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If all you play is hotjoins....

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Posted by: Ezrael.6859

Ezrael.6859

You’re trying to reason and use logic with the 0.5% of players that think they are better and more important than anyone else because they play GW2 for 8-10 hours a day and that’s all they do.

The players that dug a small e-hole for themselves and the very few elitists like them to sit in.

They don’t get on with and understand the other 99.5% because it’s the same for them off the internet, no social skills, no manners, no ability to interact with different personalities.
Just look at how Davinci utterly fails to deal with different opinions in this thread or in /mapchat, even from people that also just play tourneys but can see the big picture, he insults and rages, like a baby throwing his toys out the pram. He literally can’t handle it.

You’re talking to people who’s natural response to a different opinion is to insult, and troll. They can’t think of the big picture.

Then we have civil people like Xeph who do play in the high end, do understand high end team play and yet also understand that for a small top end community to exist in a game like this there needs to be a bigger semi-hardcore community below them, a bigger casual tourney community below that and an even bigger mostly hot join sometimes tourney community below that. It needs to be a pyramid.

If all you play is hotjoins....

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Posted by: Ezrael.6859

Ezrael.6859

There’s no need for belittling in here.

Classic contradiction king Davinci. Your entire thread is belittling the majority of players in this game.

They are entitled to an opinion just as much as you are.

If there was more information and a more friendly community around then perhaps they could advance and learn to counter backstab, shatters and 100B.

But when all they meet is a wall of insults, L2P arguments (without any teaching) and belittlement from the pvp community what are they going to do except complain on the forums or quit. I’ve seen it from you within /mapchat hence how many average players can’t stand you.

I see you insult people you don’t know in map chat calling them nobodies and then you tell them that they have no right to insult you back because they don’t know you.
….Wait what?

Profession Specific Finishers

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Posted by: Ezrael.6859

Ezrael.6859

Your ideas are a little ridiculous really, there’s already plenty of clutter from phantasms, clones and pets.

Having packs of wolves, downed animation clones and grasping hands would be a mess.

And how long do these take to complete? If these are downing animations then they are gonna be insane to implement interrupting. If they happen after someone has been finished then what’s the animation time going to be on a Thief checking someone’s pockets? Or an Engineer planting a bomb and slowly walking away.

If all you play is hotjoins....

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Posted by: Ezrael.6859

Ezrael.6859

They don’t, that’s why they desperately cling to the small elitist holes they try to carve out for themselves online.

If all you play is hotjoins....

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Posted by: Ezrael.6859

Ezrael.6859

So if the top 0.5% of the player base should decide the balancing point of the game for the other 99.5%…

Should the pass mark for an exam be set at 97.8% because that’s the average score the top 0.5% of entrants got, never mind the other 99.5% of people taking the exam.

Should the allocation of public spending money be decided by the top 0.5% of earners in a country when they have vastly different priorities and needs compared to the average majority.

Everyone is entitled to an opinion yes, even you Davinci.

However yours is utterly biased to a tiny vocal minority within this community, and when you balance for a minority within a format that is supposed to be inclusive not exclusive you balance badly.

If you pursue your ideas of removing hot joins and raising the skill cap up and up way above the average player you will erode the community to the point that the only people still playing tPvP will be the super hardcore and then the 10 of you left will quit because you only play with each other.

You are so simple and narrow minded.

We can only hope the developers ignore you as much as /mapchat does.

I am tired of getting HIT IN STEALTH!

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Posted by: Ezrael.6859

Ezrael.6859

Did you just say ‘realistic’ when talking about becoming stealthed.

A mechanic where you become magically invisible….

And exactly what part of being invisible would mean you can’t be hurt?
Why would that make any sense at all. Invisible is not invulnerable.

sPvP Tutorial Idea

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Posted by: Ezrael.6859

Ezrael.6859

To help the New Player Experience with regards to PvE players trying out PvP or brand new players jumping straight into PvP and how we often see complaints where people don’t understand how to face off vs a particular Profession, people tell them to L2P but it’s too late because the guy has quit already out of frustration vs Backstab Thieves and Shatter Mesmers etc…

I was thinking that a type of tutorial where a player faces off in 1v1’s vs all 8 Professions (each one would be an NPC running a fairly standard build for its play style) and the player receives tips on how to deal with this Profession as they encounter it.

Tips based on how this Profession is going to attack them, what their weakness is and what the player should try to do to beat them.

This type of more generic information will mean it’s valid no matter what Profession our new player is and it means the player is giving the growing room to try and think about HOW to do that as their chosen Profession.

This tutorial could be in an instance or special area where they won’t be interfered with. But it needs to be immediate and ideally should be triggered for new players before they get into games.

It would require some more realistic builds for each profession NPC that better reflect what the player will encounter and it will require better scripting for the combat.
So that for example the Thief tries to initiate, stealth and backstab.
Elementalists should cycle through the attunements.
Guardians should try to defend an area.
Necros should use Deathshroud and load up conditions.
Rangers should lay down more traps and combo through them.
Warriors should be based on a Bull’s Charge and burst damage from 100 Blades.
Engineer should hopefully kit swap if possible, if not then perhaps Grenades would be better as a single weapon for the NPC.
Mesmers should summon phantasms and clones and try to set the target up for a Shatter burst.

Completing this tutorial and beating all the NPCs will greatly help new players trying to get into PvP so that when they step out of the gates and get instantly backstabbed they don’t just think WTF, but they realise oh it was a Backstab Thief, and have an idea of what to do and what to look out for, rather than rage quitting after asking the community for help and being told to L2P on day 1.

It would also allow new players to try a new Profession in the tutorial area and see how differently it plays vs the NPC trials.

Of course this doesn’t have to be a trial instance tutorial, but the issue I want to raise is how little info there is out there for players to learn and try before jumping into an actual PvP match.

Perhaps the existing NPCs could be improved with the above points, but we also need new players to be encouraged and guided into trying out against the NPCs before even thinking about jumping into an actual match.
+ Tips from the UI on what to expect this opponent to do and how to try and deal with it.

Team Color Identification when capping bases

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Posted by: Ezrael.6859

Ezrael.6859

There’s no ‘skill’ involved in this.

The information is already there, the ring changes colour based on who’s capping.

You can go and look with line of sight.
Or you can use team comms.

Adding the capping information to the UI just makes things more simple, it adds no increased skill level whatsoever.

Team Color Identification when capping bases

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Posted by: Ezrael.6859

Ezrael.6859

You can see the colour of the ring around the base itself from afar to tell which side is capping it.
And this falls under team coordination and communication.

Any more information like through the UI would just be dumbing down really.

Point cappings in tournaments has to go

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Posted by: Ezrael.6859

Ezrael.6859

If they lose simply because the other team brought a bunker or two then they aren’t good teams.

You can’t just bring 5 DPS and expect to faceroll everything, that takes little/no skill.
You need to have a strategy, you need to adapt to your enemy, you need to do more than PUSH DAMAGE BUTAN.

Though not really surprising, if you think a 5v5 deathmatch is the pinnacle of skilled competitive play.

sPvP Guardian spirit weapon Crit tank!!

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Posted by: Ezrael.6859

Ezrael.6859

FYI the Cleansing Bolts combo does not remove any conditions from you.

Rather the projectiles themselves can remove a condition from a nearby ally.

Ranger point bug?

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Posted by: Ezrael.6859

Ezrael.6859

It’s not just a Ranger, just a player using the Trebuchet.

You get 3 points per trebuchet hit. Resulting in odd numbers.

Quarterly Tournament with Legendary awards

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Posted by: Ezrael.6859

Ezrael.6859

Well exactly! They have all left because they have little reason to play.
Who wants to do 8 team tournaments or 1v1 matches several times a day for glory and rank points?… To unlock items that eventually anyone will be able to unlock with enough playtime.

Proper teams aren’t gonna come back and just start playing all the time when a patch fixes all of the trait bugs, they don’t just want to play the PvP for the enjoyment of playing the PvP they need an incentive to play.

People in the top teams want bragging rights, what better bragging right here than a Legendary weapon skin or something similar, unique and rare for PvP.

Building up a tournament system like this would be a precursor to even bigger tournaments.

We need a serious tournament event with serious rewards to get people playing seriously again, right now the PvP is heading into casual mode.

Quarterly Tournament with Legendary awards

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Posted by: Ezrael.6859

Ezrael.6859

I think we need something like a quarterly special tournament with Legendary weapon skins for sPvP as the rewards.

Run monthly tournaments beforehand for QP entry, these occur at the start of each month to earn QPs, the quarterly tournament itself happens at the end of the 3rd month.
QPs from the qualifier tournaments are earned as 3 for a win, 2 for second, 1 for third.
Of course, everyone’s QPs must be reset each quarterly cycle before this can start.
+ A gem reward for 1st – 4th within each of the monthly tournaments to help add an incentive to initial entry for everyone.
Monthly qualifier tournament would be based on a standard 8 team format.

Either run around 8 tournaments (64 teams), two per hour on a specific evening to give the maximum amount of teams a chance to compete + a lockout mechanic so that each account can only enter once.

Or run the tournaments as and when the players queue up for it (still utilizing some form of lockout mechanic based on one entry per account) but have the tournaments work across a longer period like 24hrs.

Top 8 teams qualify, then do a large knock out stage as the quarterly tournament itself.

8 teams, start off with 1v1 on a best of 3 across Forest, Foefire and Kyhlo.

Best of 3 1v1 between the remaining 4 teams, across Temple, Spirit and Kyhlo.

Then a final round between the two winners, best of 5 across Forest, Foefire, Spirit, Temple and Kyhlo.

There are loads of fantastic weapon skins around, time to use them as an incentive to get people back, playing, training and trying to win something that not many will be able to get.

Winning team members get to pick one skin each to be rewarded with.

One Tourney NA, one EU.
5 Legendary up for grabs every 3 months or so, can’t be too often so that they stay special and rare. Worth competing for as a bragging right.

Thoughts?

Is this World of Thiefcraft?

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Posted by: Ezrael.6859

Ezrael.6859

Though I personally have little trouble with Thieves anymore, I do think that stealth mechanics in general are annoying in any game.

GW2 has some particularly annoying ones with all forms of stealth being available in combat, at least in some other games I played – normal stealth wasn’t available while in combat, you needed a special traited stealth for that and it had a long timer.

Chilled

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Posted by: Ezrael.6859

Ezrael.6859

It should, but it will only be affected for the duration of the chill.

Chill is still a very powerful condition, making the enemy move even slower than cripple, it drastically affects skills like leaps, and it affects the cool down timers of skills – which can have a huge impact on the enemy’s healing.

Chilled

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Posted by: Ezrael.6859

Ezrael.6859

Are you sure you tested it fully?
Chilled only affects the cool down of skills while it is in effect, when it is removed or fades the skill goes back to it’s regular countdown timer from the position where the chill faded.

So if I use an attack with a 40s timer while chilled, and 1s later the chill fades, the skill is going to have about 39.3s till it’s ready. Being chilled for 1s when I used the skill won’t make the entire timer take 66s.

(edited by Ezrael.6859)

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Ezrael.6859

Ezrael.6859

Watching this guys GW2 footage on Twitch sums it up really.

He plays a Warrior with no situational awareness, no consideration for what he’s facing.

He just runs into combat against everyone, doesn’t consider where his team mates are and what they are doing or even which enemy on the team would be a good choice to attack first.

Just runs in and starts attacking on his own and gets killed 1v3 because he thinks he’s Rambo. He then rage quits out of a tournament because they are down 60-150!…

It all clearly comes from a mentality of playing a mindless DPS build that relies on someone else to do the work of keeping him alive, he’s hopeless without someone to hold his hand and carry him.

Either this type of player will learn to look after themselves in a game with much more dynamic combat where you need to be responsible for yourself and join in with team work.
Or they will not be able to handle it and should be left to just head back to WoW or whatever caters to the type of play style they want.

GW2 was not built for arena based PvP, and lots of us are glad it isn’t. As someone who used to play a healer in MMOs but got sick of it in PvP due to the mentality of DPS players I’m so glad we have our own heals in GW2.
We are sick of arena based PvP where most people play mindless DPS that charge into the enemy spamming their attack macro then shout at the few healers on the team for not being able to keep them up 1v4.

If you want that kind of PvP, it isn’t here.

Post: "Why I Stopped Having Fun in GW2 PvP"

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Posted by: Ezrael.6859

Ezrael.6859

Dueling needs no balancing, the fact this guy says that to introduce dueling the professions and specs must first be balanced so that every profession has the same chance to win a 1v1 is just utterly daft.

If people want to play 1v1 that is their choice with whatever they bring, they can organise who and what to fight themselves.

It’s a team based game and a team balanced game.

Arenas with passive healing to replace the lack of healer in GW2? Nah.

Seems like someone is just used to playing a mindless pure damage build profession that relies on someone else to do the real work of cleansing negative effects and keeping him alive while he just runs around spamming attacks skills, or worse – a macro.

If you can’t look after yourself with ‘6’, use situational awareness, dodge and the other skills you have to avoid or deal with damage, this is perhaps not the game for you.
Not so much carrying here like in other games with healers that did the real work.

Spirit Watch : ride the lightning +orb

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Posted by: Ezrael.6859

Ezrael.6859

Potato, potatoe.

An ‘e’ is only added to the end of a word that finishes ‘o’ to make a plural.
‘Potatoe’ is just incorrect.

Scepter Sigil

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Posted by: Ezrael.6859

Ezrael.6859

Sigil of Auto Attack Accuracy

Please read. 10 Things this game needs now

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Posted by: Ezrael.6859

Ezrael.6859

Your description of skills in LoL shows you have never played the game. Each Player starts with 4 (or more) skills that are Champ specific, then the player get to pick two others before the match starts. You do not unlock them during play. You also get more items that you have to activate while you play.

The sad thing is that those 4+ skills makes for much more complicated plays than the 16+ in GW2. On that note Dota 2 is even more complex.

Sorry but what possible options for char builds? GW2 has very very few builds that work. There is no complexity at all. You also seem to forget that LoL has masters, rune pages, nvm item builds in the game it self. Then you have to take into account that the combat and the match it self is far more complex.

You don’t learn how to play the game in hot join. At least playing bots in LoL you are playing the same game as everyone else.

Really, so Garen starts with Demacian Judgement at lvl 1? No wait, it’s unlocked during play by levelling up and unlocking it.
That’s a much smoother curve, to start with one skill and unlock the rest while playing in the first 10 minutes.
You are guided into buying the right items for your character by the UI, if you choose to follow it.
The 2 utilities you pick are from a very limited pool that grows a little as you play more.
Nothing like the amount of complexity in GW2.

In PvP you are presented with all skills and traits unlocked + different amulets, runes and sigils for your build right away.

The 4 skills in LoL do not make for more complicated play than the weapon skill possibilities in GW2 on an average profession, and are nothing near an Engineer or Elementalist. You’re either clueless or a hopeless fanboy for LoL if you really think it’s in any way MORE complicated than GW2.

Rune pages, ha! What about trait options in GW2, you say there are very few viable builds but how does a new player know this? They are presented with 1000’s of possible combinations, and certain traits change the entire way weapon or utility skills work.

Things that are pretty poor on their own become entirely different with traits (Necro Wells and ranger Traps for example).

Comparing LoL to GW2 is pretty pointless, though you seem very eager to do so.
GW2 is simply far more complicated, because it’s an MMO with more options and actual control of your character, not a left clicking moba.
But as you seem blind to reason, facts and other people’s opinions I’ll not continue this daft discussion with you.

sPvP is full of obnoxious dueling servers

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Posted by: Ezrael.6859

Ezrael.6859

I’ve played 586 tournaments, my team is currently on a hiatus because it was recently carnival in Brazil and well, the PvP in this game still needs a lot of bug fixes, balancing and more diversity in each profession’s viable builds, so they aren’t really in any rush to return.

I’m speaking mostly for the outcry I see in The Mists map chat and in each server I go into where duelers are raging at people trying to play and people trying to play are raging at duelers taking over several servers.

(edited by Ezrael.6859)

sPvP is full of obnoxious dueling servers

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Posted by: Ezrael.6859

Ezrael.6859

The fact is that it is harming what’s left of PvP. New people enter and don’t know what’s going on.

They get told to kitten off and leave when they try to play, they go to solo queue tournaments and they get told to kitten off because they don’t know what to do.

New player experience is lacking, I just came back from explaining the game to two guys that were in sPvP as new players and had no idea how the maps worked, how they could reset their skills, how a build might work or what to do in a team game.

GW2 isn’t retaining new players because their opinion is that the PvP has a steep learning curve, the dueling servers is only making it worse by confusing and splitting the community in hot join.

sPvP is full of obnoxious dueling servers

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Posted by: Ezrael.6859

Ezrael.6859

You need to do something about this and it needs to happen in the next patch.

If you keep saying “we don’t think it’s a priority” then you aren’t looking at the servers and what’s actually going on.

I’ve just been through 5 10 player servers and all of them were full of duelers at 8/10 9/10 players.

The community wants a place to test against each other, you either need to add simple dueling into the mists through a command, a PvP area or by introducing custom servers for it now.

People are getting sick and tired of trying to have a quick game and getting stuck into a dueling server, duelers are getting fed up of trying to create a place to duel and being interrupted by people trying to play the game.

This has been an issue for months, and it can’t continue.

(edited by Ezrael.6859)

Please read. 10 Things this game needs now

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Posted by: Ezrael.6859

Ezrael.6859

If done right this is just not true. Dota 2/LoL has a much steeper learning curve, are much harder games and have far more complex battle systems, but new players are expected to know exactly what to do from the very beginning. Those games are doing just fine. The fact is that Hot Join does not in fact teach a player how to play Tpvp, it has nothing to do with tpvp. Having new players play a different game than what the main focus is, is a bad idea. When you play LoL do you play something different than the pro’s? How about Dota? The answer is no.

You can’t compare GW2 to LoL, they are completely different games.

They have very different game play mechanics, and GW2 is much more complicated from the start with all of the possible options for your character build, the huge amount of weapon skills.

LoL you pick a character with 4 skills and 2 utilities that you unlock during play, that’s a very different system to jumping into GW2 with several weapons, each containing 5 skills, 3 heals, 16 utility skills and 3 elite’s. + Secondary mechanics on all professions.

In LoL you can also play a 5v5 as players vs computers, which is total easymode, something that doesn’t exist in GW2 sPvP and serves as LoL’s equivalent of hot join (an easy place for players to learn the maps and how to play them).

Now perhaps current hot join isn’t functioning as it should to prepare people for actual tournaments, but completely doing away with hot join is not a solution.

You will cause far too many problems for the new player experience.
+ You forget yourselves and your attitudes as PvPers, I’ve seen you in pug quick tournaments insulting the guy that joined a tournament on his first day in PvP and didn’t know what to do. You told him to leave and go to hot join !

[SOTG] Questions Poll

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Posted by: Ezrael.6859

Ezrael.6859

1. Build diversity within the meta – More viable Guardian builds (like conditions for damage, getting rid of all the gain 3s of Retaliation traits), bunker meta is boring.

2. Elementalist still seems to sustain and survive for too long on the D/D set as a damage spec. Excellent staying power 1v1 vs anything, 1v2 vs most.

3. How are they planning on bringing the community numbers back, and keeping the numbers at a much healthier level long term. (Keeping an influx of players to negate the people that naturally take a break now and then.

Fix Ride the Lightning on Spirit Watch!

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Posted by: Ezrael.6859

Ezrael.6859

As a Guardian with the Orb my Greasword Leap only goes half distance (300).

It’s curious that an Elementalist Rides the Lightning for the full distance.

Please read. 10 Things this game needs now

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Posted by: Ezrael.6859

Ezrael.6859

If you remove hot join you will destroy the new player experience.

You won’t retain any new blood from players that try to test out sPvP if they are sent straight into a tournament with a build they have never tried, on a map they have never played where they don’t know what to do and where they will be expected to know what to do by their team mates and ultimately cursed at and ridiculed because they are a noob
(we know that will happen because that’s what many PvPers act like to new players).

Remove hot join and people will head to WvW instead, you won’t continue to get new players so the sPvP community won’t be able to grow, only shrink.

This isn’t 2005, players have different expectations now, and most of GW2s player base didn’t buy the game just for PvP, very much unlike GW1.

The hot join format needs to be reduced down, streamlined for new players to give them a better experience, and place them on restricted servers with ranks 1-9 only.

When players get to a certain rank, around 10-15 they should be encouraged to try Solo Queuing for a Tournament by the UI.

Ideally before this they can speak to an NPC that will explain a tournament and basic current strategies, things like bunkers that hold points, roamers etc to them, a short video would do wonders here – like the short videos in Aion that explained the concepts of PvP there.

Pure of Voice oddities?

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Posted by: Ezrael.6859

Ezrael.6859

It can’t be intended as once it added the duration’s and once it let the lower one override.

That’s broken.

They should add together by default, sometimes it works, sometimes it doesn’t

Pure of Voice oddities?

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Posted by: Ezrael.6859

Ezrael.6859

I just tested Pure of Voice + Soldier Runes vs conditions.

Stan Your Ground was o.k. in my test vs Bleed and Vulnerability.

Hold the Line vs Poison.

The 1st time it converted the Poison into Regeneration for 4s (the conversion duration)
so the normal Regeneration boon duration from Hold the Line wasn’t even applied!

The 2nd test vs Poison it converted properly and added it to the original boon so I got 11s of Regeneration.

One time Retreat also failed to convert anything into a boon vs burning
The second time it converted o.k. vs vulnerability and bleeding.

So there are definitely some issues still.

Legendary Stats

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Posted by: Ezrael.6859

Ezrael.6859

GW2 is trying it’s best to avoid gear based progression, though allowing a little for longevity (through agony).

But mostly it’s trying to avoid a gear based power creep and advantage.

Legendary weapons should absolutely retain the same state as Exotics, otherwise you make them an advantage that’s not necessary.

The beautiful look of the legendary along with the steep requirements make it an achievement for those who want to pursue it.

It’s a choice, not a competitive requirement.

Reason why its not esport

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Posted by: Ezrael.6859

Ezrael.6859

Great post.

Looking round Twitch at what people are watching, what’s popular and getting the viewers is also baffling.

I’ve never played WoW past 5 minutes of trial, so I decided to look it up on Twitch to see what people are raving about and what was popular.

I found this guy, 6500 viewers at the time. Watching him play a map that was basically conquest style take and hold locations to slowly accumulate points.
He played a Rogue that sat in perma stealth for 10 minutes while he waited at the point to see if someone would come for him to gank…
And people say GW2 would be boring to watch a bunker sit on a point!

It was so boring to watch him sit there for 10 minutes, then some guy came and he killed him 1v1 by stunlocking him, attacking, going into stealth when the stun lock finished, waiting in stealth for cooldowns, rinse repeat 3 times and then the guy was dead, he never had a fight, he just stood stun locked getting attacked, when he wasn’t stun locked he could of course never see the Rogue.

And people were cheering this? Calling him so pro, calling it amazing play…
Seriously, permanent stealth, stun lock, no actual fight. And this is entertaining for thousands of people to watch.

AND DONATE TO. ~He claims to have had $3000 recently, and a $21,000 donation in the past… among countless others every day.

It was the most boring thing I’ve ever watched and I couldn’t understand why people were so captivated and impressed.
I’d rather watch a GW2 8v8 hotjoin in spectator mode.

Attachments:

Don't stop communicating because of this.

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Posted by: Ezrael.6859

Ezrael.6859

I live in Shanghai and work evenings. So my playtime is seriously off-peak compared to the servers.

But when I do play, I’ve seen more people play, and more new people.

Just because some of the people on your initial friends list don’t log in anymore doesn’t mean everyone is quitting.

A lot of those initial people were the ones that wanted to race to be the best right away and were grinding like crazy up the PvP rank ladders because they had little else to do with their lives.
Those people will always be difficult to satisfy, they will always find fault with a patch and balancing even if every trait was fixed.
I don’t pay attention to those people, I see for myself. I’m enjoying it, as are my friends.

Don't stop communicating because of this.

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Posted by: Ezrael.6859

Ezrael.6859

The players that are happy are in game playing.

Those of us who are happy and enjoy the game rarely come to the forums, and post even less.

I’m enjoying GW2 loads and I know all the rl friends I got into GW2 since launch are all still playing and all still enjoying it.

The PvP community is already a minority of the player base, and the disgruntled forum complainers are a minority of a minority player base… so.

Today was a step in the right direction.

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Posted by: Ezrael.6859

Ezrael.6859

People that enjoy the game don’t sit on the forum all day, they just play the game and have fun.

Forums will always be full of negativity because people only take the time to write negative things.

Personally I’m enjoying the game and it’s PvP, each patch steps in the right direction.

I much prefer the incremental balancing to the ‘whack a mole’ create a brand new horribly OP FOTM that was Rift PvP.

A sort of Moba style conquest map...

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Posted by: Ezrael.6859

Ezrael.6859

The NPCs would not attack players.

They are there to interact with the map’s secondary mechanic only.

A sort of Moba style conquest map...

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Posted by: Ezrael.6859

Ezrael.6859

I used the name Ezrael for my Templar in EQ2 back in December 2004.

I’ve never even played LoL, just watched a tournament on Twitch once.

A sort of Moba style conquest map...

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Posted by: Ezrael.6859

Ezrael.6859

Wondered what people thought of something like this.

3 Conquest points as normal, a middle one and two home points that are much closer to the home base than normal.

Each team has a base, in this base is a key structure that is destroyed to instantly win the game. (Could be something like a relic or precious statue).

The secondary mechanic is based around spawning NPCs that will run across the map from your base to the enemy base, to assault a gate and then assault the structure.
The NPCs will run from one base to the other around mid but not through it, the map should be built so that someone holding mid cannot also destroy the NPCs easily.
(Possibly via bridges). Imagine two lanes, each side’s NPCs use the one to their right.

The gate at the enemy base can only be damaged by the NPCs. They will do decent damage to the gate though, so that they can’t be ignored as the battle escalates.

Each base will spawn one NPC at the start, afterwards the NPCs will spawn based on holding points.

NPCs are spawned by controlling the points. (Numbers/Health/Run Speed to be determined better through testing and game timing).
NPCs spawn on the :00 and :30 second points through the game timer.

Holding your home point spawns one every 30s.

Holding middle spawns two every 30s.

Holding your enemies point spawns three every 30s.

The idea with this is that it’s a gamble to try and take the enemies point, but that leaves you much further from your own point and your base and much closer to the enemy base where they can re-group and counter quickly. Or take your point.

Still looks like just a bunker meta? Possibly…. so.

The NPCs can be attacked by players and killed on the way to the enemy base.
But will be immune to CC, and have a good amount of HP so that they don’t just drop too quickly and become pointless.
This provides a role for damage roamers – offensive and defensive.

But, we don’t want a one size fits all approach.

There should be at least two different types of NPC, one is immune to melee damage, one is immune to ranged damage. Requiring different weapons or different classes to take care of different things. This will promote team rotations or more diversity in weapon sets.

When the gate has been taken down by the NPCs the main structure can be attacked and destroyed.

Everyone can join in on this, NPCs and players resulting in a rush to destroy or counter it.
A brave side might not use everyone to counter a rush and could take advantage of open points to spawn many extra NPCs for their own counter-rush.

+ Possible addition to make sure that people don’t play too safe with mostly bunkers and little damage to deal with the NPCs.
~At timed intervals an extra wave of NPCs will spawn to help escalate the game.
~10 mins 3 spawn.
~5 mins 5 spawn.

I believe this type of map would really help to diversify the game play and move away from a bunker dominated meta. Mobility, damage and flexibility would be key.
Bunker teams could find themselves easily outmaneuvered as teams need to control points, defend their base from NPCs, defend their NPCs from players.
+ Possibly watch for the reinforcement spawn timer at 10 and 5 minutes.
It would allow many different styles of play and tactics to win.

too little too late?

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Posted by: Ezrael.6859

Ezrael.6859

Judging by the forums that strategy seems to be going really well vs Elementalists, Mesmers and Thieves ability to disengage from a losing fight and come back when ready.

Forced to play with a Greatsword

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Posted by: Ezrael.6859

Ezrael.6859

It passes through enemies, it’s in a frontal cone.

Go and try for yourself on the Mist Golems, I’ve hit 2 Golems behind one that I was attacking by using it and got 9 hits, Golems that were out of range for Attack #1 and 2, but in range for #3 because it’s 300 range.

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(edited by Ezrael.6859)

Donaters will be Maximum rank today?

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Posted by: Ezrael.6859

Ezrael.6859

No.

Tickets will buy chests, chests will give you items. (Armour, weapons, materials and dyes).

No glory or rank points involved.

too little too late?

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Posted by: Ezrael.6859

Ezrael.6859

Why don’t you offer up ideas rather than pure negativity.

Constructive criticism rather than I don’t like X.

too little too late?

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Posted by: Ezrael.6859

Ezrael.6859

Because when they tried different modes during testing they found that in deathmatch people would just avoid combat and run away till all their abilities like ultimate skills were up so they could guarantee a win.

Think Ele, Thief and Mesmer are bad now? Imagine not even being able to get a fight until they knew they could faceroll with everything up.

Conquest promotes fighting even when people aren’t necessarily ready.

If we had deathmatch and no respawning people wouldn’t fight until all cooldowns were up.
But with conquest if you see your point is going to get neutralised and you know you need to keep it to win the game, you are compelled to dive in and have a fight to delay that happening, even if all your skills weren’t ready and you can’t guarantee the outcome of the fight.

Deathmatch makes people selfish and boring, conquest promotes more teamplay and thinking of the big picture.

If you just want to kill people and not guard points then you can play that role in conquest as a teams roamer. Nothing is stopping you except yourself.

Forced to play with a Greatsword

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Posted by: Ezrael.6859

Ezrael.6859

1H Sword will still hit multiple targets if used correctly.

The 1st and 2nd step are arcing attacks in front of you, and so will hit multiple targets.

The 3rd step is a 300 range frontal cone attack, basically if you get your targets lined up you can hit all of them with the attack.

Scepter Update I'd like to see

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Posted by: Ezrael.6859

Ezrael.6859

Bring back Symbol of Courage through the Scepter!

Make the auto attack a chain attack with instant damage rather than projectiles.
1/2 second for each step of the chain, damage to be determined through internal testing balance.
1st and 2nd step attacks are just regular instant attacks, with an instant attack animation firing a quick blue zap from the Scepter to the target.

The 3rd step in the chain applies Symbol of Courage (1s) onto the enemy’s location (like the Hammer but at range).

This would allow for far more diverse build and play style options for the Guardian.

(edited by Ezrael.6859)

Design of the Game

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Posted by: Ezrael.6859

Ezrael.6859

I like what you’ve said.

Choices are good, but when we have too many Runes and Sigils they just become the same as the poor traits we all have somewhere on our Professions – a trap of a choice that makes you worse if you try and use it.

Less choice but more viable choices would promote a healthier game by players being guided into better builds.

I like the idea of the Profession style armour, though that’s quite a tall order.
Perhaps to start with we could just get something like Profession based helms.

I’d like to see unique Profession based weapons for the winners of special tournaments.

Competitive play using just human models for players would make more sense, if GW2 aims for true competitive play with a combat system designed on players watching for animations rather than cast bars etc then I don’t see how a system where a tiny Asura with a candy cane for a hammer can be comparable to a massive Norn wielding a hammer the size of a tree.

I agree that the ranking system is just a dumb grind, but some people want that, the PvP content locusts that grind in whatever game they play.
People with jobs and lives are still in the 30’s and not going anywhere towards being 40 quickly even while they continue to enjoy playing the game.
Then you have people rank 50+ who have played 8 hours a day since launch and complain loudly on the forums and in map chat about how the game isn’t e-sports >.<

Gear in Heart of the mists

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Posted by: Ezrael.6859

Ezrael.6859

I’d love more customisation with Amulets or at least more Amulet options.

Right now I have a lot of things I’d like to try that would require something like the Valkyrie Amulet with Precision rather than Healing Power.
So Power, Toughness, Crit Dmg and Precision based stats to mould traits around.

This of course doesn’t exist.

I had so much more fun customising builds during BWE1 when we could socket different jewels in the Ring and Ear slots as well.

There would be many more build options and possibilities with more Amulet options, let’s hope it’s a plan for the future once they are fairly happy with class balancing, I imagine if it’s on the cards it won’t come while the classes are regarded as still in various states of balance.

Really slow leveling?

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Posted by: Ezrael.6859

Ezrael.6859

Bragging rights only matter to the very small but very vocal minority in the gaming scene.

They are the ones you see telling map chat about how awesome they are, and calling other people terrible / generally trolling all the time.

Difference between "balance" and "bias"

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Posted by: Ezrael.6859

Ezrael.6859

Exactly, when most builds are running 60 points in the same place, from DPS Amulets to Tanky Amulets and DD / SD / Staff variants of each – there is something seriously wrong with the traiting options.
+ 30 Water and Arcana is a very strong setup for any build, providing a huge amount of sustain for an otherwise DPS spec build, or crazy sustain on a bunker build.

It’s a similar case with Guardians, most points are invested in Honour and Valour or Virtues. Definitely 30 in either Honour or Valour with any build.

Most builds whether DPS, Support or Bunker will have their 70 points spread between just those 3 trees with very little variation between them.

Zeal is practically never used, Radiance only makes sense for 1H builds, or a max of 10 points with something else.

(edited by Ezrael.6859)