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Poll: What kind of victory conditions should be in HOH?
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What kind of victory conditions should be in HOH?

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Old Nov 26, 2007, 06:34 PM // 18:34   #141
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the cape idea would work with HoH wins, but not balth faction, because anyone can do it, and gvg is actually faster than HA faction if you win.

But I still dont think it would bring many people back to HA, I have my kitty and now I will only play for kicks when I get a snazy build idea, I grinded 1k fame a week this past summer and sure it was fun, but it was very repetitive since I always faced the same builds all the time. That is the real issue that keeps the older players than myself from comming back I would think. Even more so now that Iway is back.

If you want the people to come back to HA, you need to increase the rewards of Heroes Ascent to be on the scale of GvG (ladder), but good luck comming up with a system to accomplish that.
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Old Nov 26, 2007, 06:49 PM // 18:49   #142
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What HA needs is a Rez.

Literally, last night I was so bored I decided to watch a match on observer to pass time as my guild's Phoenixes and wannabe phoenixes have decided to take a sabbatical...hmm, what do i see?

Meow playing against another team at burial mounds. What build? Blockwars on both. It was similar to what we ended up playing the night before. After 10 minutes of numerous failed attempts spear throwing and eviscerating, Meow wins. Hmm, next game...halls, blockwars again!..omg, ward of harm and melee too on holding team. Meow loses, could not take it from the altar campers.

LoD nerf brought back some of the most defensive gameplays ever. I will not even mention GANKs blockwars with Angelic bonding <lol>. I am just frustrated at 3 monk backline meta. 10 classes, 8 slots with nearly half filled with 1 class. Sigh..

This post is no way directed to demean GANK or Meow or other guilds. All of them are good and a few of the best there is. However, I will vote for introducing DP at halls again with altar capping and 1v1v1v1v1 matches.
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Old Nov 26, 2007, 07:12 PM // 19:12   #143
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1v1v1v1v1v1 matches like old school burial mounds ftw!!!, but tbh there arent enough teams for it.
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Old Nov 26, 2007, 07:50 PM // 19:50   #144
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Don't worry Vel, [Meow] was sold to french ppl
[EDIT : Not sold btw, smurf be atm]

Last edited by ousbique; Dec 01, 2007 at 11:09 PM // 23:09..
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Old Dec 01, 2007, 10:24 PM // 22:24   #145
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I'd say:

1)Take out the current altar holding, and bring back the oldschool altar holding, this is only because im getting very tired of ppl ganking you in halls just because they dont like you (the oldschool altar holding didnt support ganking at all)


2)Add more cap points on the current capture points mode in halls and make capture points easier capable (it currently takes 40 sec to just cap 1 point/base on your own, 20 sec to neutralize the base and 20 sec to cap it and make it yours).


3) The relicrun mode in halls should reward the team that runs the most relics in the shortest amount of time, make it so when the final score (when the timer hits 0) is 19-20-20* the team with the breazer/star should be the team that caped the 20th relic the first. (in my opinion, this would also make unholy temples more fun to play)


4) (off topic) Make halls have a 6-10min timer, its pretty boring winning halls after 12 min and getting a flame of balthazar (or ethereal garment, same concept) or just remove flames from the halls chest, make it so when u pay (for example) 5k balthazar faction to a priest of balthazar you get (for example) 1 flame of balthazar, 10k faction = 1 golden flame.

See you around! , Garth~Katie
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Old Dec 02, 2007, 12:09 AM // 00:09   #146
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King of the hill and only king of the hill. However, the holding team gets to do normal damage to anyone they feel like. The exception to this will be if the scores are red 6, blue 5, yellow 0. If yellow holds until the end of the match, and they still won't get enough points to win then the game should calculate this (easy to do) and make it such that yellow does half damage to team blue. OR, automatically knock one team out when it is impossible for them to win due to not having enough time to cap and win.

The other two teams gets to do normal damage to the holding team. The big difference:

If the scores are, red 4, yellow 8 and blue 1. Yellow are holding. Red take half damage from blue and blue half damage from red (this applies to life steal too). This way, for the teams who just gank, there will at least be a more sporting chance to win.

Had thought of four teams in HoH which face each other separately (team 1 face 2, and team 3 face 4) and then battle 1v1 in the same map at the end but I think the final HoH battle should be kept with three teams.

Relic for HoH is bad. I think that the old school altar holding could still be gank fest. I could be wrong, try it for a week :P. Maybe without double fame, lol.

Last edited by elektra_lucia; Dec 02, 2007 at 12:28 AM // 00:28..
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Old Dec 02, 2007, 10:09 AM // 10:09   #147
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yes halls is discouraging when you have to wait many no opposing parties, i say reduce the time limit to about 7 minutes(1 min waiting time, 5 min battle time, 1 min for waiting.

Current koth has too many flaws. Losing teams will always gank a winning team when they cannot win anymore or resign giving the other team almost no chance.
Point system is not fair and if its 1v1 its GG already.

Old school isnt the best, but atleast teams have a chance down to the final seconds, same goes if its 1v1 if you manage to wipe a team in the final seconds you can still win. It will discourage ganks because if teams know they can win till last second they wont do a full out gank but rather play the entire match. Where as in koth point system stupid people who cant win just gank or resign.

Umm maybe take of relic, i think capture is probably alright the way it is, its pretty balanced imo and you cannot add extra shrines because its too small.

And people stop complaining about 3 monk backlines. Its been there for a long time and if you dont run a 3 monk backline you probably wont hold up for long against 16 people.
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Old Dec 02, 2007, 03:22 PM // 15:22   #148
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No matter how they adjust halls there will always come some build that with the right timing and skilled players can hold halls for extended periods. Mostly this is due to the boring one dimentional metagame which forces most teams into a small handful of builds.

Two things about halls though, cap point maps need to go away, it favors those with the least lag not the best skill.

Secondly, I'd say throw another team in the mix, go 4 way like it was very very briefly in the beginning.
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Old Dec 02, 2007, 09:45 PM // 21:45   #149
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I'm sorry if this was brought up before, but I was thinking how come the non-hoh relic run works but the hoh relic run fails, and as we look at the differences between them, the first one is the obvious thing- the relic spawns at your base and it gotta be brought to the altar. I don't believe that the problem is here.
The second difference is hoh being 3 way- as many people say, this heavily promotes ganking, but I say that when there is a 2-team relic run in hoh it is also boring and lame, so imo this isn't the main issue.
The third difference is the importance of the ghostly hero- in unholy temples, an effective way of crippling the other team is taking out their GH. This adds a lot of tactics and interest to the unholy (and sacred which will hopefully return) relic runs. I would like to see the ghostly hero given some more important role in the hoh relic, and I believe that this might add a dimension of tactics to the match. I also think that since the GH is very important in the other hoh matches, it is pretty suitable that it will be the same in relics.
What can this role be? I trust anet to be creative enough... currently the only thing I can think of is no new relic spawns when ghostly is dead, but this can be gank heaven if not implemented correctly. Maybe forcing the GH to stay at the res shrine (as it does in unholy temples) will make this more possible, as ganking the GH will be more difficult. Anyone got other ideas? I really thing that giving the hero some role in this match will make it much better.
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Old Dec 03, 2007, 12:25 PM // 12:25   #150
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Quote:
Originally Posted by Vel
I am just frustrated at 3 monk backline meta.
you know.. wayyyy back before nightfall and the 6v6 and swapping objectives.. (over 1 year ago >.<")
all balance teams had a warder, 3monks.. rc woh and sb/infuse..
no one complained about it.. accept for.. you guessed it!!! the iway teams, because the warder > them.. (not calling you farmer : ) but this is not a meta!!!
you need to counter it!! ranger to hit wards? or a mesmer? then your wars can rape?
the best way to play HA i think is counters.. screw them up and watch them suffer!
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Old Dec 03, 2007, 01:11 PM // 13:11   #151
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Or just use d-blow on the wards? lol...
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Old Dec 05, 2007, 08:47 AM // 08:47   #152
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Quote:
Originally Posted by elektra_lucia
Or just use d-blow on the wards? lol...
duh..
/slapself
i forget that melee cant be kept up constantly..
back in my days
was a *insert swear word here* to get down.. especially if they has resolve.. and i shouldnt have said that.. here comes the new fotm? lets hope not >.<"

HA really should be put back to how it was last year or so.. all the teams were pretty much balanced out, even the farmers.. any build could beat any builds.. until 6v6 started.. then we had dualpara and hexway which just held and held..

before it just was things like bloodspike, iway, ranger spike, rainbowspikes, many kinds of balanced, dual smite, soj spike, even flareway!!! i miss that like hell..

but you cant play them now.. you need to run, snare, split, kill, hold.. there arent enough spaces!!! (and that is NOT a cry for 10v10.. would take way too long to get teams and bla bla..)

could we at least have a test weekend with hoh oldschool objective? without double fame to promote hardcore farming? get some feedback, and listen to the comunity?
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Old Dec 05, 2007, 11:32 AM // 11:32   #153
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Changing the "Fame System" or Adding Cape to ha wont fix a shit.
People dont play because its UNFUN.
Overpowered Skills and boring Mechanics.
and ofcourse the game is old so people quit but...
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Old Dec 05, 2007, 01:41 PM // 13:41   #154
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Quote:
Originally Posted by Our Lady Of Sorrow
duh..
/slapself
i forget that melee cant be kept up constantly..
back in my days
was a *insert swear word here* to get down.. especially if they has resolve.. and i shouldnt have said that.. here comes the new fotm? lets hope not >.<"

HA really should be put back to how it was last year or so.. all the teams were pretty much balanced out, even the farmers.. any build could beat any builds.. until 6v6 started.. then we had dualpara and hexway which just held and held..

before it just was things like bloodspike, iway, ranger spike, rainbowspikes, many kinds of balanced, dual smite, soj spike, even flareway!!! i miss that like hell..

but you cant play them now.. you need to run, snare, split, kill, hold.. there arent enough spaces!!! (and that is NOT a cry for 10v10.. would take way too long to get teams and bla bla..)

could we at least have a test weekend with hoh oldschool objective? without double fame to promote hardcore farming? get some feedback, and listen to the comunity?
d-blow wild-blow.

it was always possible to get down.

Quote:
Changing the "Fame System" or Adding Cape to ha wont fix a shit.
People dont play because its UNFUN.
Overpowered Skills and boring Mechanics.
and ofcourse the game is old so people quit but...
If every skill is over powered, nothing is over powered.
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Old Dec 05, 2007, 01:58 PM // 13:58   #155
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Quote:
Originally Posted by elektra_lucia
d-blow wild-blow.

it was always possible to get down.


i guess.. but it was a bit tricky dependant on builds.. guardian ftl? you are just saying to get rid of melee ward on balance, you must strip or rupt guardian, then wild blow and dist.chop every 20 seconds? :P

but enough off-topic.. (always healthy to have a good rant>.<")

there needs to be a way that HoH can be balanced out a bit more..
oldschool = better..
new = worse
none = best

oldschool: it was a race to cap and hold the last few secs for a few times, and the rest relied on pure holding, and 2 teams which relied on a spirit to knock them all out.. *cough*eoe*cough*

new: you can win too far into the game, then you can toiletbreak, get food, chat, anything you want for like 10 mins.. which is such a waste of time..

ideas?: something that can reward you throughout the whole game.. not a massive patch of /dance

arrrrggghhhh
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Old Dec 05, 2007, 03:18 PM // 15:18   #156
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Hi there i was away too much from Guru^^ like the only thing i can say is that the HoH we got at the moment is the most sucky i ever saw,also by talking about HA and the PvP in general i can just say that let cap points into all the types of PvP was and still a bad mistake i voted for Old School holding because thats the best ever,i hate cap points only cause you can get ganked.Also i think if the Old Style Holding will be back gank wont be a problem.Ye u can get ganked too on king of the hill but its not even annoying and unkeepable as the cap points and on relics

Answer from sum1 that hates badly ganks......

Last edited by Caccia; Dec 05, 2007 at 03:29 PM // 15:29..
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Old Dec 05, 2007, 10:08 PM // 22:08   #157
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Quote:
Originally Posted by elektra_lucia

If every skill is over powered, nothing is over powered.

Oh... smart one.. Except.. Every skill isnt overpowered?????
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Old Dec 06, 2007, 01:23 AM // 01:23   #158
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Old school holding was the best times of HoH, but to bring that back, there would need to be MAJOR changes. They would have to nerf fire and passive defence alot. Me and my guild usually hold the altar now for 8 points (wich is auto win), but that is holding for 4 minutes, back in the day all u had to do was hold out for 2 minutes and u won, but there wasnt all the passive defence there is now and at the same time, there was no massive AoE that can be spammed. People actually had to use 2 melee builds with shut down and interupts. I voted for new KoTH even though i like the old one better, but it would take alot to bring that back, not just changing the game type xD

Last edited by the spartan elite; Dec 06, 2007 at 01:44 AM // 01:44..
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Old Dec 06, 2007, 01:32 AM // 01:32   #159
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As well as putting song of concentration 6 ft under, making interupts viable off a single character.
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Old Dec 06, 2007, 02:31 AM // 02:31   #160
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I want to see song of concentration gone as much as the next guy, but unfortunately an interrupt Fl_lckfest is even worse. Seeking arrows would have to be nerfed, or everyone would HAVE to take blind/anti melee hexes in their build. PD is fine I guess, but this of course would require teams to take spellbreaker or hum sig or divert the pd. All of this is assuming that HoH gets reverted to alter holding, of course.
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