Showing Posts For OneArmedBandit.7936:
I genuinely hope ArenaNet isn’t considering sharing portal with over-represented, and highly mobile professions.
What I mean by the portal abuse is you start channeling Meditation of Stillness when it is active, pop your portal and teleport back to a safe location without interrupting your channeling, pop distortion and teleport back. VoilĂ , you have now mastered a broken mechanic. I’m pointing it out now, so we don’t have to wait X weeks for a solution.
Temple of the Silent Storm will be the official map for 1v1 team matches and ArenaNet developer Jonathan Sharp thinks this map has a lot of tournament potential. While some of you may or may not agree with his statement, I’d like for us (the competitive community) to have an in-depth discussion and hopefully provide some critical feedback in the process. I’ll go first:
Map
-The most glaring issue/oversight with this map is that it favors the blue team in terms of map awareness and positioning due to the slight imbalance in vantage point design for home nodes (Altar & Temple). Whereas the blue (Altar) backpoint defender can have full view of Gate, Red Base, and the adjacent slope that connects to Altar while being 600 units away from the node, the red (Temple) backpoint defender has to move away 2100 units from the node only to get a semi view of Gate, 1/4 view of Blue Base, and the upper view of the adjacent slope that connects to Temple.
Secondary Objectives
I personally think that the secondary objectives of this map are cleverly designed and allow some potential comeback scenarios and interesting fights. However, ArenaNet should come up with a solution for the potential Shadowstep, Portal meditation abuses as they can’t be countered.
Gameplay
-With the upcoming AoE nerf, I’m not so much worried about the verticality of this map as I am about the underwater combat. ArenaNet continues to believe underwater combat can be viable in a competitive setting, even when the playerbase screams otherwise. I’m curious what will come out of this.
-The verticality of this map and the distance between nodes and upper platforms makes teleporting abilities quite strong. As a result, roaming professions that lack any meaning teleport will be made obsolete. 100hb Warriors will be substituted with Thieves 99.999% of the time and Engies will be made even more obsolete as roamers or backpoint defenders. ArenaNet has to find an equilibrium between roamers with this map in mind, otherwise expect more QQ from said classes.
-The distance of the most commonly used pull abilities could use a slight boost for this map as well.
So, what do you guys think about Temple?
When the mesma’s in the mid ma
Call out like it’s hot
Call out like it’s hot
Call out like it’s hot
When the mesma tries to get at yea
Rotate like it’s hot
Rotate like it’s hot
Rotate like it’s hot
And if a portal is smiling at yea
Pop it like it’s hot
Pop it like it’s hot
Pop it like it’s hot
Would anyone be kind enough to post a summary of what was discussed during today/tonight’s session?
Thanks in advance!
Team Curse and Origin Online are also doing well in EU.
1- Read the lore before you derive rhetorical meanings from semantic content. Guild Wars refers to the historical wars that were once waged in Tyria.
2- What makes you think teams cannot have an identity outside the context of your usual guild dynamics?
+1
Was playing paid pugs for the past 1.5 hours and got teamed up against Super Squad lads three times in a row, which obviously left us with gaping buttholes and shattered dreams. QQ
You may be rightfully bitter against ArenaNet for releasing an unfinished and lackluster product, and I can sympathize with that, but please don’t infect every thread with displaced negativity and anger. Initiatives like this should be fully supported and reinforced. After all, we’re all in the same boat sharing similar sentiments.
sorry guys, noone cares about tPVP.
And yet, you are here.
Necro > Mesmer, provided both are of equal skill level. If you lose to a mesmer, consider yourself outclassed.
I was wondering what the best Sigil is in terms of DPS?
The Sigil of Air was pretty good for a long time but got nerfed by 25% in the November patch.
Fireblast is another contestant.
Does anyone have any DPS numbers?
This is mainly about Single Target Burst Damage although AoE is always a nice added benefit.
Rune of Air got the nerf hammer, not the sigil.
You can check out Xeph’s (Team Paradigm) hybrid shatter mesmer to give you an idea how hybrid mesmer works: http://www.gw2build.com/builds/simulator.php#1.8.3.7.20.0.24.21.29.0.180.196.184.199.203.5.5.30.526.532.0.542.550.0.0.0.0.0.0.0.591.590.0.20.20.0.5.25
The current monetization model for PvP is extremely shortsighted considering the shrinking playerbase and glaring retention problems. Instead of putting their hands in tPvPers’ pockets, ArenaNet should incentivise sPvPers to form new teams and join free tournaments. Either that or reduce entry for paid tournaments.
My guess is PvP rank grind was put into place to buy ArenaNet some time to implement the core e-sports features. PvP ranks should become a non-factor once the ranking ladders are up.
Make Portal an Elite skill. Swap it with Mass Invisibility.
So, you can have portal or TimeWarp, but not both.
I’d like to hear people’s opinions on this. I don’t play Mesmer as much as other classes (Ele/Thief) so I may not realize exactly what this would do to the current meta.
Do you really want to enforce a double mesmer meta?
Following the implementation of all announced e-sports features, ArenaNet has to come up with a really attractive prize pool to show they mean biz. I’d like to believe that their e-sport aspirations weren’t just PR talk for improved sales, but a carefully planned and financed business model. Judging by how rushed the game’s PvP is and the PvE-biased allocation of resources, it’s more like the former than the latter…
I was able to get a stomp and rez a team mate while moa’d last night. Both instances occurred midway through the stomping/rezing animation.
Guardian: Azshene, Danto
Warrior: Hman, Fredz
Mesmer: Xeph
Necro: Powerr
Thief: Lowell
Engineer: Teldo, Magz
Elementalist: En Vain, Phantaram, Hyxorcisten
Ranger: Milk
Working as intended, imho.
@OP: GW2 is an asymmetric game, as in, each profession is ranked differently in terms of mobility, survivalability, damage and there’s an individual class mechanic for each etc. Some have more health pool than others, and some have more maneuverability than others. Live with it.
Just to clarify, I didn’t mean to shun the casual PvPers who, in fact, form the majority of GW2’s PvP community. Their opinions and feedback should obviously be listened and catered to for a more accessible, progressive (casual>semi hardcore>hardcore>pro) and fun PvP experience which in the long run will translate into more stream views, TP purchases etc. However, there are certain areas of the game (as Jonathan Sharp so frankly put) such as class and meta balance where this can become problematic because, let’s admit it, a casual finds it easier to whine on forums about X being broken rather than watching how the top players handle said situation or doing a bit of research to discover/formulate counter-strategies, build optimisation, adjustment etc.
As a player from a mid-tier tPvP team (10 QP), I have full confidence in top players representing my concerns, suggestions etc.
@Aragiel: As a meditation bunker guardian (30/20/20), I have no problems dealing with blossom thieves. You just need to position yourself correctly (keeping a close eye on caltrops’ casting animation to dodge outside its radius, have a decent idea on its C&D and the blossom thief’s initiative etc.) and manage your condi removals and light field combos accordingly. If blossom thieves are a perfect counter to your build, notify your team before he assaults the point etc. From a team fight perspective, you only need one person to remain on point, so the counter-plays are endless.
@Cesmode: Common players (a.k.a. noobs/casuals) should have no say in intricate and interconnected areas such as combat mechanics and class balance. They should, however, be listened in all other areas for player retention and all that jazz. It disgusts me to see clueless people whine about X profession day in and day out; doubt my stomach can handle them in an interview or podcast.
Caltrops don’t cover the entire node (with the likely exception of Clocktower & Keep). On the majority of nodes, you can safely fight on the periphery without getting the node (de)capped.
It seems to occur more often in Forest and around 375 points. This is the 4th time I’ve experienced this bug this week.
Happened in Foefire for me just now around 375 points.
Jon Peters isn’t responsible for resource allocation at ArenaNet. Go point your pitchforks elsewhere.
You can stomp players that go down near the walls without having to jump down from the upper platform(s). I’ll post some screenshots later.