Showing Posts For ethanc.2947:
I am always excited when the map switches to conquest after a good game of conquest.
QFT
/ 15 chars
i dont know what people expect, a new map every week?
as for boring, “going strictly pvp” might have something to do with it. mix it up/
Yes mixing it up helps. PvE and WvW are also a lot of fun, I don’t know why so many people shun them.
I don’t shun them.
It’s just, for me, what is there to do in PvE? I can run the same dungeons over and over but that gets old after awhile. Also, living story I usually complete rather quickly.
As for WvW, it is fun but I don’t enjoy mindless zerging. I much rather would solo roam or havoc but I hate getting mowed down by zergs consistently. I don’t mind WvW though.
I’m not trolling or hating on the game, I’m asking a serious question.
From a PvP persepective, is anyone besides me just incredibly bored?
Around a month ago I moved away from PvE and went pretty much strictly to PvP, only jumping out for guild events or to help someone out from time to time.
Honestly, playing the same maps over and over gets really old. If you play tPvP you have a total of 4 maps to roll on. If you play solo then you have 2 more but they are both terrible (spirit watch is meh).
On top of that, the balance patches happen about once every 3 months. This means you are stuck with the same meta for around 3 months at a time. Yay for minion based necros!
I just find it hard to believe that Anet truly wants something as serious as eSports for Guild Wars 2.
We have 1 game mode, an amount of maps you can count on one hand, and balance patches that happen few and far between :/
I really wanted to play this game for a very long time but after about 600 hours, I’m finding it harder and harder to log in and enjoy myself.
Getting some more intense lag!
Everybody lagged out.
Dead people raining from the sky in LA.
Servers went down I assume?
I had no access to the forums either.
Did we get DDOSed?
Did somebody at the office trip on the power cord?
Anet pls. Pls.
(edited by ethanc.2947)
I toyed around with an idea very similar to this before I joined ArenaNet. I think there’s something here, and I look forward to seeing what you can do with it. It seems like you have some decent support right out of the gate.
Drafting a clear and concise set of rules is going to be key!
Good luck!
If Anet is ever going to take PvP seriously then Anet needs to organize things like this as well.
Well, every time they do something they’re pretty much giving the hard core community the middle finger while they’re embracing the casuals…. So I’d go for the first one – they simply don’t care.
Truth.
If they keep dieing like flies, there is no need for a change. Bad players die. This is as it should be.
Pretty much this right here.
If there is 1 thing I have learned as a thief player, it is that we are a liability. If we are bad, we hurt the team a lot. We are fragile little souls that are capable of incredible damage and mobility. If we are good, we can help the team a lot. The definition of high risk/high reward.
There are button mashers in every class. Spirit rangers spam 1 and etc. but if you’re mad you will still die. End of story.
It probably won’t go anyway, to be honest.
I’m just glad it’s only in solo que. At least there I can deal with it because the system is kind of a joke anyway.
Unlikely. It would be inefficient to code that way, and I know that it doesn’t work that way for boxes in PvE at least.
One reason to open them now is glory boosters. You can actually make some rather decent coin off glory with those winter’s day boxes right now, and I don’t believe there’s another way to reliably get boosters (I suppose you could buy them with gems but I won’t do that.)
Yes, but I already have 35+ boosters just sitting around, so I don’t really need any. And yes, I’m making a ton of money from the gifts!
Well, truth or not – you actually lose nothing to just keep them, hoping for better rewards one day. For now, you get useless items from these chests which you can get easily without opening them. I keep saving them and majority of my pvp mates do keep as well, regardless of that ‘legendary shards’ rumour :p
That’s true I suppose. I just wonder if the contents are already determined before they are opened?
So, there is a rumor going around. That is that Anet wants legendaries in PvP which will be made with legendary shards or whatever (think of them as like arcane items).
That being said, supposedly they drop from the boxes you get matches. So I have seen quite a few people saving them up in hopes that when it gets released, they will have a larger chance of getting some right away.
Any truth to this? Currently I have about 70 boxes I have yet to open.
Pretty much anything with staff. Staff is your best friend.
Well, troll. No.
1v1 is certainly something that Mesmers excel at but you can beat the bad ones pretty easily.
Don’t bother with a condition build in pvp (with a thief).
It has a limit on how many stacks and the damage is not enough, also many classes have conditioner removers and condition removers prioritize bleeding condition first (Anet themselves have confirmed this) so your main source of damage will get removed within seconds on the target.
It’s better to go with sustainability or mobility or pure burst damage.
Pretty much this, sadly.
I would enjoy a venom thief if it was viable but the higher level play you go, the less viable it is.
That’s not entirely true. Cruuk, if I remember correctly, used to run 30 in SA.
Cruuk’s build was to push far and keep at least 2 people on far point (their home) while he stealths up and backstabs people. It’s similar to what a PU mesmer would do. The biggest problem with the build, as with PU, is that it provides little team support.
Caed’s build can’t necessarily keep 2 people at far, but it is far more team-friendly.
Caed runs sleight of hand build right? That rips boons with steal and such?
Here’s an interesting thought though, is not dying and killing enemies enough to be considered team friendly?
Right now, this is what I am playing and I have a lot of success. Last game I had 16 kills.
http://gw2skills.net/editor/?fYAQNAV4alUmaPHcS5E95Ey2jdqC5JuHJlT1UaFoJA-TsAg0CnI4SxljLDXSuscNsYRxGCA
Some people will probably tell me that it’s a bad build or that it is selfish. :c
Build isn’t that bad but for mid to high level tpvp you really cant afford to spend any trait points in SA line. To have any chance at getting a decent bunker off a point you kinda have to go full dps and even then the odds are not in your favor. For hot join and low level tpvp this build is fine though the skill lvl of tpvp lately has been terribad.
But is that absolutely true? Most of the time I can hang out and kill with shortbow and then when the enemy gets low, rush in with pistol dagger and destroy them. Being able to stealth and heal is also really good.
Right now, this is what I am playing and I have a lot of success. Last game I had 16 kills.
http://gw2skills.net/editor/?fYAQNAV4alUmaPHcS5E95Ey2jdqC5JuHJlT1UaFoJA-TsAg0CnI4SxljLDXSuscNsYRxGCA
Some people will probably tell me that it’s a bad build or that it is selfish. :c
IMO Chilled is currently too strong.
66% Increased CD recharge rate is really devastating.
66% Decreased movement speed is also devastating to most classes.With the existence of Cripple and Immobilize it seems a little too much that there are 3 movement-impairing conditions out there.
Maybe the movement speed decrease should be removed?
/discuss
Yeah, but IMO I would rather have Chill over immob.
Hey,
I got into sPvP a few days ago and thought I’d write some of my thoughts down. Perhaps it’ll inspire someone else to try it out.
So I’ve been playing Guild Wars 2 since March, almost exclusively PvE. I’ve recently gotten a bit into WvW and had gotten somewhat annoyed about how I often get so destroyed 1v1 there.
I wondered if sPvP would be a good place to train for that. However from the beginning that game mode held absolutely no interest for me. I thought:
- it’s stressful
- everyone will be better than me
- there will be mean comments and elitism
Still, I finally decided I would try at least one match. I read up some info on the wiki & forum, selected my gear and looked for a build, which I hoped would suit me (my main is a “classic” Condi-Necro).
So then I tried to go into “Hot-Join”, but couldn’t find the button for that :/ Well, a quick question in the forum here solved that and I was into my first game. Second game. Third… well, you get the idea. Several hours later I said “wow, this is the most fun I had in a very long time”.
Turn’s out the game is:
- relaxed / easy-going, no pressure
- there are no mean comments (well, some out-of-frustration-moments, but not many and nothing personal so far)
- amazingly fast
- I’m actually not too bad (this one really surprised me, I don’t have teen-reflexes anymore…)
- very satisfying
- so much fun
Now that I’m consistently one of the top-scoring players of a match, I’m considering trying out “Solo Queue”, but I’m not rushing it.
Here are two suggestions, which I think might lower the learning curve for new players:
- Use the same terms in and out of game. For example if it is called “Hot Join” in official posts, call it that on the UI too.
- Put more general hints in the match-opening window. For example “2 people on a Capture points are not capping it faster than 1” – no, this was not intuitive for me and I don’t remember it being explained in-game.
Now, there are things I don’t like, don’t get me wrong *cough*Skyhammer*cough*, but I can live with that.
So… sorry if I was rambling, I’m just having so much fun with it, I want to get the word out to anyone who might be a little unsure about trying it out.
Oh, and if some matches aren’t going your way, always remember: all is vain.
-Alberto-
Awesome that you got to join the community!
Also, thank you so much for doing hotjoin matches first and gaining some experience! Experienced players really applaud you for that!
I’m pretty new to thief, but:
Wouldn’t Leeching Venoms be better than Cloaked in Shadows?
You have Spider Venom, Serpent’s Touch and your AA applies 5s poison. Isn’t that a bit overkill? Maybe Skale Venom instead.
Maybe Residual Venom over Preparedness, especially with Leeching Venoms.Also I’d definitely take Venomous Aura to help my buddies.
Interesting. I think you’re probably right.
They’re supposedly working on adding leagues like Starcraft II/Lego Legends. Newbs would start out in the bottom league and have to advance through intermediate and master leagues. They haven’t given any sort of timetable yet.
This should solve the problem for the most part.
If a “total rank” parameter gets added, the higher your rank becomes, the lower the ranks of your teammates will be. Also, any top player who creates a second account will automatically be placed with higher-ranked teammates than normal, just because his “rank” is low. Are you sure that’s what you want?
The second idea is a little better. However, I would feel awful about condemning anyone to 20 ranks of pure hotjoins. Perhaps there could be a warning message when newer players attempt to join a ranked match. Or there could be a goal-based requirement to enter solo arenas (e.g. finsh 10 downed players in a hotjoin, rez 10 downed allies, cleanse 100 conditions, etc.)
Your first point basically points out a loophole in my system. However, in order to implement the system properly you should have checks and balances.
For example:
If a teams total rank is 100 then the other team should be around teh same rank (give or take, say 10 points?). In theory tough you could have a rank 80 and the other 4 team mates be level 5’s.
There should be a checks and balance system for this as well.
This could be worked by taking the average of each player in to account when talking about total rank. The average rank should be somewhat of a equilibrium so you can’t get unbalanced teams such as what you suggested.
I’m not talking about builds. We all know Spirit Ranger is dumb, Hambow warrior needs nerfed, etc etc (lol).
What I want to talk about is the new changes to sPvP.
Since the addition of money to sPvP in order to encourage more players to join, there has been a serious issue. There are simply too many new players and the current system can’t accommodate for it.
I’m honestly sick and tired of being put on a team with 4 Rabbits. I wouldn’t even mind it if the other team was in the similar fashion. However, far too often there are noobs playing in tournament games that have no idea what they are doing. This is fine, because everyone has to start somewhere.
The problem is that while rank does NOT equal skill, it DOES equal experience. The higher rank you are is directly related to the amount of games you have played. Knowledge means quite a bit in this PvP game.
I don’t understand why there isn’t a total team rank standard. What I mean is when you are placed on teams, why isn’t there a calculated total of rank that is balanced? For example:
Team A:
Player 1 – rank 10
Player 2 – rank 5
Player 3- rank 20
Player 4 – rank 5
Player 5- rank 10Total rank: 50
Team B:
Player 1 – rank 30
Player 2 – rank 20
Player 3- rank 5
Player 4 – rank 15
Player 5- rank 10Total rank: 80
Things like this should NOT HAPPEN. However, I see it happen quite often. You can argue all you want that Team B will not win because they have a higher skill be default (according to rank). But you can’t deny the fact that they have more experience in the sPvP arena.
Please fix this system. I know I am not the only one frustrated. Having new players expand the game should be a good thing, but not when it hurts the players who want to take PvP seriously.
EDIT:
The other solution to this problem (though probably won’t happen because aNet loves its casual crowd >_>) is that you shouldn’t allowed to join tournament games until you reach a certain rank. For example: 10 or 20. This tells me you have at least some experience playing in games with hotjoin.
Actually, you should implement both. GG.
Not agree with you on that. Rank may reflect “experience”, but not a skill level. One may hit R50 doing hotjoins all the time or even better farm it in Skyhammer on the “Farm” custom arenas. I’ve seen R20’s doing amazing stuff in SoloQ and I’ve seen R50’s running around clueless. MMR (win/loose ratio) is better way to match teams, not sure if it does work 100% now, but after Dec patch things improved just a little.
0.02
I totally agree that rank does not equal skill but it reflects the amount of time spent in sPvP.
The MMR system does not work for new players. If you get lucky and win the first few matches, you get lucky and paired up.
Don’t blame the rank.
The system spreads around the MMR of both teams. This means that a few low rank people may have a higher MMR than they should because they lucked out and won their first few matches. As long as the new players keep playing they should eventually get pushed down. Their match with you on their team was unfortunately their time to be pushed down a bit.
But don’t you think there has to be a better system than this? I understand the MMR but for players with less than like 50 games, the MMR system doesn’t really work too well.
Just like you said, if I get lucky and win my first 5 I will get paired up significantly. Rank should be taken in to account when dealing with MMR.
I agree with you 100%. I’m not that experienced with sPvP maps and tactics for the different maps, therefore I leave ranked games alone until I feel I got a good hang of it. It’s wrong for some highly skilled players to get their stats messed up because of some new players that figured they wanted to give it a go.
I’ll keep crushing skulls in hot-join until I feel I’m in a good spot ^^
For this, I applaud you.
I’m not talking about builds. We all know Spirit Ranger is dumb, Hambow warrior needs nerfed, etc etc (lol).
What I want to talk about is the new changes to sPvP.
Since the addition of money to sPvP in order to encourage more players to join, there has been a serious issue. There are simply too many new players and the current system can’t accommodate for it.
I’m honestly sick and tired of being put on a team with 4 Rabbits. I wouldn’t even mind it if the other team was in the similar fashion. However, far too often there are noobs playing in tournament games that have no idea what they are doing. This is fine, because everyone has to start somewhere.
The problem is that while rank does NOT equal skill, it DOES equal experience. The higher rank you are is directly related to the amount of games you have played. Knowledge means quite a bit in this PvP game.
I don’t understand why there isn’t a total team rank standard. What I mean is when you are placed on teams, why isn’t there a calculated total of rank that is balanced? For example:
Team A:
Player 1 – rank 10
Player 2 – rank 5
Player 3- rank 20
Player 4 – rank 5
Player 5- rank 10
Total rank: 50
Team B:
Player 1 – rank 30
Player 2 – rank 20
Player 3- rank 5
Player 4 – rank 15
Player 5- rank 10
Total rank: 80
Things like this should NOT HAPPEN. However, I see it happen quite often. You can argue all you want that Team B will not win because they have a higher skill be default (according to rank). But you can’t deny the fact that they have more experience in the sPvP arena.
Please fix this system. I know I am not the only one frustrated. Having new players expand the game should be a good thing, but not when it hurts the players who want to take PvP seriously.
EDIT:
The other solution to this problem (though probably won’t happen because aNet loves its casual crowd >_>) is that you shouldn’t allowed to join tournament games until you reach a certain rank. For example: 10 or 20. This tells me you have at least some experience playing in games with hotjoin.
Actually, you should implement both. GG.
(edited by ethanc.2947)
Something like this, perhaps?
http://gw2skills.net/editor/?fYAQNAoaVnkE1aaoJungfaig7RSdaT9P8VdG30mA-TsAgyCuIaS1krJTTymsNNKYdwUBA
Is it viable? Ehhhh…viable is a vague term.
Is it best? Far from it. You either take advantage of your venom traits to bring 3 utility skills as venoms and die to stuns/conditions or you bring something to handle those and kitten your venom traits.
Good point. I wonder if you could make a sort of hybrid. You can go in to the stealth trait line and be able to heal and remove conditions while in stealth.
I just wonder if you can make a DPS type thief that is also able to apply a decent amount of conditions to further the DPS.
Currently, I run a D/P build. I’ve tried S/P and S/D. I haven’t tried D/D but so far I prefer D/P over the rest of the sPvP builds.
I was wondering if a venom build would be viable in the sPvP scene. I haven’t seen anyone use the build but I’m wondering if it’s because no one has really cared to try.
Discuss.