Nov 21, 2010, 08:05 PM // 20:05
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#1
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Krytan Explorer
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Signature skills for Hench
With the previous updates, I thought that the introduction of new characters were quite well done with their special monster skills. Koro,Lawrence and the rest of the Ebon falcons were memorable because of their unique skills. I am suggesting that maybe after the 7 hero hero update we could add some individual specific skills for the hench that would make them fun to take.
Throwing out a few random examples
"Cynn's gaze:5e,1/4s,15r: Target foe is crippled, set on fire(burning) and weakened for (10 seconds). You gain 3e for each condition on foe."
"Mhenlo's gaze: 10e, 1/4s, 15r" Target ally loses all hexes and conditions, you gain 2e for each condition and hex removed.
"Eve of sacrifice": 100% h sacrifice. 25e, 5sec, 60r: All enemies in area range lose health equal to 1/2 the amount of health you have when this skill ends. "This skill adds no dp"
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Nov 21, 2010, 08:11 PM // 20:11
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#2
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Krytan Explorer
Join Date: Jan 2008
Location: Southeast, USA
Profession: N/
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A cool idea, really.
It would make the henchmen seem more like characters than robots. Gives them a little personality.
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Nov 21, 2010, 08:33 PM // 20:33
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#3
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Desert Nomad
Join Date: Jan 2010
Guild: [Pink]
Profession: P/
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I like it. It could also make henchmen somewhat useful when 7 hero teams are available.
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Nov 21, 2010, 08:38 PM // 20:38
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#4
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Wilds Pathfinder
Join Date: Jul 2007
Location: _____________________ (\__/) (\__/) (\__/)Help (='.'=)(='.'=)(='.'=)Bunny (")_(")(")_(")(")_(")
Guild: [Bomb]
Profession: E/
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Even if it sounds fun, /notsigned
The NPCs that appeared were random and only appeared in some areas, so it wasn't that much of a "problem".
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Nov 21, 2010, 09:03 PM // 21:03
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#5
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Krytan Explorer
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Quote:
Originally Posted by RedStar
Even if it sounds fun, /notsigned
The NPCs that appeared were random and only appeared in some areas, so it wasn't that much of a "problem".
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When you say "problem", do you mean balance? I think hench would be balanced by their unboosted attributes, their unswappable weapons and the degree of non-control you have over them. A good micro managed hero team is going to be much better than AI even if they have powerful skills.
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Nov 21, 2010, 09:07 PM // 21:07
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#6
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Lion's Arch Merchant
Join Date: Jun 2010
Location: Ice Tooth Cave
Guild: Zealots Of Shiverpeak
Profession: Mo/
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/notsigned
would be op
This is something Anet never would do. It's a waste of time since they have more "important" things to do.
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Nov 21, 2010, 09:11 PM // 21:11
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#7
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Wilds Pathfinder
Join Date: Jan 2008
Guild: Servants of the Dragon Flames [SODF]
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Seems like a reasonable suggestion to me... I know that Argo already has his own skill... maybe some of the others do as well? (I'm currently too lazy to check). This could be more work than it sounds like for the live team though, as they'd have to invent and balance a lot of new skills (and for different levels/areas).
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Nov 21, 2010, 09:21 PM // 21:21
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#8
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Administrator
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As long as they're not too overpowered it would be fine. None of the skills listed in the OP is overpowered, and it's not like it'll make much difference anyway because 7 heroes is already going to make PvE trivial (if you haven't decided it is yet anyway).
__________________
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Nov 21, 2010, 09:28 PM // 21:28
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#9
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Krytan Explorer
Join Date: Nov 2008
Location: Cardboard Box
Guild: Guilds are irrelevant. This... is...... BUILD WARS!!!
Profession: Rt/
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As long as the skills aren't extremely overpowered, it would be a really fun idea. Once seven hero teams are an option, it would be nice to give henchmen something special that would give them an edge over heroes in certain situations. Plus, it would make PvE a little easier for players who don't have access to Nightfall or Eye of the North.
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Nov 21, 2010, 09:29 PM // 21:29
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#10
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Furnace Stoker
Join Date: Aug 2008
Location: Ign: Miniature Julia
Guild: Teh Academy[PhD]
Profession: W/
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Is there any legit announcement that we will get 7hero teams? ive yet only heard people say it, never heard/seen any real announcement .
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Nov 21, 2010, 09:33 PM // 21:33
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#11
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Desert Nomad
Join Date: Jan 2009
Location: Kamadan Dis 1
Guild: LF trolling/flaming guild, 8=D
Profession: W/
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agree, if not overpower, /signed
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Nov 21, 2010, 09:53 PM // 21:53
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#12
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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I like Koro's Gaze:
http://wiki.guildwars.com/wiki/Koro%27s_Gaze
Spell. Target other ally is healed for 150 health and loses 1 hex. If a hex was removed, all adjacent foes take 80 damage.
(5/0.75/3)
It's cure hex, and smite hex/shatter hex in one, with a 5 energy cost and 3 recharge.
There's also:
http://wiki.guildwars.com/wiki/Falken_Punch which is basically final thrust with burning
Last edited by LifeInfusion; Nov 21, 2010 at 10:05 PM // 22:05..
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Nov 21, 2010, 09:58 PM // 21:58
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#13
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Wilds Pathfinder
Join Date: Jun 2009
Profession: N/A
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They're bots with non-synergized skillsets. ANet can add a max Asuran Scan to Little Thom or that other sword guy in proph and people still wouldn't bother using them.
I can't see heroes made OP enough to justify their use after 7-heroes are implemented.
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Nov 21, 2010, 10:01 PM // 22:01
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#14
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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It has been stated quite clearly that some time soon there will be a place created called Embark Beach this will be a central location for missions.
It was also stated that filling out your party with heroes were on the way you can check the link here which was a survey of players who took part in and later commented on the war in kryta.
I take this to mean not 7 heroes but a full party of one player and sufficient heroes be it 3 5 7 or any number up to the mission limit.
http://www.arena.net/blog/what-does-...survey-results
the relevant passage is at the bottom of the page.
Q: How would you feel about having a party that you could fill with Heroes?
Our final category proves to be another big positive—50.7% of people say that they “love it,” while 14.4% are between that and “OK,” which comes in at 23.1%. Only 5.7% “hate it like burning,” while the final 6.1% were seemingly indifferent. You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach.
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Nov 21, 2010, 10:18 PM // 22:18
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#15
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Wilds Pathfinder
Join Date: Jul 2007
Location: _____________________ (\__/) (\__/) (\__/)Help (='.'=)(='.'=)(='.'=)Bunny (")_(")(")_(")(")_(")
Guild: [Bomb]
Profession: E/
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Hmm yeah kind of forgot that with 7 heroes there will be almost no reason to take a henchman.
Have to make sure however that those skills cannot be exploited in some way.
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Nov 21, 2010, 10:18 PM // 22:18
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#16
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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I believe i read somewhere that Embark Beach is due out around the time of the wedding. So therefore we can expect 7 heroes and embark before wintersday.
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Nov 21, 2010, 10:19 PM // 22:19
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#17
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Wilds Pathfinder
Join Date: Jun 2009
Profession: N/A
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Quote:
Originally Posted by gremlin
It has been stated quite clearly that some time soon there will be a place created called Embark Beach this will be a central location for missions.
It was also stated that filling out your party with heroes were on the way you can check the link here which was a survey of players who took part in and later commented on the war in kryta.
I take this to mean not 7 heroes but a full party of one player and sufficient heroes be it 3 5 7 or any number up to the mission limit.
http://www.arena.net/blog/what-does-...survey-results
the relevant passage is at the bottom of the page.
Q: How would you feel about having a party that you could fill with Heroes?
Our final category proves to be another big positive—50.7% of people say that they “love it,” while 14.4% are between that and “OK,” which comes in at 23.1%. Only 5.7% “hate it like burning,” while the final 6.1% were seemingly indifferent. You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach.
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Not limited to missions, all over the game. But this does raise an interesting point. 11 heroes for Urgoz/The Deep?
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Nov 21, 2010, 11:47 PM // 23:47
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#18
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Frost Gate Guardian
Join Date: Nov 2010
Location: UK
Guild: We Gat Dis [HRUU]
Profession: Mo/
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Either they will remove the cap on the amount of heros or set it to 7 so that you cannot solo the Deep and Urgoz with a full party (which would seem silly if they are allowing us to do that for DoA UW and FoW). I'm hoping they will just remove the cap. Possibly the reason its stated as 7 is becasue most teams for most areas in 8. So it was just a general term.
11 heros for Urgoz or deep...
thats going to limit you aswell tho.. surely.. i guess 3 monks 2 mesmers 2 rits 3 necros or 3 eles.. thinking overpowered much..
I love the idea of giving henchman skills specific for them. <3 would be a lot of fun and could prove better than heros in some cases.
But if we do start seeing no cap on heros then no one (unless they dont have the heros unlocked at the time =new char or not all the campaigns..) will be using henchman and they will practically be made redundant.
And if they are making EMbark reach for missions central.. wont people prefer having 7 heros they can tell what to do, or 7 people they may or may not have the ability to complete the mission. Not saying i prefer heros but its intersting
Last edited by Ok Dont Panic; Nov 21, 2010 at 11:51 PM // 23:51..
Reason: i cant spell..
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Nov 22, 2010, 12:10 AM // 00:10
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#19
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Wilds Pathfinder
Join Date: Aug 2007
Location: Wisconsin
Guild: Cerberus Guardians of the [GATE]
Profession: E/
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Need to remember not EVERYONE has nightfall/eotn. So even if there are people that would always take their heros over said henchmen...there are still people with limited heros/no heros at all...and this would probably help them greatly.
/signed
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Nov 22, 2010, 12:24 AM // 00:24
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#20
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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General PvE is pretty easy... Not needed and no point to adding it. Make henchman useful? No reason to care when you already have seven heroes or a party of humans.
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