Showing Posts For Kebtiz.8370:
The only part o Skyhammer I don’t like is the power of the cannon, it requires nearly no skill to use and does way to much damage to way to large of an area. If it was more on par with trebuchet I would be totally fine with it. The area should not be so large that it is often nearly impossible to get away from, it should be just a little larger than a point, imo.
I love the dead falls, the general map design is lovely.
The cannon is to strong in skyhammer,reduce the dmg on it.If i;m able to hold it the entire game,this will happen.
That is a terrible example, for one, 6 players, so it is hotjoin or custom, two the levels are stacked very heavily towards your team, not that rank is the end all of skill, but there is an obvious experience landslide here.
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If you find PvE a ‘grind’ the answer is simple, you are doing it wrong.
All they need to do is make it so when the timer runs out it finds a new player, and not pulls the player in regardless as it does now. IE if you don’t click join, you don’t enter, simple, right?
The primary issue with performance review is how little the in game scorecard matters. You can bunker a point against 2 enemies the entire game and show nothing on scorecard except point captured (just an extreme example). I have seen people at the top of the scorecard who contributed almost nothing to the team as a whole, fighting random people off point, showing up at a point already being captured and standing in it for + scorecard ect. Without a reliable scorecard most of the other hopeful changes can’t be realized.
Yup…. you can buy yourself to lvl 80 now.
Buy your way to 80? As though you couldn’t have done it running quests outside of pvp much faster? As though you couldn’t farm the gold to do it with tradeskills faster? This is part of their ongoing series on adding benefit to pvp, I welcome changes like this. Running a pvp char for 100 hours and having nothing to show for it except a little tag on leaderboards was silly.
It baffles me what people can expect from unranked hotjoin. Sure solo queue isn’t perfect, but it is the entry point to ranked pvp, as others have said, hotjoin is for learning the basics of your builds and farming glory, nothing else.
I never wanted to use these cheap builds as it didn’t feel right but considering how little effort is needed to gain glory like this?
So why not go full gimmick, makes sense. Forget your morale compass, its always pointing north anyhow.
You mean like placing a lead path for a skill instead of it using a target? (Like archers in Vindictus)
I think this would be valuable for some skills but would make others extraordinarily hard to use in the heat of combat. Not sure how I feel about having to double click more skills to activate though.
Necros and rangers can just use the few basic builds we see every day, will keep things simple
Should probably start with a list of banned traits/utilities that can’t be used in any build.
Moa.
I went from 900 to 650 and back in 2 matches once (it was not long after solo arenas). So the principal of wide swings at higher ranking is plausible.
Rather than remove AR I would rather see it remove all conditions at 25%, maybe apply something like protection or lay down a field, rather than become immune to conditions.
He probably performed better in the match, it doesn’t seem like it is just a win/loss rating mechanic. The best player on the losing team doesn’t deserve to be penalized the same as the bad players on the losing team. Just as the people who were carried on the winning team don’t deserve as much credit as the good players.
In addition to this a global profession based scorecard would be nice. showing wins:loss of all the professions fora given period.
I may just be a skeptic, but I feel that increasing points per kill, at least in the current meta, would just push players even further into defensive/attrition builds rather than offensive. It’s safer.
That is sort of how I thought of it, it would be a nice option, but the more valuable a kill is the tankier the average build will be, I for one don’t want to see a higher ratio of bunkers on the field.
I’ve had someone say “thank god we have a ranger here!” To me last night on the marionette fight! Brave little Beary face tanked the NPC immune to frontal attacks while all the players stood behind him and pounded dat kitten
All the players??
I have never been on a pad with more than 2 others, and usually one of them goes down within secs of entering.That champ at the end of lane 1 is the easiest of the lot, my cat ‘tanked’ it while myself and one other player beat it down. We were only 2 players on the pad.
I am a full zerker sword/xx ranger, and I learned the best place for rangers during this event is staying outside in the lanes.
Ranger do not have the burst DPS needed to beat down the champs within the time limit, and if a ranger is paired up with other low burst DPS classes, the lane fails. Oh and any ranger not using melee in the arena has no business being in there. Bows cannot do it.
Leave the arena to the burst DPS classes. Do not waste the slot, go help defend another lane instead or the entire event will fail.
Playing selfishly for the AP’s guarantees the event fails.
Just about every time I enter the platforms on my ranger my champ is one of the first to go down. Champ 1 is barely worth mentioning; I almost always have Champ 2’s attention so she is easy to drag through mines and keep flank damage; Champ 3 usually makes melee soup that I have to waste my valuable dodges (or my elite slot) cleaning up; Champ 4 is also barely worth mention, and between sword swath and traps; and as long as people aren’t dragging the minis around the arena Champ 5 dies like nothing.
- Pets have to scale with rangers stats -> no condition bunker build with high burst damage anymore
There is scaling, the beast mastery line, if a bunker wants to run a cat, let them, but turning a cat into a bear based on the master’s gear seems silly. They could perhaps scale pets based on the average gear level of the master, but even that doesn’t make much sense.
Why would she want to see whole of tyria burn then?
http://www.fs.fed.us/database/feis/plants/tree/pinconl/all.html
Serotinous cones require temperatures of 113 to 120 degrees Fahrenheit (45-50 oC) to melt the resin that binds the scales of the cone [57,79,80,97,113,275], temperatures that generally accompany moderate to severe fire [79,80,113].
Sometimes fire is simply the best option.
I think every world boss should be a pita, perhaps Teq is OP, but the routine of just zooming around the map quickly picking off the loot chest bosses is silly.
I really like the idea of having a set HP then scaling based on attendance, and if enough of the attacks are AE that takes care of the need for damage scaling.
If a dragon this size steps on you, you should die in 1 hit; if Jormag’s Lieutenant lands on you, you should die in 1 hit; if you stay toe to toe with a large golem that is telegraphing a point blank AE, you should die in 1 hit.
Things that could be changed to make the world bosses more reasonable (after they make them all challenging):
Get rid of despawns, instead alter the areas around them lightly until such time as they are defeated.
Scale reward and difficulty appropriately (ie the Jungle wurm should be much easier and offer less loot that higher level world bosses, and Lieutenants should be by far the hardest and most rewarding)
I think that it would be much more enjoyable if they removed the carrot on a stick temp content mechanic and added something like magic find or experience bonuses on the current portions of the story. That would keep more people in the most up to date content, similar to how making it temporary does, but also allow people to enjoy everything at their own pace.
It might possibly be the Mursaat.
Weren’t the last of the Musaat hunted down in the after events in GW1? Margonites might be more likely, and there is a lot of fun stuff that could involve them. But with the Scarlet stuff going on my money is on a Lieutenant of Mordremoth.
I’d like a “how are we doing” box included with dailies, where as you are clicking “exit to desktop” there is a promt regarding how you felt about your game experience that day/week. Perhaps even separate it so wvw, ls, general pve, pvp are kept separate.
Here is my scale:
1 wtf did I jsut witness?, 2 I just logged in for the chat room, 3 significant room for improvement, 3 good, 5 great
They have so much backlog of available lore that could be translated into this, instead, we have 2+ holiday events per month.
All the remaining dragons, the two we haven’t seen lieutenants of specifically, the nightmare court, the blood legion, titans that were never eradicated, vengeful ancient gods, Palawa Joko, the region north east of Vabbi that we never got to see in GW1, the portions of Cantha and Tyria beyond the barrier mountains. Sorry, but I don’t buy the ‘burning through content too fast’ arguement, they have so much available for use, and are there really only three continents, they have plenty of creative minds on staff, let them be used.
I was trying so hard to force myself to enjoy it that I lost sight of why I started playing GW2 in the first place =(
Wait… So the Living World is actually distracting us from the initial threat and years worth of lore/content arena net has laying around?
I want more elder dragon content, that said, the Zhaitan fight was probably the most anticlimactic in my MMO history. The players didn’t beat him, the armada of gimmicky technology did.
I haven’t rounded that particular corner yet.
I want Zojah to meet with a debilitating accident first, then we can talk about Logan.
At first, when they announced the idea of Living World, I was excited. Then When Flame and Frost came around I was suddenly burdened with real life and managed to get very little into it before it ended, and I thought, well, it happens, better luck next time.
The next one I was around to play was Dragon Bash, and I have a lot of fun doing it, the available time span was large enough, the achievements didn’t feel overly tedious. I actually finished a few of them just leveling a new character.
Next I recall was Aetherblades and the announcement of the new two week intervals. My first thought was that new content disappearing every two weeks seems risky. And the timeframe to complete the content forced me to do nothing other than this content in my available time. To but it simply, it was more tedious than fun.
But what finally did it for me was yesterday when I logged in hoping to have some fun and finish up a few more Queens Gauntlet matches and suddenly I find myself watching a speech about something or another, trying my very best to find the new content forced upon me enjoyable, when something in my brain clicked and I realized that new achievements and temporary content every two weeks simply isn’t fun. While it is entirely true that much of the content put on its own, and playable at your own leisure, would be great, I don’t like being forced into a cattle shoot, zigzagging though a maze of interesting mechanics and things that I have never seen, knowing that one of these corners is just going to end with a pneumatic rod shot into mytemple.
In summary, I didn’t pay for the same experience that cattle get at slaughterhouses for free.
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There is really no option for p2w in the pvp system as it is, yes if they started selling ascended trinkets with slight bump in stats over regular it would be ridiculous, but I don’t see that happening. I also don’t think they should sell skins above your level, a deer in tiger skins isn’t okay (coming from a dolyak).
What would be neat to see is like EverQuest added in their f2p package, many skins that are not available anywhere else, auras, particle effects, ect. All cosmetic, all definable as contributors (or farmers) yet nothing that lessens the reward of grinding to level 70.
If you mean rewards like gold for winning tpvp I completely agree, the droprate on dyes is horrendous from Match Win Reward Chests, how are pvp only people ever supposed to afford Abyss and Celestial dyes getting no gold and 1 unid dye every 10ish wins?
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I wouldn’t either, if it resulted in better matchups.
It probably wouldn’t be very easy to do, but if they assigned the size of groups a value, and searched while expanding range, like a team of 2 would be assigned 20, then 19-21, 18-22, ect and the solo join would start 10, 10-11, 10-12, ect and when the range got to the point that it overlapped it would attempt to make and match teams. IE a 2+2+1 team would be much more likely to be assigned 3+2 team or a 1+1+1+1+1(ect) than a 5 team.
But there also may not be enough people in queue at any given time for this to be practical, it is no uncommon that I enter a next match and see multiple familiar players from previous match.
If your entire team leaves point swords vanish and respawns occur immediately, it isn’t as though the mechanic can only be used by your enemies, it is simply another layer.
People shouldn’t be encouraged to drag out losing encounters, they should rethink and regroup, imo.
I don’t necessarily think that is the way to go, because 1 lost fight could very well decide the entire match, if people were sidelined for extended periods of time. Whereas with it related to point control, your teams coordination and tactical withdrawal could quickly get your team back in the fight.
I just wanted to toss out a half baked theory and see how people felt about the idea.
While in tpvp it seems to happen rather frequently that people can die and respawn and be back into the fight before it actually ends. Is this a scenario that should happen?
The idea: if you die in ‘event’ range of a contested point your respawn would be halted (or delayed) until the point is claimed by one team or the other. I think this would add the depth with requiring intelligent withdrawals from losing points rather than a couple of bunkers knocking each other down to 90% health ad infinitum.
Along side this I think kills should be more strongly weighted, perhaps only deaths over those contested points.
Problems: 5v5 all bunkers, empowering certain other gimmicky builds.
It is a bandaid, and bandaids can be removed when they cut is healed =P
But I do see what you mean, and it was what I was talking about nightmare bunkers. Harsh penalties would be ideal.
There are teams previously unknown off, that jumped up since the new patch by simply abusing the meta and do not in any regards have their high rank because they are a strong team and play the game very well.
You mean like the team I saw the other day that is 2 30/30/10 necros and 2 spirit rangers?
My defensive/CC/wells necro that gets called OP quite often was designed for the sole purpose of dealing with spam turret engies and spirit rangers, if that says anything about cause and effect.
Necro has been my favorite pvp class since I first picked it up last year. Even when people were going on about how weak they were, I had no trouble on necro compared to ranger and elementalist at the time. I have entirely avoided builds focusing on any of the greatly updated effects since 25th and people still swear and call my build OP.
I am not claiming to play at expert level or anything, and I don’t disagree with most of what OP said, but guilt by association hurts a lot of builds on a lot of classes, and necro updates and stealth are far from the only problems.
Honestly, 15% might be low, a 5 man team is 500% of a player, so 4 man could be 500% (125% each) and 3 (when someone leaves from a leaver) would be 167%. I don’t think it is really that unreasonable, out manned, even with buff, you still lack the mobility and diversity of having 5 players. Though, certain bunkers with big boost would be nightmares.
If you lose 400 to 500 on a 4v5, you did very well and don’t deserve to lose rating. Being a man down is so much worse than having 20% fewer total stats, imo. If you take 2 fairly even teams and remove a player from one of them I doubt you are going to see 400 to 500, more likely 300-350 (maybe lower) to 500.
I have been in a several games over the past few days that have been 1 player down (most of them on my team, but that is basically irrelevant). I also noticed a while back that if you let your queuing message in hotm expire while signed up for tpvp that it automatically joins you to the match, so people could queue then have to go afk and come into the game only to leave because they were no longer able to play, but I think that is a small portion of the people leaving in pvp games. If the autojoin on expire function was disabled and it then immediately started searching for replacement it would be helpful.
But more than that, people who leave after the start of a tpvp match need to be detrimented in some way beyond a minimal change to their rating and no change to their w:l. Leaving a tpvp match should count fully as a loss, and a count should be kept with some sort of punishment for leaving x number of times within some time frame, perhaps being unable to join queue without full team for some a period of time, or temp ban from tpvp.
One option could be an outmanned general buff while teams were outnumbered, bonus 15% to all stats or something like that.
I had read in the past that games that where 4v5 would count differently towards your rating, but that doesn’t seem to be the case, I have been on the 4 team in a match that ended in a very close loss and I lost roughly the same %tile positions as I would lose being destroyed in a 5v5 match.
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I’m more worried about getting another 4v5 game than I am getting a level 1. Put all the level 1s in backlog to fill the slots for leavers?
Which is something lower ranked people most of the time not know of..yet. Which is understandable.
Which is something that you learn from playing tpvp, not from zerging around in hot joins or trying to play intelligently and getting zerged in hot joins, even 5v5 hot joins aren’t very good practice. (even low rating tpvp isn’t very good practice)
Often people will have a better grasp of game controls and be better players starting tpvp at level 5, or lower if they understand the game mechanics, than the people who zerged around hot join for their first 20+ ranks.