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Old Mar 03, 2007, 08:18 PM // 20:18   #1
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Default NPC's Too Weak?

I was watching GVG's and lots of people, depending on the map, are in love with the gank. From top 100 guilds to top 5,000 guilds. I noticed that ganking the Knights+Bodyguard are the hardest of all the NPC's of course. But when it comes to the archers, they drop so quickly.

I wanted to get some opinions, as a community, on adding one other skill to the NPC Archers in a GVG. Maybe an Interrupt? or another Damage skill? Opinions please, and maybe some suggestions...?
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Old Mar 03, 2007, 08:22 PM // 20:22   #2
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Well, this seems like it should go in Sardlec but I do agree with you. Maybe add something like a defensive stance (Whirling Defense), an interrupt (Savage/Distracting Shot), anything to stop them from dropping in 3 seconds to a gank really...
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Old Mar 03, 2007, 08:24 PM // 20:24   #3
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leave them the way they are, if they were meant to be hard they would be. and the reason they go down so quick is because the have no solid heals or prot, even with an interupt or a damage attack they would still drop just as quick.
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Old Mar 03, 2007, 08:24 PM // 20:24   #4
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This should be in Gladiators Arena, and it isn't so much that the Archers are too weak but that the AI for NPC's is extremely bad.
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Old Mar 03, 2007, 08:26 PM // 20:26   #5
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Quote:
Originally Posted by j_unit66
leave them the way they are, if they were meant to be hard they would be. and the reason they go down so quick is because the have no solid heals or prot, even with an interupt or a damage attack they would still drop just as quick.
I disagree, mainly because NPC's+Heroes are some of the best interrupters in the game. If you have an assassin trying to run a chain of attacks on a ranger. One interrupt could ruin the sequence. Then Troll Unguent. It would make liability of NPC's a lot more valuable. Especially at the flag stand. Having 6 Interrupt Rangers
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Old Mar 03, 2007, 08:30 PM // 20:30   #6
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Well if they are too good it might make turtle to powerful. I think having more balencednpcs is nice though
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Old Mar 03, 2007, 08:34 PM // 20:34   #7
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Quote:
Originally Posted by Diddy bow
Well if they are too good it might make turtle to powerful. I think having more balencednpcs is nice though
Wait, turtle? What GvG are you playing?
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Old Mar 03, 2007, 08:46 PM // 20:46   #8
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Most gankers setup to kill npcs,if you change/add skills to npcs the gankers will just change to kill the new version in the best way possible.
Learning to deal with and kill gankers is your best option.
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Old Mar 03, 2007, 09:28 PM // 21:28   #9
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personally I'd like to see the 2 bodyguards returned to the game. The knights are nice damage but too easily pulled and solo'd. Whirling Defense might be nice on archers but that would be as far as I would go with any skills being added to their bars.
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Old Mar 03, 2007, 10:37 PM // 22:37   #10
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Quote:
Originally Posted by sixdartbart
Most gankers setup to kill npcs,if you change/add skills to npcs the gankers will just change to kill the new version in the best way possible.
Learning to deal with and kill gankers is your best option.

There we go ^^ QFT.
Thats why the npc drop so fast, the archers for example, people get in their range and know that the first skill is pin down, so they kite it, then they attack ( ignoring the skills they use) then at about 50% they will use troll, so either drop them or interrupt them and drop them.

There is nothing wrong with the npcs per say , an overall buff yes, but not a buff because they drop to fast in a gank , thats what a gank is suppose to do.
Maybe just buff their arsenal up a bit.

The archers next to the GuildLord should be buffed tho, make them different from the archers around the whole base,just make them "worthy" to be the ones defending the GL Give them Burning Arrow for example ( or any good elite for that matter)
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Old Mar 03, 2007, 11:05 PM // 23:05   #11
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Quote:
Originally Posted by Xenex Xclame
The archers next to the GuildLord should be buffed tho, make them different from the archers around the whole base,just make them "worthy" to be the ones defending the GL Give them Burning Arrow for example ( or any good elite for that matter)
I like this idea.
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Old Mar 03, 2007, 11:11 PM // 23:11   #12
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The fact that people think it's profitable to send 2-3 people to kill NPC's is enough evidence that the NPC's can give a significant advantage, and therefore are strong enough as they are.
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Old Mar 03, 2007, 11:51 PM // 23:51   #13
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The archers should have whirling defense, throw dirt, traps, distracting shot, the knights gladiators defense, defy pain or healing hands and the body guard silver armor, flame djinns haste/starburst or mist form. All of them should also have mending touch and purge signet.

Since the guild lord is a warrior/ranger (cleave+powershot ftl), he should have the iway warrior skill bar with moa bird pet.

Gvg is the pinnacle of gw pvp, They should buff the ai/skillbar of the npcs, imo.

EDIT: The guild thief should have the boa assassin skillbar imo.

Last edited by tomcruisejr; Mar 04, 2007 at 12:01 AM // 00:01..
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Old Mar 04, 2007, 12:56 AM // 00:56   #14
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Quote:
Originally Posted by tomcruisejr
The archers should have whirling defense, throw dirt, traps, distracting shot, the knights gladiators defense, defy pain or healing hands and the body guard silver armor, flame djinns haste/starburst or mist form. All of them should also have mending touch and purge signet.

Since the guild lord is a warrior/ranger (cleave+powershot ftl), he should have the iway warrior skill bar with moa bird pet.

Gvg is the pinnacle of gw pvp, They should buff the ai/skillbar of the npcs, imo.

EDIT: The guild thief should have the boa assassin skillbar imo.
i hope you are kidding.
GvG is not about fighting the other teams npc's, its about fighting the other team. is really is as simple as that, the npc's should be weak, not too weak. but they shouldn't require major effort to kill.

the current balance is decent I think. the NPC's themselves is not a major concern, but if you don't bother with them at all, and go to VoD you will have a hard time beating the enemy team and a group of 10 archers
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Old Mar 04, 2007, 01:05 AM // 01:05   #15
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Quote:
Originally Posted by Sinful Doom
Whirling Defense might be nice on archers but that would be as far as I would go with any skills being added to their bars.
I'm not even sure about this. Imagine VoD. Those archers would be more useful that the human team since they would be nearly immune to all damage but nuking(and do we really need to encourge the nuke for vod strat any more?) while owning up on the melee if wars tried to actually take them down. Interrupts would be even more ridiculous as not a caster at teh stnad would get much off.
Putting the other bodyguard back is a thought, but even still, I prefer a gank-friendly metagame. Not so much to encourage outright gank builds, but to give balanced builds more options when facing one of the many lame 8v8 gimmick builds that exist. With Jade still around, ganking is already not a great option if the home team doesn't want it to be.
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Old Mar 04, 2007, 01:12 AM // 01:12   #16
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I dont think they should be given more defense, I think more attack power for sure. Burning Arrow was a very nice idea...Maybe even an interrupt ie. Savage shot? Distract shot?

I also like the idea of making the ones around guild lord a little more strong :P "Make them worthy"
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Old Mar 04, 2007, 02:21 AM // 02:21   #17
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Quote:
Originally Posted by Sinful Doom
The knights are nice damage but too easily pulled and solo'd.
Which is exactly their purpose and the reason that they were subbed in for a bodyguard.
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Old Mar 04, 2007, 02:32 AM // 02:32   #18
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Quote:
Originally Posted by Thomas.knbk
The fact that people think it's profitable to send 2-3 people to kill NPC's is enough evidence that the NPC's can give a significant advantage, and therefore are strong enough as they are.
imo pretty good idea here

but still for the solo your all alone wars with mending touch etc.

maybe give them an elite.
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Old Mar 04, 2007, 04:57 AM // 04:57   #19
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Too strong of NPCs = a lot of turtling IMO
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Old Mar 04, 2007, 05:53 AM // 05:53   #20
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Quote:
Originally Posted by TheOneMephisto
Too strong of NPCs = a lot of turtling IMO
Modify the morale boost from flagstand control such that it'll discourage turtling?
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