221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
suggestion- death match mode
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Heard it here first? Lol
Heard it here first? Lol
yup
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
5 bunker aoe heal builds on one team. Game lasts until someone falls asleep or the other team gets tired of mashing buttons. GG.
Optimism is a rare find indeed.
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Optimism is a rare find indeed.
yes, indeed!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Maybe not deathmatch but we definitely need a mode without treb/cannon/npcs.
I want to see pure pvp without annoying things like sieges etc.
Maybe not deathmatch but we definitely need a mode without treb/cannon/npcs.
I want to see pure pvp without annoying things like sieges etc.
yes, pure death match. no circles. no nothing except for a map to spill our enemies pixilated blood over and rob them of leaderboard points!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Maybe not deathmatch but we definitely need a mode without treb/cannon/npcs.
I want to see pure pvp without annoying things like sieges etc.yes, pure death match. no circles. no nothing except for a map to spill our enemies pixilated blood over and rob them of leaderboard points!
I’m all for deathmatch maps, but they will still need some sort of secondary mechanic to avoid, as Florgknight describes:
5 bunker aoe heal builds on one team. Game lasts until someone falls asleep or the other team gets tired of mashing buttons.
The Cap Points or some sort of objective that forces people to engage and not be in stealth 24/7 needs to exist. 5 Prismatic Mesmers otherwise becomes a real possibility.
Maybe not deathmatch but we definitely need a mode without treb/cannon/npcs.
I want to see pure pvp without annoying things like sieges etc.yes, pure death match. no circles. no nothing except for a map to spill our enemies pixilated blood over and rob them of leaderboard points!
I’m all for deathmatch maps, but they will still need some sort of secondary mechanic to avoid, as Florgknight describes:
5 bunker aoe heal builds on one team. Game lasts until someone falls asleep or the other team gets tired of mashing buttons.
you both are highlighting and acknowledging that there are major flaws with the current professions and combat system. so do you want anet to continue to use secondary and gimmicky objectives and not address profession disparities or actually work on core balance and teamwork issues?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Conquest mode is best mode. It actually enforces teamplay and makes it so a team has to split up instead of zerg on one point for 20 minutes.
All conquest modes feel the same to me
you heard it here first folks! I think it would be a great idea to have a death match mode so we can analyze professions better and come up with stronger suggestions by highlighting how inadequate professions and combat currently are. win-win!
amazing suggestion huh?
Inadequate in death match isn’t necessarily inadequate.
death match. do you mean many peoles ( well about 10) and everyone alone,no team, every single player ur enemy ?
Conquest mode is best mode. It actually enforces teamplay and makes it so a team has to split up instead of zerg on one point for 20 minutes.
But in hotjoin zergs still always win, your statement only applies to tpvp.
Hotjoin = Better zerg wins, like wvw.
you both are highlighting and acknowledging that there are major flaws with the current professions and combat system.
No, we’re highlighting and acknowledging that there would be obstacles to overcome to implement this particular PvP mode given the current state of the game.
so do you want anet to continue to use secondary and gimmicky objectives and not address profession disparities or actually work on core balance and teamwork issues?
Healing/bunker builds aren’t a ‘core balance and teamwork issue’, they’re an integral part of conquest mode. Anet’s not going to get rid of them, reset the conquest meta and completely restructure every class in the game just to introduce a new game mode.
You mention ‘profession disparities’ and ‘core balance issues’ but don’t offer any actual suggestions in your self-described ‘amazing suggestion’. My impression is that you haven’t really thought this through. But do tell: how would you implement a deathmatch mode with respect to this issue?
But in hotjoin zergs still always win, your statement only applies to tpvp.
Hotjoin = Better zerg wins, like wvw.
Rubbish.
One rabbit backcapping > 8-man zerg.
you both are highlighting and acknowledging that there are major flaws with the current professions and combat system.
No, we’re highlighting and acknowledging that there would be obstacles to overcome to implement this particular PvP mode given the current state of the game.
so do you want anet to continue to use secondary and gimmicky objectives and not address profession disparities or actually work on core balance and teamwork issues?
Healing/bunker builds aren’t a ‘core balance and teamwork issue’, they’re an integral part of conquest mode. Anet’s not going to get rid of them, reset the conquest meta and completely restructure every class in the game just to introduce a new game mode.
You mention ‘profession disparities’ and ‘core balance issues’ but don’t offer any actual suggestions in your self-described ‘amazing suggestion’. My impression is that you haven’t really thought this through. But do tell: how would you implement a deathmatch mode with respect to this issue?
team vs team death match mode without gimmicks, circles, trebs, npcs… observe matches and analyze statistics over time. make profession updates that balance things better according to observations and statistics. I summed things up nicely in my op, either you get it or don’t. I’m not sure why some of you just don’t get it and need 5 pages of explanations to understand some simple ideas and concepts.
also, do you have a better way to help develop professions and combat and improve spvp in the process? think introducing ballistas and golems that you have to collect lumber off players to create will make professions better? how about more circles to defend and capture? last time I checked the spvp population was laughable and no decent gamer takes it seriously enough or even plays. tell me your grand ideas to help this unbalanced mess of “heroic and deep” combat where you auto attack and dodge roll around while getting hit for 50% of your life by 1 attack and are plagued by conditions. professions and combat need major help, so by all means, come up with some amazing suggestions of your own and lead us to a brighter meta if you can.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
team vs team death match mode without gimmicks, circles, trebs, npcs… observe matches and analyze statistics over time. make profession updates that balance things better according to observations and statistics. I summed things up nicely in my op, either you get it or don’t. I’m not sure why some of you just don’t get it and need 5 pages of explanations to understand some simple ideas and concepts.
Let me get this straight: you advocate implementing a deathmatch game mode, then balancing all professions based solely on their performance in this new sPvP game mode?
Cool story, bro.
And answer the question next time. Having a whinge about everything you hate, then asking me to answer the question I just asked you about your own thread doesn’t count. You obviously don’t have a clue how straight deathmatch would handle heal/bunker team builds, or you would have said so.
Can’t wait for your next ‘amazing’ idea.