So, I once suggested they add some kind of tactics system. One that would make it possible to set some patterns, behavior for the heroes and henches. I didn't know exactly how to do it, but...
Dragon Age's tactics is probably the closest thing to a perfect, user-made tactics system in games I've ever seen. Only it would be better if you could make the casters run away behind melee, or make rogues go behind enemies if they are melee. But, why not try and implement this in GW? It would improve AI and combo'ing skills on heroes.
Tactics... no, not those Tactics
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I would certainly wish some tactics to make the game easier for the player, not the hero. Here are some examples:
1. If you are playing a monk, you can set a rule which automatically selects any party member who is below 50% health. You then manually select the skill to heal that member, if you so desire.
2. If you are playing a mesmer or ele, you can set a rule to automatically pick the enemy monk amongst the horde of enemies on screen.
3. If you are playing a war, you can set a rule which changes your shield set automatically when the type of damage you receice is changing, like elemental to physical damage.
4. If you playing a ranger, you should be able to see the area spanned by your traps, or the area coverable with barrage.
5. If you are playing a necro MM, you should see how many exploitable corpses are left, and you can pick rule on the stance of your minions: whether they should attack, defend or be passive.
6. If you are playing a sin, there should be a rule which states when SF is nerfed, the sin should be deleted automatically!
1. If you are playing a monk, you can set a rule which automatically selects any party member who is below 50% health. You then manually select the skill to heal that member, if you so desire.
2. If you are playing a mesmer or ele, you can set a rule to automatically pick the enemy monk amongst the horde of enemies on screen.
3. If you are playing a war, you can set a rule which changes your shield set automatically when the type of damage you receice is changing, like elemental to physical damage.
4. If you playing a ranger, you should be able to see the area spanned by your traps, or the area coverable with barrage.
5. If you are playing a necro MM, you should see how many exploitable corpses are left, and you can pick rule on the stance of your minions: whether they should attack, defend or be passive.
6. If you are playing a sin, there should be a rule which states when SF is nerfed, the sin should be deleted automatically!
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For example, the ability to tell h/h to Scatter, having them all move away from you slightly in different directions so that they aren't demolished by AoE attacks.
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/notsigned
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A gambit like system would be great. options like triggering skill use upon a certain condition (i.e. caster uses assassin's promise at <50% health would be highly useful) It would also be great customizing priorities or setting the order for how a sin would go through their attack chain. It would be easy to implement all we need is a checkbox of condition statements and check them on and off.
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What I would like to see is Formations, a small tab next to the flags.
For example, the ability to tell h/h to Scatter, having them all move away from you slightly in different directions so that they aren't demolished by AoE attacks. |
Just flag away from AoE.
Would also be great if h/h could play cards with you in THK mission. but then, get a pug and play tic tac toe on radar.

/not signed.
So everyone on guru bitches about how bad Pugs are and how people are forced to H/H, yet you wouldn't want to see any improvements to H/H despite the fact that the majority of people use H/H to play the game?
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Translation: I hate H/H players for not putting up with us PUGgers! Fun is bad! What do they think this is, some kind of game?! Don't do anything that would help H/H players!
EDIT: Also signed for this tactics system. Even if not for GW, then for GW2.
EDIT: Also signed for this tactics system. Even if not for GW, then for GW2.
So.. wait, you are against it people, because you don't want us h/h people to have smarter NPCs... but why would you care? You don't use heroes, it wouldn't affect you. And you wouldn't be able to set macroes, which is what most of the people do when they want better control of their heroes.
Wait, wait. The game is easy with heroes, and you are suggesting to take people... which would be even easier. Unless it's a PuG, which means they would suck.
There are no reasons NOT to go H/H.
Okay, how about this - give us tactics, and brains to real players. Or give tactics to heroes, but overpowered and easy to use PvE-only skills to pla... oh, WAIT.
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Seriously, the game is easy enough as it is. We don't need the henchies to do absolutely everything for us now. If you want a team capable of doing things other than mashing overpowered skills in overpowered bars take real people.
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There are no reasons NOT to go H/H.
Okay, how about this - give us tactics, and brains to real players. Or give tactics to heroes, but overpowered and easy to use PvE-only skills to pla... oh, WAIT.
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So everyone on guru bitches about how bad Pugs are and how people are forced to H/H, yet you wouldn't want to see any improvements to H/H despite the fact that the majority of people use H/H to play the game?
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Umad?
No, I don't want that.
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So.. wait, you are against it people, because you don't want us h/h people to have smarter NPCs... but why would you care? You don't use heroes, it wouldn't affect you. And you wouldn't be able to set macroes, which is what most of the people do when they want better control of their heroes.
Wait, wait. The game is easy with heroes, and you are suggesting to take people... which would be even easier. Unless it's a PuG, which means they would suck. There are no reasons NOT to go H/H. Okay, how about this - give us tactics, and brains to real players. Or give tactics to heroes, but overpowered and easy to use PvE-only skills to pla... oh, WAIT. |
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