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Old Sep 03, 2007, 02:53 AM // 02:53   #341
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I am all for using up to seven Heroes at the same time the only drawback I can see is to get the most out of each class of Hero you would have needed to play each class to have unlocked all the needed skills and capped the needed elites.
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Old Sep 03, 2007, 02:59 AM // 02:59   #342
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I don't see why this can't be implemented. Its very close to the already wildly popular hero/hench teams except more customizable. Its not like people who PUG now will somehow stop doing it just because 7 hero teams are available. PUGs are not that horrible if people could just learn to communicate, listen and overall have fun. The people that know this rather PUG it or Guildy/friend it and will still do the same even if 7 Heroes are allowed. I for one would love 7 Heroes as i usually Hench/Hero unless i see a good amount of guildy/alliance members on and we all happen to want to do the same thing, but the chances of that are rare. The most popular ways to play through are already hero/hench and 2friends/6hero so the 7 Hero idea wouldn't change much. I'm totally for this idea and think its great.

Oh and in response to Age: runes aren't unnecessary. They help both on you and on heroes in Pve. i find it total pvp elitist bs that you think runes should only be used for PvP. They are useful in both PvE and PvP and definitely pretty much a necessity for HM.
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Old Sep 03, 2007, 05:19 AM // 05:19   #343
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Quote:
Originally Posted by Age
In otherwords there are less fortunate one then yourselfs who have more gold to throw around.Runes and Isignias are meant for real chars. not AI.
Age, I completely deck out my heroes with the best possible gear so they can be as efficent as possible. Is that so bad?
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Old Sep 03, 2007, 06:49 PM // 18:49   #344
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Heh though to be honest I did Underworld yesterday with 6 hero's *friend left mid way* and while I didn't beat it, I did pretty good on my own, thats with only being able to control half the hero's. They are a huge advantage over henchmen, as they listen most of the time to what you want,have usable skill bars. After that with 7 chars in a party 6 hero's I definetly think it needs to be implemented, or at least increase the number of hero's to 4 or 5.
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Old Sep 03, 2007, 08:44 PM // 20:44   #345
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To anet... the game designer vision leaves much to be desired.I actualy dont care about their vision, i want the product i pay for done my way so i want all hero party or anet can forget gw2.
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Old Sep 04, 2007, 01:07 AM // 01:07   #346
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To Anet: When you decided to raise the hero number to 25, you asked for this. Give people this many choices, and it is reasonable they are going to want to use them. Don't sit there and say, "Here are 25 heroes, but you're still stuck with 'Leeeerrroooooooy' Devona and 'Meteor Shower on a spirit' Cynn instead of running builds fit for AI."

To Age: Please, stop. Skill breakpoints hit at 13 a LOT in this game. That works for heroes just as much as for real players. Yeah, a Superior rune is kinda crazy, but slapping on a minor/major expertise or marksmanship rune on Margrid or Jin can give them the same breakpoint that a real ranger gets. That and quickening their energy recharge, which let's you worry a bit less about them running out, makes your life a lot easier. The same works for other professions. Whether it's a few more minions with Olias/MoW, or more interrupts from Norgu/Gwen through better fast cast, it makes sense to do so.

And to others about spending on the runes. Erm...what do you do with armor drops? just sell them at the merchant? It's called a salvage kit. Use it and your heroes will have what they need. There are plenty of weapons drops with mods. They don't have to be max. Every bit helps.

If you want your heroes to help as much as they can, you need to outfit them right.
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Old Sep 04, 2007, 03:04 AM // 03:04   #347
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It's unfortunate that Anet has chosen to add hard mode and refuses to give solo players the ability to take advantage of it. I'm already concerned about the soloability of Guild Wars 2, I can't help but take Gaile's response here as a sign of things to come. You can't force those of us that enjoy playing alone to play with others, all you can do is lose our business. Please don't put us in a position where it doesn't make sense for us to support Guild Wars 2.
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Old Sep 04, 2007, 03:48 AM // 03:48   #348
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/signed

I already go with the AI these days, there are very few missions that need humans. Particularly Eye of the North is easily done with heroes and henchmen. I have not actually even entered a group with any humans there except when trading in towns to let buyers know where I am.

Allowing us a full hero party will do this:
1 - Let us have more fun on our own. I don't like the henchmen very much. They often cause unnecessary aggro and are useful mainly as meat shields.
2 - Run our preferred team builds. I would personally take Tahlkora, Dunkoro, Ogden, Vekk, Shadowhoof, Livia, Koss, and myself as a spirit warrior ritualist. Then maybe I'd be able to get masters reward on Tahnnakai Temple.
3 - Do UW/FoW without needing a solo build or a PUG. I'd like to do the Fissure of Woe sometime with an AI group instead of humans.

It will NOT do this:
1 - Lure us away from pickup groups. Those of us who don't like PUGs are going with AI whether we get full hero parties or not.
2 - Imbalance the game. An organized guild group is very powerful if done well, more so than heroes, but I don't see a cap on the number of guild members allowed in a party.
3 - Disadvantage PUG players. It simply won't affect them.
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Old Sep 04, 2007, 04:14 AM // 04:14   #349
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Why is ANET still clinging onto the false belief that people can and will PUG in this game when they continually scatter it's playerbase across 3 campaigns + 1 expansion? Not to mention titles that encourage "solo" play.

Give us full hero teams. It's pointless not to. Full hero teams arent going to keep me from playing with friends and guildies and when I do go it alone they'll make a lot more fun (build experimentation anyone?)
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Old Sep 04, 2007, 06:12 PM // 18:12   #350
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in my opinion anet will never allow us to play with 7 heroes cause of only ONE reason:

all henchmen would be unemployed.
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Old Sep 04, 2007, 09:15 PM // 21:15   #351
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Lol! I just got into a guild group for HM eternal Grove I attempted it with what they already had set up and we just got wiped. They had a monk from their guild and one other monk. The guildless monk was pro, loaded up a goot prot bar when asked. Their guild monk was running this:



I asked him to change to a second prot obviously and asked the rit to go heal. The rit changed to a good bar, the monk says 'Why should I change my bar? I use this on in HM all the time'.

OFC I couldnt help but attack him for thinking his bar was fine when I asked for a better one. The result? The guildies go off their own without me or the decent monk + rit, and I saw them come back to the outpost 5 minutes later, obviously pwned again.

People in this game are morons. 7 heroes please.
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Old Sep 05, 2007, 01:52 AM // 01:52   #352
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Quote:
Originally Posted by haggus71
To Anet: When you decided to raise the hero number to 25, you asked for this. Give people this many choices, and it is reasonable they are going to want to use them. Don't sit there and say, "Here are 25 heroes, but you're still stuck with 'Leeeerrroooooooy' Devona and 'Meteor Shower on a spirit' Cynn instead of running builds fit for AI."

To Age: Please, stop. Skill breakpoints hit at 13 a LOT in this game. That works for heroes just as much as for real players. Yeah, a Superior rune is kinda crazy, but slapping on a minor/major expertise or marksmanship rune on Margrid or Jin can give them the same breakpoint that a real ranger gets. That and quickening their energy recharge, which let's you worry a bit less about them running out, makes your life a lot easier. The same works for other professions. Whether it's a few more minions with Olias/MoW, or more interrupts from Norgu/Gwen through better fast cast, it makes sense to do so.

And to others about spending on the runes. Erm...what do you do with armor drops? just sell them at the merchant? It's called a salvage kit. Use it and your heroes will have what they need. There are plenty of weapons drops with mods. They don't have to be max. Every bit helps.

If you want your heroes to help as much as they can, you need to outfit them right.
I stopped about here
Quote:
with Olias/MoW,
Heros don't need runes or insignias or atleast the ones bought from the Trader if salvaged then use but don't buy it from the trader.This has a whole ripple effect on runes and insignias imagine a new player who has crafted a set of armour and can't afford runes or insignias.I still don't have any on my Derv or Mesmer yet insignias.It is all about builds and skill not how great your gear is you can beat the game with none maxed armour with no runes on it.Don't forget those in presearing that have no runes or insignias and stay to get LDoA
I bet you my heros are just as affective as yours or not better with no runes or insignias on.I just beat Riverside in Hard Mode with a friend bonus aswell and my hero Koss doesn't have runes on or insignias.
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Old Sep 05, 2007, 01:58 AM // 01:58   #353
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Quote:
Originally Posted by Age
Don't forget those in presearing that have no runes or insignias and stay to get LDoA.
The highest level enemy they'll face is what, 9? And the boss is like 12 or somin?

And while you don't need runes or insignias on your heroes, it's undeniable that they do help (especially the bloodstained insignia).
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Old Sep 05, 2007, 03:47 AM // 03:47   #354
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Runes and insignia are pretty useful in my opinion.

Full Radiant = 8 extra energy, I put it on all my characters including Warrior.

Then I take headgear with superior of whatever they specialize in... DM on my Necro, all elemental sets on my Elementalist, Spawning Power on my Rit, Strength on my Warrior, etc.

Remaining armor gets runes of attunement for more energy.

Skills more effective, larger energy pool... it is definitely a PvE feature.
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Old Sep 05, 2007, 12:44 PM // 12:44   #355
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Quote:
Originally Posted by Vinraith
It's unfortunate that Anet has chosen to add hard mode and refuses to give solo players the ability to take advantage of it. I'm already concerned about the soloability of Guild Wars 2, I can't help but take Gaile's response here as a sign of things to come. You can't force those of us that enjoy playing alone to play with others, all you can do is lose our business. Please don't put us in a position where it doesn't make sense for us to support Guild Wars 2.
QFT.

---- ---- ----
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Old Sep 05, 2007, 03:21 PM // 15:21   #356
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Just had another dismall group for HM Gyala hatchery. I had a monk who was perfect, but a ranger that had no clue how to do the mission or use his heroes and kept pulling two mobs at one. Every time I try to lure a Mob, Jora's already in the middle of two of them. He couldnt follow a single ping, line or arrow on the map and just kept aggroing everything in sight.

I tell him whats he's doing wrong and how to stop it, and I get the usuall 'For someone that wanted help your being an ass'.

He didnt even use the heroes I needed, nor set up the builds on the ones he wanted to use the way I needed. And yes everytime Ive led a human or 2 man group into any mission before it gets done the first time around.

God damn seriously can people learn to play the game yet? Heroes would be able to follow tactics, heroes would do what I say and get everything done the first time around without any problems.

The longer this keeps happening the less chance I have of Buying GW2. I only bought GW:EN for the skills, havnt even started the PVE part of it yet.

Last edited by bhavv; Sep 05, 2007 at 03:24 PM // 15:24..
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Old Sep 05, 2007, 03:28 PM // 15:28   #357
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Quote:
Originally Posted by Age
I bet you my heros are just as affective as yours or not better with no runes or insignias on.I just beat Riverside in Hard Mode with a friend bonus aswell and my hero Koss doesn't have runes on or insignias.
You bet wrong, have you Hero heched Vizunah Square, Boreas seabed, unwaking waters and aborstone yet on HM?

Ofc you havnt and you think +3 or 4 to a characters primary attribute doesnt make any difference.

Why not just reduce all yours and hero attributes by 4 points and see how much of a difference it makes?

Take 8 on eveything instead of 12. Maybe you'll learn why runes are usefull then.
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Old Sep 05, 2007, 03:30 PM // 15:30   #358
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Quote:
Originally Posted by bhavv
Just had another dismall group for HM Gyala hatchery. I had a monk who was perfect, but a ranger that had no clue how to do the mission or use his heroes and kept pulling two mobs at one. Every time I try to lure a Mob, Jora's already in the middle of two of them. He couldnt follow a single ping, line or arrow on the map and just kept aggroing everything in sight.

I tell him whats he's doing wrong and how to stop it, and I get the usuall 'For someone that wanted help your being an ass'.

He didnt even use the heroes I needed, nor set up the builds on the ones he wanted to use the way I needed. And yes everytime Ive led a human or 2 man group into any mission before it gets done the first time around.

God damn seriously can people learn to play the game yet? Heroes would be able to follow tactics, heroes would do what I say and get everything done the first time around without any problems.

The longer this keeps happening the less chance I have of Buying GW2. I only bought GW:EN for the skills, havnt even started the PVE part of it yet.
Why are you pugging Gyala Hatchery? It's easy sauce with H+H.
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Old Sep 05, 2007, 03:46 PM // 15:46   #359
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7 heros would be great.....

However then Anet might as well remove the hench from the game entirely...

Aside from locations where you cant have earned more than 2-3 heros yet, there would be absolutely no need for any hench in GW:EN or Nightfall.

Infact removing all hench might force more people to play together untill they find enough heros, by that time they may actually like people and choose them over the heros......

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Old Sep 05, 2007, 04:09 PM // 16:09   #360
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Quote:
Originally Posted by Crom The Pale
7 heros would be great.....

However then Anet might as well remove the hench from the game entirely...

Aside from locations where you cant have earned more than 2-3 heros yet, there would be absolutely no need for any hench in GW:EN or Nightfall.

Infact removing all hench might force more people to play together untill they find enough heros, by that time they may actually like people and choose them over the heros......

Henchmen are still VERY necessary.

Newer players won't have the financial reosurces or skill unlocks required to build an effective hero team.

As it is, I only rune/insignia/equip a few of my heroes that I use all the time. I see no point in wasting money on heroes I'll never use.

Keep the henchmen.

Give advanced players full hero parties, even if only on hard mode.
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