach.
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Oct 19, 2010, 03:44 AM // 03:44
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#133
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Sacred Forge Knights
Profession: W/P
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Well, given all of the festivals nearly here, how long do you think it will take to implement these changes? I am betting on 8 months. The derv update hasn't come, Thackery/Gwen Isn't done, and they always blame festivals for lack of meaningfull updates.
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Oct 19, 2010, 03:46 AM // 03:46
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#134
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by mathiastemplar
How can 7 heroes not be fun?
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It was smart to announce both officially at the same time. Seven heroes aren't fun when you want a few humans or a full human group, but are left with none. If the game can keep enough new and returning players with better experiences, hopefully it'll keep the new outpost filled for years.
Embark Beach would be fun for more than new players, but those who want a new character. It'll likely be listed under GToB and all the ports, but hopefully instead easily found on all the travel maps.
Last edited by Cuilan; Oct 19, 2010 at 03:50 AM // 03:50..
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Oct 19, 2010, 04:16 AM // 04:16
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#135
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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I can imagine Regina isn't gonna like this. Who's to say she didn't take down the blog herself in an epic rage? Lol! Just to be sure, I'd like to see her take on this here in the thread.
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Oct 19, 2010, 04:21 AM // 04:21
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#136
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Wilds Pathfinder
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Quote:
Originally Posted by Ninja Ninja
I could have sworn they just did that a year or two ago.
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Almost exactly a year ago. Some of the henchmens skills are pretty good(my opinion), I wouldnt want a complete overhaul. But, with the amount that I used Henchies in the last year(and the loot/gold/xp they got with me), I think they can afford some better armor and learn some better skills.
Not to mention we had two major skill updates inbetween the last Hench update. If we are getting 7 heros, I dont think henchies should be left to rot. Which is pretty much what will happen if henchies stay unchanged.
Quote:
Originally Posted by Konig Des Todes
As to unique skills - definably not impossible, in order to make them useful.
What I'd like to see though is a different thought - to give henchmen a list of builds (perhaps 1 per attribute focus, excluding primary and the attributes like Tactics which wouldn't work alone), and there's a drop-down list (located at where the button to see hero bars are atm) where you can choose between them - and choosing between them has different runes - so you'd be able to see the health, energy, and skills of the bar you're choosing. You wouldn't be able to view these things outside of outposts though (so no disabling and the like).
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I like your idea better than a henchie skill upgrade. That would make henchies much more appealing, even with 7 heros. If only for convenience. For example, if your necros were set up for discordway, but an SV necro(if that was an option) is recommended for a mission, it would be an easy swap or add. Who could complain about having more options?
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Oct 19, 2010, 04:27 AM // 04:27
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#137
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Jungle Guide
Join Date: May 2007
Location: Chicago
Guild: [SIR]
Profession: D/
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So when they say teams you can "fill" with heroes, Would that mean you could fill an urgoz/deep team of 11 with heroes?
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Oct 19, 2010, 04:30 AM // 04:30
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#138
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Furnace Stoker
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Quote:
Originally Posted by Essence Snow
Sry but I'm gonna have to reply again. That is one of the most narrow minded things I have seen posted. You cannot possibly know what everyone's reasons are for wanting 7 heros. It wont be an "easy button" like SCs are. If you want to complain about "easy buttons"...start there and with cons. Anyhow ppl having 7 heros won't effect you in the slightest anyways...so why do u care?
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Far greater sheer power for solo players equals to an easy mode button and removes incentive to play with others. Outposts turning even more empty and game looking dead while more players clear their instances alone DO impact my game.
I bought an online game to play with others, I find solo H/H mindnumbingly boring and 7 heroes will only make it easier and faster, it's not the kind of game improvement I expect from the devs, it's exactly the opposite way, soooo lame.
Way to go: Centralized easily accessible party search outpost for all kinds of content, reduction of heroes per player to 2, improve some henchmen a bit. /dreams
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Oct 19, 2010, 04:39 AM // 04:39
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#139
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Jungle Guide
Join Date: May 2007
Location: Chicago
Guild: [SIR]
Profession: D/
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Quote:
Originally Posted by Yawgmoth
snip
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Join a guild
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Oct 19, 2010, 04:44 AM // 04:44
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#140
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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Sweet tears. "Waaah, they don't want to play with ME! Either make them play with ME or not at all, waaah!"
Now everyone will be able to bid farewell to terrible, terrible pugs and people who have no clue.
A bit late and with some "misinformation" about 7 heroes "not being possible" by ANet but still good nonetheless.
Quote:
I bought an online game to play with others
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And I didn't buy it to play with you or with anyone else. You want to pug with amazingly skilled gwamms and ldoas? Go ahead, but don't force me to play with you, because while you're waiting in the outpost, lfg-ing, I'll already do my stuff and move on to something else.
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