Sep 25, 2008, 07:04 PM // 19:04
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#1
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Frost Gate Guardian
Join Date: Feb 2008
Location: UK
Guild: [NoW]
Profession: Mo/W
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25th Sept GvG change..
Hmm don't know if I like this or hate it.
I think now, teams will just want to rush for each others GL, cause basically, whoever gets to the other GL first, wins? 'Cause no one is gonna want to heal camp their GL because that's = Loss now.
Any opinions?
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Sep 25, 2008, 07:10 PM // 19:10
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#2
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Ascalonian Squire
Join Date: May 2007
Location: Norway, Originally dutch.
Guild: We Praise The Stifmeister [oYes]
Profession: Mo/
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Seriously, wth is the point with this update?
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Sep 25, 2008, 07:12 PM // 19:12
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#3
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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I'll see how it goes first.
All I want is chart like the morale and health chart to see the tiebreaker points so you can actually THINK of tactics instead of guessing what to do.
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Sep 25, 2008, 07:13 PM // 19:13
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#4
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Frost Gate Guardian
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all these recent updates are just fixing things they screwed up trying to fix something else, they should just do the few needed balances and leave the other game play stuff alone
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Sep 25, 2008, 07:15 PM // 19:15
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#5
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Ascalonian Squire
Join Date: Aug 2008
Location: England
Guild: Cookie Rehab Clinic [LAME]
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It appears to me that ANet do not want any exploits or anything other than raw damage etc to happen in GvG.
They want a full out and lengthy gank where no bodies heals the guild lord, and the team with the most damage in the long run/as soon as his amulet wears off wins?
Christ ANet, You fail it! (It being Game fixing)
So now I can see no point in rit runners, I mean NPC heal is nice, but jesus, if teams, as I Think they may, are just going to camp the Guild lord, who you can't heal/weapon spell because it has negative effect, thers no point.
G freakin G.
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Sep 25, 2008, 07:24 PM // 19:24
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#6
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Ascalonian Squire
Join Date: Aug 2008
Location: England
Guild: Cookie Rehab Clinic [LAME]
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Quote:
Originally Posted by Aera
All I want is chart like the morale and health chart to see the tiebreaker points so you can actually THINK of tactics instead of guessing what to do.
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Exactly, stupid ANet put in a virtually undetectable mechanice, I mean good lord, how can we way up the effect of healing on the damage if there is no apparant way to tell?
If you're going to make such a drastic change, please, MMO communities love to know whats happening to their game and when such a change to an established part of their game with send them on a QQ spree (much like I'm on now, ) so ease us into it/give us a way to know how it affects GvG.
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Sep 25, 2008, 07:26 PM // 19:26
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#7
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Never even heard of "aggressiveness" before the update. Now we get a change that doesn't give us clear numbers on the ups and downs of that mechanic.
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Sep 25, 2008, 07:36 PM // 19:36
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#8
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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The notes make it sound like healing is OK, but protective things (enchantments and weapon spells) aren't. Maybe someone will try spirit spam as a workaround. WTB aggressiveness chart already so we can see what the heck is going on.
P.S. why did it take this long for the previous mechanics to be properly abused, GW must truly be dead.
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Sep 25, 2008, 07:38 PM // 19:38
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#9
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Ascalonian Squire
Join Date: Aug 2008
Location: England
Guild: Cookie Rehab Clinic [LAME]
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Quote:
Originally Posted by FoxBat
Maybe someone will try spirit spam as a workaround.
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I Believe they removed the effect of spirits, wards and shouts on the Lord, not sure but I Think it was something like that.
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Sep 25, 2008, 08:23 PM // 20:23
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#10
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Krytan Explorer
Join Date: Dec 2007
Location: Plato's Cave
Profession: W/E
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Gogogogogog rush teh lord rush teh lord!!!!!!!!!!1111
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Sep 25, 2008, 09:06 PM // 21:06
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#11
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Krytan Explorer
Join Date: Jun 2006
Guild: Commence Aggro [BaMf]
Profession: Mo/E
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I can hear it now....
"Goddamn it, guys, we're not aggressive enough! Attack harder!"
This better be a joke, because the first part of the update was good, just the second part is completely rediculous and even more gay.
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Sep 25, 2008, 09:30 PM // 21:30
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#12
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Ascalonian Squire
Join Date: May 2008
Guild: Vent Rage [vR]
Profession: Mo/
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Quote:
Originally Posted by ButterMeUp
I mean good lord,
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pun lol.
i'm just interested how this will play out in next mAT. I think it will make less of an impact then all of you guys are saying it will be.
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Sep 25, 2008, 09:40 PM // 21:40
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#13
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Yeah, vague updates are good. Or not.
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Sep 25, 2008, 11:13 PM // 23:13
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#14
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Wilds Pathfinder
Join Date: Aug 2005
Location: Los Angeles, California
Guild: Picnic Pioneers
Profession: E/
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Quote:
Gotten a lot of people confused about the wording so I figured I'll clear up the math a bit here. We're using the term "Aggressiveness" for the tiebreaker.
Aggressiveness is determined as such
* every point of damage done to enemy guild lord = 1 point of aggressiveness.
* every enchantment or weapon spell cast on your guild lord = -50 points of aggressiveness.
If both teams fail to kill the Guild Lord before 28 min the team with the most Aggressiveness wins the game.
Note:
* Lifestealing, and degen don't count as damage, and thus don't add to your Aggressiveness.
In effect, we treat every enchantment and weapon spell as though it is preventing exactly 50 damage. Obviously, that's not really accurate, but it does make the sort of stall builds that had been cropping up obsolete and does something to even things out between healing and damage prevention. We only had time to do something simple, and well continue to refine this as needed.
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http://wiki.guildwars.com/wiki/ArenaNet_talkeveloper_updates#Clarification
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Sep 25, 2008, 11:57 PM // 23:57
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#15
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Aggressivenes is only the tie breaker. You won't want to "rush" the other teams lord necessarily, because if you wipe/get pushed back, you'll probablly lose as the enemy team gets more damage in later in the game.
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Sep 26, 2008, 12:54 AM // 00:54
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#16
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Krytan Explorer
Join Date: Jun 2006
Guild: Steel Phoenix[StP]/Terror Of The Justice Salmon[FisH]
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Atleast you can heal the Guild Lord and it won't affect your aggression level. I guess keeping the bodyguard alive is alot more useful with this update.
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Sep 26, 2008, 01:43 AM // 01:43
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#17
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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Quote:
Originally Posted by queen glory
Seriously, wth is the point with this update?
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They are trying to prevent a tiebreaker exploit that could have been used in the mAT where you have a crazy team of say 7 monks that camp your lord and send off a Ranger to pop some damage onto the enemy lord. The update makes it so that even though you might not be able to kill the enemy lord you will still get full credit for the damage you pile on to him against a highly defensive team.
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