Legacy of the Foefire

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Posted by: S H A K U R AS.9536

S H A K U R AS.9536

Last map is rly fun, but now we should talk about rework of the worst map on tPvP.

In my opinion, this map shouldnt be focuse so much on conquest, I think its good map to test other main objective. This objective should be kill the lord.

So first team who kill the lord win the map.

Sec objective should be capture both points, quarry and watterfall(not graveyard, it should be delete).

One point giving +x to all stats and now the most important, WITHOUT hold 1 point, we cant kill lord. So basically to kill the lord we have to capture 1 point and hold it how long we are killing the lord, if oponent neutralize my team point, we cant kill the lord in this situation. It can be nice kind of protection of the lord when we have not enough healing skills (Or we can add to lord new healing skills, I dont want to see teams full of rangers and thiefs on cond dmg, I think lord should be resistant on that kind of skills). Who have this points have buffs. Capture both can give buff for all players +x all stats.

Or

Idk if this kind of objective is good, maybe buffs like on temple should be better or orb like on last map, where i can drop this orb and it make dmg on lord, and we can only kill the lord by orb’s. So im coming to the room, and drop orb and dmg lord by 25%, 4 orbs are killing the lord and wining the match.

Lord should have more health, and we cant kill the lord withouth kill full room, the same like it was in gw1. Lord is protect how long his NPC are alive.

We should change time res, if somebody is dead he will res on full minute, so 14:00, 13:00, 12:00, 11:00, 10:00 etc. Its giving new tatic’s and posisiblitys. If i die without think my team if they cant res me from 0, They are playing in 4 pple.

So main objective to win a map:
-Kill the lord.

Sec objective:
-Kill NPC in base.
-Capture points to remove protective aura of lord.

Its all on mechanic that u already did on old maps, so basically and technical its possible to create that map, I think that kind of map should be really more interesting for many pple than actuall map.

Waiting for feedback and anet answer.

(edited by S H A K U R AS.9536)

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Posted by: milo.6942

milo.6942

interesting ideas
don’t expect reply from anet though

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Posted by: Arisal.9740

Arisal.9740

I disagree with the 1st to kill the lord because if you do this it will become a base race to the lord just like AV was in WoW when they changed AV. Basically you have team A rush on one side of the map and team B rush the other side. Games would be insanely fast and there would be no team fighting just an PVE rush to win.

Deleting the middle point would secure the base race even more because there would be no incentive to control more than 1 point.

I could be wrong but generally players tend to to follow the easiest path to the reward just like they did in AV in WoW once it was changed. Maybe they could up the incentive to kill the lord by giving more than 150 points.

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Posted by: Volted.2451

Volted.2451

the first team to kill the lord wins idea was tested extensively in GW1 – no you don’t want this.
Volted.

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Posted by: Hugs.1856

Hugs.1856

There’s some logic in Anet having only one game mode mainly based on conquest: everyone can jump in and understand the rules straight away, balance only has to take 1 mode into consideration.

But I think Foefire could do with some rework. Maybe not drastic changes as suggested though – not saying the changes are bad, but a bit too massive?

Why not keep everything as it is right now but just have the lords+remaining NPC walk to the center of the maps after say the last 5min mark?

Make sure there are mechanics to grant the lord enough defense not to favour hyper damaging builds but also make sure NPCs aren’t so powerful that they favour defensive builds.

Basically an old-school VoD a la GW1 without its drawbacks:p

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Posted by: bhagwad.4281

bhagwad.4281

This is my favorite map. It’s all conquest and nothing else and nice and spread out for good fun fights. Don’t try and take that away from it.

Worst map is capricorn. Too squished together and promotes zerging.

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Posted by: Killthehealersffs.8940

Killthehealersffs.8940

Or create 3 command when u talk to ur guild lord
<<Command ur troops to take base a or b or c>>
Leaving the guild lord unprotected for 5 min and more easy to killed by solo players :P

Edit:Nvm , this might exploited by jerks in hotjoins -free tounries
Or all 5 ppl must right click and agree (like the WvWvW new champion with the doliak)

But yeah i would agree if Lord could award 300 points , but in the same u if could rezz the guards and repair the gates and the lord have extra health based on how many gards are alive

(edited by Killthehealersffs.8940)

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Posted by: Eurantien.4632

Eurantien.4632

Interesting Ideas. Killing the lord is a good mechanic that kind of is under utilized in my opinion. However, I really like foefire because team fights are unavoidable and its one of the only map that forces them to such an extent.

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Posted by: asp.3784

asp.3784

Please, don’t. I like the map the way it is now: focused on teamplay, and a lot of variety in the tactics you can use. You can zerg graveyard, a thief can kill the lord, you can play sneaky and go waterfall + quarry, … Making killing the lord end the game would result in the teams zerging each other lords. So, in other words: defend/attack the castle. If this mode would be implemented in tPvP, make other maps for it, dont kitten up an old map!

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Posted by: leman.7682

leman.7682

Well, many people I talked to agreed that the Legacy of the Foefire and the Forest of Niflhel both need changes to make them somewhat interesting after we tasted the Temple of the Silent Storm and the Storm Watch.

Question is, where Anet takes them…

On topic – I agree that Lord/base mechanic needs to be given much more emphasis.

Leman

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Posted by: ensoriki.5789

ensoriki.5789

Why would you remove graveyard that makes no sense.
You keep it how it is.
3 pts, hold pts to win.
You make killing the lord harder in general and increase the points he gives. Greater sense of danger for letting him die, and greater sense of urgency to kill him.
If you’re team builds to repel lord assault, you should still have ways of winning without being Hyper offense yourself, and that’s stall tactics via capture pts.

The great forum duppy.

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Posted by: etiolate.9185

etiolate.9185

Yeah, I would like to see this map reworked into a new type of match not centered around Conquest.

For awhile I thought that changing the side points into capturable assault/defense stations would be interesting. Increase the health of the gates on keeps and allow capturing the sidepoint to create a cannon and cannon NPC that fires on the door to speed up getting to the other team’s base. If you capture the side-point closest to your base then it spawns with two rifleman that defense the point, and a repairmen who repairs your door.

The middle node could be a flag point like in the original GvG that adds points to your side. Of course, killing the Guild Lord would be an automatic boost to 500 points that would end most matches.

Zed Zebes – SBI Mesmer