Oct 25, 2007, 05:10 PM // 17:10
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#41
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Quote:
Originally Posted by kosh
/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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I've played the map pleanty of times, its one of the few maps that actually force posisitining, only thing I never liked about it was having to face a second team.
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Oct 25, 2007, 05:55 PM // 17:55
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#42
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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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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Wow ive got a question, did you even play HA when it was in tombs...
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Oct 25, 2007, 06:56 PM // 18:56
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#43
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None More Negative
Join Date: May 2006
Guild: Steel Phoenix [StP]
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Bringing back Sacred Temples and removing Fetid River would be a welcomed change to HA. We got enough annihilation maps already. I never understood why sacred, not for example burial had to go. Relic running maps are among the best. Good point Kyp.
I miss scarred earth. It was good scrub filter map. If you cry about it, you pretty much sucked back in the day.
Other decent changes would be removing the priest in dark chambers ( golden gates ) - its pointless there, everyone is ganking him @ the start anyway.
Also if you want to discuss 6v6 disaster make another thread, and stop derailing this one.
__________________
Gladiator's Arena > you
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Oct 25, 2007, 07:01 PM // 19:01
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#44
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Forge Runner
Join Date: May 2005
Guild: StP
Profession: R/
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+1 for bringing back sacred.
K it was annoying with the stuck glitches and rubber banding but at least it was a bit tactical. You couldnt win by being a scrub team just bashing buttons.
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Oct 25, 2007, 09:18 PM // 21:18
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#45
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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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additional maps are always welcome. That's all i can say here.
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Jan 13, 2008, 12:58 PM // 12:58
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#46
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Frost Gate Guardian
Join Date: Feb 2007
Profession: W/A
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I would really like Sacred Temples back but i think HoH is the biggest problem.
Its the map that make you dont wanna play HA..
Its so UNFUN and it makes less build diversity.
Anywas OP again... Yes bring Sacred Temples back.
Remove Fetid and forgotten shrines.. or any of them, Both are sucky maps.
Bye
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Jan 13, 2008, 03:15 PM // 15:15
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#47
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Ascalonian Squire
Join Date: Jan 2008
Location: 1337 Leet Street
Guild: None good enough for me
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Quote:
Originally Posted by Kyp Jade
That we brought sacred temples back. Seriously, having 3 annihilation maps at the begining does NOT PROMOTE balanced builds, in fact it promotes farming gimmicks. (Balanced in HA being a build thats built to play on all maps)
To any HoH veteran, Sacred temples was a favorite. IMO drop fetid or burial grounds to give room to sacred in the rotation
plz plz plz plz
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Yes drop fetid (most pointless map ever) and bring back Sacred.
Also keep HoH king of the hill only or even better old style last ghost capped wins kbye.
Last edited by R O C K Y; Jan 13, 2008 at 03:18 PM // 15:18..
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Jan 13, 2008, 06:42 PM // 18:42
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#48
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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I like the beginning maps o.o.
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Jan 13, 2008, 06:48 PM // 18:48
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#49
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Academy Page
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i love uw and burial .. but fetid stinks.
But i couldnt care less about those maps.
Hoh is the biggest concern, Its one of the reasons why the diversity in builds is so low.
And its one of the reasons why random people win all the time, Its so random.
Its frustrating really .. w/e Anet doesnt really care...
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Jan 21, 2008, 08:15 PM // 20:15
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#50
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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WTB sacred pls cause it was the best map by far and it was one of the best maps at separating the good from the bad in terms of gimmick and skill, especially being at the end of the rotation, requiring tatical uses of snaring, bodyblocking and splitting to name the main points to consider.
the idea behind this thread was overlooked so it deserves thread necromancy +1
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Jan 21, 2008, 08:17 PM // 20:17
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#51
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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http://wiki.guildwars.com/wiki/Game_updates/20070802
I cant find any dev comments on why sacred was removed for another 1v1 map anyway? would be nice to be able to point out how very wrong they were to make heroes ascent annihilation based instead of skill based.
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Jan 24, 2008, 03:24 AM // 03:24
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#52
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Wilds Pathfinder
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sacred temple failed...but if it gives shitty teams the chance to get to halls I'm all for it.
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Jan 24, 2008, 03:26 PM // 15:26
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#53
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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Quote:
Originally Posted by wuzzman
sacred temple failed...but if it gives shitty teams the chance to get to halls I'm all for it.
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thanks for once again defying logic for the billionth time.
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Jan 24, 2008, 09:22 PM // 21:22
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#54
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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how does sacred tempels give a shitty team a chance to get to halls? shitty teams would both be confused about how to take the the relic back to thier ghost, and also not know wtf to do with the gate lock
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Jan 25, 2008, 12:12 AM // 00:12
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#55
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Wilds Pathfinder
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Relic running in a game like guild wars is really prone to fail, its not the best mechanic for a win condition. maybe an important side objective like lets see running the flag in gvg but not the end all be all of win objectives. Just bring some snares and know how to body block, even pve'ers aren't that dense. your not even required to have an offense. and besides wasn't sacred temple the buggest map in the history of guild wars? can't wait to play bug wars.
anyway if you really think that your team would sooo get to halls easier over that sway group you can't scrub a win past, then by all means put back sacred temple. Probably want to get izzy to nerf, SH, mindblast, tainted flesh (or just remove heroes from HA), barbs, splinter weapon, ancestors rage, derv scyth damage, pretty much everything that has aoe and hits really hard.
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Jan 25, 2008, 12:35 AM // 00:35
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#56
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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I dont really mean to make personal attacks, but since you dont like relic running at all, which has been in the game since release, and takes more skill and coordination to win than underworld does, what kind of builds do you play? Certainly not balanced if your complaining about relic runs, do you play kill builds? Kill builds are prone to fail on the better maps because they are made for the first maps...
Are you complaining that you have to bring snares? or run skills? I dont recall to many people bringing either of those 2 years ago in prophecies days. Slowly people started to slot things as they figured out how to play on these maps. Things like windborne speed, ward against foes.
In fact, the skillset for these maps is a hell of a lot bigger than it was 2 years ago to play on these maps, I find it hard to believe that you are complaining about sacred temples when there are a million more options today than there were 2 years ago.
Last edited by Kyp Jade; Jan 25, 2008 at 12:46 AM // 00:46..
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Jan 25, 2008, 02:12 AM // 02:12
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#57
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Wilds Pathfinder
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Hmm, great assumption, but if you played something other then guild wars you find relic running boring. I certainly do, I know plenty of good players that do. Its only merit is that a balance team can scrub a win past iwayers and spike builds and various other shit. I play the game to pvp, not run from point A. to point B. and "OH SHIT SNARE! HEX REMOVAL! HEX REMOVAL!" Find it fun, I find it boring. If I wanted to play a shitty version of run the flag, I rather play.....every online-fps available to most modern PC's.
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Jan 25, 2008, 02:40 AM // 02:40
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#58
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/N
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Sacred was a good map imo. Relic running in Halls on the other hand is bad.
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Jan 25, 2008, 02:52 AM // 02:52
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#59
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Wilds Pathfinder
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I don't know the body blocking and the rubberbanding because of the body blocking and trying to unstuck yourself out of corners....god that map was buggy....however I do miss watching iway collectively saying "WTF!!!!!!!!!!!!!"
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Jan 25, 2008, 03:56 AM // 03:56
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#60
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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Quote:
Originally Posted by wuzzman
I don't know the body blocking and the rubberbanding because of the body blocking and trying to unstuck yourself out of corners....god that map was buggy....however I do miss watching iway collectively saying "WTF!!!!!!!!!!!!!"
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...that's the nature of relic runs
/signed, sacred was the best map in tombs
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