Showing Posts For Marcos.3690:

A Message from the PvP Team

in PvP

Posted by: Marcos.3690

Marcos.3690

So the pro teams that abused the system get to keep their progress without any punishment? LOL.

Sorry, but that’s not acceptable.

Anet, admit it has been a disaster, do a hard reset, that’s the only fair way to address the fiasco.

A Message from the PvP Team

in PvP

Posted by: Marcos.3690

Marcos.3690

So apparently the solo vs team issue was present because some teams were reseting their MMR. Will we see less solo vs premades from now on? Otherwise the system is still a fail

The PvP Leagues Poll

in PvP

Posted by: Marcos.3690

Marcos.3690

Cross post this to reddit too.

I’m extremely newbie in reddit. If someone wants to share it there his help will be greatly appreciated

The PvP Leagues Poll

in PvP

Posted by: Marcos.3690

Marcos.3690

I made this quick poll to gather some statistics and maybe get a good understanding of what the community really thinks about the PvP leagues.

You can participate here: http://goo.gl/forms/mx6z5P3aez

Once you submit your answer you will be able to see the global results.
You can also find them here
https://docs.google.com/forms/d/1w7PZwX1hHFG-QwhNGhU8QNfWxuekJQNLgy5e6pwTVNs/viewanalytics?usp=form_confirm

Thanks for participating.

Spectator modes!

in PvP

Posted by: Marcos.3690

Marcos.3690

don’t get too hyped, looks like a very small shave to the current spectator mode

Leagues start 1st December...

in PvP

Posted by: Marcos.3690

Marcos.3690

nice delay on the most important feature for PvP players. Great strat to kill the hype.

In my opinion they should have implemented a test season before dec 1st

Stronghold exploit safespot in lord room.

in PvP

Posted by: Marcos.3690

Marcos.3690

and you had to post it so everyone abuses it

Why was Courtyard taken away?

in PvP

Posted by: Marcos.3690

Marcos.3690

@OP
because anet likes to spend resources on stuff and then remove it

first it was free/paid tournaments
then soloQ
then capricorn
then old trait system
etc etc

Is PvP worth to begin?

in PvP

Posted by: Marcos.3690

Marcos.3690

it’s indeed flawed but still fun enough to try it out.

Stop changing stuff and let the meta settle!

in PvP

Posted by: Marcos.3690

Marcos.3690

L2p has always been the best excuse for bad class balance.

[PvP] Shouts vs. Cantrips

in Elementalist

Posted by: Marcos.3690

Marcos.3690

I use 2 of each

Lightning flash
“Aftershock”
Armor of earth
“Rebound”

incentive to stay relevant in PVP

in PvP

Posted by: Marcos.3690

Marcos.3690

I play only ele and only PvP. I also bought the expansion.

I dont think tempest outclasses d/d elementalist.

New stats on new amulets do not work

in PvP

Posted by: Marcos.3690

Marcos.3690

SOON

Please add elite spec icons and enemy models

in PvP

Posted by: Marcos.3690

Marcos.3690

I agree.

Elite specializations might be using old weapon sets making them hard to identify until it’s too late. Tempest for example is much better using daggers than a warhorn.

Also, imagine what will happen when they release 9 new specializations on the next expansion.

[PvP] Analysis on Overloading

in Elementalist

Posted by: Marcos.3690

Marcos.3690

I love the rune suggestion for its effect, but then it would become mandatory and that’s bad design depending on what actual build you’re going for. The unified attunement/overload cooldown is something that really needs to go, though. How come you become exhausted after overloading fire, but if you don’t swap attunements your “exhaustion” still allows to use fire skills? Such exhaustion should just kick you out of the attunement in that case… it doesn’t even make sense to put such high cooldown for attunement.

OP, what do you think about party-wide damage modifiers or stat increases? It could be tied to Lucid Singularity, something like:

  • Gives nearby allies a certain stat increase after finishing an overload, depending on the attunement.

So fire gives, like, AoE Power increase for 15sec for all members in a party. This way it would compete directly with the other options and open up for different decision making.

@Edit
Another random idea for party-wide buff is giving 10 stacks of a Venom-inspired buff that applies a certain condition, depending on the attunement (Fire->burning, Earth->bleeding, Air->??, Water->??).

I agree with your thoughts on the runes as they would hurt rune variety. I like the stat increase but I think that overloads should be more visually gamechanging/impactful if they were to be buffed at all.

However I dont think anet reworks something that was realeased a week ago, so a hotfix to the hability cost would be good enough.

I guess my high cost high reward design would be:

-Fire: Same effect, increased burn frequency, the fire field now follows you.

-Water: Heals (slightly more) and cures conditions, it also leaves a big water field after completion (this would allow eles to heal even if they are locked out of water for 20 sec)

-Air: No change.

-Earth: Current effect + obsidian flesh (focus earth#5) after completion. The blast and root are applied at the beginning of the cast instead.

(edited by Marcos.3690)

[PvP] Queue system

in PvP

Posted by: Marcos.3690

Marcos.3690

it has always been like this and it won’t change

Can "Rebound" get better feedback?

in Elementalist

Posted by: Marcos.3690

Marcos.3690

They should increase the heal to 50% of max health or make it also heal downed allies (not full rezz). CD could then be increased as well.

Why cast time on shout?

in Elementalist

Posted by: Marcos.3690

Marcos.3690

Shouts should be instant indeed…

[PvP] Analysis on Overloading

in Elementalist

Posted by: Marcos.3690

Marcos.3690

Today I reached my 100th PvP game of Tempest and I would like to analyze its new mechanic (overloading). I’ll write about the relation between cost and reward.

Cost

1- Wait 5 seconds in an attunement:
This wait-time ruins your attunement rotation. Being an elementalist you don’t want to stay in an attunement more than 3-3.5 seconds as you want to cicle fast in order to get more healing, boons, damage and condition cleansing. At the same time the autoattacks are usually underwhelming which means that you are basically going to waste a couple of seconds every time you prepare to overload.

2- Channel the overload during 4 more seconds:
This makes you extremely vulnerable to any kind of burst damage, condition and CC.

3-While overloading you are still locked in the same attunement:
Since you had to wait for 5 seconds earlier and now you are channeling for 4, all your other attunements are recharged already (5+4=9 is the attunement recharge).
Being forced to channel means that you are being extremely innefficient as you are wasting a whole rotation of boons, healing, condition cleanse and damage.

4- The overloaded attunement becomes locked for 20 seconds
20 seconds is the 200% of the base recharge rate which is huge. Not only you ruined your current attunement rotation but you are also paying with the following one.

We lost 1 rotation and made another one inefficient and therefore we are losing a ton of value (boons, damage, healing, condition cleanse). At this point you will be thinking that the reward is going to be insane. I have bad news.

Reward

1- Fire: Pulses burning and 5-6 ish might. You can get more might if you decide to stand in the small area and not move (root yourself, more drawbacks to get the full value).
2- Water: Cleanses conditions and heals.
3- Air: Deals damage. Applies vulnerability.
4- Earth: Grants protection, cripples, bleeds, immobilizes.

Cost-Reward
1- Fire: This ability should never be casted as the cost is way too high for just 5 might. You could get way more than that by doing your natural rotation. The damage is underwhelming.

2- Water: although this one may seem good, the fact that you lock yourself out of water for 20 seconds means that you will die in the next rotation. You might heal more now, but in the long run you will be losing.

3- Air: The cost is super high but at least the damage is great. Maybe the only barely usable overload.

4- Earth: Again decent, but the cost is so high it’s not worth casting.

Overall we have mediocre and average effects at an incredibly high cost. Therefore, most overloads never see any play.

Possible fixes

Two directions could be taken

a) Increase the reward: I think this would be the most interesting one. High cost high reward gameplay is usually the most enjoyable in PvP games.
If this direction is followed, only fire, water and earth need to be buffed. Air is already OKish.

b) Reduce the cost. This would require less effort by anet than option a). I will brainstorm a few suggestions (only one should be taken)

- You can swap attunements while channeling the overload (nice synergy with traits such as rock solid and elemental attunement. Probably the natural option)

- You are not forced to wait 5 seconds before starting the channel. This is a good option as it would make the stunbreak on overloads actually usable. However overloads would then become a consequence to CC, rather than a proactive play.

- Don’t punish the tempest with extended cooldowns after overloading. Overload can still have the 20 sec recharge, but attunement shouldn’t.

- Make harmonious conduit (1 stack of stability when overloading) baseline, minor or adept tier. Right now it is competing with Invigorating torrents which is too good too pass.

- Change “Rebound!” to “Your following Overload channel is instant”

- Change “Superior rune of the tempest” bonus. It now grants stability and protection while overloading (or when you use a shout – “feel the burn” synergy)

(edited by Marcos.3690)

Leagues

in PvP

Posted by: Marcos.3690

Marcos.3690

The twitch viewership is still very poor tho

Queue Times Are So Long - NEED FIX NAO

in PvP

Posted by: Marcos.3690

Marcos.3690

esports

Attachments:

Queue Times Are So Long - NEED FIX NAO

in PvP

Posted by: Marcos.3690

Marcos.3690

ResidentSleeper

QUEING IN HEART OF THE MISTS IS BORING

ResidentSleeper

Tempest PvP Analysis and Suggestions

in Elementalist

Posted by: Marcos.3690

Marcos.3690

so if tempest sucks, is there any reason for main eles (pvp only) to buy the expansion?

Fears about sPvP Leagues

in PvP

Posted by: Marcos.3690

Marcos.3690

They basically copied Hearthstone’s rank system which has a ton of flaws and Anet made it even more casual.

The two obvious problems:

- The system feels like a grind. Anyone that is decent (51% winrate) and plays enough can get legendary in Hearthstone. It should be even easier here since you can’t lose divisions. This means that even a 45% winrate can get a good luck streak and achieve better ranks if he plays a lot.

- Since you can’t lose divisions it’s extremely easy to wintrade. You can just sync queue at 5 am and let the opponent win.

My greatest fear:

- They will just “translate” the current system. One current ladder point will become one pipe. This is obviously a disaster because you just need to play a ton of games to be the highest under this algorithm.

Solutions:

- Split soloQ & teamQ
- You are only protected from loses in the 1st division. You can de-rank anytime past 1st division.
- The Pipes are not tied to scoreboards. You either lose or you win.

(edited by Marcos.3690)

Anets support for PvP?

in PvP

Posted by: Marcos.3690

Marcos.3690

Anet lacks the resources and talent.

You can barely make a competitive pvp game if it’s updated once every 6 months.

You can’t definitely make a competitive pvp if each update introduces imbalance and bugs.

Elementalists and new spec system

in PvP

Posted by: Marcos.3690

Marcos.3690

I can’t believe Arenanet reworked most of the traits and made the same mistakes.

This was the last chance to finally fix ele and now the class makes even less sense.

Here’s my prediction:

1) Ele is useless
2) it takes 8 months to fix it
3) Anet has to introduce an OP, must have trait
4) Ele is now overpowered
5) After 8 more months: Anet nerfes ele.
6) Go back to 1) and repeat.

Attachments:

Chronomancer sounds amazing!

in PvP

Posted by: Marcos.3690

Marcos.3690

all the new specializations are going to be insanely OP.

P2W incoming

27 LLamas to get the Lavish Llama

in PvP

Posted by: Marcos.3690

Marcos.3690

Hi all,

Trying to achieve the Lavish Llama at the current rate would be, as someone aptly noted, madness! The good news is, next week will bring some concrete details on how you can start earning them at a much more rapid pace through participating in select tournaments.

-Josh

Could this be… the return of in-game tournaments? HYPE!

All tournaments are already in-game. :P

When I said select tournaments, I mean our community events.

:(

Dead horse... *kick* Soloq on China servers

in PvP

Posted by: Marcos.3690

Marcos.3690

…there’s absolutely no point in posting feedback on the Chinese forums x.×...

it’s the same here, we have been complaining about exactly the same for months.

Stronghold feedback by a long time pvp player

in PvP

Posted by: Marcos.3690

Marcos.3690

Timer should be 25-30 minutes, it’s not such a big commitment.

I’d much rather play 3 good games a day than 6 mediocre games ended by timer

gvg vs. stronghold

in PvP

Posted by: Marcos.3690

Marcos.3690

There should be a way to reduce the supply delivery since it’s quite boring.

Maybe all the gathered supply could be shared with your Team so anyone can summon minions using the “Team resources” instead of personal resources.

That would make every single kill more rewarding, as you would steal 1 resource per kill if the enemy team has any.

Specific ques for modes.

in PvP

Posted by: Marcos.3690

Marcos.3690

Im not to fussed about having a queue for courtyard, but i am hoping to see a seperate unranked and ranked queue option for conquest and stronghold. Im presuming stronghold will release with at least 3 maps (hopefully) and think this would be the best option to keep everyone happy. Maybe even a third option for both for ‘any’ in the case the user doesnt care which game mode.

it will come with only 1 map

Stronghold deserves its own queue

in Guild Wars 2: Heart of Thorns

Posted by: Marcos.3690

Marcos.3690

These should be the splits:

Unranked (Conquest+deathmatch+stronghold)

Ranked Conquest

Ranked Stronghold

Stronghold deserves its own queue

in Guild Wars 2: Heart of Thorns

Posted by: Marcos.3690

Marcos.3690

I think the problem is that Anet didn’t develop enough Stronghold maps to have it on it’s own map voting queue. We will have to see when they reveal how many Stronghold maps the expansion will have.

they have already said it’s just 1 map

Champion's Dusk Feedback

in PvP

Posted by: Marcos.3690

Marcos.3690

There’s too much going on at once. There’s only 5 players per team, you’re spread very thin if you need to push a lane, defend a lane, move supplies and man the treb all at once. Streamline things and put some stuff on auto pilot, have your minions spawn at regular interval and eat from a supply pool while it is available

A single lane with minions coming from both sides is just better imo, and would encourage less rush tactics and more player vs player.

Good points

Courtyard suggestion

in PvP

Posted by: Marcos.3690

Marcos.3690

It was introduced as a kind of “beta” but it has never seen any change.

Since the major problem the map has is that teams snowball really hard I’d suggest:

1) disabling respawn
2) Last team standing wins the round
3) Best of 3 (or 5) rounds

—> Also, the map might be more interesting in a 3v3 bracket.

does GW2 have matchmaking?

in PvP

Posted by: Marcos.3690

Marcos.3690

The main problem with matchmaking in GW2 is that as you improve your MMR instead of fighting with and against better players, you play with worse teammates against the same players.

Please bring Stronghold back!

in PvP

Posted by: Marcos.3690

Marcos.3690

I’m super glad there are new things coming into gw2 pvp, on the other hand Stronghold has MANY problems at the moment. Yes, you can play the map to maximize all the pvp elements, however the most EFFECTIVE way to play it is just taking down the lord alone which brings you zero to little pvp experience. Sadly, unless this gets modified, it will never be able to compete with conquest because people will do what’s best in their interest. A fast win, move on to another. It’s how things are in all games.

Another issue is that Stronghold makes the gap between pugs and premade even higher and solo players will probably get frustrated with the map after some time.

I had fun playing Stronghold but I must say that it’s probably because it’s new. I like the aspect of not having to defend/cap points and can engage in fights with real players. However, that’s not how you win. You can already see it, people rush supplies, channel heroes and push lord. If both teams do this, then it’s just a matter of time, who can take down npc’s faster. If this is not reworked, it’ll just be an pvp mode where killing npc’s faster rewards you. That should be changed.

There are lots issues not connected to this, too. Channelling heroes is pretty akward at the moment, there’s no way to counter high stability builds when you don’t have many cc to use. Also, the mist at the channel blocks your view so much, you can’t tell what enemies are doing. The gap between spawn and gates/lord is too big, too. The chamber the lord is at is too small leading to just messy fights, everything blocks your view. The way the lord is placed is much better at Legacy if you ask me.

There are so many ‘new player traps’ on Stronghold. Basically, all you need to take down all gates is ONE doorbreaker and keeping him alive. Archers are pretty useless and running supplies, too. Fighting at mid could be super fun, but it just slows you down.

There is no penalty for failing lord push, there is no penalty for failing lord defense. The fights can go on and on, people respawning, so it results in going to timer. With this, you can just have 4 players supporting your lord, while the 5th goes and kill enemy lord. It’s very possible and since the map is long (not saying big on purpose), between you getting the message ‘your lord is under attack’ and you coming back to your lord from enemy one, yours would be dead 10 times even if it was only ONE player trying to kill it.

So, glad there was something new but honestly, after all it all comes down to pve speed clear and who has more dps. They need to rework this map so it rewards players for playing well and punishes those who don’t. The lords need to get buffed quite a lot or players will be just sniping them with zerker specs in 10 seconds. They need to change the way gates get broken down. I mean really, it takes literally no time for one npc to kill the gate. They need to punish you for failing both lord push and defense. And lastly they should not allow for lord to be able to be killed by one fresh air ele.

Nice post, +1

Stronghold - Beta Feedback

in PvP

Posted by: Marcos.3690

Marcos.3690

Capping the resources is OKish, but running back to your base to deliver them is quite boring.

Defending is not rewarding in Stronghold

in PvP

Posted by: Marcos.3690

Marcos.3690

In LoL when you kill the enemy team in your own base (late in the game), the respawn is so long that you have time to punnish your opponents and push to their base

I think stronghold should be similar.

How many Stronghold maps in the expansion?

in PvP

Posted by: Marcos.3690

Marcos.3690

1 map for a whole expansion is a big joke.

HoT is going to be a scam for pvp players

You clearly don’t know what a scam is.
You also seem to disregard the fact that you don’t even need to buy the expansion in order to play on the map.

Then the expansion includes literally no content for PvP players. That’s even worse…

Best case scenario: The new specializations are so bad that they are not relevant
Worst case scenario: The new specializations are so good that game is now P2W

Please bring Stronghold back!

in PvP

Posted by: Marcos.3690

Marcos.3690

Yes, i agree with the separate queue and the boatload of new pvpers, as they will be pve players sick of open world and not true pvp players. stronghold is a pve map, dont fool yourself.

true pvp players don’t like conquest either

How many Stronghold maps in the expansion?

in PvP

Posted by: Marcos.3690

Marcos.3690

1 map for a whole expansion is a big joke.

HoT is going to be a scam for pvp players

does GW2 have matchmaking?

in PvP

Posted by: Marcos.3690

Marcos.3690

achievement points = PvP skills

lol

imo Stronghold would be better 10v10

in PvP

Posted by: Marcos.3690

Marcos.3690

Even if 10v10 was better it would destroy the PvP community.

It currently takes 7-8 minutes to find a 5v5, it would take 15 minutes to find 10v10

Defending is not rewarding in Stronghold

in PvP

Posted by: Marcos.3690

Marcos.3690

Deffending is actually OP when you are ahead.

Instructions to win Stronghold.

1) Take enemy 1st gate
2) Take enemy 2nd gate
3) Don’t go inside his lord room. Go back to your base and deffend whole game

Stronghold - Beta Feedback

in PvP

Posted by: Marcos.3690

Marcos.3690

Feedback:

1- Running supply is quite boring —> Archers and bombers should spawn automatically. The mid zone where you gather supply could be changed to a neutral buff/boss.

2- Timer needs to go. It’s too anticlimatic.

3- Too many objectives. We don’t need trebuchets.

4- Remove all the invisible walls. The conquest maps are quite good because they have a ton of jumps/teleports to kite while champion’s dusk only has the main lanes

(edited by Marcos.3690)

Why get HoT?

in PvP

Posted by: Marcos.3690

Marcos.3690

I agree.

Stronghold looks OKish, it’s for sure better than Conquest but that’s really easy to achieve.

Regarding PvP, the expansion only includes this map and the specializations which might not even be relevant because of game-balance.

Revenant is going to mean a huge imbalance for sure (either too strong or too weak) and now that we know how Anet works it’s going to take more than year to fix.

None of the current problems will be fixed.
1) No real soloqueue
2) Dependance of 4 more players because 5v5 is esports
3) No real way to tell the skill/impact of an individual player
4) No goals/No reason to tryhard the ladder
5) No build diversity

tldr; Stronghold is good but the expansion needs way too many features to revive PvP

(edited by Marcos.3690)

1 point per win, -.7 points/loss for high MMR

in PvP

Posted by: Marcos.3690

Marcos.3690

Points need to go forever.

Players should be ranked according to their MMR

Also, no player should earn any point for a lost game.

GW2 -HOT- expansion closed beta 24th

in PvP

Posted by: Marcos.3690

Marcos.3690

Feedback:

- The timer is really anti-hype. Most games end by timer which is really kitten.
- It also encourages full deffense once you are ahead on glory

Nothing bad about that. And timer is anti-hype? That actually depends on how close the two teams are points wise.

Yeah timer is great. That’s why all the other MOBA games use it!

Oh wait, none does.