Showing Posts For MadVisions.4529:

[Suggestion] PvP Reward track

in PvP

Posted by: MadVisions.4529

MadVisions.4529

bad idea imo. finishing a reward track is easy mode for someone who pvp a lot. thiese stuff shoud remain at least this hard to obtain.

you can already make gold there…

what the flying kitten are you talking about? what gold? +2 geen/blues from a box make you rich man.

Air Immob = Unfair

in Bugs: Game, Forum, Website

Posted by: MadVisions.4529

MadVisions.4529

was about to make a jump immob thread but saw this on first page. fixerino pls!
+free bump

My favorite part is how they don’t comment on it and dodge the issue.

You’re forgetting we esports

sotrueithurts:’)

No valid path to target

in PvP

Posted by: MadVisions.4529

MadVisions.4529

infiltrator’s arrow will fire and then report no valid path on a completely flat surface (no ledges involved). This should be looked into.

exactly. my guess on this is that at first game chechs if you want to teleport to a valid place then checks again when the arrow hits in this time you could have walked to an invalid place —> no porting but wasted initiative. my suggestion here is to only check before fireing the arrow. fixerino pls

Thank You for Improving Interrupt Builds

in PvP

Posted by: MadVisions.4529

MadVisions.4529

+1 for this!! Rupting was mega fun in gw, mby i get to play ranger in the future

Pet targeting

in PvP

Posted by: MadVisions.4529

MadVisions.4529

ccing pets kitten the owner, c&d on pet to stealth, teleport on pet to better position even if ranger is invis, slowing pet who is chasing you on 1 hp ower 9k range need more?

Thief changes #specializations

in PvP

Posted by: MadVisions.4529

MadVisions.4529

#1: deadly arts with executioner?.. no pls no. critical strikes gonna be unused 9/10 amount a times. having this much stats in a trait line(deadly arts.. mug,panic, execut) is just stupid… its gonna be picked by every single thief, at least put executioner back to crit strikies.

#2: crit strikes only for 100% glass cannon builds (dadly arts #1 + crit strikes). wont be ever picked in place of deadly arts in this status.

#3: shadow arts. here are getting things really wierd… this traitline could only be picked earlyer by sacraficing utility or damage. with the 3 lines you can max out this isnt the case anymore. This way you gonna face thieves not only with enchanced damage(#1: op….) and the same utility(trickery) but with aids stealth traitline too. isnt enough? yes it isnt, the traits gonna be even stronger than before. not sure if it is right to give thieves damage reduction(50%? wut) in a minor trait… isnt 3xx hp/sec+initiative rengen+condi remove enough to prevent any counterplay against stealthed thieves? this gonna end up in unkillable 6-7k backstab tieves with boonstrip and so on…

#4: Acrobatics. the dedicated traitline for s/d thieves. We have to admit this 10/10 fun to play build got really unused lately due to d/p-s dominance. lets see the changes: replacing static endurance gain with vigor is already a big of a cut(having things immediately>>having them later), you get the bonus only if you SUCCESFULLY evade something(encourages skillful gameplay etcetc blahblah). this gonna punish failing to predict openings on you REALLY bad. 3.nerf: 3sec cooldown……. are you kidding? so you gonna get noothing even if you “succesfully” evade stuff 2x in a row(instead of ~50% endurance you end up on ~0 and 1/4 worth of vigor)?
i see the cooldown is set couse it triggers on “evade”(no cooldown=u evade a nade from engi triggers3x) and it is effected by skills making you evade. This rework reduces the endurance pool that evade builds relyed on.(also gonna make beating d/p thieves even harder or even inpossible due to free shadow arts).
Hard to catch: here comes some conpensation! yes this gonna be op… autopick for acrobatic builds(even with sword -steal cooldown). 30sec cd endurance refil + stunbreak is really good even if you cant rely on its triggering.
Assassins reward: this trait really needs some rework.. like really… noone gonna pick it once again. does not heal enough to pick. buff healing with like 100% or merge some stuff with it like you did 60% of times
Quick pockets: i myself use this 90% of time. its really rewarding for ppl good with shortbow
new trait: evade a ranged attack 5sec cd. well this is really good too. relying on it is also OK, 5sec is low enough to keep track of it. this finally helps a lot against ranged pressure builds. other thieves got stealth, you got this.
new!! : 20% vigor effectiveness. hmm this is really superrior but i feel +20/30 % duration increse would be more benefical, due to new access to vigor and the lack of uptime after missing a steal.

#5: trickery no big changes. the condi traits from deadly arts and this traitline show some potential for cele/carrion thief for the future though.

summary: cant see how the BIG actobatics changes going to work out with s/d but i feel that the overly op d/p gonna push it even more down
does my fear from rework make me blind in terms of actobatics s/d? what are your thoughts?

When will berserker amulet be fixed?

in PvP

Posted by: MadVisions.4529

MadVisions.4529

not sure if op is troll or braindead….

Nerf turret

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Proposed Changes for Engineer Turrets

in PvP

Posted by: MadVisions.4529

MadVisions.4529

We are bathing in turet engi tears though :’) what a wonderful day this is

man this pvp season is way too long

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Make MMR based ladder →profit

Want to balance PvP?

in PvP

Posted by: MadVisions.4529

MadVisions.4529

There’s nothing inately wrong with celestial. It’s not too tanky and not too damaging.

The problem is, and people seem to ignore this, some classes have hybrid abilities that scale too well with both OR they are too good at self-stacking might. Notice how Celestial Necro, ranger, mesmer, guardian and thief aren’t really “issues”. However grenades tend to work as both power and condition weapons because of the bleed and burning procs from crits as well as condition based grenades. Cele ele is all about a might stacking rotation and constant boons from Arcana, and warrior simply because warriors shouts provides good support (and are arguably the least offensive of the trio). Beyond that, it’s just a medium alternative and is rarely worth using over other extremes (ie Berseker) for the other majority of the classes.

Fix the real issues, please, and stop blaming celestial. There’s nothing at all wrong with a balanced fighter. There are problems however with how well certain builds scale as a balanced fighter.

this post shoud be put onto the top of the main pvp forum with big fancy golden frame so ppl read it before posting wrong complainment

E: although we all know now what the op meant under “cele cancer”

New maps for Spvp

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Suggestions for more Skill-Based Turrets

in PvP

Posted by: MadVisions.4529

MadVisions.4529

We need a “Turret’s on Dodge” trait.

+ rocket turret now fires nuclear missles to poison and have 1200 aoe, also orbits around the planet to have global range kkthx.

Stronghold: Just an escort Mission?

in PvP

Posted by: MadVisions.4529

MadVisions.4529

seems familiar … http://wiki.guildwars.com/wiki/Fort_Aspenwood

yaye! gimme the rest 5 gamemodes too pls

If a map receives less than FOUR votes

in PvP

Posted by: MadVisions.4529

MadVisions.4529

play ‘ranked’ —> problem solved

What class next?

in PvP

Posted by: MadVisions.4529

MadVisions.4529

go for Gs/riffle warrior

leaderboard paradoxon

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Seems simple to me that someone who loses less should have more points.

this.

In a nonkittened system ppl lose points if they lose a match. But it seems anet wants to stay exxxxtra casual and donst mind if the majority of the pvp-ers with any competitive sense quit sPvP or even the game…

But hey! we gonna have guild ladder in HoT!!!
Q: Use the leaderboard system from GW1 or make a new sad s*t like we usually do?
A: Ofc make new sad s*t ppl like new things!!!

Default character models for unranked

in PvP

Posted by: MadVisions.4529

MadVisions.4529

In the mists and in matches, ppl who have it turned off, teammates and spectators still see your true form… I think PvP is more about showing off your skill than ur looks anyways. If u want to show off ur looks u can go anywhere else…

this.

+1 to the idea

Top 3 things you would like anet to do

in PvP

Posted by: MadVisions.4529

MadVisions.4529

  1. MMR based ladder + matchmaking
  2. build templates like in GW1
  3. more traits + utilitys + weapon abilitys

+1: fix the terrible lag by buying servers

Suggestions for reworking thief

in PvP

Posted by: MadVisions.4529

MadVisions.4529

State of the PvP "Infrastructure"

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Same thoughts here.

As a GW1 player i feel for you but the lack of dev-side intrest in pvp shows us that we never gonna have even near the quality of pvp as we had there

/goes back to game and prays for a meaningful expansion…
Edit: /or for a dev team that not only works for sallary (and plays tetris in office or idc) but also leaves something useful behind…

(edited by MadVisions.4529)

HoT Demo. Possible bad news for thieves.

in PvP

Posted by: MadVisions.4529

MadVisions.4529

ok now pls catch pew pew rangers, and the rest sick ranged dps classes on kyhlo/temple roofs kkthx

Turret Day

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Replace daily /prfession winners or disable daily progression for a game mode ranked/unranked idc.

The root of sPvP problems

in PvP

Posted by: MadVisions.4529

MadVisions.4529

If you want to have balanced matches …..

Take a look at the leaderboard. 6 ppl in the top 15(even #1) got <=50% win rate. how is that even posible ?!?!

How does the win rate reflect on the player’s ability? Isn’t % win rate a function of whether the matchmaking system is functioning well or not?

If the top ten players in the game are at the skill ceiling, they would have a roughly 50% win rating because they’d be playing equally skilled players.

Just like a complete newbie lumped in with a bunch of others would have a 50% win rating.

I suppose you could have someone with a crazy high win % up at the top if they were so much more skilled than any other player that they didn’t really have piers. But I keep hearing how this game has fairly shallow mechanics with a comparatively low skill ceiling. If that’s the case, then you would expect a large number of players to reach that skill ceiling, and settle into something very close to a 50%/50% win/loss.

This is exactly how it works. The only time a high ranked player would have a high win% is if they played a low number of games and performed very well, but over time these average out.

So far i don’t even see the point of ranked here, there’s nothing attached to it, you get the same rewards.

At least other games give rewards for top players, unless im wrong

… links:
http://www.lolking.net/leaderboards/#/na/1
http://www.heroesofnewerth.com/ladder/

if it “awerages out” then the player gonna stuck into a mmr level, but top players allways gonna have high win %…

if you want some rewards for pvp ask for xxx gold/gem rewards for rank lvls instead of mini lama and stuff, also more frequently if posible, like weekly???

Edit: to make things clear for Gibson: lower bracket wins —> higher rank —> matchup with ppl with already higher rank —> they win —> you dropp back to your skill bracket + the played with a player from usually lower bracket not only with “each other” —> bigger win% for them.

(edited by MadVisions.4529)

The root of sPvP problems

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Most of the topics i read here are about the bad matchmaking system, lack of players, unfair matches etc… so i gonna share my thoughts about this.

If you want to have balanced matches you need a system that sorts the queuing players into teams not only taking premde team sizes, but also player personal skills into consideration. Our current system seems to lack on both of these but imo the bigger problem is how the ranking system works.

[img]http://i.imgur.com/swIgFV4.jpg[/img]

Take a look at the leaderboard. 6 ppl in the top 15(even #1) got <=50% win rate. how is that even posible ?!?! (not meaning to offend these ppl thy surely are grate players)
all i see the leader syster rewards the time invested instead of player skill. Devs could copy the ranking system of chess like many other games did and guess what it works wonderfully for them.
This is how you get balanced matches: you drop in players with the same skill level which is determined by theyr rank points.

+Lot of my mates did quit the game just becouse of the bad ranking system. They didnt even argue about ‘bad matchmaking’ or ‘lack of gamemodes’ or ‘lack of tournaments’ the lack of competitive skill measurement was simply enough.

So in my opinion the implementation of a proper rankend system would not only fix most of the current problems by itself, but it would atract a LOT of people to the pvp scene.

devs forgeting how to design GW-like pvp

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Anyone else missing gw1’s HA and GvG?? The game is getting old and we have only this conqest with limited features… Now they wanna make a MOBA-like gamemode from the old gvg. Monsters running around in lanes to kill gates and each other LMAO… Devs pls play less LoL(stronghold)… at least give us the guild hall based gvg back with proper leaderboards.

Team Queue vs. Ranked Queue

in PvP

Posted by: MadVisions.4529

MadVisions.4529

Guess you get a pug in town like in gw1