(edited by Hammerheart.1426)
“GG, Staff Bunker Ele OP. Go play a real class and not some FOTM faceroll build”
Seriously. Seriously.
What. I just kinda stared at it.
I have gotten this as well. I was told when you play the most OP class, its no wonder you do well.
It was hotjoin. I literally just tagged everything with aoe’s and raked in the glory.
“New stuff on the horizon!”
“More info to come!”
“Big changes coming, can’t be specific.”
Never.
Fixed, thats what you meant to say
Dang, I’m usually so much better with my words, I apologize.
Once the sPvP population increases.
dude we already have enough retar— cough cough… pvers doing pvp for dailies. we don’t need more
We have threads constantly about how to encourage more PvP, how to bring more players into the fold, and this is your response? No wonder the communities image is so kitten poor.
Think about it, once you obtain all of your weapon skills in PvE, what do you do until 80? Enjoy the content I suppose, maybe take in the beautiful environments so painstakingly designed, but that only holds some people’s attention for so long. In other PvE based MMO’s, you earn skills as you level up, slowly building your kitten nal until you reach the zenith of max level, when your character’s potential is laid out in front of you.
Not so in GW2. In GW2, you earn all of your weapon skills before level 10 of 80. Once you get tired of using the same skills over and over against the mobs in a Heart Quest area or one of the Events going on (often times repeating the same events), then what? What if you want to WvW? Is that really the best place to finally learn how to PvP? Of course not. What you end up getting is a hefty repair bill, and no money to spend on the retraiting from your PvE to your WPvP build. You learn how to engage another player by death>respawn 100km away>hoof it to the closest zerg>rinse>repeat until you run out of money repairing your armor.
At least if people earned XP in sPvP, they would be learning in a structured environment (say what you will about hotjoin, we all learned from it before tournaments), and earning XP when they want to head back to PvE land.
This is a solid idea that would stimulate a stagnate sPvP environment. It may not be the revolutionary solution, but its a step in the right direction.
I have never played with Team CC, but reading OP’s description of what happened, I am not surprised. “Top Tier” teams have been doing stuff like this since teams were being formed. They use every dirty trick outside of the combat mechanics to win at all costs.
I personally have been in matches with top rated (community top rated) players who do things like mid game character swapping (for hard countering), mid game character build swapping (also for hard countering), straight up DCing half the team ( to then claim the ISP is to blame). The list goes on.
This game is dirty.
Thats what happens to kids (the pvp community) when mom and dad (the devs) keep their mouths shut, only opening them to spit soothing platitudes about the “big changes coming.”
We are the latchkey kids of PvP.
Were there ever any good players? Only one’s I saw were the giant ego, top-of-the-stairs dancing, loudmouth streamers.
There were popular players and teams, yes, but they have all moved on.
This thread is bad and you should feel bad. The jersey shore sucks and you suck.
My name is neither John nor Jeff
But I got the balls.
$10 says that Allie convienently logged off 5 seconds before we posted.
A lot of you seem to have this perception that “tournament = less features”, but that is just wrong. At most, the tournament meant that I might not have had as much time to post on the forums as I would have liked. That’s not to say that every Wednesday I didn’t spend 2-4 hours reading, responding, and forwarding your feedbackittenep seeing “it’s been a year, and nothing has changed.” Frankly, one would have to be completely removed from the game to honestly think that. In one year, we’ve seen Custom Arenas, Spectator Mode, Solo and Team Arenas, Paid tournaments come and go, Permanent stops, new maps, and many, MANY QoL issues addressed. Not to mention the many changes coming in from the Balance team.
What people were upset with is the fact that Structured PvP popularity is at an all time low, and just prior to the PAX tournament we saw one of the biggest, silliest balance changes that completely ruined the meta. On top of that we then saw the developers maintain a rigid stance that it would not be changed until after the PAX tournament. The player perception is that, once a tournament is announced, whatever state the game is currently in is going to remain that way, be it good or bad.
Custom arenas are great for the people that want to shell out for them. They have allowed people to organize custom “tournaments” like 3v3 Deathmatches, which have met with great success and enjoyment. Of course, seeing the players do this, and then hearing that the devs do not want to even explore the DM option, is disheartening.
Spectator Mode is a mess of bad angles. Paid tournaments came and went, as you said, so nothing really happened there in the end. Anet’s willingness to try and then remove something unsuccessful was great, can they extend the same sentiments to a deathmatch mode?
Solo Arenas and Team Arenas are good, but horribly broken currently. Permanent stomps is…well its not anything i’d write home about.
I am all for developers sharing their insight into the game, its great. What I am not for is developers crossing their arms and saying, “No.” to trying things that the community suggests. Things like:
-Removal of Downstate Option in Custom Arenas
-Deathmatch Mode, none of this secondary objective stuff, just a plain and simple DM arena.
-Height Standardization in Tournaments
-Cast Bars.
Things of that nature. Things the community has said that they want, and have been met with silence, a simple, “No,” or a lengthly explanation of why the Devs don’t want to try it. I’m sorry, and I understand its your game, but I think taking a such a stubborn stance on some things leaves a sour taste in everyone’s mouth, and makes it seem like you want us to play your game your way, and don’t give a hoot what we think.
Yep, lag in PvP is making it harder and harder to log in, on top of the myriad of other problems plaguing the mists.
No thanks. I don’t want to try to remember what skills work in what areas. I come to PvP to practice specs for other parts of the game. If the skills become way different, there is no reason for PvP. Let’s be honest, of the three game modes, PvP, PvE, and WvW, PvP is the least popular.
Don’t put your laziness onto the rest of us.
Yes, PvP popularity is low, but the threads on this forum are created in the hopes of making it more popular, and more importantly, making it work.
But please lets continue trying to balance three different formats and further separating players of each as we tear this franchise to shreds.
The players separate by the game type they are interested in participating in.
The game was released under the guise of being a competitive PvP game, yet time and time again we see the other two formats (wvwvw and pve) either taken into account, or the cause of, pvp related balance issues. They created three different formats to the game, three dynamically different formats. And all their hopes and prayers are all for naught if they think they can balance 1 skill for three formats.
If they split the skill, they would have more skills to test, but the testing would be reduced since they wouldn’t need to check the cross contamination between different realms.
Exactly. The mentality that you MUST make changes to all 3 formats (assuming the skills are split) because a skill in one format is “off,” is a flawed concept. Why would you need to do this?
Enemies in PvE even used the -exact- same abilities that players used. All enemy npcs and their groups could be seen as a simulation of PvP fights, certainly you’d be familiar with the abilities in both formats by playing either.
This is incorrect. NPC’s have never been programmed to have reactionary behavior like humans. They may have had access to all the same abilities, but they were never used in the same fashion. Anyone using a PvP build for PvE in Gw1 was quickly shown the error of their ways.
I’ll be the first to say, “Don’t tell me how to enjoy the game.” I don’t PvE, I just don’t. I don’t appreciate mechanics that are abused and broken in PvE, but are fine in PvP, and then are changed and reworked for 1 format of the game. But i’ve seen it go both ways, and I know PvE players don’t like it anymore than I do.
Except, this topic was never specifically about PvP at all.
This topic is about all forms of the game, PvP, PvE, and WvW.
Well, you are posting on the sPvP forums, kinda goes without saying. If this is an issue go create a thread on the PvE forums.
Please stop derailing the thread.
See this thread for Dev response on the skill splitting issue and why this needs to be addressed.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Splitting-Skills/first#post2767595
I understand your frustration with dungeons runeblade, but can we please have this thread remain focused on PvP?
TBH I don’t care about dungeons, or PvE for that matter.
I completely disagree with splitting skills.
Instead of splitting skills, dungeons should be revamped so it is closer to PvP as much as possible. The dungeon team should look into PvP and WvW as much as possible and ask themselves, how can I make that last battle into a dungeon fight?
Dungeons are boring and easy, period. It requires absolutely zero skill. You just need the highest dps build to gain the fastest run. The Dodging is more than sufficient enough to keep you alive. Dungeons needs control and support to be useful. Dungeons needs real cooperation. Dungeons need more than 2 dodges to survive.
PvE is PvE, PvP is PvP. The two have always, and should always, be mutually exclusive.
Hire Xeph.
/15 chardude is quitting the game, and you want to drag him back? lol poor xeph.
“hey guys, i feel it’s time i move on”
“NO, GET BACK HERE. WE HAVE JOBS FOR YOU!”
His love for the game, as well as constructive criticism and good ideas, would set the game in the right direction. The only reason he’s leaving is because of the poor communication on Anet’s part, and their complete and total lack of implementing any suggestions that the community puts forth.
Not to mention this threads get unfairly deleted.
Bump for discussion. Devs need to address this.
Dev J. Sharp recently posted a sort of, “Spvp and our view” thread earlier this evening, and one think stuck out to me more than anything. This is an excerpt regarding the idea of “Splitting Skills,” which is when the class skills are balanced differently depending on what game type you are playing (PvE, PvP, or WvWvW).
The 3 different game types and splitting skills. Splitting skills between all 3 of our game types (PvE, PvP, WvW) is very costly – it takes more time to split the skills, and then upkeep the split skills. Instead of upkeeping 1 version of a skill, whenever you make future changes, you now have to make sure all 3 are appropriately balanced for their respective game types. This is very powerful, and something we did in GW1 when we felt we needed it. We just need to be careful not to do it too much, or it means the balance team is literally balancing 3 entire games. As Freamon (from “The Wire”, btw if you haven’t seen “The Wire”, stop whatever it is you’re doing and go watch it. Unless you’re giving birth. In that case…wait until you’re done, then watch it immediately afterwards. Oh, and get your new son/daughter to watch it when they’re old enough.) usually reminded the other members of the cast, “All the pieces matter.” The different pieces of GW2 all impact the other pieces, and it’s something we must always bear in mind.
I am having the hardest time swallowing this. So lets try to break it down point by point.
Splitting skills between all 3 of our game types (PvE, PvP, WvW) is very costly – it takes more time to split the skills, and then upkeep the split skills.
It might take more time, but wouldn’t the end result be harmony for all the game types involved? I know I hate when PvE antics impact my PvP abilities because one has absolutely nothing to do with the other. They are two completely different mindsets and playstyles. And I know thakittens the same sentiment in reverse.
Instead of upkeeping 1 version of a skill, whenever you make future changes, you now have to make sure all 3 are appropriately balanced for their respective game types.
If you did split them into 3 different types for 1 skill, why would you change them all simulatenously if there was a balance issue in only 1 or 2 of the game types, why would you not just balance it for THOSE types and leave the others unaffected?
We just need to be careful not to do it too much, or it means the balance team is literally balancing 3 entire games.
Again, if the end result is the playerbase playing a balanced game no matter the game type, why is extra time involved a bad thing? If a skill is imbalanced in PvE, why would you assume that it is imbalanced in PvP?
“All the pieces matter.” The different pieces of GW2 all impact the other pieces, and it’s something we must always bear in mind.
Except that the pieces are only affecting the other game types because you let them. They don’t need to, and they shouldn’t.
Someone please give me some clarification, I am not a coder, nor a programmer, nor a developer, so perhaps a gamers perspective just isn’t enough in this situation. But it seems like such a simple solution to have the skills split. Where is the actual cost, or is the reality that the devs simply don’t want to put in the time/effort to split them?
I believe this is one of the major things holding back PvP from truly becoming competitive. How can PvP balance be achieved if it is affected by the other two game types?
It cannot. As long as Anet refuses to dedicate time and resources to splitting skills, it will never achieve balance. No other game with pvp has ever successfully overcome this hurdle and become competitive.
TLDR Splitting Skills is Essential to PvP Balance
(edited by Hammerheart.1426)
Hire Xeph.
/15 char
Please Jon, read my above post and answer my questions. I have some valid points that need addressing.
The 3 different game types and splitting skills. Splitting skills between all 3 of our game types (PvE, PvP, WvW) is very costly – it takes more time to split the skills, and then upkeep the split skills. Instead of upkeeping 1 version of a skill, whenever you make future changes, you now have to make sure all 3 are appropriately balanced for their respective game types. This is very powerful, and something we did in GW1 when we felt we needed it. We just need to be careful not to do it too much, or it means the balance team is literally balancing 3 entire games. As Freamon (from “The Wire”, btw if you haven’t seen “The Wire”, stop whatever it is you’re doing and go watch it. Unless you’re giving birth. In that case…wait until you’re done, then watch it immediately afterwards. Oh, and get your new son/daughter to watch it when they’re old enough.) usually reminded the other members of the cast, “All the pieces matter.” The different pieces of GW2 all impact the other pieces, and it’s something we must always bear in mind.
I am having the hardest time swallowing this. So lets try to break it down point by point and see if I can understand it.
Splitting skills between all 3 of our game types (PvE, PvP, WvW) is very costly – it takes more time to split the skills, and then upkeep the split skills.
It might take more time, but wouldn’t the end result be harmony for all the game types involved? I know I hate when PvE antics impact my PvP abilities because one has absolutely nothing to do with the other. They are two completely different mindsets and playstyles. And I know thakittens the same sentiment in reverse.
Instead of upkeeping 1 version of a skill, whenever you make future changes, you now have to make sure all 3 are appropriately balanced for their respective game types.
If you did split them into 3 different types for 1 skill, why would you change them all simulatenously if there was a balance issue in only 1 or 2 of the game types, why would you not just balance it for THOSE types and leave the others unaffected?
We just need to be careful not to do it too much, or it means the balance team is literally balancing 3 entire games.
Again, if the end result is the playerbase playing a balanced game no matter the game type, why is extra time involved a bad thing? If a skill is imbalanced in PvE, why would you assume that it is imbalanced in PvP?
“All the pieces matter.” The different pieces of GW2 all impact the other pieces, and it’s something we must always bear in mind.
Except that the pieces are only affecting the other game types because you let them. They don’t need to, and they shouldn’t.
Someone please give me some clarification, I am not a coder, nor a programmer, nor a developer, so perhaps a gamers perspective just isn’t enough in this situation. But it seems like such a simple solution to have the skills split. Where is the actual cost, or is the reality that you guys simply don’t want to put in the time/effort to split them?
I’m writing this FROM WORK ON LABOR DAY.
I can’t believe people are defending 8v8.
I don’t agree with removing hotjoin, I play it when I’m tweaking my build and such, and if I’m waiting for friends to run dungeons or something (I don’t do PvE no mo’).
But make it 5v5. 8v8 is way too hectic to even tell what’s going on a lot of the time, you can’t get any kind of strategy off the ground aside from zerging people, and that’s not even how the tPvP format is.
TL;DR: Keep hotjoin, make it 5v5, also get rid of Skyhammer.
but i like 8 vs 8 and i like the chaos.
i play to indulge in the chaos.
why are you trying to take away my fun?
Exactly. There are already 5v5 Rooms. If you don’t want to participate, then don’t. Stop trying to limit people’s fun.
I welcome any and all adjustments to limiting the snowball effect. Maybe not one as drastic as holding all the points for X amount of time nets an automatic win, but there should be something that the losing side can do to turn the tide.
Temple is a great example because gaining control of the buffs can really bring you back.
@MrBig
again, you have no rights to dictate how other players should play the game.
I agree with you.
I’m not bashing hotjoin players, i’m bashing THE SYSTEM.
You zerg in HJ because the system allows you to gain more rewards while doing so.
The system is flawed from its existance.
If you gained glory ONLY WHEN WINNING, you could still play the way you want, but you wouldn’t be rewarded.
This is not how “I” think the game should be played, this is how “DEVS” think the game should be played ( competitive matches clearly show that).
It’s dev faults for designing Hotjoin that way.
Custom arenas are still there, go play them if you wish, but there’s NO WAY the very devs of this game should promote bad play and teaching bad habits with their flawed hotjoin system.
This is what is wrong.
There exist two different environments in sPvP; Tournaments, and Hotjoin.
Both of these environments have their own playstyle.
Participating in one does not hinder you in any way from playing the other.
Get more friends and stop getting mad at solo q’ers who don’t play the way you want them to.
I like the idea, but this would promote the already all too prevalent snowball effect.
hmmm what snowball effect?
The team that gains the early lead often wins, because gaining points is static, and there is little you can do to catch up.
@MrBig,
You need friends.
That aside, every single person in the “competitive” scene has started out in the hotjoin environment, and they managed to transition to the tournament scene without much difficulty. If people are having such a hard time adapting to the two different PvP settings, maybe this isn’t the game for them.
I like the idea, but this would promote the already all too prevalent snowball effect.
The point is not if you enjoy it or not.
This is a game.
Hotjoin teaches bad habits, and doesn’t make you to learn the game HOW IT SHOULD BE PLAYED.
I didn’t realize PvP had an instruction manual.
Hotjoin should be what the name says: join whenever you want, leave whenver you want, with no penalties ( aka HOTJOIN).
This is EXACTLY what it is. What is the penalty for leaving?
But you need to not be rewarded for playing bad.
What is the reward for “playing bad?” Is it because the inherent chaos of hotjoin doesn’t conform to the “competitive” style of play you desire? Welp, too bad.
8vs8 should not exist, since maps are not designed for such high number of players.
If that was the case, then why does everyone fit?
You should not gain glory if you lose, because you should play to win.
What you are talking about is a complete overhaul for the PvP Rank system. Without glory gains from losses, ranking up would grind to a halt. And again, stop projecting your playstyle desires onto the rest of the community.
Only if this gets fixed we can hope for the reward overhaul PvP desperately needs.
I will agree with you here, the incentive to pvp is lacking beyond cosmetics.
Period.
Comma,
Hotjoin is chaos. Some people find the chaos highly enjoyable. Yes, it has its faults, but that is more because people have too high of expectations of it. Let it be as it is, and either participate or don’t. Don’t cry out to remove it simply because you don’t like it.
For the record, I hate WvWvW.
Relations between Anet and the PvP community is on the rocks, on that we can all agree. I have a good feeling that the discussion will avoid the pitfalls of a “kitten fest” and actually produce something constructive.
Having said that, @Toad, is there going to be a group of talking points that you will have prepared? Or will it be an off the cuff round table?
Are there still players who are so naive to be interested in spvp? :X
It’s called hope, and some of us still cling to it.
I would just caution you guys to not be overwhelmingly negative. Find and point out good things along with the bad because there are just as many good things, and it reflects poorly on everyone from the players to the developers to the publisher if the entire show is negative.
Negative opinions expressed so publicly can also be toxic because everyone here will parrot what you guys say there. It also potentially puts people off who don’t often participate in GW2’s PvP.
I know, there are a lot of things that can be better, just don’t get too negative.
Excellent point. The current incarnation of PvP is overwhelmingly negative. But we are a creative bunch, as the forums prove. We know, in general, what we don’t like, what can be fixed, what SHOULD be fixed, and more importantly, how to fix it. When it comes to what we want done with the game, I guarantee it is coming from a place of love for the game, and the massive amounts of potential it has.
The only true hurdle we have as a community is Anet. All the good ideas in the world might fall on deaf ears, but then there’s that little thing called hope.
The end result of the discussion could (or should) be a tangible list of the things that, as a community, we can present to Anet in hopes of making this game go from decent to great. Things like:
-Short-Term and Long-Term wants
-Feasible ideas and solutions for both the short and long terms.
-Ways to bring in new players
Stuff like that.
@HammerHeart we are actually setting it up to where you guys call in and ask questions
This will def not be a “lets just get good players and talk about stuff people already know”
Good to hear it. We’ve all seen too many of those.
Let me say this,
THIS WILL NOT BE A COPY OF STATE OF THE GAME, that is the devs way to communicate with the community.
State of the Mist will be the streams/top tier players way of expressing how we (the community) feels. It will not be a rant nor will it be a bash of arena net and the game.
The current cast for this is as follows:
Moderator/Host – Scar
Eu Representative – Helseth
Na Representative – FuzionWe will be adding 2 more speakers from each region, for out side points of view.
Keep the ideas rolling as well as the support.
If you are going to have the 1% discuss the game, you should at least open up a chat room for the community to participate in. This community is a lot more than Xeph (coolest guy NA/EU) Phantaram, Caed, Grouch, and all the other names we’ve heard from again and again.
I’m not sure what someone like Helseth could add to a discussion, seeing as how everyone already watches his streams and knows what is opinions are. Not to knock him, his points are extremely valid and I implore the dev team to listen closely to what he has to say, but it won’t be anything we haven’t heard from him before.
I just don’t want this potentially good discussion to turn into another “stream of the stars of GW2: come listen to them discuss things edition.”
Toss the idea out to Anet about having a silent dev presence during the discussion. This would basically be a representative from Anet who would take notes and not actually participate in the discussion, mainly as a show of good faith to the community.
Of course, if the rep wanted clarification on the multitude of ideas being discussed, they could ask, but at no point should any questions be directed at the rep. That would be a show of good faith from us.
Designate a mediator, designate a note taker, neither of these positions should partake in discussion. I reccomend raising a hand when you wish to speak. It might seem juvenile, but it allows the mediator to dictate who speaks next, prevents people from stepping on each other (which happens all too frequently with real-time internet based discussions), and keeps the flow of conversation steady, which is just easy for all parties involved, speaker and audience.
PM me if you would like me to join in the discussion, I would be happy too.
Yes the silent majority cheesing it as hard as possible on their new ranger/warrior/necro/thief builds
What does it say about the “elite” of the community (all the competitors at PAX), when they run the stinkiest of cheese builds in a tournament?
The saddest part is watching the PvP community just get the cold shoulder from the pvp “development team” in regards to every helpful suggestion, comment, temporary fix, permanent solution, or glaring problem with their game.
Its like they want to beat us into submission until we finally play THEIR game the way THEY want us to.
Unfortunately, we act like a woman who has suffered long term spousal abuse, but refuses to end the relationship.
“We have your money, leave your opinion at the door.”
All the speculation in the world is useless without actual testing. Would the game be better without the downstate? We’ll never know at this point because it isn’t an option.
Anet should allow Custom Arena owners an option to disable the downstate in their rooms. This might settle some arguments or, more likely, create new ones. But the point is, options are almost always better for games.
If Anet refuses to implement this, it is because they are reluctant to be open to the possibility that their unasked for game mechanic may not be the best thing for the game. So what does that say about them as a game company?
(edited by Hammerheart.1426)
If i’ve said it once, i’ve said it like a dozen time.
Remove Downstate.
Tone down burst and bunker extremes. I know downstate was added so there would be no need for a healer, but hell, this game doesn’t need a healer even if there was no downstate. The problem is that they allowed this completely unasked for mechanic (name one other game that has this) so they could be unique, so it could add “depth” and “strategy.”
Well, its failed. Remove it. The community has said a billion and one times why its bad, and why it should be removed, the only reason people say its “good” is because the burst and bunker polars are so extreme, that it IS necessary to keep things on a somewhat even keel.
Ventilators are necessary to keep some people breathing. Does that make them good? Perhaps. But what would the ideal situation be? Not needing one.
Games like Dota2 and LoL (as much as I hate it) and even Awesomenauts have competitive PvP without the holy trinity. If this game wants to have a future, it needs to start taking notes from successful games.
(edited by Hammerheart.1426)
Are you aware that you can log on to a different character before the match starts to make a more balanced team?
Doing this is bad and you should feel bad. You know how many teams swap characters to hard counter the opposing side? Why this option exists still is beyond me.
“Player versus Player? Why in the world would we want players to kill each other? We need them to spend money on the cash shop.”
They tactically nuked D/D back when it was OP, and forgot to factor in collateral damage that the blast would inevitably cause on the other builds.
Does anyone even wuvwuv anymore?
Of course, when I complain about it in-game, I get told that I’m the only one lagging.
This lag has neutered me.
Minions should be the size of Pokemon(bone minions are a good size) and should require a double click to target manually.
Ranger pets are ok when it comes to clutter and targeting.
Spirits are a joke, having them out clutters just as bad as a MM Necro. These need to be passive buffs like Mantras that maybe have some visual indicator like a floating orb around the Ranger’s head.
But yeah, the amount of passive play in this game is borderline ridiculous
This will def not be a “lets just get good players and talk about stuff people already know”