How about this idea?:
You can choose any four traits you want (including master and grand master traits) but you must sacrifice 40 trait points.
I am not sure if this will lead to great imba-ness with some classes. Alternatively, some classes could get an additional trait with the following effect: “If you have 40 unspent trait points, master and grand master trait restrictions no longer apply.”
I think it would be save to introduce this trait to all classes. The trade-off between more traits + stats (status quo) and fewer traits + less stats but greater choice should be an interesting one.
The three capture points could be in a tower with the first one being on ground level, the second one being on the first floor and the third one on the second floor. The tower should maybe be as big as the inner room of Stonemist castle.
The twist of this map could be that the trebuchet is fired automatically on the mid point. Just a guess. That would differentiate it from Khylo.
I don’t play Warrior but they can be a serious pain in the neck to squishy classes like the Mesmer. If the Warrior singles me out without me noticing (in a team fight for example), I don’t stand a chance against that burst. The same goes for low-vitality Guardians.
You could argue that that isn’t the role the warrior should fill. At the moment the warrior needs to be played like a thief but without stealth.
I have also seen a few good hammer warriors but I really don’t know what’s up with the other warrior weapons.
Gap closers (or openers) are abilities which rapidly move you from point a to be, such as teleports, leaps, charges, etc. These are diferintiated from speed boosts.
Okay, let’s talk about gap closers.
One major part of tactical play involves and centres around lines of combat. Where they are, when people cross them, and how effectively you can punish someone for ‘diving’ or crossing your front lines threat range.
Even in chess, an archaic and classic game which often seems a scrambled mess of threats and counter threat, zone control plays an important and highly spectatable role.
Lines of combat also tend to make games a little static in my opinion. Since you mention Chess I would like to bring up the game of Go (or Baduk). In scope it easily matches Chess but it doesn’t have the same “frontline combat” as Chess. In fact, you are able to place your stones whereever you wish (unless you commit suicide). The question is: Can your opponent punish you for a reckless move?
gap closers trivialize this. They enable dives, which permiate front lines and they also allow back liners free escape from enemy dives. It makes your game harder to watch or understand for the uninitiated and it generally leads to a scrambled mess that’s difficult to understand from a distance.
in short: while interesting, gap closers should be issued sparingly. Gw2 hands them out abundantly. I optomistically consider this a ssymptom of PvE. please remove.
Gap closers may trivialize frontlines but so what? The developers never promised up frontline combat in GW2. Gap closers give you more opportunities to attack but using them isn’t a free ticket out of danger. You can maneuver yourself into a dangerous place when using them recklessly.
From an observer standpoint I can’t really see a difference. When spectating a game of Chess or Go (Baduk) or Gw2, it only makes sense if you know at least the basics of the game. If you have no idea of the rules of Chess, observing a game of Chess will be boring. Once the observer knows about gap closers (and other things), observed games will be less “messy” to watch.
(I know this should be in the suggestion sub-forum but no pvp-player is taking a look there. This is why this thread should stay in the sPvP-Forum.)
So far all maps feature a close point for each team. My suggestion would be to introduce a map with a shared close point meaning that the closest capture point for each team is the same point. Other than this, the design philosophy is kept: three capture points and a unique mechanic.
The second capture point is farther away and the third capture point is still farther away. The points are placed on an imaginary line perpendicular to an imaginary line between the two bases.
The unique mechanic consists of a shrine beyound the farthest capture point. Communing with this shrine opens a portal (like a mesmer portal) close to your team’s base. This portal leads to a point between the shrine and the farthest capture point making the farthest point in fact your team’s close point or at least giving your team a quicker way to reach the farthest point. (The portal is one way, because otherwise it would be too much of an advantage.)
1. What do you think of the idea of a shared close point?
2. What do you think of the idea for the unique mechanic?
Pressing “Play Now” often puts you in games where you can only observe because player slots are taken.
I am really glad we have an observer mode now. A-Net has taken many steps to introduce new players to the game. Somehow they are concerned that pvp will confuse players due to the change in gear.
It strikes me as odd that the way the observer mode functions now makes it hard for new players to get into a game. Even if there is an open slot in the game, it isn’t immediately obvious how to join a team or why this screen pops up. I had to coach a new player yesterday on how to get into a game and he ended up in games with only observer slots being open.
I told him to use the filters and when I took a look it turned out that all servers with more then 5 players on them had observer slots only because all player slots had been taken already.
I guess the only way to get out of this situation is to observe a game and wait until the next round in hopes of getting a player slots before they are all taken. For new players this isn’t intuitive at all.
(edited by LoneDeranger.5963)
Hi,
Player symbols on the mini-map should keep their orientation when the ma kitten et to turn around the player. The tower symbol for the base keeps its orientation so it shouldn’t be a problem for the player symbols as well. I hope you understand what I want to say.
This seems like the right thread to post my somewhat more serious suggestion:
Allow rangers to “switch consciousness” with their pet so that the player can directly control the pet while the ranger is being controlled by the AI.
Buying arena tokens for glory would be okay (great even) but buying Gems for glory wouldn’t be in my opion.
I am excited about the observer mode and the custom arenas. The fact that the latter will cost gems doesn’t bother me; however, my final judgement will be based on the implementation.
Nontheless, I think Arena-Net should re-introduce a way for spvp players to earn Gems (or Gold, but I would prefer Gems) through sPvP. PvE-Players can exchange Gold into Gems and then buy custom arena tokens. I would hate for sPvP players to be forced to do PvE just for the opportunity to earn Gold and exchange it into Gems.
I think it would be important to make the earning of Gems contingent on at least some skill in sPvP lest players would start to farm sPvP for Gems. Maybe someone else here has a good suggestion on how earning Gems in sPvP could be re-introduced. Winning a weekly or monthly tournament (if there were some) could be the way to go.
Hi,
What do you think about map specific team set-ups? Many teams choose a certain set-up to deal with a certain map.
In GW1’s HA a team had to contest on different maps which would vary without being able to change the team set-up in between maps. This meant that sometimes skills would be equiped which weren’t really useful on the first map but proved to be useful later on.
I find both modes are viable; however, I am slightly leaning towards the way it was in GW1 because teams are encouraged to pick a set-up that can deal with all maps.
You are actually buffing zergs because they can retake these camps faster than smaller groups. The RI mechanic prevents circle capping and is a good thing.
Guarding small camps isn’t really fun either.
Some people would like to learn a new profession!
Okay, you found an obvious flaw in my idea but the solution is equally obvious: Make the system kick in after 50 games total.
I always liked that feature though..
I understand. I just want to point out the he doesn’t want the feature removed; he just wants an option to disable it.
I know this idea won’t work because no one will play this arena and we wouldn’t want the spvp-community to split up any further. However, I am going to suggest it anyways.
In this pvp-mode you can only play with your least played professions. Let’s say that you can only enter with a profession that you have played for less then 20% of your total games.
The benefit to the community would be that players could start to play a new profession without having to compete with very experienced players. This mode would also be great for total newbies. Even very experienced players would benefit because having reached rank 40 with a guardian doesn’t mean you can play a thief or an elementalist on the same level.
I use it all the time and I would even like to have it automatically executed after I select “deposit collectibles” because of its usefullness. However, it is too small a feature to request.
More choices are always welcome, though.
I would like to have a spvp-suggestion sub-forum, a pve-suggestions sub-forum and a wvw-suggestions sub-forum.
These are all very different things and throwing all these suggestion into one sub-forum makes the whole forum rather untidy.
I like the idea but it isn’t the right thing for Gw2.
However, I really wonder why noone develops Moba-Style gameplay for 3D-Shooters?
This idea is beneficial to weak and okay professions and trait lines. Only exceptionally good ones will get banned. Why would a team ban the thief if banning the bunker elementalist is better for their team?
Teams with a surprising set-up will have an advantage since the enemy team will most likely ban other traits.
Here’s a new idea:
Allow teams to ban dual professions.
Each team can designate a profession of which there can only be one in the other team.
(edited by LoneDeranger.5963)
Well, if they ever introduce custom tournaments, this could be an option for the creator of the tournament.
I am open to suggestions. Maybe each team should get to ban one profession entirely?
The ban is, of course, global, so each team would ban the specific trait line or profession for their own set-up as well. (I forgot to mention this but I thought it was self-explanatory.)
So, if you wanted to play a burst thief you wouldn’t ban the respective traits, thus allowing the enemy team to have a burst thief as well.
correction: too* strong
I would like to see a play mode in tournament games in which teams can ban trait lines before the game. Each team gets to ban two trait lines which must not be from the same profession. If an enemy player has invested trait points in a banned trait line he can redistrubute them to other trait lines (or he can choose to play another profession).
I believe this could add a new dimension of strategy to tournament games since teams would try to disrupt an enemy’s strategy and they would have to be more flexible when it comes to their own strategy. It would encourage players to learn different roles and professions because their original set-up might get banned.
This might also effect game balance since a character build which is considered to be to strong by the community will get banned often.
I like the game the way it is and I would be frustrated if your suggestion were to be implemented.
Just add ranking, ladders, matchmaking and all the things that were promised, a few more maps and we are set.
No, it hasn’t been fixed with today’s patch. The problem persists in tPvP. Please let us know when we can expect a solution, A-Net.
It may be the case that that some person in charge of these things has fallen ill. It can happen. If that was the case, it would indicate that A-Net is understaffed.
In any case, further delay will only provoke more guesswork on side of the community.
Hello,
Wouldn’t it be fun if you could disguise yourself as a wintersday present? When the unsuspecting enemy approaches, you spring the ambush.
Another idea: Make it so that presents have to be carried to a Lord in order to be opened. A large number of players can hide in the present making it a trojan wintersday present.
Since this problem exists only in tpvp, you can still play your mesmer in pve and wvw. Just saying, because you mentioned crafting.
Done from day 1 not in the unforeseeable future
This doesn’t seem to be a complete sentence. What are you trying to tell us?
Some crucial esport features are still missing: matchmaking, ranking, spectator mode.
I believe that ANET would develop these features in a more timely fashion if there was a competing game out there. As far as my interests go, there is no such game on the market right now. I don’t play shooters or mobas and even if I did, they would be very different games.
Some players are leaving because they are unhappy. However, as far as I know, nobody leaves because there is this other great game that achieves all the things that GW2 wanted to achieve.
The market for moba games has spawned many games with a fierce competition benefiting the games and the players. GW2 doesn’t exist in this kind of competition yet — to the detriment of the game.
(edited by LoneDeranger.5963)
Hello,
This happened before the update (which, by the time I wrote this, wasn’t released yet). Mesmer Clones and Phantasms are naked and do not attack.
Î noticed nothing wrong with the trebuchet after the patch.
Kyhlo, the final: 472 vs. 365…
redirecting to lobby in 5 seconds…
great frustration in the entire team
This happened after the patch on 12/3/12
There are no more announcements. This is crucial when the guild lord is being attacked or when there are incoming treb shots.
“Your base is under attack.”
“Your lord is under attack.”
“Incoming!”
—> some examples of announcements that are missing
Why was this removed? Is this a bug? My whole team is affected.
When I try to activate the F2 pet ability I usually hammer F2 because more often than not it doesn’t activate because the pet was interrupted or something. However, there is no feedback so I am left clueless. Is the ability going to activate? That is why I think the F2 abilities should be instant and thus more reliable.
One weakness of the pet mechanic is that it is unreliable.
There is still the giant Karka in the background in my story instance in Lion’s Arch. See screenshot.
I’ve used a spirit on Kyhlo and the effect wasn’t active even though I was standing directly under the spirit. The effect also seems to require line of sight. Is this intentional or is this a bug?
Such a trait already exists: the effect triggers when the spirit is killed. Not that it is very strong, though.
I would like the placement and the activation of spirits to be a strategic choice. As it is now the only thing you’ll want is to maximize uptime.
It is true that spirits die quickly if targeted but I would like this to give the opponent a chance to neutralize the spirit. Low health of spirits should be balanced through strong effects and maybe a larger range of its effect.
I have little sympathy for rangers who want to take their spirits in the midst of battle and expect them to live very long.
Spirits offer many possibilities and I am sure that A-Net wanted to avoid “ghost wars” as it sometimes took place in Guild Wars 1 when teams build walls of spirits or when a specific spirit was vital to a certain team build.
However, spirits as they are now are rather lackluster. Even if the effects of them were great, there is little skill required as you simply create them whenever you can. To address this issue I make the following suggestion:
Make the effects stronger and more noticeable but make it so the spirit can’t be up all the time. For example, duration = 60 secs, cd = 120 secs.
Create a trait that allows rangers to recharge all spirits if a certain condition is met. For example, if the ranger kills an opponent (internal cooldown 90 secs) or when their health reaches 20%.
Create spirits with global effects so that there might be a drawback if used incorrectly. For example, Frozen Soil (rezzing takes twice as long), Bountiful Harvest (whenever you receive boon X, you also receive boon Y), Swamp Spirit (whenever you suffer from cripple, you also suffer from 3 secs of confusion)
Allow the ranger to ground target the spirit in order to place it where he wants so that he can place them out of harm’s way. (or just create the spirit directly under the ranger and not somewhere in the vicinity.)
Some ideas for effects of spritis:
Whenever you are knocked down, you also suffer from bleeding. (global)
Boons on allies last 25% longer but dmg from allies is reduced by 10%. (just your team)
The spirit pulses every 15 secs. With every pulse cripple and poison are removed from allies and foes are crippled for 2 secs.
Elite spirit: when a foe receives swiftness, they are instead immobilized for 1 sec.
maybe I should have posted this under game bugs?
It happened to me, too. I even got to the cutscene in which Forgal tells me to meet him on Claw Island, but then the instance doesn’t end and if I leave I have to do it again.
It worked for me on the second try, though. I believe the bug has to do with Forgal not moving properly.
Hi,
We did a paid tournament today. We’ve won the first round; however, the second round never started — or at least we couldn’t participate. We all got “network error: 178”. We were afraid that the tournament got stuck again but the tournament apparently continued without our participation. As you can see in the screenshot it even reached round 4 of 3!
Eventually we received a chest for the fourth place. It still felt unsatisfactory, because we weren’t given the chance to achieve a better placement. This shouldn’t happen in paid tournaments!
Hello,
I am aware that my suggestion may not be possible with the current server infrastructure. On the other hand it doesn’t seem impossible to do, so please hear me out.
PVE:
I suggest that we get rid of the current server system for all PVE purposes and instead go back to the district system with districts for different languages. There should also be an option to see the current district and an ability to switch districts. People from different servers can already join the same instances (like dungeons) so why not treat all maps like instances. If a player limit is reached a new district (now known as an overflow server) is opened up.
The advantage would be that the first district of a map would most likely be full of players. We wouldn’t have the problem of low population servers.
WvWvW:
The current server choice becomes a team choice which is relevant to WvW and its boni only. Let’s say you have chosen Riverside (de) as a server. When you join WvW you play for Riverside (de) just like it is now. You cannot play with your friend from a different server. However, you could join up with your friend on the Plains of Ashford map and do some events. You will get the Riverside (de) boni from WvW and he will get the boni from his respective server.
sPvP:
There are no changes to sPvP except that the Heart of the Mists will be treated like all other maps with language districts and new districts opening up when needed. This would make it easier to form groups and find teams.
What do you think?
I think all cities have a great design. It is sad that only Lion’s Arch is being “used” by the community. Lion’s Arch is the central hub which is a good thing. However, I would like to see the other cities being “useful” in some other way than the personal story. After having finished the personal story there doesn’t seem to be a need to ever visit them again. (Sometimes I go to one of the other cities in order to craft because Lion’s Arch is so crowded.)
The other cities could have their own festivities (a charr holiday, the festival of Lyss, etc.) that take place in only one city; thus, making it at least temporarily the center of attention. If new dungeons are added, they should be added to one of the existing cities.
It is in the list of known mesmer bugs. Therefore, it is not a new bug. Reporting the same bug over and over again doesn’t help. The skill isn’t broken. It is just that the tooltip is wrong concerning the duration.
It is a known mesmer bug!
The only new thing is that it wasn’t fixed.
Yes, I can confirm that this has happened to me and other teammates. We won’t play paid tournaments until it is fixed.
yes, it is gone now for me, too. I copied everything into word before it happened.