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Match Making is bad because of Daily Class

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Posted by: WTFProoF.3120

WTFProoF.3120

How about making that thing Practice only and not giving out the reward in Unranked/Ranked arena (obv. this has to be made clear on the actual reward)?

A simple prorposal

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Posted by: WTFProoF.3120

WTFProoF.3120

Ok, before I explain why the Conquest scoring and gametype are perfectly fine as they are and do not need any type of ruleset adjustments I will just make a quick comparison exmaple and hope that this will suffice for most people sharing PierPero’s and Reokie’s points of view.

What you two (Pier and Reokie) are essentially asking for is the same as if somebody would say this: “Wow I really like soccer (or football for you Euro-suckers) and it’s primarily a spectator sport, but man all those complicated running-patterns, passing and stuff is really boring and does not add anything to the core gameplay! Instead it should be just a set ammount of penalty rounds to determine the winner!”

See the point? No? Then read on:

PierPiero you say that (sometimes) it seems to you that fighting is not as important in Conquest gametype as it should be and because of that they should up the kill-score reward by 100% to shift the focus towards fighting and less towards rotations (and indirectly map-awareness and teamplay).
The easy and somewhat rude answer to this is to say “Go watch/play WoW Arenas, or Bloodline Champions, or XAM, or any Game with Arena-Gametype as it’s main Focus”. But I would rather not say that, you obviously have your reasons for playing GW2 PvP and want it to grow and become more interesting for spectators. However upping the kill-score reward is not going to accomplish that, in fact it would actually hurt your goal.
You see, as it is right now there is a (arguably perfect) balance between teamplay and individual play in Conquest. Sure dueling and teamfighting 100% of the game will not bring you the victory in most of your matches (it can though if the enemy team is incredibly bad at backcaping and acting as a team) but both those things are essential to every win. You might loose games where you played your best in terms of teamfight contribution and 1v1s however you lose those games not because teamfighting and dueling has not enough of a priority in the gametypes core design but because you (and your team) failed at other aspects of Conquest that are equally as important. If you lose because you are getting backcaped you should focus on map-awareness and responding to backcaps accordingly.
Doubling the kill-score reward would make zerging from node to node way more lucrative, something completely contradictory to the actual goal of the game and also making it extremely boring to watch since team comps would start to rely heavily on single-target spike. You gain 1 point every 2 seconds from a node, so if your opponent has 3 nodes he would need 7 seconds to generate points equal to a kill, while with a glass-cannon comp you could spike down one enemy in less then 5 then decap the point you were attacking increasing the time your opponents need to gather the points to equal out the kill.

Reokie you seem to have a very strange perception of how fights and spectating in GW2 PvP work.
First of all, an even remotely competent caster will never show you how a person is caping/backcaping a node for the entirety of the process. They might switch to that node for a second to point out he smart play but will immediately switch back to a fight (unless one breaks out at the node they switched to), pretty much all you see during a good tournament-stream is fighting.
Second, fighting on a node becomes so intense and captivating because players have limited room to dodge/maneuver around while fighting. If the space available on a node is bigger (like mid node on Foefire) fights can turn into ranged engagements or Ring Around The Rosey very fast. Also even on those small areas you see people quite often disengaging after (ideally) carefully calculating how much time they can spend off the node before it gets capped just to jump in at the last moment after their skills came of cooldown thus preventing the cap and forcing the enemy to stay on the node instead of helping his teammates.

Edit: Fixed a logic-mistake in the last part.

(edited by WTFProoF.3120)

Profession Pie

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Posted by: WTFProoF.3120

WTFProoF.3120

I shall not disappoint you OP!

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How many of you quit pvp or this game?

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Posted by: WTFProoF.3120

WTFProoF.3120

I play more than ever, PvP is amazing, yes some times you get 50:500 blowouts but they are quite rare in my bracket, I mostly get games somewhere in the 300:500 range.

Absolute most basic starter class for pvp

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Posted by: WTFProoF.3120

WTFProoF.3120

Ok, would have been awesome if he turned out to be the real He4rTL3sS xD…

Absolute most basic starter class for pvp

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Posted by: WTFProoF.3120

WTFProoF.3120

Also is that you He4rTL3sS?!

No, I really don’t like adding numbers into names. It looks stupid to me.

AHAHAHAHAHA +1 for non 1337 six year old names. When he posted that I thought it may have been you and audibly laughed. Glad it isn’t

Only numba’s in mah name are after the period. Working as intended.

I am a little confused now, did you get whom I was referencing or are you just genuinely amused about someone being able to pick a name that consists out of 1337 letters?

Absolute most basic starter class for pvp

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Posted by: WTFProoF.3120

WTFProoF.3120

Also is that you He4rTL3sS?!

Absolute most basic starter class for pvp

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Posted by: WTFProoF.3120

WTFProoF.3120

Fear not inexperienced scrub Turret Engineer is just the right thing for you! Just kidding, don’t do that -.-…

I’d suggest something tanky that can stay alive even if you don’t do much in a team fight, also something mostly stationary aka a Bunker who does not have to rotate much (as you need map knowledge and good fight-assessment skills for that) would be down the beginner lane. Since you already play Guardian in PvE why not start with a Bunker Guardian?

Here are some good builds to start off with:

Virtue Bunker Guardian

Healing-Support Bunker Guardian

Also watch the videos contained in those guides.

If you want some general (even though slightly outdated) guidelines for sPvP I recomend the PvP for Dummies/Teach me PvP Series done by WoodenPotatoes and MattVisual (they are basically the same videos just from different perspectives). They teach you the very basics of sPvP as well as what Builds do for you and how to create your own (once you know what you are doing in the arena of course), stuff about PvP items and crafting (obviously heavily outdated by now) and even about more advanced stuff like tPvP compositions and strategies. I have collected the important MattVisual videos from that series in this playlist: here.

Have Fun!

matchmaking makes me want to puke.

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Posted by: WTFProoF.3120

WTFProoF.3120

Do you have a specific concern that I could address?

Add a minimum of r20 and 50 unranked games for play ranked games. It’s easy.

In general I agree, I have seen way too much people doing dumb kitten like caping a completely uncontested point with 2+ people, going for neutrals while there is a crucial fight at a node, not going for stillness/tranquility at all and kitten like that.

However you would also keep a small amount of people (like me for example) out of the core game-experience and in hot-join/unranked hell for a longer than necessary time. Like I know that my rotations are still pretty bad and I don’t always target the right enemies in teamfights and such, but I at least understand the fundamentals and try to play team-oriented (rotating, backcaping, calling stuff) and I can’t really improve on things like rotations in hot-join since 90% of fights seem to happen out in the open and nowhere near an objective (dragging on for minutes without anyone doing kitten else than dishing out damage and healing themselves, no stomps/revives just pure skill-spam madness).