Showing Posts Upvoted By Phaeton.9582:

Stop Nerfing, start Buffing

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Posted by: Yasha.5963

Yasha.5963

I wouldn’t mind if it was literally ‘power’ being overtuned, but it’s not

It’s lower CD creep
It’s unpredictable, random condi cleanse creep (plus the ability to easily spec nigh immunity)
It’s massive sustain from one trait in one tree creep

These are not things that vanilla specs need to be ‘brought in line’ with, because it’s not straightforward power creep. These things lower the fundamental reward factor when playing pvp – and their issues are centred around design, not balance.

That is a great summary of the problem, well said.

Keeping Legends in the Game

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Posted by: Acandis.3250

Acandis.3250

Let’s be real. Many players dipped out as soon as they got Legend rank this season (and in seasons past). As such, Legend queues have been worse than ever this season.

This is largely because if you’re a casual player, there’s nothing to do once you hit Legend; grinding for Legend x19 doesn’t hold any allure whatsoever.

However, if we were to add another division—call it Masters Division—where there can only be 50 or so players at a time, this would undeniably keep Legends in the game and queuing, thus helping queue times over all.

At the end of the season, the ~50 players in the Masters Division are awarded a special stat-less backpiece (cape pls?) or armor/weapon skin, for actual prestige.

Thoughts?

PS. This isn’t just about queue times. When the top players of the population are leaving the game once they get Legend, and tell their friends they only play for a couple days to get Legend, then they leave the game until next season, this is spreading a hugely negative rep for GW2 PvP. Adding a Masters Division is something that must be done, to ensure the continued success of the game.

(edited by Acandis.3250)

PLEASE add a "Core only" pvp option.

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Posted by: Excell.1042

Excell.1042

Really, the powercreep in HoT is not fun, its constantly being ruined by one shot and cheap moments, for the love of god add a core pvp mode so that those who actually enjoy longer matches that actually feel like “I died and it was my fault because I didnt do this or this right” instead of “I died because things are currently massively imbalanced and 1shot”

Please for the love of god do this

Matchmaking seems good. A lot more enjoyable.

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Posted by: Cyanon.1928

Cyanon.1928

System feels more fair.

If thats the experience for the majority. I have to congratulate ANET for their work.

Bye Colin

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Posted by: Daroon.1736

Daroon.1736

Wow this list is growing, no wonder they’re slow to respond to the community

Joining some of his fellow colleagues
•Jon Peters
•Chris Whiteside
•Eric Flannum
•Steve Fowler
Jeff Grubb

https://www.reddit.com/r/Guildwars2/comments/43rwr8/jeff_grubb_leaves_anet/

Multiple employees mass leaving any organization usually indicates a disconnect between leadership and the employees doing the work. This is especially true when the people leaving are managers and/or team leaders.

Generally it is also a good indication that either :

A: Those ‘leaving’ were Incompetent
B: The management above them are Incompetent

Typically if those leaving were Incompetent then they would be fired, not just leaving.

Upper and Middle management never get fired, they ‘leave’ or ‘move on to other projects’

See ya in a week.

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Posted by: Lordrosicky.5813

Lordrosicky.5813

C ya buddy. They might as well take down the servers for a week until you return.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

sPvP needs its own business model

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Posted by: Jourdelune.7456

Jourdelune.7456

I like moba games and started playing GW2 sPvP when the game became F2P. I also found the PvE part enjoyable and bought HOT so I would say that sPvP does make money for anet and they maybe could uset it to draw more ppl to the game.

And I like how ppl agree that sPvP is pretty much a moba and that anet should embrace this more.

Thank you Blue Hare. Your testimony is important to let MMORPG players know the truth… MOBA is 10x stronger than MMORPG and it’s still growing.

http://www.geek.com/games/the-10-most-streamed-video-games-1646668/

7 Dayz of streams:

Here are the top 10 streamed games from February 1 to 7:

League of Legends (22,703,372 hours watched)
Dota 2 (9,688,853 hours)
Hearthstone: Heroes of Warcraft (8,813,318 hours)
Counter-Strike: Global Offensive (8,437,020 hours)
Call of Duty: Black Ops III (5,262,717 hours)
XCOM2 (2,777,702 hours)
Minecraft (2,238,235 hours)
Gaming Talk Shows* (1,962,004 hours)
H1Z1 (1,766,414 hours)
World of Warcraft (1,636,759 hours)

27 MILLIONS of HOURS in a week of streaming for LOL. more than x10 the hours of WoW the most successful MMORPG of all time.

Twitch is giving so much money to those streamers… why not for Gw2???

http://riot-web-static.s3.amazonaws.com/images/news/November_2011/2011_11_17_lol_numbers/riot_lol_infographic_full.jpg

5 YEARS AGO.

http://www.riotgames.com/articles/20140711/1322/league-players-reach-new-heights-2014

2 YEARS Akitten

, so now… let’s make US like we ARE. LOOSERS with TOXIC attitude…

Gw2 is not a MOBA. We can’t have those numbers with balanced patch and stuff… bla bla bla all the kitten around.

Selling The Hearth of The Mist on the MOBA market for F2P with same kind of business model of LOL, even if it failed… can bring more than thousands of competitive players to SPVP.

This can snowball the twicth users… from not even 5k to something like 100k per week? This is not even 5% of LOL streaming numbers.

Let say we have 10k more competitive players… do you still think that Gw2 sPvP is dying? This would be 10x the numbers of competitive players we got selling sPVP like a MMORPG.

Even a failed attempt (having less than 5% of the MOBA market) would a 10x better success than what we got actually.

We have the combat system. We have the competitive scene. We have a great game that need to get MARKET like a MOBA (spvp is a MOBA game) to get successful.

SPVP is not a part time, mini games for the MMORPG crowd. SPVP should be the entry for MOBA players to become MMORPG players… bringing x10 numbers than what we have so far.

Dal

Almost 10k games put into sPVP.

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

sPvP needs its own business model

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Posted by: Jourdelune.7456

Jourdelune.7456

There seems to be a ton of threads now about if GW2 is P2W, and it’s clearly not.

This game is however Pay to Compete, and there’s a very hefty price just to level the playing field.

The issues discussed above just highlight how such a model is turning away prospective sPvP players every day.

Agreed with you.

Having a smaller download, a PR campaign into the MOBA preview game site (so many these dayz), 1 or 2 publicity about HoTM MOBA games over Google/Youtube…

With a real f2p MOBA model (only for spvp or your MOBA game) that is compatible with your MMO b2p model, so some MOBA player can B2P the MMORPG version of it, would probably x10 our pvp population.

This would bring better match making system. And the competitive field would be better because we market to competitive pvp players (from the MOBA scene).

I don’t know why other sPVPer don’t subscribe more to your thread…

Guess they hate their own game too much to ask for EXPANSIONS of the PLAYER BASE.

HF,
Dal

Dal Aï Lhama (Tempest), Dal Lahu Akbar (DH), Lord Dhal of Dharma (Scrapper) 12k+ spvp games.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/

sPvP needs its own business model

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Posted by: Chapell.1346

Chapell.1346

I am all for more armor skins, costumes and UI fluff.

[Urge]
Between a master and apprentice, i would love to see the differences.

sPvP needs its own business model

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Posted by: Chapell.1346

Chapell.1346

Credit to Shinjiko.1352 https://forum-en.gw2archive.eu/forum/professions/thief/UI-fluff/first#post5516134 some of the cool UI fluff for Thief.

[Urge]
Between a master and apprentice, i would love to see the differences.

After rank 80, all exp should be mastery

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Posted by: Hot Boy.7138

Hot Boy.7138

After reaching rank 80 in pvp, dragon rank, all experience gains that would normally result in a rank up should be given as experience to level masteries.

Stronghold - it's boring!

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Posted by: Ehecatl.9172

Ehecatl.9172

I disagree with you.

Videos of Port Locations in PvP maps

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Posted by: Lux.7169

Lux.7169

For the most important ports and new port locations I recommend watching the Foefire and Khylo videos b/c they nerfed some important locations but also created some new port locations that may be quite useful for all porting classes

Going through each map making a list of current, new, and non-working ports.

I may have missed a couple but the ports in the videos are a pretty exhaustive list of what is currently functioning in pvp so you can know what to expect.

Videos are done by map. If you don’t care then don’t bother watching. This video is geared more towards people who don’t care to hop on a porting character to screw around and see what’s working. Hope they help.

The videos will be done today. None of the idc maps unless I am in the mood or decide to be a completionist, but the important ones will be done today.

Forest http://tinyurl.com/Lux-Ports-Forest (No nerfed spots to my knowledge, but nothing new either—everything is a ton more reliable)

Foefire http://tinyurl.com/Lux-Ports-Foefire (Pretty important changes, lots of new port locations and a couple nerfed ones)

Khylo http://tinyurl.com/Lux-Ports-Khylo (Very important port changes and a couple nerfed spots)

Temple http://tinyurl.com/Lux-Ports-Temple (couple new port spots)

Spiritwatch http://tinyurl.com/Lux-Ports-Spiritwatch (biased port map)

SKERPDERRPER (nothing changed and no one cares)

CURPRICURN (this map does not exist)

Courtyard (no one cares)

sTRUGNh0LT (not released yet…)

[SoF]

(edited by Lux.7169)

Port Changes Coming Tomorrow?

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Back then Quickness what was made Warrior somehow viable back when it was 100% attack speed increase. Right now apparently it is the same analogy for Thief and Mesmer where abusing vertical range is what makes them viable.

The difference between the two is that Warrior back in the days was completely crippled by the incompetent nerf for Quickness because EVERYONE knew that they would need heavy compensation after the Quickness nerf.

Thief and Mesmer on the other hand will need to wait whether they will need that compensation or not because I don’t believe that this nerf will make them completely useless when the nerf happens as soon as the patch hits.

If they had only hit the quickness on frenzy then you might have add something there, but the warrior community has a habit of claiming every universal change in the game is a direct nerf to that profession. As the player base improved that took out a lot of strength of the aforementioned play style.

The Quickness nerf + the Berserker’s Power/Heightened Focus move hurt Warriors DPS capability, but that change gave way to buffs that made the class viable. Then, the Ferocity change nerfed the pure power DPS once more. This is when Wars started getting more and more locked into Cele/Longbow.

So, while the changes did affect other classes, you can’t deny that War variety has been steadily taking hits. Most builds are just minor variants of others.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

DC: No compensation for the 4 men-team?

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Posted by: chungiee.8764

chungiee.8764

I think the best solution is to recalculate prediction rules.

For example, I go into a TeamQ game with premade team and have a 81% odds of victory.

One of my teammates then proceed to DC with scores being 300-100 to my team.

After a grace period (maybe 1 minute) to allow for dc-er to rejoin, kick the dc-er from the game and recalculate odds of victory based on the player ranks and the current score for the team with 4 people. The team with 5 people should keep original odds of victory. In this example, the odds of victory for the 4v5 team now reduces to 30%.

The dc-er suffers full penalty (-3) from loss as calculated at the start of the game and gains dishonour to prevent an alt being used to boost teammate ratings through losses.

Assuming the other team wins, they receive full ladder points (+3)

The 4 players on the losing team receives a softened blow from the loss depending on how valiantly they fought in the 4v5 at at 30% win prediction.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Imagine if there was no downed state...

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Posted by: Chicago Jack.5647

Chicago Jack.5647

I firmly believe that the direction Anet went, in terms of developing the mechanics of gw2, was fundamentally driven by their experiences with the first game.

Landing a kill in the first game was a huge deal. So much so that it was virtually mandatory to bring some type of resurrection skill in order to not lose any ground. This significantly restricted certain skillbars. So in response, it seems like they just implemented it as sort of like a “phase” that you have to work around when someone dies, but everyone has the potential to res a person naturally.

Another problem was the “build wars” mentality that the first game developed, and even further strengthened, in its later years. One of the most effective ways to deal with one-trick-pony builds was to effectively split push. I think they realized this and tried to run with it. I think it lead to them enforcing smaller-sized teams (5 man teams instead of 8 man teams) and a focus on capture points.

Another problem was how long the games were. Victory or Death, if I remember correctly, wasn’t in the original incarnation of the game. Victory or Death is a situation when, at a certain time in a GvG, all the npc’s that are in each teams base would make a dash for the center of the map. Then the guild lord would follow suit, slowly marching to the middle of the map. The first team who got overwhelmed, and had their guild lord killed, lost. It was brought about because people could be in a match for literally 45 mins to an hour not making any headway at all. There were legit complaints about aegis stacking by monks (an enchantment spell that granted everyone on the team about 10 seconds of 50% chance to block, each monk would take aegis and just alternate it between the two). It lead to things like burning arrow ranger becoming popular because the ranger was known to split push the enemy base to quickly burn down npcs. This would prepare for Victory or Death (less NPC’s on the other team means advantage). In any case, since the matches lasted so long, I’m sure this persuaded them to try a “point-ticker” type system, and now we have games which rarely last 15 mins.

So, ironically enough (whether they were successful with it or not), they probably developed and tried to improve upon the last game due to what they knew where the problems/complaints.

[EU]XerreX- Multi-Class LFT

in Looking for...

Posted by: XerreX.7196

XerreX.7196

Hullo everyone!

The title sais it all…. I want a promising team with potentials….
Most games I have spent on mesmer but I am willing to play: ele/engi/necro/ranger as well based on the needs and role…..

About me in numbers: GW 2 Statistics for XerreX (2 accounts combined) on 21/08/2014
Total gametime = 6256 hrs
Games played = 14 837
Tournaments played = 9860
Tournaments won = 6491
most suitable playstyle: High Risk-High Reward, Adaptive – aka roamer but willing to pick up whats demanded also

I hope some ppl are interested in me : (
byes…

[WTS] why 18?

in PvP

Posted by: hehk.8705

hehk.8705

Because China only allows 1 child per family by law! If many children in the Guild Warts 2 family entered the tournament, only 1 would return home alive!

Seems legit. If backpack and ender go I wanna see the cage match.

Curie is my smooth Australian sensei.

Standard Models and You

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Posted by: Pifil.5193

Pifil.5193

Dear Devs who read posts.

Standard Models. They’re happening, and that’s cool. But as they are now happening, realistically we will need to re-roll humans because at this ‘top level’ you are alluding to, how we present our own animations matter (precast/after cast/terrain etc).

So being such a forum hero, wanted to #first asking for an option to enable standard models on allies too. Players that like to hide animations, use verticality/terrain will benefit from such transparency in what their opponents see, and I guess now’s the time to ask for it.

Thx

P

While I don’t agree that you would have to re-roll anything because of these changes it does sounds like a good idea. It’d be nice to have three options: for enemies, allies and self.

Changes to warrior and thief

in PvP

Posted by: YourFriendMarvin.4127

YourFriendMarvin.4127

S/D nerfs were fine. Flanking strike if you weren’t using it’s evade to actually evade key things or timed it right, then you weren’t using it’s full potential. With these changes it will require a bit more thought with S/D. Choking gas and BP changes were needed, we’ll adapt. It will separate the good from the bad, who actually count dodges, keep track of c/d’s, and timing. Learning not to be greedy and impatient. This goes for every class, even though everyone repeats these habits, even myself.

#MostTeamQueueWins before December 2nd, 2014 Patch
[NA]Rank 71 before April 15th, 2014 Feature Patch OG Moltres, 10k Champion Brawler, Team PZ
http://www.twitch.tv/yourfriendmarvin

Venom Share Thief confirmed OP

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Posted by: Prysin.8542

Prysin.8542

Yea..Venomshare is incredibly powerful in a group, surprised its not picked up more

its not used much because it does not grant three or four digit crits nor does it summon a wall of tears and frustration every time you stealth….

It can be tanky as kitten with solder amulet, i could win 2v1 at mid against a bunker + no-idea-what, no big numbers are needed for wanting to play a build like this. The results are good enough.

What makes it unpopular is the reaction of peers… “oh u playing venomshare? we’r gonna lose because of u” You won’t ever want to play this in solo q.

Thats what i mean. Run settlers or Soldiers and that thief will do massive condi damage, however all the other people around you does not understand that it is strong, because it does not invoke a flood of tears or produce four digit crits.

EDIT; the fact that venomshare is as strong as it is, is just a testament to how little players know about classes, builds, build options and last but not least, potential of the game.
I bet there is at the very least 2-3 strong builds on all professions that is not being played because people think they are “unviable”. Now, unviable these days just means that there hasnt been a frag video on YT where said build is used to wipe 10-20 bad players

Oh trust me on this..I had the arguments with thieves back when I played that kept going on how bad venoms were.. and I was like “Ehh no they’re not…they’re actually pretty dang overpowered” I then made that venomaura video before I quit just to show how stupid it was. I said then..give it time… SPvP players will catch on and start running it, because its a bloody 9 second immobilize you can do not to mention you’re just adding a stupid amount of conditions for condition coverage on everyone as well as damage.

Granted….As nasty as Venomshare is right now, I think P/D thieves are better off abusing perplexity and their 5 confusion steal trait….That’d just be silly on P/D thieves.

used to roam with a VS thief for a long time, we ran 40604 boon rip S/D and me as trapper ranger. I know how strong VS is…. add venoms to ranger traps (unblockable) + a drake pet (Bouncing F2) and you got a condi nuke like no other.

VS used to be “normal” in WvW before, because the poison venom could penetrate Righteous Indignation and actually kill lords that would otherwise be protected. It was that or retal. So a LOT of thieves were running VS as they could then give it to lots of people and just perma poison the poor lord into the ground.

Once they patched that loophole, VS kinda died.

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

NA/EU LFT

in Looking for...

Posted by: JinDaVikk.7291

JinDaVikk.7291

I’ve played on FML, Brave new world, Papa Dock, Eclipse, and a few others.

5k tournament games.

I main engi but I can multi class if needed.
Know every strat, rotation, meta build etc etc.

I am only posting this one as I won’t have much to do this summer other sit on my butt….

So my play times are almost any time.

Mail/whisper me in game.

Sorry for the wrong post in spvp forums I was tired.

Team Radioactive
Crysis, Lil Damage, Ovi, Jindavikk, Guard
Causing cancer all day.

Suggestion of a new kind of game in spvp.

in PvP

Posted by: KarsaiB.9475

KarsaiB.9475

Gonna put down some ideas if anyone wants to contribute. Basically was thinking about how GW2 would fit into a MOBA like game-mode; and the mechanics behind progression could be the glue which holds it together.

To me, there are two things that progression needs to address (that would otherwise cause issues in a gw2 MOBA game type).

  • Absence of specific roles in builds (at least from a MOBA perspective)
  • Specific classes/builds being OP (thieves could be insane)

Here’s some casual suggestions
- choose a stat path at the start of the game, where stats are gained on level up. Deliberately make the celestial path grant an even higher stat coefficient on level than it would now (making specific ‘balanced’ builds; ele turret engi etc OP in the later game, and weaker at the start due to their reliance on stats for sustain/damage output).

- Give a key role to thieves/Mesmer/dps guard to manage certain mobs (akin to a jungler). A zerker stat allocation should make them good at this role, but worse at the carry due to lack celestial builds suitable for this role.

- Make the ‘strategy’ of progression mid match be trait (or even weapon) specific, rather than stat specific. i.e rather than running more armor to counter a high level direct dmg player, you might have to forgo some condi removal in your trait selection (for stability, dd mitigation, more dps etc), or swap to a weapon setup which is best suited for dealing with them.

Just some ideas anyway, worth discussing thisss

edt: ppl need to start with 6 trait points IMO however; most builds need this much to be ‘playable’.

Yes yes yes and yes. It’d solve many balance issues by itself considering the so called op things would only become op if the ennemy slacks while having an advantage over them early/midgame.

In LoL, a bruiser type character, like Jax, with triforce and botrk would be op if you could have access to those items right away, and that’s what celestial specs are like atm. But considering how the team having a jax has to slow play and survive/trade efficiently early and mid game, it makes it rewarding and fair. On the other hand, the ennemy can pick a really strong early/mid game comp, and focus on having a fast game ending strategy, or simply chose to pick an equally strong late game comp and simply outplay their opponent.

With proper itemization and meaningful secondary mechanics, this is when the magic happens and the depth comes in. Note down what phaeton said, please, it’s golden.

55 HP Monks // Random scrubadub

Disappointed in the Spvp community

in PvP

Posted by: Illustrious Fox.7196

Illustrious Fox.7196

in pvp we have no wealth and we eat our stale bread and wash it down with a puddle of water.

Qu’ils mangent de la brioche

[EU] [eZ] looking for a fifth

in Looking for...

Posted by: LazyNA.1380

LazyNA.1380

Hey guys,

We already have four players and we need a fifth to complete a new static team. We are waiting for a last who has the same motivation, dedication and schedules as us.
At first, our main goal is to have a stable team who can stay as long as possible and be ready to face the best teams.
Are you ready to dedicate yourself to play with the same guys for months and try to constantly improve our team play ?
So, we need a decent ele (if it was one of your main class, it will be better) who are already able to play as a closer and know how to rotate in a 3bunker setup.
What do we want
A 18+ player who can play at least 4-5 days a week and specificaly between 9pm and 1am (CET). Need ts3 and a proper mic.
By the way, we will stream and be able to analyse the games after it. So you need to be able to criticize and be critized in a positive way (constantly improving as a team of 5 players)
Our setup
So we will play a 3bunkers – 2roamers setup with :
Luvia (guardian) – Zber (warrior) – you (elementalist)
Lazy (thief) – Xerrex (last roamer, we didnt decide yet)
Playing a safe game and improving details.
So let me know
- Your schedules
- Your previous experience as a player (teamq, played-class…) & as a team (role-team)
- What are you waiting for ?
- Your vision of conquest mode
If you are interested, send me a message/contact me or XerreX.7196 ingame.

Thank you!

Separate key-binds for stomping and ressing

in PvP

Posted by: Evocatus Rex.6857

Evocatus Rex.6857

So occasionally there are two people down very close to each other, one an ally and one an enemy. Sometimes it’s better to ress your ally, sometimes it’s better to finish the downed enemy. Due to them being the same button, the game requires you to click on the one you want to stomp/ress, which can waste valuable seconds in a teamfight.

So I’m asking for an optional keybind, along the lines of the walk key (not bound by default so as not to complicate things for new players) for ressing/stomping.

I feel like this would be a nice quality of life change, especially for bunkers.

Rank1 SoloQ & Balthazar Back

in PvP

Posted by: origano.5912

origano.5912

Hey i started playing soloq since the patch come out, listen to me.

ANET Combine Determined revival + fast healer

in Warrior

Posted by: Chaith.8256

Chaith.8256

I respect your opinion.

Yep

I hope that you don’t actually think you are winning this argument though.

Uh huh

By throwing things out there and just hoping they will stick.

O

Thank you for your contribution.

NP

I see what your trying to do and I respect that but no k, your not making a solid argumnet over your side.

Darn

Possible becasue your not as familier with warriors and thier game mechanics as me. I really dont know.

Lol. Since you seem to have everything straightened out, Master Chief, I’ll keep an eye on the patch notes for your changes to Warrior.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh