Rambling

Rambling

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Not really to give solutions but more to convey dat feel.

My convenience.
Expanding the pvp menu.
In the PvP menu, you have Statistics, Arenas, Game Browser, My custom Arenas. I’d suggest a 5th tab under My custom Arena’s dedicated to Glory.
Currently there are Rank NPC’s placed in the mists, consolidate all of these npc’s wares into this new tab and block off what has yet to be unlocked. The NPC’s themselves could and should remain unless something to replace their space is thought of.
In addition to a Glory tab, a 6th tab for the PvP Locker.

The mists
A waypoint by the profession npc’s? A short blurb is that I think the Mists are pretty large, but it doesn’t seem like it’s large for any particular reason? Kill stacks not operating kitten per kill here are also a bother.

Showing your internal cool downs
I made a thread on this…forever ago, and Evan said it was a way off but something you guys would like to do. Including it anyways. One thing to add from my perspective is… even if I don’t see the CD it’s annoying but not a biggie, however not knowing when it’s up is such a pain. I think clutter is a worry you have but part of mitigating that is keeping the amount of ICD’s that are added to a low amount and that when they are, they share trait slots so that it’s not say 8 ICD’s from 8 trait slots needing 8 icon spaces of representation.

The visuals
-I’d like an option to toggle a players little profession icon over their head or something like that. It’s not a big thing, but it’s convenient.
- Solid Area of Effect rings. There is an option to disable them, but an option to make them stand out even further would be great. I get there’s an artistic reason for their current display, but hey sometimes you’re not looking for the art in semi-transparent puzzles pieces. A solid white border option for example would be nice.

obviously templates
/beatingdeadhorse.

Maps
The maps I enjoy the most are the ones where an action/objective feels like it has a large impact.
These two maps are Foefire and Temple. The lord and the buffs are things that when you kill/get you feel . Killing a lord feels heavier than getting a node, its satisfying, same with getting a buff. Its when the lord and buff elements are at play that Conquest is at it’s most inviting.
Foefire
- Would like to see the Lord more fleshed out. Two “archers” NPC’s above each gate. A monk npc by the Lord and the points increased. This mechanic is fun, but at the same time it feels underutilized and underdeveloped.
Spirit Watch
Not a fan. Profession imbalances notwithstanding , the orb running itself well just feels off. There isn’t one central location that a team wants to bring the orb to which I think detracts from it. You can whip it off to anywhere. I feel the map would be more enjoyable to orb assault/defend if you had to push the orb to Raven regardless of the nodes allegiance to get your moneys worth out of it instead of having bear and wolf as options for that. Alternative? Have the orb give Keg Brawl skills and change lob to something else.
Skyhammer
It is odd. It’s kind of like those fps/tps maps where you’d expect to have buffs spawning such as ammo refills, different guns and health packs. Odd suggestion? Include a fixed spot on both sides (not randomized) where an environmental item that grants stability spawns at a certain interval say once every 2 minutes. That may tone down some of the “launch lust” on the map without changing the map or killing the strategy. Kind of like Capricorns invuln Elixirs on the boat, but for stability. If you take anything away from this, Skyhammer has a giant nuke from the sky, and a bunch of bottomless abysses with worms at the bottom. Reducing either the hammer or the level of knockback significance a smidge would make it more appealing

Gameplay
Stealth
Long duration stealth is so brain numbing on both sides of the equation. GW2 handles it pretty well in general but when it lasts long it sucks. Conquest deteriorates part of the significance due to how nodes work but in terms of playing against it? When it’s short term 3-4, even those conditional 5 seconds no biggie. Longer then that? It becomes Hide & Go Seek: The waiting game. Sharp mentioned during MLG the fast pace of the game.10-15s in this ‘fast pace’ to deal with a) are they attacking b) did they flee? c) are they dead? That’s a really boring aspect of the game. However many of us thieves feel we need that, both for group viability and to deal with bullkitten near guaranteed hit target based attacks in our frail shell. I get the feeling, anet if you feel the same please remedy it so that such a long duration isn’t “needed”. It is boring.

The great forum duppy.

Rambling

in PvP

Posted by: ensoriki.5789

ensoriki.5789

For the occasions when long stealth ganks are set up and you wait because you can make decisions for the short term, but “long” term you are just guessing when they’ll pop out. For when you pop your own Refuge because the other thief you nearly gibbed popped his first, and not wanting to give him 10s of opportunity on you. When that SR revive pops up to rev a teammate and you nuke the place to high hell and have to keep someone on guard for 10s. Not to berate stealth but it is what it is, if you give someone 10s of invulnerability it’ll be stronger than Stealth but due to the visual nature of it, you’ll still be reacting more than predicting so it’s kitten ring. One thing to consider, part of the reason this can be more predictive than reactive is the lack of audio information on what’s going on to give you something to react to.

Effect Durations
This isn’t a big thing, but when you have non-boon buffs, and they have extensive durations, options to play against them aren’t as variable. Sharpening stone, Venoms, Ele Glyph? You can sit on em. That’s not to say that they are broken, they’re fairly weak. The gameplay on it is just not engaging. You have 30 seconds with the thing. For what? Would be better off with more potent effects with short durations to apply them. It’s engaging to use because your time is short. Sure skills can have long durations but when you’re having these attack buff type skills why would you have them on long durations? Back before quickness was nerfed and even now it’s interesting to pop them and see what you’re going to make out of the time you have. What is the goal of having these effects last 30 seconds? Is that to justify how weak they are in some cases or to justify the cooldowns? Going into Boon durations, whats the deal with Might stacking. Isn’t part of the reason it’s stackable so that your teammates can contribute? If you’re stacking might up heavily yourself as an individual it deteriorates from the idea of the group. Same thing with conditions, if you can put up near 20 stacks of bleed condition by yourself why is the cap 25 in pvp? Im not saying increasing the cap. Im saying having players put up near the stack cap of bleeding as an individual is weird in itself. You get two guys who apply bleeding and now they hit the cap on one guy? Since one person applied 18 bleeds and the other 13, but only 7 stuck? It’s a goof to have bleed cap so easily reached. May want to switch some of the bleeds players do to another stackable condition so 2 players don’t cap out each others damage output so simply. When all you had was bleeding and confusion I suppose it was hard not to do…but now there are 3 ways to split condi damage.

Sigil & Amulets
That’s a joke, it doesn’t compare. I don’t think you have to do Sigil revamps all at one time. When you addressed Soldier runes…what in January with the idea that it’ll open stuff up once fixed that was fine. You didn’t have to go through a whole pass of all the runes. Throw in an adjustment or two Karl. Sigils gotta get done, if there is time to make perplexity there is time to improve some sigils.
I’ll admit it, I may be missing something because I don’t feel all the amulets are valuable. I think celestial is mathematically valuable, but builds aren’t designed to take advantage of it with the stats it gives. I’ve asked multiple times in-game, on the forum, tried it myself and never got an answer. Who is using Celestial amulet?

Matches
A ready button
There should be a confirmation prompt when queing before it actually makes a team. That confirmation prompt serving to make sure you haven’t gone afk or the like. If you don’t accept the confirmation or say no to it, it’ll kick you out and won’t consider you for the team. I’ll admit it im guilty of going to get some food after forgetting about a lengthy que and coming back to find myself in a 300 – 100 game.

I need some EXP man
Some trivial pve exp gain on kill doesn’t scale to level would be nice. Can create a new item for the glory vendors “liquid jar of Exp” or whatever if there is already an equivalent. Place it so the amount of exp you can get with the jar is like the tournament reward chests, based on rank you purchase the jar at.

The great forum duppy.