Funny how ppl think if they played some pvp games they’re qualified. Even with 1’000 games you’re not. This makes 3 games per day, that’s nothing. Also a joke is how ppl only play one class and think they can argue from a objective point of view. You’re not. So how can your suggestions have any weight? They don’t because you have not experienced the whole mode. And that has nothing to do with elitism, it’s just about spent time, effort and dedication.
Such a little change needs 1 year??? if you keep up the pace we will get 2016 a new game-mode. Hurray!
How would it break the game, exactly?
Have you ever heard of chain-CC? Because organized teams are doing that, you know. Even solo-players can do it now, necros and warriors are the best examples of it.
Forsaker and ventari showed pretty well whats wrong with where the balance in gw2 is heading to. not only powercreep but also AI, spammable abilities like dodging combined with boon stacking and stuff that has a too high influence of the outcome of a match. a good example of this is rallying, where teamfights are often manipulated through luck.
Wow… this forum now definitely hit rock bottom. Kids posting videos to proove their arguments.
You really think that A-Net is capable of fixing one of these thousand problems? Because you know, … barely one of them got fixed and we are heading towards 2014.
Gold and Legendary’s.
We don’t need more grind-mechanics in PvP. Please stop with this cosmetic-BS.
If you need some cooler Pixel-Combinations visit PvE.So you want no money for winning a tourney and no decent rewards? Well okay then. The game is perfect as is then according to you.
Read my comment before. There have to be rewards, but definitely no legendaries. We don’t need more cluster-kitten and brainless grinders.
There is no dedicated healer/protector in this game, who can directly put spells on allies. This lack of direct support had the consequence of making classes more independent/relying on their own, which means every class has several options coming from the different class-mechanics to mitigate damage.
There are two ways of mitigating damage.
One is the direct/active method: you mitigate through interacting with abilities (spells, dodges etc.).
The other way is through traits and passive spell functions (mostly signets).
As these are abilities which proc/trigger by themselves and not through a players interference, this creates a passive play that naturally comes with the trait-system.
In general this passive play leads to a very static gameplay and lowers the skill-ceiling extremely. Definitely good for beginners to jump into the game and be effective pretty fast. On the other hand it’s very frustrating for more dedicated/experienced players, as the skill-gap between beginners and experienced players getting quite small.
In my opinion a big problem for competition / tPvP. I hope A-Net will react to that issue.
Great effort, experienced player. Detailed with important lessons for people that aren’t confident whens the right time to do the right things, especially in terms rotation and team-positioning.
Gold and Legendary’s.
We don’t need more grind-mechanics in PvP. Please stop with this cosmetic-BS.
If you need some cooler Pixel-Combinations visit PvE.
The patch had defintely improvements.
However, the huge lack of risk-reward and a non-existent skill-floor making the game for every average pvp-player a nightmare. The time spent into PvP is not necessary anymore, you can roll the meta and you’ll win.So I guess Team-PvP will be dead till Janaury, when the reward-system will be released. Sad to see such potential being wasted due to a development-strategy for casuals, while desperately trying to make this game an E-Sport.
Are you even aware of the fact that an E-Sport has to be competitive, therefore needs a high enough skill-ceiling? Because what you do now is trying to be an E-Sport while trying to get as much causals as you can get. This strategy leads to a mess, or what we call ingame: “The Meta”I’d argue that the most important thing if you want a game to become an esport is accessibility. Take a look at all of the really popular games out there that’re being played competitively, in huge tournaments: Call of Duty, Halo, Dota 2, League of Legends, and probably plenty of others I’m forgetting about.
What do all of those games have in common? It’s easy for Joe Sixpack to come home to after work and pick up and play, and have fun. It doesn’t matter if Joe Sixpack is good, bad, or utterly incompetent – he’s having fun, and if he’s having fun, he’ll continue to play the game.
Think about how many people attended or tuned in to watch The International 2013, or whatever the big League of Legends tournament was (The Worlds?) Think about how many people were talking about it on Facebook or Twitter or Twitch or wherever else.
Now think about, honestly, how many of those people are even any good at the game, or even really care about “skill.” No, the vast majority of those folks are watching the game because they enjoy playing it, whether it takes a lot of “skill” to play or not.
But I feel that’s where GW2 is failing miserably. See, I’m new to GW2, and most of the time, I enjoy it. But I’ve been trying to get into sPvP, because it’s the only gameplay I haven’t done much of, and every time I hop into a match… I remember exactly why I haven’t done much of it: it sucks! I’m sorry, I know that’s not constructive, but it’s just… awful, and absolutely absent of fun.
And, having gotten a few friends into GW2 (only one still plays actively, though) over the past several months, I can say that I’m not alone in feeling that way about GW2’s sPvP.
Unless ArenaNet are able to make sPvP something that’s fun for newbies to come home to and fiddle around with, it will never succeed as an esport.
What A-Net is doing for a year now is to make PvP more accessible for casuals. We see this in the passive and repitive gameplay. Healing Signet is the best example for it. They really try to make this game as easy as possible.
On the same time that’s the most crucial part, why many players, especially on TPvP even played the game. Backstab, Shatter-Mes created a good risk-reward balance, which is nowadays not there anymore.
This means, if you’ve played for e.g. Ranger for 5 months or for 1 day doesn’t matter. I can create a Ranger and be competitive/ effective in about 2 days at maximum. So making the game accessible for everyone in this special form is not healthy. LoL is also casual friendly, but the skill-ceiling is very high, even though the mechanics are not that complex. “Accessible” is a very big word and has impact on many levels.
However, I understand you and agree with most of it. Still it’s a very complex topic and can’t be generalized.
- gems will never happen, as it would result in an inflation of “gems via gold”, means the gold price would rise infinite in exchange for gems.
- skins aren’t a solution for a longtime incentive, therfore shouldn’t be priority
- meaningful ranks like in gw1.
- progressive rewards, means rewards getting better for every consecutive win for e.g.
- in general rewards that are challenging and not a one-shot goal like armors/weapons (rewards that create incentives for a longer period of time and reward also good play, not grind)
Ele is in a good position. People just don’t get it, due to the fact that all other classes are outshining it, due to absurd buffing in the last months. The Elementalist atleast opens a solid field of creativiy. Especially for support and bursts.
GJ for making it unviable and letting the zero risk-reward builds take their positions.
Just in case you don’t know: The leaderboards are broken, but A-Net refuses to admit it. The reason why MMR is so epicly bad and why in every group is an afk/leaver. So much time spent on a feature that isn’t even working.
/Facepalm at how many times they said: “we need more time to make sure when we release this stuff it will work correct”. Great job on that, really.
The patch had defintely improvements.
However, the huge lack of risk-reward and a non-existent skill-floor making the game for every average pvp-player a nightmare. The time spent into PvP is not necessary anymore, you can roll the meta and you’ll win.
So I guess Team-PvP will be dead till Janaury, when the reward-system will be released. Sad to see such potential being wasted due to a development-strategy for casuals, while desperately trying to make this game an E-Sport.
Are you even aware of the fact that an E-Sport has to be competitive, therefore needs a high enough skill-ceiling? Because what you do now is trying to be an E-Sport while trying to get as much causals as you can get. This strategy leads to a mess, or what we call ingame: “The Meta”
Well, A-Net refuses to listen to the actual core of PvP.
More like the actual core of PvP either can’t read or are hopeless antisocials.
Nothing to do with being antisocial. That’s happening in society 24/7. The best are selected (survival of the fittest). Goes for job, where you need certain qualifications / experience. I would more likely listen to a doctor that has studied medicine, than one who didn’t. In GW1 A-Net did it and suceeded, here they don’t and fail.
Well if it has nothing to do with being antisocial, you have a reading problem then. A lack of understanding.
A-Net listen to everybody and not to the dedicated players, that’s what I’m saying. Nothing to do with lack of understanding, I was just not clear enough on the word “core”.
idea is good, but to remove the chest for it, was not really necessary, as the rewards in general are nearly not existing.
Well, A-Net refuses to listen to the actual core of PvP.
More like the actual core of PvP either can’t read or are hopeless antisocials.
Nothing to do with being antisocial. That’s happening in society 24/7. The best are selected (survival of the fittest). Goes for job, where you need certain qualifications / experience. I would more likely listen to a doctor that has studied medicine, than one who didn’t. In GW1 A-Net did it and suceeded, here they don’t and fail.
On point, well done (even when the effort of this is pointless).
Well, A-Net refuses to listen to the actual core of PvP. It repeats itself in every new balance-patch that totally misses needed fixes. If they really keep listening to these 90%, this game will never have success pvp-wise.
PS: I just read the whole 5 pages and I could swear it’s more than 90% . . . so much facepalm in this thread.
I love how he calls things ‘improvements’ cause I am not seeing any.
giving op regen warriors better shoutheal to troll more and call it “support others”
If I would do such a work in my company, I’d have lost my job. But ye, they’re designers and we can’t see the brilliancy behind this creative work.
there is not deeper thinking behind. all they do is seeing some parts of the game and adjust it ignoring it impact on the rest of the game. its like the changes to stunduration.
all in all the complete problems coming from missing balls to do the full step. so why not remove as example +daze/stun durations and adjust the needed time for every skill if u can do half the work and throw it at the customers. at least u has shown that u are willing to do something
“sarcasm” you know it? :P
:)
sometimes its hard to regonize.. i heard fanboys are still out there who believe in anet
I’m definitely one of the core-bootlickers here.
Was it easier to recognize this time?
I love how he calls things ‘improvements’ cause I am not seeing any.
giving op regen warriors better shoutheal to troll more and call it “support others”
If I would do such a work in my company, I’d have lost my job. But ye, they’re designers and we can’t see the brilliancy behind this creative work.
there is not deeper thinking behind. all they do is seeing some parts of the game and adjust it ignoring it impact on the rest of the game. its like the changes to stunduration.
all in all the complete problems coming from missing balls to do the full step. so why not remove as example +daze/stun durations and adjust the needed time for every skill if u can do half the work and throw it at the customers. at least u has shown that u are willing to do something
“sarcasm” you know it? :P
Hey Felivear, thanks for the post!
We knew for a while that Warriors were stronger than the meta seemed to indicate at one point, and we knew a fix for the sigil was coming.
Sometimes it just takes a while ( IN ANY GAME ) for people to try all builds, all combinations of strategies, all options, etc.
That’s why we want to see what today’s improvements do to the game, especially to support meta. I ran into a VERY strong staff Elementalist earlier on live, and was excited to see it when I did.
It normally takes a few days/weeks for builds to assimilate new changes into their kitten nals.
Due to that, we’ll be watching the meta to see where it goes and then make more changes in future updates.
The Sigil of Paralyzation was making Warriors (who used it to great effect) very strong, so went ahead and fixed it with this update. We have plans to rework all sigils/runes, but that Sigil, we felt, was so important that we had to fix it now, before we did a large balance pass on the sigils/runes.
We have to make sure we aren’t making you guys download new clients all the time for fixes. We knew the sigil of paralyzation was strong, but we also knew our fix was coming in today’s update.
Hope this makes sense and thanks for the post!
stop buffing hammer/shout warriors and buff other things.
False. How about start tonning down stuff, instead of buffing all the time? I don’t know why ppl don’t get that buffing at this point will destroy the game even more.
Every class being OP does not express balance.
It expresses power creep, which is usually created when, instead of fixing something that is problematic, something is changed in order to counter the problem, creating a new problem in the process.
Best Answer of the Thread, besides the OP. A-Net needs to realize this . . .
I love how he calls things ‘improvements’ cause I am not seeing any.
giving op regen warriors better shoutheal to troll more and call it “support others”
If I would do such a work in my company, I’d have lost my job. But ye, they’re designers and we can’t see the brilliancy behind this creative work.
Immobilize is allrdy the strongest condition in this game. No need to give oportunity for stacking it. Development from this company has absolutely no idea about Balance… terrible joke!
they play pvp casually. that’s why they have no idea.
But they also don’t listen to the players who have an idea.
Makes the allrdy slow progress they have, even slower.
I have never encountered a game with such slow progress regarding its pvp community. How hard would it have been to make those items a reward in a ranked match chest?
For a organized, structured company mabye 2-3 months for designing and coding.
I love how he calls things ‘improvements’ cause I am not seeing any.
Sorry, I have to break the harmony in this thread. While everyone seems to agree with the idea, I have to disagree.
Conquest itsself already lacks any kind of comeback mechanic, except for the guildlord on foefire. The linear point accumulation makes the gamemode already boring as the outcome of a match is predictable. The rally mechanic allows for comebacks and swings. One right decision can turn the tide of the battle. “Volatile” battles are great for both, players and spectators.
In League of Legends you can win a match by few smart decisions. Stealing Baron Buff or acing your opponents in the lategame may completely turn the match around. Sour losers will call denounce it as unfair and volatile, but the sudden shifts in the momentum make the game so great.
The origin of the problem you describe relies in the balance and 2nd objects, not in downstate itself.
/resign would also be good to spare time
well, try to think about this scenario, a bit unreal, but good example…
5v5 fight, one team are hard dmg dealers, second team are a bit more balanced builds…
dmg dealers manage to coordinate so each of them down one of other side and because they are good and have a lot of dmg, they do it…
meanwhile, second team wants to play more focused and because they have less dmg, they focus on 1 guy and down him as well…
this happens at +- same time, so 1 player from team 1 and 5 players from team 2 are downed…
looks like the end, or? but in that moment, those 5 downed players still focus that one downed from other team and because he is glass cannon, they manage to kill him before anyone is finished and BANG! all 5 are alive…
does it seems fair to you? 5 rallies from 1 lucky kill? i think this is much worse then what would happen if it were only 1 rally from 1 finish…
This scenario shows perfectly why downstate rallying is in its actual state not healthy, especially for competitive PvP, where luck should be reduced to a minimum. In the past tournaments there were enough situations of these. Sometimes cool to watch, but not rewarding at all for. Especially when you look at how little damage you have to deal to a person to rally from it.
Bad idea for ele thief mesmer, kind of nerf against them. And don’t forget, that rally unique game mechanic. All classes have trait which increase damage while downed, for the reason, to get rally.
Downstate mechanics are also a big issue. Especially vapor form. It allows a perfect rezz, while other downstate mechanics doesn’t allow it. Traits that affect ds-mechanics are never used in PvP anyways, as they are terrible and the goal of PvP is not to fight in DS but alife.
As A-Net wants to go E-Sports (what an absurd idea if you look at the ressources they put into PvP) they need to reduce random/passive factors such as DS to a minimum anyway.
This must definitely happen. There is allrdy too much randomness in this game. Especially balanced teamfights are heavily based on luck!
The good old developers from GW1 moved to other companies. Mabye they can beg them to come back and fix the remains or what they made out of GW2.
Well this most certainly got derailed again. I can’t wait to make another ambiguous and pretentious set of highlights under a title that seems like I’m trying to prove a point!
Also, you people don’t understand engis. It’s almost comical the lack of knowledge of why I chose elixir R and why I chose these highlights. If you even ask that in the first place then you shouldn’t be commenting, everyone who plays engi knows it’s too good to not run and stunbreaks won’t help against stun wars.
Zone, my offer still stands!
It’s not the warriors fault to stunlock against no-stunbreak build as it’s not the engis fault for AR against a condition build. So what… this game has too many bad traits and skills. You can do everyday a video of something that is broken, it’s standard in this game
The devs implemented mechanics that don’t reward skill. This game favors stealth and numbers over skills heavily. Worst of any mmo.
The smart pvpers realized that 3 months into the game and ditched it.
Skillfloor inexistent.
That’s what happen when a whole class is set for AI. There are always problems with it. However, if you’re close enough the skill works perfectly and is as Karla said it allrdy pretty powerful if timed right.
The problem are not the front-workers as chap etc. The problem relies in false management decisions. Seems like the salary is so bad for these jobs, that only incapable persons apply for them.
Thx for telling us the secrets of life nobody knows.
As gold would change something. If you need gold go PvE. PvP has glory as its currency. Let A-Net make something with it. We don’t need more PvE players in here.
And why not?
I know i know your sad about pves farming glory. Its an exploit that needs to be fixed. But trying to discourage PvEs from playing pvp is not the way to go about making a fun pvp game.Where do you think pvp players come from? Most people don’t come into the game being pvp masters and fanatics. They play pve, get bored, try out pvp, get stomped and eventually keep trying till they get it.
So why would you not want as big a player base as possible. To cull out as many new pvpers as possible. Yes glory is terrible it ALSO needs to be revamped but there is no reason for sPvP to be the only area of the game where you get nothing of value from. The only area where you can’t level your alt (hell i can level my alts mining ore), and lastly the only area of the game where i can’t play for a few hours and get 50 greens and blues shoved down my throat and at least make a gold so i can dump that into a legendary.
I don’t know anyone who only plays one aspect of the game so why not encourage connectivity between them. And one way to do that is not only to reward pvpers but to entice everyone alike to come to pvp
TL:DR – Gold = Bigger Player base, Bigger player base = more pvpers, more pvpers = more content. PS – pvpers wouldn’t complain about getting rewards
/facepalm
The PvP Players came from GW1 PVP and from other games, where they played PVP, just so you know.
However: As long as the main structure of GW2 is not enjoyable aka cheesy builds, grind-fest etc. it doesn’t matter how many players you could attract. If you bring gold as an incentive they farm gold there. Is the game better then? Instead of rank you farm gold, problem not solved. The main aspect of PVP should be competition and not to have as many players playing it and force them with some cosmethics to do so. Why there are still ppl in PvP? Because there is a daily achievement for it. Gold is a side-aspect and has no influence over PvP. For more details look at LoL / Smite etc.
PPL like you should stop thinking in so small patterns. You need to look at the WHOLE structure of it.
In LoL/Smite and so on, you can get anything from what you do. It’s not the case here. I can’t have the new skins. I can’t have character slots. I can’t haveinstruments. I can’t have 90% of the new things, not to mention content updates for PvP just don’t exist, so at least we should get the reward somehow.
GW1 PvP players were rich, filthy, filthy rich. Don’t forget.
Glory should stand for all these things like Balthazar-Points did in GW1. The problem is there are no “Zaishen-Keys” in GW2. A-Net had clearly no concept of glory. That’s happen when you release a Game, which is still in the early Alpha-State PvP-Wise.
As gold would change something. If you need gold go PvE. PvP has glory as its currency. Let A-Net make something with it. We don’t need more PvE players in here.
And why not?
I know i know your sad about pves farming glory. Its an exploit that needs to be fixed. But trying to discourage PvEs from playing pvp is not the way to go about making a fun pvp game.Where do you think pvp players come from? Most people don’t come into the game being pvp masters and fanatics. They play pve, get bored, try out pvp, get stomped and eventually keep trying till they get it.
So why would you not want as big a player base as possible. To cull out as many new pvpers as possible. Yes glory is terrible it ALSO needs to be revamped but there is no reason for sPvP to be the only area of the game where you get nothing of value from. The only area where you can’t level your alt (hell i can level my alts mining ore), and lastly the only area of the game where i can’t play for a few hours and get 50 greens and blues shoved down my throat and at least make a gold so i can dump that into a legendary.
I don’t know anyone who only plays one aspect of the game so why not encourage connectivity between them. And one way to do that is not only to reward pvpers but to entice everyone alike to come to pvp
TL:DR – Gold = Bigger Player base, Bigger player base = more pvpers, more pvpers = more content. PS – pvpers wouldn’t complain about getting rewards
/facepalm
The PvP Players came from GW1 PVP and from other games, where they played PVP, just so you know.
However: As long as the main structure of GW2 is not enjoyable aka cheesy builds, grind-fest etc. it doesn’t matter how many players you could attract. If you bring gold as an incentive they farm gold there. Is the game better then? Instead of rank you farm gold, problem not solved. The main aspect of PVP should be competition and not to have as many players playing it and force them with some cosmethics to do so. Why there are still ppl in PvP? Because there is a daily achievement for it. Gold is a side-aspect and has no influence over PvP. For more details look at LoL / Smite etc.
PPL like you should stop thinking in so small patterns. You need to look at the WHOLE structure of it.
As gold would change something. If you need gold go PvE. PvP has glory as its currency. Let A-Net make something with it. We don’t need more PvE players in here.
3) Rewards area not good enough This one, I don’t understand. Do players want more PvE rewards (gold, karma, etc.)? Do they want easier ranks? I personally think that lockers should just have stackable armor, but other than that, the rewards seem pretty great. You can even make bags using glory for alts. What I WILL agree with is the fact that hot-join will rank you up faster than tourney play. I think a compromise would be the ability to rank up to r30 in hot-join and only able to gain ranks from tourney from then on. You would still be able to gain glory in hot-join, but it should not improve your rank.
There are two sort of rewards. Material ones and immaterial ones. The first is more or less for PvE, the second for PvP. PvP-Players tend to feel more rewarded for immaterial goods. The most excentric reward in my opinion is “Prestige”. Players want to be known, they want to be recognized for their achievements.
This can be easily done by titles/ranks/leaderboards/emotes etc.. The problem here is, if these immaterial goods are accessable for everyone (in GW2’s case rank / champion title through soloq) the worth of these prestige-indicators drop to nearly zero value (that’s what we have right now in this game). So the incentive to be good in PvP gets lost in this aspect. This results in a decrease of competition, which is the most important aspect of every healthy PvP-Environment.
To summarize the failed incentives in PvP:
- broken leaderboards
- rank grinding, accessable for everyone through hotjoin
- slower rank-up-progression in competitive mode (tournaments)
- Qualifying Points introduction failed
- no skill-ceiling as meta-builds tend to be “cheesy” (easy playable by everyone)
and many more . . .
However, material goods are also important in PvP. In GW2 we have glory as our material currency. Sadly the value of this currency is not existing. There is nothing you could spend your glory for, except some cosmethics.
During the 3-round-paid-tournaments ppl could earn gems for winning. This has driven many players into competitive PvP, as rewards were there. A-Net however decided to take these rewards away (they would have decreases in income, by a inflation of gems).
That’s why ppl often ask for better rewards (more or less)
Haha… how about redo gw1 with better graphics for the pve fetishists plus some extras
Am I the only one who finds it preposterous to see the term ‘gvg’ (ab)used in GW2 as means to describe random mass death matches in a pve environment?
You sure got nerves.
The players who know the term gvg dont play the game anymore. The new generation dont even know what competition is.
Best advice is to quit the game and reenter when its playable. i allrdy see tons of competitive players running around in other games. hard step but totally necessary.
You never admit faults. No comapny does that.
I think you have never studied any marketing class at all.
“Customer always has the reason”
I have my bachelor in business communication, but whatsoever. In reality you never admit faults, which can’t be proven fully.