Showing Posts Upvoted By Oni Link.4621:

Defektive + K Pop Guide: Taking votes!

in Warrior

Posted by: Defektive.7283

Defektive.7283

Hi there,

K Pop and I are going to be doing an intothemist Warrior guide for s/tPvP.

We’re at a cross road concerning what build to do.

Please sound off / vote below on what build you would like to see.

Thanks fellas!

-D

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

Suggestion: Tourny Character Selection

in PvP

Posted by: Evan Lesh

Previous

Evan Lesh

PvP Gameplay Programmer

This is a great topic. I’m a big fan of mobas and would personally like to see a way to achieve similar team building before a match starts. This would also help solo queue players a lot, allowing them to form balanced teams after joining a match. The prerequisite for this would be templates.

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

Suggestion: Tourny Character Selection

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Posted by: Schlieffen.2054

Schlieffen.2054

Just returned to GW2 to see if improvements have been made to further their esports aspirations. There is a lot of complaining about the condi-heavy meta on these boards and in-game. However, there are niche counters to a condi-heavy team. Having niche builds, imo, is a very good thing. The problem is the system of how the tournaments are started. You enter your team and if you don’t swap out characters to optimize your strat then you will be at the mercy of a blind match-up of two teams. If your tournament doesn’t allow you to swap characters and you randomly happen to go up against a team that has the right counters to your groups make-up, gg. There is no skill in countering your opponent. There is only the skill in designing a team that will be good and at least have a chance against the most possible enemy team comps.

What has this done to the meta? It has prioritized general builds over niche builds. General builds are polished and eventually turn into generic builds and you get pretty much the same builds over and over again because they are strong against most teams. Niche builds are only strong against certain team compositions, so very few teams run them because you’re unlikely to randomly be matched up against consecutive teams who are running the perfect composition for your niche builds.

A lot of people are complaining about the CC meta and focusing their ire on certain classes that have changed the general meta. However, I believe there is a more fundamental change that should happen: add a character select system at the beginning of every tournament match.

League of Legends does this very well: alternate selections and once the selection is made lock it in. For GW2, I would suggest that each player has a couple minutes to select his character and set the traits/gear. Once a character is selected, the traits and gear are locked for that particular match and all players (and viewers) can see the traits gear of the characters as soon as they are locked into place.

Rush is still terrible.

in PvP

Posted by: Defektive.7283

Defektive.7283

@ Defektive: We give Endure Pain with a trait, would Berserk’s via trait be too strong?

Or, alternate idea, what about a trait that aims solely at resistance to blinds? Sorta like the Goggles for Engineer.

Not saying we’d do that, just asking.

Ya I understand what you’re getting at.

The new Seismic Stomp on Rampage would have been an amazing F2 skill so that people could rely less on Mobility weapons so we could expand into other sets.

As for Condi, I’m unsure if having a proc-on [Event] trait will help anything. Personally, I’m against anything that gets me put on cruise control.

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

Rush is still terrible.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

@ Defektive: We give Endure Pain with a trait, would Berserk’s via trait be too strong?

Or, alternate idea, what about a trait that aims solely at resistance to blinds? Sorta like the Goggles for Engineer.

Not saying we’d do that, just asking.

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

Rush is still terrible.

in PvP

Posted by: ensoriki.5789

ensoriki.5789

Maybe 100B becomes the burst and Rush moves to the main bar?

DISCUSS!

Ingenius. We’ll move Rush from the main bar to the main bar, so you can main it while you main it.

Attachments:

The great forum duppy.

Current state of the meta.

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Oh, also, to the Op’s point (sorry, I’m about to present in China, my mind is elsewhere, didn’t mean to ignore the OP):

The reason we did a “big” change for the Necro, as I’ve stated before, is that we had the Pax tournament coming. We knew we wanted to get Necros and Warriors up with the other classes, and that’s why we had big changes.

Also, a lot of our changes happen VERY far ahead of what you guys see on live. What do I mean?

  • It takes us time to get our changes to editors for writing (any text/trait change has to be edited). This can take a week or more.
  • We have to then get changes to writers.
  • We then have to make sure we work with artists for any visual changes
  • We also have to work with sound to make sure we have sound for any changes
  • We have to work with icon artists for icons if they’re needed (in the case of Death Shroud 5)
  • We have to make sure the changes get through multiple stages of QA testing
  • Then with the changes in, we get time to play them before we do final changes
  • While doing all this, we have to take the current meta, be it in dungeons/wvw/pvp, and from that, try to extrapolate what we think needs to be done a few months in advance.

This process can take a LONG time, as you can imagine. It’s not as simple as, “Oh, let’s change this to a 2, and change that to a 7.”

I know the video game industry in general is not very transparent when it comes to how things actually work, but I wanted you guys to know that a lot of times, there is a LOT of process for even the SMALLEST balance/content changes.

We get to see how Ridley Scott made Blade Runner with a companion DVD special, but in video games, no one talks about all the complex processes that go into making and balancing a game as complex as GW2 (which is basically 3 games in 1, all using the same balance #’s).

Hope this makes sense.

Oh, also, the reason we can’t give Necro’s too much disengage has to do with the point of “purity of purpose”.

In this game, we want to allow classes the ability to deal with all situations but in different ways. But, if we give all classes all TOOLS (which is a different thing), then players get confused as to which classes fill which roles, and in what way they fill those roles

Example: In PvP, the Necro and Engi both vie for the position of condition pressure. The engineer has more physical alternatives, the Necro has more boon/condition manipulation, the Engi has more escapability, and the Necro is a little squishier. If we gave the Necro too much mobility or escapability, then all of a sudden their “tools” start to line up exactly. If this is the case, one of them will simply be better than the other, as far as efficacy goes, and thus, one will push the other out of the meta for that “role” on the team. This class would then be the “apex” predator for that role. So, in order to prevent this, we try to make it so that the classes don’t have all their tools overlap perfectly. This means you have to say (following our example), “Well, if we take a Necro, we get more condies, but a squishy body that can’t disengage…..but if we take Engi, we lose some DPS and control (depending on utils), but we get someone who can stand up to a spike better”.

Make sense? If we just gave the escape to Necro’s, then all of a sudden, the Necro is just the clear choice. Not all decisions come down to a clean break like this, but this is the type of thing we’re trying to do when we “deny” some classes certain tools.

This is the same reason that Red doesn’t get interrupts in Magic, the reason that Zergs, normally, have much more mobility than Protoss (since Toss are usually stronger unit-by-unit), and why Karthus has no escapes. By denying tools, you create choices for the players. We sometimes do a poor job of this, sorry. But overall, we try to make it so that all classes have choices, and teams have choices in which classes they bring.

Also, keep in mind we’re trying to get 8 classes to fit into 5 slots, for PvE, Dungeons, and PvP.

This is all high level, and I’m in a rush, but I just wanted to explain this real fast…..

It’s funny, being in China, I have more time to post on the forums than I do while in the office. That’s irony or something….like 10,000 spoons….

-Chap from China

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

Current state of the meta.

in PvP

Posted by: HPLT.7132

HPLT.7132

To be honest all what you have to care is balancing around high level gameplay.
If you start to balance around casual play you either abandon builds or entire classes from Tournament (see D/D thieves) or you overbuff them to a completly broken state (see necromancers)

We need more devs like Allie

in PvP

Posted by: Jae.5138

Jae.5138

Just wanted to create a thread giving Allie a shout out for her activities on this forum. We really love transparency from the devs and are really grateful that Allie’s been writing out some great answers for us recently.

For the sake of Allie’s unfinished lunch (due to writing essays on forums) we’d love to see other devs get involved and help her out.

Thanks again!

Make all weapons "Steady"

in PvP

Posted by: Vuh.1328

Vuh.1328

Just change all current weapons to have a static damage range, i really don’t understand why it actully have to be random?
Wouldn’t it also help a tiny bit with balaneing if the numbers were less random?

Take your time to learn proper keybinding, it’s worth the struggle

So you want us to use Deathshroud?

in PvP

Posted by: Defektive.7283

Defektive.7283

Ok Defektive.7283, then answer me this. Since it is common in tPvP, you’re suggesting that the opportunity cost of focusing on the necro, as opposed to someone else on the team, or focusing on capping a point/other secondary objective is not great enough?

If so, then let me ask you this: if there was a different class that felt more threatening, would you perform the same maneuver on them instead?

What I’m seeing is – you’re establishing a threat according to your team comp, and focusing on that threat. If a necro didn’t threaten your team because of the comp that you’re running, would you still do that?

How is it not counter, when there is a specific condition that is necessary for the success of that strategy? Maybe I’m not understanding what you’re saying, but it sounds a lot like counter play to me.

You are incorrectly inferring that targets are placed based on their threat level.

Targets are generally chosen based on squishyness / ability to escape the damage train.

In the early game, capturing a point isn’t important, winning the first team fight is.
If you can eliminate key players, or even 1 player quickly enough, you have a fight in your advantage.

Necromancers are PRIME targets, no matter their damage because of their complete inability to mitigate pressure or to tank it. Warriors unfortunately suffer from the same fate, we have no Z axis teleport or invulnerability unless we pop all of our utilities.

Early game:
1) Eliminate the easiest target from stealth.
2) Put the team fight in your advantage early on.
3) Switch targets to the most threatening in order to apply pressure and reduce their damage output.
4) Wipe out the remaining players
5) Capture the point.

Who cares if you’re down 20-30 points in the early game if you can secure a 2 cap immediately after and hold it for 2-5 minutes.

There is no opportunity cost to doing this, only an advantage to gain if your team understands how to use stealth mechanics correctly and can point out a target who can’t avoid your damage.

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

I wrote GW2 Balance Manifesto

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Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

leman.7682, thank you for your constructive feedback! The way you analyze AoE/condi/boons is extremely helpful.

As others have already pointed out, we have to be delicate about some of these changes. I know it can be frustrating for you guys, because it feels like changes are coming slowly at times, but please understand that a bad balance patch that is rushed is not a good balance patch. Balance is an extremely important aspect of the game, which is why we can’t just rush changes without allowing the meta to adapt.

There are so many things to consider when balancing a game, so I would like to list out some examples so that you understand the depth here, and why we go at the pace that we go out.

1. Consider the current meta.

  • We play the live game for several hours a week on our off time. This means that after 9 hours of work in the office, we go home, and we play the game (which is essentially more work, as we are taking that time to analyze balance and the meta). I know that playing a game sounds fun to those of you not in the industry, but when you’re analyzing it and trying to determine if things need to be changed, it’s not just a casual-fun kind of situation. Please try to consider this, and think about how you would feel if you dedicated most of your time to something that people constantly bash.
  • We read your feedback. Be it on the forums, or in the game. Most of our devs will discuss balance with players in the game.

2. Consider the creative mind of the playerbase.

  • Sometimes, there are really good builds that are not discovered for months on end. This is affected by our current playerbase, as well as a revolving meta.
  • This is not meant as a slight, but the truth is that sometimes things are changing so quickly that you guys just don’t have time to explore new builds and find that one gem that has escaped others.

3. Allow previous changes to settle.

  • This ties in to the previous two listed. The balance changes we make are very deliberate and calculated. This means that we need to give you guys time to find the gems that we have put in the game, and then allow the meta to adapt to your creative mind.

edit: hit post reply too soon

4. PvE

  • Yes, I know many of you have a gripe with this. However, we have to consider all aspects of the game when balancing. We can’t just suddenly split all the skills in the game. Also, splitting skills can be really jarring, and a huge barrier to entry for new players to join us in PvP land.

5. The game should be fun.

  • I know this goes without saying.

I will put this in uber formatting awesomeness for emphasis, because I’m sure some of you will miss it. Please understand that this only scratches the surface, and is not everything we think about when balancing the game.

Ps. this is what happens when you ask for transparency. Allie writes an essay during her lunch hour xD

(edited by Allie Murdock.8152)

Poison doesn't work at all

in PvP

Posted by: Defektive.7283

Defektive.7283

It’s not mentioned so I’m inclined to say no.

They don’t mention a lot of things though, hence why I’m asking lol.

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

Poison doesn't work at all

in PvP

Posted by: Defektive.7283

Defektive.7283

Was Poison fixed with this new patch?

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

just got all 8 Champion titles

in PvP

Posted by: Wolverine.8396

Wolverine.8396

Hi everyone:
Im wolverine, i play GW2 since bwe1 and I play both PVE and PVP. I got my twilight 3 month ago, my current Rank is 142.

No friends, no GW2. I want to say thanks to all my friends, because of you, i can gain so much joys in this game.

Attachments:

Oh it's serious

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Posted by: samo.1054

samo.1054

This is some serious spvp right here:
http://shrani.si/f/2t/YP/1T3De0H/srs.jpg

Some high skill cap stuff here. Let’s all let AI play out our matches shall we? Mind you, there are no mesmer illusions on this screenshot, and I don’t know what happened to Ranger’s spirits. They might have just died of by my super professional grenade spam. I totally covered that cap point with grenades. Didn’t care what was on that point, didn’t look, wasn’t important, I just thought to myself: “Whatever’s on that point is gonna kittening DIE DUDE!”. Maybe I even killed an enemy Warrior trying to pull a skill off or something. Maybe that warrior was even just passing by, that poor dude. Doesn’t matter, eat my grenade and don’t touch my cap points! Those cap points are mine. I’ve got AoE, you don’t.

I wrote GW2 Balance Manifesto

in PvP

Posted by: leman.7682

leman.7682

Having read through Xeph’s thread and having played PvP after last patch a grave state of the game appeared before my eyes.

  • Skill floor is as low as it ever was.
  • The power level of certain builds is immense, creating situations of no-reaction and no counter-play.
  • The cheese is in the air. Everpresent. AoE/AI clutter as well.

In a game that is said to once have aimed at being a competitive e-sport.

It stops now. It has to.
SLOW DOWN the game.

  1. Change (nerf) AoE;
  2. Nerf condition application;
  3. Nerf condition cleansing to match the condition application nerf if necessary;
  4. Nerf boon stacking on some professions;
  5. Change AI skills (excluding the Mesmer and ranger’s pets)
  6. And for the sake of Almighty Karl – REMOVE THE CHEESE that was pumped into the game.
Leman

(edited by leman.7682)

I wrote GW2 Balance Manifesto

in PvP

Posted by: leman.7682

leman.7682

Ad. 1.
AoE should be utility-focused instead of damage-focused.


Examples of good AoE skills:

Well of Darkness, Well of Power, Epidemic, Frost Trap, Ring of Fire, Churning Earth (with maybe a lower raw damage or without it completely), Entangle, even Bone Minion explosion and Ranger Drake’s F2 (big damage, but very hard to pull off) …

Why are these AoE skills well-designed? Because they are strong and still have very good counter-plays. Ring of Fire for instance forces your opponent to make a choice, either stay inside of the Ring and endanger themselves to any pressure that you may put inside, dodge through losing endurance, pass through getting burned. Churning Earth is a another great skill, because it requires the ele to come close to you possibly endangering himself and forces you to step outside of the channel area and anticipate a possible Lighting Flash. The skill also has many counters to it – you can interrupt the channel, block the skill, dodge it, eat the damage and so on.

Compare it to the unblockable Well of Suffering or Grenade spam. Both from a safe range, dealing huge damage, no skill, no danger, no fun. Every profession has those skills.

Proposed fix:
AoE in general gives utility mostly. The damaging AoE skills are either situational, elite or require a close range and have possible counters.
Examples:

  • Well of Suffering – huge damage + some vulnerability -> no damage + a lot of vulnerability
  • Grenades – same thing – remove damage, focus on utility.

The ouctcome:

  • No more safe, long-range AoE damage dealing.
  • Offensive AoE being used with more thought, more timing, and more team cooperation, in the spirit of ‘The target is immobilized in the Well, huge vulnerability inc, JUMP on him, Mr Warrior!’, instead of ‘The target is immobilized in the Well, …, stomp him! … actually don’t! I’ll just throw in another AoE.’
Leman

(edited by leman.7682)

I wrote GW2 Balance Manifesto

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Posted by: leman.7682

leman.7682

Ad.2.& 3. & 4.
The overall condition stacking/cleansing and boon stacking needs to be toned down to once again promote a skilled, timely usage.


  • NO profession should EVER be able to solely stack upwards of 10 stacks of bleeding, especially in the AoE manner.
  • Unloading all your condi skills on a target in the time frame of 5 seconds should be counter-productive and punishing to the player, not rewarding.
  • Defensive boons should be used as an answer to a certain offense, e.g. a guardian popping stability when he’s about to be updrafted, and they shouldn’t last for ages (some exceptions are allowed on professions that are boon-based)
  • NO profession should EVER be able to solely stack upwards of 10 stacks of might. Might stacking should be the product of complex team cooperation.

Proposed fix:

  • Nerf condition stacking so that there are less conditions flying around.
  • Buff the condition damage a bit to match power builds in their offensive capabilities and offset the stacking nerf.
  • Balance it properly with condition cleansing.
  • Apply boon philosophy outlined earlier.

The outcome:

  • A necro picks a target and in a fully skillful and optimal manner applies a tremendous and unprecedented 5 stacks of bleeding, that tick for insane 300 damage each. The opponent is in a grave danger. (The numbers are just to showcase the direction of the changes)
  • Stacking certain professions is less effective, because they can no longer cheese someone with insane pressure of damaging conditions and lockdown generated in 3 seconds.
  • Boons are being used less as perma buffs (I’m exaggerating a bit , I know) and more like a counter to spikes, CC skills, extreme situations.
  • People like it in PvE, because they are less susceptible to bleed cap.
Leman

I wrote GW2 Balance Manifesto

in PvP

Posted by: leman.7682

leman.7682

Ad. 5.
It really is the time to limit the amount of AI controlled entities that run around in PvP. Most of them have huge problems, getting stuck and dying in AoE. You can’t control them properly and you can’t rely on the AI code to run them.


Examples of good AI/semi-AI skills:
Ranger’s Pet (with all its faults), Bone Minion (the exploding duo), Flesh Wurm, stationary Spirit of Nature (ranger elite), a turret or two are also not a problem.

What makes them a relatively decent application of AI in PvP? They usually don’t create any significant clutter and they are fun to play around. You summon Bone minions solely to detonate them a while after. The Wurm is stationary somewhere outside of the point, so it doesn’t mess up the battlefield. When you see the ranger summon the elite spirit, you know it is very powerful and possibly game-changing so you have to play around it by bursting it down or interrupting the possible rez/cleanse. It’s all acceptable and even okay until people start stacking it.

The examples of wrong aka The Offenders Club:

  • Mesmer’s illusions and stacked mesmers,
  • Stacked minions and stacked minion masters
  • Stacked spirits and stacked spirit rangers
  • Stacked spirit weapons and spirit weapon guardians, but no one plays them so it’s okay (trololo)

Proposed fix:
Just rework those skills. Change them to resemble how bone minions and the wurm work like. Instead of having an army of passive effects and 10%-chances-to-proc following you, give players the entities that are summoned for a very specific purpose.

The utility spirits could be changed to a supportive AoE spells that last a couple seconds that give everyone in their radius a certain buff for a few seconds or maybe for a few attacks and then they disappear creating an effect like Cold Snap, Call Lightning, etc. It would be more fun to play around with the team, easier to create nice traits around them (like ‘active effect also when you summon the spirit’ and longer radius for example).

Additionally, get rid of Rock Dogs and all the random summon BS… ohh and don’t you dare add anything similar in the future. This part is very important.

The outcome:

  • More rewarding skills, that are fun to play.
  • Less clutter on the battlefield.
  • More elegant, simpler and easier to understand traits and effects without a ‘10-to-70%-chance-to-proc-to-give-an-effect-and-siphon-health-removing-a-boon-plus-run-a-marathon-and-win-life’ kind of design.
  • Less randomness connected to the AI.
  • Quite possibly less calculations on the server.
Leman

(edited by leman.7682)

I wrote GW2 Balance Manifesto

in PvP

Posted by: leman.7682

leman.7682

Ad. 6.
The most basic rule of design should be creating playstyles that are fun to play and fun to play against. While GW2 is mostly fun to play, there is a colossal amount of things that are not fun to play against. It is all connected to the huge imbalance from which the game currently suffers.

Things like perma evades, afk spirit rangers, random 5% procs from runes, and so on, need to be completely removed to make a competitive game. I’d go as far as saying that even internal cooldowns (ICDs) on traits are cheese, because no one knows if they’re available. I could live without those traits, everyone could. It would make the game less random and more enjoyable.

  • To sum it all up

The sentence that needs to be repeated tenfold is – the game needs to be toned down across-the-board.

It needs more emphasis on cooperation between teammates and single target damage. ‘Nerf Everything’ is strangely appropriate given the current state of balance.

Something must be done. Fixing it all will probably take you another year, but then the game will be healthier, more fun to play, more fun to watch and more fun to cast.

Please, like my original post, because it took me literally a whole day to write it and much, much longer to think it through <3
Feel free to tell me what you think!

Leman

Smurf Accounts

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Posted by: Nikkle.4013

Nikkle.4013

Anet could offer a choice to que unranked. Matchmaking still there but without the risk of dropping rank. Would be nice to be able to solo que without having to buy a new account. I would like to grind glory in solo when my team-mates are not on but without dropping 400 ranks like I did last time I gave solo a shot.

Papa's Stance Warrior Build

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Posted by: Defektive.7283

Defektive.7283

I’m fairly certain that the +stun duration sigils do not stack. Actually pretty sure Defektive said he tested it with one and with two…or maybe I watched him do it on his stream.

I tested it on-stream for the people who kept asking me to try it.

Doesn’t stack.

I’ll test it again tonight I suppose and will use a stop watch.

Did you manage to test this? I had a go and it appears both 1 and 2 just create a 4 second stun (at full adren).

Like everyone else is saying if Stuns are rounded then it doesnt matter if you go for +15% or +30%, it will all = 4 seconds, which is what it appears to do. If you had a 4 sec stun it might be possible to test it properly as one would be rounded to 5 and one to 6, but we don’t.

correct. thats why you shouldn’t use both.

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

Automated Response-Immunity with no cooldown

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Posted by: Zelulose.8695

Zelulose.8695

The trait, Automated response Stops all conditions at 25% hp from being applied. Given so many classes play condition builds, this one trait can make almost all condition builds useless vs engineers. It also allows them to troll in a map. Three condition players may not even be able to take down an engineer with this trait on.

My suggestion, please give the trait a cool-down or allow other players to remove conditions as well as the engineer can.

Lucky Leaf, Ángël, Clergyman, Side Kick -Lets make Gw2 a better game

Retaliation is TOO OP

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Posted by: Rozbuska.5263

Rozbuska.5263

Just look how hard it hits… :-P

Attachments:

Tekkit Mojo – Engineer
Tekkit’s Workshop

Thank you Anet...

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Posted by: Allie Murdock

Allie Murdock

Community Coordinator

Next

Assuming this isn’t sarcastic/troll… No, thank you!

It really means a lot to have players like you to come and encourage us. Obviously this goes without saying; we are human beings. We put our heart and soul into this work, and to have the support from you guys helps so much.

I know there is an internet (text) wall between us, but there is a face, a personality, a player behind this post, and every other post from us. We’re a family of incredible hard-working people.

Yeah yeah, it’s sappy, but imo it just goes to show how awesome our community is.

<3

Thank you Anet...

in PvP

Posted by: aydenunited.5729

aydenunited.5729

…for increased activity and response on the sPvP boards. I’ve been around since launch and this at least ‘feels’ like the most transitional time in PvP since then, and it feels like more focus is finally starting to be put into this aspect of the game.

Thank you for making your presence known, and here’s to hoping the communication only continues to grow from here.

Jumzi (Ranger), Tarnished Coast

That feel when tPvP win vs. goods. Mmmmmmm

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Posted by: Defektive.7283

Defektive.7283

tPvP Warrior
http://www.twitch.tv/defektive
Team Blacklisted [Envy]

Finally trying pvp and not enjoying it !

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

It’s good to see detailed opinions of players that join PvP their first time. These are aspects that veteran-players can’t bring up into this forum, therefore it will help developers a lot, just because they see another point of view.
Good to see that you tried something new. Sad to hear that it is not fun for you, but it’s the opinion of the majority. So no surprise.

Read It Backwards [BooN]