I would suggest the following:
For each ability of type X (shout, spirit, meditation, well, etc.) you have equiped, the cooldown will increase by 5 seconds, unless you have equiped only one such ability.
For example:
One shout equiped = normal cooldown
Two shouts equiped = normal cooldown + 5 seconds
Three shouts equiped = normal cooldown + 10 seconds
This would promote build diversity. Of course, the additional cooldown can be adjusted for each type of ability.
When I’m in an ungodly awful match where the entire opposing team is running the cheesiest of cheesy builds (you know, the ones that play themselves) I just afk and browse the internet and periodically move my character a bit.
Dear A-Net, Dear Moderator,
what is your opinion about this behavior?
Is it okay for players to brag about how to grief other players ingame in this forum?
Syncing is for noobs who lack confidence in their own skills.
Insulting them won’t make them stop.
Some players cheat and I have the feeling A-Net doesn’t have the man power to deal with the problem. This includes botters, sync-joiners in pvp and some things you can do in wvw. Sometimes A-Net doesn’t even acknowledge that the problem exists (sync-joiners).
I suggest that Guild Wars 2 implements a tribunal system similar to that of League of Legends. Now, you may not like that game but this isn’t about the game but about dealing with reports. Here’s a FAQ about the tribunal system: http://na.leagueoflegends.com/tribunal/en/faq/
I have read that Riot says that the punishments handed out by the tribunal system has never been harsher than what the staff considered adequat punishment.
You shouldn’t be upset about getting queued against good players.
I think he is more upset about good players cheating and being bad examples.
The system should remember which person you’ve played with last match in order to make sure this person cannot be in your team again.
Everytime you play with someone that someone gets a point. When assembling teams for solo q games, the system picks teammates with the lowest score.
So, Orr is going to be the neglected step-child of GuildWars 2?
Do you have any proof to your claims?
Zhaitan and its undead followers have been defeated. Trahearne has started the healing process of Orr.
These efforts should come to fruition soon. Some remaining undead might try to make a last stand but once they are defeated the landscape of Orr will change. The ruins and the corals will remain but tropical plants begin to sprout on the fields that used to be barren.
Settlers from all over Tyria will need to be recruited to rebuild Orr. Trahearne has a vision of a new Orr being a place where all the races of Tyria live together in peace. The old events will disappear and new events will appear such as helping settlers to settle in. Some ruins might remain haunted so that settlers will need help against these undead threats as well.
The Orr dungeon can remain as it is as it can be re-labeled as a time-travel dungeon where players experience events from the past.
The disappearance of undead in Orr will also make other factions such as the inquest and maybe even the sky-pirates become interested in erecting bases in Orr which will lead to conflict with the settlers.
Some small areas might also remain under undead control because some new undead power has taken control of the minions in Zhaitans absence. There could be an event across all of Orr in which the players have to deal with this power trying to take over the old temples of Orr.
—-
I believe such a storyline would continue the story of Guid Wars 2 in a logical manner. It would also give more meaning to the personal story because the player has actually helped to bring about this massive change. This storyline also provides great opportunites for living world updates.
I am suggesting this because Orr feels like a place stuck in time. The player has changed the fate of Orr; he has freed it; however, nothing has changed. The undead still claim to follow Zhaitan and Dragons roam the sky.
I agree that 5 stacks are too lenient.
I also would like to request that the ban be extented to PvE and WvW as well. Why should someone, who has caused others to have a bad ingame experience, be allowed to enjoy the game?
If the offender is a pvp-only player, he can’t play if banned.
If they are pve/pvp/wvwvw players, they can play if banned.
Therefore, pve/pvp/wvwvw players have an advantage over pvp-only players since a pvp-only ban doesn’t effect them as harshly.
This is also very important: There should be a tooltip explaining dishonor and banning!
No, I am stuck on a loading screen.
I have been playing solo q for the last three days. I’ve gotten the impression that some maps are chose more often than they should be.
Do all maps have the same chance? If I remember correctly, I have played 10 games.
5 times on Temple of the Silent Storm
2 times on Skyhammer
2 times Foefire
1 times Spirit Watch
I have noticed this as well. It is very annoying!
I see #1 Eurantien has played 19 games and won all but 3.
It sounds suspicious.
Either he is getting a great team every time by chance, or he is amazing at carrying 4 other people.
…or he is sync Qing and getting with the same top people each time.
I do not know what his profession is.
I agree. Which A-Net employee is in charge of this investigation? What kind of algorythims does A-Net use to expose cheating such as sync-queueing?
Here is how I got trolled on solo q skyhammer:
A teammate went to the portal and got killed right next to it. Then he just stayed there. Effect: Our team couldn’t enter the skyhammer room because “F” now always triggers the resurrection.
The living stories seem to revolve around a new threat every month. A new band of bad guys shows up and needs to be fought.
I would like to see another formula applied, at least every so often. Maybe something that isn’t so spectacular but more character based and, of course, with more story to it. I know the writers can do this because there are already small stories everywhere.
Balance conditions by splitting them in two classes.
The way I see it there are two kinds of conditions: Those for damage and those with other effects. Some conditions like poison and fear may be somewhere inbetween, although I would argue that the effects (reduce healing, lock-down) are more important and characteristic of the said conditions.
The second kind of conditions should henceforth be called hexes. Hexes will not be removed when a condition would normally be removed. They can only be removed by hex-removers, which should be less common than condition removers.
Hexes (Poision, Weakness, Chilled, Vulnerability) should be long-term effects which are not immediately dangerous.
Conditions should be the ones to do direct damage.
The idea is to make the placement of hexes more strategic; therefore, this idea puts them into their seperate class of effects. They shouldn’t be spammed mindlessly. That is reserved for conditions.
Guys what needs to be done is buff the Signet of Purity (which btw is compeltely bugged right now). It should remove conditions on crit every 5 seconds instead of 10.
and maybe it shouldn’t proc on crit but on hit.
You may be right about the ressources. For Mobas the only source of income is the pvp and everyone works to make the pvp balanced.
However, balancing a Moba is different for a couple of reasons. The picking and banning takes care of some unbalances. In addition, every hero or champion can only exist once per map.
Have you considered not playing for rewards?
The reason is (or was) that the Orb is unrealiable. Sometimes it wouldn’t spawn. So the map was removed until these problems could be addressed. Unfortunately, there have been no updates on the state of this map.
The supposed imbalance isn’t the reason it was removed.
While its not the reason it was removed, it still is a reason thakittens not enjoyable in a tournament setting.
That is a matter of personal opinion. I enjoyed that map and I miss it.
The reason is (or was) that the Orb is unrealiable. Sometimes it wouldn’t spawn. So the map was removed until these problems could be addressed. Unfortunately, there have been no updates on the state of this map.
The supposed imbalance isn’t the reason it was removed.
I think Arena-Net should re-design the current pvp default character set-up because the traits and weapons aren’t really competetive. Maybe they should offer a choice of 2 – 3 different premades for each class with a short descriptions. I am sure the community would contribute to ensure the builds are actually viable. (At one point in time that is how it was in GW1. Unfortunately, the infamous Hamstorm-Warrior was an example of how it shouldn’t be done.) Just let us vote on a couple of popular builds to decide which one would be the best to introduce new players to a class.
Concerning balancing:
Instead of balancing all skills and traits A-Net should create five equally viable builds for every class and only allow these in tournaments. If a build is too good it will not be part of the five builds.
These builds will not be the five best builds that could be created. The idea is to have five builds that are equally good (or bad by current standards) compared to the other builds of other classes.
If every profession had five premades there would actually be more variaty than there is now.
Maybe capping should count towards the kills. That could mitigate the problem that you addressed.
At the beginning of a match you don’t have any (active) traits. After 1 kill to your credit you unlock adept traits, after 2 additional kills (3 total) you unlock master traits and after 3 additional kills (6 total) you unlock grandmaster traits.
You still trait your character as usual in the mists before a match but the traits you have chosen will be inactive at first — until you unlock them as described above. You won’t have to trait them during the match. Due to these changes the match might last a little longer so the timer should be set to 20 minutes.
What do I hope to achieve with this idea?
- Add different “phases” to the game
- At first, teams might want to prefer team fights over capping since they need kills to unlock traits. Otherwise their bunker will have a hard time accumulating kills.
- Players now have a choice to pick lots of adept traits (and be effective in early game) or pick grandmaster traits (and be effective in late game).
- Make kills a little bit more meaningful
This idea isn’t meant to address any current balancing issues.
Maybe a new condition should punish dodge rolling?
Two questions about Torment:
1. Which boon does it transform into when using Pure of Voice (trait) and a shout?
2. What triggers the damage? Walking or distance travelled? Do teleports (distant travelled) trigger the dmg? I think that would be okay. A Mesmer using a portal at max distant could instantly kill himself.
Isn’t it true that additional conditions present a nerf to condition removal? I guess it would depend on how spammable the new condition is. If the number of condition removals remains the same it will be harder to remove conditions.
Spirit Watch used to be on the rotation but it was removed because the Orb was buggy. (Sometimes it wouldn’t respawn.) I was under the impression that once this problem was solved the map would return regardless of people liking or disliking it. It would be nice to have an update on that.
Or make it so that using them costs endurance as well.
What is the current map rotation and is Spirit Watch in it again?
Don’t ask what sPvP can do for you, ask instead what you can do for sPvP!
Okay, if you play 24/7 you will still have an advantage. You will find more golden items in total.
The player who couldn’t play for 24 hours will get a Magic Find boon for 24 minutes so that he can catch up to the 24/7 player.
It is a compensation for not being able to play as much as other players.
That isn’t a similar effect. That isn’t what I meant.
I just wanted to make it easier for ppl who aren’t ingame as regularly as those ppl without a real-life to get the loot they want.
In many other MMORPGs we see mechanics that help players who are unable to play all the time. I think that GW2 could do with a similar mechanic.
How about this:
For every hour that you are not logged in you gain a minute of a 5% Magic Find boon.
Wow, I have just discovered this thread and I am surprised that so many people have an issue with Trahearne.
I enjoyed the story and I enjoyed being a “junior partner” to Trahearne who is essentially a leader getting on-the-job-training.
In general, I am quite impressed with some attempts to make a stereotypical save-the-world story less stereotypical in some places. (The voices of Ogres and Hylek, the design of the charr females.)
There may be issues with his writing BUT real persons don’t always adhere to the rules of creative writing. This actually makes Trahearne more real to me. That is why I am always suspicious of people citing rules for creative writing and character development. Real characters don’t always follow these rules!!
I’ve never thought about it that way. But now that I have done so, I have to say that I disagree. The music of the game is great and I really enjoy it. Every once in a while I turn the ingame music off and listen to my own music but just because I am in the mood for something else.
Well, they should have the same amount of landmarks to discover and if you have 56% completion on one map you have 56% completion on the other map as well.
I don’t mind all borderland maps being the same with different starting locations. I don’t just want them to have a new “skin”; I want a new eternal battlegrounds map with new tactical possibilities.
The current wvwvw maps are great. I would be interesting, though, to have two new maps. One for the eternal battlegrounds and one for the borderlands. (Or maybe just for the eternals for starters.) The map could change every month or so.
The flavor of the map could be different by using another tileset. The supply posts, the castle, the mercenaries and so on could be rearranged to allow for different tactics.
The change of the map could even be explained with the lore since all of this takes place in the mists where different sets of rules apply.
Hi there,
How about a pve zone with rising (and falling) water levels?
It could be a coastal zone with low tide and high tide. Or a zone with a a river and a dam. The rising and falling of the water level could either be controlled through an event (opening / closing the water gates) or through a timer (the tides).
There is also a network of caves in the zone which are partly filled with water when the water has risen. Some of them are only reachable when the water has risen because players cannot jump high enough but with the water they can swim up to the cave. The lower caves will be under water for half of the time.
Do we need to more mechanics to allow for different strategies and to create more roles in a team?
If dominating three capture point is to be the mechanic all maps have in common then we might just as well have player skills that effect and manipulate these capture points, right?
There could be a necromancer skill called “Barren Wasteland”: Puts a hex on the capture point. For 30 seconds capturing this capture point takes twice as long.
“Poisoned Harvest”: Puts a hex on the capture point. Capturing this capture point poisons the captor for 4 seconds. Hex duration: 1 minute.
“Bountiful Harvest”: After capturing this point, you gain regeneration and swiftness for 2 seconds.
“Seeds of Fortune”: After 3 minutes this capture point produces victory points at 150% the normal speed. Seeds of Fortune is disspelled when point becomes neutral. May only be applied to one capture point per map.
Professions could also have traits that trigger upon capture or upon neutralizing points.
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Let’s take mana (or as it was known in GW1 energy) as another example. The introduction of this mechanic along with skills that drain or restore mana could offer new possibilities when it comes to balancing professions. Let’s say that draining mana was something that the warrior was good at. It could make up for his current short-comings without really effecting his performance in PvE. There could be a boon that increases mana regeneration and a condition that makes you regenerate it slower. (And traits that trigger at 50% mana… and so on.)
Maybe introducing the mana mechanic isn’t the solution but another mechanic that I am too uncreative to think of is.
Hi,
I play solo queue tournaments and it is fun. You win some, you lose some. However, I find myself forced into a defensive role.
In my experience everyone wants to be the roamer or the dmg dealer. To ensure the best team composition I play guardian or bm ranger which is fun. I wouldn’t mind some variety though. A lot of times when I try to play dmg dealer, I find my team lacking a defensive player. (The games with three guardians are really rare.)
I am not ciritizing the game but the mentality of the players. The same thing happens in other games like Dota2 where I am forced to play the support role as well lest the team has 5 carries.
Have other solo players made similar experiences?
I agree with that too, but Warrior for now is far from being a hybrid Guardian/Thief, very far.
No, he IS a hybrid Guardian/Thief at this very moment.
It is just that the role of a Guardian/Thief isn’t viable at the moment.
The warrior is the profession he is intended to be but there is no place for him because the current meta demands extremes: Extreme bunkers, extreme burst, extreme mobility, extreme conditions, extreme cleanse.
Sometime ago i saw a post made by BurrTheKing:
“Warrior should have been the class that stood between Guardian and Thief. The guardian is generally run very tanky and thief towards high spike damage. Of course, there are exceptions where thieves could be more geared towards mitigating damage or guardians could be more glassy (although idk why you would do this). Warriors SHOULD have bridged the gap between the two, less tanky than a guardian but still fairly tough while still dealing consistent DPS but not being able to do as high of spike damage as a thief.”
Idk how about u guys, but i completely agree on that.
I agree on that as well. However, I believe you can already play a warrior like that. It is entirely possible to do that. The problem isn’t that you cannot skill a warrior in this fashion; the problem is that it isn’t a viable role in the current meta.
I had a very different idea about how to make the warrior more viable in tPvP.
I was thinking about how to give the warrior a unique role which wouldn’t be just another dmg dealer.
My idea is to change the adrenaline effect a little bit. At 0 adrenaline the warrior has more toughness and a little bit more healing both of which he gradually loses when he gains more adrenaline. At the same time more adrenaline makes him deal a lot more dmg.
The warrior could be a defensive profession at 0 adrenaline and at full adrenaline he has more dps than a thief. He shouldn’t be too good at bunkering, though. It should be a challenge for the team to keep the warrior alive so that he can gain full adrenaline at which time he will be immensely usefull to the team (but only until he loses his adrenaline due to spending it on burst or coming out of combat).
With this kind of warrior the team wants to win long team fights and keep the warrior in combat all the time.
Why don’t you head over to the Dota or LoL Forums and demand a 1vs1 mode there?
Think about that for a second. Would it make sense?
Okay, second is over. Now, why do you think this suggestion makes sense here?
Watching sports is very subjective. I find Baseball and American Football are a real bore to watch. One reason for that is the fact that I don’t know all the rules. That is entirely my fault. Having a shout-caster point out the significance of an action I would have overlooked otherwise helps me enjoy observing.
Gw2 being a game that you don’t like to watch or play doesn’t mean that it is a bad game or that it won’t find its player base.
Oh, and by the way, I don’t spend my time on Baseball forums telling people that their game would be better if the ball was bigger and the object was to kick it into a metal frame called goal.
I’ve watched some Gw2 tournaments being shout-cast and it was fun to watch.
Warhammer 40k: Dawn of War II (RTS game) has three victory points and the first team to reach a certain amount wins. It was fun to watch, too.
Why does everyone assume that PvP needs to be team based?
Because the game is designed that way.
