Keep vigor. Make energy sigil give X seconds of vigor on swap instead of instant endurance refill.
Really solid idea.
Overall (in cases where endurance regen is not modified by traits) adding 5s of vigor has the same effect as +50 flat endurance every 10s. Though, this way, it adds counterplay through boon strip, better use of weakness, and counting dodges becomes more practical.
+1
it helps if you ask people, like as a favor, rather than tell them what to do.
“ranger can you please grab home?”
rather than
“ranger go home”
I prefer the cruuk approach
“leave far and treb to me /
leave far and treb to me /
leave far and treb to me”
scrub pushes far
“omg you kittening suck”
cruuk DCs
i would go so far as to call using asuras as “abusing a known bug” as it has been proven that their animations are incorrectly scaled, and this has been acknowledged by arenanet.
it shouldn’t be a punishable offense, but it should not be allowed either.
TBH if we’re really talking about making the game competitive there are a few things that need to happen:
- Every player is on a human model. (This should be a CA option, so people don’t have to reroll)
- Only basic stomp finisher is allowed. (This could also be a CA option)
- No legendary skins allowed, or any other flashy skin that distracts viewers from the rest of the action in game.
The only special consideration should be AFTER the teams have been decided, the teams most favored to win should be seeded such that they don’t play each other early on. it would be dumb to have the 2 best teams fighting it out in round 1 and so the 2nd best team there is didn’t even get to round 2.
I would like to see something along the lines of
- Top X seeds get a by to main brackets
- Rest of the teams start out in a Bo1 series.
- All main bracket matches are Bo3.
- Semifinal & Final bracket should be double elimination.
What I don’t want to see:
- “known” teams having special privileges (being seeded without having to go through the same process as everyone else)
Think EU demonstrated that if there’s league system in place already it’s a pretty safe bet to have 8 seeded teams.
Not one of the randomly selected teams got through the first round to my knowledge.
If anything we need more seeded teams as it seemed like a ton of hassle just for them to get rolled…
I think seeding overall will just make things more fair, and it adds an additional incentive to participate in more than just 1 tournament every couple of months.
I think you left a couple digits out from Spirits’s rank
Since ANet has unofficially announced the next series to happen in June/July I would love for it to be more organized, and have a better system. This includes a) better infrastructure
I thus recommend the following:
- Host a 4 week seeding mini-series starting in July. This mini-series can be open enrollment to any team at any point. Weekly tournaments will be held, each consecutive set victory will earn the respective team seeding points towards the ToL championship series.
- Stream the semi-final and final rounds of each of these weekly tournaments. We should expect a lot of entries for these tournaments, and naturally not all of them should be streamed, it’ll be too time consuming. EU series can be streamed on Saturday; NA series can be streamed on Sundays—or any other two days.
- Small in-game rewards for each weekly victor. Rewards are are an additional incentive (other than seeding points) for teams to stay together, try different things each week, and keep on fighting!
- There needs to be punishment for cheating and intentional bug-abusing in tournaments ALL future tournaments. This shouldn’t even be an issue or a question at this point.
- Teams that don’t show for a match should receive a penalty. Not showing up to a match because you didn’t feel like playing in it is disrespectful to viewers, your opponent, and administrators. This kind of behavior should not be tolerated in any future tournament.
- Not showing up to a weekly mini-series match should deduct a sizeable amount of seeding points from your teams tally.
- Not showing up to a championship match should disqualify your team from participating in the next championship series all together.
I think overall this past ToL went well and it had a great showing, but it had a lot of administrative and infrastructural issues that could be easily dealt with with better preparation.
Thanks for reading,
Ac
Good luck hosting the event without booking the location!
http://www.seattlecenter.com/events/default.aspx?viewby=custom&s=6/20/2014&e=6/22/2014
I just wanted to do this poll. However I find that I can’t. What is considered a moderate or long Q time? 5 Minutes, 10, 30, 60? Not having any idea what we are talking about here, how do you answer that?
Short: < 1 minute
Moderate: 1-5 minutes
Long: 5-10 minutes
As long as I have to: 10+
The as long as I have to doesn’t have to be extreme. For example, if there are no equally ranked players online then the algorithm should look for players of neighboring MMR to fill in the gap. If players of similar MMR are online but some are in game, the algorithm should wait for some of them to get out in order to match them those who are waiting in queue, instead of just looking for random people to fill in the gaps.
Ranked Solo queue should definitely have a rank limit. 20 is pretty low, I would probably put it at rank 25 or 30.
My original suggestion was rank 30, and I know someone like myself could get to rank 30 within a week, but many casual players take a couple weeks to even get rank 20 so 30 might be too high. 25 definitely sounds feasible.
I will just copy paste my answer from another Threat:
“Why not just introduce Unranked SoloQ and Ranked SoloQ?
The ranked ones are having an impact on your MMR – and I would suggest not letting players in below a certain amount of games in unranked
The unranked ones are free for everyone – they don’t have an impact at all. Here everybody can join and gain experience – and prepare for the Ranked ones.
I think also skilled players would jump into unranked matches from time to time to test new builds e.g.
I would do the same thing for TeamQ as well btw. Wouldn’t it be nice to have a ranked TeamQ where you jump in with your Team and play – and then when they go offline enjoy being paired with strangers with equal skill level to play for fun Unranked games.
I think this would actually already improve a lot. The tweaks to MMR will improve the system even more.”The MMR Tweaks I’m referring to are planned – but that issue with new players and experience players can be adressed with the split in ranked and unranked the best possible way IMO
BR
Traq
I’ve been suggesting something similar to this for a little over a year now. My proposed system would be:
- Unranked “Everything Goes” Queue This would be what the current Team Queue system is, only unranked.
- Ranked Solo/Duo Queue Yea, sometimes I like to solo, sometimes I like to queue up with a friend. Is that too much to ask for? kitten. *This should only be open to people rank 20 AND higher. This is how you filter the news from the experienced. Seems simple right?
- Ranked Team Queue TEAMS ONLY. No roster of any less than 5 people should be allowed to queue up in here. Period. Get it through your head.
I’ll expand a bit and say that a lot of the matchmaking catastrophes we’ve all experienced in the last week wouldn’t have even happened if you guys didn’t give new players such high MMR.
I can’t tell you the amount of times we all (in high rating) saw complete noobs double capping, running in circles, or both. It is inexcusable.
Edit: Adding some points also mentioned in replies for clarity & more discussion material.
Defined wait-time lengths:
Short: < 1 minute
Moderate: 1-5 minutes
Long: 5-10 minutes
As long as I have to: 10+
Proposed improved queuing system:
- Unranked “Everything Goes” Queue This would be what the current Team Queue system is, only unranked.
- Ranked Solo/Duo Queue Yea, sometimes I like to solo, sometimes I like to queue up with a friend. Is that too much to ask for? kitten. This should only be open to people rank 20 AND higher. This is how you filter the news from the experienced. Seems simple right?
- Ranked Team Queue TEAMS ONLY. No roster of any less than 5 people should be allowed to queue up in here. Period. Get it through your head.
(edited by Acandis.3250)
+1
After patch hits, take a sip (or a shot if you’re a man amongst men) for every dragon emote you see in the new megaserver.
Its just OP that a lot of CC-Breakers are not working on immobilized.
As Im playing D/D Elementalist for example, I dont even take mist form with me anymore, I know that skill once removed immob, but now its totally useless, cause everyone got immob with them + immob stacking.
So you go into mist form and they just immob u then u are not attackable with normal attacks (but still with conditions), but at the same time u just remain were your are. => ppl wait 3s then burst you the moment mist form ends.And with the stacking things got just worse.
And y not being able to turn around makes it just worse
Stunbreaks not removing immob was actually perfectly fine before stacking was introduced. After all, an immob is not a stun. Even now, in most situations you can break out of a stun before you get chained immob (not always, though).
All in all, immob stacking has introduced more problems into the game with no easy solutions. The best course of action would be to revert it entirely.
I do agree with this. However, why try to jury-rig solutions to a problem that was created a while ago, when they could just undo immob-stacking that is universally reviled by all but the biggest troll?
Just get rid of this immob-stacking.
I agree with this, but if Cleansing Water is any indication, I can tell you ANet won’t revert it for another 6 months, at least. And that’s if they even revert it (which they probably won’t).
With all this immob stacking going around, and omni-directional skills being nerfed, I think we should be able to turn when immob.
It seems slightly unfair that classes with evade skills can spam away while immob, but classes that rely on uni-directional skills for defense get the shaft.
/discuss
kitten…… The /m drama will be so real.
lol leavers? People dont leave, they auto- run into a wall and can afk that way without getting kicked from the match. Smart but harsh, nerf running its OP.
Actually, this is false. Unless there are active keystrokes the game will be timing your AFK.Believe me, auto-running into a wall was the first thing I tried to avoid playing skyhammer.
In all honesty, the game needs in-game VoIP. The matches are too fast paced and short to rely on little to none voice/sound notifications
3682468What type of structure would you find interesting for leagues and ladders?
- Unranked play + Ranked play with tiers.
- Ranked play is only available to players rank 20+
- _This is necessary. So inexperienced players aren’t matched with experienced ones. It’s not fair to any of them.
How long should a season last?
- Seeing as you guys don’t think the game should be balanced more often than every 4 months, I think your seasons should be 4 months long.
What would motivate you to play in one?
- This is a very deep rabbit hole that if you really cared for, the meta wouldn’t be what it is currently. Good luck, godspeed.
What types of rewards would you like to see?
- It has been very clearly established that GW2 PvP is a minigame for casuals. Casuals will be fine with some capes, maybe some unique armor skins, other in-game content. There’s no reason for you guys to throw any money into any wishes for having a competitive scene.
How would a player earn these rewards?
- End of season rewards based on tiers. Maybe after winning a tournament or something like that.
How would you encourage players of all skill levels to participate?
- Believe me, there is nothing you guys (the PvP team) can do to encourage hardcore competitive players to participate; that’s up to the Skills and Balance team. Therefore, I think your aim should be to keep the PvE heroes happy. Give them more PvE-like content.
- Fights vs Bots, deathmatch, that kind of stuff…
In any case, good luck with your future endeavours.
I think the notes are true, to be honest.
Rather than tone down AoE power, they increase it.
Rather than slow balancing, let’s shift the entire game in another direction in terms of power.
Rather than bringing things down, methodically, in terms of power, let’s throw balance darts at the wall and see what happens.
Rather than leaving DPS guard alone, let’s buff it.
Ele was a torturous class to play against at release both in terms of raw power, survivability, and cantrips, let’s bring it back.
Rather than using root cause analysis to problem solve the imbalances, let’s employ jenga balance.
I don’t mean to be overly rude, negative, or derogatory, but this sounds like A.Net.
AMEN my brudda from anotha momma bear.
o_O Where to people come up with this stuff?
ALL of us play PvP. Though, I’ll give you that I’m no where near as good as Powerr, Grouch, Roy, Hugh, and Tyler. I’m pretty sure they’ve all made it to the top 100.
I play on Isle of Janthir, and you can usually find me in Solo Arena as Flux or Aegir.
Touche, Justin.. Though, I don’t believe you. And if it is, indeed, true, then there are bigger problems.
I wouldn’t touch them, they’ll be fine if the other classes get toned down.
I wouldn’t touch them, they’ll be fine if the other classes get toned down.
Hypothetically great suggestions, you’re just forgetting that no matter which way you go about it people are going to complain.
Yes but one way will promote the game, the other will not.
Which way have we been going for the last 16 months?
This build is absolutely skill less, all of its knockbacks are instant cast with no animation.
There is literally no counterplay.
It is the very definition of skill-less play.
In a game of conquest where holding a point is vital, I don’t understand how a build this strong hasn’t been looked at. It’s been around for many months unchanged, but now that all the PvE and WvW bads are coming into sPvP and all they care about is winning so they can get their daily quest done, most of them are turning to cheese, unskilled builds like this.
It needs to be addressed ASAP. Not in the next feature build 4 months after the upcoming feature builds.
Each of those knockback skills need animations and cast times, it’s not something you need to sit and test internally for 3 months. It’s not something that you need to discuss for 2 months prior. It’s something that should’ve been done months ago.
I do not support rank requirements into getting into tournaments. This goes against the heart of the game in regards to PvP with everything being accessible from the start.
If you are actually good in PvP eventually your MMR will rise to the point where having a low level in your team is not frequent.
Correction, this goes against the ideals of the founding fathers of GW2, however. With recent changes—Eg. Unlockable skills (because they don’t want to drown new players with information)—I don’t see a rank floor being a problem.
I think the way the “unlockable” skills should be introduced is using ranks, rather than Achievement points. It’s very unfair for the people that only do PvP, to have to do PvE to get the new skills—because under the current system of glory→Tome of Knowledge, it takes too long. This would also be a great way to introduce a rank requirement for ranked play.
Before dhuumfire/torment patch I would say that Necro was easily the class with the highest skillcap, that’s why the good necros were really good, and the bad necros were really bad. I’m not surprised at all by the feedback I’m seeing—specifically those of you who think necro was bad before that patch.
Right now necro is out of hand, it’s got possibly the lowest skillcap&floor, because of how dumb the dhuumfire trait is (it’s getting slightly better, but it’s still going to be too strong), ow broken torment is, and how mindlessly easy it is to be efficient with MM builds.
I’ve seen many people make the suggestion of moving Dhuumfire and Terror to Curses Grandmaster tier. I don’t know why that hasn’t been done yet, though I suppose it’s easier to keep kittening up a class rather than admit you were wrong.
tl;dr; move dhuumfire & terror to Curses grandmaster, revert all the bleed/weakness nerfs.
Currently, I think necros are really strong in PvP but only dhuumfire specs.
Power well specs can be strong too.
And of course, there’s minion master necros, which should, in all honesty, be deleted from SPvP.
The problem with condition based necros in the meta right now is that, necros were already strong before you gave them dhuumfire. Then you were surprised that they became the meta class; as if anything else was gonna happen…
So you decided to nerf dhuumfire a little, still broken. So you got to thinking… “Well… if necros are still broken, and we nerfed dhuumfire, well then.. lets just take all their other possible damage away..” And so you nerfed Terror and Bleeds.
Terror is still pretty strong.
Bleeds alone are not that great anymore, without dhuumfire.
tl;dr, you’ve been nerfing Necros other form of damage just because you made the mistake of giving them dhuumfire and now anyone that wants to play a non-dhuumfire build isn’t nearly as effective.
Revealed completely turns them into mobile lootbags so I propose that thieves get protection on revealed to balance this.
Interesting concept, but I think this should be a trait, not an inherent mechanic of the Reveal debuff.
We all know that you only release balance patches every 4 months or so.
Thus far, the vast majority of those patches were HUGE whacamole patches that either nerfed a certain spec to the ground, buffed another beyond reasonable sense, or missed the ball entirely and just made random changes that made no sense.
This happens because you don’t play your game!
So in a dream world we would like for you guys to actually play your game more in the live servers so you actually understand the mechanics of each class and how balance is affected.
That being said, balance patches need to be small tweaks, but more often. Again, ideally, this would be every month but for some reason you like to do it every 4 months. At the very least, you need to start release balance patches every 2 months, that way you still have the month in advance that you want to sit in internal testing and duel each other ad nauseam .
So lets put it all together…
By playing your game in the live servers, you’ll see which things are balanced and which aren’t. Once you see this, you’ll be ready to balance appropriately more often.
Oh and take a look at this: http://www.youtube.com/watch?v=udVJUJYlwmI and please tell me why your ideals for balancing have changed so much in all the wrong ways.
We have been looking at the problem, and we believe it may be a hardware issue and not the map itself. We have reconfigured so new instances of the map are being created elsewhere, and it appears to have improved.
Please let us know if it continues to be a problem, or if begins to happen on another map.
btw justin, u da man.
last temple pop seemed fine for me. There still appear to be scattered issues of lag elsewhere, though.
DISABLE THIS MAP.
kitten.
why isn’t this map disabled yet!?!?!!?
There has been severe lag in temple the last couple of days and only temple.
No, it’s not my internet.
No, it’s not just me.
This map needs to be DISABLED ASAP and you need to figure out what the kitten is going on.
I’m for it, but i think it’d have to be only on block/blind, not on evade. I reserve the right to change my mind, though.
AFK/Ready-check before queue.
and please for the love of all that is holy: ADD A kittenING SOUND WHEN IT POPS GODkitten IT! kitten! this in particular will be like 2 lines of code
I’m ok with the 5s duration, it promotes coordination and intelligence in order to use it to its maximum potential.
I definitely agree that it shouldn’t have an ICD/player on the active, though. It severely limits what you can do with it in any fight smaller than a 5vX.
Additionally, I’d also like to point out that the passive sucks. IMO the passive healing/hit should be scaled down to somewhere between 175-225+(some % of healing power) and it should have an ICD of 1s/enemy player, not just a flat ICD of 1s.
I can’t speak to the effect this effect has had on PvE or WvW since I don’t partake on either one of those, but I would like to open up polls to all.
In PvP, we’ve seen immobilize stacking become an absolute nightmare. I’m sure many of you have suffered the intolerable effects of being immobilized for 10s while enemy players are just spamming away immobilizing skills at you, without any remorse. It no longer takes skill to keep a target CCd since most of the CC skills in this game have been dumbed down so much, that it’s almost more rewarding to spam CC than to carefully coordinate it with your teammates.
And thus, I would like to ask each of you guys your opinion. Please only fill out the survey that corresponds to the area you spend most time in.
PvE: http://strawpoll.me/1100287
WvW: http://strawpoll.me/1100288
PvP: http://strawpoll.me/1100290
Thanks,
Recently, it was mentioned that the ranger elite “Spirit of Nature” is in fact bugged. This skill was designed to heal for 320 in small AoE every 3s. Considering how blatantly strong this skill currently is, I think that 320/3s would be fairly balanced.
That being said, I was doing some digging and found that Healing Signet was reworked in a similar fashion back in July 23rd. For those of you that are unaware, Healing Signet used to heal for ~200/s; the active remained the same.
What the late July patch was supposed to bring was the following:
Healing Signet (Passive): Reworked the formula that this passive heal uses. At level 80, this skill goes from 392 healing per 3 seconds to 467 healing per 3 seconds with 1500 healing power.
Source:
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-July-23rd-2013
Given how ridiculously strong you made Berserker Stance by giving it immunity to conditions, but increasing the duration from 4s to 8s, I cannot for the life of me understand why you have ignored the bugged state that Healing Signet has been in since July.
Don’t get me wrong, I think it was a godawful change, and the previous Healing Signet actually served its purpose of giving already tanky builds a little bit more sustain—and not being a lucrative option for high damage builds which could make more use of Mending or Healing Surge. I just can’t understand why this has gone unchanged for so long.
The upcoming 8% nerf will do nothing to change builds. It is still the best heal to take, simply because it’s 1 less button to have to worry about.
The guy who is blasting.
1250 + 0.20xhealing power
this has been a bug since release.
When cast on a downed body the bleeding signet effect appears over the player but there is no debuff, therefore allies can’t siphon from the would-be marked enemy.
Though this is labeled as PvP, it may also be a bug in other aspects of the game, but I refuse to leave HotM to go test it.
This is the most comprehensive profession guide I’ve ever seen. I didn’t realize you were taking that many notes when I was teaching you how to play.
:)
Great work!
That explains why he’s always mopping the floor; takes after you, Grouch!
Bear, could you please show us the builds that you have been using to get yourself from Rank 1 on the Solo Leaderboards all the way to the 79th percentile?
Thank you in advance. And remember to always…
Do your best, bear.
Yes to most of the above one comment to add….
Eu teams and NA teams should be allowed to compete all at same time.
Unfortunately we don’t have a server for things like this. Would allow for multiple competitive teams2: If your going to charge allow for more than 1 payment style. I don’t nor will ever use paypal.
Hey Jin,
1) I’m definitely considering this, though our only option right now is to host the tournament in either the NA server or the EU server. I’ll discuss that more in the future as plans are being materialized.
2) I’m open to multiple payment methods as long as they’re legit and easy to keep track of. What do you have in mind?