Aug 29, 2006, 02:28 PM // 14:28
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#41
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Frost Gate Guardian
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Quote:
Originally Posted by Divinus Stella
JR is right about the competition increasing, more people in HA this weekend, no jumps, so there wont be many easy games past scared earth, to wrack up any serious fame runs you will have to play every map, no more halls skips, holding wont be easy either, there wont be the usual henchway/iway retards in halls to hold against, the teams that get there will know what they are doing, also there will be a fair variety of new builds about, perhaps a lot more NR/Tranq to counter the increase in boon prots around.
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It definitely is upping the ante, but "The richer get richer, the poorer get poorer.." applies here. Good groups are getting plenty of fame as it is, they are just going to get that much more. All those poor low rank people who get a fame here and there, big deal, they get a handful of fame more than they would have anyway. Theres no reason for the increased fame on top of the 6 man teams, if they really felt the need for extra incentive it would have been easy enough to bring back the flames for HA only... At least that way theres nothing that someone couldn't have accomplished with 20 minutes of farming.
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Aug 29, 2006, 02:40 PM // 14:40
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#42
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Xioden
It won't make it worse among current players, but when the "average" fame shifts upwards 2-3+ ranks, new players are going to have an even harder time than they do now. And yea it is going to make it a challenge for the first day or two until everyone has adapted to having 2 less people.
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That I can see, it really is a double edged sword. The one weekend that Fame will probably actually mean something, it is going to be harder for the new players to get. That's just the way it is.
Quote:
Originally Posted by Xioden
Pressure=Pressure, whether its coming from 8 people or 6 people. A balanced team has to look at it as "We are going to lose either offense, or defense, or a bit of both". Pressure builds (such as IWAY) are able to look at it as "2 less people to kill" (and/or they're going to have less healing).
Not to mention I'm sure alot of people are going to be tempted to drop primary defenses (ie. warders) rather than losing a monk, which just makes it that much easier against IWAY.
FoTM builds are going to do better as they can simply just "get rid of the extra things that are nice but we don't really need". Balanced groups don't have such a simple option.
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Still not seeing your logic. A 'pressure build' has to drop characters to pressure with, meaning that the 'balanced' has less damage to mitigate, heal or shut down. You will be fighting two monk teams with six offensive characters, rather than three monk teams with eight. And that is assuming that the 'pressure builds' have no defensive or support characters. I really don't see them being amazingly strong, let alone having holding potential.
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Aug 29, 2006, 02:58 PM // 14:58
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#43
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Academy Page
Join Date: Nov 2005
Location: Oklahoma
Guild: Uphill Battle [uB]
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6 man eh? This will be fun, change is good so lets make the best of it and have some good fights.
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Aug 29, 2006, 03:24 PM // 15:24
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#44
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Frost Gate Guardian
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Quote:
Originally Posted by JR-
Still not seeing your logic. A 'pressure build' has to drop characters to pressure with, meaning that the 'balanced' has less damage to mitigate, heal or shut down. You will be fighting two monk teams with six offensive characters, rather than three monk teams with eight. And that is assuming that the 'pressure builds' have no defensive or support characters. I really don't see them being amazingly strong, let alone having holding potential.
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Take IWAY for example. They can quite easily lose their "Extras". Warriors take a spirit each, down to 7. IWAY worked quite well before factions, so you can probably lose the ritualist easily enough. Down to 6 people, didn't exactly lose a whole lot, and no damage lost at all.
Take balanced: 3 monk backline, 1 warder, 1 choker, 1 W/X, 2 misc. The first 5 are likely to get the axe (1 monk, 1 warder, or 1 choker (being the most likely)). Get rid of your warder, warriors can cause some serious pain, and gg vs. IWAY. Lose a monk your healing is reduced against everything. Lose the W/X or one of the misc. offensive characters, your offensive is going to suffer pretty badly.
Balanced will have a lot to make up for after taking out those two people, while most FoTM builds don't lose a whole lot.
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Aug 29, 2006, 03:46 PM // 15:46
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#45
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Krytan Explorer
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I'm with JR on this one, I see this change as a way to allow GvG guilds to actually play the damned mode once in a while. I've stayed away from HA for a long time, but I'm sure I'll actually play it now.
I'll just have to see how the HA "metagame" (lol) turns out. I'm sure that gimmicky trash will still prevail due to how the fame system works. But at least GvG'ers will want to run through HA once in a while.
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Aug 29, 2006, 03:52 PM // 15:52
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#46
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Academy Page
Join Date: May 2006
Location: Netherlands
Guild: Melted Chocolate Bunnies [EaT]
Profession: Mo/
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The team size is interesting, might see some new builds...but the double fame is ridiculous.
But anyway, cant realy care tbh, not going for a new emote anyway, just wanna have fun and play with my guild.
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Aug 29, 2006, 03:53 PM // 15:53
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#47
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Lion's Arch Merchant
Join Date: Dec 2005
Location: Netherlands/American Districts
Guild: Reds Go Together 대한민국
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6 man Iway ~~
3 W/R ~Pred ~Wildblow ~ Nature's Renewal
1 Defensive fastcasting Waterele ~ with Windborne Speed ~ Psyscic Distraction
1 Order Of Pain Necro
1 Order Of Apostasy Necro
Well I think it's a powerful build. The 3 War's just kill extenders and the water ele protects the backline with spells like Deep Freeze and Blurred Vision.
Iway will own in 6 on 6..
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Aug 29, 2006, 04:56 PM // 16:56
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#48
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Banned
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Quote:
Originally Posted by sp3ct3r
6 man team is not good.
plz make it 8.
the only thing this 6 man team sh*t is going to do is make vim-iway even more ridiculous...
sure , destroy the balanced, make it loose either attack power or healing and lets make it 6 man team so we can do a team with 2 w/r and 4 r/w... gg
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6 man team is not good...
for bloodspike.. rofl.
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Aug 29, 2006, 05:16 PM // 17:16
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#49
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Lion's Arch Merchant
Join Date: Feb 2006
Location: Switzerland
Profession: W/
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Quote:
Originally Posted by Para
6 man Iway ~~
3 W/R ~Pred ~Wildblow ~ Nature's Renewal
1 Defensive fastcasting Waterele ~ with Windborne Speed ~ Psyscic Distraction
1 Order Of Pain Necro
1 Order Of Apostasy Necro
Well I think it's a powerful build. The 3 War's just kill extenders and the water ele protects the backline with spells like Deep Freeze and Blurred Vision.
Iway will own in 6 on 6..
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I don't think OoA is viable without Energising winds. And I don't think soul reaping is a viable source of energy when you have only 2 spirits on 60s recharge...
NR on a warrior doesn't sound like a good idea either. Spreading into wilderness to have it at a decent level... meh.
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Aug 29, 2006, 05:31 PM // 17:31
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#50
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Desert Nomad
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So here's a side question. Do you think builds will be geared more like HA/GvG 8 man builds with slight mods, or TA builds expanded?
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Aug 29, 2006, 05:36 PM // 17:36
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#51
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Frost Gate Guardian
Join Date: Jul 2006
Guild: OGF Ohio Geek Fest
Profession: W/
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Dam! Well it goes either way imo, the r9 and higher will increase their gap and the low famed ones will also get some decent fame. Idc but I care about those people who I know in fact will abuse the system. They will quickly but a new account level it up real quick with their buddies and sell it on ebay. Dam! Anet! Here's an idea for you anet how about start updating your server so less people get error7's.
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Aug 29, 2006, 05:46 PM // 17:46
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#52
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Legendary Shiz
So here's a side question. Do you think builds will be geared more like HA/GvG 8 man builds with slight mods, or TA builds expanded?
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I think they can lean any way.
They will always be at least slightly HA oriented, with the need for corpse controll, and capping/holding tools.
GvG builds are largely already designed on a 7 man basis, with the flag runner being mostly independent. Many are also designed to have characters split off from the main group, such as an assassin. Thus they already have the basis of a strong 6 man flag team.
TA builds come into it aswell, being now moved closer to the number of players. How much is a difficult question, possibly not as much as the other two due to lack of mechanics in TA that require certain skills.
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Aug 29, 2006, 05:55 PM // 17:55
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#53
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Desert Nomad
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I'm quite curious to see some new 6 man builds. And double fame is *nice*, but when people say it "ruins rank" they have a point. I can understand where they are coming from, but double fame gives people an incentive to get into HA. It's going to give HA a lot more attention than it normally would, and probably bring in a lot of new players to start HAing daily.
It's nice for people that are close to a rank, but just don't have the time to HA. Now they have the time, and the means.
Seems like a good idea that either you like or dislike.
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Aug 29, 2006, 06:44 PM // 18:44
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#54
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Jungle Guide
Join Date: Nov 2005
Location: Derka-Derka Land
Guild: Steel Phoenix (StP)
Profession: E/
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brilliant idea.
At least there will be some new competion and builds we havent seen b4. And when it comes to IWAY or Vimway, it will still b the same as always, they will beat the bad teams and get pwned by the good ones.
+ the double fame is nice
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Aug 29, 2006, 06:56 PM // 18:56
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#55
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Jungle Guide
Join Date: Aug 2006
Location: USA
Guild: Lack of Talent [Luck]
Profession: P/
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Its goign to be interesting to see 6man iways. They will never opt to lose more than 1 warrior, otherwise they cant kill much. So, they will either lose the fc ele, or trappers, which makes killing thier necros that much easier.
In any case, I think it will be interesting to see some of the pressure teams out there, I think Surgers/Shutdown type builds will emergy slightly since a lot of teams will run 2 heal monks, or 2 boon prots.
GvG type builds will do decent granted, but they will have to mod thier mobility advantage into a 6v6 defensive.offensive advantage
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Fitting a martyr into the build will counter the 6man vimways that didnt lose much.
Smite ball is still going to own, especially if many teams opt to drop the infuser as the opp gaze spike is difficult at best to pull off with 5 spikers.
Holding is going to be a joke, rather, you have to sacrifice your interupter slots for dmg/healing, cross classing will be nice in this regard.
I dont expect to see too many pure CG rangers, as they dont do an APPERCIABLE amount(there is some) of dmg, rather I see modded rangers using either CG, seeking, or whatever. but using spike skill like marauders shot.
NR is going to be a rampant spirit that is going to be on nearly every match, so many teams will want to go in with boon prots.
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Aug 29, 2006, 07:00 PM // 19:00
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#56
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Banned
Join Date: Jun 2006
Guild: In a PVE GUILD YAY! :P
Profession: Me/Mo
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ahh i can see it now
6 man teams of w/mo with healing hands
yum yum
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Aug 29, 2006, 07:58 PM // 19:58
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#57
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Academy Page
Join Date: May 2006
Location: Netherlands
Guild: Melted Chocolate Bunnies [EaT]
Profession: Mo/
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Quote:
Originally Posted by DeathandtheHealing
ahh i can see it now
6 man teams of w/mo with healing hands
yum yum
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Sorry, I can't see it:/
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Aug 29, 2006, 07:59 PM // 19:59
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#58
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Frost Gate Guardian
Join Date: Apr 2006
Profession: Mo/
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6 man teams sound like a blast and I could always use a little more fame, but I'm kinda dissapointed in the weekend they chose. I know this doesn't matter to all the euro, aussie, korean, etc players, but I don't plan to spend my Labor day weekend inside glued to my computer monitor to grind out my tiger.
Beer + Lake > Guild Wars
I'm white enough without spending the last weekend of summer inside. Nonetheless, enjoy!
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Aug 29, 2006, 08:20 PM // 20:20
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#59
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
Originally Posted by Para
6 man Iway ~~
3 W/R ~Pred ~Wildblow ~ Nature's Renewal
1 Defensive fastcasting Waterele ~ with Windborne Speed ~ Psyscic Distraction
1 Order Of Pain Necro
1 Order Of Apostasy Necro
Well I think it's a powerful build. The 3 War's just kill extenders and the water ele protects the backline with spells like Deep Freeze and Blurred Vision.
Iway will own in 6 on 6..
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Like it was said above, an OoA necro is DEAD without energizing winds, and I don't think that any of the warriors will take the time to drop the spirit in mid-battle (which would make it subject to quick death).
I'm also skeptical that 3 IWAY warriors would be able to generate enough pressure on a single target that a balanced team wouldn't be able to counteract with a single monk.
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Aug 29, 2006, 08:27 PM // 20:27
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#60
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Ascalonian Squire
Join Date: Aug 2005
Location: street corner
Guild: Powerpuff Boys [PUFF]
Profession: D/P
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while this may create new builds for HA, it has completely destroyed most spike teams no ?
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