Showing Posts For Lopez.7369:

Please Keep This in the Oct 15 Patch

in PvP

Posted by: Lopez.7369

Lopez.7369

I know this is the PvP forum, but the burning cap is an awful idea in PvE. The last thing PvE needs is another DPS condition cap. If anything, ArenaNet should be living up to its word and finding a fix for bleed cap.

In both PvE and PvP, it really depends on how the cap for burning will work. Will a weak burn effect from, say, a bunker guardian be replaced by a strong burn effect from, say, a condition engineer? If so, that’s fine. If not, this game is about to become a nightmare for a lot of builds.

I also don’t see how this cap can be designed with burning fields like Fire Bomb in mind. What’s the point of those abilities if they’re just going to help cap enemies with mostly two-second burn effects?

(edited by Lopez.7369)

Bauble Checklist for W2 Z3 (Storm Top)

in Super Adventure Box: Back to School

Posted by: Lopez.7369

Lopez.7369

How is this bug not getting more attention? :/

Open Alpha, Dishonor Math, Leaderboard Rtngs

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Posted by: Lopez.7369

Lopez.7369

Good post. I don’t understand why they decided to re-invent their ladder system for GW2 when they hard a perfectly functional and fair Elo system in GW1

http://wiki.guildwars.com/wiki/Ladder

Every player starts at 1200 rating and your rating change after each match is a shift weighted for your (and your opponents ratings). Ladder rank is determined by rating (highest rating at the top of the ladder).

Very simple system that works very well for Chess + GW1, and should work GREAT in GW2. If it ain’t broke don’t fix it =\

You just explained exactly how the leaderboard works in Guild Wars 2.

Is Spirit Watch the most annoying map?

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Posted by: Lopez.7369

Lopez.7369

My suggestion: Upon picking up the orb, replace everyone’s HP and toughness with a flat value, remove all traits, and replace all their skills with something like an attack, a short leap, an evade, and a heal. IE: normalize the orb carrier’s ability, so that some classes (ranger and warrior) aren’t blatantly better at it.

They’ve rejected this because they don’t want people learning new abilities upon picking up the orb. Apparently, never seeing a map in the competitive scene is better than having people learn four or five extra buttons.

Guild Wars 2 lacks guild content

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

Guild challenges aren’t even that difficult in small groups, to be honest. Bounties and puzzles are more challenging, but not in the traditional sense of playing a class well.’

The real TL;DR is that the game has zero difficult PvE content.

Guild Wars 2 lacks guild content

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

The Solution

Disclaimer: These are my ideas. I in no way claim they are the best, most perfect solutions to the problem. I’m sure ArenaNet’s designers can think of much better concepts, and I’m painfully aware that this kind of content is much more difficult to design than it is to theorize.

Dungeon revamps: The dungeon revamps could be leveraged to make dungeons much more difficult than they are today. Maybe this kind of gruesome revamp could even be limited to certain paths to leave some room for more casual players. Of course, it would also have to be matched with a big rewards revamp since even 3 gold likely won’t be enough to encourage a guild to go through trudging progression-based content when much easier content is available with a 1 gold reward.

Time Trials: Another option is adding time trials to dungeons, much like Guild Wars 1 did with some of its missions. The idea is players could be rewarded different medals and therefore different levels of gold and items for clearing a dungeon as fast as possible. The big problem with this option is it would keep the content focused on the five-man group, which requires more of a static group than a guild.

Ten-Man Dungeons: On the PvE side, this seems like the best solution to me. It keeps dungeons for more casual players while creating a whole new game type for the more hardcore. These dungeons should be stylized similarly to raids in other MMOs, so a guild would likely have to schedule multiple nights of attempts to really clear it. Of course, these dungeons would need really enticing rewards, such as unique cosmetics. This would not only give guilds a reason to field a pool of competent players, but it would also provide an incentive to retain and recruit such players.

Guild vs. Guild: On the PvP side, this is the obvious solution. While structured PvP and world vs. world have elements that invite guilds over, instanced 10 vs. 10 or 15 vs. 15 guild battles would seal the deal. Because opponents would be players, this content would have high replay value and demand individual skill and coordination on top of requiring guild-sized numbers. Obviously, this kind of system would require leaderboards and its own rewards — maybe through the new, revamped system that developers are promising for structured PvP.

Conclusion

So there you have it. Those are my ideas. Do you agree with my stated problem? Do you like the solutions? What are your ideas?

Guild Wars 2 lacks guild content

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Posted by: Lopez.7369

Lopez.7369

The Problem: Part 2

There are certain features in the game that could be misconstrued as genuinely challenging content, so let me go piece by piece to indicate why I don’t feel any content truly requires guilds.

Open-world bosses: While the Scarlet invasion and Karka Queen were a good step forward and the Tequatl revamp looks promising, these events are far too big to warrant genuine, individual challenges.

Even the Tequatl revamp will require 80 players. At that point, the problem isn’t so much overcoming challenging mechanics as it is ensuring that 80 people aren’t completely incompetent

That’s how the Karka Queen and Scarlet invasion have played out. don’t require guilds to avoid wiping to certain mechanics; they instead require someone in map chat to tell people where they should be and what event should be completed next.

Dungeons: The dungeons in this game are, frankly speaking, too sloppy to be genuinely difficult. This is something ArenaNet said it intends to address by doing a dungeon-by-dungeon revamp, which was already done in part for Ascalonian Catacombs. But while the AC revamp was fairly promising, it still doesn’t require anything beyond five players (obviously) and those five players don’t even have to be highly coordinated to take down the fight.

With genuine guild content, voice chat is usually required to really coordinate guilds. I would also argue that groups should require 10 or more players to make it clear that it’s guild, not just group, content.

Fractals of the Mists: When they were first announced, fractals seemed like the ideal avenue for challenging Guild Wars 2 content. This hasn’t played out for two major reasons: First, fractals are in desperate need of a rewards revamp. Second, while fractals certainly become more numerically difficult, they essentially boil down to repeating the same bosses over and over. There’s no real progression; there’s just larger HP pools and less room for error because bosses hit harder. Under ideal progression-based content, there would be different fractals and bosses every 10 levels or so.

Structured PvP: Honestly, this is probably the closest content to requiring a guild. It’s genuinely challenging because the opponents are equally skilled players, and coordination is absolutely necessary at the highest tiers. But I don’t feel this qualifies because it only requires five people, which is more a group than a guild, and it entirely leaves out PvE content, which cuts a huge portion of Guild Wars 2’s player base.

Guild Missions: Guild missions are another piece of content that seemed promising first but ended up falling flat. The big problem with this content is that it can be zerged down. All of the content, even the so-called challenges, is essentially trivialized by bringing large groups of players. This inspires the behavior I detailed earlier in which guilds recruit for numbers, not skill. Whether that’s a problem with the scaling system or open-world content in general is up to anyone’s individual interpretation. Personally, I believe open-world content can never be as challenging as carefully constructed instanced content.

World vs. World: While some battles can certainly require wits and coordination, most of world vs. world breaks down into proper coverage, meaning having the right numbers to field people at different places at different times of the day. Once again, this comes down to a numbers issue. So while a guild may win a battle by out-coordinating opponents, chances are that guild will fall over to bigger numbers and, even worse, winning the battle rarely does much to win the war.

By showing all these examples, I hope it’s clear that there is a problem. Currently, Guild Wars 2’s content is either too innately easy, too unrewarding or too prone to zerging to be genuinely challenging. That means something else has to come about.

Guild Wars 2 lacks guild content

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Posted by: Lopez.7369

Lopez.7369

More than a year later, Guild Wars 2 has clearly improved and expanded in several areas. But at the same time, the game has retained the one flaw I’ve seen in it since launch: the lack of notable guild content. While other MMOs, including Guild Wars 1, have content that pushes guilds to their limits, Guild Wars 2 has failed to produce that genuinely challenging content. This post is a call for change.

The Problem: Part 1

Let me start by establishing what I don’t think is the problem. I don’t think ArenaNet and its developers are lazy, incompetent or arrogant. Time and time again, they have proven that they’re capable of delivering content at a brisk pace, innovating and listening to the community. So that’s out.

Still, there is a problem. Currently, Guild Wars 2 has no content that genuinely engages a guild and the coordination required of guilds in difficult multiplayer content.

To gauge this, I like to look at guild recruitment with one basic question: Is the guild recruiting for numbers or merit?

If it’s numbers, that means the guild isn’t concerned about whether some piece of content will be too difficult; instead, it’s trying to tackle content that just requires more bodies. This means there’s not enough difficult content.

If it’s merit, top- and even medium-tier guilds will usually have some sort of application process that looks at the qualifications of individual applicants. This means there is difficult content that requires truly qualified players.

Currently, the huge majority of guilds in Guild Wars 2 are recruiting for numbers. That, to me, shows the problem.

Lag is officially out of control

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Posted by: Lopez.7369

Lopez.7369

The servers seem to be tumbling down.

Empyreal Fragments are absurd

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Posted by: Lopez.7369

Lopez.7369

WvW is sketchy at best. Camps only have as good of a return as Jumping Puzzles, and I’m a little unsure about towers since I haven’t been lucky enough to be on during a time when we’re capping them.

I wouldn’t say it’s really worth the time unless you’re just steamrolling through all the enemies camps and towers..

Yep agreed, I get some but not much, certainly not nearly as much as the bloodstone and dragonite

Maybe in world vs. world. In normal PvE, getting Bloodstone Dust and Dragonite Ore is easy, especially in comparison to Empyreal Fragments.

To be honest, world vs. world players are just screwed by this patch.

Necros stomping vs all other 7 professions.

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Plague stomp, hooooo.

Spectral Armor change request

in Necromancer

Posted by: Lopez.7369

Lopez.7369

Everything about this thread is wrong.

Spectral Armor is one of the most taken utility skills in PvP. It’s insane survivability. Popping it and Death Shroud at the same time is the easiest way to survive through Berserker Stance or a thief’s opener.

Necromancers have plenty of ways to deal with conditions: Deathly Swarm, Putrid Mark, Consume Conditions, Well of Power and Plague Signet.

This change would be a huge nerf and completely unnecessary.

Has SAB been ruined?

in Super Adventure Box: Back to School

Posted by: Lopez.7369

Lopez.7369

I think the difficult is fine, but the length is ridiculous. Even in Infantile Mode, World 2 Zone 2 takes way too long.

Lag is officially out of control

in Account & Technical Support

Posted by: Lopez.7369

Lopez.7369

Temple of Melandru event was at -9:17 before it completed. That’s negative, which means the event lagged so badly that it lasted more than nine minutes after the timer hit 0:00.

This is an extreme case, but it’s not atypical. Every single event has some form of skill lag. It’s awful.

Same deal in world vs. world, which always lags any time an army hits the middle keep in Eternal Battlegrounds or any of the borderlands.

This is ridiculous. Throw money at the servers, speed up the optimizations or at least turn on overflow servers in Orr. Just do something.

Do jumping puzzles reset at 8 p.m. EDT?

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

Or do they follow another timer?

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

You are severely overestimating the typical player, even the typical hardcore player, if you think five dungeon runs a day is normal. Even two or three is unreasonable, especially in the context that these runs are required.

It would be one thing if this game’s dungeons were fun. But, by ArenaNet’s own admission, the dungeons are terribly designed and mindless.

Anyway, my guess is Empyreal Fragment drops get buffed soon. It’s just too difficult to come by them right now.

Luck From Salvages

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

RNG. That’s it.

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

You’re underestimating how long getting those chests takes, and that sounds even more repetitive than dungeons and jumping puzzles.

I was hoping someone would be able to justify this massive grind, but there’s no excuse that doesn’t go against the core philosophy behind Guild Wars 2. What a shame.

Looking to get an idea on the state of GW2?

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Posted by: Lopez.7369

Lopez.7369

The game has no challenging PvE content. The closest features are Queen’s Gauntlet, which was already removed, and Super Adventure Box, which is a huge jumping puzzle that’s completely unrelated to the core game.

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

I seriously doubt most people farm chests. I definitely don’t when doing world vs. world and boss events, which used to consume most of my play time.

Remember this?

Colin Johanson to Eurogamer: “Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game: armour pieces, potentially different potions – a lot of that is still up in the air and we’ll finalise a lot of those reward systems as we get closer to release. And those come off of things like the bosses at the end of dungeons – the raids.”

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

Travel time.

Also, jumping puzzles are supposed to represent the highest amount of time it would take in the original post.

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

The point is how much time it takes. Listing alternatives that take longer doesn’t address my concern; it actually makes the issue worse.

Empyreal Fragments are absurd

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

Assuming everyone uses a one-handed weapon, off-hand weapon, and two-handed weapon, you need 1,500 Empyreal Fragments. Then there’s two underwater weapons. That’s 2,500 Empyreal Fragments.

The best way to get all of those fragments is dungeons. Each dungeon gives 20 Empyreal Fragments. That means all the ascended weapons require 125 dungeon runs. Assuming each dungeon run takes 15 minutes, that’s 31.5 hours of gameplay just for Empyreal Fragments.

If someone wants to do it through jumping puzzles, it will take an average of 625 jumping puzzles to get 2,500 Empyreal Fragments. Assuming each jumping puzzle takes five minutes — a very generous estimate — that’s more than 52 hours of gameplay just for Empyreal Fragments.

As a comparison, it takes 84 temple events to get 2,500 Dragonite Ore. That’s 21 hours of gameplay at most.

Is this intentional?

Colin Johanson to Eurogamer: “Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game: armour pieces, potentially different potions – a lot of that is still up in the air and we’ll finalise a lot of those reward systems as we get closer to release. And those come off of things like the bosses at the end of dungeons – the raids.”

(edited by Lopez.7369)

Bloodlust in the Borderlands Details

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Posted by: Lopez.7369

Lopez.7369

Nice. Now armies can cluster in the middle of the map and cause skill lag in the borderlands, the only limited refuge from the game-breaking problem that hasn’t been fixed in more than a year.

Unresponsiveness

in PvP

Posted by: Lopez.7369

Lopez.7369

It’s honestly not infrequent for me. I always notice a few skills not firing off during my daily three matches.

(edited by Lopez.7369)

Rangers deleted from pvp, again

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Posted by: Lopez.7369

Lopez.7369

This change disappointed me. It seems like it just shifted the problem rather than fixing it.

Skill lag out of control

in PvP

Posted by: Lopez.7369

Lopez.7369

I posted about this here: https://forum-en.gw2archive.eu/forum/pvp/pvp/Unresponsiveness/

I don’t think this is lag. This is unresponsiveness. I know when I have skill lag in world vs. world, and this is completely different.

Did PAX do more harm than good?

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Posted by: Lopez.7369

Lopez.7369

Making structured PvP free to play and adding a competent reward structure would do a lot to revive PvP.

Admittedly, a competent reward structure is a lot of work, but that’s why it should have been prioritized one year ago or even earlier in a game that’s aiming to become an e-sport.

SURVEY: 4 PIPS CONTROL POINT

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Posted by: Lopez.7369

Lopez.7369

Most fights would be about zerging instead of splitting teams in a coordinated, intelligent manner.

but if a zerg of 5 clashes on with a zerg of 5, and one team wipes the other, they already won 1/5 of the game, yes?

I’m not sure what that has to do with anything. The point is that straight-up five-on-five fights aren’t that common because splitting is made more possible by conquest’s mechanics.

Who here is happy with Anet and spvp

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Posted by: Lopez.7369

Lopez.7369

Nope. It’s embarrassing how bad of a state structured PvP is in compared to the rest of the game.

SURVEY: 4 PIPS CONTROL POINT

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Posted by: Lopez.7369

Lopez.7369

Because it would eliminate tons of viable strategies without much in return. Bunkers and bruisers would greatly diminish in value. Doing tons of damage would take precedence over clever surviving. Most fights would be about zerging instead of splitting teams in a coordinated, intelligent manner. It would make it more difficult for someone who’s winning an outnumbered fight to get a cap, even though that kind of situation deserves a huge reward.

One of the few genius moves on ArenaNet’s end is to make conquest not work like you suggested. The game is much better and skillful because of it.

SURVEY: 4 PIPS CONTROL POINT

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Posted by: Lopez.7369

Lopez.7369

No.

/15characters

Did PAX do more harm than good?

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Posted by: Lopez.7369

Lopez.7369

Making structured PvP free to play would be interesting.

Don't make a new map! Solve the skill lags!

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Posted by: Lopez.7369

Lopez.7369

I honestly don’t understand how skill lag isn’t a No. 1 concern above everything else to the point that ArenaNet is throwing every resource at the problem. It’s probably the one thing in PvP that would make a casual player quit on the spot. People don’t put up with lag, especially when it causes horrible gameplay. (I understand they’re working on it, but I doubt that it’s a top priority, considering it’s still a huge problem in the game one year later.)

I’m also not sure Devon said time dilation wouldn’t work in Guild Wars 2. I actually agree with that, but time dilation actually does happen in Guild Wars 2 right now. After the server lags for a bit, everyone in the zone appears to gain haste. All attacks fire off faster, even downing people. This happens to everyone. So if time dilation doesn’t work — and I agree it doesn’t — why is that happening?

(edited by Lopez.7369)

A Summary of the Scene 1 Year in

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Posted by: Lopez.7369

Lopez.7369

Just remember when ArenaNet said one year ago that all e-sports, even League of Legends, took time to build. But those games were on an upward trend from the start. The same can’t be said for Guild Wars 2’s structured PvP, which is now undergoing a downward spiral at every level of play.

subverters paid to bomb gw2 with negativity?

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Posted by: Lopez.7369

Lopez.7369

GvG can take more skill depending on the size. I would say 10v10 takes more skill than conquest, but 20v20 doesn’t.

subverters paid to bomb gw2 with negativity?

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Posted by: Lopez.7369

Lopez.7369

Being in the top 0.5 percent is still impressive. That would be gladiator in WOW.

Solo queue population: 17,000

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Posted by: Lopez.7369

Lopez.7369

I wonder what the net effect of Skyhammer is on the solo queue population. I doubt it’s having a huge impact, but it wouldn’t surprise me.

Did PAX do more harm than good?

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Posted by: Lopez.7369

Lopez.7369

I’m not really sure how anyone can think the viewership numbers are decent or even acceptable, but, again, they’re the least important point in the OP.

subverters paid to bomb gw2 with negativity?

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Posted by: Lopez.7369

Lopez.7369

Give me a break. This game didn’t get major balance changes for two months. During that time span, we had the worst metagame ever. This isn’t even disputed by any high-level player; it’s unanimous that this metagame sucks. Expecting something like that to get fixed isn’t being over-demanding or unrealistic; it’s expecting the very, very basics.

On top of that, the structured PvP scene is clearly dying because ArenaNet is so slow. Do you remember one year ago when ArenaNet was saying that e-sports take time to build up? Guess what’s happened in one year? The game’s chances of becoming an e-sport have actually plummeted as players — even the most hardcore — have left in droves.

There are a lot of instances in which players are just being whiny or unrealistic. I think that applies to a lot of the people who complain about Guild Wars 2’s fantastic world vs. world and PvE content. But structured PvP is clearly trending downward. Making up conspiracy theories that mask that fact is doing a disservice to the game type most of us want to see succeed.

Even if some people are getting impatient, it’s hard to blame them. This game launched without extremely basic features, including solo queue, matchmaking, leaderboards, single-match queues and a competent reward structure. When people have been waiting more than one year to get the basics, it’s unsurprising that they’re getting upset.

We will have Cantha & Elona (official).

in Guild Wars 2 Discussion

Posted by: Lopez.7369

Lopez.7369

This article is from July 5.

Sept 17th: WvW, LFG, and Te'Quatl

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Posted by: Lopez.7369

Lopez.7369

If the Guild Wars 2-style of raiding is not instanced, then it’s pretty much confirmed that this game will never have difficult PvE content.

Solo queue population: 17,000

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Posted by: Lopez.7369

Lopez.7369

Source: http://www.reddit.com/r/Guildwars2/comments/1liii8/less_than_17000_people_have_played_solo_queue_in/

Keep in mind it doesn’t take hotjoin into account, so it’s not necessarily representative of the entire population.

Still, this probably explains why we get so little attention in the first place. This is a terrible number, particularly when considering the game has about 450,000 peak concurrent players.

(edited by Lopez.7369)

Did PAX do more harm than good?

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Posted by: Lopez.7369

Lopez.7369

With that said, the issue with PAX is it likely took away more players than it added. I would honestly be surprised if they see a statistical bump even in the short term, and it’s most likely a net negative in the long term.

Theoretical vs Factual

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Posted by: Lopez.7369

Lopez.7369

Berserker Stance was buffed from four-second duration to eight-second duration after the necromancer patch.

Did PAX do more harm than good?

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Posted by: Lopez.7369

Lopez.7369

My thought process isn’t that the WvW and PvE players would make up the entire population, but just making structured PvP feel active in some way could attract way more competitive players. One of the game’s biggest problems right now is that it feels pretty dead when someone solo or team queues and gets the same pool of people over and over.

Basically, we need the bronze league players to make reaching diamond league feel more meaningful and interesting.

Besides, the game is absolutely not going to become an e-sport at the current rate. Might as well try new approaches.

Theoretical vs Factual

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Posted by: Lopez.7369

Lopez.7369

Shrug, that’s the way it is. Especially NA, people treat nodes like lanes and pretend they’re playing LoL. No one comprehends that it forces the same kind of play as GW1 GvG with splits and collapses because they don’t play it like that. They’d prefer to split 3 ways, get collapsed on, and lose.

Here are the key differences:
No NPCs.
Different secondary mechanic to flagrunning every map.
Faster pace of play/no backline means no 28 minute stand fights. Except on foefire.

The last one is another kitten check. Do you give up 10 points by waiting 20 seconds to regroup if mid is capped or do you stream in? Guess which option 99% of people choose?

I mean look at the OP. “The mode forces everyone onto a tiny point”. Sure, if you think you need to have 5 people capping. Tell me again how it’s not players failing at conquest. Please.

This is actually accurate. I don’t know how any high-level player could disagree.

Did PAX do more harm than good?

in PvP

Posted by: Lopez.7369

Lopez.7369

The biggest problem with PAX is that it stalled balance changes for two months or so. I don’t think anyone quit because of the tournament itself; the issue is what surrounded the tournament.

I think the only thing that can revitalize structured PvP at this point is a solid reward structure that pulls in players from world vs. world and PvE.

GW2PVPTV Introduces: State of the Mist

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Posted by: Lopez.7369

Lopez.7369

Helseth, Supcutie, Countless and Xeph.
Denshee and Phantaram.
Caed and, if you dare, Vanish.
Zombi and Symbolic.
Battosai and Niah.
Azhene and Lord Nag.
Teldo and Teldo.
Rippii and Fredz I guess?
There’s not a lot of long-time competetive warriors around, that’s what I think atleast.

I tried to divide the names into some kind of pre-patch profession pool.

I bet that every single one of theese players are worth listening to, they have a deep understanding about sPvP tactics and competetive play, the classes and builds with all of their pros’ and cons’. Getting two or three of theese wouldnt be too hard right?

Just make sure to get Helseth in there. Entertaining.

Half that list has quit or is quitting the game.

Unresponsiveness

in PvP

Posted by: Lopez.7369

Lopez.7369

I’m starting to get used to having to smash some abilities a few times before they go off. That still involves an inherent delay in using my abilities, though.