Fashiontime ^-^
alot Lightning, a tifa and a sephiroth
(ignore my model’s bodyshape, i dont have many human-charackters)
- maybe i can do more later
Love those mix&match for the Lightning costumes.
I always find it a bit funny when gamers talk as if they’re poor or have no disposable income. $10 on a second account is nothing when you look at the cost of a gaming pc, your internet bill, and the fact that you can afford to buy games like GW2. In some cases add in the cost of a gaming mouse, keyboard, and head set. I mean overall, $10 is nothing when you look back at the other things you’ve bought for the game.
As ironic as that is, that’s also why some can’t afford it when they’ve spent so much already on the PC alone. I know numerous players who can’t afford a proper gaming PC and play on a old laptop that just barely run games.
This problem could actually be easily solved by rearranging the character creation process. Instead of leaving it last page to choose a character name, it should be shifted to the second screen after confirming the style/looks. While leaving the last creation page as a final confirmation to name/style/story.
Just because name change tickets and style kits exist in the game is not an excuse that things should remain the way they are. After all the argument is that this game has hundred thousands of players, surely they could afford a UI update.
AION is now free to play, yet still able to come out with neat UI updates, skill balances, new maps, new quest/story at a quarterly basis. And yes, they also allow you to confirm your character name whilst you spend time choosing your looks.
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Zerk classes that can efficiently kill the turrets without risking their lives (aka ranged weapons)?
- Thieves – Shortbow. Their dps mainly comes from their melee auto attacks. Shortbow’s 900 range puts them into vulnerable position. Not recommended to ever consider engaging solo.
- Mesmers – Greatsword/staff. Unlike Thieves auto attack, it does subpar damage. However it does have advantage of 1200range. Phantasms/Clones usually die after summon to turrets, cutting off vital dps. Not optimum to focus on any other turrets than Rocket turret.
- Guardian – Scepter. Turrets are considered small sized enemies rendering Smite less effeciency. At most, only a third at most of the Smite projectiles will hit the turrets. Not optimum to focus on any other turrets than Rocket turret.
- Necromaner – Axe/Staff. Axe 900 range puts them into vulnerable position. Staff auto attack does subpar dps. Easier to just pop Lich Form and aim for the Engineer. Rinse and repeat every 3mins.
- Elementalist – Staff/Scepter. Possibly the most efficient option to take out both the Turrets and Engineer if on staff. When using Scepter, easier to aim for the Engineer, provided the Rocket Turret doesn’t kill you first.
- Warrior – Bow/Rifle. Hah! next…
- Engineer – None. Many Engi builds don’t use the berserker amulet.
- Ranger – Longbow. Possibly the best and most effective berserker class to take out the Turrets for the team. Fight one evil with another evil. Pew pew.
Do note that trying to kill the turrets requires heavy time investment. It is best to have a tankier partner accompany the berserker player or he/she will get swamped by rotating enemy players. Also would help keep the point neutral or help decap the point as you apply the pressure.
Edits: 1/2 awake
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You had two necros and two mesmers on your team… what do you expect?
Matchmaking saw these double class types on your team so it did the same for the other team. They just happened to be all Engi’s. Who’s to say they weren’t waiting 5 minutes for a match either. It just made a decision based on what it had available.
I see this as working as intended…
That is proof that the system isn’t working.
IF the enemy team wasn’t a premade of 4 Engi, shouldn’t it appropriately separate the stacked classes by shifting 1 necro, 1 mesmer and 2 engineer per team? It only can’t be helped if the enemy team was indeed a 4player party.
Btw there is no point stating allowing a “fully invested power ranger”. Almost all of the meta zerker builds are all heavily invested into offensive setup. Any zerker were given free realm will cause serious pain.
There are several variations of the power ranger build, some with less survivability than others. Refering to a fully invested power ranger is refering to one that has spent two master traits and one grandmaster trait to enhance the longbow.
No other meta builds has such a heavy investement into one single weapon. And it’s far less forgiving when forced into melee when compared to the common survival of the fittest variant.
That’s the point of saying it is “fully invested”. Because it is.
That so-called trade off of having to blow all my cooldowns to take down a power ranger rarely occurs to me.
“ALMOST” all. Yes, there are variants that offer more defensive capabilities. However it doesn’t deny the fact that they’re still heavily 6 points traited into power. Other classes might not invest heavily for one weapon but they still suffer as much in losing defensive capabilities due to favouring offensive traits. D/P Thief, Shatter Mesmer, Fresh Air Ele etc.
As for using trade-off cooldowns explanation. Distortion on Mesmer for example is a 45+ second cooldown but it can be used offensively when traited to reflect, it’ll pretty much ensure a kill on rangers who chooses to Rapid Fire into it. Then you’re left without defensive Distortion if another fight occurs.
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*underpowered and underused in structured PvP, which is the basis for balance in this game; also, it is completely absent from the highest level tournaments
Surprisingly, Ranger is actually utilized more than Necromancers. Ranger isn’t completely absent from high level tournaments. Instead they’re often played tied in to map exclusiveness, mainly for Legacy of Foefire.
LOL ok you want to make Rapid Fire aoe and turn it into a low cooldown, stronger version of Barrage. Great idea, it will definitely NOT start up even more QQ about how one glass ranger just downed 5 people trying to rez someone.
Technically, you could trait Rapid fire to pierce. That is already considered a straight line aoe and could down players ressing another.
Where were you people in 2012 demanding RF and LB nerfs? LOL.
Your answer: https://wiki.guildwars2.com/wiki/September_2014_Feature_Pack/Balance_changes#Ranger_.5B3.5D
Clearly there was threads for nerf in 2012 when it was changed in 2014. Time Travel.
you need to know you can finish off the Ranger within the next 8seconds else arrows will continue to rain down again.
In that case you’re allowing a fully invested power ranger to use RF on cooldown, in other words you’re doing it wrong.
That’s why it’s called a trade off. Focus down the ranger as it’s a big threat and using your big cooldowns whilst doing so. Then comes the problem that you blew blocks/invul for rest of the fight.
Btw there is no point stating allowing a “fully invested power ranger”. Almost all of the meta zerker builds are all heavily invested into offensive setup. Any zerker were given free realm will cause serious pain.
The OP has a point but arguing with the wrong supporting facts. Then again, what isn’t considered overpowered in this game. Balance patches are so rare to the point that PvP is an obnoxious mess.
Here are some counter-points to the arguments made against a Rapid Fire balance:
“L2P, You can just dodge it.” Sure, you can dodge it, everything can be dodge, sometimes I wonder how is this even a counter argument. Dodging provides you a 1second window of invulnerability. Rapid Fire is channeled over period of 2.5seconds. From the moment you know you need to dodge from a Ranger casting the skill on you, to avoid the full damage means you need to double dodge. The underlining factor is double dodging for one skill is a pretty big investment.
“Oh but you can block/reflect/invul to negate the damage.” Those options often come with a hefty cooldown and isn’t always available. It’s about trade-off. If you’re going to utilize a lengthy cooldown to survive, you need to know you can finish off the Ranger within the next 8seconds else arrows will continue to rain down again.
“You can try side stepping to avoid the arrows.” This one is questionable. ‘Read the Wind’ trait makes the arrow projectile move too fast to be side stepped with the battle mode movement speed. Distance is a factor, further away you are, easier it is to sidestep projectiles. Overall, most of the shots should still find its mark from the speed bonus if you’re within 1200 range.
“Line of Sight.” This is the best solution as a counter to not only Rangers but all other classes out there. It’s ultimately the second best method (after dodge) to avoid a lot of damage in PvP if you don’t need to be on node to keep it capped/neutral.
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Using Staff is fine, it often depends on positioning to survive in PvE. I would advise against using full Berserker gears, Valkyrie is a good alternative for the extra HP.
It’s also a good idea to invest at least 3 points into Water magic for the Healing Ripple minor trait. That bonus burst heal (when switching to water) helped kept me alive numerous times.
Lastly for utilities, besides Ice Bow, always carry a defensive/position skill like Mist Form, Arcane Shield, or Lightning Flash. Staff Water 4, Air 3 5, Earth 4 5, are all soft/hard CC skills to keep mobs off your back.
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Hopefully by the time Revenant comes out, more faces, hair and armors will be available too. As for Snow, your Serah will be lonely without him
Ta dah! Making it ‘Snow’.
Just had a few matches on Guardian, I have to go thru least 3-4 uses of Smite to (safely) destroy the Rocket Turret, with auto attacks in between. That’s a total of 25-30secs hitting an inanimate AI just so it’s safe for my teammates to not get #esport-rocketed. Until of course the odd Turrets in midair and you can’t destroy them at all with AoE….so much for easy counter.
I….are you wearing a bloody condi amulet? Ill be honest I have to call you out on this. ONE RAPID FIRE and MAYBE a couple auto attacks afterwords can destroy a rocket turret from a ranger.
Smite hits harder than rapid fire against stationary targets last I checked.
I cant honestly believe you here.
Had berserkers amulet and traveller’s rune. The turret had kitten self repairing and that metal plating trait. Considering this was mostly middle of a team fight, it isn’t that surprising it’ll take so long to kill one.
Edit: I believe turrets don’t have massive hit boxes to soak up all the hits from Smite.
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Just had a few matches on Guardian, I have to go thru least 3-4 uses of Smite to (safely) destroy the Rocket Turret, with auto attacks in between. That’s a total of 25-30secs hitting an inanimate AI just so it’s safe for my teammates to not get #esport-rocketed. Until of course the odd Turrets in midair and you can’t destroy them at all with AoE….so much for easy counter.
Here’s my attempt at Serah Farron from FF13
If only leather armour designs wasn’t so limited, could be better.Great Job! Will you do Lightning and Snow too?
Thanks. I have a Lightning design in mind, might make her a Revenant so it’s on hold for now. Didn’t think about Snow, I’ll need a free char slot first before trying.
Here’s my attempt at Serah Farron from FF13
If only leather armour designs wasn’t so limited, could be better.
From my perspective (mainly from spvp), naming one from each class:
Warrior – Rifle: the ability to 2hit someone is great but the weapon provides no escape/defenses
Guardian – Shield: Could say the same for mace. Bunker guardian just fallen off.
Engineer – Offhand Pistol: I’ve never encountered a dual pistol engi before. All pistol/shield.
Thief – Mainhand Pistol: Condi Thief is niche as power builds could have gotten the same results faster.
Ranger – Torch: I’ve only seen two players use it…ever.
Mesmer – Offhand Sword: It has one of the best dps phantasms yet it is under utilized.
Elementalist – Focus: Another niche, often only used with Fresh Air builds, which is rare in itself.
Necromancer – Axe: Imo less favourable than the dagger.
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Common sense, it seems, is a super power. Everything you bring up is besides the point and does absolutely nothing for your argument. Since only the Mesmer (correct me if I am wrong) has access to the ‘Blink’ skill, it makes no sense to bring that up in this discussion if it does not benefit other classes. All you guys are for is for Anet to do absolutely nothing to improve accessibility to certain things in towns (only towns!)
Blink as in reference to teleportation, not the skill name itself.
Thief – Shortbow 5, Shadowstep
Mesmer – Blink
Elementalist – Lightning Flash
Guardian – Merciful Intervention (if there’s other players next to the npc).
That’s 50% of the playable class, how is that irrelevant?
P.S. The Chefs can utilize this as well by moving slightly closer.
We don’t need Anet prioritizing on this because someone is lazy to move their characters to save seconds for a craft. Instead I’d rather prefer Anet spend that time to give players something more practical (and highly requested) like Build Trait saver/switcher.
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P.S. From the Master Chef, it takes exactly 4 1/2 seconds to get to the nearest Black Lion NPC. From the Master Tailor, it takes a little less than or equal to 5 1/2 seconds to get to the nearest Black Lion NPC.
At Lion’s Arch Mystic Forge crafting areas, if you’re a tailor and have access to a blink skill, it’ll take you simply 1/2 second to get to the BLTC NPCs above.
Like others mentioned, if you’re really that spoilt to move your character a few steps, there’s always the option of Trading Post Express consumables.
Least in GW2, crafting stacked items is quickened. All other mmorpg’s I’ve experienced, you have to walk to other side of the map for materials and park your character there for 15mins to finish crafting 100x of same item…
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It isn’t odd, just a different perspective on the class archetypes. In most mmorpg, you’d think the Guardian to be the “tank” whilst Warriors to be “dps”.
They’re 2 different skills as well. Warrior’s Healing Signet is their main healing skill and 99% never used for its activated ability. On the other hand, Guardian’s Virtue of Resolve is a profession skill, and often used for its activated effect of heal/cleanse (and could be refreshed with the elite skill).
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I want those fabled bunny ears too. Infact numerous others and myself wasn’t even around the first time those were on sale so it’s not like we missed our chance to get them, we never had the chance.
I actually have to agree with the thread OP. It’s not saying the music isn’t good, there are some wonderful songs but they lack something. I think the problem is the score is used to tell a chapter of a story, making it more difficult to be distinctive or instantly recognized.
‘Fear Not This Night’ for example is a wonderful inspiring song. However if you give it to someone who is unfamiliar to the game to listen to, they wouldn’t guess it’s GW2.
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Solution: you should have taken the volunteer switch team option instead of waiting for the system to auto balance you.
its one of the only true ways of dealing with an engineering as a ranger, which i’m sure is why the OP who mains an engi, is bringing this up, as engineers are exrtemely underpowered at the moment and need more buffs…
Perhaps we shouldn’t tell him his Heal (built in cleanse) comes off cooldown thrice before one Entangle cooldown. Or he can just press Rifle5 and the roots will be destroyed. Maybe even kill the Ranger due to the sheer force from the Engi re-entering Tyria’s atmosphere.
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If the argument point is that vertical axis teleports was “unintended”, then when is the range threshold going to get fixed. Skills in this game operate by an intended units threshold to connect and deal damage. However quite a handful of them goes beyond that threshold giving those skills an “unintended advantage”.
The people supporting argument to this fix/balance seem to forget that the game operates on a three dimensional level meaning there is a X, Y and Z axis. If there wasn’t any elevation design in the game, it would be perfectly reasonable explanation. Then something as simple as jumping/leap skills should be disabled too, since it will allow you to reach “unintended” terrain advantage.
I believe the problem has more to do with bypassing line of sight than whether or not shadowstep/blinks are allowing you go to elevated positions. Skills should need a line of sight to function, and by becoming blocked by a obstacle should prevent its activation. This will be more of a consistency factor than “nerfing” teleportations.
Edit: It could be rebalancing towards very specific skills: Infiltrator’s signet, Judge’s Intervention, Flashing blade etc. I believe these few skills were mentioned in the Chinese patch notes.
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First of all, it was a promotional early release teaser sale. The wings will come back for sale on the gemstore in the future (confirmed by Gaile).
Second of all, this isn’t the first time there have been limited items available in the gemstore. Majory’s Greatsword ’Belinda’s Greatsword’ was a popular sought after remodel that only appeared for a limited period. The bunny ears is a similar example.
Lastly, if you’re a veteran player, you already had numerous advantages over newer players. There are skins that are currently impossible to obtain (least not confirmed) like the PvP armour skins.
As mesmer/thief/guardian role is to burst down other zerker classes that will disrupt the team. If I cannot blink to that ledge where the Ranger is parked to scare him away, nor can I run up to him without getting spotted and killed, what else is there to do? Try to line of sight in a corner and pray the melee classes doesn’t start focusing me?
(Nevermind the competitive scene, Ranger appears almost every match in regular matches)
I think Kedarrian is referring to changing the AoE circles to similar what you encounter in Tequatl fights. Tequatl’s fingers would cast red circles onto the ground that’s different from the conventional red line circles. The whole area could be marked with AoEs and one would still easily identify where AoE overlaps for safe spots.
Is there any map where you can’t move out of LOS when they’re at 2000 range?
No there isn’t.
The range doesn’t make the ranger more deadly, it makes them easier to avoid.
The closest place would be Spirit watch if the ranger is parked at the Raven balcony aiming down towards the orb or the pathways towards the 2 side nodes. It’s harder to move out of LoS (without hindering yourself) since it’s pretty open.
How would that be any different then x profession?
You are going to have people who aren’t good at pvp or aren’t ready for rated games playing rated games.Again, those are just ideas i’m tossing out to start brain storming.
The easiest solution is to just remove dailies 100% from pvp, but then the whole “pvp gets no love” chants will start up.
It would be different from “play & win as X/Y profession” because it doesn’t restrict players to playing X/Y class in pvp. They’re free to play whatever class suits their style and comfortable at playing. 9 choice options will always provide better variety than just 2. It prevents artificial scaling of profession stacking, there will always still be class stacking but certainly not elevated because of dailies.
We already have numerous first timers playing Unranked (or Ranked in some cases). Practice should remain as the word defines as practice. I haven’t encounter events where practice counts towards scores, e.g. Practice matches, or scrims. A rated match would include both Unranked and Ranked, it doesn’t have to affect their leaderboard rankings.
Edit:
The question then remains, was it really necessary to promote players to try new professions? Won’t people already play a new class if they liked that class’ mechanics? Is the promotion for people to expand beyond 1-2 professions better than a balance in the matchmaking? Won’t the unfamiliar environment of people playing a new profession cause more harm than the good?
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Just tossing a couple out there to think about:
1) Daily Medic (Revive 3 people in pvp)
2) Daily Specialist (Obtain points via special means [killing svanir/ sky hammer/ scoring an orb/ using the trebuchet])
That’ll just skew PvP gameplay unnecessarily. Sometimes, you already have 3 players standing on the same empty node just to get the daily done. It’s not going to be any better getting people to go kill the beast or use the map’s mechanic assists as players would end up camping that particular area instead of conquest objectives.
How hard is it to just make it win 2 rated matches? This would include all map modes of Stronghold, Conquest and Deathmatch in Unranked. It can’t get farmed in arenas/practice.
It’s ironic that the best way to beat a cheesy turret build is to use another cheesy build with power ranger. One stands on point in safety and mindless use skills + AI support with the homing #esports_rocket. Another stands far off point in safety and mindless use skills + AI support with the homing #nobrain_pet.
I solo queue quite often and still have fun. It’s not like I don’t have guildmates to queue with either, there’s always people in my guild looking to team up and communicate on teamspeak.
While many matches may be rather one sided, it’s not without close battles either. I had more games where we managed to pull off a come back and narrow victory of 1-10point differences during solo than team.
Getting new players who have no idea what they’re doing is indeed a downfall, though we all have our bad beginner days. With some luck, you might never see them again in the same match.
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just fire for 10 minutes more onto that Husk champ with 20 gazillion hps.
I know that feeling. High HP from the player scaling. High base toughness and unconventional condition stacking needed. Takes just as long to kill as a Vinewrath champion, with support of Arrow carts and mortars. No reward for pounding it for 3mins to save the courier when a SECOND one will spawn eventually…
PvP Specialist here
Few questions about this:
- How often do you swap from your main class to the class daily to get the AP?
- Do you enjoy the encouragement to try another class?
- If you were to change this daily, what would you want it to be changed to instead?
- I main a mesmer and rather disappointed that it hardly appears in the daily. When I play the daily class, I swap often to NOT stack class (or a counter to the daily class) than to get the daily AP done.
- Encourage to try other classes is nice, even encouraged me to unlock more char slots for PvP specific chars. However having PvP bombarded with profession stacking during a match is not. The matchmaking system isn’t perfect and doesn’t help when it’s forced to sort 20 ranger queuing into matches.
- It could be really simple change. “Win 2 rated matches.” Practice/Custom arena wins would be automatically excluded, similar to the Champion title achievement. Winning 2 instead of 1 also keeps players PvPing for slight effort than luck. It worked for the Dragonball daily, and doesn’t restrict players to a specific role.
I’ve already noticed 2months after the dailies were restructured that it followed a fixed pattern and certain classes appear more often than others. Now that people recorded it down reinforces that.
AI based builds should have long since be Nerfed. What would make it fair is if you actually had to control your AI by telling them to attack every few seconds.
In detail every say 5 seconds. you would have to select your turret’s target and tell it to attack. same with phants or pets.
Unfortunately, the devs are focused more on their pve world than flashy 1 vs 1 skill based combat which is ok. The pve is beautiful even if its not entertaining.
Yes, that is how it supposed to be done, like other games with AI spawn.
Unfortunately this is the reality:
- Phantasms/Clones only attack the target they are summoned on. And stand there looking pretty when they lose target (like hide).
- Minions sometimes refuse to attack at all….
- And Turrets attack anyone automatically within its range proximity.
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It appears each individual weapon skill has its own way of exceeding the intended skill range threshold.
Look at all the different weapon skills that exceed their range by a large margin.
- Mesmer GS1: It is basically a laser beam that fires in a straight line. Only cuts off from dealing damage when the laser disperses, like light.
- Ranger LB/SB: The projectile speed and trait allows them to travel way further before curving to the ground. Ranger’s arrows are more bullet-like than the game’s rifle/pistol’s bullets.
- Elementalist Staff1: I believe the fire attunement from the staff is the only auto attack out of the 4 to exceed its indicated range. The fireball is fired at an arc angle allowing it to travel further than normal. Physics 45 degree allows maximum projectile angle.
- Engineer Grenades: Similar to Ele’s staff, they’re thrown as an arc allowing them to be further than it appears. Though for Engi, it is mainly their AoE exceeds the threshold than the projectile itself.
Now look at some other weapon’s projectiles and why they don’t travel as far.
- Guardian Scepter1: That orb travels so slow, that sometimes basic strafing is enough to avoid it. Also its slow projectile speed doesn’t help its travel range.
- Warrior LB: The arrows are shot downwards angle towards the ground for some odd reason. Also a slower projectile in comparison to Ranger’s bow skills.
- Engi Rifle1: Being a rifle, you’d expect it to travel a great range but appears the game mimic the skills to be a shotgun. Projectile is also non-existent with rifles, they just “vanish” after the intended range.
nope every moba and mmorpg pvp is balanced around the top players
Definitely not. DotA2 actually uses both the general public AND competitive scene to rebalance many of its heroes. While the competitive scene is often the reason for a nerf/tweaks, the public scene is the testing ground for a complete restructure of a hero’s abilities. All new heroes or heroes with new abilities is based on average player’s feedback before allowing them into the captain’s draft (competitive) mode. Sometimes heroes are buffed/nerfed solely on basis of the hero is played too often (or not enough) from statistics.
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The current AFK kick system generally doesn’t work very well. Sometimes I park my character in HotM while alt tabbed to take a break for an hour and the game still keeps my character logged in.
Other times, I’m simply chatting in guild chat, while standing stationary for 15mins and the game prompts me the auto kick warning. It feels the game will auto kick faster while I’m typing. I assume it is in relation to gold spambots that only stand somewhere and auto PMs but not like that’s going to get rid of them.
Was fun seeing Chaith solidly outplay this trash turret engy for 1,5 minutes on stream and still dying to the #Esports rocket.
I tried to line of sight after a turret engi used overcharge and the #esports_rocket curved around the tree. Technology is a truly wondrous thing.
I’d say stick to what you can play well (like Thief), it’ll generally help your team better.
It is as simple as the class and play style just doesn’t match you. From the way you described it, sounds like you forced yourself into playing it, which doesn’t help. There may be overlaps in play style between a thief and mesmer for roaming but they still carry different rhythm/pacing. And also important to have fun while playing.
HoT’s specialisation might (or might not) improve your attitude towards the class. The perk is that Mesmer’s specialisation might diverge it away from the traditional shatter build. Considering your dislike for other builds, when the expansion arrives, there’s possibility that shatter builds might not be as relevant.
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Two words: Aion’s Asmodian
Unfortunately it counts as abandon since the character isn’t “in” the match during the disconnect. Also discourages mid-game char swap from getting free match reward. I believe someone previously mentioned that it was possible to rotate (and abuse) elite cooldowns by having 2 same profession chars.
I had disconnects midgame several times today. It’s fine if you’re quick and managed to quickly reload back in to score a decap/assist kill.
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W is the default key for forward movement. If you want to use that key, just rebind it to something else. I cannot think how Revenant would affect our current keybind setup, it’ll use the default F1-F4 (or whatever you binded them as) for its profession specific skills, in this case legend swapping.
Pretty sure there is a rule against it, this is called match fixing. The dailies are not objectives in PvP, they’re an added bonus incentive. Any form of action that are performed purposely to manipulate the results of a match is breaking the rules, ie intentionally letting enemies kill you consecutively.
Similarly, harassment is frowned upon and also stated in the rules of conduct. Harassment is common in a competitive PvP environment and ranges on various levels. It is sometimes easy to misinterpret the meaning behind harsh words. You’ll need to tell the difference from telling your teammate to step up their game, to serious dramas like teasing/insults.
If you’re interested in the rules, here’s the link: https://www.guildwars2.com/en/legal/guild-wars-2-rules-of-conduct/
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I can foresee this: “Coming Soon™ in HoT expansion, turrets gain ability to become mobile AI units that follow the Engineer with Engineer’s specialisation.” Its one weakness of lack of mobility is now covered. That’ll totally explain the promo trailer.
Had a hambow warrior do this to me. He immobilized me as I jumped off clock tower, he followed me down trying to finish me, switched to hammer and tried to use his CCs. He was as frustrated as I was during those 3 seconds I was stuck, he couldn’t hit me, I couldn’t break free from the inevitable death.
As if unranked isn’t clustered enough with troll maps like Skyhammer, and a random deathmatch map. I can see the problem that there might be horrible waiting times if the matches were separated into different queues.
There’s also the limitations/problems of the system. None of these mechanics are properly explained to players. Having 3 game modes in 1 queue will surely confuse everyone, veterans and beginners alike. I’m sure most people isn’t against playing other game modes. It’s the uncertainty of new environments/experiences that make people uneasy. Imagine the chaos if Skyhammer was added into the competitive map rotations, it’ll certainly be more entertaining than watching Forest of Niflhel.
A simple solution is introducing build templates. Having build templates means a character can quickly swap between builds for different maps and certainly takes away (some) frustration against getting an unfavourable map.