Showing Posts Upvoted By luxen.8376:

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

AOE SPAM
1 - All ranged AOE abilities should have delays from when they’re cast to when they “land” and clear animation tells. Grenades are a good example due to the flight time and the visible projectiles coming towards you. Same for ele staff which has a tell ground effect before it goes off. You can’t land them on targets in motion unless they aren’t paying attention. Necromancer marks are an example of bad with instant cast and no discernible animation. There should be a 1/2 delay in which marks gradually go from ghostly to fully drawn and damage comes at the end and each mark type should have it’s own color so experienced players can easily tell what type it is. All long range AOE should be avoidable if the target is not slowed, CC’d and reacts quickly/has a dodge. This would go a long way to making players use AOE more strategically.

2 - There are too many AOE skills in the game and some should be converted to single target abilities to reduce the spammability of AOE while also not forcing players to use AOE so much for single target damage. Necro staff and ele staff are the main culprits on this issue (nade kit not so much since there is no CD on kit swap and most nades have a pretty short radius).

3 - Long range (900+) AOE should hit harder but also have a much longer CD. The idea behind long range AOE should be that they will really punish the enemy team if many eat it, but require prep and more of a “skill shot” that if misused without proper set up will punish you with a long CD. So as an example, the redesigned necro staff would have 2 sec bleed on auto attack and mark of blood would have half it’s current CD, same effect, but be a single target cast. The last 3 marks would all hit harder and be very punishing, but the CD would about 50% longer. This would change the weapon from “spam marks on target/point regardless of situation” to focus on wearing down single targets with your #1 and #2 and only use marks once they have burned their evades or are CC’d and you want to finish them off or in key moments during a team fight.

A necro who just jumps in and spams marks on fresh targets would have most of them evaded and not have them again for a long time, that’s how it should be. Grenades #1 should have a 8 sec CD, but hit a larger area and do more damage, all other nades would follow the same principle of having 50% greater CD and damage. Awesome when you land it, but punishing when you don’t, so spamming it and hoping it will hit something (the way it’s often played now) will not be viable as you’ll just end up putting the whole kit on CD and not having it when needed.

4 - Spammable close range AOE cleave (such as cleaving auto attacks most melee has) should hit the primary target for full damage but other targets for less (75% would probably work for this game) to tone down AOE. Guardian marks are an examples of AOE that’s fine as is because it’s not too big, requires very close range (risk) and generally won’t land in full without CC.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

Reduce hard counters
1- Increase duration of Berseker stance to 12 sec base and make the engineer’s Automated Response trigger at 33% health BUT make them reduce condi duration on you by 50%, not 100%. It should be a defense against condi not completely neutralize certain builds entire offensive ability with their current fairly high uptime. Specially if other anti condi measures previously listed were implemented.

2- Projectile absorption/reflection abilities such as: reflection wall, shield of absorption and the like should instead just reduce projectile damage by half and reflect half the damage (if reflective). Reflection Wall can gain a secondary effect to compensate (like swiftness for allies that run through it) and ele Magnetic Aura could also reduce melee damage by 25% for the duration to compensate. A couple of players with abilities like that can completely neutralize projectile based builds, they should help against it, not cancel it out. Some of those abilities are too one dimensional also which is why they’re underused, so toning down one aspect but adding a secondary use would kill two birds with one stone.

3- Chain CC is too strong against certain classes. Remove sigil of paralyzation, not nerf it, remove it. Stuns are very strong as is and you should not be able to increase their duration with a sigil. Beyond that, cap stun duration to 2 sec for all abilities (skull crack is a big culprit, reduce max duration to 2 sec and increase dmg by 50% to compensate). Condi duration should not increase fear duration, get rid of it there is a trait and rune set that increases it, if they want long fears they should have to invest in them. This alone pretty much fixes what’s wrong with necros and warriors atm.

AI clutter/gameplay too easy
1- Polish tab targeting so it prioritizes players, tabbing through all players until targeting minions (would treat mesmer clones as players, but not phantasms).

2- Make spirits 50% smaller (except spirit of nature), necro minions 50% smaller, turrets and flesh golem 30% smaller. These simple changes would make them less obtrusive to vision with no impact on their function.

3- For both spirits and necro minions, make active abilities more powerful/relevant and reduce strength of passive bonuses and damage. Make it more about the actives, with passives being just a small bonus, so it’s less brainless.

4- Phantasms damage should go down for each subsequent attack and expire after the 4th attack (60% dmg, then 30% dmg, then 15% dmg). CD on cast could be reduced to compensate.
The idea is the big damage should be on active cast, that needs to be targeted, the problem with phantasms (mesmers are suffering with condis right now but this will be a problem again once it’s toned down) is that the phantasm mesmer can put a few down then and run off and LOS, on 1v1 killing each AI takes a long time thus leading to some really stupid on point pressure plays that involve little risk for the attacker.

Animations and Visibility
1- Long range abilities (not #1) should all have animation tells, make more use of glow on hands or the ground beneathh the caster if you don’t want to redo a lot of movement. No class should have more than one instant cast long range ability, those should be used in a pinch but sparse and not spammable as they don’t allow response. Close range abilities don’t require it quite as much (if you a warrior is running towards you with a mace in hand trying to get on top of you, that’s a tell) because they are hard to land as is but it could use a little help too.

2- Interface option toggle: Normalize Height. Makes asura appear 50% larger and char and norn appear 50% smaller. Only looks that way to the player with it toggled, changes nothing about look and feel of the game. This cannot be that hard, please just get it done.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Simple but high impact gameplay fixes

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Posted by: Julius.1094

Julius.1094

I made a post a while ago about some of the key core issues with the game, today I’m going to add a list of specific suggestions for changes I believe would fix many core game issues. I’m not going to include new features that everyone knows are needed (new map types, build saves, rewards, ICD tracker, etc.) but rather focus on tweaks. Feedback and your own suggestions welcome!

Too much dodging
1- Reduce passive (unbuffed) endurance regeneration in half. Really that’s about it. It would change dodging from it’s current state of being able to dodge often, sometimes timing it, but mostly just spamming it and you’ll dodge something to, hold on to it for when you really need to dodge something. What it should have always been.

2- Dodge on weapon abilities are fine but should be a bit shorter, Blur should be 2 sec from 2 ½, all ½ ability evades should be just 1/3 sec. It should be about a short defense at moment of cast, not a spam of chain dodging.

Anti condi stacking and healing
1- Vitality should be the anti condi stat, but it’s under budgeted in pvp items. The issue is that unlike all other stats vitality quickly loses it’s value in a fight as you take damage because a larger health pool with the same amount of healing means heal as a percentage of health becomes weaker, so you have no sustain, that doesn’t mean it’s not useful but it does mean you need more of it for it to match up point per point to most other stats. There is a reason Knights Amulet is so underused even on a condi meta when vitality should be the stat of choice to counter them.

Vitality item budgets should be about 25% higher to make it a worthy stat. So berserker amulet should have 355 vitality for example instead of 284, Knights Amulet should actually be 798 power, 712 vitality with new budget and 569 precision so it’s actually viable for damage dealers (current iteration is too low damage for roamers regardless of vitality value) while being a great condi counter. This should also apply to vitality runes (which no one uses other than soldiers and that’s for the 6th bonus). This would have the pleasant side effect of making the game a bit less bursty.

2- Healing scaling for primary heal is too low by default, the base should be 2, not 1, (other heal abilities heal scaling is fine as is, this is only in regards to primary heal slot) healing as a stat in spvp is very weak for anything that isn’t going pure tank, it should be more worthwhile to add some healing power to damage classes or create hybrid builds. This would also help slow down fights a bit and counter condi pressure.

3- The engineer trait that makes elixirs remove a condition is a great model for condi removal. All elixirs have a cast time and remove just one, so it makes you think about when to use them for their effects and when to use them to remove something particularly nasty. The thief’s shadow return is another great example removing a condition but forcing a resource expenditure from offense and forcing the thief to pop something they may not want to otherwise. There should be more traits and weapon abilities like that spread out among the classes and every class should have a weapon set with a remove one condi on use ability. I like the warrior condi removal on adrenaline skill for example, and the mesmer condi removal on shatter is also great but currently too far down the trait line.

Guardian and ranger passive trait condi removal needs to be removed and replaced by traits/weapon skills like those previously listed. Removing condis should require thinking, pressing a button at the right time, and sacrificing a CD for it. Or not having that CD if the ability is used for other purposes.

4- Add this set of runes to the game: PVP Runes of Superior Clarity 1-5th +15 to all base stats (minus crit dmg), 6th piece: your heal removes a condition on cast. To give players another option for a small condi removal/a multi stat rune.

5- You had the right idea with the Incendiary Power but you should take it a step further and make it and the necro’s duhmfire last 6 seconds but have a 15 sec ICD, to make it less “sticky” if removed in a timely manner.

Vidallis – 50 Shades of Pink – Engi/Warrior

(edited by Julius.1094)

Open Alpha, Dishonor Math, Leaderboard Rtngs

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Posted by: puggernaut.5348

puggernaut.5348

And the Perception of tPvP

I applaud ANet’s (Chaplan’s especially) recent community-facing posts in addressing current PvP issues in a more upfront manner. PvP is a competitive activity; tensions and emotions can quickly escalate. Simple corrections in the perception of your product/service can avert increasing discontent in the community. Chaplan’s posts especially acknowledged the community voice, identified the points with due effort, and responded about how they are addressing them. Relatively, what he did was a simple fix to the perception of the product.

Below, I wanted to present what my gaming session looks like and list the common frustration points. Then below that, I suggest a few simple fixes that could address these points and imo, help the daily perception of the product.
———————————————

My daily gaming tPvP session looks something like this:

- I log on, go to HotM and apply a PvP booster. Many of my friends are not on at the time (or no longer play) and well… meeting players through forums/chat is a hassle and hit&miss. No pre-mades for now.
Hurdle #1: Finding Pre-Made Players

- I jump in YoloQ instead. While waiting, I open up the leaderboards. Hmm… so many of those Spirit Rangers at the top haven’t played since they got nerfed. What’s worse the same 14-3 or 11-2 guys ranked in the top 50.
Minor annoyance #2: Leaderboard Rating Decay

- I’m looking at the leaderboard and half the guys never play or have played under 30 games. How am I supposed to get an accurate perception of my ability from a leaderboard like this? Whatever. Queue pop.
Annoyance #3: Leaderboard Effectiveness and Minimum Games.

- I random’ed Skyhammer. I don’t mind the map, but kitten , I have to switch chars or do the two minute hustle to change my build. I’d actually change builds according to each map, but I usually don’t bother.
Annoyance #4: Build Swap

- I play a few matches but WTH!! A guy on my team left in this match when the score was 80-180. Do meditation and youtube “cute kitten plays piano” to relax.
Major frustration #5: Dishonour and Uneven Matches

- While waiting for next queue pop, I think I’ll make some dyes from the winner chests as it’s my only reward for PvPing. If I want AP, I have to hop outside HotM. My fingers start to go numb from the amount of clicking and I stop.
#6: Simple Easy Rewards

- In the next match, a guy disconnects again. Looking at the Leaderboards, I’ve actually managed to lose some ranking even though I’ve won more matches today. I log off.
#7: More of #5

- I head to the forums so that I may take comfort in the tears of my fellow PvPers. Chaplan has posted some good bandaid threads – a major plus. But how come it seems there’s always only bandaids and no Open Alpha?
#8: Prevention is Less Costly and More Efficient than Bandaids
———————————————

By the end of the gaming session, I’m probably a bit frustrated and doubting ANet’s claim towards the tPvP scene. I reckon this cycle describes a good percentage of tPvP’ers.

Let’s quickly address them, with what I think are the easiest and most important on top.

#8: What happened to Open Alpha?
This is one of the most basic tenets and popular concepts in software engineering. We always hear, “we’re planning on giving necros a type of burning next patch” or “we’re going to be shaving the beards of necros next.” How about, “We’re considering adding a trait called Dhuumfire, 100% chance to inflict burning for 4 seconds on critical hits (2 in PvP) that is a GM trait in the Spite line. It’s basically the equivalent of Engineer’s Incendiary Powder as a GM trait. We’ve also provided a sandbox server for you guys to come and test it and give us feedback before we launch it.”

Clearly the focus groups have been hit and miss thus far.

A healthy lifestyle is less expensive than doctor visits. Investing in insulation will save you money compared to utility costs. This is the most cost-efficient, patch time-saving thing you can do for yourself and your players. If it is ANet policy not to reveal, you should go to your bosses and argue with them and show them this post. When software companies don’t do this, it boggles my mind as it is easily one of the most time-effective development resources (and it’s not like you have some IP or content privacy needed here).

#2, #3: Leaderboard Effectiveness, Decay, and Min Games
As is the theme of this entire post, how things are perceived are key. As it is, a player questions the value of the Leaderboard and has to use a fine comb to analyze it. Make decay occur at a faster, accelerating rate and increase the number of Min Games to 30 or higher. Both are fixes that can be done fast and will not affect the base rating algorithm.

…cont

Change Torment! (Awesome suggestion)

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Posted by: Sensotix.4106

Sensotix.4106

So guys i have been playing in this condition meta for quite a long time now and there is one thing i realized..the way torment works is just wrong:

Why?:
- u have to move around all the time in this game so why would you be punished for it?
- necro’s ds #5 skill immobilises ..so here is the question: if it does damage when the enemy moves why would you want to have an immobilise there?
- atm torment is like a stronger bleeding stack and another condition that will be cleansed instead of bleeding because everybody has to move

Suggestion:
- change torment: the target gets x dmg every second and + x dmg every second the target is standing still
So why do this?:
- In this game you should be punished for standing still all the time and just spamming your skills like i see some classes doing
- Also if it is changed like that people can set up combos like “i got torment on him immoblise him! awesome!”

Thats my idea so far just tell me what you think of it

On the Couch

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Posted by: Adam.6047

Adam.6047

On the couch will be a talk show of sorts which will include top tier players. The topics of discussion will revolve around PvP and the current balance.

The plan is to have at least one person representing each class, there will be no beating about the bush and all opinions will be heard. I have already spoken to a number of players about being on the show, however, we may be short of people in which case contact me either before or during the show.

The discussion will be held over teamspeak and shall be on twitch. The aim of the show is to have open discussion between top tier players about the game.

Examples of topics:

-The most recent tournaments (PaX and ESL)
-The balance/meta/roles of different classes
-Leaderboards
-Additions to PvP since release
-Playerbase
-Incentives to play
-Suggestions

Chances are there will be no strict format and we’ll just go with the flow

It shall be hosted on the 4/09/2013 and will be at around 22:00 (GMT+2), I have no intention to set an end time we’ll just see where the discussion takes us.

Captain of Team Pugging – destroyed ESL with scrubs

(edited by Adam.6047)

Tired of the community spirit

in PvP

Posted by: Oblivion.8307

Oblivion.8307

Ask some of pro players, do they afraid or hate fighting, say, necro? Nope, don’t care. Fight is a fight. Someone is always better then the other.
Get used to it.

I don’t know if I qualify as a ‘pro’ player, but i hate fighting necros/spirit rangers/sd thieves/warriors.

Symbolic

She wouldn't talk to me

in PvP

Posted by: Harbinger.8637

Harbinger.8637

She’s not worth it.

Guardian WvW Guide!
Heavens Rage

3770 people on NA SoloQ Board now

in PvP

Posted by: Rerroll.9083

Rerroll.9083

So anet sold 3.000.000+ games and only 4.000 pvp in each region. (0,13%)

Conquest is definitely the way to go!

Up Rerroll

A serious post on the meta

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Let’s analyse the builds in order or power, which require nerfs because they aren’t fun.

1, Spirit ranger – the king of the meta is the spirit ranger. That is evident from solo q. It has evades, the ability to win ANY 1 on 1 easily, and possibly the best team fight utility with passive buffs and actives. There is NO counter play at all. If you kill the spirits they activate. Which sucks. Then they instantly summon them back because the cooldown starts when they are summoned. When back the spirits can be activated again and killed again to activate yet again. More than this, the spirits confuse any team fight. Finding targets is difficult. And no it isnt because of the effects. But even without this the spirit ranger is just broken. It is like the most op ele was but with signet of undeath x3 rolled into 1 build. It needs a massive nerf.

2, S/d Thief – again there is no counterplay. How do you kill something which is perma evading? It is close to impossible at times. The amount of evades has to come down because at the moment it is just a frustrating experience. You cant focus the stupid things and yet they are dishing out crazy dps. It really does suck. They should either get crazy dps or evasion. Not both coupled with boon hate. Way too much.

3, Terror necro – Getting chain feared again isnt fun. I am bored of necro vs necro. There is no skill. It is luck (who can rando dodge something) and just lame. YOu shouldnt be able to fear cc someone to death on any class. Remove the buff to doom within 600 range for a start and then reduce the number of bleeds on a few of the skills and add increased lf gain from some main hand weapon skills. Necro dps needs to come down.

4, Stun lock warrior – not brokenly OP but still it sucks. Again, like fear, nobody should die whilst constantly under the effects of cc in a 1 on 1. Reduce the duration of the mace stun.

5, Elixr r – nobody should be able to res themselves. Stupid concept. Not fun that this class gets an extra 10k health for free. You feel cheated killing them and then they get back up and kill you. Please fix this.

And please don’t wait for after this pax tournament to fix these issues. Why alienate the 4 million people you sold this game to in order to not change things for the 10 people in this tournament. In fact I beat most of the guys in the pax tournament want this stuff nerfed because it sucks.

The meta at the moment is skill-less, but worse – it is just not fun. Sorry to say.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

Condition Damage Mitigation.

in PvP

Posted by: Equinox.1025

Equinox.1025

See pure power vs tougness/armor formula
Damage done = (weapon damage) * Power * (skill-specific coefficient) / (target’s Armor)
Why not somethig similar with Condition Damage and target`s Vitality/Health ?

(edited by Equinox.1025)

No temple map makes me rage

in PvP

Posted by: Lordrosicky.5813

Lordrosicky.5813

This is a minor issue which epitomises what is wrong with things:

1, Stop trying to push this esports BS down our throats. The kittening shoutcaster programs that nobody even watches, the custom arenas nobody cares about, the spectator mode you dont even let us use outside of hotjoin.

2, Same old kitten – in entertainment I find the same old kitten to be dull, boring and lame. The same map 4 days in a row. Boring. Same game mode. Boring. Same ai dominated builds time after time. Boring. Same tiny asura models you cant see anything of. Boring. And now you are skipping a map we havent seen for ages for another 4 days of one we just had last week. Its crazy

3, And all this bs is for an esports scene which doesnt exist. How many regular teams are there? Like 4 in eu and na? There are only that many people who take this game seriously enough that it is everything to them to the point where they schedule around it as a group. So maybe 40 people and you pander to these people with the BS features and ideas they have but you forget about the other 3.9 million people who bought your game WHO JUST WANT TO HAVE FUN.

Stop trying to run before you can walk. Give us fun and variety. And stop working on kitten like custom arenas, spec mode and tournaments when the scene doesnt exist and nobody watches that bs.

Seriously. It is getting too much. Great game. Wrong priorities

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

(edited by Lordrosicky.5813)

Banning Helseth

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Posted by: Martin Kerstein.3071

Previous

Martin Kerstein.3071

Head of Global Community

By signing up for the tournament, every single player has agreed to the Code of Conduct. The player in question has been in clear violation of it, and has therefore been declared non-eligible for the tournament. Team Denial Esports is still allowed to participate with a replacement filling that roster spot.

Let me be very clear here: Talking about bringing a firearm to an event where hundreds of people will be in attendance is unacceptable. And no, statements like that are not “a joke” or even remotely funny.

If players want to be perceived as “professionals”, they have to be aware that they will be held to standards. When you are the leader of a team, you should lead by example.

The player in question will stay non-eligible for the tournament. We wish all the teams participating the best of luck.

Tab targetting

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Posted by: Lordrosicky.5813

Lordrosicky.5813

Please fix tab targetting so it prioritises players and not net turrets, flesh golems or sun spirits…..

Seriously…

Particularly with all the crap people have then some tiny asura in the middle of it.

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

(edited by Lordrosicky.5813)

Current state of the meta.

in PvP

Posted by: Xeph.4513

Xeph.4513

The current state of the meta has never been worse than it is now, I have been having a very big problem getting a grasp on what Arena Net was thinking when this patch went live. I have been a very big advocate of Arena Net, but I can’t hold my tongue any longer when I see balancing taken into such a direction.
I however do understand the thought process behind what Arena Net is trying to do, I just believe they are taking things into a very bad direction.

Let us discuss what this game has come to.

Firstly I would like to talk about Necro, I do understand that this subject has been discussed a lot on the forums, but it still blows my mind that after stating many many times before that Arena Net doesn’t wish to do knee jerk balancing they decide to make Necros into a moving nuclear reactor of conditions.
There has been a lot of feedback on the forums regarding how Necro should be balanced and what they were missing, and that was survival and ability to disengage; a lot of necro players felt that this is what they needed, but instead of taking that approach Arena Net just threw more damage at them, effectively giving them every condition in the game and in abundance although they already had their own unique condition “Terror”.
The problem doesn’t only stop their but coupled with the improvements made to “Weakness” and “Blind”, this elevated Necro into being an unstoppable force.
Had Arena Net buffed blind, given Necro more ways to gain death shroud or a disengage it would have been perfectly fine, I think that most Necros would agree to that.
Instead Necro was given, Burn on crit, Torment on a new death shroud ability that also immobilizes the target as an aoe and with the new “Weakness” and “Blind”, it just made no sense, in fact if anything it just blew my mind, how a balancing team thought that this would be in anyway balanced.

If you thought that not giving them a disengage and increased survival, but piling on more damage would solve the problem, then your sorely mistaken, but because that sort of approach to balancing has made this game close to unplayable.

Let’s look at another example, thieves, previously thieves main issue was being able to sustain themselves in a fight, and remaining effective through out of the fight; instead of being one shot wonders that fell off after their combo was down.
Take a look at thieves in the current meta, s/d thieves have access to an astounding amount of evades and teleports, that the class its self has become mindless there is no repercussions for diving and little regard to coordination because they can port back at any time, if the thief is very well played it is extremely difficult to punish it.
It just doesn’t promote good play, when you know that you always have an out at the click of a button, and that it takes your opponent ten times more effort to take you down, then it did you just recklessly doing what you want.
Stealth, is another issue in this game and plays right into the same category, it’s just so difficult to punish, and there is no real other counter for stealth than another stealth, there is no intelligent play behind; it’s just a free “do what I want” card.
If there was a reveal mechanic or a way to counter it, then you would see a lot more intelligent play and thought process put behind stealthing, but at the current state of the game there just isn’t.

The current meta is for lack of better words complete and utter crap, the game has never been more un-enjoyable to play then it has been in the past 3 weeks .
Supporting team mates and actual intelligent play has been completely thrown out the window, and things have been degraded down to a condi spam meta, that doesn’t promote any sort of skill or team play.
Damage is so out of control currently, that by supporting a team mate you kitten yourself because regardless of your support, damage is so high he is going to go down anyway.
I miss the days when there was a thought process behind what you had to do, instead now it is a stealth insta gib condition infested meta, that is both un-enjoyable to play as it is to watch.
I hope that Arena Net listens to its players and looks at the current thread and remedies the current problems, because if it keeps going like this, I doubt there will be anyone left playing this game after Pax, because honestly I find no reason to continue playing a game that is meant to be a five vs five game, that promotes no kind of team play or team support.

I understand that a lot of people might disagree with what I have said here, but this is strictly how I view the problems in the game, I have personally discussed this with a lot of players and they feel the same way, I just hope that we can get some input regarding this matter from Arena Net, because this game has been on the decline.

Thank you.

Team Paradigm.
Xeph.

(edited by Xeph.4513)

You chose conquest, make it conquest

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Posted by: Med.6150

Med.6150

My suggestion:

Introduce node point generation decay.

Nodes currently generate 1 point every 2 seconds, regardless of how long they have been in your possession. My idea would see you introduce an interval with 5 stages that gradually increases the time between the generation of points the longer a node is in one side’s possession (1/2s, 1/4s, 1/6s, 1/8s, 1/10s an 1/10s beyond that).

Flipping a node would obviously reset the counter for the other team.

By doing so we would achieve the following:

- More aggressive node attacks (conquering nodes; conquest)

Instead of seeing 1v1s on a side node, a team fight on another and absolutely no action whatsoever on the third node, players would be encouraged to fight over all 3 nodes, because holding two nodes for a long time generates less points than a “freshly” flipped node

- Less snowballing and the ability to turn matches around all the time rather than once

The dynamics suggested would allow a team to make comebacks when they decide to rather than watching a timer for a secondary objective. The team who just got wiped is encouraged and allowed to regroup without the feeling that the enemy team is generating a huge amount of points and thus an ever-growing lead for every second they are not actively engaged (not just engaged but in control of the node rather). The feeling of running against the clock would be greatly diminished.

Matches could go back and forth like this and a not be decided way too early, if you you happen to be 200 points behind. Currently this is almost impossible unless you somehow manage to turn it around 3-capping them and holding onto all of the nodes for a prolonged amount of time (in fact we very rarely see this happening).

- More emphasis on battles

By implementing my suggestion team members would finally not feel like they are wasting time on capturing a node against an equal amount of defenders. A fight over a neutral node would become worth fighting for, even if the side node’s have been captured by the opponent. Winning the node might take a while, but you are rewarded for the time spent with a fresh node that generates a greater amount of points with the possibility of capturing another fresh node after you have wiped the enemy team in a 4v4 for instance.

- Bunkering and DPS

Changing the dynamics would not make bunkering obsolete (somebody might be thinking that), instead it would encourage bunkers to be more active and defend different nodes during the match rather than sitting on a single one for the whole duration of it.

Not allowing your opponent to capture your old node may be important, but it may be more beneficial to move your bunker to a neutral node instead till your reinforcements arrive in order to get a fresh node and once again generate a sizeable amount of points rather than sitting on an old node while the enemy gets a fresh one (so instead of trading an old node for a fresh one, you gain the opportunity to trade a fresh one for a fresh one)

Also, since fights over a node that isn’t yours have become more important and you are not being severely punished for the inability to drop targets excessively fast by running against the clock, it’s possible that balanced builds could become more popular, as these are generally stronger in even numbered match ups that last an extended amount of time.

(edited by Med.6150)

You chose conquest, make it conquest

in PvP

Posted by: Med.6150

Med.6150

After what feels like a million games played, I’d like to make a general suggestion as to how to make conquest more dynamic, exhilarating and perhaps solve some of the issues connected to it with very little effort.

Instead of stating my suggestion first, I will list a few of the issues we players see and state regularly and which you may have been perceiving as well in the past 10 months. I will try and address them point by point, but understand that they are intertwined:

- Conquest feels stale

That’s something that many, many players have brought up and has definitely caused some of the playerbase to either abandon structured pvp or the game altogether.

When we ask these players what makes it feel stale, the answers we receive are mostly that people are not interested in fighting over one of three nodes for prolonged times, as while they are being stalled on that node points are generated for the opposing team, because any nodes in their possession, contested or even undefended, keep ticking at a steady rate. The alternative of switching nodes once you have engaged has very little incentives, as all nodes are worth the same amount.

Furthermore, battles usually only take place on mostly one or two of the three nodes, while the third node is left open. Winning a long drawn out battle on a node and losing the one generating points for you in the process by a single player walking over to it and capturing it without any thrilling interaction, adds to that feeling.

- Bunkering and DPS

You have made it clear that bunkering a node is part of what you envisioned for SPvP. You have also come to realize that excessive bunkering is detrimental and thus has to be countered with a very strong emphasis on damage output in order to be able to debunker said node.

As a result in the past ten months we have seen and heard from pretty much everyone how this promotes extremes and limits builds to either bunkers or glass cannons and thus leaving very little room for balanced builds.

This leads to the realization that winning fights is obviously important, but it is not as significant as holding nodes (for which you need bunkers, as I will explain next) very quickly.

On the other hand this also means that, if you have to raise or keep damage so high to be able to overpower a full out bunker spec, everybody who plays such a dps build and who is obviously paying the opportunity cost for the appropriate damage output (in theory, but this post is not about class balance issues), will usually melt in the blink of an eye when targeted by a dps counterpart on the enemy team

- The matches snowball and it’s excessively hard to recover from a bad start

People like me who have been actively playing every single day and followed every discussion surrounding PvP or even those who have just watched the SotG and forums on a regular basis are aware that the designers are trying to come up with solutions to the above.

You guys want teams to be able to turn matches around, but you are attempting to do so by introducing more important secondary objectives (Temple of the Silent Storm is usually thought to have the best mechanic in that regard and if it isn’t ToSS it’s Legacy of the Foefire’s Lord for the last ditch effort sensation).

While I believe these elements can be expanded on, I do not feel that patching up a snowballing point system with a single huge table turner is the way to go. I can guarantee you that losing a match that you have dominated in terms of combat, because the opposing team kills the Lord with 4 people in down state, leaves a sour taste in every competitive pvp player’s mouth. Shout-casters may love it, spectators may enjoy it (because it’s easy to understand mostly and also very visual), but any team losing like that will tell you it feels cheap.

That said I will finally come to my simple suggestion and try to point out how it will affect the game and possibly solve or at least very much alleviate above issues (undoubtedly it will create new ones, just like any system would, as one can only project that far into the future).

(edited by Med.6150)

post patch explanations

in PvP

Posted by: milo.6942

milo.6942

i dun see any problem here, there is a lot of info on the web previewing the upcoming changes, especially about necro… last “state of the game” too gave us info. the reason is simply put, “profession balance,” and “a varied meta,” avoiding any pigeon holes to the way we trait or equip. i don’t think there is any contradiction with the previous vision of how the company views class roles/way to play, just, the traits needed revamping, and devs r advancing that priority in our most recent patch.

if your wondering, it will lead to A. players who learn and adapt and help the meta to plateau and B. the player base that will leave a meta they see that wont plateau. kind of a catch 22

http://www.guildwars.com/gameplay/developer_updates/september_2012_skill_balances.php
this is what an update is supposed to look like.

Return of real Tournaments?

in PvP

Posted by: Rerroll.9083

Rerroll.9083

+1

Id implement a daily 3 round tournament with gem/gold reward. Also, once lose you can spectate the other matches.

Up Rerroll

Invulnerability after match ends

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Posted by: Daemon.4295

Daemon.4295

I imagine this has been brought up in the past, but personally I would really really prefer it all players became invulnerable as soon as the match ends. I’d like to be able to exchange goodbyes, congratulations, comments, etc., but it’s impossible when everyone is fending for their lives until they exit to the lobby.

Ayana Wenona (Ranger) | Doctor Skorn (Necro) | Electra Lux (Elementalist)
Scarlett Daguer (Thief) | Gritt Bloodstone (Warrior) | Sirius Zand (Guardian)
- Whiteside Ridge [EU] -

Can we have enemy cast bars please?

in PvP

Posted by: Rorshock.8193

Rorshock.8193

It would help for a few reasons:
1. It would reduce the knowledge barrier required for new players to get into PvP (e.g. they could actually see which spell was putting a specific debuff on them).
2. In certain zergfests, it can become almost impossble to tell who is casting what.
3. It would reduce the advantage Asuras have over other races in PvP.
4. Honestly I feel like, at times, the animations in this game are not clear enough to justify not having enemy cast bars (certain spells do not give enough warning).

I actually see no real reason for there not to be enemy cast bars.

(edited by Rorshock.8193)

glyph of renewal

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

Yumpi should definitely teach some eles how to use it properly.

Read It Backwards [BooN]

Keep winning teams together

in PvP

Posted by: Cazbah.4706

Cazbah.4706

This is a feature that existed in GW1, and I can’t understand why it hasn’t carried over to GW2.

When my matchmaking team wins a match, please keep us together and requeue us.

After finally stumbling onto a capable team, why do we only get to play one match with each other? This is beyond frustrating.

Some of my fondest moments from GW1 were getting a team thrown together and going on unexpected, but rewarding win streaks.

Idea to improve Solo Q / Voipless play

in PvP

Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

Next

For this patch: drawing on the minimap is working.

When playing, you now your teammate’s profession icons (you don’t just see a green dot, you would see a Warrior, or Ele, or Thief, etc.).

IGN: Chaplan
“Every man takes the limits of his own field of vision for the limits of the world.”
-Arthur Schopenhauer

People should lose rank for inactivity

in PvP

Posted by: Lordrosicky.5813

Lordrosicky.5813

It would promote a healthy, competitive playing environment.

Currently the people at the top of the leaderboard usually get there and then quit for ages to stay there. This shouldn’t be possible. Instead after a few days of inactivity the account should gradually lose rank (exponential decay). This clearly isn’t in the current ladder system of arenanet which seems like a huge oversight (or if it is in then it isnt enough by a long way).

Character: Henry rank million/Duke Henry
Necromancer/Casual Warrior
[Team] Best WvW guild of all time. EASILY.

State of the Game Post-Discussion

in PvP

Posted by: Mif.3471

Mif.3471

Did they double all signets stats? Like healing?

I’d like to know how Engineers, the only class without signets, will be compensated for this buff to all other class.

Tarnished Coast | Best cookies in all of Tyria

Leaderboards with search - www.gwshack.info

in PvP

Posted by: turshija.3627

turshija.3627

Since we still don’t have search in current leaderboards, I’ve made my own version of leaderboards which crawls data from official one page by page, and displays all of the 1000 people on one page so you can use CTRL + F to search for people fast

This is just “fast” version full of bugs, but “it works” and I hope someone will find it useful until Anet guys implement search in their version

http://www.gwshack.info

Features:
-FAST search
-it displays all 1000 players from sPvP Europe leaderboards (I will add America soon too -> done)
-displays achievements now too !
-I refreshes data every 30 mins
-daily graphs for rank, wins, loses, wins% and achievements!
-nice and fast sorting

Todo:
-EU/NA switch -> done
-Achievements -> done
-daily/weekly/monthly graphs -> partly done, need more data to plot weekly and monthly graphs
-sorting by wins,loses,WL -> done
-search -> done
-beautify site a bit ^^ -> done

Searchable leaderboards → http://www.gwshack.info
Leaderboards feedback → /forum/pvp/pvp/Leaderboards-with-search-www-gwshack-info/first

(edited by turshija.3627)

Analysis of Cantrips Eles

in PvP

Posted by: Oblivion.8307

Oblivion.8307

Badly formatted blogpost, but give it a read and offer feedback, thanks.

http://symbolictp.wordpress.com/2013/04/10/analysis-of-cantrips-elementalists/

Symbolic