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Posted by: RaynStargaze.6510

RaynStargaze.6510

Every node so far is a completely flat+open space – the only exception being waterfall.

It doesnt matter how much effort goes into map creation if i end up fighting over the same circle shaped open area every game anyway.

Somewhat drawing attention away from the nodes was a good move in the new map spirit watch but the core issue still remains.

Put a pillar on it (i know the ones who remember druids will love me for this)/ make it U-shaped around a Wall / put a fence in the middle that players have to jump over. Or maybe even fix old maps like – if the quarry node would be a bit bigger so it actually includes the small area below the node where you have to move up. Or even making the graveyard node bigger so it includes the high ground on the side of the area. ANYTHING as long as its not flat open and always the same.

^i dont even care just give me some variety here. This would also require new strategies/classes to fight on specific nodes.

Currently rangers just destroy anyone who tries to defend a node and doesnt hard counter the class itself/their build because the ranger can simply stand off node and just keep autoshooting for the win.
Alternatively he can trap you when you try to get off the node and avoid line of sight and then just get on the node himself… just to hop off the node again as soon as the defender returns to his sitting duck on a plate position.

please SERIOUSLY consider creating more varied nodes. It is soooo simple to do and would improve gameplay so easily.

Why do i even have to tell you this? Isn`t this a glaring blatant issue to anyone who even looks at the game?

(edited by RaynStargaze.6510)

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

Q: How would clones/phantasms react to a wall in the middle of a node? They can’t jump so you basically take the mesmer out to be a node-defender/make him useless on the node.

There are some reasons A-Net did make nodes flat. (doesn’t mean I wouldn’t appreciate some fancy stuff)

Read It Backwards [BooN]

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Posted by: RaynStargaze.6510

RaynStargaze.6510

Q: How would clones/phantasms react to a wall in the middle of a node? They can’t jump so you basically take the mesmer out to be a node-defender/make him useless on the node.

There are some reasons A-Net did make nodes flat. (doesn’t mean I wouldn’t appreciate some fancy stuff)

They could walk around that simple – i know what you mean though and it is what i said. Different classes would be better for different nodes (like everyone brings at least 1 ele for spirit watch because ele is insanely good at orb carrying)

Everyone can create ANY class at any point in the game so you can create strategies for maps that involve any class you want for that specific map. If you feel mesmer is weak on a certain map because of its layout you can let the mesmer player switch into another class. And return to mesmer on another map which is somewhat more mesmer favored.

You dont even have to go that far – with node variety you could just let the mesmer tap a node (or fulfill any other role) on that map which is more beneficial to mesmer playstyle instead of the one of the 3 nodes that is not.

As i said currently all nodes are beneficial for condition rangers as aggressors so any change of that would be beneficial imo

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Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

I like your idea to give some more variety into node-defending (because atm it’s almost only mesmers with portals on the outter nodes). The thing is, A-Net has PvP-wise so much other important stuff to do and I don’t think they have time for things like that.
So I would come up with this idea in about half a year.

Read It Backwards [BooN]

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Posted by: mbh.8301

mbh.8301

bump

no one else thinks this is a massive design flaw which should be addressed quickly?

Anet is putting out new maps every now and then so it shouldnt be hard to implement in the future..

Most of the stuff the community is asking for isn’t hard to implement. Unlike you, most people care more about changes which will bring back players who quit or attract new players.

In essence: this isn’t what the game needs right now so it shouldn’t be bumped.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

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Posted by: RaynStargaze.6510

RaynStargaze.6510

Most of the stuff the community is asking for isn’t hard to implement. Unlike you, most people care more about changes which will bring back players who quit or attract new players.

In essence: this isn’t what the game needs right now so it shouldn’t be bumped.

Mhh as i said before as long as they keep making new maps they might as well change it up a bit.

I really dont see any real variety in gameplay irrelevant of map simply due to all the aforementioned stuff and in the end people play a game because its fun and not because they really enjoy doing the same kitten over and over and over… then again this is a mmo and doing the same kitten over and over is already implemented.

Ohh well…..

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Posted by: Liewec.2896

Liewec.2896

Q: How would clones/phantasms react to a wall in the middle of a node? They can’t jump so you basically take the mesmer out to be a node-defender/make him useless on the node.

i think mesmer would have a huge advantage, being able to stay out of line of sight while their phantasms nuke down the enemy.

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Posted by: evilapprentice.6379

evilapprentice.6379

How would all these additions affect melee/ranged? Wouldn’t some have a pretty inherit advantage?

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.

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Posted by: hharry.1967

hharry.1967

I like this idea nodes should be a more interesting and stop being so ranged friendly.

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Posted by: FLIMP.8172

FLIMP.8172

maybe they should have a cave with a node inside and once you enter, it’s pitch black like the dark area in jumping puzzle. blind fighting, woo!

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Posted by: Durzlla.6295

Durzlla.6295

if they have a node with a wall in the middle of it that my pet/clones/elementals will have to run around they better make a really small node that’s in a cage i can lock them in so they can’t escape my pets or AoE….

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Razor.6392

Razor.6392

Ranger op qq thread.

Level 60 pvp
Ele & thief main (full ascended)
Down with the braindead faceroll classes.

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Posted by: RaynStargaze.6510

RaynStargaze.6510

i think mesmer would have a huge advantage, being able to stay out of line of sight while their phantasms nuke down the enemy.

Mesmers are generally rather slow and even if they get the swiftness OH buff thing they still suck at removing conditions so any aoe slows are pretty darn effective at kiting mesmers/attacking mesmers in my experience.

How would all these additions affect melee/ranged? Wouldn’t some have a pretty inherit advantage?

^I already addressed that quoting myself:

Different classes would be better for different nodes (like everyone brings at least 1 ele for spirit watch because ele is insanely good at orb carrying)

Everyone can create ANY class at any point in the game so you can create strategies for maps that involve any class you want for that specific map.

As i said currently all nodes are beneficial for condition rangers as aggressors so any change of that would be beneficial imo

Ranger op qq thread.

Yea^as i said due to the current game mechanics Ranger profits the most from how the nodes are currently set up when he is playing as (rabid) node aggressor.
Ranged attacks to pressure node without even getting on/avoiding enemy attacks and CC (also got that red glow for that huehuehue) + CC to control movement on and off the node + pretty good condition based dps to avoid enemy toughness + a LOT of poison and condition stacking in general to avoid poison from ever being removed to counter healing.

But in the end i couldnt care less about rangers i just want my gaming experience somewhat varied.

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Posted by: ninja.4139

ninja.4139

You know what would be interesting? A volcanic map with points that have fiery ground like in the grawl fractal.

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Posted by: Rerroll.9083

Rerroll.9083

Id rather see a a node where you could knockback enemies down a hole or smthg

Up Rerroll

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Posted by: RaynStargaze.6510

RaynStargaze.6510

You know what would be interesting? A volcanic map with points that have fiery ground like in the grawl fractal.

Id rather see a a node where you could knockback enemies down a hole or smthg

Both of these /signed that sounds pretty fun

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Posted by: mbh.8301

mbh.8301

Id rather see a a node where you could knockback enemies down a hole or smthg

Downside: players would be even more restricted with what weapons they can bring.

Engineers could no longer play p/p
Mesmers have to bring a greatsword
Elementalists would have to use a staff? Maybe they could get away with /d
Necromancers would have to have miraculous fears
Guardians would probably play scepter/shield + hammer
Warriors could no longer…be picked?

This is assuming that the reward for knocking someone down a hole is good enough to be worth all this effort, otherwise players will just ignore it and keep doing whatever’s been working.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

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Posted by: Rerroll.9083

Rerroll.9083

Id rather see a a node where you could knockback enemies down a hole or smthg

Downside: players would be even more restricted with what weapons they can bring.

Engineers could no longer play p/p
Mesmers have to bring a greatsword
Elementalists would have to use a staff? Maybe they could get away with /d
Necromancers would have to have miraculous fears
Guardians would probably play scepter/shield + hammer
Warriors could no longer…be picked?

This is assuming that the reward for knocking someone down a hole is good enough to be worth all this effort, otherwise players will just ignore it and keep doing whatever’s been working.

Just make it in close point, so mesmers can knock bad fotm eles.

Up Rerroll

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Posted by: Liewec.2896

Liewec.2896

Warriors could no longer…be picked?

actually warrior could knockback with hammer 4, follow up with a bullrush to knock the target down and get you to them, then use “stomp” to launch them again
or a map like that could even encourage us to pick the (currently worthless) elite Rampage giving us 2 more knockbacks, a knockdown and a charge

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Posted by: RaynStargaze.6510

RaynStargaze.6510

Id rather see a a node where you could knockback enemies down a hole or smthg

Downside: players would be even more restricted with what weapons they can bring.

well as i said before the current layout already favors certain things(builds/classes) and having more variety to nodes will bring more variety to builds/setups as well.

Just because 1 certain build isnt favorable on that one node doesnt mean the whole class / build is entirely unusable on a certain map – it just doenst work as well on that specific node.

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Posted by: Rerroll.9083

Rerroll.9083

I do think nodes with a hole would be interesting, they would counter bad eles easily, giving importance to dodges & stability builds

Up Rerroll

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Posted by: Durzlla.6295

Durzlla.6295

I’d love to see a volcanic map where the 2 naturals have capture points that deal damage to anyone standing on them, and then the center point is in the Caldera of the Volcano and has a fissure through the middle of the point and is essentially floating over a thing of lava where there’s a lot of locations you can fall off.

Of course there’d be “Power Ups” on the battle field (quite a way from the actual points) that’d sort of negate these, 2 that make it so you don’t take damage on the capture points and then one on a long CD that gives you stability.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

(edited by Durzlla.6295)

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Posted by: Zodian.6597

Zodian.6597

It would be cool if there were mobs that spawned to help defend nodes, I noticed there were neutral mobs near the nodes on the new map, maybe this was something they were playing around with -would be interesting if they did this, nerfed bunker defense (so bunker guards can’t just sit on a node forever and not die to 1v1), and maybe balanced out burst and some of the bunker offensive options.
Holding a node would then be about actual 1v1 skill and not just build wars…

Neglekt

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Posted by: Larynx.2453

Larynx.2453

It would be cool if there were mobs that spawned to help defend nodes, I noticed there were neutral mobs near the nodes on the new map, maybe this was something they were playing around with -would be interesting if they did this, nerfed bunker defense (so bunker guards can’t just sit on a node forever and not die to 1v1), and maybe balanced out burst and some of the bunker offensive options.
Holding a node would then be about actual 1v1 skill and not just build wars…

There’s a reason people moan and complain about the sharks on Capricorn, you know.

It’s already easier to hold a point then it is to take one. There’s no reason to exaggerate that even more with NPC guards. Plus people in general dislike PvE for PvP. Things like Khylo and Foefire are fine because of the implementation of them. Sharks are not fine, nor would NPC guards be.

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Posted by: Zodian.6597

Zodian.6597

It would be cool if there were mobs that spawned to help defend nodes, I noticed there were neutral mobs near the nodes on the new map, maybe this was something they were playing around with -would be interesting if they did this, nerfed bunker defense (so bunker guards can’t just sit on a node forever and not die to 1v1), and maybe balanced out burst and some of the bunker offensive options.
Holding a node would then be about actual 1v1 skill and not just build wars…

There’s a reason people moan and complain about the sharks on Capricorn, you know.

It’s already easier to hold a point then it is to take one. There’s no reason to exaggerate that even more with NPC guards. Plus people in general dislike PvE for PvP. Things like Khylo and Foefire are fine because of the implementation of them. Sharks are not fine, nor would NPC guards be.

Honestly, I wouldn’t mind the sharks if they weren’t underwater. I’m just saying this would be ideal if at some point they nerf the 1 shot builds (thief backstab/engi 100 nades/ ect…), nerfed dedicated bunkers survivability by a bit (bunker ele, bunker engi, bunker guard, trap ranger) and just made every class able to 1v1 each other at equal skill levels. You may see less bunkering and more roaming, which would be more fun for everyone.

Neglekt

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Posted by: Larynx.2453

Larynx.2453

It would be cool if there were mobs that spawned to help defend nodes, I noticed there were neutral mobs near the nodes on the new map, maybe this was something they were playing around with -would be interesting if they did this, nerfed bunker defense (so bunker guards can’t just sit on a node forever and not die to 1v1), and maybe balanced out burst and some of the bunker offensive options.
Holding a node would then be about actual 1v1 skill and not just build wars…

There’s a reason people moan and complain about the sharks on Capricorn, you know.

It’s already easier to hold a point then it is to take one. There’s no reason to exaggerate that even more with NPC guards. Plus people in general dislike PvE for PvP. Things like Khylo and Foefire are fine because of the implementation of them. Sharks are not fine, nor would NPC guards be.

Honestly, I wouldn’t mind the sharks if they weren’t underwater. I’m just saying this would be ideal if at some point they nerf the 1 shot builds (thief backstab/engi 100 nades/ ect…), nerfed dedicated bunkers survivability by a bit (bunker ele, bunker engi, bunker guard, trap ranger) and just made every class able to 1v1 each other at equal skill levels. You may see less bunkering and more roaming, which would be more fun for everyone.

Except for engineers and necromancers.