User:Xeeron/suggestions/Helping fix Hero Battles

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(Discussion)[edit]

Hero Battles stand out as the least supported PvP format in the game, despite having a dedicated ladder tournaments and rewards. A handful of issues are clear to those who play, or used to play Hero Battles, especially on the topics of overly defensive builds (including shadowstepping and positioning), and lack of rewards of high-end play. I've complied a list of ideas that should be taken as I whole which I think would help fix hero battles to be more offense-oriented, skillful, and fun to play.

On capping

  • When you capture a shrine, spawn a L 20 Restless Dead, with the skill bar of Shadow Prison, Vampiric Bite and Touch, Plague Touch, Expunge Enchantments, Dash, and Disrupting Dagger. This spawn will stay strictly on top the the shrine, and the shrine cannot be captured until this spawn is killed, and the spawn cannot be effected by any skills cast by his allied team (spells, enchants, wards, etc).
  • Shrine cap timing are changed from 11,10,9,8 to 15,10, 7, 5 depending on how many people are standing on it.
  • The NPC given from the NPC shrine no longer gives a pip towards shrine capping.
  • When equal numbers of opponents are standing on one shrine, the shrine moves at the speed of one pip to the neutral position.
Why this is a good idea
  •  Requires both offensive and defense present to cap a point, terra tanks no longer the go-too, solo capping is limited if not removed.
  •  Encourages tactical awareness not of just positioning, but of combat too.
Why it may not work out
  •  Limited development resources
  •  Radical changes may put off some current HB players

On defensive play

  • When a kill is made, that team gets 2 points instead of 1.
  • When fighting on shrines, both teams do %10 more damage, and heal for %10 less health.
  • All shadowsteps are limited to a net total travel distance of earshot range from your starting point, that is, ledges are not jumpable, and barring that, all shadowsteps are removed from the gametype.
  • All snaring hexes and cripple conditions are halved in duration.
  • Spirits and Pets can no longer body-block heroes and players.
Why this is a good idea
  •  if a team has only one character capable of killing the spawn, the opposing team can focus all attention on killing that one member
  •  snares remain effective for a short-range team to catch up to a target, but not to snare a team away from a far capping point for a long time
Why it may not work out
  •  technical limitations may not allow re-writing of shadowstep functionalities, so they may have to be limited or removed some other way (exhaustion wouldn't work)

On improving rewards

  • Monthly winners receive equal tournament reward points as GvG monthly winners, and the effects scale down to the top ~64 players.
  • Players with a rating above 1000 receive 2 commander points per win, above 1250 receive 3, and players in the top 2000, 1000, 500, 250, and 50 slots receive a bonus +1 points per win per tier, so a top 50 player would get 3 for being over rating 1250, and a bonus +5.
  • In matches where one player quits or disconnects in the first 5 minutes of the match (that is, if the match hasn't ended by then), that player gets 5 dishonourable points towards the anti-grief dishonourable hex.
  • All balth faction is improved by +50%, with an introduction double faction weekend to start.
Why this is a good idea
  •  Players with higher ranks need to wait long times to gain a match, so players looking to increase their title have resorted to using a click-bot to auto-lose a few dozen matches so that they can get easy wins for more points quicker.
  •  Dishonour points are intended to prevent massive amounts of /roll point farming.
Why it may not work out
  •  Commander title is a joke due to the poor quality of the gametype, and /roll farming.


There you go.--24.84.120.201 15:15, 7 January 2009 (UTC)