Showing Posts For Oneway.1453:
I’ve been on hiatus for over a year. Coming back, I’m pleased with many of the changes that have been made to the game. Guild Wars 2 has evolved and has become a more robust, more complete game.
Having said that, I’m surprised to see that there is still no option to enable a visible mouse cursor while panning (holding right click) your camera. During combat, especially group combat, during which there are a large number of particle effects taking place on the screen, there can be enough difficulty in keeping track of the cursor while visible. I find it extremely difficult to find my cursor consistently when it is disappearing and reappearing.
I know this suggestion has been made in the past and, as far as I know, hasn’t been acknowledged by A-net. I can only assume that the reason for this is that it is primarily an issue with pvp, during which the high degree of maneuvering and turning compounds the issue. Still, it seems like a relatively minor change. Of course, I know nothing about what may be involved in such a change. Either way, an acknowledge ment would be awesome.
What do you think, Guild Wars 2 team? Is this a possibility. I know saying that anything absolutely isn’t possible is probably frowned upon there at A-net, but realistically—is TDM something that either has been or will be discussed?
Yes, please. I feel like TDM victory weighs skill (i.e., reaction time/twitch ability and awareness) more heavily than strategy, whereas objective-based game modes are the opposite. TDM also facilitates more in-depth scoring, since there is little to know downtime in a given match. I would play TDM almost exclusively if GW2 offered it. Some players think it’s boring, but I consider it the purist’s game mode of choice.
anything upwards of 3v3 will be ugly, seeing the current state of burst. imagine 3 thieves with voip calling and taking targets on every one of you guys, you would go down one man a sec. they couldn’t balance the classes for a game mode, adding another one is way out of their possibilities, i mean, they can, but it will be a riot.
3v3 is fine in my opinion. I suspect, in any case, that glass canon builds would not be taken at higher level TDM play. Glass canons are easily countered with good teamwork and support—they die too fast to be useful. TDM weighs team sustainability, mobility and crowd control very heavily. Think about what comp and what builds you might bring to beat multiple glass canons. It shouldn’t take you long to come up with a viable answer.
One thing I do not like about Guild Wars 2 is that all of the fun that goes into creating a team comp is diminished by the fact that in most cases you will not be utilizing all of your teammates. That wasn’t the case in Guild Wars—at least when I played early on. You had your teammates at your disposal until they were eliminated.
One could argue that the reason for the short TTK in GW2 has to do with the fact that you are forced to abandon support and sustainability to be more generally effective, since you can’t always rely on teammates. TDM demands higher specialization in roles and ensuring that all roles are filled at the higher levels. Burst would have its place but it would have to be set up, otherwise it would be negated and wasted.
Some might argue that the whole specialization thing goes against the core beliefs of the game designers, but I think GW2 would make a great platform for TDM. The way the professions are set up in GW2 to be viable in multiple roles, I think, could make TDM team comps far more dynamic than you might see in other games.
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Yes, please. I feel like TDM victory weighs skill (i.e., reaction time/twitch ability and awareness) more heavily than objective-based game modes do. All the strategy is left in tact in TDM as well. It seems to me that the idea of objective-based game modes is to make the game more dynamic, but also introduces randomness. Randomness in a game favors those prone to mistakes. Meanwhile, TDM also facilitates more in-depth scoring, since there is little to no downtime in a given match, so you have more accurate ranking/grading for players who play TDM. In other words, despite the fact that TDM is more competitive, the match-making might be more accurate in this game mode, which would make it competitive and fun for all participants from all skill levels. I would play TDM almost exclusively if GW2 offered it. Some players think it’s boring, but I consider it the purist’s game mode of choice.
Death Match game mode in 2013!
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A few great things about PvP in this game.
- Superior Burst or get the kitten out
- Survive the superior burst or get the kitten out
- No need for tactics if you have superior burst
- Dodge mechanic makes burst okay, just stun break and dodge! oh wait. . .
- Dodge mechanic does NOT make burst okay
Burst is inversely proportionate to tanking and must be. I tend to prefer the wide range between the two in that it permits a greater range of play styles—though it’s also possible that it only permits two. I’m always open to trying a reduction in both.
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What’s more concerning to me than the state of the game is that an actual employee of A-net felt it necessary to respond to the incoherent drivel of the OP. Here, allow me to give you something useful for your meeting.
- Filter out the “noise.” That means you needn’t respond to community members who either do not represent the majority, or whose opinions represent a popular fallacy. If you want to demonstrate that you are listening and care, then respond to and promptly remedy bugs like the load screen bug that are grievously disruptive to play. Not doing this will cause your community to think that you do not take them seriously, and then you’ll find yourself feeling compelled to respond to posts much like the one that began this thread.
- Balance is minor compared to unintended bugs—even minor bugs. Players can forgive unbalanced, but intended, class mechanics; they can be likened to a difference in opinions. It is a discredit to your competence as a company to have unresolved unintended bugs. It’s one thing to have an accident, it’s another to be unable to identify and repair it in a timely manner. Fix them early and often.
- Once you re-establish your credibility as a player in the PvP genre by adhering to the above, begin to implement features. Guild Wars had many more PvP features in its launch than Guild Wars 2. They are different games, fine, but Guild Wars 2 lacks many PvP features that have come to be thought of as standard since Guild Wars, perhaps ironically thanks in part to the original Guild Wars. Features like spectating, official ranking and ladders and a variety of game modes keep players engaged. These features will help maintain and grow the community, which is needed to have a successful PvP game—or any game for that matter. Right now you have players beginning to amalgamate on the EU servers because there simply are not enough players on NA alone to sustain PvP during off hours. Here is another piece of irony for you: if it weren’t for the bug causing players to be unable to receive reward chests after transferring to another region, EU might have already consumed the entire NA PvP community. In this case, you might want to hold off on fixing that bug.
Guild Wars 2 was meant to be a juggernaut. I have been playing MMO’s long enough to know to temper my expectations, but I am pretty surprised by how few people play the illustrious ArenaNet’s flagship title. I don’t think it is alarmist to say that you have a disappointed PvP community on your hands. But it is long way from too far gone. I enjoy the game thoroughly and hope to be playing it as my main game well into the future.
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Is it that you think the outrageous claim that you are a “top Mesmer” will confer credibility upon your misguided opinion that paids cost too much? First, not a top Mesmer, not even a known Mesmer. Second, if you can’t walk through frees or win the very first round in paids, you have no business being there yet. Paids are meant to be highly competitive, not a paid chest farm. You want in on it, earn it.
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I understood it just fine. I wasn’t responding to “just” your post, but the overwhelming amount of whining on the forums in general.
You do realize you are an incredibly tiny (and more vocal) minority, right? I mean there are very, very few people who are in any way satisfied with the current state of sPvP. Your attempts to silence criticism are both misguided and entirely futile. Until the problems are dealt with, the forums will continue to be incredibly noisy.
Plus, y’know, that’s what people come on the forums for in the first place – to air their grievances. If you don’t want to read that, you probably shouldn’t be here to begin with.
I like this game. A lot. I think it really comes down to expectations, though.
^ I agree with that guy.
People will get bored of TDM even faster than conquest. Afterall 8v8 hotjoin atm works exactly as TDM would, so…
The only way TDM could work is if they added some twists to it, or atleast items you could pick up, like in FPS games, like Quake, where you could pick armors, health packs, mega healths, quad damages, etc, so theres actually something teams can fight over.
Just pure TDM would die out in 2 weeks, it’s a completely boring play format. And don’t give me GW1’s RA and TA as a working example, because (T)DM was a completely different thing there, because there were actually classes in GW1 that had their role. At the moment GW2 only has 1 class – DPS. And that won’t change any time soon.
Reaper’s Rumble on halloween was an example of where Anet should put their efforts when it comes to pvp formats.
That’s just, like, your opinion, man.
I said I would love it, not everyone, or even you. I wouldn’t get bored of it. It was my most played format in every game that offered it. It was the only format in BLC because BLC was the most purely skill based game I’ve played.
Formats that include elements like buffs, point capturing, NPC killing and logistical challenges all tend to equalize the playing field by putting less weight on winning fight in match victory. In my opinion those formats bridge skill gaps and cater to weaker players by adding more variables and therefore more possibility of randomness to a match.
TDM can have a ton of depth and nuance. But you’re right, it isn’t for everyone.
You would never get queues to pop during non-prime hours with multiple game types and/or a matchmaking algorithm. I don’t think people realize how few people are queuing for tourneys during off hours as it is. If this would’ve been implemented at launch we might still have a large enough PvP community to sustain this.
I would so love TDM.
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Hi I’m new to GW2 and I’m looking forward to competitive PVP.
hot joins
gets zerged
learns nothingOK I’ve been playing for awhile and I think I’m ready for tournaments
joins free tourney
has no idea what is going on, has never played 5v5, is basically useless
gets crushed by premadesLooks like I need a dedicated team to play this game competitively
tries to find a team
only like 4 people in mists and 2 are AFKWelp, that wasn’t fun sorry guys
logs ofkittenuninstalls
Yep, sadly this is what I have had to deal with in trying to get a dedicated team together. I’m still holding on, but… well, Nov 15th will go a long way as to whether or not I’m playing after Christmas.
The day Anet competes for players this helpless is the day GW2 utterly fails the greater part if their player base.
A lot of players want to test builds in hot join, too, but it is difficult to know whether the results will translate to 5v5. Builds that work or don’t work in 8v8 might have different results in 5v5. Again, no idea why Anet did this. Would an Anet rep care to speak to this in this thread?
Pretty easy to figure this out and it has nothing to do with players being bad or good.
Thieves thrive on surprise and it is difficult to keep track of them in the 8v8 revolving door that is hot join PvP.
In 5v5 Guardians are extremely difficult to kill thanks to the limited damage fewer players can do. It’s easier, however, to keep accountability of Thieveswith fewer players and with your team in voice comms.
I have no idea why Anet did 8v8 for sPvP and 5v5 for tourneys. When you balance a game, it seems like you’d want to strongly weigh the number of players per team. By making them different Anet might have been asking for trouble. Anyone care to postulate?
Something you’d be hard pressed to find on this forum is an exchange of ideas concerning PvP in this game as it is. I suppose those sorts of things are more commonly found in the Member’s forum of guild websites. Here, you are far, far, far more likely to learn how many different iterations of Guild Wars 2 is possible if it was customizable to the liking of each and every player who just can’t seem to find a way to enjoy it as is.
I understand that there are bugs. I understand that there are balance and design shortcomings. I also understand that player feedback plays a vital role in the identification of those things.
But we all know you aren’t contributing for the betterment of the game. You are interested in making things easier for you. Besides, it may be of some importance to note that no amount of lamentation will elevate this or any game to perfection—not even close. Specifically, there will always be overpowered classes, skills and mechanics. And there will always be those who (smartly) use them to their advantage.
In short, the players and teams who are beating you consistently are doing so thanks to a combination of attitude, will and skill. And no matter how many times this game is balanced and rebalanced, most of these players will continue to dominate.
You see, it isn’t the game. It’s you. Now, can we start talking about how to get better at this game and not some theoretical version of it?
Yours truly,
Thing
As the title says, I’m looking to bring skilled players into the fold of our tPvP guild. We currently have players of all skill and experience levels and are looking to assemble a flagship tourney group.
Ideal applicants will be excellent communicators, will be team players, will be experienced tourney contenders and will have mastery of at least one profession—in that order.
For information, feel free to whisper me in-game.
I’m a 32-year-old husband, father, thinker and intense competitor. I am working on mastering warrior, and my only level 80 character is a warrior, but I am willing to learn other classes. I have a number of friends in varying guilds who, for varying reasons, I am not interested in joining.
I am looking for a guild that is as competitive as I am; is as a unit both willing and capable in tournament pvp; is able to shelf its collective ego and cooperate with its respective server in WvWvW.
I am not interested in any guild that essentially is its server’s WvWvW population. The ideal guild will be a smaller group of players who are active enough to make daily forays into tPvP and WvWvW. This group will probably not be large enough to significantly impact WvWvW alone, but will be willing to work with other guilds on its server to that end (despite the distinct possibility that its members might not always completely agree with the decisions made by Commander X, Y, or Z).
I don’t need to be surrounded by the best players in the game, but I’d like my teammates to be plenty capable. Most importantly, this group should have a strong desire to win. I like to have fun just like everyone else—and for me winning is fun. The perfect guild would also be a little “heady.” The best guilds I have been a part of have not only been skilled, but they have also been think tanks.
I am also willing to start a guild if I can find ten or more active players here that share my desire for such a group.
It does not says “horde,” it says “horrid.” You read wrong. The meanings could not be any different. This issue isn’t huge. It isn’t even small. It almost doesn’t exist.
So I was leveling my Charr Necro and I was really hoping i could have endless hordes of minions at my call that all looked awesome…
I can have a total of 6. It took some time and I was cool with it.
I was like awesome bone fiends, turns out they are undead squirrels with a long recharge when killed. I came to terms with that and put them on the back burner.
I was getting very down about the fact that I can’t a group of half way decent minions that all look cool.
Than I read the 5 point skill on Death Magic trait line which reads.
“Reanimator
Summon a jagged horrid whenever you kill a foe. 30 second cooldown.”
So in my joy of wanting to have a horrid of minions I went from 10 to 15 in about an hour and a half by just grinding out quests (I hate questing)
So I spent the 10 silver and got the 5 points and put them in there.
I was doing some stupid little quest in an area where I wasn’t scaled back.
I killed a trash mob and my horror spawned and i was like YES! wait… Its a dead squirrel…
It had 300 health and took 62 damage a second and died…..
If I would have known that the skill i was hoping would be my saving grace for the necromancer class and this game in general was total garbage i would just just stop playing there.
Can you please update the tool tip and not give me a since of false hope about a move i was hoping would be rather awesome…
Thanks….
I find it hilarious that the chat filter applies to non-player text, like NPC speech :P
Wow.
I have timed again and again and can confidently confirm that neither of durations in these skill descriptions are accurate.
Frenzy says that its duration is 4 seconds when it is, in fact, 5 seconds.
Endure Pain says that it is 5 seconds when it is, in fact, 4 seconds.
I tend bind the default strafe keys to abilities, so I use a combination of W + A/W + D while aiming my camera with my mouse to strafe. Strangely, none of my abilities fire while holding down W + A. If I’m holding W + D, they all fire fine. I am using a Logitech K350 wireless keyboard.