Showing Posts For DafOPP.2816:
I am having this issue, as are many other people. No reply from ANet yet.
Just played my first game since the new patch and any clones or phantasms I created with my mez appeared without armor and didn’t move until shattered. The same thing was happening with the two other mez in the same game.
Even though I abused the heck out of the swapping, I think this is a great change that was hopefully not an accident. I know that most competitive players have been under the assumption that it would eventually be this way so it shouldn’t cause too many ripples.
I would like to re-bind the button combo that pings the map in sPvP from its default (shift+click) but don’t see it anywhere in the binding options ingame.
Thanks for the help!
I can sell/trade normally with many items, but not a Celestial Dye. I current have one and can not sell it.
Yes please, many issues would be solved by a solid matchmaking system.
For the record, my textures are fine and I have zero loading or freeze issues.
You know what? I came on here to post this exact same thing. Initially I was very underwhelmed, then I played and was pleasantly surprised to see that they’ve taken a solid step in the right direction.
If anything, I would suggest to ANet that they don’t raise expectations (or allow expectations to blow out of proportion) so much before a patch. Just straight out say “we are taking baby steps to keep everything in check” and I think the average forum jockey will be less upset.
To people complaining: Just go play the game, it is more fun and balanced now, and if we continue to play and support then I have faith ANet will continue to adapt and improve.
Well that is true to a certain extent, your ELO can be affected by the random people you get partnered with. On average though, it would result in at least a far better chance of even matches as shown in many other games spanning from chess to Starcraft.
Well, while I partially agree the impact of 2-3 strong individuals on a group can’t be denied.
I hear those of you who raised negative points, but I ask you…is it fun to lose to a team when you didn’t even understand the mechanics they were using? Sure it can be exciting, but does that five minutes make you a better player?
I do agree that ELO systems are not perfect, no ranking system that includes random teammates can be, but it would be better than letting chance sort things out.
Coming from League I do understand your point, but is there a better solution? There is already a decent amount of rage on losing teams, shouldn’t we try to get things balanced in terms of matchup and let the whiners sort themselves out?
As I understand from recent dev posts and interviews, an ELO system is not in the immediate future for GW2. While I appreciate that many projects are in the developer’s pipeline, please take a second to listen to my reasoning as to why an ELO system should be bumped up to a priority project.
I’m all about competitive play, but I’ll readily admit I’m not on the level of any current GW2 “pros.” I would like my matches to be challenging, but for instance just this weekend I’ve been matched up with iQ pugs, Paradigm, and several other elite GW2 squads. Bottom line, it doesn’t do me any good to play against these teams, and it really isn’t fun.
Would I like to play them when I’m at a level where I can comprehend what they’re doing? Absolutely. Has my PvP experience to date put me in a position to do so? No way!
All I’m proposing is an ELO system similar to that used in popular MOBAs. If a high-ranked player solo queues, the game does its best to match them with similarly ranked players. If they queue with a group, the ELO of the group is calculated and they are matched against as similar a team as possible.
Obviously mismatches will happen, but as a whole it will soften the learning curve for players, create more balanced team matchups, and provide the highly skilled with stiffer competition on a regular basis. Sounds fun, right?
The dev logic behind the order of release makes zero sense. How exactly will introducing paid tournaments make for more even fights? Strong teams will stomp either way, and when they’re not playing with a full five, top players will still carry free tourney teams leading to massive imbalances one way or another. Teams that are good but not on the level of the big competitive teams will still completely destroy groups of newer people in regular free tournies as well, because they’ll quickly get sick of having their money taken in the paid tournaments and stick to womping on newbs.
Give us an ELO system NOW ANet. My friends that are just starting don’t even want to play sPvP because they’re thrown against people that are so much better than them on a regular basis. Just copy League or DOTA or ANY OTHER COMPETITIVE GAME OUT THERE. Just let us play against people who are somewhat near our same skill, it’s not that difficult.
I’m not against the fact that classes can go invis through various means, but the fact that you lose your called (CTRL T) target even after they reappear is an irritating and unnecessary game mechanic. Note: I’m not saying let us target them WHILE they’re invis, but if I call a target, then it goes invis, my target should still be on them when they reappear.
Yes, I know how to tell who the actual mez/thief/whatever is, but why do I have to constantly search though to find my target again when they already gained the benefit of being almost untouchable for a few seconds and completely repositioning via stealth? Isn’t that enough?
The impact of this is especially strong in non-premade groups, where the ingame target calling system is the only way to get people actually focusing on one target and is probably one driving reason behind the loads of “THIEF/MEZ OP!!111” threads.