Mar 30, 2007, 12:19 AM // 00:19
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#141
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/E
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so why not just do that for 8v8. That would stop these so called holding builds because it means they would have to do relic runs ect.
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Mar 30, 2007, 01:09 AM // 01:09
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#142
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Death_From_Above
so why not just do that for 8v8. That would stop these so called holding builds because it means they would have to do relic runs ect.
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I agree, also remeber that less skips also means that better teams get to halls, so if someone does manage to take the altar with a so called holding build they wont hold for long.
If we ever get a large enough halls player base to support it again, I would definately like to see the return of some sort of five team halls match, whether or not the three teams halls was better or not is disputable. If 5 team halls was done right it could serve as a very effective way of keeping overly defensive builds off the altar.
With a lack of skips and with teams being forced to fight through another team to get to the altar room, it would make it difficult to run a build with a lack of offense and win, getting rid of the biggest reason people complain about altar maps.
Last edited by Randomway Ftw; Mar 30, 2007 at 01:16 AM // 01:16..
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Mar 30, 2007, 04:46 AM // 04:46
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#143
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Academy Page
Join Date: Dec 2006
Profession: R/
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C'mon guys...the double fame is here so people will actually try to put together over powered builds to completely run over HA. That way the dev's can sit back and see what needs to be balanced out (or in their case made compeltely useless).
All for 8v8 though. Maybe I'll see more action on my ranger now.
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Mar 30, 2007, 02:43 PM // 14:43
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#145
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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Quote:
Originally Posted by Randomway Ftw
I would definately like to see the return of some sort of five team halls match, whether or not the three teams halls was better or not is disputable
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well sorry to bring it up but i strongly oppose this and this is why... not naming anyone, but once upon a time in halls... we were bashing down on a guild team. the team holding was spamming fertile season on our side of the map to make it harder for both teams to kill. after killing 3 or so members of the team we were fighting, they started to realise that they were not going to win and instead of doing the good thing and just admitting defeat, they ran round the map for the rest of the time in the fight with fertile up, denying us of the chance to get to the altar.
anyways back to the issue at hand. have you ever thought of this explanation for less skips? 6v6 = less people in a team. now, with the same player base, this will mean more teams. more teams = less skips. it had nothing to do with the popularity of ha.
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Mar 30, 2007, 03:04 PM // 15:04
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#146
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/E
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Anet could think of a way to counter the people who run around. Also thats not common isnt it, its like saying on kill count one team decides to run 2 ur enermys an let them kill them for free.
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Mar 30, 2007, 04:28 PM // 16:28
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#147
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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which is another reason why KC sucks
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Mar 30, 2007, 08:43 PM // 20:43
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#148
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by LifesRestorer
well sorry to bring it up but i strongly oppose this and this is why... not naming anyone, but once upon a time in halls... we were bashing down on a guild team. the team holding was spamming fertile season on our side of the map to make it harder for both teams to kill. after killing 3 or so members of the team we were fighting, they started to realise that they were not going to win and instead of doing the good thing and just admitting defeat, they ran round the map for the rest of the time in the fight with fertile up, denying us of the chance to get to the altar.
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If they could change it to make it work, it would be fun though.
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Mar 30, 2007, 09:52 PM // 21:52
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#149
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Furnace Stoker
Join Date: May 2006
Profession: R/
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Altars were boring. Period. Sorry if a change in victory conditions is an insurmountable obstacle for all you oh so hardcore players, but it is what it is.
I actually think the original change to 6v6 was an attempt at killing holding builds, which obviously didn't work out to well...so they decided to remove altar maps and just put it back to 8v8. Any way you slice it, it seems like ANet doesn't want people to play holding builds.
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Mar 30, 2007, 10:34 PM // 22:34
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#150
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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they changed to 6v6 because they thought it would eliminate gimmicks. which it did, along with everything else.
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Mar 31, 2007, 12:29 AM // 00:29
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#151
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Wilds Pathfinder
Join Date: Dec 2005
Location: Isle of the dead
Guild: [DVDF][LDS]
Profession: P/W
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Quote:
Originally Posted by LifesRestorer
well sorry to bring it up but i strongly oppose this and this is why... not naming anyone, but once upon a time in halls... we were bashing down on a guild team. the team holding was spamming fertile season on our side of the map to make it harder for both teams to kill. after killing 3 or so members of the team we were fighting, they started to realise that they were not going to win and instead of doing the good thing and just admitting defeat, they ran round the map for the rest of the time in the fight with fertile up, denying us of the chance to get to the altar.
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Had this too.
Quote:
Originally Posted by LifesRestorer
anyways back to the issue at hand. have you ever thought of this explanation for less skips? 6v6 = less people in a team. now, with the same player base, this will mean more teams. more teams = less skips. it had nothing to do with the popularity of ha.
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And 8v8 1 on 1 matches can take longer with teams of equal skill.
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Mar 31, 2007, 12:05 PM // 12:05
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#152
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/E
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Did i not say kill count would not be gone. Its a flawed mechanic anet still believe works. I knew it just just looking at Galies choice of words, so yay we finaly get 8v8 now and now were going to have to campaign another 9 months i bet to get rid of kill count. Anet really starting to tick me off, its not rocket science, no1 likes kc. And people complain about players complaining, i guess you now know why
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Mar 31, 2007, 10:40 PM // 22:40
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#153
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Furnace Stoker
Join Date: Apr 2006
Guild: Amazon Basin [AB]
Profession: Mo/Me
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I kindof expect a few more HA changes during the "test" weekend. They "temporarily" removed kill count so they are aware of the issues, but need to budget time to actually come up with a working alternative to holdingway. I don't think HA was actually ready for 8v8, but they made the changeover anyway to gather more data on how badly the latest soul reaping abuse needs to be nerfed in the upcoming skill changes.
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Mar 31, 2007, 10:52 PM // 22:52
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#154
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Ascalonian Squire
Join Date: Feb 2006
Guild: dyed black[db]
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Quote:
Originally Posted by Legendary Shiz
Can't wait till all you get OWNED by Anet, its april 1st gotta be a joke.
And btw, Elrodien why on earth wouldn't you want altars back. Kill count is a joke. At least altar maps required a small amount of skill/strategy, spamming AoE spells on the other hand doesn't take much.
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big LOL to that statement. Sandstorm Warders ftw.
Alter Maps are boring IMO. period. and all this talk about it taking skill to create a holding build and play a holding build is bull IMO each build takes some sort of skill to play it and win (winning being the key word there).
nice to see the HA community hasnt changed at all... they are still a bunch of elitest and whinners.
good hunting
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Mar 31, 2007, 11:23 PM // 23:23
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#155
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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While halls is definatley better than 6v6 it is still worse than 8v8 with altars. Kill count is absolute 100 % trash, it definatley has to go.
Altars should come back, I don't really care if you don't like it, 8v8 allows you to bring utility to counter holding gimmicks, halls was simply more fun then, it was not just a collection of minigames.
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Apr 01, 2007, 12:39 AM // 00:39
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#156
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Wilds Pathfinder
Join Date: Feb 2007
Location: London, England
Profession: Mo/
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think of it this way. pure damage build lacked the ability to interrupt, therefore becoming weaker on altars.
pure holding builds lacked damage, meaning comming up against any semi-competent team would result in them getting nowhere.
the result of this, balanced. something that could interrupt while dealing sufficient damage.
KC just means highest damage output wins, hands down. conditions to win means you technically dont need interrupts in any map.
solution to your whining? altar maps + rotation in halls = yay.
this keeps holding builds out of halls because they only have a 1/3 chance to get the map they need to win, and then they actually need to win that map too, while also not promoting the current meta of 321spike
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Apr 01, 2007, 12:57 AM // 00:57
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#157
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Krytan Explorer
Join Date: Jan 2006
Guild: .:Pro Guildhopper:.
Profession: Mo/Me
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Quote:
Originally Posted by Skyy High
Altars were boring. Period. Sorry if a change in victory conditions is an insurmountable obstacle for all you oh so hardcore players, but it is what it is.
I actually think the original change to 6v6 was an attempt at killing holding builds, which obviously didn't work out to well...so they decided to remove altar maps and just put it back to 8v8. Any way you slice it, it seems like ANet doesn't want people to play holding builds.
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Well the way they have it set up now anet apparently doesn't want anyone to play any build that doesn't have a HUGE damage output. I guess anet just hates all of those degen hexes they implemented into the game.
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Apr 01, 2007, 09:19 AM // 09:19
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#158
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Lion's Arch Merchant
Join Date: Dec 2006
Profession: W/E
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Quote:
Originally Posted by vandree
big LOL to that statement. Sandstorm Warders ftw.
Alter Maps are boring IMO. period. and all this talk about it taking skill to create a holding build and play a holding build is bull IMO each build takes some sort of skill to play it and win (winning being the key word there).
nice to see the HA community hasnt changed at all... they are still a bunch of elitest and whinners.
good hunting
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Elitest whinners like who may i ask. You obviously just have a vandeta against alter maps. Maybe you where never good at them. I donno but alter maps owned, i believe anet did a good job with implimenting them because the balance which they gave the game was awsome. The build diversity and utility they created along with tatics. You know i played kill count and to be honest it is uber gay. Its basically try get a team to slip up or get caught in between two teams and gg. I spend more time running around with my team than i actually do fighting, so fun
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Apr 01, 2007, 11:42 AM // 11:42
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#159
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/N
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Quote:
Originally Posted by LifesRestorer
anyways back to the issue at hand. have you ever thought of this explanation for less skips? 6v6 = less people in a team. now, with the same player base, this will mean more teams. more teams = less skips. it had nothing to do with the popularity of ha.
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6v6=Scrubfest in which a lot of good HA players /ragedquit
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Apr 01, 2007, 03:21 PM // 15:21
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#160
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Jungle Guide
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Quote:
Originally Posted by God Apprentice
6v6=Scrubfest in which a lot of good HA players /ragedquit
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8v8 with killcount=scrubfest that a lot of people aren't playing even with the incentive of double fame. Also, the PUGs are even more ridiculous than before... all these tards got fame after 6v6 and are absolutely HORRIBLE... I've seen r6/7/8s that play and have a skillbar like I would've imagined a r3 or below. Of course, there were some of these before, but now it's like 75%.
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