Oct 17, 2007, 03:05 AM // 03:05
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#1
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Furnace Stoker
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Unlock all henchmen to use anywhere in any campaign?
Ok, we've been through suggestions for 7 heroes and been told no, weve asked for better henchmen, it doesnt seem like it will ever happen. So heres another suggestion I have to slightly improve gameplay for hero / henchers.
Allow us to use henchmen from each campaign and gwen wherever we like after completing the relevant campaign.
Example, after completing GW:EN, we would be able to use the GW:EN henchies in the other campaigns. After completing cantha, we would be able to use Erys Vasburg or Seaguard Hala (Far better then Lo Sha in GW:EN), or one of the highly efficient Life sheath prot hench or rit healers in the other campaigns or even GW:EN.
Now you maybe thinking 'but thats an awful lot of henchmen, choosing the ones you want will be too hard'. So the second suggestion would be to add a tab under henchmen in party search for each campaign.
This would somewhat alleviate henchmen restrictions by allowing a more diverse selection of skills that the player can choose from, and tailor their group around as they choose.
Now this wouldnt affect pug play at all, so that theory can be dismissed instantly. We have limited skillbars, many of which arent that good. But at least we canplay around and have a lot more versatality in our builds.
Also, please note that I stated 'After completing the campaign'. This pretty much implies that its primarilly to make hard mode a little less frustrating by being unlimited in henchmen choices (Like in factions where the good hench are spread all over the place and only in a few outposts).
And we may as well exclude the prophecies henchmen from this suggestion, and just leave it as consideration for the Factions, NF, and GW:EN ones.
Discuss.
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Oct 17, 2007, 03:25 AM // 03:25
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#2
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Lion's Arch Merchant
Join Date: Mar 2007
Profession: P/W
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/signed
I'd say drop the clause of completing the campaign. Let the players recruit any the henchmen of their choice after they have "seen" them in hench action (and buy the relevant campaign) will do.
Also include alt-versions too (LoD Mhenlo versus WoH Mhenlo) while we are at it
And finally only make these extra henchmen (or alt versions of henchmen) only selectable at the Party Search window via a f11 option for some people who insist of not wanting to use them.
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Oct 17, 2007, 03:38 AM // 03:38
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#3
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Hey, hey!
That would be fun.
There are some henchmen/henchwomen I really like.
And some I like just for how they look. Like the 2 Wallows. Oink, Oink.
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Oct 17, 2007, 03:44 AM // 03:44
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#4
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Hall Hero
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That's actually not too bad. Of course, I still haven't thought of the downsides to this yet.
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Oct 17, 2007, 03:50 AM // 03:50
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#5
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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You'd be able to make an all x profession H/H group.
I don't think that's bad, since the henchmen have set skills.
Last edited by Redfeather1975; Oct 17, 2007 at 03:53 AM // 03:53..
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Oct 17, 2007, 03:53 AM // 03:53
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#6
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Wilds Pathfinder
Join Date: Jun 2007
Profession: N/
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The downside is probably a story thing.
Like having a bunch of Luxon henchmen when you're trampsing through Echovald Forest.
Another downside is that you can have a party of 7 archers, H&H, which may or may not be more scary than the H&H party of 7 warriors.
I don't see Anet agreeing to implement this.
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Oct 17, 2007, 03:55 AM // 03:55
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#7
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Quote:
Originally Posted by arsie
The downside is probably a story thing.
Like having a bunch of Luxon henchmen when you're trampsing through Echovald Forest.
Another downside is that you can have a party of 7 archers, H&H, which may or may not be more scary than the H&H party of 7 warriors.
I don't see Anet agreeing to implement this.
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People can already have a group of all warriors, rangers, monks, necromancers or elementalists with 2 players and 6 heroes all the same profession. Except they get to pick every skill the group uses. The henchmen idea you'd have to use the sets they come with.
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Oct 17, 2007, 03:56 AM // 03:56
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#8
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Desert Nomad
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If they're going to go to that kind of trouble they might as well break down and go the 7 hero route (with only 3 flaggable) after all. And yes, I know they've said no, and it doesn't matter. In the long run, as the population dwindles, the only way that some areas of hard mode and elite areas are even going to be viable is with a full party of heroes. They can give us that or let whole swaths of game fall into disuse.
Edit: Actually, I take that back. Any help is better than none. Let us choose from the full scope of available henchmen and let us use henchmen in elite areas.
Last edited by Vinraith; Oct 21, 2007 at 01:54 AM // 01:54..
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Oct 17, 2007, 04:28 AM // 04:28
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#9
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Grotto Attendant
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/signed
Quote:
Originally Posted by darkknightkain
Also include alt-versions too (LoD Mhenlo versus WoH Mhenlo) while we are at it
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Please give me the WoH Mhenlo for GWEN. The AI on the LoD variant is so terrible I'm totally willing to trade down skillbars to get one he can (sorta) use right.
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Oct 17, 2007, 04:35 AM // 04:35
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#10
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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I want "break-dancing Mhenlo".
I wonder what happens if you use multiple mhenlos. Maybe one is palette swapped to have a red uniform, bandana and blonde hair.
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Oct 17, 2007, 04:47 AM // 04:47
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#11
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Furnace Stoker
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Quote:
Originally Posted by Chthon
/signed
Please give me the WoH Mhenlo for GWEN. The AI on the LoD variant is so terrible I'm totally willing to trade down skillbars to get one he can (sorta) use right.
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Whatever....
He uses lod perfectly fine.
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Oct 17, 2007, 04:53 AM // 04:53
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#12
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Sounds good to me... But what will their skill sets be?
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Oct 17, 2007, 05:13 AM // 05:13
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#13
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Desert Nomad
Join Date: Jun 2006
Guild: Knights of the White Eye [HINA]
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Quote:
Originally Posted by Redfeather1975
I wonder what happens if you use multiple mhenlos.
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One would be "Ascalonian Monk" or something
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Oct 17, 2007, 05:16 AM // 05:16
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#14
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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Quote:
Originally Posted by Hyper Cutter
One would be "Ascalonian Monk" or something
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And then they can add a cheesy sprite that is a moutache hovering over their face. It has to move around oddly when the character moves...for added cheese.
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Oct 17, 2007, 10:11 AM // 10:11
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#15
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Wilds Pathfinder
Join Date: Jul 2005
Guild: We Farm Your [트두므s]
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I would love to be able to see the hench skillbars without having to check wiki beforehand. I wish you could talk to the Hench NPCs in town and they'd offer (via a dialogue box or something) to spam their build to you.
That would be neat.
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Oct 17, 2007, 11:45 AM // 11:45
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#16
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Forge Runner
Join Date: Dec 2006
Guild: The Overacheivers [Club]
Profession: Mo/
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i sense a problem with taking a Mhenlo henchman into missions with mhenlo as an NPC
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Oct 17, 2007, 12:01 PM // 12:01
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#17
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Desert Nomad
Join Date: Aug 2006
Location: 668 the neighbor of the beast
Guild: TFK
Profession: A/
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Quote:
Originally Posted by SmithyBen
i sense a problem with taking a Mhenlo henchman into missions with mhenlo as an NPC
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Yeah they could both run off together and agro twice the crap then let eveyone die while trying to rez the same person instead of healing.
other than that.
/signed since getting 7 heros is a no go.
~the rat~
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Oct 17, 2007, 11:53 PM // 23:53
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#18
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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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Maybe just replace Mhenlo's shitty bars everywhere else with his relatively good LoD bar from GWEN? That'd be nice too :P
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Oct 18, 2007, 12:34 AM // 00:34
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#19
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Desert Nomad
Join Date: Sep 2006
Location: Québec
Guild: Legacy of Angels [Halo]
Profession: E/
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Why not just make the henchmen from prof, factions and nightfall suck less? That would be enough for me ^^
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Oct 18, 2007, 12:51 AM // 00:51
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#20
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Forge Runner
Join Date: Dec 2005
Location: Oz
Guild: Angel Sharks
Profession: Me/N
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Interesting idea. Personally I would prefer to use Daemon as interrupt. I don't seem to have too much luck with Zho in GW:EN for some reason, and I generally prefer only to take an interrupt hero when absolutely necessary - even though one would be nice all the time.
Regarding storyline stuff-ups, surely there is some way they would be able to block you from taking a hench on a certain mission?
I don't know how this would/could work technically though, I'd understand completely if Anet said it would be difficult to implement.
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