Apr 01, 2007, 01:33 PM // 13:33
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#121
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Krytan Explorer
Join Date: Jan 2006
Guild: .:Pro Guildhopper:.
Profession: Mo/Me
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Quote:
Originally Posted by Divinus Stella
Kill count 1v1 isnt too bad, but on courtyard its broken, make courtyard King of the Hill and its a fix.
/signed
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Isn't killcount 1v1 just annihilation (like the underworld)? And where have you ever seen it be 1v1....I must have missed that
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Apr 01, 2007, 02:29 PM // 14:29
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#122
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Zookeeper
Join Date: Jul 2005
Location: Australian Discussion Posse HQ - Glorious leader
Guild: ҉ ̵̡̢̢̛̛̛̖̗̘̙̜̝̞̟&#
Profession: N/E
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When there aren't enough people playing so only 2 teams will join?
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Apr 02, 2007, 02:32 AM // 02:32
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#123
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Frost Gate Guardian
Join Date: Jul 2005
Guild: Guildless
Profession: W/A
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/signed
Allowing kill count only promotes spike build and gives HA absolutely no creativity.
Amazing how anet can unbalance the game by allowing this map to stay.
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Apr 02, 2007, 02:40 AM // 02:40
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#124
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Krytan Explorer
Join Date: Aug 2005
Guild: Ex Talionis [Law], Schindlers Fist [ouch]
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Remove Courtyard and Broken tower as well, or change them to 1v1 maps. Gank Wars ftl.
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Apr 02, 2007, 06:23 AM // 06:23
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#125
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Krytan Explorer
Join Date: May 2005
Guild: Victory on Demand [VoD]
Profession: Me/Mo
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Did I /sign this yet?
Here ANET you get a /fail too.
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Apr 02, 2007, 09:00 AM // 09:00
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#126
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Ascalonian Squire
Join Date: May 2006
Guild: Forgot The Ghostlyyyyy [ftl]
Profession: Me/
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/signed
the worst thing ever to happen to ha was killcount
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Apr 02, 2007, 11:47 AM // 11:47
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#127
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Pre-Searing Cadet
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/signed
For the future of le ascension.(?)
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Apr 02, 2007, 03:40 PM // 15:40
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#128
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Academy Page
Join Date: Apr 2006
Profession: Mo/
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/signed
After my pressure team lost 20+ games at Broken Tower, I'm ready to see Kill Count go.
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Apr 02, 2007, 05:10 PM // 17:10
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#129
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Academy Page
Join Date: Mar 2006
Guild: Your Math Teacher [MATH]
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Apr 02, 2007, 07:15 PM // 19:15
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#130
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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/signed
They removed HoH kill count a while ago which is kind of wierd because I think I preferred that (in a rotation) to having it be the only condition on the other altar maps. Kill count might be worth keeping just to shake things up every once in a while, but I don't want to always hope for a jump over Broken, if you know what I mean.
WTS Ele, Necro
WTB Warrior, Mes
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Apr 02, 2007, 07:25 PM // 19:25
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#131
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Forge Runner
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Quote:
Originally Posted by Snype
Isn't killcount 1v1 just annihilation (like the underworld)? And where have you ever seen it be 1v1....I must have missed that
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If they make it 1v1, which I think they should, they should make it so that a group is not defeated when everyone is dead, much like in the RA killcount.
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Apr 02, 2007, 07:45 PM // 19:45
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#132
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Ascalonian Squire
Join Date: Apr 2006
Guild: RAGE
Profession: W/R
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/signed
Slawo R10
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Apr 02, 2007, 08:45 PM // 20:45
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#133
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Academy Page
Join Date: Sep 2006
Guild: New Dragons [NDR]
Profession: Mo/
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/signed
better get creative anet
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Apr 02, 2007, 08:49 PM // 20:49
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#134
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Thomas.knbk
If they make it 1v1, which I think they should, they should make it so that a group is not defeated when everyone is dead, much like in the RA killcount.
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What would be the point of that, to make matches last longer?
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Apr 02, 2007, 08:58 PM // 20:58
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#135
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Forge Runner
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Quote:
Originally Posted by Randomway Ftw
What would be the point of that, to make matches last longer?
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It wouldn't have to stay at its current length. It could be 5 minutes or even less. Also, you could make it so that you win if you're ~10-15 points ahead to avoid having to hang around when it's already clear who wins.
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Apr 02, 2007, 10:46 PM // 22:46
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#136
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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I pretty much hate Broken Tower. I was running Pressure yesterday, and we played for an hour straight, always won first 2 matches, and always lost at Broken Tower. It really promotes spiking and direct damage.
I miss the old Broken Tower. That one was better than the new one imo.
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Apr 02, 2007, 10:50 PM // 22:50
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#137
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Jungle Guide
Join Date: Jul 2006
Location: SPAWN CAMPING YOUR HOUSE
Guild: We Speed Clear H O H [ HsC]
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Quote:
Originally Posted by master_of_puppets
Kill count is a stupid mechanic that shouldnt have been implemented in the first place. It promotes spike and AoE and makes pressure less effective. Also it doesnt neccesarily indicate who played better and many teams just leech off another team's work. What if one team killed a target only because the other team was shutting down that team's monks? There are many other examples of how this doesn't work very well. Anet denies kill stealing but I've seen several very suspicious cases where my team did a lot of dmg to a target and another team got the killing blow and they got the point.
Theres very little variety, every single team is running the same crap. The only classes being used at all are sins for their Shadow Prison crap (which was NOT nerfed hard enough, increase recharge to 30 kthx) eles for their AoE, and of course monks. And necs and rits of course for their overpowered spike skills? (Anet if you have no clue how to buff skills then dont do it at all_
In 3-team matches like this gank is inevitable. In broken tower it basically just comes to who can kill the noobiest team faster.
Anyway there are lots more problems with kill count. Take it out of BT and courtyard and put in holding.(make one old style and one new style) but makes the ghostly rez either way when he dies. Oh and nerf SoC
/signed
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Agreed, /signed
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Apr 02, 2007, 11:29 PM // 23:29
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#138
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Ascalonian Squire
Join Date: Jan 2007
Guild: Pen Island [Dong]
Profession: W/
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/signed
BRING BACK ALTER HOLDING!!!! :O
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Apr 03, 2007, 12:49 AM // 00:49
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#139
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Krytan Explorer
Join Date: Feb 2007
Guild: Aatxe Pirates [YaRR]
Profession: A/
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/Signed
Makes HA unbalanced and encourages spike teams. I thought ANet was against spike teams?
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Apr 03, 2007, 06:07 AM // 06:07
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#140
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Ascalonian Squire
Join Date: Mar 2006
Profession: E/Mo
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/signed
enough said
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