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[Feedback]Path of Fire Preview - August 11 - 13

in Guild Wars 2 Discussion

Posted by: Rudra.6932

Rudra.6932

the good – map design, amazing skybox at night, desert themed music reminded me of arabian nights and prince of persia, mounts movement animation, mounts idle animation, forged enemies, hydra enemy effect aka rolling heads, lighting and shadows, water effects, rich textures everywhere, constantly getting launched by sand sharks (annoying but hilarious design), Vistas cover the world pretty well making it interesting to watch instead of skipping.

the bad – hydra too easy to kill, mount getting stuck on small bumps, unable to strafe (even a little) while mounted, some FPS issues inside the city on the rafters above, several mounts jump locations are painted blue in the distance (a glitch)

the ugly – nothing really.

Profession Locking Poll - February 16th 2017

in PvP

Posted by: Rudra.6932

Rudra.6932

First of all, class stacking was rarely an issue in season 5 (atleast in high gold and plat divisions). People would always swap to compensate. I would always see people swapping to support if there wasn’t any or swap to more dps role if there is too much support. I wouldn’t lie by saying I have never been out-comped but it wasn’t because of class stacking. It was because how certain builds work in this game of rock-paper-scissor-lizard-spock.
From what I have seen, class stacking mostly appears in unranked queues, off season ranked queues and (from what I understand from forum posts) lower division league matches but that’s because people are either learning a new class and don’t want to swap or can’t swap because they don’t know how to play another class or simply can’t be kitten d in the offseason/unranked because the results don’t matter.

So I would say “No” to this poll of locking classes.

I would definitely love a build template for saving your favorite builds/weapon/sigil/rune/amulet and be able to quickly swap between them. I don’t see why this can’t be implemented regardless of the result of this poll. It will be very good QoL change for players.

A look at pips

in PvP

Posted by: Rudra.6932

Rudra.6932

Hello fellow pvp-ers,

Let’s talk about pips (once again). While it is a good concept to foster competitive play, more often than not, pips cause more frustration than it is warranted. Take an example of a very close loss. Even though you tried really hard, your opponent won by just a few points. As a result you lost a pip and can’t feel good about having a really competitive match.
So here is what I would really like to see. If a losing team is above a threshold point X (maybe 450, can change based on testing/design), then they don’t lose a pip. If they are below that threshold value, they lose a pip.
This will accomplish the following things -
a) Foster more competition even when losing a match just so that one doesn’t lose the pip. It is a very powerful motivation to keep you going.
b) This will discourage people from being afk in losing match because that would ensure a loss of pip.
c) Allow players to enjoy a really tight match regardless of the outcome. (maybe the winning team can be awarded a bonus pip for a job well done).

Some restrictions need to be placed so that it is not abused. For example, this should only work if your team is not a full premade (to not allow premades farming pips against another premade and vice versa without some penalty). I don’t know if queue syncing works in this game, but this would address that.

Please share your thoughts on this and if you have a better suggestion regarding pips, please share that as well. Please don’t start rant about matchmaking, because we can’t really address that in this thread

My motivation behind this post is to make ranked more enjoyable across the board.