IGN – Kinjax // World – Anvil Rock
IGN – InTheseDays // World – Anvil Rock
Rewards I would like:
Leagues and Divisions, being rewarded for being better than other players. For example, Bronze, Silver, Gold etc. Anet technically already has this system in place for WvW, both Leagues, and Seasons, I don’t see how difficult it could be transition it to sPvP.
Seasons, and end of the season rewards. General incentive for this would be that people would know that, that team who got rank one or top 5 is just better than more than 50% of teams.
Matchmaking, obviously one that works. I am still not sure why we cannot see our actual rating. This was something that was asked to be possible back in March. Maybe not so much a reward but it can feel like an incentive when you see what you are working towards.
A revamped reward system would be nice skins, weapons, etc etc, but that somewhat only keeps the casual players playing. A way for competitive players to see they are actual getting better outside of playing in tournaments. And these “rewards” would do just that.
I will be watching! Going to be cheering on the NA heroes home.
Good Fights, vVv, SYNC. Should be fun to watch
Would be nice if it were weapons skins instead of useless halloween materials. Even though gold chests were still just as useless if not more so.
But, Anet has to make money somehow and I am sure that is why those skins are not available via sPvP.
With a system like this it is less of a restriction, and more of a incentive for, at least some, players to want to get better. I would want to play more, and more every day to get to Gold, top 25, especially if this finally meant the ladder would mean something behind it. Then team Q would have a backbone incentive behind it.
Why do you think this would Alienate players so much? When (if possible) you could use the same promotion system from League of Legends, so players/teams know when they are in a promo match etc.
Well from a thief pov and my own personal opinion.
The Good
I like Blinding Powder being a Blast Finisher, from one Black Powder alone its possible to get up to 8 seconds of stealth.
Venom Share buff was nice but I think it was not enough, definitely a good change.
The trait tooltips are good changes QoL changes, especially for new players.
Blowouts and Launches, being stun breakable now is a huge deal. Its definitely a positive change to the game.
The Bad
The immobilize change does not help team play any further. A single player can stay immobilized for 10+ seconds by one player, versus they way it was prior, immobilizes did not stack in duration so you wanted to chain them as a team, and not stack them.
The Larcenous Strike change did absolutely nothing. As a matter of fact, it will only further encouraged spam of the FS/LS attack chain to get boon strips off.
The Missing
Maybe this reward system overhaul that is long overdue is what was “missing”, or more incentives to play in general. Their WvW got seasons, could that just be a testing grounds for sPvP to soon be getting them?
I thought nightmare runes were going to have some what of an animation when they are proc’d, maybe that was missing.
Before post things like this and call a nerf plz equip the signet and see how much precision it adds to your status table.
It still ads 180 procision so theres no nerf just a tooltip problem.
About the radius i dont remember how much it was before and i didnt tested it.
http://wiki.guildwars2.com/wiki/Signet_of_Agility
It does still give 180 Precision, but this seems to be another tooltip bug.
I feel like auto-facing is like allowing the players to enable the option to have aim bot or not.
1. Incentives/Rewards. There currently is no reason to log-in and play Guild Wars 2. I could log in and pretend that the leader board matters but it doesn’t.
2. Matchmaking/Leaderboard. As I said the currently leaderboard is not working effectively mainly because there is a lack of players, and mostly because it feels there is no decay. Could it simply be there is no decay, or does there just need to be more active players, and reasons to play ranked games?
3. Game Modes. There needs to ways to have fun in GW2. Currently a big complaint is boredom, in hotm, and if there was just generally more things to do, I think game modes could be the start of that.
Definitely being sarcastic. Anets reasoning behind making immob stack is, we can condi cleanse the entire stack. So it has counters, but it still shafts team coordination with the condition.
A thief can get 15s of immob by himself with devourer venom, surprise shot and pistol 2 spam.
How does stacking up to 20s of immob (as a team) remove team coordination?
Anet pls…
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http://www.twitch.tv/guildwars2/c/3084216?t=34m26s
Still if you use a condi cleanse it will clear the entire stack, the entire thing.
Just wanted to jump in and say thanks for keeping things constructive!
The idea right now is to see how the current changes impact the meta, and then do another set of balance in an upcoming patch.
The trait facts were a lot of work, but the clarity they give you guys is VERY good for you. So we wanted to see if that would shake up trait builds at all in order to see how you guys adjusted. Once THAT settles, we want to make balance changes based off the meta at that time. We didn’t want to change all the trait facts and also add in a lot of balance changes on top of it.
We still did a lot of balance stuff, but we were careful not to go overboard with this patch. Just like we learned w/ the Warrior a few updates back, sometimes the meta can undergo drastic changes even if we do VERY little to impact the balance.
We’re planning on doing another round of updates to traits for every class (either changing #‘s, shifting tiers around to make more builds viable, or doing trait reworks), and we also have our eye on a few “apex” builds. But, again we don’t want to shave those too much.
Thanks again for the thoughts and feedback!
Chap + the balance tam
I only really have one point to make and its about thieves. The changes you guys made to LS hardly does anything. I am not saying there won’t be future changes, but 30 points into Acrobatics a thief can still spam dodge rolls, still have initiative for days, and still be able to poke and prod other classes like mesmers, eles etc while having endless amounts of disengage.
Personally, I am looking at S/P being a replacement since it has the opportunity to put out just as much, if not more, pressure as S/D and has basically the same; disengage, mobility, initiative regeneration (not the same initiative management), and nearly the same amount of dodges.
I honestly think the patch did quite a bit and is helping the balance.
Thief: S/D evades are still a bit unreasonable, but their boon strip has been knocked down to 1 for LS which definitely helps. Perhaps we’ll see a pistol main hand build in the meta now for the lockdown (I believe there already was one for condi-damage but I’ve never seen in it a team queue before).
Acro S/P will probably see more play now since they nerfed the boon strip on LS. It will have the same amount of dodges, the same amount of pressure, and the same amount of disengage as a S/D thief. Mostly because of sword main hand, and 30 in to acro.
EDIT: Or, people will just drop S/D completely and just play D/P, and maybe some venom share with S/P.
Im sorry but you people who keep goin on about muh win and suggesting sun tzu and whatnot are taking this game too seriously. This is a bloody video game not world war 2. If you get a genuine sense of accomplishment from winning a pvp game you may want to step back and examine your priorities in life.
You make yourself sound so ignorant with this point right here. Have you ever heard of League of Legends? LoL, is basically considered a sport with the amount of viewers it gets at its events and online (as you said) for a video game, is phenomenal. I am not saying GW2, can get on the same tier of LoL, but people outside of esports look at VIDEO GAMES seriously. League of Legends just recently got a Coke Zero sponsorship for an amateur tournament.
You cannot be serious with this, “If you get a genuine sense of accomplishment from winning a pvp game, you may want to step back and examine your life priorities.” You do not know how much esports have grown since 1998, and to make a statement like that, you make it obvious that you hardly even care. So I will stop wasting my time with you, and this thread, since it is probably doomed to be deleted.
I agree with @Rafahil, Venoms, or even traps, probably never should have been utilities they just don’t seem to work well with anything, and a thief hardly can replace them for anything that a thief uses for utilities.
I don’t see anything there that sounds like, Skyhammer’s radius won’t be larger than a cap point, and can’t dodge or block it. But it is a “super” trebuchet, right?
Has anyone in this thread read the book, Playing to Win: Becoming the Champion by David Sirlin? If not you should read that book, and rethink how ridiculous you sound right now. Also a good book is The Art of Learning: An Inner Journey to Optimal Performance by Josh Waitzkin.
I don’t know if this is almost out of the realms of possibility, but how about placement matches ( I don’t mean the 10 matches you do to get top 5 if you win all of them)? Or divisions, leagues, e.g Bronze, Silver, Gold, etc. It’s been done, by Blizzard and Riot, and its been shown to work, why wouldn’t it work here? Not enough resources? Technology? Genuinely curious, because something like this could be a huge incentive for players to WANT to get better at a competitive game.
Since this is a thread about decay I wont try to derail but, its still somewhat on topic of leaderboards. Decay just seems to be non-existent. You shoot up to top 100, and never fall back down. If you have a long strand of not playing, and go into percentile, you could play one game, and get your spot back. That is not decay.
In all honesty, if there was a more active leaderboard it would feel like people would “decay” downwards on rankings. There are people on this leaderboard who don’t play anymore and are top 50, and I am sure, there are some higher, and especially lower.
When I read “barrier of entry” I thought the OP was going to know what he was going to be talking about. Not 50$ to pay for a game, or sPvP being F2P. Yes 50$ does turn some people away from a game, but you are not making that big of an investment.
If they remove the financial barrier then where is their income, coming from? Gem store? Add incentives to buy things from the Gem Store? Give F2P accounts only 3 Characters slots? I really don’t see a F2P model working for this game. Sure it sounds like a good idea, but only because when you look at games like Dota 2 and LoL thriving as well as they are.
If they add F2P in a month (hypothetical) whats going to change? I paid for this game should I get benefits? Or, hey this guy is playing my game for free, take some stuff away from him. Entitlement will run rampant, as it slightly already is.
If they add F2P HotM accounts (access to sPvP ONLY), what will change is that we will actually have a casual spvp population, and anet will actually generate a monetary revenue from spvp players.
I tried to explain this so you’d understand. But if you didn’t bother reading my OP, then this is probably still too long for your attention span.
From where are they going to generate revenue period? You are making the assumption just because the game goes F2P, money will flow. What is there for a player that strictly does pvp, (since that is what this is targeted for), to buy from the Gem Store? I guess you could buy gems, turn it into gold, and buy dyes, wow all that revenue from those casual players.
I will come up with an idea, since you don’t know how to do that.
These are merely ideas, and would all work in a F2P environment. Obviously having to “pay” for cool items sucks, but realistically thinking they would have to make money some how, in a F2P market.
When I read “barrier of entry” I thought the OP was going to know what he was going to be talking about. Not 50$ to pay for a game, or sPvP being F2P. Yes 50$ does turn some people away from a game, but you are not making that big of an investment.
If they remove the financial barrier then where is their income, coming from? Gem store? Add incentives to buy things from the Gem Store? Give F2P accounts only 3 Characters slots? I really don’t see a F2P model working for this game. Sure it sounds like a good idea, but only because when you look at games like Dota 2 and LoL thriving as well as they are.
If they add F2P in a month (hypothetical) whats going to change? I paid for this game should I get benefits? Or, hey this guy is playing my game for free, take some stuff away from him. Entitlement will run rampant, as it slightly already is.
Yep all of these sound like great ideas. Probably won’t see any of this come to fruition for another 2 or 3 months.
Sept 17th = no balance
Oct 1st = yes balanceHello
FYI this is why they don’t tell us what the patch notes are. If people like you are going to nit-pick at a single discrepancy which was already publicly addressed then how the hell do you expect them to release a fluid set of notes subject to change?
They said the patch will be on the 15th. Chill the kitten out people.
Because it would be such a big deal if they gave us UPDATE notes on what they are changing how they were going about changes and what not, until they changes actually launched. I do not see any problems there. If they showed us Ideas on what they had, (such as the leaked notes) we could know what direction they were going. Who cares if it was “subject to change”, then we wouldn’t need a release date.
This company has failed to be transparent since the beginning.
I actually missed out on the live finals, but caught the VODs. Congrats to Denial Esports!
We’re changing it so that glory is only rewarded at the end of a match, which should stop the exploit where players leave and rejoin the match. We are also actively looking into other options to prevent this exploiting.
Thanks for the report!
This would hardly fix anything, if I am correct, you could just lower the time limit on your CA, and get max glory and keep farming that way. If this is going to get fixed there needs to be some barring rule against it, or just let people have their way.
For example: If you have this rule of “Glory rewarded after the match”, then match the score limit with the time limit, it takes about 1 or 2 minutes in Skyhammer to max glory, so if they just lower the time limit match the score limit to about 50 or whatever seems equal so the amount of kills they are getting they cannot max glory every time.
I would like map vetoes for tournaments not Team Queues. If they make more maps, and those maps viable for competitive play, they need to have this kind of system or have a strict 3-5 map pool for competitive play.
Hey folks,
If you start lagging in-game, please respond to this post with:
- The server IP address (Type /ip in-game)
- The map you were playing on.
- Your region.
Thanks guys!
Before it seemed like only Foefire was lagging, now these maps are lagging hard core, I was just in a solo queue, but most of this lag I got was from this morning, on these maps.
@azuzephyr I will use Incinerator as an example. Making the time equal is going to be hard, but something like getting x amount of glory accumulated, for the precursor (which could be a skin), and then x amount of materials to make Gift of Incinerator, and x amount of materials, Gift of Fortune, and so on.
All these materials could be made by the available materials we have currently, maybe use consumable tokens to make the Gifts. Or make a new material.
I am going to agree with the opinion that we should be able to grind glory/achievements/etc to get these legendaries this would make Glory so much more worthwhile. But, at the same time, the people that have legendaries already and have earned them in PvE, why should they not be able to convert them in PvP? I see no harm there. It’s not like they should have to earn them in PvP, when they just did as much work.
This brings me to another point, if PvP legendaries are going to a grind fest, Anet should make the grind equivalent to the grind in PvE, no more or less time spent.
Hey folks,
Looking for additional information:
- Is this only happening on Foefire?
- Is it only in solo queue?
- Which region? (NA/EU)
Thanks!
So far I have only had this experienced on Foefire, and yes it was on NA, I am not sure if it is happening on EU to (I would imagine so). This is definitely happening in Team Queues as well, I was in TS3, with a team when they were say how much they were lagging on Foefire, and again on the next map they played against another team, that was lagging just as bad.
It seemed weirdly enough that the Red team gets the worst end of the lag, and blue gets effected later in the match.
Yo if you guys need a well experienced, and pretty chill thief. Hit me up
IGN- Kinjax/In These Days.
My post is somewhere on the front page here.
The only thing I do not like about downed state is 1v1s are horridly imbalanced with some classes. Either warrior will win 100%, or ranger will win, and there is no point fighting. A thief, guardian, mesmer, engi, (maybe) necro, cannot win against a ranger in a 1v1 downed fight, when you both go down at the same time.
^
Seriously…players even top players complain, maybe don’t complain, but say how there is not counter play to stealth. Now there is. I play thief and see absolutely nothing wrong with this.
What would they be responding to, there is no feedback in this thread. So, why should they reply in this thread?
There are already utilities that can be used to either guarantee a stomp, or make the stomp harder to deny.
http://wiki.guildwars2.com/wiki/%22Stand_Your_Ground!%22 For example this skill is a way to either guarantee, or make a stomp harder to deny. The same can be done with revives, with some of these utilities.
I don’t think there needs to be traits, or runes to further make stomps easier to get off.
You guys make it seem like backstab thieves are what’s causing this horrible meta -_- backstab thieves are the least of your concerns right now. Even s/d thieves are way more threatening.
If you play a thief you should know how to counter one.
@zencow
Do you know how biased you sound? You did NOT include being able to have indefinite evade frames and you also did not include being able to use more than one stun break as brainless mechanics.
Rethink your topic please and include these. Don’t include these and all your thread does is a cry for nerfs on classes you don’t even play.
It’s brainless but it’s punishable.
S/D thieves aren’t as OP as people cry. The evade frame is only Flanking Strike, after which the thief is vulnerable to a stun/fear/whatever before he lands Larcenous Strike. Larcenous Strike is also pretty easy to dodge.
It takes abit more skill to use S/D properly without getting destroyed compared to D/P blind spam.
I’ll rethink about adding them to my OP but as it stands it’s not brainlessly effective enough and I can’t think of any solutions that would turn them from overpowered to useless instantly.
What are you even saying? S/D has tons of evade frames, and amazing disengage. S/D thieves can over commit, and immediately back off with the amount of disengage they have. It does not take more skill because its just dodge spam. Compared to D/P, enemy players actually have to STAND in your Black Powder (http://wiki.guildwars2.com/wiki/Black_Powder), or use Shadow Shots to blind big hits.
For both these builds you still do have to watch animations, but for S/D is much, MUCH more forgiving because your endurance bar (and initiative) feels nearly infinite.
Just like burn stacks up to 5 times Daecollo? How do you not understand this was a nerf to conditions.
Permastealth vs Permaconfusion.
Exploit vs Exploit.
Certainly interesting to see. But normal people just run past.-2) CLEARLY shows what is wrong with BP/HS combo. ( trait should change to : get 2 ini when you enter stealth by using a skill, not when you already in stealth)
I’m just saying that we don’t need to insist that sub-par specs be instantly brought to top-tier viability, because that’s a good way to get imbalance.
So bringing sub-par specs up to par with other specs creates imbalance? What an interesting argument.
What he means is before buffing (for e.g) mesmers, they should probably nerf things like condi spam. Same with eles, they would be so OP if they nerf condi spam and did not change the way their instant burst works.
I think at one point they said they wanted to add more weapons, more traits, and more skills, etc. If this is going to be on Oct 1st, who knows. I do know, if they were to attempt to re-balance, and then add new skills/traits at the same time, that could throw some of the balance out of whack.
I cannot believe people are this ignorant about this after a year of release. The twice a month content they get (PvE) is living story. Anet just builds onto existing technology, as Evan said, so it can come out quicker. A lot of the PvP community wants Spectator Mode, Solo queues, and a refined matchmaking system. The only programming intensive feature (I would think) PvE is getting, and is just coming out is their LFG tool.
Everyone in this thread needs to figure it out, seriously.
Seeing as you’ve figured this out, perhaps you can work on your reading comprehension next – the point isn’t “Why isn’t something coming out for PvP every 2 weeks”, it is “Why is the disparity so glaringly huge”.
If we want to ask the really hard questions, we can ask why the game was launched with so many basic features missing. Why is any patch day where PvP is affected guaranteed to come with issues that affect players ability to play? How is it Anet has left the current hated meta in place for 2 and a half months and counting? Why is matchamking, the very heart of competitive PvP, still performing poorly? Why did it take them nearly an entire year to figure out how to make 1 class out of 8 (Warrior) playable? I could keep going, but why bother.
I will skip the questions for now.
I don’t really see a point too what this was about, you said it was about the disparity, its not that big. The content they are getting is something that is existing technology. The stuff we want is technology they have code, implement, test, and then test for release. Not to mention any kind of artwork.
I cannot believe people are this ignorant about this after a year of release. The twice a month content they get (PvE) is living story. Anet just builds onto existing technology, as Evan said, so it can come out quicker. A lot of the PvP community wants Spectator Mode, Solo queues, and a refined matchmaking system. The only programming intensive feature (I would think) PvE is getting, and is just coming out is their LFG tool.
Everyone in this thread needs to figure it out, seriously.
I keep getting this error message, (Code=7:11:3:191:101). Over, and over, I am also getting in game server side lag.
For S/D I still don’t understand why they just don’t split some of the boon steal. LS does not do way to much damage to inherent a damage nerf. It’s clearly all about the passive traits that are in the Acro trait line that allow for this build (in pvp) to feel so unpunishable.
Imo, they should lower the LS boon steal to one, and give either DD boon steal or C&D. Remove this stupid minor trait http://wiki.guildwars2.com/wiki/Fluid_Strikes, and maybe rework the other two minors in Acro that just blatantly reward for spam.
Pretty sure this build is not overpowered because of FS/LS. 80% of the strength comes from the minors, and Sigils.
Only minor I can think of that is absolute garbage for thief is Last Refuge.
http://intothemists.com/guides/guide.php?id=250
Really great guide by Jumper.
Is this real? GW2 does have better PvP. World of Warcraft has had 10 years to get established and polish its PvP and Blizzard still can’t get it right. Of course its going to have higher player base because of its name, and its name alone. “World of Warcraft”.
I understand what you are saying though, no reason to hate on other games, we are all gamers here, but the facts are facts, Warcraft was so big that’s why WoW has so many players, and those that just keep playing and playing.
Still looking for a competitive/stable team.
Eh, that’s also true, what they said. Making anything harder, will push away more players, I would all for a more difficult game or higher skill caps, if this game could afford to push away casuals. At the same time any competitive players that might be left are also being pushed away because they feel like they cannot separate themselves from casuals, mid-tier, and top players.
Esports in general need to have a casual player base to thrive. Those same players will be your viewers, the players you market to, and the same players you can depend on. Its very common that competitive gamers move on to the next game they think is going to be competitive/fun for them.
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