(edited by froggy.4263)
Showing Posts For froggy.4263:
1v1 for trivial fun and practice? Yes, please!
1v1 for tournament and competitive play? Please no, no, no.
I’m not sure if this game is even balanced around 1v1. I certainly hope not, as team play and coordination is a lot more interesting. Balance around 1v1 might screw up with the balance for 5v5. Not to mention the nightmares required for this balancing process …
Furthermore, personal mechanical skills can only go so far, its requires more practice to work together and have excellent coordination as a team, through synergy and process of tactics and execution of plans.
Has it even been confirmed how many tickets/player is required to join the paid tournaments? Its a bit pre-emptive to otherwise judge and assume it is just 1/person.
I might be behind with my information so a quote would be nice.
Thanks.
I agree that there are weaknesses to the current point system, although it has benefits in reducing glory points for potential “bots”. The problem with having a standardised glory reward system for the winning team would be an increase ‘bots’ efficiency to glory farm since it would be much easier to create a simple macro and do nothing. A revised glory point reward system might work if ‘report function’ is also introduce at the same time to punish such abusers.
Personally I play to win and couldn’t care less if I get less glory. I acknowledge that people are different and want to be rewarded for their contribution rather than mindless ‘zerg’ and tag the capture points (dominant in hotjoin spvp). I believe that a revision to the point system should be considered but only after careful testing to ensure proper implementation of a system that is more rewarding to different playstyles (such as the point defenders). It is often hard to implement a system that is both ‘fair’ (which is so subjective) and non-abusable.
For the current moment, I recommend that you form a group from friends and do some tournament pvp as it is “less zergy”. Even though you will receive less glory, it is quite fun and can be competitive against good teams.
The idea would function to identify and separate teams as well as having a unique appeal to it (in this case similar to the guild wars 1 cape; in GW1 guild designs are presented on capes and coloured to the red/blue scheme). It seems like players like to appear unique and not adhere to the default red/blue colour scheme currently implemented. The current system however, is designed with esport commentary in mind and it is a lot easier for spectators to identify opposing teams in the mist of a chaotic battle, especially with duplicate classes. I think the developers could believe that armour diversity alone is substantial at the moment. They have however mentioned that they are experimenting and are opened to further suggestions that would keep both individual and team diversity as well as allowing the ease and recognition of opposing teams.
In regards to your ideas:
I feel that the problem with having flags would make it quite intrusive, as similarly not everyone would like being a banner-man even if they could keep their unique armour scheme. Icons are less intrusive, but may cause a problem in ease of identification for esport potential.
Realistically, in a match without any issue of viewership, unique colour schemes are totally possible, since basically RED=DEAD. Anyone with a red tag you will know to attack, its that simple and has worked well for other games. With the addition variable of ease of identification for viewers we might have a problem in keeping track of the chaotic battle with raging particle effects.
A simple idea could be to allow colour schemes for armour during normal play, however, during observer mode (when implemented) viewers would instead see the default red/blue colour scheme for players. Although personally, I have no issues with the current system, as its not on a high priority compared to other features.
(edited by froggy.4263)
Its more of a change because of decrease in the previously spam-able light field generator that could allow for group retal and more periodic combo such as cleansing bolts. Retaliation uptime is easy to deal (at the moment), since the light field needs to be combo with the leap finisher to have a decent uptime and can be removed easily (it also has a high downtime, since the refresh has been reduced greatly). The virtues providing retal isn’t too bad as the cooldown is quite high for a 3 sec retal. Its a lot better to use it when you actually need it, rather than to just to activating while SoW is refreshing (especially with virtues of courage and resolve).
All that is needed now is to have boon removal sigil, wait for them SoW to end or when they combo it, then simply remove the boon and proceed. It also works well to make them pre-emptively use their virtues (which I personally think is a bit stupid). Its not much effort to counter something they need to invest a lot for. The retaliation change has made a difference and was needed, I’m not sure why people think “nothing has changed”. Rather, what hasn’t changed is their ability to survive and hold out.
Realistically the damage from retaliation isn’t that bad as it seems, its about 300/hit (scales with your power), so you can hit them 10 times while retaliation is up and receive 3k damage (that’s like half the damage of a phantasm hit). Just don’t use multi-hit skills and you should be fine. It was more of a problem before because of the abundant group aoe retaliation, which can be quite painful and hard to deal with, especially in team fights.
Ideally, I would want a rework of retaliation across the board for all classes, perhaps less uptime but being more effective could work, so it can actually be used situationally before an incoming burst. I’m not really sure though, its something that would need to be experimented with.
(edited by froggy.4263)
Only really changed retaliation spec for guardians. They are still just as survivable, just can’t spam retaliation (although they can still keep it up for a while). Its possible to burst down guardians during retaliation downtime now without negative feedback. Although they are still quite annoying to deal with (I’m talking about the good guardians), since its a point defence game. In general, retaliation guardians can’t really kill you now if you play it right, but its frustrating to kill them as well.
Other bunker guardian specs are also tough to kill as the usual, but that’s the same with other bunker classes. Most noticeably the bunker elementalist which can survive just as well as the bunker guardians with the extra benefit of superior condition removal. The drawback of the bunker ele is that they can’t really kill you either. Although they can provide excellent team support with their combo fields and CC. I think bunker builds in general are quite strong in a point defence game mode. However, I do believe they need their place, otherwise we will would just be reducing the build variations.
A change in game mode away from 3-point defence mode, might decrease the reliance on these bunker builds, yet still give them a role to play. Its up to the dev to implement such a mode that would be fun to watch as well as competitive and encourage diversity. I’m not sure how they would do so, but in the current state I feel that the current available mode won’t attract an esport scene. Compare it to SC2 and LOL, and the game feels a bit stale in terms of execution of tactics. I personally want gw2 to succeed, its is fun game that I enjoy, just not sure if they approaching the style of play properly.
A balanced team composition beat a team of any class.
Exit the game and relog.
Yeah, I think an alliance is needed, I welcome it. ET needs to be taken down.