Nov 22, 2010, 12:35 AM // 00:35
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#21
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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it's all fun and games til the henchies start using their skills on you in the norn fighting tournament
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Nov 22, 2010, 12:53 AM // 00:53
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#22
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Krytan Explorer
Join Date: Feb 2009
Guild: your just a meatsheild to me
Profession: N/Mo
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as long as areanet doesn't remove the henchmen after the 7 heroes update i wouldn't care if you made them invincible =P
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Nov 22, 2010, 01:57 AM // 01:57
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#24
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Furnace Stoker
Join Date: Oct 2006
Guild: GWAR
Profession: Me/Mo
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Quote:
Originally Posted by Gennadios
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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Exactly I was thinking along the same lines.
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Nov 22, 2010, 02:51 AM // 02:51
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#25
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Although I'd love to see Argo bringing his shout, H/H should have no monster or PvE skills.
If you want somethnig special, you team up with people.
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Nov 22, 2010, 04:03 AM // 04:03
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#26
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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/signed. If we can have cat ears and PVE skills we can have henchmen with special skills of their own as long as they're not god mode or win button.
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Nov 22, 2010, 06:04 AM // 06:04
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#27
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Desert Nomad
Join Date: Dec 2005
Location: Mt Vernon, Ohio
Guild: Band of the Hawk
Profession: W/Mo
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This is very good awry. /sign
Back when Prophecies came out and there was just Prophecies there was a suggestion like this. At the time the ANet devs were insanely in love with happy players forming joyous PUGs *not* and so made the henchmen wimp, weak, and bleh so as to be a very second best choice. They never really got over that design decision.
Another great thing suggested was henchman variety. An iceman ele could show up. This happens on Wintersday, it can be done. They just never did it. They were so good about getting the ball on the green, but then they would consistently miss the cup.
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Nov 22, 2010, 06:11 AM // 06:11
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#28
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Desert Nomad
Join Date: Dec 2005
Location: California
Profession: E/A
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Quote:
Originally Posted by Icecream
/notsigned
would be op
This is something Anet never would do.
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Lol'd this is PVE we are talking about. Have you seen the PVE skills?
You Move like a Dwarf, 10e/shout/10r, 80 damage, cripple and KD.
Finish Him, 10e/instant/15r, 80 damage, deep wound, cracked armor.
Asuran Scan 5e/instant/8r, +75% Melee damage on this target.
/signed if the skills aren't way too over powered, mabye equal to a PVE skill.
Would be the only reason I see of bringing henchmen over heroes once the new 7 hero update is out.
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Nov 26, 2010, 03:47 AM // 03:47
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#29
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Desert Nomad
Join Date: Oct 2005
Profession: Mo/
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Anything that encourages players to bring hench over other players is a bad idea imo.
/notsigned
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Nov 26, 2010, 11:10 AM // 11:10
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#30
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Academy Page
Join Date: Oct 2010
Location: UK (GMT)
Guild: Guild of Legendary Donkeys
Profession: R/Rt
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Personally I like this idea.
I can see that once 7+ heroes comes in there will be less of a need for henchman (as discussed many times over on this forum).
Something like this would certainly add some incentive to use henchmen so that they dont become useless NPCs standing in the corner of each outpost.
We have seen something to this effect in Factions already with the skill Kuvanng gives players and henchmen (but not heroes) for the final missions and it encourages henchman use there, so it works as an idea.
The only caveat would be to ensure some balance and that could be the sticking point with the devs.....
anyway the idea has merit so - /signed
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