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Old Dec 26, 2006, 08:02 PM // 20:02   #181
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Time for an attempt at a constructive suggestion.

Note: this suggestion will not work with 6v6 simply because there is no room for the skills required to implement it on anyone's bar.


How about we just randomise the map we fight on in each ROUND of hall of heroes. What I suggest is Anet add more maps, more relic runs, more deathmatches, more alters. More of the same. Because those gametypes are what makes HA fun. It's the builds people run that occasionally ruin things. But every gametype needs an equal number of maps. i.e. 5 deathmatches, 5 alters, 5 relic runs, 5 priest maps.

Here's the clever part. The number of matches required to get to Hall of heroes does not change, the only thing that changes is the total number of maps. Then each round a random map is chosen for your team to play on.

On top of this, winning hall of heroes takes you back to the first map, it does *NOT* reset your consecutive wins. It just dumps you back in the first round of the tournament.

What does this mean?

Well it means you might go all the way to HoH doing nothing but deathmatches..

Or nothing but relic runs.

Or nothing but alters.

In short, you are forced to run a rounded build. Run a holding build? what if you end up getting an entire run of different deathmatches? slow fame for you!

Run a massive offence build like Iway? what if you get a whole bunch of alters? gg you lose.

And there will be no desire to run a holding build to hold halls in the end game because you just get kicked back to the first map after winning anyway, however consecutive wins will still count so those teams that are good and win matches in long streaks will still earn more fame.
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Old Dec 26, 2006, 08:20 PM // 20:20   #182
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It's pretty damn obvious what needs to be done. I was in a guild that played HA exclusively. Once the 6v6 was implemented no one had the desire to play HA. Since then the guild has broken up. I recently posted in my former guilds forums as to who is still playing GW. Out of about 30 people only 2 are still playing. Tired of this cop out that "play GvG" instead then. To me GvG is extremely dull. Anyways Anet really screwed up taking away something that worked for a long time. I suggest they hold a little staff meeting and find out whose great idea this was to make HA 6v6 and give them their walking papers.
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Old Dec 26, 2006, 08:28 PM // 20:28   #183
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Quote:
Originally Posted by Tiyuri
Time for an attempt at a constructive suggestion.

Note: this suggestion will not work with 6v6 simply because there is no room for the skills required to implement it on anyone's bar.


How about we just randomise the map we fight on in each ROUND of hall of heroes. What I suggest is Anet add more maps, more relic runs, more deathmatches, more alters. More of the same. Because those gametypes are what makes HA fun. It's the builds people run that occasionally ruin things. But every gametype needs an equal number of maps. i.e. 5 deathmatches, 5 alters, 5 relic runs, 5 priest maps.

Here's the clever part. The number of matches required to get to Hall of heroes does not change, the only thing that changes is the total number of maps. Then each round a random map is chosen for your team to play on.

On top of this, winning hall of heroes takes you back to the first map, it does *NOT* reset your consecutive wins. It just dumps you back in the first round of the tournament.

What does this mean?

Well it means you might go all the way to HoH doing nothing but deathmatches..

Or nothing but relic runs.

Or nothing but alters.

In short, you are forced to run a rounded build. Run a holding build? what if you end up getting an entire run of different deathmatches? slow fame for you!

Run a massive offence build like Iway? what if you get a whole bunch of alters? gg you lose.

And there will be no desire to run a holding build to hold halls in the end game because you just get kicked back to the first map after winning anyway, however consecutive wins will still count so those teams that are good and win matches in long streaks will still earn more fame.
Interesting suggestion. Although, it would involve ANET adding 6 more maps(6 only if they bring back Burial Mounds), and would make it impossible to hold the Hall of Heroes. In addition to removing the tournament type structure, where the goal is to have all of the best teams playing eachother in the Hall of Heroes, and not just individualy farming the lesser teams and *maybe* getting matched against each other once in awhile.

I think it would work, although it would also mean that there would be no consistent chest reward for the best team, and Observer Mode would have to be re-designed to maybe the team with the highest streak, instead of just whoever is playing in the Hall of Heroes. Although, I really like the current tournament type structure, and think they could just do away with alot of the current maps/redesign them to the point where they promote versatility, and not overly defensive builds.

Last edited by Zui; Dec 26, 2006 at 08:31 PM // 20:31..
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Old Dec 26, 2006, 08:34 PM // 20:34   #184
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thx for the opportunity to share my thoughts on the subject:

8v8 : really much better, i could show how in a lots of ways, but i think i prefer one simple way to describe it. 6v6 reduces the variety of options you can make in-game, it's like the problem with the traditional tic tac toe game, due to the lack of options the game can end a lot of times with a tie, even if you try to create a lot of strategies and all kind of tecniques.

it's true that due to the lack of options you can't create super/hiper/mega builds [in 6v6]that win all matches, however you do have builds that can allways tie the game, like the holding builds developped since ha is in the 6v6 mode that can annoy you to death, wich can be a condition to win if you are a holding team in HoH. In the other hand, 8v8 allows ppl to actually bring counters to the fotm, while being able to bring skills to maximize the chances to win in each kind of maps HA has to offer. wich doesn't happen in 6v6, and it's a big flaw for a game that is suppose to be balanced (i'm only saying this because i think that HA is supposed to be a high end pvp arena, wich in GW is definitively not played with 6 players).

Maps i think here we could make a diference between the concept of map and level, so we could simply have a number of levels, that actually could be the same that already existed, following the same structure, so we would have a 1v1-deathmatch/ 1v1 deathmatch/king of the hill/1v1+1v1-deathmatch/relic run/deathmatch/king of the hill/relic run/king of the hill.
the innovation here would be that actually we would have some maps for each level, except for the last level, that would be only one map(hoh), so we wouldnt be playing the underworld map all the time we start a HA run.
i think the problem is not with the concept of the maps nor of the game, but only for the lack of variety of them.( the maps in each levels could be choosen randomly)

Fame/Rank this should be like it is, its the only way to see the experiece of the players in ha, the rank doesn't necesserally means anything besides that. and also there are so many topics, guides and stuff for ppl who are starting to play HA, and now with the new search party thing that i don't understand why ppl conplain about this.

the search party tool it should be done by choosing some pre-fixed options, so we would only have what interests showing on the tool.

also i think there could be something like mini-games on the vault.

i doubt that anyone will read this, but thx for those who did.

Last edited by Doomking; Dec 26, 2006 at 08:36 PM // 20:36..
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Old Dec 26, 2006, 09:06 PM // 21:06   #185
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Quote:
Originally Posted by Doomking
i doubt that anyone will read this, but thx for those who did.
Don't worry, every post has been and will continue to be read.
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Old Dec 26, 2006, 09:36 PM // 21:36   #186
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Quote:
Originally Posted by Tiyuri
Time for an attempt at a constructive suggestion.

Note: this suggestion will not work with 6v6 simply because there is no room for the skills required to implement it on anyone's bar.


How about we just randomise the map we fight on in each ROUND of hall of heroes. What I suggest is Anet add more maps, more relic runs, more deathmatches, more alters. More of the same. Because those gametypes are what makes HA fun. It's the builds people run that occasionally ruin things. But every gametype needs an equal number of maps. i.e. 5 deathmatches, 5 alters, 5 relic runs, 5 priest maps.

Here's the clever part. The number of matches required to get to Hall of heroes does not change, the only thing that changes is the total number of maps. Then each round a random map is chosen for your team to play on.

On top of this, winning hall of heroes takes you back to the first map, it does *NOT* reset your consecutive wins. It just dumps you back in the first round of the tournament.

What does this mean?

Well it means you might go all the way to HoH doing nothing but deathmatches..

Or nothing but relic runs.

Or nothing but alters.

In short, you are forced to run a rounded build. Run a holding build? what if you end up getting an entire run of different deathmatches? slow fame for you!

Run a massive offence build like Iway? what if you get a whole bunch of alters? gg you lose.

And there will be no desire to run a holding build to hold halls in the end game because you just get kicked back to the first map after winning anyway, however consecutive wins will still count so those teams that are good and win matches in long streaks will still earn more fame.
Wait, are you saying that all maps per "round rotation" (e.g. until you win at Halls) are of the same type, or simply that there is a possibility of it?

I'd get bored with the latter; however, I don't really like the "go back to the start" thing after winning Halls. It pretty much destroys the storyline element of what you're doing in the mists (everything considered HA maps) -- you're working your way through a system of caves each leading to a layer further down, leading closer to the most important chamber - the Hall of Heroes; it wouldn't make too much sense with the storyline to be like "well, you won - good job. Go back outside and try again now."

Instead, as per my suggestion (See: Cave System) each map would have 3 tiers of what it could be, minus the Zaishen, and including Hall of Heroes. So, at any given time you could hold the Hall as an Alter, but other times you may have to do a relic run, annihilation, or even dodgeball. As per that notion, if there were 4 map types I suppose it'd need a 4 map rotation rather than 3, or including however many map types there is... Then again it could possibly just not include some map types on certain maps, like Halls might not have a relic run for example.
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Old Dec 26, 2006, 09:43 PM // 21:43   #187
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Quote:
Originally Posted by Djinn Effer
Wait, are you saying that all maps per "round rotation" (e.g. until you win at Halls) are of the same type, or simply that there is a possibility of it?
No no, that would indeed be very boring.

What I mean is, per round, you get a completely random map. So its possible you will get a majority of one kind of map, so you need to run a rounded build to win consistantly.

As for being kicked back to underworld, I don't like it either, but I think it's the only way to stop people running massive holding builds, as long as there is an end map that can be held for maximum fame, that's the map people will build their builds around and it wont matter what comes before it, because they will just try and try until they get there.

Quote:
Originally Posted by Gaile Grey
Don't worry, every post has been and will continue to be read.
Thanks Gaile, it's much appreciated.

I would just like to ask if you could share with the community just how much of HA Anet is willing to change. If Anet won't go back to 8v8, no matter what, I think that a lot of us who are just hanging on in the hope it comes back can move on to GVG or another game.

And if 8v8 won't come back we can have some discussions on how to improve 6v6 (although I'd suggest it'll always be a flawed game until 8v8 returns).

I'd appreciate that information if you're able to give it out, if not - I understand. Thanks
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Old Dec 26, 2006, 10:14 PM // 22:14   #188
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Here's a go at another positive suggestion. This one will aim to keep the tournament structure, but not promote trashy pure defensive builds, mainly be eliminating alot of the map mechanics that currently exist, by removing/changing existing maps, and adding new ones.

You could honestly make this 6 vs 6, 7 vs 7, or 8 vs 8. Because ANET is going to decide to do whatever they want to do with party sizes, and very few people can agree what is best, I'm going to leave any set party size out of all of my suggestions. That way people can actualy adress my idea on its merrit, and not "zomgzomg I want 8 vs 8 not X vs X1!!1" and instead can be like "zomg zomg u mean I can't bspike nubs and afk on altar anymore u suck ur suggestion baddddd1!1!! 3 2 1 quote spike." (That second 'quote' there was actualy intended as a joke, although my suggestion will attempt to make 321spike not worth running)


Keep the current map structure. The best teams should all compete on the final stage.

(Just ideas, here, feel free to comment on them/change them/whatever, infact, I don't expect ANET to even use them, just to give them some ideas)

Stage 0: Stupid and very short cinematic that everyone should be allowed to skip, that shows your team gaining entry into the rift. Yay! No more PvE in PvP!

Stage 1(Replace the Zashien with this, this should make them un-needed): 1 vs 1 Kill count on a 3 minute timer(the same gametype as The Crag in Team Arenas). Keep the same Underworld map structure, and add an unmanned resurrection shrine for both teams at the starting area. Add a global enviromental effect that increases skill energy cost by 10-20%. This should keep matches short enough that overly defensive teams fail, because they simply can't get a kill soon enough. This should also discourage spikes, since they can't pressure, and will now have to pick between spiking more, or staying alive. There should be no Ghostly Hero here, or any NPCs of any type for that matter. The winning team should all be set to 10% morale, and there should be no Death Penalty for dying.

Stage 2: Burial Mounds(Deathmatch). Yes, bring it back. Wall off the area that leads to where the other four teams used to fight(or remove it entirely), this area was only used after it turned 2 man to grief, there's no reason to keep it. There should be no Ghostly Hero. Leave the Priest for each team, though. Replace the Obelisk with a control point(as seen in Alliance Battles/Hero Battles) that gives the team that controls it +10% Morale after 2 minutes of control. Make sure the Obelisk is in a central location which all teams can reach in an equal amount of time. Doing this would allow other teams to priest gank easier, and would prevent teams from simply priest camping because they'd be at a huge disadvantage. The winning team should be set to maximum morale.

Stage 3: Broken Tower. Except, no Ghostly Hero(or any NPCs), and no Alter(as previously seen before). Instead, replace the current alter with an altar, but one that acts like the ghostly hero on a relic run(but acts the same way for both teams), and remove the Resurrection Orb. Instead, have an offering(or whatever) spawned in the same area where the Resurrection Orb once spawned. Make this somewhat like a Relic Run, the team with the most offerings in the span of 10 minutes wins. If a team gets 3 offerings up on another team, that team wins automaticly. Instead of 'the last team to put an orb in auto-wins if the teams are tied' make a 'sudden death' feature. If a tie happens, the first team to cap a relic wins. The winning team should be set to 10% morale.

Basicly repeat *similar* ideas of interesting control points, and no stupid npcs that are absolutly key to winning. You should also keep existing relic runs. Except, please make it so that the winning team is set to 10% morale, and there is a sudden death mechanic instead of the 'team that is loosing wins' mechanic.

As for the Hall of Heroes stage:

Have 3-5 seperate, rotating maps, one for each god(maybe not add a Dwayna map). Keep the design of the central room in the Hall of Heroes maps(just like, the altar and some floor), so it seems like the gods are transforming the stage or whatever. This would also let you keep the HoH chest. I'd love for you to eliminate 3-way, but I dbout it will happen. Therefore, if multiple teams play on one map, the map mechanics absolutly must be fair for all teams, and not reward two teams ganging up on one team due to in-game politics. I think it would be cool if you had some maps which are strictly 1 vs 1, and some that are not 1 vs 1. Also, for the non-1 vs 1 maps, you should make sure all of the can be played 1 vs 1, and just eliminate skips as much as possible.

Some ideas for each stage:

Balthazar: Kill count. Throw in some offensive/defensive based control points for added fun and strategy.

Lyssa: Make it a king of the hill type format, with multiple control points. Each control point should be offensive skill-based hate in nature, or boost the effectiveness of your skills. Whatever team controls the most control points for the most amount of time wins, as each X seconds/second holding an individual control point should add +1 to your score score.

Melandru: Relic Run/Capture the Flag type gameplay. Maybe make it 3-way, for example Red caputres Blues Relic, Blue captures Yellows Relic, and Yellow captures Reds relic. If there's a tie, and the holding team is one of the people in the tie, the holding team should win. If the tie is between the two non-holding teams, whoever captured a relic last looses.

Grenth: I don't have a great idea for this one. Maybe the same altar style you see now, but 2 way and some other changes. Both teams have an equal distance to the altar, and there's a secondary control point which resses the hero every 1 minute, and gives a 5% moral boost every 1 minute. *Shrug*

Dwayna: Again, no great idea, probably don't even include this one(after all, don't you make offerings to Dwayna at Sacred Temples? I don't remember, since I haven't watched that cinematic for over a year). Maybe just say Sacred Temples made Dwayna happy and you don't have to earn her favor, or whatever, if that is indeed the case.


Just some food for thought(as I don't expect anything to actualy be added exactly as I suggested). As you can probably tell, I don't like Altar maps becuase they're boring and depend quite a bit on politics. "wow a rank 50 guild lets double team" "oh hey you're in our alliance so lets get the other guys" "wow I don't like that player/guild, let's just attack them and not try to win, just make them loose". I also don't like Scarred Earth, because a team who faces a sucky team and beats them fast and flawlessly has an advantage. It's like, ok so team A and B don't suck, and have a hard fought battle. Teams C and D, have an easy battle because team D gets flawlessed in 50 seconds. Team A beats team B, but they got hit hard, because both team A and B were good. Team A is better than team C, but team C wins because their Monks don't have DP, they have all their sigs, and morale. I also don't like the loosing team wins in case of a tie in Relic Runs, and I don't like stupid NPCs like the Ghostly Hero being so important to the game.


One last thing, the Hall of Heroes chest should give an item for every single member of the team, and PvP charactars should be allowed to have a belt pouch, and 2 10-slot bags at charactar creation. Make them customized/unsalvagable/untradable so they're 100% worthless other than their function.
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Old Dec 26, 2006, 10:27 PM // 22:27   #189
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6v6 versus 8v8:

I think this was a wise move. Teams took too long to form and often fell apart because of it. It also did away with our favorite, iway groups.

Max 2 heros:

Wise move. Heros and hench should not be able to contribute to Player versus player. I understand that my PoV might be a little skewed on that, so I accept the new max bots as a good central agreement.

Time limits:

Shortening of altar maps is a good idea. It may be worth reducing the entire map time of altar maps to 3:00 or 2:00 seeing as how EVERYONE waits until less than that to make the move anyway.

Negatives:

No negative feedback on the changes. I would like to see SF nerfed though.

Side note: I would like to have the initial (stage zero) encounter removed entirely, and just go straight into Map1, with zero% bonus, with bonus earned per win or hero kill.

Last edited by brad-; Dec 26, 2006 at 10:30 PM // 22:30..
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Old Dec 26, 2006, 10:30 PM // 22:30   #190
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Quote:
Originally Posted by brad-
6v6 versus 8v8:

I think this was a wise move. Teams took too long to form and often fell apart because of it. It also did away with our favorite, iway groups.

Iway was dead long before the 6v6 change.

And I never had any trouble with forming 8 man groups, and now no one else should either considering we have a lfg system.

Quote:

Max 2 heros:

Wise move. Heros and hench should not be able to contribute to Player versus player. I understand that my PoV might be a little skewed on that, so I accept the new max bots as a good central agreement.
Agreed


Quote:

Time limits:

Shortening of altar maps is a good idea. It may be worth reducing the entire map time of altar maps to 3:00 or 2:00 seeing as how EVERYONE waits until less than that to make the move anyway.
The larger time allows for some tactical decision making and discussion within the group, a chance to checkout the other teams builds. I think it's short enough already personally.
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Old Dec 26, 2006, 10:37 PM // 22:37   #191
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Ok here are my thoughts. Before I start with whining again I just want to explain something 1st:
HA, as we all know always, had FotM's because people are not capable to make their own build (or don't want to/can't), lately even more thanks to observe mode, but now with 6v6 there is so little creativity and means there is almost 0 unique builds. I noticed 3 main characters: Dervish with Avatar of Grenth (gotta love that skill, not saying it's overpowered as a skill itself), Ele with Sandstorm (it's awesome when you can't move cause the whole map is covered with Sandstorm), Thumpers (great idea - ranger who is stronger than a warrior with a hammer). Al this wouldn't be really new and special at all if I met these in 8v8. Why? Cause with 6v6 you have only 4 slots. In these 4 slots you can't have it all - interrupters, mesmers who will drain enchantments, damage, etc.
Solutions I saw on how to counter something with 6 slots (not that I use this tactic myself, it was used against my team): if it's stronger than you run and spike overextended, if they don't follow make it a 30 minute match 'till they get bored. IMO ANet made new classes stronger than old ones and that brought some of them on the edge of extinction, not to mention skills which were useless before, but with Factions and Nightfall shouldn't even be there (WTB Glimmering Mark).
Holding halls has become almost impossible, which is a good thing. Of course it has nothing to do with 6v6. Song of Concentration made it that way.
My question goes directly to Gaile Grey: Can we all know why did you change it to 6v6 in the 1st place and when you saw it wasn't such a good idea why didn't you return it to it's prior formation?
I'm asking this because there are still discussions, some think it's because new players could find teams in HA easier and some say it's because there was this huge rush on 6v6 weekend.
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Old Dec 26, 2006, 10:58 PM // 22:58   #192
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We have a LFG system now, 8v8 groups should be no problem, meaning that a good half of the small amount of people that would've voted to keep 6v6 will now keep 8v8. Also, I think pretty much every point has been exhausted in this thread (other than map and gametype suggestions) and we need to know whether there will be a poll or when/what anet will decide.
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Old Dec 26, 2006, 11:07 PM // 23:07   #193
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Thing is Anet should have did a "trial" 8v8 week for the holiday season since everyone is off from work/school. That may have sparked a little more interest from people that quit playing guild wars and word of mouth would have got around. When they finally do realize how much of a mistake 6v6 was there will only be henchmen and heroes left to join ones party and we all know how much fun that is....
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Old Dec 26, 2006, 11:27 PM // 23:27   #194
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come on ANET every wants 8V8 back HA is dead! Just go and look there are 2 districts...just 2!!! I rember when it took about 20 mins to get in ID1 with about 6/7 other districts.

You dont need more reasons why you should change it back thers about 50 threads over differnt foums you problery have read!

come on.....for us

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Old Dec 26, 2006, 11:29 PM // 23:29   #195
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True. Poll may not be needed, all you should have to do is look at district numbers (back then, 5-7 IDs, really hard to get into ID1. Now, 2-4 IDs, cake to get into ID1, and thats WITH more subscribers? lol)
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Old Dec 26, 2006, 11:29 PM // 23:29   #196
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Quote:
Originally Posted by Tiyuri
Thanks Gaile, it's much appreciated.

I would just like to ask if you could share with the community just how much of HA Anet is willing to change. If Anet won't go back to 8v8, no matter what, I think that a lot of us who are just hanging on in the hope it comes back can move on to GVG or another game.

And if 8v8 won't come back we can have some discussions on how to improve 6v6 (although I'd suggest it'll always be a flawed game until 8v8 returns).

I'd appreciate that information if you're able to give it out, if not - I understand. Thanks
That includes me. The only reason I play gw every so often is hope that 8v8 will return. As soon as I see Gaile or guildwars.com say "8v8 won't return, final decision", I'm looking up how much r9 and r6 accounts are worth.



Quote:
Originally Posted by Gimme Money Plzkthx
We have a LFG system now, 8v8 groups should be no problem, meaning that a good half of the small amount of people that would've voted to keep 6v6 will now keep 8v8. Also, I think pretty much every point has been exhausted in this thread (other than map and gametype suggestions) and we need to know whether there will be a poll or when/what anet will decide.
Exactly. Decision plz.

Quote:
True. Poll may not be needed, all you should have to do is look at district numbers (back then, 5-7 IDs, really hard to get into ID1. Now, 2-4 IDs, cake to get into ID1, and thats WITH more subscribers? lol)
A good 1/3 the people there don't even play. They're just talking.

Last edited by Bacon Goes Monk; Dec 26, 2006 at 11:41 PM // 23:41..
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Old Dec 26, 2006, 11:38 PM // 23:38   #197
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i gonna complain too ~~

im sad because many my friends left gw because 8vs8 changed to 6vs6 ;'(

creativity!!!!!!!! now like leteci said we gotta 2 or 3 meta builds which play all players, im sick of meeting 5 maps one by one spirit spam...
CREATIVITY is mostly problem in ha 6vs6 imo, ANET added already 4 classes and removed 2 ppl from ha so now its impossible make counter for all... there is possibility that u lose by build not skill and it really sucks. in ha 8vs8 maybe was lot of iway but i dont care only 1 which was really owning was math and respect for thos guys ;d in old ha i didnt meet all time same build and i could take skills which were counter for all builds. i could make build what works for relic runs altar and deathmatch now its imba damage or imba holding, u cant make build which works for all kind of maps and teams.

btw song of concentration shouldnt work on ghostly imo
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Old Dec 27, 2006, 12:14 AM // 00:14   #198
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The holding team in halls should be ganked by the two other teams, its extremely easy to hold off one team, people who played broken tower before 6v6 remember that the team that caps first almost always won (if they weren't noobs, or there wasn't a major build mismatch).

Many holding builds in the past used overpowered skills, or tactics, for example 25 copies of fertile from old spiritspam all blocking the Altar, or unlimited energy from spirits in pre-nerf bloodspike, some builds held by interupting the Ghost indefinatley. What do all these builds have in common? They no longer work.

Zui, What do you have against spike? Its a valid form of play, just like balanced, some balanced builds even spike to get kills, or even though I hate to admit it, IWAY, which is simply a version of extreme warrior pressure.

What do I think ANET should do? I think that ANET should bring back Burial Mounds, and 8v8 before doing anything else. Why? Nightfall has added many new skills that will increase the variety of play, plus the most common way of holding pre-nightfall, interupts, no longer work.

As for future changes to HA I would prefer that changes do not affect the end mechanic of Halls, holding the altar for favor.

My idea would be 5-team, 10 minute halls, but with a twist, the four non-holding teams fight in two seperate relic runs that would last 6 minutes, there are two res circles, but they only res the Ghostly, so a team can be wiped out and the winning team will be able to fight for the Altar earlier. An alternative change to Halls would be to bring back the 5 team version but prevent different battles from influencing each other, e.g. no teams never making it to the Altar because the holding team put up fertile.

Gaile, if you are reading this, please do not listen wo what they are saying at the Guild Hall, that website is full of people who do not care about HA, have little or no HA experience, and would like to see HA turned into a form of GvG.
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Old Dec 27, 2006, 12:24 AM // 00:24   #199
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Don't have your hopes too high, see how long it took them to limit the hero thing. IMO fixing the heroes issue was a more of a no brainer comparing to the 6v6 vs 8v8 debate. Yet it took them that long to change. Changing back to 8v8? slap themselves' faces? won't happen in a while if ever. gg anet. No wonder nightfall is only 20 bucks now.
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Old Dec 27, 2006, 12:42 AM // 00:42   #200
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Quote:
Originally Posted by Randomway Ftw
Gaile, if you are reading this, please do not listen wo what they are saying at the Guild Hall, that website is full of people who do not care about HA, have little or no HA experience, and would like to see HA turned into a form of GvG.
If their decision is based on opinions at GH, I'll take a road trip to Anet and slap em.


Quote:
Originally Posted by supaet
Don't have your hopes too high, see how long it took them to limit the hero thing. IMO fixing the heroes issue was a more of a no brainer comparing to the 6v6 vs 8v8 debate. Yet it took them that long to change. Changing back to 8v8? slap themselves' faces? won't happen in a while if ever. gg anet. No wonder nightfall is only 20 bucks now.
GG anet.

Last edited by Bacon Goes Monk; Dec 27, 2006 at 01:06 AM // 01:06..
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