Krall Peterson – Warrior
Piken Square
They are making a PvP mode that is almost identical to the original GvG in Guild Wars 1.
The fact that a tiny group of people in WvW have decided to call 20v20 clashes GvG is not really ArenaNets problem.
People have been asking for GW1 like GvG since release, and now they are getting it.
And no penalty for profession swapping either? (assuming it doesn’t take you more than 1 minute to log back in) ?
Profession swapping is allowed, with no penalties. This isn’t a policy change, we just don’t feel we can enforce it at a quality level we are comfortable right now. No ETA on its return.
Also, is the 1 minute cumulative or consecutive? Example someone swaps toons and it takes them 35 seconds, then they swap in match again later and it takes them 35 seconds. Deserter?
Cumulative. One disconnect for 1 minute is treated the same as 3 disconnects that are 20 seconds long.
Lol holidays are for college kids, most adults worked. People who need breaks from work don’t really love what they do. “When you want to succeed as bad as you want to breath then you will be succesful”.
My employer is very generous when it comes to paid holiday leave. I’ll also remind you that it’s a Sunday and I’m here looking at data and answering questions. 
I am kind of confused myself, since ‘Bye’ and ‘Forfeit’ are not defined. So if a member of the enemy team leaves and comes back, my team gets a ‘bye’. MMR is not adjusted but will still count as a win no matter what on the LB’s and give me + pts on LB’s No matter if we loose?
2nd. So if a member of my team gets DC’ed (desertion), comes back, it is an automatic ‘forfeit’? MMR not adjusted but an automatic loss for the ENTIRE team on LB and -pts as well??
If this is correct, seems a bit harsh to punish a whole team for 1 mans actions.
Or is everything normal and just MMR is not changed for each team. If so…would have been easier to just state that instead of throwing words in there without defining them.
OP can you change your Thread title to a Q: that way it gets seen by a dev?
(edited by GhOst.4019)
I just thought I’d throw my opinion in there, seeing as these updates are getting a lot of negative grief without really being productive.
I’d like to say thank you for the investment of time into improving the pvp as this is where I spend a majority of my time on GW2, I have about 1000 games to my name, I’ve noticed a reduction in 4v5s which is really nice and games do seem closer with the exception of when playing off peek times and the matching seems to go sideways and you end up playing blowout games, courtyard has its issues though I feel that TDM doesn’t belong in the same queue, I do enjoy it but having to change my build drastically to be effective seems frustrating and unless you have a premade no one really works together, I would like to see it have its separate queue with a few more maps and even go as far as having 2v2’s 3v3s and 5v5s, this would truly be amazing.
Anyway cheers for listening to the community and making a positive change
Man this event was legit. Tcg played excellent and gave us one hell of a fight. Also meeting tcg and the arena net staff was awesome. They are really cool and caring people.. Friends for life yo.
What bothers me most is that they were the ones who said that courtyard was intended for 2v2s/3v3s
Yup.
Just don’t participate in any of the matches. That’s what I’m doing.
Really? Your purposefully ruining the match for there the others in your team just because you don’t like the map? And that actually seems okay with you? Man I hope they put in a vote to dishonor button. I don’t even care if it gets abused if its used to get rid of people like you.
I can understand that there were improvements that could be made to the matching algorithm but did this require also the merging of SoloQ and TeamQ. Not sure how this was supposed to help but it surely hasn’t.
I am sure all the work on the algorithm is worth it just restore SoloQ as an option. Most major issues improved instantly.
The shortest version of that story is that we believe there is more value in having an unranked place for people to play. Part of that choice includes the fact we can now modify the servers much more easily and make changes faster.
That does mean we’re ignoring what people are saying about solo vs premade.
My first match (and the only one I’ve been able to do this far without getting the “queue aborted” nonsense) started as a 4v5 for my team and then turned into a 5v4.
Sorry, my fault. I had a crashing bug with a trivial fix. Got it out as fast as possible. :\
I rarely post on these forums, but i feel that i should for this particular change. The opener is one of the most important parts of a tpvp match and these changes remove two vital parts to a necromancers opener. The first of course being the DS which has obvious negative implications behind it and the second being that is that they will no longer have access to “free speed” supplied by weapon swapping.
Yes, you can use spectral walk, but that will waste a needed stun break for the opener. Yes, you can run warhorn, but warhorn does not fit in most viable necro builds. I’m not going to stop playing necromancer, but it truly has been downhill for us ever since the August “dhuumfire” patch and hopefully arenanet finds a way to amend this random nerf.
So i guess our suggestions, to even things out and start necro with a set amount of lifeforce, has been taken up.
I guess we better not make any more suggestions.
here, for your sorrow.
https://forum-en.gw2archive.eu/forum/professions/necromancer/Necrotic-Rhapsody/first#post4574321
(edited by Merlin Dyfed Avalon.5046)
Want to see more devs on EU come patch day!
Miscellaneous:
Sigil of Battle: This sigil now grants 3 stacks of might for 15 seconds (down from 20)!
Sigil of Intelligence: This sigil now grants the next two attacks 100% critical chance (down from three)!
Sigil of Doom: This sigil’s proc can now be blocked, dodged, etc.
Superior Rune of Balthazar
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): 25% chance when struck to inflict burning for 2 seconds. (10 second cooldown)
(5): +100 Condition Damage
(6): +20% Burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10s
Necromancer:
Elementalist:
Engineer:
Ranger:
Mesmer:
Guardian:
Any other major passive proc/buff that Vee Wee forgot to mention also has a buff icon that can be seen by opponents!
Enjoy the perfect meta!
(edited by ellesee.8297)
I recently had a match where multiple people disconnected at the same time, we all reconnected and continued on.
I don’t have any statistics other than my personal experience but I see temporary disconnects of my teammates very regularly. If Anet is now saying that this person will not be able to rejoin because of dishonor then that punishes the remaining 4 the most. The DC player can go on to something else while the 4 remaining get mauled, spend up to 12 mins wasting our time and getting ranked with a loss. Since the games are balanced it’s a statistical certainty most disconnections and subsequent timeout will result in a loss for the team whose teammate DC.
Not having a ~1min grace period sounds honestly like an expeditious but a little awkward way to control some game behavior Anet is observing. I appreciate the effort but ANET please allow a grace window.
Why not just make the reconnect conditional on a time period and using the same character?
(edited by Marthindon.6429)
Maybe the result of the match should be taken into account to make it a bit less unfair. Like :
- if you have a 30 sec disconnect but the match ends into a winning game, you get no penalty
- if you have a 30 sec disconnect and the match ends into a lose, you do get the penalty
If i understood this right: you que up with a spesific class( eg. Warrior) but then you see that your team needs a bunker guardian to win. So you relog to your guardian, but you get minus points for leaving the match, even if this desition may have won you the game?
Correct.
This just seems like a very bad way to make profession-specific MMR work. I’m not claiming to have a solution, but disallowing people to swap before the game begins encourages enemy teams to stack bunkers and use multiple specs like turret engis, as this is extremely hard to beat without the proper class counters. The fact of the matter is that composition plays a huge roll in success in PvP, and some comps inherently counter others. Most people aren’t queueing with the expectation that they will face a team of 5 celestial/bunker specs or multiple turret engis, so they don’t build a team to beat that. In the event that it does happen, however, people shouldn’t be punished for swapping their comp to something that will be more effective in that situation (think power necro, etc). Also, the profession consideration in matchmaking piece is great but it does nothing to stop 5 man premades from running these specs, and unfortunately I’ve seen that happen more than I would like.
I really like a lot of the changes discussed in the blogs over the last two days. I haven’t played PvP at all sans a few matches here and there since April. I do have a few questions though.
1.) What’s to keep people from queue-ing as a profession they don’t regularly play so that they enter the match at a lower rank and then swapping to a profession they do play a lot? It would have been nice to see that covered in the blog but I didn’t see it. If you are locked in to the profession that you queue up with, then I am all about this change as it doesn’t make you feel like you need to limit what profession you play based on how good you are with it.
2.) Quoted from Justin’s blog:
“Ratings
At the heart of matchmaking is your Glicko2 matchmaking rating (MMR). This rating helps us match you with other players near the same skill level. Now, in addition to your core rating, we will also keep track of ratings for each profession you play.
By using more than one rating, we hope to encourage you to experiment with other professions you may not play regularly. Are you a really good mesmer? We’ll match you with other great players. Are you an engineer newbie? We’ll find you easier matches while you learn the ropes!
Rank
While we firmly believe that a player’s rank doesn’t necessarily match that player’s skill level, it is a pretty good indicator of experience. With that premise in mind, we will now prefer to place you with others near your rank."
Does the system take into account your MMR as a bigger percentage and then your rank? Because the different professions are listed under the rating portion of the blog I am also wondering if your different professions will have different ranks. Is that the case?
I would love to see that be how it is handled and I would also love to see a leaderboard with “Best overall” that showed players who were really good on numerous professions. It would be a great way to differentiate players and have them be identified as really good on a profession or two or really well-rounded because they are solid on a lot of different professions.
Thanks for any info you can provide in regards to my questions! Super excited that this could end up being where I spend a ton of time again!
Hands down GW1 is the best PvP “MMO” (they did not want to call GW1 an MMO) I have ever seen.
Then we have the “burden of knowledge”, I personally prefer remembering skills over a cluster kitten of animations. Maybe I am too old for the twitch GW2 chaos happening all over the place when a 3v3 occurs.
But game play aside. Conquest is kitten, and I think every player agrees on that. I cannot understand why we still do not have a TA? Why do we not have a HA?
You guys had such a kitten good PvP in GW1 and in your sequel you dumb it down and go for a three point king of the hill.. I just do not get it. How many hours did we GW1 PvPers put into your PvP modes? I know I put 2k++ alone in PvP.
Yes, it was hard to get into another PvP mode sort of, but does that justify one single PvP mode in your next game?
I think if you had made HA 2.0 PvP in this game would of been way more popular. I have no idea why this has not been implemented.
Why no 5v5 death matches? Just add a ladder, some rewards a few emotes/armor or skins and a ladder? You would then have a community and groups of people and guilds.
But no, we are stuck with 3 point capture maps which is no fun at all IMO. And seemingly the interest in PvP in all my GW1 PvP friends no longer plays GW2. So something must have gone wrong some where…
I might sound angry, and I am to an degree but how hard can it be to make some ladders with different game modes? Your current game mode does not work and is not any sorts of fun.
And for the love of “insert X god” stop trying to cater to E sports, your game will never be e sports friendly. It is way to chaotic. Make fun PvP modes, you will never be able to compete with other real e sports.
Im GW1 Veteran too, i loved it till death and put many many more hours than 2k into pvp. Its indeed some of the best gameplay concepts ive ever seen, but i have to strongly recommend to give GW2 PvP a bigger try. Its great as well, just in a different style that you need to get used to.
And IMO, capture maps is simply what fits this game best. Deathmatch just dont work in here, there needs to be some tactical component that forces the teams to split, otherwise it will result in a braindead zergfight, what isnt much exciting. Learn to rotate properbly, perfect your character handling and you will have lots of fun.
And honestly, its not so different to GW1 GvG Byob playstyle, even coordinated split builds felt pretty similar(forcing your opponents to split, creating majorities and stuff). Theres just not that big team sustain due to a backline/lots of rezz skills and those wear down fights, its simply much more fast paced.
Na he’s right, gw1 pvp was far superior
I know posts like these are probably a dime a dozen, I will do my best to keep this one interesting.
I played have played guildwars as well as guildwars 2 since beta and I’m sure I am not alone in asking for abit more in the PVP department. If I didn’t know better I would accuse arenanet as a company of throwing not only the pvp community, but the PVP devs as well in favor of the young and ‘eager to use their mothers credit cards at the gem store’ PVE community. I have talked to MANY of my old friends who enjoyed guildwars 1 and there is a unanimous idea that they would all pay $100+ for an expansion that included the addition of some guildwars1 classes along with…you know, the whole idea behind the entire f***ing game… GVG. The omission of GvG and Heroes Ascent in guildwars 2 is pretty embarrassing, plus replacing it with a 5v5 cap point that rotates around some, albeit good maps. The same cap mode isn’t really good for esports, which I am surprised arenanet isn’t trying to exploit by dumping resources into. The Esports scene is only getting bigger, and the payout comes along with that. League of Legends has the most logged gametime out of any game IN THE WORLD, and it’s not by a small margin either. As far as profit goes, Tencent, the owner of RIOT games is the 5th largest internet company IN THE WORLD falling only just behind companies like google and amazon.
So as an older player and PvP fanatic, I want any kind of information on why there is no GvG/HA in this game and why it’s not being worked on. (Yeah remember the Korean gw1 teams, wonder why they aren’t in gw2?) Or at the very least, why has there been 1 “meh” gamemode that appeals to casuals and really has no incentive to play well on? You get rewards either way when you play, you can technically afk macro your way to all the rewards (I’ve seen people doing this)
So do us a favor before you lose the 5 people who play sPvP and throw us a bone (preferably a bone in the form of GvG…you know…the thing your game is named for?)
I’ve been looking around the forums more often then not and I see a fair share of input from devs concerning PvE and bug fixes. While I do appreciate the amount of care (some devs more then others) placed in resolving these issues, I noticed a extreme void in attention involving class balance and Spvp topics outside of “Hey, we got (insert ambiguous name and date here) tournament going on.” I feel that low viewership maybe proportional to the low sense of value placed in Spvp topics.
(among esoteric hidden procs, AoE clusternuts, AI overdevelopment, and the general understanding that it’s easier to craft a legendary then to teach a novice to pvp let alone someone who never played this game before.)
Side note, I don’t believe that throwing money at a problem is necessary the best way to fix it.
He’ll be back. This is all just part of Ender’s Game.
Long fights with combo field, finishers, group support and class sinergy are much for fun than watch enemys that drop in less than 10s to a thief or shatter mesmer.
Imo, it’s more like opposite. Long fights = stale match. It just drags on and on, no big plays, no big moves, nothing changes. Plus it’s in general more primitive and easier to execute tactic, to bunker up here and there and get your long, stale fights, doesn’t require that much coordination as (i.e.) mesmer and thief do.
Long fights require more skilled play for longer periods of time, you have to constantly be making good decisions for the duration or you’re going to lose. It also gives a lot of time for counterplay, a concept that GW2 has forgotten. That makes fights fun for a lot of people. I think we can both agree that SPvP is by no means a success, the question is why? I think it’s purely because the style of combat is simply not appealing. Unless you bunker up, run cheese, or are super skilled, you die in seconds; it isn’t fun. While I will say it does take certain skills to play GW2 at high level, it’s definitely heavily based on fast reaction time. The problem is that fast reaction based combat cuts out a big portion of players and makes seeing “the big moves” very hard.
Nerf Fire+Air (or Blood or w/e) job done. Shatter Mesmer isn’t OP, the double proc sigils are.
An unintended function that was there for 2 years and actually allowed for some high skill cap gameplay and interesting builds/playstyles? They never said it was “unintended” and even if it was… come on… 2 years?
And to think they’d do it after saying they’d give sustain… and that’s what I find really silly, cuz (of course they didn’t mean it that way) but it’s like they rub it in by doing the opposite.
Yeah, they added it to the new Death Magic trait, sort of, but I still think that isn’t an excuse to remove how it was was originally.
Getting focused by 5 rangers and letting your DS run out, and being able to pop spectral walk or locust swarm and popping into DS after a few seconds allowed for some really fun gameplay and actual, yes-you-guessed-it … sustain. But no, let’s just scrap the “unintended functionality” because it works really well but you know… it’s unintended so… let’s just do it either way, right? Sounds good.
I have no idea why “suggestion” forum moved to an archive part so “just in case” I’ll post it here.
Please read carefully all post before answering – it will save us many misunderstandings.
So there is a sugestion to ArenaNet probably not so difficult to implement, that in my opinion can bring only good to WvWvW Warfare: to bring ol’ good bodyblocking to PvP.
not sure if its really concern in sPvP – cause there is not so many players there and I’m not quite suer if lack of it is actually visible there but greatest issue is WvWvW.
How it looks like everyone that have seen “profesional WvW” knows – all players standing on one point sstacking migth and running through enemy zerg back and forth spamming AoE’s and/or “water field+blasts”.
Bringing well implemented body-blocking would solve the isse of “AoE-fests” “zerg-fests” and actually all the bad stuff that have source in lacking of it while also can bring many nice – and much more epic – stuff that right now have just no right to be here – like many battle formations like old good phalanx – also called “wall of shields”.
of course to work It needs some restrictions: lets remind we are about bringing body-blocking only to PvP areas.
So there is stuff that may be problematic:
1. Dodges – not quite sure about it – at first though it may seems be logical that dodge should ignore body-blocking – but the longer I think about it the less I’m sure about that one – so that case needs to be discussed
2. When I was talking with folks about it someone suggested thiefs on stealth being immune on it – that would bring infinite options to WvW warfare – after reconsidering I’m not so sure about it also – so that also need to be discussed
3. Body-blocking and CC:
first of all lets say that logical would be making knockdowned and downed players not blocking people from passing through them – only issue here is what to do when they came up from that state.
also I’m not quite sure about how effects like pull/push/launch should interact with players in the way – ignoring them seems very bad for me and I already have an idea how to solve that issue: when pushed/pulled/launched player will meet in his CC way on someon else – he stops and the player he felt on is counted as knockdown was casted on him – so if he have stability – no problem – if not – impact of flying player knocks him down.
that would bring more importance to stability and CC to WvW – and also would increase amount on fresh new tactics – this way well positioned group will be able to stop the much greater hostile forces from – f.e. taking the tower or keep or even SM – without being group of elementalist keeping perma statis field and hoping that enemies are jerk enought to not have stability :P
someone was also joking that such system would make possible to climb into walls by jumping on other players – actually imo it should not be possible but there is an easy way to get through it – as we are on “no race have racial disadvantages or racial advantages” so lets assume everybody have same heigh “by mechanics” and no one can jump high enought to be able to jump on other player – ofc all of this working for wvw cause of all JP’s in PvE.
“ok but what about JP’s in WvW?” you cas ask – ofc we “know” current “hitbox” heigh and how high you can jump is importantt stuff also there – so lets just assume that players are surrounded by somekind of invilisble wall that is hight enought to ne be able to jump upon it but not high enouth to make weird disturbances in some places (like “I can’t run throuth that corridor cause there is player in corridor just below and he is blocking me” or “who care I wanted to jump from the cliff – there is player just under it and who cares that with such height differences I should be able to jump over it”)
TL:DR I suggest to bring body-blocking to PvP area with some restrictions about stuff related – which will solve some irritating stuff in current WvW warfare and will bring a bunch of whole new tactics that in current state of the game have no right to be.
So. What do you think? Let the discussion begins
lol listen to you, youre so cute.
gw2 isnt about gimmic strategies like body blocking, its about skill and clever builds. in gw2 we have gap closers and no body blocking to ensure gimmics like positioning and such arent a part of the equation
If anyone played Guild Wars 1 pvp, you’d know how bodyblocking was a great strategy to stopping someone from running a relic (or an orb in this game), stop them from retreating to their team, or just a fun way to make them lag across the map while staying in the same spot (aka rubberbanding). This was made possible because your character was a moving wall… A decent size too.
Now, if you have even been skirmishing a thief, or any melee class for that matter… it can get annoying because one, you have to be looking at your target to cast on them, unless its AoE of course. If your target seems to run right through you, as you were looking at them and then casted, he is now behind you, and that skill has done nothing, and is now on cooldown for a sexy 3 seconds. This, is what grinds my gears.
In Guild Wars 1, lets keep in mind that you could not jump. I understand how this could screw up the bodyblocking strategy, as you could now just jump over your enemies, if they are on slighty lower land. But as I said before, In Guild Wars 1, your character was a moving wall. It added another whole dimension to the game, in my small minded opinion. Players working together to hold hands and shout, “YOU SHALL NOT PASS!!!”
I feel sad that this great Tyrian past-time is now dead and buried. Lowering the level of difficulty in positioning and teamwork. Also, as I mentioned before about how a thief can just run right through you and start backstabbing you. This is a small crisis, and can be simply fixed. Make an aura around character so that, yes, there is some mass to their bodies. Everyone will have fun.
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