TPvP Player ideas for first serious changes

TPvP Player ideas for first serious changes

in Suggestions

Posted by: Spell.6082

Spell.6082

Hello,
My nickname is Spell. I was founder of EternalMists.Net which lets be honest was failure, because of lack of interest in GW2 SPvP streams. I was aswell playing as a sub with many really good teams and players and was part of Mace Stun main team for quite some time (didnt play Paid tournaments for around 2 weeks already, but still got 17 QP on EU), but after a while i started to lose interest in this game due to lack of changes in sPvP content. I wrote here idea-patchnotes that I had in mind for quite some time to maybe inspire Developers to start changing this game.

1. SPvP F2P Accounts:
- Only able to hit level 2 in PvE then instantly teleports to Mists and blocks Lions Arch portal and “Leave Mists” button
- Only two character slots
- New servers for F2P characters – accessable for both F2P and B2P players
- Not able to gain rewards from tournaments – Chests, Rank Points, Glory Points, Gems – except QP and tickets
- Not able to send mails, use trading post, create guilds, whisper to people that are not on f2p player friendlist

2. Custom Servers:
- Purchased by 60 Gems / 5 Tickets for daily usage
- Server Moderator can start match rotation and reset it, set password, kick players and swap players teams
- Customizable player amount from 1-8 players per team
- Customizable Match duration (time or points)
- Customizable Map Rotation (Random or Pick your map rotation)
- Customizable Point Control (on or off)

3. Hot-Join SPvP:
- Segregate based on current amount of players, maximum amount of players, current map, map rotation type, amount of friends in game, server number
- Types based on player amount: 5v5 or 8v8
- Types based on maps: random map rotation or one map repeated

4. SPvP Tournament matches:
- Remove profession icons and character names from scorescreen before final countdown begins -> show only amount of players and name them Player 1/2/3/4/5
- Change final countdown from 10 to 30 seconds, but players cant swap characters, but still can swap utility major traits / utility skills / weapons / armour
- Show enemy professions and character names when final countdown begins
- Lock utility skills / major traits / weapons / armour after match starts

5. Free and Paid Tournaments:
- Random map rotation with possible multiple maps in same tournament – all 5 maps included.
- Glory and Rank Points for Free Tournaments placement: 1st – 300; 2nd – 200; 3rd/4th – 100
- Glory and Rank points for Paid Tournaments placement: 1st – 500; 2nd – 400; 3rd/4th – 300; 5th/8th – 200

5a. Free Tournaments:
5aa. Solo/Duo Free Tournaments:
- Join solo or two man party
- Reward for 1st place is 1 tournament ticket ticket for victory

5ab. Premade Free Tournaments
- Join only 5 man party
- Leader of group guild name is displayed before match start
- Reward for 1st place is 5 tournament tickets per person; 2nd place is 1 tournament ticket

5b. Paid Tournaments:
5ba. Solo/Duo Paid Tournaments
- Join solo or two man party
- Joining requirement is 1 tournament ticket per person
- Reward for 1st place is 1 QP and 80 gems; 2nd place is 5 tournament tickets, 3rd-4th place is 1 tournament ticket

5bb. Premade Paid Tournaments
- Join only as 5 man party
- Leader of group guild name is displayed before match start
- Joining requirement is 5 tournament tickets per person
- Reward for 1st place is 5 QP and 120 gems; 2nd place is 2QP and 80 gems, 3rd-4th place is 1QP and 5 tournament tickets, 5th-8th place is 1 tournament ticket

TPvP Player ideas for first serious changes

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Posted by: Spell.6082

Spell.6082

6. Interface and Animations
- Two additional bars below HP of target – Endurance and Casting Bar
- Show exact values of HP on players and NPC
- Make all utility and elite skill animations more clear and bigger
- Improve responsivness of character dodging and turning
- Player names bigger compared to NPC names

7. Mechanics changes:
- Mesmers Moa shouldn’t work when target have stability
- Moa shouldn’t be able to stomp people
- Piercing projectile mechanic should ignore projectile protection
- Utility skills and elite skills should have now atleast 0.25-0.5 cast time
- Able to use underwater combat abilities on water surface
- Teleport skills dont work when target or location that is out of line of sight
- Remove passive condition removals from traits

8. Boons/conditions and Buffs:
- Stealth no longer stacks in duration instead refreshes each time its applied
- Quickness is now a boon, that is convertable to condition – chill
- Remove Quickness from passive traits and sigils. Obtainable only by utility skills or condition converts.
- New retaliation damage scheme (change that next attacks that hit you deal XXX damage – limited charges as stacks and doesnt stack in duration, increase overall damage)
- New confusion damage scheme (next attack deals XXX damage to you – limited charges 1 stack used per 1 attack; increase overall damage)
- New blind stacking scheme (1 stack for 1 attack, stacks in intensity not duration, reduce overall duration)

9. Downed State / Respawns:
- Respawns are individual and scale during match from 10 seconds up to 20 seconds depending on duration of match. Increases by 1 second each 1.5 minutes
- New skill in downed state as number 5 – Suicide
- Mesmer number 2 downed skill no longer stealth Mesmer
- Thief number 3 downed skill changed to immobilize (like Elementalist number 3 on downed state / like number 1 on Thief shortbow while in stealth)
- Elementalist number 2 downed skill no longer resets HP of Elemenetalist in downed state and have lower duration
- Remove traits increasing downed state damage from all professions and balance damage across all professions
- Rally works only in 600 range from person that was stomped
- Underwater stomping available

10. Amulets, Runes and Sigils:
- PvP Sigil of Rage / Superior Speed / Demon Summoning / Restoration / Sanctuary removed
- Runes of Air removed
- Runes of Ogre (4) Rock Dog doesnt heal Ranger by using downed state number 3 skill

11. Mists world:
- Add normal bank and guild bank stead of 3x PvP Lockers
- Add token seller close to Mystic Forge
- Add stronger dummys (10x or higher HP than Heavy Dummy) close to Svanir / Chieftain / Guildlord Area
- Add Waypoints close to PvP Server Browser / Profession Dummys / Monster / Siege Master and Starting area
- Add profession / monster icons where each profession Dummy or Chieftain/Svanir/Guildlord is standing
- New waypoints to the middle of every map (you can see sPvP maps when you strech out Mists world-map) and make them FFA areas for each server. GuildLords / Chieftain / Svanir / Gates / Trebutches / Points are removed.
- QP Ladder applied in-game into Mists Champions statue

12. sPvP Maps:
- Make all side-points slightly bigger (except Legacy of Foefire and Kyhlo middle points)
- Decaping point increased from 5 to 8 seconds, but Caping point decreased from 13 to 10 seconds
- Make conditions work on objects like trebuchet and gates

12a. Forest of Nifhel:
- Make buffs spawn after 3 minutes when game starts
- Respawn timer still set to 3 minutes
- Make monster kill scale: first kill gives 25 points and second – 50 points and third – 75 points. Make 2nd and 3rd spawn monsters stronger. (make them visually “stronger” ex: add armor on them or something to enhance their models)

(edited by Spell.6082)

TPvP Player ideas for first serious changes

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Posted by: Spell.6082

Spell.6082

12b. Legacy of FoeFire:
- Make gates stronger by increasing toughtnes and health
- Make when you kill a Guildlord it gives you huge stats buff – +150 to all stats for 3minutes.
- Add gate repair kits on side points (Quarry and Waterfall) that would work same as trebuchet repair kit (look below to Battle of Kyhlo changes)

12c. Battle of Kyhlo:
- Repair kit now have set of 3 skills when picked up: 1 – swiftness buff, 2 – throw repair kit, 3 – stunbreak;
- Add longer time before despawn / respawn of repair kit after its being dropped down after holding it
- You shouldn’t be able to use any utility skills or profession skills when carrying Repair Kit
- Entering Mesmer Portal drops repair kit

12d. Raid of Capricorn:
- Move Ruins point from water to the middle of the ship
- Ruins point replaced by Commune of Power that resets point control (similiar to Temple of Silent Storm Commune)
- Cannon Balls obtainable not only from Ship but as well from Water
- Sharks are always Neutral mobs hostile to both teams

Balance by values and Ladder system are too much work to do it as a hobby. Profession balance is quite hard at moment when game is not in correct state to make it a great title due to really poor map mechanics (boring and stagnant match progression). There are as well few major changes that would totally turn around whole sPvP balance without even touching any skills, so its better see how they would affect meta and then adjust values of skills.

This could be the real beginning of changing this game in right direction to make it an E-sport.

If anyone is interested why I wrote some things that I did just ask questions I will be happy to answer since all those patchnotes are not just throw in ideas but actually thats that I have been thinking about for quite some time and in my belief would make this game a little bit better sPvP wise.
oh and sorry for poor English

(edited by Spell.6082)

TPvP Player ideas for first serious changes

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Posted by: samo.1054

samo.1054

Well I can’t comment on every single point made right now, but I don’t like the idea of locking player’s utility skills after the match starts.

I think it’s a very good thing to encourage players to try and adapt to opposing team’s build when you’re not doing very well against them. Removing that option the game would be made into even more Build Wars, which is never a good thing.

You’ve got the tools, use your skill and game knowledge to adapt, if your loosing…

TPvP Player ideas for first serious changes

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Posted by: Immo.9217

Immo.9217

Very well though out although idk about all 5 maps in tournys and the Solo/Duo Paid Tournaments as it would split playerbase even more but other then that these would be great changes.

TPvP Player ideas for first serious changes

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Posted by: BluBla.8630

BluBla.8630

Great ideas +1000 to that

TPvP Player ideas for first serious changes

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Posted by: Miku Lawrence.6329

Miku Lawrence.6329

There is no skill in switching your build at will during a match. Take the utilities you need or die.

+1 for each of the ideas except maybe the “Suicide” skill for Downed state, keeping one bleeding adds an other layer of play.

Snow Crows [SC]

TPvP Player ideas for first serious changes

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Posted by: Spell.6082

Spell.6082

“Suicide” button I think its really needed with new respawn system, because I think there should be no unfun mechanics and bleeding enemy out slowly is one of those that makes game simply not fun to play.

Swapping Skills/Weapons/Armour/Major Traits during match makes so many bugs and makes many many builds very unbalanced – every profession with no sacrifice got swiftness when normally it would force you to take utility or weapon that gives you swiftness which would result in removing full glass cannon builds but more balanced builds. For example GS warrior can get swiftness with warhorn, but if weapon swapping wouldn’t be allowed GS warriors would have to sacrifice shieldblock to gain better mobility, but could get swiftness from allies (ex. Guardian or Elementalist bunkers that would buff up allies before they leaving point), which would increase amount of viable builds and teamcomps. That would counter “Build Wars” and make teamcomps that are more about 5 professions with universal builds more than FotM that can swap their utility/weapons/armour skills all the time.
It would remove as well bugs that are caused by swaping skills / major traits like “Elite skills last longer” on Guardian last trait tree that resets “Renewed Focus” cooldown.

There would be so many different queues for new and advanced players to have their own queues until Matchmaking system would be made. Thanks to sPvP F2P Accounts it would increase amount of players so it should increase overall amount of games played at same time so i wouldn’t worry about very long queues because of split.

TPvP Player ideas for first serious changes

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Posted by: juanma.9813

juanma.9813

LOOOOOOOOOOOOOOOOOOOOOOOOL

Really good suggestions for this poor game.

/100% agree

TPvP Player ideas for first serious changes

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Posted by: Sakulos.7963

Sakulos.7963

Let me speak for Royal Legion im 16th in EU players QP list so i’m kinda wannabe pro.
That change for Underwater Map would be amazing. Because ppl would’ve reason to fight underwater and finally learn underwater skills..

Suicide 5th skill, increasing respawn timers, yeah I agree.

We’ll see what Anet will ship in next update, but the time is short.

We all are in the same bag, newbies, noobs, pros, good players, try hards.
Anet you have to reach for that bag, and use some sort of magnet (leaderboards based on ELO) to separate us.

I hate to win against new teams, who just want to have fun. We wreck them, and then what we are supposed to say? Sorry! Because i feel that way. I crushed someones will to play, because last game they were doing good.. What happened? They may ask themselves, everyone is silent.

[nRBL] Next Rebel guild leader

TPvP Player ideas for first serious changes

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Posted by: gwawer.9805

gwawer.9805

gooood post

1. Remove rock dog/ogre and any other NPC pet runes. Enough screen clutter.

2. Copy/paste chat. Copy ventrilo/mumble servers, etc.

3. melee-assist always on for everybody

4. Tone down hotjoin to 7v7. See how that works.

5. Bring 5v5 up to the top of the list.

6. option to hide combat damage numbers

7. druids shapeshifting too strong. need a cd

(edited by gwawer.9805)