Showing Posts For Raphael Williams.3671:

Open-world PVP

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Posted by: Raphael Williams.3671

Raphael Williams.3671

ummm as others were saying just like in every other game with open world pvp if you don’t want to participate don’t flag up if its offered.

Unless I want to be bombarded with duel requests and “dool me brah”-type whispers every five seconds? Besides, as some people have said in the past, they want true-PvP with so safeguards whatsover. Why? Because as I said, they believe that ganking level 1 noobs is the highlight of their lives.

Open world PvP doesn’t even fit in with the lore, but then, the dudebro brigade couldn’t care less about the backstory anyway.

You realize the " lore" is dynamic its what ever the Devs say happen, thats why you have “living stories” they make up stuff as they go along. If they someday want to go back to Luxon Vs Kurzick style pvp and make a whole continent centered around it and flag everyone that goes into it they can do that . It will fit whatever lore they want it to and I welcome it. This is not a pve game this is a pvp game the fact that it DOESN’T have truly open world pvp ( not instanced Real Vs Realm) should strike the community as odd.

when will GW2 live up to it's name?

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Posted by: Raphael Williams.3671

Raphael Williams.3671

I’m really astonished people actually believe this
the center of gw1 was pvp, especially gvg. the weak claim that guild wars was about some event in lore and not the core pvp feature is pretty much bunk.

Ah yes of course. Silly me, the creators of the game clearly have no clue about what the name is from….

The whole original game (Prophecies) is based more or less on the aftermath of the latest of the Guild Wars.

dude gw1 was a pvp game, what game were you playing? Originally when the first one came out it was around the time WoW first introduced arenas and gw1 was supposed to pull the wow crowd of arena and BG players to a more class balanced game, pve was an afterthought in gw1(this is why you only needed to hit lvl 20 before you were considered at the “end game” ,which was pvp). Towards the end Anet did well with pvE, But the guild wars’ core game both one and two are based on pvp not pve.

Open-world PVP

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Posted by: Raphael Williams.3671

Raphael Williams.3671

ummm as others were saying just like in every other game with open world pvp if you don’t want to participate don’t flag up if its offered.

Warrior should be immune to blind.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

blind doesn’t last that long but when you are missing two or three skills on a moving target it feels like forever. But the blindness is probably wearing off before ire can cleanse it and getting buried by longer conditions on you. Did you test it with someone only casting blind on you then using ire? Also try some -condition duration food or runes of melandru on your wvw armor.

but yes against thieves it sucks because they are also moving, but what i’d do is, they like to hold you in the blinding powder aoe, dash away and pull them away from it. When they do it again use your mobility skill each time they drop it but don’t just turn your back and run away from the aoe because they will 2 spam you if dagger build haha

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Wow… just wow. L2WvW.

Lmao at a SoS player telling me to L2WVW I’ve been playing on a tier 2 server for a year now and you are tier 4. Please take your own advice.

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

I read the whole thing – terrible idea. Pretty much every “positive” point you try to make would end up being a negative.

Again you must be another karma train person. Explain to me then why they are not good instead of just saying so…

What it sounds like is you are whining that someone is threatening to end the meta Zerg strategy of WvW.

Because all a smaller server with good pvpers would have to do is run a Zerg busting build and go on prime time of a larger server and destroy their karma trains over and over.

Are you not understanding it takes losing 5000 reinforcements on ALL maps ( your BL , opponents BL and EBG) to trigger this sudden death… if you can’t keep one map open by friday. Your server is just terribad at pvp.

End of discussion.

A karma train person would not refuse to run with less than 10 in a group. PvE elements already disrupt WvW as it is. I don’t want any more tourist or fair weather players worried about their own agenda rather than the larger good of the server. Let the lemmings zerg – you don’t have to zerg if you don’t want to.

right now the only way to win at the higher tiers is to have a larger zerg and more people online than the other servers. This is not what Anet wanted. They wanted a more strategic and tactical approach and limiting the number of times you can die would do this regardless of any pve freebies added in because people were so bad they exhausted all the reinforcements before reset. You are focusing too much on the fact some npc mobs would spawn in the event 2 TEAMS… THAT TWO WHOLE SERVERS died a MINIMUM of 20,000 times EACH… not cumulative , EACH in one week across ALL wvw Maps. what you are doing is trying to distract from the larger issue of skillless zerging throughout every tier of wvw.

This is the bottom line which many of you people are clearly overlooking ( and probably intentionally ) the quota would limit the number of times you can die, and add more strategy ( even if you want to label them as “splitting the community” and “spying” but they are still strategies.) to the game than what is being done now, which is nothing.

The pve elements you are complaining about are actually very few, and minimalist Some are even optional as you don’t always need them to win (ogres etc) but they make wvw what it is. If you don’t like it then you need to be doing spvp, NOT wvw.

Open-world PVP

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Would be Ok, but by invitation only when both parties agree to duel, as per FFXIV

ehhh thats too tame. At the least you should have to tag up by talking to an NPC and confirming you will represent the faction while questing in the zone. But it should not be forced pvp tagging upon entering the zone.

and once you tag up and choose a faction you can’t switch on that character. None of that gw1 junk of changing luxon or kurzik.

Commander & Guild Wars - WvWvW interaction

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Posted by: Raphael Williams.3671

Raphael Williams.3671

yeah thats what i was initially thinking when I suggested a server wide vote during the wvw down time after reset. Then realized the popularity contest aspect, but that should be who is most popular the person who has the most positive impact.

Open-world PVP

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Posted by: Raphael Williams.3671

Raphael Williams.3671

I mean it is plausible we might see an area like this… Anet are also the people that said there won’t be a gear grind then made ascended gear. I can see them making one or two zones in an expansion they swear they won’t release where they create factions for you to choose from regardless of race.

Vigil, priory, and the others could end up at odds with each other at the conclusion of a living story.

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

1) Why would you offer, as a possible ending, a PvE style encounter to a PvP(ish) zone?

2)You are going to penalize players for Disconnects (honest disconnect, not a-f4, while in combat).

3)This would encourage Spies to have a much more active role in how the week turns out (lemmings off cliffs over and over and over).

4)You are trying to hurt players that aren’t as good as others by inviting other players from berating the “noobier” players for dying. This would create a much more hostile environment, where servers start attacking their own.

5) This would not discourage Glass Cannon builds at all. From a GC PoV, so long as they kill at least 2 people for every one of their death, they’ve done good.

I could go on, but I think I’ll stop for now. Horribly bad idea, not fully thought out, would do nothing but tear the WvW community apart IMO.

1. Also, what else would you do after you went around capping all the unoccupied towers and camps etc because two servers died so much they depleted their reinforcements? You would just leave an empty world until reset if two terrible servers completely destroyed themselves on a tuesday?

Commander & Guild Wars - WvWvW interaction

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Posted by: Raphael Williams.3671

Raphael Williams.3671

hmmmm 2 hours sounds reasonable, and I see it now. It could work if one guild doesn’t become sore or rage quit the server, taking a chunk of people with them because someone in their guild didn’t get the title this week.

I was thinking what if there was a server wide vote. It would definitely turn into a popularity contest though, but people could always protest and unwanted commander by not participating in wvw. Ballots would be generated with anyone who has purchased a commander tag. top 4 votes are tagged when they enter wvw and can deputize one handpicked person per commander when they aren’t around.

I guess with any system that funnels the commander tag through some sort of player participation is going to have that flaw of “sore loser syndrome”.

Commander & Guild Wars - WvWvW interaction

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Posted by: Raphael Williams.3671

Raphael Williams.3671

np I think I was trying to say, if people are gvg over who get the commander tags in wvw, then they aren’t playing wvw and possibly losing

but maybe I misunderstood how the gvg played into the tags for wvw.

but yeah the biggest problem now with the tags after almost a year at least of gw2 is the commander spam. It definitely needs addressed.

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

1) Why would you offer, as a possible ending, a PvE style encounter to a PvP(ish) zone?

2)You are going to penalize players for Disconnects (honest disconnect, not a-f4, while in combat).

3)This would encourage Spies to have a much more active role in how the week turns out (lemmings off cliffs over and over and over).

4)You are trying to hurt players that aren’t as good as others by inviting other players from berating the “noobier” players for dying. This would create a much more hostile environment, where servers start attacking their own.

5) This would not discourage Glass Cannon builds at all. From a GC PoV, so long as they kill at least 2 people for every one of their death, they’ve done good.

I could go on, but I think I’ll stop for now. Horribly bad idea, not fully thought out, would do nothing but tear the WvW community apart IMO.

1. you like most are making the mistake that wvw is a pvp zone… it is not. If it were you would NOT be allowed to wear your pve gear into it. There would be no crafting places or gathering nodes. WvW is just AS MUCH a PvE zone as a pvp zone. This is why it REWARDS PVE with buffs. Instead of making those winners travel somewhere else to do their farming they can go into anyone of the maps in the event of a reinforcement win/loss and farm there. This would also add new content to a stale map.

2. These are suggestions. This is not a live implementation or beta for that matter , the rest of the burden would be Anet to handle spies and what not. Also from my experience the "spy " thing is a lot like “voter fraud” you hear about it people act like its a constant threat but really it rarely happens. Also the counter would know via the combat log if you jumped off a cliff and killed yourself and if any type of player based damage was done to you before it happened.

3. Again, the counter would know the difference between a disconnect and a kill by either counting when you click a waypoint after being dead or just taking it out of the combat log.

4. This would actually discourage glass cannons. With the current situation of glass cannons in wvw you might be killing two people but those two people are glass cannons also. Against a balanced build or even worse a bunker/evasive build a glass cannon would do nothing except cause a loss to his or her team.

5. There wouldn’t really be much of a split in the community. I said nothing to stop up-levels or people who don’t pvp as much from coming in AFTER their server has beaten two others through reinforcements. This would be their time to reap the benefits of out playing other servers and ask those that did the fighting their strategies and builds. Also you have to be horrible to run out reinforcements on every single map and cause a loss. It would be a server wide effort and something a small group of people could NOT do even over the course of the week.

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

I read the whole thing – terrible idea. Pretty much every “positive” point you try to make would end up being a negative.

Again you must be another karma train person. Explain to me then why they are not good instead of just saying so…

What it sounds like is you are whining that someone is threatening to end the meta Zerg strategy of WvW.

Because all a smaller server with good pvpers would have to do is run a Zerg busting build and go on prime time of a larger server and destroy their karma trains over and over.

Are you not understanding it takes losing 5000 reinforcements on ALL maps ( your BL , opponents BL and EBG) to trigger this sudden death… if you can’t keep one map open by friday. Your server is just terribad at pvp.

End of discussion.

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

AWFUL idea… just AWFUL!!!!

Dreamed up by a pve player…

If you want to reduce ques in wvw then you work on making the other pvp content more attractive… for example strict 1v1 arenas… gvg arenas with different number sets 50v50, 40v40, 30v30, 25v25, 20v20, 15v15, 10v10, 8v8.

other ideas include increasing server size and introducing new maps to wvw… it would be fun to have an underwater map in wvw… or even a sky map where castles are replaced with air ships… but this would have a negative impact on low populated servers as it would increase the number of objectives that are needed to be defended.

But to replace pvp content with dungeons… urghh… can’t think of anything worse (oh wait jumping puzzles inside wvw).

and I just noticed your signature. You are from Sanctum of Rall, my case and point. I could tell you were from a high pop zerg server just by your reactionary response. Again the idea of reinforcements counter is anti zerg.

Zerging is NOT pvp , its pve.

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

AWFUL idea… just AWFUL!!!!

Dreamed up by a pve player…

If you want to reduce ques in wvw then you work on making the other pvp content more attractive… for example strict 1v1 arenas… gvg arenas with different number sets 50v50, 40v40, 30v30, 25v25, 20v20, 15v15, 10v10, 8v8.

other ideas include increasing server size and introducing new maps to wvw… it would be fun to have an underwater map in wvw… or even a sky map where castles are replaced with air ships… but this would have a negative impact on low populated servers as it would increase the number of objectives that are needed to be defended.

But to replace pvp content with dungeons… urghh… can’t think of anything worse (oh wait jumping puzzles inside wvw).

you clearly didn’t read the entire thing. you must have read two lines about what happens should a server fail at the reinforcement cap. The reinforcement idea is actually an obvious anti pve implementation. the fact that you die a lot means you will cost the wvw for your server.

What it sounds like you and the other person on this thread come from large servers that don’t use strategy but simply zerg all over the map and karma train, which is actually MORE pve than PvP.

the pve content would only occur because 2 servers were so fail and died so much they ran down their counters. please read AND comprehend first before posting.

Commander & Guild Wars - WvWvW interaction

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Posted by: Raphael Williams.3671

Raphael Williams.3671

5. Closing statements

Well, that took significantly longer than what I was expecting. In hindsight, I probably shouldn’t have started this at 4 in the morning. Is anyone even going to bother reading all of this?

While this system is far from being perfect or anything like it, I feel like something good for the community might come from it. It certainly needs a lit of theorycrafting, along with number tweaking, but the general idea is there.

I would love to hear the community’s opinion on this. Be it the current state of the game, the WvWvW scene or the idea I just spent the last 2 hours writing up. Feel free to correct me on anything I might have gotten wrong, to point out logical flaws or contributing with anything else you might feel like adding.

Hope you’ve enjoyed reading and have a nice one.

Peace out.

I don’t think this would be a good implementation.

As you mentioned there would be internal conflict. I think internal conflict would actually be catastrophic to wvw because you would have guilds fighting over guild halls during wvw matches. this means they are NOT participating in the original objective of wvw. Also these map points are dynamic meaning they can be taken back.

What is the point of fighting over a point of interest amongst people on your server when it can just as easily flip back to another server within 10 or 15 minutes?

The real issue with commander tags is there is no real “merit” in receiving them. You simply have to farm ( or be given) 100g. While wvw is a hybrid of pve and pvp the 100g only plays to the PVE aspect of it. It basically says you are a good little farmer and have farmed lots of money.

In my opinion, the commander tag should have been based off of rank and WvW achievements.

After acquiring a certain rank ( general or better) AND having one offensive and defensive WvW achievement title one should be rewarded with a commander tag or a new tag higher than it( Warlord or something).

Reinforcement counter to WvW

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Reinforcement counter should be added.

HOW IT WOULD WORK:

Amount of reinforcements should be very very high so that it takes about a day short of a week to deplete. Each map basically gets 5000 reinforcements. When your reinforcement counter hits 0 your server can no longer enter that map.
If two teams hit zero on ALL maps, the surviving team is awarded a fixed number of reward points^ and wvw ends for that week.

AFTERMATH of Reinforcement victory (or loss):

If a game concludes before the natural reset on friday then Large bosses ( campion or legendary) spawn periodically throughout the maps. But be careful, the winning team STILL has a reinforcement counter. During this time SM would offer a ONE TIME, challenging open world raid style dungeon, and completion would award precursors and ascended items slightly higher than most drop rates for them. This would be on par with level 10+ fractals and take a lot of coordination and awareness.

GAMEPLAY EFFECTS:
This would fix both the meta strategy of largest population winning wvw. It would eliminate “coverage” also because servers playing at off times to other servers cannot rundown the reinforcements of those inactive servers. Thus, making a reinforcement win still a viable option and constant threat. Also, it should eliminate or decrease Ques by discouraging players who die often to not join.
It would also discourage glass cannon builds.

The only real problem would be the discouraging of up-levels to join and level up in wvw. However due to the slower nature of level progression in wvw Vs pure pve, uplevels are already discouraged from joining wvw pre-80. In addition, uplevels probably should be flipping NPCs and not in zergs.

^( 250,000 points, or enough to barely win in first place if you were 3rd all week. This means if a team is strong enough early on in the week and they happen to lose by reinforcements at the very end they still have a chance of winning and a smaller underdog server of skilled players has a better chance of beating a larger , higher tiered server if they play objectively first and deny the larger server points then go for kills)

Your dream WvW patch notes

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Reinforcement counter should be added.

Amount of reinforcements should be very very high so that it takes about a day short of a week to deplete. Each map basically gets 5000 reinforcements. When your reinforcement counter hits 0 your server can no longer enter that map.

If two teams hit zero on ALL maps, the surviving team is awarded a fixed number of reward points^ and wvw ends for that week.

If a game concludes before the natural reset on friday then Large bosses ( campion or legendary) spawn periodically throughout the maps. But be careful, the winning team STILL has a reinforcement counter. During this time SM would offer a ONE TIME, challenging open world raid style dungeon, and completion would award precursors and ascended items slightly higher than most drop rates for them.

This would fix both the meta strategy of largest population winning wvw. It would eliminate “coverage” also because servers playing at off times to other servers cannot rundown the reinforcements of those inactive servers. Thus, making a reinforcement win still a viable option and constant threat. Also, it should eliminate or decrease Ques by discouraging players who die often to not join.

It would also discourage glass cannon builds.

The only real problem would be the discouraging of up-levels to join and level up in wvw. However due to the slower nature of level progression in wvw Vs pure pve, uplevels are already discouraged from joining wvw pre -80. In addition, uplevels probably should be flipping NPCs and not in zergs.

^( 250,000 points, or enough to barely win in first place if you were 3rd all week. This means if a team is strong enough early on in the week and they happen to lose by reinforcements at the very end they still have a chance of winning and a smaller underdog server of skilled players has a better chance of beating a larger , higher tiered server if they play objectively first and deny the larger server points then go for kills)

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

i am also on Desolation and had to wait 9 weeks for map rotation and my final poi. Why should players now get an easy shortcut to world completion when everyone else has had to work for it.
I spend most of my time in PVE but i actually enjoyed my time in WvW when i was getting my maps there. I even go back now and then with my guild as it can actually be fun.
Oh and we have a few members in our guild waiting for map rotation to complete their 100% map.

yeah hate to say it , and its probably against the code of conduct, but some people just have to L2P its that simple.

They could have made map completion a dolyak-ton harder by making you do guild bounties for it or something, but they didn’t .

Anet just asks that people go play WvW for a while because someone(s) there worked hard on making it.

Someone worked hard making dungeons, but the PoIs and waypoints in there don’t count for map completion. Nobody’s forced to go into them in order to get a token for a cosmetic item designed to be enticing and something that people would want to pursue.

If PoIs and Vistas weren’t locked into keeps, and if it didn’t force you to trek across three of the same map I could see “trying”, but it in fact is designed in a way that requires a higher level of dedication and time to get, just like every PvE map for completion isn’t “trying” PvE—it’s dedicating yourself to covering a large zone.

Killing ten invaders for a daily is trying content, just like doing 4 events in the Shiverpeaks is trying open-world PvE content, doing one dungeon is trying dungeon content. Trying is a very poor argument for the current state of Map completion, because it’s not designed around trying anything. It’s designed around dedication.

The question is, then, was it good design to include both PvE and PvP elements in that dedication? I don’t think, in the way that they set it up, that it was. I don’t think keeping these things in buildings that your server has to have control of in order for you to get into was good design—and I would say the same for any PoI or Vista or waypoint in PvE.

That’s really the crux of the issue for WvW map completion for a lot of people, I think (and it was my problem with it, aside from just not liking WvW)—it’s no longer about you, but about everyone, because it requires everyone coming together to take this keep or that tower so that you can actually get into it. And if you can’t? Then there’s no alternative you can take. You just don’t get it.

Even Badges of Honor can be gotten by running around by yourself and killing people/doing jumping puzzles. You’re not reliant on the numbers and coordinated efforts of other people for something that, ultimately, is only a reward for you. Because the only person map completion matters to is you.

The key phrase “dedicated player” one is simply NOT a dedicated player if they feel they “CAN’T” get 100% map completion. The achievement is for players dedicated to the game, and its supposed to show you are dedicated, if you have to com plain about getting it , you weren’t meant to get it plain and simple. A person may FEEL they are dedicated but its the ACHIEVEMENTS that VALIDATE this feeling. Arena net makes the rules. They CLEARLY don’t want to give map completion to EVERYONE except the most truly dedicated to playing and roaming all aspects of the game THEY feel are essential.

You may be a customer but this is THEIR game

if WvW is an issue people need to learn which build of their favorite class has the most survivibility so they can run to POIs instead of whining that: this “elite” (what it is supposed to be) achievement is too hard.

(edited by Raphael Williams.3671)

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Dear Arena-net,

I’m a rank 10 raider.

There’s way too many ranks in WvW and I don’t like to pve grind in pvp.

May I please only have to assist in taking Stonemist castle once for the legendary title in WvW, and all the armor and weapons skins that may eventually come later down the line with this achievement?

thanks, the current situation is just too hard but I want all the benefits

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

i am also on Desolation and had to wait 9 weeks for map rotation and my final poi. Why should players now get an easy shortcut to world completion when everyone else has had to work for it.
I spend most of my time in PVE but i actually enjoyed my time in WvW when i was getting my maps there. I even go back now and then with my guild as it can actually be fun.
Oh and we have a few members in our guild waiting for map rotation to complete their 100% map.

yeah hate to say it , and its probably against the code of conduct, but some people just have to L2P its that simple.

They could have made map completion a dolyak-ton harder by making you do guild bounties for it or something, but they didn’t .

Anet just asks that people go play WvW for a while because someone(s) there worked hard on making it.

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Agree with the OP, I hate PvP and WvW. I’m not looking forward to completing any of those maps at all.

Then don’t. There is nothing in this game that you have to do.

Blah blah blah. The rules are set by Anet. Anet can change them. Are you bloody serious in making fun of those who want their stars?

essentially what you want IS something for free.

You want one of the few prestiges( the gold star) that distinguishes individuals from the herd of players playing this game, and you want it for basically , being part of the herd.

Map completion is NOT meant for everyone to have, if you don’t want to stick at WvW and play it until you get the opportunity then you don’t need the icon.

Anet said there wouldn’t be a LEVEL grind, they NEVER said there wouldn’t be grinds at all.

Another ridiculous poster. Anet can set something aside for a PvE quest for that star, and not some trashy system that’s governed by a zerg server. I’ll want to insult your intelligence with some fancy words, but I’m not sure if the conduct code actually is free enough for me to do it.

Seems there are a lot of people that want something for nothing. If you want map completion then join a WvW guild and go get what you need. I am not sure why this is a problem. Anet made it very clear world completion was not meant for everyone. You do not have to get it to progress in game.

Right!

and its not like WoW or other traditional MMOs where you HAVE to be in one guild at a time. You can join multiple guilds that have different focuses.

now there is a problem with this because so many guilds are forcing mandatory rep now because they want to max/min influence, but this has nothing to do with getting the points of interest for map completion.

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

Agree with the OP, I hate PvP and WvW. I’m not looking forward to completing any of those maps at all.

Then don’t. There is nothing in this game that you have to do.

I have to if I want the star, don’t I?

then its obvious, you really DON’T want the star.

What you want is someone to GIVE you the star.

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

This would basically be akin to having sPvP characters all normalized to base level 75, and then requiring them to do level 75-80 in PvE.

Its a mistake to make PvE requirements cross to PvP and vice versa.

Just have two map completions: PvE and PvP, and a third achievement for having them both – but the benefits of getting it should be on the different individual ones.

yeah, you should only get a gold star icon if you complete BOTH of your hypothetical requirements, so the system as is, is working as intended.

People need to just stop whining. The game is an MMORPG, even though it has no subscription it still requires patience AND time for the more distinguished achievements because of the genre its in.

This is how these games work. you want some stupid gimmick titles for little or no effort?

play CoD.

100% map completion not going to happen.

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Posted by: Raphael Williams.3671

Raphael Williams.3671

I play on Desolation and there is almost no chance whatsoever i will ever get 100% map without server transfer. Please exclude WvW from 100% Map completion and give ppl who got/get it some title for it. PLEASE Anet dont force ppl to be in WvW if they dont want to…Its not like i want something for free but WvW is not something 1 player can affect and the gift is just for him not for a whole server…

essentially what you want IS something for free.

You want one of the few prestiges( the gold star) that distinguishes individuals from the herd of players playing this game, and you want it for basically , being part of the herd.

Map completion is NOT meant for everyone to have, if you don’t want to stick at WvW and play it until you get the opportunity then you don’t need the icon.

Anet said there wouldn’t be a LEVEL grind, they NEVER said there wouldn’t be grinds at all.

100% map completion not going to happen.

in Guild Wars 2 Discussion

Posted by: Raphael Williams.3671

Raphael Williams.3671

Now this may come off as a bit of a rant but i dont care. I do not think in order to get 100% map completion, you should have to do WvWvW. I know people have already gotten it but they obviously enjoy pvp. I dont and im sure there is other hardcore strictly PvE orintated players who wont ever get 100% completion. There should be a change so like in the mists the WvWvW stuff does not count toward map completion. I just do not understand why a PvE achievement has any pvp aspects to it. This is almost a game breaker for me because i will for ever sit at 92%… and its a shame.. I’ve never pvped in any game and i never will it just doesn’t float my boat per say.. nothing will prolly come from this i just want it to be known.. i hope in the future this will change. Say what you will i know this post will be attacked.. i just want to hear other peoples opinions on the matter.. that includes you strictly only PvPers!

Or, you could just suck it up and try to do some pvp. This IS a competitive PvP game with expansive PvE elements. I prefer pvp in WvW but to get cool skins for your character you HAVE to do pve… I don’t like that but I don’t complain about it.

There’s systems in place because this is a FREE2play game, and it also took the development team A LOT of time to make each area and they want to make sure players see the work they put into the game , not just stick around one or two areas.

don’t like to do pvp? then you aren’t an "outstanding, well rounded player " and you don’t need a gold star next to your name.

GW2 needs a SMITE map

in Suggestions

Posted by: Raphael Williams.3671

Raphael Williams.3671

dear GW Develpoment team,

are you guys familiar with the game SMITE, please Google it.

It’s basically a "boots on the ground " version of DoTA/League of Legends

PLEASE make a sPVP map like this , please please PLEASE!

I don’t want to play it I would prefer to play one or two maps like that in GW2.

a long time guild wars fan (played all the beta weekends back in the day for GW 1 and of course playing the franchise since its release)

Raphael

Knock Downs, Crowd Control and You

in Suggestions

Posted by: Raphael Williams.3671

Raphael Williams.3671

also another example of redundant conditions is chill Vs cripple. they both do the same thing, only one spell is actually needed. If there’s a cold spell that slows down the target do ice damage and cast cripple. When you get into how many conditions there are ( redundant ones at that ) and that they can all be continually spammed on a player without penalty to the caster you can see that the game is not as balanced as most people think it is.

Knock Downs, Crowd Control and You

in Suggestions

Posted by: Raphael Williams.3671

Raphael Williams.3671

Even with stability there’s still a need for diminishing returns. people’s stability skills are usually on long cooldowns while cc skills are on short cooldowns at least in comparison to anti cc skills ( Balanced stance Vs Bola ). Balanced stance packs at least a 40 second cooldown while bola’s cooldown is half that. This constantly creates situations where people can spam you with cc while your removal is down.

Ultimately this condition spam actually favors bad playing over good players. Typically what happens in my own experience is in a 1v1 or even up to 1v3 situation where the outmanned player has played well and managed to down several of the players one person in the original engagement or another outside steps in CCing the outmanned player. This initial cc is manageable on its own with a passive trait reducing it, but it starts a chain of CC spam allowing the bad players to have a second chance. This should be unacceptable in a 1v3 situation if you are the outnumbering force and go down, you really don’t deserve a second chance.

Another reason for diminishing returns on cc is compared to other MMORPGs GW2 seems to have an odd number of cc “flavors.” There’s at least 6 unique types of CC that impede movement or control. 4 of them remove control in the same way but are completely different spells ( stun , knock down, confusion, immobilize.) In other games you generally have have a stun a fear, a slow, and maybe a confusion. They all have different names specific for class or different flavor text, but in the combat log and code wise they all work the same or DR wouldnt be as effective in these games.

Therefore because of the obscene amount of unique CC in GW2 it wouldn’t hurt to put in a DR system. Some players could still theoretically choose to play a support class heavy in CC if they pack different types of CC, but the DR would mostly affect the bad players who CC spike people with the same type of CC or the same skill altogether

Why weren't Warriors nerfed?

in Warrior

Posted by: Raphael Williams.3671

Raphael Williams.3671

with all the clearly unnecessary whining from people that probably never actually played a warrior to be frustrated how utterly useless HB is,

ArenaNet should buff HB to have full mobillity(youtube “Cornered Beast” in Rift). Make it like whirling axe but keep its damage . They should change it just for a month and see how sad crybabies really get, and maybe the players that have two brain cells to rub together and move out of HB will shut up the crybabies.

Seriously, to people crying…

HB only works on someone bad enough to eat it or afk. Even with frenzy up, if someone knows the animation they can get out before it downs them. Frenzy only allows one more swing to get off than normal speed HB. It doesn’t even buff raw dmg and not worth the risk of getting 2 shotted or having to stop HB because you are eating too much dmg. The real burst comes from signet of rage and the reason people hit the " 19k-25k" HB.

Its not rocket science , if a warrior is suddenly standing next to you holding a GS he’s probably about to do HB because its the only real dmg skill he has with that weapon, the others are sadly better at movement.

and if you are a thief and complaining…

No thief should ever down to a HB unless you started the fight at 50% or less, if you do QQ