Oct 21, 2007, 07:11 PM // 19:11
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#21
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Lion's Arch Merchant
Join Date: Aug 2006
Location: bish
Guild: The Carebear Club [care]
Profession: N/
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I don't think it's a good idea either. Dumbing down the game has been the worst thing ever to happen to GW. There are thousands of things anet can do to make HA more skill based and better for players, and people have given them suggestion after suggestion and still they refuse. They have and have had their vision for the game, and this has changed drastically over time.
Would I like to see Sacred back in? Of course I do, I loved the map, relic runs were really fun to me. It was a complex map and it had a lot of fun little things you could do to de-rail your opponent. Do I think Anet will put it back in? I really doubt it.
Also I'd like to add that I think 6 man was actually a good thing for HA, the problem (as I see it) was that Nightfall came and screwed it all up with paragons making uber defensive crap builds. I think that 6v6 got the blame for the problem that Nightfall was the culprit of.
Last edited by Nebuchadnezzer; Oct 21, 2007 at 07:13 PM // 19:13..
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Oct 21, 2007, 08:03 PM // 20:03
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#22
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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Yeah six man wasn't actually that bad. I do think eight man is better though =D. I just hope they spend their free time fixing skill imbalances.
I saw IWAY back >.>.
I edited one of my posts, sorry if it messed up the chronological order. I just realised after re-reading it came off as more offensive than what I first planned which wasn't my intention =P.
Last edited by elektra_lucia; Oct 21, 2007 at 08:06 PM // 20:06..
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Oct 22, 2007, 09:48 AM // 09:48
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#23
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Krytan Explorer
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Quote:
Originally Posted by Nebuchadnezzer
Also I'd like to add that I think 6 man was actually a good thing for HA, ...
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6v6 was the worst thing to happen to HA ever.
Anyway, I actually agree that the relic map was pretty nice, but it was also spoiled with horrible rubberbanding problems, augmented by clipping issues that allowed 2-man full blocks at certain spots. If they would clean it up I would actually like to see it back. On the map that replaced it, the 5 cap points in a row are not so interesting IMO.
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Oct 22, 2007, 10:30 AM // 10:30
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#24
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Academy Page
Join Date: Apr 2007
Guild: none atm.. (formal [mini] guild)
Profession: W/E
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TAKE Fetid River out and Put back Sac temple i think... Fetid lags way too much and i found out i wasn't the only one with lag in that particular map. other maps are all smooth but when it comes to fetid my skills just activate like 3/4 sec late always.
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Oct 22, 2007, 03:30 PM // 15:30
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#25
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Lion's Arch Merchant
Join Date: Mar 2006
Profession: W/
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I hated sacred temples simply because I would get stuck on one of those pathways every time. Unfortunately /stuck did not exist back then and dying from vamp weapon was terribly boring and inefficient.
I do not miss sacred tample for one bit. Less relic runs the better. However, HA needs to be revamped a lot to keep it interesting.
- Vel
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Oct 22, 2007, 04:30 PM // 16:30
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#26
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada
Guild: Black Crescent [BC]
Profession: W/
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Sacred temples was one of those maps which really seperated the good teams from the bad. I know it would always make me laugh when teams would run around confused, ignoring gate control, or leaving their ghostly undefended at key times. Ward Against Foes down the middle was annoying, but there were ways to break up wards. I haven't done HA since the map was eliminated, so I'm not going to cry about getting it back. But I'll just say that when I did play, I enjoyed it. It's a shame they ever RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOed with HA. I really miss the classic setup.
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Oct 22, 2007, 09:49 PM // 21:49
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#27
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Fail at relic runs = fail team
sorry, relic runs actually require good coordination to win. cap pts is just running around doing RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOall trying to cap pts. The only real tactic on cap pts is splitting up your team properly, after that its run around and dont die. I do think Neb is correct in that every update to HA has been to lower the skill req to play in HA. (which is why HA fails so hard now)
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Oct 23, 2007, 03:47 AM // 03:47
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#28
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Quote:
Originally Posted by Nebuchadnezzer
Also I'd like to add that I think 6 man was actually a good thing for HA, the problem (as I see it) was that Nightfall came and screwed it all up with paragons making uber defensive crap builds. I think that 6v6 got the blame for the problem that Nightfall was the culprit of.
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I attempted to make that point once during 6v6, was labelled a heretic, and declared to be in unequivocal support of 6v6 (which I actually wasn't) by pretty much everyone here. GOtta love how the internet works!
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Oct 23, 2007, 03:58 PM // 15:58
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#29
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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The problem with making a claim about anything, is people arent going to agree with you, thats not necessarily a bad thing, but instead of supporting thier arguments, you will be attacked and your credibility destroyed, which is far easier to do. I am only slightly suprised I have not been called out for supporting a return to a balanced rotation rather than the crapfest we have now. HA really needs to be balanced accross the objectives
Annihilation
Relic Runs
Cap Pts (I could live without these, but its in halls so you need a map or 2)
King of the Hill (could also use another on of these)
Atm, things are grossly disproportional to the straight KILL THE OTHER TEAM maps, which lets gimmicks thrive, there is no need to run a balanced build anymore because chances are you dont need the utility the balanced build offers, instead you run something that works well specifically for the 1v1, and just play by the seat of your pants on the other objectives.
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Oct 23, 2007, 05:12 PM // 17:12
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#30
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Wilds Pathfinder
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As long as the first map is annihilation gimmick builds with always be thrive. Why? Because balance is a lot harder to pug. The vast majority of players, puggers, will always play fotm builds simply because they are quick to form and usually gets you a win on the first map. If you want to get rid of the current gimmicks make the first map not annihilation ^_^. Doesn't that sound impractical? Yeah it does(anet will soooooo not do that). Guild/friend list players will always play balance, and I don't think I've been in many guild iway, or guild bspike, or guild sway.
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Oct 23, 2007, 05:57 PM // 17:57
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#31
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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The only reason my "balanced" build even still includes a water ele is because of the HoH relic run, i would have dropped the ele for some moer damage ages ago to help win earlier matches faster if I didnt need some hard snares for HoH
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Oct 23, 2007, 06:25 PM // 18:25
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#32
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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Quote:
Originally Posted by wuzzman
As long as the first map is annihilation gimmick builds with always be thrive. Why? Because balance is a lot harder to pug. The vast majority of players, puggers, will always play fotm builds simply because they are quick to form and usually gets you a win on the first map. If you want to get rid of the current gimmicks make the first map not annihilation ^_^. Doesn't that sound impractical? Yeah it does(anet will soooooo not do that). Guild/friend list players will always play balance, and I don't think I've been in many guild iway, or guild bspike, or guild sway.
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math, cute, bus, eE, black parades, xCMx,
List goes on =D
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Oct 24, 2007, 10:04 PM // 22:04
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#33
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Wilds Pathfinder
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generally the still active HA guild/friend list groups usually run a spike or balance.
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Oct 24, 2007, 10:11 PM // 22:11
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#34
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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The ''balanced'' builds today are less balance, and more pressure/overload builds, seeing as there is no incentive to spec your build to map objectives anymore
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Oct 24, 2007, 10:18 PM // 22:18
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#35
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Academy Page
Join Date: Jan 2007
Location: IL
Guild: ***i still don't know what our guild name means[rise]
Profession: Mo/
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LOL. Now people want change in HA again. I think Anet better come up with something that would rotate maps, number of players on a team, objectives, etc seasonally. So that people won't say he/she likes/loves about this and that every once in a while. jk..XD
and yes 6 vs 6 was fun if you got a small guild that still has veterans in it. But I don't want anet to change anything as it's no use to change it back. Unless they have 6vs6 arena in mind that has different obj than the current/pass HA.
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Oct 25, 2007, 12:13 AM // 00:13
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#36
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/E
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Scared earth was a nice map i must say. If it where to come back that would be cool.
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Oct 25, 2007, 12:19 AM // 00:19
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#37
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Scarred Earth was win considering the multi level 1v1 area.
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Oct 25, 2007, 12:19 PM // 12:19
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#38
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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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Scarred earth brings back bad memories of waiting 30 minutes for 2 teams to finish fighting while we just /afk outside. Never want to see that map in rotation again.
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Oct 25, 2007, 02:29 PM // 14:29
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#39
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Krytan Explorer
Join Date: Dec 2005
Guild: hydrponic agriculture society [Herb]
Profession: Mo/
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Quote:
Originally Posted by Burton2000
Scarred earth brings back bad memories of waiting 30 minutes for 2 teams to finish fighting while we just /afk outside. Never want to see that map in rotation again.
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qftw.
also...how about the last member of the team you just beat "decide" to die/camp on the gates and its just your bad luck your facing b spike on the 2nd team...and how about you get to the 2nd team and they run around for 20 min trough the area size of 3 maps? how about Eoe from the other side of the gates also?? how about more bridges with no y axis? if this doesn't promote scrub way i don't know what is.
/wrist b4 il sign this. now if you haven't played that map (which clearly you didn't) don't make any suggestions about bringing it back.kty.
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Oct 25, 2007, 03:18 PM // 15:18
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#40
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Krytan Explorer
Join Date: Aug 2005
Location: My Chair
Profession: P/W
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from what ive heard no 1 likes forgotten shrines remove forgotten shrines imo.
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