'How to bring back old, good PUGging days in PvE and end this Hero nonsense in PvP, while retaining heroes and henchmen useful in their respective manner'
I have a remedy for all of your problems. It will very successfully actually force people to form teams, but it won't render heroes useless. There will be times when you will want to do a normal mode mission lonely with henchies and heroes just as you will be able to bolster your HM team with two heroes.
normal mode 1) maximum one hero per each human player 2) maximum 4 heroes in the party for 8+ players map, 3 heroes for 6 player man, 2 heroes for 4 player map 3) can fill all slots with henchmen in the party hard mode 1) maximum one hero per each human player 2) maximum 2 heroes in the party no matter the difficulty 3) able to fill no more than 2 slots with henchmen in the party PvP 1) heroes banned from any form of ranked pvp games excluding hero battles and guild scrimmages 2) in non-ranked/scrimmage games no limit on the use and availability of heroes Advantages of such system? 1) grouping in HM makes sense, gimmick pve builds such as discord, imbagonway and other shit is dead 2) heroes still remain very useful and often well-skilled and well-equipped hero will be crucial since it's not too easy to get 8-man team each time 3) Urgoz/Deep/DOA/SF/any dungeon will become a place where real human cooperation is needed, heroes nonsense is over 4) now it's easier to focus on one or two heroes instead of wasting money and faction to get 4-8 heroes well equipped ... now you will be more likely to focus on no more than 3-5 well equipped diverse heroes since you can bring only one of them with you 5) pvp is again a human vs human fight, there is no room there for heroes ... and this brings old, good prophecies/factions days back in place ... perhaps HA level will rise since gimmick builds will be likely to die-off natural and painful death ... hero battles which are based solely about heroes micro and capping points is untouched |