Showing Posts For osiris.4623:
Fixed?
/15
Power.
Toughness.
Vitality.
people will complain about anything…
I wont be logging into the game until its been fixed.
goodbye
Been playing MM exclusively from launch. Staff works great with MM.
staff2 heals your minions…
I run staff and axe/warhorn . Yes sometimes the minions die, but that’s the price for having a constant uptime on all your skills.
Also, most of my minions are mobile range turrets, so they should be striking from beyond the center of the point.
Hello frands! Troglodyte Prime here, Terribad from nowhere!
Deep Freeze has an obvious animation and long cast time, so you should learn to dodge it!
Wahoo! Bye frands!
A simple and easy way to monetize it is to offer single elimination tournaments as I suggested here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/King-of-the-Hill-1/first#post4348001charge 25 gems to enter, and the winner receives 150
any variation on this simple theme is completely doable and prices and prizes can be adjusted as needed.
rofl
we alrdy had tournaments which u had to pay for to enter etc. this was the very first system and it was kitten and removed for a reasonand i rly dont get why u want moar options for anet to squeeze money off u while they never do/did/ will do anything for it ;D
Yeah, well, that is because they focused on team only. This would be short, solo events requiring no team and having a clear winner. Events like this are easily scalable as long as the players are in multiples of 8. I have run over a thousand tournaments for various games and it is very simple. Because you do not rely on other players you avoid the issue of 4 vs 5 and everything that goes with that. A player doesn’t show up, or is afk …he loses. and that makes all the other players all the more happy.
A simple and easy way to monetize it is to offer single elimination tournaments as I suggested here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/King-of-the-Hill-1/first#post4348001
charge 25 gems to enter, and the winner receives 150
any variation on this simple theme is completely doable and prices and prizes can be adjusted as needed.
(edited by osiris.4623)
New structured PVP map for 8 players.
Game ends when there is one player left alive.
Game opens with 8 players spread out evenly around a mountain peak.
Shortly after the game begins red mist slowly begins encroaching inward toward the peak. Players caught in the mist will take constant damage and a rapidly multiplying damage increasing debuff.
At the end of 10 minutes the entire map will be covered in mist.
In the event that the last players die at the same time, the winner is the one with the least negative life total.
(edited by osiris.4623)
Hello Arenanet,
I keep coming back to your PVP. I play PVP everywhere, but yours is the best over Rift, Star Wars, WOW, and more.
The reason for this is fluidity of motion, and the even playing field. However, I am afraid you are letting this platform slip away. You need a serious injection of PVP content.
So here is an idea:
Have a contest to implement new battlegrounds. This can be an internal contest of Arenanet. Your employees break up into teams (I don’t know what your staffing looks like, a team could be one person) These teams create a PVP map. A special system is created to randomly enter into these maps and then the community is asked to vote on the best map. The team with the most votes gets their map implemented into the spvp rotation and receive a significant monetary reward.
Wash, rinse, repeat.
If you really want to unlock creativity while minimizing employee workload, you would release a battleground builder to the community and have the community build battlegrounds. Then your employees test them and release the best ones as above, granting the monetary reward to your community instead.
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winning is for losers…
Sneeches with Stars upon thars…
I am confused by how the game decides who gets the boss. Is it the final hit?
well played merlin…
In regards to spamming, sometimes I feel like I am learning the Gun Kata. 1-2-3 dodge, 4-5 swap, 1-2 dodge, 3…
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I recommend starting another class that isn’t ranger. There’s no possible pve build for necros that can outperform the other options. Please do it for the sake of your future teammates if not for yourself.
You can do fine with a Necromancer.
You are acting like bringing a necro is an albatross around the neck of the party.
Drama much??
Stay out of the fire and you will be fine.
my wife was looking over my account the other day and came across my block list. She was pretty impressed with how big it was. Yep, that’s what she said. I block people who are even considering sending insults.
I am the same as you. I stick to one main and that’s it. I chose Nerco and I have not been disappointed. I play Minions and I do pretty good in PVP and PVE. I have tried other builds but nothing else seems to work with the Necro. my 2 cents
The marks have different center picture, so technically they are not all the same. I like the playstyle. It allows us to frontload damage before the battle even begins. Heck, I even run Greater marks, you want to NOT trigger them? Ok then I guess you are just handing me the point. Then again I PVP all the time.
Minion master can put out a an impressive amount of damage while downed, because the minions keep on swinging when down. This means that unlike many classes that are in danger of being ignored while down, we MUST be stomped.
^^^ Learn to google?
The Prison:
The art of leaving one or more players in a downed and helpless state of limbo for as long as possible.
Discuss…
The Siphon traits are just so… pointless.
It’s just weird to have so many traits devoted to healing, which is nice, but then have a class mechanic where these things don’t work anyways.
Vampiric Master trait is a must have for Minion Masters. I use it. It adds 80 damage to each minion attack, the actual siphon healing is just incidental.
If I use 2 sigils of fire do they share a cooldown?
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Title says it all…
Can someone post a link to these changes?
Do weapon Sigils Trigger when in Death Shroud?
I prefer Path of Midnight (Death shroud skills recharge 15% faster) to Vital Persistence (50% slower Life force loss in Death shroud) but good stuff!
Arctinus, I am not suggesting removing underwater combat. Just the alternative weapons.
Relying on team all the time kinda blows. Every day I get a match that starts 4vs5 in SoloQ. Everyday I see in team chat “**** this game”
Every day.
That is the current experience.
Hello Folks,
Been playing GW2 since release and I really like it. That said It has been a couple of years now and we can look back and take stock. The weapon swap of underwater combat feels like too much. So much so, that I avoid it, and when forced to engage in it for PVE, I always let out a sigh of frustration. I lose my weapons, some of my abilities are unavailable. I have a whole new hot bar to manage…It is not fun at all, at least for me. It was a nice idea, but in practice, I have no desire to explore these abilities, I want to use my regular abilities, perhaps those regular abilities could be modified underwater, but switching weapons…and on top of that, I have 2 underwater weapons…I appreciate your enthusiasm, but I am not into it.
My friends and wife who play all feel exactly the same way, which is a shame because the mechanics are getting in the way of enjoying some great scenery. Barring the one guy who comes on here raging about how great it is, and accusing me of being lazy (You are the guy who proves the rule) Don’t you all think this was a nice idea that doesn’t really work, or add anything to the game?
I can ’t imagine that anyone plays without getting the 25% movement speed buff somehow…
Why I like it:
Huge bonus to HP.
Allows 100% swiftness buff uptime through Locust Swarm and Spectral Walk (Necro)
Hello Folks,
I use the Rune of Speeed . (edit for kittens)
Am I the only one?
Just curious,
AMO
Hello Folks,
First the Kudos: By standardizing stats and opening up all the skills and building points for all users you have created an environment of equality that favors skill.
What you are doing wrong: You only support team play.
Why this is bad: you force pvp to depend on other people. Other people are unreliable and this creates an unending cycle of blame, and causes extra frustration.
All the Fantasy battle games claim that it must be this way, as the game is not balanced around 1vs1. This is a complex way of saying that the game is simply not balanced. I get it. Abilities are complex and can be abused. If you opened up 1 vs 1 and suddenly engineers dominated the entire format this would cause you to need to nerf them, and suddenly they would not be able to cope in the more common group scenarios, creating a vicious cycle.
But, that’s not really the case. With creative control you could apply a global buff/nerf to the standing of various classes based on performance.
Imagine that Necromancers dominate the field and after a hyped event 90% of the top players are one class. Then you could apply a dominator debuff for the next season of a couple of percent of damage. Likewise the underrepresented class could get a buff. This would be part of the game, all above board and understandable to the players. Those that play the nerfed class would do so with pride because it represents their domination. “That’s right! I owned you, and I was running at a 4% debuff!” Or , “Wow, Mesmers have been doing terrible! That buff is up to +6% in solo PVP. I think I’ll see what I can do with it!”
Quick events could be run with 8 players, the winner of each 1 vs 1 progressing to the next round for three round. This is the most basic tournament format and nobody uses it.
Change is the only constant.
-Osiris
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