Jan 22, 2007, 11:43 PM // 23:43
|
#141
|
Pre-Searing Cadet
Join Date: Feb 2006
Profession: R/Me
|
Well im going to keep it simple.
Burial Mound: My favoritzor map ever.
Scarred Earth: You could have simple removed the lever, how simple is that.
Hall changes: well i played ranger spike and its impossible to lose on a kill count or a relic run, murder ball whatever (we had crippling shot). Only lost to one of those AB crap style battles, it really sucks running around capping stuff, i could play AB if i wanted to.
Other altar maps: Same as hall kill count, spikes reign supreme.
And another thing is, are you even thinking about trying 8vs8 if no i don't care whatever you change, HA will still suck for me
|
|
|
Jan 22, 2007, 11:51 PM // 23:51
|
#142
|
Academy Page
Join Date: Jan 2007
Location: IL
Guild: ***i still don't know what our guild name means[rise]
Profession: Mo/
|
the HOH map takes too long for each battle.
Relic bomb in HOH favors the holding team since the distance to relic drop off point is closest.
And yes, HoH is playing like AB now...I'm fine with that but just not sure if it's the best choice for the broken tower map and other altar maps.
I think the skill balance is a nice move.
It would be nice to retain some of those old game mechanics, in this case, altar capping.
Another test week would be great if Anet has more ideas and implementation!!! It's hard to satisfy all teh gamers at once LOL
|
|
|
Jan 23, 2007, 12:52 AM // 00:52
|
#143
|
Forge Runner
|
i like it now that SCarred Earth is gone!!
and itll be better if some of the 10 minute maps will go to like 5-6 minute ^^
|
|
|
Jan 23, 2007, 04:32 AM // 04:32
|
#144
|
Ascalonian Squire
Join Date: Aug 2005
Location: California; USA
Guild: Village Retards
Profession: W/
|
My only comment about the weekend was that i wanted 8v8 to come back. And that the new format was not as balanced it felt. Some builds were just to powerful with the skill changes that were made. I did like the removal of the evade mechanic, but in turn made warrior skills like irresistible blow very broken.
|
|
|
Jan 23, 2007, 04:56 AM // 04:56
|
#145
|
Desert Nomad
|
- Return of Burial Mounds: good
- Removal of Scarred Earth: good
- New Altar mechanics: bad. Either do something drastic to fix this (problems have been listed in other threads), or scrap this mechanic entirely.
- New objectives in HA: bad. Again, drastic changes needs to happen (see other threads).
- No 8v8: bad. Enough has been said about this.
|
|
|
Jan 23, 2007, 05:06 AM // 05:06
|
#146
|
Academy Page
Join Date: Jul 2005
Location: Croatia
Guild: Rurik Drops The [sOap]
Profession: Mo/
|
Return of Burial Mounds: Like it, the January 19th version of this map is nice,
Removal of Scarred Earth: Double minded, tho It would be nice to have a 4 team map, remove the lever if decided to reactivate it,
Altar maps: The Altar maps are horrible, HoH and its random win conditions also,
Party size: 6v6 is the most horrible decision ANet ever did. Bring back 8v8,
Skill balance: Song Of Concentration should only affect party members.
edit: typo
Last edited by tWenty312; Jan 23, 2007 at 05:19 AM // 05:19..
|
|
|
Jan 23, 2007, 07:49 AM // 07:49
|
#147
|
Lion's Arch Merchant
Join Date: Nov 2006
Location: Belgium
Guild: Forgot the Ghostlyyyyy
Profession: R/
|
Quote:
Originally Posted by Snype
Hoh
Murderball: A giant mess. Can't cap anything, shows no skill/teamwork. It is
like having Alliance battles be relic runs.
Kill Count: Takes all of the traditional things that players love about Halls
away. It only creates a metagame full of spikes and high pressure builds.
"King of the Hill": Just everyone running around. Makes AoE rule everything.
SUGGESTION: Make HoH the old way of holding. It was not extremely "easy"
to hold.
Broken Tower and Courtyard: Creates a giant fest of running around, or a
giant kill fest. Reduce time to 5/6 minutes, and make more of an incentive
to cap.
Burial and Scarred Earth Swap: Nice move, no suggestions.
|
- I like it that u want to make HoH have different objectives every round. But the new objectives are not very tough full and don’t work on the current HoH map layout.
- HA was turned in to a Spike practically every map, witch is very sad.
- HA is more being lucky then skilled, after the changes.
- U didn’t add anything new; just modderd the old maps witch is very sad (example: Burial Mounds add some rocks to make it smaller).
- Don’t see any more warriors or mesmers in Ha, only Eles and dervs
- Killcount on a 3 team map is a very bad idear, it promotes gank to mush
So in general, the updates were very bad and was not refreshing and didn’t encouraging me to play more HA, it was exactly the opposite.
If I can give u some advise, add maps to HA don’t try to change already fine maps.
Scarred Earth was removed; add a new map instead with new objectives for example:
- Why don’t u make the killcount on a very small map with only 2 teams so it doesn’t allow teams to run around after scoring a kill (The Team Area concept)
- If u want HoH have different objectives, let the map layout change for each objective.
I just want u to know, if these changes become permanent, I wont see me in Ha ever again
|
|
|
Jan 23, 2007, 08:41 AM // 08:41
|
#148
|
Wilds Pathfinder
Join Date: May 2006
Profession: Mo/
|
More disappointed in HA.
Disappointed in the entire weekend. All builds were either AoE builds or spike.
Scarred Earth, I'd like to keep, may be painful, but its like an ascension in pvp terms.
didn't enjoy altar matches at all.
overall anet, -99/10
Lil off topic here
Why do you guys complain about IWAY and Bspike?
Is it because the fact that everyone ran it or just MATH dominated with IWAY. Even so IWAY never really wons halls unless of course if it were for MATH or yuna's ele or other couple people, but thats like 10 outta 10 mil people worldwide? Or mordrid knight, execedrin. Iway was rarely in halls IMO and bspike is easily beatable.
IWAY and Bspike is easily counterable, migraine, blind (dust trap, etc.)
its never a build that affected HA in 8v8, it was the players.
|
|
|
Jan 23, 2007, 09:34 AM // 09:34
|
#149
|
Ascalonian Squire
Join Date: May 2006
Location: Europe
Profession: E/Mo
|
The way I see it is that HA was touched by the AB and TA-bug. If I want kill count, I'll go to TA; if I want to capture points on a map (not altar) then I'll go play AB. HA was HA because of altar maps (Broken Tower, Courtyard, and HoH) and the relic runs. These new mechanics are too similar to other styles of battle throughout the game. I think capture points should stay in AB and kill count in TA. HA's defensive style was great was what made it unique to the other battle styles. So overall, the map mechanics this weekend were horrible. Perhaps instead of new mechanics, a few new maps with new terrain but the same, uniquely-HA mechanics, as was done with TA when Factions came out.
However, the map rotation, reintroducing Burial Mounds and therefore removing Scarred Earth, is fantastic. Burial Mounds is a good map and now where the losing team can't run off to spite the winning team, the negative side of the map. Scarred Earth has always been a horrible map, at times, horribly long. And now where two teams could gank one, it was rather unfair.
I read above a suggestion to make an 8v8 weekend with double fame. I think the double fame idea is not so good, because that will then obviously be a popular weekend. People won't show up because they are partial to the 8v8 nature, but rather the double fame. And a point to reintroduce 8v8 is that we currently have a total of 10 professions and with potentially 2 new professions close on the horizon, is it wise to keep diminishing team numbers?
Last edited by CuriousCarrie; Jan 23, 2007 at 09:46 AM // 09:46..
|
|
|
Jan 23, 2007, 11:08 AM // 11:08
|
#150
|
Ascalonian Squire
Join Date: May 2006
Location: Australia!!
Guild: Guildless/Freelancer!
|
What is the meaning of HA?
Back in the old days, it was to fight your way through the different levels, beating off opponants to take the hall of heros. That was what made HA....well HA...so why oh why are we changing it from altar control (even pve had the altar control for gettin the ascension with the desert missions) to these murder balls and what not.....
the problem with halls is that the maps are stale...sure they are fun, but everyone just wants to breeze through them to get to halls and hold...i mean thats why they make gimmick builds, bank on hall skips, then hold halls.....
now that isnt fun...what needs to happen is the need for a facelift, more depth in the travel to halls....make it a challenge to get there again.
My suggestions for this are:
- Remove Level Skips when no available opponant
- add new maps, make the trip longer to HoH, make getting there and winning seem more rewarding after a long journey
- Keep altar control, its what made ha, ha and not ta or ab etc
- bring back 8v8 for more balanced builds, it will lessen the number of gimmick builds
people use hall skips and gimmick builds cause they want the quick easy run of fame from holding halls numerous times...if you make the trip longer, people can still get the fame, its more of a challenge to get to halls, and more reason for people to make more balanced builds, cause they have no idea what they face. people hate skipping to halls after 1 match and then losing making it a short and very unrewarding fame run...stop the skips! so bring back 8v8 so people can make balanced builds, make the journey longer, and youll find majority of people will be pleased
as a side note...the double fame events.....very bad idea...all it does is promote gimmick builds for people to farm fame in the early maps and doesnt promote the balanced builds everyone wants to see (i for one miss the great balanced builds that people ran, true skilled players, most of which no longer around cause of the changes.
|
|
|
Jan 23, 2007, 01:45 PM // 13:45
|
#151
|
Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/N
|
Gaile,
-Glad to see Burial Mounds back, that was one of my favorite maps from 8v8
-The removal of Scarred was ok, the map was rather large for current party size
-10 minutes is an awful long time on Broken/Courtyard
-In my opinion the final map was better as an altar cap
-On multimaps (like Broken) there were too many "kill steals" occuring, that is frustrating
Last edited by God Apprentice; Jan 23, 2007 at 01:53 PM // 13:53..
|
|
|
Jan 23, 2007, 02:12 PM // 14:12
|
#152
|
Academy Page
Join Date: Jan 2006
Location: Portugal
Guild: Group Therapy [HUG]
Profession: R/
|
8v8>6v6 kthxby
Last edited by feAr^; Jan 23, 2007 at 02:27 PM // 14:27..
|
|
|
Jan 23, 2007, 02:22 PM // 14:22
|
#153
|
Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
|
- Burial Mounds: Good job. The only other thing I could hope for here is to turn the obelisk into a meaningful control point, perhaps somthing like is seen on the Brawler's Pit Team Arenas Map.
- Scarred Earth: Good riddance. I wouldn't honestly mind seeing this map return as a 1 vs 1 stage(like Burial Mounds is now, with the area where the other teams used to fight unacessable), but the multi-team aspect was just plain annoying with the anhiliation format. Seriously, this map isn't that bad from a design standpoint.
- Kill Count(Courtyard/Broken Tower/Hall of Heroes): Great job. This is an amazing format which should be kept. "Kill Stealing" could be adresssed a bit, but this isn't a huge factor at all, and can even be seen as adding tactical depth. One thing that should be adressed is that degen should somehow be factored in to kills. I've actualy lost a game where an Assassin combos a Ghostly Hero, and he dies from the Poison. We got no points, and lost because of it. I can't really blame that entirely on not killing(or not getting credit for killing) the Ghostly Hero, because we significantly misplayed in that game. Then again, despite screwing up badly, we almost won, and in fact would have done so if that Ghostly Heros death counted. Basicly, just fine tune what's considered a kill and how it's assigned to each team.
- Murderball: Interesting format. I don't know, I think it could probably be fine tuned a bit more, but I think the idea of a 3-way relic run is pretty cool. Currently, the holding team has a big advantage if the other teams are all good, and playing to win. (Firstly, it should be said that the fact the holding team can almost cap a relic before the other two teams are anywhere in range to stop it is a non-issue in the format, because of the victory conditions being what they are) I think reducing the speed debuff while holding the relic would go a long way for making this a stronger format.
- Capture Points: Strong format. I like it.
|
|
|
Jan 23, 2007, 02:25 PM // 14:25
|
#154
|
Academy Page
Join Date: Dec 2005
Location: Germany FTW
Guild: [olo]
|
Gaile/Anet,
-Burial Mounds: Thank you for bringing it back.
-Scarred Earth: Thank you for removing it
-Broken Tower/Courtyard: 1on1 would be much better imo, its all about ganking atm.
-HoH: I dont like the new modes, my personal opinion.
Skill balances: Nerf Sandstorm!
|
|
|
Jan 23, 2007, 02:44 PM // 14:44
|
#155
|
Ascalonian Squire
Join Date: Dec 2006
Location: Clarksville, TN
Guild: We Came From Candy [Land]
Profession: A/E
|
First of all the skill balences were needed. And yes A NERF IS STILL NEEDED ON SANDSTORM!
And the map changes were definatly needed ( Cya later holding builds ). It doesnt really matter to me what maps yall use.
10 minuets is awfully long on broke/courtyard, maybe 6-8 mins shorten it up a bit.
- Kill Count- I don't think kill "stealing" is much of a prblem but due to what ive read from others it need also to be tweaked
-burial mounds- the flag point needs to be changed from an obelisk. Or make the obelisk worht capping at least dealing more dmg.
-Murderball- is fun still need some minor tweaks tho (what the guy above me said I would also like to see)-" I think reducing the speed debuff while holding the relic would go a long way for making this a stronger format"- I totally agree with him on that one
But being a rank5 HA, PWNER. I REALLY REALLY REALLLY! want yall to bring back 8v8. JUST LITSEN TO US AND BRING IT BACK! ANET TAKE A LOOK AT THIS LINK!!!!!:
http://www.guildwarsguru.com/forum/s...php?t=10096953
Apparently more than half want it back to 8v8. Really yall need to do something about this.
Either make a new arena, or change it completly back to 8v8 not trying to be rude, but ALOT of people left HA when you made that major change.
Last edited by Shadows Assasin X; Jan 23, 2007 at 03:02 PM // 15:02..
|
|
|
Jan 23, 2007, 03:41 PM // 15:41
|
#156
|
Ascalonian Squire
Join Date: May 2006
Location: Europe
Profession: E/Mo
|
Quote:
Originally Posted by Zui
- Burial Mounds: Good job. The only other thing I could hope for here is to turn the obelisk into a meaningful control point, perhaps somthing like is seen on the Brawler's Pit Team Arenas Map.
|
The thing is, this is Heroes Ascent and not Team Arenas. Heroes Ascent has always been unique, portraying different kinds of gameplay that did not reflect that of other forms of GW-PvP, for example TA. I think if anything new should be integrated into HA, it should reflect the mechanics that have always been in HA. These mechanics have made the arena what it is. Each arena, in my opinion, should remain unique.
I would just agree with Night Death Dealer and give HA what he calls a "facelift". A new look and new maps, but keeping the same, defensive mechanics of the HA we all know from the beginnings of tombs.
Thanks Ninja! <3
Last edited by CuriousCarrie; Jan 23, 2007 at 03:56 PM // 15:56..
|
|
|
Jan 23, 2007, 04:14 PM // 16:14
|
#158
|
Ascalonian Squire
Join Date: Apr 2006
Profession: Me/
|
burial mounds: love that its back
scarred earth: good thats its gone
broken tower: i was frustrated at first due to the kill steals but now i realize that playing the match more carefully can prevent that
new Halls format: love em', but you will need to change the map accordingly
good job anet
|
|
|
Jan 23, 2007, 04:36 PM // 16:36
|
#159
|
Pre-Searing Cadet
Join Date: Nov 2006
Guild: tore
|
no new maps...wtf,......kill points.....more like kill steals,,,,murder ball ffs did u even think about it at all,...and the skill balance....lets be diablo and buff everthing (sarcasm)....some one (not izzy) should be fired.
|
|
|
Jan 23, 2007, 05:02 PM // 17:02
|
#160
|
Ascalonian Squire
Join Date: Oct 2005
Guild: Frenzy Heal Sig
Profession: Mo/Me
|
hmmm
Burial Mounds i love this map
Scarred Earth i think i might miss it but that lever update was gay
Alter Maps ok it not april yet,wtf was ya thinking if i wanted to have a kill count in a game ill go for unreal 2004(soon 2007) .make the first alter map a 1v1 sop some of the unexperieced players has a chance to get past that map . 3v3 a bit hard at a early stage, but just sort the timers out.
Skill Balanced I think its hard to do with this many skills but i think ya done a gd job ,but i think ya missed a few.But i think rits had a home this weekend.
Idea For Another Weekend 8v8 with a skill nerf/buff bat with the normal maps,just to see if 8v8 is overpowering.I can imagine quite a few new builds come out
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 05:43 PM // 17:43.
|