Yay after 27 months we finally have a queue pop alert! Nice but still not really all that useful.
//SERIOUS FEEDBACK
Things to modify:
- Queue pop sound needs to be ungated. Eg: it should make a sound even if <UI Volume> is set to 0 or <Mute when GW2 is in the background> is checked. Only exception should be if <Master Volume> is set to 0.
- If you are AFK during the ready check, you should be booted from the queue. Currently, people that are AFK for the ready check, keep getting placed back into the same queue, so it keeps checking to see if the same people are AFK over and over again, rather than just grabbing new players from the queue. This is making for absurdley long queue times.
- If I click cancel, I should NOT get dishonor. Seriously, what’s the point of dishonoring someone because something came up and they had to leave before the game even started? Sorry, if we were sitting in queue for 15-20 minutes, something came up, and we have to leave. I’d rather click cancel and not screw over my teammates.
//OPTIONAL READTHROUGH
To expand on the above, picture the following scenario:
BillyBkpk has just gotten back from his really tough day in high school and he wants to destress by dumpstering some nerds on GW2. He decides to play some <Ranked Arena> and is promptly placed in ranked queue. As he’s sitting there “twiddling his thumbs” for 15-20 minutes, he realizes he’s hungry so he decides to go down to the 7th story of his mansion to check the fridge. Note: In reality, BillyBkpk—a young neckbeard padawan—would just yell at his mom to bring him some food, but I digress.
While he’s in the kitchen, his queue pops. He’s unaware of this, even with his Bluetooth headset on, because he has <UI Volume> set to 0; who wants to hear an annoying ping every time we get whisper spammed by gold sellers? Anywho, instead of kicking BillyBkpk out of the queue, the system decides to leave him in the queue, because maybe, just maybe he’ll come back really soon… So at most 9 others keep sitting in the same recycled queue, waiting on one person to get back from his AFK adventures. BillyBkpk can be AFK for hours, and as long as his computer doesn’t shut down, or he doesn’t get disconnected from the game, he will remain in queue, letting the game system troll those poor other 9 souls just waiting to get a game going.
Additionally, these 9 people can’t leave their queue to join another one, because they’ll get dishonored if they do so.
So please, ANet, do what’s right, make these necessary changes to make Tyria a better place.
(edited by Acandis.3250)
Never forget Gasmask Rank One. T_T (manly tears)
The only problem with Necros, as Caed mentioned, is Nightmare proc is absurdly stupid with zero practical counterplay; can’t be dodged, can’t be blinded, can’t be blocked, etc…
D/D Ele is in a good spot, though, I think some of it’s healing power ratios could be toned down a tad. Though, stow weapon + lightning whip does give them increased sustain, it doesn’t actually increase their damage output. TBH, I don’t much like how cancel-casting works with certain abilities; it should probably be looked at.
Rifle engi is in a pretty good spot. The only change I would suggest would be to make gear shield 25s base CD; 20s when traited. 16s traited (as it currently stands) is too strong, and top engineers will agree.
Turret engi is fine. Niche pick for solo queue, extremely ineffective in team queues.
Hambow is largely fine due to the many nerfs it has received. Strong when it’s stances are up, and heavily susceptible to focus fire when they’re not. It can still perform extremely well in 1v1s and have a strong teamfight presence against certain comps.
Thieves are in a good spot. As always, my only complaint about them is the following:
- Steal should:
- Be bugfixed so it stops getting trolled by LOS.
- Not rip Aegis as it is not an unblockable skill.
- Not be able to be used while CCd.
- I don’t think any skills other than stunbreaks should be able to be used whilst you’re CCd, simple as that.
LB rangers are largely OK. They don’t quite fit into the meta right now but they have potential. It doesn’t need more buffs. If anything, my only complaint would be to change the way skill channeling works. I don’t think any skill should finish channeling onto its target if he goes into stealth, that’s just stupid.
I think mesmer is in a really good spot atm. As Caed mentioned, if thieves weren’t around, mesmers would be dominating. The only thing I would change would be making Signet of Domination a 3/4s cast instead of 1/4s.
There are a lot of other changes that are necessary to implement for the sake of counterplay but time and time again ANet has shown us that they will do things their way, so good luck with that.
~bump. This is really cool! I encourage up and coming teams to sign up and take a chance!
Hopefully the MP police has a way to keep high ranking players from logging alts to farm gems.
screenshots for those of us at school/work?
Only skill in the game that cant be cancelled once you start the channel.
If you get immob/CCd in the middle, you’re practically locked out of your bar, for 1-2s depending on remaining duration, with no stunbreaks or any other oh-kitten buttons.
pls have mercy
(edited by Acandis.3250)
Update,
For anyone taking this seriously. I am also planning on participating in the weekly ESL tournaments, that were just announced.
how will the money be split if you dont mind?
from ESL page.
1st place = $400,
2nd place = $100
(edited by Acandis.3250)
Yo,
[BACKSTORY – skip ahead for app details]
I am Acandis, I’ve been around for quite some time, though I haven’t played too much competitively as of late. Though, I will say, every tournament that I have participated in, my team and I have come 1st, 2nd, or (rarely) 3rd.
I will not pretend to be the best player in this game, but I am one of the most tactical and analytic players. That being said, I am an avid player, constantly pushing myself to improve and I expect nothing less of people I play on a team with.
[main]
I am looking to form a highly competitive team to participate in as many future tournaments as is feasible—including upcoming WTS series. I am looking for people that want nothing more than to consistently place in top 3 of every tournament with serious determination to win and improve.
What I am looking for:
- No ragers. If you can’t look at any given situation calmly, I’m not interested in playing with you.
- No blamers. If you can’t look at any given situation objectively and take constructive criticism, I’m not interested in playing with you.
- Skilled players. I am not looking for self-proclaimed “god-tier” players. Merely B+/A tier players that are willing to put the time and effort it takes to get a team going and push it, and himself to be better every day.
- TS3 w/ mic.
- Recording ability. Be willing and able to record as many of your games as you possibly can.
At the moment I am considering players for every class.
HOW TO APPLY:
In 5 or less sentences tell me:
- what class you play
- why you’re interested in trying out
- what teams you’ve played with in the past
- how often can you login and play (eg. every day 8pm-12am EST)
- how old are you?
- Submit a link to a recent VoD of your gameplay. this is mandatory. I want raw recordings, not flashy editted crap. I will be judging you based on your ability to play the game, not artistic or grammatical ability. You may submit multiple VoDs).
You may submit an application by replying to this thread or sending me a PM via this forum.
You are welcome reply to this thread with any questions you have.
I will not consider any application without any VoDs.
(edited by Acandis.3250)
while there would be a drastic decrease in damage over time, wouldnt this benefit strong 1 shot abilities like eviscerate and backstab?
Keep in mind the numbers I used are simply placeholders, and not meant to be final.
Though, the point of reworking the sigils is to reward intelligent use of procs, rather than random spam of skills. So a player that just spams skill (with this new proposed system) every time his sigils are up, will—on average—have drastically lower DPS than a player that used his procs in sync with his high burst abilities (ie. Backstab or Eviscerate).
In theory, used skillfully, one shouldn’t see much difference between the current system and the proposed one when sigils are triggered by a high burst skill. But the most important change to note is that, low damage skills won’t be able to hit for +1500% than what they should be.
Well your first paragraph says the root problem is the combined burst from both. Instead of going nuts with some elaborate change, why not approach the issue more straight forward?
Burst too high? Reduce burst…
Not everything in this game requires some elaborate list of counters. Sometimes RNG is a reasonable answer.
My firsts paragraph lists one of the reasons the current system is flawed.
Look at it from any other angle where critting witha skill that hits for negligible amounts triggers a single proc to add ~1k dmg (or more).
My thesis here isn’t “burst is bad for the game.” It’s: “non-telegraphed burst is bad for the game.”
I can see why that may be unclear, so I’ll have to edit my OP a bit to clarify.
In any case, reducing the burst of these sigils will either a) overnerf them, or do nothing at all (because adding obscene amounts of damage without telegraph is unhealthy).
And yes, sometimes RNG is good, but this is really really not one of those cases.
Removes the ability to have double procs and rewards critical chance/crit dmg dedication.
So then we could just equip any other sigil that isn’t Air (in your new version of the game) and still get double procs.
The point of this idea isn’t to get rid of double procs, but rather to balance and add counterplay mechanics to the existing system.
My only problems with steal are the following:
- It is obstructed by absolutely nothing far too often.
- It can rip Aegis, though it is not an unblockable skill.
- It can be utilized even while you’re CCd
- If you are hard CC’d, you should not be able to use any skill that aren’t stunbreaks. Plain and simple.
Wouldn’t it be easier to just change the fire sigil to be allowed to crit and either remove air entirely or redesign its function to something entirely different?
And what would that accomplish?
We’ve all seen it…, ever since the sigil rework someone will get a lucky fire/air double proc off a skill that does negligible damage, and suddenly 70dmg, turned into 3k. This is NOT ok by any stretch of the imagination.
I suggest these types of sigils (fire, air, blood) be reworked to the following (or something along the lines of the following), for more skillful play:
- Change behavior from % chance on crit to 100 % chance on hit.
- On proc, deal damage equal to (x)% of damage deal by the skill that triggered the effect.
- ie. Suppose I hit a Larcenous Strike on a target and it hits (crit) for 3k. Let my air sigil deal an additional 25% (this can be any other number, devs deem balanced (Kappa)). My fire sigil deal AoE damage =to 7% of dmg dealt. Etc… This means in total (if i double procced fire/air with this Larcenous) i should hit a single target for 3k + 750 + 210. Total single target dmg = 3,960.
- IF on the other hand, I hit a Black Powder and it hits (non-crit) for 150. My air+fire sigils should only hit for (38+11=49) => total dmg = 199.
- Add tooltip indicator when these sigils are available to proc.
- If I attack while my sigils are up (not on ICD), and the attack is blocked or blinded (NOT evaded), both sigils are consumed and placed on ICD without proccing.
- Normalize the ICD, they should all be 3s ICD.
- If these sigil effects had their damage balanced, there would be no harm in normalizing the cooldowns, making it easier for the player (and enemies) to keep track of procs.
Hopefully this is clear and concise.
My goal is to eventually have more skilled play involved when it comes to runes and sigils, rather than luck (or RNG), define the outcome of fights.
Ie. It takes an intelligent player to maximize the utility he gets from his sigils. And an intelligent player to counterplay his opponent’s moves
(edited by Acandis.3250)
Are the trick or treat bags awarded by the Halloween reward track affected by magic find?
Probably, but look at the loot-tables…
http://wiki.guildwars2.com/wiki/Trick-or-Treat_Bag
almost none of that crap is worth getting.
I don’t know if this guy is good or not, but he knows some hot aussie gamer chix. 10/10
Sooo…. this is what you want?
kitten , that photoshop is pure esports.
GW2 actually has the infrastructure to support in-game streams but it will never get implemented cue bureaucratic excuses here, devs.
I’d be satisfied with just pictures and links, something more than the bland text.
And your c/p of in-game chat window isn’t really relevant in character screen. I was going more for the equivalent of a whisper window, so you can still chat with friends (maybe guild chat too?)
tl;dr
Once again…this is what was already in GW1 as well…not sure why all the great QoL elements from GW1 got completely scrapped :/
Also, I specified in-game in my original post; you shouldn’t have to read the wiki to learn game mechanics. However, since the Mesmer NPC uses Moa Form, it’s a moot point.
Not gonna lie, reading the wiki is a HUGE part of getting to know game mechanics. There is a lot of very useful information that I and many other testers have uploaded there that a lot of people aren’t all aware of.
There are too many skills for every single person to be taking the time to test 1 by 1 to get to know the game’s mechanics. Though, people like me still enjoy doing just that.
Personally I skip past character select pretty quickly. If there was more information there, that could change. It’s a similar problem with the launcher, which does have information like this already.
The launcher info is very easy to skip through for 2 reasons.
- Auto-login function
- Text only info is very dull.
If our launcher was anything like the Chinese launcher, I think pvp would be getting a lot more exposure.
And like Phaeton said:
The prime target for this information arn’t the people that already PvP frequently, but the large amount of players totally unaware of the scene.
By putting it in the login screen, it won’t clutter their game whilst still informing people of the events without them needing to ‘seek out’ the information.
Ok, lets face it: the dream of “esports,” though long dead, will never be achieved with the current client and ANet’s sorry excuse for tournament advertising.
If instead we had a client that inherently promoted events, they would all get much much more exposure and the scene would actually grow.
Edit: to clarify, this is what I think character select should look like.
Nobody gives a crap about the medals and achievements; not even PvE nerds.
And please, why not add chat window in character select? Sometimes we want to idle or AFK but still be reachable by our gw2 buddies without having to render all the engis spamming nades in our face while we’re trying to watch netflix.
(edited by Acandis.3250)
You could just go solo queue in team queue. Your queues will be slightly longer (seriously, only slightly—you’d be surprised how many people quit solo queue altogether only because of this map), but you won’t have to endure the pain of garbage maps.
can someone explain now the guard is dishing out 3k hp/2s ?????
guise? PLS?
You forgot to mention 5th place in ToL #1.
sometimes because of que casting it takes longer for your abiltiies to activate normally.
This isn’t the only thing that contributes to the problem… Subsequent abilities have seemingly slow activations because the skill queue waits for the after-cast delay, before activating the next ability. Whereas, if you were to ignore the skill queue, you can manually interrupt the after-cast of a skill after the useful frames have finished casting.
The skill queue is just a bad gameplay mechanic which should’ve never been put into the game in the first place. After-cast delays are just as stupid. They both need to be reworked or deleted all together.
Tbh atm it’s more like high risk low reward. Many of the skills in the game have such low coefficients that for most cases, it’s not worth taking any of rude over other sigils.
Neither do I think making them immune to downstate is the right solution.
90% of sigils need to be reworked, the last major patch completely botched the sigil balance that combat revolved around , and the devs did not do the job they claimed in balancing the sigils with their new independent ICDs.
Blunt honesty incoming in 3….2…..1…
Ender, no one wants to play with you.
Same thing happened in GW1 and it was amended to 16 with consent.
Yeh but let’s face it, this ain’t g dubya wan
… you just click the door under the reward pvp chest and you come back to your last position…
What this guy said..
If you wait to get booted out of match, you’re forced to HotM, otherwise you go back to your last known location.
Nice. Please throw me on the multiclass category ^^
Put them on youtubez pls
@bkpk , sorry I forgot to mention how hard you carry us.
@lux, thanks bud!
@bry, thanks for the tough love.
Hey d00dz, this is meant more as a parody rather than an actual campaign, though I will throw in a couple facts about myself in here.
About me: I love omelettes, short walks along the park, dogs, video games, and when I don’t get Skyhammer pops, GW2.
I am the current roaming support player for Outplayed By Children [GG]; I main guard, but currently play elementalist, since it fits better in our comp. We run 5 DPS. I’ve always enjoyed the role of support and I actively try to come up with different support builds for all classes.
I can’t guarantee that we’ll win, but I can definitely guarantee we won’t go down without a fight, and maybe even pulling a new trick out of the bag.
Onto my list of fake promises and corny campaign slogans (ANet pls don’t take these seriously)
If elected:
- I will not tire until Skyhammer is removed from solo queue. Queue loud cheers & uncontrollable clapping.
- I will not tire until Pirate runes are deleted from SPvP.
- I will bring out the wrath of SPIRIT WEAPON GUARD in at least 1 game!!! (yo this one is for real, I’ll do it!)
Help bring salvation the Heart of the Mists, Vote Acandis 4 All-Starz 2k14.
I wish you all a merry day, and remember a vote for Acandis is a vote for a better NA.
(edited by Acandis.3250)
“Best guardian in the world”
all bunkers. That’s Cute.
Yo……. i showed humility man
Though there are ways to get more information, its confusing. What other ways could capture points be more clear? Maybe giant +1’s in blue or red floating up from the capture pointer in-world?
I think this would only add more unnecessary clutter to the game. Where having the 3 bars on the top right of the screen is only adding and improving to what we already have (which is a cap progress bar for the node that we’re standing on). It would be much nicer to have all 3 be visible at all points though.
Second bar under the current bar wouldn’t take that much space (it can be smaller than the normal bar)
Yea, something like this would be nice.
Revised drawing for clarity (bars aren’t to exact scale):
Example explained:
- The small bar shows how much alternate hit points my allied necro has when they toggle DS.
- When he’s in shroud, small bar shows his actual health // when he’s out of shroud it shows life force.
in order to ease the YOLO queue experience I think there are a few QOL changes that need to be implemented to the UI. Perhaps the most pressing one right now is a better UI to indicate what which points are capped, and who is capping them… something like the attached example would work.
example explained:
- We want to show all nodes and their current capture progress. This will make it easier for teams with lack of coms to better understand the situation in each of the nodes on the map and whether or not they should rotate to each node.
- Quarry capped in Blue’s favor (lighter tone indicates Blue still generates point from this) and being decapped (indicated by left arrows)
- Graveyard is neutralized (indicated by the white/clear background) and is being capped by Red (hence the red filling with right arrows)
- waterfall is uncontested and neutralized (no arrows & clear fill)
I know this has been brought up before, but I’d like to bring it to light again.
A necromancer’s bar in party UI is uniquely misleading.
As it stands, short of having team coms, it is impossible to tell how much HP allied necros have when they enter deathshroud. This makes it really hard to play efficiently with them.
I would like to suggest a simple idea:
- add an in-game option to show HP bar text
- change the color of HP bar when ally is in DS
example attached..
explanation of example:
- whether or not my allied necro is in DS, i only care about how much HP he has, not how much life force he has (since liferoce can’t be regened [except by unholy sanctuar—yea, yea])
- and i definitely need to know just by looking at his bar if he’s in DS or not (hence the different shades of green)
Edit: sorry if the text is hard to read. For clarity, both bars read the same number (the remaining hitpoints, neither should ever show remaining life force)
(edited by Acandis.3250)
Assuming seasons and rewards is still a think ANet is still thinking about….
I think a neat reward system would be:
- Different tiers: Dragon, Phoenix, Tiger, Dolyak, Rabbit. Maybe more, maybe less.
- Unique armor skins as end of season rewards. Eg: Dragon armor, Phoenix armor, etc…
- Unique weapon skins as major tournaments rewards. Similar to the super swaggin weapon skins for WvW season rewards.
Or you know.. maybe the other way around.. or something similar to that
guard is my main, but i’m not always on guard when i stream
I’m not always on the top 100 because i have really high MMR volatility (for some reason unknown to me).. so i have to win a kittenton to get a few ranks and lose 1 game to lose 50-100 ranks lol
in any case, i typically float around the top 150ish.
oh hey look, another suggestion i made 10 months ago!
i’ll give you the same response they gave me:
“working on it”
“soon”
“good idea”
“trololol skyhammer”
“get rekt”
The situation is so dire, even the best player in the dev team quit #_#