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SAB should not have been removed

in Living World

Posted by: Zetta.5102

Zetta.5102

I can understand some content being temporary, but locking players out of things like Super Adventure Box and the Crown Pavilion is absolutely deplorable. It’s an absolute waste of your development time to release temporary content, especially in a case like Super Adventure Box. My friend was thinking about picking the game up solely to play Super Adventure Box, but that won’t be happening now.

Man, you must have really loved SAB and Crown Pavilion is you feel it is deplorable that they are recurring temporary content. Deplorable? Really?

Sure it would be nice if it were permanent, but I wouldn’t say it is deplorable that it is only recurring. Think of it as a holiday event. When W3 is done it will come back, then go away after a month, then when W4 is done it will come back, then go away after a month, or perhaps they will make it permanent once the SAB is actually complete, who really knows, it isn’t even finished why complain about it?

If you missed something because you took a hiatus, then that’s a shame. I think having temporary content is designed to keep people from taking hiatuses in the first place. You don’t want to take long breaks in case you miss something fun/interesting. I mean honestly, they’ve been doing these 2-week/1month releases since Flame and Frost back in January, if you didn’t know by now that taking long breaks would likely result in missing content then I don’t know what to tell you.

And please don’t try to talk people into buying GW2 just so they can play SAB, that would be the biggest waste of money I’ve ever heard. It’s fun and all, but there are 6 zones….that’s not worth 50.00USD. Plus you knew it was temporary from the first go around, so why would you assume it would be permanent the second? Quite illogical.

I believe you misinterpreted a lot of what I’ve said. Before playing again a few weeks ago, I hadn’t played since around 4 months after the game’s release. I didn’t know that SAB had left and come back during that time.

SAB’s removal was also the last straw, not the only one. I ran around trying to access a lot of the content I had missed, hearing that some of it was still around to stay. I was left dissapointed every time. There simply weren’t enough players anywhere I was, either. They were all just getting on to fight Tequatl whenever he spawned, then logging off, which is exactly what the “living story” promotes.

I also didn’t try to convince my friend of anything. I simply told him about SAB and he expressed interest. SAB wouldn’t have been the only deciding factor, but it was the primary one, as he’s a huge fan of platformers and retro-styled games, but he isn’t much of a gamer.

I know I’m coming off as a “casual gamer” and thus you’re discounting my opinion; however, you should know that I’m only a “casual gamer” at the moment because my life schedule simply can’t permit anything more than that. I was a diehard GW1 player and played hundreds of hours of GW2 upon its release. Having firsthand seen the success of GW1, I can tell you it was for completely different reasons than GW2’s success, and players in general are far more unhappy in the second iteration of the series.

Now That Year One is Behind Us...

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Posted by: Zetta.5102

Zetta.5102

100% agreeance.

ArenaNet, PLEASE listen to your loyal fans. The “Living Story” isn’t disliked only by a vocal minority, but rather the vast majority of your playerbase. Please start making permanent content patches or working on an expansion before it’s too late. We really want to play your game, but you’re pushing us away.

SAB should not have been removed

in Living World

Posted by: Zetta.5102

Zetta.5102

I just came back a couple weeks ago to try out all of the new content after a long hiatus. I was very happy with Super Adventure Box, and I was having a blast playing it on varying difficulties inbetween study sessions. However, I logged on today to find out that I’m unable to play it.

I simply don’t understand why new content is added only to be removed a month later. Forcing players to play the new content by locking out everything else might get bodies where you want them, but I guarantee you’ll have far less long-lasting playerbase than if you released permanent content.

I can understand some content being temporary, but locking players out of things like Super Adventure Box and the Crown Pavilion is absolutely deplorable. It’s an absolute waste of your development time to release temporary content, especially in a case like Super Adventure Box. My friend was thinking about picking the game up solely to play Super Adventure Box, but that won’t be happening now.

As a long-time Guild Wars 1 fan, it really hurts to be forced to break away from a world that you’ve spent so much time in, but I’m honestly just done until there is more permanent content or an expansion.

(edited by Zetta.5102)

Living World makes me sad

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Posted by: Zetta.5102

Zetta.5102

As a senior year electrical engineering major, my free time is generally pretty spotty. I took a long hiatus from GW2, and came back to play casually (as that’s all my free time perimts at the moment) over the past two weeks. I found out about the Grand Pavillion, and I was really excited. I spent 10 minutes running around Divinity’s Reach looking for Emissary Vorp only to eventually figure out that I can access the content any more.

As an avid GW1 player that would often take long breaks from the game, only to come back and play it for months on end to enjoy new builds and content, the living story really isn’t gelling with me. I know that you want players to keep playing, but players wanting to pick the game up after a hiatus end up in my position, and potential new players are put off by temporary content.

Myself and many other players feel that development time would be better spent on permanent content. The quality of the living story content is wonderful, and if that’s the development model you choose, that’s great; however, the content needs to be permanent. That said, I still believe a full-blown expansion (Cantha, anyone?) would certainly be your best bet. The vast majority of players are more willing to spend money on content than gems, so take our money Anet!

Sincerely,

A long-time fan.

In which order would you place each profession atm?

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Posted by: Zetta.5102

Zetta.5102

Coming from the point-of-view of a fairly experienced Elementalist:

(Organized both left-to-right and top-to bottom)
1. Mesmer, Guardian=Thief
2. Warrior, Ranger=Necromancer=Engineer, Elementalist

Mesmers are the kings of 1v1. Even if you’re knowledgeable of the Mesmer’s skillset, they are still potent in this situation. In addition to this, Mesmers can bunker extremely well, even if specced for damage. These two things (1v1ing and bunkering) are arguably the most important parts of sPvP, and Mesmers do them both extremely well.

Guardians are the kings of bunkering and have tons of CC and Healing ability, supporting their entire team. Damage builds are still potent and have the ability to bunker, but not quite as well. They work well in any team setup, and multiple guardians is not a bad idea on most teams.

Thief tends to not do so well if the opposing player has defensive cooldowns up, but if said opposing player runs out of defensive cooldowns, there is nothing they can do to live. Their mobility with Bow is also absolutely absurd, and their teleport spell is multi-use and works to different vertical surfaces.

Warriors are tricky to place because of how many poorly played Warriors there are. However, in experienced hands, they are strong. They have plenty of CC with several weapon choices, and like Thieves, blow people up that are out of defensive cooldowns. A knowledgeable warrior will exhaust defensive cooldowns, and destroy the target with 100B. They also have lots of inherent vitality and toughness.

Rangers, Necromancers, and Engineers are quite potent in the right hands, but tend to have more of a learning curve than anything in tier 1, and they’re more limited build-wise. Their problem isn’t that they are underpowered, but rather that other classes are slightly overtuned at the moment.

Elementalists are not underpowered by any means (we can 1v1 fairly well, bunker fairly well, and support fairly well), and will certainly jump up this list as soon as a few key bugfixes happen. Ride The Lightning is a huge part of our game with several builds, and its bugfix will allow us to gap-close without gambling for our lives. The only other huge issue is our downed-state, which I’m sure others have touched on enough.

3 Small Changes that would balance Scepter/Dagger PvP

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Zetta.5102

I agree that RTL needs fixing (I’ve posted several times only to have elitists say “jump first”. I don’t want to jump first. I want the friggin spell to work.).

S/D and D/D are the better ones. I prefer S/D but I’m considering running D/D some soon to see if I can tweak it better for skills.

However, I think Dragon’s Tooth is good. It is one of our biggest hitters, it is on a really low cooldown, and on top of that it adds a huge burning effect (which some of our traits are geared towards) and is AOE. The draw back is that it can be evaded. If you are going to rely on its damage, you need to consider using signet of earth as a backup for Updraft.

I always jump before using RTL and it still glitches constantly. Sometimes I have no idea why, but I’ve noticed that if the target is dodging, it won’t close the gap.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

Did…. did you just call the worst or the second worst condition damage class in the game to be the best one?

Having a Phantasm that does increasingly more damage per condition on the target (and it already does a sizable amount without a condition) and having easy access to Confusion hardly renders Mesmers as the worst condition class. Overall, most condition classes are in a bad spot if they use condition builds, but Mesmer circumvents a lot of the issues other condition builds have via Illusions and Confusion.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

Sorry, did you say Necromancers fill the role of high sustained damage? This may have been the intended design, but it certainly is not the case currently

This is completely my point. Mesmers are THE condition class to play. Necromancers are inherintly tankier, but their defensive cooldowns aren’t nearly as useful. Also good luck to any Necromancer doing anywhere near the damage a Mesmer can pump out.

3 Small Changes that would balance Scepter/Dagger PvP

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Posted by: Zetta.5102

Zetta.5102

if anyone has ever looked at the damage of the skills, dragons tooth is the 3rd strongest dmg spell, almost the strong as firegrab except it is literally 8x shorter on cooldown compared to anything else that comes close to its dmg. If people ever do expect it to get buffed for a higher chance of connecting with their target, be prepared to expect a pretty hefty dmg reduction/cd increase coming along with it. As for PvE it is the highest sustained dps spell for an ele.

I’d be fine with a cooldown increase. However, Elementalists seem to be designed to press a lot of buttons and always have something to do. Rarely are we just autoattacking (in comparison to other classes), so too much of a cooldown increase may hurt. That said, Dragon’s Tooth may as well be on the same cooldown as Updraft, as that’s the only way you’re landing it against a competent player.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

I didn’t mean build options. I mean that in each of these builds, there tends to be one or two mechanics that you rely on while the rest are rendered near-useless. If there is an awesome build out there that uses everything, then let me know I’m wrong, but I’ve yet to see one.

Also, specialization is important, but every mechanic should be an option, no matter what build you are using, especially for a class intended to have a high skill-cap like the Mesmer.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

After playing a little bit more Mesmer, I’m seeing the issue that certain aspects of the class are almost useless without being traited for, so Mesmers end up pigeonholed to one or two (powerful) types of damage. Outsiders looking in often see the Mesmer as a difficult-to-play class with a lot of options, but this ends up being untrue.

As an example, an Illusion-based mesmer will have no reason to shatter his Illusions for more damage, and a shatter-based mesmer wants to set up a nice shatter as soon as possible.

Perhaps a nice solution would be to make these options more attractive to players even if they aren’t traited for it. Give me a reason to shatter my illusions when they get low. As it stands, hoping it gets off one more (very damaging) attack is generally a much better option.

In short, Mesmers should be working off of several options/mechanics, not just one or two very useful ones they are traited for while they grab all their slotted skills for potent defensive cooldowns.

3 Small Changes that would balance Scepter/Dagger PvP

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Posted by: Zetta.5102

Zetta.5102

If you’ve burnt through all your cds and stuff, Stone Shards is still good ST DPS to fall back on.

Dragons Tooth just needs to animate faster. People shouldnt be able to just idly walk out of it without needing to dodge or anything. Heck even in PvE I’ll usually kill my target before it lands or it will overkill or the pve mob will run out of it. No spell should be like this, and the damage on dragon’s tooth isn’t THAT high to justify being nearly unusable in a large number of situations.

I thought about a faster animation time for Dragon’s Tooth and how it would help, but it honestly doesn’t seem like it’d do much aside from allowing it to land after an Earthquake. Unless it dropped instantly, players would still be able to move out of it (unless the blast radius were increased or it was sped up to the point where it instantly drops). Perhaps if the faster animation time were combined with a faster cast time, it could be an acceptable change.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

all of the op points would be valid if mesmers didn’t give up so much in pve for this pvp prowess

any nerfs to their pvp ability will make them even worse in pve

I suppose I should have been more clear in the title. >.< My bad.

3 Small Changes that would balance Scepter/Dagger PvP

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Posted by: Zetta.5102

Zetta.5102

I just want to say that Updraft isn’t only vital to Sceptor Fire attunement attacks, but also Dagger’s Burning Speed. We share similar issues, which really should be addressed. D/D Elementalist attunement dance a lot in order to juggle between utilizing our survivability and utility skill with our damage.

Burning Speed should functionally work like Ride the Lightning where it actually tracks the target and stop in front of them, range permitting, instead of going right through your target.

Right now D/D is really contradictory once your initial burst ends. Now you’re right beside your target and they’re too close for the 600 range that must be traversed before Burning Speed detonates and delivers the majority of its damage, which is the PBAOE explosion.

We shouldn’t be locked our of defensive options because we have to go through absurdly complicated and demanding sets of rotations just to deliver damage that is actually LOWER than the burst damage of other classes who are also more survivable and less complicated than us.

I tried some more D/D PvP (it’s what I used for a while, until I realized the futility, but I wasn’t as skilled as I am now) with several different builds so that I could come up with some simple solutions to their problems, but D/D is a complete mess. It has less burst potential than S/D by quite a bit, less sustained damage, and is far less survivable, causing the need to play hit-and-run. The problem is, they don’t do enough damage to actually whittle someone down in this manner. From what I can tell though, Lightning Whip definitely needs more damage and Fire Breath needs a reason to be used. Magnetic Grasp also suffers from glitches that need to be fixed.

I hear a lot of good Eles say support Staff builds are quite powerful and balanced as long as you don’t try to duel anyone without calling for immediate backup. I’ll probably play some this week to get an accurate gauge on that.

3 Small Changes that would balance Scepter/Dagger PvP

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Posted by: Zetta.5102

Zetta.5102

The idea that a profession must be played by using the same combo 1-2-3 over and over again is simply wrong, there are several way to start any combo, all the problems you mention are yours only

Considering Updraft is the only cc we have (unless you take Signet of Earth) that lasts long enough for Dragon’s Tooth to land, it is in fact the only “1-2-3” combo for Dragon’s Tooth.

Therefore, this problem is not “mine only”. Also, suggesting that Ride The Lightning’s awful glitch is a problem of “mine only” just confuses me.

Also, matadom is correct in saying that I’m talking about the S/D power build. At the moment, it’s the most popular style of S/D build, although it’s possible to Bunker decently as well. We are actually quite pigeonholed in playstyles right now if we hope to do well.

3 is wrong. Air magic can be good sustained damage, and condition builds have amazing sustained damage in a fight with earth magic.

The other two points I agree with you.

Our sustained damage isn’t too bad, but a small 10% bump would put us in line with other bursty classes in terms of sustained damage.

(edited by Zetta.5102)

3 Small Changes that would balance Scepter/Dagger PvP

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Posted by: Zetta.5102

Zetta.5102

Anyone else have any thoughts/ideas on my proposed changes? Any flaws in them?

I need an opinion about the Elementalist

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Posted by: Zetta.5102

Zetta.5102

The Elementalist takes a lot more work than other professions for often less return.

In PvE, we are admittedly weak in most situations and have to handle every situation (even the “easy ones”) with care.

In PvP, the correct builds can make your Elementalist a potent team-player and duelist. However, it will require more work than any other class.

3 Small Changes that would balance Scepter/Dagger PvP

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Posted by: Zetta.5102

Zetta.5102

I’ve been doing well with my Scepter/Dagger build (which is based on Phantaram’s build) (after quite a bit of practice, of course), but there are a few small issues that need to be ironed out.

1.)
The Problem:
Ride The Lightning is bugged and only travels all the way to the target around 50% of the time. This is absolutely detrimental to Elementalists, since our only near-surefire way to land an updraft is via Ride The Lightning.
The fix:
Make Ride The Lightning function as intended. Since I (obviously) haven’t been able to look at the way Ride The Lightning is coded, I’m not quite sure what should be done to fix this issue. However, on moving targets (and especially airborne targets), Ride The lightning will sometimes cause a self-stun of sorts. In any case, this is a huge oversight of a bug that needs to be fixed.

2.)
The Problem:
We’re too reliant on updraft to begin fire attunement combos. If the opponent manages to dodge Updraft or uses a stun-breaker, the Elementalist’s damage potential goes down significantly. If this happens in a 1v1 fight (say, at the enemy trebuchet), the best option is often to escape the fight and come back later when you may stand a better chance.
The fix:
This fix is also quite easy. Make Dragon’s Tooth aimable. This means that I can lead the target and potentially still land my damage. The fact that Dragon’s Tooth isn’t aimable means that any opponent with any knowledge whatsoever of Elementalists (or people that just so happen to notice the giant floating tooth about to fall on them) will just move out of the way. I understand that Elementalists already have a lot of aimable AoE spells, but what’s one more for the sake of balance? Honestly, I wouldn’t mind a slight cooldown increase if this change happens.

3.)
The Problem:
We have fairly low overall sustained damage after we use our initial burst. In fights over points, after our fire combo is spent, our best option is to go into water for a bit of support, and perhaps swap into earth for a quick knockdown. We don’t have the option to continue to do moderate sustained damage to a target that needs to be focused.
The fix:
Slightly increase the damage on Air Attunement’s autoattack, Arc Lightning. A small 10%-15% increase is perfect. This would line us up with other bursty classes in terms of sustained damage after initial burst and give more choices after our fire combo (as in, we have 3 attunements to swap to, rather than just water or earth and air as a last option).

Sidenote.) These three fixes do not address the fact that Fire is not an attractive trait tree to spend points into due to its lackluster trait slots throughout the entire tree, nor does it address the fact that 20-30 points (usually 30) in Arcana is almost mandatory due to how valuable lower attunement-swap cooldowns are (and how great some of the traits are). Fire, and potentially a few of the other trees, should have their trait slots brought up to be competitive with Arcana and Water, and all trees should be geared toward frequent attunement swapping. Trait skills such as “Reduce Fire cooldowns by 20%” simply are not a viable choice at the moment.

(edited by Zetta.5102)

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

I’ll say this, I haven’t lost a 1 on 1 fight as a Mesmer in PvP. WvW or sPvP. Even if I’m fighting two people, I can use Moa bird on one and kill/down the other before I die(might even survive!).

Though if you put me up against 3 mobs in PvE, I’m having to pull out all the l33t skills to do a little below a guardian’s or warrior’s damage. As a guardian with GS, I cleared through 10 mobs like nothing. As a Mesmer, that would be suicidal.

If they could nerf sPvP a tad while buffing PvE, I’d be a content Mesmer.

This is exactly why the separation of balance (between PvP and PvE) needs to be put in place.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Zetta.5102

I would very much dislike to get my already so/so PvE further nerfed (or my quite ok WvW nerfed) just because some people insist 5v5 should be more important.

Overall change which ends up nerfing sPvP while buffing PvE and leaving WvW alone? Fine.
Straight up nerf? Get out.

GW1 was balanced seperately for PvP and PvE. Skills sometimes didn’t even function the same way between the two modes. There’s no reason they can’t/won’t do the same for GW2.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Zetta.5102

I play other classes aside from Elementalist. Elementalist is just my favored class at the moment. I’ve yet to find a solid build with any class that can duel a mesmer and win with relative (to other classes) ease. When I do win, it’s a long and drawn out duel, and if Moa is used, I may as well just hang up my hat and let myself lose so I can go be useful elsewhere and not waste so much time.

Perhaps this topic comes across as having more venom than I meant for it to have, but I ask all of you Mesmers to step back a second and honestly ask if you’re a notch or two above most classes. My two Mesmer buddies acknowledge that they simply have too many options (with their builds) for survival and still dish out plenty of damage. They play builds that are nearly as good at bunkering as a tanky Guardian, but can kill things far quicker.

Somna: Signets are generally a complete waste on the skill bar when things like Mist Form are necessary to simply survive, and we have to take an arcane skill or two for our damage to be on par with anyone else. There are generally better options for support-based builds as well.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Zetta.5102

You’re over-rating the Mesmer’s damage output capabilities, and assuming your team is incompetent at adapting to the Mesmer’s capabilities.

You also overrate Moa, which is kind of funny.

You mention Hundred Blades. HB is a good case study.

1. Legions of noobs get rolled by HB.
2. The average player eventually learns to counter HB.
3. HB is no longer “overpowered”.

Mesmer phantasm army isn’t as counterable as HB. It’s also not as potent as HB.

One of these days, players will figure out how to AOE and dodge phantasms (your Pistol reference is particularly hilarious, since the iDuelist attack is streaming, and with the blatant sound effect the game basically screams at you: “DODGE NOW”).

Mesmers have a potent combination of offense and defense, and may or may not be overpowered, but your case here is severely flawed and mostly whine.

I pointed out HB because of how one-trick-pony it tends to be. It’s nearly impossible to get off the full skill one someone with any knowledge of warriors. Mesmers, however, do lots of damage with conditions and phantasms. Sure, I can dodge the bullets from the phantasm, but it isn’t stopping the conditions from ripping me to shreds or the confusion on me making my casting (which is very frequent, as I’m an Elementalist) take chunks out of my health. Mesmers have damage coming from a lot of sources, and that makes it nearly unavoidable. These mechanics are fine, but a slight toning-down of the numbers would put them in a good place.

The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.

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Posted by: Zetta.5102

Zetta.5102

To start, this is not a rage topic, however, if this game is to become the fun and competitive playground that GW1 was/is, these discussions need to happen.

After playing quite a bit of sPvP, I’m finding that there is a general consensus that Mesmers are simply too good at the moment. Between conditions from staff and a phantasm or two with sword/pistol, their damage output becomes absurdly high. It isn’t burst damage, but once everything gets rolling, their opponent is forced to blow several cooldowns in order to survive.

So the answer should be this: hit the Mesmer with heavy burst damage before their damage gets rolling. However, this is simply not possible. They have nearly endless defensive cooldowns on weapon skills and slotted skills. Nearly everything they have causes detargeting or targeting of a clone, and even something as simple as a dodge creates yet another clone if the Mesmer is traited for it. In a worst case scenario, Mesmers have Moa Morph, the undisputed best Elite skill in the game for a PvP situation.

I decided to give Mesmers a bit of a try yesterday and today, and I’m finding that no one beats me in a duel. In bigger fights, I get my damage rolling, then simply stealth/run away behind a rock or a wall while my phantasms and conditions do plenty of damage.

In short, there is a very clear cut issue. Mesmers have more useful defensive cooldowns than most/all other classes and do more (and more reliable) damage than any other class, short of a Warrior allowed to use 100B on someone or a Thief allowed to repeatedly Pistolwhip someone. Mesmers need to be given a role. Either they deal heavy sustained damage when left to their designs, or they confuse and disorient the enemy team, causing fights to go poorly. By aNet’s pre-release talks, I’m assuming Mesmers are supposed to be the latter, since Necromancers and Rangers already fill the role of high sustained damage.

Please try to keep this topic free of downright flaming. It’s understandable if someone has disagreements, but there is a general consensus among many players that this is indeed an issue. If you see a fatal flaw in the thought process, please point it out. Ideas for specific skill changes are great too.

TL;DR: See title.

Elemental bugs/glitches thread.

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Posted by: Zetta.5102

Zetta.5102

The Ride The Lightning bug is honestly my main complaint. sPvP is tough when your only gap closer that allows you to updraft to begin a combo isn’t reliable and basically causes self-stun for a second or so. I stopped counting how many duels Ride The Lightning has caused me to lose, especially when I waste updraft due to nothing being next to me after RTL bugs out.

Please focus on fixing this bug.

Um... auto-balance? What the pancakes?

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Posted by: Zetta.5102

Zetta.5102

Autobalance certainly angers everyone to a great extent. It often triggers because someone ragequits on the opposing team since they’re losing so badly, so one of the winning players ends up losing because of it. I’ve had multiple games where I’ve been the top player on my team only to get swapped over at the very end of the match.

Autobalance should be removed. However, in its place, players should get a very slight glory bonus per kill or capture if they decide to switch teams.

sPvP needs some serious love.

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Posted by: Zetta.5102

Zetta.5102

I am starting to feel that a lot of people just don’t realise that not everyone can come first.

I am starting to feel like you either didn’t read my whole post (or even the whole TL;DR) or didn’t get my point.

sPvP needs some serious love.

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Posted by: Zetta.5102

Zetta.5102

the trick of building is to find the most efficient configuration that can be played with ease. why punish yourself with a difficult to play build if another much easier and much potent build is available? it doesn’t make sense.

Which is exactly why the hard builds need to be more rewarding, that’s what he said, and that’s how it should be.

Exactly. I’m not saying easier builds should be useless, but at the moment, difficult builds/professions aren’t being used very much. There is no extra reward for approaching high skill ceilings in this game.

Spvp 8v8 is a glorified farm.

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Zetta.5102

There is absolutely no reason sPvP should be 8v8 while tourney PvP is 5v5. 8v8 throws off class balance, makes the game take far less thought and much more grouping up, and worst of all doesn’t let players properly prepare and practice for tPvP.

Class balance is off at the moment, and I don’t know many people that would argue with that fact, but the fact that we have 8v8 rather than 5v5 amplifies the imbalance.

Borderlands at the start of a new matchmaking needs to be fixed.

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Posted by: Zetta.5102

Zetta.5102

./co-sign

usually the servers who have the heaviest presence during primetime american hours get to exploit this 110% all the time

frankly i am sick of it

and not only because Janthir is notoriously empty during American hours

but really it’s across the board, everyone who can field a sizeable force goes for the “get the borderland orb” zerg rush

yet another thing arenaNET won’t fix regardless of how stupid it is

If enough people express displeasure with the situation, aNet may very well change the mechanics. I’m sure they have a lot on their plate right now, but this simple change is very important to the overall balance of WvW.

sPvP needs some serious love.

in PvP

Posted by: Zetta.5102

Zetta.5102

Does anyone else have any thoughts? An problems in my thinking?

sPvP needs some serious love.

in PvP

Posted by: Zetta.5102

Zetta.5102

I’ll begin by saying that this is not a complaint topic; however, if GW2 wants to live up to its predecessor in terms of fair, balanced, and fun PvP, then a LOT needs to be done at the moment. I like GW2 overall, but I feel like a few tweaks would help the game immensely in the long-run. I’ll avoid talking about the PvE tweaks (Guild Halls!) that I believe should be implemented, but here is a small list of changes and additions that I’m sure no sane person will object to. =)

1.) This is the easiest fix. Hot-join sPvP needs to be 5v5. 8v8 grossly throws off profession balance (a team with 5 thieves will win nearly every time) and doesn’t allow players to properly practice for tourney PvP.

2.) Difficult to play builds need to be slightly more rewarding than easier ones. There were a lot of builds in GW1 that were fairly difficult compared to others, and they were generally fairly rewarding. In this game, there’s no reason to attempt to play a D/D assassin-style Elementalist when you can go S/P Thief and simply haste/pistol-whip everything for more AoE damage that’s far easier to understand and execute.

3.) More game modes need to be in place and available in tourney PvP. Capture the flag and deathmatch maps mixed in with the point-capture maps would be amazing and would require much more thought when building your team composition. In addition to this, things like Zaishen Arenas (where players fight npc teams based on popular team compositions in pvp) help bridge the gap between PvE and PvP. A player that isn’t comfortable with PvP can learn a lot via Zaishen Arenas.

4.) Neutral maps are not a bad thing. Not every map needs a flavor that completely changes the game. Map layout often changes the game greatly without flavor. While I think Svanir and Chieftan are fine as game mechanics, Trebuchets and Shark Control push the limits of “PvP” and end up feeling gimmicky. If your team has a competent Mesmer to control the trebuchet and the enemy team does not, you will probably win. Likewise, a good Elementalist (with whirlpool up) can defend Ruins and keep shark control quite easily against up to 3 players.

5.) Support NEEDS to be rewarded. Professions like Elementalist and (elixer-spec) Engineers are punished for playing to help their team, whereas other classes that kill easily while assaulting points continually top the charts. Heals need to yield a slight point gain, as does CC. Honestly, the entire point system needs to be reworked. Kills should award slightly less, while damage, healing, and cc should award points, and perhaps even more for interrupting important skills such as heals. Additionally, capping points should award less so that players don’t stand on a point until it is capped while the other nodes need assistance quickly.

TL;DR:
1.Make hot-join sPvP 5v5, not 8v8.
2.Reward difficult-to-play builds.
3.Team Deathmatch and Capture the Flag mixed in into tourneys. Add Zaishen Arenas (where you fight npcs).
4.More neutral maps. Less gimmicky ones.
5.Rework point-gain system to reward support-style and cc-style play.

(edited by Zetta.5102)

Borderlands at the start of a new matchmaking needs to be fixed.

in WvW

Posted by: Zetta.5102

Zetta.5102

Within 15 minutes of the match starting, our left and right keeps were taken, and the enemy team captured our orb of power. All of this was done via every player on the server zerging together to a keep, then straight to the orb of power. Both of the servers tried this strategy. We did not even have enough players joined in by the start, much less where they needed to be. My friends and I attempted to defend both keeps, and there were 10 or less people defending both of them. Yes, much of this can be attributed to the ignorance of our server rushing to the south side of the map in a zerg, but such is the zerg mentality.

A proposed fix is to only allow the server owning the borderlands to move out of their base until the 5 minute mark. However, barriers would be in place in order to prevent the server owning the borderland to rush to the south end of the map.

This fix would allow defenders to get to the bases they need to defend and have time to purchase upgrades and build arrow carts.