Showing Posts For Jondare.1906:

Skyhammer Design Discussion

in PvP

Posted by: Jondare.1906

Jondare.1906

  • Which secondary mechanic do you like more: A secondary mechanic that is always up and has constant impact on the map or a secondary mechanic that comes up periodically that maybe has more impact on the map?

Periodically, for sure. If the thing is always there, you either split up the fights cause it’s as important as a capture point (Current skyhammer) or it only get’s taken when nothing much else is going on/it would win the game (Beasts and lord).

With timed ones however, the game is still mostly focused on the actual points, but there are short bursts where everything changes, meaning you suddenly have to decide whether to abandon a fight you’re in to secure it, if there’s an enemy player that might be able to get it that you need to contest it, or maybe just that you need to get ready to limit the impact (Decapping the points before or after buffs on Temple).

  • Do you think secondary mechanics should ALL be swing mechanics or can there be some maps secondary mechanics that are more focused on snowballing the match?

I would prefer Swing mechanics that can’t be used to just instantly win a match, since it makes it more exciting to play (and watch) if there’s something that can turn the match around, as opposed to just having one team get further ahead. (Temple buffs vs. Lord is a good example. Buffs NEED to be kept in mind, even as a team that’s ahead, because they can give the team that’s behind such a good leg up, while lord is purely a win more mechanic.)

  • If you could rework the Skyhammer secondary mechanic what would you keep and what would you change?

The post you replied to had some good ideas, but i think i would restrict it even more: Have it up for X amount of shots at Y times. To make these shots worth it, remove the “gain control” part of the cannon, instead having the actual shooting require a short (1-2s) channel that can be interrupted by damage as normal. This way you mightill get a few shots of even if it’s contested, but it’ll be dangerous, they’ll be imprecise, and the opponent can also do it.

Upcoming Changes to PvP Runes/Sigils/Amulets

in PvP

Posted by: Jondare.1906

Jondare.1906

Well, RIP elementalists…

New MM isn't working. Here's a way to fix it.

in PvP

Posted by: Jondare.1906

Jondare.1906

So, as anyone who has spent even half a second looking through these forums have seen, the new way of doing matchmaking is not working at all. I’m not just talking about the weird bugs that we had last night, but also people ending up with 5 Legends/Diamonds against a team of 2-3 Legends/Diamonds and a bunch of low tier players, simply because one of the high tier ones wanted to play with his friends.

I recognize that the old system had a flaw as well, but this new way of doing it just isn’t working. However, instead of just moaning about, here’s a way that might fix it:

If you see a premade group with q high tier player, and some amount of lower tier one, instead of just pretending they’re all of the highest tier, try and create an opposing group with the same rough tier distribution (+/- 1 tier is fine).

Action Camera: Further Information

in Guild Wars 2 Discussion

Posted by: Jondare.1906

Jondare.1906

Is it possible to get the “No autotargeting for mobility skills” without using Action cam? I love autotargeting, to ensure my fireballs are actually hitting stuff, but there’s nothing worse than RTL’ing right into the hands of my enemy because i forgot to turn autotargetig off again.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: Jondare.1906

Jondare.1906

Biggest problem, above the lack of rewards, is definately the type of gameplay it encourages: Selfish play, where you just rush from event to event, without actually helping.

Far as i see, there’s a pretty simple solution, design wise at least: Make the final payout depend on the amount of events completed by the entire map (You already keep track of this info right on screen!). If needed, to prevent leechers, you can make it so the Defender buff goes up to 5 or whatever, with each stack giving you a percentage of the final reward (So if 5 stacks max, 0 stacks would give you 0% of the map reward, 1 20% and so on, with 5 stacks giving 100%).
This encourages people to split up, do the events, and generally help each other, the things that make this game so amazing.

Also, the events should really be giving the normal karma/xp/money rewards, if nothing else then for new players. This might lead to some people doing the run-and-tag in order to get more karma and whatever, but it will be a tiny problem compared to currently.