Showing Posts For Fury of Balthazar.2694:
I feel a certain disrespect within the leaderboards. Truly, you should find skilled and experienced players on it. To me, the leaderboards represent those that have a solid performance while in the arenas.
This is why there must be an entry-level barrier before any name should appear on them (minimum number of games/wins, minimum pvp ranks, etc)
in Winter/Spring 2014.
lol good one
- Can we give any useful meaning to laurels for players that accumulate them but only focus on the pvp aspect of the game?
There is nothing pvp-worthy that can be done with them. Could there be a way to give meaning to do these pvp dailies and be a system that combines acquiring laurels and using them as a currency for pvp specific rewards?
As of right now, the only exclusive PvP reward this game has is finishers. However, you have recently revealed that you are pulling this out of the game and are replacing it with a totally new system. My questions are
- What kind of rewards can we expect? New PvP-only gears? New PvP-exclusive finishers? New PvP-related titles? or a whole new thing?
- Will there be rewards specifically exclusive to players who play tournament games and those that do not? (Rewards A for casual PvP, Rewards B for team tournaments and Rewards C for solo tournaments?)
You have also revealed plans to expand the current achievement system for PvP. Many players in this game prefer to focus on one or two classes.
- Will there be achievements related to a specific class? There have been many, many posts about this on the forums throughout the year. For example, for a warrior, you get an achievement for rallying off of Vengeance X number of times or successfully banishing players off a point with a hammer Guardian X number of times.
- With the implementation of a ladder system, will players be able to participate in teams/groups to climb position on the ladders or is it an individual progression?
(edited by Fury of Balthazar.2694)
Roger Ramjet and his eagles
Fighting for our freedom
Fly through and in outer space
Not to join him but to beat him.
They said they had plans to add a system similar to the one installed in GW1.
This was said 6 months ago.
Recruitment status: Open as of 21/11/13
About the team:
We are a group of serious players that are building up competitive team for NA. We will be experimenting with strategies and builds until they are fit enough to be taken at a competitive level, at which point we will be aiming on improving our leaderboard positions.
What we offer:
- An organized team environment that is capable of learning from each other.
- A steady and flexible play schedule with at least 6 hours of play time every week.
- Efficient strategies and builds with the goal of winning the majority of our matches.
Recruitment Priority:
Mesmer: CLOSED
Thief: CLOSED
Warrior: High
Elementalist: CLOSED
Engineer: High
Necromancer: Low
Guardian: CLOSED
Ranger: High
What we are looking for:
- Reliability and punctuality. You will be expected to attend game sessions and if you’re unable to make them, you will need to notify us in advance.
- Dedication and motivation. We want dedicated players that want to reach their full potential within an organized team and are willing to take the current and the next state of the game seriously.
- Excellent communication skills.We use TS3 and English only please.
- Experienced and skilled players in tournament games (map/situational awareness, class mechanics and rotations) and well-versed in their class at a competitive level.
- Ability to receive, give and assimilate constructive criticism and feedback within a team environment is a must.
How to apply:
If this is something that interests you, if you are a looking for a dedicated team and you think you meet our requirements, please contact me in-game or on the forums with the following information.
1) In-game Name
2) Play schedule/availability
3) Main class
4) Tournament games played in total and with the class you’re applying with.
(edited by Fury of Balthazar.2694)
With so many unbalanced features in the current SPvP system, I don’t understand why you devote so much of your time to new maps when the current ones are not in a good state.
I totally agree with this statement.
Before considering the conception of new PvP maps, it is imperative to know the general public feedback from the previous installed maps.
Skyhammer: The general reception of this map is very negative. Skyhammer is a fun map to play but not in a competitive setting.
Problems:
- It greatly favors builds that do not focus on actual PvP combat. People take advantage of the map layout to win fights through Crowd Control utilities and skills, which to many, do not consider being skillful play.
- Players can take great advantage of line of sight to avoid many offensive abilities and again shows little skillful play as compared to open field combat of other maps.
- Secondary mechanic is not balanced. Cannon room fights favor classes with CC utilities over classes that focus on actual combat. The Skyhammer cannot be dodged and thus requires you to run away from combat rather than engaging it.
- And personally, I do not enjoy secondary mechanics that can determine PvP fights (trebuchet, Skyhammer)
Spirit Watch: The general reception of this map is pretty negative. Many consider this map to be “the tunnel vision” map as teammates would rather fight over the secondary objective rather than the primary one. But this is a circumstantial point of view. The main issue on this map is a question of balance.
- The secondary objective favors classes with many defensive utilities (guardian) or with many leap skills (warrior) as they can reliably carry the orb for a good distance. Classes that depend on teleports/stealth/invulnerabilities to travel long distances safely are denied of this opportunity by restrictions laid out by carrying the orb. I understand that this was made to be balanced but it is not. A suggestion: Upon picking up the orb, replace everyone’s HP and toughness with a flat value, remove all traits, and replace all their skills with something like an attack, a short leap, an evade, and a heal to normalize the orb carrier’s ability, so that some classes aren’t blatantly better at it.
The main issue with these maps it that they cater to specific classes, traits and builds as compared to Forest of Nifhel or Legacy of the Foefire, where every class can equally participate in team fights and in secondary mechanics. With this in mind, the suggestions I can put forth for creating new maps are:
- Map layout should not entice players to play specific builds to gain advantage; builds should be focused for combat and combat only.
- Map layout should mainly be open field where players cannot gain significant advantage of line of sight.
- Secondary mechanic should not be a weapon or a tool that helps teams win PvP fights, but rather help them get total points (Chieftain, Svanir, Lord, Tranquility, Stillness)
I agree with you. However, those passive abilities are not only tied to CC abilites but various other traits that function strictly on passive play. I too wish I knew the cooldown timers so that I can better coordinate my skills. Knowing these timers will improve the way you use your skills effectively (not activating your weapon/utility skills at the same time as your passive traits).
Examples:
Warrior: Using ‘Balanced Stance’ when the trait ‘Last Stand’ is already in use.
Guardian: Using a condition removal skill when ‘Purity’ is about to activate.
Engineer: Using a dodge or a block skill when ‘Armor Mods’ is about to activate.
Necromancer: ‘Chill of Death’ activating after using ‘Spinal Shivers’ on a low-health target.
Elementalist: Activating ‘Shocking Aura’ before ‘Tempest Defense’ activates.
Suggestion:
Add a system that can let you know the cooldown on passive trait abilities like adding indicators or timers somewhere in the UI. This system could be added on either side of the UI, right side having more space. Adding such a system should not clutter the current UI and should be optional to the player.
Sample Image:
The image shows the addition of such a system on the UI on the right-hand side of the screen. The cooldown timers are shown on the trait icon for various Guardian passive trait abilities (in order; Valorous Defense (54s/90s), Purity (7s/10s), Glacial Heart (24s/30s), Vigorous Precision (1s/5s) and Resolute Healer (55s/60s)). The cooldown timers are indicated in the same fashion as timers on weapon and utility skills. Hovering your cursor over these icons will show the appropriate tooltip of the passive ability (not shown).
So, I had never played LoL before, but a friend of mine wanted me to to try it and play with him. After playing a few games, I realized…it doesn’t hold a candle to GW2 PvP. Given, I was only high level enough to fight bots, but I cannot imagine it being much better against real people. The combat is incredibly clunky compared to GW2. You can’t even use a skill until you’ve stopped moving. With the minions everywhere, I felt like I was fighting 2 or 3 MMs the entire time. Also, 6 skills, most of which have very long cooldowns, does not make for very interesting gameplay
This is one thing I keep seeing over and over on the PvP forums of this game. It is hard to compare GW2 pvp to esports pvp because GW2 is an MMO game that invites casual players in a PvE-focused game. But the reason the majority of the PvP population compares GW2 to an esports figure is because GW2 has an immense potential to achieve competitive sailing. We want this game to succeed and we have faith in its future. What some people have done is to compare GW2 pvp to GW1 pvp and the difference is remarkable. To me, GW2’s weakness compared to GW1 is that PVP is not completely balanced separately from PvE, which is necessary and crucial for the competitive component of this PvE game. However, GW2 is outstanding compared to other games in its genre. I have to say what makes GW2 stands out from other MMO games is its combat system (fluidity, casting while moving, dodge rolling, jumping, combo fields, downed system, etc…)
In my opinion, GW2 as it stands in terms of PvP is lacking in 3 major areas that have been consistently repeated since launch: combat, progression and rewards.
Combat:
- AoE
- Lacking Animations
- Spam
- Lack of skill punishment
- AI
- Class Balance
Progression
- No real competitive ranking system (both for solo and team ranking)
- Lack of a fully functional leaderboard system (flawed MMR, questionable decay, sync queuers)
- Lacking PvP achievement system (outside of PvP dailies)
- PvE/sPvP cosmetic crossover: Nothing you wear in PvP reflects the amount of hours invested in PvE
Rewards
- No rewards are actually exclusive to PvP (except rank finishers, but since they are achievable through mass farming/hot join, they are meaningless for competitive players)
- There is no incentive for casual PvE players to play PvP (no gold, Karma, XP, gems, significant achievement points)
And then there are other major issues like allowing Skyhammer to be in a ranked solo tournament rotation, the introduction of immobilize stacking and the persistence of game bugs (warrior reflect anyone?).
Once these core issues have been resolved, then we can focus on how to make GW2 pvp truly an esports figure.
tl;dr: All in all, GW2, as an MMO PvP game, is absolutely one of the best on the market but GW2 as a PvP game is kitten in its current state.
Soon people will press “give up” button when they see the opposing team with 4xWar 1xGuard.
Would it be a good idea to hide the roster until the game starts then?
lol at this thread sooo wrongggggggg
says the guy that started the longbow/longbow war meta
A nice addition for soloq since voice comms come harder to come by but a terrible addition for teamq. The major arguments against this change are all stated in this thread.
- Lowers communication skill
- Forces players to pay more attention to their UI to get information they could get * from their team members or from the battle field. You have to find your enemies, not have a minimap tell you where they are…
- Some professions benefit more from this (mesmers) than others (thieves)
- Heavy clutter on the minimap (3 mesmers, small node icons compared to profession icons, dead bodies still appear on the minimap, when it’s a 4v4 on a node, you can only see 2 or 3 professions..)
I’d fight for this change to be optional to the players. I’d probably activate in soloq and disable it in teamq.
The decision on this topic has yet to be made. Either Josh or myself can give an update when a decision is made. However let me ask this, would you guys like to see less 8v8 servers? no 8v8 servers? Possibly re-work the play now so that it looks for 5v5 matches as priority?
I prefer to shut down all ArenaNet-hosted 8v8 servers and fully support 5v5 hotjoin servers. The only 8v8 servers that would remain would originate from Custom Arenas.
Nice matchmaking…
jk, nothing changed. it still sucks.
Claps Very constructive post, keep it up.
1. If anything we need to move away from a trait system that has cooldowns for their effects. At the very least make the cooldowns exist on traits that the player has control over (not the ones that trigger on uncontrolled happen-stance).
I agree that the current skill and trait system must lean towards active play where the idea of ‘risk vs reward’ is highlighted. Probably one of the best utility skills that points this out is frenzy, where you potentially gain a substantial amount of damage at the cost of receiving an equal amount. Passive play does encourage this idea at all because there is little to no skill involved in making decisions while in combat (signets, especially healing signet, Spirits, Minions, etc). However, LoreChief, there is no hope in believing that passive play will be removed from the game given how deep it is enrooted in the game mechanics and thus why I’m promoting a system that will encourage more active play while playing with passive abilities. Knowing when these passive abilities will trigger can allow you to decide which next set of active skills to use in combat.
2. Any increased amount of UI clutter is to be considered a threat by both ANet as well as the players who like the current UI. The only additions they should be making at this point are for increased weapon skill and utility bars.
I agree with you that anything that is UI-related is taken very seriously by the developers and wish to keep it at a minimum. One of the only combat UI features we have had since release is probably the addition of condition floaters. However, I believe that not having a system as the one suggested is more detrimental to active gameplay experience than the issue of cluttering the UI with additional icons. In all cases, as with the addition of condition floaters, this system should be optional to the player; give players that want to improve their active play with these cooldown timers while giving players that want to keep their UI at a minimum complexity the option to disable this system entirely.
I also agree to not have anymore UI clutter so CD Icons for these traits and actually this signet imo, but what I would like is to remake the traits to not have CD’s since IMO passive skills should not have CD’s.
You are correct, it is one of the game’s philosophies to play the game itself and not worry too much on the UI. However, the game contradicts itself with the existence of these passive trait abilities that have hidden timers on them. Give the option to players that want these timers to display them to enhance and improve their gameplay combat skills while giving players that want to keep their UI at a minimum to disable it.
(edited by Fury of Balthazar.2694)
Problem:
I often have passive trait abilities that activate at a set time intervals that I wish I knew the cooldown timers so that I can better coordinate my skills. Knowing these timers will improve the way you use your skills effectively (not activating your weapon/utility skills at the same time as your passive traits). This problem is more or less highlighted during competitive PvP.
Examples:
Warrior: Using ‘Balanced Stance’ when the trait ‘Last Stand’ is already in use.
Guardian: Using a condition removal skill when ‘Purity’ is about to activate.
Engineer: Using a dodge or a block skill when ‘Armor Mods’ is about to activate.
Necromancer: ‘Chill of Death’ activating after using ‘Spinal Shivers’ on a low-health target.
Elementalist: Activating ‘Shocking Aura’ before ‘Tempest Defense’ activates.
Suggestion:
Add a system that can let you know the cooldown on passive trait abilities like adding indicators or timers somewhere in the UI. This system could be added on either side of the UI, right side having more space. Adding such a system should not clutter the current UI and should be optional to the player.
Sample Image:
The image shows the addition of such a system on the UI on the right-hand side of the screen. The cooldown timers are shown on the trait icon for various Guardian passive trait abilities (in order; Valorous Defense (54s/90s), Purity (7s/10s), Glacial Heart (24s/30s), Vigorous Precision (1s/5s) and Resolute Healer (55s/60s)). The cooldown timers are indicated in the same fashion as timers on weapon and utility skills. Hovering your cursor over these icons will show the appropriate tooltip of the passive ability (not shown).
I noticed that the tournament does not allow builds that rely heavily on passive play and passive abilities. In the same spirit, can you also ban Healing Signet from the competition?
Lag is still here. Please someone stomp it.
1. Balance
2. Leaderboards
3. Rewards and Progression
Add a resign function like gw1 had. There were no problems with it there and shouldn’t be any here. I’m sick of waiting 10min before match ends when going in 5v4
This thread needs immediate attention as it is game-breaking.
I concur. Several disconnects in Solo and Team arenas. Just a simple disconnect to login screen.
I’m not expecting anything to change with the PvP scenario, I’m just looking forward to the bug fixes and QoL features.
I’d like a /resign function as well.
I believe this was an intentional disable to address the abuse of that command in some CAs. Whether or not it was the proper way to alleviate the issue, it is a debatable topic.
That’s a very nice PvP patch, can’t wait to see the next one.
Warriors are in a good spot in the meta now. Your build is actually more annoying to play against.
I also have this sound bug.
-I recall this happening on Skyhammer and Legacy of the Foefire, didn’t pay attention on other maps.
-This is a frequent sound bug, every other moment I scroll around to see any eles nearby and notice none are currently in my server.
-This sound bug started after the most recent patch (aug 20th)
-This happened while playing as a necro, warrior and guardian.
Why do they give us things we don’t need and refuse to give us things we do need? It’s getting VERY frustrating
Still here. Still annoying.
It is not possible to see the finishers since they are no longer a consumable version.
I do wish however that they would add an icon to show which finisher you have currently equipped.
I confirm. The loading screen for Legacy of the Foefire is about 10 seconds longer than normal.
With the addition of the new permanent finishers feature, a couple of minor changes happened in this update.
Before the patch, we could see the finishers used by players and therefore estimate the rank of the player. However, players could use any unlocked finishers (a level 65 player could be using a rabbit finisher). I guess with this update, PvP titles get a bit more meaning.
I was disappointed with the generic icon of the finishers shown in the hero panel.
Could we bring back the old icons instead of the current new ones?
There’s something about these new icons that make them less appealing (must be the lack of color).
Hello,
I am unable to purchase a Cow Finisher from the Gem store. When i click the confirm message, no mail is delivered to me. My inbox is empty while I try to purchase it.
I am using the 400 gems acquired from the achievement rewards (6 000 points).
I really I want my Cows in pvp.
Help?
Hello,
I am unable to purchase a Cow Finisher from the Gem store. When i click the confirm message, no mail is delivered to me. My inbox is empty while I try to purchase it.
I am using the 400 gems acquired from the achievement rewards (6 000 points).
Help?
I’ve noticed that for some maps, like Spirit Watch, I have fps spikes (from 60 to 25) every 10 seconds or so. This must be an issue that occurred from one the latest patches (june or july) since I have always had constant 60 fps in spvp hotjoin or tpvp and I have been playing since release.
-dread mask, chaos gloves, bandana, Mask of the Mo Zing, bone dragon staff
-dyeable weapons
-team arenas, hoh, RA, gvg
-flux of the month
-energy bar
-uw, fow, cof.. instances that drop unique loot (ectos, obby shards, rin relics)
-emotes (/guitar, /clap, /attention, /congrats, /paper, /taunt)
-skill templates for pvp, pve
-nicholas the traveler in tyria
-custom UI
-dungeon master guide
-hard mode
-elite skill capping
Quality of life updates are the best kind of updates in my view (AoE looting, Right click toggle, account bound blueprints, bug fixes, better enemy AoE red lines, item preview in TP, etc) I’ve been dreaming my entire life for an update to be only additions of this kind.
Random Arenas
15 charr
ANet, add more weapons like this to find! The hunt was amazing.
Wunderbar!
those ar ethrown spears from recent battles that hover in the water. It’s due to the event in that area.
I don’t think so. I’ve been there for quite some time and nothing seems to indicate their appearance/disappearance.
This happened to me when, during the story line, Destiny’s Edge meets in LA.
I’ve also managed to capture this bug with other NPCs as well.
Never leave a wrong to ripen into evil.
Confirmed. Frozen loading screen is back again…
I was pretty sure people are using exploits/software to throw the kegs very far… It really breaks the game and removes the competitiveness of the sport which it was meant to be. Surely throwing the keg more than half-court away wasn’t in the plans while designing the game..
Hey,
I agree with most of the suggestions put forward.
I’ve thought of a few and tell me if they are worth adding to your list.
1- See the names of defeated players when you hover over their “defeated” icon on the mini-map.
2- In towns only, to be able to view other players on the mini-map (similarly to GW1).
3- Waypoints: For me, it’s a small bother to pay a fee to travel across the map. I personally use them very often but don’t realize how much is really being deducted from my inventory for each use. Therefore, perhaps just showing how much money I own while using the waypoint is a good way to realize your travel expenses.