Over the past month or so, I've noticed a rather steady trend of builds holding Halls, interupt builds.
While I do not attack the legitimacy of the build (interupts can be very useful), I feel that in the Hall of Heroes, supposedly where the best teams of the moment play, a team designed to interupt "Claim Resource" takes little skill to do and has tremendous potential to deny victory to a superior team.
For example, my guild (for the past month) usually makes it to Halls once or twice a night. Typically, we get annihalated by a ranger spike in the 1v1 part (we're working on that) or we gain access to the altar, kill almost everthing in sight, protect our ghost, and watch interupts happen, often for several minutes. With resurections every 2 minutes, the holding team can do quite a bit of inteupting even though we are killing them. Our team has tried many tactics to give us an edge. We've tried Shield of Deflection, Guardian, Knocking down every interruptor at once, killing every interuptor (there's always one we miss), and nothing seems to work. Often times, rangers are running circles around the altar the last two minutes focusing on nothing but interupting our ghost, ignoring everything else.
I'm upset by this strategy because even though the strategy is to claim or hold the altar, not necessarily kill, my team is usually killing rapidly, only to have the team ressurect every two minutes to come and interupt some more.
I have noticed that we never have this problem on The Courtyard (another altar map) because as a team, we can end their ability to resurect again by killing their priest, thus allowing us time to capture the altar with the interuptors down.
In my thought, I have come up with two solutions:
1) Spread out the focus of the Hall of Heroes. If priests (instead of ressurection shrines) were killable say by normal means or what I like to call a "shrine bomb" which is a relic running aspect where a shrine bomb may be delivered to a shrine to destroy it. This would both add depth and strategy to the the Hall of Heroes, but may be used as a method of diverting attention and allowing for an altar capture, which would end the reign of the sole interrupt teams (unless they could both protect their ressurection shrine and inteurpt, which would signify a great deal of skill and worthy victory).
2) Staffs have unique properties (many known as 20/20 staffs) which allow for a "fast cast" of a skill 20% of the time, and 20% chance of instant recharge. If the Ghostly Hero had one such staff, Claim Resource would have a 1:5 possibility to instant claim, which, if given enough attempts, would make an open altar capture inevitable.
The first solution seems like a good way to help out tactical and strategic builds use their judgement and skills to overcome an enemy, but at the 2:00 mark, resurection shrines are worthless, which means that we're back to square one at 2:00, which is not necessarily bad. the ability to kill time while holding an altar is also a valuable skill and a legitimate tactic.
The second solution would make ranger interupts all but obselete given the ghost has enough time to claim five times.
I find the Tombs experience to be very fun and rewarding. My guild loves to play every map all the way up to halls, count the flawlesses, look at the funky score charts, and share stories on the way. Once we get to Hall, we put our game faces on and fight to our defeat every time because of interupts, which dampens our spirits. Yet we're always ready to go back in and try again. I hope Anet sees my suggestion and any other suggestions posted below so as to allow the best team to hold the Hall of Heroes, not the one that can interupt the most.
An Overreliance on Interupts (HoH)
Midknight
Hannibel
lol lemme give you a tip... signet of weariness with 3 mesmers =)
that'll do the trick
that'll do the trick
Navaros
Hall of Heroes is already not about the "best" team holding, it's about which team gets the luckiest based on the happenstance of how the other 2 teams interact with it. Granted, skill can help to hold the Altar longer, but ultimately one team would not hold against 2 skilled enemy teams who are determined to kill it.
Therefore IMO the premise that nerfing the holding team's ability even more would help to ensure the best team wins, is based on folly.
The holding team already has a massive disadvantage by having 16 enemy players vs. their 8 players. In the interest of fairness, they need every bit of help they can get. Including interrupts and the automatic resses. The devs should add more to these benefits in order to make it become semi-fair for 8 players to be up against 16. Not take away the benefits that already exist.
By the way if your team is so proficient at killing, why not just kill all their interrupters and their Ghost, and cap yourself. Seems the solution to your problem lays in your own faith in your ability to kill everything.
Therefore IMO the premise that nerfing the holding team's ability even more would help to ensure the best team wins, is based on folly.
The holding team already has a massive disadvantage by having 16 enemy players vs. their 8 players. In the interest of fairness, they need every bit of help they can get. Including interrupts and the automatic resses. The devs should add more to these benefits in order to make it become semi-fair for 8 players to be up against 16. Not take away the benefits that already exist.
By the way if your team is so proficient at killing, why not just kill all their interrupters and their Ghost, and cap yourself. Seems the solution to your problem lays in your own faith in your ability to kill everything.
Kai Nui
Spell breaker is a great move.
Como Fort
I must admit I find ranger interrupts just as annoying as the next guy, however I feel any good team will be able to shut them down.
Me and my guild get to HoH about the same amount as you every night, except we usually hold a few times during the process. I am pretty sure it is not ranger intterupters interrupting your ghostly, it is more likely to be gale. Try taking a Spellbreaker. Spellbreaker + Guardian spam on ghost means he can cap easily, trust me ^^
Me and my guild get to HoH about the same amount as you every night, except we usually hold a few times during the process. I am pretty sure it is not ranger intterupters interrupting your ghostly, it is more likely to be gale. Try taking a Spellbreaker. Spellbreaker + Guardian spam on ghost means he can cap easily, trust me ^^
Thurston Killgore
Quote:
Originally Posted by Navaros
Hall of Heroes is already not about the "best" team holding, it's about which team gets the luckiest based on the happenstance of how the other 2 teams interact with it. Granted, skill can help to hold the Altar longer, but ultimately one team would not hold against 2 skilled enemy teams who are determined to kill it.
Therefore IMO the premise that nerfing the holding team's ability even more would help to ensure the best team wins, is based on folly. The holding team already has a massive disadvantage by having 16 enemy players vs. their 8 players. In the interest of fairness, they need every bit of help they can get. Including interrupts and the automatic resses. The devs should add more to these benefits in order to make it become semi-fair for 8 players to be up against 16. Not take away the benefits that already exist. By the way if your team is so proficient at killing, why not just kill all their interrupters and their Ghost, and cap yourself. Seems the solution to your problem lays in your own faith in your ability to kill everything. |
Como Fort
SoD and Guardian have always worked for me :P