At first when I just purchased this game and was able to play BWE1 the combat was amazing – I have never seen such an interesting control system for characters. The ability to block, dodge, evade attacks by pressing actual skills and not relying on % of block % of dodge from your gear was great.
But now the combat became I spam my stuff you spam your stuff who is standing after spam wins. It is still better then most other mmorpgs, but not as good as I anticipated.
I find combat extremely boring to watch, tried watching tournaments and there was no way to tell who was doing what – most people use asuras, there are a lot of effects that could block even the biggest character and everyone spams.
I find it a good test for this is to show games to people that have not played them and observe their reactions. For example showing cs:go mostly everyone understands what players are doing. I showed gw2 combat and most of them had no idea what was going on, some had strained their eyes, one person understood that the fight is for colored circle, one person asked is this some kind of mutant rat (asuras) gladiator arena.
So in short the combat is not that interesting to play and definitely bad to watch.
Hello, I have not played in quite some time and have a few questions about the current state of spvp:
1. I have read that glory will be removed from the game and instead we will have gold. So my question is what will be glory to gold transfer ratio, because surely they cant just delete one currency of an entire separate game mode without anything in return?
2. Will the matchmaking be fixed, because today from my 2 matches in solo queue I had one fight 4×5 and another fight r20-30 against r50-60? Or is the mmr considered fixed in its current state?
3. Did they ban skyhammer exploiters or has exploiting became a not bannable offence? If it still is I have seen people farming this map yet again.
4. Did they add anything new to the game besides reskinning the mysts and adding npc that sells some pve gift packs for glory?
5. Are there any changes in rewards? Because the tournament chests I have opened still had the same crap as previously and I am too annoyed to open them all.
Thanks in advance for your answers.
I have always played a non-default build that I have made myself in all the games and gw2 is not an exception. Even when I still had my team (that was up to two months from launch) everyone ran builds that were fun for them, not the most powerful ones.
No, I hate MOBA games. They’re worse than conquest. It’s like conquest with level grinding and PvE mobs.
Why would anyone want that in their PvP game?
This ^
They think what “would be really cool” and then implement it =]
Watching paint dry is more fun than watching “gvg” or to call it more accurately zvz. You have your wvwvw maps for that go and enjoy it there, no need to push silly modes.
Farm glory points and spend it every 10 lvls for buying golden chest from the vendor of your rank.
Ninja nurse thief probably most OP https://forum-en.gw2archive.eu/forum/professions/thief/NEW-THIEF-BUILD-Time-to-adapt-once-again/first#post3034281
You cant get new pvp skins by doing pvp, you have to do pve and buy keys, then unlock some pve chests and then when you get skin transmute it to pvp item.
Source: https://forum-en.gw2archive.eu/forum/pvp/pvp/Halloween-pvp-items-drop-from-chests/first#post3040791 red post
Someone needs to chain you… : |
Its a place where hope comes to die
Most fun is when you wait for 20 minutes for skyhammer and still play 4×5, because someone went afk…
Now that pure skill on ranger playing one of the hardest builds possible…
Yep all of these sound like great ideas. Probably won’t see any of this come to fruition for another 2 or 3 years.
Fixed : "
Haven’t you noticed the huge change ? Check the amulet names – that took at least few months to develop, so appreciate it.
Long time ago I was told that gw2 will be a triple A pvp mmorpg. That still haunts me every patch : |
Well i watched the video, first and only thought: like hotjoin 8×8 BUT worse.
Its pvp, no one from anet cares about pvp so go ahead and farm away. But if it was PvE buying something for karma and selling it for gold, well that is a different story altogether – they blocked mail service to stop gold from spreading, they permanently banned players that did it (some even had no idea it was an exploit) and it was solved in few days.
View enemy models as humans – that should be in options. Similar to tank jr. skin in quake3.
P.S. Have no idea how rat people can be cute to anyone, but hey to each their own…
I would say its about 30%-40% of uneven matches (3×5; 4×5), 20-30% of matches with at least one player with low rank and no idea what to do, 5%-10% of matches with outclassing – for example 2 guards 2 cc wars 1 engy vs 3 mesmers 1 necro 1 thief (yes I know that you could swap chars before fight, but if the system would work you could make 2 mostly equal teams from these classes).
And the rest of the fights are truly fun with close wins/looses, well balanced team comps, same skill level players. Too bad its such a low chance to get one.
P.S. Forgot to mention fights on skyhammer, thus reducing chance of getting a good fight even more.
(edited by Lukin.4061)
Well I play pvp for few reasons:
- Hoarding precious glory
- Getting the same items over and over again and then crafting them to materials that are already overcapped in bank
- And of course achievements – the only true way you can compare your pvp skills with others
But in all seriousness I play gw2 pvp because I like the mechanics of pvp and that they added solo queue that works well 10%-15% of the time.
You lacked honor in your battles… Or you left too many matches.
(edited by Lukin.4061)
Dueling = fun, so no way you will find it implemented in spvp.
Now think about profession skills in this game – how many classes have multiple ways to avoid dmg, how would anet deal with skills like mesmer portals, how to evenly incorporate progression, because some classes have traits/utilities that are useful immediately and some classes have traits/utilities that aren’t, etc. And compare it to all the moba games.
Also if you want to take gameplay from other kinds of games, why not: make a mode with 2 cap. points, ~2 minute rounds, without spawning when dead, only one team is defending, other is attacking and has to plant a bomb at one of the capture points?
This game truly needs more modes, but moba is NOT that.
I see this suggestion every month in forums, so much has to be changed that it is ridiculous. Also why play a copy of current popular moba games, when you can play them for free?
So in short:
Wouldn’t leagues make a lot more sense in spvp instead of wvw (do not play wvw but from what I’ve seen it just zerging akittens purest for). But I guess invisible mmr is still OK in anet book… =]
Played a few matches, so here is my feedback:
1. Loading screens got longer and there should not be a loading screen between death and respawn.
2. Why there still is a system that allows playing 3×5? If there are people missing or there are people that are not ready – do not start the match, its that simple. You can draw people from solo queue now, so why is it still a problem?
So now I have played with the new patch for a while, went with 30/20/0/0/20 build with dhuumfire, terror, master of terror, staff / scepter*dagger, also used spectral armor. Overall in my opinion the reduction of damage is not that noticeable, but the increase is survivability will be noticed if people retrait to SR tree. Now an update in things I mentioned after playing for a while:
About DS and LF generation: I still think that putting an internal cooldown was not a good move – now necromancer is stronger in 1×1 scenario, since you can generate more life force, because of the increase in LF gen. But 1×1 you had other ways to reduce incoming damage without relying on DS to soak up damage so it was not a problem, while it mostly mandatory to use it in fighting 2 or more opponents. And now you have an overflow of damage to hp pool, which make a necro die even faster in first battle of the map, thus creating it a certain first target in stealth rush or just plain focus fire.
The increase in mark size – I actually like it a lot, but it may be for the wrong reasons. I like it because finally jagged horrors are gone and it is not mandatory to go into death magic tree if you want to use staff. Also it make marks less spammable and creates a more skillful use, more skill and less spam is truly a right direction.
Now about the class state overall and what I mean by giving us what we lack. If I understand correctly while developing classes you made integral weaknesses to support team-play and increase the variety of teambuilds. So necromancer is lacking mobility, warrior was lacking condition cleansing abilities, but other classes got less weaknesses because you thought that lower hp pool is a weakness on its own.
But as the players got better most of them understood that having a lot of HP is not that useful for survival purposes, its all about regenerating it fast or reducing the possibility to get hit from evade spamming or blocking or stealth. Best examples to illustrate my point would be cantrip elementalist, a class that has lowest HP pool but still managed to survive a lot longer then any other “healthier” class. And lets not forget that 2 patches ago classes like warriors or necromancers were not the best choice in tpvp, even considered lowest tier by most, because other classes could do the same or more dmg/support with more survivability just because they had access to evades, stealth, teleports, so they did not need covering (or babysitting as it is called in forums) from teammates.
So what necromancer truly lacks is the ability to get out of the fight, it does not really need to be from mobility, but it should be some kind of disengage (not from DS). I know we have a teleport from worm, but lets be honest it is like rolling the dice – you sometimes get the teleport, sometimes move 2 meters from your spot, sometimes don’t move at all. So we lack a reliable way to avoid being destroyed from focus fire. People who still think that necromancer has a great way to survive via “2 hp bars” should think why seeing a bunker necro in tpvp very rare?
There are many, many good topics with great ideas how to change up state of the necromancer so I do not want to steal them as my own, will add a link in my original post to them.
P.S. I have to thank you for being more vocal in the forums, I think it brings hope and reassurance not only to me but to all spvp community when you start to see a lot of red topics in main page.
(edited by Lukin.4061)
I like, or more precisely love, the core things about pvp – no gear advantage, using skills like blocks, dodges, etc. yourself instead of relying on a % of your stats (like 30% chance to block incoming attack).
I do not think that necros should have a 100% LF at the start of the match, but since the dev asked so “nicely” I can give a few reason that most but not all were mentioned:
Necros lack: block, evade, vigor, stability, invulnerability that other classes can get just from weapon skills and utilities.
Classes that can use their class mechanic from the start of the match – elementalist, ranger, thief, guardian, engy;
Classes that cannot use it from the start and need some preparation: mesmer, warrior, necromancer. Mesmer needs to have a clone or phantasm that is easily obtained from weapon skills or utilities, warrior needs to use healing skill or signet for 100% adrenaline and necromancer has to start summoning minions, swapping utilities just before the beginning to get that minimal amount of LF to get to use your class mechanic. Mesmer can use his class mechanic for defense, offence and CC, warrior uses his mostly for offense or CC, while with IRE trait can cleanse conditions, necro also can use his mechanic for defence and CC.
So it looks pretty neat and equal, but the problem starts when you see what classes are being focused FIRST. All the other classes even mentioned in second tier (mesmer, warrior) have other easily accessible abilities to mitigate incoming damage: evades, stealth, block, etc. Necromancer does not, so he is the first target of any group to be bursted down. And his F1 skill now does not even work in this situation with the preparation, because the amount of LF gathered is too small to take a hit.
Also about this – “Don’t forget that you’re also doing tons of damage while you’re casting all those abilities. Is it really balanced to give you survivability AND glass-cannon damage all at once?” Well first of all not every necro is build for being a glass cannon. Secondly other classes still have more survivability while being glass cannons through mobility, evades and stealth – for example shatter mesmer can mitigate quite a lot of damage if played decently.
So as you can see necromancer is the one class that does not compare to others from the class mechanic standpoint.
(edited by Lukin.4061)
OK so now to make some of my statements clearer.
First of all I was talking only about things mentioned in patch note, not new builds that can be made because of these changes, since there are too many variables and you need to actually adjust, try it out while playing.
Secondly I do not know where you got “You want starting life force?” since I don’t and there is no mention of it in my post, so maybe you misunderstood or drew wrong conclusions.
Thirdly about generating LF. Either I misread the patch-note or they edited it later, since I’ve read that in spectral armor when hit you now get 2% life force with 1 second cooldown and that was a clearly a nerf. Still in my opinion LF generation against one target was not a problem, since you could avoid being damaged for longer periods more easily, multiple enemies were the problem, so giving an internal cooldown may not be the best solution.
Now about DS soaking up damage. I still think it is a bad move from developers to make big hits hit through DS, since it was more or less necromancers “block” in which you jumped in and out quickly when opponent is bursting or interrupting his longer telegraphed skills (for example heal) with fear (not to mention that weapon swapping thing that was noted earlier). Now it lost a big part of its viability and it is one of the most lackluster-ed class mechanics ingame.
About greater marks and increase in mark size – I think we need to see how it plays out, because having unblockable abilities are quite useful when you need to take someone of the point on the other hand if the target cannot spam block it becomes more useful to invest trait points somewhere else.
About the dhuumfire build – this patch in my opinion barely grazed it, so complaints about this particular build will not stop.
Overall I still think that changes could have been made better: taking out whats unecessary and giving things that we lack. But I have to agree with Lopez statement – “People who insist on sticking to weaker, outdated builds should probably get used to being weaker.” Yes, I can see how that has a part in what caused my disappointment with current patch, since I hate going with standard builds and I always create my own for every character. I probably stayed too long without changes and will have to create a new build for myself now that is more viable.
(edited by Lukin.4061)
I have to admit I rarely create topics, but the patch notes made me say whats on my mind. To note, I have been playing necromancer as my main class since BW1 and it was always the only class I used in tournaments and my main spec was and still is a fear necro with stability (0/20/20/0/30).
So lets face it before the previous patch that added burning and torment necromancers were not the first pick in the comp pvp setup, used mostly as rez signet carriers with wells. Was the burning OP? Well adding burning to necromancer in my opinion was unnecessary, because they already gave us torment to cover our main dmg from condition bleed. Did it make the necromancer OP, I would still say no, necro stacking was what made it over the top imho.
Necromancer, as anet said, is an attrition class and it was made to outlast opponent. Yet the reality is different – necromancer lacks stability, regeneration and all the other boons that make a class truly an attrition one. Devs told us that DS is there to compensate these lacks, because it is like a third weapon set, since previous to the nerf you could swap weapons in it, and it has its own HP bar, so you can outlast someone a bit longer. So overall necromancers did not need a buff in damage it needed it in mobility, boon generating, etc.
After the mistake of adding unnecessary fire to necromancer devs instead of doing something with it started changing everything else, so now you would have to run this spec. For example:
- They added a CD to LF generation that was not that easy without the nerf especially at the beginning of the match
- Removed DS protecting our hp from big hits, so now class mechanic is just laughable since it no longer soaks up dmg and no longer allows for weapon swap which was its main purpose.
- Pushed the greater marks further into a tree, thus making builds even more generic.
It looks like devs are thinking that now everyone is running one spec so nerfing it would make necromancer more “balanced”. Well its not true, because not everyone likes to run a generic build that is fotm, but maybe its their idea to force players in pvp to use only 1 build per class, thus making it as easy to balance as possible…
P.S. I have to mention this: I feel sorry for a player named Nemesis, too bad your suggestions fell on deaf ears and blind eyes of anet devs.
TL; DR; IMO anet balancing team:
step 1) make a good pvp game
step 2) offer paid services/cosmetic itemsmost companies forget about step 1
This. I think there is a false view about this money issue in the forums. Some people suggest that we should somehow give money to anet then they could start investing it to pvp. Anet is business so IT should invest money and only then expect some return, it does not and should not work the other way around (if it did I would immediately open my company and just let the money flow for me doing nothing).
Another thing that is an issue probably only for me is that custom arenas are not available from currency obtained in PvP – glory since there is no way to obtain gems anymore. I have written a long post about this, but that topic got deleted, so to make it short:
- Why should a PvP thing be more easily obtainable by people that do pve?
- How would a pve crowd act if you should pay gems for entering dungeons?
- Why is custom arena barely customisable?
Now back ontopic:
I would not be willing to spend money on anything, but that is just me. Others I would think that skin shop would be easiest to implement so how about start there.
I do not play pve at all, only leave mists to exchange laurels for dyes and I have been playing gw2 from beta weekend 1.
I am the only one from my group of friends that stayed in gw2 – 5 of us started playing and since there was only one mode with 3 maps it got boring for a few, then without a full team it was not as fun for others. That said I still login everyday to play my warrior at 5×5 hotjoin and just obliterating nabs fotm necros for 3 maps.
There is no point. Everyone in 1v1 servers bring 1v1 builds, and it does not develop real skill. The skill in this game is teamplay.
How about fun, is it a good enough point, because currently it does not seem like it from anet side…
I have played a 2×2 and 3×3 arena mode in gw2 and it was the most fun I had at pvping. The rules were simple: first team to score 30 points win. But it still was with a lot of strategy , for example do you rush from spawn or wait till your teammate gets stomped and push together, CC had to be saved not spammed on a circle, because allowing to rez opponent would further the victory, etc. Unpopular classes and builds became more viable in this scenario Too bad this mode was made in custom arenas, that are not really customisable currently, so we had to work around that mechanic. But it was fun for not only players, but also for spectators.
I have no idea why are most of the people immediately think DM is 5×5? It is clearly too much, especially thinking about all the flashy effects in this game. 2×2 or 3×3 at most is perfect in my opinion. Also finding one or two friends that you can play with is a lot easier in comparison to 4.
The balance and OP issue. Well if balancing was not split into two modes and totally ignored on this new mode (and that is probably the case, because this game is still being balanced at pve, wvw, PvP together which is mind boggling), some rules may be implemented, like you cannot use class stacking. And by implementing ratings the teams with OP builds would rise towards the top and start fighting identical OP builds, while other teams with more variety would be at the average rating fighting other various builds. That solution may look bad, but lets not forget Anet’s statement about premades vs solo queue and it is quite similar.
And the OP argument that if arenas were implemented the conquest mode will die is quite interesting. So in short you think that conquest would become inferior just by releasing something new and everybody would go to play it. What does that say about conquest mode? But lets take another PvP game from different genre that was also marketed as an esport cs go. It has only 1 mode used in competitive scene, so why did they make a bunch of different ones and not just leave players with classic competitive? In my opinion it is because variety in game is important – it draws more players, thus creating more income for company and player base is increased overall, which increases the chance of trying the mode that the games was made to.
So to conclude variety is a must especially in PvP that is really unpopular now.
P.S. CTF can be also simply implemented – make a flag carrier have the same stats and the same skills when picking up the flag, no constant evades and dodges, cannot use teleports, etc. Or you could go different route and copy from quake expansion and make the flag carrier go to enemy base instead of your own.
There are servers for 5×5, just have to see in info screen the amount of people allowed per team.
I agree with OP, actually had a similar topic made in January only with total comparison between PvE and PvP content additions (how many new maps, new modes, new items did the mob grinding community got and how many things did we get). Too bad it got deleted shortly after : I
P.S. Adding a new crappy map every 2-4 months imho is not considered a well thought out PvP development strategy…
So once again Arenanet shows that is has no idea what the pvp community really wants.
Well they saw quake 3, thought that comp pvp is good there, copied a map and failed, not surprising at all =]
Not really a creative map – is it just me, or did anet copied alot of quake 3 map only reskined it and instead of a rail gun on the outer platform you get a different rail gun?
I cant imagine this map played in comp tournies – a lot of cheap deaths, a lot of glitches on jumpads, sometimes dodgable sometimes not rail gun, etc. Not as crappy as capricon, but a second spot for sure…
Yet obtaining the same looking equipment from PVE is usually less grind than PVP =]] Would you rather go 50 times to some crappy dungeon with certainty to get rewarded or would you rather try to farm people till you reach rank 40 or 50 from rank 1?
Can you post a link to SOTG or is it not uploaded yet?
Played only spvp, so you’ve got many “I don’t know” from me…
Hardest to easiest:
Treb – rangers pet – war – golem
hi i’m a glass cannon necro with 18.5k hp and 1.8k toughness. I’m glass cannon.
Forgot to mention: with no mobility, no stealth, no stability, no evade spamming
How did you came up with 5-6 seconds ?
He used the trait that adds 50% fear duration, among other condition duration boosts (like the Spite traitline and runes).
How can someone have Dhuumfire, Greater Marks, Master of Terror and Terror on the same bar?
Its the probably 30/30/30/30/30 new necro build : I
Dam here I thought it is a suggestion for class cap (not allowing class stacking) : I