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Originally Posted by bhavv
I came up with a nice idea for Hex pressure in PVE earlier today. Water elly, 3 necros, 2 messies, but I cant run all that with just 3 heroes.
Its like in PVP. When you play HA, the leader will usually request the team build and a damn good amount of organisation will be going on. When you PVE, you are never going toget the same kind of organisation in pugs or with other players. You cant lead the team builds to your content when so and so doesnt have the skills, and for general PVE, setting up a nice organised team for everything is just beyond possible.
Allowing 7 heroes in PVE will at least give us the level of organisation and team build satisfaction that PVP players enjoy, in PVE. We can play the builds we want, and tweak everything to our hearts content.
Whats not to like people and Anet? Whats not to like?
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WOW!
It seems that not only do other people think like me - they actually think the same thoughts at the same time.
I came here to actually start a thread about this and somebody beat me to it.
And then - also my lovely Hex-way example was already shown.
In my opinion - a full party of heroes (minus one player of course) is the only thing that might save PvE these days without some MAJOR work for A.Net.
My suggestions:
1. Leave the option that one can only show 4 heroes at a time as it is. You can still select a hero, equip it and then remove it and select a new one. It takes longer - but it doesn't require ANY modifications to the panel itself.
2. Leave that we can only display 3 hero-skill bars as it is. Although that sounds like a sweet thing - I mostly keep them open just because I am used to having them. I stopped micromanaging ages ago. And the only time that they are REALLY needed is when I need to trigger a certain skill that the hench have issues with. BUT in a party of 8 - having 3 hero skill-bars for the skill-bars THAT include skills that need micromanagement is perfectly FINE! Maintained enchantments are pretty much the only skills that I can think off that would need that!
3. Leave us with 4 flags - as it is. If I am using flags I mostly just flag the whole team. I am completely able to control my team of heroes and hench - so introducing a team of all heroes would be the same.
The heroes that would require my input - may it be skills micromanagement or placement on the battlefield - would be put into party slots 2-4 (just like now) - and the rest of them would just get pushed behind.
So up to now - nothing would require a change in the game.
What would be required is for A.net to enable the party slots 5-8(12) so that they can be filled with heroes.
Heroes would that way become more desirable. IF I can only have 3 heroes - Nightfall is perfectly fine for me. I didn't purchase GWEN yet - and I might never do. It doesn't make sense to have 20ish heroes at my disposal - if I can only have 3 at a given moment IN MY PARTY! BUT if I were able to have a full team of heroes - then the second Ritualist or paragon that I can obtain in GWEN would be a SERIOUSLY good reason to get the expansion!
Now for the reasons WHY I'd love for this to happen:
1. GW consists of 4 games now. It's a HUGE world - and the population isn't only spread all over it. GW also has regional servers (EU, USA,....), language districts, districts that appear if a town is too full AND instanced worlds which further distance the players from one and other. The party search option is helpful - but it really doesn't help much when trying to find a party to do a quest or explore an area when there are like 3 people in the outpost you want to start from!
This means that the option of 2 people and 6 heroes isn't completely realistic. It works for certain populated parts - especially if one can FARM that part - but if one wishes to only PLAY - in reality, it doesn't work.
So that leaves us with hench.
2. I have played most of gaming time with hench. Not because PUGs suck - or I am a man-hating machine! Hell no! My most fond memories are of the times of like 2 years ago when I was able to get a party and we we get lost together, explore the wonderful worlds and do quests together! We were using bad builds, max DP was a state of normal play - it was just FUN!
The thing is - my time is limited now AND in the two years playing the game I did get better! I stopped looking ONLY at what I can offer to the team with my build - but rather what can the TEAM also offer ME!
GW is a team game. And for the best results - one shouldn't only look at the build one is running - but rather how does that build work with the rest of the team! And this is where the hench fail.
Their builds are set in stone.
And not only that - the selection of hench is set in stone! Let's take for example the Paragon. It's arrival offered us a very strong alternative to how the game can be played! Nightfall is a joy to play as a physical damage dealer! Imagine having 3 paragons, 2 monks, 1 necro and 2 warriors! One is able to break the mold of the nuker-tank-healer cookie and let his imagination go wild! Of course that is only possible if the player IS good! If the player is able to build together a team of individuals that complete each other! I had to make a warrior and a paragon to be able to appreciate them! And for that I was rewarded with a game that got easier!
But at the end - that is what I deserved! I got BETTER at the game and the game became easier!
Now let's try to run that in C1!
We simply can't!
There is no way to run the team build that WORKS because one is limited by the selection of hench and it's builds! What good is a team build that works heavily on providing adrenaline for the whole team - if the hench aren't using adrenal skills? Or how can I run a hex-heavy team if the hench mesmer - who would be perfect for my team - just spams Distortion! Or a physical damage team when the Ranger is using Kindle Arrows?
Or the example given above - a hex-heavy team! And here is where fixing PvE is most evident. Skills are the basis of the fight. Some skills are really good. And those skills get used. The problem is that only a selection of those skills can be used in PvE also! Some just don't work! And with the fact that I am forced to run 4 hench - that additionally limits the skills I can use in PvE!
Let's face it - some hench suck. And some are really good. So one ends up using that work better. And that influences the way I play the game! I am no longer the person in charge of the way I play MY game!
The hench control MY game!
For example - you have places where the best options are the heavy hitter-hench! So I have half the team consisting of party-members that will blow up everything in seconds! What good are then MY damage over time skills? What good is my disabling of skills if no-one will feel the pain of the skill being disabled! If I want to be useful - I NEED to take part in the 3 second massacre that takes place! And lets take the example of the mesmer - that limits my options severely! Sure I can nuke with CoP and Surge/Burn - but do I really want to play the whole game with the same 8 skills if I know that there are other options THAT WORK AS WELL but ONLY if I can have 1 additional player with his 3 heroes!
Why do I need to be punished for growing as a player?
So seriously - PLEASE reconsider allowing us to have a full team of heroes! It will allow for a MORE diverse and fulfilling gaming experience!
(and yeah - I am aware I am using WAY too much exclamation points!)