Now you can press 4 × 247 and make some dyes then only 3×247 presses and you can transfer it to currency that is actually useful – gold. So you are only 1700 clicks away from kewl reward, gl hf.
It’s 2014, come on we should be able to speak to them in game, just like every other game out there. Nobody wants to type while in combat.
VOIP is intrusive. It’s not always possible to be on VOIP because of what’s going with your surroundings. Not everybody wants to be in a call, especially with potentially annoying or abusive strangers.
Teamspeak exists for a reason, if you need those features, everyone has it. Implementing voice chat into the game seems to be redundant. I remember voice chat being implemented into another MMO that I played, and it was low quality as well as hardly ever used.
So, that’s why I am all for empowering team-wide voice emotes.
VOIP should be implemented, because using a teamspeak has more problems if the group is not coordinated – soloq, you need a server, same version of the program, locked channel, program increases lag, you have a small window to log in etc. If a group is coordinated they can use whatever they want already.
I do not understand this fear of talking to strangers – what is wrong with people nowadays? Oh noes he may yell at me, oh noes he may be rude or loud. Well that is where a mute button comes into play, or maybe looking at your gameplay and actually understanding that the person yelling was actually right – you did something wrong? How come writing something rude in a loud manner (for example “You are a TOTAL * why did you do X INSTEAD of X?!!!111”) is better than hearing it in a voice?
A good example is counter strike – any newer version, even 1.6. You can say it has the same system as smite, you can press a button to get a list of commands that then are said to everyone in your team. Noone uses it because mic chat is a lot easier to operate, has a lot more useful information. CS: GO has actually made a thing that was only a mod in CSS servers – an ability to use voicechat after you are dead, making ts meaningless, unless you know that people are spectating and may use your secret tactics for themselves, then TS comes into play, but its only used in tournaments.
(edited by Lukin.4061)
That’s terrible, so I have to get another thousand wins on EU because I was previously NA? Or is it just a few wins?
I would guess another thousand, though I am not sure about it – this bug is here still since beta, development at its finest…
I hate to sound cliche… but it is a slap in the face.
If you would count everything anet have done with pvp poorly as a slap in the face, it should be a pulp of mashed tissue by now…
P.S. Will go and play 300 hours of pvp now to not waste this wonderful reward that I have been receiving since release.
For me it is strange that they developed immunity to one kind of damage – conditions, but not the direct one. If there is a trait that you are immune to conditions at X amount of hp, why shouldn’t there be you are immune to direct damage at X amount of hp?
Also after they talked about decreasing the passive play, still added DS…
Are they going to fix getting stuck in terrain on Foefire and Temple when using blink in this patch?
That would require a super feature patch, or an expansion for 60-70 euros…
Because rank does not effect the economy of the game.
Is that a bad thing or a good thing in your opinion? Because if a person has 10 thousand wins I’d think he may be a good candidate for top rank.
Good suggestion about 2×2, but since anet has been ignoring it for about a year and a half I doubt they will do anything with pvp.
Skyhammer in competitive scene is like in counter-strike after playing d2, nuke, inferno, you would get some crappy fy_skyday map made by a 10 year old in couple of hours…
From 5 thieves I am guessing you are playing hotjoin, so a suggestion – dont run in zerg, move to enemy close point at the start of the match to decap it as soon as they leave (and they always leave). Always decap points, killing is not important.
A. Soon
B. When it is ready
C. Both answers are correct
You must be new around here, because the community was very supportive at start, but then more and more people understood that the game developers do not work on pvp at all – it was almost 2 years and we got:
3 maps
A “Leaderboard” “system”
Correct me if I am wrong, but I think that is it – nothing more was added (removing paid tournaments and splitting them in 2 does not count, it is just reusing something old).
You will get increased rank points, nothing else.
25. Actively reacting to passives is a great mechanic.
Everybody stopped giving a kitten : I
With anet you should always have 0 expectations I think everybody who has this game since beta already realized that in 2013.
After the dhummfire buff necro received nerfs in other areas, and now they will remove dhummfire as a crit proc and at it as a ds ability proc without removing the previously mentioned nerfs, so you wont have any problems with this class.
Game as usual got worse, all it is is just more spam, aoe spam, cc spam, evade spam. Most played classes are hambow war, decap engy, mm necro, and bunker guard that was in mid bunkering since beta =].
I think there are plenty of guides how to defeat AI, too bad it is misplaced in pve section : I
Don’t add it only to soloQ – teamQ people will feel left out again, just look at all the topics asking devs to add skyham to teamq. All the maps should be transferred to teamq, skyhammer, capricon, spirit watch, all the good stuff. Actually these maps are so flawless they should remove all the other ones…
Well one of the reasons they use % is most likely to avoid showing that there are couple thousand pvp players from couple million game copies bought.
..make it at least that you are invulnerable for sec while using portal.
Don’t do this… The least they can do is remove it from soloq, no need to waste any more time on this broken thing trying to fix it.
i am honestly rather curious how does 4v5 even happen…i had plenty of games where 5th person never appeared from begin with….
how is it possible?
People disconnect or quit after they have a match. And Anet tracks that. And they don’t factor it into ratings of the match. And they don’t make any attempt to pull someone else in that was in queue. It’s just terrible planning.
All of these faults are symptoms of a F2P game that will never amount to kitten compared to a game with a monthly subscription where satisfaction is #1 over cheap thrills.
1. Gw2 is buy to play not free to play.
2. Game with monthly sub is almost always aimed towards lengthening the amount of time a consumer has to spend to achieve something he wants. For example in wow there were instances that lock for some time, gear grinding to pvp, etc. All simple mechanism to prevent you getting something too fast, thus increasing the chance of stopping to pay sub fee every month. Also basing your reward system on skinner box does help allot.
3. Back on topic: I have no idea how anet cant just copy/paste the ready system from any other game that is currently in the market (cs:go, lol, dota2, etc.). I got back to gw2 after a month and from first 5 matches only 1 was 5×5 all the others were lost at start…
(edited by Lukin.4061)
For me it is a lot more fun to play against a premade in teamq as solo player and get defeated almost every time than to win a skyhammer match.
I think there is no simpler build than hambow (hammber longbow warrior) you can either google it or you can wait when I get on pc to copy paste the link here =]
Flags as in wow where you have to channel for some time to cap? Because then some classes could harass a point for eternity and no one could get points.
Or did you suggest a CTF?
Don’t feed the trolls, skyhammer always was and always will be (I HOPE) the worst thing that happened to soloq.
Only 10k games till 80. Good job
Just make a strawpoll and put a link here.
Do not know which one would sell better – the asura or skyhammer one? Both look almost mandatory in spvp…
This topic will probably be removed, because you can’t make a petition in the forums. Also because some dev worked really really hard to make (or copy from q3) this crappy map, thus we need to endure this abomination.
I actually started going to teamq solo – it has better rewards, no skyhammer and people tend to communicate more.
How to handle the unlocks? You do NOT implement them.
Certain builds really need to be fixed before anything else in PvP advances.
Condi Warriors
HamBow Warriors
AxeSword Warriors
PU Mesmers
Necros
S/D Thieves
MM Necros
Spirit Rangers
Certain builds need to be fixed, like a build called necro? A class with a lack in mobility and stability is considered a build that needs to be fixed (nerfed). All the classes in gw2 are easy to play, strange that you have not mentioned a bomb engy that spams aoe on the point constantly or guard that was all the way from beta and still is the best class to bunker mid. Before the patches a cantrip ele could be played just as easily, now since nerf the class still cant find its place.
Noooooooooooooo (15 char ftw)
Team deathmatch? Yes please. It would actually be fun to watch as well.
CTF? No ty. In order to try to balance it, they’d have to start disabling skills (think orb runs) which is not fun.
Taking a flag gives you 5 unique skills and gives you unique equal stats (you become a Flag carrier class for a moment) – no need to disable any skills, and a fun mode.
http://www.guildwars2guru.com/news/960-class-balance-philosophies/
The above is a link to the discussion you were referencing.
Thank you for the information, so according to devs:
Warrior
We want the Warrior to be capable of good melee damage in a sturdy body. They can still do some decent damage at range, but they aren’t as good at it as the Ranger (with their pet). They have a hard time taking enemy boons down, and instead, have to just go through them with raw force. They may have a hard time with enemy conditions, and may need to ask for ally help in order to keep themselves free of hampering conditions.
Guardian
The Guardian is a heavy armor class who relies on boons to make up for their low levels of innate health. They focus on area control and punishing enemies for the position on the battlefield. We want them to feel very powerful when their boons are active, but if those boons are removed, they will start to feel pressure. They can remove conditions more easily than the Warrior, but share the Warrior’s need to be in melee range to dole out maximum damage.
Ranger
The ranger class combines its own innate abilities with the skills of their pets. We’ve balanced the class around the idea that you always have a pet with you to aid in any fight. The fact that the ranger can have multiple pets allows them to combine their pets in ways that most impact the current fight. We want the Ranger to have some of the evasion enjoyed by the Thief, as well as the mobility other classes employ. The class is able to deal physical or condition damage, and it can do this in melee or at range.
Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.
Thief
Thieves are the masters of mobility, stealth and high single target damage. They can be very fragile if you counter their stealth with area of effects or large stacks of conditions, but they trade this fragility in order to have some of the highest burst damage in the game. They are able to help allies through traps, venoms and the mobility to flank most encounters.
Mesmer
Mesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks.
Ele
We see the elementalist as the king of versatility. The skill ceiling for the Ele is exceptional, as the ability to leverage all four attunements at the right time is crucial for understanding the elementalist. The Ele boasts some of the best team support and control abilities in the game, as well as some great area of effect damage.
Necro
The necro boasts the highest natural health of all the caster classes, and also has death shroud to extend that life total even higher. While they don’t have some of the escape or damage reduction capabilities that other classes boast, they do have a lot of ways to win attrition fights. They have access to poison on multiple weapons, they are able to combine condition damage with raw damage, and they have multiple disables to interrupt enemy skills. Necomancers also have multiple movement disabling abilities, while allows them to chase down enemies who are low on health.
Is it just me or some classes really do not have as strong designed weakness as others?
Please do not make this a topic about nerf or buff classes – there are plenty of them in forum. So no one else remembers the designed weaknesses? =]
If I remember correctly when developers after release talked about class development they mentioned that all the classes have a weakness that was designed, because that will create a more balanced team-work based game. For example:
Warrior was supposed to have problems with condition cleanse.
Necromancer was made without mobility to work more with “attrition” gameplay.
Thief was planned to die quick if someone focuses him.
Too bad I cant remember or find other weaknesses that were supposed to be in classes. So I have two questions:
1. What were the weaknesses for other classes?
2. Do you think that this designed is still here for all the classes or did the devs change their minds?
The advantage is quite great – it is difficult to see what asura is casting, it is difficult to spot what weapon is in the hands, it is difficult to target it in a particle effect mess if tab targeting glitches out.
My solution is one that was suggested months ago – add an option to see all enemy players as humans. So people that like those rat people for some reason can still use them in pvp just for looks, but people that want an unfair advantage cannot get it from race select.
1. More pvp modes
2. Remove skyhammer from sq
3. Ability to see enemy players as humans
4. Better infrastructure for pvp (for example a normal ready system not crap that we have now).
5. Balancing that focuses on reducing spamming and passive gameplay.
Good sarcasm OP, shame not everyone got that you were joking : I
As mentioned before I too think the reason they did not put any traders in the mists is the pve crowd. At start of the game teleporting was considered a currency well, where pve players had to spend money thus reducing inflation of gold, like armor repairs for example. If there were bankers and auction house trader (forgot the gw2 name for this npc) pve players wouldn’t have to teleport back and forth from cities and would just use mists instead. This would increase the gold inflation and increase the amount of people in the mists that are not interested in pvp.
But as a pure pvp player I would like this addition. We need:
- Bank
- AH vendor
- Laurel merchant
Then I wouldn’t be forced to leave mists at all.
(edited by Lukin.4061)
So I came back after playing some other games, made a dps class that i have no experience in pvp but I grinded alot of mobs, and went to grind pvp achievments. Then at first match I saw a mesmer. I was too lazy to switch my weapons and just ran towards him, then out of no where more mesmers popped up, ran to me and exploded. I was dead in 0.01 sec.
Granted I was trying weapons I never used and played my class as a dps and I did not use any utilities, I did not dodge, I did not try to do anything. Having this insane time to kill on good players like myself is unacceptable. I am not even going to bother finding anything else about this previously mentioned occurrence – I am not interested how to improve my gameplay because it is impossible in other games to die so fast for me, thus the logical move is to go and play them.
Hopefully when I come back the combat would be a lot slower and I wont be needing to react to anything, since having a second or a few seconds to press a button is apparently too hard.
Bunker that can hold mid, so guard probably in most maps.
Working as intended, that is the scary part : O
The rules are you are allowed to exploit as long as it doesn’t affect pve.
This
Yes, Skyhammer is one of the best maps. It require a lot of control.
I rather see Raid on the Capricorn go. It’s just bad and need some work to feel and play better. Every time people rotate and capture one after the other. It doesn’t feel right. The cannon is good but it feels out of place as well, not as popular as the Skyhammer. Rework Capricorn. Skyhammer should stay.
Capricon is not played in soloqueue, skyhammer should not stay in soloqueue noone cares about hotjoin.