Oct 20, 2007, 12:28 PM // 12:28
|
#1
|
Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
|
Strange idea that could be implemented
Hey,
I had this weird idea and you may think it's complete crap, we'll see... To those who have played PVE at some point, if you remember at dragons lair you'd change map (kind of) every time you killed a certain class. So, you'd fight rangers (facet of nature or something like that) then fight mesmer...
Well in these zones/maps you'd experience a different condition, knock down, health degen and other things.
So what about something similar in HA? Not with health degen perhaps (it could be one of them though) but hexes expire 10% faster, spirits take double damage, players are knocked down every XX seconds, enchantments expire 10% faster. It would be different on every map. Keep UW clean and keep HoH clean.
Your thoughts?
|
|
|
Oct 20, 2007, 12:51 PM // 12:51
|
#2
|
Ascalonian Squire
Join Date: Oct 2006
Guild: Romes Soldiers [RS]
|
If the meta was different, I would love an idea like this. However, due to a very rock scissors paper type of counters adding in additional conditions to the fight would mostly likely only support one team. Also, HA is incredibly gimmicky and the fights where an idea like this would work is a normal balanced group vs another balanced group.
Yet, if some of the conditions were created to hurt rather gimmicky teams to nerf builds in some way, like you said a double damage on spirit or longer cast time on spells.
In the end, I think it would cause too many problems in some builds would be put at a huge disadvantage and others at a great advantage. If each map had one consistent effect then some builds would be forced into bringing some skills to make it through that map and overall create a smaller amount of viable builds possible. I think the idea would be fun and at first glance would mix up fights a bit, but I believe the possible limitations that could be created are pretty inhibiting.
|
|
|
Oct 20, 2007, 01:26 PM // 13:26
|
#3
|
Krytan Explorer
Join Date: Mar 2006
Location: still lost
Guild: Guy In Real Life [GIRL]
Profession: Mo/
|
I like the idea, it would make HA totally different again. Would be funny to get knocked down on relic runs ^ ^ If you would add these features people would have to make a build that can handle the enviromental conditions. It is basically the same as ANET did whit the implementation of map rotations in hall, you force people to bring skills specially for every map.
If implemented in the right way it could be a nice extra feature to help make HA versatile again.
|
|
|
Oct 20, 2007, 01:36 PM // 13:36
|
#4
|
ǝuoʞoɯ
|
might promote gimmicks too much with certain changes.
imagine a any spike with balanced stance that has the free secondary to do so.
i think the map conditions should be very very carefully picked.
something like a random skill disable / a teleport like in the deep (excludes runners to prevent ABSOLUTE chaos) / random conditions on random party members / slower attack speed or cast / hex prevention / 10% less damage from casters or melees (would screw spikes a bit) / i dunno.
__________________
Burning for your life
Some day it will burn out
Ready to sacrifice my life
For the perfect dream
|
|
|
Oct 21, 2007, 01:12 AM // 01:12
|
#5
|
Ascalonian Squire
|
i think this might be fun, but maybe the effects could be varied on a regular basis instead of being locked to certain maps. it would discourage degenerate parts of the metagame and promote balanced play. the varying effects would also encourage alot more creativity in builds and tactics. the downside for most would be that it would make the already harsh learning curve in ha even harder; which is something anet tries to avoid imo.
|
|
|
Oct 21, 2007, 07:54 AM // 07:54
|
#6
|
Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
|
This has actually been suggested before by many people (including myself), in that one epic thread (ok, so there have been a few...) about how to improve HA. I don't know if it's even a good idea, though. If I had to bet on it right now, I'd say it's probably not.
I don't think you'd really enhance the game very much, and at best all you'd do is make certain gimmicks unviable (which shouldn't matter if they're balanced, and even if they're fine and you want to make them unviable, you can just ether renewal them for the same effect). At worst, you'd end up with people who are only running certain skills or builds so they can get past a certain map, and you might even fall into a very stagnant metagame because of it.
Oh, and we all know how good ANET is at game balance, so they'd probably add something like "All your party members take 40 damage per second" and you'd see dual LoD backlines with a midline Heal Party. Or they'd try to make signet builds good in HA, and add an effect like "Whenever you use a signet, it recharges instantly, and activates in half the time. While under this effect, everyone has -2 energy regeneration."
|
|
|
Oct 22, 2007, 09:32 AM // 09:32
|
#7
|
Krytan Explorer
|
Random effects just detract from actual skilled play IMO. Furthermore it would simply lead to the inclusion of yet another mandatory skill to counter 'Environment Effect X' (like the degen vs extra LoD someone mentioned). I don't see any benefit.
|
|
|
Oct 22, 2007, 06:44 PM // 18:44
|
#8
|
Lion's Arch Merchant
Join Date: Nov 2006
Location: Right behind you
Profession: A/
|
It might seem like a cool idea, but it would not be very fun...if you had set effects for every map...oh hooray, I'm playing against a team with taints and hex pressure....with an environmental effect that gives my team more degen.
If it was random...the same could still happen, the better team could lose simply because the effect hurts their build or aids the other team.
Like Cass said, you would always have to fit skills into your team to counter each environmental effects, creating a less diverse game.
|
|
|
Oct 22, 2007, 06:51 PM // 18:51
|
#9
|
Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
|
Quote:
Originally Posted by Cass
Random effects just detract from actual skilled play IMO. Furthermore it would simply lead to the inclusion of yet another mandatory skill to counter 'Environment Effect X' (like the degen vs extra LoD someone mentioned). I don't see any benefit.
|
QFT, the effects would just make HA more complex, and leads to being harder to balance, leading to less fun. What HA has now needs fixing before any new things can be added.
|
|
|
Oct 22, 2007, 07:43 PM // 19:43
|
#10
|
Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
|
Just add to to 1 map, that way it'll stay fun and balanced.
But yeah have to be small things though, don't want to turn it into WWII.
|
|
|
Oct 28, 2007, 02:08 PM // 14:08
|
#11
|
Krytan Explorer
Join Date: Aug 2005
Location: My Chair
Profession: P/W
|
experience a knock down that would just piss ppl off so they rage o.O
|
|
|
Nov 20, 2007, 08:37 PM // 20:37
|
#12
|
Krytan Explorer
Join Date: Jun 2007
Guild: Ray
|
that will bring a factor of luck, which isn't desired. the best team should win, no the team that got less screwed by the random effect.
|
|
|
Nov 21, 2007, 05:07 AM // 05:07
|
#13
|
Academy Page
Join Date: Nov 2007
Guild: Error Seven Operators [Call]
Profession: W/
|
I know I would be pissed if I lost a match due to the fact the random effect screwed me over.
|
|
|
Nov 21, 2007, 09:22 AM // 09:22
|
#14
|
Academy Page
Join Date: Dec 2006
Guild: Guild Name With A [Tag]
Profession: N/Mo
|
Quote:
Originally Posted by Mokone
might promote gimmicks too much with certain changes.
imagine a any spike with balanced stance that has the free secondary to do so.
|
unconditional kd.. you CANT prevent it? would be a bit more interesting
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 01:31 PM // 13:31.
|