Quote:
|
Originally Posted by Mister Glue
This could make sense. But if it was removed, wouldn't most of the GvG's become somewhat of a rogue's game? Half of the wins would be made by sending out a bunch of scouts to tell where all of the players are and then sneaking around them to kill the guild lord.
|
Yep then it rely on the skill of the players not the skills your chracter has. if you have to defend the Lord then you better damn well hang around and defend him. If you see a scount then you know your rumbles so you better get into a good defensive poistion. It would mean you would have to base your tactic on the skill of the scouting player, if that scout is useless then your intelligence will be flawed. If he gets spotted you will ahve to change tactics and start thinking on your feet.
The whole point is if you leave you guild lord open to attack and you don't spot the attack then it means your at a disadvantage because the player did not pay attention. Not the fact you did not have the right skills or best equipment.
Quote:
|
Originally Posted by Mister Glue
In my opinion, this would just be annoying. Half of making a decent team is having players that can "scan" the other team and decide what you're going up against.
Also, you can pretty much already suprise your enemies. Switch your secondary and primary professions. If you want to play a mesmer, make him a necro/mesmer or something that most players wouldn't think twice about. They'd scan over you and think "just a necro - get him last."
|
At the moment you can use some degree of suprise, but you only have two choices, so automatically that narrows down the option. Now imagin how much mare scary things woudl be if you only know one option and you had to work out our discover the other. it would make you think twice before charging in all sword swinging. Also part of making a good team is being sure you can be ready for any given situation. now not having all the best skills and equipment means those players cannot be fully ready. Yet team which is good at bluffing can stand jsut as good chance as a team with everything unlocked.
Quote:
|
Originally Posted by Mister Glue
It seems to me that that would pretty much ruin the role of the mesmer. You have to watch targets very closely to see what kind of spells they use, and you can only watch one at a time. If mesmers couldn't see what spells casters were using, they would never know when to interupt or what the proper hex to put on them would be. It would become a wild guessing game.
|
Fair enough it would make their life a harder but if you work as a team and pass on information to the other members, then if someone spots one skill or spell being used they can pass on the information, meaning the Mesmer would have to rely on the rest of the team for support. Same as the rest of the team would ahve to rely on each other because their are more unknown factors.
Quote:
|
Originally Posted by Mister Glue
As for your comment on how they should be reserved only for monks because of their low armor level: What about Mesmers, Elementalists and Necros? They don't have uber armor either.
I'm interested to see how you think it upsets PvP - so I'll save my opinion on that part until you put some of your thoughts behind this very indescriptive comment.
|
Becasue some W/Mo's who tanks through PvE thnks they are invincable in PvP and end up messing things up for the team. As for the other classes, a Monk is your healer, he is the life of the team it makes sence that he shoudl ahve a defensive advantage over everyone else. The cost of mending and other such enchantments is quite a lot for a monk, but that cost to a warrior is nothing becasue of adrenaline skills. Becasue of the advantage of adrenaline skills I don't think they should get the monks defensive advantage as well. Look at the ranger, take ranger primar and expertese reduces the cost of only ranger skills. Again it's an advantage only to rangers, each profession has it's own unique advantage. Except the monk, who advantage can be used by anyone who takes it as a secondary.
Quote:
|
Originally Posted by Mister Glue
As for PvE: How many W/Mo's do you see out there farming constantly? Now how many Mo/W's do you see? I think I can safely assume you'd say you see more Mo/W's out there farming. W/Mo's by far do not make a mockery of PvE. They don't have enough mana to use enough spells to make them anywhere near invincible. That combined with the fact that other professions can do far more damage than Warriors, I fail to see how W/Mo's make a mockery of PvE.
|
To be honest I see a lot more W/Mo's out their, why do you think teams are struggling to find a Monk, why do you see looking for a monk messages. you never see looking for a warrior. I would love to see more Mo/W's please bring them on. but sadly every wher I go I see W/Mo's and they talk about how they single handlely did this, that and the other.
Quote:
|
Originally Posted by Mister Glue
I don't quite understand this - what do you mean by flanked? If you mean being attacked, then you're right. People being attacked shouldn't be able to defend themselves. They should just die.
|
Flanking is a form of suprise attack, wher you attack the opposition fomr a side they are weekest at, unable to defend or cannot easaly see. basically attacking form the side or rear, and taking advantage of blind spots.
[/QUOTE]
Quote:
|
Originally Posted by Mister Glue
I think this would only really matter if it were all warriors out there playing. Considering it's not (typcailly by far), in my opinion that doesn't really matter
|
I'm not talking massive amounts like DP, but maybe up to 5% degridation in damage. This will give the monks something more to think about as they would need to keep the warriors battlefield effective. You might find like this that Monks would concentrate on being better healers.
Quote:
|
Originally Posted by Mister Glue
To me it looks like you're trying to make the game a 1v1 game. Most of the suggestions you suggested would make the game more skill-based and balanced on a 1v1 field, but really don't apply to the game as it is (heavily emphasised group combat).
|
Not realy, it measn as a team you would have to co-ordinate more in the battlefield and before a fight. You would need other skill team member to pass on information quickly to those who need it. A Mesmer would become a littel more reliant on the rest of the team, a warrior would be a little more reliant on the monk. AoE skills we be reliant on the information of the scouts. Everyone would be reliant on a good team leader to co-ordinate.
It comes down to unknowns you only know what your team is capable of and how they work together. Everything else you know in a battle is attained through team work. When your defending you are relying on people to spot scouts. With the points I made each member of the team becomes reliant on the rest of the team and their ability to act as a well oiled unit. Rather than reliant on the skills they have unlocked.
I mean if stuff you have unlocked in irrelivant, then why are the PvPer obsessed with haveing everthing unlocked. The ideas I put farward make it irrelivant what you have unlocked, becasue at the end of the day if your tactics and team cannot work together then it the players skill at fault not the skills and unlocks in the game.