Showing Posts Upvoted By Oni Link.4621:

Why is the best heal in GW2 the passive one

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Dunno why everyone kittenes about Healing Signet, yea maybe it should be reduced a little bit but you make it seem to be invincible. If its so good how come I get absolutely murdered by conditions if I dont have berserker stance up?

Probably because you go romping in the AoE like its a field of flowers because you play warrior

Ranger//Necro

PVP rewards bug?

in PvP

Posted by: John Corpening.9847

Previous

John Corpening.9847

Associate Game Director

Trick or Treat bags are a temporary reward during the Mad King festivities. We agree that it would have been better to give both Trick or Treat bags and reward chests but the system involved can, at this time, only reward one type of item at a time. We therefore made the decision to allow PvP players to participate in the game wide festivities because it is only a couple of weeks. There is an achievement that you can earn by opening Trick or Treat bags and if you take a look at this page:

https://www.guildwars2.com/en/news/a-guide-to-blood-and-madness/

You will see that the contents of trick or treat bags can be used to work towards bigger rewards. Rather than give PvP players no option to work towards these rewards we decided to temporarily give out trick or treat bags.

This is by no means the final reward update to PvP. There are many things in the works regarding PvP rewards that will be rolled out over the course of several months.

I do however understand your complaints and concerns. So I’d like to offer this to you guys, if you accept Trick or Treat bags until the Mad King festivities are over, would you be happy to have double PvP reward chests for the two weeks after the festivities are over? This way those players who would like to spend their time in PvP to earn their holiday rewards can continue to spend their time in PvP and those of you who don’t want the holiday rewards can sell them on the trading post and then collect double PvP reward chests for a couple of weeks to make up for it.

Does this sound like a reasonable solution?

My Experience from 20% to Top100 in Solo Q

in PvP

Posted by: puggernaut.5348

puggernaut.5348

I thought a quick summary of my experience might highlight issues with the game and leaderboards. I’ve played around 2000 tPvP matches (Solo Q and Team Q combined) exclusively. When Solo Q first started, I decided to test as many extreme builds and found myself in the bottom 20%. Before then, I was consistently a top 500 Team Q player.

Observations:

  • I rollercoastered between 35% to 75% for a long time, feeling unable to affect the outcome of matches even when I was playing my best . The usual culprit? This range is filled with 4v5s and games with one or two bad teammates. My guess is bad teammates are often a result of new players starting at 50% and/or getting a lucky start. Conquer mode and current game balance are such that unfavorable odds are extremely difficult to surmount. This range has high volatility and gravity towards the center of the bell curve, and unfortunately, it’s mostly artificial due to 4v5s. Once you reach certain rating %s, the outcome is decidedly more deterministic.
  • Tweener builds don’t really cut it in Solo Q format, because they take more coordination. If you want to affect the outcome in a game with strangers, you either run faceroll glass or bunker.
  • Matchmaking at the top is broken. The best 5 will get matched against 5 scrubs for the majority of matches. I’m pretty sure everyone in the top 200 knows this as fact. Consider that when I hit <500, my win % was somewhere around 53%. My win % is now 60%… this is with hundreds of games weighted against my win%! I didn’t get better; the matchmaking system gave me easier matchups.
  • Players don’t start to get “good” until the top 200 (consider how many of these are dual or inactive accounts). I say this as objectively as possible and trying not to be elitist. This is just an unfortunate reality of the state of PvP atm. Matches at rating >500 still regularly have both teams ignoring Stillness at 11:30, both Tranq and Still at 8:30, getting Svanir kill-stolen in the beginning, or still unsure about how to efficiently stomp classes. This unfortunate reality is also why 95% of forum posts are noise.
  • As a corollary to the above points, Solo Q is much less frustrating after passing certain %s (I also suspect that there are certain “bad matchup” boundaries one has to pass to get bumped up to the next deviation group).
  • There are clearly better times to play if you want favorable matchups. Matches in early mornings or late nights have a high % of being 5 top vs. 5 scrubs due to the small PvP population.
  • Queue times for me are now 7-10 min, likely either because of my rating or the population. [edit to add this bullet]

I guess my concluding statement is, “How can this not be a frustrating experience for the majority of players?”

Please read my former thread:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Open-Alpha-Dishonor-Math-Leaderboard-Rtngs/ (thumbs up to testing grounds, but unsure why other simpler fixes are taking so long)

(edited by puggernaut.5348)

This is getting annoying

in PvP

Posted by: Brew Pinch.5731

Brew Pinch.5731

The League of legends “ready” system that kicks you from queue if you don’t press ready in time would be an excellent way to help solve this.

Why are there no restrictions to enter tPvP?

in PvP

Posted by: Arheundel.6451

Arheundel.6451

I want to direct this question both to the Devs and to the community. Personally I see no benefits in having an environment where new players are left free to join what’s considered the “competitive” part of PvP.

The game completely lack any of structure that can hels new players who want to enter tPvP, there is nothing that teach them all necessary factors that make tPvP.

Hotjoin definetely won’t teach them about : team-play , splits , focus fire…they won’t even learn about positioning and ressing strategies.

Now I have a suggestion for the Devs, an idea based on already existing structures.

Gold-Silver-Bronze SoloQ

How would it work?

Players fresh from hotjoin would be allowed to only join the Bronze SoloQ league, every month ( a sort of monthly season ), the top 50 Bronze players will be promoted to the Silver League and the same procedure would be used to promote players to the Gold league.

At the same time, the last 50 of the gold league would be demoted to the silver league and from here again the last 50 would go back to the bronze league.

The incentive would be an effects based emote, EX. a bronze/silver/gold knight if you reach top 50

TeamArena

It can uses the same model, this time the rewards will be another effect based emote, a gold/silver/bronze lion ; furthermore you could add a special armor skin usable in PvE also , for the winner of the monthly team arena tournament to which only the top 8 teams can participate

What are your feelings about these suggestions?

(edited by Arheundel.6451)

Listening to nobody actually (title change)

in PvP

Posted by: Sensotix.4106

Sensotix.4106

Edit:

The past patches over the last months have shown that anet is listening to nobody

-Discuss

(edited by Sensotix.4106)

Halloween pvp items drop from chests?

in PvP

Posted by: Mrbig.8019

Mrbig.8019

dropping the bomb first, then suddenly “new forum conduct rules”.

Smart move indeed.

Update on Forum Moderation Enforcement

in News and Announcements

Posted by: Martin Kerstein.3071

Previous

Martin Kerstein.3071

Head of Global Community

Next

I want to take a moment to give you an update on how we will enforce part of our forum Code of Conduct in the future. This pertains the part regarding personal attacks against staff members.

As we have mentioned in the past, these forums are here to facilitate discussions among yourselves and between you and our developers. We value all constructive feedback, be it positive or not. But we will draw a line when posts include personal attacks on members of the studio (yes, “cleverly” disguised ones as well).

Our goal is to have a healthy forum community and provide a place where people can have constructive and respectful conversations and dialogue with our staff members.

So from this point forward, everybody who personally attacks a member of the studio will get an immediate 2 week forum suspension on the first violation. Any further attack on studio members will result in a permanent termination of your posting rights.

You have been warned.

Good PvP Patch

in PvP

Posted by: Asuka Shikinami.5462

Asuka Shikinami.5462

Jonathan, don’t you think Warriors are just a little over the top at the moment? Such as the amount of sustain available even when playing glassy? The mobility/escapes from the gap closers in sword/GS where most classes require targeting for those skills to work? How short the cooldown is on some of the cc? Zerker stance stopping all condi’s instead of negative duration (isn’t this a bug, if so why isn’t it fixed?)

I know you guys like to look at the metrics and let things settle… but seriously, it’s been months… Surely you guys are aware of how much this has also affected wvw with increased stats…

Thanks for the thoughts!

Yes, Warrior is pretty beefy right now, and can dish out strong aoe CC with some specs. We’ll have to watch to see if any counters crop up to deal with it in the next few weeks. I do think the build is strong, and we’re watching it very closely.

If you’ll recall, Berserk’s stance was brought in at a 6s duration (and very few people ran it), and then went to an 8s duration. This was enough to get people to start trying to make a build around it, and this lead to the current sustain/cc Warrior that’s so powerful right now.

That duration may need to come down, now that their traits align and give them VERY strong sustain due to multiple sources or regen. It’s working as it’s intended right now, but the duration is longer than it was previously.

TL:DR – We’re watching Warriors very closely right now and waiting to see how the meta adjusts.

Thank you for the response Jonathan! Glad to know you are atleast monitoring the situation. From both a pvp and wvw perspective, I have seen this become more and more dominant, to the point you really have to outplay some warriors with lower skill levels, simply due to their build carrying them and it having room for mistakes. I have had some great fights with warriors, being careful with timing and ensuring you make no mistakes can be challenging, but it doesn’t feel like focus to keep that defense up is equal to the benefit of having so many numerical benefits/passive buffs warriors have at the moment.

Regarding zerker stance, I am a little confused. I was under the impression this is meant to reduce condi duration by 100% (so a necro applying a 10s bleed with +50% duration would apply a fifteen second bleed during this period), but is currently bugged and makes you immune to condi’s during this time. I admit I haven’t tested this over the last few days or since patch, but can you confirm if this is a bug/intentional etc?

http://wiki.guildwars2.com/wiki/Berserker_Stance

Edit: word filters changed this post to kitten bleeds… o.o

After I’m elected, bribing me will be considered a “gold sink”
- John Smith

(edited by Asuka Shikinami.5462)

Good PvP Patch

in PvP

Posted by: JonathanSharp.7094

Previous

JonathanSharp.7094

Game Design Lead

Next

Just wanted to say that you guys are having a similar discussion to what we’re having internally.

Yes, the Warriors are pushing some of the condition builds out of the meta, but with our sigil of para fix, those same warriors will now be losing a little damage and a little control.

We need to give it a little while to see how the meta settles. Then we’ll be putting in trait improvement and skill improvements.

We felt the Warrior would eventually rise up to become the class it is now (it took a while for people to catch on), but once you guys figured it out, they did what we expected them to do.

Now we need to see where you guys (and the meta) go next.

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

"We knew Warriors would end up this way"

in PvP

Posted by: felivear.1536

felivear.1536

So, there will be apologists out there that rip this thread apart saying that I’m attacking the devs, and I am not doing that at all. There is a certain theme that is being thrown around on the forums and I want to have some clarification, because I think it’s misleading.

The statement that, “we knew where warriors were headed this whole time and it took you guys a while to catch up” is being echoed in many threads currently; however, the current fix to bring them back in line is to fix sigil of paralyzation, which was a bug.

So, if you made changes to warrior, and they turned out to be the way that you thought, then either:

a- you knew paralyzation was a bug and just waited for us to “catch” it
or
b- the bug was never known and you never knew that warriors would turn out the way they did.

Another topic of discussion:

If you are waiting to balance the game, because a bug that has been in the game, since probably the beginning, was finally fixed and you are waiting to see how it all panned out….then, why wasn’t that bug fixed IMMEDIATELY since it wasn’t intended and then the meta would naturally shift. If you had done the latter, then this patch could have been used to address some of the actual BALANCE concerns, and not bug fixes. Instead were addressing a bug to then evaluate what balance updates are required.

I am not currently someone that is blasting this patch on the forums, because I think it was a step in the right direction, but this whole ,“we knew warriors were headed where they were, we just sat back and waited for you to catch up” i believe is a bit misleading. Once again, because that would mean you knew the bug was in play and did nothing about it.

I guess, to keep this constructive: why can’t we fix bugs immediately? Why do you we have to wait for large updates for major bugs THAT ARE ADMITTEDLY SHIFTING THE META, to be fixed?

I know the approach is slow and steady, and maybe this patch will bring the change we need, but I doubt it. Even during the live stream Roy stated a few times, “we know it’s probably not enough but we want to wait and see”. Which is understandable if the game was updated at even a remotely reasonable pace. But it’s not and so I leave you with this:

If the patch doesn’t fix the meta, doesn’t make the game more enjoyable, how long do we wait for the next patch to address it’s shortcomings?

Good day.

feLIVEar: Your resident forum king.

Why can't "Support" be a more Prominent type?

in PvP

Posted by: ronpierce.2760

ronpierce.2760

So I’ve been playing for quite a while, and started getting to thinking, what ever happened to the Damage/Support/Control types? Currently Control is heavy, but usually tied to being a Bunker or an effective Damage dealer. Damage is absurdly high for certain builds (conditions being the worst). However the game doesn’t seem to fill the Support section well. Unless their definition of Support is Bunkers that just troll people and are good at running circles on a little circle and tosses a few knockbacks here and there. (In which case the rest that I say is meaningless, but I hope that’s not the support they mean.)

A few key points I wanted to point out are:
- There is no three way building, its Bunker or Burst (B&B duo)
- Healing power scales worse than damage plus each heal has a long cooldown, so essentially Healing/support naturally doesn’t have a fit right now, its a poorly weighted stat (granted HP+Toughness on a few certain builds can be hard to kill, but generally that’s because those builds also have protection/stability or high evasion too, so be careful to look at the whole package before you say I’m wrong.)
- Support is such a small portion of what any build can do, most are still either Burst or Bunk with the ability to affect allies/enemies in some RELATIVELY small way.
- The most controversial; people actually kind of want to heal… This game has a good way to allow that! It truly does!

Now, the reason I say all of that is I started playing a support “healer” warrior recently, while its not QUITE there yet, it got me thinking… (Build is Mace/Shield+Sword/Warhon 0/0/25/30/15 shout healer) What if healing and support actually became a real thing? Now, I don’t want GW2 to have immortal target ally and press/spam a heal button. No, absolutely not. BUT! What if a single tree for some, if not all, classes had a very defined support tree that gave benefits to healing and boons and the traits gave healing and buffing aspects to normal abilities. Especially with the more defined traits coming along I could REALLY see this working!

Essentially supports could be AOE/Combat healers that still focus on being right there in the fight and doing damage, but they’d obviously do less (like bunkers do) but with a bit less personal defense and more group-wide benefits and their main goal is to actually heal and support their team. (Yes guardians can already somewhat do this, but it could be a lot better if you ask me.)

- Minor traits in “Support trees” would build the base of healing while attacking. These would not be weapon specific, but say auto attack also heals for a portion of weapon damage, but scales with healing power, which heals nearby allies. (Low base, high HP scaling, so its less effective for DPS roles to pick it up and expect it to be highly potent for them.)
- Majors would add supporting and more specific effects.

Examples:
Necromancer Marks now being able to heal for a small amount and applying defensive boons.
Move Vigorous shouts and the banner heal to adept 25 point (merged), Having banners periodically aoe spurt hp, shouts work how they do now, and the new 30 points be that Shouts and Banners healing give regen as well and shouts remove a condition. (Shouts would give like a 5-8 second regen while spurt heals from banners would give a 1-2 second regen.)
And this idea could follow through several characters. Thieves could be poison healers with leeching poisons.

Its just a thought I wanted to throw out because I had high hopes for being a real “support”, and healing doesn’t have to go away just because click and heal does. It still has a place, and I think it would be wonderful and fun.

Try not to be too critical, I know not everyone likes healers, but I think this game has a good groundwork considering what I’m proposing already exists (shout healers), just make it a little… more of a thing for those who enjoy that gameplay. I think it’d be fun.

High Warlord Sikari (80 Reaper) / Lord Siekron (80 DH)
Warlord Sikari (80 Scrapper)

Game Update Notes - October 15, 2013

in Game Release Notes

Posted by: Regina Buenaobra

Previous

Regina Buenaobra

Content Marketing Lead

Next

LIVING WORLD
Blood and Madness

  • Fixed a bug where players could be blocked from finishing “The Reliquary” story instance.

BALANCE, BUG FIXING, POLISH
General

  • Fixed a crash bug when players used the contacts panel from the character select screen.
  • Fixed a bug that caused the Sanctum Sprint activity to incorrectly think that it was full.
  • Fixed various server crashes.

Mesmer

  • Descent into Madness: Fixed a bug with the Chaos Storm skill triggered by this trait to properly deal the correct damage.
Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Game Update Notes - October 15, 2013

in Game Release Notes

Posted by: AidanTaylor.3872

Previous

AidanTaylor.3872

European Community Manager

Next

LIVING WORLD
Blood and Madness
Halloween returns to Tyria, and the studious Magister Tassi is busy. Obsessed with everything related to Mad King Thorn, the diminutive scholar is hunting for a lost relic connected to the crazed monarch famous for his Halloween mayhem. But what she discovers is something tucked away centuries ago—and for a good reason. Join Tassi, uncover the Mad King’s ghoulish secret, and learn that some things that are hidden can return with a vengeance.
The Blood and Madness content will be available from October 15 to November 11, including rewards and achievements. The only exception is the A Royal Tradition achievement, which can only be completed when Mad King Thorn visits Lion’s Arch.
Story

  • Join Magister Tassi at the Nolani Academy ruins in the northwest corner of the Black Citadel for two multiplayer story instances:
    • The first introduces the players to this year’s Halloween story and the arrival of Mad King Thorn’s son, the Bloody Prince. As players work towards completing the meta-achievement, they can occasionally use Tassi’s relay golem to check in on her developments.
    • The second story instance requires completion of the Blood and Madness meta-achievement in order to enter and play the story conclusion. A least one player in the party needs to have met the prerequisite for the whole party to enter and begin the instance.

Lion’s Arch

  • Lion’s Arch has been decorated with Halloween flair. Decorations abound with pumpkins to carve. There are kids trick-or-treating, and merchants selling Halloween recipes. Even Zommoros has some festive spirit, turning the Mystic Forge into a cauldron. Jump in for some costume brawl fun!
  • Sonder the Seller in Fort Marriner will exchange candy corn for candy corn cobs, which can be used to buy a Mini Bloody Prince Thorn and 20-slot Halloween Pail inventory bags. He will also combine stacks of chattering skulls, plastic fangs, and nougat centers for refined versions. These resultant items are ingredients needed to craft exclusive Halloween weapons: The Mad Moon (shield), Arachnophobia (short bow), and The Crossing (staff).
  • Mad King Thorn himself will arrive in Lion’s Arch on Halloween from 9 a.m. PDT on October 30 to 9 a.m. PDT on November 1. Laugh at his mad jokes and play his Mad King Says game!

Open World

  • In the Krytan areas of Queensdale, Kessex Hills, and Gendarran Fields, the Haunted doors have returned. This time, there are two varieties: the green Mad King doors and the red-purple Bloody Prince doors. Upon interaction, each brings one of several occurrences: a trick-or-treat bag can appear, or an event will start where players will need to defeat an intrusion of either the Mad King’s army of candy-corn elementals, plastic spiders, and gargoyles or the Bloody Prince’s army of skeletons, mummies, and ghosts.
  • Just outside of each home city, players can find a tent and stage with Halloween decorations. Talk to the trick-or-treating kids, the Mad King Thorn actor in costume, or to the ghost Rasmus, who can transfer players to the Lunatic Inquisition activity in the Mad Realm.
  • The Heart of the Mists and the home citadels in the Borderlands have also been decorated for Halloween.

Mad Realm

  • The Mad Realm can be entered through the Haunted doors that appear in Queensdale, Kessex Hills, and Gendarran Fields. The Mad King and Bloody Prince doors will transport players to the west and east docks above the Mad King’s Labyrinth respectively. The Lunatic Boatmaster can bring you to the Lunatic Inquisition or the Mad King’s Clock Tower. Players can also interact with the portal seal on the ground to travel to the labyrinth below.
  • The Mad King’s Labyrinth has been thrown into conflict as the Mad King’s and Bloody Prince’s armies clash. Watch the Thorns bicker in the map as their forces fight for control. Three legendary bosses patrol the maze: the Skeletal Lich, the Grand High Viscount of Candy Corn, and the Labyrinthine Horror.
  • The Lunatic Inquisition activity pits players against one another, as Lunatic courtiers search out villagers in the labyrinth. Players must use found items and hidden secrets to survive the night.
  • The Mad King’s Clock Tower has returned with all of its jumping challenges. While ascending the tower, the player will remain fully visible, but fellow players will be shown with a mist effect.

Rewards

  • Completing the first story instance at the Nolani Academy ruins will reward the player with Tassi’s relay golem and four limited-use Halloween finishers. Summon the golem while completing Blood and Madness achievements to hear updates from Tassi.
  • Finishing the Blood and Madness meta-achievement, A Sweet Friend, will reward the player a Mini Candy-Corn Elemental. Completing this achievement unlocks the final story instance by returning players to Tassi in the Nolani Academy ruins.
  • Completing the final story instance will reward players with the Gift of Candy Corn, a personal candy corn mining node in their home instance that can be mined once a day.
  • The rewards for completing the Mad King’s Clock Tower have been updated for the new year.
  • Players who succeed at Mad King Says for the A Royal Tradition achievement will receive the Mask of the Night Skin.
  • Sonder the Seller at Fort Marriner in Lion’s Arch has an updated inventory with Halloween-themed goods and crafting materials.
  • Recipes for the Gift of Spiders, Gift of Souls, and Gift of the Moon have returned in their updated forms.
    • Recipe: Gift of Spiders requires 40 Bottles of Elonian Wine, 10 Candy Corn Cobs, 10 Piles of Crystalline Dust, and 10 High-Quality Plastic Fangs.
    • Recipe: Gift of Souls requires 40 Bottles of Elonian Wine, 10 Candy Corn Cobs, 10 Piles of Crystalline Dust, and 10 Tyria’s Best Nougat Centers.
    • Recipe: Gift of the Moon requires 40 Bottles of Elonian Wine, 10 Candy Corn Cobs, 10 Piles of Crystalline Dust, and 10 Gibbering Skulls.

Achievements

  • A Sweet Friend is the Blood and Madness meta-achievement. By besting the Mad King’s labyrinth bosses, playing Halloween activities, opening trick-or-treat bags, and completing Mad Realm door events, players can earn enough points to earn the Mini Candy-Corn Elemental, which is a requirement to enter the conclusion of the Blood and Madness story arc.
    • Successfully playing Mad King Says when Mad King Thorn visits Lion’s Arch will also count towards the meta-achievement.
    • Note: The A Stomping Good Time achievement, which tracks use of Halloween finishers in PvP and WvW, will not progress if players are in a custom arena.
  • Special Halloween-themed daily achievements during the release also contribute to the meta-achievement. These are earned by participating in specific Halloween content each day.
  • Additionally, there are three achievements that become available after completing the A Sweet Friend achievement and deal with the second story instance encounter with Bloody Prince Thorn. Completing “You, Back in the Box” will award the Gift of Candy Corn, a candy-corn node that can be mined daily in the player’s home instance.

    NEW FEATURES AND CONTENT
    World vs. World
  • Introducing the inaugural WvW season:
    • North America and Europe have been split into three leagues each: gold, silver, and bronze.
    • Players will be tied to the world they are on when they first log in after the season begins. Players may transfer worlds at any time, but their final reward will be linked to the performance of their initial world.
    • The worlds in each league will be matched up against the other worlds in the league over the course of seven weeks, starting October 18.
    • The results of those matchups will contribute to a world’s Season 1 score.
    • At the conclusion of the season, players who have completed the WvW Season 1 meta-achievement will receive a reward based on their world’s ranking within their league.
  • A new achievement group has been added to the Living World category for WvW Season 1.
    • Twenty achievements have been added.
    • Completing 15 of the achievements will reward the Premier Season Veteran meta-achievement, a title, and a key that will unlock the final reward chest for Season 1.
    • Several of the achievements have reward chests with a variety of items, including ascended crafting materials.

BALANCE, BUG-FIXING, POLISH
General

  • Condition combat floaters will now display a splash behind the damage floater to identify the condition that dealt the damage. This feature is turned on by default. To turn it off, use the new UI option, Show Simple Condition Floaters.
  • Facts have been added to trait tooltips. Skills that are fired off from traits will now be displayed in the tooltip. Skills and traits that are affected by equipped traits will now display new facts in a blue color to indicate a trait caused this change.

Living World

  • Fixed several issues with the Clockheart resetting properly. He will now remove Aetherized Shielding and relocate to the center of the room upon party wipe.

Items

  • Runes of Lyssa now work properly on all elites.
  • Sigil of Impact: Tiers 2 and 3 will now only function if the target is knocked down or stunned, instead of always applying extra damage.
  • Superior Rune of Speed: The six-piece bonus of this rune set now correctly provides 25% increased movement speed.

Profession Skills
General

  • A new option for ground-targeting is now available in the General Options menu as ‘Fast with Range Indicator’. On key-press, ground-target skills will display their range indicator. On key-release, the ground-target skill will cast.
  • AoE spells with a maximum number of targets will now count combatants that block or evade the attack towards that maximum.
  • Fixed a bug where some zero-damage spells (Tainted Shackles, among others) did not place their casters in combat.
  • Fixed a bug that disabled utility-skill swapping while transformed.
  • Stun breakers will now break launch effects.
  • Tab targeting now prioritizes players over NPCs (including minions; mesmer clones are an exception) and champions over everything else.
  • Deselecting a target will reset the tab-targeting history.
  • Fixed an issue that caused extra “Miss” floaters to display whenever an attack was dodged, evaded, or missed due to a blind.
  • Fixed an issue that made F1-F4 skills display the wrong amount of damage (displayed too little damage if the weapon was better than common rarity).
  • Weapon skills that hide the player’s weapon will no longer hide their back-slot item.
  • Engineer turrets will now target whatever enemy was last hit by their creator whenever possible.
  • Fixed an issue where stuns would always round up their duration to the nearest second if players had extra stun duration from items or traits.
  • Immobilize now stacks in duration to a maximum of five times.
  • All player-controlled minions, excluding mesmer phantasms and clones because they were already increased in a previous patch, now have 71.43% more hit points in PvE maps.
  • Dark Projectile Combo: The damage portion of the life siphon bolt now slightly scales off power.
  • Dark Whirl Combo: The damage portion of the life siphon bolt now slightly scales off power.
  • Made it easier to retarget channeled skills. Now if players try to recast them on a separate target, it will cancel the current instance of the skill and start casting it again on the other target.
  • Made it harder to accidentally waste the player’s downed 2 skill when the player becomes downed while trying to use their weapon 2 skill.
  • Skills that buff allies in an AoE now prioritize party members.
  • Invisible collision elements will no longer block click targeting.
  • Fixed an issue where players could teleport while picking up the orb in Spirit Watch.
  • Stuns: The stun and dazed debuffs are now properly removed after using a stun break skill.
  • Signets: Signet passive buffs are now properly applied upon entering a PvP map.
  • Chill: Skill recharges will now appear in teal while affected by this condition.
  • Torment: Updated the description to more accurately display the damage done while standing still and moving.

Elementalist

  • Shocking Aura: Added the shocking aura buff to the skill fact.
  • Elemental Attunement: Normalized this trait so that each boon can be applied to up to five allies within a 240 radius.
  • Evasive Arcana: Normalized the radius to 180 for each spell created.
  • Persisting Flames: The duration increase for fire fields is now consistent.
  • Burning Fire: This trait now lists the proper skill names in its description.
  • Written in Stone: Fixed an issue that caused Signet of Air to lose its effect partially through the skill’s recharge.
  • Glyph of Storms: This skill now properly displays the duration of each spell. Added AoE rings to the fire and earth skills.
  • Geyser: Increased the base radius to 180. Increased the radius to 240 when traited with Blasting Staff. Fixed an issue so that the water field radius would match the increased radius with Blasting Staff.
  • Water Blast: Increased the healing stat scaling from 10% to 25%. Slightly decreased the base heal at low levels, but it will heal for the same base at level 80. Increased the base radius to 180. Removed the heal that occurs if the water blast strikes nothing.
  • Frozen Ground: Added an unblockable skill fact.
  • Unsteady Ground: This skill no longer damages or cripples enemies. It will now prevent foes from crossing the area, knocking them back a short distance. Lasts for 3 seconds.
  • Shock Wave: Increased the projectile velocity by 12.5%.
  • Burning Retreat: Increased the retreat distance by 200.
  • Static Field: Increased the combo ring radius to match the spell radius.Windborne Speed: Decreased the radius to 300 when traited with Blasting Staff.
  • Fireball: Increased the base radius to 120. Increased the radius to 180 when traited with Blasting Staff.
  • Meteor Shower: Increased the impact radius to 180 when traited with Blasting Staff.
  • Healing Rain: Reduced the radius to 420 when traited with Blasting Staff. Updated the skill fact to display the actual amount of regeneration applied.
  • One with Air: This has been redesigned. It now will grant 1.5 seconds of superspeed when attuning to air.
  • Earthquake: Added a range indicator.
  • Arcane Wave: This skill no longer applies conditions at an infinite range when traited with Elemental Surge.
  • Signet of Restoration: This skill now heals for the correct amount when Written in Stone is traited and the skill is activated.
  • Whirlpool: Added skill facts.
  • Glyph of Elementals: The Inscription trait now functions with this skill.
  • Glyph of Storms:
    • Firestorm: Reduced the number of maximum targets per impact from 10 to 5. Added an AoE ring.
    • Ice Storm: Added an AoE ring.
    • Lightning Storm: Increased the impact radius from 60 to 90.
    • Sandstorm: Reduced the number of maximum targets per pulse from 10 to 5. Added an AoE ring.
  • Glyph of Renewal:
    • Renewal of Fire: This skill is now ground targeted with a 900 range and a 180 radius.
    • Renewal of Water: This skill is now ground targeted with a 900 range and a 180 radius. Fixed an issue so that it will also fully heal the target that is revived.
    • Renewal of Air: This skill is now ground targeted with a 900 range and a 180 radius. Increased the maximum teleport distance to 900 to match the range of the skill.
    • Renewal of Earth: This skill is now ground targeted with a 900 range and a 360 radius.
  • Conjure Flame Axe: Fixed an issue so that the bundle now properly disappears when the timer runs out.
    • Lava Axe: This skill now grants 1 stack of might for 8 seconds when striking an enemy.
    • Explosive Lava Axe: This skill is now a blast finisher.
    • Flame Leap: Reduced the recharge to 15 seconds.
  • Conjure Lightning Hammer: Fixed an issue so that the bundle now properly disappears when the timer runs out.
    • Lightning Leap: This skill will now hit up to 3 targets.
    • Wind Blast: Increased the launch distance to 600.
    • Lightning Storm: Increased the lightning impact radius from 60 to 120. This skill can now be used while moving.
    • Static Field: This skill will now stun a target entering the field instead of dazing them. Increased the radius from 180 to 240.
  • Conjure Frost Bow: Fixed an issue so that the bundle now properly disappears when the timer runs out.
    • Water Arrow: Increased the velocity by 20%. Normalized the healing radius to 240 around the target. Increased the base heal by 20%. Scaling with healing power has been increased from 10% to 30%.
    • Frost Volley: Reduced the recharge to 4 seconds.
    • Frost Fan: Updated the chill skill fact to display the proper duration.
    • Ice Storm: Increased the impact radius from 90 to 120.
    • Deep Freeze: Reduced the cast time of this skill to 1.5 seconds.
  • Conjure Earth Shield: Fixed an issue so that the bundle now properly disappears when the timer runs out.
    • Shield Smack: This skill is now the first skill in the auto-attack chain. It will now hit up to 3 targets and apply 1 stack of bleeding for 6 seconds.
    • Shield Smash: This skill is now the second skill in the auto-attack chain. It will apply 2 stacks of bleeding for 6 seconds.
    • Crippling Shield: This skill is now the third skill in the auto-attack chain. Increased the damage by 50%. Reduced the range to 450.
    • Stone Sheath: This is a new skill. It is a channeled cast that will block one attack and then cause 3 stacks of bleeding for 6 seconds in a 240 radius.
    • Magnetic Surge: This skill can now hit up to 3 targets.
    • Magnetic Shield: This skill will now provide 2 seconds of protection per target pulled. It can also be used while moving.
    • Fortify: Reduced the recharge to 30 seconds.

Engineer

  • Bomb Kit—Bomb: Increased the base radius from 120 to 180. Increased the radius to 240 when traited with Forceful Explosives.
  • Bomb Kit—Fire Bomb: Increased the base radius from 120 to 180. Increased the radius to 240 when traited with Forceful Explosives.
  • Bomb Kit—Glue Bomb: Decreased the radius from 360 to 300 when traited with Forceful Explosives. Added an unblockable skill fact.
  • Kit Refinement—Magnetic Bomb: Decreased the radius from 360 to 300 when traited with Forceful Explosives.
  • Self-Regulating Defenses: This trait now functions with Fast-Acting Elixirs.
  • Hidden Flask: This trait now functions with Fast-Acting Elixirs.
  • Autodefense Bomb Dispenser: This trait now functions with Short Fuse.
  • Sharpshooter: Increased the critical chance from 30% to 33%.
  • Metal Plating: Increased the damage reduction from 30% to 33%.
  • Homing Torpedo: This skill will no longer fail to strike larger wurm creatures.
  • Smoke Vent: This skill now has a range indicator.
  • Steel-Packed Powder: Fixed an issue so that the vulnerability condition will be granted to the grenade skill when this is traited, but will not apply to the Reserve Mines trait.
  • Elixir C: This skill now functions with Potent Elixirs.
  • Toss Elixir R: This skill now functions with Potent Elixirs. Resurrection has been normalized to 17% from a random percentage chance (14% to 20%). Underwater version now functions the same as well.
  • Toss Elixir S: This skill now only grants stealth. Base duration of stealth has been increased to 5 seconds.
  • Toss Elixir B: This skill now grants stability to allies, in addition to a random boon. Increased the base recharge to 30 seconds.
  • Elixir H: Decreased the protection duration from 7 seconds to 6 seconds when traited with Potent Elixirs.
  • Mine Field: Increased the base explosion radius from 120 to 180.
  • Reserve Mines: Increased the base explosion radius from 120 to 180.
  • Throw Napalm: This skill now leaves a fire field behind for 3 seconds when it lands, which burns enemies for 1 second every second. Burning duration of Throw Napalm on impact reduced to 4 seconds from 5.
  • Rifle Turret—Automatic Fire: Bleeding has been removed. This skill now applies 8 seconds of vulnerability on each hit.
  • Turrets:
    • All base (non-ground-targeted) turrets will now indicate when the engineer is in range of the target.
    • Turret models, nameplates, and health bars no longer linger after being destroyed.
  • Net Turret: Updated the rate-of-fire skill fact to indicate the correct rate of fire.
  • Supply Crate: Added a duration skill fact.

Guardian

  • Symbol of Judgment: Added skill facts for revive percent, pulse, and number of targets.
  • Symbol of Faith: Removed the range skill fact.
  • Zealot’s Speed: The Symbol of Wrath created by this trait will now have a 180 base radius and 240 radius when traited with Writ of Exaltation (to be consistent with other symbols).
  • Perfect Inscriptions: This trait now increases the effectiveness of the passive condition removal on Signet of Resolve.
  • Protector’s Strike: Updated the damage skill fact to more accurately display the correct amount.
  • Healing Breeze: Doubled the base heal when healing allies. Scaling from healing power has been increased from 20% to 40% when healing allies.
  • Merciful Intervention: This skill is now instant as a baseline skill.
  • Smite Condition: This skill is now instant as a baseline skill.
  • Focused Mind: This trait now grants fury when using a meditation.
  • Purging Flames: Base functionality has been reworked. This skill now removes three conditions from allies in an area effect around the guardian while burning enemies (enemies that enter or exit the flames are still burned). This skill now reduces the condition duration for allies who remain in the consecration areas.
  • Hallowed Ground: This skill now increases the boon duration for allies who remain inside the consecration areas.
  • Signet of Mercy: This skill is now ground targeted with a 900 range and a 180 radius.
  • Pure of Voice: Fixed an issue so that this trait no longer removes a second condition. It will only convert one condition into a boon on allies affected by the shout.
  • Glacial Heart: This trait now delivers an area strike on the target it activates on, damaging and chilling up to five enemies in a 180 radius.

Mesmer

  • Descent into Madness: Fixed the Chaos Storm created by this skill to match the actual Chaos Storm skill functionality.
  • Illusionary Defense: Fixed this trait to properly decrease damage taken by 3% per illusion.
  • Feedback: Added a radius skill fact. Updated the skill facts to display changes from traits.
  • Medic’s Feedback: Increased the duration of the feedback bubble created by this trait to match the actual duration of the Feedback skill.
  • Winds of Chaos: Fixed the bleeding skill fact to display the proper duration when Chaotic Dampening is equipped.
  • Mender’s Purity: This trait now functions with racial skills Healing Seed and Prayer to Dwayna.
  • Power Cleanse: This skill now removes 2 conditions from up to 5 allies in a 240 radius.
  • Power Break: This skill now applies stability to up to 5 allies around the player in a 240 radius.
  • Illusionary Counter: Reduced the recharge from 12 seconds to 10 seconds.
  • Confusing Images: Reduced the recharge from 15 seconds to 12 seconds.
  • Mantra of Pain: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
  • Mantra of Resolve: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
  • Mantra of Concentration: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
  • Mantra of Distraction: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
  • Phantasmal Duelist: The Illusionary Duelist’s attacks now have a 20% chance for a projectile combo finisher instead of 100% when traited with Duelist’s Discipline.
  • Arcane Thievery: This skill will now have a consistent animation when used with a greatsword.
  • Illusionary Wave: Updated the skill to indicate its actual attack distance, which is 450.

Necromancer

  • Life force meter improvements:
    • The meter has been resized in order to properly display the entire bar. Previously, about 10% of the bar was hidden.
    • The current life force value is now displayed on the bar.
    • The current and max life force is now displayed on the tooltip.
  • Spectral Armor: Increased the duration from 8 seconds to 9 seconds when traited with Spectral Attunement to match the intended duration increase. Added a duration skill fact.
  • Lingering Curse: This trait will no longer increase the duration of blind on the Deathly Swarm skill.
  • Target the Weak: This trait will now properly increase damage when the target has the torment condition.
  • Mark of Revival: Increased the base radius of the Reaper’s Mark created by this trait to 180 to be consistent with other marks.
  • Mark of Evasion: Increased the base radius of the Mark of Blood created by this trait to 180 to be consistent with other marks.
  • Spinal Shivers: Added a damage fact for each damage value based on the boons the target currently has on them.
  • Locust Swarm: Increased the base cripple duration to 2 seconds.
  • Spectral Grasp: This skill now grants bonus life force when traited with Spectral Attunement.
  • Tainted Shackles: This skill now uses radius instead of range.
  • Banshee’s Wail: Normalized this trait to increase the effectiveness of warhorn skills by 50%.
  • Vampiric Precision: The life siphon now correctly scales with the Bloodthirst trait. The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
  • Vampiric Rituals: The damage portion of the life siphon from this trait now scales slightly based on power. The healing portion of the life siphon from this trait now scales slightly based on healing power.
  • Vampiric Master: This trait will now cause minions to properly deal damage when siphoning life. The damage portion of the life siphon from this trait now scales slightly based on power. With the new damage addition, base siphoning from this trait’s minions has been reduced by 16%.
  • Unyielding Blast: Fixed an issue so that this trait will now properly apply vulnerability when using Life Blast underwater.
  • Vampiric, Vampiric Precision, Vampiric Rituals, and other life siphon skills: Increased the base siphoning by 20%.
  • Bloodthirst: This trait now grants 20% bonus siphoning, down from 50% more effectiveness (which results in no change when combined with the change to other siphoning traits).
  • Deathly Invigoration: The base heal from this trait has been increased by 100%.
  • Transfusion: This trait now scales with healing power at a rate of 20%, where it didn’t previously scale.
  • Well of Power: Fixed an issue so that this skill will properly convert burning, chilled, confusion, immobilize, and torment on allies.

Ranger

  • Nature’s Voice: This trait no longer carries the effects of Evasive Purity as well as the on-shout swiftness and regeneration.
  • Soften the Fall: Increased the number of maximum targets from 3 to 5.
  • Barrage: This skill will no longer have reduced condition duration when traited with Eagle Eye.
  • Companion’s Defense: Protection is now applied to the ranger at the end of the dodge-roll, while the ranger’s pet gains it at the beginning of the dodge-roll.
  • Spike Trap: This skill’s tooltip now appropriately displays when Trapper’s Expertise is equipped. Updated the skill tooltips to include the immobilize condition that occurs.
  • Healing Spring: Reduced the field duration to 10 seconds. It now pulses every 2 seconds instead of 3, so it will still provide the same amount of regeneration and condition removal, just in a more condensed time frame.
  • Vigorous Renewal: This trait now grants vigor to the ranger and nearby allies when the Healing Spring skill is cast and not on every pulse.
  • Maul: Damage for this skill has been increased by 7%. Vulnerability has been increased from 3 stacks to 5 stacks, and the duration has been increased from 6 seconds to 8 seconds.
  • Muddy Terrain: The maximum number of targets for this skill has been increased from 3 to 5.
  • “Sic ’Em”: This shout now applies 4 seconds of revealed on the targeted enemy. Updated the range skill fact to 2000 to match the maximum usable distance of this skill.
  • Intimidation Training: This trait now has an attack that cripples enemies (600 radius), instead of directly applying cripple to enemies around the area.
  • Vigorous Training: This trait now grants 5 seconds of vigor to nearby allies (600 radius) when swapping any pet type in combat.
  • Shout Master: This trait now properly reduces Search and Rescue’s cooldown while in PvP.
    Ranger Pets
    • Juvenile Jungle Stalker
      • Mighty Roar: Increased the might duration from 10 seconds to 15 seconds. Reduced the recharge from 30 seconds to 25 seconds.
    • Juvenile Brown Bear
      • Shake It Off: This skill will now remove two conditions from nearby allies.
    • Juvenile Black Bear
      • Enfeebling Roar: Reduced the recharge from 45 seconds to 40 seconds.
    • Juvenile Blue Moa
      • Protecting Screech: Reduced the recharge from 40 seconds to 30 seconds.
    • Juvenile Red Moa
      • Furious Screech: Reduced the recharge from 30 seconds to 25 seconds.
    • Juvenile Cave Spider
      • Weakening Venom: Increased the vulnerability from 1 stack for 5 seconds to 3 stacks for 10 seconds.
    • Juvenile Fern Hound
      • Regenerate: This will now also heal nearby allies for 1000 base and up to 1350 when traited with Compassion Training.
    • Juvenile Hawk
      • Lacerating Slash: Hawk and Eagle now have separate cooldowns for this skill.
    • Juvenile Lynx
      • Rending Pounce: This skill’s tooltip now displays the correct amount of bleeding applied.

Thief

  • Shadow Refuge: This skill now functions with the Meld with Shadows trait.
  • Shadow Pursuit: This skill now functions with the Meld with Shadows trait.
  • Blinding Powder: Stealth duration has been decreased from 5 seconds to 4 seconds when traited with Meld with Shadows. The skill remains with a base of 3 seconds. This skill is now a blast finisher.
  • Merciful Ambush: This skill now functions with the Meld with Shadows trait for the recipient of stealth.
  • Fixed an issue where some skills would remove the visual effect of stealth from the player.
  • Destroy Shadow Trap: This skill now has a 1.5-second cast time. It plays an effect on the thief and on the trap location when it is being cast. Added 5 seconds of regeneration.
  • Hide in Shadows: This skill now only increases Blinding Powder stealth by 1 second so it is consistent with the trait’s functionality.
  • Venomous Aura: Increased the venom share radius to 360.
  • Larcenous Strike: This skill now steals only 1 boon.
  • Body Shot: This skill now applies 1 second of immobilize. Reduced the number of vulnerability stacks from 10 to 5. Increased the initiative cost from 3 to 4.
  • Lotus Poison: The recharge is now set on each individual target that this trait triggers on. Reduced the recharge to 15 seconds.
  • Shadow Strike: This ability now has a distance skill fact that represents the distance retreated.
  • Withdraw and Roll for Initiative: These skills now properly remove immobilize upon execution.
  • Basilisk Venom: Petrify is now removed on stun break.

Warrior

  • Sharpened Axes: The adrenaline gain on critical hits now applies to all axe skills.
  • Battle Standard: This skill no longer applies boons until the end of the cast to prevent unintended behavior when canceling it.
  • Mobile Strikes: This trait now functions with the elementalist’s following skills:
    • Conjure Lightning Hammer skill—Lightning Leap
    • Conjure Flame Axe skills—Burning Retreat and Flame Leap
    • Conjure Earth Shield skill—Magnetic Surge
    • Rampage skills—Dash and Seismic Leap
  • Reckless Dodge: Increased the radius to 180. Increased the number of targets from 3 to 5.
  • Vigorous Shouts: Increased the base healing by 25%. Increased the scaling with healing power stat from 80% to 90%.
  • Lung Capacity: This trait has been moved to tier 1.
  • Empower Allies: This trait has been moved to tier 2.
  • Staggering Blow: This skill can now be used while moving. Reduced the cast time to 0.5 seconds.
  • Final Thrust: This ability now uses a more fluid animation.
  • Combustive Shot: Updated the effects and skill facts to reflect the radius of the actual attack (240). Rank 1 of this ability now attacks at a 180 radius, down from 240.
  • Quick Breathing: Fixed an issue so that this trait no longer removes a second condition. It will only convert one condition into a boon on allies affected by the warhorn skills.
  • Fear Me: Added an unblockable skill fact to represent its functionality.
  • Vengeance: Players are now granted the same duration of invulnerability as rallying upon activation (1 second from 5 seconds).
  • Mobile Strikes: Fixed an issue with some skills that wouldn’t remove immobilize until after the player had started moving.

Racial

  • Sylvari
    • Summon Druid Spirit: Reduced the cast time to 2.75 seconds. This skill can now be cast while moving.
    • Healing Seed: This skill now functions with the ranger trait Vigorous Renewal.
  • Human
    • Prayer to Dwayna: This skill now functions with the ranger trait Vigorous Renewal.

World vs. World

  • Fixed a display issue that caused the Borderlands ruins to incorrectly indicate which world owns which ruin.
  • Fixed an issue that prevented sentries from appearing in the center of some borderlands maps.
  • WXP boosters no longer affect WXP consumable items.
  • Static siege sites will no longer be affected by the siege decay timer.
  • Flame Rams now correctly apply structural vulnerability to neutral gates.
  • Borderlands Bloodlust has been changed:
    • One stack provides +30 points to power, precision, toughness, vitality, healing power, and condition damage as well as 1 War Score per player killed via a finisher.
    • Two stacks provides a total of +50 points to power, precision, toughness, vitality, healing power, and condition damage as well as 1 War Score per player killed via a finisher.
    • Three stacks provides a total of +60 points to power, precision, toughness, vitality, healing power, and condition damage as well as 1 War Score per player killed via a finisher.
  • The WvW rank-up bonus chest now provides greater item rewards.
  • Fixed a common buff-related client crash in WvW.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • New Halloween weapons are available for 1 Black Lion Weapon Ticket from Black Lion Weapon Specialists. Weapon tickets and ticket scraps can be found in Black Lion Chests.
  • The trick-or-treaters are back in miniature form with the Costumed Mini 3-Pack in the Minis category for 500 gems. Combine these three adorable youngsters with a candy corn cob in the Mystic Forge to get a Mini Ghost Carlotta.
  • Every Black Lion Chest opened before November 11 will also grant an additional personalized trick-or-treat bag. Black Lion Chest Keys are available in the Consumable category for 125 gems each, 5 for 450 gems, or 25 for 2100 gems.

Improvements

  • Mad King and Witch’s Outfit items have been upgraded to rare status.

Bug Fixes

  • The Glory Booster buff icon has been modified to look more like a buff and not an item.
  • Mad King and Witch’s Outfit items can no longer be put in the Mystic Forge.

(edited by Moderator)

Replacing Empowered Allies

in Warrior

Posted by: Nike Porphyrogenita.8137

Nike Porphyrogenita.8137

Think best now is 20-30-0-0-20 with GS+axe/mace and use axe finisher when its up.

Not even close to being the 4th best option.

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

legitimate high ranks - pls devs respond

in PvP

Posted by: Allie Murdock

Previous

Allie Murdock

Community Coordinator

Next

Actually, since the launch of the game, the PvP team has only grown in size. The problem is, that we’ve started doing 2 week releases of PvE content, which makes the PvP side look sorely lacking. One thing to think about is that PvP is a much different beast from PvE. We can’t just churn out content (events, bosses, dungeons, etc.) the way the PvE teams do. We are developing systems. They are using existing systems to spawn content. They are two very very different beasts.

I’ve seen comments that the PvP team is stubborn. Sorry, but in this case I am actually going to stubbornly (couldn’t resist) say that is not true. We are extremely receptive to feedback, but we also have realistic goals with the systems we are implementing. Systems take time to develop.

As always, we really appreciate the feedback and love you all have for the game.

Btw – Banning players is a simple solution, but not a preferable or sustainable one.

A highlight showing lack of skill vs reward!

in PvP

Posted by: Dirame.8521

Dirame.8521

I’m not sure what I’m looking for here. He caught you. You had no stun breakers.

The reward from the risk you took by not having any stun breakers can be seen in the first vid. The second vid shows the other side of things, when you don’t dodge or back-off at the right time.

I mean there seems to be plenty of Skill vs reward going on on your end.

I make guides to builds you may not have heard of;
http://www.youtube.com/user/ceimash
http://www.twitch.tv/ceimash

So i geuss nothing will change..

in PvP

Posted by: ahuba.6430

ahuba.6430

the only thing i’m worried about is immobilize stacking duration…

So i geuss nothing will change..

in PvP

Posted by: ahuba.6430

ahuba.6430

mesmer aoe condition cleansing, guardian aoe condition cleansing and aoe reduced condie duration, sigil of paralyzation fixed.
So yeah, it may not change much but you don’t know it yet. You haven’t even seen the full notes. Why do people always rush to the forums to make these kind of threads

Fractal Build

in Warrior

Posted by: Flissy.4093

Flissy.4093

So basically all warriors classes must use zerker gear to do high level fractals?

Fixed for you.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

How do you all use a Rifle on your warrior?

in Warrior

Posted by: atreyu.9624

atreyu.9624

Everytime I see a Rifle Warrior in WvW I die a little inside.

little big wizard – Eu

Can we PLEASE get new game types !!!

in PvP

Posted by: JonathanSharp.7094

JonathanSharp.7094

Game Design Lead

Next

Just to confirm, we are working on new maps. I can’t give too many details, but a few things:

1) We’re trying maps with no cap points.
2) We’re trying mechanics that focus on high risk/reward mechanics that can win to sudden wins/sudden losses.
3) We’re trying maps that focus on “big play” moments that permanently impact the map flow/map status.
4) I can’t give an ETA on when you’d see one live, because we’re trying different maps, and each of them takes time to prototype, etc.

I think that conquest is easy for new players to get into, and it’s allowed for some amazing high-level games so far! But we’d like to try some new things that get away from conquest.

Also, as many of us have said, we want to give players enough variety such that they can change what they play from time to time, while also being sure that we don’t fracture the player-base by spreading players out to too many different game types.

I know this isn’t a super exhaustive answer, but just wanted to give you guys a quick update.

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

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: milo.6942

milo.6942

This entire thread is wrong. No one will give a kitten to hear this, but you can’t monetize a bad product. There are lots of conflicting ideologies present in these forums for how to “monetize” pvp, and it’s also pretty clear that anet don’t know what to do either. Here, I will help you guys out:

Firstly, op, selling access to streams is asinine and counterproductive. Streams are the lifeblood of pvp advertizing. Sponsors pay to have more people see them.

Secondly, and most importantly, is the confusion anet has within itself. It wants to be esports, but it also wants to lure pve casuals in and keep them with handouts and an easy to master, low skill ceiling gameplay. You can’t have both. Here is why:

PvP is about competition and public domination of your opponents. It is not, and has never been, about rewards and what you “get” from winning. It is about overcoming great challenges, and recognition of worth from others.

  • If the game does not present a significant challenge
  • or attempts to cater to casual players too much
  • or makes it difficult to immediately realize above-average player skill during a game

the perception of your worth by winning doesn’t rise.

This causes the core pvp player base to not take this game seriously and leave. And so, with them go your hopes of esport, and any meaningful pvp exposure/popularity and monetization. Anet is attempting to monetize pvp casual players. You can’t monetize an audience that isn’t committed.

To summarize: You must focus on your core audience or fail.

(edited by milo.6942)

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Empathetic Fighter.2065

Empathetic Fighter.2065

The philosophy of A-Net to try make PvP available for everyone (casuals) is the reason why PvP wasn’t such a success as GW1. By making classes even easier to play (warrior, thief, necro) they completely destroy PvP by taking it’s competition away. Without competition PvP doesn’t make sense. Why ppl should invest time into PvP when every idiot can reach a high level of effectiveness in 1 day? Cosmetics won’t solve this problem of cheese, only class-overhauls can.

Read It Backwards [BooN]

Spvp QoL, Monetization, Barrier of entry

in PvP

Posted by: Kline.9561

Kline.9561

I originally made this post in the MLG Denial thread but recently felt that it need to be its own thread

Kline.9561, a lot of the tips/suggestions you make in your post are things that are big focuses for us. The good news is that some of that work is spread out over several different teams, so while it might take a while to develop, we have a lot of great features coming to help with barrier to entry, etc.

As for monetization, that’s a bit more difficult considering we already give a lot of the things that can be monetized away as we don’t want to have a huge barrier to entry in PvP. If you have suggestions for stuff like that, feel free to share!

okay here’s a list of things that you can monetize on for spvP.

1. Video Channels. this is a huge one, teaching players about skills classes and game modes through visual observation is a great way to teach players, all about SPVP. games like League of Legends and dota 2 have quick 5 second videos directly in there video game, straight from YouTube, these quick video showcase the abilities of every hero in their game.

so make a youtube channel completely dedicated 2 SPVP that new players can directly connect to from in game. that showcases the strength and weaknesses of each class. as well as helpful tips on how to play the game.

2. Formatting Hot Join. to prepare new players for competitive formats such as tournaments. meaning that it’s time to set hot join maps at 5 vs 5 games, so as to not confuse and frustrate new players coming into tournaments from hot joins. 16 player matches are wildly different from 10 player matches, and if the community wants 16 player matches that is what custome arena is for.

3. Setting Team Que at Higher Incentives and priorities than solo queue and hot joins. this will help form teams and a stronger community, making people coordinate together to achieve goals.

4. Templates. I personally believe that this is an option that should be sold in the cash shop. this could generate great revenue for both SPVP and PvE. attach templates to the PvP lockers to keep players from switching build mid game or before it starts.

5. Ziashen Keys. simply put make it happen.

6. Glory Boosters. when you change the reward system make glory actually worth something. there’s not enough glory dumps in the game to justify spending any of it. So make glory boosters something people want to buy on the cash shop. rather than passing them out so freely.

7. this of late is a pretty controversial topic. but try attaching a Guild verses Guild Mode into Custom Arenas to give the community more incentive to buy custom arenas.

8. Start Selling Tickets so that players can watch tournament games in game. and compendiums that support their favorite teams.

9. Another way of helping new players is to give Short Cut Scenes of how to play spvp gamemodes when they first enter SPVP. or have the living story team make a short Interactive event, that has a players entering spvp for the first time playing a match with npc’s.

10. make rewards give the player a Feeling of Satisfactory and Accomplishment. presenting a cool reward or item after a match with flashy presentation. is a good way to start. encouraging the player to achieve more rewards.

11. Streams, and replay. new players learning from top tier players, via watching streams and replays. this is an amazing tool to help every player improve their game. coming up with an in game system, that allows players to pull up old replays and save them to their computer. or watch live games. this doesn’t need to be a system tied into hot joints, it needs to be its own thing. there needs to be an NPC in the mist that pulls up all the information players need, to watch live games and replays.(give an option for players to save a replay after a match ends, so they can learn from their mistakes or the enemy team).

I will continue to add to this post when I think of new ideas or concepts
I greatly encourage the community to add to the list with there own ideas on how to make spvp a bigger priority for Anet as a company.

also I understand the current state of the game and the resentment a lot of players feel towards it.
but please do not derail or entice Arguments and refrain from Hyperbole because it does not help the devs or healthy discussion.

thank you.

And before says my build doesn’t work, when Ele’s get nerfed it will be -Schwahrheit

(edited by Kline.9561)

Why dont we have a PTR?

in PvP

Posted by: evilapprentice.6379

evilapprentice.6379

We’ve been seeing more Anet interaction on these forums since PAX, and I’d like to see Anet finally officially address this issue.

Many posters on these boards have called for a Public Test Realm(Server/etc…).

There are a lot of reasons why one is necessary, but I’ll just give an abridged list
- More thoroughly tested changes will result in less bugs/hassle for players
- Anet will be able to take advantage of free playtesting from the community who is interested in more thorough balance changes delivered in a more rapid timeline.
- It will give players sick of the current meta (not just this meta, whatever the “current” meta at the time is) somewhere else to enjoy the game.

Nearly every single patch has introduced issues of varying severity into the game, for varying lengths of time.

The meta that has been prevalent since the end of June is crap – 2 classes are considered nigh useless, and 3 are considered clearly overpowered.

A PTR will address most if not all of these issues handily, and I’d like to hear and understand ANets position on the matter.

If you agree or disagree, please let us know why, but try not to derail the conversation – I’d really like to know Anets plan for a PTR.

If you’re a thief and haven’t
pre-ordered HOT at this point,
save yourself the money and don’t bother.