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Old Dec 20, 2006, 11:50 PM // 23:50   #1
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Default [Dev Update] PvP and Competitive Play

We've been reading and digesting an enormous amount of valuable feedback on many aspects of Guild Wars PvP and competitive play.

First of all, we're taken on board the concerns about Heroes' Ascent, and we are addressing that today with the first significant change: We will be limiting the use of Heroes and henchmen in Heroes’ Ascent to a total of no more than 2 per party. But beyond that, yes, we're aware there are many other changes that we should consider, and we are continuing to weigh the various suggestions—both internal and external—to come up with more changes to HA in the future. So please do continue to share your thoughts on this subject, particularly after today's party limitation goes into effect. We're listening, and we will continue to do so.

Secondly, skills changes are always a challenge, and with Nightfall's release, Isaiah pointed out that the challenge was even greater because we rolled into a competitive fun season concurrent with that release, which meant that we were never really able to do that first essential post-release skill balance. We won't make that error again. While we do think it is important to maintain stability for players, we won't feel quite as constrained from making skill changes in the middle of a season when they are necessary and tested.

Here's a bit of additional info on some major changes to PvP:
  1. We're revamping the way that we conduct seasons, tournaments, and competitive play. (More on that in a few articles on the subject, the first of which will be published this Friday.
  2. We are going to create a completely new system for skill consideration, rebalancing, and testing. It's a bit early to give the details, but we will share quite a bit of info about this very after the Holiday break. Let's just say we are going to put in place a great means to obtain more timely, more plentiful, and more broad-based feedback on skills. This will be a huge change, and I can say, hand on heart, you're really, really going to love it.
Thanks, as always, for your feedback, and please do continue to share your thoughts, concerns, and suggestions. We are listening, as always, and we value what you have to contribute to the game.
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Old Dec 20, 2006, 11:56 PM // 23:56   #2
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Thanks for updating us on some information promised with your visit in Kamadan. Grats, ANET, you guys deserve it ^^
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Old Dec 21, 2006, 12:06 AM // 00:06   #3
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I thought we would see those changes today.... oh well, 1am and no wintersday yet as well, time to sleep.
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Old Dec 21, 2006, 03:30 AM // 03:30   #4
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Gaile, sounds good, but are you guys working on a bug fix for altar maps? Nobody has won HoH in an hour....
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Old Dec 21, 2006, 03:33 AM // 03:33   #5
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would be interesting to see the new system for skill testing.
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Old Dec 21, 2006, 03:42 AM // 03:42   #6
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Fantastic job ANET.
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Old Dec 21, 2006, 04:07 AM // 04:07   #7
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moved to pvp section.
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Old Dec 21, 2006, 04:09 AM // 04:09   #8
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Quote:
Originally Posted by Gaile Gray
first of which will be published this Friday.
I'm counting on you. You made the deadlines for reconnects, can you do it again?
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Old Dec 21, 2006, 04:21 AM // 04:21   #9
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Quote:
Originally Posted by Gaile Gray
Secondly, skills changes are always a challenge, and with Nightfall's release, Isaiah pointed out that the challenge was even greater because we rolled into a competitive fun season concurrent with that release, which meant that we were never really able to do that first essential post-release skill balance. We won't make that error again.
Every season was handled this way. About 2 after factions and nightfalls we rolled into a season without any live testing of skills. This also happened with prophecies.

I am glad that Anet finally sees this flaw even though players have been saying it for over a year. Anet we love we really do but sometimes you got to use some common sense.

I know the dev teams are hard at work making changes to the game, dev new chapters, adding extra area, balancing skills, changing interfaces, and all the other stuff. I can understand that and appreciate all of Anet's hard work.
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Old Dec 21, 2006, 04:32 AM // 04:32   #10
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Thanks for the info Gaile - we look forward to all the cool changes to come!

I really appreciate the HA changes and reconnects though - that makes for a super Christmas present!
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Old Dec 21, 2006, 04:53 AM // 04:53   #11
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Thank you! I love this update. I love the heroes in HA limit. Only thing now is fixing Broken Tower. Can't win anymore past UW, unless you get that lucky skip. Great update.
Ah yes, and reconnects are great.
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Old Dec 21, 2006, 05:36 AM // 05:36   #12
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Already made use of the reconnects 3-4 times X_x.

Good stuff, cant wait.
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Old Dec 21, 2006, 07:46 AM // 07:46   #13
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Default limit on heros/henchies in HA

Real team vs hero/hench team and lost, that just sad. I for one enjoy using hero and hench in HA and now I see it useless. I don't HA much, mostly on PvE side. From time to time I go into HA and can't find a group that take a no rank or lower than rank 3. I rely on Heros and Henchies to have fun.

I guess my future of guildwars will not continue if this keep up. This is not a threat or any kind, but see it like this, I won't buy any more guild wars expansion/stand alone.
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Old Dec 21, 2006, 07:51 AM // 07:51   #14
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Great news ^^.
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Old Dec 21, 2006, 07:55 AM // 07:55   #15
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Quote:
Originally Posted by Naomi Heartily
Gaile, sounds good, but are you guys working on a bug fix for altar maps? Nobody has won HoH in an hour....
With respect to this and other issues on "defensive" teams using runners, much monks or other means. It is of importance IMHO to reward offensive teams after a certain time limit has been reached. Number of peple standing, number of people died, total of damage done could be valid counters to demote penultimate defensive teams. I would like to see such in improvement in most, if not all arenas. This counts less for arenas, but does so for team and random.

About heroes, there are good things about them (interupt like hell and such), and bad things (kiting and higher order combinations/teamplay is more difficult for them). Well the amount has been seriously limited now, and that is a good thing, a compromis to teams trhat are still need of a specific build, and the players "offended" or "frustrated" by the AI based builds they have to wade through.
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Old Dec 21, 2006, 08:40 AM // 08:40   #16
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Thank you very much Gaile.
You do listen :P
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Old Dec 21, 2006, 09:07 AM // 09:07   #17
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Quote:
We will be limiting the use of Heroes and henchmen in Heroes’ Ascent to a total of no more than 2 per party
Half way there ;D
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Old Dec 21, 2006, 09:20 AM // 09:20   #18
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Quote:
Originally Posted by Kabale
Half way there ;D
Hey better this than nothing Thank you for this change Gaile! You did really good job with limiting bots in PVP arena.

Waiting for the rest of changes ( old party size plzzzzzz )
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Old Dec 21, 2006, 10:20 AM // 10:20   #19
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Quote:
Originally Posted by gtteam7
I guess my future of guildwars will not continue if this keep up. This is not a threat or any kind, but see it like this, I won't buy any more guild wars expansion/stand alone.
Good. The last thing PvP in GW needs are noobs who want to turn PvP into PvE.

Go play Hero Arena ok? In case you didnt miss it, there is one.
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Old Dec 21, 2006, 10:35 AM // 10:35   #20
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Wowzers im really glad that Anet seem to be putting more time into PvP.
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