Mar 04, 2007, 11:00 AM // 11:00
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#21
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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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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Mar 04, 2007, 02:49 PM // 14:49
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#22
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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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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Mar 04, 2007, 03:08 PM // 15:08
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#23
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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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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Mar 04, 2007, 03:33 PM // 15:33
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#24
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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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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Mar 05, 2007, 12:00 AM // 00:00
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#25
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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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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Mar 13, 2007, 04:25 AM // 04:25
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#26
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Academy Page
Join Date: Sep 2005
Guild: Requiem Lords
Profession: Mo/
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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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Mar 13, 2007, 04:46 AM // 04:46
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#27
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Wilds Pathfinder
Join Date: Jan 2007
Profession: N/
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well as GVG is a PVP gameplay i think that ganking is kinda avoiding the point...
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Mar 13, 2007, 09:34 AM // 09:34
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#28
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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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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Mar 13, 2007, 12:47 PM // 12:47
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#29
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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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...
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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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Mar 13, 2007, 03:01 PM // 15:01
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#30
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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"Watch Yourself!" for Knights is all I want.
And improving the AI ofc.
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Mar 13, 2007, 04:28 PM // 16:28
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#31
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Academy Page
Join Date: Nov 2005
Guild: arkangels
Profession: R/E
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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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Mar 13, 2007, 05:51 PM // 17:51
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#32
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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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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Mar 13, 2007, 10:19 PM // 22:19
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#33
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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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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Mar 14, 2007, 01:59 AM // 01:59
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#34
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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Do you think they are fine, or do you think they need a skill? Decide.
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Mar 14, 2007, 04:16 AM // 04:16
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#35
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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They need a skill.
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Mar 14, 2007, 05:54 AM // 05:54
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#36
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Elite Guru
Join Date: Sep 2005
Location: Manchester, England
Guild: SMS/Victrix
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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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Mar 14, 2007, 07:22 AM // 07:22
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#37
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Lion's Arch Merchant
Join Date: Oct 2005
Location: San Francisco
Profession: W/Mo
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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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Mar 14, 2007, 11:02 AM // 11:02
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#38
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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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...?
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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.
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Headshot.
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Mar 14, 2007, 11:29 AM // 11:29
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#39
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Krytan Explorer
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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
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Totally agree! Adding a res sig to each of the NPCs would be good as well
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Mar 14, 2007, 01:00 PM // 13:00
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#40
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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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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