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Old Feb 17, 2008, 05:55 AM // 05:55   #1
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Remove them from the game.

It's been argued before here but the main reason why HCT mods are bad for the game is that they make luck a huge factor in success/failure, which is bad. Things like lag/ping, which are also bad for the game in terms of high level play, you can't do anything about, but ANet can fix this.

Discuss.
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Old Feb 17, 2008, 06:11 AM // 06:11   #2
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No reason to.

Debate.
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Old Feb 17, 2008, 06:14 AM // 06:14   #3
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Quote:
Originally Posted by RhanoctJocosa
Remove them from the game.

Discuss.
you're supposed to give a valid point
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Old Feb 17, 2008, 06:32 AM // 06:32   #4
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And now you've actually fixed the post. Much better. And I still say no.

Last edited by Darkobra; Feb 17, 2008 at 04:23 PM // 16:23..
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Old Feb 17, 2008, 06:48 AM // 06:48   #5
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It's really a matter of how controlled you want your play environment to be. If you don't want things to be left up to chance than obviously HCT/HCR can ruin the game for you. However I think they promote a more interesting game with the ability to turn a match around with a diversion on WoH, etc.

Also HCT Pleak ownzzzzzzzzzzzzzz
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Old Feb 17, 2008, 06:50 AM // 06:50   #6
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Why aren't we addressing the more serious issue of -2 while enchanted? Every good wammo build of all time runs enchants and they already have enough damage reduction, why give them more with this mod? Plus, all monks have enchants like vital blessing too.
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Old Feb 17, 2008, 06:56 AM // 06:56   #7
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Quote:
Originally Posted by The Phantom
It's really a matter of how controlled you want your play environment to be. If you don't want things to be left up to chance than obviously HCT/HCR can ruin the game for you. However I think they promote a more interesting game with the ability to turn a match around with a diversion on WoH, etc.

Also HCT Pleak ownzzzzzzzzzzzzzz
Yep, but you haven't done anything to deserve such a huge effect (party wipe), so it's a bad mechanic.
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Old Feb 17, 2008, 07:00 AM // 07:00   #8
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It's guild wars, not chess. If HCT/HCR mods are removed from the game than critical hits should be as well. Might as well make everything as controlled as possible.
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Old Feb 17, 2008, 07:04 AM // 07:04   #9
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What we need to do is remove all weapon mods.

/notsigned
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Old Feb 17, 2008, 07:06 AM // 07:06   #10
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Quote:
Originally Posted by Onarik Amrak
What we need to do is remove all weapon mods.

/notsigned
His point is that these mods are random. 15^50, +5, 20% longer are all specific and do exactly what they say they do. However with HCT you can get extremely lucky and end up winning a match you probably shouldn't have. While I don't agree with Rhanocts suggestion there's more reasoning behind his suggestion than what you think.
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Old Feb 17, 2008, 07:10 AM // 07:10   #11
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Quote:
Originally Posted by The Phantom
His point is that these mods are random. 15^50, +5, 20% longer are all specific and do exactly what they say they do. However with HCT you can get extremely lucky and end up winning a match you probably shouldn't have. While I don't agree with Rhanocts suggestion there's more reasoning behind his suggestion than what you think.
Some random chance isn't so bad. I think it livens things up a bit, but I can see why it could be frustrating.

But what about other aspects of the game like % chance of Critical Strikes?
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Old Feb 17, 2008, 07:13 AM // 07:13   #12
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Quote:
Originally Posted by The Phantom
It's guild wars, not chess. If HCT/HCR mods are removed from the game than critical hits should be as well. Might as well make everything as controlled as possible.
I'm all for that, it's just they're the basis of two attribute lines.
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Old Feb 17, 2008, 07:14 AM // 07:14   #13
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I would be bad if it was completely random.

But it's a fixed percentage 10% or 20% of the times.
That makes that anyone using it will half cast one out of 5 or 10 spells.
Same goues for the +1(20%). It's not like getting a level 28 intead of a level 26 Flesh golem once in a while would hurt anyone.

In a system so mirrored a bit of luck harms no one. Other thing would be a lot of luck.
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Old Feb 17, 2008, 07:18 AM // 07:18   #14
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One of the main problems is the GoLE+Aegis abuse that is used with the HCT skill. Even when only 20% of your skills get the HCT it can still be exploited to guarentee a HCT for important spells
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Old Feb 17, 2008, 07:20 AM // 07:20   #15
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Quote:
Originally Posted by MithranArkanere
But it's a fixed percentage 10% or 20% of the times.
That makes that anyone using it will half cast one out of 5 or 10 spells.
Same goues for the +1(20%). It's not like getting a level 28 intead of a level 26 Flesh golem once in a while would hurt anyone.
You have a random chance of getting the effect once every 5 spells. As for your example, not it would not hurt anyone. But a monk being able to get a fast cast guardian off, or anything, could be the difference between a party wipe. Basically, it rewards nothing.
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Old Feb 17, 2008, 07:31 AM // 07:31   #16
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/notsigned
What are they supposed to do with all the weapons out there that already have these mods? Destroy them? Remove their mods? Render them worthless? Replace them with something else, if so, what?
Oh yeah, I'm sure that will make a LOT of people happy.
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Old Feb 17, 2008, 07:55 AM // 07:55   #17
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Quote:
Originally Posted by RhanoctJocosa
You have a random chance of getting the effect once every 5 spells. As for your example, not it would not hurt anyone. But a monk being able to get a fast cast guardian off, or anything, could be the difference between a party wipe. Basically, it rewards nothing.
Due to aftercast delays and spell recharges, it only really makes a difference spells with 2 second casting time spells to help them do not get interrupted.

And, more importantly, anyone can have HCT mods, it's not like those weird offhand/shield combinations that drop in prophecies.

Yeah, other skills do not have them bit... which attacks skills have casting times longer than 1 second?
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Old Feb 17, 2008, 08:03 AM // 08:03   #18
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Quote:
Originally Posted by MithranArkanere
Due to aftercast delays and spell recharges, it only really makes a difference spells with 2 second casting time spells to help them do not get interrupted.
Absolutely wrong.

Quote:
Originally Posted by MithranArkanere
And, more importantly, anyone can have HCT mods, it's not like those weird offhand/shield combinations that drop in prophecies.
So?

Quote:
Originally Posted by HawkofStorms
/notsigned
What are they supposed to do with all the weapons out there that already have these mods? Destroy them? Remove their mods? Render them worthless? Replace them with something else, if so, what?
Oh yeah, I'm sure that will make a LOT of people happy.
I should've posted this in the Glad's section, less ignorant PvErs there.
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Old Feb 17, 2008, 08:46 AM // 08:46   #19
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I'm sorry, but I don't really get it.

You want to take away HCT because it can be timed by an experienced monk. So, I'm exaggerating a little bit, a sin or a warrior could do the same with guardian : they could time when to do what attack they want (it will be easier to time since, following the statistics, 1 out of 2 attacks will hit the target).

My point is : every game has some luck in it, even in PvP (the luck to dodge, the luck to miss, the luck to HCT or HRT).

/notsigned
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Old Feb 17, 2008, 08:47 AM // 08:47   #20
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If this goes through, then the next logical proposal would be to remove all expansion professions from the game. Granted, Anet isn't going to touch HCT mods or else all the PvErs will cry about how they can't quickly animate their bone fiends.
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