Good to see all the developers appreciate your feedback Empa!
#TRYHARDER
#gw2esportshype
#gladiquit
#big patch incoming 2015
top priority is top.
anet pls.
Top priority is China
This game has no place in china . . .
Edit: no asuras allowed in the tournament. Not fun for players, not fun for viewers.
One second my friend, you’ve never played a real competitive game ?
Like Starcraft or league of legends ? In these games there is nothing to gain either to be in the top players , yet the players fight to climb the ranks of the ladder .
Well in E-Sports generally there is no PvE existing and all sources of Development are put into PvP. While in GW2, the bigger part is PvE/WvW, while A-Net puts nothing into PvP, not at all . . .
I don’t agree with lack of different game modes. I think conquest is perfect mode and no other mode can ever work
I agree with that, it’s just hard for newer players to get into it. I think it’s a huge part of the reason why there are no upcoming competitive teams. The tactical aspect of conquest and its rotations are really hard to learn. It’s so much based on intention and overall knowledge.
I’m playing this game since release. Till today, I never really experienced progression or any real reward, that would motivate me to continue playing PvP. The only thing that keeps me and many others in this game comes from the social nature aka friends.
Here are some reasons why, followed by suggestions:
- Rank:
The rank system was a good idea, but was terribly put into the game. While the uncompetitive play (hotjoin) rewarded you the most, there was literally no gain from the competitive play (TeamQ, later SoloQ). It was nothing more than a grind, accessible for everyone. Even though you fixed the gain with the latest patches, it was too late. Ranks had and still have never reached a meaningful place in this game.
I suggest to bring in a new rank-system seperated for SoloQ and TeamQ, mabye paired with an emote / title.
- Reward-Track:
Good intention, but doesn’t reward the PvP-Crowd. Still it was the first move into the right direction and I appreciated that. However, we don’t really need bags and chests that can be farmed 10 times faster in PvE. We need tracks that reward all different groups precisely. Casuals, soloqers and teams should get different reward-tracks. I’d like to see instead of PvE-mats a own currency for PvP (like glory, but put into a better system). Please avoid to make a grind-fest out of it if you ever consider to do that again.
For soloq-ers and teams I suggest seasons with special rewards at the end. Give ppl an incentive to actually form a team and play together. You did it with ToL the first time. Problem there: It only lasts for a short period of time.
- Lack of unique titles, special skins and other PvP-only items (e.g. Zaishen-Keys):
I liked the system with chests, materials and unique rewards like the Qualification Points. Sadly you missed the opportunity to make something out of it. The biggest fault you made was to give everyone access to everything (note: if something is accessible to everyone, it looses its value).
Also I missed unique titles/items for the core-base of PvP, some sort of reward that differentiate you from others (key-word: Prestige).
Hint: get back to the date when you released paid-tournaments with gem-prices. This was the biggest incentive we’ve ever had in this game.
- Lack of proper balancing:
Balancing was and is still a big issue in this game. While the latest patch corrected a few skills, the trend to power-creep and easy-to-play-builds dominate. Some of the classes are too independent (eg. ele, warrior), which decrease teamplay heavily and leads into more bunkerish setups.
Also the philosophy of every class should be able to fill every role is not healthy for the game.
- Lack of different Game-Modes:
In my opinion why PvP-Teams are so rare is the fact that it is very hard to get into conquest. Not because the builds are hard to learn, but the rotations have to be timed and coordinated extremely well. This creates a huge entry barrier to newer teams and also prevent more experienced players from pugging.
- Lack of a well-thought ladder-system:
Recently I saw a lot of posts about the ladder-system, most of them not very positive.
There are already enough suggestions for it.
Quick-Note: Make the soloq-ladder showing single persons, while the teamq-ladder showing guilds. Connect it with a season-system and finally reaveal ratings please.
- Queue-System:
I regret the fact that there is only the possibility to queue for one-round-matches.
What I suggest would be bring back the option of a “several-rounds-tournament”. This not only gives the players the feeling of progression, but also is a great chance to couple these tournaments with a proper reward-system.
Hint: progressive curved rewards instead of linears.
Also I’d like to see a option of a map-choice. Something like both teams can eliminate one map from the map-pool, which won’t be played.
It’s not OP, just very easy to play.
more like no incentive at all in this game, therefore noone plays boring pvp, which leads to a terrible matchmaking.
A few comments on all of this…
1. Ranks should have NOTHING to do with mmr.
2. mmr is gained too quickly. That is the issue with the matchmaking
3. Decay needs to be permanent and not just a leaderboard item. Seeing someone go from 20% to 93% in one game is ridiculous.
This is definitely a good solution to the problem.
If they removed it, they would admit an error.
That’s why it’s not gonna happen . . .
I agree with Part 1.
Part 2… well, Karla already pointed the obvious out.
Make a setting to let the player choose and discard individually a map out of the rotation.
Increase initiative cost on Infiltrator’s Arrow. This would be a start to fixing the mobility problem that thieves currently bring to conquest.
I believe you mean, it’s just another step to make the thief to a class that can nothing better, than other classes.
“Oh, the thief is faster, than my class. They need a nerf.”
“Oh, the thief deals more dmg, than my class. They need a nerf.”
“Oh, the thief is stronger against a special class, than me. They need a nerf.”There is already an endless list of this, but will this nerf suggestions ever stops?
I dont think so.
You can argue with the same logic about decap-engineer.
“Oh the engineer can decap better than other classes, They need a nerf”
The problem is conquest favours certain class-mechanics over others (thieves mobility is one). Therefore it doesn’t always make sense to follow through your logic-tree. Especially when not only the class but the mode is affected.
I see two problems: Z-Axis Ports (which make utilities like Fleshworm look useless) and the class-mechanic of no CD’s.
Such an epic fail in terms of a progression-concept regarding PvP.
No ranks, no titles, no special items, no real emotes… nothing to seperate yourself from the average grinder / pve-player.
Seems like all A.I. became bugged or someone of them for sure after patch, i crit with Hammer of wisdom for 4,5K on heavy golem with 900 power!!!
yep, same with ranger-pets and those 4k+ autohits
confirmed!
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.
Although I agree. I gave up try harding in this game about 10 months ago. It is more fun this way though
You can have some fun fights.
The problem relies on bunkers that bring additional stuff to only “bunkering” a point. For example decaping, rezzing or even being able to kill (see ranger). I think if only bunker-guard would be viable, the setups would be more offensive. But A-Net wants that every class can play any role. Obviously won’t work in this game.
Agree here.
Rank: Every beginner can achieve dragon + the titles. Big let down to some of the 70-ies.
Reward-Track: PvE-Items instead of unique PvP-Stuff. Still grind is rewarded. Still no incentive at all to play competitive (which should be the core of every PvP).
Sigils: Huge Buff to Powercreep. Some combinations are riddicolous.
Even though there were improvements like the new Equip-System or some nerfs to different skills, there is still no incentive to put much effort into PvP. My prediction is, after the LOTM-Tournament, PvP will be empty again.
A-Net needs to finally get a reward-structure not only for casuals, but for competitive play, to get teams into the game. Then a league-system would actually make sense.
Another hotjoin discussion. If a backstab hit you for 13k then you used frenzy or you played naked. Don’t blame a skill because you’re build is miserable.
The average backstab is around 5k.
If the majority of players doesn’t say the same as me, what’s exactly my problem then? Most want ladder ingame, not a web browser, anyway. But not everyone is taking the effort to hop on forum and complain. Also, you can say whatever you want, I am taking the forum as serious as i do with the current leaderboards
And yet again you pretend to speak for the masses.
And yet again you act like you’re not caring about it, but meanwhile you are. That’s why you’re taking this so serious and I am making big fun of this whole discussion
For the trolls^^
PPL in this game have no idea what a real league/ladder-system means, otherwise they wouldn’t take it that serious.
P.S. You will care when the ppl start play Diablo or ESO or Tera or whatever
This is happening for 1.5 years now… nothing new. Also the organisational talent of A-Net is no secret (don’t blame Blu on this).
You better give progression-titles, let’s say 1 point for a win in top100 soloq/teamq.
Therefore the player has a goal to progress. Always a bad idea to set one hit goals. There is no room for keeping the player intrested, especially when it’s as easy as you suggested.
Wow… there are ppl that actually care about soloQ ladder? really?
That is the wrong way to look at it though empa.
Thing is, solo q ladder should be made to mean a lot. It should be an end game for a ton of people.
The reason we need competitive solo queue is because for most people team queue is unattainable. The commitment and problems involved in playing in a 5 man team are too significant. You need a certain comp to succeed (really need bunker guard for example, thief also v important). You need to not fall out with people. You need people who play at the same time of day. You need people to not going on holiday/work for a month and not be able to play much. There is just too much that can go wrong. Playing solo is a way for these people to have fun and competition in the game. Even to gain recognition if that is their aim.
Anet need to sort things out. Add a proper solo q ladder with regular resets and a grindy system which rewards volume of games played as well as quality. Add regular daily tournaments for teams with rewards like gems. Add bigger monthly tournaments. Allow shoutcasters to stream these tournaments.
It is so simple. This blueprint is tried and tested over many games over the last 10+ years. Why are anet not moving in this direction? The solo queue system should reward active players by meaning you lose less for losing than you do for winning an equivalent game.
Well, as long as Skyhammer is in the rotation, as long as easy-to-run-easy-to-win builds dominate soloq, the ladder won’t be significant in any way.
Wow… there are ppl that actually care about soloQ ladder? really?
I’m betting you will see bunker ele pushing bunker guards for that role at mid. They will have more evasion, equivalent amount of cleansing, more cc of the opponent, the capability to secure stab-stomps every 10-12 s, great boon-sharing for the team, and fields that can be finished for huge effect if played well.
Combined with guard vigor reduction, and the ability for ele bunker to take energy + intelligence sigil (to proc renewing stamina for perma-vigor), and lower CD’s on armor of earth put the power levels close to one-another.
A tanky s/f or d/d ele build could also push on hambow for side-node spot, especially with stone-heart giving them even stronger presence vs. thieves and longbow being fixed.
Thief will still be nearly mandatory, however. I also think most teams will choose engies over necros if they want condi-pressure, as engies have much greater self-survivability even though they lose the mirror-match with necros.
I won’t speak for the other professions, even though I understand them well enough, I don’t have an intimate enough understanding of their strengths/weaknesses to project how some of these changes are gonna play out.
Interesting thouhgt!
Classes are too easy, while the tactical aspect is far more complicate. Especially the pace of decisions that have to be made is really fast and in my opinion a big problem for newer players.
For E.G. how you gonna react if you loose the teamfight, get two-capped and the opposite team is already attacking the third node.
So what A-Net did was creating classes for casuals in a game-mode that is everything other than casual. It would be supperior the other way around.
It is good overall, cause it one of few skillshots this games PVP has.
You need too coordinate good immob chain from one team and coordinate helping the immobilized person from other team to survive.
Things like these make PVP better and differentiate average teams from good teams.
Ofcourse with lack of competition we dont see such things yet and mostly teams just coordinate which point to take and which player to DPS.Now as Exedore said they should look at skills separately, because some of ways to apply immob are almost impossible to avoid.
This isn’t true at all… Before they introduced immob stacking it was possible to still stack immob, except you actually had to be careful about what immob you used and when since it would override it.
Now it’s all about throwing as much immobilize as humanly possible and kill the target.
It’s a horrendous change and has always been regarded as such. There is no point to it in PvP and there’s no legitimate reason for the change. It has been bad for the game since they added it and they should have removed it in PvP a LONG time ago…
100% agree
its like the necro thingy
community: we want necro to be a bit more tougth or a bit more mobility
anet: ok we agree, here is dhuumfire
^
low salaries create high fluctuation.
Definitely a big loss for the already weak team.
Doesn’t matter. A-Net still thinks the majority like the map. Besides that some of them think they are gods of creativity and brilliance and would never be able to give in that this map is just a complete threat and they made a fault.
Sorry mate, not gonna happen.
To 3.) I think A-Net screwed their system already in the beginning, by introducing Traits (not the Traitline itself). There are just way too many things to consider and in my opinion Traits are the main reason why this game will never have great build-diversity.
This system allows you to specc into a defensive traitline while taking offensive traits and vice versa (wtf?!). Besides that it naturally creates synergy of several traits, therefore limit diversity heavily. Another issue is all these random-proc-traits, which you pointed out.
Overall I agree on everything. There has to be a heavy debuff to all classes. It will unlikely gonna happen, do to the amount of work and the pace of A-Nets development. Besides that they heavily lack of knowledge to understand the game and still refuse to cooperate with players that actually do.
R.I.P GW2
/bump
Well, it pretty much destroys every competitive element of PvP. It’s pathetic that such a map is still in SoloQ. A-Net refuses the map is broken and therefore it will stay another century in the rotation.
hahaha if you guys really think more than 32 teams will register than you’r out of your mind. I predict 14-16 teams tops registering. Even if more than 16 teams register, they can always make them play the matches without the match being streamed.
85 full teams last time I checked the document, that was about 12 hours ago.
Edit: just checked again were at 114 full teams :P
Where 110 of them are PvE-Guilds.
Just make berserker-stance reducing 100% condition-duration regarding the opponents “condition duration stat”. If he has more than 100% through traits or runes/sigils, than he applies his condition duration minus these 100% of the stance.
With this way, classes that actually run condition specs are applying at least some sort of damage, while builds that rely more on direct damage can’t apply conditions (or not as effective)
Or they could just give zerker stance a 6s duration. Even at 4s it might of been viable but anet didn’t give people a chance to run it before they buffed it to the sky.
Well, immunity mechanics are in general bad.
But hey, A-Net tested it on their servers, so it must be good^^
side note:
Just for the guys saying the +/- evens out, the +/- condi duration is bugged or the formula is written a way so:1) it first calculates outgoing condi duration
2) then aplies the -% of whole duration on userResult is
a) 100+40% and -100% condi stance = 0 conditions not 40%
b) or 100+40% and -40% like wvw food = 84% conditions not 100%I have no idea how they could implement that into the mechanics, but the bigger the -duration, the stronger it is. At -100% it doesnt matter, you could have +100000% duration and it would be completely negated.
Well, it is really nothing new. That’s why I suggested a better version of it. Atm it says 100% but means “immunity to conditions”.
Just make berserker-stance reducing 100% condition-duration regarding the opponents “condition duration stat”. If he has more than 100% through traits or runes/sigils, than he applies his condition duration minus these 100% of the stance.
With this way, classes that actually run condition specs are applying at least some sort of damage, while builds that rely more on direct damage can’t apply conditions (or not as effective)
If you are not able to count and can’t watch 5+ deaths / respawns, you’re lacking of a good overview. Sometimes it comes down to predicitions, yeah, but that is not the standard case.
idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game
We can’t support GW1 style observer mode and recordings yet due to the fact we use Havok. The simulations are not deterministic so we have to figure out a way around that first. Basically, its way harder to do in GW2 than GW1.
Hope there is a possibility to do so. Because at the moment the gap between top-teams and average teams is horrifying. Therefore an observe would help to catch tactical moments of each role in a team and therefore help to close this gap.
Obviously shoutcasted matches don’t provide enough and specific information for everyone. Also not all players are motivated enough to search for these things.
I really hope you can reach something of value till next year regarding this issue. For me personally it’s not fun playing against one of the 4-5 remaining top-teams all the time nor crushing some average teams (I doubt they learn something from these losses or have fun at it).
agree, on spot. But again the mechnic of no cool-downs just asks for spam.
Probably works undercover for A-Net . . .
I doubt feedback from the community has priority when I look at things like “Immobilize-Stacking”, “Skyhammer still in SoloQ”, “Dhuumfire”, “Diamond-Skin” or general “Powercreep”.
Things the community never asked for or sometimes even protested against and still ignored by A-Net.
To me it looks like the Designers want to create their own world and be creative in general, without cleaning the mess they’ve left. Since the dhuumfire patch the balance was and still is in a horrible state.
They had nearly 1 year to fix things. But instead we get more abilities and traits, which will cause even more issues. I don’t get the strategy behind this nor how the management can’t see such crucial faults.
Playing the nice guys in the forums and telling us everyday awesome things will come “soon” and it’s only the “tip of the iceberg”, won’t get you any further in the long run.
So much facepalm in this thread
Well, we could wait and SEE what the patch really brings since they have yet to reveal everything before we start throwing poop?
Better have low expectations, so you don’t get badly dissapointed.
imo “steal” is the issue
Thieves mechanic of no CD’s on weapon-sets is the problem and generates low risk- high rewards play. The only thing that held Backstab froms being abused, was the requirement of stealth.
So are you going to complain about Necros, Decap Engis, Spirit Rangers, Condi Warriors and PU mesmers? If you are going to complain about Pistol Whip thieves it is only fair you complain about everything else that is unbalanced in this game. xD
That’s what he and many other players, that understand the game, do atm in the forums.
too few ppl playing the game, so it happens often that experienced players are matched together with unexperienced ones.
You can have some fun fights.