Showing Posts For Misha.4593:
I just tested my connection and it’s over 20MB’s. So it can’t be my connection. I should also add that when I try load in I can hear the audio of the game but the visuals stay on the loading screen until I eventually get the message saying unable to connect ect.
I just downloaded the Mac beta and it all downloaded fine, I logged in but when I got to loading in my characters it just got stuck and then said connection time out after a while. Is there any solution to this? Could this have something to do with running on a university network? (Although the connection allowed me to log in, in the first place
any help would be great
Computer info: 2012 Macbook Pro with retina display
Red/blue is lame. What’s the point of getting a cool dye collection when you can only see it in hearts of the mist. I would support red/blue cloaks though.
@ Jest. Free tournament gear isn’t the be all and end all of tournament progression. I am at a stage at the moment where I couldn’t care less about what I got from tournament chests and I’d rather not have tournament tokens than slivers.
Tbh you can easily escape alive if you are moa unless you get stunlocked
You can even delay enemy re spawns by letting a whole team just bleed out (Gaining significant advantage)
I enjoy letting my pet just wail on them while I cap the point and they just lay there and watch, prolonging their respawn and humiliation of losing a 1v1.
But yeah, I don’t do enough tournament play to actually see teamwork with the downed state. Random join games are just a zerg and a team suiciding into the zerg.
Random games are not representative. I feel the game would be 1/4 as good without the downed state, although I admit it needs some balancing between professions in terms of abilities given.
Buffing mesmers too much Arena Net created a monster profession that can do all and better than others.
Weaken phantasms, extend the cooldowns, bring downed abilities in line with other classes and rework moa so it’s not ‘I win’ 100-0 button.
Thank you.
I feel moa bird is OP (Coming from a Mesmer) But they can’t do everything all at once, They can fill any role if they decide to spec that way and shouldn’t we all have the option to do that?
There are a couple of threads on this but I think it’s pretty important.
There are a couple of solutions that have been proposed. The first is that there is an amount of glory given for defenders simply for being on a point for a prolonged period of time. For example, a guardian at the mine will accrue glory while standing on the point, even if he/she isn’t in combat.
Another solution (one that I think would be more elegant and help to build team relationships) is to sum all the points players on one team earned during the match and then divide them equally to each player on the team.
Maybe there is a better solution out there…
The first suggestion is vulnerable to abuse with people just farming glory by standing doing nothing and never fighting the enemy team but I love the second idea.
I used to hate downed state but now I realize it’s integral to the way pvp works and adds an amazing extended element of team play and skill.
Meh, it doesn’t really feel like an “integral part” for anything besides mesmers and thieves.
Everything else just dies almost immediately after a 1-2 second pause depending on the skill they get.
Even when playing Elementalist which arguably has the worst downed skills I feel that it’s really important. If your guardians are doing their job you have a very good chance of your team interrupting who ever is trying to finish you and then resing you. If they removed the downed state then guardians would become significantly less useful. It really works as another skill element to the game. E.g. If I am on my mesmer I can use distortion just before stomping someone so I don’t get stunned or knocked back (warrior/guardian) and I can finish the stomp. I can use the same thing when resing team mates. I’ve played both the best and worst for downed state and I feel it’s still great on both ends.
You can even delay enemy re spawns by letting a whole team just bleed out (Gaining significant advantage)
I used to hate downed state but now I realize it’s integral to the way pvp works and adds an amazing extended element of team play and skill.
I like this idea. Having the guild emblems would be great, they kinda serve very little purpose atm since no one really uses the guild armor because it’s ugly.
I fully support this. I also think we need more game modes in terms of having more than just conquest. While I love conquest, I think capture the flag would be a great addition to keep things fresh or even a scenario keep defense/attack taking it in turns with a 10v10 format.
I support this. I feel the maps are too small for 8v8. We need 5v5 for spvp.
So basically after playing many tournaments I have come to the conclusion that the way glory is rewarded to individual players should be changed. I can see why the current system is used to reward players in Spvp to stop leeching ect but in tournaments certain team roles are punished for performing their function.
Currently people who roam around to all points, taking all points and neutralizing them get the most points and on the last map the person who uses the treb. The problem with this is that tournaments should be very much a team collaboration and guardians often need to sit at an important point and hold. This results in guardians often receiving much less glory even though they are contributing just as much as every other player.
Another issue with this system is that winning/losing eventually becomes irrelevant and this is even more prominent in Spvp. You get very little extra glory for a win and in many cases it would be more useful to just zerg instead of trying to actually win the game, that way you will gain more glory.
I propose a solution in tournaments where the majority of glory awarded in a single game should be from the win itself. We should still get minor differences between glory based on contribution but the way contribution is assessed should be changed and we need more in – depth score boards with more stats (A damage meter, damage tanked and support given chart would be a start).
I would like to add that I don’t actually play guardian so I have no self interest in this matter, I normally play as an offensive roamer but I feel that the current system discourages team play and under rewards winning teams and over rewards losing teams.