Competitive Mastery Points!
Masteries that do what in PvP?
Tier 1: +10% Damage to other players
Tier 2: PvP poison lore. You take no damage from Poison.
Tier 3: +10% Damage to other players
Tier 4: PvP Stealth detection.
Tier 5: +10% Damage to other players
Tier 6: PvP Trap detection.
…. on second thoughts. No thanks.
Isn’t the point of S-pvp to avoid a statistical gear/level difference?
Adding mastery to it would kind of defeat one of the best points of s-pvp. Unless you mean strictly for wvw.
this would destroy the design/point of structured pvp.
They could be something more beneficial rather than combat oriented.
1st tier: Gain 10% more pvp track progression per match
2nd tier: Gain 10% more gold per match.
3rd tier: Unlock a special area that allow people to craft in Heart of the Mist.
4th tier: Gain 15% more pvp track progression per match.
5th tier: Unlock new and exclusive PVP reward tracks that you can choose to complete, with new skins that are only available this way.
(edited by Aomine.5012)
Absolutely not. This goes against what PvP is about in GW2.
Tier 1: +10% Damage to other players
Tier 2: PvP poison lore. You take no damage from Poison.
Tier 3: +10% Damage to other players
Tier 4: PvP Stealth detection.
Tier 5: +10% Damage to other players
Tier 6: PvP Trap detection.…. on second thoughts. No thanks.
If I did most of my damage via conditions and poison (in a stealthy manner), I would certainly object. It would only be fair to make other damage types irrelevant as well.
Building a character for counteracting a certain play style is much different than having the game make that style irrelevant. Nerfs and developer choices for a healthier gaming environment excluded of course.
Support your local environmentally friendly farmers.
Asuran Mesmer Mind Tricks: “These aren’t the golems you’re looking for.”
(edited by GamerOnline.3650)
Tier 1: +10% Damage to other players
Tier 2: PvP poison lore. You take no damage from Poison.
Tier 3: +10% Damage to other players
Tier 4: PvP Stealth detection.
Tier 5: +10% Damage to other players
Tier 6: PvP Trap detection.…. on second thoughts. No thanks.
If I did most of my damage via conditions and poison (in a stealthy manner), I would certainly object. It would only be fair to make other damage types irrelevant as well.
Building a character for counteracting a certain play style is much different than having the game make that style irrelevant. Nerfs and developer choices for a healthier gaming environment excluded of course.
I believe the suggestion you’re replying to was very much tongue-in-cheek. The OP had a somewhat interesting base idea though, which is to reward people who PvP heavily with effects that have no impact on the matches themselves. Possibly reward track changes or quality of life improvements (although one could argue that anything on that front should just be applied to everyone).
Tier 1: +10% Damage to other players
Tier 2: PvP poison lore. You take no damage from Poison.
Tier 3: +10% Damage to other players
Tier 4: PvP Stealth detection.
Tier 5: +10% Damage to other players
Tier 6: PvP Trap detection.…. on second thoughts. No thanks.
Whoa! You didn’t understand at all hahah. No I mean like a way to increase points you get etc or allow access to stronger npcs to train on, cool aura effects, finisher mastery line, pvp mastery armor etc. nothing that touches the gameplay of the actually pvp.
Be careful what you ask for guys……
Before you know it they may nerf the chest rewards and put them as rewards behind a PvP mastery! Again I say – be careful what you wish for. :P
I can see it now…
T1: +10% to trash talking people in /s, /m, /t
T2: +10% to kitten size
I can see it now…
T1: +10% to trash talking people in /s, /m, /t
T2: +10% to kitten size
Actually it would be kinda funny if A-net put a T6 mastery that gave you a super large kitten mini called the kittenator