Bra (80 Guard), Fixie Bow (80 Ranger), Wcharr (80 Ele)
Xdragonshadowninjax (80 Thief)
Yep. The only puzzle piece left for this is making it so the sound will play through the ‘Mute game while minimized’ option. Then it will be caaaaaaaaaake.
Could there be another option that allows you to check a box that says “Play notification sounds even while minimized”? I’m not sure the difficulties around such a change, but then such a thing could be added to all queues (overflow/wvw/spvp/etc) and still leave growth for whatever else comes up during the games growth that could be classified as a notification.
Yes, you are describing the functionality that we need
Yep. The only puzzle piece left for this is making it so the sound will play through the ‘Mute game while minimized’ option. Then it will be caaaaaaaaaake.
for tournament proc please anet thanx
i want to press a buttom and talk to my team mates like any other game in 2014
We can’t do roster shuffling in Team Arena, so lopsided matches like this can and do happen.
This likely happened because 1) rank isn’t factored into MM at all, 2) the players on the red team had an MMR near the default MMR , 3) blue team doesn’t have a very high MMR despite of having very high ranks, and/or they had been waiting in the queue long enough for their MMR range to expand enough to encompass the MMR of the red team.
We have been actively working to MM more intelligent, but those changes are not yet ready for testing. We will have more news about the MM changes as we get closer to releasing them.
@Sensotix.4106
We didn’t promise anything, we shared our high level road-map plans.
This is why we don’t like sharing dates. I know you’re waiting on things, and the wait is driving me crazy too, but saying we made promises when we clearly did not does not help get the content out sooner.
If you want greater transparency, like I do, then you must accept that dates, features, and plans are not a static promise. Things can happen to shift priorities, dates, or designs, causing things to changed, be pushed back, or accelerated.
Please stop.
/personal rant
A-Net told us the revamp of the reward-system will come dec. 2013. It was clearly described on the plans for the last year. So stop telling us you didn’t promise anything. I mean I like the fact that you’re the only guy with enough balls to answer on critical feedback, but then don’t try to defend the development and the work A-Net has done in 1.5 years. Especially when you had so much suggestions from the community to work with . . . and what we get are things like immobilize-stacking?
Sorry but the majority of the PvP-Community can’t take this company seriously anymore.
So, this is what happens during lunch breaks here…
Hugh asked our map artist Darrin to photoshop Chap after he saw the post. Priceless!
Darrin is the man.
Make quaggan a playable race in PvP only!!! and watch the community grow!
#HowtoEsports
#BelieveInGrouch
(additional: allow hats during combat!)
(edited by google.3709)
TL;DR: The customizable zone is too large. Other games allow only 10-15% difference between builds, while GW2 allows a big range between bunker and zerker builds; that makes balancing very hard. I suggest we significantly reduce the stats point given by traits and gears, while significantly increase the base stats for each professions. The goal is to keep the customizable range small, and that comes with many benefits.
Let’s acknowledge it, ANet tried to balance the game. Whether they succeeded or failed, everyone has their opinion, although the consensus seems to be that they didn’t do a great job. Why? Lets take a look at other successful pvp games.
League of Legends allows a lot of customization. You have talent boards, you have gem slots. However, if you notice, they only allow the talent to change a tiny bit of the power, less than 1% of the power. In total, a full talent board traited for damage is max 10% stronger than a talent board traited for tanking, on the dps scale. That’s how they can achieve great balance, because the allowed customizable range is small, if an OP build exists, it can only be max 10% stronger than the normal build, which is still within acceptable range. It let them be able to fine tune the numbers, while still allow people to play with the traits they like.
Where did they learn it from? Hint: many of their employees are from the old Blizzard. It’s from the old Blizzard, who were so great at balancing, with great games like Warcraft, Starcraft, and Diablo (old), that they learned having smaller range of customization is the key to achieve balance. They follow the simple rule: if it’s customizable, don’t make the range too big, or else people will go to the extreme, and the balance will be broken. The current Blizzard failed at balancing because they let World of Warcraft grew too big, and their talent boards gives a much wider range of customizations (still not as broken as GW2).
GW2 now can’t really be balance because they let you swing too radically between bunker and zerker. An ele that go full glass can have 500% the damage of a bunker ele. With such a wide range of variable, any attempt to balance will fail:
- The damage for the bunker build is too low? Let’s buff the damage? Side effect: its zerker build can become really strong (example: scepter ele).
- The survivability for the zerker build is too low? Let’s buff the sustain? Side effect: the soldier build will become unkillable (example: warrior).
- A build is too weak in pve, even when they geared for full damage (Spirit Rangers)? Buff it, and it becomes too strong in pvp, when people play it with radically different gears.
What GW2 really need is an overhaul, closing the gap between bunker and zerker. Make the trait point give 1 stat points instead of 10 stats point, and bring both the base stats dramatically up, and the top stats down. Add more base stats, and make gears give less stats too.
Pros:
Cons:
TL;DR: The customizable zone is too large. Other games allow only 10-15% difference between builds, while GW2 allows a big range between bunker and zerker builds; that makes balancing very hard. I suggest we significantly reduce the stats point given by traits and gears, while significantly increase the base stats for each professions. The goal is to keep the customizable range small, and that comes with many benefits.
(edited by Sunshine.5014)
No skill required, 100% effectiveness, spammable CC, no skill ceiling at all.
Reminds me of HamBow.
the “s” stands for “silly”
The Proper title for PVP in this game should read, Player Versus Player in a Match of Conquest.
Simply calling it Player vs Player gives the notion that matches are about players fighting other players, promoting builds around survival or killing. When in reality it is Player VS Player in a game of conquest, where killing your opponent are secondary objectives to holding and capturing nodes and other map based benefits.
Guys, guys… all is (maybe not) vain.
You guys should start a thread with software requirements, and workflow (from queueing to getting into a match), that you feel are ideal.
cough
ok just for you …
optimal would be:
Unranked Que (join system same as teamQ we have right now 1-5 people)
SoloQ (join system same like it is now)
TeamQ (join 5 people Team only)
done
thank me later^^
Just make a strawpoll and put a link here.
AFK/Ready-check before queue.
and please for the love of all that is holy: ADD A kittenING SOUND WHEN IT POPS GODkitten IT! kitten! this in particular will be like 2 lines of code
Through out GW2 history the 3 point strat has dominated the souls of any team trying to play off of only two nodes. Whether it be 1 player pushing far all the time or a thief constantly decapping far. It’s just a far better strat points wise and makes your deaths feel far more negligible.
Playing a comp like thief/ele/mes/guard/ranger means your thief doesn’t have time to go far and decap because the ele and mes are squishy so if the thief leaves them for any amount of time the tanky dps the enemy has in their team fight will win easily. So the strat becomes the ele/thief/mes roaming between the two points bunkered by the ranger/guard bursting people and trying to control off two points.
If anyone has attempted this strategy you know how fragile it feels. Me, Xeph, and Azshene were playing a similar comp with the 2 point strat and part of the way through the game I looked at how much score we had gained from kills. The score at that point of the game was 400-300 and we had gained 95 score from kills(19 wopping kills). Our whole lead was from kills. .Granted we were in a sort of puggish group and our home node was decapped more than we would had liked, it goes to show how fragile this strat is. Any death feels like it could lose you the game cause you will suddenly lose control of your precious two points and fall behind in score rapidly.
I think a 2 point strat by default will get a lot of kills if they are ahead because a 3 point strat will mostly try to bunker a point as they rez and come back rather than regrouping or sniping people off node, giving the 2 point control team the opportunity to grind kills as the enemy constantly streams in after respawns as they try to hold a node as theirs or nuetral.
If the 3 point strat team gains control at any point they will gain a massive lead that is almost unrecoverable by the other team. Meanwhile a 2 point strat team can control the game all the way through and still be only 100 points ahead by the end of the game.
Increasing the score gained from kills slightly can make the 2 point strat a more solid game plan and inherently increase the viability of more specs instead of mostly tanky DPS being viable. I know something like 7 score from a kill feels awkward but I think it may actually be a welcomed changed.
Before this gets brought up I’ll bring it up my self. Someone in here is bound to think “I’ve seen really tanky comps play for two nodes in tournaments though!” That’s because they can often go against nearly mirror comps in which case there is no clear 2 or 3 point strat team. If this tanky comp was smart and saw a team of squishies they would immediately go for 3 nodes.
TLDR; if a squishy composition had the ability to play for 3 nodes they would, but they do not. As such they are by default playing the strat that gets less points even when clearly controlling the game (2 point strat). Increasing score from kills slightly can help make the 2 point strat a more solid game plan and at the same time increase composition diversity by allowing teams to exist that aren’t 3+ tanky members.
Thoughts anyone?
Edit: This could easily be publicly tested by just adding this option on to Custom Arenas and letting some scrims/tournaments be held with kills being worth varied amounts of score.
(edited by Phantaram.1265)
I got an engi down while at tranq and was getting ready to stomp. I was low on health, and had saved my last invulnerability to avoid his CC. It was a good fight and though I saw another guy heading to save I calculated he wouldn’t be in time. Until he arrives and puts down shadow refuge.
Poof! He ressed, they killed me, got tranq, and we lost the game.
Thieves are so fond of telling us that stealth =/= not there. Wrong! It’s a huge flag/stake through the heart. Being invisible shouldn’t mean that the target becomes invulnerable. At best, stomp is a channeled skill and we all know those track through stealth. The attack lands. The stomp should be complete.
I can’t believe this discrepancy still exists. Everyone says that if your opponent is stealthed, your attacks will continue to connect. Stomps should connect as well. It’s ridiculous that you can cheat someone of a killing blow right in the same place just because a thief stealths them for whatever reason.
A-ll guys complain about the meta
L-eavers happen almost every solo q match
L-osing to a guy that is not as good as you but plays a better build is not fun
I- think it would all turn out well if anet would work together with the players
S-pamming autoattack and killing others is not fun either
V-eteran players are not being rewarded like skyhammer farmers
A-nything that changes this meta would be nice
I- would be so happy if we could get the promised ranger and warrior changes asap
N-o one enjoys the game as it is atm in the top 100 area
Discuss
(edited by Sensotix.4106)
i’ve seen just couple of bots in my first half year of playing.
i have seen five in past 2 days.
they would keep bumping in walls, staring at you, casting once in a while nonsensical spells.
this was to be expected with rewards in sPvp. i’ve been reporting them, wonder if anyone’s watching.
What if they are just normal players whose minds have been crushed by all-is-vainness?XD
i’ve seen just couple of bots in my first half year of playing.
i have seen five in past 2 days.
they would keep bumping in walls, staring at you, casting once in a while nonsensical spells.
this was to be expected with rewards in sPvp. i’ve been reporting them, wonder if anyone’s watching.
Dear Anet,
We really need a hotfix for the ranger spirit and the warrior changes you suggested right now not in 2 months..
Do you really want to keep the meta like this for another 2 months? we already had this for over 3 months now and it’s not fun to play!
In my opinion having a 8% healing decrease on healing signet is not enough but that’s not the point here….
Having warrior and ranger that strong for another two months makes this game unplayable so please patch the things you wanted to do with warrior and ranger asap
Cheers
Are you god kitten kidding me?
A sad day in tpvp.
Ranked TPVP and we lost 5v4.
Look at blue, and look at my sweet old bloodied, gutted, red team.
Thanks for the great matchmaking tho.
All is vain
Just take a break then and come back after the big feature patch this summer?
You mean in 2016’s summer right?
Our “eSports” definitely feels fancy, since our “daily” is filled with 4v5 games and awful matchmaking. You can’t build eSports around something that doesn’t work.
AV, AB, WSG.
Why is our ESPORT the equivalent to another MMOs daily grind?
Our Esport is another game’s hotjoin.
I quit this game months ago, but I really had high hopes for it. The only reason people even sort of play it (pve wise) is because there is simply nothing else better. Like Machiavelli said about power, in the end, it comes down to the “Winds of fortuna”
The winds of chance. You got lucky that this industry is in a rut right now, but you owe me my $60 back.
This may be deleted, but just thought I would put it out there.
You listed things that we shouldn’t pay for, but the development should have fixed ages ago.
Please tell me, ANet
(sorry I have to call you guys so many times. But the situation of PvP is so dire that i simply have to)….
WHYYYYYyyyy are you able to churn out amazing new finishers like this and charge us money on a monthly basis while not being able to make small balance hotfixs more often than a quarter-year?
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