The reason why high-level content is soloable and why PvE is easy in general.

Nero

Lion's Arch Merchant

Join Date: Jan 2006

The Sunset Riders [Ride]

Mo/

/signed

Randomness ftw

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Well, currently, in order to balance they lack of inteligence, and variety of skills, they have much more HP and deal more damage.
It's not like a PvP battle where you have to battle an equal team at level 20. It's not 4-12vs4-12; it's 8vs800. There are some quests that will make your party have to battle more than 20 enemes over level 20 at the same time. And you rely in your knoledge of they builds to make another that can beat it and survive.

And there are something you must remember.
Only 'inteligent', 'humanoid', creatures could be able to have multiple skills. Tengu, Margonites, Naga, some undead.
You can't have a spider, a skale or a sandwurm have variable builds, thay can't learn or do different things.

If they were to add variability to them, some areas would require a develing of creatures, since you can't change you between PvE battles, and you don't face lvl 20 eneimies, but over 20 ones. Would you reall battle in PvP if in all your battles the other party had more than 3000HP per member and +20 permanet armor?

This game is for all, and not everone can stand high levels of playing or gets used slower. Not everyboady have been playing enough to habe a good average build, they are growing. An old playing wanting more challenge can't force a newbie still learning drop the game due to difficulty.

We don't want people saying 'I don't like it' after their first campaing, we want them to buy them all.

In Elite missions, realms of the gos and such areas, randomnes should be fine, but not in campaings that shoudl be available for everyone, not frustrating.

=DNC=Trucker

Krytan Explorer

Join Date: Apr 2006

TLA

Me/

walk up to a group, immediately hit your ctrl key, look over the baddies and know every single skill they'll use? Yeah I admit this is a source of a lot of same-old same-old

/signed

glountz

glountz

Jungle Guide

Join Date: Nov 2005

W/Mo

Some issue, especially for elite skill capping, may occur.
My proposals:
*Boss should always spawn in the same spot.
*Every creature have 8 skills.
*Every creature have 4 staple non-random skills, including their elite. Plus 2 random skills from their primary profession (corresponding to the attributes they have) plus 2 from a different profession (in these random skills, one id for the rez, whatever it is - Flesh of my flesh, rebirth, rez signet or signet of return).
*Mobs spawn randomly on map, and randomly patrol (meaning cross the map)
*Mobs composition is semi random. A healer, a damage dealer and a disrupter should always be together.
Anyway,
/signed for the idea.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

/notsigned

Reason? Because we only have 8 skill slots, we can only be prepared for limited situations. Random encounters shouldn't be implemented unless we get access to all the skills all the time, and we all know that won't happen.

Enemies working together? What's it like to have 1 monster mind freeze on the monk, maelstrom it, while raining meteor shower over it? Mobs should be smart. It's player play game after all, not being played by the game.

Tactical-Dillusions

Tactical-Dillusions

Desert Nomad

Join Date: May 2005

Grimsby, UK

R/

Make areas too hard and it becomes boring.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Thread necromancy FTL

ca_aok

ca_aok

Krytan Explorer

Join Date: Sep 2006

Xen of Onslaught

E/Me

Alright, here's my main beef with this issue (since this thread from 2 months ago has been so kindly brought up :|).

The current level of "difficulty" in GW PvE is giving monsters rediculously overpowered stats and crazy monster-only skills. A great example is anything in DoA, or the axates in UW (how many warriors consistantly hit for 300+ damage against 60AL with 1 attack?). Monsters are retardedly stupid, but by throwing 20 of these hyperpowered things against us, a party wipe is almost guarenteed. So the solution is actually make monsters level 20, and then give them a decent skill selection instead of throwing in "Enraged" just to make everyone's life miserable.

Another issue with this is PvE battles would become rediculously drawn out. Would I really want to fight a mob where everyone has a res signet that recharges every time they kill one of you, competant prot monks, etc? If I want that sort of thing, I can play PvP. It'll take you 2+ hours to get across 1 zone at that pace, and not everyone really has that much time on their hands.

And, as it goes without saying, henchmen would also need a drastic improvement, or we should be allowed to take 7 heros at a time. This way, we'd actually be able to have an AI only team capable of defeating these things.

Priest Of Sin

Priest Of Sin

Jungle Guide

Join Date: Dec 2005

Sitting upon Kerrigan's Throne.

Live For The Swarm [ZERG]

Me/N

Basically, the entire game would consist of disruption, blind, overpowered spiking builds, life stealing via blood magic, wells that remove enchants, and plague touches everywhere. The only classes that would be wanted would be warriors to take+hold aggro, domination mesmers, infuse health monks, Me/N well exploiters, Verata's Aura necromancers...

Sounds fun?

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Lets turn the whole game into DoA.

While your at, make Mesmers, Ritualists, Paragons, Dervishes and any non-SF Elementalist PvP only.

That way i can go everywhere with a heavily bonded Obsidian Flesh tank... not just DoA.

Be serious, we all want PvE more challenging, but varying mob skills is just annoying. Consistancy is what PvE is about. If DoA monsters changed builds every 5 minutes it would be impossible. Pugs to FoW/UW would be hopeless.

=DNC=Trucker

Krytan Explorer

Join Date: Apr 2006

TLA

Me/

You are taking this WAY too far, to the opposite side of the spectrum. There is something in between... I don't think the idea of the poster was to make every zone like DOA, and all this secondary profession stuff?

I think some things to make it less predictable would be great, but lets not hyper extend everything.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

This has been covered, and I don't want to reapeat the many arguments, but I'll add some that I've always liked.

You're a big bad hero, you've honed your skills over and over. Even if you die, you know what's ahead in the road a little bit, just like you mentioned.

Your average mob though, is a different sort of being. They mill around all day, some even just sit and hide underground, not even enhancing their dexterity like the charr do by picking belly button lint and flicking it into the camp fire.

You've average mob is in a war maybe, like the charr, but they're mostly not frontline guys, they're not expecting a party of Hero'esque characters to come storming around the next boulder.

But, lets make the rez shrines make monsters come back to life just like we do.
That's the ultimate realistic part of it, oh, and when they rez, they all remember where you're at, of course, so that by the time you get a group or two dead, workign on the third, whammo, right up the butt the way you like it.

If you just want to increase their AI, it can be looked at another way. They are in a war, and know you're coming, so they've trained to prepare just as we have, and they don't scatter about randomly in groups of 4 or so on a map, they're all right at the normal entry zone, waiting to pounce on you, every single creature on the map. That's their goal right?

Some parts of the game are easy, yes, but they get progressively harder, over all that will get easier with more play time also. If you're bored with it, ever contemplated not playing it?
It's comparitive to someone playing pitfall on atari and complaining that it's boring, yet, returning to it for about 12 hours a day.

If it gets to where it's now boring to PvE, well, I'd say you got your 50$ out of it, now you've still got unlimited PvP also. Beyond that, go buy a new game and conquer it as fast as you can, then bitch to them that it's not hard enough.

Ever played it through with 1 hand and no hero's henchmen or pugs/guildies?
no?
STFU

Shendaar

Krytan Explorer

Join Date: Mar 2006

P4n드4k트 F0rm4710n

W/

/signed

Making every monster lvl28+ with double damage and crap is not the right way to make PvE difficult.

Arcane De Farad

Arcane De Farad

Frost Gate Guardian

Join Date: Sep 2005

Alea Iacta Est

R/

/notsigned

Reason. It doesnt matter when mob is eaten by my scythe or i fall with scream on my mouth. Its about fun, unbeatable mobs will destroy faith in player and he will never play GW anymore. Thats why in DoA are playing uber experienced players, and thats why our community have some barriers. Its hard to accept new player without experience.

Arcane De Farad

Arcane De Farad

Frost Gate Guardian

Join Date: Sep 2005

Alea Iacta Est

R/

/notsigned

Reason. It doesnt matter when mob is eaten by my scythe or i fall with scream on my mouth. Its about fun, unbeatable mobs will destroy faith in player and he will never play GW anymore. Thats why in DoA are playing uber experienced players, and thats why our community have some barriers. Its hard to accept new player without experience so that is the reason to own mobs sometimes.

Oh and btw some ppl love to farm... not me, but maybe for them is GW perfect game.

Arcane De Farad

Arcane De Farad

Frost Gate Guardian

Join Date: Sep 2005

Alea Iacta Est

R/

/notsigned

Reason. It doesnt matter when mob is eaten by my scythe or i fall with scream on my mouth. Its about fun, unbeatable mobs will destroy faith in player and he will never play GW anymore. Thats why in DoA are playing uber experienced players, and thats why our community have some barriers. Its hard to accept new player without experience so that is the reason to own mobs sometimes.

Oh and btw some ppl love to farm... not me, but maybe for them is GW perfect game.

Arcane De Farad

Arcane De Farad

Frost Gate Guardian

Join Date: Sep 2005

Alea Iacta Est

R/

Omg... so sorry... . But Opera gone mad... .

Shady79

Shady79

Banned

Join Date: Jan 2007

HotD

/signed......

holababe

holababe

Jungle Guide

Join Date: Dec 2006

Goon Squad [LLJK]

Mo/

Quote:
Originally Posted by BigTru
Have a monk in about 80% of all enemie groups.
Fully agreed with this (but wait till I finish Nightfall :P)

But putting a monk in 80% of groups might be making lower level content too hard. If we assume that the monks would bring 4-5 skills:
2 Healing
1 Hex Removal
1 Condition Removal
1 Resurrect

That's what I see with the majority of enemy monks (currently in Desolation). Resurrecting enemies for level 3-7 players might be a bit too much IMO.

Cataclysm

Cataclysm

Lion's Arch Merchant

Join Date: Mar 2006

The Lost Dynasty [SEEK]

W/Mo

Quote:
Originally Posted by Aeon_Xin
This has been covered, and I don't want to reapeat the many arguments, but I'll add some that I've always liked.

You're a big bad hero, you've honed your skills over and over. Even if you die, you know what's ahead in the road a little bit, just like you mentioned.

Your average mob though, is a different sort of being. They mill around all day, some even just sit and hide underground, not even enhancing their dexterity like the charr do by picking belly button lint and flicking it into the camp fire.

You've average mob is in a war maybe, like the charr, but they're mostly not frontline guys, they're not expecting a party of Hero'esque characters to come storming around the next boulder.

But, lets make the rez shrines make monsters come back to life just like we do.
That's the ultimate realistic part of it, oh, and when they rez, they all remember where you're at, of course, so that by the time you get a group or two dead, workign on the third, whammo, right up the butt the way you like it.

If you just want to increase their AI, it can be looked at another way. They are in a war, and know you're coming, so they've trained to prepare just as we have, and they don't scatter about randomly in groups of 4 or so on a map, they're all right at the normal entry zone, waiting to pounce on you, every single creature on the map. That's their goal right?

Some parts of the game are easy, yes, but they get progressively harder, over all that will get easier with more play time also. If you're bored with it, ever contemplated not playing it?
It's comparitive to someone playing pitfall on atari and complaining that it's boring, yet, returning to it for about 12 hours a day.

If it gets to where it's now boring to PvE, well, I'd say you got your 50$ out of it, now you've still got unlimited PvP also. Beyond that, go buy a new game and conquer it as fast as you can, then bitch to them that it's not hard enough.

Ever played it through with 1 hand and no hero's henchmen or pugs/guildies?
no?
STFU
that made me lol

I think its OK, just there needs to be predictability in the randomness. Like instead of totally random skills to go with the totally random mobs at totally random places it should be the same 3 [insert class here] builds randomly distributed to the mobs with a semi-random (1-2 wars, no more than 1-2 monk, 1-2 ele, 2-3 random) make up who spawn at semi-random locations (Some zones off limits to patrols or spawns)

If it got too hard that would be a bad thing.

I like the idea or making them rez and come after you lol

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by BigTru
Hell, if I knew what my oponent was going to use in PvP everytime, you can bet I'd be rank 12+ by now.
Oh the days where iway was at its most popular. Do I miss running a team with 6 SS necros and scoring 5 consecs
/Signed on your ideas. It would make PvE a whole lot more interesting.
/doublesigned for wammo aaxtes with Mending and Healing Hands.
Quote:
Originally Posted by Chev of Hardass
Henchmen need a serious update in skills.

The archer needs cripple and at least one interupt.
The mesmer needs some usefull skills and at least one interupt
The warrior needs to drop Power Attack with a quickness
The healer and prot henches need some way to remove hexes and conditions
The elementalist needs to give up on Fire, Earth/Air/or water are generally superior.
I'd like to add that it would be awesome to let them have normal (inscripted) equipment and 14-16 in their primary attribute.
You can say that's what heroes are for, but when you think about it it's retarded that if you don't want to play with other players you're forced to bring at least 4 morons with sub-optimal skill choises and non-max equipment into your high-level PvE arena.
Quote:
Originally Posted by theclam
EDIT: Another example of randomness would be PvP. You never know what you are going to be facing in PvP, so you have to compensate for that in your builds. However, there is a metagame, which makes building a PvP team more strategic.
OMG A PVE METAGAME
/SIGNED
Quote:
Originally Posted by Wyrmslayer
And the fact that all (i think) monsters only have 4 skills on their skillbar, pretty much sets a stop at the possibility of any effective build.
The mobs only have 4 skills because the AI can't handle more.
Quote:
Originally Posted by lightblade
/notsigned

Reason? Because we only have 8 skill slots, we can only be prepared for limited situations. Random encounters shouldn't be implemented unless we get access to all the skills all the time, and we all know that won't happen.
You can easily prepare for all those situations with 64 skill slots, given the fact that you can prepare for UW with 8 skill slots, and the fact that PvP isn't dead yet.

Quote:
Originally Posted by lightblade
Enemies working together? What's it like to have 1 monster mind freeze on the monk, maelstrom it, while raining meteor shower over it? Mobs should be smart. It's player play game after all, not being played by the game.
What's it like to put a Protective Spirit on him, remove the hex and let him run away? Your mobs just spent 55 energy and 20 exhaustion on absolutely nothing. GG.
Quote:
Originally Posted by holababe
Fully agreed with this (but wait till I finish Nightfall :P)

But putting a monk in 80% of groups might be making lower level content too hard. If we assume that the monks would bring 4-5 skills:
2 Healing
1 Hex Removal
1 Condition Removal
1 Resurrect
If their monk tries to res the mobs, that means he won't be healing/protting for 6 seconds, meaning you can kill him. Plus Durham would get an interrupt to compensate for the difficultness.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

If you up the AI and skills for mobs, and up the AI and skills for Henchies, doesn't that defeat some of the purpose of upping the mob power?

I think the whole discussion is rather pointless. They maybe could have done better to start with, but if they go changing it all now they'll lose a chunk of their customer base, probably myself included.

Alot of you people have PvE'd entirely too many times and know the builds too well. No one can tell me that they didn't find mass amounts of difficulty the first time through, unless they had a guild/friends helping them.(well deserved aoe AI nerfs aside, that was too easy)

The problem is that the comunity is too good, everyone know's what skills to use and not to use for their chosen profession, and there's only slight upheaval every time an expansion will come out.

In my opinion, GW/Anet kinda backed themselves into a corner. You can only add so much without having to revamp the whole thing, like you all are /signing to here.

Between that and some of the damned good yet easy to add ideas you see once in a while here are also still over looked. (storage, easy ways to ease chat/trade congestion, stylist gold sinks) They don't do any of that, and they're probably not going to amplify/overhaul how the mobs function.
Look at how long it too to get Party Search.

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by Aeon_Xin
If you up the AI and skills for mobs, and up the AI and skills for Henchies, doesn't that defeat some of the purpose of upping the mob power?
No. You would then still be able to play with henchies, but you wouldn't be able to solo farm the so called 'high level' areas. Farming is a bad thing.

Traveller

Traveller

Wilds Pathfinder

Join Date: Jul 2005

Finland

League of Extraordinary Explorers [LOST] (my one man guild)

Me/

Personally I've wished more randomness in PvE for a long time, pretty much from the start. Always the same mobs, always same skills. It would be easy to have random mob spawns and while you're at it, have them cycle their skill lists too so that a certain enemy wouldn't always have the EXACT same skillset.

This would be a real boost to replayability as well, so /signed.

Deleet

Wilds Pathfinder

Join Date: Oct 2006

Denmark

Rule Thirty Four [prOn]

Mo/

Most players are hopeless, please make PvE hard. Then we will see 90% less players... Awesome idea.

Shokuji

Shokuji

Pre-Searing Cadet

Join Date: Jan 2007

W/Mo

I'm curious if I'm the only person who found Factions to just be frustrating and overly hard. I honestly am about to put that game down for good because I just can't get through the first few (mainland) quests. I mean if it's this hard now, I just can't imagine what it's going to be like later.

I also don't like how there's hardly anything tactical about that game. All the enemies do is pop up out of the ground and you just have to use brute force to hold them back.

Also, before anyone thinks I'm just some newbie complaining about the state of affairs, I've clocked well over 800 hours in Guild Wars. The first one was just fine, even Nightfall is great, but factions has extreme balancing issues in the PvE.

Plus, why is navigating the cities so confusing? Did they have to make it that mixed up and hard to move around?

Deleet

Wilds Pathfinder

Join Date: Oct 2006

Denmark

Rule Thirty Four [prOn]

Mo/

Quote:
Originally Posted by Shokuji
I'm curious if I'm the only person who found Factions to just be frustrating and overly hard. I honestly am about to put that game down for good because I just can't get through the first few (mainland) quests. I mean if it's this hard now, I just can't imagine what it's going to be like later.

I also don't like how there's hardly anything tactical about that game. All the enemies do is pop up out of the ground and you just have to use brute force to hold them back.

Also, before anyone thinks I'm just some newbie complaining about the state of affairs, I've clocked well over 800 hours in Guild Wars. The first one was just fine, even Nightfall is great, but factions has extreme balancing issues in the PvE.

Plus, why is navigating the cities so confusing? Did they have to make it that mixed up and hard to move around?
Factions pve is so easy that you can even complete the city part with a lvl 6 toon.

Also, arguing with a time argument is... Not working.

onerabbit

onerabbit

Grotto Attendant

Join Date: Mar 2006

Thanks to all the guru [mods]

Change pve into pvp...no thnx, if i wanted to do pvp..i would, im liking pve how it is...thnx

Deleet

Wilds Pathfinder

Join Date: Oct 2006

Denmark

Rule Thirty Four [prOn]

Mo/

Quote:
Originally Posted by onerabbit
Change pve into pvp...no thnx, if i wanted to do pvp..i would, im liking pve how it is...thnx
Exactly.

You cannot change PvE into something random and challenging.. It would just become PvP. PvE is meant as relaxing gameplay for the high skilled players and as serious gameplay for low skilled players. Let's keep it that way.

Helcaraxe

Helcaraxe

Krytan Explorer

Join Date: Jul 2006

On top of a mountain

A Bad Moon Rising [Moon]

Me/Mo

There are some great suggestions about randomizing builds and such in this thread. However I don't know about swinging for the fence form the start.

If this was implemented eventually I would like to see first the ability for all enemies and henchmen to have a full 8 skills, just like players. At the moment, henchies and mobs are limited to 5 skills making them considerably less powerful. Giving them a full bar would drastically increase the difficulty of the PvE game.

Secondly, possibly in a later update they could add secondary professions to the "intelligent" mobs. For instance, I don't think a Hydra would have the patience to learn skills from another profession, but I have no doubt the Stone Summit would find use for a secondary. Intelligent mobs may include grawl, undead (the priests and necros, not the ghouls), bandits, charr, cenaurs, forgotten, mursaat, etc... It would be a little retarded for mindless bugs to have a secondary profession.

Lastly, once people have adjusted to teh previous two updates, co-ordinate the builds between intelligent mobs. I'll use the Stone Summit again as an example. From training I find it hard to believe that they could not come up with a team build, much like the zaishen challenge teams. Perhaps you would run across one of the popular HA gimmick builds being run by a group of Stone Summit dwarves. With the ability for secondary professions this could add a whole new level to the game.

Zonzai

Zonzai

Krytan Explorer

Join Date: Feb 2005

E/

I agree hat there are too many enemies that are basically the same in every zone. There isn't enough variety. At least, not in Factions and Nightfall.

But I disagree that the PvE is too easy. I find it to be too long and drawn out myself.

And I disagree with many of your suggested fixes also. I don't want the fights to last an hour.

Thomas.knbk

Thomas.knbk

Forge Runner

Join Date: Jul 2006

Quote:
Originally Posted by Arcane De Farad
Omg... so sorry... . But Opera gone mad... .
You know that when you click the 'edit' button, there's an option to delete your post? You could delete 3 of those 4 posts and still have your message delivered.
Help Guru Save Storage. Delete Double Posts. Spread The Word.

cthulhu reborn

cthulhu reborn

Wilds Pathfinder

Join Date: Jan 2007

the Netherlands

W/Mo

I've found that the number one problem in PvE is other players...meaning those who haven't a clue what they're doing and screw things up for the rest of the group.

I think a lot of people here speak from a PvP point of view and that's simply not what PvE is about. PvE is about playing through a story line and improving your character on the way while discovering new area's.

Thunderhead Keep is not a hard mission...all you have to do is stand on top near the king and defend as one group and you have to do your best to lose it...but then try to get a random group to understand this...

But there are easy missions and a some harder ones. The one near the end of Nightfall where you have to kill the Lich and Shiro comes to mind...still a pain after my 10 characters who finished the game by now.

PvE has been getting a little tougher with each expansion. But if you want hardcore, go PvP or DoA.

GW is about offering a variety of experiences that can appeal to different play styles and I think what mostly is missing in PvE are extra options for characters and guilds that don't all have to be combat related...you know, more things like a personal location you can build in guild island with personal vauts or more types of items. A spell caster buys his/her armour and adds runes/insignia...all available at traders.
Get a staff...you're done. What do we get? Heroes...very useful but as far as expanding a character it's more of the same...add runes and a weapon (+off hand)...done.

There is plenty of challenge in the game, just not everywhere and that is good. But there is a lack of depth to the characters themselves...the weapons all have the same mods...we all use the same type of skill builds..because anything else wouldn't work well enough. I think these are the types of areas that need attention...

Tempy

Lion's Arch Merchant

Join Date: Jul 2005

Oregon

DOH

Quote:
Originally Posted by Deleet
Most players are hopeless, please make PvE hard. Then we will see 90% less players... Awesome idea.


LOL, and I am sure Anet will keep throwing money at something that shows absolutely no apeal to the masses.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

And I quote, From Alex Weekes himself:

Quote:
Originally Posted by Alex Weekes
Guild Wars is not a solo game!
Says it all really

clawofcrimson

clawofcrimson

Desert Nomad

Join Date: Sep 2006

Crimson Claw

W/

/signed

first good idea ive seen today

manitoba1073

manitoba1073

Desert Nomad

Join Date: Jan 2006

ManitobaShipyards Refit and Repair Station

(SFC)Star Fleet Command,(TDE)The Daggerfall elite,(SOoM)Secret order of Magi

Quote:
Originally Posted by Lonesamurai
And I quote, From Alex Weekes himself:



Says it all really
where did you find that quote please?

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by manitoba1073
where did you find that quote please?
somewhere on guru actually, no idea where now...

However, Gaile has also said it a few times in Gaile Chats

KelemvorOAK

KelemvorOAK

Ascalonian Squire

Join Date: Oct 2006

Order of Ascalonian Knights

W/

Quote:
Originally Posted by Lonesamurai
And I quote, From Alex Weekes himself:

Guild Wars is not a solo game!

Says it all really
They should have thought of that before they added heroes.

Lonesamurai

Lonesamurai

Furnace Stoker

Join Date: Apr 2006

Cheltenham, Glos, UK

Wolf Pack Samurai [WPS]

R/A

Quote:
Originally Posted by KelemvorOAK
They should have thought of that before they added heroes.
oh come on, Heroes don't change the game any more than henchies have for the last two years