Jun 28, 2008, 05:35 PM // 17:35
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#1
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Krytan Explorer
Join Date: Aug 2007
Location: nomads isle
Guild: I Savant I[Crew]4life
Profession: W/
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any1 else mis 6-man ha?
I mis it because u were forced to have only 2 monks in your group,and if u had 3,it would be harder and/or take longer to win a mach. Many spikes would go down if we went back to 6 man teams.
does any1 mis 6-man?
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Jun 28, 2008, 05:36 PM // 17:36
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#2
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Ascalonian Squire
Join Date: Jun 2008
Location: UK
Guild: [CBA]
Profession: Mo/W
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No 6v6 was ridiculous
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Jun 28, 2008, 05:39 PM // 17:39
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#3
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Resigned.
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6v6 was stupid because of the builds - really shitty OR griefing teams ran a stupid 3 RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing monk backline. Prot, Healer, Spellbreaker... that leaves three other people for damage...people just couldn't kill each other. It was stupid >: O
__________________
"Let us be loving, hopeful and optimistic. And we’ll change the world."
Jack Layton
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Jun 28, 2008, 05:43 PM // 17:43
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#4
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Jungle Guide
Join Date: Apr 2006
Location: PA
Guild: The Black Parades [死人死]
Profession: Mo/Me
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6v6 to me, isnt really all that fair now, with the conditions you have to meet to win Halls, lets see you need to have splitability a speed boost 2 runners and a snare and still have sufficient damage? Im not sure about that. Plus 3monks with 8 people is a good defense, 3 monks with 6 people is just retarded.
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Jun 28, 2008, 05:44 PM // 17:44
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#5
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Emo Goth Italics
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I agree with the above post.
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Jun 28, 2008, 05:59 PM // 17:59
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#6
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Lion's Arch Merchant
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In response to the OP:
No.
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Jun 28, 2008, 08:59 PM // 20:59
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#7
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Krytan Explorer
Join Date: Mar 2006
Location: Seattle
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when it was 6v6 we also had some retarded maps (e.g., the kill-counts). making things 6v6 will require some serious skill balancing, and really not worth the trouble and bother at this point.
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Jun 28, 2008, 09:02 PM // 21:02
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#8
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Banned
Join Date: Jan 2008
Guild: Team Apathy [aFk]
Profession: W/P
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The game is balanced around 8v8.
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Jun 28, 2008, 09:04 PM // 21:04
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#9
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Frost Gate Guardian
Join Date: Aug 2007
Guild: Puff Puff Pass That Oh W T F [B스n]
Profession: Me/P
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No.
12 Chars.
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Jun 28, 2008, 09:16 PM // 21:16
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#10
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Krytan Explorer
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6-man was hated by pretty much everybody - and it would be even worse now with the increased bojectives. It basically restricts you to bringing a small subset of the tools that you really need. And you will lose matches to inferior teams when you face a team requiring a tool you had to leave out .. and they happen to have brough the right one.
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Jun 29, 2008, 12:40 AM // 00:40
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#11
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Ascalonian Squire
Join Date: May 2006
Location: China
Guild: I Like To Eat [Rice]
Profession: W/R
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I think 6 v 6 is dumb, you cannot fit the needs into your build.
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Jun 29, 2008, 01:01 AM // 01:01
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#12
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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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Anything but 8v8 is generally not desirable because the skills are balanced around 8v8 play. Any less, and you get skills that are overpowered in smaller formats but not so much so in 8v8 (plus it's harder to run balanced in smaller formats). Any more, and you get degenerate party-affecting skills that is stronger the more people you have (shouts, even stuff like heal party/channeling).
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Jun 29, 2008, 03:02 AM // 03:02
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#13
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Krytan Explorer
Join Date: Nov 2006
Guild: Pita Bread And Scud Missiles Ai[iiii]
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I'm torn on 6man.
In favor of 6man:
It would really tame one degenerate side of the current meta: the spike/ pseudospike meta, r-spike ritspike and the sf sort of spike type thingy.
It would reduce the time required for party formation - something HA could definitely use.
It would almost certainly lead to the meta shake-up that many people have been waiting for.
Drawbacks of 6man:
It would really boost the power of the other degenerate side of the current meta: hexway, which is already way too strong for a set it and forget it sort of build. Although if hexes took duration nerfs, that could be negated.
It would also summon the return of holding builds. However, if a kill count map was added along with strict timers to discourage holding builds, it might work out.
Given the reduction in room for utility skills, this would also require the removal of the AB maps, which I doubt anyone would object too, and possibly relics as well - again I don't think that too many people would lose sleep over that.
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Jun 29, 2008, 03:18 AM // 03:18
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#14
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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I understood why they changed it back to 8v8, but around the 6v6 time my guild had quit the game, so I thought heroway was fun as hell. Probably some of the best fun I've had playing GW.
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Jun 29, 2008, 03:33 AM // 03:33
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#15
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Jungle Guide
Join Date: Dec 2005
Guild: Rebel Rising [rawr]
Profession: A/W
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i miss 6v6 a lot. 6v6 is more balanced than 8v8 imo. it gives less room for overpowered spikes.
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Jun 29, 2008, 03:48 AM // 03:48
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#16
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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I quit when 6v6 happened. so in a word... "no"
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Jun 29, 2008, 04:42 AM // 04:42
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#17
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Forge Runner
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Quote:
Originally Posted by Ekelon
i miss 6v6 a lot. 6v6 is more balanced than 8v8 imo. it gives less room for overpowered spikes.
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Eurospike, Ritspike, Bloodspike, Rspike, Paraspike, SF spike, SoMW...
Ye, less spikes...
6v6 gives LESS utility to spikes, but most definatly not less spikes in overal...
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Jun 29, 2008, 07:00 AM // 07:00
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#18
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Frost Gate Guardian
Join Date: Feb 2007
Profession: W/A
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6v6 with Altar Holding > Current HA
8v8 with Altar Holding > ALL
bye
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Jun 29, 2008, 07:49 AM // 07:49
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#19
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Wilds Pathfinder
Join Date: Jan 2006
Location: Italy
Profession: E/
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PARAWAY!
12chars
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Jun 30, 2008, 01:29 AM // 01:29
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#20
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Wilds Pathfinder
Join Date: Nov 2006
Location: Australia
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The only thing I ever thought was good about 6v6 was that you needed to find two less players to make an all player team, which meant less waiting and mucking around. That's about it.
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