Your Top 5 Suggestions to ANET sPvP

Your Top 5 Suggestions to ANET sPvP

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Posted by: Cyanon.1928

Cyanon.1928

Inspired by the very useful post from Dayra.7405 @ the WvW forums.

Lets share constructive posts on this subject!

The folks at ANET like it better that way

Here are my Top 5:

1. Limit class (profession) stacking to a max of 2 only in RANKED matches – Promotes more balanced matches and less player frustration.

2. Don’t allow changing characters after a RANKED map is loaded – This is necessary in order to avoid class stacking w/o affecting queue times too much. Allowing, spec/skill slot changes is good enough imo.

3. Don’t match high MMR teams against low MMR teams – No one enjoy it that way – Good players get bored of non-challenging matches and bad/average players lose interest to progress (enjoying a fair match is better than only caring about winning or losing). This will also eliminate the need of playing only the meta builds in order to stand a chance while encouraging build diversity. In addition, you will bring back the soloQ viability that popularized sPvP in GW2. It’s a win/win for u ANET.

4. Allow players to duel at the PvP lobby (Happier better experience while waiting queue, even if they are longer) – This will buy you time for better matchmaking as a trade-off for longer queues w/o making people feeling desperate/tired of waiting.

5. Add crafting stations to pvp lobby – Same effect of suggestion #4

(edited by Cyanon.1928)

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Posted by: Quadox.7834

Quadox.7834

1. Buff unused skills/traits/weapons – Non elite specs.
2. Nerf scrapper/rev/reaper/ele a bit.
3. ???
4. Profit!

Yaniam [Mesmer]

^ Usually only characer that i play on

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Posted by: Pakkazull.6894

Pakkazull.6894

1. Add a pre-season/booster system – To hopefully alleviate the initial stompfest.

2. Remove all pip safeguards – For more accurate matchmaking.

3. Allow division drops – Same as above, and even more important.

4. Allow queueing in open world – So that we don’t have to stand around for several minutes at a time doing nothing. (Alternative: add some fun mini-games or something. I’d settle for some cool adventures in the PvP lobby)

5. Stop the power creep – I’d love to be able to play rifle engineer again, but it’s just plain worse than scrapper.

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Posted by: Exedore.6320

Exedore.6320

1. Nerf elite specs and revenant down to core level.
2. Remove silly power creep in the base (e.g. necro scepter boon corrupt)
3. Split the PvP amulets into multiple items and allow players to mix and match stats
4. Develop a better MMR system which at least tries to identify who is carrying the team and who is causing losses.
5. Match based on rating. League reward progression should not dictate matchmaking.

Kirrena Rosenkreutz

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Posted by: Fivedawgs.4267

Fivedawgs.4267

My first second and third suggestions are pretty much the same as the OP.

4 – cap the number of legendary to 50, this way folks in legendary would stop trolling as they will be able to drop division.

5 Instead of prestige, bring back the leaderboard in legendary. So that all 50 members can be displayed on it.

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Posted by: Burn.5401

Burn.5401

Invest less in cringeworthy “espurts” and invest more into making the game fun. When more people like and play pvp the scene will develop itself. You’ve been forcing espurts for 4 years and you’ve always had like 5 teams competing, that should at least make you consider your strategy.

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Posted by: Spartacus.3192

Spartacus.3192

1. Nerf elite specs and revenant down to core level.
2. Remove silly power creep in the base (e.g. necro scepter boon corrupt)
3. Split the PvP amulets into multiple items and allow players to mix and match stats

I agree with the 3 above
4. Dont allow class changes after ranked map loads (use Class based MMR)
5. No class stacking (max 2 per class)

Your typical average gamer -
“Buff my main class, nerf everything else. "

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Posted by: Wolfric.9380

Wolfric.9380

I think all 5 points are good. (and yes i fully support no changes after map roll)
But i still miss balance and diversity of the classes which will outperform #1.

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Posted by: Jourdelune.7456

Jourdelune.7456

1. Make RANK based on SKILLs not GRIND.
https://forum-en.gw2archive.eu/forum/game/pvp/Skill-based-or-Grind-based-rank-system/first#post6028077

2. Package the Hearth of the MIST in a standalone MOBA download package and include specialization rotations for FREE players.
https://forum-en.gw2archive.eu/forum/game/pvp/sPvP-needs-its-own-business-model/first

3. Create a FREE sPVP test server for the player based to test BALANCE PATCHES before going live with it. This will give a great place for TOP players to find the new broken OP comp.

4. All Balanced Patches should be followed with MINOR BALANCE tweaks before season is starting.

5. RESET MMR each YEAR. Many high MMR players got there because of their 2014 META build and stop playing. When they come back, they play 2 games and they are back on TOP. This cause some actual High MMR player to drop the MMR chart for obsolete PLAYERS. Many bads got carried at high MMR (playing off peak time hours) and they should get back to where they stand.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

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Posted by: Sins.4782

Sins.4782

  • Balance the kitten game and fix the powercreep problem. If necessary, get a new balance team. Making a few random changes to ‘shake up the meta’ is not balancing. Balancing should be done with a power baseline in mind, and with a focus on build diversity. Balance changes need to be more frequent, and changes need to be monitored closely. If a particular change didn’t have the desired impact, change the skill/trait again, within a month or so. Repeat until desired results are reached. Do not make significant changes to skills/traits and then proceed to ignore issues with them for a year or more. Balancing is a continual process, not something you do for half a week every 4-6 months.
  • Scrap the current league system. Create one that places players entirely based on their MMRs. Use partial MMR resets and/or placement matches at the start of each season to ensure they remain competitive. Make sure dropping divisions/etc is possible, and make MMR and changes to MMR visible to the player. Junk the current achievements & reward system that rely on actually progressing leagues, and move to a system where tickets/rewards are gained through continual play, but gained significantly faster for players in higher divisions.
  • Leave ranked enabled between seasons, but revert the matchmaking parameters to what they were prior to the introduction of leagues. It is not acceptable to leave one of your two queues disabled for extended periods of time.
  • Move to a 3 or 4 item stat system. This will significantly increase build diversity, and subsequently the lifetime of the game mode. Scrap all of the 4stat amulets, reinstate any removed 3stat amulets (except maybe sentinels), and add new 3stat amulets as necessary. Amulets with more stats aren’t needed with a multi-item stat system, and the higher stat totals on them are detrimental to the game. Tanky amulets being back won’t be a problem if you actually tried to balance the game.
  • Allow players to queue from outside of HotM.

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Posted by: Xillllix.3485

Xillllix.3485

1- Trash it and replace it with 10v10 GvG
2- Make new larger maps without gimmicks
3- Rewards should be equal to PvE or better
4- Rebalance ALL the skills to reward skillful play (currently a massive balance failure)
5- Add good music to PvP and short damage modifiers for kill streaks

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Posted by: Mysticjedi.6053

Mysticjedi.6053

1. Scrapper survival sustain and Necro boon corruption needs to be toned down.

2. New players should not start with average MMR.

3. Match people with similar MMR within a team AND against each other (queue times have already gotten longer, the added time would be worth it for a quality match. I get that under the current system this will eventually be true, but queue time length is increasing, I’m assuming, because people are getting sick of being a stepping stone so someone else can get to even matches.)

4. Smarter team comps. Have matchmaking look to have more than two classes of the same type on a team.

5. Class lock players once in a RANKED match

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Posted by: Yasi.9065

Yasi.9065

Fix for profession stacking:
After map selection, show a mini screen with your characters, and below it the amount of “open slots” for professions and which professions have already been selected by teammates. Clicking on one of your characters will reserve that slot for you and after a certain time you get loaded into pvp map with that character.
When you dc/quit game, you dont get back into login screen, but rather right into the match without character selection.

Fix for total blowout matches:
Prevent really high differences in team-mmr when matching them. Make that mmr bracket big enough to still get lopsided matches, but without forcing below average players to play against ESL level players.

Fix for forum ranting:
Well, not really possible, I know… but show everybody his/her’s mmr in their PvP panel.

Everything else is fine. Good job anet.

(edited by Yasi.9065)

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Posted by: Jekkt.6045

Jekkt.6045

add a real pvp tutorial, even if you have to ask players in the pro league about what you should put in..

in 99% of my matches i have players that don’t know how to rotate, run into lost fights, run into 1v2 on capped nodes, dont know when to do beasts, don’t know when to do lord, don’t know how to do openings, don’t know buff timers on temple, treb all match and make their team lose 4v5, etc, etc.

and then they complain about matchmaking and how they lose a bazilion matches in a row.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: warherox.7943

warherox.7943

1. Nerf Elite specs until they’re actual alternative playstyles and not pure upgrades over the base profession. Currently taking an Elite spec has no downside and tons of upsides.
2. Remove the power creep from the June specialization patch.
3. Make CC not overwrite, so players have to time their disables instead of spam them.
4. Revert the stability change.
5. Buff Foefire Lord health to be closer to Stronghold. It currently dies way too fast.

Doctor Beetus – Burst Engi Maguuma
twitch.tv/doctorbeetus

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Posted by: arkaxify.3258

arkaxify.3258

1) Better rewards from participating in the PvP ranked seasons. PvP players should be able to get gold as fast as PvE players.
2) More complex maps like Temple.
3) Rework the lord in Legacy of the Foefire.
4) ELO-like matchmaking.
5) Maximum 2 of the same class per team, not because it’s good but because it’s bad.

And also pls add a mystic forge to hotm.

Primordial, Exalted, Illustrious and Indomitable legend.

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Posted by: PowerBottom.5796

PowerBottom.5796

1) Buff some skills/weapons/traits that are never used
2) New Maps
3) bring back tournaments or other things you can only play with 5 players in a team, with enough rewards to make ppl want to team up and play with a full team.

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Communications Manager

Next

Excellent initiative, Cyanon! I will be tracking this thread, too!

(Just to be clear, “Top ##” posts aren’t the be-all and end-all of commentary about any form of gameplay. Noted and acknowledged. But they do make up part of a conversation, and they can be helpful, overall.)

Thanks to those who have been contributing!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

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Posted by: Liewec.2896

Liewec.2896

1. remove skyhammer from unranked.
2. buff lords in foefire to compensate for years of power creep.
3. Remove skyhammer from unranked.
4. reintroduce the 8v8 we had early on in the game.
5. REMOVE SKYHAMMER FROM UNRANKED.

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Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

1. remove skyhammer from unranked.
2. buff lords in foefire to compensate for years of power creep.
3. Remove skyhammer from unranked.
4. reintroduce the 8v8 we had early on in the game.
5. REMOVE SKYHAMMER FROM UNRANKED.

Liewec — you lost 2 of your 5 top suggestions with the redundancy. I’d suggest you have more to share and could use the 5 to better avail, but hey, whatever floats your boat!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

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Posted by: XxsdgxX.8109

XxsdgxX.8109

The OP pretty much nailed it, most of the responses after that calling for 123 nerfs are the same crying as always, for years people have been calling the current patch as the worse ever. Like seriously… coincidence?

Stella Truth Seeker

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Posted by: Eurantien.4632

Eurantien.4632

1. Let us queue from outside the mists.
2. Balance around top tier PvP.
3. Make Spirit Watch ranked viable!
4. Return to the idea that every class can do anything, just differently.
5. If the game is balanced remove class stacking limits.

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Posted by: Terrorsquad.4802

Terrorsquad.4802

1) Pre-Seasons to avoid Stompfest in first weeks of Season
2) Minimum 4 different classes per team in Ranked
3) More periodic nerfs/buffs to utterly broken/obvious stuff that needs to be fixed (this will eventually show the real pro players instead of ppl getting carried by broken mechanics, eg Rev/Scrapper) along with more PvP-oriented updates.
4) Add Tutorial explaining what Conquest is
5) Have a bootcamp for beginners untill they reach 250 ranked games (separate league where they only face players in the same league)

Denied NA Account | 8.4k hours | 5.6k Games | Bored

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Posted by: Soren.9316

Soren.9316

1. Bring core classes back into alignment with their specializations. Right now if you want to be competitive you must be using an elite spec. I was always under the impression elites were supposed to be on a similar playing field with core.
2. Limit number of classes per team in a ranked match. It’s exceptionally disheartening to get thrown into a match where you team is 3 Reapers + 2 DH vs 4 Reapers + 1 Rev.
3. Need some sort of downed mechanic for Lords so they aren’t just insta dead.
4. Buff skills/weapons/traits that are barely used. Right now it seems it’s meta of gtfo. What happened to the build variety? I would like to see this come back and allow for more varied builds.
5. Need a better way to prevent blow out matches. It sucks being on either side of a 500-100 win or a 100-500 loss and this is compounded when it happens 4-6 matches in a row. Even with the comeback mechanic/win streak it’s really disheartening for someone with a lower mmr or les skill to be teamed against ELS or higher ranked players.

IGN: Soren the Always Lost
Gaiscioch Family [GSCH]

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Posted by: bloodpyrope.8630

bloodpyrope.8630

1. Allow us to continue swapping characters before matches (why would you want to take more options away from players?!)

2. Allow division AND tier regression.

3. Maintain current MM system in ranked, but institute some sort of preseason or presort players into separate leagues based on MMR.

4. Remove Stronghold from ranked.

5. Allow new accounts access to Conquest from the start, not lock them for 10 ranks behind Stronghold. No wonder people are getting players who don’t know how to cap points or play real PvP, you guys kitten them from the start by forcing them to learn Stronghold first.

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Posted by: Rising Dusk.2408

Rising Dusk.2408

Sure, I’ll participate!

1. Have the time between each season be a pre-season where placement during the pre-season seeds you into higher divisions in the next season. Have these count for division crossings in the achievements.

2. Buff the Legacy lord by making it stronger and giving it a down state.

3. More maps for Stronghold and for Conquest.

4. Allow division drops after you lose enough pips to lose the entire last tier of the previous division.

5. Limit class stacking in ranked to 2 per class, disallow class swapping after a ranked match starts, and use class-based MMR.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

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Posted by: Chiltonium.7643

Chiltonium.7643

1. Take a look at TTK, removing toughness amulets and just leaving it at that was a mistake. TTK is so fast your commentators couldn’t even comment on your “pro” league live streams. They got cut off the fights were over so fast. It’s 1 shot someone to get 1 shot then watch that guy get 1 shot while dead. Boring to play. Boring to watch.

2. Look into underused traits and weapons. Having 1, sometimes 2 ways to build and play a character is boring. It’s reaper mania right now but I’m not enjoying my reaper, why? I don’t play condition and don’t like condition. I like my greatsword and power, and both kinda suck right now.

3. Look into mobility. Some classes are ridiculously mobile while some have very few options.

4. Look into traits for survival. Especially guardian. This ties in with the 1 build 1 way to play. Ranger has more ways than a GUARDIAN to gain protection. Dodging. Getting hit. Stone Spirit (I know, who uses this? but it’s there.) Guards can…shout and thats about it.

5. you removed toughness amulets because people were too tanky, now they’re too damagey. Now remove damage amulets? Lets us pvp naked?

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Posted by: Soul.9280

Soul.9280

  1. - make a change to address the problems with huge MMR disparity between teams in ranked matches at the start of each pvp season that occur until the players finally reach an appropriate division. These hugely unbalanced matches (and long losing streaks for “less experienced or weaker players”) hurts the pvp community and causes some people to quit (which none of us want). Please do NOT revert to season 1, as that also wasn’t fair. Three possible solutions:
    #1a – implement a pre-season that gives people a chance to sort out their starting division
    #1b – or just determine starting divison placement based on previous season division: sapphire (if legendary/diamond), emerald (if sapphire/ruby), amber (if amber/emerald)
    #1c – place people into divisions based on MMR (not ideal, but could work if you don’t want to implement #1a or #1b).
  2. - do a better job of balancing professions prior to each season. One huge patch isn’t enough, you guys often over nerf or don’t take into account how your nerfs may help other professions. A beta test server and a small balance patch just before each season (in addition to the major patch just after each season ends) would help a lot with this.
  3. stop forcing soloq people to go up against essencially full premade teams, the change you made for this season doesn’t really fix this, as currently “2 + 1 + 1 + 1 vs 5” and “1 + 1 + 1 + 1 + 1 vs 4 + 1” happen and frustrate the teams with the majority of the +1s.
  4. don’t give starting players in ranked pvp “average mmr”, instead start them with the lowest mmr and move them up quickly if they win a lot.
  5. show us more than just the top 5 players during the season. I really liked the original pvp leaderboards because I could see where I stood and could see upward movement if I got better. Could you re-enable the pvp leaderboards and have it only show us the results for the current season (ie reset it at the start of each season)?

(edited by Soul.9280)

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Posted by: KreatE.7612

KreatE.7612

1.) Reintroduce solo queue
2.) Nerf revenant
3.) Reintroduce raid of the capricorn to unranked and get rid of skyhammer
4.) Reintroduce 8v8s or even introduce 10v10s to ranked/unranked
5.) Split balance on skills in pvp/pve

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Posted by: LordCanti.7124

LordCanti.7124

Still would like to see a /resign system add to the game.

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Posted by: Shylock.4653

Shylock.4653

  1. Remove grind based League/Leaderboard and give us back the old skill based Leaderboard.
  2. Improve skill based rewards, maybe by bringing back tournaments.
  3. Do frequent balancing patches.
  4. Ban people AFKing or throwing matches on purpose.
  5. Remove gimmicks (Beasts, Lord etc.) from the maps. This should be PvP not PvE.

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Posted by: Asrat.2645

Asrat.2645

1. Skills that deal aoe damage/automatically hit nearby targets should always deal less damage than a comparable aimed skill.
2.If its not a heal skill, its heal/sec should not be higher than the average players dmg/sec
3.If it is hard cc, it should not be aoe.
4.Blocks, invulnerabilities, evades should never trigger automatically, neither should they allow you to attack whilst active.
5.Just to support the others: There should not be more than 2 of the same class stacked in one team. If classes are unchangeable after match start, the mmr should consider hardcounter mechanics.

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Posted by: Deniara Devious.3948

Deniara Devious.3948

1) Have a better match making algorithm
(current algorithm is so bad that even a purely random match making within same division would lead to better results. Almost all games are blowouts, either huge loss or win, very long win/loss streaks are too common. Those who are on the winning side most of the time stay, those who lose and lose all the time, probably quit and thus we have a diminishing player base)
2) Reintroduce solo queue
(essential to make solo queuers happy and have a growing player base)
3) Better class balance and tone down the elite specializations
(currently elite > core. Warriors feel lacking sustain, removal of amulets didn’t lead to a more healthy and varied meta, instead it lead to “who bursts 1st wins” meta, which leads to snowballing, so bring back the amulets)
4) Allow players to do something useful while in queue
(e.g. crafting, use mystic forge, do a jumping puzzle, duel inside cages)
5) Remove Skyhammer and Spirit Watch from unranked
(these maps are totally unbalanced)

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

(edited by Deniara Devious.3948)

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Posted by: Matisse.9356

Matisse.9356

1) Bring back soloQ

2) Enable different weapon sets in pvp and pve, so that we don’t have to swap weapons everytime we switch between pvp and pve content.
NOTE: This has already been possible for a long time, I don’t know why you took that away from us with a pvp patch…

3) Keep the match-ups as they are now – maybe move it to a pre-season if necessary.
Why aren’t more people seeing matches against higher skilled opponents as an opportunity to learn? Diamonds are formed under pressure after all.

4) I like the OP’s suggestion: A dueling option at the lobby would be great.

5) Split the league into skill and progress league.
- Skill league: System as it is now. You can lose tiers and divisions. This is for bragging rights, e.g. the nice little league-icon floating above our toons.
- Progress league: You get a pip for each victory, you don’t lose. This tracks rewards and would help to keep pvp motivation high and make things like the backpack easier achievable.

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Posted by: BrotherBelial.3094

BrotherBelial.3094

  1. Remove grind based League/Leaderboard and give us back the old skill based Leaderboard.
  2. Improve skill based rewards, maybe by bringing back tournaments.
  3. Do frequent balancing patches.
  4. Ban people AFKing or throwing matches on purpose.
  5. Remove gimmicks (Beasts, Lord etc.) from the maps. This should be PvP not PvE.

Lord and beasts are not gimmicks, they are a way for teams to “pull” back a win from a loss, think of them as a 4th cap point. Shall we remove trebs and channels? Lets have maps that offer nothing but different terrain. That will make for a fun game mode.

i5 4690K @ 3.5Mhz|8GB HyperX Savage 1600mHz|MSI H81M-E34|MSI GTX 960 Gaming 2GB|
|Seasonic S12G 650W|Win10 Pro X64| Corsair Spec 03 Case|

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Posted by: sinject.4607

sinject.4607

1. Scrapper needs heavy nerfing.
Scrapper’s hammer… how has this not been touched already? every attack, save for the auto chain, hits harder than a backstab in terms of both base damage AND coeffecients all while giving engineer far too much in-weapon sustain through low CD blocks, evasion chains, reflects, and CC. this is incredibly bad design because engineer is balanced around having to constantly swap between kits/utilities/toolbelt/weaponset to maximize sustain and damage but hammer in it’s current form completely negates this crucial balance point.

PLEASE, either gut scrapper hammer defensively (remove a block or something) or tone its offensive output down to be in line with its current defensive capabilities.

2. Reaper.
make Shambling Horrors (via “Rise!”) unable to bodyblock projectiles by making them simply ignore them: they’re essentially the size of rabbits, it makes no sense for them to be blocking projectiles that would be flying 5 feet over them. Also make them unable to soak cleave damage by making hits prioritize players over AI. MM Necros already get an absurd amount of sustain from the innate 50% damage reduction combined with toughness-per-minion and condition transfer-per-minion-attack traits, there is no reason why they should be further bolstered defensively.

boon corrupt is over the top. nobody had ever complained about Necro’s ability to counter boon-oriented builds like those found on Ele and Engie, but for some reason it was okay to give them even more?

im sure there’s much more to be addressed with reaper but i don’t care enough to analyze it any further. maybe someone more invested could flesh this out a bit more.

3. remove Mercenary amulet
4.
5.

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Posted by: MarkPhilips.5169

MarkPhilips.5169

1. Considering meta builds (and role) in matchmaking. This is super important to have a balanced game. It’s not possible anymore to see Scrapper Druid Elelmentalist and Double Necros against a Mesmer 2 Thieves Warrior + 1 random class. MMR and leagues are important to try to have a decent game but it’s not enough. Meta builds have a huge impact on the game and the a no balanced roster against a balanced roster with similar level skill has no chance.
2. Protect the solo experience. This is linked to point 1. Matchmaking is too much random for soloer. Sometimes you can have a good composition sometimes a terrible composition and you’ll lose the game. Best thing ofc is working on a better matchmaking but in the meantime (if it’s not possibile to build the right system quickly) something needs to be done in this scenario. Suggestion: soloer can’t lose pip if they have an unbalanced game from a roster size pov like 11111 vs 14. System can easily detect now this thing.
3. Build template system This is linked to point 1 and can help to use builds like parameter in the matchmaking system. This is really important for PVE and WWW. This is a super QA tool.
4. Off Season. This needs to have a sense. Use it like initial placement for the next season or some other use. Pls don’t deactivate ranked for 1 month. Give it a sense.
5. Rewards. More variety in rewards, add something new for every Season (ex. Glorious hero armor pieces, old armors like tribal set, special key to buy with pvp tickets to open special chests only from pvp reward tracks without green/blue stuff and Tomes).

(edited by MarkPhilips.5169)

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Posted by: Fizwitz.8240

Fizwitz.8240

1. Tone down meta Reaper, Revenant, Scrapper, Druid, Tempest (support), and Chronomancer (elites and utility) builds, buff Dragon Hunter, Daredevil and Berserker and non-meta weapons,traits, and skills of meta classes. Balance all the classes to make them all optimal picks and more variety for builds.

2. Add more maps to conquest, death match and stronghold (mainly conquest)

3. Add a queue option for Death match (Courtyard) at least In unranked, and if courtyard is not ranked, neither should stronghold.

4. Map mechanic changes to existing maps such as making Ferocity more useful on Temple of the Silent Storm and making lord have more health and/or a downstate in Legacy of the Foefire.

5. Add more stuff to Heart of the Mists such as mystic forge and crafting stations, and making it look a lot better and/or letting us queue from outside of Heart of the Mists.

Ekonai

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Posted by: BrotherBelial.3094

BrotherBelial.3094

1. Tone down Reaper, Revenant, Scrapper, Druid, Tempest (support), and Chronomancer (elites and utility), buff Dragon Hunter, Daredevil and Berserker. Balance all the classes to make them all optimal picks and more variety for builds.

2. Add more maps to conquest, death match and stronghold (mainly conquest)

3. Add a queue option for Death match (Courtyard) at least In unranked, and if courtyard is not ranked, neither should stronghold.

4. Map mechanic changes to existing maps such as making Ferocity more useful on Temple of the Silent Storm and making lord have more health and/or a downstate in Legacy of the Foefire.

5. Add more stuff to Heart of the Mists such as mystic forge and crafting stations, and making it look a lot better and/or letting us queue from outside of Heart of the Mists.

In response to point 5. ANet have said(in the recent reddit AMA) queuing out side of HoTM is not possible dew to tech limitations.

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Posted by: Urejt.5648

Urejt.5648

1. /resign vote system
2. fix thief bugs
3. enforce rules on eu- ban misbehaving players (p.vin.)
4. make pure gold reward track.
5. Good work so far

Yo Hooj Jest Pole

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Posted by: BrotherBelial.3094

BrotherBelial.3094

1. /resign vote system
2. fix thief bugs
3. enforce rules on eu- ban misbehaving players (p.vin.)
4. make pure gold reward track.
5. Good work so far

What do you mean by a pure gold reward track? A track that is nothing but coin? Or only gold items and above drop?

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Posted by: Trigr.6481

Trigr.6481

1- Fix the bugs
2- Have separate balance for pvp, pve, and wvw
3- Stop removing amulets and calling it balance, fix the power creep first
4- Different game modes “Stronghold doesn’t count” that doesn’t require you to stand in a circle that consists of a party that’s 4 or less
5-Que Outside the Mists

Countless

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Posted by: Hammerguard.9834

Hammerguard.9834

1) redesign hotm to be less depressing and ugly.
2) stop taking years to balance obviously broken skills.
3) promote community driven tournies to EVERYONE.
4) hand out rewards for community driven trournies.
5) stop killing community driven tournies.

… I still want tengu.

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Posted by: runeblade.7514

runeblade.7514

Nerf classes.

Bring them all down so that pre-HoT builds has a chance.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

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Posted by: philheat.3956

philheat.3956

1. Considering meta builds (and role) in matchmaking. This is super important to have a balanced game. It’s not possible anymore to see Scrapper Druid Elelmentalist and Double Necros against a Mesmer 2 Thieves Warrior + 1 random class. MMR and leagues are important to try to have a decent game but it’s not enough. Meta builds have a huge impact on the game and the a no balanced roster against a balanced roster with similar level skill has no chance.
2. Protect the solo experience. This is linked to point 1. Matchmaking is too much random for soloer. Sometimes you can have a good composition sometimes a terrible composition and you’ll lose the game. Best thing ofc is working on a better matchmaking but in the meantime (if it’s not possibile to build the right system quickly) something needs to be done in this scenario. Suggestion: soloer can’t lose pip if they have an unbalanced game from a roster size pov like 11111 vs 14. System can easily detect now this thing.
3. Build template system This is linked to point 1 and can help to use builds like parameter in the matchmaking system. This is really important for PVE and WWW. This is a super QA tool.
4. Off Season. This needs to have a sense. Use it like initial placement for the next season or some other use. Pls don’t deactivate ranked for 1 month. Give it a sense.
5. Rewards. More variety in rewards, add something new for every Season (ex. Glorious hero armor pieces, old armors like tribal set, special key to buy with pvp tickets to open special chests only from pvp reward tracks without green/blue stuff and Tomes).

Good suggestions

+1

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

1. pre HoT should be different than HoT not worse HoT>/>pre-HoT
2. Tone down revenant. Actually, tone down every class. https://forum-en.gw2archive.eu/forum/game/pvp/List-of-currently-overtuned-things/first#post6030787
3. Make capture nodes larger. They should be 750 range so 600 unit skills do not blanket the node. AoE spam fire and forget.
4. Fix warrior movement skills being affected by movement impairment.
5. At least 4 different classes in ranked per team.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

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Posted by: gloflop.3510

gloflop.3510

I will focus on ranked PvP since I consider unranked as a playground. Hence, I would keep skyhammer and spirit watch there. It can be rebalanced and adjusted so that it may become a part of the ranked matches one day.

From my perspective 2 points are currently of greater interest:
1) We have an MMR-ranking (which is hidden) and a league-ranking (which is public). Both systems parallel lead to problems because losing leads to a lower mmr-ranking. However, the enemies are determined on the basis of the league-ranking. Hence, they are better ex ante if you are in a higher division. This implies that the player loses more often than without the league ranking. Consequently, the mmr-ranking goes down as further a player ranks up in the league. After a reset of the league system, the opponents are determined on the mmr-ranking which leads to an imbalance. I would suggest taking away one ranking. Since it is unobservable, I would recommend the mmr-ranking. Then additional divisions (in which you can lose tiers and pipes) should be added so that the quality of the player is distributed equally and not skewed to a certain division. A good player from the last season can get 1-2 divisions bonus at the beginning of the next season so that he can avoid going through the “bad” players again.
My suggestion bases on the assumption that an average player wins on average with a probability of 50%. If we take away the mmr-ranking, the probability will have much deviation. Hence, winning 5 games in a row (1 tier) is probable but not winning 25 games in a row (1 division). Hence, quality would be in the highest division. For the current season, I would suggest taking away the mmr-ranking so that the frustated players do not start with another game and are lost.

2) waiting time
We all know it, time flies when you are playing, you are active. Time almost stops if you have nothing to do. Being in the queue means that the players have nothing to do. Hence, I would suggest that activities are implemented. This could be (as already suggested) a duelling arena, this could be a crafting station, this could be watching others playing or playing a mini-game (e.g. tetris or pacman). I personally go to the desktop and do something different until I hear the sound. It works for me. It is most likely not what the programmer intended.

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Posted by: Arkantos.7460

Arkantos.7460

1. nerf scrapper heal ability, its too much
2. buff jalis/traitline
3. add 6th traitline for revenants to get on same lv like all other classes
4. delete ICD on Invigorating Flow, add engergy gain on auto attack on revenant
5. add bet system on matches

THIS plz

Good Thiefs are average,
Skilled Thiefs are dangerous

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Posted by: Barzhal.2640

Barzhal.2640

Invest less in cringeworthy “espurts” and invest more into making the game fun. When more people like and play pvp the scene will develop itself. You’ve been forcing espurts for 4 years and you’ve always had like 5 teams competing, that should at least make you consider your strategy.

This 100%. Anet should be capable of this too, look at pvp in gw1.

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Posted by: foste.3098

foste.3098

*bring elite specializations in line with the core ones or

*make the trait line that enhances the profession mechanic a elite specialization (discipline, trickery, soul reaping, ect). This way you create build diversity (before another expansion)and enable non HoT owners to make competitive builds because they now have access to a elite spec. You ether stick with the vanila elite specs (and therefor the base class name) and 2 other core ones or the HoT elite spec (and change to the different class name) and 2 other core ones. This rout would mean that elite specs are stronger than the core ones (like they are now) but it would be ok because everyone will have access to one.

*repurpose the underwater weapon test area in hotm and make it a dueling ground so that ppl have something to do while queuing.

*give us more options when it comes to stats (amulets). Ether introduce more amulets (1050power1050precision560ferocity560tougness plz) or introduce a system that allows players to select a amulet type and stats, i shall now elaborate:
You start by picking ether a 3 stat or 4 stat amulet and then pick what stats you want for the major slot(s) and the minor slots.
but the 1200 and 1050 point major slots cannot be vitality, toughness, concentration or expertise and you cannot slot in more than 2 defensive stats (vitality toughness healing power and concentration are to be considered as defensive stats).

*nerf the passive ‘i ignore a cc/i cc you back’ traits for all classes (eye for an eye, shared anguish, hard to catch, last stand, reaper’s protection, mirror of anguish, ect).

*nerf the boon spam of all classes; boons were suppose to be buffs that provide immediate advantage for a short/modest time period (protection and retaliation are perfect examples), not something you have up 24/7.

*buff revenants ventari and jalis personalities and nerf shiro and the staff skill 5 as it alone can shred 3+ stacks of stability in less than a sec. No one skill should do that unless it is a boon steal or corruption.

*other class specific stuff than i am to lazy to write because i have no faith a dev working on balance will read any of this.

see no evil ,until i stab you