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Old Mar 04, 2007, 11:00 AM // 11:00   #21
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The NPCs are just fine the way they are. I certainly wouldnt make the archers any stronger as a large group of them at VOD owns face. The Knights are designed to be pulled out of the turtle to make turtling a less attractive option. The front gate NPCs (footmen and archer) are strong enough to provide decent defensive pressure if you pull back into them.

Buffing these in any way isnt an option imo
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Old Mar 04, 2007, 02:49 PM // 14:49   #22
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Well I don't really post in this forum anymore but this seems like a interesting topic, NPCs are weak alone but in VoD they provide a huge advantage, for example, in the last match between iQ and QQ, where iQ uses AoE to quickly kill all of QQs NPCs giving iQ the huge advantage they needed to win, there are many ways to counter gank, making NPCs into PvE monsters is not reasonable.
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Old Mar 04, 2007, 03:08 PM // 15:08   #23
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Seems like you are going the wrong way. Making GvG even MORE about NPCs just seems counter-productive, and I think we should be focusing on how to get rid of babysitting NPCs, instead of encouraging turtling and VoD builds.
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Old Mar 04, 2007, 03:33 PM // 15:33   #24
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NPCs are fine, no need to change them much anymore. The knights are meant to be pulled fairly easily, but can also add considerable damage at vod if not dealt with properly earlier. The archers are meant to have very little defense and just provide slightly support for a team that is retreating into their base. If they had good/full skillbars, retreating to the outside henchies will turn the game into a 10v7 situation, which is highly unfair. I like the idea of making the archers near the GL slightly stronger, but they don't really need to be either.
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Old Mar 05, 2007, 12:00 AM // 00:00   #25
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I don't think the entire structure of the GVG NPC needs to be changed. I am simply proposing one more skill added to their already fairly weak skill bars. Mainly the rangers.
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Old Mar 13, 2007, 04:25 AM // 04:25   #26
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stick poison arrow on the guild lord archers.

less nasty vod spike, but nice dps increase.

For the most part though i'd leave them be because i agree with the babysitting npcs is bad comments
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Old Mar 13, 2007, 04:46 AM // 04:46   #27
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well as GVG is a PVP gameplay i think that ganking is kinda avoiding the point...
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Old Mar 13, 2007, 09:34 AM // 09:34   #28
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Change the footmen to YAA warriors

Change the normal archers to cripshot rangers with apply poison, screaming shot, troll, natural stride, d-shot and savage shot

Change the archers around the GL to burning arrow rangers

Change the thief to Shadow prison, burst of aggression, black spider strike stuff, return

Or change it to a cripshot

Yes, I like torment
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Old Mar 13, 2007, 12:47 PM // 12:47   #29
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To whoever cant see it ^ that is sarcasm.

Quote:
Originally Posted by placebo overdose
well as GVG is a PVP gameplay i think that ganking is kinda avoiding the point...
Have you ever done GVG? There is 2 ways of winning, ( not counting of course if the opposing team all ragequit or resign) You either kill the opponents GuildLord or you DP the opposing team out, now tell me how your avoiding the the points by ganking?

Last edited by Xenex Xclame; Mar 13, 2007 at 12:50 PM // 12:50..
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Old Mar 13, 2007, 03:01 PM // 15:01   #30
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"Watch Yourself!" for Knights is all I want.

And improving the AI ofc.
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Old Mar 13, 2007, 04:28 PM // 16:28   #31
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Just add monks to the NPC's. Just don't allow them to heal the Team's party, just NPC's. Ganking should be difficult, not really, really easy. The monks should be spread out amoungst the NPC's making it impossible for a solo toon to kill all the NPC's alone. A strong force should be needed to gank a base.

Note: at VoD, the GH monk's power would need to be reduced substantially, maybe reducing their healing power by 75%.

I also think a 'defend the base' mechanic should be introduced, whereby the NPC's get a damage buff while they are inside your guild hall. The buff would need to be balanced so a solo ganker is sure to die without some kind of healing to keep them alive.
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Old Mar 13, 2007, 05:51 PM // 17:51   #32
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No ^
Adding monks wont really make that much of a difference.
And a strong force should not be needed, i think you have a really bad view on how it should be.

Also making the monks 75% less effective?Might as well make them suicid
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Old Mar 13, 2007, 10:19 PM // 22:19   #33
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I just think adding a skill to each profession would make it a little bit harder to win a GVG by ganking. Most bars would have to be rearranged and/or a skill added for a gank. I think NPC's are fine, just maybe a little tougher...thats all...
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Old Mar 14, 2007, 01:59 AM // 01:59   #34
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Do you think they are fine, or do you think they need a skill? Decide.
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Old Mar 14, 2007, 04:16 AM // 04:16   #35
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They need a skill.
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Old Mar 14, 2007, 05:54 AM // 05:54   #36
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The NPCs are fine. In my opinion - I'd personally not care for a repeat of team turtling with great ease because of 2 body guards or something - despite their bars, the npcs make a difference - archers throwing pin downs, footmen bleeding, does make a huge difference - and them 3 npcs on maps like warriors isle make perfect places to fallback to - and you sure as hell want them to not die.

The one place where NPCs need better bars is in PVE, not in GVG. Even with their crappy skill bars they make a difference in a match

Heroes ascent - the ghost has distracting shot and disrupting chop - and the fact he has these is completely retarded. they are complete game changing skills - on an NPC >_>. Seriously imagine archers carrying distracting shot - it would be completely moronic - the ability to throw out a condition is good enough.

Last edited by yesitsrob; Mar 14, 2007 at 05:57 AM // 05:57..
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Old Mar 14, 2007, 07:22 AM // 07:22   #37
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Lol - imagine at VoD if every single archer had DShot and none of them had been killed yet. You'd have so many skills Distracted it would be like getting hit with Blackout.
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Old Mar 14, 2007, 11:02 AM // 11:02   #38
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Quote:
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...?
LOL. If you want VoD to turn into Rangerspike, yeah give them damage skills and an interrupt xD

Seriously, BAD idea.

Quote:
Originally Posted by nightrunner
Lol - imagine at VoD if every single archer had DShot and none of them had been killed yet. You'd have so many skills Distracted it would be like getting hit with Blackout.
Headshot.
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Old Mar 14, 2007, 11:29 AM // 11:29   #39
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Quote:
Originally Posted by Bankai
Change the footmen to YAA warriors

Change the normal archers to cripshot rangers with apply poison, screaming shot, troll, natural stride, d-shot and savage shot

Change the archers around the GL to burning arrow rangers

Change the thief to Shadow prison, burst of aggression, black spider strike stuff, return

Or change it to a cripshot

Yes, I like torment

Totally agree! Adding a res sig to each of the NPCs would be good as well
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Old Mar 14, 2007, 01:00 PM // 13:00   #40
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NPCs are there for the advantage at VoD (and not making ganking the lord harder, obviously), if a battle sees that point and at VoD they are very deadly.

The NPCs are fine, split builds are the most fun to watch anyway. Strengthening would cause people to gank/split less and turtle more.
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