rework mesmer portals in wvw

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Posted by: Prime Shock.9386

Prime Shock.9386

I like to think that most people play the game legitimately, however every now and again you get someone exploiting, using a known glitch to appear inside keeps or towers without ever laying down siege. This can be annoying if one or two people do it, but when it’s a mesmer, who then portals in 20 others with the defending squad not finding a single wall or gate down after 5 minutes of searching, then you have a problem.

My solution, rework the portal mechanic identify where on the map it is being used, if it’s within a structure it should determine if any of the walls or gates within is section have been destroyed recently and it should fail to activate in the event that the structure has not been breached in 15-30 minutes.

This would allow for squads to still “insert” a mesmer into an enemy stronghold, but it would give them a time limit on how long they could keep them there for. It would not block mesmers from portalling in reinforcements in the case that a wall is repaired, but it would stop mesmers being able to exploit glitches in such a fashion that is unfair to a defending team.

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Posted by: Dawdler.8521

Dawdler.8521

Lol your complaint is exploits by getting into objectives – or as I saw as recent as last night (twice), ressing dead mesmers through doors – and the answer you come up with is rework the portals…

How about just fixing the exploits?

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Posted by: Prime Shock.9386

Prime Shock.9386

I might just be a bit too tired, but I don’t understand your point, is my answer invalid?

Let me ask you a question, while fixing the exploits would be a desirable goal, what would be easier/faster? Patching a dozen potential exploit sites for three different maps, or reworking a single mechanic to check for certain conditions?

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Posted by: Straegen.2938

Straegen.2938

There are a handful of exploits but for the most part everyone knows about them and manages them. None of this would be high on my “to do” list.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: OriOri.8724

OriOri.8724

ANet doesn’t have the technology to be able to know if you are too far away from portal entre before placing portal exeunt. What makes you think they would be able to tell if Portal has crossed a wall/gate and be able to check if it has been taken down recently?

Portal is fine as it is, its the exploits that need to be fixed.

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Posted by: zealex.9410

zealex.9410

ANet doesn’t have the technology to be able to know if you are too far away from portal entre before placing portal exeunt. What makes you think they would be able to tell if Portal has crossed a wall/gate and be able to check if it has been taken down recently?

Portal is fine as it is, its the exploits that need to be fixed.

As a mismir main who likes things as they are i support this statement

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Posted by: Justine.6351

Justine.6351

If they change it I would just make the exit portal placement restricted like shadow steps are and be done with it. Mechanically, if you cannot shadow step to the entrance portal due to pathing then you cannot place the exit portal.

I don’t think they should but ya if I was forced to “fix” it…

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Posted by: ThunderPanda.1872

ThunderPanda.1872

ANet doesn’t have the technology to be able to know if you are too far away from portal entre before placing portal exeunt. What makes you think they would be able to tell if Portal has crossed a wall/gate and be able to check if it has been taken down recently?

Portal is fine as it is, its the exploits that need to be fixed.

+1

Also why would you want to remove the ability for mesmers to hide in inner. It’s fun.

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Posted by: OriOri.8724

OriOri.8724

If they change it I would just make the exit portal placement restricted like shadow steps are and be done with it. Mechanically, if you cannot shadow step to the entrance portal due to pathing then you cannot place the exit portal.

I don’t think they should but ya if I was forced to “fix” it…

That would kill portal, and not fix the core problem. Portal is unique precisely because its a guaranteed teleport. Terrain not considered.

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Posted by: Serial Experiments.5407

Serial Experiments.5407

Anet had taken measures with the release of HoT to make hiding inside keeps (except SMC) harder. Anyone within a certain range of the keep after it has been captured is revealed (doesn’t apply to towers). This effect lasts for 5 minutes. However, if you manage to break into Outer or Inner of a Keep and hide a mesmer there, you can get away with "ninja"ing the keep at a later time. This seems fair to me. The group DID have to knock down an entrance WITH siege for this to happen.

There are issues though:
- Some places within Keeps don’t give you the Reveal effect. This allows for someone to hide there.
- A mesmer can abuse portals to make an everlasting portal entre within a keep, outside of the reveal range.

Based on Anet’s implementation of the Reveal effect, I assume these mechanics weren’t intended.

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Posted by: Justine.6351

Justine.6351

If they change it I would just make the exit portal placement restricted like shadow steps are and be done with it. Mechanically, if you cannot shadow step to the entrance portal due to pathing then you cannot place the exit portal.

I don’t think they should but ya if I was forced to “fix” it…

That would kill portal, and not fix the core problem. Portal is unique precisely because its a guaranteed teleport. Terrain not considered.

Lets be real, portal has been dead along time in the guaranteed teleport function. The only instance of necessary-teleport I can think of still in use is teleporting people into an objective after wall/gate patch. Even that takes some convincing to get a Mesmer to swap in portal because no sensible Mesmer runs portal on their bar 24/7. In spvp portals pretty much travel to where shadow stepping is already allowed.

If they did change it to shadow step restriction placement I would also suggest they clean up the mapping of allow-shadowstep for places they should work but don’t. Like up staircases in wvw, across breached walls and whatnot.

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Posted by: OriOri.8724

OriOri.8724

Not true. The guaranteed teleport functionality is kittening amazing at hard JQ, especially at Chalice of Tears. I’m not sure if you have made it up by yourself, but without that guaranteed port from portal I never would have been able to finish that JQ. I know that is PvE, but fundamentally changing how portal works would affect PvE as well, so you have to consider it before proposing changing how portal works.

And it still would not fix the actual problem.

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Posted by: zealex.9410

zealex.9410

Not true. The guaranteed teleport functionality is kittening amazing at hard JQ, especially at Chalice of Tears. I’m not sure if you have made it up by yourself, but without that guaranteed port from portal I never would have been able to finish that JQ. I know that is PvE, but fundamentally changing how portal works would affect PvE as well, so you have to consider it before proposing changing how portal works.

And it still would not fix the actual problem.

Dont u mean Jp? still low on sleep? ^^

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Posted by: Justine.6351

Justine.6351

Not true. The guaranteed teleport functionality is kittening amazing at hard JQ, especially at Chalice of Tears. I’m not sure if you have made it up by yourself, but without that guaranteed port from portal I never would have been able to finish that JQ. I know that is PvE, but fundamentally changing how portal works would affect PvE as well, so you have to consider it before proposing changing how portal works.

And it still would not fix the actual problem.

Pve hardly matters for such a skill. If anything it breaks things like jumping puzzles. If portals were necessary in pve every class would have a similar skill. I am terrible at jumping puzzles so you know what I do? I get on my Mesmer and fail upward using portal. If that doesn’t scream broken…

Again, I don’t think changes to portal are even worth the time but if I was forced to change it, I would add shadowstep restriction on it. They probably should have done that when the skill was first created tbh.

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Posted by: Prime Shock.9386

Prime Shock.9386

Not true. The guaranteed teleport functionality is kittening amazing at hard JQ, especially at Chalice of Tears. I’m not sure if you have made it up by yourself, but without that guaranteed port from portal I never would have been able to finish that JQ. I know that is PvE, but fundamentally changing how portal works would affect PvE as well, so you have to consider it before proposing changing how portal works.

And it still would not fix the actual problem.

I agree with your previous reply to a comment that requiring the portal to adhere to the same requirements as a shadow step would kill it, this is not what I would ever ask for, the ability to portal just about anywhere is unique and shouldn’t be changed in that fashion.
On to your point that they would have to consider the effects such a change may have in pve, no, simply no. It has been a few patches since Anet has announced it has the ability to split skills between the different game modes, they are still using the technique and it can be implemented here without adversely affecting pve.

ANet doesn’t have the technology to be able to know if you are too far away from portal entre before placing portal exeunt. What makes you think they would be able to tell if Portal has crossed a wall/gate and be able to check if it has been taken down recently?

Portal is fine as it is, its the exploits that need to be fixed.

As a mismir main who likes things as they are i support this statement

Yes the exploits need to be fixed, but I refer back to my previous argument of which is easier, patching a skill, or patching various holes in 3 maps?

And Anet does have the technology to determine how far away from the portal entrance you are, they just choose not to give you that information, as an example, the next time you’re in a squad, hover over your commanders tag in the mini-map while a distance away and it will show you the actual distance from the commander. In addition, they have predetermined AoE reveals around keeps when first captured, and around sentries, what makes you think that they don’t have the capabilities to work out where you are placing a portal, and how long since a wall or gate was broken?

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Posted by: OriOri.8724

OriOri.8724

ANet also announced that they wanted skills to work the same way in all game modes. They want any splits that happen to be numbers only. Changing how portal works in one mode would necessitate changing how it works in every mode according to what we were told when skill splits were announced.

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Posted by: OriOri.8724

OriOri.8724

@Prime Shock – In regards to your comment about ANet being able to know how far away you are when placing portal exeunt. They can’t get that to work out. It’s been requested for years and the most recent thing we heard on the issue is that they don’t have the technology to check that before placing the skill. I agree that the functionality should be there, as other parts of the game clearly demonstrate it, and as soon as the skill is placed it knows if it was too far or not. But they don’t have a way to check before you use portal exeunt.

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Posted by: Justine.6351

Justine.6351

@Prime Shock – In regards to your comment about ANet being able to know how far away you are when placing portal exeunt. They can’t get that to work out. It’s been requested for years and the most recent thing we heard on the issue is that they don’t have the technology to check that before placing the skill. I agree that the functionality should be there, as other parts of the game clearly demonstrate it, and as soon as the skill is placed it knows if it was too far or not. But they don’t have a way to check before you use portal exeunt.

I actually find this curious as they clearly have tether skills ingame that do indeed check distance and even dynamically on 2 moving targets. Tether skills have been ingame since release with binding blades.

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Posted by: zealex.9410

zealex.9410

@Prime Shock – In regards to your comment about ANet being able to know how far away you are when placing portal exeunt. They can’t get that to work out. It’s been requested for years and the most recent thing we heard on the issue is that they don’t have the technology to check that before placing the skill. I agree that the functionality should be there, as other parts of the game clearly demonstrate it, and as soon as the skill is placed it knows if it was too far or not. But they don’t have a way to check before you use portal exeunt.

I actually find this curious as they clearly have tether skills ingame that do indeed check distance and even dynamically on 2 moving targets. Tether skills have been ingame since release with binding blades.

it might be because skills like that have you as the center and read the distance of your target from your location which is not really the case with portal since it needs to read your distance from from the portal it self and i dont think the portal and the player behave the same in the system

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Posted by: Justine.6351

Justine.6351

@Prime Shock – In regards to your comment about ANet being able to know how far away you are when placing portal exeunt. They can’t get that to work out. It’s been requested for years and the most recent thing we heard on the issue is that they don’t have the technology to check that before placing the skill. I agree that the functionality should be there, as other parts of the game clearly demonstrate it, and as soon as the skill is placed it knows if it was too far or not. But they don’t have a way to check before you use portal exeunt.

I actually find this curious as they clearly have tether skills ingame that do indeed check distance and even dynamically on 2 moving targets. Tether skills have been ingame since release with binding blades.

it might be because skills like that have you as the center and read the distance of your target from your location which is not really the case with portal since it needs to read your distance from from the portal it self and i dont think the portal and the player behave the same in the system

portals /= actors?
gee that’s news to everyone…

so remake the portal into a non-targetable actor…

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Posted by: OriOri.8724

OriOri.8724

It has something to do with the entry portal. When it was last brought up by the devs, they were specifically responding to someone who requested that portal entre be placed on the minimap when you place it down, so that you can see how far away you are. And the devs said that there was something weird with portal that didn’t allow them to do that, and then heavily alluded that they also cannot check if you are too far away until it is placed down.

I think its an issue of portal just being extremely legacy code that they don’t want to change because it works right now.

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Posted by: zealex.9410

zealex.9410

the only possible way to "fix" this would be to be able to place the exit first(havint a ground target for the exit and once you place it it automatically places the entry as well that way the range limit works but the skill it self wouldnt be as versitile as it is and ultimatly not as fun