Showing Posts For Phantom Pain.3602:

Stronghold Suggestions+ End Game

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Posted by: Phantom Pain.3602

Phantom Pain.3602

I still feel all this is still revenant

This game mode has not had any significant changes for months. In my opinion, if there are no changes then this game mode is dead on arrival.

Any other thoughts, opinions, and/or suggestions to help improve this game mode?

Valor, Honor, Bravery
Zeroes to Heroes [zH]

Stronghold Suggestions+ End Game

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Posted by: Phantom Pain.3602

Phantom Pain.3602

The sudden-death mechanic would occur at the end of regulation time as a way to encourage the game to finish in a timely manner. Also, I think it would discourage hyper-defensive team compositions from defending their base for 15 minutes waiting for sudden-death to occur. It would certainly hurt support builds, but support is not just limited to direct heals.

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Stronghold Suggestions+ End Game

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Quick suggestions:

  • Increase the death timer by 1 second for every minute that has passed in the game. It will make PvP and defending a lot more rewarding instead of just base racing. Currently if you wipe a team in your base, by the time you make a push on their base they have already respawned and are on defense.
  • Either increase Guards and Lords resistance to damage from players or increase their ability to sustain themselves in combat. It is too easy to solo guards even when they are being healed (Not including Tome of Courage). This would also make archers more viable.
  • Make the hero buffs unable to be channeled when in an elite form.

End of game mechanics:
Currently, tiebreakers in Stronghold are based on what team has the most points at the end of the game. This seems like a very anticlimactic way to end a game mode where the objective is to kill the enemy lord.

It would be awesome if an end of the game mechanic “Victory or Death” from GW1 GvG was added. Have it trigger at the 15 minute mark and move into sudden death. All supplies and trebuchets would be disabled and the middle of the map cleared out (Similar to how the Clocktower can be destroyed in Battle of Kyhlo) to open up the middle and combine the two offensive lanes (See attached picture). Here’s how I imagine it looking like:

  • Increase Damage and Condition Damage by X% and Reduce healing by X% on all players and NPCs
  • Remaining NPCs move slowly begin to march towards the middle of the map and the last big fight occurs
  • The team with the most points before Victory or Death would be awarded with either a stat boost or reinforcements of guards or archers

Pros:

  • Creates an epic and climactic finish to the fight if the lord is not killed in the regulation timing.
  • Allows for greater comeback potential.

Cons:

  • Can lead to matches that are a few minutes longer.
  • Some teams might try to turtle in their base. However, they will not have as many points as the team that is actually attacking. The bonus to the team with the most points would have to be significant to discourage this.

Note: This is a revised re-post of my last Stronghold suggestion topic that was about a week late, but after playing in this beta event as well, I believe many of the same issues are still prevalent.

tldr; Reward PvP with increased death timers as the game goes on. Make guards more self-sufficient to increase viability of archers. Establish an end of game mechanic that creates comeback potential and climactic endings through a final team fight until a lord is killed.

Attachments:

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Stronghold Suggestions + End Game

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Quick suggestions:

  • Increase the death timer by 1 second for every minute that has passed in the game. It will make PvP and defending a lot more rewarding instead of just base racing.
  • Either increase Guards and Lords resistance to damage from players or increase their ability to sustain themselves in combat. It is too easy to solo guards even when they are being healed (Not including Tome of Courage)

End of game mechanics:

Currently, tiebreakers in Stronghold are based on what team has the most points at the end of the game. This seems like a very anticlimactic way to end a game mode where the objective is to kill the enemy Lord.

It would be awesome if an end of the game mechanic “Victory or Death” from GW1 GvG was added. Have it trigger at the 15 minute mark and move into sudden death. All supplies and trebuchets would be disabled and the middle of the map cleared out (Similar to how the Clocktower can be destroyed in Battle of Kyhlo) to open up the middle and combine the two offensive lanes. Here’s how I picture it looking like:

  • Increase Damage and Condition Damage by X% and Reduce healing by X% on all players and NPCs
  • Remaining NPCs move slowly begin to march towards the middle of the map and the last big fight occurs
  • The team with the most points before Victory or Death occurs would be awarded either a stat boost or reinforcements of guards or archers

Pros:

  • Creates an epic and climactic finish to the fight if the Lord is not killed in the regulation timing.
  • Allows for greater comeback potential.

Cons:

  • Can lead to matches that are a few minutes longer.
  • Some teams might try to turtle in their base. However, they will not have as many points as the team that is actually attacking. The bonus to the team with the most points would have to be significant to discourage this.

Attachments:

Valor, Honor, Bravery
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How to tone down the Cele damage and Turrets

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Anyone thinking the OP mains a might stacking build? How about we reduce the might stacking capacity to even out the professions? Then we can work on other things from there.

My burning suggestion is to make burning do good damage when you actually go into condition damage instead of just having a good base damage.

Turrets are indeed going to take condi damage… i’m going to assume you just got on the forums and didn’t read Grouch’s post.

Anet doesnt want Burn to act like Bleeds. So no, what you proposed wont happen. Please read:
https://forum-en.gw2archive.eu/forum/professions/guardian/Burning-changes-on-the-horizon
The above link already talks about Burn condition ideas. You’re more than welcome to give your 2cents in the matter.

Ah thanks, I didn’t see the most recent dev post about the turret changes. I had this and my Stronghold suggestions in a different tab that I forgot to post last week. It is a step in the right direction, but hopefully they don’t nerf it completely into the ground as reducing build diversity is not good for the game. Also, I don’t think a quote by someone about the betas that were almost 3 years ago is valid point.

edits: typo

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(edited by Phantom Pain.3602)

How to tone down the Cele damage and Turrets

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Posted by: Phantom Pain.3602

Phantom Pain.3602

1. Every celestial build that you hear people complain about relies on burning for a lot of its damage. Burning as the highest base damage for all conditions, but has a trade-off of only stacking in duration. Easy fix, lower the base damage of burning and allow it to scale better with more condition damage. Currently, burning with 0 condition damage hits for 328 a tick. With a celestial amulet and no additional condition damage burning hits for 438 a tick. With a rabid amulet and no additional condition damage burning hits for 561 a tick.

Using Incendiary Powder as an example with 30% condition duration

Difference between 438 Condition Damage and 0 Condition Damage= 2,189-1,640=
549
Difference between 932 Condition Damage and 438 Condition Damage= 2,805-2,189= 616

2. Allow turrets to take condition damage like every other thing in this game besides doors.

tldr; Lower the base damage of burning and increase how it scales and allow turrets to take condition damage.

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Zeroes to Heroes [zH]

Possible Stronghold Timer Fix

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Posted by: Phantom Pain.3602

Phantom Pain.3602

As many of you saw, the Stronghold exhibition game that was featured during the WTS Finals was great to watch, but in my opinion, had an anti-climatic ending. I understand wanting to keep the games short and in line with Conquest, but having the point system determine the winner after 15 minutes just takes away from the goal of the attrition based game mode.

I have a few suggestions to fix this:

It would need to be balanced for this game mode, but it would create an epic final battle. NPCs and players would gained increased damage in addition to reduced incoming healing and leave their bases and go towards the middle of the map for a final showdown. The middle of the map might need to change slightly to accommodate for this change.

  • Increase death timers towards the end of the match to create more meaningful kills and allow for teams to push outnumbered fights in their favor.

tldr; Create an endgame mechanic to allow for teams to push advantages in their favor. Games should be settle on Lord kills, not points scored.

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[NA] Zeroes to Heroes [zH] LF 1 thief

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Posted by: Phantom Pain.3602

Phantom Pain.3602

BUMP. Updated. We are looking for a thief.

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[NA] Zeroes to Heroes [zH] LF 1 thief

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Posted by: Phantom Pain.3602

Phantom Pain.3602

BUMP. Still looking for 2 more!

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[NA] Zeroes to Heroes [zH] LF 1 thief

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Hello,

Ubnext and I are looking to create a team to compete in the weekly ESL events along with any other tournaments that are hosted in the future. I’m currently looking for 3 dedicated teammates to fill the roster. Ubnext and I have been playing together since June and we are looking to fill the roster with skilled players that are fully dedicated to building a team from the ground up.

Requirements:
-Able to dedicate a few hours for practice 2 or 3 nights a week with some weekends. This has typically been Mondays, Tuesday, Thursday and Sunday for a few hours, nothing too demanding.
-Be able to attend the scheduled tournaments
-Age 18+
-Mic and various voice comm. programs
-Willing to be flexible in learning different classes if needed
-Need to be vocal within a match (ex: calling rotations)
-Knowledge of the game and all classes
-Experience in high level pvp
-Take criticism with intent to improve

PM me in game (V_A_L_O_R) or on the forums if you are interested or have questions.

Currently the roster is:

V A L O R/ H O N O R: Engi, ele, guard, X

Ubnext: War, engi, necro, X

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[Merged] NA World Tournament Series Disconnects

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Posted by: Phantom Pain.3602

Phantom Pain.3602

That’s fine if you think that, but I think you failed to read my second sentence. Do you understand what keeping the integrity of an event means to the competitive scene as a whole?

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Zeroes to Heroes [zH]

[Merged] NA World Tournament Series Disconnects

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Posted by: Phantom Pain.3602

Phantom Pain.3602

I just want to forget about yesterday. I feel really sorry for everyone involved and slightly guilty for forcing my team into a scenario where we had the chance of losing what was going to be ours. I’m sorry to the people who feel they got screwed out of a chance to go to China, but we were the sure winners anyways… We were on every kitten day for 4-6 hours practicing. I’ve kept that schedule up since before TOL2.

Sorry man, but just because you think you were the “sure winners anyways” doesn’t trump the fact that this was supposed to be an official tournament sanctioned by ANet with set rules and procedures . Even if you 500-0 every single team the matches need to be played out regardless of what everyone’s expectations of the tournament were.

Every team except for Blacklisted got at the very least, a second chance upon someone disconnecting. What happened to us (Blacklisted) at this point is beyond atrocious. It is absolutely comical in light of all these other events.

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[Merged] NA World Tournament Series Disconnects

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Posted by: Phantom Pain.3602

Phantom Pain.3602

this is quite literally the very first time that this has happened. It’s for the very first tourney that has a decent chunk of change

So asoon as some moneys on the table all the DDOS’ers come out? NO WAY?

Get real, they’re doing the best they can.

The best they can do = a cancelled joke of a tourny? You got high expectations lol.

no one EVER expected it to happen. Don’t pretend like you did.

You’ve obviously never been involved in online esports before, DDOS’ing is so rampant that nearly every top player in other games uses a proxy for skype, and will do whatever possible to keep their IP hidden. Blizzard and Riot employees have released statements with info on how to prevent DDOS’ing in the past, as well as many forum posts and guides.

They took the countermeasures they had available to keep the tourney legit.

Do you know what a countermeasure is? Please explain to us what countermeasure Aanet had for DDOSing. Take your time.

I definitely appreciate the warning about DDOSing after it happened. I’m sorry I haven’t played another game for money.

Grouch handled this very well.

Look at my post just above your original post. I’m curious if you can still stand by that last statement.

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[Merged] NA World Tournament Series Disconnects

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Blacklisted WTS Mishap with Screenshots+ VOD

Hey everyone,

As we all know there were some issues with the NA WTS Invitational. The team I played with was personally affected by it and I will give a brief summary of what happened.

Here is a link to the VoD from which I’ll be referring too.:http://www.twitch.tv/guildwars2/b/582241122"

  • Screenshot of Game 2 is attached with the mod’s named removed.

NOTE: the screenshot is 1 hour behind the stream time due to time zone differences

Game 1 Set 1: Forest of Niflhel vs. Collateral

  • Both teams rubberbanded at the start of the match and the match was reset.
  • Game two: Collateral takes the match with both Eura and Hans starting to have connection issues

Game 2 Set 1: Legacy of Foefire vs. Collateral : VOD starts at around 43 minutes

This is where things get interesting

  • Hans is disconnecting before the match starts at approximately 3:38 PM (stream time)
  • According to the screenshot Defektive calls out in map chat that Hans is disconnecting at both 3:38 PM (stream time) and right when it turns 3:39 PM.
  • According to the VOD at around 43 minutes at 38 seconds BLU realizes Hans is standing in the base and mentions that he is likely disconnecting. The Match timer is 14:40 which means it is 20 seconds into the match when Blu realizes what may be happening.
    Hans kept disconnecting ( He attempted to connect 3 times according to the screenshot)
    NOTE: Hans is still in TS the whole time and he says he cannot reconnect to the game because it is full (which is an entirely different problem, but I won’t discuss that here)
  • According to the screenshots, approximately 3 minutes pass before it is addressed

Obviously this situation was atrociously mishandled. However, some things are out of control for all parties involved. I’m not writing this to blame and shame the people involved. I just want these issues to be fixed to make the game better for all. Here are some of the major underlying issues.

  • Lack of consistent and enforced rules regarding disconnects
  • Equal respect for ALL teams involved (Just watch the following game. How many times was that reset?)
  • Some sort of feature to put the game on hold while people reconnect (See Dota2)

On top of all of this the next series of games were reset multiple times even when the game was nearly complete yet ours couldn’t be reset at the start of the match.

Sincerely,

Disappointed

EDITS: Re-added title of my post because it was merged by the mod.

Attachments:

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(edited by Phantom Pain.3602)

Catching up on Pathnotes since last year

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Posted by: Phantom Pain.3602

Phantom Pain.3602

I wouldn’t quite call it gear progression. The unlocks only cost a few gold which is a lot easier to come by now then it was a year ago. Also, PvP reward tracks give PvE loot rewards for doing PvP in addition to a few silver.

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Skyhammer Suggestion

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Posted by: Phantom Pain.3602

Phantom Pain.3602

I realize I’m in the minority, but I actually enjoy the idea of the map. It challenges players to focus on how they are positioned as a misplay could easily cause your death. There are so many ways you can position yourself to minimize getting KO’d, it really shouldn’t be a problem. However, I do see a problem with the actual Skyhammer. The fact that it can hit a whole point, knocks down targets, does good damage, and is unblockable makes it way too strong. There isn’t anything else in this game that can’t be dodged and for good reason. My suggestion is allow the Skyhammer to be dodgeable! Another thing to try out is possibly reduce the damage of the Skyhammer and replace it with stacks of confusion. This would make it feel like a different mechanic instead of Kyhlo Treb 2.0. It would be best to make the confusion stacks high, but very short duration so its not so easily countered by condi-cleanse. This would make the Skyhammer good for disrupting combat on a point, and it would introduce some counter-play on the poor unfortunate souls being hit.

tldr; 1. Allow the Skyhammer shot to be dodgeable. 2. Reduce the damage of the shot and add X stacks of confusion to the targets hit.

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Zeroes to Heroes [zH]

(edited by Phantom Pain.3602)

Ranger Ultimate Spirit De-bunker/bunker

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Sword 3 is a 6 second poison which is good, but the shortbow poison isn’t that great unless he is in point blank range. A stun breaker would be nice as well in that spot, but might not be needed depending on what’s traited in the wilderness trait line. Ideally you want to use poison when you know they are going to use their heal. With all the signet of restoration eles and heal signet warriors running around a higher poison uptime seems like a good idea.

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Advice on how to beat a bunker engineer?

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Posted by: Phantom Pain.3602

Phantom Pain.3602

It depends entirely on what traits and skills the bunker engi has. Typically I find engis are a bit lean on condi removal so condition based classes ( especially necro) are a good counter. If the engi specs into condition removal they typically have to give up a lot of other traits/ skills (namely stunbreakers and anti burst skills) in which case a burst class like thief, s/f ele, or shatter mes would be optimal. Warriors are also a safe counter if they have stability and berzerker stance since most engi builds rely on condi damage and CC.

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Ranger Ultimate Spirit De-bunker/bunker

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Great constructive criticism! Much wow.

I suggest using healing spring for this build. It’s perfect for fighting on a node because you ckittene combos in the water field. It will also add some extra condition cleanse to your build which is always helpful against condi-heavy classes. Also, since you already had the sun spirit and a torch offhand I would suggest running the viper nest trap to give you more poison. This will help you reduce the healing of bunkers more easily and allow to maintain pressure. It also helps strengthen your build as more of an attrition based role.

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"BLU is not an all-star"

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Blu does more for the PvP community than anyone else on the NA “All-Star” list. If anyone deserves a spot it’s him.

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[NA] Team LF 1 Engi/Ele

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Looking for a dedicated player for the ToL2. Must be dedicated to showing up to practice and improving.

Requirements:
-Able to dedicate a few hours for practice 2 or 3 nights a week with some weekends (Monday, Tuesday and Thursdays).
-Be able to attend the scheduled ToL2 events
-Age 18+
-Mic and various voice comm. programs
-Pvp Rank 50+*
-Willing to be flexible in learning different classes
-Take criticism with intent to improve
-Need to be vocal within a match (ex: calling rotations)

PM me in game or on the forums if you are interested or have questions.

*Rank is not an accurate measure of skill in this game, but for in this situation its used as a metric for Spvp experience. If you don’t meet the rank requirement, but feel like you can compete feel free to PM me.

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(edited by Phantom Pain.3602)

[NA] Forming tPvp Team for ToL2 and Beyond

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Check your inbox for PMs

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[NA] Forming tPvp Team for ToL2 and Beyond

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Hello all,

I’m looking to create a team to compete in the ToL2 tourney. I’m currently looking for 3 dedicated teammates to fill the roster. I will provide a Custom Arena for the team when the time comes. I’ll be holding tryouts once I reach a sufficient number of interested players.

A little information about my Spvp experience: I have been playing Spvp since launch of the game with over 5k matches played under my belt. I am rank 80 with Champion Paragon, Magus, Legionnaire, Phantom, and Hunter. When active, I was Top 50 Solo Que and Top 100-200 Team Que

Requirements:
-Able to dedicate a few hours for practice 2 or 3 nights a week with some weekends.
-Be able to attend the scheduled ToL2 events
-Age 18+
-Mic and various voice comm. programs
-Pvp Rank 40+*
-Willing to be flexible in learning different classes
-Take criticism with intent to improve
-Need to be vocal within a match (ex: calling rotations)

PM me in game or on the forums if you are interested or have questions.

*Rank is not an accurate measure of skill in this game, but for in this situation its used as a metric for Spvp experience. If you don’t meet the rank requirement, but feel like you can compete feel free to PM me.

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Zeroes to Heroes [zH]

2 r80 NA players looking for new team

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Sent you an in game message.

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Collaborative Development Topic- Game Modes

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Posted by: Phantom Pain.3602

Phantom Pain.3602

If you want great ideas look to GW1. The game had some flaws, but it did a lot of things right. I am a fan of new things, but sometimes the old way is great too! The main point of my post is to remind and maybe even introduce some of what GW1 had to offer in terms of PvP.

Game Modes:

Look no further than:
http://wiki.guildwars.com/wiki/Hall_of_heroes http://wiki.guildwars.com/wiki/Heroes_Ascent
http://wiki.guildwars.com/wiki/Guild_vs_guild

These are not all the game modes offered by GW1, just some of the modes I was a fan of.

Understandably, some of these game modes might not fit right with the mechanics of GW2. I believe, however, that GW2 could thrive with this structure if modifications are made.

Death Match Example:
For example, A criticism of a death match game mode is the long cool down of elite skills. It is very likely teams would spam their elites run in and immediately retreat until their elites are recharged which would lead to very boring gameplay. Another criticism is matches may only last a minute or so if its just one life with no resurrection and it becomes a DPS fest (due to the lack of a dedicated healer). These could be remedied via secondary mechanics (similar to the ones we are used to in GW2) in order to provide incentive to engage in combat. Elites could also be temporarily disabled (this may be controversial, but I personally wouldn’t mind) or maybe have a one use per match cooldowns. These one use per match cool downs could function like GW1’s resurrection signet and have a one-time usage ,but with the ability to be recharged via a morale boost or other secondary mechanics.

*I can delve deeper into specifics of other games modes this weekend when I have more time.

Rewards:
One of my favorite parts of GW1 PvP was the awesome rewards for your progress in PvP. The some of the rewards included, exclusive weapon skins (Ex: Wintergreen weapons), an exclusive Mini-Pet, prestigious titles, PvE rewards, PvP skins, exclusive access to PvE content, and efame. I was a hardcore PvPer throughout my years of GW1 and I played for years because I loved the combat and rewards. Eventually, I was able to unlock the most prestigious armor in the game (Obsidian Armor) and I had hardly stepped foot in PvE. Some people don’t like PvE rewards which is totally fine. There was so much to unlock for PvP stuff!

Here’s a link to some of the PvP rewards: http://wiki.guildwars.com/wiki/Pvp_rewards

tl;dr: Ultimately, GW1 PvP provided incentive for both PvPers and PvErs to play PvP and earn rewards that were relevant to their respective interests and have a blast doing it. There were many formats that appealed to a wide audience of players so allowing many to could find enjoy whatever aspect of PvP they choose. GW1 PvP game modes created diversity among builds , professions and play styles. The lessons learned from GW1 can provide us with even better ideas for GW2.

Also, I wouldn’t mind if the speed of the game slowed down a bit by increasing cast times and reducing auto attack damage. This would increase the importance of skill usage, reduce clutter, make the game easier to observe, and provide longer, more meaningful fights, but that is a topic for another day…..

EDITS: Fixed typos

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(edited by Phantom Pain.3602)

[NA] r50 LF Team

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Posted by: Phantom Pain.3602

Phantom Pain.3602

Bump. Still looking

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[NA] r50 LF Team

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Posted by: Phantom Pain.3602

Phantom Pain.3602

I’m looking for a team to play GW2 tPvP competitively . I’ve played on a few teams in the past, but I’m looking a serious group looking to play in future tournaments and in the GW2 Invitational Tournament.

  • Rank 50
  • Champion Magus, Legionnaire, Paragon, and Phantom
  • 1.5k Tourneys Played
  • Experience playing all roles and professions
  • Willing to play other classes
  • Knowledge of all professions, builds, traits
  • Well developed game sense
  • Flexible Hours
  • Past PvP Experience (GW1)

Msg on the forums or in game : V_A_L_O_R

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Zeroes to Heroes [zH]