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Old May 06, 2007, 06:46 PM // 18:46   #41
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....

am I the only one not still stunned by this stupid thread?
Take healing out of the game? Are you crazy?!


Note: Notice that it's a pvp player suggesting it.

hey Go play PvE in Hm without healing yourself and no monks.

Then you can have the right to suggest this.
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Old May 06, 2007, 07:49 PM // 19:49   #42
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Quote:
Originally Posted by Helcaraxe
to all the people who flamed the OP without a reason.... f-off.... if you don't like his idea at least explain why instead of just insulting him.
I think I did.
No monks would work against undirected pressure. Against anything else, it ends in a DPS slaughterfest. Monks add a big strategic layer to the game, so removing them would be stupid.
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Old May 06, 2007, 07:58 PM // 19:58   #43
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My monk hates you soooo much right now.

By taking away healing, HM would be impossible.

/notsigned, as HM is whats keeping GW interesting right now.
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Old May 06, 2007, 08:30 PM // 20:30   #44
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if you take it out completely as you have worded that means NO healing (sig or otherwise)...or if you want more self heals that means less skills in your bar to attack with...potions what a bore...would however be interesting to see who you would blame your deaths on then, or your lack of healing...LOL.

Monks are not overpowered in the least, and can be dealt with nicely with knowledge. I have to say reading the OP's post it comes off as a suggestion and classification from someone that has never developed a monk (not just 'played' one)

Nice step outside the current box, but /NOT signed.
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Old May 06, 2007, 08:46 PM // 20:46   #45
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me thinks the OP cannot beat a monk boss... anyway who uses healing in high level GVG... Prot is the way fowards with the odd healing spell (infuse, Gift, lod ETC) but on many gvg monk bars the same skills keep coming up... Reversal, PS, SB, condi removal... all form the prot line. think about it kids... negate damage > red bars go up!
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Old May 06, 2007, 09:29 PM // 21:29   #46
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I took a break from the farming section, and look what I found. I'd say more but I'd be wasting time, no offense. I agree with the majority who have just said no. Thomas summed it up pretty well - props to him for making respectful and serious replies. This thread did make me chuckle though, hehe
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Old May 06, 2007, 09:50 PM // 21:50   #47
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If there was no healing in Guild Wars, I wouldn't be playing it.
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Old May 06, 2007, 10:01 PM // 22:01   #48
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I can understand why you would want to see a dedicated healing class removed from the game, but I know it couldn't work for GW1, and I think that's why you're getting slightly flamed. But it's an interesting suggestion for GW2. Giving all classes heals and mitigations that roughly equate to the same power when all conditionals are met, and allowing them all to be cast on other party members would introduce another tactical layer to the game. Lets say each party member takes one or two heals. Someone is getting ganked, so three or four party members cast their class specific heals/protections on that person, meaning their skills are now recharging and can't be used for awhile, but the spike is averted. This scenario assumes that the pace of the game is reduced (higher hp, longer recharge times). The team as a whole has a lesser ability to protect itself for a time, but the opposing team has used energy and recharge time executing an unsuccessful spike. On one hand, it promotes team coordination, on the other, there is no direct weak point and games may last a lot longer.

I think a system with only self heals would not work at all. I think a system with democratized heals could work but might have some undesirable side effects. I think none of this could be applied to GW1.

I don't see any reason why any of these classes couldn't fill their bars with class specific healing skills and become a class-healer. Now that's diversity. I find it hard to visualize a healing warrior, but that's just GW1 think. Lets face it, you either make red bars go up or down, everything else is just conditional. This would just put the two faces onto the same coin. If there are so many different ways to deal damage, why couldn't there be a form of healing that would suit a warrior? I guess the biggest problem would become the slow irrelevancy of battlefield 'roles'. "Why can't my Ranger dish out damage like an Ele?" Maybe this is better suited to a more amorphous MMORPG where your 'class' is entirely visual, and not dictatorial to your role. No class differences in AL, energy, etc. Your role would be defined only by the limited number of skills you take into battle. It would be an interesting direction to go in, and lets face it, we were all sword wielding Rangers or Eles back when we were newbs, but with the established classes and whatnot of the GW franchise, I don't think it's for GW. People would specialize and we would be back to square one.

I do think it's an intuitive suggestion though.
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Old May 06, 2007, 10:06 PM // 22:06   #49
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I would really like to see the game PvP and PvE played without Monks and Ritualist and don't forget about Paragons.This what I would like to see in GvG,HA and TA in PvE all the Coop Missions.I would really like to see how you would get along with out US and btw this includes Elite Missions as well.We Monks will just go and farm for a week and you can go off and do your own thing.

I would just like to say for those who really like to play the Monk they better be in GW2 or something like them.I would be among them as I enjoy it go on go try and play the game without us now.

When it comes to HA you could see the return of the healing hands,mending W/Mos a party of 8.

Last edited by Age; May 06, 2007 at 10:11 PM // 22:11..
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Old May 06, 2007, 10:07 PM // 22:07   #50
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Quote:
Originally Posted by the_jos
2 times not true.
Many high end GvG teams use pressure builds.
Spike can mean a lot more than 600 damage in the spike.


And the monks might have burned their energy...


Pre-prot, anyone?
And, it's possible to catch a spike.
Spike teams also require strategy, not only huge amounts of damage.

To me it sounds like you have never seriously played GvG or HA.
And never ever monked them.
You would have known that facing a good pressure team is harder to monk against than a spike team.


Changing the core design of the game creates an other game, not Guild Wars.
qFTW. for me as monk when face spike team (lets say rits spike which is the fotm in halls now) i know that 50% of the time there a chance some will die (even with prot applied b4) but one u get your offense taking care of spirits and 1 guy interrupting vital weapons thats gg. they nothing. i just stand there and wand them . with pure balance/pressure is 10X harder, theres no gaps in the mid fight like spike team waiting or charge or spirits. and so u burn energy all the time vs spike every 7-10 sec. beside that Regen which helps u lots you don't need to kite (just out side of spirits range most of the time) only the infuse have to be like front/mid. zb and dh stay back and keeping th infuser alive. again much easier then all the 3 monks backline getting pressured.

so all we going have in gvg and ha is spirts and sins jumping back and forth. gg.

and in that note i will be giving my account to just anyone because a game w/o monks wiil be a gank fest? lets all go to ab
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Old May 06, 2007, 10:54 PM // 22:54   #51
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Wow this is really funny. Anet would have to create a whole new game in order to take out monks and healing. And it would be a pain in the ass to go for Survivor.

But I guess they could (in GW 2) get rid of monks and healing and have potions or w/e.

But that would suck TBH.
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Old May 07, 2007, 12:25 AM // 00:25   #52
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Trapped under a wall of hate text! D:

But seriously, I just started monking and let me tell you without healing there would no reason to play pressure in PvP and it would be one spike fest. Sure prot can run the world if healing is axed, but then the game would just slowly spiral into an orgy of spike damage builds.

There would be one perk though, Alesia would be out of a job and Henchway would be more tolerable.
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Old May 07, 2007, 12:54 AM // 00:54   #53
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the OP is probably drawing parallels to other MMORPGs where a single healer can absolutely totally dominate the entire playing field (L2, for example).

however, the OP does not know that the game is balanced with healing taken into account. this is why nobody can exceed 660ish hp naturally in this game. all the professions are designed around the fact that external healing will come from one source or another, whether heal/prot monks or restoration rits.
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Old May 07, 2007, 12:57 AM // 00:57   #54
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/notsigned

ok you dont have monks
now as an assassin heres what i do to you
blind (now you cant hit me) spike, poison, spike and then impale yet another spike. this is what i do in AB now and it works well. one on one even warriors with high AR die pretty fast. But with two or more on me i drop fast. UNLESS theres a monk. SPike builds from eles and necros are great unless a monk is very good and prots are up in time. and even then they dont always succeed. the removal of monks would cripple the game. Their job isnt easy and it isnt always succesful. let your warrior go Leroy and step out of range. then you can let him die or run into battle to heal the shmuck. What you ask for will not work and would ruin the game as a whole. Also if we had to self heal, prob half of our bar would be dedicated to that and we would lose damage output. so fights in pve and pvp would take forever or even worse they would be very very short.

~the rat~

Last edited by legion_rat; May 07, 2007 at 12:59 AM // 00:59..
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Old May 07, 2007, 04:00 PM // 16:00   #55
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To anyone who agreed, I'm sure you've once or twice been in an RA match without a monk on both sides. Now tell me: were those more fun than the ones with a monk on both sides?
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Old May 07, 2007, 05:15 PM // 17:15   #56
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/unsigned

Me no likey at all.
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Old May 07, 2007, 06:18 PM // 18:18   #57
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I'm pretty sure OP got this "idea" after being pissed off in Hero Battles with rit camping and meet a team with 2 monks in RA.
But it makes thread entertaining though.
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Old May 07, 2007, 06:40 PM // 18:40   #58
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I really dont think this is a good idea.

The primary healing class creates two sides to the game. Attack and Defense.

A good attacker vs A good healer. Who will crack under the pressure? who makes the mistakes first?

Taking away a whole facet of tactics and strategy will dumb down the game severely.
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Old May 07, 2007, 06:49 PM // 18:49   #59
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lol..met me guess?the thread starter dont pve and only pvp?
u gotto be kidding to remove healing from the game..just cos ur opponent have good monks who can heal well enough doesnt mean they have to be remove

i think the only problem with guild wars is pvp...else the game would be fine...
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Old May 07, 2007, 08:22 PM // 20:22   #60
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Quote:
Originally Posted by tytons
lol..met me guess?the thread starter dont pve and only pvp?
u gotto be kidding to remove healing from the game..just cos ur opponent have good monks who can heal well enough doesnt mean they have to be remove

i think the only problem with guild wars is pvp...else the game would be fine...
LOL UR BAD.
Let me guess: you only play PvE. Maybe you've set foot in Random Arena's, Hero Battles, or Alliance Battles once or twice, but you've never done any serious, organized PvP.
If you had, you'd realise how stupid your post was.
and lern 2 english
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