Solving the SoloQ problem.

Solving the SoloQ problem.

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Posted by: Agemnon.4608

Agemnon.4608

It was taken away due to not enough players queuing so they felt the need to mix premades with soloers for faster queue times. But why aren’t more people playing PvP? That is the bigger question. Here is a lift of proposed solutions:

1.Remove NPC’s. You know how it is: You’re ahead by 100 or so points, but they close the gap by getting NPCs. Even worse, you could hit them first or more often yet the other team can still get credit for a kill. Mechanics like this can drive people away. Then you have Lord kills that deflect players away from points in Legacy.

2.Bigger nodes: Lots of classes have big AoE’s, no one likes giving the opponent free decapping progress just to avoid taking damage or conditions. This way you can have two dragonhunters drop traps on a node, avoid damage, and still hold the point. Graveyard seems to be a reasonable size.

3.Temple of the Silent Storm: Need I say more? Uggh, fine. Temple is annoying because it’s vertical, narrow, lots of LoS, its layout confuses noobs, and whoever channels tranquility gets all three points for free. Like a lord or enough NPC kills can be a complete game changer allowing a fast recovery and even win. This battleground needs to be scrapped, maybe even replaced with Spiritwatch which is actually good but not available in ranked. Battle of Khylo on the other hand had so much potential, but they just had to kill it with the trebs. Despite aggressive trebbers firing at mid people still rush center. No, get sides if you really don’t want someone dedicated to a treb. Even if they aim for sides it will rarely ever land near the node.

4.More map variety: Stronghold has okay foundations, but they just had to kill it by needing to summon NPCs and kill a lord. It would be better with a bigger map to accommodate mounted combat where you have a breakbar and fall off the mount and get stunned if it breaks. The objective wouldn’t be lord slaying but channeling a flagpole at their base. Such a map would be 20 vs. 20 and only soloQ’ers would have access to it. Speaking of flags flag carrying objectives where you invade their fort and bring the flag to your base 3 times is a nice simple NPC free idea.

5.Better balance: Too much CC falls here. Add a resolve mechanic, closely examine the professional meta, get ideas from top players, have them compete against other pro teams in an internal balancing tournament to see what needs adjusting. If an underperforming class does all the right things yet still loses what could you adjust on both ends to make it more even? If a class like Shiro rev or daredevil wins a 1v1 then it would need a pass since they’re designed to be strong in dueling, so obviously dueling viability shouldn’t be the only factor. I remember on a staff ele killing a thief on point. Why did I, an elementalist (in that match) built around group support beat a class that’s supposed to excel in dueling? My win that time was due to burning and reflects (they ran pistol/pistol)

For balance we can get rid of all non-celestial amulets but reintroduce PvP exclusive amulets that shave some stats off everything but one set, like a celestial set with an offense bend that has power, crit, and ferocity higher than celestial and everything else lower, or a condition one with condition duration, but other stats reduced accordingly (especially to accommodate the extra stat). This would ensure everyone has decent defense and healing power so if they get into a situation where they know those stats can come in handy they can do that job okay. It’s not that great knowing what to do in a certain situation but knowing you’d be ineffective due to a chosen stat combination. This balanced but with an extra emphasis on a certain role will need rebalancing as well but seems to be a step in the right direction.

6. Separate PvP and PvE abilities cooldowns: This one is obvious: A vet mob has more HP than a player, so a four second knockdown would give you a good opening to deplete his healthbar further. However, players don’t have healthpools that big and stun duration and cooldowns need to take that into account. If a certain move in PvE has a 20 second cooldown then make it 25 or 15 in PvP depending on its type.

These decisions will bring more people into the game and I think league tags were a big step forward for PvP player population. After all, who wants the stigma of being a sub-amber badgeless?

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Posted by: ActionRadius.3792

ActionRadius.3792

Anything from that don’t solve any problem. Just make game stupid.

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Posted by: Kaliny.8265

Kaliny.8265

1.Remove NPC’s. You know how it is: You’re ahead by 100 or so points, but they close the gap by getting NPCs. Mechanics like this can drive people away. Yes way of closing the gap and revert snowball are insane and must be removed Then you have Lord kills that deflect players away from points in Legacy. Exactly, the 150 points from lord is enough the win the game on its own!!!! I mean the team only need 500 to win, so 150 is like… 90%

2.Bigger nodes: Lots of classes have big AoE’s, no one likes giving the opponent free decapping progress just to avoid taking damage or conditions. Because the way it is now you’d have to make sacrifices and choices, and thats boring This way you can have two dragonhunters drop traps on a node, avoid damage, and still hold the point. So that 2 kitten DH absolutely can’t force a decap… I agree because right now is already too hard to 1×2 on bunker mesmer or bunker ele, bunker’s live is hard on this meta you know?

3.Temple of the Silent Storm: Need I say more? Go on, please Uggh, fine. Temple is annoying because it’s vertical, narrow, lots of LoS, its layout confuses noobs, Yes, ok and whoever channels tranquility gets all three points for free. yes so what?, just decap it back or fight for the objective, and the channeling of tranquility is already interrupted by any auto attack, is even more ok than lord Like a lord or enough NPC kills can be a complete game changer allowing a fast recovery and even win. Well this is why they are there, the problem with the lord is actually the opposite, when he is used as a faster snowball toll, he beeing a recovery method is the reason he exists, especialy with graveyard being kitten impossible to get if a team hugs it This battleground needs to be scrapped, maybe even replaced with Spiritwatch which is actually good but not available in ranked. Battle of Khylo on the other hand had so much potential, but they just had to kill it with the trebs. how you want a 3 points deathmatch with no other thing to do on the map beside those 3 points, I understand that secundary objetives can be boring if you are winning, but they are the only way (beside rotation) of forcing the winning team out of confort zone Despite aggressive trebbers firing at mid people still rush center. you can kill the treber or the treb, or maybe just not go there No, get sides if you really don’t want someone dedicated to a treb. Even if they aim for sides it will rarely ever land near the node. So do that!!! problem solved?! Would like to add that this is bs, trebs can be easily aimed for sides too

I’m not always rude and sarcastic… Sometimes i’m asleep.

(edited by Kaliny.8265)

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

1. No
2. kitten nodes, replace them with a flag you have to channel fully in order to flip. Figure out a healthy balance for the time it takes to channel. That opens up the whole area around where a node would be to fight. Traps and AoE still have their meaning to stop/kill someone trying to channel it, but it would be easier to deny a cap without needing to sit in AoE.
Although, that could easily make bunkers even stronger. So you’d have to consider the actual balance of classes first.
3. Temple is one of the better maps. I actually choose it and foefire the vast majority of the time.
LOS is healthy for the game.

Also, I hit people on the side nodes all the time with the treb on Khylo.
Then again, I used to play primarily WvW (Waiting for fixes to that, and then I’ll say F PvP). So that shouldn’t come as a surprise. 1 practice shot in the general direction, and you can generally figure out where your power and angle need to be to hit the node.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki

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Posted by: Agemnon.4608

Agemnon.4608

1. No
2. kitten nodes, replace them with a flag you have to channel fully in order to flip. Figure out a healthy balance for the time it takes to channel. That opens up the whole area around where a node would be to fight. Traps and AoE still have their meaning to stop/kill someone trying to channel it, but it would be easier to deny a cap without needing to sit in AoE.
Although, that could easily make bunkers even stronger. So you’d have to consider the actual balance of classes first.
3. Temple is one of the better maps. I actually choose it and foefire the vast majority of the time.
LOS is healthy for the game.

Also, I hit people on the side nodes all the time with the treb on Khylo.
Then again, I used to play primarily WvW (Waiting for fixes to that, and then I’ll say F PvP). So that shouldn’t come as a surprise. 1 practice shot in the general direction, and you can generally figure out where your power and angle need to be to hit the node.

1.Yes. It is player vs. player.

2.Okay, I’ll concede that. Channeling is better for node flipping. All changes should take balance into consideration. Just switch some AoE radii, cooldowns, distance abilities can travel, and even power.

3.I understand that LoS is healthy but there’s just too much of it in Temple. So many people run around confused and there’s so much risk of falling down stuff. Environmental factors are way too important in Temple. Could even be a fine map if you remove tranquility and make it have more space.

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Posted by: TheOneWhoSighs.7513

TheOneWhoSighs.7513

1. No
2. kitten nodes, replace them with a flag you have to channel fully in order to flip. Figure out a healthy balance for the time it takes to channel. That opens up the whole area around where a node would be to fight. Traps and AoE still have their meaning to stop/kill someone trying to channel it, but it would be easier to deny a cap without needing to sit in AoE.
Although, that could easily make bunkers even stronger. So you’d have to consider the actual balance of classes first.
3. Temple is one of the better maps. I actually choose it and foefire the vast majority of the time.
LOS is healthy for the game.

Also, I hit people on the side nodes all the time with the treb on Khylo.
Then again, I used to play primarily WvW (Waiting for fixes to that, and then I’ll say F PvP). So that shouldn’t come as a surprise. 1 practice shot in the general direction, and you can generally figure out where your power and angle need to be to hit the node.

1.Yes. It is player vs. player.

2.Okay, I’ll concede that. Channeling is better for node flipping. All changes should take balance into consideration. Just switch some AoE radii, cooldowns, distance abilities can travel, and even power.

3.I understand that LoS is healthy but there’s just too much of it in Temple. So many people run around confused and there’s so much risk of falling down stuff. Environmental factors are way too important in Temple. Could even be a fine map if you remove tranquility and make it have more space.

1. The NPCs add variety and a way to come back. Something that’s needed in a game where things snowball very quickly.
Nobody likes heavy snowballing, which is why games like LoL, smite, etc put focus on testing and reducing the snowball effect.

3a. Temple is fine. Kiting and LoS is a skill. Temple doesn’t suddenly make it OP or “add too much of it”. There’s pretty much only one place where you can really kite people around, and that’s those bridges at mid point. As well as that gap that’s between them, that I like to jump over and get away from people with.
Everywhere else on temple is actually relatively flat, and it’s easier to get yourself stuck CC’d in a corner than it is to escape someone in those places.
Those couple of places in mid where a blink/shortbow 5 (thief) can manage to escape some people, aren’t that big of a deal.

3b. "So many people run around confused and there’s so much risk of falling down stuff. " That’s a learn to play issue. I know a lot of people say that about a lot of things. But seriously, that’s a learn to play issue.
The map is relatively small, it just actually uses the third dimension to give you a few extra places to possibly escape players.

“Unused Development Initiative. We care so much
about your feedback, that we don’t even read it.” ~ Crystal Suzuki