Mar 03, 2007, 08:18 PM // 20:18
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#1
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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NPC's Too Weak?
I was watching GVG's and lots of people, depending on the map, are in love with the gank. From top 100 guilds to top 5,000 guilds. I noticed that ganking the Knights+Bodyguard are the hardest of all the NPC's of course. But when it comes to the archers, they drop so quickly.
I wanted to get some opinions, as a community, on adding one other skill to the NPC Archers in a GVG. Maybe an Interrupt? or another Damage skill? Opinions please, and maybe some suggestions...?
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Mar 03, 2007, 08:22 PM // 20:22
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#2
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Krytan Explorer
Join Date: May 2006
Location: At my computer
Guild: Teh Nine [lll]
Profession: N/
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Well, this seems like it should go in Sardlec but I do agree with you. Maybe add something like a defensive stance (Whirling Defense), an interrupt (Savage/Distracting Shot), anything to stop them from dropping in 3 seconds to a gank really...
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Mar 03, 2007, 08:24 PM // 20:24
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#3
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: team love [kiSu]
Profession: W/
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leave them the way they are, if they were meant to be hard they would be. and the reason they go down so quick is because the have no solid heals or prot, even with an interupt or a damage attack they would still drop just as quick.
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Mar 03, 2007, 08:24 PM // 20:24
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#4
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Lion's Arch Merchant
Join Date: Mar 2005
Location: I hate ppl who put stupid locations here
Guild: Jelly Toasts [jT], Team Love [kisu]
Profession: W/
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This should be in Gladiators Arena, and it isn't so much that the Archers are too weak but that the AI for NPC's is extremely bad.
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Mar 03, 2007, 08:26 PM // 20:26
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#5
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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Quote:
Originally Posted by j_unit66
leave them the way they are, if they were meant to be hard they would be. and the reason they go down so quick is because the have no solid heals or prot, even with an interupt or a damage attack they would still drop just as quick.
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I disagree, mainly because NPC's+Heroes are some of the best interrupters in the game. If you have an assassin trying to run a chain of attacks on a ranger. One interrupt could ruin the sequence. Then Troll Unguent. It would make liability of NPC's a lot more valuable. Especially at the flag stand. Having 6 Interrupt Rangers
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Mar 03, 2007, 08:30 PM // 20:30
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#6
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Furnace Stoker
Join Date: Oct 2006
Location: Jawsome!!!!!!!!!!!
Guild: looking for one :p
Profession: A/D
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Well if they are too good it might make turtle to powerful. I think having more balencednpcs is nice though
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Mar 03, 2007, 08:34 PM // 20:34
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#7
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Furnace Stoker
Join Date: Apr 2006
Location: South Pole
Guild: The Magus Order
Profession: N/Mo
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Quote:
Originally Posted by Diddy bow
Well if they are too good it might make turtle to powerful. I think having more balencednpcs is nice though
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Wait, turtle? What GvG are you playing?
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Mar 03, 2007, 08:46 PM // 20:46
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#8
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Forge Runner
Join Date: Jun 2005
Guild: Peace Machine GRRR [DiE]
Profession: W/N
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Most gankers setup to kill npcs,if you change/add skills to npcs the gankers will just change to kill the new version in the best way possible.
Learning to deal with and kill gankers is your best option.
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Mar 03, 2007, 09:28 PM // 21:28
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#9
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Frost Gate Guardian
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
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personally I'd like to see the 2 bodyguards returned to the game. The knights are nice damage but too easily pulled and solo'd. Whirling Defense might be nice on archers but that would be as far as I would go with any skills being added to their bars.
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Mar 03, 2007, 10:37 PM // 22:37
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#10
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Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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Quote:
Originally Posted by sixdartbart
Most gankers setup to kill npcs,if you change/add skills to npcs the gankers will just change to kill the new version in the best way possible.
Learning to deal with and kill gankers is your best option.
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There we go ^^ QFT.
Thats why the npc drop so fast, the archers for example, people get in their range and know that the first skill is pin down, so they kite it, then they attack ( ignoring the skills they use) then at about 50% they will use troll, so either drop them or interrupt them and drop them.
There is nothing wrong with the npcs per say , an overall buff yes, but not a buff because they drop to fast in a gank , thats what a gank is suppose to do.
Maybe just buff their arsenal up a bit.
The archers next to the GuildLord should be buffed tho, make them different from the archers around the whole base,just make them "worthy" to be the ones defending the GL Give them Burning Arrow for example ( or any good elite for that matter)
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Mar 03, 2007, 11:05 PM // 23:05
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#11
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Frost Gate Guardian
Join Date: Feb 2006
Location: Out of my mind.
Guild: The Next Best Thing [qft]
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Quote:
Originally Posted by Xenex Xclame
The archers next to the GuildLord should be buffed tho, make them different from the archers around the whole base,just make them " worthy" to be the ones defending the GL Give them Burning Arrow for example ( or any good elite for that matter)
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I like this idea.
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Mar 03, 2007, 11:11 PM // 23:11
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#12
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Forge Runner
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The fact that people think it's profitable to send 2-3 people to kill NPC's is enough evidence that the NPC's can give a significant advantage, and therefore are strong enough as they are.
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Mar 03, 2007, 11:51 PM // 23:51
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#13
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Banned
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The archers should have whirling defense, throw dirt, traps, distracting shot, the knights gladiators defense, defy pain or healing hands and the body guard silver armor, flame djinns haste/starburst or mist form. All of them should also have mending touch and purge signet.
Since the guild lord is a warrior/ranger (cleave+powershot ftl), he should have the iway warrior skill bar with moa bird pet.
Gvg is the pinnacle of gw pvp, They should buff the ai/skillbar of the npcs, imo.
EDIT: The guild thief should have the boa assassin skillbar imo.
Last edited by tomcruisejr; Mar 04, 2007 at 12:01 AM // 00:01..
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Mar 04, 2007, 12:56 AM // 00:56
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#14
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Krytan Explorer
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Quote:
Originally Posted by tomcruisejr
The archers should have whirling defense, throw dirt, traps, distracting shot, the knights gladiators defense, defy pain or healing hands and the body guard silver armor, flame djinns haste/starburst or mist form. All of them should also have mending touch and purge signet.
Since the guild lord is a warrior/ranger (cleave+powershot ftl), he should have the iway warrior skill bar with moa bird pet.
Gvg is the pinnacle of gw pvp, They should buff the ai/skillbar of the npcs, imo.
EDIT: The guild thief should have the boa assassin skillbar imo.
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i hope you are kidding.
GvG is not about fighting the other teams npc's, its about fighting the other team. is really is as simple as that, the npc's should be weak, not too weak. but they shouldn't require major effort to kill.
the current balance is decent I think. the NPC's themselves is not a major concern, but if you don't bother with them at all, and go to VoD you will have a hard time beating the enemy team and a group of 10 archers
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Mar 04, 2007, 01:05 AM // 01:05
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#15
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Krytan Explorer
Join Date: Nov 2006
Guild: Xxx The Final Thrust Xxx[RIP]
Profession: P/A
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Quote:
Originally Posted by Sinful Doom
Whirling Defense might be nice on archers but that would be as far as I would go with any skills being added to their bars.
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I'm not even sure about this. Imagine VoD. Those archers would be more useful that the human team since they would be nearly immune to all damage but nuking(and do we really need to encourge the nuke for vod strat any more?) while owning up on the melee if wars tried to actually take them down. Interrupts would be even more ridiculous as not a caster at teh stnad would get much off.
Putting the other bodyguard back is a thought, but even still, I prefer a gank-friendly metagame. Not so much to encourage outright gank builds, but to give balanced builds more options when facing one of the many lame 8v8 gimmick builds that exist. With Jade still around, ganking is already not a great option if the home team doesn't want it to be.
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Mar 04, 2007, 01:12 AM // 01:12
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#16
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Wilds Pathfinder
Join Date: Nov 2006
Location: Regems Basement
Guild: The Malevolent Wolfpack [tMw]
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I dont think they should be given more defense, I think more attack power for sure. Burning Arrow was a very nice idea...Maybe even an interrupt ie. Savage shot? Distract shot?
I also like the idea of making the ones around guild lord a little more strong :P "Make them worthy"
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Mar 04, 2007, 02:21 AM // 02:21
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#17
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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Quote:
Originally Posted by Sinful Doom
The knights are nice damage but too easily pulled and solo'd.
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Which is exactly their purpose and the reason that they were subbed in for a bodyguard.
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Mar 04, 2007, 02:32 AM // 02:32
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#18
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Banned
Join Date: Feb 2007
Profession: Mo/A
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Quote:
Originally Posted by Thomas.knbk
The fact that people think it's profitable to send 2-3 people to kill NPC's is enough evidence that the NPC's can give a significant advantage, and therefore are strong enough as they are.
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imo pretty good idea here
but still for the solo your all alone wars with mending touch etc.
maybe give them an elite.
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Mar 04, 2007, 04:57 AM // 04:57
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#19
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Forge Runner
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Too strong of NPCs = a lot of turtling IMO
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Mar 04, 2007, 05:53 AM // 05:53
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#20
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Banned
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Quote:
Originally Posted by TheOneMephisto
Too strong of NPCs = a lot of turtling IMO
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Modify the morale boost from flagstand control such that it'll discourage turtling?
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