If there's one thing that would make 12v12 more exciting, it'd be the ability to take to the people you're fighting alongside.
Please, Anet, to be allowing us that ability again. I know there's some issue with aegis and heal party--so simply make them show up like "Allies" do or whatever.
As long as we're able to talk to them, though. :O
Please allow teamchat on 12v12? :D
Studio Ghibli
sinisters chaos
many threads on this, but yes a very good idea, if theres nothing that i hate.. its me being attacked and a monk from another party on my alliance doesnt heal me cuz he doesnt now im low in health .so he stand there healing his minorly-hurt team mates.
Fred Kiwi
just imagine it like team arena...just take one monk per team and work as a single unit.
And i don't think its possible as the engine probably only supports it when they are in the same party
And i don't think its possible as the engine probably only supports it when they are in the same party
Zhou Feng
At the time being the same disavantage you have they do to. However IF Im getting the Alliance Battles, arent' they supposed to be between Allied Guilds? Shouldn't Allied Guilds have an Allied Server for Ventrilo or Teamspeak so they can communicate with their other allies? Also as Fred said this is supposed to be roughly
Build 1
1 Monk Healer or Prot
3 Party Members
Build 2
1 Monk Healer or Prot
3 party Members
Build 3
1 Monk Healer or Prot
3 Party Members
You could also run to the nearest allied monk and hope he realizes you are in need of health.
Maybe Heal Area would be good for monks in allied battles(?)
Build 1
1 Monk Healer or Prot
3 Party Members
Build 2
1 Monk Healer or Prot
3 party Members
Build 3
1 Monk Healer or Prot
3 Party Members
You could also run to the nearest allied monk and hope he realizes you are in need of health.
Maybe Heal Area would be good for monks in allied battles(?)
Studio Ghibli
Oh, woops.
I'm sorry.
I didn't realize I had to invest that much energy into it.
Organizing my whole alliance, making sure we have available healers, the logistics behind having an Alliance chatsever (as opposed to the chat severs each guild by itself used prior to the alliance), and then timing our entrance into the 12v12 to make sure we're all actually on the same map.
I was kind of hoping for a "sit down and hop right into it" sort of affair--which 12v12 was during the FPE, which is why it was such a success then, which is why you have so many people complaining about it now.
But that's all beside the point.
I simply want a way to be able to communicate with the rest of my team.
I'm sorry.
I didn't realize I had to invest that much energy into it.
Organizing my whole alliance, making sure we have available healers, the logistics behind having an Alliance chatsever (as opposed to the chat severs each guild by itself used prior to the alliance), and then timing our entrance into the 12v12 to make sure we're all actually on the same map.
I was kind of hoping for a "sit down and hop right into it" sort of affair--which 12v12 was during the FPE, which is why it was such a success then, which is why you have so many people complaining about it now.
But that's all beside the point.
I simply want a way to be able to communicate with the rest of my team.
ubrikkean
It's not like I don't have fun in alliance battles now, but during the FPE it definately worked better. I figure that ANet must have some reason for using separate parties, but what? I read pretty much all the dev. chats and posts (TY Dev forum :P), and I still haven't seen any specific reason given. The closest I've seen is just comments like "it's more tactical with 3 separate groups of 4." All I can do at this point is assume that there was some technical difficulty or exploit that resulted from 12-member parties, though I can't imagine what.
Studio Ghibli
It's more tactical if I could talk to the rest of my alliance and say, "Hey, force a battle at X while the four of us swing and take these points."
Because of the communcation change, I can't do this anymore.
In any case, one of the reasons the team structure is as it is is because certain monk spells (aegis, heal party) were way too overpowered for the 12v12 structure.
Because of the communcation change, I can't do this anymore.
In any case, one of the reasons the team structure is as it is is because certain monk spells (aegis, heal party) were way too overpowered for the 12v12 structure.
Dr Strangelove
/signed
They don't need to be in your party, I would be fine with something like placing them as allies. I fail to see how it's more "strategic" to have 3 independent groups running around like chickens minus heads.
They don't need to be in your party, I would be fine with something like placing them as allies. I fail to see how it's more "strategic" to have 3 independent groups running around like chickens minus heads.
jummeth
At the moment its not 12v12 its more of a 4:4:4v4:4:4 since its so difficult to communicate with the other members of your team.
I honestly don't require all team members to be in party members (although I can't see why they can't put them in as allies). However, lack of communication is reallly ... just .... stupid.
It seams ANet don't want to promote team-play and co-operation after all.
I honestly don't require all team members to be in party members (although I can't see why they can't put them in as allies). However, lack of communication is reallly ... just .... stupid.
It seams ANet don't want to promote team-play and co-operation after all.
Nevin
For PvE Jade Quary, and the Fort. They have 12 vs 12 with everyone showing. Why can't they do it for PvP 12 vs 12?
NinjaKai
Those missions are 8v8 not 12v12.
Dannzzigg
I agree whole-heartedly with the OP.
We don't need to see the health bars of the entire party. We don't need to have Heal Party afect all 12 members of your sire. Just let us coordinate via a teamchat function.
While we're at it, how about giving a 2minute countdown prior to entry into the area so we can at least briefly discuss tactics prior to heading out?
We don't need to see the health bars of the entire party. We don't need to have Heal Party afect all 12 members of your sire. Just let us coordinate via a teamchat function.
While we're at it, how about giving a 2minute countdown prior to entry into the area so we can at least briefly discuss tactics prior to heading out?