Showing Posts For Zeta Reticuli.9203:
Replace moa with an ability that clears every condition and grants stability for 6 seconds, 60 second cooldown.
The CD would have to be at least 90 or 120 seconds, with perhaps a trait that lowers the recharge.
I can agree with 90, reduced 20% to 72 with traits, if it also summons a clone (not phantasm) that maybe… applies a snare. Let’s get programming.
I’m a mesmer and I hate moa.
I used it for probably 10-15 games (out of hundreds). I found it to be incredibly skill-less 1v1. What’s the point of whooping someone when you know full well it was because they couldn’t attack for 10 seconds or use any defenses? I didn’t find that fun at all.
I swap out (often during games) Mass invis and time warp. I’m also against Quickness, but time warp is no where near as broken as moa since the enemy team can benefit from standing in time warp too (unless this is an unintended bug) which is why I only drop it if we outnumber the enemy…
I think Time Warp and Moa need to be removed and replaced with something else.
Replace moa with an ability that clears every condition and grants stability for 6 seconds, 60 second cooldown.
Replace time warp with maybe a mesmer weapon summon like guardians or elementalists (ranged 2H weapon probably). We can summon illusions from thin air, why not an ethereal weapon?
edit: adding a damage break on Moa would only work on paper and 1v1, not where most fights are, in a group situation. Moa would be rendered near useless 90% of the time in that case.
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Good stuff. Well thought out.
I don’t even necessarily mean defensive abilities (though I think they can get out of hand). I’m also not talking about getting my attacks legitimately dodged either.
I’m talking about offensive attacks that do moderate to extreme damage to opponents that make you invulnerable to damage or interrupt effects during that duration. Be it for 1/2 second or 2 that some professions can dish out. A lot of these abilities aren’t elites or utilities either, but short CD weapon skills.
I waste so many abilities simply because I forgot I’m playing <x profession> that goes invulnerable every 3 seconds for 1 second at a time.
It’s not that they don’t like dubstep, it’s that Skrillex is… well.. you know.
Personally I’d like to see an indepth investigation on how Sigils work. Which can work together, which can’t. Which have ICDs that aren’t displayed. Stacking (multiplicative or additive) effects having the same on both weapon sets etc…
The whole figuring it out for yourself shpeal is cool for a few things, but when major features aren’t very transparent, it makes the entire thing sort of trivial and creates an unlevel playing field.
[Warrior]18k HB on Chief. Possibly the highest raw HB that can be achieved. Can anyone go higher?
in PvP
Posted by: Zeta Reticuli.9203
Going to ask one last time if anyone can go higher. I’m trying to see if HB has its limits or not.
Keep it clean and stay on topic.
Of course it doesn’t. Figure out creative ways to stack might on yourself and vulnerability on your target.
Help from a mesmer traited properly is probably the best for both stacks at once. With a well timed shatter and traited blinds + a daze from mantra of distraction can easily get a quick 15+ stack of vulnerability. And the mesmer can put the sigil that stacks 3x might on weapon swap in combat, use the runes that grant all buffs (including fury) when using an elite, then the mesmer pops signet of inspiration to copy all of their stacks of might/fury to the warrior.
The mesmer could probably easily throw up 10-15 stacks of vulnerability and give the warrior at least 7-8 additional stacks of might + fury. You could easily see HB hit over 20k.
Yep.
Something is fundamentally wrong… I’m afraid paid tournaments and private servers will do little now. Both are good ideas, but don’t address the real problem:
Conquest isn’t fun. Period, else it would be thriving.
Conquest forces communication, responsibility, leadership, and loyalty…
Pugs and casuals don’t wanna do that! And when those things aren’t there, the mode is a total mess! So now you gotta be in tpvp premades with a headset for ‘real competition’, and even then it becomes all about outnumbering people, which frustrates the hell out of us by reducing all our skill and effort to futility in seconds flat. The fights are never fair.
Conquest is a mode for highly organized teams who want something else to focus on besides fighting. And even those players wanna be able to play viably by themselves sometimes… it should have been Phase II!
Phase I: straight-forward, even battles with no other demand but fighting (ARENA)
I know Anet has some brilliant minds (compartmentalized in favor of e-sports)
AARRRRRRRRRRRRGHHHHHHHHHHHHH!!!!!!!!!!!!!!!!
This post x100.
Pugs don’t want to RELY on others to play the game (not to be mistaken with pure casuals). Personally I hate all of the drama and job-like feeling ranked PvP matches create in MMOs.
I play to have fun and play how I want. Whether that’s team playing, back capping, ninja defending, or whether I want to be a roamer looking for fun 1v1 or 2v2 fights, or trying to rack up the most points that game, have the most captures, whatever. I want to decide that, and so do a lot of people.
That’s why I only play hotjoin. And will only ever join free tournaments once the system only allows for pugs to join. I can rank up and get glory just fine (probably faster) in hotjoin. I got my full Armageddon set from bonus chests you get from ranking up. I don’t feel the need to gloat over rankings in a video game to others so… /shrug
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Heart of the Mists Target Golems - Medium take more damage than light?
Posted by: Zeta Reticuli.9203
I watched the combat log over the course of about 5 minutes testing on 20 or so different golems in the mists and the Medium golems took more melee damage than light golems. Is this intended?
I was on a mesmer using only Blurred frenzy and phantasms to test.
I just typed up 5 paragraphs of tips on how to easier spot and handle mesmers (from a r27 mesmer) proceeded to hit post reply, then the website said – “L0l sry bruh, problem dun happened.. you’re SOL”.
Now I CBA to retype it all :/
LOL @ posts saying go play a thief, learn what they did, and then counter it!
You know what they did? They turned invisible and have too many multipliers. The ONLY reliable option is be a class that can bunker, or run from them — neither of which really play along with the notion of “skill based pvp”.
Thief damage is broken, and most good players who love thief classes will openly admit this — it’s really the marginal players who think it’s their skill with a thief that is making some difference, and to them I glad say — pick any class, and run spvp. Feel free to message me. I’ll jump on my thief and show you how you have very few playstyle limiting options to counter me.
The above is really the problem — to counter a thief you have to build yourself as a bunker. There isn’t a single other glass cannon build that this hold true for.
I think there may be some element of l2p. Stealth classes are always contentious. People do not like taking huge amounts of borederline unavoidable damage even if the fight is completely winnable. Coupled with things like the invisible stealth bug, this is going to lead to a lot of upset people.
That said, I am getting a tad annoyed with some of the thief’s responses. Learn to Dodge is especially annoying. So a class is supposed to be able to read minds in order to win an even fight? Why doesn’t every class just get an insta-down skill then? That way other classes can throw out the learn to dodge as well.
What if in a fight I had already used two dodges? Then it is acceptable for one class to completely dominate another without any chance for retaliation? That is super flawed thinking.
Thieves definitely have some PR to do so as to be seen as fair. Thieves should work on doing this instead of defending cheese builds that may not be tourney viable but are wrecking the pub scene.
PS I main a thief in sPvP.
^^ Two of the most well written and level-headed posts on the subject I’ve read to date. Jonathan Sharp and Co. should read those two clearly.
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you keep saying spam, key hint here, thieves only have 1 real damage move per spec , we dont even have a choice.
second, HS did too much damage above 25%, its been fixed
second, i disagree with how they nerfed pistol whip, nerfing haste would have been a better idea
thirdly, the backstab build that people complain about is basically 1 build, there isnt really any variance to it, it has no survivability (outside of bugged stealth which needs fixing), and little armor/hp. in fact it uses all its Cd’s to kill one target, then hides or dies for 45 seconds until it can do it again. this doesnt change that the damage is too much, but it means the nerf needs to be on that specs traits/utilities not on backstab itself.
4th, i like how you conveniently left out shatter phantasm mesmers (oh wait it was just addressed along with PW, and HS ahs already been). bunker guardians, defensive elementalists (both been nerfed recently) shortbow rangers (oh wait, indirectly nerfed) 100b warriors, and im sure theres more.
ya, thieves got all the cheese /rolleyes
but do you play guardian/mesmers? the only two classes tha tmajority of people said had a spec/s that perform better then thieves and impact the game harder, and its hte only two you mentioned getting owned by thiefs.
cant fight bunker guardian fair? no, nobody could, thats why it was nerfed.
mesmers? i think the nerf was a bit much, but still…bad examples mate.
I agree with nearly everything you’ve said lol..
I think thieves are too one dimensional and too open to cheesy, skill-less builds. And I do agree the builds need to be changed/nerfed, not the abilities. I think sword pistol thieves were in a good balance, it was haste and sometimes the free stun (which could have been removed by getting rid of the thief being rooted) that caused rage.
Nerfing the damage end on heartseeker made no sense. Nerfing PW damage made no sense. It was haste combined with the utility tied with them that made those two over the top (plus low risk/skill spamability).
Sure there are other annoying or somewhat gimmicky builds for other classes, but none can rival the three famous ones the thief has delivered us in the first month of the game.
You ridicule thieves for having no skill while simultaneously pointing out why they take skill. Also, backstab hasn’t been nerfed. Maybe if you cry harder Anet will get rid of the class altogether so that you can find something else to complain about.
You didn’t read much of what I wrote then. I didn’t say Thieves didn’t require any skill, nor did I indicate anything about those 3 gibbish builds that did require any sort of skill (button mashing 1 key, or pushing the same 3 buttons once each in the same order every minute is not skill sorry).
I didn’t say backstab was nerfed, I said what’s next if it is nerfed? Some other silly instagib or spam build?
Mesmers are still worse. Nothing like being crit once by the IZerker for 5k, followed by 6k for IDuelist. Focus on them, the Mesmer stacks confusion through traits,
I’ll take being instagibbed any day than the frustration of playing against a half-braindead, or better, Mesmer.
I duelist cannot hit for 6k on anybody. It can max 4k on cloth every 8 seconds. Zerker can hit for 4k max per attack. If you see a higher number than this, it’s because you’ve been attacked by the same attack (8 seconds in between each) multiple times. These are the mesmers main attacks. What else would you have them attack with? If you think it’s so crazy, take the 15 minutes I did to make a mesmer and go beat on some dummies for a bit.
Confusion is such a joke of an ability it isn’t even worth mentioning. Unless you have over 700+ condi damage (which you won’t in the power build you’re griping about) a 6+ stack of confusion will hit maybe for 600 each attack. I tried rolling condition/blind/confusion spec before but realized it was just simply inferior to power builds against other classes.
And you would seriously rather die in 2 seconds before saying Boo, than to die because either you think the class that killed you is overpowered, or you were less skilled than them or whatever?
I bend over and kiss the ground whenever I hear that ‘tink’ noise from Cloak and Dagger because I know within a second I’m very likely going to die.
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are the main source of cheese/troll tactic builds?
First it was heartseeker spam. Nerf that?
They figure out the pistol whip spam with haste. Nerf that?
They figure out the 2 shot C&D/Steal + backstab build.
Nerf that? What’s next then? Hasted Unload builds that crit over 15k?
Is it the intention of ArenaNet to always have at least one gibby thief build?
These are the same type of players that use aimbots and wallhacks in FPS to feel superior over others with no actual skill invested. Can’t kill that bunker guardian legit? Gib em! Too slow too fight that mesmer in a real fight because you CBA to figure out the real mesmer in between your pistol whip/hs spam? Gib em!
Sure you’re useless for another minute, but who cares?! You just totally pwnd that n00b!
Zeta, question 1 is more of a general question whether ANet should focus on functionality, gameplay, or features. Question 4 is more specifically which of the features outlined in the recent blog post people want most.
Both questions have repeated choices that’ll skew results :/
Meh.
Someone stealths and you dodge roll the other way. Once that thieves stealth and CDs are gone you win.
What do you do when the thief dodges/teleports in the direction you just dodged to as well? And when the thief has passive 25% increased movement speed?
I agree. I think everyone should have
1 – Throw a rock
2 – Throw a larger rock (6 sec cd)
3 – The ‘look mom I’m a zombie’ temporary rally (30 sec cd)
4 – Self heal
It’s not diff than the people griping about 100B. You see a GS warrior coming at you, get the hell away, dodge roll, pop stability to prevent snares if you have it. I don’t doubt that the thief probably hits a little too hard but it CAN be avoided if you think.You know how long the thief can stealth, you know ehre he stealthed from, you know where he’s going to attack (i.e. wherever you are) so don’t be there. Also, setting up traps/ground aoe is a good way to screw with thieves. just because they’re invis doens’t mean they’re invuln.
Except stability doesn’t prevent or remove immobilize/snare/root http://wiki.guildwars2.com/wiki/Stability
Few classes have readily available condition removal (non passive) to remove the root/snare/immob. Not only THAT, but if you DO, immobilize is prioritized LAST among other conditions for removal.
Couple that with requiring split second and correct decision making similar to that of a fighter pilot, or end up dead in 2 seconds.
It’s the ones that come up while you are engaged in combat with more than one other person, maybe with a few conditions already on you. It’s been demonstrated in that video that’s been linked in this thread about 20 times.
The main issue is that Guilds offer rewards/upgrades, and track progress of PVE/WVW but not sPVP. Why is there no 5/10/15/20% glory boost perk? Things to do with PvP rank?
For those that don’t have many friends that play this game, and mainly only do 8v8, or occasional tournaments, guilds have zero purpose but another chat channel. I don’t rep any that I’m in, since there is no point to.
The friends list has the functionality most people use anyway.
Questions 1 and 4 are identical. Did not vote. You can even see some of the results for 1 and 4 are so vastly different. People flip flop on what they want so often, this can’t even be used as a reliable sample.
There already is a long thread that was about 7 spaces down at the time you posted this. https://forum-en.gw2archive.eu/forum/pvp/pvp/Why-you-have-to-adjust-down-state-screen-inside/first
After rank 20 I just started banking glory, I hated the way the 3 light armor dolyak sets looked, So I just planned to wait for Wolf gear.
I ran out of my glory boosters after it hit about 50k glory, so I bought about 40 silver chests (since you can get crystals from silver). I was able to make about 10 boosters with this. Starting to think it was a waste of glory. Unless you’re getting over 250 points nearly ever game, it seems like it costs more glory to make the boosters than you receive with them.
Or maybe I just have terrible RNG with crystals :/ I have over 250 orbs and over 15 slivers and never run tournaments, so all my stuff is straight from the vendor.
But what else is there to do with it besides create gear/consumables lol..
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The way I see it:
Theives dont have cooldowns, they run on initiative. Adjust them to have skill cooldowns and they can be just like every other class and can’t spam certain skills 5 or 6 times on a row.
Except the backstab build isn’t a spam build. They have their ranged teleport opener, backstab once, hit their 1 attack a few times or heartseeker you once to kill you.
I don’t really understand why the devs thought it to be a good idea for ANY ability to be able to be traited to where it can take 50-75% of your life in one shot, while stealthed to attackers.
If they want an ability to be a bursty, one hit kill spell, it NEEDS to require some skill to setup a long combo chain like elementalists (I don’t play one). It also CANNOT be the opener or gap closer/spammable ability.
I find I can often then kill others trying to rez fallen people, or at the very least not die to the AoE zerg ball of death that tends to take place around nodes.
Downing needs to be 50% faster, and healing needs to be ~25% slower. You should also NOT be allowed to rally from an enemy dying, ONLY from healing yourself or from another player.
I take it the ball of death around nodes is 8v8 hot join therefore your feelings might be based around that game mod.
I actually feel the healing, rezzing, rallying, and time it takes for all is a reasonable amount. I actually think they have this exact part spot on. It’s just abilities.
If they change any of the timings for reviving, number 5 downed, or finishjing, it would break the downed system and would require further testing.
Yes, I only play 8v8 (would play tournaments if they were casual friendly/didn’t require grouping to do decent). So my opinions are based on that group. I’ve played in a few tournaments, and won, and it’s not as if the worlds are night and day. The same problems occur for both more often than not. It just often that the problem appears to be way worse, or is slightly different in 8v8.
My main gripe, and cause for frustration (and I feel others’ as well) to do with the downed state is not that it exists, or stealth stomps/revives, or OP/UP downed skills, it’s that you can rally from an enemy player dying. They don’t even have to die near you, or have them targeted! You just had to have tagged that player previously to count as a kill for you.
So kids, Go into a full node in 8v8 and spit out as much AoE to everyone as you can (what people do anyways to get points), and hope that when you get downed, an enemy player dies before you do.
As a mesmer, if I’m spotted/marked and have stun clears on CD, I’m a piece of wet tissue. That’s why I’ve learned unless it’s a 1 on 1 or 2 on 2, and they and aren’t a mesmer, thief, or ranger (they do crazy dps downed), I rarely bother trying to stomp anymore. You just either end up getting 12k backstabbed or hasted HB, knocked down/back or take a ton of AoE damage in most cases.
I find I can often then kill others trying to rez fallen people, or at the very least not die to the AoE zerg ball of death that tends to take place around nodes.
Downing needs to be 25% faster, and healing needs to be ~25% slower. You should also NOT be allowed to rally from an enemy dying, ONLY from healing yourself or from another player.
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*Leave game – 2 minute loading screen
*Die at the wrong time – indefinite load screen
*Have a good game and for once be on a team with decent players – get booted to mists
/Alt+f4
The red and blue gear is probably because of Anet’s “esport” bid. It would be hard for spectators to watch a game and know which player is on which team. I guess unless the nameplates were exclusive to your team (not enemy is always red, teammates always blue).
I wish we weren’t relegated to enjoying our PvP gear only for those short unimportant minutes in the Mists.. I can’t even enjoy my character’s armor on the loading screen, or in towns. And in a PvP match, it looks like somebody dumped a red or blue bucket of paint on me (sometimes it looks really silly when there are default colors in the armor that don’t match at all with those two colors).
The PvP and PvE community are so much more separated in this game than any other I’ve ever seen. You never need to interact or see each other, except for the PvP-er to buy some dye they didn’t get from chests, or the PvE-er traveling to the mists for a free portal to LA. If the PvP player wants to hang out with their friend outside of the mists, they are level 2, and in starter gear, and visa versa.
edit: maybe Anet can let us have our personal color schemed-gear when they implement a spectator mode. In the spectator mode, the teams can be easily just painted whatever color the interface wants.
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One picture of me getting 430 points on Forest of Niflhel against a team of mostly thieves, and another of our team of completely random pugs farming some other pug team on capricorn in their spawn.
There are flukes that occur. Namely killing player pets or somebody you tagged 30 seconds ago just died across the other side of the map and it rallies you.
Rallying from anything other than by yourself from healing, or from another player healing you doesn’t fit in PvP and is too random. Rallying because you tagged some random other downed player in a scrum, and they die, is silly.
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The guy singing the spongebob intro…? lol
Every single time I hear “Hold on to your points, seize theirs”, my brain connects the dots and the Spongebob theme starts to play in my head.
It is cross server by data center according to a recent candid conversation with Jon Peters
So it’s not all servers it seems, but a cluster of them
That’s not at all what he was saying at all. He said the opposite of that. He was responding to someone asking if Anet could merge every server’s mist into one server so they can find people easier. Peters was commenting on how it would be a bad idea.
@Nkrdbl The only overpowered abilities mesmers have are Moa, Portal used with repair kit, and Time Warp. What makes mesmers “overpowered” is that they simply have more abilities they can chain together compared to other classes, and creating confusion for the attacker as to which is the real mesmer (only a serious problem for inexperienced players). No one ability itself is overpowered and can instagib players like 12k Backstab + 6k steal or hasted 100B/PW can; most everything a mesmer does requires setup and forethought.
Cheap tactics like one knockdown/immobilize/daze followed by using your instagib spell do not count as “setup”.
The penalty for having your stun breaker/condition clear on cooldown should be ~50-70% of your life bar, not instant death.
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Im real happy with the rewards being 100% aesthatic. Only suggestion is more maps in time and new modes, but otherwise this is great and its a new game, people want to much too soon for a non sub game.
+1 for your post and name.
PvP for the most part, in any game FPS/RTS/MMO etc is played usually because you simply enjoy the gameplay, not for rewards. Do SC2 players whine that there is no reward for playing?
But I agree the game needs more modes. Capture the flag wouldn’t work because of swiftness and teleport abilities (unless the game would disallow those mechanics for FCs). Murderball sounds interesting, and kind of like how WvW works with the orb or w/e. The minecart mode or w/e (thinking of TF2) could work. However I feel that a lot of time and effort went into map design, and balancing the PvP system around the game only being Conquest mode for now.
I can’t really picture too many non-unique modes with the style of gameplay GW2 has. Can you, honestly?
Laughing when an elementalist’s ride the lightning bugs out and they slam into a wall like watching a dud model rocket tip over and shoot into the ground.
much needed.
Surprised no nerfs for thieves or mesmers.
I’ve never done it so I don’t know. The poor man’s way would be to just ask your friend which server room# they are in and join it manually.
If you can join from the friends list and you couldn’t, then their game was probably full.
Have the devs ever answered that question? Why does one of the best conditions in the game need to prevent you from moving AND acting when it is cast and when it is removed?
It is one of the best because it PRECISELY prevents you from moving…lol.
Use condition removal or skill that remove immobilize. Easy.
But how do you immediately know exactly whether to use your condition removal skill, or your stun removal skill? 1v1 is one thing, but in a crowd of 4 to 6 players things can get visually hectic.
I think immobilize needs to be visually clearer, like the ranger elite root or the guardian immobilize spell (the 3 pronged thing). It should be clearer that I’m just rooted and not stunned. It’s nit picky but it’s probably a huge reason why I die in scrum fights; I try to clear immobilize (thinking I’m stunned) with stun removal skills and nothing happens obviously.
That plus the fact that three classes that can immobilize or stun you at a very very consistent rate, also have some of the highest burst capabilities combined with quickness (Warrior/Thief/Mesmer).
I play on a 2560×1600 screen and the UI is too small for me on the largest setting. It makes it hard to see specific conditions (I’d like much larger icons) on me in the heat of battle in a split second.
Allow for a larger scale option, or create more layout options like in GW1 to customize, so that I can make just the condition icons larger.
I have the same problems the OP is talking about. It’s already hard enough to differentiate between stun and immobilize. But after it wears off you might think you will just start running and you won’t. Sometimes I have to reapply a movement button 2 or 3 or 4 times until I move
That’s a big problem I have.
People yell “l2dodge” or whatever, and to use stun breaks. However it’s never that easy. You can easily be spamming your dodge and stun break ability for 2 frantic seconds while dying to a BR/frenzy/HB because you didn’t realize you were immobilized, and not stunned. It’s a guessing game.
In the case of pistol whip it’s even harder because it keeps reapplying the stun. So you don’t even realize when you can start moving again, because you have to keep mashing movement keys. If you’re holding down W or the mouse buttons to move and get stunned/immob, when the effect wears off, you don’t just continue moving if you have the keys still pressed. So it acts as a THIRD roadblock to getting out of the way.
Most people I see trying to avoid big abilities are just dodging and using their invulnerability abilities as spam whenever they think they are in danger (which I do too) because they don’t want to get instagibbed getting stunned/immob and not realizing in a SPLIT second which it is.
edit:
I’d also like to add the condition icons for my screen/vision are too kitten small. I play on 2560×1600 resolution and have the highest scale setting, and looking at other people’s screenshots, my UI is still way too small. Which makes it harder in a pinch to spot which conditions are on you.
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I know exactly what the OP is talking about. There are skills that remove stuns (no other conditions), and skills that remove conditions (not stuns). While in the heat of a fight, its very hard to recognize IMMEDIATELY whether you are stunned or immobilized. Or at least it is for myself. I find often press my stun clear as a snap reaction to my character being prevented from moving, nothing happens and I get instagibbed by <overpowered ability/combo>. Or the same goes reverse if I’m stunned/knocked down and try spamming my condition removal ability thinking I’m just immobilized.
ArenaNet cannot consider this game worthy of esports if the #1 goal of a match ISN’T to win, but to rack up points and rank up as fast as possible.
You posted pics of ZPvP (zerg pvp) instead of TPvP (Tourney, actual competitive game, e-sport material).
Your argument is invalid.
Unless I’m wrong, don’t the same principles apply? Ninja capping/killing rewards more points than warding off attackers, or roaming between points, or saving your lord from defeat (aside from possible easy kills) etc.. Or do those tourney chests have tons of glory/rank points in them? I wouldn’t know because since I don’t have a team, I CBA to get stomped by premades.
Sure I imagine winning is pretty cool in tournaments, but I’m also sure your average player will go out of their way to pad their points, if that means possible losing certain points of interest.
I guess that’s the style of play they want though for their esport schpeel. Need fast exciting action so people tune in. Zergy, quickness/haste filled fights so you lose 1/2 of your hp in a split second if your stun break is on cooldown, while getting the other half of your health taken away by 1 trebuchet shot that has a 600+ radius range and seemingly 5 second reload.
Guild Wars Account hacking more likely internal than "fansites"
in Account & Technical Support
Posted by: Zeta Reticuli.9203
Regardless if it were or not, I blame these newer gaming standards that have just started as of the past couple years of using your email address as your account name. This leads to many many problems, and chances are people use the same email for everything, or majority of important things. So this cuts hacker workload by 50% if they already have the account name to go by. And they then often get access to many of your other accounts.
Gotcha. I don’t know if it has been even mentioned or not as a coming feature. I think it would be pretty silly otherwise.
@Ramza – I want the option to join a tournament where the only participants allowed are those that solo queue. Maybe make it a rank 10 requirement if need be. I’d like to be able to compete for the same rewards without getting steamrolled by organized teams with set schedules and super serious mode engaged – OR – having to be on one of those teams.
I, and many others really want this option. I’m sure even those who do hardcore 5v5 would like it so they could do more competetive matches if their teammates aren’t on.
You can remove the team/individual rankings if you must (if they ever get added) from this “solo queue tournament”, give that to the hardcore dedicated team guys that use ventrilo call outs etc.
ArenaNet cannot consider this game worthy of esports if the #1 goal of a match ISN’T to win, but to rack up points and rank up as fast as possible. There is next to no bonus for winning, or playing as if it were a team match, not a – ‘run like a chicken with your head cut off zergfest’.
Here’s 2 examples of me trying to play the objective/roam and defend nodes, and winning, but getting half the points of the other team:
Here’s a screenshot of me playing like a ninja: http://i.imgur.com/fkQG2.jpg Notice the extreme variations in Glory/Rank gains compared to the other picture.
Being a team player, roaming between two points held to make sure attackers don’t come, fighting on a node for a very long time in epic fights where few people die – gets you few or no points.
Whereas playing like a ninja roaming for easy +15 kills, spreading as much splash damage as possible so you get credit for the kill (like in PvE), speed capping points and running away immediately without looking for attackers, running to evade combat at all costs just to get +20 points at the next node over and over without caring about if you win or not, racks up TONS of points fast. I know, I often resort to it.
Other points of annoyance:
Remove rallying from downed state due to someone near you dying. We all have our horror stories on this issue. Resurrecting other players from a downed state, or healing yourself with the 4 ability is fine with me. However, being able to pop back up because someone around you died is simply ridiculous, and demoralizing. Such randomness for life and death in PVP doesn’t feel like it fits at all.
Get rid of PvE elements in PvP please (sharks, cannons, etc). Tone down trebuchet damage or increase reload time by a lot more; It is way too powerful right now. If you play a tanky build you can rack up 325 points EASY on Khylo. All of these elements feel cheesy, game breaking, and out of place in competitive skill play. This is not an FPS, sorry.
Tone down Quickness/Haste. Nearly by itself, it enables the crippling game breaking elements in sPvP at the moment.
Allow “Solo-queue ONLY” tournaments. I’d like a shot at some more Free Tournament Tokens without having to beat my head on my desk, or go through the unnecessary rigamarole for the average, casual (not idiotic) PvP player.
Whatever the heck this little ledge here is: http://i.imgur.com/w9pR2.jpg needs to be fixed. It’s on one of the starting side on the Capricorn map. I feel like if you don’t do an olympic long jump out of the gate, you take fall damage, get slowed because of it for 20 seconds, and get attacked by sharks.
(edited by Zeta Reticuli.9203)