Showing Posts Upvoted By wasted.6817:

@Justin; Thanks for the interactions

in PvP

Posted by: Fortus.6175

Fortus.6175

Although some of us dont particularly like some aspects of PvP right now (namely grindboard) I [we?] still want to thank you for being perhaps the MOST active Red on the entire forum (so far that I know of).

I [we?] know that you are working hard and dont mind taking the heat and have tanked the forums through all of this. Thanks for not giving us the silence and thanks for being comprehensive with how "warm* things can get.

I really hope your initiative to be this active among the community spreads around and we see more Red posts.

Now, enough pleasantries and back to trying to lynch your head off for the new leaderboard.

[GoM] Gate of Madness Server Elementalist|Guardian
Legendary SoloQ

HoT Paid or Free?

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

I personally hope it is a paid expansion. I’ve seen what “free” expansions offer and they are usually limited in scope and have a ton of paywalls to new features. Paid expansions offer much much more content and no paywalls.

New BT Weapon Skins

in Guild Wars 2 Discussion

Posted by: gothmog.7501

gothmog.7501

“Yeuch! – Still, it would look ok on my necro”

It’s not good when the whole weaponset only really appeals to 1/8 character classes (and even then only cos it looks like its made of zombified monster parts)

So new leaderboards~

in PvP

Posted by: Justin ODell.9517

Previous

Justin ODell.9517

PvP Server Programmer

Sorry Justin. I know you all had good intentions, but it doesn’t seem to have panned out as well. I am still impressed that Lexi managed to put in 800 games in the span of 4 weeks.

It was an experiment. We learn, we grow, we continue. I believe we’re going to do a postmortem on the forum about it soon where we’ll share what we found.

Server Programmer (sPvP)
Isle of Janthir: Flux, Latch, Aegir

"practice"

in PvP

Posted by: Blackwyn.8127

Blackwyn.8127

Just use practice mode to learn the layout of maps, routes and where different stuff are located. Then abandon it like the plague and move on to unranked.

(edited by Blackwyn.8127)

[Spoiler] video at the end of S2

in Guild Wars 2 Discussion

Posted by: Gaile Gray

Gaile Gray

ArenaNet Communications Manager

Next

If you’d like to see the in-game video again, visit the NPC near the entrance to Camp Resolve. He will let you rewatch the final cinematics if you’ve completed the episode.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Connection error(s) detected. Retrying...

in Account & Technical Support

Posted by: Carbon Footprint.3421

Carbon Footprint.3421

Also Anet fix your program so that is doesn’t force me to use task manager to get it to close when it hits this state…

Taking beast at beginning in Ranked

in PvP

Posted by: Lux.7169

Lux.7169

Try to look at it from the eyes of a beginner guys.

The NPCs award points, and give you a buff. Who wouldn’t want that?

It takes a higher level of understanding of the both the map and conquest mechanics to get that securing mid is important.

How would you guys suggest we go about teaching this to players?

Don’t hide MMR’s so the people with bad MMR’s have less room to argue with the higher MMR players =\

…I’m being serious

[SoF]

[Video] Phantaram's Short D/D Cele ele guide

in Elementalist

Posted by: Phantaram.4816

Phantaram.4816

Quick guide on how to play Celestial D/D elementalist. It explains how I think the build boils down to 2 basic rotations that you can do most of the time. Thanks for watching, enjoy!

(edited by Phantaram.4816)

Black Lion Trading Post UI

in Guild Wars 2 Discussion

Posted by: Elwynd.5798

Elwynd.5798

Expanded version

Show your own prices for an item on the buying/selling tabs
Bring back the functionality to show what price we’re currently buying/selling something at. Right now, if I want to add more units to my listing, I have to go to current transactions, search for the item, remember what price I’m listing it as, go back to sell items, find the item in my inv list, and manually select that price. Sometimes this isn’t even as easy as typing the numbers in the price box, because of the weird validation. That’s a lot of steps to do the common task of adding more units to an existing sell offer. (Repeated here for consistency)

Choose which items to collect next from Delivery Box (or at the very least, show me which they’ll be)
You can’t tell which items from your delivery box will be the ones you collect, when inventory space limits you to just some of them. It’s not the top ones, or the bottom ones, they’re not sorted alphabetically – is it completely random? Ideally give the option to choose which ones to collect first. For example, I’ve got one character (Rup) who I do a lot of trading with. Her inventory is full and I’m trickling items on to the TP to manage their prices, so the delivery box is backing up a bit. In the meantime, I’ve bought some inscriptions for use with another crafting character (Gold), that are now sitting in the delivery box. My options for getting them are: A – clear down enough space in Rup’s inventory to empty the delivery box, or B – empty the delivery box into Gold’s inventory. Since I don’t know what order my goods will be collected from the delivery box, I don’t know how many spaces to clear from Rup’s inventory, so option A is a bit naff (esp if the delivery box is very full, I may have to cycle through this a few times!) On the other hand, option B is equally annoying – that means that my trading items become split between two characters, worsening my temporary inventory trouble – AND if my delivery box is very full, I can’t be sure I’d at least have the inscription on the right character at the end.

Fix the filtering bug
If you filter on the sell tab, and then switch to another tab and back, the filter remains but you lose visibility of what filter is applied (and can’t easily unfilter). (Repeated here for consistency)

Fix the price validation problems
Change typed price validation so that it’s based on the whole price you enter, rather than validating each digit at a time. The price validation seems to be based on digits you enter, rather than the whole price you enter. Say the minimum price for something 2c, but you want to sell it for 12c. You COULD click the up arrow to increment it to 12 but would be much quicker just to type in the number, right? Only you can’t – as soon as you put the first digit 1, it ‘corrects’ it to a 2, because 1 is less than the minimum. It’s very unintuitive, and not just a harmless annoyance either; it costs players money. Because it’s doing it on the first digit AND actually changing the digit, the number you actually end up with is 22, not 12. By the time you’ve typed the second digit, all the red validation text has disappeared, so unless you happen to notice that it now doesn’t have the price you entered, you’ll list it at a much higher price than you intended. (You do at least get the opportunity to notice, but if you’ve just entered a number, you wouldn’t think it was necessary to check that it’s still the same number when you finished typing!) And if you don’t realise until too late, you’ve already paid the listing fees for the higher price, screwed up your selling strategy, and would incur a second listing fee to correct it.

Black Lion Trading Post UI

in Guild Wars 2 Discussion

Posted by: Elwynd.5798

Elwynd.5798

I like the new trading post UI, but think it could do with a bit more attention. If you agree with these, please post, to give this thread some visibility to the devs. (Feel free to disagree too!). I’ve split the post into a short version, with a second post to expand on it.

Short version

Show your own prices for an item on the buying/selling tabs
Bring back the functionality to show what price we’re currently buying/selling something at. Right now, if I want to add more units to my listing, I have to go to current transactions, search for the item, remember what price I’m listing it as, go back to sell items, find the item in my inv list, and manually select that price. Sometimes this isn’t even as easy as typing the numbers in the price box, because of the weird validation. That’s a lot of steps to do the common task of adding more units to an existing sell offer.

Choose which items to collect next from Delivery Box (or at the very least, show me which they’ll be)
You can’t tell which items from your delivery box will be the ones you collect, when inventory space limits you to just some of them. It’s not the top ones, or the bottom ones, they’re not sorted alphabetically – is it completely random? Ideally give the option to choose which ones to collect first.

Fix the filtering bug
If you filter on the sell tab, and then switch to another tab and back, the filter remains but you lose visibility of what filter is applied (and can’t easily unfilter).

Fix the price validation problems
Change typed price validation so that it’s based on the whole price you enter, rather than validating each digit at a time.

No reason for me to keep doing pvp...

in PvP

Posted by: Prince Vingador.8067

Prince Vingador.8067

its just almost impossible to play pvp atm , its just luck if you win or lose almost , last 2 games had an ele going far he was there for 1 minute at least , ofc we lost mid because we had less players at mid even tho the guy at close rotate mid, we told him why you went far if u cant get it in under a a minute ?
He said he would get it but some one came from mid, then he just afk .
we reported him for boting .
Next game i get the same player ( i just left the game )
how many players are there pvping 50 ? 60? 100?
why i get players that come all the way from bas to stand /help me capp an empty node.
why i get players dying to svanir ?
why there is such a big diferent in players in a game?
I dont think pvp its improving at all , the only and i mean the only thing i see better is less 4vs 5 .

Test Season Feedback: The Good, The Bad etc.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Unranked Queue

The good: it’s the natural hot join evolution. Finally people have a place where there is no auto-balance. It’s a true conquest mode, so people try to learn how play conquest correctly and it’s a good mid step before ranked matches. It’s really better than hot join. Same money amount and rank points for ranked matches, it’s possible to have a progression in rated matches achievements.

The bad: it suffers matchmaking issues like ranked matches.

Suggestions: in general it’s fine, i like to see a spectator mode in unranked queue, it would have a huge impact on people gameplay.

The Queue system

The good: i really like the new UI, is really clear and easy to use. Now people need to accept the queue pop so it minimizes the AFK issues at beginning. The map selection is really good, everyone has a chance to keep their favorite map. In general I’m not a fan of RNG system but i think in this case it’s fine as it is.

The bad: people need to stay in HOTM, waiting for their queue. It helps to avoid or minimize afk at beginning but it’s really boring now.

Suggestions: at least, let people to do hot join or custom arena. In alternative, add more stuff to HOTM (JP with rewards, 1vs1 Pavillon Style etc.)

Dishonorable system

The good: it’s a system that punish people if they quit early the match or the queue so it’s good. It needs to be balanced about length.

The bad: you gain dishonor and loss if you have a DC. Many times people can come back very fast in a match so it’s not a really good way punish people if they can come back fast in the match

Suggestions: add a grace time window (like 1 min max) for short DC.

Conclusion

In general i think it’s a good patch for some aspects but really bad for others. Matchmaking and leaderboard are main issues and need to be fixed quickly. After that, there is always the balance problem, basically a 6 month meta is too long, we need a more dynamic scene.

(edited by MarkPhilips.5169)

Test Season Feedback: The Good, The Bad etc.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Test Season is almost over ( – 10 days left ) and i want to give my feedback about the season in general and the new spvp patch. I split the topic in more paragraphs for better understanding. Let’s start:

MatchMaking

The good: It considers more parameters than before. It’s not only your rating but roster size, rank, etc. In theory, it could give better matches (in theory).

The bad: Many matches are imbalanced. This is because a lot of reasons. First of all rating doesn’t always reflect the true player skill. This generates many problems in party compositions, where higher rating players are supposed to carry lower rating players but it strongly depends on classes/role/situations etc. and in general bad players mistakes have an higher impact on the game than good players (general situations: people who explode in 1sec in a teamfight, people who move badly etc.)

Roster size doesn’t work properly. To avoid longer queue a full premade could be matched against a full soloqueue team or similar situations. It could work when the rating skill difference is really really high (in favor of soloqueue team indeed) but in general it offers bad matches. I think without hard filters, this situation can’t be fixed. If you are scared about low population with hard filters, think about how many people don’t join rated matches because they don’t want to face premades or have already quit the game for this reason.

Suggestions: rating needs to be calculated in a more accurate way. many times
good players and bad players are too close in rating and this generates a lot of problems. RosterSize is an important component, an attempt could be done with higher priority on this parameter, matching different roster size only when the rating difference is really really high but it could be a waste of time. In general it think high filters could offer more advantages than disadvantages for this situation.

Leaderboard

The good: It’s a more clear system than before. Score system is good, people know the distance between the other players and the fact that ingame score counts about how many points you’ll gain/lose is interesting. Decay is not necessary because you need to play to gain points so you can’t go afk for ages and come back in top #10 or similar.

The bad: it’s not a fair competition because Top25 is only for people who play more than 20 games at day (Considering breaks and average 10 min matches it’s like 5 hours+ daily). This is really bad for the entire game because people who know they don’t have the time to play 20+ matches daily simply don’t play because they can’t reach higher spots. It doesn’t matter if you are a god player, an average player etc., if you can’t play 20+ matches daily, top25 is impossible.

Suggestions: introduce league system to spread people in different leagues depending on their rating. Cap Max matches played during the season (a decent amount of games like 200-300 for 1 month). Different exclusive rewards for every leagues.

Season Rewards

The good: we have rewards depending on our final leaderboard positions.

The bad: There are not league systems so only top5 and 25 of entire game are rewarded for something exclusive (yep we have mini llama too for top250). It’s not really good, glorious hero armor is not much different from the reward track version and it would be really better split rewards with a league system, so every people in every league can compete to win something in their league.

Suggestions: league system and more unique rewards for every league. It could be used a tokens system like WWW for example + vendor (basically how many tokens you will gain depending on your final position ). Other alternative is to give prizes only for top X of every league to push competition at max.

(edited by MarkPhilips.5169)

[Suggestion] Randomize daily class victory

in PvP

Posted by: XPilo.5862

XPilo.5862

Hi, i think the problem with the new daily class victory is that all players have the same daily, so my suggestion is that you randomize it for each player so no all they have the same.

Some players will have elementalist and engineer, other would have ranger and thief. Well you understand the idea.

And you can do this for other daily like the zone events, like this we will have the comunity more scattered over the world.

Thanks.

(edited by XPilo.5862)

Guide: Joining a team

in PvP

Posted by: DevilsGlare.7658

DevilsGlare.7658

2. Start small:

Most people have the mindset that just because they can win all their fights, and they’re mechanically sound, means they should be on a top team, with top players. Unfortunately, this is an exception to the rule. Very rarely do you see someone new to the scene that is adopted into the competitive players’ community right away. So, what does starting small mean? It means playing with the people you enjoy, or humbling yourself, and joining those players you don’t really think are that good. Believe it or not, this is where you’re going to learn the most. You begin to understand the concept of basic strategies, rotations, and team synergy. Playing as a team is less about yourself, and more about the win. Where should you be when X is happening? What is your primary role to fill? What can YOU do to help your team? These are all simple questions that you’re expected to answer once you join/create a “top” team. I’ve personally faced many new teams that look more like they’re WvW’ing than playing Conquest. Don’t be these people. Different teams will have different strategies. Just because your strategy/team comp isn’t “meta”, doesn’t mean you should stop running it. Practice it, and make it work. Be proactive and learn your counters, and then learn how to react successfully to your counters. One day, your team is going to create the meta, and that’s an extremely successful feeling.

Tips on starting small:

-Sometimes, it’s good to run what the top teams are running to get your feet wet. Copy, and replicate what they do, then understand why they do it. The more over-all knowledge you have of the game will benefit you in the future.

-This is the phase where you learn how to synergize with team mates. Simply understanding the best positioning, rotations, and CD management can help your team secure a win. How can you peel for a team mate? Who do you synergize with well in small skirmishes? Can you clear a team mates conditions? Or, can you apply enough counter pressure to effectively peel? What is your primary role for your team, and how can you fill that role? Ask yourself these questions, and learn to apply them in game.

-Even though this is all for fun, sometimes you have to run what the team needs you to. If you only want to run one build, then you may actually become detrimental to your team. Generally, competitive players have fun winning, so they don’t care what gets them the win, as long as they get it. This point alone may help some of you understand that the competitive scene isn’t for you, and if so, there’s not a kitten thing wrong with that. At the end of the day, you have to enjoy playing the game. Whether that be beating the top team at the time, or slapping people around in hot joins.

Note: Don’t accept negative behavior as the norm. There are tons of teams who have been brought down by one player being continuously negative. If you can’t convince the player to be more positive, then it may be time for a roster change. You will NOT beat every team when you just start out. Take note of your progress, and learn what it takes to win.

If we ain’t laughin, we ain’t winnin.
Team [CUTE]
QT Vain

(edited by DevilsGlare.7658)

Guide: Joining a team

in PvP

Posted by: DevilsGlare.7658

DevilsGlare.7658

For the past 2 1/2 years players have been continuously asking the same question: “How do I become apart of a team?” Fortunately enough, there are mechanically sound players who want, and have the ability to invest the time to become a competitive player. While competing at a higher level is no easy feat, it is an extremely rewarding experience. There are tons of different ways to go about joining a team, but I’m going to supply you with a tried and true way of doing so.

1. Be mechanically sound:

This step sounds simple, but it goes further than beating the average hot joiner or solo queue player. With whatever class/classes you play, you need to be able to compete against the standard meta builds in rotation. In no way does this mean you need to win every 1v1 you encounter; nearly every spec/class has it’s counters. What this does mean, is that you need to focus on optimizing your build in team fights, small skirmishes, and 1v1’s. Being bursted down in a matter of seconds because you’re facing your counter isn’t a viable excuse. In a team based environment, you need to sustain yourself until you receive a rotation to you, or be able to successfully peel out of the fight with surviving.

Tips to increase your mechanical ability:

-Hot join/Unranked/Ranked. This may sound silly, but playing in hot joins increases your over-all map awareness. Naturally, you won’t receive any help from your team mates in this environment (if you’re going solo), so it’s up to you to sustain yourself to win your encounters, or simply survive them.

-1v1’s: This may sound obvious, but it’s one of THE best ways to improve your own abilities. My recommendation is that you continuously go heads up with whatever meta builds are current. You need to solidify your game play against your counters, as well as the fights that are easy for you to win. In a higher echelon of competition, nearly no fight, is an easy fight. Some of the best players that are around today have spent hours dueling friends and/or competition to hone their abilities.

-Watch streams/guides: If you’re having trouble dueling X class, then watch someone else who plays your class. See what they do, and how they do it. If you’re running a build that no one else runs, then it’s up to you to learn how to implement it. Maybe one day, you’ll be the one writing the guides or streaming.

Note: Remember, LOS (pillar humping) and resetting are widely used tactics to win fights. This game is about conquest (time), so you should learn to manage your time wisely. There are tons of builds/classes that you just don’t want to go heads up with, so remember to use your environment to the best of your advantage.

If we ain’t laughin, we ain’t winnin.
Team [CUTE]
QT Vain

(edited by DevilsGlare.7658)

2-3 votes min. for map selection

in PvP

Posted by: style.6173

style.6173

In ranked queue (where the sucky maps don’t exist), I’d prefer the selection to be random. I like the variety between the 4.

In unranked queue (where the sucks maps do exist), I’d either prefer the sucky maps be removed, or at least 2 people need to vote for a map for it to be an option.

Point of No Return

in Guild Wars 2 Discussion

Posted by: Crovax.7854

Crovax.7854

Very underwhelming. Looks like another 30 minutes of story with some additional vines in the open world and a marionette fight in the far west of silverwastes.
I’d love to be proven wrong though :/

Point of No Return

in Guild Wars 2 Discussion

Posted by: Kraljevo.2801

Kraljevo.2801

erm that ghostly figure is Ogden Stonehealer dude…

New dragon, yeah! Though not Mordemoth…but hopefully a new world boss. That’d be great :-)

It’s the shadow of the dragon, which we’ve seen a billion times in this game already.

And the Ghost is most likely Prince rurik, not Ogden.

Fix being kicked out of airship/terrace

in Bugs: Game, Forum, Website

Posted by: Tom Gore.4035

Tom Gore.4035

There is absolutely zero reasons for kicking characters out of the terrace or airship if they are holding an active limited pass or an unlimited one. Fix this already. We have paid real money for the unlimited tickets and you’re making us watch the loading screens more than necessary.

One – Piken Square

Top 5 things Anet got wrong

in Guild Wars 2 Discussion

Posted by: Serophous.9085

Serophous.9085

With over two years, I decided to look back and see IN MY OPINION, what were Anet’s top 5 mistakes. Note, there are others that could’ve made this list, but I had to narrow it down.

5. Introduction of Ascended Gear – Leaving beta, everyone though Exotic was the end gear, no need to worry bout anything else. Look, if Ascended was intended from the get go, there should’ve been some mention of it as the game left beta. “We didn’t get everything in the game guys, there may be something beyond exotic”. At least then there would’ve been a heads up. Then, when we finally got armor, i don’t think they thought well ahead on what it would do to cloth prices (mainly), and half to introduce new ways of getting lower tier cloth (bandit chests, gem store, etc). It was just a bad implementation that still needs more tweaks.

4. Lack of new Skills/weapons – When I learned about how fun it was to make OP skills for Caithe, I felt a small boil of rage starting to rise. Its great they made new skills just for her, for her story, but what about my character? Where are his new skills to try and new builds to make? We got what? One new healing skill for a specialized event? I understand balance, but you can only tweak a skill so much. Blizzard learned this with Hearthstone. You can tweak a card so much, before its just better to introduce more cards to create counters. Instead of nerfing or buffing, introduce another skill that may compliment or counter.
And yes, where are our two handed axes? Flails, whips, land spears? Something else to give us a different style of play?

3. Living story gaps/length – For something that gets touted a lot as being a new way to introduce story, it goes on hiatus a lot. I understand that it takes time to make that content, and to make sure everything works. But with a two week schedule, we end of getting a small bite, cliffhanger after cliffhanger, and long waits after so many chapters that interest begins to fade. Either the two week schedule needs to disappear, or more people need to be hired.

2. Trait redesign – Respec on the spot? Nice. Free? Nice. How to acquire? God awful. Once hitting the level to be able to get traits, if you want to get a specific one, have fun waiting as its in a higher level zone. Or in a place you don’t like to play, or across the world where you would have to travel for so long, and hope the random event will happen and not fail. What was there in the beginning should’ve been a base, and new traits to “capture” scattered around. Once you get that second trait point, there really is no point to put it somewhere, as you would have to have been lucky to get the trait you wanted.

1. Anet’s Policy – “We talk about it when its done.” God I hate this policy. I really really hate it. Its backfired so many times already. Colored tags, ascended gear, trait revision, everything can be retraced back to this policy.
Why is it bad? Because when you want to talk about it “when its done”, and the reaction is bad, then you have two choices. Charge forward (choice mostly taken), or go back and tweak a small thing (only so far the commander colors). And in later patches, you have to change and tweak this new thing, then it was never really done, was it?

This policy needs to go. Its what hampers more communication (imo), and has affected the players more negatively than positively. I blame it mostly for no more State of the Games (most of the community takes blame for this loss too), and I blame it for much of the ire that is seen today on the forums. The CDIs are nice, but once they are over, we don’t hear the finally words on whats being done till ‘its done’.

Its just bad to tie down so much information. Unbind the straps at least a little (and I don’t mean give so many vague answers!)

2-3 votes min. for map selection

in PvP

Posted by: mango.9267

mango.9267

I think they should implement a ban vote, in addition to the map selection vote. Perhaps you first vote on the map you want to play on, and then you vote on the map that you don’t want to play on. If something like 7-8 players vote on the same map to ban, then that map is dropped from the roulette.

Still makes the bad maps possible, for the people dumb enough to enjoy them, but offers a better safeguard against that one troll that often ruins everyone else’s fun.

Second Child

Things must happen to balance PvP.

in PvP

Posted by: Chaith.8256

Chaith.8256

kitten

And moving on

Does everybody really think, “guardians are in a sweet spot”, or has the guardian simply been given up by the majority of players for being pretty useless in everything, because all other classes can do it better. Guardians have been neglected by the developers to a point, where your team is weakened, if you take one with you. Yeah, bunker guardians are great, but, only if his opponents don’t know how to chain interrupt him and finish him off in something under 3 seconds. The offensive guardian needs to be extremely well timed while playing and quickly loses a fight, if he makes a single mistake or gets interrupted. And if a guardian has to run, it happens now and then, he can’t go invisible, poop grenades, illusions, turrets, marks, traps, … he has to “sit in his silly staff-speed-buff” for 4 seconds, if it is to last a while. the guardians spirit weapons are close to useless, because skilling for them makes the overall build silly at best. perhaps, if the spirit weapons allowed for the same kind of healing mechanics as the meditations, the’d be viable again. guardians are also clearly lacking in mobility while also not being able to go into any invisibilty (god) mode.

if guardians are to be played as “first in and last out” they clearly need to be rebalanced and improved.

obviously i’m putting in a few words in here FOR the guardian.

cheers.

I too feel that Guardian is not fine as it is right now. When Cele Ele/War get brought down as pointholders, the Guardian (and Ranger) will be able to compete for their job again.

I think bunker Guardian is a good balancing point. Guardian has always been closely monitored as to not out-perform on the bunker aspect. When their normally huge teamfight utility is negligible due to certain playstyles & comps, I think it’s a good indicator that the roles are out of whack.

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

Things must happen to balance PvP.

in PvP

Posted by: Chaith.8256

Chaith.8256

The OP has some very poorly thought out suggestions if you ask me.

He demands things like magnet pull be visible from stealth, then claims thief is fine, when they can pull from stealth. Gear shield is fine, what a ridiculous request. IP should probably be reworked entirely rather then to have an icon for being off cooldown, at least that would be my preference.

The elementalist suggestions are unspecific and generally unreasonable.

Why do necro marks need new animations, they are clearly different now. Talk about a waste of time.

Please stop protecting your own class, so we can make this game better.

Could your post be more riddled with hypocrisy and irrational bias?

Warrior,Ranger, Thief, Guardian
In a good spot.

Because pull on engi is in most meta builds and oftenly used paired with other useful skills while thief scorpion wire has no team viability.

about gear shield, even the best engis would agree that CD on this skill is ridiculous.

and marks, no they are not different, only 5 is different, while 4 is extremely op as well while share the same animation.

how is ele suggestions unreasonable in anyway. reduce the burning which the best ele suggested this as well and air whip abuse, and vigor also suggested by the best ele.

You’re just cherry picking the most sensible Ele changes he’s suggesting and ignoring the ambiguous and potentially devastating change like this:

1. Re-balance the Healing Power scale with Water Attunement Heals.

And then on Engies

3. Re-balance the Skill base damage on Pry Bar, Throw Wrench.

Support Eles and Power Engies not unviable enough guys. Burn them along with Cele Engi/Ele

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

Things must happen to balance PvP.

in PvP

Posted by: Chaith.8256

Chaith.8256

After OP’s nerfs: 3 Shout Warriors per team

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

Things must happen to balance PvP.

in PvP

Posted by: Anastasis.7258

Anastasis.7258

General
Runes
1. Nightmare Rune- add animation, cast time, and buff icon for the passive fear. Reduce the fear duration.
2. Hoebrak Rune- Reduce Might Duration.
3. Tone down Celestial Amulet slightly.

Elementalist
1. Re-balance the Healing Power scale with Water Attunement Heals.
2. Remove 1 Blast Finisher from D/D weapon set.
3. Fix Lighting Whip bug abusing.
4. Reduce the accessibility to Vigor, Protection, and Regeneration.
5. Tone Down the burning duration from Dragon Breath (or increase the skill cool-down)
6. Tone Down the Ring of Fire Duration.

Engineer
1. Add cast time and animation to Over-Charged Shot. Reduce the Knock-back range and duration. Reduce punishment for Engineer itself.
2. Increase Gear Shield Cool-down.
3. Re-balance the Power Stats scale with Pry Bar, Throw Wrench.
4. Decrease Cripple duration from Box of Nails.
5. Magnet visible while in Stealth effect.
6. Add a buff icon when Incendiary Powder is ready.

Necromancer
1. Add obvious animation to Dark Path.
2.Add Different animation to Staff Mark skills.

Mesmer
1. Fix Spatial Surge bug abusing.

Warrior
1. Fix Warhorn Skills after-cast canceling. (Although the skill itself shouldn’t have any after-cast, might be a bug or intended)

Ranger, Thief, Guardian
In a good spot.

(edited by Anastasis.7258)

[VIDEO] Zoose's proposed changes

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Posted by: Anastasis.7258

Anastasis.7258

I have different opinion on this video than others. (not because I’m warrior)

I believed that the reason why the meta happening now isn’t might stacking but classes mechanics. If you look at engineer, they can’t really do might stacking but they are pretty much killing everything super fast. The reason why is because all their weapon skills on rifle, belt skills, and pry bar scales well with power stats, and also all other skills scale well with condition damage stats. Also, healing turret scales well with Healing Power Stats. Also, zero animation of big cc skill (overcharged shot) that knock back people for almost 6 seconds.

Let’s look at ele, the water attunement scales super well with Healing Power stats. Plus they have 4 blast finisher and 1 leap finisher (That’s how they get so many might stacking). Plus they have perma. Vigors, 80% up time protections, 90% up time regeneration, pretty much every boons in this game that they can access by themselves. They have blink and fire greatsword and RtL to compete their mobility with thief. A skill call Ring of Earth that blocks projectile without showing any blocking animation. The lighting whip abuse that makes Ele Healing Signet 2x Healing. That’s what makes this class op.

For warrior, (the class nerfed the most in 2014 because of me), I believed that the shoutbow warriors is created to counter the current condition meta. As I play shoutbow probably the longest, I know the counter of shoutbow is Dps burst. Shoutbow doesn’t have protection, immune to direction damage, conditions.

The sustain is not even comparable with dd Ele and probably only a bit higher than celestial engi. The reason why people think it’s op now is because they are playing meta builds that gets counter by shoutbow warrior. DD ele can’t kill shoutbow warrior because their burning gets cleanse. Celestial engi can still kill shoutbow because they have a lot of direct damage + condition damage at the same time.

The only thing makes shoutbow warrior op isn’t sigil of intellgence nor sigil of battle. It’s the combination of sigil of doom and geomancy. And that’s the only benefit that warrior can get from swap sigils because of the trait “Fast Hand”

If you are asking “well warriors can get 25 stacks of might easy” I will answer you in this way. We trade one utility slot for might stacking “For Great Justice”, comparing to dd ele they don’t have to sacrifice anything to get 25 stacks easier than warrior. We can’t keep 25 stacks of might because we have 0 might duration.

If you are nerfing the meta by nerfing the swap sigils, you are pretty much nerfing the counter of the meta right now because swap sigil is only thing warrior has now. Other classes doesn’t scale that well with swap sigils. That’s pretty much the unique mechanic that warrior has.

Another thing I want to mention is that Celestial Amulet isn’t 100% beneficial for warrior because Healing Power is useless for warriors.

If you really want to balance this game, you should tone down the amulet, nerf the classes mechanics (Eles: Perma boons? Mobility close to a thief? 4 blast finishers? So much heals?) (Engi: almost instant cast aoe heals? 16 sec blocks? op direct damage with little power stats? 0 animation 6 sec CC?)

Nerfing sigils are also nerfing other classes such as Nerco, Ranger, and Guardian. Which I don’t think will balance this game, instead it will make the bad classes even worse.

And I believe, if Shoutbow hasn’t been discovered, warrior is still a low tier pvp class like people used to think on September, 2014.

(edited by Anastasis.7258)

[VIDEO] Zoose's proposed changes

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Posted by: Zoose.1640

Zoose.1640

http://youtu.be/TjfOvMwt5vg

You can skip to the last 5 minutes for a recap of everything although the explanations throughout the videos as to how those conclusions came to be are rather important.

Happy Holidays!

Feel free to share and discuss.

Human female idle animations

in Guild Wars 2 Discussion

Posted by: Astral Projections.7320

Astral Projections.7320

It’s on their list of things to do. It’s to be fixed right after the Backward Charr Footprints bug is fixed. (first reported back in Sept 2012).