Personally after thinking about how the heroes will work, i went out and bought 9 Superior Absorption Runes @ 420g EA for the 9 version of Koss i will have and 9 Major Vigor Runes @ 3.9k EA for him(s). Then i remembered that i will have 2 other heros: 1 PC + 3 Heros = 9 X 3 = 27 characters that will need Runes at a minimum.
Guess that takes care 9 Koss Hero version type, now i will have to find the space for the rest of the 18.....
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Originally Posted by TadaceAce
Just think for a second, heroes are already gonna take the number of pug groups down to nil, imagine if they didn't take your drops? Guildmates wouldn't even group with each other anymore.
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I remembered Prior to Factions release when we were debating about Mega Alliances that will be formed and stuffing causal gamers and guilds, while during that time on VGM Jeff Strain mentions that in "the next chapter-NF" for example a player who wants to play a warrior and want to go at it alone can do so and there will be methods put in place for him-Heros. I was partly confused then when i heard that and though: Isnt that what henchman are for??
Anyways Perhaps the implementation of Heros is also Anet's way of addressing causal players ( great in theory, but is a logistical nightmare in practice-not bashing, in fact i love Heros) and also the massive debates we had before about cookie cutter builds in groups and how some classes are neglected or cant into groups if anyone remembered.
As for some issues Heros may bring about would be:
1) Since the Strength of Hero depends mostly on the individual unlocks and no doubt everyone will believe that their Hero build is the most Leet, arugements when deciding who's hero to bring for a particular mission such as : "MY HEROS ARE BETTER THAN YOURS!" within PuGs and perhaps guild members may become a problem in less tightly knitted guilds and become a source of internal Elistism-i pray this will never happen.
2) This current system (if unchanged) for Heros greatly benefits the more experienced Players since we had over 17 months+ to unlock skills through play. Those new to Guild Wars itself playing just the NF PvE component may find that even though they have Heros who join them, but in more diffcult missions and quest they may feel that they dont have the appropriate skills and though some may be inclined to buy unlock packs in the online store, others will grind to unlock skills in what ever way they can, but the general decline in experienced players in PuGs (we all know how much we hate PuGing) will systematically weed out most new players who play causally over time. - I believe FrogDevourer is also addressing this in a different thread in these forum section but since i am here with this i though i bring more attention to this rant.
3) In constrast to Factions where large guilds are promoted, in Nightfall smaller and more causal guilds are encouraged with the introduction of Heros for experienced players (technically now a couple can form their own guild and just play with themselves without interacting with anyone else around them: (1+3)*2). What this may translate into is the decrease of high quality players avaible for recruitment but also a great influx of newer players looking for guilds that will help them to unlock-which in this case will most likely to be looking for PvP guilds if they are smart about it. But this also means some PvE guilds may have more problems looking for the right sort of players to attract into their guild should they chose to expand in Nightfall. IMO this is also a very stuble move by Anet to encourage players to PvP under the guise of PvE implementation.