Mar 14, 2007, 06:03 AM // 06:03
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#81
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Wilds Pathfinder
Join Date: Feb 2006
Guild: [CDEX]
Profession: R/
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Quote:
Originally Posted by Ragnorak
A skilled pug team? Sorry, I am unfamiliar with this, is that a PvE term?
On a lighter note: Kill count ruins build diversity.
/signed
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no it's called a team which is made by random players and is quite good at playing. Mostly high ranked tbh. R3+ pugs, now that something different on other hand. Mostly they dont have expiriences like 8+ and they die quickly. Just look at Brett from ex cow. I've seen him running very good pugs and spamming what he needs in ha id1.
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Mar 14, 2007, 07:26 AM // 07:26
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#82
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Forge Runner
Join Date: Feb 2005
Location: Anchorage Alaska
Guild: Haz Team [HT]
Profession: R/W
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Its more Anet would like to make PvP part of the PvE environment, not just limited to the battle isle... A way to bring it all together. Not quite like the alliance battles were but prob something completely different...
I'm sorry But I like a game that evolves over time... True I miss HA, To be honest I miss Tombs!! which was the golden age of Hall of heroes. I haven't liked it since the day it went to the Battle isles... But thats me... But hey The game is evolving, and that is something to get behind. If that means people don't like something they can voice it and some things may return in another incarnation, But arenanet has a plan they want to try to bring into being. I'm for seeing what they are working towards. If that means PvP dies a little for a few months. well that will be a key indicator to them they were wrong.
If you just keep playing it and not giving Crucial Intelligent Assessments of the problems, Anet will not listen. Just standing up saying this is F'ed up and nothing else, well thats not productive at all.
And if your wondering why I say I missed Tombs days it has nothing to do with the gameplay or the style differences, In the beginning there were none. It has to do with who was playing back then ,and the over all feeling towards new people coming into PvP for the first time. It was just a better playing environment. After Battle Ilse came out, it very quickly became an elitist location that did not welcome ANYONE new to PvP at all to the area. So people quickly left the game OR moved on to other things in the game. Instead of putting up with the attitude. It got better for a while prior to the recent changes. But its getting to be more common again as people return to PvP to see what the changes are all about. This is just MHO. but hey. What isn't?
Last edited by =HT=Ingram; Mar 14, 2007 at 07:33 AM // 07:33..
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Mar 15, 2007, 01:13 PM // 13:13
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#83
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Frost Gate Guardian
Join Date: May 2006
Location: belgium
Guild: the bretheren of chaos [Dark]
Profession: W/
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/signed
kill count is a bit imba, the first team that gets locked in loses hard...
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Mar 15, 2007, 01:22 PM // 13:22
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#84
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Frost Gate Guardian
Join Date: Apr 2006
Guild: I'll be looking soon
Profession: E/
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But i find it really enjoyable...
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Mar 15, 2007, 10:54 PM // 22:54
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#85
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Banned
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/ not signed thanks
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Mar 16, 2007, 02:41 AM // 02:41
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#86
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Krytan Explorer
Join Date: Jan 2006
Guild: .:Pro Guildhopper:.
Profession: Mo/Me
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/signed
kill count eliminates the possibility of running any build devoid of the "OMGZ LOTS OF DAMAGE TO LOTS OF PEOPLE NOW GOGOGO" mentality.
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Mar 16, 2007, 03:07 AM // 03:07
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#87
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Pre-Searing Cadet
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While it's a little flawed, I don't want to see the return of alter maps...
/not signed
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Mar 16, 2007, 03:46 AM // 03:46
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#88
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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/signed
3 way kill count sucks the most.
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Mar 16, 2007, 05:20 PM // 17:20
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#89
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Banned
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Quote:
Originally Posted by master_of_puppets
ok lets hear a valid argument
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kill count promotes positioning which intill it was implimented was unheard of in ha that reason is enough for me. also i hear alot about how degen builds dont work which is total bullshit degen works ive yet to lose a killcount with degen unless 1 team was intentionaly running into another letting them get kills. i also hear alot of people saying in order to win killcount you have to build for it . well guess what in king of the hill you had to build for holding as well so i dont see the difference
Last edited by Im In A Build; Mar 16, 2007 at 05:24 PM // 17:24..
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Mar 16, 2007, 05:46 PM // 17:46
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#90
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Forge Runner
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First off, Kill Count is not only broken, but bugged as well. I'm pretty sure about that. Last night we HA'd, and this guy was at 10% of his health. Our warrior hits him twice, he dies and we get the kill. We didn't do any dmg to him other than that (we didn't have any AoE's). I highly doubt that guy's been running around at 10% for over 10 seconds, either it's bugged or Gaile has been giving us false information.
Kill count by itself isn't a bad idea. A kill count can be fun. In RA it's my favorite map. Now I realize RA and HA are hardly comparable (pardon me, I should say 'shouldn't be comparable'), but it is an example of how kill count can work. A 4-5 minute one on one kill count (not three way), with auto resses every 30 seconds, where a team is not defeated if they are all dead (which would be kinda hard with a res every 30 seconds, with Death Penalty could definitely be a nice addition to HA IMO.
Kill Count itself isn't a bad idea, it's the three way part that's broken. They can even keep it on the broken tower with that AB capping mechanic for a 10% dmg bonus for all I care, if they change the fact that it's three way.
/not really signed for removing it, but a huge rework would be welcome.
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Mar 16, 2007, 06:48 PM // 18:48
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#91
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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The worst part of 3 way kill count is the ganging. A lot of matches one of the teams get ganged up on, on purpose, making it nearly impossible for them to win.
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Mar 16, 2007, 07:28 PM // 19:28
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#92
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Lion's Arch Merchant
Join Date: Oct 2006
Location: The Netherlands
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/signed.
It killed every single Hex/Condition Pressure team and made HA to a basic 4 build only place. I like to see more varation.
Capping the altar AB style will still be nice thought. Blocking a Ghost that has his mind lock on the altar aint that hard.
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Mar 16, 2007, 07:56 PM // 19:56
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#93
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Lorinda
Capping the altar AB style will still be nice thought. Blocking a Ghost that has his mind lock on the altar aint that hard.
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Maybe you should put your ghost on the altar before the holding ghost is dead, if your ghost gets stuck you have only yourself to blame.
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Mar 16, 2007, 08:17 PM // 20:17
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#94
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Lion's Arch Merchant
Join Date: Oct 2006
Location: The Netherlands
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Quote:
Originally Posted by Randomway Ftw
Maybe you should put your ghost on the altar before the holding ghost is dead, if your ghost gets stuck you have only yourself to blame.
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Try to cap the altar in the start when a warrior from each team is blocking a ghost. Since the Ghost is locked on the altar you cant get him away from there. *he doesnt lissen to you any more. Unless yoru leading the ghost in a different way and the enemy warrior isnt paying attention there is no way you can get the ghost of the altar.
But if he only needs to stand there. There is no problem capping the altar.
For the rest. I like the old days.
Most people liking 6 vs 6 probable started playing HA in those months 6 vs 6 was active. Most around rank 7 players stopped playing or tried GvG. I was one of the very few still playing HA in the new style.
And i dont see what 6 vs 6 brings to this game.
RA and TA belong together. and so do GvG and HA in one way. They used to be 8 vs 8 . GvG the guild style, HA more friends based place to meet new friend etc.
Now.... its just KILL KILL KILL and KILLLLLLLLLLL before they do. Prefert with Massive damage skills.
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Mar 16, 2007, 08:26 PM // 20:26
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#95
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Lorinda
Try to cap the altar in the start when a warrior from each team is blocking a ghost. Since the Ghost is locked on the altar you cant get him away from there. *he doesnt lissen to you any more. Unless yoru leading the ghost in a different way and the enemy warrior isnt paying attention there is no way you can get the ghost of the altar.
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The only way that can happen is if no ghost is currently alive controling the altar, all you really have to do is put your ghost on the altar before the fighting begins and you'll be fine. ANET should not make dumb changes because people cannot figure out how to get around a very simple situation that prevents them from capping.
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Mar 20, 2007, 05:42 PM // 17:42
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#96
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Lion's Arch Merchant
Join Date: Mar 2006
Location: The Netherlands
Guild: Lament of the Phoenix [LotP]
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/signed
Remove killcount, then if 6v6 is still this bad get back to 8v8
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Mar 21, 2007, 03:53 AM // 03:53
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#97
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Hot Springs, AR
Guild: Dei Victorae [dV]
Profession: R/W
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/signed
Killcount promotes spike while pressure is neutral, but degen is left out.
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Mar 26, 2007, 07:21 PM // 19:21
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#98
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Frost Gate Guardian
Join Date: Apr 2006
Location: Belgium
Profession: W/
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Remove the kill count, yea sure but i also don't like the Relic runs in HA... it's just random vics, no skills req of players.
jut DON4T put in a kill count in HoH!!!
And btw, Anet, plz do something about the long waiting times for HA...
a 4 mins timer is not really nice... Put some mini-games plz... Or make the HoH to 6mins and only a1:30min timer for your item
but not 2min or more plz
anyway...
/signed
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Mar 26, 2007, 07:26 PM // 19:26
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#99
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Desert Nomad
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A-net won't read this, but
/signed
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Mar 26, 2007, 08:03 PM // 20:03
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#100
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Krytan Explorer
Join Date: Sep 2006
Location: The Netherlands
Guild: Twisted Revenge [TR]
Profession: E/
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/Signedverymuch
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