The problem with this system is when you enter hot joins for example 80% of the classes are the two required for the daily. This takes away variety from the game since many people join pvp only for their daily as that class.
At least make it so that every player gets a different 2 random classes instead of everyone sharing the same 2.
bump. PvP matches are lopsided the vast majority of the time.
you must mean Ride the Lightning
I don’t know anyone who Burns Lightning Flash into Updraft.
/wave
I do it if I want 99% chance to land my updraft.
A decent ele can survive before it’s off CD to escape. Even if you intend to use it for an earthquake + LF combo good players know it’s coming so they just dodge at the end of your earthquake regardless.
Can someone provide an explanation as to why they changed the stability boon?
“Stability: This boon has been changed from a duration stack type to an intensity stack type. Crowd-control effects will remove one instance of stability apiece each time they are applied. Each ability and trait has been adjusted to apply a certain number of stacks. All instances of stability not listed in these release notes will remain at one stack.”
That’s what PvP is like these days. Can you please come up with a better way to punish those who leave a match? Block them from playing for 1 week would be my suggestion. If you have a bad internet connection and that’s your excuse, then don’t play a mode where your team depends on you.
Our group was fighting an elementalist who we downed, he then mist formed to escape as expected, but when we tried to stomp afterward, the stomp completed animation but the player didn’t die.
I figured, oh that happens sometimes like if you get the haste buff and stomp fast but then try to walk away too soon. So I stomped again and again no effect. I figured oh maybe its blocked by terrain somehow (some small curve in the ground surface, i dont know) so I just start slamming on him with the hammer (because hambow) and nothing no damage.
I did notice that he was not using #4 to heal himself however. I tried using F1 combustive shot hoping at least the AOE fire would start ticking him down but NOPE.
By this time a teamate came by and helped rez him.
So he s up now and we down him again around the corner, so in a different part of the map and the same thing. I asked him how he did it and all he said was “im not cheating” and then immediately went offline. I reported scamming because there was no other good option.
It’s either a bug or a bug with a known exploit but it has to be fixed. I wish I’d taken a video of it.
Also I play an ele often and I am sure this was not just mist form (either of them).
esports. HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH
- Mesmers get to stay in stealth until all of their clones are killed (or the player uses an attack spell), and only then is the real Mesmer revealed.
- Thieves can now mimic the exact appearance of an enemy team member or mob until they attack, similar to the Spy in Team Fortress games. Ranger pets can detect this behavior.
- Stealth characters become semi-visible when passing through fields (eg, fire moves out of the way) and they leave footprints on maps with snow/sand etc.
- Warriors, Rangers and Engineers get thermal goggles to see player heat signatures through stealth.
- Elementalists can counter eachothers element (Water > Fire > Earth > Air > Water etc), but only against other Elementalists.
- When a teammate dies, the Necromancer has a chance to raise that ally as his own skeletal minion. The Necromancer can sacrifice his own health pool to keep the skeleton alive, but the Necro shares all damage taken with the skeleton as well. The player playing as a skeleton only moves at cripple speed, but does massive melee damage and cannot be CC’d. If the Necro tries to raise another ally, the pre-existing player-skeleton dies instantly and is queued to respawn.
- Guardians can no longer attack enemies, but the only way to do damage to a Guardian is to buy a special bundle weapon from the gem store, or to be another Guardian but of a different race.
As someone who played GW2 before playing GW1, I have to say I think GW2 is much better. People’s initial impressions tend to shape their beliefs of how things should be moving forward.
The problem I have with GW2 getting close to “not working” is that each patch they do add a few nice things but they also ruin far more by taking it away from it’s initial (which I think were awesome) design goals.
NPE isn’t all doom and gloom, but the way they implemented skill and utility gating (and going further back, traits) is actually broken (in some specific cases) and just isn’t fun. If I wanted that experience I could get it in every other cookie cutter mmo on the market.
GW2 at launch is and was the best MMO I have ever played. There have been many improvements since launch such as making more thing account wide, adding living story, wardrobe, SAB, etc.
These are nice additions to the game, but lately the patches have been taking things away with gating or unlocking mechanics.
Please just focus on polish, and adding new content (spvp modes, dungeons, wvw etc). I’ve tried these changes to the leveling system and to traits, and GW2 is now in a state where the things I used to love about the game and recommend it to friends, I no longer can.
Your attempts to modify the game to retain more players is backfiring, please just admit it and roll back some of those changes.
I’m still kitten they added ascended gear.
I believe the way weapon skill leveling works in NPE is not working as intended and should be reverted to the previous system. To make sure I wasn’t just following the community reaction, I tried leveling up a character myself.
Each weapon skill is now level gated, regardless of the weapons acquired. This creates a few problems, especially in one specific case:
- Start a new Asuran Engineer.
- Character spawns with single pistol.
- Reward for completing tutorial is Pistol or Shield
– You already have a pistol, and can’t use off-hand weapons until 7 making the Pistol useless for several levels.
– You can’t use the Shield for several levels, because it’s off-hand.
– You can’t use either reward for several levels, and that’s not fun.
- As luck (or lack of) would have it, I never got any other weapon type before level 10 by just leveling up in the open world.
- At level 11 I pickup a rifle.
- All 5 skills are automatically available to me, so you no longer learn one at a time for any new weapon.
- Every weapon I get now, is fully unlocked, which I believe defeats the intended purpose of the weapon skill changes in the first place.
I really like the initial system of introducing 1 skill at a time, but doing it such that all skills are added relatively quickly. The current system is unlock based on level, but regardless of which weapons you’ve had they all unlock at once, which I think would be even more confusing / overwhelming for new players.
Please consider reverting this change.
These forums need mandatory drug testing.
i question whether people who are saying it would be boring can honestly know that given they have already experienced another way of doing things, it might very well be a better experience for new players.
leveling in the lower levels is much faster now so you’d be over most of the humps within a couple hours anyway and thats if you didnt have a billion skip to level 20 scrolls
I agree. The new leveling system is insulting and honestly very boring. I would have gotten bored to death leveling up if this is how it was at launch.
Edit: Also please do NOT make Guild Wars 3 (if ever) use a system like this.
(edited by Ant.3415)
Mesmers are incredibly strong now, I’m quite enjoying this! It’s pretty funny to see 5+ mesmers in 5v5s with tons of clones zoning around.
People are always dying on bosses (they hit way too hard for this introduction to dungeons), no one resurrects in combat.
Why is it that story mode is tuned to be so much harder than explorable mode? I know there are pugs, and I know they are down-level and under-geared, but shouldn’t it be tuned slightly easier because of this?
Please add patch notes or at least a link to them in the game launcher.
There are people who want to pvp and shouldnt require kitten rewards to do so. Then there are farmers, those who will grind endlessly even for the mediocre rewards even PVE gives you. All you get is a bunch of useless gear that you turn into mats. There is no actual items to farm for, unless you want to craft a legendary or ascended.
Please add a bank only, and not a TP to HoTM. This way we get back the ability to look at the armors (like we had with the old PVP vault) but you can keep your cities populated.
The newer non-rank finishers are already annoying enough as it is, especially in the heat of combat.
How about just get rid of soloQ since there is no point compared to teamQ?
Always do team queue, you can queue up alone and there are better rewards.
There is no point in doing hot join or soloq at all, except that they offer additional sub-standard maps.
Proposal, stop complaining about 1 ability when as stated in every single qq thread there are multiple ways for warriors to regen health. These include (to quote from another thread):
Regen boon, banner regen, adrenal health, life-on-hit or weapon swap sigils (maybe even runes?), and lastly healing signet which no warrior should ever use the active heal for.
This has been played out to death.
There are MULTIPLE ways for warriors to regen their health, stop blaming one freaking ability!
Regen boon, banner regen, adrenal health, life-on-hit or weapon swap sigils (maybe even runes?), and lastly healing signet which no warrior should ever use the active heal for.
Some builds are designed to counter others. Adapt or die.
I was initially against the concept of downed state, but not long after playing spvp on a regular basis did I learn to appreciate this mechanic. It gives your team a chance to save you, rather than it just be about bursting everyone down. It increases skill cap because now you have to understand not only each classes downed state, but the others around who may try to save them or counter you from stomping.
I think if you give it a chance you’ll learn to like it.
Look up “stability”. Some professions have many options for this, or other ways to avoid these abilities including blinds, evasions, aegis, and you can always dodge.
The only downed state that was ever overpowered was the rangers heal + pet heal underwater but fortunately there is no more underwater sPVP.
They have a 10 second CD on Grappling line and 20 seconds on Booby trap, so there is really no excuse.
Yes to both, it only takes 1 quick match to find the answer to both.
edit: looks like OP deleted their post, the question was do you get gold and reward track progress for hot join.
(edited by Ant.3415)
Watch youtube videos on ranger spvp play. I think all ranked games help you earn rewards, and to 1v1 a friend find an empty server and both of you join it. There is no formal dueling system other than one of you going red and the other blue.
If you play a ranger that you think is really good, go into spectate mode (press B then the yellow spectate button near top right of dialog) and then you can spectate that ranger and view their build/gear choices (little icon next to their name).
Please revert to the old trait system and UI but keep the free respec.
I don’t understand the point of this. The old trait system was one of the best I’ve seen in an MMO and I have been bragging about it to other MMO players since launch.
The whole reason I enjoy leveling is to get skills or improve my character abilities incrementally. The way you decided to hand out trait points is counter-intuitive and provides zero value.
I really hope you revert this system, even the UI for it is a down-grade.
Overall I think you made the system much more confusing, and the UI has several issues.
The way you implemented achievement skins in the past was convenient but didn’t scale. You should have used the skin vault to apply skins to existing items so you get the convenience of the achievement panel but the UI scale of a bank window. The new UI requires too many clicks to navigate and combining the gear only makes it more confusing. The hero panel is a disaster now.
I like that skins are now combined, but the way this was implemented is quite frankly disappointing.
Many games have deathmatch without holy trinity roles. The problem is just that this mode does not work on this map with more than say 5 players per side.
Deathmatch mode is terrible. I’ve seen a bunch of 500-0 zerg vs people slowly trickling out of bases matches.
Thank you for at least giving us the option though.
There isn’t a single reason to solo queue over team queue anyway. There should only be hot join and team queue.
I think tagging people (wvw, dungeon, etc) and then filtering the list would be much more efficient especially for people who do lots of things than having a tree structure.
I play both warrior and ele (mostly D/D) and I definitely prefer RTL as it is (though I QQ’d when it was nerfed) over Rush because Rush can get snared and has a pause for hit. Rush feels clunky and has really weird turning/tracking, whereas RTL seems faster and more crisp.
Sort of unrelated but I feel they need to buff the vitality of ele to make up for their inability to get out of situations they used to be able to more often.
As far as Healing Signet (HS) goes, those of you who QQ about this don’t realize that Warriors have 3 or 4 types of regeneration that help them out, it’s not just this one. HS heals for what, 480hps or something, and yes it’s passive, but they also have Adrenal Health, Regeneration (boon), and some specs carry banner regeneration (which gimps dps). All of which are passive, and they basically get no active heal with this build.
I’m sure it seems OP but play one and you’ll find the weaknesses (poison).
Don’t forget that while Ele’s have a signet too, they also have water attunement (active heals + regen + condi clear) and earth (stability and/or protection).
Why can’t we knock pets off ledges? It’s pretty unbalanced that we can all be knocked off but pets can’t.
Stop blaming healing signet. That’s not the only source of regen heals on a warrior. Play the profession before you bash it. Besides warriors have been crap for most of the year that GW2 launched in PVP, and they still have trouble with certain classes like engineers and mesmers.
Please please please STOP adding speedbumps, and go back and revert the unlocking even of the existing heals for sPVP. Being able to create a max level sPVP characters with all gear and skills is one of the best parts about Guildwars2. Don’t ruin that.
Geff, why do that when you can do Team Arena for much higher reward and avoid the annoying maps in the process?
You can queue for all 3 spvp types by yourself. No waits for hot join and more players per match. Team Arena has the best rewards but has a queue. Can you name one reason why anyone would bother with Solo Arena? Why is it even there?
I hate being forced to bring a specific spec just because its FOTM. Even though some of us can make other specs seem viable everyone demands you bring spirit ranger because it’s so strong yet not very fun to play.
Please prevent people from solo queuing for team arena, and limit those who queue for any arena to rank 10 at a minimum please.
I am sick of having people tell me they are new, in a team arena match, and their friends told them to go there because rewards.
I have yet to find a single claimed so-called “zero skill OP build” that actually was.
Spirit ranger
Deimos thank you for proving my points for me. Now, the question still stands, why bother having a difference between hot join and solo queue?