Oct 26, 2009, 05:57 AM // 05:57
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#321
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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haha lol I see where you're going, but sealed deck was supposed to be a remedy against obnoxious TA lames if I'm right. Why delete TA and still be stuck with it's obnoxious lames?
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Oct 26, 2009, 06:46 AM // 06:46
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#322
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Krytan Explorer
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Quote:
Originally Posted by own age myname
I never said to delete the current Codex. Just make a new RA format of it, in former TA outpost.
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The problem with adding an RA format of Sealed Deck is that it will segment the player base. Fewer PvP formats with enough diversity is much healthier for the game and encouraging people to form groups, make connections and play in organised arenas will lead to an increased upstream of players and more top level competition.
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Oct 26, 2009, 12:41 PM // 12:41
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#323
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Jungle Guide
Join Date: Sep 2006
Guild: Super Kaon Action Team [SuKa]
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A sealed deck HB would be RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOign awesome.
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Oct 26, 2009, 12:53 PM // 12:53
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#324
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Yeah skill balance doesn't matter nearly as much here, but still some obvious candidates pop out when the game revolves around them on those days. Especially when they're rather degenerate elites from derv/para that will be chosen much more often.
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Oct 26, 2009, 01:29 PM // 13:29
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#325
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Lion's Arch Merchant
Join Date: Jul 2008
Profession: Mo/
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And for the 3th day in a row we have Ebon Dust Aura in codex
I mean wtf is this codex arena "see which derv can blind first?".
This is pathetic and I hope I don't see EDA untill next years halloween.
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Oct 26, 2009, 05:27 PM // 17:27
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#326
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Desert Nomad
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Quote:
Originally Posted by bungusmaximus
haha lol I see where you're going, but sealed deck was supposed to be a remedy against obnoxious TA lames if I'm right. Why delete TA and still be stuck with it's obnoxious lames?
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I think developers committed a mistake in programming; I think the plan was delete TA and change HB to sealed desk, and they did the opposite.
I never played TA, why I would play this new TA now? because CA is TA, is the same, just more people (temporary) because it's new.
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Oct 29, 2009, 04:01 AM // 04:01
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#327
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Ascalonian Squire
Join Date: Oct 2009
Guild: Fashion Police
Profession: A/W
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Bring back HB Codex sucks
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Nov 02, 2009, 07:42 AM // 07:42
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#328
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Frost Gate Guardian
Join Date: May 2008
Profession: E/Mo
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Agree. Compared to HB this is completely bananas, Hope you're watching A'net
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Nov 02, 2009, 02:47 PM // 14:47
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#329
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Codex is only about a million times better than HB..
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Nov 02, 2009, 04:07 PM // 16:07
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#330
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Pre-Searing Cadet
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Quote:
Originally Posted by IMMORTAlMITCH
Codex is only about a million times better than HB..
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...not.
Codex is as good as RA, you get 20 victories with every random group without TS and it's just fckin boring. HB was competitive and required skill, more skill than GvG these days.
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Nov 02, 2009, 05:00 PM // 17:00
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#331
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Academy Page
Join Date: Jan 2008
Location: In your basement
Guild: Team Fruitcake
Profession: Mo/W
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To be honest Codex Arena was an attempt to bring back creativity to the game instead of gimmick builds that were always in need of skill balance or skill change. Anet is relcutant to change some OP skills because for each person saying a skill is OP theres another saying it isnt.
However, because Anet were slow to some skill changes it required players to develop their own skills from experience. An example would be GvG, there's no skill that u can learn that teach's you to watch the field. Thats something you have to learn through playing the game for so long. Even with gimmicky builds Teams who were creative could beat them because they acquired those skills that can only be learned through experience. Even though the meta for TA and HB did not change that often, it forced the player to develop their own skills or abilities to achieve a win. In all PvP arenas this is what makes GW fun to play. Codex arena has taken that out.
The meta changes every day, giving creativity yes, however takeing away the skill factor. Even though you can change up a build as much as you want, a player who has more experience with a certain class can far outshine someone who doesnt, even if they have a better build. Getting rid of Hero Battles and Team Arenas without properly consulting the PvP community with Q&A sessions was a mistake that Arena net continues to make. We the community give you advice on how to fix things, and eventually most of the community comes to a consenus about a certain skill or build that needs to be nerfed. Instead of nerfing the skill A-Net would chose to change something else unrelated to what needed to be fixed.
I hope A-Net staff that currently works on GW1 reads this forum, and listens. HB arena was very different from 4v4 play, it required to you to actually think instead of push a button. TA was great 4v4 for a GvG guild just to have some fun or to work on developing some basic skills(field awareness, spikeing etc.). Codex Arena right now is popular because it just came out. As was HB and TA when they first came out. My suggestion is that A-net doesnt drop the ball like they did with TA and HB in regards to player support. Personally i've seen for years(yes years) that players in the HB community needed shadow the dualmeld/recall/etc skills to be nerfed and moved to critical strikes, or downgraded in some other way. That change was never made, and a change in that was most likely to allow for more players to particpate. In TA a sealed deck play with skills that synergized(like another poster in this thread pointed out) would have been great. Sparking new intrest in the arena for others play.
Anet you need to watch how you treat players in this game. it's not easy being a developer yes, but not listening to the community and how they feel is just fail.
Last edited by Earth; Nov 02, 2009 at 08:43 PM // 20:43..
Reason: less wall
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Nov 02, 2009, 08:44 PM // 20:44
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#332
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Frost Gate Guardian
Join Date: Jan 2009
Location: Michigan
Profession: W/
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Finding a team is too much work. Can't say I like playing with crappy builds either. (I know, you're supposed to be "creative" and make a good build, but when it comes down to it, you're still playing with a crappy build.)
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Nov 02, 2009, 09:35 PM // 21:35
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#333
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Desert Nomad
Join Date: Dec 2005
Guild: Straight Outta Kamadan [KMD]
Profession: Me/
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Quote:
Originally Posted by Sword of the Kings
Finding a team is too much work. Can't say I like playing with crappy builds either. (I know, you're supposed to be "creative" and make a good build, but when it comes down to it, you're still playing with a crappy build.)
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Go back to PvE then and you can run ursanway or whatever is popular there now.
It's actually a challenge to make and play with 'crappy builds', or at least until people start running 3 copies of Protector's Defense.
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Nov 02, 2009, 10:16 PM // 22:16
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#334
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Krytan Explorer
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i don't see a solution this way CA sucks but if it's made random then its sync land all over and we will have same RA issues...
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Nov 02, 2009, 10:59 PM // 22:59
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#335
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Frost Gate Guardian
Join Date: Jan 2009
Location: Michigan
Profession: W/
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Quote:
Originally Posted by IMMORTAlMITCH
Go back to PvE then and you can run ursanway or whatever is popular there now.
It's actually a challenge to make and play with 'crappy builds', or at least until people start running 3 copies of Protector's Defense.
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You go and play a few matches and can easily figure out what everyone is running that particular day. 99/100 times you're going to end up using that build. That one other time you use a build that is superior to what everyone else is using, now everyone is going to start using it. No matter what it generally ends up being the same teambuild. It may be a "challenge" alright, but does that make it any more fun? For you, maybe it does. Doesn't mean I have to like it.
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Nov 02, 2009, 11:05 PM // 23:05
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#336
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Krytan Explorer
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Quote:
Originally Posted by NeHoMaR
I think developers committed a mistake in programming; I think the plan was delete TA and change HB to sealed desk, and they did the opposite.
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It started out as an update for HB, but I guess after they took a serious look at the number of problems with HB (which they had ignored over the past 3 years) they decided to kill the format instead. I think there were alternatives, but I guess that doesn't matter anymore now.
Quote:
Originally Posted by IMMORTAlMITCH
Codex is only about a million times better than HB..
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Yet it doesn't seem much more popular than HB at this point.
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Nov 03, 2009, 12:17 AM // 00:17
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#337
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Wilds Pathfinder
Join Date: May 2006
Guild: Super Kaon Action Team [Ban]
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Quote:
Originally Posted by Sword of the Kings
You go and play a few matches and can easily figure out what everyone is running that particular day. 99/100 times you're going to end up using that build. That one other time you use a build that is superior to what everyone else is using, now everyone is going to start using it. No matter what it generally ends up being the same teambuild. It may be a "challenge" alright, but does that make it any more fun? For you, maybe it does. Doesn't mean I have to like it.
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Eh no? Don't theorycraft your way out of something you clearly haven't played. It just doesn't work like this.
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Nov 03, 2009, 12:43 AM // 00:43
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#338
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Furnace Stoker
Join Date: Jun 2007
Location: Delayed in order to meet ANet's high standards
Guild: [MaSS]
Profession: W/E
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Quote:
Originally Posted by Draikin
Yet it doesn't seem much more popular than HB at this point.
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Codex isn't meant for casual gamers, of this I am now convinced. It doesn't 'draw people into PvP' like I initially reckoned it would
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Nov 03, 2009, 04:08 AM // 04:08
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#339
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Forge Runner
Join Date: Oct 2006
Profession: E/Mo
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It doesn't draw people in PvP because the majority of the remaining population in this game are farmers. The codex title is not easy to farm.
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Nov 03, 2009, 04:55 AM // 04:55
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#340
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Academy Page
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I don't like it, it's all going into a direction of complete randomness, similar to rolling dice.
Grinding is the only long term motivation promoted by GW.
They don't add new maps, new game modes, new arenas, they add new titles.
If they add a new arena, they remove two others for it.
People have been asking for new maps for TA, HA, GvG, for a ladder for TA, an emote, an observer mode, and whatnot more content... what did we get? An Iway zoo. TA removed.
With so many empty PvP isles, it would have been no problem to keep TA and HB while introducing CA. You could even separate GvG into VoD and non-VoD merely for the fun of it.. win-win situations for all.
This happens to the real game content all the time, but never to titles. They don't even remove the old HB title that is now nothing but a relic. Titles are important. Game modes are not.
They added two (?) new maps to HA once upon a time and removed at least two (?) other maps for it.
What it comes down to now is:
-Random Arena, being random: Choose your bar, but not your team.
-Codex Arena, being random: Choose your team, but not your bar. The skill choices are so limited, you are lucky to come up with one single bar not horribly bad for a profession. You just have to take EDA. Or you are given the choice between corrupt enchantment, order of the undead, order of the vampire and jagged bones. So then your bar must be corrupt enchantment. You can take faintheartedness, or well of ruin. Who would take wells? So there is only 1 bar most of the time for each profession to play. One bar that you can't choose, but that is choosen by generating random skills. The skills changing every 24 hours hopefully once generate a profession with more freedom of choices, but when I played TA, I could choose from everything and not from 2 elites IF I was lucky. CA might actually be a tiny bit more fun if you could use your bar, but not seldomly, you just have no energy since theres not a single energy management skill.
-Hero's Ascent, being random: All the random victory conditions to filter winning teams out (mainly Relic Run and that AB thing), ganking
-Guild Vs Guild, being random: Whoever deals more dmg to the lord by a set time wins. Spamming illusion of pain on the Guild Lord for 20 minutes makes for exciting matches.
Mixed with more random factors that influence the outcome of a match like, ping, fastcast triggering, randomly spamed interrupts hitting crucial skills
CA simply nudged everything further into that direction.
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