What changes would you like to see in PVP?

What changes would you like to see in PVP?

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Posted by: Shinobi.3240

Shinobi.3240

Hello fellow Pvpers!

Some things i would love to see in the near future. I think this changes would give the game a way better stand as it has right now.

  • Shifting away from area of effect damage to single target and telegraphed attacks – AoE should provide utility like cripple, weakness, etc.
  • Reducing the damage of autoattacks and give them utility like vulnerability etc. instead – move the damage to telegraphed skills
  • No sigil, rune or trait procs from autoattacks
  • A step away from AI damage – give the turrets,minions , spirits, spiritweapons etc. utility – let the player do the damage.
  • Introduce 2v2 and 3v3 Arenas – with leaderboards etc.
  • Update the reward structure of pvp so ranked pvp is as rewarding as endgame pve – give spvp players the opportunity to get a legendary weapon for achieving something big – like win 1000 ranked games , Earn all Champ titles etc.– account bound ofcourse so it doesn´t effect the TP market.

What would you like to see for the future? /discuss

Best regards!

Shinobi

Shinobi Sicarius [ Thief / Lvl: 80 / PvP Rank: 250+]
[5/8 Champion Titles – Legendary Division] [19k+ AP]
[BEER – Dungeon Riders – Desolation]

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Posted by: FrownyClown.8402

FrownyClown.8402

1. pve would suffer from the loss of aoe damage. Single target telegraphed damage wouldnt fit this type of game because it would be too difficult to use.

2. auto attack damage is fine only because the other skills have such long cooldowns. Imagine a world where auto attacks never existed and condi builds would always win.

3. this is a problem with sigils and runes themselves. Sigils shouldnt make or break a build. Only a select few are used because they are better than all of the rest which is the fault of anet.

4. ai damage is better than it used to be. There becomes a point where if you have to control the ai too much it would become a liability and would better be just a utlity by itself.

5. yes.

6. they will.


Bad Elementalist

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Posted by: ronpierce.2760

ronpierce.2760

Make change Flesh of the master (50% increased HP) to Dead Nerves (Making pets immune to criticals and conditions instead), much needed aoe protection to match turrets, but able to be killed still by power damage (and with less HP, so if targetted could be strategically killed rather than just all aoed down in any fight).

Change training of the master to increase pet damage by 10% (Down from 25%) and the necromancer’s damage by 3-5% per minion out. (Should just about even out, but make dealing damage with necromancer more necessary).

Make flesh golem cleave and make his charge instant to match other pet abilities and to compensate for the slower and more clunky run he has now since a previous patch.

Fix some of the Necromancer’s weapon abilities that break and go on full cooldown in the strangest of scenarios (especially Axe 2)

Give minions a “call back” ability on F2.

Make ALL pets in the game immune to treb/skyhammer since they can’t avoid them and its basically a 1 shot.

Fix the moa bug that made all pets die against minion masters (which doesnt happen to other pets).

Fix Flesh of the Master bug that causes pets to despawn when downed (that doesn’t happen without the trait).

Remove Flesh golem’s cripple on hit. Add cripple elements to Dagger/Axe (who need it) and reduce the instant condi cover for MM/Condi necros that lowers counter play.

Make Shadow fiend’s blind apply instantly (so it can be used as an actual stomp finisher, rather than happening long after a stomp would happen).

These are some thing I’d prefer for MM.

Non Class Specific: Add 2v2 or 3v3 arenas.

~ High Warlord Sikari

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: truthishly.9513

truthishly.9513

1. Leagues, or some formalized way to separate players into tiers based on skill as determined by MMR. The current way that new players are given an average base MMR means that they’re inserted into matches with experienced players, ruining those matches for both sides, until their MMR settles into something the system can be more confident about. Likewise, experienced players still learning are not going to have good experiences or learn much by being wrecked in the occasional match against more highly skilled players.

2. Matchmaking that takes into consideration the distribution of classes between the teams in the match, and is aware of the current meta. MMR is not the only determinant of a team’s chances to win. A low MMR thief can still do a decent job at completely shutting down higher MMR glass cannons like mesmer or power ranger, making the match a de facto 5v4 for the team with the thief. Stacking bunker or high sustain classes on one team also happens quite frequently, and the system should do its best to prevent this.

3. More statistics to view about your match history, like breaking down your wins and losses by predicted chance to win versus actual outcome, skills you’ve taken the most damage from, wins and losses by map – I’m sure others can think of even more interesting and instructive stats to pull from matches for aggregate reporting on the pvp tab. And, of course, making MMR visible, possibly with a graph of your rating’s trend over a certain number of matches, a spectrum showing how your current rating compares against a distribution of all players’ MMR, average MMR of teammates and opponents, etc.

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Posted by: uberkingkong.8041

uberkingkong.8041

Really?

That’s what you really want from PvP?

Not, new maps?
Better ranking system?
Better achievement system?
Better tournaments?

You want another balance patch?
Really?

One thing I learned from balance patch, everyone is still angry afterwards. Never pleases no one, so its just a waste of time.

2v2 3v3?
Really?
You can do that in custom arenas. And nobody does that kitten.

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Posted by: Supreme.3164

Supreme.3164

working servers

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Posted by: Laraley.7695

Laraley.7695

Really?

That’s what you really want from PvP?

Not, new maps?
Better ranking system?
Better achievement system?
Better tournaments?

You want another balance patch?
Really?

One thing I learned from balance patch, everyone is still angry afterwards. Never pleases no one, so its just a waste of time.

2v2 3v3?
Really?
You can do that in custom arenas. And nobody does that kitten.

If they did the balance changes properly, no one would be asking for another one.
And there are quite a lot people asking for 2v2 and 3v3 arenas, no one cares about custom arenas.

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Posted by: ronpierce.2760

ronpierce.2760

Really?

That’s what you really want from PvP?

Not, new maps?
Better ranking system?
Better achievement system?
Better tournaments?

You want another balance patch?
Really?

One thing I learned from balance patch, everyone is still angry afterwards. Never pleases no one, so its just a waste of time.

2v2 3v3?
Really?
You can do that in custom arenas. And nobody does that kitten.

Uh, arenas (2v2) are incredibly popular. People do it now, and thats with no “support”, no rewards, and highly unstructured and susceptible to griefing and so forth. Just saying no one else wants it shows your ignorance…
https://forum-en.gw2archive.eu/forum/game/pvp/Where-is-the-2v2-3v3-competitive-arenas/first#post4752618

In fact, it even provoked some sort of response that let us know they were aware of the demand. So there’s that…

But anyways. The OP’s suggestions also weren’t “balance patch” so much as asking for a new direction in how skills are handled, which would feel a lot LIKE a balance patch, but has more to do with ability and combat philosophies, i tend to agree there is way too much AOE atm. Cleave to an extent is okay, but full on AOEs that can cover a node are becoming far too prevalent.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

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Posted by: MithranArkanere.8957

MithranArkanere.8957

  • Autobalance. If too much of anything is used within a little time, it’ll get automatically suppressed or toned down. Fomenting skillfull play and proper skill timing rather than spamming. For example:
    • Properly timing interrupts should work better than spamming them. Stunlocked enemies may get a free stun break and become immune to stuns for 1-2 seconds if too many control effects are used on them for too long.
    • Removing a condition should make you immune to it for 1-2 seconds, and constantly spamming condition removal should become less effective the more it’s used within a short time. So using both condition removal and condition appliers at the right time works better than merely spamming them.
    • When too many DPS conditions are stacked, they should get a cap. Kind of like the “pips” in GW1.

Autobalance measures also help keeping everything in check without having to nerf key skills that may be a problem as part of one build but perfectly fine in many others.

  • Downsides to movement. There has to be more reasons to stand still other than getting immobilize and a few skills that require standing still. Skills used while standing still must be more effective than those on the move, in order to tempt players more to stand still and become easier targets rather than running around like headless chickens.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Exedore.6320

Exedore.6320

  • More stats customization. Split the amulets into an amulet, ring, ring at 50%, 25%, and 25% of the current amulet stats. Lack of stat customization is keeping players out of PvP and limiting build variety. Both are needed for a prosperous PvP game.
  • Reduce the damage of sigils, especially ones which add instant damage.
  • Reduce the base duration of Incendiary Powder. It’s way too much for unavoidable damage which is difficult to remove due to cover conditions.
  • Push Accelerant-Packed Turrets back to master level so that turret engis can’t take it and Boons on Turrets and Turret Damage & range increase.
  • Reduce the damage of instant-cast traits like Halting Strike and Chill of Death.
Kirrena Rosenkreutz