Signature skills for Hench

awry

Krytan Explorer

Join Date: Dec 2008

With the previous updates, I thought that the introduction of new characters were quite well done with their special monster skills. Koro,Lawrence and the rest of the Ebon falcons were memorable because of their unique skills. I am suggesting that maybe after the 7 hero hero update we could add some individual specific skills for the hench that would make them fun to take.

Throwing out a few random examples

"Cynn's gaze:5e,1/4s,15r: Target foe is crippled, set on fire(burning) and weakened for (10 seconds). You gain 3e for each condition on foe."

"Mhenlo's gaze: 10e, 1/4s, 15r" Target ally loses all hexes and conditions, you gain 2e for each condition and hex removed.

"Eve of sacrifice": 100% h sacrifice. 25e, 5sec, 60r: All enemies in area range lose health equal to 1/2 the amount of health you have when this skill ends. "This skill adds no dp"

Spookii

Spookii

Krytan Explorer

Join Date: Jan 2008

Southeast, USA

N/

A cool idea, really.

It would make the henchmen seem more like characters than robots. Gives them a little personality.

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

I like it. It could also make henchmen somewhat useful when 7 hero teams are available.

RedStar

RedStar

Wilds Pathfinder

Join Date: Jul 2007

_____________________ (\__/) (\__/) (\__/)Help (='.'=)(='.'=)(='.'=)Bunny (")_(")(")_(")(")_(")

[Bomb]

E/

Even if it sounds fun, /notsigned

The NPCs that appeared were random and only appeared in some areas, so it wasn't that much of a "problem".

awry

Krytan Explorer

Join Date: Dec 2008

Quote:
Originally Posted by RedStar View Post
Even if it sounds fun, /notsigned

The NPCs that appeared were random and only appeared in some areas, so it wasn't that much of a "problem".
When you say "problem", do you mean balance? I think hench would be balanced by their unboosted attributes, their unswappable weapons and the degree of non-control you have over them. A good micro managed hero team is going to be much better than AI even if they have powerful skills.

Icecream

Icecream

Lion's Arch Merchant

Join Date: Jun 2010

Ice Tooth Cave

Zealots Of Shiverpeak

Mo/

/notsigned
would be op

This is something Anet never would do. It's a waste of time since they have more "important" things to do.

Captain Bulldozer

Captain Bulldozer

Wilds Pathfinder

Join Date: Jan 2008

Servants of the Dragon Flames [SODF]

Seems like a reasonable suggestion to me... I know that Argo already has his own skill... maybe some of the others do as well? (I'm currently too lazy to check). This could be more work than it sounds like for the live team though, as they'd have to invent and balance a lot of new skills (and for different levels/areas).

Marty Silverblade

Marty Silverblade

Administrator

Join Date: Jun 2006

As long as they're not too overpowered it would be fine. None of the skills listed in the OP is overpowered, and it's not like it'll make much difference anyway because 7 heroes is already going to make PvE trivial (if you haven't decided it is yet anyway).

Pony Slaystation

Pony Slaystation

Krytan Explorer

Join Date: Nov 2008

Cardboard Box

Guilds are irrelevant. This... is...... BUILD WARS!!!

Rt/

As long as the skills aren't extremely overpowered, it would be a really fun idea. Once seven hero teams are an option, it would be nice to give henchmen something special that would give them an edge over heroes in certain situations. Plus, it would make PvE a little easier for players who don't have access to Nightfall or Eye of the North.

Olle

Olle

Furnace Stoker

Join Date: Aug 2008

Ign: Miniature Julia

Teh Academy[PhD]

W/

Is there any legit announcement that we will get 7hero teams? ive yet only heard people say it, never heard/seen any real announcement .

Zanagi Kazuhiko

Desert Nomad

Join Date: Jan 2009

Kamadan Dis 1

LF trolling/flaming guild, 8=D

W/

agree, if not overpower, /signed

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

I like Koro's Gaze:
http://wiki.guildwars.com/wiki/Koro%27s_Gaze

Spell. Target other ally is healed for 150 health and loses 1 hex. If a hex was removed, all adjacent foes take 80 damage.

(5/0.75/3)

It's cure hex, and smite hex/shatter hex in one, with a 5 energy cost and 3 recharge.

There's also:
http://wiki.guildwars.com/wiki/Falken_Punch which is basically final thrust with burning

Gennadios

Gennadios

Wilds Pathfinder

Join Date: Jun 2009

N/A

They're bots with non-synergized skillsets. ANet can add a max Asuran Scan to Little Thom or that other sword guy in proph and people still wouldn't bother using them.

I can't see heroes made OP enough to justify their use after 7-heroes are implemented.

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

It has been stated quite clearly that some time soon there will be a place created called Embark Beach this will be a central location for missions.

It was also stated that filling out your party with heroes were on the way you can check the link here which was a survey of players who took part in and later commented on the war in kryta.

I take this to mean not 7 heroes but a full party of one player and sufficient heroes be it 3 5 7 or any number up to the mission limit.

http://www.arena.net/blog/what-does-...survey-results

the relevant passage is at the bottom of the page.

Q: How would you feel about having a party that you could fill with Heroes?

Our final category proves to be another big positive—50.7% of people say that they “love it,” while 14.4% are between that and “OK,” which comes in at 23.1%. Only 5.7% “hate it like burning,” while the final 6.1% were seemingly indifferent. You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach.

RedStar

RedStar

Wilds Pathfinder

Join Date: Jul 2007

_____________________ (\__/) (\__/) (\__/)Help (='.'=)(='.'=)(='.'=)Bunny (")_(")(")_(")(")_(")

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E/

Hmm yeah kind of forgot that with 7 heroes there will be almost no reason to take a henchman.

Have to make sure however that those skills cannot be exploited in some way.

Luminarus

Luminarus

Furnace Stoker

Join Date: Aug 2007

Sydney, Australia

Haze of Light [pure]

R/

I believe i read somewhere that Embark Beach is due out around the time of the wedding. So therefore we can expect 7 heroes and embark before wintersday.

Gennadios

Gennadios

Wilds Pathfinder

Join Date: Jun 2009

N/A

Quote:
Originally Posted by gremlin View Post
It has been stated quite clearly that some time soon there will be a place created called Embark Beach this will be a central location for missions.

It was also stated that filling out your party with heroes were on the way you can check the link here which was a survey of players who took part in and later commented on the war in kryta.

I take this to mean not 7 heroes but a full party of one player and sufficient heroes be it 3 5 7 or any number up to the mission limit.

http://www.arena.net/blog/what-does-...survey-results

the relevant passage is at the bottom of the page.

Q: How would you feel about having a party that you could fill with Heroes?

Our final category proves to be another big positive—50.7% of people say that they “love it,” while 14.4% are between that and “OK,” which comes in at 23.1%. Only 5.7% “hate it like burning,” while the final 6.1% were seemingly indifferent. You can look forward to filling out your party with Heroes as another feature of the free update build that will include Embark Beach.
Not limited to missions, all over the game. But this does raise an interesting point. 11 heroes for Urgoz/The Deep?

Ok Dont Panic

Ok Dont Panic

Frost Gate Guardian

Join Date: Nov 2010

UK

We Gat Dis [HRUU]

Mo/

Either they will remove the cap on the amount of heros or set it to 7 so that you cannot solo the Deep and Urgoz with a full party (which would seem silly if they are allowing us to do that for DoA UW and FoW). I'm hoping they will just remove the cap. Possibly the reason its stated as 7 is becasue most teams for most areas in 8. So it was just a general term.

11 heros for Urgoz or deep...

thats going to limit you aswell tho.. surely.. i guess 3 monks 2 mesmers 2 rits 3 necros or 3 eles.. thinking overpowered much..


I love the idea of giving henchman skills specific for them. <3 would be a lot of fun and could prove better than heros in some cases.

But if we do start seeing no cap on heros then no one (unless they dont have the heros unlocked at the time =new char or not all the campaigns..) will be using henchman and they will practically be made redundant.

And if they are making EMbark reach for missions central.. wont people prefer having 7 heros they can tell what to do, or 7 people they may or may not have the ability to complete the mission. Not saying i prefer heros but its intersting

frostkisses

frostkisses

Wilds Pathfinder

Join Date: Aug 2007

Wisconsin

Cerberus Guardians of the [GATE]

E/

Need to remember not EVERYONE has nightfall/eotn. So even if there are people that would always take their heros over said henchmen...there are still people with limited heros/no heros at all...and this would probably help them greatly.
/signed

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

General PvE is pretty easy... Not needed and no point to adding it. Make henchman useful? No reason to care when you already have seven heroes or a party of humans.

jazilla

jazilla

Desert Nomad

Join Date: Aug 2006

Guernsey Milking Coalition[MiLk]

E/Me

it's all fun and games til the henchies start using their skills on you in the norn fighting tournament

snowman relic

Krytan Explorer

Join Date: Feb 2009

your just a meatsheild to me

N/Mo

as long as areanet doesn't remove the henchmen after the 7 heroes update i wouldn't care if you made them invincible =P

NerfHerder

NerfHerder

Wilds Pathfinder

Join Date: Apr 2010

The idea has been suggested before. I like it. After the full hero party is implemented it would be nice if henchmen were a viable option in some areas. Even if they were as powerful as the skills the Ebon Falcons had, it still wouldnt be a huge game changer. And depending on your team set up would still be inferior to heros, most of the time.

While we are talking about henchmen, I always thought it would be fun if we had access to the core henchmen(the henchmen in our guild hall and HA). No one uses them anyway. Keep them from being exploited earlier on by restricting them on noob islands or before ascension. I realize they are geared toward PvP, but I would still prefer some of their builds to most henchies. Just a thought.

Its not an issue of PvE already being too easy or an issue of adding more easy buttons, I mean PvE skills. Thats an issue that can be dealt with seperately. Like making HM difficult. I want these changes because it could add some flavor and variety to parts of the game that are boring and stale.

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

Quote:
Originally Posted by Gennadios View Post
Not limited to missions, all over the game. But this does raise an interesting point. 11 heroes for Urgoz/The Deep?
Exactly I was thinking along the same lines.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Although I'd love to see Argo bringing his shout, H/H should have no monster or PvE skills.

If you want somethnig special, you team up with people.

A11Eur0

Furnace Stoker

Join Date: Apr 2005

W/

/signed. If we can have cat ears and PVE skills we can have henchmen with special skills of their own as long as they're not god mode or win button.

wilebill

wilebill

Desert Nomad

Join Date: Dec 2005

Mt Vernon, Ohio

Band of the Hawk

W/Mo

This is very good awry. /sign

Back when Prophecies came out and there was just Prophecies there was a suggestion like this. At the time the ANet devs were insanely in love with happy players forming joyous PUGs *not* and so made the henchmen wimp, weak, and bleh so as to be a very second best choice. They never really got over that design decision.

Another great thing suggested was henchman variety. An iceman ele could show up. This happens on Wintersday, it can be done. They just never did it. They were so good about getting the ball on the green, but then they would consistently miss the cup.

tuna-fish_sushi

tuna-fish_sushi

Desert Nomad

Join Date: Dec 2005

California

E/A

Quote:
Originally Posted by Icecream View Post
/notsigned
would be op

This is something Anet never would do.
Lol'd this is PVE we are talking about. Have you seen the PVE skills?
You Move like a Dwarf, 10e/shout/10r, 80 damage, cripple and KD.
Finish Him, 10e/instant/15r, 80 damage, deep wound, cracked armor.
Asuran Scan 5e/instant/8r, +75% Melee damage on this target.

/signed if the skills aren't way too over powered, mabye equal to a PVE skill.
Would be the only reason I see of bringing henchmen over heroes once the new 7 hero update is out.

Puebert

Puebert

Desert Nomad

Join Date: Oct 2005

Mo/

Anything that encourages players to bring hench over other players is a bad idea imo.

/notsigned

Lyra Padfoot

Academy Page

Join Date: Oct 2010

UK (GMT)

Guild of Legendary Donkeys

R/Rt

Personally I like this idea.

I can see that once 7+ heroes comes in there will be less of a need for henchman (as discussed many times over on this forum).

Something like this would certainly add some incentive to use henchmen so that they dont become useless NPCs standing in the corner of each outpost.

We have seen something to this effect in Factions already with the skill Kuvanng gives players and henchmen (but not heroes) for the final missions and it encourages henchman use there, so it works as an idea.

The only caveat would be to ensure some balance and that could be the sticking point with the devs.....

anyway the idea has merit so - /signed