Showing Posts Upvoted By manveruppd.7601:

"BLU is not an all-star"

in PvP

Posted by: BLUna.7928

BLUna.7928

I just would like to say in advance that if the tone or wording I use in this post offends anyone, I do apologize, this is an extremely important issue to me, and I would like to have my chance to retaliate to some of the comments being made today.

So to reply to the phrase in the title, maybe I’m not. That does not, however, mean I lack the commitment or the drive to get myself to that level.

When I first heard about Gamescom I was hype, same as anybody else was because holy kitten we actually have a Guild Wars LAN happening again. I had thought there would be an opportunity for me to shoutcast this event, but unfortunately ArenaNet was unable to accommodate this. I then tried to see if there was anyway I would be able to send myself there, but alas as with any American college student I dont have the 2500 USD or more to send myself to Germany, especially with this little notice.

When this fact finally sunk into me it sucked, and I was mad, not at ArenaNet, because I understand fine that stuff happens, but mad in general that, for the second time now, I wouldn’t be able to go to a Guild Wars event LIVE and meet the people I have worked besides and become friends with over the past two years now. It was then that I was invited as one of the all stars.

At first glance I was surprised too, because again, for the majority of my time in this game I have been a caster, and I haven’t played on an official team in quite some time, but seeing as this was my only chance to go and I have no guarantee there will ever be another GW2 LAN, I took this as an opportunity to better myself.

I am 300% committed to earning my nomination. Quite a few top tier players have already told me that my communication and general team play is good, and that only my mechanical skill needs work. If that means I have to spend 12, 18, or more hours each day playing and getting myself to the level of others on that list, I will do it. There is still over a month between now and Gamescom, and I personally believe that by the time it rolls around, I can be ready. I have no job, this is my job. I run tournaments and cast Guild Wars. That leaves me with all the free time I need to play, practice and improve.

My life for the past two years now has been (as pathetic as this sounds) about 90% Guild Wars and attempting to keep the scene alive, and the opportunity to finally see that evolve into a live event would mean more than the world to me. If you don’t believe I can prepare myself, that’s fine, but if you do, your votes and faith in me would be extremely appreciated.

Thanks for reading.

Retired GW2 Shoutcaster
Now Casting CS:GO with ESEA
Twitter: @BLUCSGO

Necro HP bars

in PvP

Posted by: Kadj.6725

Kadj.6725

I’m actually a little confused as to why the party shows it at all. It makes sense to see it if you’re fighting a necro, but… it is, ultimately, a profession mechanic – not critical information. I don’t see mesmer clones, ranger pet HP, warrior adrenaline, thief initiative, or engineer kits – and I only see ele attunements and guardian attunements in the expanded party UI because they function like buffs.

Why do I have to see death shroud? This is an inconsistency in game design, not just a little quirk.

If you did go the route of adding the the UI rather than subtracting… while I don’t like that idea because the UI is already too busy, I would like to see this display information for ALL professions. Most are straightforward enough, just a gauge(necro/war/thief/ranger) or series of blips (mesmer); for the others:

1. Elementalist/Guardian: Mesmer-like blips; if lighted, attunement/virtue can be used. Dark, it’s on cooldown. (Good for setting up healing cycles.)
2. Engineer: A little harder to pin down, but mini-gauges for turrets might not be bad? I can’t think of anything for the entire class.

GW1 - who misses HA/GVG

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Posted by: I Fuzion I.2546

I Fuzion I.2546

I sit here 2 years after GW1 demise, thinking to myself.. Man I miss those days.

The days when you actually needed to have a team to do anything good, sure it was elitist a little, sure it was hard to make it within the top 50 guilds (100 at its peak) sure it was hard to hold halls of heroes for more than 1 round, and teams ganking each other, and forming alliances.. But my god it was good, and sucked 1000’s of hours from my life..

I dont want to slate the PVP on guildwars 2, if you enjoy it then cool. if it was a new game, i might enjoy it but this was a sequel to GW1, and i was expecting something like GW1….

My question is this.. is there any other game that has anything like Heroes Ascent? GVG? i dont want a button bashing PVP experience.

Need gvg and hero's ascent please!

in PvP

Posted by: Wicked Rin.1972

Wicked Rin.1972

This was what I loved about guildswars 1. I was hoping they’ll have make it possible in guildwars 2 by now. Beating other teams and reaching the summit for the reward and holding it was so fun.

Thanks.

PvP Amulet Suggestion - Soldier/Zerk Stats

in PvP

Posted by: SaintSnow.6593

SaintSnow.6593

Hey kirrena o/
+1 Just bring back old amulet mix an match.

Säïnt

They Just Announced a LAN

in PvP

Posted by: Josh Davis.6015

Previous

Josh Davis.6015

Hey all,

I’ve seen some concerns in this thread regarding allocating developer resources for tournaments and events, and I just wanted to let you know there’s no reason to be alarmed! While I’m sure our programmers and designers would make for awesome Event Managers, they’ve got a game to work on! Projects like Tournament of Legends, our tournament at gamescom, and anything similar that we do in the future is largely owned by myself and our community/marketing teams.

I had a lot of fun working on the community team earlier this year as the PvP Community Coordinator, and I’m really excited to be back on the team in this new role (Events Manager). For anyone who has been around since the start, you know I’m very passionate about the competitive side of Guild Wars 2. I didn’t want to jump in and ring a bunch of bells announcing my new role when I moved into the position – I’d rather just make things happen.

Hope that all makes sense.

Grouch

Skyhammer

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

Yeah, it’s unfortunate. It was really a neat map concept, but it doesn’t mesh well with GW2’s skillsets.

The main problem is that the map gets less fun when you build specifically for it, not more fun.

Skyhammer

in PvP

Posted by: Jasher.6580

Jasher.6580

Check out my signature. Most of us hate it.

Dying Instantly(PvP)

in Necromancer

Posted by: Mega Skeleton.8259

Mega Skeleton.8259

secret thieves, everywhere

[EG] is recruiting!

Live Tonight! EU Team Q streaming!

in PvP

Posted by: jebro.6370

jebro.6370

Hey all!

Ill be streaming Team Queue pops tonight, I know some don’t like to be streamed, but to get GW2 out there more as a competitive game I want to try and stream Team queue pops we get to help new players and current players.

This will be for your viewing pleasure and also for my own practice!

Cheers all

twitch.tv/jebrounity follow the channel to get a notification of that stream going live!

Cheers

Jebro

Mouse Cursor Visibility

in PvP

Posted by: gesho.9468

gesho.9468

+1 on mouse visibility, much needed

Mouse Cursor Visibility

in PvP

Posted by: Oneway.1453

Oneway.1453

I’ve been on hiatus for over a year. Coming back, I’m pleased with many of the changes that have been made to the game. Guild Wars 2 has evolved and has become a more robust, more complete game.

Having said that, I’m surprised to see that there is still no option to enable a visible mouse cursor while panning (holding right click) your camera. During combat, especially group combat, during which there are a large number of particle effects taking place on the screen, there can be enough difficulty in keeping track of the cursor while visible. I find it extremely difficult to find my cursor consistently when it is disappearing and reappearing.

I know this suggestion has been made in the past and, as far as I know, hasn’t been acknowledged by A-net. I can only assume that the reason for this is that it is primarily an issue with pvp, during which the high degree of maneuvering and turning compounds the issue. Still, it seems like a relatively minor change. Of course, I know nothing about what may be involved in such a change. Either way, an acknowledge ment would be awesome.

Yo Landi Vi$$r

Suggestion for the pvp area

in PvP

Posted by: Marcos.3690

Marcos.3690

We did ship with 3 round round tournaments with 8 teams and rewards were based on placement. However, the barrier to entry was high and queue times were long. Having a structured (in-game) way to support multi-round tournaments again would be fun though.

Reimplement free tourneys limited to one per day.

One tournament every day at 21.00 for example.

The system could start with 8 teams only but it would be even better if there was no preset number of teams

ie; only 2 teams join make it 1 round, if 4 teams join 2 rounds, 8 teams 3 rounds, etc

Rewards would be adjusted depending on the number of teams (gold? Gems? Titles?)

Also after you are eliminated in later rounds you are invited to watch the finals

Skyhammer

in PvP

Posted by: holodoc.5748

holodoc.5748

Are there going to be any changes to Skyhammer and ranked solo arenas? Its ridiculous how much KB is abused on that map and while, lets say, engineers do have to expose themselves by actually being in the fight rangers can sit back in their safe spot, spam auto-attack while sending their whole zoo at you and just wait for their “Point Blank Shot” to go off cooldown. You can bring all the stability you want but when you have three rangers on the enemy team with access to a very powerful KB every 15s it quickly becomes impossible to counter that much KB.

Skyhammer

in PvP

Posted by: Chaith.8256

Chaith.8256

You can’t prove that it isn’t the community’s favourite Solo Queue map of all time!

Checkmate, GW2 players!

-Anet

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

Suggestion of a new kind of game in spvp.

in PvP

Posted by: Curunen.8729

Curunen.8729

I agree with manveruppd.7601 regarding skill/trait unlocking during a match.

I would HATE such a system – classes/builds would not be equally handicapped and some would be pretty much unplayable with anything less than their full skill/trait set.

Suggestion of a new kind of game in spvp.

in PvP

Posted by: Reax.1806

Reax.1806

As a more PvP oriented player, I REALLY like to play:

1) Free for all arena: A big arena where you can just go in and attack any player.

2) Fast Deathmatch: 5×5. First team to stomp other team wins. Team with more stomps wins. Stomped = out. 5 min duration. A simpler map, not many places to hide/line of sight.

3) Duel mode: (right click > invite to duel > duel > 3min duration).

(edited by Reax.1806)

Skyhammer

in PvP

Posted by: Flumek.9043

Flumek.9043

skyhamer should give you HONOR for leaving. like 500 gems.

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

Customize PvP player models

in PvP

Posted by: Flytrap.8075

Flytrap.8075

I like this idea.

The advantage for playing an Asura is just far too strong at the moment. I think adding casting bars would be an easier solution, but they seemed against them the last time it was seriously mentioned.

Fort Aspenwood | [Bags]

Customize PvP player models

in PvP

Posted by: DaliIndica.9041

DaliIndica.9041

Having a racial advantage is perhaps the stupidest thing about pvp. Its right up there with skyhammer.

Hotjoin

in PvP

Posted by: Evan Lesh

Evan Lesh

PvP Gameplay Programmer

Next

Sounds like you should try the ‘Play Now’ button. It prioritizes servers that are just starting a map, has playable space, and is the same server other people will hop into when they use ‘Play Now’ so that they’re usually never empty and/or fill up quickly.

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

Seasons, More Titles & Unique Skins

in PvP

Posted by: Pixels.6532

Pixels.6532

Seasons continued

*Each season would come with its own meta-achievement track which could be a full year focused or quarterly focused track. Unique rewards like Tier 1 pvp armor and upgrade components for that armor (Visual upgrades) could be tied into these tracks but more on that later.

*Emphasis on better drops of rare and unique items. Touching on this again, everything you get from the silver rewards to the chances at a precursor or other unique items should scale with your rating on the leaderboards.

*Solo Queue: not sure on this one, not sure if the seasons should focus soley on the registered teams or not. I’m leaning toward yes because I feel like playing on and with a team is an important component to grasping the full potential of 5-man conquest. Disagree? Let me know why.

2. Rewards
*Touched on this above, but its time we see more things like the Balthazar back-piece, but definitely not in the way that the back-piece was implemented or another flame-infested item.

*Focus on rewarding time-spent and individual skill. The reason behind breaking up the armor into 3 tiers is to allow casual players to acquire the basic model and then allow competitive players a path to upgrading that armor to show their dedication to pvp. As a reward for high-level play, you also give the top players in the game the ability to get their armor upgraded to Tier 3 faster than anyone else (tournament and season placement rewards).

*Upgrading armor improves the detail on the armor, allows for more dye channels and the final tier has some sort of subtle visual effect (Think the misting effect on the zodiac armor, but not the stare-into-the-void part).

*Here is how I envision the timing on how much commitment it would take to upgrade the armor:
a. Casual player (low rating) – lifetime to get a full set of Light, Medium or Heavy armor upgraded to tier 2
b. Mid-Level player – lifetime to get a full set of tier 3
c. High-Level player – a year (partial set) to two years (full set) to get to tier 3
d. Top Player – reward for winning a season (1 year for a full T3 set)
—————————————————————————-

That’s all I’ve got for now… time to go mow the grass. Think you can improve on how to implement a season? Please detail it out below! Don’t like the armor rewards concept? Explain why and how the devs could implement a better one.

Thanks for reading.

Sanctum of Rall

(edited by Pixels.6532)

Seasons, More Titles & Unique Skins

in PvP

Posted by: Pixels.6532

Pixels.6532

Reminder: IMO. These are my thoughts on seasons, titles and unique rewards. In many cases, I think I’m more directionally accurate than spot on, but the point is to spark discussion and hopefully get some dev involvement and hints about their future plans.

For example, my profession titles are things I made up, I’m happy for people to suggest better ones, but my point is people need more vanity progression that shows their commitment to a particular class beyond the 150 wins it takes to get the Champion X title.

I think that nothing high-lighted the communities’ desire for lifetime achievement type rewards more than the change to the rank titles. Now that Dragon is much more achievable, some longer term titles that show a player’s dedication to spvp would be nice as well as things that show a player’s skill.

1. Seasons
*Incentivize teams to get together and stay together by creating long-term (year) goals for the team via rewards associated both with the season itself and with high-ranked play.

*Length: A season would last a full year but be broken up into 4 quarters (jan – mar, apr – jun, etc.) to allow for tournaments and a few weeks break from the season itself at set points in the year. Major tournaments (ToL style) would occur during the (Q2) summer and (Q4) xmas breaks with smaller tournaments rounding out Q1 and Q2.

*Registration: teams would register with an NPC for the season with a limited roster (around 7 players, no more than 9 to prevent 2 full registered teams from playing at the same time), a team registration would last for the full duration of the season. Again, motivation to create and stick with a team.

*Once registered with a team, a player cannot be a part of any other registered team; however, he/she is free to queue with any players, but season rewards and accomplishments would only count when he/she plays with a full 5 players from his/her registered team. And you couldn’t progress your team’s rating unless playing w/ 5 members from your roster.

*Leaderboard focus on teams, not individuals. New team queue leaderboards would have the team ranked w/ a drop-down option to show the individuals registered with that team and their contribution to that team’s performance (see attachment). The new LB could be associated w/ only the season and the old LB remain though I would suggest adjusting the Solo Queue leaderboard to simply rating players as A, B, C, D or E (attached) and sorting players by wins or total games played.

*New Leaderboards would simplify the selection process for large tournaments and give more incentive to play on a team. Additionally, rare items (precursors, upgrade orbs (more detail later), etc. would have increased drop rates the higher your team climbed up the leaderboard.

*Season Themes: each season would have its own theme and own unique title set for competing in and performing well during that season. This title would be permanent, if the idea of seasons themes isn’t appealing, these could be temporary set titles that last for the duration of the following season and then are re-assigned for the new season’s top finishers.

*One change per season: not sure if this would work, but the idea is to allow for some lenience in the event that a team falls apart so for each season you’re allowed to opt out of a registered team once and join or form a different one.

to be continued

Attachments:

Sanctum of Rall

Suggestion to duel servers

in PvP

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

this would be a nice option for custom arena owners.

Putrid Mark. Help Me Understand.

in Necromancer

Posted by: Rennoko.5731

Rennoko.5731

Putrid removes 3 per target, I can attest to it working that way recently, as I get in a lot of mass condition/zerg ball situations where it does a full clear when I hit a group of clones/people. Works just like dagger 4 in fact, except all at once instead of after each bounce.

It was too strong with a full clear, but removing all the team utility from it was stupid. As if the class needed less group synergy. Should have at least stayed to remove one condition from allies etc.

Giving Counterplay to Minions

in Profession Balance

Posted by: Bhawb.7408

Bhawb.7408

Note first before I say anything else that this is simply my opinion on how to make a broad fix on the current minion playstyle. I’m not looking to expand the actual playstyles available to MMs because with the current selection of minions there is really only one broad style available to us, with different specializations you can make (cleric healer, soldier, chill, etc.). I’m also going to address certain things that don’t necessarily have to happen to make balance better but imo improve the health of the gameplay. And finally while some of the concepts here could apply to other summon builds, overall this is specific towards minions.

The main themes here are removing as much passive play as possible, pushing as much strength as possible into active play forced on the player, and putting a bit more control over minions in their hands (we are supposed to be minion masters afterall, not just minion summoners).

Again, this is just my opinion, feedback is welcome.

I. Putting the Master back in Minion Master
As things are right now, minions take a lot of action on their own. They remember aggro they acquired previous to any overwrites that may have happened (say you swap targets, when one is dead they walk right back to the other one), they attack people who attack you and themselves, and you actually get somewhat limited choices over how to control them once they are out besides telling them who to attack.

Now I don’t want to step on the toes of Ranger too much, however there are some QoL things that involve AI. Also I realize this could be difficult to do because minions currently inherit nearly all their AI from mobs, which would need changing. But wishful thinking.

A. Minions no longer attack targets unless you “tell” them to – this means they won’t target anything that you are not currently targeting. They won’t attack to defend you, they won’t attack to defend themselves, they won’t remember aggro from previous targets, they will simply kill the thing that you have told them to and then return to you.

This removes a lot of issues where they end up just randomly wandering around or hitting that one thing you attacked 30 minutes ago, and removes the ability of bad players to rely on the minions to auto defend them even when they are still keyboard turning their character to find the person behind them.

B. Desummon button – simply put, a button that appears only when minions are summoned. Pressing it immediately de-summons all minions, putting them on CD. This would not proc Death Nova, this doesn’t give you the LF from their death, it doesn’t directly give you any benefit, it simply takes the minions off the map. This is especially needed because pathing seems like it will always be an issue, and as it is now minions too easily lose their aggro because you jumped over a log and they couldn’t follow. So you desummon them, gaining no direct benefit, and then can resummon them when you get to the next capture point, free of worrying about AI bugs.

You gave them life, you maintain their existence, you should be able to reverse that gift.

C. Optional Return button – I say optional because I have mixed feelings and think this starts to step on the toes of Ranger. However I also see it as a potentially necessary feature due to the way PvE depends on one-shot mechanics that minions refuse to move out of. Like above, its a button that only appears when minions are summoned. It drops all their aggro completely and forces them to run at max speed directly to you (flesh wurm obviously does nothing, poor guy). Gives you a slight bit of control over their movement, and would slightly improve their survivability in some situations but without passive increases anywhere, you have to notice the danger and make them avoid it.

Again, putting master back in minion master.

But of Corpse – Watch us on YouTube
My PvP Minion Build

[PvP Guide] Kite like a king!

in PvP

Posted by: Rolyate.6753

Rolyate.6753

An in-depth video looking at kiting paths and tactics within the map of Legacy of Foefire.

Highlighting key tactics allowing you to nullify enemy damage and pressure. Efficient use of cooldowns, class-specific counters and team hints.

If you enjoy the video, please be sure to leave a like and feel free to request future videos!

Rolyate
How do you pronounce your name?

Spvp Podcast looking for teams! New & old!

in PvP

Posted by: jebro.6370

jebro.6370

Hey all!

Recently I interviewed TCG & BOON for a podcast I am producing.

I am looking for teams to interview, you may be newly formed from Veteran teams or just new! You may even be an old team coming back! Or you may feel you can assist with some insight or experiences valid to the Spvp experience!

You must have:
Skype with 2/3 members willing to show their face on the cast
Teamspeak: For live audio
A great attitude and willingness to answer questions from myself & in the LIVE chat

Any teams/players are welcome!

You may reply here, mail me on the forums or PM me in game

Anyways! I look forward to hearing from people!

Cheers!

Jebro

(edited by jebro.6370)

Elemantalist and Engineer Unfair Advantage

in PvP

Posted by: Keksmuffin.1450

Keksmuffin.1450

You can still deny such a stomp by stealthing the downed guy btw.

Bullet Punch

Legacy of the foefire got a new pile of dirt.

in PvP

Posted by: Celtus.8456

Celtus.8456

Also noticed people have grey names now when they are dead.

Josre
Zulu Ox Tactics [zulu]