Showing Posts For Titus.9705:
I’ve been around since launch and my sole interest in the Guild Wars 2 has been sPvP. But now it’s absolutely clear that the aNet has no grasp of the concept – which really is a shame. It’s been far to long. Classes are still wildly unbalanced, maps are very uninventive – as are the new game types.
Kudos for trying but lets write GW2 off as another failed attempt at small-team MMO PvP.
We all know we have something particular about sPVP that troubles are sweet little hearts. What is your number one issue and how would you change it?
Downed states. I would like to see two abilities a spam attack and a self-heal (1 and 4 basically), nothing else, and the bleed-out should be faster. I do like the idea of a downed state for tournaments so I wouldn’t remove it entirely.
Isn’t it a little absurd you grind for dozens of hours and you are not even guaranteed access to an armor skin you want? Well in my opinion it is. I perfectly understand RNG is there to maintain rarity but when players spend tens of thousands of glory and get close to zero crystals and slivers isn’t that simply ridiculous? Broken drop-chances, needs to be fixed.
We need fire arrows. PERIOD!
I have spent a considerable amount of time in the realm of sPVP, I have reached level 20, and have a lot of experience in the tournaments. I can say, with a clear conscience that there isn’t an overpowered class. A few select abilities may be fractionally more powerful than they should be, but it’s far from game breaking. There is however a few classes/ weapon-sets that deserve a few buffs, but that isn’t the point of this post. I simply think the real problem is people are not trying to learn and get better. They just want to win; I hate to break it to those people but there will never be an iWin button. Just my view, constructive comments appreciated.
That was a great response! I was little worried because I have been seeing an influx of rangers, but I suppose I’ll outplay most of them anyways (not boasting). So I’ll probably take my ranger all the way first, I just like having a pet and using my bows. I have been noticing much of what you said and I hope others get the idea, especially because all the classes will eventually get the attention they need.
Thanks!
I’m torn between leveling either my warrior or ranger, full out. I have them both at level 15 and about 20 hours of PVP experience on each. I enjoy them both but I would like to know what others are feeling in endgame PVE, and WvW to a lesser extent.
Which is more fun?
More important/needed?
Saturation of each in the population?
I think it would be great if character recustomization (as in appearance) would be added to the gem store. I as of quite a few people I’m sure, have come to dislike a few features of my character. It’s too late to go back now!
I’m torn between which class I want to dedicate myself to fully, if only I had more time to play. I have narrowed it down to warrior, elementalist, or ranger. I have reached level 15 on each of them and played about 5 levels worth of pvp individually. Of course this is minimal in the long run, so I was just looking for some feedback from people who have played far more than I have, particularly in pve. Oh and I am enjoying them equally more or less.
Thanks!
The problem is it requires almost nothing to steal a kill, just a lucky hit. Personally I think they should buff the boss so it takes at last two-people a solid effort to kill the kitten, add a little more dimension.
I don’t see the issue with mesmers, they provide very little for their team if they want to run an effective build, and if you have half the brains to kill their phantasms they don’t do damage. Moa morph is fine, games aren’t meant to be balanced around 1v1.
To the person with broken English, what you say irritates me. I never said the game is broken and I never said all I do is hot joins. I play tournaments in about a 2:3 ratio, but hot joins are an important filler. Especially since tournaments aren’t ranked and my team and I steamroll nine out of ten teams, it gets boring fast…
Oh I mean the Legacy of Foefire in regards to the gates, and lets not focus on class opinions the problems in sPVP are so much greater overall.
DM could never work with the current state of some classes (cough thieves, guardians). It would be an orgy of pure imbalance.
As of right know the state of sPVP is incredibly sad. I would like to address what I see as the major issues.
Lack of Incentive
Problems: As of right now PVP is nothing more than an incredible grind, a dull one at that. Even so there is no true incentive to keep leveling, aside from armor, and that’s minimal at best. Don’t get me wrong, PVP can still be very fun but not as a primary source of in-game entertainment. Which frankly sucks for those of us who care about nothing more than PVP. Aside from the generality of it the actual games need a boat load of help too. It’s a mindless zergfest of king of the hill run by unbalanced classes. This needs to change.
Potential Solutions: Implement a complex ranking system (based upon character progression, not account) that provides rewarding awards. Allow PVP armor to be worn outside of the mists, after reaching a certain progression point (say level 40), and provide a respectable amount of stats. Actual games need to provide an incentive for defense. My suggestion; drastically up the amount of glory for getting a defensive kill, to around 35-40 glory total. Add variety and add it quickly, one game type and four maps gets dull fast. Lastly balance classes.
Class and Team Imbalance:
As far as hot join matches go, unless someone is bashing their keyboard with their fist, the team with the most X classes will win. I have seen it countless times. Just as importantly, WE NEED A RANKING SYSTEM. I have joined so many matches where one team is up by 300 or 400 points, this wouldn’t happen with a ranking system. There needs to be a great incentive to revive an ally than to finish a foe, make it worth 20 glory. Most importantly fix the classes imbalance issues! I feel like they’re not even being acknowledged.
Maps & Game Variation:
Who thought one game type was a good idea for hot join matches…? Incredibly boring after a couple hours (per play session). The maps need a healthy amount of tweaking. The trebuchets need to be less effective, at least in hot joins. The sharks on The Raid on the Capricorn need to do significantly less damage or have less health, most people are simply to lazy to bother going to the ruins because of them. The gates in the Legacy of the Foefire need to be a little stronger, right now a burstly class can take them down before someone ever makes it to them. The forest mini-bosses also need to be changed, I don’t think it makes any sense how someone can walk in and steal the kill, it’s a complete gimmick. Make it so the team who has dealt the most damage gets the kill unless they have no players in a certain radius (excludes downed players). That basically seems like it.
Just my feed back, hope someone takes a look.
(edited by Titus.9705)
If you can’t fight a mesmer you can’t play, period. It is incredibly easy to identify the player and mesmers do relatively low damage. Thieves on the other hand…
I think the colors are good but our secondary colors should show at least.
It would certainly be cool, I do like the sword however but it simply isn’t viable to charge in with 18k hp and 1400 toughness sometimes.
As of right now I am no fan of mind wreck, it becomes absolutely self-destructive when one or more phantasms are out. Phantasms are one of our primary sources of damage in a variety of builds, and when you’re without phantasms out you are like a a gun firing rubber bullets. Ineffective. So I suggest a low-tier talent is added (can easily be added on), that makes it so phantasms do not shatter with mind wreck, just clones. Again you cannot talent for phantasm effectiveness and mind wreck, or you’re just wasting points. I am speaking strictly from an sPVP standpoint but I imagine my PVE counterparts could find this agreeable.
In regards to phantasms in general; they’re fun, I like them, but they need help. Did you know the majority of classes can one-shot a phantasm? Absurd, isn’t it? We cannot spend talent points for something that is easily mopped up by a untalented AOE or a number one ability. I feel phantasms are generally in the right place for damage but simply cannot stay present long enough to justify talents against a skilled opponent. So I feel a special talent or health boost is much needed beyond our present options.
All in all I feel like mesmers are in a good place for sPVP, and generally speaking WVW. PVE is another story completely however.
Guardians are not fine, and if you have more than one good guardian you can easily lock down two points if there team supports them well. Please don’t comment if you don’t have experience facing such builds/teams.
A mesmer is my main, and I can guarantee you they’re not op, you just need help playing. Mesmers have a very steep learning curve so most mesmers are honestly quite bad anyways, so again you need to evaluate how you play.
On Moa Morph, it may be a little overwhelming in 1v1 but most mesmers won’t even use it in that case, and in larger engagements it really is perfectly fine.
I simply think the teams cumulative glory should be divided between all players, after all it’s a very personal team experience. It seems like a very reasonable solution especially coupled with beefier bonuses.
If you have issues targeting just initially target them with ctrl-T (I think that is the default I changed mine), and all should be well.
Guardians are arguably too effective at what they’re designed to do. From what I can tell it hasn’t been said much but it’s largely the case, and it has been having a tremendously negative impact on tournaments (and hot joins to a much lesser extent).
When a player of average skill can hold off two or three other players for what seems like an eternity and provide constant healing and buffs to his teammates, something must be wrong.
From my experience over the last couple weeks a team without a guardian is at a moderate disadvantage against one with a guardian. When a team without a guardian is faced against a team of average skill with more than one guardian it’s basically over, assuming they’re even slightly tanky. I’m sure people have had similar experiences, and frankly I don’t want to go back to the classic rock-paper-scissors arena style we all are so familiar with, this problem has to be addressed.
You can argue whatever you like but heartseeker is out of control. I realize it isn’t as bad when you are stacking toughness or wearing heavy armor but when you’re not it simply melts through health. I’m all for a very bursty thief but that burst needs to require finesse, not every player should be capable of achieving such results. I hate to call nerf but something has to change, the ability is breaking hot join matches. It’s very hard to be competitive with no team coordination and 3 or 4 thieves running around every match, it isn’t really an issue in tournaments however, but still shows it’s over-reaching ability.
Thanks for your time…
The trading post is such a headache to use, terrible design.
I’m interested in seeing how involved players are in sPVP on others servers. Here on Stormbluff Isle things are very slow which is a little disappointing. Maybe it’s just my server but I was hoping for more enthusiasm and interest in sPVP, everyone seems focused on WvW or PVE… bleh.