Showing Posts For jim.5380:
back again to the same issue 40m ago, i am using tools to monitor my network connections, this is game 100%
my tracert
Tracing route to 206-127-146-45.ncsoft.com [206.127.146.45]
over a maximum of 30 hops:
1 <1 ms <1 ms <1 ms Home [192.168.1.1]
2 32 ms 31 ms 31 ms 80.106.108.74
3 32 ms 32 ms 31 ms 79.128.228.41
4 31 ms 32 ms 48 ms 62.75.8.145
5 77 ms 76 ms 77 ms 62.75.8.34
6 80 ms 78 ms 79 ms ffm-b10-link.telia.net [62.115.11.181]
7 78 ms 78 ms 76 ms ldn-bb2-link.telia.net [80.91.249.181]
8 85 ms 86 ms 136 ms prs-bb2-link.telia.net [80.91.246.177]
9 85 ms 83 ms 86 ms ffm-bb2-link.telia.net [80.91.246.182]
10 86 ms 88 ms 85 ms ffm-b11-link.telia.net [62.115.138.13]
11 88 ms 85 ms 116 ms ncsoft-ic-306349-ffm-b11.c.telia.net [62.115.43.
74]
12 85 ms 85 ms 85 ms 206-127-157-86.ncsoft.com [206.127.157.86]
13 84 ms 84 ms 87 ms 206-127-157-102.ncsoft.com [206.127.157.102]
14 86 ms 85 ms 87 ms 206-127-146-45.ncsoft.com [206.127.146.45]
in game ping ~700
(edited by jim.5380)
edit: fixed now
206.127.159.139
latency avg 500, spiking alot.
Tracert fine
Packet loss 0
speed test fine
pinging google while playing timed fine aswell
happened to me too i was recording it but never bothered to upload, at a point we had 3 orbs running 1 of them was able to cap and the other 2 were like bundles
i am saying no to every instant skill also without animation then. Because tage only mentioning sigils to rng is not enough. You need to talk for other abilities too like: spinal shivers, guard chill on crit with dmg etc etc etc, this includes sigils but sigils are more powerfull on thief mesmer, so if u nerf sigils give dmg to zerkers instead.
PS: not all zerkers need dmg buff after sigil nerf
(edited by jim.5380)
well nice find there, it was interesting to read and comprehend.
The pvp state is bad, people left the game in various weird pvp moments or very stale moments.
One can only hope HoT will sort things out and revive it
(edited by jim.5380)
int lookForFullPremade;
if(party = 5){
lookForFullPremade = true;
} else {
lookForFullPremade = false;
}
sorry to ruin it for you but the code u provided was wrong… xD
u assign boolean value to an integer that u declared so the right one is
boolean lookForFullPremade;
if(party = 5){
lookForFullPremade = true;
} else {
lookForFullPremade = false;
}
jokes aside same reason i stopped queuing last season…
well I am a pvper but the dragon encounter was pleasant to defeat on 3 classes few times on each. Nice graphics and movement there..
I am not sure if it was instanced or not but felt that we were not many ppl to stress something on the stress test xD.
your replies guys gave me hope…
Man go back to hotjoin tbh and play with ur friends on 5man premade hotjoin that they are also ur focus group….
You can not comprehend balance and mechanics at the moment post back in a year if you understand that heartseeker is a useless skill unless 10 prerequisites are there
some times is hard to judge what is harder
making the game more balanced or proving to ppl that we are not elephants…
i think balanced has a remotely small chance of happening but proving we are not elephants wont happen….. ANY DP SD DD or let me put it this way SBOW thief on the right spec played right can kill a mesmer 90% of the time(THE VERY LEAST). How are u supposed to win a thief that can engage 3 times further than ur interrupt range by interrupting it when u run with 10% hp and he is full and he is sbowing u down and if u dodge disengage ur clone bounces trick shots on u and whatever u do the thief is right behind u i dont get it…..
btw i main thief…
thief is not the problem of the meta right now….. not all berserkers have to be utterly bad and celestial amazing, so lets not have the bad tier of professions nerfed but celestials instead. Truth is when celestial gets nerfed thief should get nerfed too but so will dps guard and dps ele, my suggestion for thief is split the daze with the steal cd reduction and for everyone double sigil air+fire nerf with some more controlled dmg buff to berserkers that comes from actually pressing buttons, but since celestial is rocking everything right now i don’t think its really needed to nerf the 2nd tier classes or the 3rd tier classes instead of nerfing celestials. What keeps thief in a better state on the meta compared to the rest of the berserkers is that he can outrun atm and that wont change cause its like changing engi from having tool belt skills to having attunements and necro from having fear to have water fields.
ps: please talk facts when you talk about something and balance having a focus group is not a fact is just a group of ppl thinking likewise, there are many examples; to show you that, this doesn’t make them right out there in the world. Just visit any news website and you will see….
(edited by jim.5380)
then i guess it was larcenous…
forsaker u had a good trainer on downstating xD
lets go /15 char ingame the rest
by this time u havent login yet whisper me in this acc name
and to bring this abit on topic mesmer is on the exact same spot prepatch if not worse with thief being able to save steal cd when the ground is obscured(there were spots that mesmer could stand and steal completely fail)
to the post bellow u will find me online when u finish ur work
(edited by jim.5380)
Now for serious input and conversation. Have not had the chance to play since the port changes but so far its sounding awesome. Is it true though Johnny that traited blink still goes on full CD if uneven terrain?
I guess it makes perfect sense to 1-shot anyone regardless of profession? <o> or just thieves should be 1-shot, I fail to realize whats your point here. Sad mode much?
Should we discuss how I run away from turret engineer because I have negative chances of winning or we still discuss that thieves are op and hardcounter is something just the thief is doing?
P.S: That moment when one quotes the wrong post because double post noob, lol
P.S.S: Mesmers are perfectly capable of resetting a fight if they pick mass invis instead of Moa, which I tend to dodge automatically
I have a suggestion for you then, after reading all your arrogant biased posts, from your absolute noob thief perspective(cause you are a noob thief with what you say) play mesmer yourself since it is so great and let me be the thief against you. Thief is the hard counter to mesmer, celestial is the hard counter to mesmer and thief simple math, you are the hard counter to human logic.
bountiful theft was granting u as much might as u removed
and priority was always aegis stability
man i see what u did there and its pretty funny xD it was indeed a thread worth of some sarcasm
mesmer definitely needs buffs on certain aspects, for example a thief and all the celestials(cengi cele shoutbow) can eat them alive and this is their biggest struggle, so thief needs a nerf too to become more in par with mesmer in terms of roaming-bursting-zoning. The biggest picture is that both of those classes cant do kitten alone vs celestial and celestial is the biggest problem at the game that makes mesmer unviable and a thief nerf unviable too.
for me mesmer or even dps ele or even dd thief is not the issue, the issue is that the competitive population has decay, its impossible to make a team with decent enough team play to be able to support those. On paper and on actuality 3 berserker amulets should beat celestial meta, but who is there to support them atm?(not talking for sd thief or medi guard, those 2 are self sustain…) so what u have to think is how much u have to push for the game to get the team-play level that is needed to be able to play those classes… most likely the ppl u talk to have no chance of making that gameplay level and there are about 10-20 ppl both regions that can pull this and the majority of them are already in teams
A good SD thief could 1v1 Phanta.
Too bad nobody plays SD anymore cuz it’s the most boring build NA.
nope, phantaram is smart and he wont stack might vs sd he will just go for the damage, and the opening u get on sd vs dd cele is if u proc both sigils steal might and keep the pressure up. Phantaram is going to outsustain u there, he is not some random ele that will feel pressured by being on 40% hp and full cooldowns… if you want to slowly drain his cooldowns out(the cantrips) on average u need 8 minutes to have a chance to beat the ele, guess what he is getting points till then, even if u manage to kill the ele in 2-3 minutes somehow then he is back and u are forced to leave the point 1 minute at max without it being full capped by the ele. That is if we talk about sizer s/d spec the rest will just die faster than that and have less chance of winning the 1v1.
sd can win 100% of the time if u play on evade frames and are able to line of sight the random attacks / burst.
1) nerfing might stack doesn’t hurt toughness and healing (engi warrior ele which are all celestial!), BUT it hurts more their counters which is thief mesmer guardian(staff)….. bad change
2) nerfing dragons breath and auto attack on lightning is acceptable but what about the engies? You just buff engies even more on holding / 1v1 / team fight by nerfing eles their somehow counter-class, the nerf should be on both simultaneously.
3) There is still fire/air, battle(nerfed ok) or doom + intelligence, geomancy/doom sigil stacking what about that? do u think they add skill to the game? No, they add rng please remove double sigil of the same type stacking
4) Intelligence sigil, WHY every glass cannon has to get hit once by a stun to die?
5)Thief why is daze trait still so important on my trait lines?? I main a thief. This trait needs to split daze and steal cd on 2 traits.
6) Turret engi? why cant i play soloqueue with peace of mind?
7)Celestial amulet that causes warriors-eles-engies to be sustaining the game and have it so easy at the moment by kittening up rotations and game-play and teamplay can u explain to me why it still exists?
8+9+10+11+12+9000) Where is the engi nerf? Where is the sustain nerf on this game? You ruin a very fine mechanic game by making it sustain and failfriendly.
Jim battlemaster qualified to pax #5QP #1 soloqueue 2 times #1 teamqueue several(team spots)
(edited by jim.5380)
I agree with the topic creator. Skill requirement to compete gets lower instead of higher due to the sustain(celestial all around) meta, and the skill/team level to play something not sustain is at least 3 times more required right now.
The games are boring as they can get, there can be very few turnarounds and to be honest if they happen with 4 sustain and a thief on your team then your team is not good enough.
This can easily change with the celestial nerf. Zerkers will be back on track, but due to the skill level dropping, cause there is no need to dodge the burst right now but tank it and heal it, zerker specs will feel OP but in fact they will be equal.
For the record I don’t consider sd acrobatics trickery thief glass cannon, but sustain. The spec is wrong it can zone out any berserker in game and be on evade frames forever almost and the skill cap for it is minimal.
team fight starts necro dead, first fight lost gg.
bump still looking for ele guardian
post updated, atm looking for a guardian and spirit ranger/engineer (that can play blast finisher spec-shield etc)/warrior/celestial or valkyrie ele
(edited by jim.5380)
need some guardian love guys aswell, our guardian disappeared magically like the majority of guardians I have play with(I think ANET is abducting them :P)
bumping this ignore the above post as i said ranks right now means nothing till team is full and running
looking for a sustain elementalist or support guardian currently, don’t be afraid there is no biting involved
looking for a d/d celestial ele same requirements 1 spot to go for now
still looking for players
Team Over and Out [Over], is looking to expand its roster, at the moment we are looking for two people, support guardian and celestial ele.
The team aims for top spots on every tournament or at least give a good show on every game. We will be participating on ESL when roster is full and ready, the same goes for Tournament of glory and any other competition that we find suiting. There will also be scrimming with other teams and potentially some of them will be shoutcasted like the good old days.
The team consists of:
Reesha (mesmer)
Forsaker(engi)
Jim (thief)
We will be practicing 5 days per week (Monday, Tuesday, Wednesday ,Thursday, Sunday) our play times start GMT +2 19:00.
Requirements for the team is:
Sense of commitment, ability to learn by losing(a lot at the start), age 18+(unfortunately for now) and tournament mindset.
Voice chat and fluent communication in English language.
Experience in rotations and class knowledge in a competitive level.
Give us a whisper: jim.5380, Reesha.7901, Forsaker.9213
(edited by jim.5380)
i lold @ acandis reply
guardian>warrior>=ele>engi=mesmer=thief>necro=ranger<<<<<<<<<TURRET ENGI on 1v1
just made a thread and deleted it cause this one existed i am a warrior noone can beat 1v1 now i can kill u as much as i like ranger pet res? i have self res :P
so basically this bug will go unnoticed and here comes the thief death/ dead weight on a team
I can’t really simplify it in my head like that, this is why I wrote this massive wall of text, but in terms of who has too much of everything is ele warrior. No matter what I reply here I will just undermine the rest of my post so I won’t post anything for a few days here myself
Conclusion plus some thought for the rest of the classes because its combined here, the celestial might stack or soldier warrior might stack has way too high sustain on a point and too much CC to let a condi necro which is pretty tanky right now to be viable. So don’t change necro/ranger condi yet unless you fix the tanky might stacking sustain specs somehow.
Sorry its big, if you don’t like it don’t read it
Upcoming changes to thief, the viable weapon-set that thief has atm and gives you a chance to 1v1 and team fight the above is getting not viable. It might look that flanking hit for larcenous and initiative on both rewards skill over random 3 spam is good, but that’s not the case, when I duel the above my flanking is the means to remove blind/dodge a big attack and larcenous is the attack I aim to hit with so I steal the boon I want to and do most damage. My suggestion is punish larcenous miss instead of you fill like nerfing it, than remove the precast of it. I dueled enough warrior/ele/engi lately to know that this will make it unbearable for thief even on the team fight. Also you will get more spam that thief evades 24/7 because if flanking misses you re-flanking then and that’s more dodge time.
Dagger viable after dual target? No, simply because you will be too open to the 25 might stack lock-down which is ele updraft/earthquake warrior hammer and mesmer daze/knock, plus the damage is too low due to the celestial/soldier and hp pool and toughness. It will go in a better state for sure, but still not viable. Whatever I write here goes for the tournament games, I don’t think of hotjoin or anything else.
Pistol buff? Its still a no, because elementalist is better, shatter mesmer is better and warrior is better on the team fight. More specifically elementalist celestial has more sustain healing than the pistol thief damage, to start of. Then the mesmer has high damage with boon removal and can defend abit with defensive shatters plus support from the other 2. The warrior has way too high damage on point because every attack of a ham/bow warrior is AoE almost and deals a lot of damage too due to the might stacking and intelligence sigil on hammer.
Panic strike: Panic strike you have to be glass cannon to take and the change makes it more appealing than what it was to be honest. Because you can proc it on a pet or an illusion so that makes it better for dagger mainhands mainly.
Chocking gas: Small buff instead of being revealed punished, your role is not to stay in stealth and poison the downed or alive but kill them as a thief of power spec sustain or burst.
Venomous Aura: Might get venomshare/condi-carrion thief into the meta.
Ricochet along with venomshare might make venomshare look better, but then you have to replace one of the 3 team fighters which atm is mesmer/ele/guardian and I really really doubt it.
Invigorating precision: More heal when you crit? You have to go 30 critical strikes which makes you a squishy glass cannon and you don’t want to sustain then so its useless.
If thief s/d gets this nerf thief is most likely out unless we play short bow on the team fight, because of the decap on enemy base.
Thief used to be one of the 3 team fighters before the backstab/steal/trickshot/cluster nerfs, now its just an offensive roamer that doesn’t even take the duel due to the side point holders I mentioned above.The best team fight at those times were, thief-necro-guardian mesmer was on side with portal and elementalist or engineer being the decap role(offensive roamer).
Continuation Bellow
Side point holder: Warrior/ ele / engi
Why they are the best side point holders? They can get celestial/soldier amulet, and they have a lot of sustain to stay on a point when someone is on the point.
I will explain this now, warriors and elementalists have fire fields that last long enough to might stack due to their blast finishers. They can get 20+ might stacks both of them which suddenly makes them hit like trucks. What a thief for example can do against them? Take a 2-3 minute fight till he steals the might stacks and then get a chance to kill them. But the intelligence sigil on warrior and the condi pressure from elementalist with celestial will most likely kill the thief, or any kind of thief that tries to attack.
Engi can be good too as condi/carrior, but when it comes to the AI turret spec, everyone can get killed just by the turrets… This needs to be nerfed you guys know that.
So what causes the current meta is might stacking on personal level, celestial amulet too strong on ele/warrior, ele has a lot of condies with d/d and warrior with bow has a decent amount but he doesnt need it cause its a lock-down spec that crits every time you switch to hammer, eventually everyone will get hit once.
What makes thief being viable atm? Is that other people might stack, so you have to invest heavy on trickery for bountiful theft and if you invest so much you go for the daze/extra dmg too cause is your best option. And the fact you can decap enemy point if he engages the team fight, unless its an ele with his fiery sword.
Continuation Bellow
I am back into gw2 for a month now after my 12 month break, which was right after pax. For those of you that don’t know me I am Jim, I played with get stomped, devils inside, iron and that’s so pish, every old school player knows me.
I will only talk here for mesmer/thief/warrior/ele, otherwise it will be tooooo big. This will be thief-centric for now, that’s because I didn’t had time to see it from other classes point of view yet since my break.
I want to talk about balance, but I only talk from a tournament match up point of view. So before I talk for the balancing that needs to be done I will explain to you how conquest works in a high tournament game. Firstly the only 1v1 on a tournament game you want to have on your team is the side point holder as we call it, which is the guy that goes on a point caps it and then he either assaults enemy point or defends home point or joins the team fight, then you want an offensive roamer which will decap enemy point when the enemy side point holder joins the team fight and then you have the rest three who are the team fighters and most likely there is going to be roamers there too.
To the topic title now, which class has never been out of the meta for 1 day? It is support guardian. Consider for a minute if the game does not have a support guardian for 1 day the meta will be extremely different and the game itself. The team fights will have 2 downed vs 2 downed and whoever risks to get the stomp first or does the most damage to the squishier downed will win the team fight at the point, this can back flip many times during the fight. What makes support guardian so good is the healing. condi cleanse, aegis and of course stability. Here comes the continuation of it, who can remove stability when your team-mate gets stomped? The first ones is thief with steal/ mesmer with shatter and necro with corrupt boon, but don’t forget best form of preventing the stomp is to down the enemy guardian on time, so burst damage prevents the stomp. Which classes have burst damage at the moment? Every class can have it due to 20+ might stacks but the most efficient ones due to the sigil changes(air and fire at the same time) are the ones playing berserker and are able to survive with it, the 2 most efficient classes that can do that is thief s/d and mesmer shatter, sigils are above 50% of s/d thief damage and mesmer burst is so high that sigils just add up when they sustain on the team fight from high ground. Also soldier amulet / celestial amulet elementalists and warriors do the same amount of dmg as the above mentioned because of the might stacks and how they are designed to work.
I main a thief, yes I pointed out thief already twice, obviously there is a problem with thief you will think, no the problem is, that people haven’t play air attunement arcane blast ele to compare the damage to a thief, people forgot the timed bursts we used to have back 1+ year ago, we used to go in and one shot the non-nerfed version of a guardian with mesmer-thief-ele, if you search for it you will see every guardian dying in the first 1-10seconds. Now this is even more likely to happen due to guardian nerf and sigil buffs.
What were the most major changes the last year? Double sigil on every weapon set to support it even more, intelligence sigil being 3 attacks instead of 1, celestial amulet buffed so every sustain class that can might stack or condi+power pressure can use it now.
Lets take a look at thief nerfs so far, cluster bomb range reduced, cluster bomb dmg reduced, trickshot not following, trickshot not bouncing on points, steal can’t crit but heals you instead, vigor nerfed, larcenous steals 1 boon and initiative cost increased, dancing dagger nerfed, backstab nerfed, daze on pistol nerfed. Which means dagger mainhand is unviable atm because you can’t fill the role of dps on a teamfight as good as a mesmer/ele/warrior(guardian is assumed there and pick 2 of the rest), they hit aoe and they can survive way longer!
Lets take a look at mesmer so far, might stacks buff, interrupt deals damage buff, sword #2 nerf so they switched to great-sword, phantasms now are way faster on attacking and they attack most of the times.
Continuation Bellow
for me personally going in a tournament game region final without playing earlier the same day is a really bad thing, due to warm up.
And to the above poster, TPs weakest map is foefire
people stop hating, TP won fair and square. All that talking about TP changing the meta to their favour is nonsense because they had to change 2 classes last week to keep up with the current meta. Xeph from mesmer to thief, no offense but his thief play is not the best around and his team is not used to get refuged so they were breaking stealth more often than it should happen and phantaram on necro from burst/survival to sustain/runforurlife role.
Good luck on the pax all i have to say, well deserved.
and trooper i dont think ur tournament was more organized than this one so stop bashing out
ps: FUNNY SPIRIT RES
http://oi39.tinypic.com/2i8cgwi.jpg
Engi: Engi is OP too, they just spam dodge with perma vigor and throw bombs and blast them to whatever they want while they can elixir res twice with toolkit trait and decap faster than the speed of lightning with the amount of KBs.
Thief: I used to play acrobatics thief 4-8 months ago, back then thieves had the dmg to go sustain but at the moment the usual 30 acrobatics spec we see dont even have the power to prevent a single guy from ressing a downed target, so ye thief might be jumping up and down and being annoying but the dmg is too low and too slow. Also with all the sbow nerfs on thief, thief is literaly 1 step to get out of the meta completely either u like it or not.
Necro: Necros are over the top at the moment with the condi burst/presure they have BUT they still remain easy targets.
Elly: More burst than glass cannon thieves can be area burst too and alot of healing. and a huge amount of blinds which let them sustain enough
(edited by jim.5380)
I am adding a suggestion for custom arenas this is just for tournament games.
An option that every player when enters the game is on a “lobby mode”, which means he cant spectate or pick team, but the admin of the room has to move him either to a team or to observer mode. The suggestion is for competitive pvp so oponnent teams cant look at each others traits/amulets/runes/weapons before the game starts and react to it accordingly, but instead being prepared for it. Ofcourse observer build inspection should stay as it is so the new players can find out new builds etc.
1. Slice is not instant, tooltips are often misleading. It’s fast obviously, but it’s not instant.
The damage is instant try it first then post steal larcenous slice is 1/2s which is larcenous cast u can test it. Also try to dodge roll and slice.
2. Backstab deals more damage than Slice and Larcenous Strike combined and you would get dagger auto attacks just the the same (pointing out that both Double Strike and Wild Strike are labelled as instants just like Slice).
Backstab is a bit more dmg than larcenous + slice on average you are right but the min/max weapon dmg on sword is higher range than dagger i didnt really do the math i am just gonna confuse u here. But on the other hand you dont have to hit behind ur target for maximum dmg.
What follows after the burst on high level competitive play is IMMUNE or evade or heals from team or u downed him take ur pick so what follows is not useless ofc but its not so important on burst. About sustain dmg I can tell you that the spec I linked kills any support bunker in game that is traited for teamfight. Plus dont forget that the attacks from sword are area attacks which means u deal more dmg and more chances to proc fire sigil.
3. Steal/Stab is performed from stealth usually. If you burst from out of stealth, there’s almost no reason not to have a Heartseeker or C&D in there for extra damage (< 50% HP Heartseeker alone deals the same damage as a Larcenous Strike).
I insinst on the high lvl competitive play u wont hit with basilisk a guy for 1.5s just for 0.5s . So its not gonna be c&d steal backstab ever or steal backstab heartseeker.
4. D/P has much better burst follow up. It’s impossible to kill people with a Steal/Stab nowadays, so that “burst” really means that you have to dish out as much damage as possible with 4-6 consecutive attacks at the very least.
Try out flanking-slice-larcenous-slice for sustain rotation. But as I said if u wanna sustain with GC then sustain with SBOW unless there are no glassy or hybrid dps on the current fight.
Well since there is a good discusion going on here I am going to share with you the burst rotation, It is more damage than backstab in the burst time window keep that in mind.
Ok here goes, the rotation is precast flanking strike so you have lacernous prepared, wait 2 seconds to get some iniative back then cast lacernous midcast steal and slice(auto attack) well if you have fast fingers since slice is no cast time its instant larcenous steal auto attack damage, if you add all those attacks it is more damage than backstab steal on the same cast time and you add also area damage there with the auto attack, also the lacernous is unblockabke which doesnt really matter because mug hits first and you also take 2 boons for yourself.
If you play around s/d you guys will realise that even as GC can kill anything but rangers 1on1 equally skilled played plus the combo damage is equal to backstab.
It is as jumper said, with sustain he has the role of hitting ppl outside the main blob on the team fight and put enough pressure on them that at a point either they will drop or run or ask for help, this is why i called it annoying spec the role if it is to annoy the oponnent team.
Also I read about daze from d/p etc, you should know that sword “stealth attack” is 1.5 second daze and if for example a guardian pops his blocks you can pop those blocks extremely fast due to its cast time while lets say he is stomping your teamate.
Sword sustain is good but if I want to sustain on a team fight I am doing it with shortbow, with my spec I am way too glassy to stay more than 3 seconds on the circle with sword.
First of all great job with the custom arenas and the observer.
Things that need to be changed:
1) Reset custom arena function to update changes that were recently made. For example i made a mistake like making the teams 10 person each and ready option on, well it won’t reset unless a considerate amount of time passes with the room empty or 20 people ready up on my room.
2) Add administrators for the public channels there are many channels that were made for 2v2 3v3 duels and people went capping points etc ruining them, either because they are new to the game and ended up there or because they were trolling.
3) Be able to kick spectators! this is very important, spectators can be badmouthing on map chat, spying for some team, stream matches that were organized for someone else to stream etc.
4) If you make changes on a private room(pass-worded) and you don’t renew the password on the field it resets and goes public without password.
5) When u first enter the game u cant go to the mists if you don’t select a side or spectator.
Suggestions:
1) Pause game! if you implement this it will be awesome for the tournaments in the case someone gets a disconnect we just pause the game and skills stop recharging their cool downs.
2) Replay function
3) Option to limit classes(this can be used to have warrior only public games for example)
4) No points for capping or doing secondary objectives like orb(so the custom arena goes duel arena mode)