Showing Posts For besaah.2516:
How does match making system works?
it doesn’t work.
for a good matchmaking you need enough sets of players to match up with and against. the game lacks players.
Nothing. In the first GuildWars there had been more npc involved into the fights, yet nobody complained.
that’s not true at all.
there were tons of complains. vod has been changed time and time again because of it.
IGN: Besaah (Ele), Besaah N (Necro)
Main Profession: Elementalist. Playing a lot of S/F currently.
Alternate Profession: Dhuumfire Necro
Account Name: Besaah.2516
Practice Availability:
Monday: 19:00-24:00 (GMT+2)
Tuesday: 19:00-24:00 (GMT+2)
Wednesday: 22:00-24:00 (GMT+2)
Thursday: 19:00-24:00 (GMT+2)
Friday: 19:00-24:00 (GMT+2)
Weekend: Allday
Those times might change over the course of the next month.
Current PvP Rank: 39
Level of Desire: Active Tournament Play
Location: EU
a waste of money. so you are their financial manager then? and if not what other qualification do you have to make that statement? did you compare what sum anet anualy puts into employers and how much each department is getting to the amount of money thrown into pricepools? do you have any data whatsoever to allow you to make a statement like that? i believe the answer is no. then why the hell do you say such things? do you think you can run their buisness better than them?
This is $1000 they should use to hire a programmer for a week to fix some of the huge issues with the features they put in the game.
do you even know what a programmer is?
Beep Boop We Are [Bots] – 5 huge pink norn phantasm mesmers with nearly identical names
Welcome To The Petting [Zoo] – 5 spirit rangers
We’ve Got Spirit How About [You] – 5 spirit weapon guardians
i’ll root for you if you play any one of those comps.
best build for ele is 70 points into thief or warrior
at least we don’t have to call those rank 50s, with 0 understanding of conquest, hotjoin heros anymore. now we can call them gloryfarmers.
Wonder if sPvP players use any combos and stuff. Everything which isn’t 1 vs 1 is random spamming. It’s like they don’t have any kind of idea how to play this game.
obviously the wvw/gvg masterrace knows better.
2 issues.
Objective based modes are NOT a real pvp. Holding stuff =/= killing stuff. Which is one of the various reasons Spvp is failing hard, and in wvw you can see whole zergs waypoint out of towers where they’ve bunkered in to avoid fighting.
Second, at least in 20 vs. 20 you use your character, instead of an arrocart.
Tell me: How many competitive successful games use pure deathmatch? How many competitive successful games use 20 vs 20?
Not a single one. The ugly thing that calls itself GvG constructs an enviroment that renders invidividual skill irrelevant.
I didn’t said that pvp should be JUST killing things.
But a pvp mode where killing things is almost not involved is just as bad.They’re on opposed ends of the spectrum, thus both unviable as competitive and esport scene.
And GvGs in wvw are pure DM only cause there is 0 dev or client support to player created content to do something deeper.
We really need to talk about esports? Fine, let’s look at MOBAs.
There is point objective play? Yes, turrets lanes pushing and overall goal is destroying enemy nexus.
There is required killing? Yes, both AI (jungling + waves of minions) and players.As long as one thing is missing (WvW gvgs) or too weightened compared to the other (spvp) there is no argument.
i like how people get riled up when someone says gvg is aoespamming and then go ahead and make the same baseless claims about spvp.
let’s answer this the same way every gvg is aoespamming claim has been answerd:
you don’t even play spvp, how would you know?
a solution to fixing the leaderboards would be a inactive filter like they had in gw1.
basicly the filter would remove your guild from the ladder after not playing for a month.
rating would decay at the same pace as before but there were a lot less smurf guilds that were never played with again in the ladder.
it would allow a reasonable ratingdecay matching a players skilldecay while giving fame to those that are actually doing good right now.
conquest involves more mobility and map awareness, but it kills build diversity. and one thing that cant be denied is that conquest is not fun to play or watch. most pvp’ers dont participate in spvp (theyre in wvw), and the mode is literally impossible to watch and commentate.
5v5 conquest puts a lot more emphasis on individual skill and offers more room for “the plays”.
the whole not-fun-thing is just your opinion and since it’s just your opinion it is indeed arguable. it’s like saying apples taste better than pears.
to me gvg’s are less watchable than conquest. since you can barally see what exactly people are doing with all the effects cluttering the screen. in conquest you can at least still observer rotations and once the ai meta is gone you will have a better time in telling what exactly is happening in a 4v4 mid fight.
DM in gw2 is a LOT of fun and the game is by nature much better balanced with DM in mind. if you take away conquest, build diversity explodes. this is why WvW and GvG are so popular, and spvp is not.
conquest involves way more strategie and teamplay, the difficultie ist naturaly higher. with having the option to just simulate a deathmatch people will obviously go for the deathmatch. after all it’s more fun to kill people rather than out strategize them.
This is true pvp, utilizing ANet’s combo mechanic to the max. The concentration needed in these fights are high, very high.
as opposed to what?
that moon guy might be wrong about gvg not being pvp (for obvious reasons), however calling that guy in the video the voice of pvp is waaaaay over the top
and his little speech where he compares your community with jews that were being hunted and exterminated is just too much. this right here is one of the reasons people don’t take you guys serious.
i can see where you are comming from and here is why our experiences are so different:
I didn’t really play Nightfall
nightfall introduced a lot of kittened kitten that promoted spamming. minions became a huge threat. basicly you would see tons of spirit/minion combos running around in HA, gvg in the rank 1000 area was full of herobuilds where heros would have a better aoe placement then most humans. there were a lot of assassin frontlines that would just spam 1-4 over and over again on the same target while putting down more pressure than a good warriorfrontline. searingflames"spikes" would just call out one target and spam 1-2 on it untill the enemy monks run out of mana. basicly most pressure builds would be most effective with skills on cooldown. things went to kitten a lot of times in guildwars 1. of course there were times when balancing seemed ok and all the skillfull play really stood out, but there were a lot more metas with mindless spamming than anything else. the fact that i was able to win games on a warrior when i barraly played warrior using a hero as 2nd warrior is a testament to how broken things used to be in guildwars.
i used to play prot monk btw and i know of all the positioning, timing, how and when enemies use which skills, watching out for interrupts ect. but all that wasn’t worth kitten a lot of times in guildwars 1. anet did a lot of cool things with gw1 but they did just as many dumb things.
But my point is just, that it took more coordination in order to pull things of, where as
fear me warriors. everyone spams their skills and the enemy dies. pretty much the same thing we have today.
and the fearme builds weren’t the only builds that pretty much just needed your players to keep their skills on cooldown. there was no skill involved.
sure, you can call spiking coordination. but how high is the skill requirement for a build where someone already tells you one to use your dmg skills? that’s basicly what every spike in guild wars 2 was. there were more “press-t-press-1” heros in guildwars than spiritrangers in guildwars 2. coordination doesn’t equal skill. in guildwars 1’s case it turned out to be the exact opposite with a lot of builds and that’s just spike builds. there were a lot of pressure build that dominated the scene which required you to have your skills on cooldown all the time. in other words spam skills.
the best part is: back in guild wars 1 anet had issues balancing spirits and minions for pvp. now in guild wars 2 we have the very same kitten. it’s like nothing changed at all.
bottom line: guildwars 1 was in no way better than guildwars 2 when it comes to balancing. the similarities between those two games are actually what is shocking me the most.
As someone already mentioned in a post (don’t know who or which post exactly): It feels like all the gw1 pvp team member either left or got fired, because I see none of the phenomenal constructs that made gw1 pvp so good.
when you were talking about gw1’s good balancing, were you talking about necro backline with spirit and minionspam? or were you thinking about grenth derwishes?
paragons in general after nightfall release? ray of judgment and heros? shadowstepderwishspikes with massenchantmentrips? bloodspikes? holding builds in ha?
1# Thinking about those things will help you a lot when in combat versus other opponents. The thing is that It doesn’t matters all that much in Conquest, since it isn’t about the PvP combat – it’s about capturing bases. In Conquest, what ends up happening when you’re in a fight is that either one side gets outnumbered or someone leaves the fight. The focus isn’t about the PvP combat, but in Arenas it is. The combat system, and this in depth focus on the opponent isn’t encouraged to be utilized to the fullest in the present PvP mode.
you are wrong her.
you still have to be able to fight off people 1v1 / 2v2 / 3v3 / 4v4 / 5v5 where the knowledge of how matchups between classes and specs work out.
the pvp combat is the basis of conquest. you can call it micro or anything of that sort.
the objectives are where actual strategy comes into play. you could call that macro.
a teamdeathmatche gamemode removes the entire macro and puts heavy emphasis on micro. now you could try to argue that the skillcealing of how good you can controle your own class is raised heavly by that. however there is no reason to belive that a 5v5 in the middle of the map is harder to play than a 3v3 on the middle node.
actually the 3v3 would be harder since you constantly have to think about how effective your presence on the map is right now and how you could be even more efficient.
in the end you are suggesting to drop the whole dynamic that conquest offers for no dynamic at all.
4# I have to strongly argue against the statement that conquest has a depth that an Arena Deathmatch mode will never reach! The definitive importance of your teammates survival and the importance to kill off the enemy team while keeping your eyes open to counter/avoid/suppress devastating enemy attacks and skills adds so much depth to the PvP combat itself that I doubt that even the top-tier players would be able to know every possible mechanic of the opponents builds and playstyles. Conquest is about positioning your team around the map with the occasional combat (that’s more about the number of players on one side or whether one should leave just to take another base). It is simple in comparison.
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you are assuming that there is now fighting in conquest mode.
all those things you mentioned have to be accounted for in conquest while managing positioning on the map.
i don’t see how you would have to be any better in playing your class for tdm than for conquest. with tdm the game boils down to who focuses better, dodges more skills, stacks more boons ect. all those things are already present in conquest.
Awesome initiative. Already signed up.
why is everyone trolling? jesus
because this community is trying to be as good as the league of legends or mw community.
a restriction like that can only have the desired effect when there is another game mode that teaches the basics of the tournament play.
8v8s won’t give you the gameknowledge that i feel is needed to start off with tournaments.
i believe a rank restricition will have little to no use in the current state of the game.
we would need another tournament-queue for newcommers to support that restricition.
ca need to be expensive.
the amount of arenas created need to be limited somehow. the prize of buying one seems to be the best way to go about it.
you can’t expect to cc anybody midburst. people will just run stability.
lol i’m gonna take a wild guess you’ve never played monk in gw1
i’ve been playing prot-monk ever since i got into gvg.
gw1 had a lot more mechanics when it comes to damage mitigation.
a well timed SoD could stop a full 5 player spike.
gw2’s damage mitigation won’t save you when 5 semi-capable players want to see you dead.
but it really shouldn’t be a priority right now and it should never be added to actual tournamentrotations.
tournamentrotations need to be strictly one game mode and one game mode only.my entire argument was about custom arenas
well.. i agree that some casual game modes wouldn’t hurt as long as they don’t become a priority.
well.. i agree that some casual game modes wouldn’t hurt as long as they don’t become a priority.
yea it could be a clusterkitten, but i see many possible counters that are not seeing play atm because of the bunker v roaming burst gameplay. off the top of my head: warrior hammer F1 — save it for when enemy tries to spike your carrier. stuff like that. you know, teamplay.
you can’t expect to cc anybody midburst. people will just run stability.
the spikedmg that can be applied by a full 5 man party is way to high to support any 5v5 fights. that’s why we have conquest in the first place.
i don’t really mind anet adding a deathmatch mode or a ctf mode later on for hotjoin and custom arena only. but it really shouldn’t be a priority right now and it should never be added to actual tournamentrotations.
tournamentrotations need to be strictly one game mode and one game mode only.
im not talking about hotjoins, i’m talking about organized teams. 1 guy carries the orb, rest of his team works to keep the other team cced, and removed conditions (chill, immob, cripple) from their orb carrier. hammer warriors suddenly useful. rifle engineers suddenly useful. guardians can spec more offensively. etc. game becomes less about roam vs bunker, and more about cc, defending your team, supporting your carrier, moving as a single unit, coordinating spikes to get rid of enemies that are causing problems, etc.
it becomes a burstfest. nothing more.
idea for new game mode I hope we can do with custom arenas:
spiritwatch, turn nodes off, each orb cap worth 100 pts. (aka ctf)
jesus that sounds awesome.
then we would actually see real teamplay.
edit: turn off scores for kills, etc as well?Actually not. that would just force you into one thing you have to concentrate the whole game. You need several objectives to make the match dynamic and not only focused on one thing.
what a weird comment
is fighting other players not dynamic enough for you?
aren’t you fighting other players in conquest too?