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There is only one balanced way that would work: If you made a class that could use them as pets.
For the personal storyline it works fine though. I expect them to have something a little like that for the solopart of the game. But for the open game they don't make sense any more. The dynamic events scale so adding NPCs that helps the player makes little sense.
They could possibly add them to the dungeons as well but I prefer if they don't. Dungeon play is the one place where group dynamics are truly important.
But a pet class with a human (charr, asura, sylvay or norn)pet you lock up in the story works. You just a similar balance to the ranger with her pet.
Imagine every player brining 4 heroes/henchmens with them to the shatterer fight for example. That would be an overkill. The game is not designed for h/h. They fit only in instanced areas, maybe to help you in your personal story but nowhere else.
It was fun to play sometimes with h/h, but they just dont fit in gw2.
one word.... NO!
Originally posted by just1opinion Originally posted by fiontar No! Don't want them, don't need them. I agree with others, it was the thing I hated most about GW1 and it's the thing that has made getting back into GW1 for HOM incredibly difficult. Your character is supposed to be the hero, not the shift supervisor for a group of heroes and henchmen. Even with all the game's innovations and features, if it had been based around running an NPC squad I would have to pass on the game, that's how much I hate the feature.
I agree. I hate micromanagement, it's why I hate RTS games and don't play them. I don't need that shit in my RPGs. And as good as Baldur's Gate was....I STILL hated micromanaging a team of gimped "heroes." For ME....that just doesn't fly in an RPG or for CERTAIN in an MMO.
I agree on both quoted posts. I hate RTS games, I dislike micromanagement. I can't even play GW1 anymore, because of how much I dislike them (I really need to find an active GW1 guild). I would love to get 30/50 for HoM, but I doubt I will do it because of the way the henchmen/hero system works. If ANet made scaling content for GW1 where I could go in by myself and play through all of the PvE missions, I'd be a happy camper.
Originally posted by Kaneth Originally posted by just1opinion Originally posted by fiontar No! Don't want them, don't need them. I agree with others, it was the thing I hated most about GW1 and it's the thing that has made getting back into GW1 for HOM incredibly difficult. Your character is supposed to be the hero, not the shift supervisor for a group of heroes and henchmen. Even with all the game's innovations and features, if it had been based around running an NPC squad I would have to pass on the game, that's how much I hate the feature.
Same here. I've just pretty much quit GW1 because I can't get low level living breathing groups, and the henchmen suck....the heroes aren't much better other than you can set their stats, spells and gear, and tell them what area to go to, which helps some, but it's micromanagement, seriously.....there are missions that are just hard enough that the henchmen and heroes HINDER rather than helping.
I think I'm done with GW1 until GW2 is out and then....I'll probably be wrapped up enough in 2 that going back to 1 for ANYTHING, even the HoM....will be pretty unlikely.
President of The Marvelously Meowhead Fan Club
I personally like the heroes on GW1. I've been trying to do hard modes with nothing but heroes but then I got stuck on Aurora Glade. It's supposed to be doable, but they keep being overrun while I try to keep the nodes captured. I like the challenge of it, but that's just me.
In GW2, you have to remember that ArenaNet has a vision of bringing community and cooperation back into the MMO PVE world. I can really see it all just being about seeing new people, with different playstyles, and adapting to what they're doing, rather than walking around with a fire wall bot to help you shoot arrows better each time.
We'll have to see how much of a role companions play in the personal story. That recent Totalbiscuit video made it sound like the Charr especially have a buddy who sticks around throughout.
As far as the OP's suggestion, I'm not sure what naming/customizing a particular guard adds except for you to be upset when he dies. Having the guild who takes a keep over be able to customize the guards or the keep itself a little bit would be kind of cool, though.
"Gamers will no longer buy the argument that every MMO requires a subscription fee to offset server and bandwidth costs. It's not true you know it, and they know it." -Jeff Strain, co-founder of ArenaNet, 2007
I am sitting here in my chair and wondering how many of you understood my orriginal post
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
Originally posted by Lord.Bachus I am sitting here in my chair and wondering how many of you understood my orriginal post
I understood it, I just don't agree with it. Sorry. I don't care for henchmen and heroes in GW1, so I don't really want them in GW2.
Yeah, I got it too, I just didn't think it would be pleasant for the other side for a guild to be able to take over a keep and then spawn another hundred or so guards there, so I was going with the idea of just replacing the existing ones with named ones.
No! I hope they never bring back heroes or henchmen. They ruin Guild Wars 1.
In my honest opinion, the heroes and henchmen were Wonderful in Guild Wars 1, however - as we all know (Who dosn't?) they are not making their return in GW 2, because they just don't fit in there. When the game is made an real MMO, you can't exactly have every player gathering his own party of heroes / henchmen. It could work with one who you could get through the story or something, but lets not even go poking the ice with such an idea, considering how much GW 2 is already trying to accomplish.
However, I read that people whined about micromanaging the heroes / henchmen in GW 1.. I mean.. How come I never came upon this, unless I wanted them to focus on a certain mob or something, and how come I had the healers working well (Read: Good, not Perfect). I am currently playing through Nightfall with one friend - we both keep three heroes with us and thus we have a full party of 8. My friend's heroes attack her targets and mine support me, it's a divine addition and as someone above said, the game wouldn't exactly work without these little helpers. Unless you suddenly include some tool to recruit people easily from other outposts etc. but at least I don't want to wait there for an hour, just so our guild's healer can join us for this last quest.
I enjoyed every moment of customizing my heroes and trying to create builds for them what would support the whole party in the end, and it did kind of bring back the feeling of good old days with Icewind Dale and Baldur's Gate series etc. However, since I command my heroes to target specific monsters or use specific skills once in a year, I don't see the problem.
We?re all dead, just say it.
Originally posted by just1opinion Originally posted by Lord.Bachus I am sitting here in my chair and wondering how many of you understood my orriginal post
The fact that you dont like them i can understand..... but not liking them does not mean automatically mean that others dont like them either....
I Personally am a collector of things when playing games..... collecting armor, mini pets, mounts, polymock pieces, trading cards, heroes/companions/NPCfriends... or just anything else thats collectible....
Part of the Heroe system i loved was collecting them and finetuning them with skills.... Giving my collected items another function, not PvE based but both personal story and WvWvW PvP based might remove the problems with these heroes for the socialistion and grouping in the game... They would just replace other NPC's that fight on your side.... You would have no other controll over them then just creating and specialising them ... they would be totally AI controlled.... and on top of that not follow you around but have a more general duty like defending that mine your guild just conquered while your guild moves on the seige the castle on top of that mine.....
Whats the differene by letting standard NPC's guard a mine or castle (hench the guards in DAoC) or having NPC's that you actually know from your travels through the world guard those places?
Originally posted by Lord.Bachus Originally posted by just1opinion Originally posted by Lord.Bachus I am sitting here in my chair and wondering how many of you understood my orriginal post
I hear ya. I guess I'm really more just saying that I don't want them to be required or for them to make questing easier like they were in GW1. See I just ....ugh..... well referring more to heroes.....I just hate micromanagement. It's why I hate RTS games. I don't want to have to control and gear multiple characters and give orders and stuff. Eww. Again, sorry. I understand some people might like them, but if they were included in GW2, I would want them to be purely optional and not needful for making questing easier.
Does that make any sense?
I think I would want to add to the OPs idea, (henchmen/heroes to guard PvP areas) that it should have some scaling for the number of players of each faction in the zone to help with balancing. I think that is one of the constant challenges of open world PvP.
"Never met a pack of humans that were any different. Look at the idiots that get elected every couple of years. You really consider those guys more mature than us? The only difference between us and them is, when they gank some noobs and take their stuff, the noobs actually die." - Madimorga
Heroes turned GW1 into a solo game. I hope they never appear in any MMO again.
This seems like a harmless idea on the surface but in reality it only will cause issues down the road.
Originally posted by just1opinion Originally posted by Lord.Bachus Originally posted by just1opinion Originally posted by Lord.Bachus I am sitting here in my chair and wondering how many of you understood my orriginal post
That makes a lot of sense, because i agree to most of it... (except the fact that i love micromanagement)... But in guildwars i dont think players have time enough to both controll their own character as a group of followers.... controlling their chars will be hard enough, thats why i think it should be an AI controlled thing..... and i would certainly not add them to solo PvE as they did in the orriginal GW.... GW2 is a very social place that wants people to work together.
Henchman/hero's always made me feel like I was underpowered, like i needed someone else, as if my character was not the hero. I hated feeling that I had to have "someone" else in order to do anything at all. Henchman were a crutch of GW and im happy to see them hit the back door for GW2.
well the op point of view was hechman for useless thing just for fun that cool, i must say hechman killed me and the reason after so many hours before they release the game ive stopped was hechman ...
Henchmen and Heros in GW2, oh heck NO!!!!
Henchmen were OK for GW1 if you could not get real people. Heros ruined the game. 'nuff said.