Showing Posts Upvoted By Boot.7368:

New game mode, 1v1/ 3v3 arenas

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Posted by: Weo weo.6378

Weo weo.6378

Hey all,

After playing through a myriad of mmos, I was very surprised that there wasn’t anything similar to the small skirmishing arenas that most other games had.
Spvp and stronghold is alright, but I’m not exactly a huge fan of capturing and holding points. WvW duels and small scale fights are okay, but that’s not exactly the point of it.

I’m aware that 1v1 servers and guild hall arenas exist, but those are more of a community thing. Again, they don’t have any form of rewards and most guilds I’m in have turned them into custom jump puzzles.

What if this is made into a game mode, with its own reward tracks/ titles/ leaderboards. Basically first to eliminate the other player/ players in a best of 3 rounds with its own ranking and Spvp gear stats? It’d be entertaining to watch and far more straightforward for someone who just wants a fast and fair PVP fix.

Any thoughts?

Multiple Class Disorder

"new" pvp map july 26?

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Posted by: Evan Lesh

Evan Lesh

PvP Gameplay Programmer

There are no NPC pirates in this map that interact with players. The secondary mechanic is a periodic 4th capture point (“The Bell”) that awards increasing team score.

There was probably some confusion because once the bell is captured, there is an awesome sequence of cannons blowing up the pirate ship. This is only for flavor, though.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

Season 3 ends, share your stats and feedback

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Posted by: MarkPhilips.5169

MarkPhilips.5169

- Around 58% w/l to reach Legendary (179 games played)
- Matchmaker is worst than s2, you have queue time longer and the game quality is not better. Better players stacked together against worst players
- Legendary (and divisions in general) means nothing.
- No reason to continue to play in Legendary Division. No rewards associated.
- No interesting rewards if you have already finished the wings. Nothing to buy with tickets.

What you need to do

- Ranked queue with solo,duo queue and full team only. Full team only against Full team

- Remove pips system and make moving up/down between divisions based on MMR. Decay if you don’t play (fixed not temporary). Show MMR at the end and how many points you gain/lose.

- Not save points. Ok Tiers for rewards. Tiers based ofc on MMR and not on pips/grinding.

- More rewards. More stuff to buy with tickets (example G. Hero Armor pieces). Multiplier to exp reward tracks based on current division.

This system is already 10000x better than what we have now.

New Game mode with next XPAC

Arena pvp 2vs2.

Same structure described before.

Final Result and Comment

The game is like 10000x better. In this way the majority of player base will be happy, great chance to attract new players, more twitch viewers (with arena 2vs2). A larger competitive base. Better reputation for the game (pvp side).

Btw if you are not confident about this approach, give us a system like this in beta with a final poll, I believe 100% the majoirty of player base will be happy.

agree 100%

+1

Weakness Reassment?

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Posted by: The Game Slayer.7632

The Game Slayer.7632

Please keep in mind what it does at the moment. If someone is going to argue (not saying that you’re arguing this) that weakness is not very strong, then they are kidding themselves.

-50% endurance regeneration + 50% of all hits are glancing (half damage.) The endurance regen is enough in itself, but the damage reduction is a little overkill.

I think that glancing blows should be 2/3 the damage instead of half damage. The endurance regeneration should go down to -33% instead of 50. That would still make weakness a good condition overall without nerfing it too much, but would help reduce the sustain that condi bunkers have against everyone.

I am a teef
:)

How many are keen for S4

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Posted by: Regon Phoenix.8215

Regon Phoenix.8215

looking forward for season 4? NOPE, but will i play during S4? YES till i reach legendary then stop. aslong as ANET doesnt give legendary players a reason why keep playing at that level with lack of reward. dont even start with long Q’s. and i think it will be worst these S4.

Not going to happen. I made a thread suggesting a reward system for playing in legendary, but bunch of people raged and said that there should be no rewards for playing in the top league.
https://forum-en.gw2archive.eu/forum/game/pvp/Legendary-League-sPVP-reward-progression/first#post6234862

When you fall, i will be right behind you and whisper: “Who will protect you now?”

New Amulets/Stat Combos

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

carrion toughness variant
1200 condition damage
900 toughness
900 power

WTB harsher punishment for leavers/AFKers

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Posted by: serj.8214

serj.8214

Afkers\Leavers should pay by 1 tier or even a division for afk\leave.

WTB harsher punishment for leavers/AFKers

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Posted by: Sooloo.1364

Sooloo.1364

Rewards that promote participation whether you win or lose is what’s needed. Gold or skins or titles for reaching long term goals like heals per match or caps per round. Anything to keep people actively fighting. The game could also be improved by rewarding people for doing things like capping and ressing and stomping.

Favorite Streamer(s) in Guild Wars 2 PvP TV

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Posted by: alcopaul.2156

alcopaul.2156

So who is your favorite?

I personally like Ostrich Eggs because of the kick kitten music playlist (which if ill guess his age based on the music, he’s about in his early-mid 30s (correct me if im wrong, OE)) and his voice that goes from super low to falsetto at times.

Suggested Tpvp changes for better meta (imo)

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Posted by: Shalla.3967

Shalla.3967

Necromancer
Besides the fact that I haven’t played enough necro to come up with a more extensive suggestion, I believe there should be some type of passive change to fear bursts. For instance, in WoW there was the mechanic of Diminishing Returns (DR basically made consecutive crowd controls of the same type stun/fear/etc- the effect getting diminished for each application – 50%/75% then immune).
Now, I was thinking of something along these lines: Right now necro, does a little bit too much of everything. Decent necros running the terror build will kill you in a fear chain if you don’t have a stun break and overall their damage output is too much considering the “effort” they have to put for it. I was thinking of a change like: for each consecutive fear from the necro, his damage output is reduced by 20/40/60% for the duration of the fear. This way, his damage goes back to normal after the fear ends and you will not be stuck in an unstoppable fear chain once your stunbreak is on cooldown while taking silly condition damage. The % values are just for show, I haven’t put very much thought into them, but that’s the core idea.

I think it would be simpler to add a short internal cooldown to Terror, although I still believe Dhuumfire is what’s screwing everything up.

Shalla
Asura Quagganmancer

Suggested Tpvp ranger changes - power mostly

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Posted by: Life.7840

Life.7840

Bows should given the most attention of all ranger’s weapons imo. +1

Suggested Tpvp ranger changes - power mostly

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Posted by: Trollmacht.4105

Trollmacht.4105

now that sb is nerfed better expect some nerfs to sword and axe.
how else can u get ppl to use longbow.
not trolling
just following arenanet logic

Suggested Ranger changes - power based mostly

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Posted by: ensoriki.5789

ensoriki.5789

Change longbow 3 to daze and it’ll flow better with shortbow real talks.
Longbow is slow as hell and so a power build flops when it takes you a half hour for a skill to go off.

The great forum duppy.

(edited by ensoriki.5789)

Suggested Ranger changes - power based mostly

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Posted by: Libersevenad.8275

Libersevenad.8275

agree the only way that ranger has to deal vs boons is to rely on teammates like thieves and necros he can’t handle them by himself

Suggestion: Separate sPvP class forums.

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Posted by: Harrier.9380

Harrier.9380

Current class forums are not a good place to discuss classes in PvP, as they are mostly dominated by PvE and WvW players. Players coming from diffirent game modes have completely diffirent views on class balance, which makes discussion much more difficult. Most PvPers make their class-related threads on this forum, making it quite cluttered.

I’ld love to see a setup similar to GW2Guru, where PvP class forums are separated from WvW/PvE ones.

Adding some extra subforums is a simple change, and I believe it’ld benefit PvP community greatly

“Men are more ready to repay an injury than a benefit,
because gratitude is a burden and revenge a pleasure.”

Quality of Life Improvements - Please devs!

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Posted by: Julius.1094

Julius.1094

There are a lot of simple things that would make actually playing the game more fun/pleasant/less annoying/less guess based. What would you like to see?

Here is my list, with the first 3 being most important (added great suggestions from thread responses to the list):

1- Make the left mouse button target on click and the right mouse button ONLY rotate the camera on click and not target. If I lose my target one more time when trying to rotate my camera because it was over some random pet I will throw my mouse at a dev.

2- The game needs an internal CD display of some sort for on proc traits and sigil/rune effects, desperately, it would increase the skill cap in a good way by allowing you to actually see what and when it’s coming off it so you can time your own actions appropriately, as opposed to guessing and hoping for the best which is about as good of an approach to competitive gaming as it is to medication.

3- Get rid of the confirmation screen when salvaging pvp items so you can spam salvage after clicking on the salvage kit once like in pve. Please. For god sakes. It’s a skin, and I have hundreds of them, I’m sure i want to salvage it. Tag this under carpel tunnel prevention.

4- Rather than vendors and manual assignment, in spvp runes and sigils should be selected from a pvp only interface where they are coherently organized and can be set up on the go with minimal clicking.

6- The little pop up screen that tells you your pvp match is ready and asks if you want to join needs to chill the kitten out. If i say “wait” it should go away until 30 sec before the match starts not pop back up every kittening few seconds.

7- Go through all on proc based traits, runes, sigils and abilities and please include the internal CD on the tooltip for the ones that don’t have it. Thanks, appreciate it.

8- I know you like your little guy standing on the podium but can you just allow us to queue for tourneys from the pvp menu so we can do it from pve/anywhere in the mists?

9- Option to bind keys on a per character basis.

10- Option to disable skill queue (or at least lower the range).

11- Enable auto target on cast to be set on a per skill basis (sort of like auto cast is now) as opposed to all or none, so players can set movement skills to not auto target when used for mobility while still having the auto target option for other skills.

12- Regular bank access in mists.

13- Pvp vendor also sells invisible bags for a high glory cost.

14- Build templates for easy swapping.

15- Ability to move trait points in pvp without having to reset the whole tree (+5 and -5 buttons?)

17- Create some way for players to store multiple stack of dusts and orbs in the pvp locker due to the high numbers of those materials players end up with.

18- Make “interact” stomp only and tie rezing to a keybind so they are separated. Not being able to choose whether you want to rez or stomp when a downed enemy and team player are next to each other is just really… bad.

19- Toggle option to make the UI click through.

20- Tool to resize and move around individual elements of the UI.

21- Resonable penalty/reporting capability for Akitten and offline players in tourneys

22- Make a crossed swords icon pop up over teammates in the minimap when they engage in a fight, make the icon flash when the teammate is low.

23- Toggle option for canceling targeting on ground click.

24- Stop ‘When enemy is at x% HP, y happens’ traits from activating on downed players and inanimate objects (great suggestion by Harrier.9380)

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Quality of Life Improvements - Please devs!

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Posted by: Theplayboy.6417

Theplayboy.6417

Awesome post. I’m on board with everything but #7. I think the pop up should be bigger and play a noise.

Leaderboards & Decay

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Posted by: jsu.4370

jsu.4370

I have “decayed” by 2 places since last night.. so there will be a decay from players over taking in the rankings.. other than that i know nothing on decay coding in there..

an answer would be nice..

a question.. would the community want a decay code or just have it as it is and have active players gradually take over..

that way there is no penalty for taking a break from the game or it being an emergency.

or do you feel that if the rank was attained easily then should it decay for more competition?

This isn’t decay. This is players over-taking your current rank pushing you down. What decay is, is automatically reducing your MMR based on inactivity after a certain period.

Here’s an example. Last month let’s say theoretically there was 100 active players in tournaments. My MMR was very high because of the low competition. Two months later 10,000 active players are playing, but my MMR is still high because I have chosen not to play any tournaments. The competition is much much higher now, and if I were to compete against 10,000 active players my mmr would never be that high, yet it still is because I haven’t decayed over time so in the grand picture of rankings I will stay with-in the top ranks.

That’s an example of how a non-decay system would work.

An example of how a decay system would work: Let’s say after the two weeks of no tournament play the system will reduce my MMR by a few ticks every day until I play again. Once I play again, if I lose or win the MMR will sort itself out.

What does that do? It keeps the best players that are active at the top of the rankings in relation to the current competition with-in the community.

Jsu – joO Binder
http://www.twitch.tv/jsudesign/

(edited by jsu.4370)

sPvP Class Tier List: - Updated 6/30

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Posted by: Lukrath.6982

Lukrath.6982

lots of people put necro low. I quite disagree as they can have a useful build in almost every category. and every1 puts eles up top but really only the REALLY good eles would be first. like maybe 10% and all the other eles would be much lower.
1)Top tier Elementalists (really. I dnt need to say anything)
2)Mesmer (for their unmatchable group utility)
3) Engineer (great survivability, group utility and support. has some nice dps too)
4) Necromancer ( great condition, power, or support builds. poor mobility is a downside)
5) Thief (great mobility and dps but not much group utility)
6)Guard (great support but very limited. cnt adapt very well to situations)
7) Every other ele
9) Ranger (Rangers are in a bad spot for pvp imo)
10) Warrior (generally useless. more so now frenzy is gone)

sPvP Class Tier List: - Updated 6/30

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Posted by: tichorum.2415

tichorum.2415

From what I have truly seen, it would seem like this to me:

1- Ele
2- Thief
3- Mesmer
4- Eng
5- Guard
6- Ranger
7- Necro
8- Warrior

Warriors are actually 8-10,000, because that’s how awful they are right now.

Former PvP commentator for ESL & Arenanet.

I used to run the Academy Gaming tournaments for GW2.