Showing Posts For Scrye.9278:
currently, the format for Guild vs Guild battles looks and feels like 2 organized smaller zerg blobs just fighting.
I would like to propose a new approach to GvGs (if it hasn’t already been suggested)
My idea: this will again take place in one of the BLs
1) the two guilds head to the map where they both have one of the southern towers ("x"briar and "y"lake)
2) take their respective tower…
3) when guilds and towers are set, fight/siege their opponent’s tower
obviously, winner is the guild who claims the other guild’s tower
I am aware that this will require a LOT of coordination and cooperation from all 3 servers and their “pugs”; and would like to ask for everyone to pitch ideas to help with organizing this.
Perhaps, we, as a community, could agree on a designated day for GvGs (say, every Thursday?)
The guilds could have bystanders declare to the pugs that there is a guild battle going on, and to please avoid the southern towers
Hello all,
I am unsure if a post like this has been made before or not, so I’m just creating a new topic.
I, along with my friends whom I play with, feel that conditions are overwhelming; not necessarily that they are overpowered, just that there is little counterplay to them.
We feel that conditions are in a nice place; however, there is no stat that mitigates condition damage/duration except for vitality…
A simple way for me to explain what I’m thinking is as follows:
For power builds to work, players invest in Power, Precision, Ferocity (3 stats)
Where as, condition builds focus on Condition Damage and Duration (2 stats)
> Condition builds only have 2 stats to worry about and can invest in another stat…
Countering a power build, players can invest in toughness, vitality, and/or healing power (3 stats)
For a condition build, players only have vitality and/or healing power to focus on (2 stats)
> There are 2 stats that work against a power build, while only vitality works to against conditions
I guess what I want to say is: when building for a condition build, there isn’t as many stats to invest in which allows for the build to focus on survivability; where as in a power build, players don’t have as many stats free to invest towards survivability because of how many stats they should invest offensively…
Please let me hear your thoughts
I actually just realized that too, also… I am curious as to ANet’s intentions with the skins we have in our banks (I have a bunch of winter’s day weapon skins sitting in my bank) will they just become trash?
I believe you get them added to your wardrobe when you use them on an item or right click them and select add. Until then, they will still act like any other consumable. I can’t imagine they would nix the entire economy of weapon skins just like that.
Well, the changes for dyes… Colours you have unlocked on multiple characters will become unidentified dyes (correct me if I’m wrong)… So I was just wondering about duplicate skins in our intentories
I actually just realized that too, also… I am curious as to ANet’s intentions with the skins we have in our banks (I have a bunch of winter’s day weapon skins sitting in my bank) will they just become trash?
I’m not sure if this was mentioned earlier… But I would like to see new weapon skills.
I would like these new skills to be customizable akin to the utilities/heal/elite skills…
ie. Weapon _, slot __ has 2 (or more) skill options
I feel that this will bring about a huge variance in gameplay mechanics, ups the skill level of players without increasing the amount of effort players have to invest into their builds.
Allowing for player customization of their play
I think that knocking someone off the edge should teleport them back to their spawn. I think that this would help to refocus this map as a PvP map and not a PvG (gravity) map.
I was debating whether or not KB kills should be deserving of points.
Considering purchasing a new MBA (13", i7)…
I understand that bootcamping the MBA will serve to improve performance, I’m wondering if it would also lower the heat of the unit…
thanks all!
I don’t mind this… I had a pretty interesting conversation with someone on the opposing server =)
It’s saddening to see that skilled-competent play is being replaced by brainless Zerg-styled play…
I agree that the pvp community needs to try to foster growth in the realm of tPvP… But I don’t think that the current approach is working very well… I think it’s diluting the need to learn from one’s actions…
Perhaps having more media coverage on skilled pvp teams/players would help… Akin to what LoL is doing…
I would love to watch and learn from skilled players/teams…
I’m not sure if others share my views, however, I feel that with the change in the PvP Dailies, you find players are joining tournaments to complete dailies instead of competing in the way that the tournament was likely intending…
just my thoughts thanks!