It really just proves that the balance team really has no clue what they are doing. It isn’t possible to buff Mesmer right now unless the person doing the balance isn’t living in reality.
DH was overpowered in WvW, that’s why it got nerfed. It shows why you can’t possibly expect to have good balance without a split. PvE is boss fighting and situational builds, WvW can be 50v50 or more, while PvP is organized 5v5. I just dont get why Mesmer was buffed to be honest, did it need help in PvE?
Well.. it’s not difficult to achieve 900+ HP/s now on Warrior, it is far better than it was pre-patch. They just need to fix bugged signets because they don’t work.
can confirm, healing signet on warrior does not heal after using it (rofl)
…why in the world would someone ddos you?
Ye I also want some further information to whether it is even worth to play with a team and pvp in general or not. I wont put effort into a team when there is no real tournement in the future.
It’s crumbling pretty steadily, don’t put any effort into it
to seek revenge against Frostball.
DUN DUN DUNNNN
I just want to know if anet will go on with a third pro league or something similar to Go4 cup, so I can decide whether to quit pvp or not
That is precisely what I’m talking about, we all know there is going to be another grind session after this season and the balance patch
I’ll be more specific
And nobody knows what is going to happen afterwards!
Enlighten us!
(ffs)
Edit: Obviously there is going to be the four weeks of nothing followed by Season 3, but in terms of Pro League, balancing, maps.. you know, udpates, we know nothing. S2 is imperative in determining the direction tPvP will take.
(edited by Tontonino.9736)
Since the latest patch I get huge lag spikes but it is only in Ranked. Just now I played a game with a ping that ranged from 1.1k all the way up to 5k ms. As soon as the game ended, I went back to 80 ping in Hotm and it stayed that way for Hotjoin and Unranked. Mind you, while I was in the game I did not lag whatsoever in Teamspeak and, in the same game, speedtest gave me 18 mbps and 50ping.
I used pingplotter and used an /ip I got from a Ranked match and there seems to be huge delays in some of the middle destinations. How do I solve this?
Since the latest patch I get huge lag spikes but it is only in Ranked. Just now I played a game with a ping that ranged from 1.1k all the way up to 5k ms. As soon as the game ended, I went back to 80 ping in Hotm and it stayed that way for Hotjoin and Unranked. Mind you, while I was in the game I did not lag whatsoever in Teamspeak and, in the same game, speedtest gave me 18 mbps and 50ping.
I also would like to have solo queue back, but forget it. Anet won´t do this. It is because the number of players in pvp is so small that they can´t do this or the team queue will take forever. Everyday less players join arenas and this season are making things even worse.
The number of players WAS small. It is supposedly better now, and it certainly feels like there are more players compared to when SoloQ was removed.
But then again it feels like it’s declining again and at a steady rate as well.
So forget about it entirely
The past two days I’ve been subject to an enormous amount of lag – only – in Ranked, and I witnessed some very odd desyncs that happened to multiple enemy players. I played some unranked and didn’t feel the lag, same goes for Hotjoin. I know this doesn’t happen to most players but it has been happening more and more lately.
Has anyone else noticed this? Or can it be dismissed?
RE: Balance -> Contrary to popular belief, the PvP team (or wvw, fractals, raids, etc) doesn’t actually handle profession balance. There’s an entirely separate team dedicated to handling balance for all core areas of the game (appropriately named the Balance team). The PvP team (and the other aforementioned teams and more) gives regular feedback on balance issues, but the balance team is ultimately in charge of maintaining the design vision across the game.
This might be the key to the biggest problem this game is facing.
And to add to the post, I feel like an initiative of this caliber should have been pushed when the hype was up to its level. There hasn’t been any sort of real advertisement for the proleagues and as some have mentioned, the fact that the game’s popularity is in decline made it all-the-worse. PvP rose by 135% mainly because you introduced Reward Tracks and F2P. But the truth of the matter is that it has gotten significantly worse.
The sole fact that every single new map you released (and deleted one … ?) is now considered utter trash should give you some huge, grandious and luminous pointers to what the right direction is – yet you stuck with senseless decisions and it is likely too late. Three years too late.
Edit: Not even going to mention the removal of leaderboards and other INHERENT competitive gaming traits.
(edited by Tontonino.9736)
“English is not my native language, sorry :<”
Indeed
Healing turret + blast and 3 leap finishers is what makes this really broken imo.. i mean who the heck thought of putting 3 leap finishers in one skill? Why not just a single one at the last leap?
I was able to stomp a body even though it travelled away so I think the position of the body doesn’t actually change
It is gamebreaking and absolutely hilarious though
This is a really great analysis. I appreciate all the work you put into this. We recognize the problems that the season 2 matchmaking is causing and are looking into solutions that will provide a good experience and satisfy our goals for the league system.
But we all know this system will fail miserably like its previous ones and eventually something else will take its place.
MMR means nothing now. Every match above Legendary is entirely dependent upon the time of the day.
Games played: 32,902
Games won: 28,635
Rank: 80, Dragon
Division: Legendary, Prestige 13, 10 pips
Hey all,
We’ve been discussing potential improvements to existing PvP maps, and we wanted to get your thoughts on some ways that Skyhammer could be updated to be a less of a frustrating gameplay experience.
So, what would you change? What would you keep the same?
Off topic but I think it’s worth consideration: Removing Capricorn was a terrible, terrible choice. Without the water it seems like it would be a fun map. Maybe a few tweaks here and there, add/remove obstacles and make the middle ship accessible from mid + side nodes with ramps.
Still off topic, stronghold lord HP and downstate mechanic needs to be implemented into Foefire. It is way too easy to kill lord with most elite specs, especially rev/necro.
On topic: panels are an awful mechanic for the side nodes but they’re fine on hammer. I also think hammer is fine because it is easily contested. Jumping pads are bugged, perhaps improve them or implement mushroom jumping mechanic.
They should make it last 3.5-5 seconds. 10 seconds is an absurd lock-out time.
P.S.
If PvP/PvE split existed we wouldn’t see this type of issue.
1. Increase cooldown on passive traits by 20-25%
2. Instead of triggering automatically, give us a proc ability that shows up only when conditions are met
Mike says they have a total of 210 devs working on the game
wut
Try hard post, we all know what the real one is:
https://forum-en.gw2archive.eu/forum/game/pvp/gf-left-me-coz-of-ladderboard/first
May Mike do great things for PvP and WvW
https://www.reddit.com/r/Guildwars2/comments/48zlyd/im_mike_obrien_here_with_gw2_dev_team_ama/
inb4 sinking ship comments
Hmm, it’s already clearly visible, a gyro hangs over your soon to be corpse with the light ball effect of the punch also visible. The gyro also gains a health bar to see. The gyro also becomes slightly bigger when its being used.
Most people just don’t pay attention to a possible gyro stomp. But the signs are clearly there.
Its visibility is terrain-dependant I believe. Often times it will glitch underground and be invisible and thus untargetable.
Here’s a nice little gem of when balancing was actually done to a good extent in this game:
http://wiki.guildwars2.com/wiki/Game_updates/2013-06-25
Nearly 3 years later, with an added expansion and a much wider variety of skills, abilities, specializations, and easily over half a million dollars invested in ESL the build choice has become narrower and balance changes are slimmer and less impactful. At the end of the day it’s mostly number changes, can it really be that difficult?
This was already in the day of the patch, at least the deathly chill nerf was.
136% win rate
das rite
Can we PLEASE have this back in the gemstore?
Does anyone know the page dedicated to players LF teams? Preferably NA
I am SO happy the vigilant/crusader meta is out of the game!
They decreased the fear duration on necro skills and added diminishing returns when chaining fears.
wat
yeah…I guess I didn’t word that right…basically if you chain fears the duration uptime on fears becomes less and less the more you manage to apply. This way you don’t have someone running away for like 8 seconds cause of fear chains.
Was it really added? Huh.
Town down the freaking reflects on Ele, other classes to plenty of reflects and mitigation already
I’ve been getting stuck for short times on my necro, about 5 seconds each time. It has gotten a lot worse since the latest hotfixes
I did not DC or forgot to take a que the past day, or even the past two days.
Just now I didn’t hear the que pop due to music and missed it. 1 hour dishonor.
Is this intended? A whole hour for missing a que?
I tried to enter a raffle that had apparently already gone through and I was blocked for 30,000 seconds. I typed nothing else in chat, just !raffle
Ok let me cancel out my ISP contract for a roughly 3 minute DC a day
About once a day I disconnect due to my ISP being overloaded during peak times (evening EST times). Yesterday I didn’t take a que and I believe it was 45 minutes which is in itself absolutely ridiculous. I just DC’d and came back after 30 minutes and I’m at 58 minutes left on Dishonor.
I would understand if I AFK’d like Leeto, but I barely DC one time a day and the one hour dishonor is just insanity. Could this please get looked into?
ya a lot of this is purely ur subjective opinion and downright wrong at times
rofl…what a statement to make. I just can’t even.
Reaper should not be in spot 5 for 1v1s
The title of this thread would seem to indicate a lack of understanding. This is a L2P issue. Retaliation is easily countered.
Permaboons shouldn ’t be in the game, nor should engi have an enormous source of its damage come from retal.
Plus there are only two ways to counter retal: 1. not hit the enemy and 2. convert/strip the boon. Not every class can do that every other attack, amirite?
How about the fact Engi’s retal procs are higher, lasts longer and deals more damage than Guardians.
Joke aside, if you trait for retals for Guardians, you get way more retal than scrapper. Please do comparison before crying too much.
What viable condi build uses Radiant Retaliation?
Or retal on Aegis? Or retal on heals? ..they’ve never been viable..For the record it’s about 271 retal damage… that’s about 11 or 12 more retal dmg than Engi iirc.
Way more retals, means more retals sources with more uptime than engi.
Wrathful Spirit – retals on aegis, Healer’s Retribution – retals on heals, Retaliatory Subconscious, Virtue of Retribution (Gain retaliation when you activate a virtue. Retaliation you apply lasts longer.)
then… Blast (Hammer, Focus) light field, Leap (GS, Hammer) Light field …
Stand your ground (retals!!!), signet of judgement!!!
This bring more Retals than Engi.
You’re saying that IF a guard dedicates the build, weapon skills and utilities for Retal, then the engi will have less.. All an engi has to do is run the meta build and it comes baked in the whole thing, do you not realize this?
p.s. not even sure why i should argue with you
Light fields.
Blast or Leap = Retals.
The Light Aura from Leap into a Light Fields can’t be stacked. But if you attack him with multiple hit attack, sure you will melt to the ground.
Are you thief or meditation guard?
Dal
I’m fairly certain i’ve seen that aura stack up to 10 seconds
Why does this make any sense? They’re already way too sustainy as they are and retal has absolutely nothing to do with the engineer profession
no more wall exploits for you OP
None of my characters have ever left HoTM bruh
They were being used in WvW to skip over walls and jump into keeps and towers.
Then make those walls taller…? Add an invisible barrier since nothing should be entering those keeps and towers? But don’t break a movement mechanic. Plus, Wings of Resolve is already bugged on its own so it was effectively nerfed this patch.
Invisible barriers would probably also stop siege shots as well so not exactly a good solution. They could make walls taller, but they’ve already tried to fix their messed up wall graphics like 4 or 5 times since HoT launched, the next time they mess with it to make walls taller would probably break the game…… no like seriously….. it would. XD
I’m 100% positive you can make an invisible wall that blocks any character or NPC but doesn’t block siege shots.. It really cannot be that difficult. Area limiting barriers have always existed in games.
They were being used in WvW to skip over walls and jump into keeps and towers.
Then make those walls taller…? Add an invisible barrier since nothing should be entering those keeps and towers? But don’t break a movement mechanic. Plus, Wings of Resolve is already bugged on its own so it was effectively nerfed this patch.
