User talk:Ezekial Riddle/Assorted Suggestions

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Fort Aspenwood[edit]

Interesting, and I would prefer them to keep the shorter total time while fixing the imbalance. However, the first suggestions seems prone to abuse, and I doubt they will add shrines, as that requires changing the terrain map, and they don't like doing that. Backsword 20:32, 22 November 2008 (UTC)

What they should really do is revert the time back to 15 mins and get around to fixing the real problem, that waiting times are too long. Crimmastermind 20:35, 22 November 2008 (UTC)
Faster games is a way to make people want to play. And lack of opponents is the cause of waiting times. Backsword 20:39, 22 November 2008 (UTC)
@Backsword, can you point out the "abusables" in suggestion 1? And for suggestion 2, I suppose ANet could just use a Droknar's Beacon-esque light for the "shrine" itself.
@Crimm, if they were to revert the time, it would still be lol defense.
--TalkRiddle 20:43, 22 November 2008 (UTC)
Yep, except then at least the Luxons have a chance of winning. Now the only time they win is when they have a good team and the other team has no monks, rits or even Derv Healers (thats right, a single derv healer managed to bond Green for 3 mins, causing a luxon loss). The whole aim of the mission is "lol defense", but at least they should make the luxons have a chance of winning. Also, at Backsword, the newest update means less luxons are playing which means even longer wait times. So a-net fixes things by making it worse?Crimmastermind 20:47, 22 November 2008 (UTC)
The problem with why FA had too less people to have decent waiting times was because the faction rewards were not enough (AB ruled for faction rewards, FA was only better at farming Balthazar due to repeatedly killing noobs and NPCs). Since the buffed the faction rewards, more ppl should start playing, which i what we are seeing on the Kurzick side. However, since the luxons are now so disadvantaged, no-one wants to play as luxons, so wait times are even longer. Just increasing the Faction rewards would've boosted numbers and made it more popular so have less waiting, but reducing the play time and increasing the wait time is not good.Crimmastermind 20:51, 22 November 2008 (UTC)
Now the only time they win is when they have a good team and the other team has no monks, rits or even Derv Healers (thats right, a single derv healer managed to bond Green for 3 mins, causing a luxon loss). The whole aim of the mission is "lol defense", but at least they should make the luxons have a chance of winning. My point exactly, that is what Suggestion 3 tries to cover.
Heh, you'd think it would be odd for Kurzicks to turtle their way to victory :p --TalkRiddle 20:55, 22 November 2008 (UTC)
  • I'd say that solution 1 is probably the best, but it forces players to rely on NPCs (never a good thing, because it means that Luxons need a monk to win and Kurzicks only need D-shot to win).
  • Solution 2 makes the Kurzicks want to have more offense, and it basically makes the game even worse (Luxons would always need a monk to keep that shrine ortherwise a single Kurzick healer would dominate (imagine a healer spamming Heal Party or something then suiciding to get full energy with only a 1/2 sec delay), Kurzick teams with no healers will just swarm that shrine and that means that it increases Kuzick chances of winning (srsly, attacking teams should not need somewhere to defend, the should be attacking the base not getting more guys drawn away from it) and it would basically add to mentality that deaths are cheap and suiciding every 2-3 seconds is okay).
  • Solution 3 works, but too mnay ppl would QQ about it and it would be hard to implement. They should simply give luxons a permanent +25% damage against NPCs or something.Crimmastermind 21:11, 22 November 2008 (UTC)
(imagine a healer spamming Heal Party or something then suiciding to get full energy with only a 1/2 sec delay) They would be rezzed back at the Fort. Having Kurzicks Combat Rez would be very bad indeed, which is why I suggested that, while the Kurzicks have the Shrine, they rez faster rather than at the spot. --TalkRiddle 22:18, 22 November 2008 (UTC)
Ball up in Fort, Monk spams Heal Party+Light of Deliverance till 0 energy, necro (or self) casts Death Nova, suicides to deal damage to foes while funding MMs, then repeats process all over again for near invincibility (imagine 2 or 3 of these=lol at all offense). This basically means that a bonder has pretty much got it sorted (maintain Angelic Bond+Life Bond+using signet of restoration on recharge=unlimited health for Juggernaut because the bonder is invincible). This basically means that Luxons will need to have at least one person outside the fort defending that point or else they will never win. As for spawning where you die, that's pretty imba. Imagine Death Nova by itself with 12+3+1 Death Magic. Now add something to make it uninterruptible (Mantra of Resolve comes to mind) and a sac skill (BiP?) for 100 damage every 4-5 seconds. The whole concept is so broken FA would become farm-land "I sac myself to death while killing you with Death nova so we both get 5000 Balthazar every 20 mins. Yay, free Zaishen Keys!"Crimmastermind 06:37, 23 November 2008 (UTC)

Hero Battles[edit]

Suggestion 2 rocks, I would love a sealed play arena. Kraken 17:18, 16 December 2008 (UTC)

Map Sharing[edit]

Do you mean like on MSN where you can share a MSPaint with your convo-buddy? If so, definitely a good idea. --Alex User AlexEternal Mr Bear.jpgEternal 18:40, 14 May 2009 (UTC)

Umm...sure. I haven't been on MSN in months --TalkRiddle 01:08, 17 May 2009 (UTC)