They could have done SOOO many different things to avoid this 4 v 5 problem …
- Have an actual proper functioning ready button
- Abandon game if it starts 4 v 5 after a set time, everyone back in queue
- If someone leaves early during game, they could freeze the score and wait to find a replacement, then send everyone back to starting area or something when its 5 v 5.
And so on. Since this is has been an issue for god knows how long its safe t o assume it aint getting fixed – ppl just gonna have to deal with it.
Major lag at this very moment. Was in a skyhammer soloq game, got disconnected, came back other team won 500 to 0 lol (seems they were all spared, everyone on my team disconnected bar one). Next game was in legacy, everyone on both teams had major lag.
At this very moment solo q (and possibly everything else) is unplayable so I’ll just wait for anet to hopefully fix it.
OP is correct in my opinion, but thats the nature of solo q – when theres a lack of leadership theres a lack of coordination. Add in the fact that some people actually do not care at all about winning and just want to stomp whoever they can and solo q can be really frustrating because not everyone is on the same page with tactics and strategy.
I think the best time to push far would be one :
- At the start, if someone from your team rushes their home point then they must either be absolutely confident they can cap it if its 1 v 1 or keep it neutralised long enough for your team to claim mid, and hopefully be fighting 2 v 1 to create a mismatch at mid. If they fail and die, most likely your team will be two bases down because if they sent 4 to mid and 1 to guard home and your team had one cap home, 1 go far and 3 mid, there would have been a 3 v 4 fight happening at mid and that most likely ends in favor of the team with 4 people.
- You could send one or two to mid at the start and even though they will probably die make them hold mid long enough for your team to have zerged far point and claim it. Rather risky strategy but it does work if both the fight at far finishes quickly and the fight at mid lasts long enough. Will be neutralised though if the enemy team see’s it happening before it happens.
- When they have outnumbered you at your home point and hold it or you are about to lose it. You basically do the same to them because if they send 3 to your home point, there will be a point somewhere you can assault and take. Generally one point out of the three at all times is well defended by both teams and the other one is up for grabs in a group fight.
- When the other team constantly lose group fights. It kind of means your team is just stronger and because of that positioning strategy isn’t as important so you can just roam around in groups and claim whatever points you want. Not a good idea to do at the very start though, better to gauge how strong your team is and how strong theirs is.
OP is right though about just holding 2 points to win, and getting secondary objectives when your team can. Some people overestimate themselves after they wipe the enemy team thinking they can just do it again. Some people just don’t care about holding points and care more about personal points. Some people are just impatient and can’t wait out the 15-30 seconds it takes for the enemy to respawn and engage them again and don’t realise that if you sit at a point they will come to you.
Anyway in the end, after the initial beginning fight, whatever two points you control on the map is fine as long as both are well defended. Its just easier to defend your home point + mid then it is to defend far + mid.
Secret?
You buy nightmare armor or cultural tier 3. You salvage it. You hope to get dragon token. You craft. Easy as that.
Grats on a ‘well earned’ reward that not too long ago pvpers who played before rank50+ glory vendors were around could only dream of. Now a rank whatever can just farm glory and get lucky on their dragon token crafting.
I think what would annoy pvp veterans is things like this were probably – in the mind of anet – an elite achievement and something to grind for (despite it taking a LONG LONG time). Now pretty much anyone can get higher level items with marginal pvp experience to show for it.
If they all of a sudden decided to give say rank 60’s a chance to get pve legendaries in the same style that people can craft dragon token items then I’m sure pver’s would complain. Granted its not the same level of item/prestige but the concept is the same.
Wooo this is probably the most exciting news for pvp this year if it is true. Finally some new game modes and new maps is always nice (as long as it does not resemble skyhammer).
Hope they give us more info and let people test it out. All in all, this is real progress even if its like 6 months overdue lol.
Anet needs to deter all the first-timers and pve’rs who don’t even try to learn anything about pvp – those who only do SoloQ for the rewards and not the actual fun of pvping.
There was a time not to long ago where people who wanted to learn to pvp started out in hotjoins or grouped up with friends. I think those days are kind of gone since its much more enticing/rewarding to get silver/rank points/glory all in one go, and why not it doesn’t even matter if your a rank 1 you can get lucky just by being in a game where its 4 v 5 or getting carried. Its basically free rewards for them.
What I suggest is anet adjust the pve rewards based on their pvp rank. If they are say rank 1-10, they should only get like 5 silver a win for SoloQ (max of 50 silver a day) – rank 10-20 should be like 10 silver, 20-30 should be 15 silver and then after rank 30 they can receive the maximum benefits. This might deter those random could-care-less pver’s from getting the same rewards as legitimate pvpers (I’m going to say rank 30+) until they get their rank up (i.e Do pvp the way everyone else had to).
Shuuuush someone from anet might hear you OP.
Last time people collectively raised their voices on this issue, they decided to add another spirit to the ranger pokemon collection.
I think its best to just stay silent and they might get the crazy idea no-one uses A.I thus removing them all. Just a dream I suppose …
Think the OP said he mains Thief, not mesmer ….
Anyway Lyssa is definitely one of the most powerful if not the most powerful rune set there is. I think the ‘give all buffs remove all conditions’ has an internal cooldown of 45 seconds so with the right timing every minute you get basically 5 secs of free stability/fury/whatever else and get to cleanse all your conditions. It would have been good enough if it was just give all buffs but I think the remove all conditions part makes it alittle OP. Its basically two utility skills in one move – both of them extremely useful.
If they increased the internal cooldown to say 90 seconds it would be a bit more fair. As it is thieves, warriors with their low CD signet of rage and necro’s with their flesh golem can abuse this rune’s 6th bonus proc. It really is like having 2 utility skills in one and I’m not sure another rune-set achieves that.
If there was minimal A.I (one pet/illusion per person), minimal stealth and minimal ranged aoe I think combat in this game would be tons more fun. Its still fun but it had so much more potential to be better.
So in PVE when you make a new char, your in a starter zone that takes like maybe 5-10 minutes to finish before you can leave it. I think anets need to introduce something to pvp to at least give people some idea of what to do properly in tpvp.
I cannot believe in the last few days the amount of times ever since the patch was live that I’m ether in a team with absolutely clueless people or someone happens to leave the game for whatever reason – either they jumped in to try it out and realised they have no idea whats going on or they repeated die and get frustrated. Either way 4 v 5 games are happening FAR to often now.
Its great anet have introduced pve rewards because it brings about a larger population. That takes care of quantity for now – but can you improve the quality of the game, not in regards to balance but at least in the quality of players playing tournament – in particular Solo Q.
I’m not the best player, I cannot carry my team but its so frustrating when someone leaves after 1 minute into the game. It always bothered me but at the moment its just downright annoying that after this happen the chances for winning mean everything has to totally right for my team and totally wrong for the other.
Obviously this only matters for SoloQ because you can’t choose your team. Please consider introducing some requirements to even step in SoloQ or Team Arena (eg by Rank, minimum number of Hotjoin games played etc).
Anyway I was gonna make my own thread, but decided to post here LOL.
I know its going to be impossible to prevent ppl leaving during a match because they will do it for whatever reason. Its obviously not fair to the other 4 who stay and endure another pointless game though. This happens far to often on a regular basis.
If your not going to have a /surrender option then what can you do to at least make it more fair for the 4 who stay? I can think of some benefits that hopefully don’t give an outnumbered team advantages:
- Reduce the respawn rate to 5 seconds
- Halve the cooldowns on respawn or give them all fresh cooldowns
- An outnumbered buff for team of 4 – increased movement speed by 10%
- 25% increase speed in capping a point
Buffs like these are pretty minor and still will not do much to cover the lost of another person but at least they might make it slightly more interesting.
While you punish the leaver (if they leave and are still active in the world they should get a bigger penalty then a lost – it should be 3 losts and like double lost of mmr) give some incentives for those staying to fight it out, while not giving them a defensive or offensive advantage but one that covers movement and capping imo.
Who knows what happens. Could be some hidden achievement for leaving 100 tournament games before it finishes, where anet awards them a unique pet + title.
There is no real way to stop people leaving games though but at the moment those who stay to collect their lost get punished more then the person who decided he can’t be bothered to stay.
Its about time theres a /surrender or something similar to at least force a lost rather then just sit around waiting for the counter to hit 500. I’d like to know what suggestions anet has to prevent people wanting to leave though.
I sure hope they tested out these new heals with whatever new class balance changes that are coming around next week because by the description of some of them, the heals alone will be changing the meta.
Best I can hope for is they do away with passive healing in all forms or make it totally supplementary to active heals. I like the description of the mesmer and ele heals, but I have a generally bad feeling about the ranger and warrior one.
Do rangers really need another spirit to add to their pet collection and do warriors need another endure pain like skill ???
I wonder if Anet have tested to see whether it still thinks your in the Q even though you have left the Q, or at least make sure this does not contribute to a game beginning with 4 v 5.
I would like to see video proof of this though before making any assumptions.
Increase the synergy with WVW and PVE:
- Be able to wear your PVP skins in WVW (cosmetic)
- Reward chests in tournament give small PVE rewards (rewards based on PVE lvl)
Centralised Heart of the Mist
- Group a few servers togethers to increase mist population
Improvements for Team PVP
- Not sure how popular TPVP is since the inception of Solo Arena but my guess is its extremely niche now. Maybe its time to change it up.
- Make Team PVP Guild vs Guild with a seperate Guild leaderboard along with the Personal Team Arena One
- Give Achievements + PVE/WVW rewards for GvG
- Have PVP only guilds that is seperate from PVE guilds for GvG.
- Have a Looking for Guild tool for sPVP only guilds
Other random things that would be nice
- Be able to create a profile page of your character that can be viewed by anyone in game
- Obviously new maps, new game modes, better balance, better rewards etc.
At this stage considering the lack of meaningful rewards for PVP I’m all for legendary weapons. All they need to do is tone down the particles (maybe even completely remove them for pvp) or give people an option to ‘turn off legendary weapons’ so its only visible for the ‘player’ and not the ‘viewer’.
Think its best if people just treat PVP in this game like its a ‘mini-game’, a side-show or a casual break from PVE – whatever really, just its beyond the point where you can see PVP standing along side his much cooler, much richer and much more popular PVE brother (and WVW cousin) as he parties day and night doing cool activities every month.
Do people honestly expect there to be huge changes that even if they are great will bring a massive population back to PVP? If anything positive changes – even if they are great – will just bring about a moderate population boost. Noone has an obligation to be loyal to any online game unless this is the only game you plan on playing for whatever reason.
The PVP population and hype train has departed quite a long time ago. I still get mildly upset over the potential this game could have been but in reality I got so much time out of this game that it may be the best value game I have ever bought. I think right now its only worth complaining if you blindly bought this game for PVP within the last few months and had an utterly disappointing experience because of that.
If anet had more synergy with all three forms (PVP,PVE and WVW) then I’m sure PVP would have been more advanced then currently. Even something cosmetic like being able to wear PVP armor in WVW would be better then nothing. Oh well I still enjoy sPVP casually because investing any more then that is not worth it imo.
after releases like this;
https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
From the Gw2 July Prophecies – The major focus of the PvP team for the second half of the year will be tied to improving the sense of reward in PvP.
Any indication of this happening? I hope this is still the case, that they have a surprise waiting before the end of year in regards to reward. Like a MASSIVE major overhaul of the pvp rewards system is the next big thing that needs to be accomplished.
Hyperthetical – Anet announce that those who finish in the top 100 in Solo Q Leaderboard will get a title before it resets. What will happen? The top 100 wont bother playing or they will play the ‘minimum’ amount needed to stay in the top 100 if they happen to get pushed out. People close to the top will try to push for the top 100 and will probably try to do whatever makes it easier for them to achieve it (syncing, playing during the dead hrs etc). Those sitting pretty at the very top will probably just monitor their leaderboard position daily and if they slip close to exiting the top 100 will play a game or two and make sure its one that is in their favor.
What I’m trying to get at is if anet announces a title now for the top 100 with the lack of decay in place your going to see hardly anyone in a position of a title do anything to jeopardize it, which is to say play the least amount of games to keep their position or none at all. The leaderboard hardly moves around the top 100 because everyone protects their rank.
If anet was going to introduce a title, it had to have happened before the leaderboards were implemented or else it should never happen, not in this current state as by design the leaderboard was flawed from the beginning.
I’m guessing when the game got the full release, e-sports was high on the list because it started out with so much promise and a very good population. Over time it probably became clear to everyone that getting to this status was not going to be easy, if ever. I believe if anet thought e-sport was achievable then so much more resources and exposure would be poured into pvp development but its obvious this isn’t the case for a good reason.
I rather anet just work on the small details of working their way up on rewards, game modes and balance and if they make good progress before they know it e-sports might be associated with GW2.
That was quite fun to watch lol thanks for posting. Talk about broken mechanics. I wonder if anet feels its fine for players to be able to spam evades over and over. I guess
since its been like this for ages they approve of this playstyle.
Evade’s and stealths need to be toned down definitely or completely reworked. Practically any fighting game where you have these types of mechanics that is open to abuse, it will never be balanced – ever.
Well I commend you for your efforts I guess. Be sure to post your video when it comes out. Please talk mostly about the balance of the game.
The thing I want to hear most from the ‘top’ players is each classes weaknesses more then their strengths. Its obvious everyone has their own idea about which class is weaker then others but I want to know what the weaknesses are of popular classes/builds. Some builds have no distinct weakness and that is the big issue in my opinion – it leads to a few or one dominant strategy and then after that, the balance of the game is just ruined.
I hope anet looks at alot of builds/classes and ask themselves, what is a distinct weakness in this build/class? Anyway its better to try then not to try, so good luck with your mission.
Didn’t people argue about this not too long ago? I think Allie gave a good response on this.
I always thought the whole idea of a forum was for community feedback. Granted people have their own ideas about what works and what needs fixing and how to fix it, pretty much anyone can come up with ideas. The merit of improving something should be based on the idea itself and if it stands up to scrutiny then maybe its a good idea. It can come from some guy who just played the game for 30 minutes or from someone who has religiously played since the games beginning.
After all, its just a game we’re not developing it or require extensive training and education to give ideas on how it can be improved. This whole idea of ‘listening to top whatever %’ can never really be enforced properly anyway. Who decides who the ‘top’ players are? What if you fall out of say the ‘top 10%’, your like the ‘top 12%’? What if you were a ‘top’ player before but now just a casual player? What if you just became a ‘top’ player for the last month? What metrics are you going to use to determine who gets heard and who doesn’t?
One players or even a few players experience does not define the game, its 100% of the players and they all deserve a say. Its really up to anet to filter and be objective and do something about the good ideas, which I’m sure they should be used to by now.
I feel this was more a pve/wvw balance patch that they called a pvp balance patch to keep ppl on this side of the forum quiet.
Just my opinion tho, I’m rather disappointed with this patch because it looks like all they did was add tooltips and fix things more then bring about balance change – things they should have done a long time ago.
Just make it simple and effective:
1) Open Arena, Click on Solo Arena Join
2) Maybe flag that person as being in queue for PVP, and if theres no input/movement etc after 1 minute whilst still in queue remove that person from pvp queue (i.e make their AFK status 1 minute or something), a non evasive message pops up saying ‘Removed from Queue due to inactivity, click here to re-enter queue’. If 1 minute is to short maybe 2 minutes or whatever but under 3 minutes would be reasonable.
3) Queue now pops, The Queue window pops and player needs to click ready to continue, give them a window of 45 seconds. Should show how many players clicked ready, and once there is 10 readys it automatically gets everyone in at the same time to the pvp game and then give say another 30 seconds then on to business!
So it will at least ensure that there are 5 v 5 players and no-one is AFK once the game begins. You can’t stop people leaving during the game coz it will always happen at some point, but at least this way the game isn’t ruined and the team with only four players isn’t punished for doing the right thing.
Edit: And don’t tell people what map they are playing before they click ready to prevent people leaving if its skyhammer, spirit watch etc. Granted if people leave at any point during the game they should get harshly punished – obvious positions lost on Leaderboard, locked out for 30 mins, cannot leave the mist for 30 mins etc. :p
(edited by Psychogene.6780)
Guys, thanks for posting in here and being constructive. We really like the ideas in here. Keep them coming and I’ll pass them along to the team!
LOL that sounds like the automatic generated response anet keeps giving in this forum. I really hope they give us some sort of preview on the new game mode – maybe even like a 1 minute video and 1 paragraph of explaining the mode would do because clearly player input will help shape it – and better now then it being released and anet taking 1 year to fix it.
Anets idea of new game types:
One hit one kill meta
Phantasm D/D maximum special-fx meta
Engi HGH condition spamming meta
Necromancer aim anywhere meta
Spirit Ranger run around the point meta
Bunker Warrior immortal healing meta
etc. etc, May have made some of them up but you get the idea.
Its always going to be like this though, you can blame the player but you have to blame anet for making it so easy for people to be cheesy. Everyone plays games to relax (get away from real life), they want wins because its the enjoyable part of pvp but at the same time they want to make it as easy for themselves as they can to win.
All it takes is a few people to abuse the overpowered class/builds and then all of a sudden everyone is following in their footsteps. What i hate is random people abusing other players for ‘playing ele/mesmer’ in thinking that because they play easy to play OP classes they have a somewhat superior skill advantage.
They should give underpowered builds (staff elementalist, scepter mesmers and others) double the exp/glory/mmr bonus, might give people more incentive to try play them (and then again maybe not). Heck, staff elementalists should get triple the bonus in its current state!
Hoping the patch is a success, but again maybe it would be in their interest as well to just completely destroy pvp to the point absolutely noone wants to play. This way they can stop pretending they care about pvp and stop wasting everyones time.
The heart of the mist is a place of relaxation, where PVE players meet up to plan their PVE adventures. Once they have tried on the clothes they want to obtain they step back into the PVE world, free of charge!
Great list of ideas, if only half of them end up being implemented it would make the pvp experience alot more enjoyable for sure. I like how you touch up on ideas that would improve the playing experience whilst at the same time give back to anet via $$$. I think anet need more solid ideas on how to make pvp profitable (whilst not taking away from players enjoyment) because it would be a win-win for everyone.
Its obvious the game needs more game modes, better balance and better rewards to succeed in the future. I’d like to throw an ideas in the mix:
Weekly Tournament PVP Rewards -
Reward players who play tournaments on a weekly basis. Maybe something like 15 tournament wins a week (max 3 tournament wins a day) = 1 gold or 10 astral diamonds or a chest that is the next tier above their current rank (eg. rank 20-30 will get a rank 30-40 chest) etc. The daily rewards suck and some people only play for the monthly reward and then don’t step into pvp until it resets. PVE players get rewarded EVERYTIME they do combat – pvp players need to get that same luxury. I’d even settle for spending glory to get a weekly pvp reward since after a certain point theres just way too much glory and nothing to spend it on.
Leaderboards have never worked at any stage in this game it seems. Its been 6 months of failed implementation and nothings been fixed. Anet’s response is something like this video – http://www.youtube.com/watch?v=HdZ9weP5i68.
Not the worst idea, Daecollo has a good point about how quickness is phased out in favor of other cheesy mechanics (even though quickness was kind of OP for a long time). The idea about making quickness a boon and not an effect is one I like, though I don’t know about this swashbuckler trait tho it seems people will find a way to abuse it especially with thief sword builds.
Also adding a stack for 1% extra speed is rather pointless. One stack of bleed or confusion actually does something even if its a minor one but one stack of quickness practically does nothing. Should be changed to whatever add stacks of quickness to give 5 stacks at a time and after 10 stacks the boon activates for 10% extra speed. Something like that would and people will actually see the benefits.
So not a bad idea, though I don’t know how quickness even done like this fits in this current meta. What happens when they get a corruption boon? What penalties apply to having quickness (like endurance regeneration, increased dmg etc)? Would kind of need some penalty because we surely know people will find ways to add stacking quickness to their already overpowered class somehow.
only one thing to say. if u make suggestion, anet’s gonna do the exact opposite. i think it has something to do with “we want to be different” thing
That about sums up the player/developer interactions we get on this forum. We identity some problems, we might not have the best solutions but give some ideas/opinions/feedback from personal playing experiences, anet acknowledges its a problem and then comes up with their own fix which for the most part either don’t fix the problem at its core, create even more problems or shifts the progressively worst balance in a different direction.
I guess that can’t be helped – balancing a game like this is probably a nightmare. However they seem to be making the same mistakes when it comes to balancing over and over. A year after release and has the progress of balance/game modes been better then when it first came out?
Its one thing for them to acknowledge the many faults/bugs in the game but if they don’t have an adequate fix it just gets progressively worst. I think its at the stage now where they fix one thing, they break another and that vicious cycle continues. Just browse through the forums and there are people who put alot of time into thinking of ideas to improve the game – don’t discredit their efforts, and don’t pretend to acknowledge the problem and then do a 180 degrees turn and offer some band aid fix.
Even if its baby steps some meaningful progress after a year of release is desperately needed. If GW2 PVP was a stand alone game, after a year it would have either been shutdown or gone F2P. This kind of tells you whether it was a success or failure, of which the answer is pretty obvious.
To the OP -
This is a forum. Name me one forum out of the countless hundred of thousands that exist on the internet that do not have people complaining about something. Not everyone has the sensibility to post constructively without putting their emotions into it.
You do understand right that if people don’t voice their opinions and give their feedback (however their tone might be) how do the developers know what we (The pvp community) expect and want out of the game? They would be in their right mind to assume all is fine if they receive mostly positive feedback on their game but guess what, the majority of the feedback is negative and its for a good reason.
And thats why we have a forum – to discuss the good and the bad and get an understanding of where they are heading and where we want the game to go. You are never going to stop people saying what they want to say – and thats the way it should be.
Pvp is not what it was promised/where it should be (as spoken by the community at large, not one individual or the developers) and that much is accepted by the majority.
The idea of SoloQ is great, the implementation is just quite average really. Its like it was designed by some high school kid there are major flaws in the system that have been there since it first came out.
I’m guessing like 20% of games aren’t even balanced games due to starting 4 v 5 or someone who quits about 1 minute into the fight. The frequency of this occurring probably happens less the higher your MMR goes up but as the MAJORITY of players aren’t in the top 1000 I guess they have to suffer with clueless/absentee players ruining their experience and probably in the process kill of the pvp population even more.
If theres one thing that needs to be fixed first up for SoloQ, its this 4 v 5 and people leaving the game (maybe not a fix, but a much harsher punishment). You’d think Anet would have learnt from their mistakes from Team PVP but sadly no.
Was any thought put into your idea to make everyones hp 15k? Makes no sense at all. If everyone had the same health I think what you will eventually find is everyone absolutely running the same build (even less variety then now) because everyone will have to BALANCE around their HP.
Errant – You or whoever wrote that nailed it, absolutely spot on. If this was a marriage, after all the broken promises and now the stale state of the game, I’d think anet are at the point of denial before the divorce begins.
Good read, thanks for posting and best you keep a copy of it before they try and sugar coat the forums.
Is this 17,000 people who have tried soloQ? I like the other poster in this thread was expecting alot less like 10,000.
Even so, theres probably only like 200-300 max players at any given time doing soloQ in my opinion. How the hell would you explain running into the same people time and time again hours apart.
OP : Play what you ‘enjoy’ playing. That one teammate that called you out is pretty arrogant. Mesmers are not a bad choice (in fact most classes have their uses, even elementalists) – I guess your teammate is just not happy that his not grouped with 4 spirit rangers or 4 necromancers.
You got to hand it to those type of people though – they think they are superior in a totally broken pvp game where skill/button mashing on cheesy meta builds are one and the same. I totally respect people who avoid playing spirit rangers/condition necros and stun warriors because its much more fun to beat the meta (whether you lose more then you win) then to be part of the collective bunch of people who are pushing their ego to climb their imaginary esport ladder.
Can you imagine (in an alternate universe) if we had the same balance at the moment but there was no spirit ranger, necro without fear spams/burning or warriors who can stunlock chain/out heal damage and avoid all CC’s, or if these builds existed but people never discovered it? The game would actually be closer to balance, but unfortunately people are playing/pushing this meta into the ground and as a result we have the worst state the pvp game has ever been in.
Think its best to just think about Guild Wars 2 dedicated pvp as no longer a big feature of the game but like a step above a mini game that anet seems to release every month. I get the feeling the problems of fixing all the things that will make pvp great will just require to much time/resources so everything we kind of get (pretty much since release) has been band aid solutions.
The games been out for a year now more or less. All you need to see over that year is a timeline of whats been added/changed for pve/wvw and pvp. If you compare the two aspects of the game you can clearly see which one is being focused on.
In the end, Guild Wars 2 will always be remembered for its PVE and never for its PVP.
IMHO how the team handles downed state affects the score too much. I’ve been in matches when you can’t kill an afker in mid point fight. You can burst him down for sure, but he get ressed in 2 sec by mates with ress traits, that’s way faster than the stomp animation. Even when you got 2 or 3 down, they get ressed by Mesmer, ranger or engi utility skills. Sure there are ways to stomp lock such as thief shadow return, stealth, steal, blind, Mesmer distortion, mist form,engi elixir s. but the stomp animation is way slower than ress with trait. The fact that you have so many skills for stomp and antistomp tells you this game is way too much about downed state, IMHO it’s more important than anything else.
It’s a fun idea to begin with, however now it has taken over the whole game. Most of recent serious games I have played turned to a ress feast at mid point.
The current state of the game is really sad, and the worse part is I don’t know how they can fix it without completely redo the whole game.
+1. Downed state does need some sort of tweaking in my opinion. The ability to rez someone from downed state instantly (like rangers elite spirit, signet of illusion/plague, signet of undeath, battle standard) needs to be completely removed or reworked in such a way that it increases the HP regeneration of the downed state person but does not instantly bring him back up.
Its such a cheap way to rez someone just by using one skill (regardless of cooldown). In group fights its especially hard to keep track of everything let alone the guy hiding in the back who has stability or is stealthed trying to instant rez someone. It should be a risk to try and heal someone from downed state because its just as risky going for the stomp if its a group fight.
So please anet remove this instant downed state rez or at least change it so it gives fast hp regen for a short time. If you aren’t going to change that, then how about increasing the cast time and give people sufficient warning that someone is casting it (i.e ‘X player is using signet of illusion on Y!’).
They only appeal to you because they happen to be the top current 2 classes at the moment right? This is the thinking of new players it seems, just follow the easiest and cheesiest class to win with.
So OP – do you want to play for fun? Or is streaking together as many wins as possible more important? You should know condition necro/spirit ranger are what you will most likely play, and they are quite powerful and TOTALLY BORING to play – but if your enjoyment of life depends on having to win at all cost, then go ahead I guess. Consider that this game is about 1,000 years away from esports I’d rather just play for fun – try some funky build out on some class and see if u can make it work.
Those mini pvp games associated with the temp content don’t have enough depth to be anything other then a 5 minute distraction. If it wasn’t for the achievements and rewards that you got with them during the running of the temp contents then the population may have even been more dead then spvp currently is.
I don’t see why they can’t add it to the mist if they really wanted to, but as I said – no real reward or achievement points and its as good as empty.
Honestly I think the best way to see builds in this game is to try find a hotjoin with good players (or just assume the high ranked or champion title will have to do), spectate and see how they play. Either that or just ask in the mist or send a tell to someone you played against in a tpvp on more information about their build.
If you like their play style, have a look at their build and copy it – of course once you play someones elses build yourself you will eventually make your own changes to suit your playstyle.
Check out this site
http://www.gwshack.info/?region=na
Has the top 1000 for SoloQ + Team NA and Europe in a nice table format. You should be able to simply cut and paste and it will seperate into seperate columns for you in excel and if it doesn’t, you could use the text to column function.
As a player what would your wish list of priorities be? I am curious as to what you guys would like to see first. Here’s my tentative list:
1) Better reward system. Even though it would delay everything else I feel that it’s fundamental to the longevity of the game. Remove the barrier from PvE/PvP rewards.
2) Balance the current meta.
3) Fix the match-making system so it stops creating ridiculously imba matches.
4) daily/monthly in-game tournaments. At the moment team Q is a joke.
5) new game-modes. Even if it was just by letting us customize our custom arenas to be team death match, capture the flag, etc.
Great post. Points 1,2,3 are desperately needed (with balance always going to be a priority i assume, sometimes high and sometimes low) and points 4,5 would definitely be nice.
Things I would like to see (not necessarily involving the actual pvp combat experience)
- Synergy with Pve. Rewards would go a long way to helping this. Even something like spectator mode should be expanded – is it possible to remove the spectator cap for a room and allow people to spectate games without having to even be in the mist to manually enter the game lobby then enter the room? It would be cool if you could spectate your friends playing tournament pvp (SoloQ or team) from anywhere in the game world. Of course you would have to limit it so you only see their FOV and there would have to be an option so the player can choose not to be spectated if he wants to avoid cheating but just saying, it’d be a nice feature.
- Targetting system overhaul – in particular with stealth/A.I and marked targets. Make it more fair and easier to target ‘who we are trying to target’ then having us waste precious seconds trying to find the right target. As someone pointed out in another thread, targetting feels like you are battling with the UI more then the opponent. Definitely needs a fix.
- Clutter – obviously reduce it to the point where the action is visible and centered on the player rather then everything around him. You could fix this in so many ways – standardize player size/reduce pets and npc’s character model size, merge spirits/minions (along with their skills) into one entity or add the opponent’s health bars to the right of the UI much like how the team health bars is on the left of the UI to allow for easy clicking (maybe even make it so we can assign 5 individual keys to target enemy1,enemy2,enemy 3 etc).
- Have a daily team tournament like every 3 hrs with unique pvp rewards – i.e bring back the 8 man tournament. Make it so you can Q from 15 minutes before the tournament is scheduled to start, and if more then 8 teams register then it creates another instance of the tournament for that 8 teams until it can no longer group in 8. Safeguarding for AFK teams + matchmaking is a must before game starts but having 8 team casual tournaments would help with this esport concept. You could flesh this idea out alot more but this would be nice to have back.
Should never be anyone beginning a pvp match AFK to begin with. I don’t get why the ‘I am ready!’ button is inside the pvp lobby when it is much more important to have it in the open world especially for SoloQ.
It would be so much better if say people queued for SoloQ and when it popped all you get a message saying something like ‘PVP game found! Click ready to begin!’ and that message stayed on the screen for say 30 seconds. After everyone clicks then you enter in the game and it begins in 15 seconds or so. If even one person does not click the ready message then it should throw everyone back into the Q to begin the process again. This is so much better then starting games with people who are AFK or people who do not join at all. There should be safeguards/checks in place to prevent this AFK or 4 v 5 situation to begin with and having a ready button outside the pvp lobby streamlines this process.
SoloQ should be the type of games that once everyone enters they are ready to go – no need for character switching just give a short time once everyone is in before the game starts to discuss strategies. If they get it right before the game even starts then there should be no need for a AFK kick.