Showing Posts For Tarishian.9768:
Skill points are aquired through natural progression in PvE but in PvP this isn’t the case. We will have to spend time PvE’ing on every alt to earn a single skill. So if I have 8 alts I need to waste time in PvE for a PvP result which I think is incredibly broken.
You don’t earn skill points naturally through PvP content so skill points shouldn’t be the req. to activate the new heal skill for PvP.
That would suit this game’s zerg style perfectly and might be fun.
“A warrior walks into a bar;”
But realizes the bar is not a bar but a kindergarden because of so much QQ going on.
Says the warrior main.
I typically will have 40-50 fps and I’ve never had a problem. However starting today my fps averages 16 in fights and 20 while idle.
Anyone else having this issue or can offer any solutions?
Savov you are a BEAST that is such a good idea blocking the noobs so I know when to queue. +63 to you sir!
But yeah I have pretty much realised that right now soloq is gambling without any reward.
I’m on a big win streak right we’ll see how long that lasts. Oh wait, Skyhammer and someone is asking tactics.
/wrist
Well there are smart people and dumb people lol
Leap of Faith should provide swiftness to allow dps guardian a little bit more mobility.
Unfortunately I have zero input to add. I sincerely apologise from the depths of my heart.
am i the only one who thinks there’s a problem if people have no idea how to play this game ?
Doesn’t this show there’s a problem due to the game not teaching players how it should be played ?
Arenanet should indeed do an in-game tutorial for each map taking into account the dynamics of soloq and teamq.
The most frequent issue is the r10 crowd playing like total idiots.
Arenanet really should just group people of similar rank together 0-19 20-39 40-59 and so on.
There aren’t enough people playing pvp for that. Anet can’t do a lot of things because of how small the population is. They need to solve that issue before working on anything else
Yeah I remembered the fact there isn’t enough players and edited that sentence out.
Maybe they could follow a similar system but pool players with high performance rates to add in high ranked matches when there is less of a pool to choose from. The selection priority could be something like this:
Rank
>Performance
>Win rate
>Communication
I put communication there because at the end of the day, a low rank player could be very good, but they can also be terrible. However if they are known to speak to their team it means they are open to respond to direction.
The most frequent issue is the r10 crowd playing like total idiots.
This happens to me all the time in soloq. Also, hi Brad.
How do I escape the MMR reset hell hole?
No matter how good I play, or how many consecutive wins I get it will always get balanced by the following games of 4v5’s or r10’s on my team who play as a hotjoin zerg and have no desire to communicate or learn.
This keeps my win rate at 50% all the time meaning I will never climb rank where I can play with experienced and intelligent people.
Now I don’t really care about ladder ranking as a bragging right, I just want to play with good people.
As it stands it seems like pure luck on climbing the ladder.
I think it is time to accept that GW2 is a casual zerg game.
I would play a 2v2 arena ALL DAY. Not even joking.
It would make my Christmas if anet were to add it as a proper mode.
Even if everyone runs spirit ranger and MM necro?
Warsong Gulch!!! It doesn’t get better than that. You really can’t go wrong with a 2 base CTF where you can only cap the flag if you have your own. This automatically fulfills everyone’s desires. You will have meaningful and tactical skirmishes based around an objective. It produces dynamic gameplay, instead of the static playstyle of standard conquest where you must stand on points regardless.
You could also add quirky options to custom arenas such as:
No / limited Runes
No Sigils
No / limited Traits
No Armor
One weapon set
Poison/blind nullifies healing skill
Permenant boons/conditions chosen at start
Permenant AoE boons/conditions on capture points
Players have mercinaries
2 sets of runes
Increased/decreased boon/condition duration
Maybe just give us a map editor so we can do the hard work for you guys.
Add a fun league and match making for 1v1 with only minor awards (disable big elites such as Spirit of Nature/Supply Crate/Moa) and psst nerf thief sword.
2v2 league also
3v3 isn’t necessary because we have enough large scale combat in the game and with the current design, 3v3 would just be extremely messy.
Anything that increases the tactical aspect of combat and reduces zerg will make me happy to be honest.
(edited by Tarishian.9768)
y u no fix whirling wrath?!
That is all.
1. Balance and build diversity with more synergy between traits
2. More game modes such as 3v3 arena
3. Dueling in HoM (away from the main lobby area)
4. An option to choose the opacity of player/pet nameplates, and make the player have a higher click/target priority than pets
I’m mostly seeing a lot of thieves per team. Although, I’m tired of people assuming and think we need an actual chart to represent these statistics.
Necro is initially hard but it smoothes out as you play it. Warriors are extremely easy to understand but it does not make them more fun. I like the necro’s tool set and play style that I can create from it. The warrior does not have that tool set and play style.
Necro does not have to be condition built. I play a very successful power-deathshroud build.
Also, who says warriors are more successful than necros? I dominate 90% of warriors I run into on any character. In tPvP if their team has a warrior, I always say: “they have a warrior, this won’t be too hard”, and we proceed to roll them ez.
Please ArenaNet can you release a chart which shows the percentages of most played classes in tPvP and sPvP.
There are so many thieves right now because people enjoy being bursty and having that one-shot factor. I believe it is really that simple.
Although, I could also say that thieves require less skill to accomplish big damage and this caters to people’s lack of patience and desire to execute an actual thought-out kill, instead of spamming 2 or 3 at the closest enemy.
Some official numbers would be nice.
^ This.
Don’t be so sensative. Have you forgotten this is the internet?
I love provoking people with a little “BOOOOOOOOOOOOOOM UR DEAD” or a bit of “hahahaha nap” when I stomp them, as it makes them try to get revenge, adding an interesting dynamic where I need to watch out for that player. Or if someone flames me, I simply hunt them down all game, then we end up trying to kill each other specifically at every chance, and most of the time that type of ‘friendly flaming’ results in a friend add or a “see you later man”.
Yes please. I don’t see any logical reason that there is no bank in the mists.
Am I missing it, or have they forgotten to put this feature in?
Love ya
Dueling is a fun thing that most PvPers would enjoy. Please don’t just implement it without adding some extra little functions. I’d personally like to see clear duel stats, maybe a title upon duel-win streaks or something, and perhaps a small window which provides us with a duel ladder-type of system.
A duel will not be the measurement of your skill. However, it will measure your knowledge of the game, creative use of skill mechanics, and your general strategy/intelligence/cunning in a fight.
The ability for groups of players (max 2 IMO) to duel another group would be pretty interesting also.
In short, dueling alone would be greatly appreciated, but with these added features it would make dueling more interesting.
I can finally play on the mac side and not rely on bootcamp!
Arena Net talk about being dynamic all the time, but the fact is the major boss fights are simply not dynamic. They are rather static, predictable and zergable. They don’t really require the maximum focus of the player because they do not do anything radical. Take certain bosses in WoW for example, if you do not handle a certain situation appropriotly it will endanger the entire group, enhance the difficulty due to the player’s error, and possible cause failure. In GW2, you just stay alive and throw deeps at the targets. They lack subtlty of mechanics and this in my opinion greatly takes away from the real enjoyment of an ‘epic boss fight’.
I my self am a PvP player because PvP is naturally dynamic since players will do random, unpredictable, calculated things. This is one of the sole reasons I do not enjoy the PvE realm of most games because everything is predictable and static.
Now, I’m not saying to just add lots of random conditions and variables which instantly snipe people or suddenly destroy a player with no warning (cough AC), as that only results in frustration when it becomes a game of chance. I’d simply like for the ‘epic boss fights’ at least to be more human-like and for them to be programmed in a way which players feel they have to survive and seriously perform well in order to save/earn/defeat something. These bosses don’t do that, simply because you can just walk away and not be harmed.
So I’ve just finished my first big dragon fight… it was from the personal story once you have to defeat the undead who had taken over part of Lions Arch. I did not have big expectations because I’ve seen some videos of dragon fights already.
Visually, it looks amazing. Gameplay-wise and looking at it logically, it ceases to make a lot of sense…
So here we have a huge epic dragon with immense power and a huge army – yet it just stands in one single place throughout the whole fight. The way the dragon looks does not match the way it acts. The dragon is slim, has hands, moves pretty quickly and seems rather agile, yet it is just standing in the same place doing the occassional ground slam with one hand, and a few roars here and there… meanwhile its’ main attack was throwing grubs from its wings…?
Surely a big strong dragon would be moving around, doing pile drivers and choke slams to everything in its path? Would it not be eating people alive, charging into large clusters of people, and unleashing complete chaos upon its’ foes?
I know if I was a big dragon, I’d be charging at people, smashing everything, singling out targets who are dealing lots of damage, using AoE where people are clustered, and making a few sudden random movements in order to actually win the fight.
These dragons do not look as if they want to win the fight, yes they are obviously scripted to be downed, yet they just remain static, replaying the same animations over and over. Surely the player should feel the need to be caution to the dragon, and not know that he is completely safe at a certain distance since the dragon will never move?
Personally, I’d like to see these big bosses actually chase players and move around a bit, without acting as if they are anchored to the ground, or simply too lazy to just destroy stuff. Like, we understand that there is a big threatening dragon sieging a location, we really do… but we all know a big dragon is not gonna sit in the same spot while it roars at the ground and doesn’t even look at it’s enemies…
Surely a humanoid tribal frog creature would not speak like a regular human being who lives in the city? I would expect a creative and intelligent use of sounds that we would associate with frogs, and perhaps tribes as well. When I first heard the Sylvari speak, I was anticipating some really cool plant-like voice -perhaps somewhat raspy and crunchy almost, then I come to find they are speaking like normal humans, with no defining accent or unique sounds… this was a huge let down for me, as it just completely destroyed a whole possible level of immersion for me.
You kind of did it right for me with the Charr… especially with the intro cinematic where the speaker has a nice deep, rumbling voice which represents their large and intimidating appearence.
Take a bird that is able to mimic human speech such as a myna bird or a parrot. The voice that comes out is not a human voice, but it is a parrot making a human noise and anyone can tell it is not an actual human voice.
All I’d like is for the races voices to at least represent their unique forms and
My question to Arena Net is: will you guys be updating the voices of the races to make them more unique and interesting?