Jan 13, 2007, 05:36 PM // 17:36
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#281
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Skye Marin
I think that the capping mechanisms are going to be changed. Basically, no more "Claim Resource".
Here's how I see it:
-Altars are now based on capping with a bodycount.
-The Ghostly Hero is worth one pip of capping.
-Each two people of the same team is worth another pip of capping.
-In 2-team maps, if one team has 3 pips and another has 2 pips, the 3 pip team has one total capping pip that progresses on the cap meter.
-In 3-team maps, the team with the most cumulative pips at any one time controls how the cap meter is filled (The other teams pips are ignored).
-If a team is controlling a cap point, their max HP is reduced by 15%, and all other team's attack power is increased by 15%.
I think these changes would make the game a lot more action-oriented, because now simply killing your opponents will go a long way to capturing the altar. No more delaying until victory with interrupts and knockdowns.
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Lol, you know that almost no-one actually tries to hold by interupting anymore, it is possible but the margin of error is too great. It's understandable that people did not like the interupt based metagame, but given enough time, you can disable a seeking arrows ranger and cap, unless you were running a gimmick like og spike.
Its already super-easy to cap an altar with song and stability, even a complete moron can do it, you want to make it easier why? So you win every time? Well, that isn't going to happen no matter what.
Your suggestions area bout making altars easier for you to cap, not better.
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Jan 13, 2007, 05:59 PM // 17:59
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#282
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Krytan Explorer
Join Date: Apr 2006
Guild: Rurik Drops The [sOap]
Profession: Me/N
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That capping thing with pips is hilarious. What about monk balls,ele balls, vimway (ok maybe not), fear me spam? You'll have to be on the altar for your ghost to start capping and you're surrounded with fear me warriors, awesome. Not to mention that mass sandstorm would rape the altar.
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Jan 13, 2007, 06:11 PM // 18:11
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#283
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None More Negative
Join Date: May 2006
Guild: Steel Phoenix [StP]
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Quote:
Originally Posted by Mental Leteci
That capping thing with pips is hilarious. What about monk balls,ele balls, vimway (ok maybe not), fear me spam? You'll have to be on the altar for your ghost to start capping and you're surrounded with fear me warriors, awesome. Not to mention that mass sandstorm would rape the altar.
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My sentiments exactly. Your team, while capping will be extremely vulnerable to AOE damage, energy drain, trappers, enemy ward against foes. This could be a disaster.... Unless they will make "caping area" size much larger than that of the altar itself.
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Jan 13, 2007, 06:15 PM // 18:15
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#284
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Quote:
Originally Posted by Skye Marin
I think that the capping mechanisms are going to be changed. Basically, no more "Claim Resource".
Here's how I see it:
-Altars are now based on capping with a bodycount.
-The Ghostly Hero is worth one pip of capping.
-Each two people of the same team is worth another pip of capping.
-In 2-team maps, if one team has 3 pips and another has 2 pips, the 3 pip team has one total capping pip that progresses on the cap meter.
-In 3-team maps, the team with the most cumulative pips at any one time controls how the cap meter is filled (The other teams pips are ignored).
-If a team is controlling a cap point, their max HP is reduced by 15%, and all other team's attack power is increased by 15%.
I think these changes would make the game a lot more action-oriented, because now simply killing your opponents will go a long way to capturing the altar. No more delaying until victory with interrupts and knockdowns.
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Totally ridiculous. I'd rather deal with interrupts/KD on a ghost than fight ele ball on every single altar match.
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Jan 13, 2007, 06:55 PM // 18:55
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#285
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Krytan Explorer
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Quote:
Originally Posted by Mental Leteci
That capping thing with pips is hilarious. What about monk balls,ele balls, vimway (ok maybe not), fear me spam? You'll have to be on the altar for your ghost to start capping and you're surrounded with fear me warriors, awesome. Not to mention that mass sandstorm would rape the altar.
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The range for AB style capping is much larger than you seem to think. It wouldn't require you to be any more balled up than the way people play now.
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Jan 13, 2007, 07:16 PM // 19:16
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#286
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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Quote:
Originally Posted by Taala
The range for AB style capping is much larger than you seem to think. It wouldn't require you to be any more balled up than the way people play now.
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The diameter of the "altar capping range" on AB altars is pretty much an aggro bubble (a bit less actually, try it ourself if you don't believe me).
This means that everything will (or should) be in your aggro bubble. So the team packing a bunch of sandstorms and/or searing flames will win simply because in order for the other team(s) to not die they have to run off that altar.
This idea is absolutely retarded I would be extremely upset if Anet even thought about this. Great way to make HA more innovative and tactically challenging.
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Jan 13, 2007, 08:17 PM // 20:17
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#287
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Lion's Arch Merchant
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Quote:
Originally Posted by Lord Mendes
This idea is absolutely retarded I would be extremely upset if Anet even thought about this. Great way to make HA more innovative and tactically challenging.
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You're going to be one very unhappy little cookie monster.
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Jan 13, 2007, 08:48 PM // 20:48
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#288
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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Quote:
Originally Posted by Tiyuri
You're going to be one very unhappy little cookie monster.
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You are kidding right?
Welcome back btw
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Jan 14, 2007, 02:05 AM // 02:05
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#289
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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I've heard (obviously unverified) rumors to the effect that it's being tested... and I'm also given to believe that the testers are unanimously refusing to complete the test. Has anyone else heard this? My guild leader claims to be in sporadic contact with Izzy but I obviously have no way of verifying this. I hope he's not just trying to spook me out.
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Jan 14, 2007, 01:37 PM // 13:37
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#290
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Academy Page
Join Date: Oct 2006
Guild: Wee Free Men[凸〇一〇]
Profession: Mo/Me
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AB capping style would be cool, but then in a 1v1 and not in a 2v1 please, else the same problems with defensive teams will be there.
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Jan 14, 2007, 05:36 PM // 17:36
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#291
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Nadia Roark
I've heard (obviously unverified) rumors to the effect that it's being tested... and I'm also given to believe that the testers are unanimously refusing to complete the test.
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I lol'd.
Your Guild Leader should stop listening to chinese whispers and rumours.
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Jan 14, 2007, 06:27 PM // 18:27
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#292
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Academy Page
Join Date: Oct 2006
Guild: Wee Free Men[凸〇一〇]
Profession: Mo/Me
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To continue where the thread about AB capping stopped:
If they're implementing AB capping style, then they should do this without a team that has the altar in the beginning, make all starting area's on the same distance from the altar so no1 will have an advantage over the other team. In this way defensive builds won't have anything to rely on since they don't start with the altar.
Capping the latar now requires you to kill opponents, which should make the game more fun imo.
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Jan 14, 2007, 06:39 PM // 18:39
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#293
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Forge Runner
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Quote:
Originally Posted by Y O U Lo Se
AB capping style would be cool, but then in a 1v1 and not in a 2v1 please, else the same problems with defensive teams will be there.
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Forgive me my ignorance, but wouldn't holding against one team be infinitely easier than holding against 2 teams?
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Jan 14, 2007, 07:08 PM // 19:08
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#294
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Thomas.knbk
Forgive me my ignorance, but wouldn't holding against one team be infinitely easier than holding against 2 teams?
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Yes, the first good team to cap after the update would literally hold forever.
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Jan 14, 2007, 08:18 PM // 20:18
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#295
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Krytan Explorer
Join Date: Apr 2006
Guild: Rurik Drops The [sOap]
Profession: Me/N
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Not really, but yes, would be hard to take them down.
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Jan 14, 2007, 10:49 PM // 22:49
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#296
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Academy Page
Join Date: Oct 2006
Guild: Wee Free Men[凸〇一〇]
Profession: Mo/Me
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Quote:
Originally Posted by Thomas.knbk
Forgive me my ignorance, but wouldn't holding against one team be infinitely easier than holding against 2 teams?
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If neither of the teams start with the altar, and start positions are the same distance of the altar. And as you know with AB altars if there's the same amount of people in range none will cap, so you actually have to kill to start capping.
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Jan 14, 2007, 10:58 PM // 22:58
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#297
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Y O U Lo Se
If neither of the teams start with the altar, and start positions are the same distance of the altar. And as you know with AB altars if there's the same amount of people in range none will cap, so you actually have to kill to start capping.
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WTF is the point of that, to force an indefinite stalement, to make it so the holding team has no advatage at all? To make it easier to cap?
I don't think any of the above things are a good idea.
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Jan 15, 2007, 01:13 AM // 01:13
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#298
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Well, the holding team is supposed to have a disadvantage, first of all.
The main idea is that all the changes to HA will encourage many diverse builds that focus on flatout killing the other team instead of holding a point and waiting for the clock to run out. The team with the ability to overwhelm with damage and make the kill when it counts should always be the winner.
I wouldn't be surprised if a few kill-count obelisk maps are introduced as well to the HA rotation.
If you run a team build that does not have enough offensive power to kill, then you should reconsider your build.
Also, having all the teams to run out into the center is better as it gives more pure fighting time. Even with the Tombs clock reduced to 4 minutes, many teams still insist to not enter combat until half that time has passed. What happens in the first two minutes of that fight should have a strong impact on how the rest of the fight plays out. Currently, it does not, so it's going to change.
Last edited by Skye Marin; Jan 15, 2007 at 01:17 AM // 01:17..
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Jan 15, 2007, 02:38 AM // 02:38
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#299
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Academy Page
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if they want to keep alters there should be this switch, a long way from the alter, and pulling a different switch activates a different environmental effect like NR, Quicksand, 8 degen, whatever.
So if you wanna hold an alter then the challenging teams can change the environment to even the odds, and the holding team might need to send people off the hold to switch environmental effects around and weaken there strength at the alter. AB style capping might be interesting there. Oh well, at least I'm trying.
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Jan 15, 2007, 03:06 AM // 03:06
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#300
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Krytan Explorer
Join Date: Oct 2006
Location: Ottawa, Canada
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Quote:
Originally Posted by Skye Marin
Well, the holding team is supposed to have a disadvantage, first of all.
The main idea is that all the changes to HA will encourage many diverse builds that focus on flatout killing the other team instead of holding a point and waiting for the clock to run out. The team with the ability to overwhelm with damage and make the kill when it counts should always be the winner.
I wouldn't be surprised if a few kill-count obelisk maps are introduced as well to the HA rotation.
If you run a team build that does not have enough offensive power to kill, then you should reconsider your build.
Also, having all the teams to run out into the center is better as it gives more pure fighting time. Even with the Tombs clock reduced to 4 minutes, many teams still insist to not enter combat until half that time has passed. What happens in the first two minutes of that fight should have a strong impact on how the rest of the fight plays out. Currently, it does not, so it's going to change.
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The holding team already has a disadvantage in the fact that they are doubleteamed, and the fact that there aren't easy ways to hold the altar if the ghost dies after 2 minutes anymore.
Creative offensive builds, lol. You do know what that means right, Grenth trains, c+spaceing, and sf button mashing. That's what kill count encourages, it does not encourage balanced builds. Just because you cannot hold halls with the above builds does not mean it should be that way.
No one forces you to wait till the last 2 minutes to attack in halls if you complain about this you have only yourself to blame, just time it so you deliver the killing blow after 2 mins.
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