Before I start, anything I say can and should be debated. Friendly discussions are encouraged but no whining or ranting PLEASE! As an experienced and avid player, the main purpose of this topic is for me to express my views of HvH.
Many people complain about HvH because there aren't enough builds. Why's that? Because hey, if the best HB'er is running a build, that must make it the best right? This isn't completely true, but it is still a proven philosophy. New players can just rip off top players' builds from observer mode and play it and easily make it to the top 1000 without a sweat.
Build Wars? I think more like Skill Wars
http://www.guildwarsguru.com/forum/s...php?t=10182091
Quote:
Originally Posted by nmemoric
C'mon Anet now do something already, before the next Monthly Tournament takes place and restore the intention of your Game: That Players win Championships because of their Skills and not because of their overpowered-easy-going builds!
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As stated in another topic. The truth is, the way the current HvH meta plays out right now, matches ARE BASED ON SKILL and NOT BUILD WARS. In order to win the July Monthly Tournament, Half of the builds I faced were very close in party setup to my own. My last three matches in the single elimination all had the Assassin, Ritualist, and Monk setup, yet I won each by a large margin (20-1, 14-0, 20-4). Yet many people complain that I won the tournament because of my over-powered build? How is it over-powered when the other opponent has the same general build. Granted, this does make it harder for people to play builds who don't lead as an Assassin, Monk, or Warrior, that is what makes HvH it's own region. It is what essentially makes it unique and different from the rest of the PvP forms.
I can't specifically quote this, but I have actually heard many people complain that many times in a GvG, the victor is determined by the build, not the skill of the player. Maybe it might be an inbalanced one-sided team just there to undermine the other team's weaknesses, or a map that makes a split team unsplittable. In HvH, because the options are so limited, the meta has constantly developed in the past four months to create new perfect balanced builds that can beat all other builds (to varying degrees of success). As soon as a new counter is introduced the meta yet shifts again.
Does HB really deserve to become something like TA?
http://www.guildwarsguru.com/forum/s...7&postcount=17
Quote:
Originally Posted by deluxe
HvH would maybe become fun if they throw out the shrine capping, and actually let people FIGHT EACHOTHER...
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Before the Hero Battle Ladder was even introduced. The HvH style consisted of 4v4 builds designed to just hold the center shrine. People complained, and eventually this was changed in the March 7th update so that all shrines contributed to morale. Yet five months later, people are complaining to change it back? What's the deal? My thoughts, are because five months ago only the people wanting change spoke out and now the people who wanted the changed are satisfied, while others appear to want change. In my opinion, this is an unbalanced representation of the Guild Wars community. It's quite funny how the system works. But to my opinion on this matter, is what is the deal with people fighting 4v4. Are you trying to prove your manliness? In war, would you fight face to face and risk many casualties? Or would you send an assassin to assassinate their leader and thus reduce the risk of casualties? The same concept applies to HvH, though in war you can't always do that, in HvH, you can. The concept of running and capping and ganking lies in the very essence of Hero Battles. To take this out would be stripping it of its essential characteristic that makes it fun.
Hero AI, is it really a problem?
In addition to the major HvH bugs (see last bolded heading), there are many minor details people complain about. Things like heroes not stopping if they get spiked to heal themselves. Well, if this were to be changed, then I would be the one complaining. What if you didn't want him to heal himself and you wanted a monk nearby to do it for him because you wanted your hero to quickly move into capping range to stop yourself from losing a shrine. Many moments like that are equally important. But the remedy to things like assassin spiking is easily done by merely controlling your heroes.
http://www.guildwarsguru.com/forum/s...7&postcount=19
Quote:
Originally Posted by Renegade26
Tbh, I still think that it should have been TA with the obs mode and rewards. HvH is poor because the Heroes cant pre prot against Shadow Prisons, and once theyve taken damage they are KDed from Horns of the Ox.
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It IS possible to pre-prot against an assassin spike. In a GvG, how does a human monk do it? He may watch a warrior to see who he is following and quickly throw on a SoD or guardian, for example. In HvH, this is much harder, because the assassin can teleport around, but logical targets can be assumed from factors such as health, motivation, and necessity. Many of the top HB'ers are able to do this through experience. Essentially, you can think of playing HvH not as just the leading character, but as all four characters of the build. Even though all the skills of an individual's heroes may not be disabled, it is still easy to force them to use skills.
Assassin and Player Skill, those two words actually do have relevancy with each other
http://wiki.guildwars.com/wiki/User_...ce_tim ing.3F
Quote:
Originally Posted by Patccmoi
When your full bar consists of clicking skill 1 to 8 in order (truly 1 to 8, with SP-Expose-Tiger Stance-BLS-Horns-BSS-BoS-Impale, with absolutely no skill that can be used out of the combo) every 20 sec, and that it can actually work too, there's very little player skill involved (in the end you have absolutely no control over if you'll manage the kill or not because your tools have 0 flexibility, the best you can do is pick your target and hope their team won't manage to stop you) and it gets repetitive and boring to play with or against.
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Many people ask, is there really any skill to being an assassin in Hero Battles outside of picking the right target? I say yes. So what happens in HvH if your heroes are on the opposite side of the map, and so are the opponents and the two assassins are forced to fight 1v1. What determines the victor? It surely cannot be merely luck. It involves who can time and pull off the combo faster, and even the build. Also, a good assassin in hero battles is able to micro his/her heroes even while he is spiking. For example, if I am a moebius strike assassin and I frenzy in order to try to spike down the monk, but then another assassin jumps in to spike me while I am spiking their monk and I can't cover my frenzy. At this point, I have a couple of options, but the most skilled assassin will be able to keep spiking down the monk while he/she orders his own monk to cast a spirit bond or guardian to protect himself/herself from the opposing assassin's spike. In most cases the spike on the monk can even be successful. The secret to the assassin is because the skill order is much more simple, an individual is able to control three other heroes simultaneously for maximum party efficiency.
A few important HvH bugs
http://www.guildwarsguru.com/forum/s...php?t=10133396
MOST of these bugs are still seen throughout hero battles. And the catch? This topic was posted way back in March. There have also been complaints about slow reaction (sometimes in the upwards of 1-2 seconds) of heroes when you force skills. I agree with this problem, but it is manageable once you get used to it.