Showing Posts Upvoted By Oni Link.4621:

Offense vs. punishment, risk vs. reward

in PvP

Posted by: Rieselle.5079

Rieselle.5079

As a player coming from fighting games and action games, MMO combat has always felt really bad to me.

GW2 is a bit more actiony than traditional MMOs, but I don’t think it really captures the mechanics that make fighting/action games work well.

One of the big things that’s missing from combat, is a strong connection between risk and reward, offense vs. punishment.

In a fighting game, there’s a naturally flowing tradeoff between offense and vulnerability. (To make things deeper, the most critical vulnerability is being predictable.)

I can do nothing and block all day, and I will be very safe. However, it’s impossible to defend perfectly, so eventually I will be whittled down, especially if the opponent feels no threat and is free to do whatever he wants to crack my shell.

In order to perform any sort of offense at all, I have to leave my shell and make myself open to attacks. And in order to perform more powerful or useful attacks, I often make myself more vulnerable to more powerful attacks. (eg. a heavy attack takes longer to recover, which means it can be punished with slower, heavier attacks before I can block in time.)

However, a fighting game model (where getting hit will result in your character being stunned) probably wouldn’t work in an MMO, because of multiple players on both sides.

So we need to find another way to create vulnerability when attempting offense

At the moment, there’s a pretty weak link between offense and vulnerability in this game. Even if I blow all my offensive cooldowns in my spike combo (and you dodge), I still have 2 dodges and all my defensive cooldowns available. The only exception might be Thief’s Initiative mechanic, which I will take inspiration from.


My idea: Link offense, dodging and defense together via the Endurance bar.
Basically:
- Reduce damage of autoattacks dramatically. Autoattacks are now the “jabs” of the game ie. safe and weak.

- Every weapon set has at least 2 very powerful attack skills, that require & consume one bar of endurance when used.

- Powerful defensive skills (esp. those that grant evade, invul, heal, etc) also require & consume one bar of endurance. Dodges still consume one bar.

- Increase number of endurance bars to 4.

- The most powerful attacks work similarly to Dragon’s Tooth: they are difficult to land on a mobile player. But at the same time, they also work similarly to 100 Blades: they root you in place for a while (cancellable via dodge.)

- Reduce all forms of passive healing.
—————————

With this idea, I’m hoping to connect Reward (doing damage to the enemy) with Risk (running out of endurance and being unable to use dodges/defensive skills.)

I’m hoping for fights to slow down (less spam because your powerful attacks leave you vulnerable) but also more intense – when a mistake is made, it can be punished severely and end the fight.

This sounds like a big change that will never, ever happen, but I think the serious flaws in GW2’s half-MMO/half-Action combat cannot be resolved without some fundamental changes. I hope the designers will think courageously and deeply on these issues.

Feel free to discuss my particular suggestion, or your own thoughts on the mechanics of Risk vs. Reward in combat.

Edit: Further thoughts in this post:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Offense-vs-punishment-risk-vs-reward/3010633

(edited by Rieselle.5079)

[Merged]Stun warrior meta

in Warrior

Posted by: Ajaxx.3157

Ajaxx.3157

Welcome to a thread that should be dated 2012

Ajaxx – Warrior – [JuG] – Desolation [eu]

http://www.twitch.tv/irajaxx

transmute needs to go

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Posted by: GankSinatra.2653

GankSinatra.2653

MMORNG

Less particle effects.. MORE trails.

in PvP

Posted by: Derps.7421

Derps.7421

Can we PLEASE have less particles and more trails? I love the weapons with melee trails, the particle effects just clog up the screen.

This is a trail, of course this is a flashy one, but most trails are not like this.

Dear Daecollo,

No. Trails are the ultimate particle effect. Stop making stupid threads. Whenever you get a new idea I want you to go to the bathroom look in the mirror and tell it to your reflection because thats the only one who cares. Thank you for your time

With love,

The gw2 forums XOXOXOXOXOXOXOXO

Dr. Professor Evil – Engi
Stunned Girls Can’t Say No <Hawt>

Tpvp Scoreboard Overhaul Needed

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

This is definitely on our radar and we’ve talked about it multiple times. This would also useful for spectators to get an overview of match stats per team.

Bluxgore (80 Warr), Xilz (80 Necro), Ivo (80 Eng)
Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)

Player Driven Meta

in PvP

Posted by: ResJudicator.7916

ResJudicator.7916

Warrior is the answer? Warrior is the meta.

Then why do we see so few in high level play? Most of the Warriors you see in SoloQ are new to the class and aren’t good at it yet/aren’t built right. As for hotjoin, nothing there matters.

Dude get it out of your head warrior is not hard to play…. I see so many warriors now in high tier tourneys that perform near my level (been playing warrior since the start). Your suggesting what is already in the meta… Although pretty much all classes in meta are not to hard to play. The reason people are complaining is because low tier players can compete with higher tier players because of cheese specs carrying them.

We’ve had this argument before, no class in this game is that hard to play. Every build tends to have some sort of gimmick behind it. Even Engis and Eles have very clear combos that you aim to pull off the only initial challenge is the sheer amount of skills and that doesn’t take long to get over. I still maintain that Warriors are heavily dependent on managing their utilities and long cooldown skills effectively, one misuse of a key skill and you’ll find yourself in a bad spot. This is especially true with the condition removal/mitigation skills. Other classes have this as well but with Warriors being melee with no access to stealth or some of the mechanics Guardian has makes it have bit of a learning curve.

What class/build would you claim requires a lot of skill to play? I used to think Engi nades was hard to use but after a while I found that it wasn’t that bad once you get used to the travel time, and in the end all your doing is pointing and clicking. This game isn’t Counter Strike or any other game considered to have a high skill ceiling. At the end of the game this is 2rd person MMO combat, it can be fun but it it’s more about teamwork than it is about the difficulty of playing your class.

Maybe “high skill” isn’t the right phrase for it, but the risk-to-reward ratio is certainly not even between builds. I think that is what people mean when they say that some builds are “hard” or “easy.”

In other words, a build seems “easier” to play when you can mess up a good amount and still beat your opponent, who made far fewer mistakes.

For example, if you want to play a burst ele (and put out about as much pressure as a valk CC warrior), you are so squishy that you will die in a few hits. With a zerker jewel, a backstab + autoattack chain from a thief will kill you. A s/d thief will kill you with a few autoattacks or larcenous strikes. A shatter mesmer’s GS phantasm will take you down below half health in pass. This makes the class risky, or skill-intensive, to play. You need to always be aware of your surroundings (including the possibility of stealthed mesmers/thieves) and think ahead. You also need to be very, very fast on hitting your lightning flash (or arcane shield if you run with that as well). If you mess up, you will almost certainly die.

If you play the current valk amulet + unsuspecting foe CC build, you can afford to make many more mistakes. A backstab from a thief will take off about 20%-25% of your health. While you should obviously still pay attention and react quickly, failing to do so won’t guarantee your death.

Conversely, missing an updraft/earhquake on an ele puts the skill on a 40s cooldown. Missing a gale (focus air5) on an ele puts the skill on a 50s cooldown. Missing a skullcrack on a warrior means you have to wait 8s to try again. This, combined with the survivability issues discussed above, means you can miss more skullcracks as a warrior than you can miss earthquakes/updrafts/gales as an ele.

The complaint about this meta is that these “low risk” (i.e. “easy to play”) builds seem to be more rewarding than the “high risk” (i.e. “hard to play”) builds. Necros, spirit rangers, and phantasm mesmers in particular come across as being particularly low risk, high reward. While current CC warriors may counter necros and spirit rangers, they only exacerbate the whole “low risk, high reward” problem that people have.

What I would personally prefer is to give warriors, rangers, necros, and mesmers high-risk builds that outperform their low-risk builds when played competently. This gives players something to strive for and incentive to improve.

Anyway, those are my 2 cents. Thanks for considering these thoughts.

Player Driven Meta

in PvP

Posted by: BurrTheKing.8571

BurrTheKing.8571

This last month and a half have been very confusing to me. The majority of PvP players agree that the condition meta isn’t fun and needs to go asap. The thing is we already have the tools to try and change the meta ourselves without the need of a balance patch.

Warrior is the answer.

The class has several build that are absolutely perfect for destroying condition based builds, yet no high ranking teams seem willing to use them. What’s even more baffling is how the same people who are saying how much they hate the current meta are now claiming that the class that can stop them is OP. This may just be a case of a very vocal minority making a lot of noise; that being said it still doesn’t excuse the lack of use Warriors are still seeing.

Even if you think Warrior is OP, which I don’t, why are you unwilling to use it yet it’s fine to use Necromancers and Spirit Rangers? Why not try taking 2 Warriors in place of 2 condition users? Building to beat the enemy team is how you create a more dynamic and constantly shifting meta. Hopefully, if we saw more teams with Warriors curb stomping condition teams that would lead to them bringing something like a Mesmer in order to counter Warriors. What was common in GW1 was that Hammer Warriors who know how to quarter knock could lock down a high value target like a monk, so teams had a Mesmer with skills that forced the Warrior to back off.

It feels like the balance team is attempting to indirectly nerf conditions by buffing Warrior. This is a great strategy in my eyes so long as they avoid too much power creep. Too many players want to be able to have a fair chance to win against any build, this is not only practically impossible but not the best choice if you want a shifting meta. A Rock-Paper-Scissors approach would make the game much easier to balance and would allow for more team diversity.

Imagine that conditions are scissors, CC Warriors with Zerker Stance, Dogged March, and Cleansing ire (notice how much they invest) have become rock. So what’s paper? Mesmers, just like GW1. They have access to so many escapes that CC is all but worthless, and that’s fine. The balance isn’t perfect yet but if they keep this sort of balance philosophy I could see Warriors and Mesmers becoming an important part of any team. In a perfect world every class would have access to a rock, paper, and scissor build without being able to have elements of multiple without having significant weaknesses as well.

Instead of demanding that ANet keeps patching the game, lets try and change it ourselves and make their job easier.

EDIT: Here’s the most recent SotG

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

(edited by BurrTheKing.8571)

Spear mainhand + shield offhand

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Posted by: Devon.5672

Devon.5672

This would be epic

Marc Devo | Twitch

80 Dungeon/Fractal Gear (Axe vs Sword MH)

in Warrior

Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

I just said that the build is not centered around using your f1 skill and doing so only punishes your dps.

There is no good pve warrior build that is centered around using your f1 skill. Plenty of bad ones available, though.

Death and Taxes [DnT]
http://www.twitch.tv/nike_dnt
DnT is Recruiting – http://www.dtguilds.com/

Let's make GW2 exciting to watch!

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Thanks for the constructive feedback! You make a lot of good points, though I am curious about one thing:

In #1 you’re saying that you can’t understand enough of the combat without being latched on to one specific player. Then, in #2, you say that epic skills should have epic animations. If we did #2, would that help with #1?

I see a couple problems with following players while shoutcasting; First, it puts the focus mostly on 1 entity in the fight, when there could easily be things happening around/behind that player that the casters might miss due to not being able to see them. Second, it is more difficult to control what’s happening with the camera. There isn’t much we can do about this as we can’t tell players to sit still so the camera doesn’t jerk around.

So, it makes me wonder if these two problems, maybe even #3 as well, would be alleviated with better skill tells and maybe less skill effects. Either way, I think we have a few options to help with the problems you feel happening in the shoutcasted matches.

FYI – ESL tourney had 1.8-2k concurrent viewers during the stream (not to mention #s from non-English streams). Maybe Blu can share with us the total number of unique viewers during the stream – but if it’s anything like the other GW2 tournaments, it’s probably around 30-50k unique viewers. I’d say that’s pretty good considering the LoL championship and GvG streams were happening at the same time!

Can we Improve Might and Vulnerability?

in PvP

Posted by: Writetyper.1985

Writetyper.1985

Yes, HGH engis permanently throwing grenades at 25% frenzy is a really good idea.

Thank you based daecollo.

Mortryde/Cold/Thugmentalist Bara
really bad engineer

Warrior Discussion

in Warrior

Posted by: apt.9184

apt.9184

Just revert healing signet buff and the warrior will be in a good place. Berserker stance can stay like it is now then.

According you…
Good place = Free kill

It was never a free kill……….

Still being.
For me is the easiest classe to kill. I rarely dye for warriors.

Lol I will join your hot joins and find ya :P

Lil Apt
L2P deeez nutz

(edited by apt.9184)

Warrior Discussion

in Warrior

Posted by: JETWING.2759

JETWING.2759

No one looks that warrior is a single and permanent target.
- No have minions.
- No have invul.
- No have stealth.
- No have teleport.
- No have blind spamm.
- No have combo fields.
- No have easy access to protection, retaliation and aegis.
- No have good heal.

This. Nerf healing signet and destroy warrior.

Warrior Discussion

in Warrior

Posted by: Barret.4095

Barret.4095

i love how no one even cared about warriors until a couple weeks ago when nothing has changed about them. no one qq’d 2-3 months till after the changes.. it’s like one baddie decides to cry and the rest just come flocking in and the qq’s just snowball. perhaps after conditions get toned down you’ll see more decent mesmers and eles teach you guys how to deal with a warrior and all you guys can jump on that bandwagon.

“For those whose time and dedication went above and beyond, only to achieve mediocrity”

Warrior Discussion

in Warrior

Posted by: DarthDragonVanquisher.6912

DarthDragonVanquisher.6912

We had to adapt in order kill you, now you have to adapt if you want to kill us.

No, you got buffs.

We got buffs specifically for the purpose of countering the condition meta. It doesn’t change the fact that all of said buffs are ONLY strong vs conditions. Zerker Stance, Cleansing Ire, and Dogged March are very limited in terms of what they are strong against. The combination of skills and traits is what makes Healing Signet have any use at all.

We adapted our strategy in response to the changes we got. Before, most warriors were running GS + LB or Mace/Shield and basically had to play like thieves without stealth. When we got the changes we asked for we used them to counter the very builds that were making us useless in PvP. Now suddenly some want nerfs to apparently every single change we’ve received, yet it was only until warrior received the healing buffs that we became viable.

If I were to only run Healing Signet and not any of the aforementioned skills/traits you know how effective I’d be? I would be absolutely worthless. If I didn’t run Dogged March you know what would happen? I would be kited and worn down much easier. No Cleansing Ire? Beserker Stance wouldn’t be enough to mitigate the conditions.

What we have is a highly specialized build designed for one purpose, to kill the meta that the majority of the community hates. It’s a great excuse to not run the meta because it’s gradually becoming less and less powerful in Hotjoin and SoloQ. Now all we need is to see more Warriors in TPvP and the meta may change without any major nerfs to the condi builds in question.

I completely agree.. It’s like Arenanet said You guys hate this condi meta? Well ok Here’s our gift to you: Take this warrior and get yourselves out of the condi meta.. It’s not like Warriors don’t get countered by phantasm mesmers, Burst elementalists, and Some thieves! We have counters, use them!
I can’t explain this enough.. The tournament community as a whole is gradually shifting most condi based teams are getting wrecked by warriors and soon you will start to see more mesmers and ele’s in the meta because warriors are everywhere.. Hammer/Longbow Warriors counter necros and Spirit rangers, the very thing we have been QQing and Kittening about on these forums for ages! And now we have an effective counter! Arenanet is waiting for us to switch to Control/Power meta and as soon as we do people will realize that warriors aren’t as overpowered as they make them out to be.. If anything Phantasm mesmer damage is a bit over the top and needs a nerf the same with the spamable ele fresh air burst and low cooldown on blinds.. People need to realize that their are counters to warriors out there.. Warriors are here for the destruction of the condi meta, and it is ending finally.. Shouldn’t we be happy and embrace that fact? Once the transition becomes complete and teams start running spike burst/ Control comps more and more in team tourneys we will see a sudden boom in Ele’s and Mesmers to counter the warriors.. Rock Paper Scissors, tired of losing to scissors? Pick a rock then..

The Official GW2 Esports Drama Reporter

Warrior Discussion

in Warrior

Posted by: BurrTheKing.8571

BurrTheKing.8571

We had to adapt in order kill you, now you have to adapt if you want to kill us.

No, you got buffs.

We got buffs specifically for the purpose of countering the condition meta. It doesn’t change the fact that all of said buffs are ONLY strong vs conditions. Zerker Stance, Cleansing Ire, and Dogged March are very limited in terms of what they are strong against. The combination of skills and traits is what makes Healing Signet have any use at all.

We adapted our strategy in response to the changes we got. Before, most warriors were running GS + LB or Mace/Shield and basically had to play like thieves without stealth. When we got the changes we asked for we used them to counter the very builds that were making us useless in PvP. Now suddenly some want nerfs to apparently every single change we’ve received, yet it was only until warrior received the healing buffs that we became viable.

If I were to only run Healing Signet and not any of the aforementioned skills/traits you know how effective I’d be? I would be absolutely worthless. If I didn’t run Dogged March you know what would happen? I would be kited and worn down much easier. No Cleansing Ire? Beserker Stance wouldn’t be enough to mitigate the conditions.

What we have is a highly specialized build designed for one purpose, to kill the meta that the majority of the community hates. It’s a great excuse to not run the meta because it’s gradually becoming less and less powerful in Hotjoin and SoloQ. Now all we need is to see more Warriors in TPvP and the meta may change without any major nerfs to the condi builds in question.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

Bauble Checklist for W2 Z3 (Storm Top)

in Super Adventure Box: Back to School

Posted by: TFMurphy.5136

TFMurphy.5136

With the September 17th patch, it seems that Master of Baubles is finally fixed (or at least, I got it first try after trying after said patch….) There were no extra baubles hidden around, just those we’d found over the last two weeks. I’m sure a lot of you already have the route burned into your memory, but for those of you who were waiting for us to finish — here it is.

First off, I’ll list the bauble count by area. Given the nature of the first three areas (the first mountain), I may list some baubles in one area when they can be reached in an earlier area. I’ll have more detailed explanation of the locations later in the thread, anyways.

Area 1: 3x Blue, 2x Yellow
Area 2: 7x Blue, 1x Green, 4x Yellow, (CHEST: 2x Red)
Area 3: 4x Blue, 6x Yellow, 2x Purple, (CHEST: 1x Purple)
Area 4: 7x Blue
Area 5: 2x Blue
Area 6: 6x Blue, (CHEST: 1x Purple)
Area 7: 3x Blue, 1x Purple
Area 8: 5x Blue, 1x Yellow, (CHEST: 1x Purple)
Area 9: 4x Blue

===

Another note about this zone is the difference between Infantile and Normal mode. One of the big problems here is that enemies do not drop keys in Infantile, and I have not been able to find a store after the 1st Mountain. Well, there’s the one in Area 7, but I haven’t been able to get a Key back from that store to anywhere it could be used. And once you’re in Area 4, you don’t seem to be able to reach the 1st Mountain again. Perhaps I’m missing something. Either way, that means that doing this run on Infantile currently requires me to take 2 extra Keys with me through the Teleporter into Area 4.

Normal Mode doesn’t have that limitation, and there’s not a huge amount of required backtracking. What backtracking there is can usually be readily dealt with by suiciding back to checkpoints. As such, I have no strong recommendation that you do this on Normal or Infantile mode. As is, there are some jumps required for baubles that seem extremely difficult, with Infantile Mode being no help for them. If you’re good enough for those, you probably won’t have much problem just finishing the zone in Normal.

With that said, let’s get on with the detailed list.

(edited by TFMurphy.5136)

Dunning Kreuger effect and GW2 PvP

in PvP

Posted by: Mammoth.1975

Mammoth.1975

Dunning-Krüger effect – the major source of balance complaints.

If you’re not playing to win, don’t complain when you lose.

Why people still playing PvP?

in PvP

Posted by: Stealth.9324

Stealth.9324

The game is done for me despite the fact that GW2 has the most amazing PvP mechanic ever out there. However, under the hands of Anet, Gw2 now to me is a complete mess. It turns me down a lot due to various issues:

-Slow PvP update: Check
-Only one game mode: Check
-No reward for playing: Check
-Punish for playing: Check (I am looking at leaderboard)
-Broken matching system: Check
-Too light of a punish to leavers/Afk : Check
-No stop system to prevent the game start when the teams has uneven number: Check
-No split Balancing : Check
-Horrible class balances: Check
-Too many cheesy build: Check
-AIs have a very important role: Check.
- Some maps are broken: Check
-An abandon part of the game: Check
-PvP population keep reducing: Check.
-No build templates: Check
-Empty and broken promise :Check
-Feel like being cheated into buying the game in the first place: Check.
-Empty and broken promises:Check
-Being cheated into buying the game:Check.
-Spamming festival: Check
-No build varieties: Check.

Anything else did I miss? I want to ask people out there who still keep playing PvP what is the reasons that still keep going on in the game that has no future?

Kaane Moka – Champion Magus. Loola Illuma – Champion Genius.
Proud player of : team [uA] – team [TGI]. Australia base, now recruiting.

(edited by Stealth.9324)

Issues with Combat Mechanics

in PvP

Posted by: Deified.7520

Deified.7520

Hello,

Something I’ve always had a problem with in this games pvp is the combat mechanics. They are built so that the player doesn’t have to do a whole lot of work. Perhaps it was to appease crowds that dont normally MMO pvp, but I feel it is lazy.

Here are a list of some of the things that cause the combat to feel lazy.

1. AoEs. Lots of them. AoEs allow players to not directly target players. Just be in their general area and do lots of damage to multiple players.

2. Lots of full damage negators. Allows players to be forgiven for doing stupid things in game. These are things like invulnerability, evades, blocks, etc. We’re seeing more counter to blocks, however invulnerability and evade spamming is still a problem. Especially in this meta.

3. AI. Lots of AI means the stress and APM requirement of the player is reduced. Seeing the effectiveness of mesmers and spirit rangers is a testament to this. While mesmer isn’t the easiest class, their AIs do some pretty crazy stuff while the mesmer runs in circles around the target (essentially what they do in the current meta. Run around spamming illusions).

4. Low CD/No Cast time. This allows players to not worry about using a skill wrong. Again lower the skill level required to do well in the game. It makes spamming very forgivable and effective. We are seeing this the most right now in the current meta and the most complaints about it, though its always existed in the game.

5. Passive skills/traits. A great example is the rangers ability to divert a CC to the pet. There is no way to counter it unless someone waste a CC, essentially saying spamming is one way to remove it.

6. Lots of escapes. This combined with low CDs allows players to be forgiven for doing stupid things. An example is say he charges into a 3-4 people. Does enough damage to almost kill some of them. Then uses one of his many gap makers (leaps, teleports, etc) or stealths (currently no counter) to just run away. Essentially forgiving a player for charging into 4-5 people, something some classes can’t do.

Just my thoughts and opinion. It doesn’t represent everyone. A lot of people complain that spvp doesn’t have rewards, game modes, etc. While it does have some weigh in on it, I think the biggest problem lies in the combat mechanics of the game. In spvp they are a lot more noticeable because you dont have a large group, npcs, and other things to help crutch the flawed mechanics.

What's so fun about shouts?

in Warrior

Posted by: Steelo.4597

Steelo.4597

What’s so fun about shouts? Ever used “fear me” to kill 5 people with one button? One time i stopped 4 people guarding 2 golems in north inner hills by sending them flying over the cliff to finish the 2 golems on my own, my most glorious moment in wvw thanks to a shout. But seriously, they provide a little burst heal on a low cooldown and might, fury, stun break, bit of condi removal.. fury uptime actually becomes 100% just with FGJ and SoR if you spec into 30% boon duration, 3 stacks perma might – heal your friends when they are in trouble… i like shouts :O

i fear we will look back to this day and remember the good old wvw as it is now – Jan 2015

[Merged]Stun warrior meta

in Warrior

Posted by: Drek Thalon.5490

Drek Thalon.5490

what about calming your kittens before the patch is live?

I read this as-is and lold. CALM YOUR KITTENS!

But really if you want to counter a stun warrior then run a blind thief on your team. Throw in a ranger with access to balance and a mesmer to run his kitten in circles and you just dispatched this OMEGA-P WARRIOR XL with ease. It makes a hammer/mace warrior quite useless.

L2P rock paper scissor mechanics before crying on the forums kplzty.

(edited by Drek Thalon.5490)

[Merged]Stun warrior meta

in Warrior

Posted by: Nuka Cola.8520

Nuka Cola.8520

i would love this to become the current meta. so easy to eat them alive on a mesmer

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

In defense of PvP

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Top tier builds will be “invented” when garbage skills get buffs and OP skills get toned down. We already have top tier builds right now. Believe it or not you’re actually a lot more limited than the game advertises in terms of efficacy.

And yet I got flattened in by a build I had never even seen before just the other day, using some utilities that most people of that profession are trying to get buffed because they don’t think they’re powerful enough—while this dude was 100% carrying his team. I’m not the greatest player in the world but this was a top-tier solo queue match with player ranks between probably about 50 and 350.

Again, balance isn’t perfect, but there’s more depth here than we’re realizing.

In defense of PvP

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Somebody has to say it:

I enjoy playing GW2. My favorite part of the game is tPvP. Solo queues and team queues are both fun for me. I like high-apm gameplay even though it feels like skill spam sometimes; I like the attack/defense mechanic of conquest; I like the theorycraftable trait/skillsets and am a firm believer that there are top-tier builds waiting to be invented.

I realize there are some issues. The game launched a bit too early, and some stuff just wasn’t ready. If you don’t enjoy GW2 PvP, I understand. Sometimes technical issues override good gameplay, as when matches are 4v5: that’s not enjoyable, even though the game is. There are balance issues that reward uninteresting builds. I get that.

So here’s my suggestion: if you have a beef with the devs, that’s fine. If you want GvG, that’s cool, but filling the PvP forum with toxicity isn’t making a good case for your community. I’m sorry about the WvW change, I really am. I don’t think there’s anything wrong with wanting a team deathmatch with PvE stats.

But the game the devs designed is also very fun and has a lot of potential, now that the infrastructure is coming into place. I don’t believe the most effective way to get the GvG mode you want is to trash-talk the devs’ design choices.

I dislike hotjoins and think that they should be renamed to “practice arena” so that new players stop joining them and thinking that’s what PvP is like.

But I’m not mad that people hotjoin, or mad that some of them seem to enjoy it, or mad at the devs for making it.

My concerns

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

May i add a question , while we have developers interacting in this thread ..

Q . How long after Gw1 launched did you add GvG,HoH,Arenas ? also when was it open region pvp with automated tourneys and observe modes ?

At GW1, there were other persons working on. The good ones left to “better” companies.

Read It Backwards [BooN]

Patch notes / duration stacking boons

in PvP

Posted by: Siva Mira.3546

Siva Mira.3546

And how did you fail to see that there were no mention or whatsoever that had anything to do with 25 stacks intensity?

All is vain.

Staggering Blow

in Warrior

Posted by: Zoid.2568

Zoid.2568

Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.

Wow, just wow! now it’s going to be even more fun to play hammer warrior. I really disliked the slow activation of hammer skills and how you would be stationary at times. This is a great change.

Also healing shouts got buffed, which is good.
Vigorous Shouts: Increased the base healing by 25%. Increased the healing stat scaling from 80% to 90%.

An option to disable "orb" buff on myself?

in WvW

Posted by: DevonCarver.5370

DevonCarver.5370

WvW Coordinator

Next

No. That is not a possibility at this time. The point of the buff is to affect the WvW game mode as a whole disabling it on your character would lessen the value of the buff to a server and completely invalidate the whole point.