Showing Posts For Smiley.5376:

Sigils randomly not working in games

in PvP

Posted by: Smiley.5376

Smiley.5376

This is a bug and needs to be looked into. I know multiple people with this issue.

Response from devs needed

in PvP

Posted by: Smiley.5376

Smiley.5376

Finnaly not immune to my immobilize anymore. Best change ever !

Actually, 15 alchemy still exists.[/quote]

I can reapply within 3 seconds

Response from devs needed

in PvP

Posted by: Smiley.5376

Smiley.5376

Finnaly not immune to my immobilize anymore. Best change ever !

Getting a Legendary

in Guild Wars 2 Discussion

Posted by: Smiley.5376

Smiley.5376

They are never going to change the way we acquire legendaries, only the way we acquire precursors, so that’s the only hope u have for “upvaluating” legendary weapons.

They still have two more options to introduce aesthetics that represent a strong relationship between content and rewards:

Legendary armor(3 sets per profession)

“Ideally a Legendary would start off with a series of difficult content youd have to do to get the precursor. Some content that has heavy references to lore hinting at the precursor and the final Legendary. Finally you get the precursor, it was a long task and very difficult but you finally have it. Now its time for the legendary, obtain certain crafting materials that are only obtainable through other specific forms of content, gifts that can only be obtained through fighting this NPC, or completing this dungeon, this very difficult world boss.”

I am not a PvE’er so i can not give explicit examples of ways to do this. The only problem i can think of is that they should make the equivalent in Reward Tracks for PvP… Which will be incredibly hard since there isn’t that much content in PvP(only 1 gamemode)

Legendary Backpiece[Capes(3 tiers) or other Tiered Back Items]

Easier to acquire then legendary armor of course, but a way of showing your extensive expertise in one area(wvw/pvp/pve) of the game.

I would reward such a cape after completing a certain tier of multiple achievments that are tied to hard content/time played of/in that area

For PvE: Achievments regarding fractals/unstabilities, world bosses, dungeons, …
For PvP: Achievments regarding tournament wins, ladder/season wins/position, prestiged rank(since now everyone is getting free lvl 80), …
For WvW: I have no clue ^^

EDIT: for those that do not like capes on their backs

(edited by Smiley.5376)

Champion titles

in PvP

Posted by: Smiley.5376

Smiley.5376

500-1000-2000 would be optimal from my point of vieuw;

This would translate with a 50% win chance with an average of 12 minutes(10 + 2) per match(queue time included) to:

200 hours – 400 hours – 800 hours of playing SoloQ/TeamQ
With an average of 2-5 hours/day this would be:

40-100 days – 80- 200 days – 160-400 days

Psychology: Dislike for Long Term PvP Goals?

in PvP

Posted by: Smiley.5376

Smiley.5376

I just wanted to add that we need more long-term goals than the reward-tracks(and thus legendaries) which are coming from PvE, FOR ALL GAME-MODES(unification of PvE and PvP)

Summary:
Mini’s not RNG/Gem-based
Capes
Titles
More AP and more AP rewards
Ability to toggle visible pvp/wvw rank or fractal level on or off

Things that come to mind:

Unique Mini’s earnable through in-game content NOT RNG BASED

PvE; fractals/fractal unstabilities | world bosses | dungeons, PvP; ladder wins/seasons, WvW; Seasons

Capes, which is an expression of extensive experience(not grind materials/gold like legendaries/ascended armor are) in one area of the game

PvP; cfr my post on first page(numbers of wins for champion titles could become 500-1000-2000 or even higher), PvE; Combination of MULTIPLE HARD achievments tied to the hardest/rarest content in the game, WvW; ???

More titles

PvP; cfr my post on first page, PvE; Titles tied to the hardest/rarest content in the game like dem biggest bosses and unstabilities in fractals, WvW; ???

More AP to be earned through WvW(tbh no clue if you can earn AP through WvW, if not, cfr my post on the first page) and PvP(cfr my post on first page) and better rewards from AP boxes

example of rewards: choose 1/2/3 unique dye(s) that is previewable in function of ammount of AP obtained, 10 or more transmutation charges, more laurels, gift(s) for legendaries(pvp/wvwers really do not want to do map completion), more gold, …

Visible Fractal level, pvp rank(+ prestige) and wvw rank(this way achieving a rank becomes a long term goals since you can show it off to others)

ability to choose 1 to be shown at any given moment, every character can choose what rank/level they want to show, does NOT override titles, possibility to NOT show ANY rank

Truly yours,

El Smiley

The Mists, an Entire PvP World.

in PvP

Posted by: Smiley.5376

Smiley.5376

Well, I read something about Dueling Pits coming to the Mists. This would work like a charm with the upcoming Megaserver Changes.

What you propose is Open World PvP inside the Mists. Anets has always been against Open World PvP forced upon it’s players.

My Suggestion:

When you enter the heart of the mists you have acces to the current map, that is now filled with duelling pits.

In this area of the mists you can choose between 2 portals that bring you 2(or more) “PvP games” that are situated on 2(or more) separated areas on the isle above the Heart of The Mists.

Games that could work like “open world pvp”:

-Bounty hunter, you get assigned a target that you need to kill, top 10 longest killing streaks get listed on a wall of honor. You can attack anyone but doing so will temporary reveal you more clearly to the one you are assigned to. Reward track added that gives you a random reward box from any of the reward tracks. Hidden MMR does not apply.

-Group Hunter, Same as Bounty Hunter, but you become a party of 3 people, assigned to two other parties that each have to find and kill their own group and are hunted by another group. When the two other parties you were originally assigned to are dead, you start accumulating a “winning streak”. Reward track added that gives you a random reward box from any of the reward tracks. People in the party are three different professions. Hidden MMR APPLIES

Psychology: Dislike for Long Term PvP Goals?

in PvP

Posted by: Smiley.5376

Smiley.5376

It’s funny how it’s always the same people creating threads over and over again
If you change finishers or create new ones and so on you achieve nothing in spite of continuing with the old system. People still get excluded for lacking experience or rank and players new to the game still have this infinite amount of time achieving an unreachable goal. We should concentrate on a new system of titles, since a champion title takes less thn a lvl up nowadays. I’d suggest a system which rewards team and soloq aswell as being a skilled player, so it actually shows your level and not how much time you have to grind. My suggestion would be getting 1 fame point per win in the top 200 of the leaderboard (can be eather solo or teamq) and new titles like rabbit of the arena (25wins) dragon of the arena (10 000wins). Those could be also applied retroactively for all the people who played on a high skill cap till now.

The current reward system will not exclude people lacking experience or rank since they are introducing the track reward system. My suggestions only applied on the long term goals/achievments like Evan asked. It was a direct response to his question; long term goals. Also my suggestions are much more acessible to the casual player still becoming better(being worse then top 200).

Your suggestion would be an excellent addition ! Fame points as the base of the most prestigious rewards. But obviously these rewards would be limited to only the best players(top 200) and directly tied to leaderboards.

A couple of rewards that could be tied to an additional fame point system:

-Titles like you suggested; rabit to dragon “of the arena”
-Unique “animal” trophies showable in your guild hall/player home instance(if these ever come)
-Unique Golden/Silver Mini’s(rabit to dragon)
-Unique Animal Emblems to put on your Guild Banner or Cape

Psychology: Dislike for Long Term PvP Goals?

in PvP

Posted by: Smiley.5376

Smiley.5376

No problem^^

/15 char

Heart of the Mists Megaserver?

in PvP

Posted by: Smiley.5376

Smiley.5376

I love You Anet

Psychology: Dislike for Long Term PvP Goals?

in PvP

Posted by: Smiley.5376

Smiley.5376

Long term goals aren’t a bad thing. Even after the re-balance, it will take the average player a very long time to reach 80 and will still be the long term goal for most people.

It’s important to have goals for different time commitments. Short term goal could be reward tracks or some skins. Medium term goals could be season rewards and a ladder. Long terms goals could be a legendary, rank 80 (for most people) or possibly multi-season rewards and yearly tournaments.

What kind of long-term rewards would people like to see? Maybe a rank 80 ‘prestige’ system is something to explore.

First and foremost, thank you for creating these megaservers. I had proposed such a thing in the past and i’m SO happy this is finally happening !

Secondly as an anwser to your question:

Short version:
-Achievments
-Visible Ranks
-Prestiged ranks with unique finishers and titles
-Make the champion titles tiered; 150-300-600-1000
-Capes rewarded through a combination of prestige, tournaments wins, and X times in a ladder position

Achievments

Add more achievments. If you want unification of PvP and PvE, you need to make earning AP equal through PvP and PvE, or at least give us more opportunities to earn more AP, since AP Chests give unique rewards.

Killing blows, stomps, revives, captures, healing done, combofields, raw dmg, condi dmg, crits, wins by gamemode, achievments tied to unique map mechanics(differs through gamemodes), the list goes on…

This could acutally only truly be implemented if you apply the megaserver system on pvp hotjoin if you are going to keep hotjoin. Until then you could limit AP gained to official servers. Or if you throw hotjoin away and replace it with unranked queue with the megaserver system that would be even better.

On a side not you should then also add more rewards tied to achievment points. The current rewards aren’t that mind-blowing

Make ranks visible ingame.

This will allow people to show off their efforts even when they’re not playing. You should be able to show your WvW rank too and choose which one you want to show

Prestige leveling

Every 10 levels after 80(same exp as 10 time 70-71 or 79-80 or simply the same as 70-80), you gain the prestige version of the original finisher you earned every 10 levels from 1-80 in the same order. This version could be in Silver or Gold(or another “prestige” color). When you earned everything again(8x prestige) you get a special unique finisher only attainable for the most dedicated gamers. Maybe winning special 3-monthly-tournaments gets you 5 free lvls or so ?

Every 10 levels also awards you with a new title

Every 10 levels you gain you gain some kind of number/sign next to your visible ranks that shows you have “prestiged”(gained another 10 levels after 80)

Titles

Add depth to the champion titles. 150 wins with one profession in a ranked match is not much. Make it something like 150-300-600-1000. I’m not good at finding titles^^ So instead of 1, you have 4 titles same goes for the title that you get for having 100 wins with every profession

If you are going to evolve to a system with tournaments hold automaticly ingame(inscribe through an ingame ladder system), add titles that have to do with ladder wins

Capes

The ultimate achievment, accessible for dedicated players, lower tier not exclusive to the best. A cape that shows your domination in all aspects of PvP. Involves a combination of multiple hard achievments.

These could be also be “progressive” and “improved” at each tier, example of tiers:

-300-600-1000 tournament wins with one profession
-prestige 3- prestige 6- prestige 10
-1x top 10-50(any number) ladder-3x top 10-50(any number) ladder-7x top 10-50(any number)

Tier 1 would be bronze, tier 2 would be silver and tier 3 would be gold TRIMMED. with a small glow on the timming. Make it so that you can put your guild emblem on the cape. Or another immage with possibility to customize the background

Trust me ANET, If you add this to the reward tracks, or simply make it a priority next to game modes, a lot of people would go through the roof

Be sure to not shove balance away with rewards or goals. Balance should always be priority n1 and NEVER masked with rewards/goals

Truly yours,

El Smiley

(edited by Smiley.5376)

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: Smiley.5376

Smiley.5376

This Post Needs To Get Dev Attention
This Complete Topic Should Be Internally Discussed By Devs
This Discussion Shoud Also Be Made Public Through A Livestream

To clear the air about Berserker

in Profession Balance

Posted by: Smiley.5376

Smiley.5376

Changing the way stats work is not the correct way to adress the dps/zeker meta… That’s the easy way out and will just create more unbalance !

How can anet not see this ?? “critical damage changes” sounds HORRIBLE. seems like conditions will be even more OP in pvp now…

EXACTLY like blood red anarchid explained in his other post: to adress dps meta(a PVE ISSUE) they CAN NOT change the way stats work because stats are already balanced correctly among professions. What has to change is the way mobs work so that they require more intelligent play !

Teamplay between support, control, condi AND dps specs will again get a role in this game if they adress this issue EXACTLY like Blood pointed out…

[PvX] Making a balanced base for traits

in Profession Balance

Posted by: Smiley.5376

Smiley.5376

+1

Read the thread about skill readjustment threads like this put up hope !

New balance approach: skill readjustment

in Profession Balance

Posted by: Smiley.5376

Smiley.5376

Please write a second thread about how to effectively balance traits

After this we should have a couple of CDI’s with the balancing team in the following order:

-Condi meta/acces to condition clearing(before build diversity as every build should be equally able to handle conditions with the exception of builds that focus on support/conditions but those are already fine)
-Balancing/buffing/nerfing underused/op weaponsets/weapon skills
-Adressing build diversity by changing traits and utilities(and elites ?)

Of course this is just my perception of how i would adress balancing as a whole.

Just my 2 cents

December 10 Patch - Our Constructive Feedback

in PvP

Posted by: Smiley.5376

Smiley.5376

We should have a thread like this for each profession sepparatly aswell

a lot has been said but i think profession-oriented feedback threads could be an excellent next step into letting arenanet know what we think

could be extremely helfull for the balance team !

We’ll be doing something very similar to that next year. Probably around the time we get the new profession balance forum.

Not to be too negative, but a forum dedicated to profession balance will end up in one of three ways;
Like current WvW forums where the Meta builds are hailed as untouchable and the rest should burn on a stake.
Like the PvP forums where there can be a serious discussion.
or
A complete mess with lots of yelling, finger pointing and fighting.

All depends on how they implement it

Since it’s a subforum there will be 1 big topic for every profession.
People that make suggestions(in the form of 1 big constructive, coherent, orderend thread) in how to adress balance for that profession in general or specific issues with the profession should do this according to certain rules.

Replying in these threads should only be done in a constructive way following specific guidelines to avoid flame wars. Preferably an upvote system could do many good instead of being ably to reply to “balance idea threads”. Combining both will be the best way to approach it i think.

After a while the devs can make a “suggestion” on how to adress balance based on the ideas in the threads that were upvoted the most and ask us feedback.

I think this way balance will be adressed quite fast ^^ or maybe i’m just too enthousiastic

December 10 Patch - Our Constructive Feedback

in PvP

Posted by: Smiley.5376

Smiley.5376

We should have a thread like this for each profession sepparatly aswell

a lot has been said but i think profession-oriented feedback threads could be an excellent next step into letting arenanet know what we think

could be extremely helfull for the balance team !

We’ll be doing something very similar to that next year. Probably around the time we get the new profession balance forum.

Oh my god ! All my posts about taking this CDI to a next level and working with subforums and threads and the like have actually been read !

Also when is the next CDI and what topic will it be ?

I think the following subjects are worthy to be discussed in detail(to find a solution for them specifically):

-Condi | AI | AoE rework/spam
-Passive abilities/traits
-Lacking/useless traits and synergy between traits
-Underused/bad designed weaponsets(relates directly to traits and low build diversity)

I realize these subjects more or less overlap with balance in general and profession specific balance but they are specific issues that must be adressed ! If you “fix” those things, balance will already be in a much better place. Maybe having a CDI about the first thing and discuss the other 3 subjects specifically per profession in the upcoming profession balance subforum ?

Besides these subjects i think a horizontal vs vertical progressions discussion specifically for PvP could help make pvp more exciting. The new upcoming changes are really great but i think there is a lack of progression and permanent rewards

  • e.g. mini’s through pvp, more finishers, capes leaderboard/ladder/rank based(all three !, ladder & lb much cooler then rank of coarse), adding 1-2 weapon skins/month, visible (leaderboard)rank, content when you reach a new rank animal(capes, more/customizable finishers, …), PvP Guilds and a separate guild home/base for pvp guilds, adding armorsets/reworking ugly armorsets, ….

These could all be things talked about in that discussion

I’ve gone a bit off topic here but i just couldn’t resist…

December 10 Patch - Our Constructive Feedback

in PvP

Posted by: Smiley.5376

Smiley.5376

We should have a thread like this for each profession sepparatly aswell

a lot has been said but i think profession-oriented feedback threads could be an excellent next step into letting arenanet know what we think

could be extremely helfull for the balance team !

What build are you currently playing?

in Thief

Posted by: Smiley.5376

Smiley.5376

Try a 10/30/0/30/0 S/P + SB build for sPvP. It’s not so bad once you are “used” to the sword nerf(actually means you must be more carefull and can’t do any “tricks” anymore with it).

S/P stun/daze lock build (+video)

in Thief

Posted by: Smiley.5376

Smiley.5376

Done some tPvP today and s/p is doing quite well actually 10/30/0/30/0

Nerf to sword is really a shame. Would be nice if they would revert/make the changes to inf return different so it wouldn’t hurt the “smart” play we could do with it but i guess that’s a dream…

Compensate won Solo/TeamQ with RankPoints?

in PvP

Posted by: Smiley.5376

Smiley.5376

Yeah i was a bit tired when i did the math, used the wrong numbers But i’m sure Anet will double check the math if they ever consider doing this.

+1

Compensate won Solo/TeamQ with RankPoints?

in PvP

Posted by: Smiley.5376

Smiley.5376

What they should do is:

-For SoloQ wins: add 300×3 = 900 – 300 = 600 RP for each win
-For TeamQ wins: add 500×5 = 2500 – 500 = 2000RP for each win

That is if they want to make the previous wins on par with the incoming wins.

Also i don’t think it will be to hard to know how many of those reward chest boxes have been opened or not ?

They could give those that have already opened their tPvP reward chests the same ammount of chests that only contains the chance to recieve the “luck items”.

Doing these two things will make the incoming changes truly balanced.

This makes me wonder… The ammount of RP for each win they want to give is way to high… x2 and x3 would be better. It seems as if they do not want to make the rank grind easier but try to attract players with it which is a bad way to attract players…

Give reasonable ammounts of gold compared to casual PvE(like 2-3G/h instead of 1…), adress balance issue the right way(adding new skills is fine, but adressing existing skills is more important), give us decent, permanent rewards(finishers will soon be useless) and implement decent tutorials for new players will attract much more new players then increased RP gains…

Poll: New healing skills

in PvP

Posted by: Smiley.5376

Smiley.5376

I completely agree with you. That’s why i included the option to redesign them before implementing them. The ideas behind them are good, but they are implementing it the wrong way….

Poll: New healing skills

in PvP

Posted by: Smiley.5376

Smiley.5376

Now that they’ve confirmed through the livestream that we are getting new healing skills and talking about what they actually do i would like to make a poll to get a general opinion about these incoming changes.

My main concern is the following:

They are adding in new healing skills to try promote certain builds/create more build variability while the root cause of build variability is in the existing skills(weaponset & utilities) and traits !

On top of that the new healing skills are in my(and many others) opinion bad. The only “good” one is mesmer.

What do you think Anet should do ?

http://strawpoll.me/824501

30s for team queue win? PvE makes 5g+/hour

in PvP

Posted by: Smiley.5376

Smiley.5376

Tome cost: to high

  • it should be 1-1.25K/h, this would make it on par with casual PvE

Reward for tPvP wins: to low

  • it should be at least 50s and 30s for soloQ and 70s and 50s for teamQ. 50/50 w/l would make it 2.4 and 3.2G/h. This still means that players dedicated( to tPvP can only make 1/3 of what players dedicated(farming champ trains) to PvE will make…

Armor prices: acceptable

  • up prices a bit if you up the gold earned for tPvP

If they implement the changes as they are, they won’t be attracting any new/old players to the pvp community. The gold reward and pace at which you’ll be leveling will just be to low.

(edited by Smiley.5376)

Your opinion on new heals (After livestream)

in PvP

Posted by: Smiley.5376

Smiley.5376

My opinion is that they should not implement these new heals into the game… They are trying to adress build diversity by adding more skills while the skills/traits we have now are the source of a lack of build diversity.

Please make changes to the current unused/ineffective/broken/useless/op traits and some skills/existing heals ! Do not add more skills to fix build diversity… It’s like trying to put a newspaper on an open wound to stop the bleeding.

Sorry if i sound blunt but that is simply the truth.

On a side note: most of the heals are just… bad. We don’t need more healing, those classes that die to fast need more acces to protection/stability/effective(not more) condi removal and those op classes need to be adressed aswell.

You make this livestream to let us know about the exact changes you’re going to implement but you don’t discuss with us if we actually think such a drastic change is the right direction ?

I Hope Team Que Takes Higher Priority

in PvP

Posted by: Smiley.5376

Smiley.5376

I think the best way to implement gold rewards in spvp would be based on the point difference.

The bigger the difference, the more points for the winners and less for the losers.

Example for TeamQ:

A bigger difference in points will then also become a bigger difference in gold reward.(2g & 1g) + 50s for the winners
When the difference in points is smaller, the gold rewards will be closer together.(1.70g & 1.30g) + 50s for the winners

Sensotix' Thoughts On The Dezember Patch

in PvP

Posted by: Smiley.5376

Smiley.5376

I love your thread. I do not agree with everything but i really appreciate it you take the time to cover the most issues that need to be fixed.

If we would have a CDI with the following focussed topics:

-Regarding the OP builds
-Regarding useless, bad designed, broken, … traits
-Regarding broken/lacking weaponsets
-Regarding condi/spam meta
-Fill me in

There could be some hope for this game because then people like you with enough experience in the game come up and give Anet an idea how to fix the current issues in a way the players would like.

We could do this by, instead of making 1 thread per topic, make a CDI segment in forum where the topics are put. Here people can post their ideas in the form of a thread(like yours). The ideas(threads) that will be liked the most by others will be upvoted and given feedback in the most.

Wouldn’t that be a better idea then 1 thread/topic with a load of ppl posting their ideas ?

just my 2 cents…

PSA: PVP Leaderboard Reset Tomorrow

in PvP

Posted by: Smiley.5376

Smiley.5376

Looking forward to it

Is Lyssa Balanced?

in PvP

Posted by: Smiley.5376

Smiley.5376

You have clearly misread my post… It will only affect 1 class: thief. And it will simply bury them deeper in their hole. Noone else will truly notice the difference. So i might be mentionning that one class will be affected, this doesn’t mean i havn’t thought about the game as a whole.

The point is, this single rune is only very usefull for 1 class, and it truly doesn’t bother other classes so why adress this “issue” while it even isn’t a real gamebreaking issue ? There are much more serious balance issues to talk about.

Is Lyssa Balanced?

in PvP

Posted by: Smiley.5376

Smiley.5376

The only class that really needs it is thief. Thief is such in a kittenty state, if you remove this they’ll be even more useless. Warrior won’t be less OP without lyssa. Other classes that lose/use this you don’t even notice it… So it’s not really OP…

What i’m saying is, your making such a thing of it while it completely isn’t. This is the perfect QQ thread example that will get Anet’s attention and they will simply do 1 thing: make the game even worse for thieves.

Is Lyssa Balanced?

in PvP

Posted by: Smiley.5376

Smiley.5376

Have you thought about the class that needs it the most: thief ?
You think this is an important issue compared to all the rest ?
Your talking about a godkitten “unbalanced” rune while other things are much more unbalanced…
I’d say first fix broken weaponsets, useless elites, useless/bad designed traits, condi/immob/spam meta, OP builds and then you could tackle the runes to fit the meta better.
Currently lyssa fits the meta very well… So leave it be and

Please rethink your diamond skin change

in PvP

Posted by: Smiley.5376

Smiley.5376

This is why we need CDI on balance ^^

Runes/Sigils and PvP

in PvP

Posted by: Smiley.5376

Smiley.5376

Do not introduce any more sigils/runes/amulets into the game before adressing the true issues of build variability.

I’m still reluctant to suggesting this but what you could do is, like some people have suggested, make the amulet choice more “freely”. For example an amulet, 2 rings and a jewel.

Another thing to TRY AFTER you have adressed balance(broken weapons, traits, spam/condi meta, op builds): 2-4weeks acces to celestial amulets only. Would be interesting to see how playstyle, builds and team compositions will change

How would you improve sPvP?

in PvP

Posted by: Smiley.5376

Smiley.5376

New reward system is going to be announced soon so that’s not really worth mentioning anymore. (+feedback ?)

MM is hopefully getting fixed in 2 days(reset on 26th)

We already had a nice preview on game modes and hopefully will get briefed with it before it goes live (+feedback ?)

Many people have already mentioned a lot of small things that can be implemented like report function, HotJoin changes, ingame MMR, merging the mists, tutorials, achievments, custom arena changes, cross-pve rewards,…

Now the biggest issue of all: Balance.

We NEED a CDI about balance… It needs to be adressed BEFORE new game modes are implemented ! There are so many aspects about balance and even though i appreciate the preview we had on the 10th december patch, i don’t think we will get far if balance issues keep getting adressed like that. (thinking and trying on your side + asking us feedback VS brainstorm together + feedback)

What should be happening is a CDI on balance where we(Anet+players) decide on a couple of focussed topics like the following:

-Fix OP builds => 1 thread where ppl can make suggestions to fix the various OP builds
-Fix broken weaponsets => 1 thread in each profession forum
-Fix condi/spam/immob meta => 1 thread
-Fix useless/bad designed traits => 1 thread in each profession forum

To make things easier, PvP and PvE/WvW balance should be separated or at least make some changes not be implemented in PvE/WvW. For example, it is incredibly hard to fix the condi/spam meta in PvP while not kittening up PvE/WvW but fixing broken weaponsets could actually also benefit PvE/WvW.

Working this way will speed up the process of balance tremendously and mainwhile you will not have to handle a huge ammount of QQ because some ideas you suggested are just /meh.

I’m not being rude but just stating things how they are. Like someone said earlier: 100.000 players have more thinking capacity than the balance team. And balance is a big issue.

Runes/Sigils and PvP

in PvP

Posted by: Smiley.5376

Smiley.5376

You should first promote build diversity by fixing OP builds, fixing the condi/spam/bunker/immob meta, fixing useless traits & traitlines, fixing broken weaponsets, adressing balance, …

If you have done that succesfully you COULD MAYBE CONSIDER changing something about/introducing new runes, sigils or amulets.

Please don’t try to adress build diversity with this… Build diversity should be based on everything i posted above and runes, sigils and amulets are the “extra’s” to builds. They are NOT the core.

GW2 Livestream: PvP map creation

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Posted by: Smiley.5376

Smiley.5376

Great news ! I’m looking forward to it ! Now livestreams about rewards, balance, bunker/condi/spam meta, fixing broken weaponsets, fixing useless traits would be a huge improvement And maybe a breakdowns of each class along with all of it’s treats, skills and utilities ^^

Is Lyssa Balanced?

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Posted by: Smiley.5376

Smiley.5376

LOL No.

It’s especially fun on the classes that get spammable Elite skills, meanwhile some classes (like Ele) get their shortest Elite at 120s. So fun to fight Thieves with stability and protection every 45 seconds.

And that is called “Balanced”.

Wow. You want to nerf the only thing that allows a thief to survive when entering a big fight.

Is Lyssa Balanced?

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Posted by: Smiley.5376

Smiley.5376

Most ppl QQing about lyssa are probably those classes that have to take an elite with a long cooldown while other classes with an elite with low cooldown can “spam” the benefits of lyssa. They probably don’t realize that for those classes lyssa is pretty much a MUST for basic survival. The reason why they need it is the condi meta So stop blaming lyssa runes, start QQ about condi meta ! But those that QQ about lyssa runes are probably those in favor for condi meta so yeaaaaah…

I’m for neither and hate powercreep so yeaaaaaaaaaaah……..

Your an exception !

New Traits To Be Released Regularly

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Posted by: Smiley.5376

Smiley.5376

They realised they first have to adress balance issues and new game modes before releasing new skills and traits.

Tutorials - Summary on Page 2

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Posted by: Smiley.5376

Smiley.5376

this is why we should merge the mists from different servers.

How would you improve sPvP?

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Posted by: Smiley.5376

Smiley.5376

-Templates (armor, weapons & sigils, runes separated)

-Gain Gold/Unique Currency (convertable to gems). If Unique Currency, be able to buy pvp exclusive skins or simply all the skins that aren’t available to PvP right now.

-Monthly Seasons with rewards and titles. Not sure if it should be for each game mode or a “mixed game modes” season for when we get other modes. (hint: trimmed capes)

-Visible MMR

-Merge the mists from different servers

-Duel in the mists

-Level up through sPvP

-More achievments

-Tutorials and the like(e.g. default builds + explanation) for new players(alrdy going on by guilds and streams but ingame would be nice aswell)

-Remove Skyhammer

-Fix for afk’ers and 4vs5’s

-New game modes(TDM,CTF,GvG)

-Better MM for TeamQ: do not put teams made of multiple parties against teams made of 1 party

-I’ll come back later and add some more

What is Mechanically wrong with Conditions:

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Posted by: Smiley.5376

Smiley.5376

Condi meta real issue, will take some time to fix this if it’s ever going to get fixed… I hope it becomes one of the FOCUSSED discussion topics

Is Lyssa Balanced?

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Posted by: Smiley.5376

Smiley.5376

Most ppl QQing about lyssa are probably those classes that have to take an elite with a long cooldown while other classes with an elite with low cooldown can “spam” the benefits of lyssa. They probably don’t realize that for those classes lyssa is pretty much a MUST for basic survival. The reason why they need it is the condi meta So stop blaming lyssa runes, start QQ about condi meta ! But those that QQ about lyssa runes are probably those in favor for condi meta so yeaaaaah…

hotjoin: more players in 8v8 than 5v5

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Posted by: Smiley.5376

Smiley.5376

- i didn’t blame 8vs8 alone, i responded to the issue that way because the thread is about this. But you must agree it’s one of the reasons.

-i know there’s a filter, and yes they do, more then you think

-of coarse they will but a little help from Anet to make it easier couldn’t hurt right ?

-I agree

-Exactly

CDI- Process Evolution

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Posted by: Smiley.5376

Smiley.5376

1. More Focussed Topics would speed up the process a lot. It’s also easier for people to come up with ideas and suggestions if the subject is narrowed.
2. Give feedback on people that suggest “big” things. There are some people out there that make quite an effort to think about something big regarding the topic of choice and it seems you simply ignore these ideas. This also applies to the suggestions subforum.
3. A summary every couple pages
4. You need to attract more people from the game to the forums(send them a mail, do in-game polls etc)

hotjoin: more players in 8v8 than 5v5

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Posted by: Smiley.5376

Smiley.5376

seriously…

I stated two points. The arrow means “following these two points”, it is not a statement on it’s own. You want evidence ? look at the pvp population… new players don’t even get an idea of how competitive play is because of 8vs8 bug for god sake… and when they join SoloQ most people rage about them because what’s the point of playing a ranked match if you need to teach people how to play ? The teaching part should be done in hotjoin !

About my seconds point: Do you not understand that there is a causal relationship between the fact that maps/balance is done around 5v5 and getting a false view of (competitive) pvp if hotjoin is bugged to prefer 8vs8 ?

And for gods sake how can you compare cs:go with gw2…

hotjoin: more players in 8v8 than 5v5

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Posted by: Smiley.5376

Smiley.5376

you must be a troll

attract more players from WvW / PvE?

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Posted by: Smiley.5376

Smiley.5376

This is one of the reasons why i suggested getting legendary pvp items through achievments but in such a way it promotes teamplay and can not be abused.

Phantom Master ^^ has also made some nice suggestions about title prefixes, reward chests tied to leaderboard ranks and in the same post i wrote about cosmetics tied to leaderboard ranks.

Not only rewards should be revamped to achieve this goal. Balance should be adressed accordingly, videos about how to play & builds should be released(sensotix’s videos is a good example), adding new game modes because some people just don’t like/are sick of conquest, a better competitive system should be released(for example seasons) to keep the good players in, … The list is long.

(edited by Smiley.5376)

hotjoin: more players in 8v8 than 5v5

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Posted by: Smiley.5376

Smiley.5376

-“Play Now” is bugged. It wouldn’t surprise me if anyone besides people that frequent the forum know about this.

-The maps and the modes are made for 5vs5. Hotjoin players thus get a false view of (competitive) pvp

=> 8vs8 hotjoin has ruined and is still ruining pvp. It HAS to become 5v5 if we want to get people back/new people to sPvP and tPvP.