IGN: Valkyrie Friisong
Lvl 80 Warrior
Or it could be extremely unfair because you could be on TS with that person and tell them everything that’s happening.
As others have said, there is a delay when you spectate as intended in GW1.
add a 30s delay, problem solved.
In this case, why not just record the matches and analyse them with your friend afterwards…
That’s assuming everyone had the ability to record and share, which not everyone has. It’s a lot more simple to just spectate within the game.
I’m sure this has been mentioned before, but I really would like to see this feature come in soon with the Leagues system (or shortly after).
Being able to watch friend’s matches or your own can help improve player-skill and can be fun
So acrobatics traits got reworked into the new elite spec and it was imbalanced before.. does that mean the new spec has counterplay? Probably not. I would like to be first to welcome back the Dodge-spam 33333333333 thieves back with a more OP spec.
tldr: I have no idea if the spec will OP but I want to start the complaining now while pretending I am asking a valid question.
Again, not complaining. It’s sarcasm towards bad design imo. Dodging makes you invulnerable, so why improve it unless there is counterplay?
For those who say “just CC after the dodge”, you seem to forget that spamming dodges will also dodge the CC or use a stunbreak and wait for CDs. You don’t need stability when you can just dodge 4 times in a row and then reset.
Some people may be referencing S/D #3 where there is a minor frame in which they’re vulnerable, but that is negligible for a good thief or thieves with a stunbreak. I’m just talking about the dodge mechanic in general and improving it with giving more endurance or traits like “Feline Grace”.
This isn’t complaining… it’s a question to a design choice: Why improve dodging on an elite spec? Is there going to be counterplay?
So acrobatics traits got reworked into the new elite spec and it was imbalanced before.. does that mean the new spec has counterplay? Probably not. I would like to be first to welcome back the Dodge-spam 33333333333 thieves back with a more OP spec.
Better for the game play? Probably. But whether this translates to more profit is, I’m sure, the real question. Remember, Anet is a company that needs to make profit to continue and dedicating a team solely for PvP balance could be a waste of resources if it doesn’t translate to a profit growth somehow.
Better game play means players stick around longer and new players join. ANet’s own statistics show that players who play more often spend more money on the game.
^this. I can assure that more people would be playing if the game was balanced more often. That translates to more gem store sales, bigger population, less queue times, and more.
This game would be a lot more balanced with even less balance patches, Kappa.
I understand the large player-base is mainly in PvE, but having a dedicated balance team (as in a team that only focuses on balance patches every X weeks or X months), instead of a group of developers that touch pvp balance then work on guild features and monster designs and etc, would be healthier for PvP/WvW and the entire game in general.
As Mike O’brien has said before, the player-base doesn’t stick to 1 game-mode.
Please change title to “Sick of the disrespect to The Abjured”
The competitive teams in NA consist of mercenaries that flip flop like pancakes because the abjured have been together for years.
Once a better leaderboard/league system is in place where we can see new ppl w/ skill, then maybe NA will have more competitive teams.
You’ll never go back to a previous division during a season however, so if you’re having a bad streak, there is a limit to how far you can fall.
I’m sorry Grouch, but that sounds like a farm-board to me. Players should drop in divisions if they have been losing really badly, and I think they would accept that fact.
They don’t seem to have re-introduced soloQ, so solo-players will inevitably reach the division ganked by pre-made teams full force…and there you have no chance to win
It’s not impossible to win games against premades while solo q-ing (I’ve done it plenty of times). If matchmaking worked as intended, the other pugs on your team are hopefully around your skill level.
If they’re not, matchmaking knows your chances of winning, so if you lose when it knows you will, you won’t lose pips, or something like that.
You’ll never go back to a previous division during a season however, so if you’re having a bad streak, there is a limit to how far you can fall.
I’m sorry Grouch, but that sounds like a farm-board to me. Players should drop in divisions if they have been losing really badly, and I think they would accept that fact.
Bump. With the announcement of the league system.. I find this to be HIGHLY revenant
;-]
Also, promoting this in-game with double reward track point weekends when using curse voice or something along those lines would go a long way.
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HAVE YOU MET FOXIBLE?
So yes, numbers will change.
I understand what we saw wasn’t final, but I’m giving them feedback on what they have shown. They said they want it to be more active, but giving resistance for 6s won’t make it as active than it already is.
I thought they said they were reducing the passive heal from sig.
From Dulfy’s notes:
“Healing Signet regen is going to get lowered but you gain Resistance for 6s when you use it, making you immune to conditions.”
Yes they said they were going to reduce it, but that’s more of a nerf than improving the skill or changing it to be more active. My suggestions allow the skill to be more active and still be a viable heal.
I’m still not going to pop it to get resistance for 6s (which can be ripped or converted).
If the goal is to make the skill active rather than passive, reduce the passive healing by 50% (or some number around there) and increase the active heal. You can make it conditional for skillful play like:
Suggestion 1
Passive: gain 150 health per second
Active: heal yourself for 4000, for 8 seconds, your next successful burst skill heals you for 5000, if it misses, you don’t receive the 5000 heal, (cleansing ire procs before the heal)
Suggestion 2
Passive: gain 150 health per second
Active: gain 800 health per second over the next 10s
Those are just a few suggestions, and both have counter-play. Feel free to list other suggestions below.
First and foremost, make sure you have registered an account with battlefy and are logged into the site before you sign up for the pvp events.
AspectGG and Academy Gaming are two different pvp organizations, so they will have two different websites:
battlefy.com/aspectgg
battlefy.com/academy-gaming
Once on either of those pages, you scroll down to the events listed. Click on any upcoming tournament you wish to play in. The tournaments will have titles and dates.
After doing that, you should see a JOIN button around the top left.
Hopefully that helps.
Allow me to explain your “issues”:
Everyone here is wrong and obviously has never heard of Schrodinger’s Cat.
Because the sigil has a 50/50 chance of proc, it is both alive and dead at the same time.
#schooled
/thread – You’re welcome.
That’s awesome to hear they’ll be vulnerable to conditions!
My concern is with buffing turrets to be able to crit. The way many turret engis spec now, turrets deal plenty of damage just between rifle turret and rocket turret. I feel that allowing turrets to crit may be abused and the balance will backlash because people will cry TURRETS ARE DOING MORE DAMAGE NOW.
You’re misinterpreting the post, but you’re not the first. I’ll edit my original post to be more clear.
Engineer turrets themselves cannot crit, but they will be able to receive crits from other players/NPCs.
Ah, my bad. The way it’s worded: Engineer turrets will be able to be critically hit.
Sounded like turrets would deliver critical hits, but I assume you mean Turrets can be critically hit by enemies or Turrets are vulnerable to critical hits.
Thanks for the clarification Grouch!
That’s awesome to hear they’ll be vulnerable to conditions!
My concern is with buffing turrets to be able to crit. The way many turret engis spec now, turrets deal plenty of damage just between rifle turret and rocket turret. I feel that allowing turrets to crit may be abused and the balance will backlash because people will cry TURRETS ARE DOING MORE DAMAGE NOW.
This is speaking from my personal experience, but I’ve found that both teams can be equal in terms of offense and defense. Yet, as soon as the heroes spawn, whichever team acquires the hero has a huge advantage…
That leads to my original post. Why is it that when your team successfully defends the enemy push, but the enemy is still in the lead and has respawned and went back into the map sooner than your team?
I can’t count a single other thing that has helped your team other than your lord didn’t die, but your team is still losing.
It works both ways.
Everything in this thread doesn’t read of anything being unbalanced except for team wipes not being as meaningful in this mode since it a short distance from respawn and Lord room. Which actually makes defending easier.
As soon as people nail down solid strategies and form some SH meta, I think much of the concern you have raised no longer applies.
My main point is that you can successfully defend, but still be losing because nothing productive was done other than saving the lord. The enemy had no consequences dealt upon their deaths, so they’re still winning, and your team hasn’t come back.
The proposed changes would be that because the enemy failed, you have a chance to come back. I have listed possible changes in my OP.
I suggested the opposite in that punishments would be given to the enemy team for dying in the lord’s room. So your team can come back into the game.
I support that idea, but then a situation like this can occur:
Both teams have 250 points. Team A has made it to the lords room and gained a lot of their points from killing NPCs. Team B is through one gate and had gained a lot of their points from ignoring the objective chasing players all game.
Team B: collapses back to their base and wipes a few enemy players and decides to turtle behind their NPCs for the rest of the game.Team B is now in the lead and wins the game. Team A lost, but was closer to completing the objective.
Who deserves the win? The objective oriented team or the team ignoring the objective and playing “death match.”
That’s more of an issue with the timer, not the game-mode. Other MOBAs have no time limit, so game ends when one lord dies. I can see what you described happening, and hopefully Anet can balance the point system, because I’m sure that could use more work, especially in regards to defending the lord.
If that’s the situation you’re in, then you’ve been outplayed up until this point and the enemy team should win. For them to be in, you’re team either didn’t defend properly at the start and/or they did not cause enough counter pressure. Increasing the reward for defending in the lords room, would cause stronghold to be too forgiving.
If defending rewards were “buffed,” then more often that not, teams would turtle at the end and matches would end up lasting until the timer ran out.
I suggested the opposite in that punishments would be given to the enemy team for dying in the lord’s room. So your team can come back into the game.
Again….
You have to look at what went wrong before all that. If you are stuck defending like that your team didn’t defend properly to begin with.
This is speaking from my personal experience, but I’ve found that both teams can be equal in terms of offense and defense. Yet, as soon as the heroes spawn, whichever team acquires the hero has a huge advantage…
That leads to my original post. Why is it that when your team successfully defends the enemy push, but the enemy is still in the lead and has respawned and went back into the map sooner than your team?
I can’t count a single other thing that has helped your team other than your lord didn’t die, but your team is still losing.
I think that OP, when he says “defending” he means the situation where you are stuck in your base because, for whatever reason, the enemy team outplayed you in rotations, objectives, etc… you are stuck in your base and although you wipe them, you still have to deal with some NPCs coming through the lane + you don’t have enough time to get to the supplies.
In that situation, comebacks are unlikely to happen. There, the max you can get is stalling the game and actually losing it by timer, as you can’t push at all or gather enough objectives to gain points.
So yeah, I think OP is right.
Definitely right on that. I’m not saying defending the entire game needs to change, I’m saying situations where you’re forced to defend your lord and the results of that need to change. Because, currently, if your team does well in defending the lord, nothing has changed or helped your team to come back into the game.
This thread is intended to analyze and criticize your team’s successful defending or the enemy’s poor offensive, and the rewards/punishment that follows.
Before I start, I understand that it already isn’t rewarding to play 5 people on defense the entire game, nor am I referring to buffing or supporting that strategy (it’s lame and not fun for both sides).
I refer to situations where the enemy team forces your team to play heavily defensive, such as 3-4 enemies pushing onto your lord with npcs. In a situation like that, let’s assume they summoned a hero, so at this point, when the enemy is pushing, they are also in the lead by points (I think summoning heroes gave the most points compared to other objectives).
So, the enemy is pushing and engages the lord. Your team is successful in rotating fast enough to defend the push and in the process you slay numerous enemies if not everyone. This is where the problem occurs, no rewards are given to your team nor are there any consequences to the enemy team, in the end, they are technically still winning because they have more points. Also, in the meantime, enemies re-spawning can spawn more npcs or do other objectives.
That problem is the infamous snowball. Once they summoned the hero, it’s more than likely that they’ll win the game. I imagine that is why many players feel either you stomp or get stomped. The current mechanics don’t allow for comebacks.
The solution? I’d start with punishing the enemy team (again, don’t want to support the 5 man defense strategy). These are my suggestions in the case that the enemy fails a push and wipes (aka your team has successfully stopped the push).
The other way is to reward important defense events (such as wiping the enemies in your lord room).
That is all I can think of for now, if anyone has other suggestions, I’ll be sure to add them here.
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Engineer:
Updated grand master trait where “Turrets apply boons” to “Turrets orbit the sky and gain solar panels to increase their self regeneration.”
Updated animation of placing turrets to launching satellites into the sky when using the grand master Satellite trait.
The two statements were not contradicting. Yes, I forgot to mention the grace period, which Meri added, but the rest still applies if you reconnect after the grace period. As for how long the grace period is, I don’t know, but seems like people say 1 minute.
You could just experiment all of this yourself instead of raising your sodium levels. Cheers.
To answer your question:
Leaving before or during for any reason will result in 0 points gain. Also, if you’re in a party with that person who left, the rest of the party (not the team) will receive a forfeit status (counted as a loss or 0 points gain… I don’t remember).
It somewhat explains it in the wiki Evan linked:
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Ladder
if game.result == 'desertion':
finalScore = 0
Penalty reason="Abandon" stacks="10"
Reason the dishonor is being awarded. Abandon: leaving a match before the end. QueueDodge: leaving or failing to confirm you’re ready for a match. Banned: When a GM determines you may no longer participate in ranked or unranked arena.
-From the wiki page
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but i doubt this will be used in matches, or at least i wont participate since id really rather not listen to someone raging at me for not rezzing them when their on mid with 4 enemies spamming aoes.
You can immediately mute/unmute ppl with 1 click, so that would be the best option. Just like in game that you can turn off map chat or team chat or just ignore it.
Biggest thing is the ability to automatically connect with your team in soloq etc. Any VOIP is a nice thing but making it absolutely convenient to listen to your team is key.
I definitely agree, but Anet has to do their part to make it accessible to Curse Voice. Hopefully they’ll look into it as other esports games have (League of Legends and Smite to name a few).
This will work great with GW2’s inability to copy text from the chatbox not.
You can paste stuff into the game, but yea its hard to copy. All you need is the 5-6 digit ending, so that’s pretty easy and fast to type in.
So there was recent talk about how in-game voice communication would help out with solo players or pugs, and I thought I’d just drop this gem here.
It’s called Curse Voice, I’ve been using it recently in other games, and it’s practically amazing. What’s even better is that everything about it is FREE.
What’s unique to this compared to teamspeak or mumble is that it is REALLY SIMPLE to join and leave sessions, compared to joining servers w/ passwords and other stuff. Curse Voice gives you a simplistic URL and you can copy paste that for yourself and friends to join sessions. It creates unique sessions, so that random people can’t enter unless they have the URL.
It’d be cool if more ppl started using this, so before matches start, you would see ppl copy-pasta a session and quickly get into voice comms. What would be even more awesome is if ArenaNet supported the use of it’s auto-matching feature. Anyways, GLHF and hope this helps.
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Are you even sure PvP will be enabled in this stress test? Not sure if there are even enough people interested in doing PvP this upcoming test.
I doubt the new WvW borderlands will be in, so PvP might get the same treatment.
I’m guessing they’re going to be using the same beta from PAX, so stronghold will hopefully be available. The new WvW borderland will be shown this Friday on ReadyUp.
Not sure if everyone understands what a stress test is on Tuesday lol. The odds of you playing the actual game for more than 15 minutes are very slim. It could happen, but highly unlikely.
I doubt for the 3+ hours that the servers will be unplayable. When GW2 was first coming about, the stress test were playable and enjoyable. Sure, I’m expecting hiccups, but I’m more looking forward to playing the new stuff.
Hey All!
I was one of the lucky few to be selected for the stress test this Tuesday. I’m assuming they’ll have Stronghold available to play, so I plan to be playing that for a good while. I’d like to invite you all to come watch the gameplay. I’ll also be answering any questions or comments.
The Stream: http://www.twitch.tv/manysongsgw
I’ll be trying to use some unique builds on existing professions and play some Revenant as well! Feel free to come by however long you want, and thanks!
Feel free to discuss any builds below in case I haven’t thought of them
I agree, there should be separate queues. Also for practice, you should be able to practice conquest or stronghold (separate the practice button?), rather than having to view the server browser and picking one.
They mentioned that in Ready Up today. Time limit is currently at 15minutes (might change) and if a game ends by the timer, whoever has the most points wins. Teams can earn points by playing the map (completing various objectives) and a team that only defends and kills npcs probably wont have as many points as the other team doing other things on the map.
I much prefer 5v5 over anything higher for competitive play. It becomes way more difficult to organize more and more players on a team. It’s also easier for casuals to find 5 people and queue.
It’s also good that you can customize those options in custom arena for however many you actually want.
Yeah, just got this too. It happened on my last game after it ended. It keep pulling the players from anywhere back into the finished game. Timer is frozen, etc. etc. Screenshot attached.
You’d prefer them in your ranked matches?
It’s as solution to a problem that shouldn’t exist because the daily class win is a horrible idea, so I’m all about them doing this.
It’s not a solution when people are farming it, and the main problem is having profession wins as a daily (which has been discussed before, imo get rid of them). Hopefully, the matchmaking system can do something about numerous players playing the same 2 classes in queue.
Hold up there OP.
Your question may have merit, but before you go calling out folks, you need to do your research.
One of the example groups that you cite in your screen, leaves their room open for ALL players to enter. Sure, we may use the room for our Guild PvE players to help get their dailies done, but in truth, it is very rare that we don’t have guests joining us looking for a straight-up match, to practice builds, or hang out.Many of our guild members (and guests) just want to get away from the sometimes toxic environment that is the PvP lobby, general hot join, or unranked solo, yet still love to get their PvP on.
We welcome all – Don’t bring an attitude, and have fun. Simple rules to follow.
There is no dark conspiracy for ‘rank farming’.
Your intentions may be innocent, but you’re argument isn’t valid. If you want a place to “hang out”, I wouldn’t use a custom arena because that’s not it’s intended purpose even if you own it.
That’d be like saying: my guild and I like to party and dance in eternal battlegrounds. Or better yet, we’d like to duel and GvG in borderlands map and have no one (who is playing the game mode as it is intended) interrupt us.
See where I’m getting at? In terms of the code of conduct, it’s not being used as intended and most likely being used to farm dailies.
They’re pretty much the same as rank farm servers.
Never thought there would be that many people desperate for a win.
I can confirm that entering ranked solo will put you against premades.
@Justin, you can tell if a team is premade by joining the match and right clicking on enemy players, if it says “join party” then they’re premade (this was similar in the old system in that if you saw “invite to party” = pug and “nothing” = premade). Being premade may not be a full 5 man team, but the game I just played against was a full 5 man team.
After the 2:00 minute countdown there’s another 10s before the game actually starts. During those 10 seconds, I wasn’t able to swap utility skills and elite skills (for necromancer, couldn’t build life force using minions). So, I was stuck with some minions.
I haven’t tested swapping weapons and only played 1 game, but wow.
BUMP, looking for a thief as a substitute.
As a d/d ele, if you do not want to use “safe stomps” (Mist form, Armor of Earth, etc.), it is best to “cleave” the body (just dmg the downed enemy) and other enemies trying to resurrect him.
Sounds like you’re referring to a team fight situation like 3v3s or 4v4s. As a team, if an enemy goes down, the DPS specs should cleave the body, while your “bunker” secures the stomp (doesn’t have to if you can cleave the body to 0 HP).
In some situations, you maybe be considered a “bunker” in the fight, so if your team is fine in the fight, no need to use mist form or w/e, just cleave the body. On the other hand, if one of your teammates is down, it is best to get a safe stomp.
Hope this helps.
These guys are the cornerstone behind GASM. Without them, you’d probably never hard of GASM.
Can confirm these guys are masters of their classes and rekt other top players. What’s more genuine is that these guys don’t rage or play the blame game, so I always enjoying pugging with them!
These guys are definitely a great group to try out for!
Currently, when you finish a reward track, the game will pick a random track to start progressing.
I like to reactivate the same reward track over and over so that I can stack the boxes and save space. So then one day, I’ll click all day and get carpal tunnel in hopes of getting more spikes.
I would like this new feature to remember a list containing 1 or more tracks that I consider my favorite, and I would like the game to cycle through that list upon completion of a reward track. If the list is empty, go back to picking a random track to progress.
Pls n 10q.
-Song
Why is blu not just being flown out?
He has done more work than anyone else in the community and deserves it more than anyone. At the same time he is not a top tier player like the others on the list and should not be playing in an “All Stars” competition, he is a caster not a player and we do not want the casting mess that was pax.
+9001
Did you know that you can take the 1 minute 30 seconds to observe the enemies’ comp and change your build to counter it? Sigil/Rune changes? Maybe switch to a different class?
Did you know you can run over to the enemy base in that time and try to see which weapons and skills they’re running? Maybe let your team know?
Or maybe you can discuss the opening strat? 4 mid 1 home? 3 far 2 home? etc. etc.
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Strategy Question: If your opponent gets a 3 cap and your team is just spawning, what is the best way to handle coming back from that? (please consider different maps and comps)
Hello!
The Clean Up Krewe [BKB] is in need of highly skilled thief for regular team queues, mistpedia weeklies, and other future tournaments for North America.
The current core team consists of rank 80s has placed in top 100 of team queue leader-boards and higher on solo queue. We team queue on a regular basis between 9pm and 12am EST.
4th Place for Tournament of Glory Qualifiers 2014
Required:
Preferred:
Please mail/whisper me in game if you’re interested in trying out. Thanks.
(edited by manysongsgw.2931)
Instead of adding bans, have you guys thought about removing the bans and adding a time limit on matches? That would solve your “We don’t want matches to go on forever” problem, and allow your contestants to run builds their comfortable with even if they may or may not be considered bunkers to you or others.
If the time limit is reached and both players are alive, then the one with the most health wins, or add a tie breaker in some way. Those are just some ideas.
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