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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

The new system did need a rudimentar matchmaking to get things started (eg. Based on PvP Rank, just for the 10 placement matches). They made a mistake by not doing so, that’s corrrect, but I can imagine the nightmare it must be to create two entirely different matchmaking algorythims and mesh-bond them together in a progressive way. There could be a lot more of weird mathcmakings if they decided to go that road. Matchmaking systems aren’t as simple as people paint them. So regarding this SoloQ drama, I cut them some slack.

Put the SoloQ pitchforks down for a moment and let’s look at the larger scope of things.

They just gave PvP a massive Quality of Life improvement, things like:

  • PvP being acessible from everywhere on the world;
  • SoloQ;
  • Visual Effects option now available to tone them down;
  • Animations are starting to see some work in order to make them clearer;
  • Permanent Finishers;
  • Character Lock;
  • Some maps are being constantly reviewed and improved upon;
  • Visual indicators like the number of blocks on Arcane Shield, etc and Signets’ actives;
  • Random map generator;
  • Seeing the spectated player’s target;
  • And probably more stuff I forgot.

Contemplating on what’s been done, should we compile a list of what needs to be done next:

  • PvP rewards
  • Better tutorial introduction to PvP for newcomers
  • Trait templates
  • Sugested templates for each class (great for new players to dive in to the scene)
  • Improved deathlog
  • Improved targetting (prioritizing players over minions)
  • Especific trait tooltips ( could be a toggled feature in options if the intention is not to overwhelm):
    I think I speak for most of us when I say I dont want to see this kind of vague information in traits anymore: “Increases damage” “Heals you”. You got the numbers on those things, present them to us directly instead of we having to lurk wiki or testing each option to get a sense of how much damage it really does after all.
  • /Resign : If you are already down 1-2 players why should you be punished for having to play through an already lost match?
  • Skins/rewards unique to PvP (Ill create a topic about lack of new weapon skins in PvP)
  • GW1 Master of Damage making a comeback to the Heart of the Mists, very intuitive and does all the maths for you, instead of we relying on grabing a calculator and suming up every damage tick that appears on the combat log
    http://wiki.guildwars.com/wiki/Master_of_Damage
    Master of Damage’s concept could even be expanded upon by allowing us to set his toughness or if he uses light, medium or heavy armor, giving him a X condition to test some traits regarding that condition, etc.
  • More free trials only for the Heart of the Mists and PvP (preferably after introduction of better tutorials and templates), so we can introduce our friends to PvP without them having to pay for a full game they may not like.
  • Cast bars.

I know, I know, Anet wants GW2 to be animation focused instead of UI driven and thats a good thing for the players for the most part, but not for the spectators. This is probably worthy of its own thread, but I wanted to consolidate this idea right away:

My sugestion would be first introduce cast bars for spectator mode, where they are absolutely required for improved readability and overall increase in understanding whats going on and whos doing what. Then, judging by the feedback, to evaluate the feature and either keep it to spectator only or move it to the rest of PvP aswell!
______________________________________________________________

We need to know when to complain and when to give them our congratulations. Knowing what we liked is equally good feedback on where to focus on the next patch. This topic was mostly on what they got right. I am not a fanboy-sheep if you care enough to look at the topics Ive created, this is about showing due credit to the good stuff aswell.

Wraping things up: regardless of the constant forum outcry (of which I admit to having participated on multiple occasions, but thats only because we want the game to succeed just as much as you do), regardless of SoloQ and Skyhammer spam threads, things are actually moving foward ( ) and I believe they are now worthy of a PvP applause and I look foward for the bar being raised even higher for the next PvP updates.

Feel free to contribute with your own sugestions and/or refute my own’s

Thanks

(edited by Quickfoot Katana.8642)

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Posted by: Dirame.8521

Dirame.8521

Master of Damage would have to be in an instance. Getting “helped” by other people whilst testing rotations in the HoTM is annoying enough as it is.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Agreed. Either instanced or party-specific (only counts the damage you and party members deal), in case you want to test some bursts with a partner.

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Posted by: Authority.6145

Authority.6145

Apologies for my ignorance, but since I missed something where/how do I achieve this; Visual Effects option now available to tone them down?

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Posted by: FlamingForce.6389

FlamingForce.6389

/resign /resign /resign /resign

Oh god don’t you dare forget about /resign, now that punishes are in place there needs to be some sorta surrender option asap.

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Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

/resign /resign /resign /resign

Oh god don’t you dare forget about /resign, now that punishes are in place there needs to be some sorta surrender option asap.

Ive won a couple 4v5s, thats probably the main reason why I didnt put it but yes, it should be an option.

@Authority

In the open world, dungeons, PvP, and WvW, the new effects-culling system will slowly start reducing the detail of each effect in order to increase combat visibility when many effect types are overlapping.

Ive read somewhere this option is only on by default on PvE, its titled as Effect LOD if Im not mistaken

EDIT: Added resign command to sugestions