toxic lyrics should be post whenever someone uses that word…
“Toxic” stop using this word jesus christ
The “Bringer of Wisdom” has been playing puppet-master since the formation of the Inquest.
He fled to go into recovery, but not before vowing vengeance against countless generations
We need more damage even now. It is the bunkers which ruin the game as they are easy to play and they just abuse the conquest game mode by getting 2 points and then bunking the third forever.
Warrior heal sig bunker is too effective imo. I went up against this one who’s health bar seemed to regen faster than an ele’s could.
I got an Angchu Weapon Chest days ago from like the first balthazar reward chest. I agree with a poster above that the skins are not all the best. I’m thinking of either going with the torch cause its green fire or the scepter cause it glows. Hurray for 84% MF.
Today for 4-5 hours I earned 11 scrolls and 3 tomes from the reward track and ~4 gold.
Never mentioned anything about how long it would take to get the skill points. GG WP
If the grind is too much it will more than likely push me away. Especially if they can’t better fix 4v5 and poor matchmaking for better gameplay, balance aside.
What’s the precursor for that one? I want!
Twig and Berries
Why do you have a focus in your right hand? Noob.
What if he is left handed got bored and swapped to his right?
My PvP Legendary Blade is being renamed while needing to PvE for a new Legendary. Thanks Mista!
Does this mean I will need to re equip the gear I’m wearing with the transmutation charges?
Long terms goals could be a legendary,
I would love being able to work towards a legendary from playing only spvp.
rank 80 (for most people)
Until you reach it so a prestige system could be amazing. Using call of duty as an example you forfeit what you unlocked to do it over again for a different symbol next to your name. Adapting this to gw2 could be you lose your ranked finishers to unlock different colored finishers.
or possibly multi-season rewards and yearly tournaments.
Gw2 needs a much stronger emphasis on skill based rewards I just don’t care about them as it doesn’t effect me.
What kind of long-term rewards would people like to see?
I would like the rest of the components needed in making a legendary. If worried about the bltc make a soulbound on acquire version.
Attach the gifts needed to make the legendary’s as a reward past rank 80 in increments of every hundred ranks or so and make these milestones retroactive. Why shouldn’t a pvp only player have access to them? Why shouldn’t a r70 have it as a retroactive reward?
A. Want a system that shows off the time they spent in PvP effectively or B. Display their standing of skill compared to others. Ranks were the only thing that showed some level of time invested but now that’s gone.
Exactly why I keep pushing for the gifts needed to make legendary’s the new retro milestone rewards past rank 80 as legendary’s are a measure of time spent. Soon to be ladders are a measure of player skill.
I’m rank 36 right now. This doesn’t affect me that much but rank 80 was my small dream in GW2. Now it will be so easy to get I’m not even sure if it will be worth to get
or care getting
If you are only rank36 now, you would have never gotten 80. This isn’t mean or anything, it’s just that the amount of rank points needed is way to high.
I agree with both of you. All that is needed is milestone rewards past rank 80. Legendary gifts are a great solution to repeatable milestones which can be in increments of 80-100 ranks for example.
PvP needs milestones past rank 80. Any form of milestone past rank 80 needs to be retroactive. Tying the gifts needed to make legendary’s to pvp ranks is a good solution as it allows pvp players to make legendary’s without needing to pve and also creates that milestone achievement for a long term goal past rank 80.
Rank Bar in PvP=XP Bar in PvE. They lowered the amount of XP we need to get to /rank cap. They deserve our thanks.
I agree but, at the same time there are no more milestones past rank 80 that we know about. As a r47 pvp only player once I eventually hit rank 80 there will no longer be a milestone to endlessly work towards in increments of tens or hundreds of ranks. But in order for that to happen it needs to be retroactive for the soon to be ~r200’s players.
Discuss symbolism in gw2 pvp.
Unplayable? They finally resized Asurans!
If Unholy Martyr stacks with Plague Signets passive it will transfer 2 conditions from an ally to you while in DS every 3 seconds (only matters in team fights). Two weapon skills that transfer 3 conditions to a foe on 18s and 25s cd’s and a full transfer on a 60s cd plus a full cleanse on a 25s cd and a well that converts one condition per character per second for 5 seconds on a 50s cd. If there are condi transfer sigils and better retaliation runes for upkeep I’m interested in how much transfer upkeep one can have.
It would be so clutch to xfer 25 stacks of confusion plus every condition to a target and use epidemic.
http://gw2skills.net/editor/?vQAQNAnYWjc00dbPNe2whjCQqAvTP6ebAgKsLlC3RH-TIAgzCmA
He’s simply asking why players that go from rank 55->80 get more rewards than those that worked harder and go from 70->80. Its quite unreasonable.
Yes and no, one might say ~r70’s were rewarded the most if they played their cards right with glory to wintersday boxes and the dye market. If I was ~r70 I’d be more upset about not capitalizing on those than not getting champion bags. The skill points not being retro is bs though not sure if you can use skillpoints to make gold.
Don’t complain about not getting more champion bags than a r55. Complain about not getting legendary gifts that you need to pve for.
The real problem imo is there is no system in place that we know about for milestones past r80. Dragon was a milestone now we need a replacement imo. If anet wanted to add on legendary’s for pvp add on gifts. ~r70’s before patch who will become ~r200 after gets x amount of gifts say 1 for each 100 ranks. That would be a repeatable milestone.
I’m wondering if Plague Signet stacks with Unholy Martyr in DS. Also if there will be any kind of condition transfer sigils/runes.
I wonder what the reaction of players would be if one of the gifts required for legendaries could only be acquired through serious PvP play :P
If Anet wants to attach a choice of a gift to every x00 ranks than I would be very happy. It would take a long time for me to get it, but at least I wouldn’t have to pve for it.
edit: think i read that wrong in which case pve players would wig out.
(edited by Amstel Steel.2058)
Powerr said (later deleted) The high rank players are getting way more rewarded than anyone. So that sucks.
Secondly. I need to rank up 5 times to get enough skill points needed to unlock a heal skill? Just how grindy did you make these unlocks?
I think you also get skill points from the reward tracks. You probably only need to rank up about 2 times for 25 skill points if you’re also going up reward tracks.
Ya i thought I heard that but it keeps cutting out for me so that’s better news.
Powerr said (later deleted) The high rank players are getting way more rewarded than anyone. So that sucks.
Secondly. I need to rank up 5 times to get enough skill points needed to unlock a heal skill? Just how grindy did you make these unlocks?
will not be compensated for any experience that pushes him above 80 until after the patch after he earns it.
But, his total rank points won’t diminish right? I mean he’ll be over rank 80 for the feature patch or he will only be rank 80 and his total rank points will diminish?
I don’t think the concept of “total rank points” will have any meaning anymore. I mean it might exist as a number, but have no relevance in any way.
Well if they tie exclusive unlocks to ranks that extend into the hundreds than a r72 will have a lot more unlocked than a rank 55. Hopefully high ranks have skins that are on par with pve legendary’s.
“dragon to everyone”
will not be compensated for any experience that pushes him above 80 until after the patch after he earns it.
But, his total rank points won’t diminish right? I mean he’ll be over rank 80 for the feature patch or he will only be rank 80 and his total rank points will diminish?
PvP exclusives that are equivalent to PvE Legendary’s.
I won’t be playing pve for a pve legendary so will most likely be selling all my pve mats for gold. Hopefully, one day I can work towards a pvp exclusive legendary skin versus a pve legendary skin.
Night Hawk > Dragon
http://www.youtube.com/watch?v=zM6SeiqE-IM
Aaaaaand there’s the bombshell.
“you’ll be able to play PvP to gather almost everything you need to craft a legendary! The Gifts of Battle and Exploration will still require Badges of Honor and map completion.”
You’re really going to cry about that?
Legendary’s are a time spent and luck based reward (or a gem2gold) that doesn’t need anything from spvp to make.
Now are you telling me there is no feasible way to make a reward track that can properly mimic the time and luck needed to make a gift of mastery for spvp or are you telling me that anet wants spvp only players to start playing pve (wvw is pve stat based).
Legendary’s as a skill based reward for a tournament is cool as it gets the top 10 these the fastest. Everyone else that plays spvp, but not pve can go screw, I guess.
Respawn pool’s so the weakest link on your team uses up the most respawns is another version of tdm. Also two perspectives to calculate. The viewer and the player. In my opinion arena would not be fun to watch.
Why couldn’t you tell us that earlier?
What I mean by that is why wait more than a week after the patch hit to tell us. I can understand not saying anything before the 18th now so you can avoid a influx of last minute pves
We had to wait for wardrobe to be announced so we didn’t spoil the surprise for the people that didn’t already figure it out. I meant to mention two days ago, but was so busy I forgot to necro the thread. Sorry.
That was easy for me to figure out, but what has me stumped is why luck was removed from spvp. Was it an oversight? If magic find will play a role in spvp I’m starting to think it will just be tied to rank so a max ranked spvper will have max magic find. If your not max rank and your pve magic find is greater than your pvp magic find than will the larger of the two supersede the lesser?
Starting in the 1960s, the government provided processed cheese to those on welfare. The orange block was a combination of a variety of cheeses and emulsifiers that didn’t taste (or smell) all that great. Since then, Midwesterners use the expression when they want to say that something is a terrible idea.
That was shortly after the invention of flamethrower in WW2 that introduced the decap engi meta in trench warfare. Knocking people back in their own holes was a great way to win outnumbered fights and it was a relatively short cooldown as well. Another great feature of these soldiers at the time was that when they were badly wounded some genetical code prevented them from being poisoned or even bleed.
The flamethrower was invented in the first world war, but House Targaryen was using wildfire ever since their dragons died.
I don’t agree with some of these definitions on what cheese is. While I only spectate games like StarCraft that is the game that defined “cheese” to me. My definition is a strategy that will either win you the fight quickly or will fail terribly.
Cheese is profit. SC2 cheese has a flavor that produced a much larger esports than gw2. Gw2 cheese is best described by healing signet’s passive effect being so much better than its active effect that you never want to use it.
Starting in the 1960s, the government provided processed cheese to those on welfare. The orange block was a combination of a variety of cheeses and emulsifiers that didn’t taste (or smell) all that great. Since then, Midwesterners use the expression when they want to say that something is a terrible idea.
I have my thoughts, but I’m going to hold them off for now. I’m very curious on what the PvPers that frequent this forum think.
It all depends on how often they drop in game. Glory boosters are a good example, but I would guess didn’t sell well.
The way I am understanding it the Stones are 3/3 charges needed for one item.
The Crystals are 1/1 charges needed for one item.
To me this could mean one match win would reward 1/3 charge. I could need three match wins to change one items look. But I could also exchange at the time of this posting ~75 gold for 800 gems which buys 25 1/1 charges. Or spend money for gems. If I buy gems I plan to spend it on something cool not as a necessity to change my appearance. Thus, these become a gold sink as a preventative measure from saving my gold to convert to gems to buy said cool thing as to encourage to buy gems.
I’m sure I’ll have them stockpiled, but the thought of having to manage my aesthetics from a financial standpoint is not fun for me.
Anet please do not implement a nerf to rerollers with 5 character slots that also penalizes players with more than 8 character slots.
Birthday presents, exclusive makeover kit appearances, and dye unlocks are already a good foundation on nerfing rerollers, but I have a better solution for numero uno in mind – me.
If a player unlocks something for spvp than all existing character classes have it unlocked, account bound, for spvp.
As an altoholic, I feel your pain. I’ll need to take a look at the data tomorrow, find out just how common re-rolling is for PvPers.
I don’t usually reroll, but I have 9 character slots so I will need to unlock the same things twice.
Besides there are already systems in place to discourage rerolling such as the birthday gifts, dye unlocks, and exclusive appearances from the total makeover kits.
If anything this will only discourage (pvp) players from buying more than 8 character slots as now they will need to unlock things for combat multiple times. They should be account bound in spvp while remaining soulbound for pve since I think pve’er like doing the same thing multiple times.
So, let’s say we wanted to look into decap engineer, where would we start?
Start with what counters them.
I don’t play at the highest level, however, this necro terror build I’ve had good luck with killing decap engi’s. The trick I’ve found is that you need to time your condi bomb and fears when the engi is around ~35% health before AR activates and then finish them with life transfer.
In my opinion everything stems from when dhuumfire and torment were added.
It would be a worthwhile to debate (in another thread) just how expensive these unlocks should be. As I understand it though, we try to tune the price by the time it takes, so that paying in gold takes just as long as obtaining it through PvE.
Starting the debate at 40 traits, 40g, 40 hours. Higher or lower? If one day a new player can choose to unlock over 200 things should it take 200 hours or less than 200 hours?
As I understand it though, we try to tune the price by the time it takes, so that paying in gold takes just as long as obtaining it through PvE.
The sweet spot is in the margin of matches won/lost. If it takes an hour or less to earn in pve than to have it take an hour or less would be in three to six unranked matches played. All 40 traits should not cost more than 40 gold or even less from this in mind.
Add in some temporary rewards while waiting for the feature patch. There are way too few people playing right now and it is getting boring standing around hotm waiting for a queue to pop.
PvP players may be better off pressing button and making gold in pve in case new gm traits end up costing 3-5 gold each at a net of 120-200 gold. Unless you already have that much and some in magic find cause spvp has no luck.
First off I just want to clear the air on the hyperbole being passed around that pvp rewards players with gold.
PvP does not reward you with gold. It rewards you with silver. Approximately 12 or 25 silver per soloQ match that takes either 10-15 minutes playtime plus queue time.
Secondly, let’s assume for a moment that a new grandmaster trait costs 5 gold, although 10 gold sounds more realistic considering how the healing skills were introduced, it would take a player 20-40 soloQ matches to win enough “gold” to cover the cost of one new trait. That could take up to 10-13 hours just to unlock one trait at 40 matches with 12.5 silver a lose on 15-20 minute matches and that is on the current system’s worst case scenario (5-6 hours best case scenario) costing only 5 gold for a new trait.
Now this is considering if the “gold” rewards are not increased for the feature patch. Nevertheless this is nothing like the system that was in gw1 where pvp had its own currency and you could unlock a new skill in pvp for pvp from only a few hours of gameplay (if memory serves me right).
Granted we don’t have all the information yet, but unless the unlock pacing is similar to the gw1 system than this will only promote players needing to pve in order to pvp.
(edited by Amstel Steel.2058)
I understand about glory and match chests being phased out to allow existing players to return and spend theirs while current players can’t earn more.
But, pvper’s not being able to earn luck in pvp? Is luck being phased out as well? I thought magic find was going to have a use in pvp or will I need to pve exclusively for it?
If you use soon, you need to make it bold or use the trademark symbol with it – just so people know it’s in reference to never happening, ever.
Looks like if we want to increase our magic find for pvp we need to pve again.
Or is magic find not going to play a role in spvp anymore? Can we get loot bags with greens to salvage from match wins please.
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.
I’ve seen that and I just report for botting. Unless it is already a 4v5 and other team in 200 up and they letting 3 cap to end the landslide faster.
