Sep 22, 2008, 07:37 AM // 07:37
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#1
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Customizable henchmen
There have been many threads asking about getting the hero cap removed. I personally think this a good idea but the point of this thread is not for that. My idea is to allow a player to customize a henchmens skills. Now whats the difference between this and a hero, theres a big difference I am going to clarify below:
- A henchman's skills can only be taken from the campaign he is in. This means that I can take devona in cantha and give her earth shaker.
- Cannot change a henchmans weapons. This means that devona is permanently stuck with her hammer.
- Henchmen will not have a secondary proffession. This means that builds that require secondary skills to be made effective will not work.
- Finally, players will be unable to rune henchmen. I don't know if they currently have runes, but whatever runes they have will still be stuck.
Here are the pro's I have come up with:
Allows players to set up specific builds on the henchmen that dont suck.
Allows players to customize skill sets for sections of the game
Doesn't really break the current system because henchmen wont be on the same level as heroes.
Satisfies those that want to HH, but hate heroes.
Cons: Basically the same as having 7 heroes.
I dont think it would be that game breaking for this to happen, and indeed it will be limited because the gear of the henchman wont change. However overall it will make more people happy.
(With EotN, make all skills accessable because thats how the mobs where made)
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Sep 22, 2008, 07:45 AM // 07:45
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#2
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Wilds Pathfinder
Join Date: Jun 2006
Location: Zul'Aman
Guild: Umes Uranger U[bot]
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They should also have fixed minor runes/insignias including sup vigor, superior absorption on warriors, and perfect weapons.
Then /signed.
Last edited by Perfected Shadow; Sep 22, 2008 at 07:49 AM // 07:49..
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Sep 22, 2008, 07:55 AM // 07:55
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#3
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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I would /sign this although I would prefer to have a full team of heroes as ultimate solution.
/signed
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Sep 22, 2008, 07:58 AM // 07:58
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#4
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Im proposing this coz I had though that anet said they WONT be implementing 7 heroes. If they are considering that, its a far better option. This imo is a happy medium.
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Sep 22, 2008, 09:26 AM // 09:26
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#5
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Lion's Arch Merchant
Join Date: Sep 2008
Location: California
Guild: Reign Of Judgment [RoJ]
Profession: W/E
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makes the game too easy. but basically u want a henchmen that u can change the build? which isnt a bad idea at all. hell id love it if they extended the hero cap. but i think Anet supports ppl interacting with one another haha
someone says when the server shuts down, if it does, theyll make the game different, where u can play alone, or connect with friends, thus maybe even extending to 7 heroes
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Sep 22, 2008, 09:30 AM // 09:30
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#6
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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Quote:
Originally Posted by realtalk916
makes the game too easy. but basically u want a henchmen that u can change the build? which isnt a bad idea at all. hell id love it if they extended the hero cap. but i think Anet supports ppl interacting with one another haha
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1: The game is already easy, just removes having to use the retarded, bad henchmen builds.
2: Noone pugs anymore, player interaction occurs in guild and alliance chat. Whenever I do something alone, I always chat to guild or alliance. Thats when im not doing something with them.
Also, whether or not they gonna remove hero cap after server closes is irrelevant... talking bout now not 3yrs from now
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Sep 22, 2008, 09:48 AM // 09:48
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#7
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Krytan Explorer
Join Date: Sep 2008
Profession: E/
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I think it would be easier for them to just lift the hero cap than implement this.
But I would also like to see something like this available. I was waiting yesterday over 2h in an outpost to find a party for a hm dungeon and failed to do so. Since I play in european time zone... I hardly meet anyone this days in outposts and such. Given that I have no other alternatives I am forced to play with 4 crappy hench.
And they've always said hench are not there to play with, but test your builds and crap. Well that changed, since there are no people left to play with you're forced to play with hench.
Or just go make yourself a Mo and solo farm the hell out of all the game content. That apparently is better in ANet's perspective. And I always find myself choosing between:
- a crappy Xh wait after which I don't feel like playing anymore, nor will I have time for it anymore
- a crappy hench party
- or the handy Mo runner that can carry me along through all the game dungeons hm doing all job by himself, faster, easier and better than any 8 men party or hero/hench combination.
Hmmmm... yeah this game is really well balanced.
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Sep 22, 2008, 09:58 AM // 09:58
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#8
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Academy Page
Join Date: Apr 2008
Location: Australia
Profession: Rt/
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Pve is easy enough as it is. I really don't want to see teams full of heros.. less people will be looking for human parties and it'll really just ruin the whole "team" aspect of the game. Henchmen are also fine as they are, as much as i'd love to be able to edit some of my favorite henchmen, it's really just not necessary.
/not signed
ps - what on earth are we looking for a solution for? Do you guys really think the questing side of gw is hard o.O?
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Sep 22, 2008, 10:51 AM // 10:51
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#9
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Krytan Explorer
Join Date: Sep 2008
Profession: E/
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Quote:
Originally Posted by RahlMyron
Pve is easy enough as it is. I really don't want to see teams full of heros.. less people will be looking for human parties and it'll really just ruin the whole "team" aspect of the game.
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The "team" aspect of the game is dead anyway. In case you were living under a rock and didn't notice
And it *wasn't* ruined by the hero/hench, imho. People are social beasts, they like to interact. It was ruined by the solo Mo that runs people for 2k-15k faster, easier, safer, better etc. etc than any full party (pug or h/h) could ever do.
I even dare say some areas like Shards of Orr HM can simply not be done any other way but by a Mo runner. And since you believe PvE is so easy, maybe you can post an easy way of doing this for a pug of 8 as an example?
There are other examples like that, but just picked one.
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Sep 22, 2008, 12:44 PM // 12:44
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#10
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Quote:
Originally Posted by Hyper.nl
I would /sign this although I would prefer to have a full team of heroes as ultimate solution.
/signed
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Shares my thoughts. At least with this, we'd be able to get rid of terrible skills from henches, or give them something more handy.
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Sep 22, 2008, 03:40 PM // 15:40
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#11
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Frost Gate Guardian
Join Date: Aug 2007
Location: The Great State of Denial
Profession: W/Mo
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/signed
If they can't/won't give us 7 Heroes, Customizable henchies is the next best thing...
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Sep 22, 2008, 04:11 PM // 16:11
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#12
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Krytan Explorer
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Quote:
Originally Posted by vandevere
/signed
If they can't/won't give us 7 Heroes, Customizable henchies is the next best thing...
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Or, you know, take advantage of the MMO part of an MMORPG.
/unsigned.
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Sep 22, 2008, 04:22 PM // 16:22
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#13
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Krytan Explorer
Join Date: Jan 2007
Location: Almkerk, The Netherlands
Profession: P/W
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Quote:
Originally Posted by Demonstar
Or, you know, take advantage of the MMO part of an MMORPG.
/unsigned.
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So you are 24/7 available for every quest, mission, dungeon or vanquish I wanna do? That's cool
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Sep 22, 2008, 05:43 PM // 17:43
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#14
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Lion's Arch Merchant
Join Date: May 2005
Location: Florida
Profession: E/
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I'd rather see an update that brings henchmen up to par with henchmen from EotN. I'd enjoy seeing Aiden from the Prophecies campaign have barrage on his bar in the latter stages and also see Devona with something better than Charge! on her bar.
As far as customization goes, I could see the option of having alternative builds available that players could chose from depending on the town/outpost and campaign they are currently in. For example, "Devona not only specializes in hammers, but also knows how to use a sword." From there the player would choose whether Devona would have a sword build or a hammer build.
Well something like that...
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Sep 22, 2008, 05:43 PM // 17:43
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#15
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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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This has as many chances to success as 7 Heroes suggestions.
The main strenght of Heroes is being able to change their skill,s not runes or weapons. Henchmen are already upgraded as if they had runes.
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Sep 22, 2008, 05:44 PM // 17:44
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#16
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Banned
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i thought this was how the change to 7 heros would have been made if the designers didnt say hell no to it.
with that said i think that 1 they should be allowed secondarys because that's a huge part of the game. and 2 being able to use skills from other parts of the game. 3 i would like to be able to choose between my heroes ( i guess they would be stuck using the item they spawn with but obviously buffed to mach there lvl.) and henchmen mainly cuz i like the look of some of the heros and some of them dont get to see the light of day in my partys atleast.
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Sep 22, 2008, 06:19 PM // 18:19
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#17
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Krytan Explorer
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Quote:
Originally Posted by Mitchel
So you are 24/7 available for every quest, mission, dungeon or vanquish I wanna do? That's cool
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Do I really need to point out how flawed your logic is?
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Sep 22, 2008, 06:30 PM // 18:30
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#18
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Krytan Explorer
Join Date: May 2007
Profession: P/
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Quote:
Originally Posted by DoomFrost
I'd rather see an update that brings henchmen up to par with henchmen from EotN. I'd enjoy seeing Aiden from the Prophecies campaign have barrage on his bar in the latter stages and also see Devona with something better than Charge! on her bar.
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I think that's what we're really asking for - for ANet to update and improve the henchman skill bars. I mean, give the Monks a condition removal, for God's sake! It can't be that difficult to give them a full bar, and give them useful skills.
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Sep 23, 2008, 02:27 AM // 02:27
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#19
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Jungle Guide
Join Date: Jul 2006
Location: Australia
Guild: Venatio Illuminata [VEIL]
Profession: W/
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Quote:
Originally Posted by MithranArkanere
Henchmen are already upgraded as if they had runes.
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NM Henchmen have no modifiers at all. This includes:
runes
weapon modifiers (prefix, suffix, inscription)
They may or may not get the +1 helm attribute bonus. That's something I don't know if they get or not.
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Sep 23, 2008, 03:21 AM // 03:21
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#20
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Demonstar
Do I really need to point out how flawed your logic is?
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I think you missed the point.
That being that just because it's an MMO doesn't mean that there will always be someone else around who wants to do the same thing you do. If they do... Great! But if you've been sitting in the district at 5 in the morning US time (because you're actually in an Australian timezone) for an hour and no-one has responded to your party search, it's nice to have another option than having to go and do something else.
That said, I'd be more inclined to see an upgrade to henchmen than making them customisable under some weird set of rules - which is something that was being discussed on one of the other threads. Haven't checked this week, yet, so I don't know even if it's on the front page any more.
Last edited by draxynnic; Sep 23, 2008 at 03:23 AM // 03:23..
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