srs 90% of this pve/wvw community has no clue about fighting anything in a 1on1 and just feel thieves r op cuzz they stealth away if they can t win a fight, a decent ranger shouldn t lose vs a thief in a 1on1 anyways… just stay on a spvp dueling server for a couple of hours to get an idea of wht ur chars r capable of.
As for wvw everythin tht runs food/tonics with +200 cond dmg +50% cond duration is op [ingis/mes/necro etc.] and d/p isn t in the best spot at all to hardcounter this.
Why is thief op?
Bc u get killd by a thief speccd to kill u, roaming around whil u play ur full pvt zerg follow build which is not made to encounter this matchup.
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No one cares about a new map,
we want accbound wxp,
and yep i speak for everyone in this wvw community !FULLSTOP!
(edited by Bart Weird.9671)
Since we get no acc bound wxp please let us at least reconfigure our wvw traits whn the update hits!
Thanks in advance!
(Everyone who supports this, feel free to leav a comment)
The best idea would be removing the soloq ladder
and match people totally random no matter what
and just balance them on classes.
Soloq ladder can never represent anything with four other people included
If you look for a representive ladder you have to take the other four pl in account and rate thm as a team and not individuals,…
Sidenote: if you play with pl not including your team it shouldn t affect your ladder position,this opens for more casual play whr you can also group up with some pve friends to show thm how exiting spvp is without losing 800 ranks on one single matchup.
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Will we finally get acc bound wxp?
Are we able to reconfigure our wvw traits with the update?
(messd some up a lot when i started wvwing)
When will wvw season two hit?
Will the commander tag become acc bound one day?
Will you reply to my questions?
looking forward to see your stream!
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Also NA guilds are happily welcome!
so it s a bug and has to be fixed, thanks!
Thanks for all the wsps ingame, see you on deso!
no, you r wrong
borderland bloodlust is taken into account as well as defense against guards
Guardian Valor Trait IV Strength in Numbers gives 150 toughness to yourself and your allies in combat only, also with the trait active it neather affect Valor Trait VI Retributive Armor (gain precision based on your toughness) nor the quality maintenance oil (pve consumable). In the hero panel [H] the toughness adds up (displayed) but not the affected precision in both mentioned cases.
it’s an important issue in wvw, would be very nice if you fix it
Desolation first wurm kill x)
https://forum-en.gw2archive.eu/forum/livingworld/madness/WE-DID-IT
We have very good commanders and are able to cover offpeak hours pretty well with active zergs and leading commanders till 10 am in the morning.
The community of desolation is very skillfull and we are capable of winning 30vs70 even with public zergs but we simply lack the playerbase at prime times.
We never have a quee time not even on eternal battlegrounds for most of the time so if you enjoy playing WvW and don’t want to wait, come over here!
We need players/guilds/commanders to return ‘’no.1’’ everyone who is willing to join us to make this come true is happily welcome.
Let’s cover prime times!!!
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Conclusion:
For warriors gs night force / am night force
Daytime gs fire force / am force battle, since two battle would be rendered useless
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Well i agree with u abt the night+force thingy,
but if it’s not night time nor arah, i would chose fire over battle all the way,
since u get the might stacks anyway.
Dunno abt the real dmg increase cuzz it differs from build to build but from my hotm testing the fire sigil hits for around 1.2k every 5secs aoe.
Does the 5% dmg increase outweighten this?
(also you have to seperate between optimized groups having 25 might and invul and pug groups whr u don t have this kind of luxority)
Would be nice if someone does some testing on non optimal/optimal group composition and the dmg output over time (maybe 20sec) between both
Might consider fire the higher dmg output in pugplay and force in organized groups,
sadlyi m writing from my cellphone atm and can t test
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Pls leav a reasoning behind your thoughts
So basicaly we get an 10% dmg nerv on zerk gear and are allowed to use another sigil on our 2h wpn to compensate for the dmg loss.
Which would be the best combination?
Force+Night sounds pretty obvious for me, but how we deal on daytime?
Fire+Force?
Fire+Air?
Pls discuss the most efficient after stacking 25 bloodlust
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We’r talking about gameplay not builds, do we?
You can’t capture your teammates view nor your enemys, how am i supposed to know where 9 other people are and what they do if i m recording, won t work out bro… and streams ever once in a while from the same pl doesn t make the cut for me. At least make the shoutcaster tool accessible to everyone!
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I really like the idea of an observe mode to watch top matches or to watch what i/my team did wrong in a soloq/teamq match so we can discuss it afterwards and improve
would be a nice feature i really like to be added to guild wars 2!
Spvp structure improvement
1.The soloq ladder should be removed since it’s not representative.
It’s impossible for a single person to carry another four in a capture based mode.
If you for exp. have a 4vs5 the outnumbered team is losing in most cases and
four other random teammates shouldn’t be able to decide the outcome of your actual rating since it’s yours and shouldn’t be affected by others at all.
2.Hotjoin servers should be removed aswell, it’s not necessary to split the community into two pieces, if you have more people in soloq you have quicker matches and also a nice reward with the 450 rank point bonus if you win at the end of a match. The argument hoping in and out of hotjoin if you want to play some matches is just not valid since you only get rankpoints and glory at the end of a match and not after you for exp. killed a person.
At least the servers you are able to rent/host should stay since they provide mode diversity (for exp king of the hill) or allow people to test things out on their private server also they are very good for self initiatives no matter what.
Adjustments
1.Displayed casting times for skills and their name so that they are easilier readable for newcomers and to understand while they play against another profession/race.
2. The possibility to switch skills and select between the weapon sets like with your utility skills, so that you can easily rerange them (for exp. switch shield skill four with five) This also opens for releasing new weapon skills in the future
Long term goals and not as easy to implement
1. Mode diversity (new game modes) based on 5vs5 or tinier groups
(there is no need to go bigger since it’s hard to balance and even harder to form groups, I saw a lot of interesting interaction happening trying out 3vs3 for example)
2. Some sort of serverwide heart of the mists
(maybe even for NA/EU players to play together and form teams)
Thanks for the read, I hope i could give some insight and help.
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Would you penalize them for splitting?
There should be a two weeks time frame you have to stay in one guild to play the tournaments with (note: I’m not talking about rated matches). In the season there are daily / weekly tournaments you have to attend to qualify for the seasonal tournament which happens at the end of each season, to show which is the best guild of the season. After each season the ladder resets aswell to avoid having the same team in the top scoreboard with several names or removing dead guilds/teams from the list. Note there is just one guild/team who is able to take the cup.
What types of rewards would you include for each ‘division’ on the ladder?
Rewards are nice to have but not the primary objective. Gold/gems are no rewards in the form of prestige and aren’t worth to actually play for. A cape with a gold/silver/bronze trim would be more noticeable around the world. Also there are the options with backpieces (possible capes aswell), weapons/armor only obtainable through tournament WINS or for example dyes which have for exp. no real color but effects like clouds/storm/rainbows.
Tiny spvp improvements with high impact
1.There must be a “/resign” function for solo and teamq
If everyone of your team knows the game isn’t winnable anymore and everyone is afk in base just to end it quicker there must be a function to end the match. If someone types /resign there will be no action but if everyone comes to the same agreement and types it in the game should be over.
It’s better to have it this way then punish a group with a leaver and fights 4vs5 for another 8minutes.
2. Also there should be the function to report someone who is afk on purpose for the rest of the match so people who actually abuse the system get their debuff and sorted out for the next match.
(4 penalties and after the 5th taking action sound still fine).
3.A tutorial in the heart of the mist or a sentence at the beginning of each match telling every player not to get rank points for the points he scored! He receives just the same amount of rank points as everyone else in his team at the end of each match. The internal scoreboard and getting points for kills/capturing are misleading for a lot of newcomers. Imagine 4 persons on the same spot to capture a single point cause they want those 10 points for their rankup.
4. The observe mode should only be able to retrospectively display your last match and matches of top teams playing at the current time. You don’t need an observe mode in hotjoin to look at not proper geared teammates you need to observe the top teams and your own errors to get good.
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We’d like to incorporate guilds into the ladder/season system when we come out with it next year, but nothing is very concrete yet. Personally, I think it would be awesome to look at the ladders and see guilds listed rather than individual players. That said, this could pose issues for more casual players who like to ‘team hop’ or pug about.
I’m probably opening myself up to some interesting suggestions, but imagine you’re in-charge of creating the ladder/season system.
- How would you design it?
- How would you incentivize teams to stay together?
- Would you penalize them for splitting?
- What types of rewards would you include for each ‘division’ on the ladder?
Note: I’m talking about futures seasons/ladders, not the current system.
Since you directly replied to my thread Josh,
I will take the time to talk about all my thoughts concerning spvp.
How would you design it?
The ladder/season system should display a team not a single person since the format is based on a 5vs5. I think the easiest method to implement this is to post the actual guild name for the team, it’s also easy to just make a guild for a team since you can have more than one. If you think further, it’s important that not anyone of the guild is allowed to start a match which counts for your actual guild rating. The easiest solution would be to have guild officers allowed to launch a match, if you have 5 people in your guild/team you can easily grant everyone this rank, if you have a greater guild, let’s say around 40 people let the officers be responsible of what they are doing.
How would you incentivize teams to stay together?
I think it’s important to have at least 3 of 5 people of your guild to start a match. The possibility to have two guests is important if someone disconnects in a tournament and isn’t able to log back on or if there’s simply not everyone online and you want to start a rated match (reason therefore could be some more points to qualify for an important tournament). Teams would stay together if you bind the seasonal reward to a guild/team. If a person has more than a single guild/team he will only get the rewards for the guild he achieved the highest rewards with.
Where are “Guild Wars” in Guild Wars 2?
Can’t find them,
there is not even a guild tag shown in the gw2 ladders.
Is there any button, i can challenge other guilds in spvp to show off my guild is the best?
Ps. I want my gold cape!
Any advice or help?
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I played a s/d thief and got the immidiate response “nice heartseeker spam noob”
Also I gave some warrior my hambow build and explained him how to use it and he replied me “wait does that actually mean i have to spam 3 buttons?”
Offtopic:
That Prince Vingador is like the most annoying player on Guild Wars 2. People from EU feel the pain. People from NA, thank god for not having to deal with him.
Oh yea I know how you feel… never won a single game with him
U don t even have to use gs, shield leap and block plus hammer leaps while knocking everyone down works fine aswell
Also why is there a ladder system for some random arena anyway?
Basing the ranking system on players makes no point at all since you play as a team.
Even if you are on a ladder no one will recognize your team or think of you as being a famous player.
If i compare this system to the old of guild wars 1
http://www.guildwars.com/competitive/ladder/
I wonder what has been gone wrong :/
Is this really how it is supposed to be?
I would just keep doing what you’ve always been doing. Collect skins. Craft all the skins you can but don’t already have. Make some dyes
Dyes have a very bad conversion rate should be more equal between the mats (like for exp. 10 of each). Also you can’t really collect skins since you mostly get them anway after a few weeks and opening isn’t worth it so you just keep collecting treasure chests and wait for some living world event to come. (like for exp. for the molten facility gloves)
Do we get any compensation for our previous tournement wins?
When will you introduce new pvp modes?
How long will it take to redesign ranks and what is actually planned?
Do you intend to make the skyhammer dodgeable?
Is there already a date for the next patch relating to spvp?
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Based on player feedback we decided to keep ranks. We’re still discussing internally what the new plan is going to be. Once we have something set in stone we’ll make sure to let you guys know what’s coming.
And yes, “Ready Up” (the referenced show) is super legit, yo.
More important for me would be a statement if discussing it internally means a time frame of a month or patch or a longer process like something more specific or just say there will be no changes for the next three months…
Thx in advance for your reply!
Very decent guy and nice idea, congratz to your soloq r2!
Nice read, I remember tht boss encounter after the first week of gw2 release,
It was nearly impossible to beat him down with pug groups and even with premades you had to brainstorm and make some thoughts to actually kill him,
I doubt people are better now than at start, it was just a huge dps check, that now would still cause a lot of pl disbanding complaining about it like about the spiders path in ta.
Sadly this boss got nervd to the ground right after to be a kittenwalk for the future but actually evolved cof p1 into a 400b tw meta RiP
Super there is no 1vs1 against a knight in this video
As chris said going to be hard to keep to a 3 page summary with this one but I’ll get started
Topics
*Fractal Resets
*Ascended Gear
*Horizontal Progression
*Vertical Progression
*Grind
*Art Progression
*Alts
*Gates
*Map progression
*Ascended creation time
As long you don’t raise the level cap or introduce a new tier of gear
I’m fine with it ;-)
If you want good vertical progression make some armor/skins obtainable for the costs based on legendarys with nice visual effects. Also i think there are still a lot of lvl 80 maps missing.
Refering to the fractal reset, it would be nice to give everyone who was able to get to the final stage (level 80) some title to honor their work or maybe the fractal tonic since they spent most of the time there :-)
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Hey Guys,
A week ago we were ready to cut ranks. Last week, due to our discussion on the CDI thread, we decided to keep them.
Right now we are trying to determine in what form we are going to keep ranks and how they should be balanced so attaining the rank of dragon is something that you have a reasonable chance of achieving and not a quest that you pass on to your children and your children’s children.
Because we agree with most of you that ranks are too difficult to attain and because it was a very easy change for us we also decided to give players a bonus to players in Solo and Team Arenas.
I’m sorry you didn’t get a response sooner but we didn’t want to jump the gun and say yes or no to this thread. What you are asking isn’t something that we can just turn on so it would have to come in a build later if we decide to do it. At the moment we don’t have a plan to retroactively award points for wins but many of you have brought up some interesting reasons for it so it is something we will take into consideration when we are discussing how to adjust ranks.
Thanks again for your feedback.
John
I really appreciate your work!
A lot of great changes to the pvp system have been made.
Also the availabilty of the armor skins through glory/gold is a huge step!
My reasoning about refund rank points to players who played a lot of tournements over the last year is they really lived up for pvp while others farmed their rank on some non legit ways they made the pvp scene vital.
Also lots of people have already spent a lot of time on their champion titles
for very low to no rewards if i knew this would happen I wouldn’t have taken the effort and would be happy to start now
I totally support this!
So here are some questions for you.
Would you keep rank acquisition the same as it is now?
If not, what would you do to improve rank acquisition?
Thanks again!
John
1) Leave rank
2) Change glory boosters to rank boosters.
3) Remove all pvp rewards from rank progression add them in your new system as intended except for finishers.This, exactly.
Pretty much this!
Leav ranks like they are just lower them a bit so that it doesn’t take a year for a lvl up on 60+ and make them more accessible to the community
Yee i don’t understand why i always have to go through the pve tutorial if i just want to play some spvp tournements with a new created char.
I think gold for tournement wins and some tomes to lvl up your character sounds nice, also unlocking dungeon skins through pvp without a 2 years grind sounds awzum to me aswell,… but in all seriousness if you r not willing to allow me to progress towards my r60 shark finisher I will neva notice those changes at all…
There have been two things I played GW2 for Fractals and Tournements.
Working on my Shark Finisher since launch and now when I feel it s really reachable in the next 5-6 months [atm r44] you want to remove my rank and let me repeat from scratch like you did with my fractal lvl 80? It feels like you just deleted all my score to make me quit since i have nothing to show off anymore.
do you have the duo video or do you even want it in the compilation since it s ranged p:?
heimdall also solo’d urban/water/snowblind but i dunno if he recorded thm
I will be honest with you guys , removing this broken rank system is great idea! Whst is that , u are farming some glory to get ranks and better gear but even guys rank 60+ can have no clue what to do in competetive team so why should we even have this , current rank dont mean anything so i am realy happy that it will be removed
It doesn’t show player skill, it means ,,time has been spent’’ and if you work over a year for some long term goal, it shouldn’t be diluted. The Guild Wars 2 Def’s have a lot of information about how long people played the game and which approach they took to get their ranks.
A conversion of your actual wins over time
into a ,,new rank system’’ for the finishers would be a nice idea
Maybe you should read John’s article before criticizing it. All veterans before the ladder is implemented will be able to keep their finishers and more to show that you were there since the beginning. Don’t worry…be happy ;p
This new system sounds like an amazing new change that will get PvP more active and I’m super stoked for more game types.
I’m super stoked for new game types aswell
Remember it’s just the tip of the iceberg
I’ve read John’s article and i see a lot of good ideas i’m excited about, I think pvp now is going in the right direction but i don’t want to keep my finishers i want to progress to the finisher i started to play for :/
I was just reading a thread about the news on arenanet planing to revamp spvp and remove the ranks from their system, sadly when i arrived at page 2 the thread has been deleted. So I’d like to start a new one.
I play gw2 spvp since release where not even reward chests have been implemented for tournements. Even if there is still only one game mode which lacks variation, I like to play 3-5 tourneys a day just to have some fun. I don’t care about gold and i don’t care about me being in some ladder, which is supposed to show a rank for your whole team you are playing with and not yourself as a one man army.
For me the reason to play was/is to have some fun after coming home from work and slowly working to get at least my r60 shark finisher. It took me nearly a year now to get to r44 playing tournements with different professions, I’d just like to keep on continueing and not start from scratch again after the update.
All in all i really encourage your ideas to make for exp. armor/equipment more accessible to the playerbase so that you don’t have to be rank 70+ just to show of your
Sorrows Embrace Armor and play in your tutorial skins for most of the time.
There are a lot of good changes which will give the pvp community some fresh breath.
I suggest some conversion between the old system and the new one
so that old loyal pvp veterans won’t be left out and have to quit the game
working on their long time achievment.
Keep up the good work!
If you stay in you’ll die if you dodge out you’ll die aswell since the adds just hit you twice while immobilizing you so that you are unable to move.
Positioning is the key, watching the adds, shaman and your friend at the same time and carrying each other. You have to play with the adds. They can easyly walk through your reflects so you have to make wise use of line of warding and also kite them best to always generate new short cuts to pressure while kiting through the whole map.
Plus, you will rarely find people in this subforum genuine impressed when you mostly use ranged attacks, whatever content you do.
Impressive or not try this with a melee weapon!
No one is talking about cheating. The truth is melee has higher risk which makes it more impressive. Also […] someone said our meleeing was a mistake and people acting so high about their ranging.
For me your meleeing on 48 was a legit choise even if there is no reason to dodge the arrows anyway with 55AR and the mesmer wasn’t the best to come up with for the reasons I stated 3 days ago. It would for example be possible to exchange him with an elementalist.
If I look at the traits and builds I think there is still a lot of possible improvement.
Does the mesmer know his illusions aren’t affected by his 10% more dps buff from his scholar runes?
At least ruby orbs would have done the trick to transver all the possible stats to his illusions aswell.
On a sidenot I would be happy if you promote your video next time on another thread. There is,… you know the possibility to open one.
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My last post is 3 days ago since I have a lot more to do than just follow a Guild Wars 2 Discussion, but I’d like to share some of my thoughts about the negative comments I got at least and thanks for the positive ones!
Great challenge for playing the easy mode profession and not even attempting to enter melee range so he won’t use half of his attacks.
I haven’t watched the video but you probably just hid behind reflects all the time.
So you argue without even taking the time to look up the discussed topic or reading the 3rd post in this thread about the inefficiency? Of course I know about the warrior’s mentality to slay everything down within seconds but sometimes you just have to open up your horizon.
Occasionally I went melee range on purpose to trigger the bosses AoE Attack which gave us enough time to recover so you can’t dilute that.
If people think we were stupid to melee it (due to inefficiency) then I say you were stupid to 2 man it.
I completly unterstand your argument and I also feel it’s very reasonable!
And one of the biggest reasons why we meleed was that ranging 48 would have been too easy.
You played a warrior a profession basically made to play in melee range. I just can’t understand why you want to hinder your groupmate’s gameplay to force him to play in your comfort zone.
For the record, I have melee soloed it to 75% on scale 80 couple of times (just can’t do anything with the Elementals).
I’m happy you reached the actual level of problem now so we can continue with constructive posts.
We didn’t bring in the reflects for the shaman fight. Since we just dodged the arrows and evaded the AoE fields. The risk is just too high to not have them for the add phase if you chain them. Also it doesn’t really matter because you can deny the agony damage reflected to the shaman so there is no real reason to use them. Meeleing might work at level 48 but on scale 80 the damage gets mostly trivilized by the health pool of the lava elementals. There are simply too much with way more health.
I actually did level 48 after patch and told my friend to do the same tactic we used to but adds were already dead by breaking the bubble.
Breaking the bubble is actually one of the most difficulties as a two man party, breaking a bubble with 40 stacks and no ground targeted freeze or immobilize. You basically have to hold the shaman in the middle of all points and than be mobile to walk with him while breaking the bubble and double check to still be in timewarp range. Also you have to place the wall of reflection so that you can walk in it the same direction the shaman is moving.
So why did we chose exactly those two professions if at least one elementalist would have made it a lot easier to break the bubble and we don’t need no reflects anyway?
It’s hard to say but damage doesn’t matter anymore. We tested two elementalists who were supposed to first kill the adds having the shaman perma freezed in the bubble and than simply remove his stacks. Sadly after two frost bow chains and two fiery greatsword’s in full zerk mode no add has been killed yet.
The key of this encounter is kite because dps is too low for it to work and the only solution to get the adds down is to kill them with their own reflected damage.
This just leavs us with the you’ve called easy mode professions while you need the guard to tank them and make them follow as well as the mesmer for the timewarp (bubble breaking) and the pressure.
According to you with reflects you can just faceroll. So what made this fight so impressive then?
One sidestep or AoE in a wall already means death.
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Good Job Guys so now we all hang on 50’s I’m curious if anyone already invested the 450g (70AR) to get past 50 or actually has completed the level? Since it’s mentioned to be hard capped but I also don’t want to waste all my money to try it out.
This literally the most laughable thread I’ve read today.
I did it better!
No I did!
You didn’t challenge yourself as much as I did, I can’t be impressed!’
There was no intention of any of my posts that should have led to this kind of direction.
I would say it’s more effective to do it with 5 people. Also if you want to kill him really effectively then roll scale 1!
And sure it’s a cakewalk if you range it. Do you even have to dodge?
I can’t really take your posts for serious but it leads people follow the same direction.
All in all the intended topic was
I usally don’t make videos and this might be my first and last attempt, but I want to show people how much fun it was going up to level 80.
So please refer to it!
don’t understand me wrong I really appreciate your work and I liked your innovation on using the phantasmal warden as a shelter…i don’t see this often used by a mesmer.
Also i don’t want to compare me with other people using 55 agony resistance,
you can take any class on level 48 and kite after the bubble . So anyway keep up the good work! :-)