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Voice Function for SPVP

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

And some people are talk lazy.

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Score is still better than glicko-2

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

If you have a match that’s close. This means the enemy teams skill and your teams skill
are similar.

Thus winning team should get only a tiny increase and losing team should get tiny decrease. Players below the average rating should get an increase and players above the average rating should get a decrease.

Build a sum and there you go.

That’d be common sense.

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Worth it to get back into PvP?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

If you wanna get heaps of gold and a lifetime supply of transmutations, play ranked.

Also try to not compete for the top 250. It isn’t worth it. I tried doing that, and failed. I mean, there IS still a month left, but I’m almost down to Gold 1 (used to be at 1800 rating) after an atrocious 10 loss streak. If it keeps up I’ll hit bronze or silver.

The best I’ve got was top 1000.. and that was pre season :s

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Blue Laser of Dragonhunters

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

haha its the downstate auto

“and the wrath and rage of the guardian are skill connected to you”, nice one.

I would’ve assumed it’s a bugged guard F1 anim.

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DH Spear pull should NOT work on evade!

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

And i want to be invounrable when i enter mist form but it just ain’t in the stars.

Mistform is pullable?

By the way I recently noticed.. even if you gain distance from the chain.. If it instantly hits and pulls you there’s no such thing… this could be countered by a delay between throw and pull.

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how to record gameplay?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I use Open Broadcast Software for recording and streaming. I’m happy with it.. but yeah Shadowplay from NVidia or any other free screen capturing software. Or you buy one.. which I cannot recommend….

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Guardian Trappers, create build diversity

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Hey man, spamming staff 5 is 0.0000001% harder that putting down traps. It should therefore have super insane damage and survivability attached to it to compensate for that increase in difficulty of use.

Sounds like we found the scheme that’s being used..

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Now I just recently came across some other ideas and/or questions whilst helping few people here on the forums.

Now.. I tried to approach finding the skill of a player via the top stats.. However the goal is to reach the 500 points..

  • Killing an enemy gives 5 points
  • Capturing a point and holding a point gives 1 point per 2 second

And each map has additional variation giving bonus points

  • Svanir/Chieftain – 25
  • Capricorn Bell – 25 50 75 100
  • Enemy Lord – 150
  • Orb Carry – 15 30
  • Meditation on Stillness – double team points
  • Meditation on Tranquility – Capture all points

Now.. just saying if you’d implement a counter that increases

* for each player that counts each kill (5 points)

  • each kill participation (1-2 point) [having dealt or dealt a certain amount of damage to an enemy or dealt damage in enemy downstate]
  • for each capture (1 point per 2 seconds until attacked)
  • for each capture participation (1 point per 4 seconds until attacked) [participation as in fighting enemies near the point and it’s captured afterwards in like 5-8 seconds]
  • or for doing a map objective (respective amount of points it would give)
  • or for participating in a map objective (half of the respective amount of points it would give) [participation as in fighting enemies near the objective and it’s captured afterwards in like 5-8 seconds or dealing damage to the objective]

Shouldn’t something like or similar to this actually work? What do you think?

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Guardian Trappers, create build diversity

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I would actually say that thief damage is higher than guardian damage (from personal experience). :s
Plus there is some diversity to guardian.. I mean I’ve seen people play support guard or variations of trapper, partially only taking 1 trap.

Only for someone who knows how to play thief, that’s the difference

Those thieves that spam their staff 5 in the group deal enough damage that can be more than lethal to a guard or even a whole team when in a team fight.

Besides someone who knows how guardian plays can avoid like.. let’s say 40-60% of the damage.

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DH Spear pull should NOT work on evade!

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Have you ever seen a dog dodge out of a leash?

Just going to repost this.

You never had a dog? I saw that multiple times with multiple dogs. Most of the time when there was a bath, doctor or kitten* in heat involved

*why does it show the corect english word for female dog as ‘kitten’?

Sensitive censorship.

I don’t see anything wrong with the reaction time. If you do not react fast, you can still cancel out the pull or go ranged. Or you start your invul (on war) overload (on ele) reaper form (on necro) etc. Stability might block it too I suppose.

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what the kitten do these combat stats mean?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

The points you mentioned in your post that you get for rezzing people for example are the reward track points and the prestige. It has nothing to do with the actual points calculated who wins.
You only get points in the match for:

  • every 2 seconds holding a point
  • 5 for every kill
  • bonus (respective to map e.g. capturing middle, killing lord, killing svanir, etc)

% of game – is your percentage of all in the whole game (e.g. you made 28% of all kills)
% of team – is your percentage of your team (e.g. you made 46% of your teams kills)
% team vs enemy – is your teams percentage compared to the enemies I assume (your team made 48% of the kills enemy team did the rest: 52%)

At least that’s how I understood it.

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ascended trinkets question

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Whether you can wear the same type of ascended item depends on whether they have a unique tag or not.
Check the gears description. If it says unique somewhere you can’t.
I don’t know if this has changed yet but if you have some ascended ring for example and a attuned ascended ring you can wear both even if they were the same item before.

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Ascended from PvP/sPvP

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

When you play ranked matches you get pips.
3 pips for a lost match
10 pips for a won match
+1 pip extra if you have 1 or multiple top stats
and bonus pips if you’re in platinum or legendary division.

Once you get a certain amount of pips you get a chest reward.
At the end of the chest rewards you get Ascended Shards of Glory.
With those and the normal shards of glory you can buy ascended gear from the ascended league vendor who stands in the heart of the mists next to the league vendor.
https://wiki.guildwars2.com/wiki/PvP_League
https://wiki.guildwars2.com/wiki/Ascended_League_Vendor

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DH Spear pull should NOT work on evade!

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I just read that it’s unblockable. I’ve seen other guardians block it with F3 lol.
Anyways as it’s been said: You can dodge the intial throw. If I put a rope on your tummy and pull when you try to dodge or w/e you do, you’ll be pulled as well.
Also there are some exceptions even in PvE of things that are not dodge-able (not talking about instant kill attacks).
By the way if you get hit by it as a thief your best bet would be to grow distance. It has a limited distance. Also I think stun breaks might be able to cancel the pull.

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Guardian Trappers, create build diversity

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I would actually say that thief damage is higher than guardian damage (from personal experience). :s
Plus there is some diversity to guardian.. I mean I’ve seen people play support guard or variations of trapper, partially only taking 1 trap.

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What classes dominate the leaderboard?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Doesn’t really work since the leaderboard shows accounts instead of characters. You could enable people to see their most played or all of their characters.. but that kinda sucks in-game with accounts that have 70 characters.
Also maybe those people don’t want their equal enemies to see what they play. That’s kinda like giving away your strategy.
Though I must admit even the top players would probably either play meta, antimeta or a variation of the meta.

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Down skill 3

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Wasn’t ranger and ele downstate 3 the reason underwater was removed form pvp?

Anyways.. I agree some downstates aren’t well balanced but downstate shouldn’t be removed. It’s unique to Guild Wars 2, as people already said it gives extra depth to the game. The strategy of:

  • Should I kill with attacks or stomp?
  • Do I have blocks/stability for stomps?
  • Should I rezz or stomp?
  • Should I go help or stay?
  • Should I spam the downed position to get more down?

Sometimes it is really enjoyable on a 2v2 with enemy down and friend down and it’s all about killing the enemy whilst keeping your friend alive. I once had a round were my team mate was almost dead so I rezzed him enough to have some time left to lower the downstated enemies health and then I tried to rezz my friend a little enough more I started stomping the enemy instead of rezzing him so they somehow died at the same time. Unique experience that I really enjoyed. I only wished I would’ve been able to touch him instead… (sounds wrong I know)

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I’m not saying Glicko2 is better – but I have yet to see any paper or analysis which shows either Trueskill or Glicko2 being significantly better. All the Trueskill development analysis was against Elo.

The only comparison I could find was from rankade… though they too only compare glicko and not glicko2… It kinda feels like glicko2 doesn’t seem to be a real thing.. or a late 2016 thing…
https://rankade.com/ree
Even though the comparison lacks..

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Doesn’t exist in S5? Though it feels like that… Currently I just hope that at some point I miraculously increase my rating until I met enemies that are challenging. :/

I was also thinking whether or not it would be possible to use the current technology of AI programming as in neural networks to develop a kind of a judge that watches your play and reaction to the enemy to decide on your game play which skill rating you would get/lose/win. I think that’d be one of the best systems and quite modern.. however neural networks is… a rather new topic though ever growing.
Do you think something like this would be possible in the future?

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

“MMR hell” is an invention of players, so it won’t be in any real analysis. MMR hell is from matchmaking (not rating) and only exists because of limitations in the matchmaking pool.

So the actual problem is the low amount of PvP players queuing at the same time and the match making system / rating system implemented wasn’t designed for a) group play b) this low amount of people?

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I guess it might be the psychological barrier.. but I plan to get platinum at some point soo.. it kinda prevents me from reaching my goal.
I play to win and do not move up. What now?

Example 1: Why should this be a close game? Blue won and red didn’t even get “close” to winning.
Example 2: Ah, yes. This would be considered close in my eyes.
Example 3: Though 400-500 may seem good it wouldn’t fall into the ~5% or 475-500 range… hmmm.

Large PUG teams? Do you mean 5+?


A good player is fighting with and against other good players and a bad player is matched against other bad players? And good players do not get better stats than a bad player? Ah I see. So it should not be possible to win a match with an KDR of 12 to 3 and 4 top stats? I swear I played normal. I want to win but not against an enemy team that dies in 5 seconds where not even one of those can live more than a few seconds in a 1on1.
Luckily this only happened one.
Either ways I agree with the manipulation thing though… but there must be a way to improve the system.

I see.

I can’t find a comparison on the web, so what’s the difference?
I mean.. there must be a way to implement a better system.

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1.2 Playing with a Friend
So unless I risk losing a lot I can’t play rated with friends? I see okay.
I’d like to play with my guildies and there’s a 461 rating difference… I just want to enjoy some matches but I told them it’s not worth the risk for me and now they hate the current system.

2.1/2.2 Proposed System
Ah I see. I thought the top stats were better than they are. Yeah, I guess you’d have to go for 80% at least then..

1.4 / 2.4 Group Composition
Well then apparently 30% of my teams do not want to win. :s

1.* Result Consideration
Well having a lord kill considered close would work only if both lords were low health and one died earlier I guess. I mean if it would be 496-638 that’s obviously a close lord kill. Aside from that close would be anything in the 500-475 475-500 area I’d assume. That’s equal to a full teams wipe I guess and equal to a 5% difference.
If you’re properly rated, you should win half your close games. From all the 41 matches I had I only won 2 close and lost 5 close. Also enemy players and team players do not feel equally in skill. It’s either frustrating or boring to me with the exception of.. maybe 1-3 matches. I mean it’s not about winning 50% of my matches, it’s about having a challenge. And currently I’m not feeling that 50% of my time.
If you aren’t properly rated, you win more than half of the close games and move up.
The opposite. You get team members with which you lose matches and stay equal.

2.* Other Ranking System
So on a side note.. I read about the current rating system being Glicko2… now what do you think about TrueSkill/TrueSkill Ranking System?
https://www.microsoft.com/en-us/research/project/trueskill-ranking-system/

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How to counter DH?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Additional to the DH vs DH I’ve also been able to easily deal with them with condi war. It’s just a question when you use which war skill. Oh and the bow F1 and F1 after F2 are unblockable by guardians F3. heh
Oh and you can spam much more condi’s then they can cleanse + interrupts :P

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How to counter DH?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Imo it heavily depends on your class but there are some tricks especially if you’re good at cc’ing in the right time. You should also be able to either activate traps and dodge them oh and avoid their spear/f1 ability they throw.. :s

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How are Points in Season 5 calculated?

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

It can be assumed that your enemy team probably had a lower rating thus you won against a team that’s “worse” than yours which means defeating such a team doesn’t reward much rating.

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Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1.2 Playing with a Friend
However the current system discourages playing with a friend by dramatically decreasing the reward (low rating plus) and increasing the loss (high rating minus)

2.1 / 2.2 Proposed System
Or more like 2.3 Ratio:
How strong each element weights was a suggestion how I would do it. Of course you could weigh win or lose more.. but usually if your teams stats are far above the other teams stats.. I can’t imagine if you lose except the defense and offense stats are not calculated near/on point. Basically how well you play + if you participate in winning and/or win with a little compensation for losing if you still played better than the rest of the team strategy wise.. Or you can make skill rating + win | skill rating – lose.

Player Skill: 33.5%
win/lose: 50%
(top) stats: 16.5%

Does this sound better then?

1.4 / 2.4 Group Composition
Though you can still prevent the selection from selecting the same class or make sure a class that has the ability to provide swiftness? I mean it would be best if same classes would be matched.. then it wouldn’t be about composition.. hmmmm.

1.* Result Consideration
Right.. lords and high instant points should be taken in consideration for this. However I thought about this being more like a diminish of the loss you have according on how well you played. I mean if you lose against a team with the same rating and it was a close match one could assume your actual skill isn’t far from each other. Thus it wouldn’t make sense to lose a lot of rating compared to having a huge difference in points (without lord) which would mean you’re quite a bit below the winning group so less diminishing is required.

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(edited by GreenNekoHaunt.8527)

Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Apparently the first post was too long to edit… well here you go
Oh and I added a sentence to the original considering what you said Terrorsquad
by the way the points your team makes is more about strategy than skill so I put it to the strategy category also check out 1.* of this post for some calculation suggestions if interested in theory crafting, heh.

1.4 Random composition
2.4 Group composition
1.* Point Results Consideration

1.4 Random composition
I don’t know whether a system for this is set in place already or if it’s completely random however when you get into matchmaking you’re given a group of random players with random classes around your rating. This doesn’t work out though. I’ve read about people getting multiple of the same classes and I experienced myself groups that missed on certain boons or features being at a disadvantage through the whole match.

2.4 Group composition
Group composition works really well in Heroes of the Storm. In HotS you have 4 roles (holy trinity stuff, remember that?) the roles are Warrior (the harder to kill damage dealers), Supporters (the healers keeping the group alive), Assassin (the damage dealers or glass cannons) and the Specialists (the structure destroyers with a little of everything). Now we do not have these roles in Guild Wars 2 and each class is supposed to be able to take over all roles at some point, though, currently you can see that necromancers can be damage dealers or tanky and they have mobility for themselves. Guardians can be dps, healer or tanky but only give group mobility as supporter. Warriors could give group mobility but no one plays that so they’re glass cannon or a more tanky dps. Mesmers have a lot of mobility due to their portal and are dps. Elementalist are played either back line dps or support/heal. Rangers are played either heal or dps and by default give mobility with their heal skill. The revenant gives constant mobility and is played dps or support. The thief, like the necromancer has self mobility and can be considered a glass cannon. Last but not least the engineer is more of a support with dps. A better matchmaking needs to consider these classes and which are matched against which. It also needs to make sure that no disadvantages like missing swiftness occur and prevent multiple classes (more than 1 double class) from happening.

1.* Point Result Consideration
A system to compare the end results of a match (e.g. 499 – 500 loss or 50 – 500 loss) would need to take in consideration: the enemy rating, your rating, your percentage on the points, the point difference or the point ratio.

You could say if you lose a match 499/500 your team did 99.8% as good as your enemy if you lose 50/500 your team only did 10% as good against your enemy team.

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(edited by GreenNekoHaunt.8527)

Thorough suggestion for a new PvP Rating

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1. Thought on Current Situation
1.1 Rating system
1.2 Playing with a friend
1.3 Queuing possibilities
2. Suggestion
2.1 New Rating System
2.1.1 Player Skill
2.1.2 Strategy
2.2 Ratio
2.3 Group queuing
3. Thanks

1. Thought on the Current Situation
—————————————————————-
1.1 Rating system
From what I’ve experienced so far, currently if you play a game you get random people – I assume – around your rating into your group and an enemy group with players with a similar rating as well. Then the rating of your team and the enemy team is calculated and compared. If you win you gain rating if you lose you.. lose rating, duh. How much you gain or lose depends on the enemy team. Also I should mention that the rating is called “skill rating”, even though it has more to do with luck than skill.

1.2 Playing with a friend
At the moment you can queue solo or with a friend. If you queue with a friend and his rating is lower than yours, this can have a massive influence on your rating. If you’re silver/gold division and your friend is bronze division and you play a match with 3 bad players vs 5 better players at some point you can’t balance it out yourself. If you’re able to win the match you get a tiny bit of rating plus, if you lose the match you lose a ton of rating.

1.3 Queuing possibilities
Talking about queuing. As I mentioned you can queue ranked solo or with a partner and with up to 5 people on unranked. This information will be used later on, that’s why I mentioned it.

2. Suggestion
—————————————————————-
2.1 New Rating System
I’ve taken quite a lot of thoughts on this topic, since when I’m making my own game that has a ranking system it should be as good as possible. Now what I would do is:
I would divide the rating system into 2 factors.

2.1.1 Player Skill
The first factor is the actual player skill that determines how well you play your class and how well you know the other classes. It represents the pure skill level of a person, obviously. This should be influenced by top stats like damage or healing but also by your KDR and revives.

2.1.2 Strategy
The second factor is the strategy.
Even if you get a high KDR or if you deal most damage or heal the most you can still lose by fighting off point or failing to reach the match goal (gaining 500 points via conquest – as in capturing and holding points). So the other factor should be determined by your offense stat, defense stat and your match win/lose as well as how you won or lost (as in your points compared to the enemy team)

2.2 Ratio
Player Skill and Strategy should have a ratio where if 4 people are afk and you’re good enough against your enemies you lose no rating. However winning a match or losing a match should still give a big boost. So I’d say Player Skill to Strategy should be 50:50 and win to (top) stats should be 66:33.

Player Skill: 50%
win/lose: 33%
(top) stats: 17%

2.3 Group queuing
I’m going to use the inspiration from games like Heroes of the Storm here.
So yeah without much to explain.. Heroes of the Storm solves this by having a team queue and a not team queue for ranked. Something similar could be implemented as well. The problem currently is that you can enjoy ranked games but you cannot share that joy with others due to the limitations of the queue. People previously complained about fighting random vs a 5 man group. Separate queues would solve this. Now I don’t know the limitations of Guild Wars 2 nor of it’s engine and Heroes of the Storm is a MOBA that focuses on PvP but I see no other choice to solve this than to have the current queue and a queue for 3+ or maybe 1-2, 3-4, 5. I know this would require an extra leaderboards for each but if it’s possible why not. I assume it would take a few design choices and some server space since the basic system for it is already implemented.

3. Thanks
—————————————————————-
Thanks for reading through this elaborate suggestion. I really enjoy Guild Wars 2 and PvP, however the matchmaking system is a real enemy of mine. I keep getting groups according to my ranking with players that I can definitely see they aren’t as good as me. There are more and less obvious matches. Oh and by the way I do get 1-2 amazing matches here and there, where I actually have to focus to beat the enemy/enemies but it’s too rare for me to enjoy. I really love your game ArenaNet and I hope you’ll continue working on it and polishing it to touch a big audience from PvP to WvW to PvE players, including casual and hardcore.
Thanks.

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(edited by GreenNekoHaunt.8527)

Battle for Lion's Arch Open Issues and Tips

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I’m going to post it here.

Small suggestion. Can you make it so the color buffs in the second phase of the hologram do not spawn IN your character?

I probably failed the achievement because of one of those color buffs spawning in my character while performing a multi hit attack. I couldn’t even react to it.

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Jade Maw life steal: bug

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I know it’s been awesome as necro to stand at 1,200 range spawning your flesh worm thingy and do life steal via lifesteal trait to damage the boss and this hasn’t been a problem so far either.

But besides the “jade maw dies before colossus do” bug jade maw now doesn’t spawn all colossus it should. Today I had a run did my normal life steal damage and stopped before jade maw died and we waited for colossus to spawn but one was missing.
We couldn’t finish the fractal run anymore.

So please, Arenanet, make the boss spawn all the colossus there need to be and if the boss is defeated first make it spawn the rest of the colossus on it’s death.

Please do not remove the ability of life stealing from the boss. That’s a really awesome feature since life steal is no “normal damage” and the boss is immune to normal damage besides you have to know the trick and the boss can skill attack you regardless.

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New SPvP Daily Achivements

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

These new dailies have to be removed. They’re impossible to get in a certain time or expect you to have the luck to get the correct team

Tuesday: 4 of 5 matches won
Wednesday: 1 of 3 matches won
Thursday: 0 of 3 matches won
Friday: 0 of 3 matches won
Saturday: 0 of 3 matches won

Seriously. yoloQ dailies is the worst dailies ever made. Actually yoloQ is the worst ever made.
Make the daily all tournaments or only team tournaments. Because in team tournaments you can actually talk to your guildies or friends about a different strategy and they listen.

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4v5 Balances

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Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Yeh, good suggestions, just that, its not the first time i see them in this forum, yet i dont see them in game, and its definitely not something hard to code… which lead us to some sad conclusions… :|

Precisely, it doesn’t require a week of hard to insert short snippets:

if (Tournament.Players < 10)
{
Abort();
}

Only that it’s a lot more difficult than the code snippet you made.

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New SPvP Daily Achivements

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

It seems like you guys are only willing to put in minimal effort towards getting your beloved Achievement Points; any Daily that takes a bit more time instantly becomes “ridiculous” and “uncalled for”.

Tuesday: Won 4 of 5 soloQ matches
Wednesday: Won 1 of 3 soloQ matches
Thursday: Won 0 of 3 soloQ matches
Friday (today): Won 0 of 3 soloQ matches

Call me crazy but I have no luck getting a halfway decent team to be able to even have an equal match where I can say “okay I could’ve pushed harder”.

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(edited by GreenNekoHaunt.8527)

A step in the right direction but..

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

The necromancer community is a bit bitter that they are the only class that didn’t get a new healing skill. I don’t like this new direction at all.

Although to be fair, it’s not exactly a ‘new’ direction for our class.

There is a new necromancer healing skill. It’s a signet that heals you everytime you’re hit and when activating it 5 people including you can life steal from an enemy for a certain amount of time.

Diovid:
if you want to you can help me/us find new skills for the classes:
https://forum-en.gw2archive.eu/forum/game/suggestions/New-Skills-to-complete-builds/

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Fractals, AR, and sinking gold

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Well if +10 costs over 200g, them make ascended armor and place in it AR bought with fractal relics.
You will spend a lot less this way.

You actually do not need more than 3x +8 and 3x +7 to do fractals 80 when the amulet and accessories can be infused.

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New Skills to complete builds

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1. How about the passive effect inflicting torment to enemies near the necromancer every 3 seconds for 3 seconds? I would apply the idea with the damage depending on the boons of the enemies.

2. This skill would be quite helpful for people who skill on blocking abilities when blocking or fighting opponents who use this elite so it’s not too equal to endure pain.
I disagree with retaliation stance but I guess if you do not agree with blocking I’ll go with either protection or less damage based on a percentage.

1. Maybe change the active to be a boon stripper with damage based on how many removed, with more than 3 boons being removed inflicting more Torment?

2. The Retaliation would be alongside the damage reduction (although in hindsight, isn’t there a Guardian skill that provides Retaliation and Stability?). Maybe damage reduction, Stability and immunity to crits, with the payoff you can’t crit?[/quote]

Updated it:
1. I have increased the cool down. Made the bleeding occur every tick which occurs all 3 seconds. Decreased the bleeding length to 2 secs (now you cannot stack it even with 94% bleeding/condi duration increase).
Activating the signet removes boons of foes in the same range as bleeding is inflicted.
The damage increases by 6% for each boon on all foes in range. Of course you can only hit 5 foes at the same time removing a total of 5*9 boons. Which will make a total damage of 7480. Keep in mind stacks of boons are coutned as one. Thus a stack of 25 might counts as 1 boon. For each 15 boons the enemy is tormented for 10s. making it possible to stack a max torment to 3 stacks for 10s which equals 954 damage per second and 1908 damage while moving.
It’s an AoE attack not a single target attack.

2. Does not block anymore but reduce incoming damage by 50% (protection itself does only 33%). Critical hits the user does and takes from foes fumble.

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New Skills to complete builds

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

1. I don’t feel your iteration of Signet of Agony should have a self-bleed, since that’s the realm of Corruption skills, or inflict bleeding, since Necro already has a tonne of ways to apply bleeds. Instead, maybe the passive could be refreshes the duration of conditions by 1 sec, or conditions are unclearable in the radius of the Necro (would have to be a very small radius), while the active could be an AoE damage based on how many conditions are on the enemies, or maybe it applies Torment based on how many conditions are on the foe?

2. I don’t feel we should start introducing block chance into the game. Maybe a reduced damage (either through Protection or an innate damage reduction formula based on the skill) and retaliation stance?

1. How about the passive effect inflicting torment to enemies near the necromancer every 3 seconds for 3 seconds? I would apply the idea with the damage depending on the boons of the enemies.

2. This skill would be quite helpful for people who skill on blocking abilities when blocking or fighting opponents who use this elite so it’s not too equal to endure pain.
I disagree with retaliation stance but I guess if you do not agree with blocking I’ll go with either protection or less damage based on a percentage.

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New Skills to complete builds

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Some classes have builds that can’t be used completely do to skills missing. That may be healing skills or elite skills and maybe even utility skills (don’t know about utility though).

So here are some suggestions also based on Guild Wars 1 for missing skills:
Between if you find them overpowered or do not like them I’m open for your idea and opinion. Critic is welcome as well. I’m also adding your ideas as well as completing these. Thanks for everyone who’s going to help already. Please do not suggest things that are too overpowered. I’m trying my best to think of something not too overpowered too.

Necromancer
Heal:
Grenth’s Balance [60 sec cooldown]
Spectral. Convert your current life force to heal yourself.
Bit of life force: 5%
Healing per bit: 368
Elite:
Well of Weariness [No Water / 1 sec cast / 120 sec cooldown]
Well. Target area pulses, inflicting several conditions.
Damage (12x): 1,840
Weakness (5s): -50% Endurance Regeneration; 50% Fumble (Unrestricted)
Chill (3s): -66% Movement Speed; -66% Skill Recharge Rate
Poison (5s): 420 Damage; -33% Heal Effectiveness
Number of Targets: 5
Pulse: 1 sec
Duration: 12 sec
Radius: 240
Combo Field: Dark
Unblockable
Elite:
Signet of Agony [3/4 sec cast / 120 sec cool down]
Signet Passive: Inflict bleeding to adjacent foes every tick.
Signet Active: Remove boons from nearby foes and damage them. The damage increases for each boon removed. For every 15th boon removed the foes are tormented.
Ticks every: 3 sec
Bleeding (2s): 85 Damage
Damage: 583
Damage increase per boon: 6%
Torment (10s): 318 Damage; 637 Damage if Moving
Range: 180

Ranger:
Heal:
Antidote Signet [1 sec cast/ 30 sec cool down]
Signet Passive: Your pet is healed every second.
Signet Active: Gives temporal immunity to poison, weakness and blindness.
Health per second: 520
Duration: 12 sec
Elite:
Archer’s Signet [80 sec cool down]
Signet Passive: Condition duration is improved.
Signet Active: Your next attack inflicts poison.
Condition Duration: +33%
Poison (32 sec): 2688 Damage; -33% Heal Effectiveness

Warrior:
Heal:
“I Will Survive!” [30s cool down]
Shout. Grant regeneration to yourself and an additional 3 seconds for each ally in shout range.
Healing: 4480
Regen (5s): 650 Heal
Additional Regen (3s): 390 Heal
Radius: 600
Elite:
“You Will Die!” [120s cool down]
Shout. Fill your adrenaline and increase your damage for a short duration for each foe in range.
One foe – Damage increase: 3%; 1 adrenalin strike
Two foes – Damage increase: 6%; 2 adrenalin strikes
Three foes – Damage increase: 9%; 5 adrenalin strikes
Four foes – Damage increase: 12%; 10 adrenalin strikes
Five foes – Damage increase: 15%; 20 adrenalin strikes
Duration: 4 sec
Radius: 600
Elite:
Defensive Stance [90 sec cool down]
Stance. Reduces incoming damage and gain stability. Critical hits you make and receive are fumble.
Damage reduction: 50%
Stability (4s): Ignore control effects (Stun, Knockback, Launch, Knockdown, Sink, Float, Fear, Daze)
Duration: 4 sec

Guardian:
Heal:
Torch of Confidence [1 1/2 sec cast / 40 sec cool down]
Spirit Weapons. Summon an arcane torch to heal.
Duration: 30 sec
Healing: 396
Radius: 180
Command [30 sec cool down]
Command the Torch of Confidence to create an area of flames that burns nearby foes and heal nearby allies. This destroys the Torch.
Burning (3 sec): 1,218 Damage
Healing: 406
Duration: 4 sec
Radius: 240
Elite:
Signet of Devotion [3/4 sec cast / 60 sec cool down]
Signet Passive: Improves boon duration
Signet Active: Your next attack knocks down and heals you.
Improved boon duration: +10%
Knockdown: 5 sec
Healing: 1,240

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(edited by GreenNekoHaunt.8527)

New SPvP Daily Achivements

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Well actually winning 3 tournament matches (regardles solo or team) is okay actually.
It’s just that many people do not do pvp team matches after work so I have to give up that one achievement and the solo matches are too many to do all 5 besides it’s a question of luck whether you’re in a team with which you get a few wins. However the daily made me realize how much rang points you get… rang 34 I’ll come!

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A step in the right direction but..

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Not all builds are freely doable with current utilities.

E.g. Necromancer signet build: 6 7 8 9 but no elite.
Guardian meditation build: 6 7 8 9 but no elite.
There are definitely skills missing.

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Fractals of the Mists LFG Tool Tiers.

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Regarding AR this is a better system in my opinion:
1-9 (0% agony damage; best requirement: 0 lowest requirement: 0)
10-19 (12% agony damage; best requirement: 10 lowest requirement: 0)
20-29 (30% agony damage; best requirement: 25 lowest requirement: 15)
30-39 (48% agony damage; best requirement: 40 lowest requirement: 30)
40-49 (66% agony damage; best requirement: 55 lowest requirement: 45)
50 (84% agony damage; best requirement: 70 lowest requirement: 70)

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(edited by GreenNekoHaunt.8527)

Fractals to tell past living world stories

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I have a suggestion addition: add the ability to let Dessa bring you into your personal story starting from 1 but in hardmode. (all creatures are level 80+ and attack faster)

Guild Wars 2 is definitely missing the Guild Wars 1 hardmode. ^^

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Retaliation Should Scale with Damage Received

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

http://cdn.memegenerator.net/instances/500x/43751720.jpg

AAAANYWAYS…. 25% is a lot of damage in WvW that would kill even hybrid or bunkers but you kept that in mind allowing it to lower.

The thing is. 25% is a lot too already and it had no percentage of damage in guild wars 1 either. As guardian you might know it’s easily possible to go on retaliation build. This build isn’t that good as you give up your power attribute and you have not that much of survivability. So this would boost that build however losing 25% of health of your damage…. hundred blades hits 9 times (correct me if I’m wrong) with about 1k each that would be 9x 250 dmg. 2250dmg already. Hmmm… for a PvP change (like confusion which is similar to relatiation) I must say for guardians it’s a good thing but keep in mind other classes can do high damage while casting retaliation too. Those might get too op maybe. URGH I don’t know. It’s a meh change.

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New SPvP Daily Achivements

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

win 2 tournaments get 2 AP? how about win 1 tournament get 1 AP?
You only have to win 20 matches total per monthly so make monthly soloQwins 20 too but an alternative or make monthly soloQwins and monthly teamQwins each 10.

Though monthly soloQ and teamQ wins are very well welcome as you have more than 2-5 hours a day.

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New SPvP Daily Achivements

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I never realized how much people care about achievement point rankings…

Its not about a ranking but about a playstyle. We’re completionists, we complete acheivements just for the sake of having them completed. The new PvP dailies won’t have any real effect on the leaderboard anyways, what we care about is our playstyle being destroyed by the incredible amount of time and grind needed to complete all those dailies

Plus most of those completionists do actually have a job and thus only have 2-5 hours per day.

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Actual polls

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Hmm.. I think that the skills should be unlocked account bound once you unlocked them anywhere in game. Why? Guild Wars 1 used the same system.

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More features for good and bad NPC's

in Suggestions

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Seeing as the nightmare court got a down state there are different opinions between people. PvX players support the idea and PvE players are strictly against it.

Now the following I’m going to say might change the opinion of PvE players or might not.

Soooo.. the thing is Guild Wars 1 was a great game and the thing I loved most about it was the skills your enemies as well as NPC’S (or hero’s use). They were the exact same skills. Your opponents could always be equal to you. There was no skill difference between monsters, hero’s and players which made you feel more immersive. You weren’t the overpowered player with the special abilities anymore. You were just a creature (in this case human) in a world more creatures.

Enough talking about old times though (even though I started playing Guild Wars 1 like 3 weeks ago). What I’m trying to say is… in Guild Wars 2 players have a so called downstate. This downstate resembles the situation when you’re near death trying to fight for your life. I really enjoy this downstate as it’s something different. Of course many people say “downstate sucks when you’re dead you’re dead”. That’s true but you should see the “health bar dropping to zero” not as in your whole health. It’s only 95% of your health. I guess it requires some imagination… but it makes sense.

With that being said I’m going to get to my suggestion. To improve this games experience and immersion add a downstate too certain NPC’s and enemies.
Actually to everything that is either: human, charr, asura, sylvari, norn (with the exception of holograms, spirits, shadows and the undead).

That’s not all yet though. Lately I did a lot of fractals of the mists (haha living story reseted my fractal reward level). I noticed that Rox and Braham are stupid enough to let themselves be hit by the AoE’s as well as the waves. I discussed with my friends while playing GW1 (obviously xDD).

The thing is. NPC’s are supposed not to be able to effect the fight enough so players can depend on them but I think by the low damage they do it would be perfectly fine for them to be able to jump as players jump and dodge as players can dodge. They should also avoid AoE’s (give them some intelligence, asura NPC’s standing in AoE’s.. ridiculous..). Seeing what you did on Guild Wars 1 I’m 100% sure you’re able to make a great AI for the NPC’s in Guild Wars 2 to be able to dodge, jump, go out of AoE’s but fail every now and then too.

——————————————————————
Too Long Didn’t Read:
Suggestion:
In my opinion there are various reasons to give NPC’s (human, norn, charr, asura, sylvari) regardless of evil or friendly (inquest, nightmare court) a down state and improve their AI for them to be able to dodge, avoid AoE and jump (e.g. over shockwaves) but also make mistakes.
Reason:
This makes the player seem not like a special kind of creature but equal to other race NPC’s which gives a better immersion and a new kind of experience and game play. NPC’s do not do enough damage so it would prevent people from saying “stupid NPC’s” or saying “NPC’s are useless they die too fast”.

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

(edited by GreenNekoHaunt.8527)

New SPvP Daily Achivements

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

These new pvp achievements suck a lot and need to be changed or removed.

What’s the problem? Simple. Arenanet added 4 new pvp dailies that are based on winning matches once with randoms vs. randoms and once with people you should know vs. randoms that player together. Plus another 2 dailies expect you to do their pre-daily.

Now, now, this might not be as bad as one might think. Wrong. There are days when I want to win 3 times a day. Those days I rarely but do hang in pvp for up to 4 hours keep on being in the worse team. Lucky me: win joining. However… in tournaments you can’t win join at all. Being forced to have the luck to be in the better team or having a worse team (for team arena in that case). The problem here is that it depends on luck and that ain’t better than RNG. (I know everyone hates RNG except ArenaNet probably.)

Where this really is going to be a problem for both PvE achievement hunters (mostly completionists) and PvP achievement hunters (not to forget PvX).
PvP achievement hunters: Some people come home after work and they want to do their pvp achievements (all of them of course) and they spend 0.75-2+ hours doing their pvp daily. (Yes, there surely are that hate all PvE or WvW content but still want to collect achievement points). PvE achievement hunters have the same problem here.

For all that say “achievement hunting is stupid you do not need to do all dailies”.
Yes, you don’t but for people that either want to complete the game 100% or for people that want to pick up achievement points to be equal to those in the very top of the leaderboards this farming is necessary. Not all people in the top 1000 do all of their daily. Especially PvX based. So with enough time spent each day doing every and each daily you can make quite some jumps in the leaderboards.

Honestly I think achievement hunting in the sense of being a completionist is a thing people will not understand if they aren’t completionists themselves. They aren’t seeking the accomplishments they got though out all those days, weeks, months or years.

Anyways my suggestion for pvp daily:
Remove those dailys that require you to do wins in tournaments.
As an alternative add the following dailies that rotate with the others:
Daily Skyhammer – Play a match on the Skyhammer map
Daily Battle – Play a match on the Battle of Kyhlo map
Daily Forest – Play a match on the Forest of Niflhel map
Daily Foefire – Play a match on the Legacy of the Foefire map
Daily Raid – Play a match on the Raid on the Capricorn map
Daily Spirits – Play a match on the Spirit Watch map
Daily Storm – Play a match on the Temple of the Silent Storm map
Daily Winner – Win 1 match (anywhere)
Daily Teams – Play 3 team matches
Daily Solo – Play 3 solo matches
Daily Glory Spender – Spend 250 glory
Daily Rang Points – Gain 500 rang points
Daily Skirmisher – Stomp 3 enemies.
Daily PvP Recycler – Salvage 30 PvP items.
Daily Chest Opener – Open 5 PvP chests (from tournaments or bought)
Daily Class Variety – Kill 3 different classes
Reminder: these are just suggestions of dailies I would find quite do able in a short time more or less equivalent to the PvE dailies with enough variation and no time traps.

Edit: Gonna post some examples:
Monday
Daily Captures | Daily Matches Played | Daily Class Variety | Daily Top Stats
Daily Spirits | Daily Solo | Daily Glory Spender | Daily Skirmisher
Tuesday
Daily Captures | Daily Matches Played | Daily Player Kills | Daily Top Stats
Daily Battle | Daily Winner | Daily Glory Spender | Daily Rang Points
Wednesday
Daily Captures | Daily Matches Played | Daily Skirmisher | Daily Top Stats
Daily Battle | Daily Winner | Daily Class Variety | Daily PvP Chest Opener
Thursday
Daily Captures | Daily Teams | Daily Player Kills | Daily Top Stats
Daily Raid | Daily Glory Spender | Daily Skirmisher | Daily Rang Points

Gamer & Developer; Playing games is part of making games! Gather experience and make games!

(edited by GreenNekoHaunt.8527)

New SPvP Daily Achivements

in PvP

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

I have a useful fix for this: change wins to matches played. Everyone will be happy.

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Finishing NPC's in PvE - good thing

in Tower of Nightmares

Posted by: GreenNekoHaunt.8527

GreenNekoHaunt.8527

Hello there. I just want to say the following.

Having the new nightmare court using downstate had me thinking. "If players have downstates and players aren’t much different from other NPC’s (Human, Charrs, Sylvari etc.) why not giving every NPC an downstate. This would give a whole new feeling to Tyria. Inquest, bandits and separatists wouldn’t feel like simple minded creatures. They would feel like a real thread. NPC’s like Trahearn (sry for misspelling) or others would be much more useful in the living story and wouldn’t make players feel like “uhuhuh look the >>npc<< died again.” Events such as grenth would have a whole new level on them requiring you to use warrior banners as well as reviving the NPC that is in the downstate.

Of course not every type of enemy/NPC should have an downstate. I’d keep it at all classes (Human, Asura, Charr, Sylvari, Norn) and all enemy types of classes (Bandits, Separatists, Inquest, those… other Charr, Nightmare court, ice brood).

I bet many people hate this thing and will answer with “BUT FINISHING BELONGS TO PVP/WVW”.

Sure using finisher on your enemies has been used in PvP and WvW only but that’s only to make PvP and WvW more difficult allowing you to strategize whether or not you should revive one of your members or kill an enemies. BUT NO!

Hear me out. It’s unfair and doesn’t give a good immersion if NPC’s feel like NPC’s and not like players. I’m not saying “OH REMOVE THE GOD kitten DOWNSTATE IF YOU’RE DEAD YOU’RE DEAD!” ohohohoh no I’m definitely not that kind of guy.

You know immersion is an important part of GW2. It’s not about playing or anything it’s about the atmosphere. It just feels great to play gw2. You have marvelous landscapes, dark and deep dungeons, quite some variety despite this game being a work in progress. If you disagree with this you either are too pessimistic ooooorrrr you have a bad taste (just my opinion).

Fact is: having NPC’s in PvE being finished is a great thing IIIFFFF this isn’t limited on a certain type of creature (toxic nightmare court).

Over and out.

~Keep in mind that this is all my opinion and I’m a PvX player. Ideas as well as ideals and opinions may differ from person to person. Do not flame me and make yourself look like a bad person but instead criticize my ideas as well as ideals and opinions honest and in a kind way.~

Gamer & Developer; Playing games is part of making games! Gather experience and make games!