Your Top 5 Suggestions to ANET sPvP

Your Top 5 Suggestions to ANET sPvP

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Posted by: Ohoni.6057

Ohoni.6057

For my second point, it would work using your method, but others suggested a completely separate queue for solo players, meaning in the same league, there will be two different sets of players that will never meet.

But so what? The league is not tournament brackets, it’s entirely possible that two players could spend half the season in the Legendary tier and never be in the same match, so what does it matter whether one is in SoloQ while the other is in TeamQ? I don’t think that they should have two entirely different progress tracks, like if you get to Ruby in solo and then attempt team you shouldn’t get dropped back to Amber.

If you log in for the night, worst case scenario you should be able to queue up for a SoloQ match, maybe win that, gain a pip, then immediately queue up a TeamQ match, and win that, gaining a pip right on top of the last one you earned. I see no reason why your position in the League ranking system should be at all affected by your Queuing method.

For example, for people in SoloQ Ruby, the average MMR/Skill could be way lower than in the TeamQ Ruby.

I could see there being a difference between Conquest and Stronghold MMR, but there is no reason why there should be any difference between solo and team queue MMRs, you’re the same player either way, only the impacts of other players would alter your win/loss records.

But in my opinion, it still ignores the underlining issue. If we had Team Speak, we wouldn’t need any other queue implementations. Most of the matches I lost were lost due to poor communication and it’s the only artificial advantage premades have.

You’re saying that they should build it into the game so that every player can be assumed to have TS by default? That might help, but ultimately I think it’s best to just assume that everyone in 5-man has TS while everyone else would not, and leave it at that. Not everyone even has an active mic or wants to use TS.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Fivedawgs.4267

Fivedawgs.4267

For my second point, it would work using your method, but others suggested a completely separate queue for solo players, meaning in the same league, there will be two different sets of players that will never meet.

But so what? The league is not tournament brackets, it’s entirely possible that two players could spend half the season in the Legendary tier and never be in the same match, so what does it matter whether one is in SoloQ while the other is in TeamQ? I don’t think that they should have two entirely different progress tracks, like if you get to Ruby in solo and then attempt team you shouldn’t get dropped back to Amber.

If you log in for the night, worst case scenario you should be able to queue up for a SoloQ match, maybe win that, gain a pip, then immediately queue up a TeamQ match, and win that, gaining a pip right on top of the last one you earned. I see no reason why your position in the League ranking system should be at all affected by your Queuing method.

For example, for people in SoloQ Ruby, the average MMR/Skill could be way lower than in the TeamQ Ruby.

I could see there being a difference between Conquest and Stronghold MMR, but there is no reason why there should be any difference between solo and team queue MMRs, you’re the same player either way, only the impacts of other players would alter your win/loss records.

But in my opinion, it still ignores the underlining issue. If we had Team Speak, we wouldn’t need any other queue implementations. Most of the matches I lost were lost due to poor communication and it’s the only artificial advantage premades have.

You’re saying that they should build it into the game so that every player can be assumed to have TS by default? That might help, but ultimately I think it’s best to just assume that everyone in 5-man has TS while everyone else would not, and leave it at that. Not everyone even has an active mic or wants to use TS.

Made some great points there….

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Posted by: Chicho Gosho.6507

Chicho Gosho.6507

1. No more than 2 classes in the same team. As OP suggested, but i’ll include his #2 because i think they have the same goal.

2. Queue outside of HotM – I know ANet said its a technical issue but really, the game is entering it’s 4th year, enough time to fix it.

3. Some activity to do when you’re in HotM – JP, duels, some game, i don’t care what.

4. Either weekly or bi-weekly update on PvP issues/changes/future/updates or in another words stop with the secrecy about what you’re doing. Something similar to the bug tracker

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Posted by: Sirendor.1394

Sirendor.1394

Inspired by the very useful post from Sirendor.1394 @ the WvW forums.

Lets share constructive posts on this subject!

Don’t know what I posted that inspired this, but nice!

I made this a little long, so going to edit on the go (just 2 points so far)

1. Mandatory: Balance between core specs and elite specs.
This is probably the biggest issue in PvP right now. It affects diversity, competitiveness and ultimately fun.

A- Diversity
In one sense it harms diversity by making Elite specs overpowered compared to core specs; this makes core specs downright unplayable or at the very least weaker. This guarantees that, apart from the exception, core builds are ignored as an option.
Result: many existing traits, utility skills and weapons go down the drain.

In another sense elite specs harm diversity because they serve as a trait line bound together with a weapon, class mechanics and utilities. This forces the player to use these specific weapons, utility skills and class mechanics.
Result: every player running elite spec runs the same thing.

B- Competition
Diversity is certainly tied to competition, but let me focus on the main problem for competitiveness. Elite specialisations essentially divide the playing field into two categories: those who bought HoT and have access to elite specs, and those who didn’t and can only access core specs. Because core specs are weaker than elite specs, players using the latter have an unfair advantage over the others.
Results: blow-out in fights and matches when one side is stronger by virtue of using an elite spec (remember WvW), no challenge for players with an elite spec, core players giving up on the game.

2. Quality of life: Queuing outside of PvP lobby
It was in the game earlier, and there really is no reason not to have it back. Players don’t want to sit in the lobby waiting for a match, it bores them. Yes, there’s the possibility for a chat, but people who want to chat will go there of their own accord, so just leave the others to their business until the queue pops.

3. Mandatory: SoloQ vs. TeamQ
Premades versus. Solo players is just too easy to exploit for the premades. The advantage of premades is too big over Solo players, ergo, really should not be in the game.

X. Idea: Split PvP from PvE & WvW
Some people have mentioned splitting the balancing of classes between the different game modes. This might also be connected with the idea of splitting PvP as a whole off from the other game modes. Why not make SPvP available for sale seperately, or even making a free-to-play version of it? Hell, the core game is already free-to-play for anyone, and SPvP is accessible for anyone with a free account too. The advantages of this are especially big on the side of esports, queue times, population. This is not my idea, but has been detailed in a thread.

More on this idea in this thread by Phaeton.9582. (https://forum-en.gw2archive.eu/forum/game/pvp/sPvP-needs-its-own-business-model/first)

[… more to come…]

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

(edited by Sirendor.1394)

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Posted by: Mysticjedi.6053

Mysticjedi.6053

I added my 5 already, but I saw an idea on this thread that I think would work really well. Can’t find it now, but I love it. Rather than starting season 3 with people in different divisions (which would mess up the achievement for the backpack) place people in different tiers of Amber to begin the season. That way diamond and legendary can get out of amber faster, because they start on the last tier. Sapphire and ruby players should be placed in the middle of the division. Amber and Emerald start from the beginning.
Then reduce the pip spread from 7 to 5.

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Posted by: BrotherBelial.3094

BrotherBelial.3094

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

Hell no!

Without division drops, and with all the current pip and tier safeguards, matchmaking below (and to some extent in) Ruby is completely useless. If they want a truly competitive ranking system and matchmaking that actually works, they’ll have to drop the safeguards OR, as others have suggested, match and rank purely by MMR. Either way, they’re going to have to rework how the league rewards currently function.

Here’s a better idea, MMR reset ever season. That way the leagues will really mean something, and it will encourage team play. Your good? Great grab a team and off you go. I really don’t get it. if you are that good, you’ll be in legendary by now, if not, well, maybe your not as good as you think you are. but I agree, from ruby up, the ability to drop leagues would be a good idea, until some “pro” gets owned and makes a video complaining on youtube and it gets changed……

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Posted by: Ohoni.6057

Ohoni.6057

I added my 5 already, but I saw an idea on this thread that I think would work really well. Can’t find it now, but I love it. Rather than starting season 3 with people in different divisions (which would mess up the achievement for the backpack) place people in different tiers of Amber to begin the season. That way diamond and legendary can get out of amber faster, because they start on the last tier. Sapphire and ruby players should be placed in the middle of the division. Amber and Emerald start from the beginning.
Then reduce the pip spread from 7 to 5.

I doubt it would make a huge amount of difference. Given that people who placed highly last season tended to get “golden ticket” matchmaking preference, and the streak bonuses, a highly ranked player could get from zero to Emerald in what, 6-7 wins? That would be like half a day or less for a serious PvPer, so giving them a slight shortcut on that wouldn’t likely make much difference.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Sardath.8524

Sardath.8524

For my second point, it would work using your method, but others suggested a completely separate queue for solo players, meaning in the same league, there will be two different sets of players that will never meet.

But so what? The league is not tournament brackets, it’s entirely possible that two players could spend half the season in the Legendary tier and never be in the same match, so what does it matter whether one is in SoloQ while the other is in TeamQ? I don’t think that they should have two entirely different progress tracks, like if you get to Ruby in solo and then attempt team you shouldn’t get dropped back to Amber.

If you log in for the night, worst case scenario you should be able to queue up for a SoloQ match, maybe win that, gain a pip, then immediately queue up a TeamQ match, and win that, gaining a pip right on top of the last one you earned. I see no reason why your position in the League ranking system should be at all affected by your Queuing method.

For example, for people in SoloQ Ruby, the average MMR/Skill could be way lower than in the TeamQ Ruby.

I could see there being a difference between Conquest and Stronghold MMR, but there is no reason why there should be any difference between solo and team queue MMRs, you’re the same player either way, only the impacts of other players would alter your win/loss records.

But in my opinion, it still ignores the underlining issue. If we had Team Speak, we wouldn’t need any other queue implementations. Most of the matches I lost were lost due to poor communication and it’s the only artificial advantage premades have.

You’re saying that they should build it into the game so that every player can be assumed to have TS by default? That might help, but ultimately I think it’s best to just assume that everyone in 5-man has TS while everyone else would not, and leave it at that. Not everyone even has an active mic or wants to use TS.

It’s simply not fair to have two separate sets of players. I am aware two diamond players may never meet, but in this scenario, they will never meet. The system should ideally place you regarding your skill relative to the entirety of the playerbase and separate queues do not achieve that.

As for the TS, even if you have one player to coordinate the team could be a huge improvement – think of it like the commander in WvW. And I think it’s safe to assume that most people have a mic nowadays, since every other PvP game has a form of TS. If you don’t want to use TS, no problem, it’s your right. But you don’t get to complain if you lose due to coordination.

Many of the complaints are due to poor rotations – I personally don’t see any other solution for this.

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Posted by: Pakkazull.6894

Pakkazull.6894

Without division drops, and with all the current pip and tier safeguards, matchmaking below (and to some extent in) Ruby is completely useless. If they want a truly competitive ranking system and matchmaking that actually works, they’ll have to drop the safeguards OR, as others have suggested, match and rank purely by MMR. Either way, they’re going to have to rework how the league rewards currently function.

Here’s a better idea, MMR reset ever season.

I don’t see how it would solve the issue. MMR reset or no, the first three divisions would still be largely useless for matchmaking. I’m fine with having one “safe” division (i.e. Amber), but three?

I really don’t get it.

You don’t get what?

if you are that good, you’ll be in legendary by now, if not, well, maybe your not as good as you think you are.

Lol, what does this have to do with anything? Where did this even come from?

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Posted by: Alice Of The Twist.1230

Alice Of The Twist.1230

1. Add /resign function: see thread : https://forum-en.gw2archive.eu/forum/game/pvp/resign-Merged/first#post6029686
2. Modify MMR system and pips system to emphasize average round-by-round stats, e.g. killcount, damage, healing to allies, etc. Rank these minor stats against other players in multiple ladders to create an aggregate overall ranking. Reset these ladders monthly. This will favor solo players.
3. Bring back underwater PvP. Raid on the Capricorn has been the site of many a triumph. I only have a Kraitkin legendary and I want to look shiny.
4. A skills template system that enables us to save and load builds like in GW1 would be incredibly convenient.

5. Balance really obvious stuff. If there’s one gimmick that everyone’s using, either it needs to be nerfed or all the other skills that class has need to be modified.
-Trapper runes need to go. That stealth on trap is disgusting and it triggers off ranger seed skills, so we get all these rangers that have like 75% stealth uptime in combat, which are far more aggravating than thieves, and guardians with stealth are just silly.
-Power, condi, tank, and party support all need to be equally viable within each class, good luck with that! Sorry, that’s not a very specific suggestion.
-Elementalists and engineers are so tough to kill it’s a joke. Here I am complaining about tanks when I said they have to be viable, sigh. Viable, yet reasonable?
-When balancing anything, look at metabattle.com and nerfhammer it, or HARD counter it. Top PvP teams? Nerfhammer them! Clearly they are using the most optimal builds, therefore THAT is what needs to be nerfed/countered! Everyone else basically copies them anyway, so they’re a representative sample!

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Posted by: Mysticjedi.6053

Mysticjedi.6053

I added my 5 already, but I saw an idea on this thread that I think would work really well. Can’t find it now, but I love it. Rather than starting season 3 with people in different divisions (which would mess up the achievement for the backpack) place people in different tiers of Amber to begin the season. That way diamond and legendary can get out of amber faster, because they start on the last tier. Sapphire and ruby players should be placed in the middle of the division. Amber and Emerald start from the beginning.
Then reduce the pip spread from 7 to 5.

I doubt it would make a huge amount of difference. Given that people who placed highly last season tended to get “golden ticket” matchmaking preference, and the streak bonuses, a highly ranked player could get from zero to Emerald in what, 6-7 wins? That would be like half a day or less for a serious PvPer, so giving them a slight shortcut on that wouldn’t likely make much difference.

I see your point. It might provide a slight break for other players though. Especially if the pip spread is further reduced. Maybe more competitive matches earlier. Then again you are right in that the difference isn’t that big.

Edit: I don’t think we can talk about pvp without talking about balance. Both dev teams need to work very closely together.

(edited by Mysticjedi.6053)

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Posted by: Ohoni.6057

Ohoni.6057

It’s simply not fair to have two separate sets of players. I am aware two diamond players may never meet, but in this scenario, they will never meet. The system should ideally place you regarding your skill relative to the entirety of the playerbase and separate queues do not achieve that.

Why not? You would still be placed relative to the other guys, just in a different queue. It’s like in a tournament bracket, presumably the four teams in the semi-finals are of roughly equal relative skill, but except in cases where there is a third-place playoff, the two losing teams will never meet, nor would ANY of the other teams in those brackets.

The League system does not have “finals,” it will never be determined who the absolute best of the best is (through the league system, at least), so what does it matter whether you’re among the best in the soloQ or the teamQ?

Many of the complaints are due to poor rotations – I personally don’t see any other solution for this.

I’d like to see better simple UI changes. Have onscreen buttons you can use to call for help, or other common commands. Let players assign hotkeys to these commands. When you activate them it would ping the minimap, and maybe put a visual prompt and an audio queue, similar to Foefire’s “Your base is under attack!”

So for example, if I just took Far, and I see a bunch of players coming my way that I can’t take, but believe it’s salvageable, I could hit the “Defend Far” button, it would ping Far on the map, put up a mid-screen message “Ohoni needs help at Far”, and maybe audio shout “Far is under attack!”

Given the fairly simple rules of Conquest and similar map structures, a few multi-purpose buttons could do a lot of good, and would be much faster and more visible than chat. It’s not quite as good as TS, but a useful middle-ground without getting into the social/customer service downsides of TS.

“If you spent as much time working on [some task] as
you spend complaining about it on the forums, you’d be
done by now.”

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Posted by: Aereniel.7356

Aereniel.7356

This is one of those topics that requires a seminar series. In the absence of that, here’s a few ideas in no particular order:

Tone down power creep
Nerf elite specialisations across all professions so that they become an optional pick, not a mandatory pick. Review the best-balanced periods in GW2 history (Spring 2013 before the Dhuumfire patch and at the time of the Boston World Tournament Series), realise what made those periods good and start moving balance in the appropriate direction. If unsure why said balance is preferable, ask your ESL players.

Change design direction away from spammy AoE skills, passive procs and invulnerabilities
GW2 is currently at its absolute lowest point in terms of skill ceiling. All meta builds stack as much passives as possible and practically play themselves. Reduce reliance on AoE and start promoting single target skillshots. Reduce damage across the board while also reducing dodges, blinds, evades, blocks and invulns across all professions. Make dodging meaningful again. Actually reduce graphical noise of skills.

Split skills between PvE/WvW/sPvP
No way around it. The sooner you undertake this, the sooner each player population starts becoming happy again.

Introduce a test server for PvP balance
Four-week cycles. Build a process where feedback from the test server is actually reviewed by the people responsible for PvP balance decisions. Balance for the top 1% and establish dialogue with your ESL players.

Queuing outside of the Mists
We know this is problematic due to zone load times and PvE story cut scenes and what have you, but you need some workaround for this. A minimum solution would be to investigate if playing in custom arenas could be allowed while in queue.

Been here since launch
Legend S1-S3 with 100% solo queue 100% conquest
Filthy casual, 6k sPvP games

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Posted by: EdgarMTanaka.7291

EdgarMTanaka.7291

1. Tone down all elite specs to be in par with core specs.
2. Remove PvE from conquest, NPCs that is.
3. Add new (or old) maps to conquest.
4. As alot other say, have a class stacking cap of 2 pls.
5. Remove the extreme amount of CC/blocks/invuln/condition and AoE.

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Posted by: Fivedawgs.4267

Fivedawgs.4267

I have seen lots of people complain about elite specs, although there is some tincture of reason in their post, some are down right outrageous. Anyways, I hope Anet won’t run on a rampage to tone down elite specs if that ever happened then I d want them to revert stability pulse on every class; so I jump on Hammer warrior train.

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Posted by: Daroon.1736

Daroon.1736

1. Acknowledge and then start pro actively doing something about players who AFK, habitually stand in base the entire game or give up early in the game because their team lost mid.

2. Matchmaking should always (I repeat always) try to match teams of opposing skill.

3. Where are the tutorials to try entice/educate new players into pvp – A few Target dummies and npc’s? Some thoughtful and well designed PvE type ’story instances would go a long way towards improving numbers playing.

4. 3.5 years and still no way to save and quickly select builds?

5. Would be number 1 but it’s never gonna happen: Get off the internal servers and spend a couple of hours each week logged on anonymously to the live servers.

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Posted by: BrotherBelial.3094

BrotherBelial.3094

Without division drops, and with all the current pip and tier safeguards, matchmaking below (and to some extent in) Ruby is completely useless. If they want a truly competitive ranking system and matchmaking that actually works, they’ll have to drop the safeguards OR, as others have suggested, match and rank purely by MMR. Either way, they’re going to have to rework how the league rewards currently function.

Here’s a better idea, MMR reset ever season.

I don’t see how it would solve the issue. MMR reset or no, the first three divisions would still be largely useless for matchmaking. I’m fine with having one “safe” division (i.e. Amber), but three?

I really don’t get it.

You don’t get what?

if you are that good, you’ll be in legendary by now, if not, well, maybe your not as good as you think you are.

Lol, what does this have to do with anything? Where did this even come from?

The "I’m better than everyone else " that comes from your posts.

As for the first 3 divisions, people have to be able to work on the wings some how. You seem to be forgetting that with out a carrot on a stick, the number of people playing the league would be a lot smaller. ANet know as well as most, that if you don’t have a reason to play Ranked, you wouldn’t. Unranked are easier to win, you get the same amount of track progress as in ranked. So really, there is no point in playing ranked unless you want to work for the wings. so having “safe divisions” so people who are just working on the wings, so they can get them is a good thing. that way there are people to play against and the “pro’s” have there 3 divisions to play against each other. it’s not like you can grind to them, when you can fall from T5 ruby all the way to T1 if your not good enough.

The leagues ladder is fine, the great to pro players have diamond/ and legendary. the good to really good have sapphire and ruby, then the average and bad have emerald and amber. I know I’m not diamond material, hell I’m probably T1 ruby at best. and I’m ok with that. as I’m sure other are happy knowing that they might not be good as they thought, and they are not as bad.

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Posted by: Stand The Wall.6987

Stand The Wall.6987

3. Mandatory: SoloQ vs. TeamQ
Premades versus. Solo players is just too easy to exploit for the premades. The advantage of premades is too big over Solo players, ergo, really should not be in the game.

would you do this for both ranked and unranked? why or why not? how would you enact this? do you think it would solve the underlying problem of an unorganized team?

my opinion on these questions:
only ranked. there are clearly a large pool of players that enjoy solo q’ing, they shouldnt be cut out of the picture. while i respect their decision, q’ing by yourself automatically creates a huge vacuum of winning probability versus a teamQ. im sure some like the challenge and still some others get good games versus a team, but that viewpoint is few and far in between. i would go a step further and disable teamQ’s in unranked. so basically instead of ranked and unranked its soloQ and teamQ. this would probably have a big effect on q times tho so idk.
i dont think it would solve disorganization, not completely. it would have to be combined with another change, and the one that fits the bill is voip. imo voip would do waaaay more for the game then, say, esports. voip brings everyone together, whereas esports shines a small light on a few. having a few cameras on your product doesnt do much when there are basic needs that have yet to be met.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Gwaihir.1745

Gwaihir.1745

1. Stop nerfing what’s good at the moment. This is making the game unstable. Bring everything else up to an established baseline.
2. Step away from esports. It won’t work for gw2.

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Posted by: Yasi.9065

Yasi.9065

1. 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.
If two or more players click the same profession at once, grey that profession out and unlock it a few seconds later.
When you dc/quit game, you dont get back into login screen, but rather right into the match without character selection.

2. 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.

3. Matchmakingrating (MMR):
Maybe find a way to include endscore difference in mmr calculations. If a team looses 498 to 500, it counts the same as 40-500, which doesnt seem all that fair tbh. Especially if there are soloqueuers on both teams.

4. Heart of the Mist Boredom:
Re-add the Mystic Forge and maybe some crafting stations to heart of the mists. Place them far enough away from spawn area to keep cities more attractive.
Add a daily jumping puzzle in the ruins somewhere.

5. Discontent on MMR:
Show players current MMR on PvP panel for that player to see.

Note: I posted some of this on first page already, but I wanted to bring it into the 5 points format and add a bit more.

(edited by Yasi.9065)

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Posted by: Vex.9437

Vex.9437

1.No Class Stacking in ranked
2.Bring all clases close to same level and not by nerfing everything around.
3.More Conquest maps
4.We need a way to select save and change builds really fast.
5.Reduce skill animations so we can have a clear view on fights..

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Posted by: BrotherBelial.3094

BrotherBelial.3094

1.No Class Stacking in ranked
2.Bring all clases close to same level and not by nerfing everything around.
3.More Conquest maps
4.We need a way to select save and change builds really fast.
5.Reduce skill animations so we can have a clear view on fights..

Point 5, standard enemy models.

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Posted by: zcpbwl.7056

zcpbwl.7056

1. Nerf class skills consistency.
For example Revenant and Mesmer are well designed classes, their skills have good synergy, using their skills in a correct order will create huge damage chain. Nerf them, make them inconvenient and awkward, will lead to balance. (add a cast time to Facet of Light is a good start, just need to add more cast time and longer cooldowns)

2. Make players can lose division too.
So most players will stop playing the game after they reaching certain division. This will prevent players trolling games because they have nothing to do after they get the legendary wings.

(edited by zcpbwl.7056)

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Posted by: Sirendor.1394

Sirendor.1394

3. Mandatory: SoloQ vs. TeamQ
Premades versus. Solo players is just too easy to exploit for the premades. The advantage of premades is too big over Solo players, ergo, really should not be in the game.

would you do this for both ranked and unranked? why or why not? how would you enact this? do you think it would solve the underlying problem of an unorganized team?

my opinion on these questions:
only ranked. there are clearly a large pool of players that enjoy solo q’ing, they shouldnt be cut out of the picture. while i respect their decision, q’ing by yourself automatically creates a huge vacuum of winning probability versus a teamQ. im sure some like the challenge and still some others get good games versus a team, but that viewpoint is few and far in between. i would go a step further and disable teamQ’s in unranked. so basically instead of ranked and unranked its soloQ and teamQ. this would probably have a big effect on q times tho so idk.
i dont think it would solve disorganization, not completely. it would have to be combined with another change, and the one that fits the bill is voip. imo voip would do waaaay more for the game then, say, esports. voip brings everyone together, whereas esports shines a small light on a few. having a few cameras on your product doesnt do much when there are basic needs that have yet to be met.

Hey Stand The Wall.

Some quality questions and remarks you have there!
There used to be Solo and Team arena, before the introduction of unranked and ranked arena. (wiki link: https://wiki.guildwars2.com/wiki/Game_updates/2014-12-02) Solo and Team arena have been merged into Ranked, while Unranked served as a completely new mode.

Your suggestion is somewhat problematic because the way things stand now is that ‘Ranked’ is only available during the leagues. That means if you allow only Solo Q in Unranked, nobody will be able to match up with friends in between the leagues.

What I was thinking is that there should just be a complete split between the two. People who prefer not to look for a group should be able to match up with others who just jump in the game for a quick match. People who prefer to get a team or a group of friends together should get the same opportunity. I just think these 2 should not be mixed up in the same queue. Maybe there could be Unranked and Ranked mode in both Solo and Team, I don’t know. I’m sure there are others who can come up with a smarter, more elegant idea than this, but that’s all I have.

Big big problem you pointed out correctly is queue times… currently there is no split between solo Q and premades, though the MM ‘should’ match premades against premades when they are available. This doesn’t work well on off-peak hours though.


I also really like your idea of introducing in-game voip, like many games have it. Shouldn’t be mandatory for anyone though, some might not like it in general, others might not be able to do it all the time.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: CntrlAltDefeat.1465

CntrlAltDefeat.1465

Limiting profession stacking isn’t an cure, because it doesn’t address the root problem. Some profession(Elites) are simply better. That is why players elect to use them.

Balance the professions in Pvp so they each represents a balanced play style and you’ll see some diversity in teams. While some elite spec’s are currently so strong, you’ll see those stacked continuously.

Better balance=more diversity=less likely to see the same professions over represented.

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Posted by: Sirendor.1394

Sirendor.1394

Limiting profession stacking isn’t an cure, because it doesn’t address the root problem. Some profession(Elites) are simply better. That is why players elect to use them.

Balance the professions in Pvp so they each represents a balanced play style and you’ll see some diversity in teams. While some elite spec’s are currently so strong, you’ll see those stacked continuously.

Better balance=more diversity=less likely to see the same professions over represented.

I agree completely! Adding a “no-more-than-2-of-x-class” rule is plain lazy.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Quadox.7834

Quadox.7834

1. Nerf class skills consistency.
For example Revenant and Mesmer are well designed classes, their skills have good synergy, using their skills in a correct order will create huge damage chain. Nerf them, make them inconvenient and awkward, will lead to balance. (add a cast time to Facet of Light is a good start, just need to add more cast time and longer cooldowns)

2. Make players can lose division too.
So most players will stop playing the game after they reaching certain division. This will prevent players trolling games because they have nothing to do after they get the legendary wings.

The first point applied to power mesmer, oh god.

Yaniam [Mesmer]

^ Usually only characer that i play on

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Posted by: Tengu Talons.7921

Tengu Talons.7921

1: Bring back Solo Que
2: balance useless traits and utility adding more viable specs
3: Add more maps with secondary or come back mechanics
4: Removed Rank match played daily (reduce # of afkers in ranked matches)
5: Reduce or removed pip loss VS unwinnable games like in s1 ( players play for score instead of afk when losing)

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Posted by: childhoodtwo.7095

childhoodtwo.7095

Please make report for afkers and punish them make the report take screen too k tnx.

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Posted by: Alin.2468

Alin.2468

1. Remove PvP from the game.
2. Cancel the idea of eSports.
3. Improve Mass PvP such as WvW because at least it sometimes works.
4. Let people see the other players builds and gear.
5. Make HotM a map for duels (so it’s not deleted); let’s face it: PvP is a complete fail and kids enjoy 1v1 nowdays.

This is the best elementalist build: https://www.youtube.com/watch?v=Hh5zjK7ITpQ

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Posted by: MadVisions.4529

MadVisions.4529

hmm…

  1. MOST F_IN IMPORTANT: Make separate version of skills and traits for pvp and balance the gamemode independently from other gamemodes.
  2. 5man premade can face only another 5man premade. team of 3, team or 4 cannot que up.
  3. rework the majority of instaproc traits, both offensive and defensive aswell as on weap swap sigils
  4. rework high impact low CD abilitys. and move away from the spam-promoting developement.
  5. remember Observer mode from GW1??(http://wiki.guildwars.com/wiki/Observer_mode). inplement this forgotten genius addition and inprove overall spectator features and viewing experience.

hope you can think of what these changes are good for, so i dont have to explain.

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Posted by: Cyanon.1928

Cyanon.1928

Inspired by the very useful post from Sirendor.1394 @ the WvW forums.

Lets share constructive posts on this subject!

Don’t know what I posted that inspired this, but nice!

I’m sorry, that was a mistake I made on the OP, I already corrected it, I wanted to say Dayra.7405 instead!

Thanks a lot for your reply anyway!!!

(edited by Cyanon.1928)

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Posted by: Archon.6480

Archon.6480

Awesome idea, thanks Cyanon!

1. Add area/island in HotM where people can fight to kill time… And each-other.
2. Add crafting stations to HotM.
3. Add larger, 10v10 maps to rotation (4 parties) like GW1.
4. Add skills, runes, sigils, and utilities to break and/or negate hard CC.
5. Add skills, runes, sigils, and utilities to break or punish blocks.

Jade Quarry – Esparie
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons

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Posted by: Stand The Wall.6987

Stand The Wall.6987

Your suggestion is somewhat problematic because the way things stand now is that ‘Ranked’ is only available during the leagues. That means if you allow only Solo Q in Unranked, nobody will be able to match up with friends in between the leagues.

What I was thinking is that there should just be a complete split between the two. People who prefer not to look for a group should be able to match up with others who just jump in the game for a quick match. People who prefer to get a team or a group of friends together should get the same opportunity. I just think these 2 should not be mixed up in the same queue. Maybe there could be Unranked and Ranked mode in both Solo and Team, I don’t know. I’m sure there are others who can come up with a smarter, more elegant idea than this, but that’s all I have.

yeah tahts a really good point i hadnt considered that at all. :\

so what youre saying is to have both a teamQ and soloQ for both ranked and unranked? that might work. idk, its hard to have this discussion when the best options seem to be out of reach due to player population. i am going to steer away from any more discussions about this. if other problems get addressed then i think this one will be a lot easier to deal with.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: Chapell.1346

Chapell.1346

Stick to the plan, and reconsider class/profession MMR maybe.

[Urge]
Between a master and apprentice, i would love to see the differences.

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Posted by: Zietlogik.6208

Zietlogik.6208

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.

That is pure BS since it was possible for the longest time before Ranked/Unranked were added. They wer just worried people will be “in the middle of something” and prevent a ready up.

Zietlogik [Warrior] Chronologix [Ranger] Ziet The Dreaded [Necromancer] Zietlogic [Revenant]

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Posted by: JETWING.2759

JETWING.2759

1-Lobby: Allow players to do something while waiting. Crafting station; dueling area(only duel in this specific area); replace those cannon/ballistic/trebuchet for new 3 golem spc(1 condition caster, 1 cc caster and 1 projectile caster).

2-MMR: No longer soloQ vs PartyQ, and no longer inter division team(allow only players of the same division, except while in high divisions like legendary, diamond or even ruby).

3-Map: More maps like foefire(with a big capture point); bring back capricorn, but without underwater fight(this game needs more maps in spvp); rework skyhammer(Ex: Introduce a glass wall around all map to prevent that lol fall down and make glasses indestructible by players, only the cannon could destroy the wall for a short time. Make no longer possible players fall down from control room, and only golem can operate the cannon. Each capture point has a control painel to summon golem to respective team, the 1st golem use the cannon until dye, the 2nd and 3rd golem protect the 1st and replace him if he dye, enemy golem attacks the golem in cannon. Couldn’t summon golem while in combat, and only can summon golem after the golem of respective capture point dye. The cannon shoot affect all map, removing all boons and knocking down all enemies for a short time, the cool down could be 30s) and spirit watch(Ex: The orb could only activate a flame/light/some effect that grants extra point from respective capture point, until other team decap this point. Also the orb could spawn one time every minute).

4-Classes: Nothing conter class stacking, only about class and elite/core balance and power creep.

5-Itens: Too many runes useless and/or unusable for some professions…

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Posted by: Crinn.7864

Crinn.7864

Nerf classes.

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

that’s not really possible.

i.e chrono will always be taken because having continuum split + the 4 standard shatters will always be better than just having the 4 standard shatters.

Sanity is for the weak minded.
YouTube

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Posted by: Ronnie Hu.1694

Ronnie Hu.1694

1. buff warrior defense, rework berserker utility skills.
2. lower other professions mobility , (those passive 25% movement things)
3. change ladder rank (ruby diamond etc ) with the celestial animals rank
4. 3 v 3
5. something like MOBA, with bigger map (not stronghold)

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Posted by: Kharne.8613

Kharne.8613

1- Tone down the amount of CC in the game
2- Make PvE and PvP version of the class skills
3- Do the same kind of balance/rework they did just before HoT where they changed each classes at the same time, including elites
4- Put a mystic forge in HoTM
5- Do balances patch each 2 weeks or at least each month

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Posted by: Brown Fang Thump.9482

Brown Fang Thump.9482

1. Use existing assets to create more maps for each game type. Having so few maps to choose from, especially when modding is not an option, kills variety. If your designers can’t manage to bang out 4 or more PvP arenas a year that simply deliver interesting looking alternatives to players, perhaps you should consider replacing them with some shooter map designers who can get this done. If the target is having good maps for e-sports, iterating on 5 maps won’t serve you as well as letting the community show you which maps they like most from a broader selection of options.

2. Give the brawlers what they’ve been asking for: a set of deathmatch and dueling arenas, with their own queues. This will keep them happy and reduce the grief they cause for those of us who actually enjoy capture points play. As it is, deathmatch players and capture points players are forced to play together on the same maps whether they like to or not. Forcing this issue just makes for toxic exchanges between players who wouldn’t play together if they didn’t feel they had to. What’s fun about that?

3. Either fix the NPCs in Stronghold play or replace them with mechanics that empower players to do what the NPCs fail to do well. The heroes tend to be fine; but, the archers are useless. For a better reference on how to do this, play a few matches in Fort Aspenwood then iterate from there. Although MOBA games may be extremely popular and profitable, I’d rather leave that to them and have better functioning Conquest play than suffer a poorly implemented MOBA in a game that has no other MOBA references.

4. Stop pretending that obfuscating DPS information ruins play and give players an effective, efficient way of knowing the reality of their DPS. I found the Master of Damage in GW1 extremely useful for developing my own builds. The sparring dummies in the sPvP lobby don’t provide nearly that much information; yet, the meta is still based on maximum DPS guesstimated by the few players who have done the math and distributed by the internet. For players like me, who don’t follow the meta like mindless zombies, it’s frustrating to design a build that can counter the meta build without proper information. Your current system disempowers build diversity by making following the meta to the letter the easiest way to reach competence in play.

5. Give us a simple interface that copies our PvE or WvW build to our PvP build. This should appear in the Hero panel, as well as in the PvP build window. I’d suggest 2 check boxes under the “Adapt build from” heading titled “PvE Build” and “WvW Build”. This would save those of use who play more than one part of the game some time and make it easier for players just entering PvP to get into it. These options should be toggle switches that preserve an underlying PvP build, whether it be the default or a custom, player designed build. This would also give PvP enthusiasts a quick way to swap through up to 3 builds without having to click through traits or check for amulets/runes/sigils. If your team can’t provide us with a robust way of saving our own builds, the least they can do is take advantage of the build information that is currently held on the servers to help us get to the fun quicker and easier.

Thanks for your time and consideration.

(edited by Brown Fang Thump.9482)

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Posted by: Bel.3057

Bel.3057

1. Prohibit profession stacking
2. Eliminate mmr for matchmaking in ranked, just use pip range
3. Improve rewards, add pvp skins, increase gold,
4. Add a way to report AFKers and ban them
5. Balance professions and specializations, so there are more then a hand full of viable builds

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Posted by: Vague Memory.2817

Vague Memory.2817

(1) Fix the camera. It is still trash. At max FoV all I see are the tops of trees and roof rafters, however I can’t see the most important thing which is people hitting me from outside of my FoV. I have to constantly readjust camera angle every few secs while fighting to see what is going on. This detracts from good PvP.

(2) Remove the ridiculous concept that one class can hard counter another. This inherently means class balance cannot be achieved. Balance means it should be the player’s skill that determines the outcome of a fight, not an innate advantage or disadvantage. This is PvP 101 guys.

(3) Reduce the number of passive skills that require no skill to use across all classes. Therefore reintroduce skill back into the game. Especially short cd spamming (high damage/survivabilty skills and large aoe condition fields), and single skills that have multiple effects (like adding massive survivability and doing large amounts of damage simultaneously). Also reduce AoE field size so you have to be strategic where you place them.

(4) Introduce CC immunity. Stun, daze, taunt (etc.) locking is dumb. Seriously this is obvious and prevented in a lot of good PvP games, for very good reason.

(5) Extreme build sacrifice. This is the most important area where GW2 PvP fails. I know ANet like to break the mold and have had a lot success doing that. However breaking some molds leads to what we currently see, an inability to balance classes. Basics, if you want very high damage you should have to sacrifice survivability and become a high risk glass cannon. If you want extreme survivability you have to sacrifice damage to the same extent. Currently we have some classes that can build for both extreme high damage and sustain = broken. Even if all classes can do this it is still broken, because every subsequent change to a class creates disparity. Also the concept of almost invincible bunkers needs to go. Because of the way PvP capture point maps are, a glass cannon should be able to kill a bunker 1v1, and not require 2-3 people to destroy.

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Posted by: aimasira.3786

aimasira.3786

1) suggestion to separate SoloQ from TeamQ like it was before
2) The return of the “Raid on the Capricorn” map
3) in Stronghold map remove the tree at the supply area
4) Mystic forge in pvp
5) A more convenient search on the runes and sigils by choosing what attribute i want or effect based on a list and the results should show me all available items that have my chosen option in any of their tiers (1-6). Example: choose option poison, and it should show all available items that are relevant with poison

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Posted by: Duke Nukem.6783

Duke Nukem.6783

1. remove all domination maps….thats a terrible way to fight with the gw2 system

2. replace them all with small deathmatch maps U KNO LIKE GW1

3. make pets untargetable in pvp, nobody attacks pets on purpose they just get in the way

4. if 1 team has 2 ppl on a point and the other has 1….the team with 2 should be capping

5. is it clear yet that i absolutely hate the pvp in gw2?

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Posted by: Sirendor.1394

Sirendor.1394

Inspired by the very useful post from Sirendor.1394 @ the WvW forums.

Lets share constructive posts on this subject!

Don’t know what I posted that inspired this, but nice!

I’m sorry, that was a mistake I made on the OP, I already corrected it, I wanted to say Dayra.7405 instead!

Thanks a lot for your reply anyway!!!

Haha, that’s what I thought. ^^

Never hurts to throw in some feedback.

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: vana.5467

vana.5467

1. Balance / Power creep:
HoT caused a massive devaluation of almost all individual effects by introducing too much of everything. Much more damage, much more healing, many more boons and condis flying around, more CC, more dodges. This has resulted in a big shift in the fundamental way the game is played – from tactical cooldown and endurance management, and reacting to key animations, to lots of spam. Team fights are now a bigger mess than ever, and often end up decided by semi-random factors such as sigil/trait procs and excessive cleave. Individual gameplay has never had as low a skill ceiling as the post-HoT metas. To improve the potential for skillful play, you need to dial all of this back (looking back as far as the June 23 patch) and pull everything down to a baseline closer to that of the WTS last year.

2. Passive gameplay:
The game contains lots of passive triggers, both offensive and defensive in nature. All of them need to be somehow visible when available. This could be an icon next to a players boons or some kind of visual effect on the character itself. Players need to be able to play around them. If this results in “overcrowding” (either of the boon bar or the character model), that’s a sign that there’s way too many passive procs.

3. More frequent balance passes:
If you stick to the “big” patches every 3 months (quotation marks because the last one wasn’t very big at all), you need to at least do monthly shaves in between. Small incremental adjustments to numbers for anything that’s disproportionately strong or weak. Realize that it’s okay to make a buff that doesn’t quite make a skill/trait viable and then give it another little nugde the next month.
Players would be far less upset about balance issues if they knew that the relevant skills would be addressed soon.

4. Enable standard models in unranked:
This is especially necessary if you shutdown ranked again after this season.

5. Queueing from outside HotM:
You can limit it to public and private hotjoin maps if you need to. People just need something to do while waiting.

(edited by vana.5467)

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Posted by: Cyanon.1928

Cyanon.1928

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!

Thanks Gaile for supporting this. I’ve noticed that the community of this game is relatively smart and we are lucky to have players who can really contribute with their ideas.

I hope we can keep this thread going as long as possible so everyone who cares about this game mode can add their grain of sand!

Thanks for posting guys! keep it up!

(edited by Cyanon.1928)

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Posted by: Littlefeather.8623

Littlefeather.8623

Install repair anvil in pvp area
Make a pure solo que que, disregard mmr for fast matches. I personally could care less about mmr in solo que as long as it is either mixed or balanced, etc for both teams.
pre-season for seasons
Enable wvw/pve que without having to go to hotm
Ability to select pvp sets via drop down box or tabs in Hero panel

Crazy Leg

(edited by Littlefeather.8623)

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Posted by: Dwayne.6904

Dwayne.6904

1. condition is too “hard” there like only few classes that can sustain necros condi stacks give all classes chance not to die in 5sec to condies or nerf necros

2. New maps for spvp Foefire is good and balanced map

3. MMR system at the moment is REALLY bad

4. Downed system away from spvp

5. balance thief warrior mesmer and necro