Trazil
Legacy Supporter 2
- Joined
- Mar 31, 2013
@Eldrylars all I remember from the tourney is leo w0nder and them chasing me around then I turn and bonespear
@Eldrylars all I remember from the tourney is leo w0nder and them chasing me around then I turn and bonespear
Kind of depressed @Ellron23's post got removed
More appealing meaning getting ganked by 10 other people which is exactly what happened to me when I was new and the limit was 10. The party sizes meant nothing to me when I was new, but that's me. So far, most of the people who I have seen argue for a size limit of 10 are people who mostly travel in groups larger than/close to 10 and are known for out numbering/ganking to win. We need more input from other players who travel in smaller groups such as myself in my opinion.10v10 is more fun and is more appealing to newer people.
That was removed.Isnt one of the purposes of clans to kind of give you a raid group of people you pvp with, and giving you pvp flag protection from hitting each other? Wouldnt you really mostly only want to pvp with your clan members to get ratings / elo or whatever?
I guess i just dont see the issue. If clans is working properly, the only problem is that smaller groups = smaller gtp / aoe buff / healing support. Which are all pretty op in bigger groups. But you can still run with multiple parties without any real issue so long as everyone is in your clan, right?
That was removed.
i'm pretty sure if clan protection was enabled, there would just be clan raids which will be larger than 10 and defeat the purpose of the 5 person/party limitation.what was removed - clan pvp protection? why . if towns have pvp protection, clans should definitely have pvp protection.
i'm pretty sure if clan protection was enabled, there would just be clan raids which will be larger than 10 and defeat the purpose of the 5 person/party limitation.
Main reason was to challange players a bit more and to nerf aoe's which are strong with groups of 10 and are still pretty effective in groups of 5 if you watched the 5v5 tournament.I guess I dont know what the devs intent / purpose was for the 5 person / party limit. If the purpose was to reduce the power of aoe support (heal, buff, and gtp) abilities in large groups, then it was a good change in that it obviously would reduce the effectiveness of those. If the intent was to give smaller, tight-knit / organized groups a more even playing ground against larger groups, the only way that will work is with full on friendly fire (against party ,town, clan, everything), which unfortunately i dont think herocraft can support well with some of current ability mechanics.
I thought the purpose of clans was for clan raids / conquests. That you would have more of a "team" that you stuck to throughout the season, rather than grouping up with different randoms every couple days.
Main reason was to challange players a bit more and to nerf aoe's which are strong with groups of 10 and are still pretty effective in groups of 5 if you watched the 5v5 tournament.
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So, with all that in mind, I am not entirely against the current state of the HC party system. It prevents both sides of the issue. It prevents support from stacking heals on too many people, and it prevents the AoE damage spam due to the increased danger it poses to your own team assuming you have "too many people" hanging around.
One important thing to remember is townships cannot hurt each other with their offensive spells. So it really only debuffs support/healers as you will not be AOE damaging your townies even when they are not in your party.