Showing Posts For LeGi.3921:

Eventchests for sPvPers?! Gems for Glory?!

in Suggestions

Posted by: LeGi.3921

LeGi.3921

Hey,

it would be great, if there would be a way to get the Eventchests/-items (any Event, not just the Dragon Bash right now) through sPvP.

Sure the Achievements and Stuff like that can be done in PvE, but if you really want those Weaponskins you have to grind PvE/WvW like a maniac to

a: get enough gold to trade this into gems to buy chests from the gemstore

or b: grind PvE/WvW to get enough Dragon Chests and get a lucky drop that way.

As an sPvPer i want those Items (especially Weaponskins) too. Its just not fair that the PvEers get all the good stuff for the things they like to do, but the sPvPers have to do, what they dont like.

In sPvP everything revolves around Glory, so maybe implement an Eventvendor who sells chests for Glory. Even if its “only” the normal Dragon Chests it would be great.

Where as if you follow my arguments (you get gold through pve -> you can trade that for gems -> you can buy Gemstore Eventchests) it would, in my opinion, be ok too, if you could get Gemstore Eventchests for Glory. Yeah i hear all those PvEers scream already but that would be a “fair” way for both types of players.

Another possibility would be to implement the possibility to change Glory into Gems from the Gemstore. That would just be fair, because PvEers can trade their currency into Gems too. Why shouldnt sPvPers have the same possibility? And maybe like that the screams wouldnt be that loud.

I would really appreciate when you think about the things i mentioned, because i really like the game you made, but i, as an sPvPer, feel a bit discriminated or at least in a disadvantage.

Greets

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(edited by LeGi.3921)

PvP-Crafting Materials through PvP-Chests

in Suggestions

Posted by: LeGi.3921

LeGi.3921

Hey,

it would be great if you could implement new chests for the PvP-Vendors in the Mists.

Its really annoying to buy those chests just to salvage every item in it, because you only want the Arcane Dust, Tokens etc.

Gloryprice and what is in it is up to you, but something near the level of the others chests would be great. A little less of course because you dont have to buy salvage kits~

I dont know, it would make the game much more comfortable for me and i feel like everybody would like that.

Greets

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Superior Rune of Lyssa not working properly

in Bugs: Game, Forum, Website

Posted by: LeGi.3921

LeGi.3921

Hey,

now im playing with Lyssarunes in PvP and i experienced, that they dont work properly all the time.

for example when i want to get the boons to stomp someone and i start stomping instantly after casting my elite i get the buff for my basilisk venom but the boons and conditionremove wont come.

it feels like there is a ~0.1 sec window the effect takes to pop in.

would be great if that could be removed or fixed~

thanks

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tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: LeGi.3921

LeGi.3921

@ryston: that is what i ment with decisionmaking of the team. you have to react on the enemy. when they bring 4 people to a point you have to decide if you can win the fight or if you would just buy time and prevent it from being taken by the enemy.

@ Zunhar: thank you

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tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: LeGi.3921

LeGi.3921

Only because you can capture (or just neutralize) points like this wont stop the fighting on the points. so “running circles” wont win you the game

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Unbalanced spvp! Six to four players is NOT balanced!

in PvP

Posted by: LeGi.3921

LeGi.3921

I smell another Q next to the big one in the first post.

The autobalance was patched some weeks ago to make it more “playerfriendly”. the way it is now is great and imo there is no need for a further change.

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paid tournament chests

in PvP

Posted by: LeGi.3921

LeGi.3921

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tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: LeGi.3921

LeGi.3921

Yes its not the final version of my idea but i think a good start for testing and/or discussion.

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(edited by LeGi.3921)

tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: LeGi.3921

LeGi.3921

Well, even the movement oriented Lineups have to be able to outlast the enemy. When you just run on a point with 3 ppl where 2 ppl are defending and run of when you have it capped you wont win.

You have to win the fights and for that you need to have sustain (by not speccing glasscanon or have a supportspecced teammate with you) and damage to actually kill the enemy.

I too think movement can be abused with this change but i think this will bring more action into the fights.

Why should i care about all those “Speedy Gonzales Teams” when they have to cap a point where i can stomp them and a teamfight.

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tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: LeGi.3921

LeGi.3921

I think its a good idea.. Maybe not the best solution as it could promote zerging vs skill

Imo zerging can be a tactic in tPvP and you can still counter it with another tactic.

think of a situation, where 4 people engage your point. you leave 1 bunker there to slow the capturing process and the rest of the team splits on the other 2 points. when your team has the “perfect” overview you can solocap the undefended point and just rush with the rest to the last point to 3vs1 the defender.

its just an example and of decisionmaking. “is it worth to defend this point or is it better to get the other points?”

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tPvP: A possible fix of the "bunkerproblem" in the current Meta?

in PvP

Posted by: LeGi.3921

LeGi.3921

Hi,

first things first, English is not my first language, so don’t bother being a grammar Nazi, because I don’t really care. I try my best and am confident that my text is understandable but there will be mistakes. When you really want to point something out, write a PM. I am always open to improve my (english)skills ;)

I am an active tPvP-Player who is playing on a higher level (not pro or something) and I am skeptical when looking at the current Meta.

Every good or professional Team has at least two people who are playing as a nod defender (bunkerspecs) that are solely there to buy time and/or pointcontrol for their team. This sometimes goes for example on maps like Legacy of the Foefire so far, that there are two bunkers in the middle and even when one of them dies, the other one will last long enough to let the first one respawn and get back to the point.

I myself am playing a bunkerguard for my team and know firsthand how strong it can be. You survive while outnumbered against good enemies what makes the game kinda static for me.

That should be enough explanation, because everyone of you should know the problem and this thread is to explain a solution.

One possibility would be to further nerf bunkerspecs, separate Skills for PvE/PvP but in my opinion there is an easier (better?) way to fix the metagame.

I explained above that the strength of bunkerspecs is that they can outlast enemies while outnumbered. However, this would be absolutely irrelevant, when they wouldn’t stop the point from being captured by just standing on it.

My solution is obvious:

A point should get captured by the team, which has more people standing on it.

At the moment the only chance of capturing a point is to annihilate (or knock off) the whole enemy team standing on it. It takes 4 seconds to neutralize a Point and another 10 seconds to capture it for the team.

When this would be changed so that you capture a point while outnumbering the defender, bunkerspecs would lose quite a bit of their strength, but they wouldn’t be completely meaningless.

However, the time to neutralize and capture a point shouldn’t be too fast. The Teams need time to react, else the whole defend a point concept would be meaningless. The exact numbers should be tested and perhaps map dependent but to give you an idea I give you a small list.
Not defended point: 5 seconds to neutralize, another 10 seconds to capture it (more or less like it is)
Defended point, 1 player more than the defender (f. e. 3vs2): 10 seconds to neutralize, another 20 seconds to capture it
Defended point, 2 players more than the defender (f.e. 4vs2): 5 seconds to neutralize, another 15 seconds to capture it

A further increase like 4/5vs1 would be meaningless.

With this change both teams would be forced to react faster when their points are engaged. People would have to call incs early and precise.
There wouldn’t be situations where you see a 1vs3 in the middle that lasts for 20 or 30 seconds (when that’s enough) until you finally get the bunker downed/stomped and start neutralizing the point.
The whole Lineups would go for a more damage (not glassy) oriented build, because they aim to kill people and not to tank them. Glasscanon- and bunkerspecs would lose a bit of their strength, but in the right Lineup they would still be a good choice.
Last but not least the game would be more interesting to watch. There would be more fighting and a lot more movement on the map. New tactics would come up and hopefully there would be not only one way to go.

What do you think about this? Would this fix the current problem in the Meta? Or would it make it worse? In my opinion this would be great.

Greets
LeGi

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(edited by LeGi.3921)