Showing Posts For MarkPhilips.5169:

Rifle Engi Knockback Bug

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

I have many issues with magnet, jump shot and net shot.

Magnet: many times when i pull a guy , it doesn’t work (the guy is horizontal in his original position) or there is only an half pull (the guy is pulled far from me)
Net shot: many times there are obstrucutred message and i have the enemy in los 100%
Jump shot: many time it doesn’t work and the jump doesn’t start.

I dunno if it’s a server problem, lag problem, connection problem etc. but i think teleport and projectiles have some issues after the patch.

(edited by MarkPhilips.5169)

SoloQ & TeamQ is dead 23 hours of the day.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

No surprise of course, i’m not playing anymore X queue because there is no incentive and there are lot of issues.

-Skyhammer
-4vs5
-bad matchmaking
-no exclusive rewards
-bad leaderboard and no real progression.

I analyzed the entire spvp structure in a my old topic, suggesting some ideas

https://forum-en.gw2archive.eu/forum/pvp/pvp/New-Spvp-Infrastructure-some-ideas/first#post4362205

Necro's becoming too op

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

The truth is Anet should completely rework necro animations.

Staff animations (#4 and #5 over all)
DS #3 (fear)

Passive fears are a bad design but at least, with better animations, you could counter 2 of 4 fears instead of nothing or random dodge.

Anet did a good job with pin down and air blast, why don’t add ar similar visual effect to necro fear too?

IMO the issue with this is that dodging is so common on the game. You simply can’t take away necros instant skills or it will be impossible to hit anything ever.

If they want to go down the route of making everything obvious and dodgable then they really need to balance the game around 2/3 dodges. This means vigor will need something like a 50% nerf, and traits like feline grace or evasion on weapon sets (such as ele fire/ranger sword) will need to get removed completely.

In addition, there are worse culprits for undodgable burst. DPS guard, fresh air ele, thief (cant even line of sight this), even ranger longbow now. All this can just kill you before you even have a chance to react. There is no “wait for this skill and dodge it” because it is all instant and deadly. Sometimes a dps guard/thief will teleport in from under clocktower on khylo and literally just one shot you. WHere is the counter play to that?

Necro shouldn’t be given cast time/counterable stuff unless everyone is. They are actually moving away from counterable stuff as the power creep continues (how do you dodge an air sigil proc?).

The only change, given this, I would make to necro would be to increase the cast time of SoS by 1/4 of a second.

There is a lot of bad stuff in this game and Anet usually continues to balance classes with a mega machine gun skill/trait, like the old dhummfire, the old fs/ls and now the lame rapid fire.

They do always the same mistake, basically they fix 1 thing and add 2 lame things.

Instant great damage (or almost instant) or instant cc are BAD, always, in every build, in every profession.

And great ai damage is really bad too, worst than instant damage/cc.

I checked you on both EU/NA TPVP/SPVP leaderboard and you’re not even on it.
Hot join Heroes tend to complain this one trick pony rapid fire build more than anyone else, but don’t know that build is just borderline viable in rank battle. (So many, SOOOOO MANY counter to that power ranger in TPVP/SPVP)
Mesmer dish out similar damage with way more utilities to help the team. (And their attacks way harder to mitigate)

Don’t get me wrong or accusing me of saying leader-board is an accurate measure of skill, but if you’re not even on that 1000 (which is SOOO EASY to get in if you at least play some ranked battle, just a little), it shows that you almost never play competitively . Yet you want us to listen to your QQ about the balance issue that Anet continues to fail huh?

http://www.gw2score.com/PvP

I’ m in decay now because i’m not playing soloqueue and teamqueue because is not fun for me.

NexT time, before to start with a reply like this, i suggest you to do a better search.

And this ranger patch is like a week ago.
How can you say it’s OP when you don’t even try it in solo/team arena because you no longer plays it?

Eh? Dude, are you serious?

I’m talking about bad design in general, , for every class in general.

And if i do a soloqueue match in these days with this account (i’ve 3 accounts) do you really think something changes lol?

Probably you need to read with more attention my old reply.

I said lame rapid fire because is a bad designed skill not because is op.

Same for many others skill/traits.

(edited by MarkPhilips.5169)

Necro's becoming too op

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

The truth is Anet should completely rework necro animations.

Staff animations (#4 and #5 over all)
DS #3 (fear)

Passive fears are a bad design but at least, with better animations, you could counter 2 of 4 fears instead of nothing or random dodge.

Anet did a good job with pin down and air blast, why don’t add ar similar visual effect to necro fear too?

IMO the issue with this is that dodging is so common on the game. You simply can’t take away necros instant skills or it will be impossible to hit anything ever.

If they want to go down the route of making everything obvious and dodgable then they really need to balance the game around 2/3 dodges. This means vigor will need something like a 50% nerf, and traits like feline grace or evasion on weapon sets (such as ele fire/ranger sword) will need to get removed completely.

In addition, there are worse culprits for undodgable burst. DPS guard, fresh air ele, thief (cant even line of sight this), even ranger longbow now. All this can just kill you before you even have a chance to react. There is no “wait for this skill and dodge it” because it is all instant and deadly. Sometimes a dps guard/thief will teleport in from under clocktower on khylo and literally just one shot you. WHere is the counter play to that?

Necro shouldn’t be given cast time/counterable stuff unless everyone is. They are actually moving away from counterable stuff as the power creep continues (how do you dodge an air sigil proc?).

The only change, given this, I would make to necro would be to increase the cast time of SoS by 1/4 of a second.

There is a lot of bad stuff in this game and Anet usually continues to balance classes with a mega machine gun skill/trait, like the old dhummfire, the old fs/ls and now the lame rapid fire.

They do always the same mistake, basically they fix 1 thing and add 2 lame things.

Instant great damage (or almost instant) or instant cc are BAD, always, in every build, in every profession.

And great ai damage is really bad too, worst than instant damage/cc.

I checked you on both EU/NA TPVP/SPVP leaderboard and you’re not even on it.
Hot join Heroes tend to complain this one trick pony rapid fire build more than anyone else, but don’t know that build is just borderline viable in rank battle. (So many, SOOOOO MANY counter to that power ranger in TPVP/SPVP)
Mesmer dish out similar damage with way more utilities to help the team. (And their attacks way harder to mitigate)

Don’t get me wrong or accusing me of saying leader-board is an accurate measure of skill, but if you’re not even on that 1000 (which is SOOO EASY to get in if you at least play some ranked battle, just a little), it shows that you almost never play competitively . Yet you want us to listen to your QQ about the balance issue that Anet continues to fail huh?

http://www.gw2score.com/PvP, you can find this account (eu side).

I’ m in decay now because i’m not playing soloqueue and teamqueue because is not fun for me. You can find my highest rank so u can undestand i’m not an hot join hero (lol).

I always played in top100 Tier in teamqueue and top50 in soloqueue with multi accounts too (eu side, i’ve 3 accounts).

And i like play a lot of classes and profession, basically i’m playing every meta build for tournament and 1vs1, except IA builds.

So u’re wrong, i’ve a lot of experience in this game at high competitive level, your accusation is simply false.

NexT time, before to start with a reply like this, i suggest you to do a better search.

Bye.

(edited by MarkPhilips.5169)

Necro's becoming too op

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

The truth is Anet should completely rework necro animations.

Staff animations (#4 and #5 over all)
DS #3 (fear)

Passive fears are a bad design but at least, with better animations, you could counter 2 of 4 fears instead of nothing or random dodge.

Anet did a good job with pin down and air blast, why don’t add ar similar visual effect to necro fear too?

IMO the issue with this is that dodging is so common on the game. You simply can’t take away necros instant skills or it will be impossible to hit anything ever.

If they want to go down the route of making everything obvious and dodgable then they really need to balance the game around 2/3 dodges. This means vigor will need something like a 50% nerf, and traits like feline grace or evasion on weapon sets (such as ele fire/ranger sword) will need to get removed completely.

In addition, there are worse culprits for undodgable burst. DPS guard, fresh air ele, thief (cant even line of sight this), even ranger longbow now. All this can just kill you before you even have a chance to react. There is no “wait for this skill and dodge it” because it is all instant and deadly. Sometimes a dps guard/thief will teleport in from under clocktower on khylo and literally just one shot you. WHere is the counter play to that?

Necro shouldn’t be given cast time/counterable stuff unless everyone is. They are actually moving away from counterable stuff as the power creep continues (how do you dodge an air sigil proc?).

The only change, given this, I would make to necro would be to increase the cast time of SoS by 1/4 of a second.

There is a lot of bad stuff in this game and Anet usually continues to balance classes with a mega machine gun skill/trait, like the old dhummfire, the old fs/ls and now the lame rapid fire.

They do always the same mistake, basically they fix 1 thing and add 2 lame things.

Instant great damage (or almost instant) or instant cc are BAD, always, in every build, in every profession.

And great ai damage is really bad too, worst than instant damage/cc.

Necro's becoming too op

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

The truth is Anet should completely rework necro animations.

Staff animations (#4 and #5 over all)
DS #3 (fear)

Passive fears are a bad design but at least, with better animations, you could counter 2 of 4 fears instead of nothing or random dodge.

Anet did a good job with pin down and air blast, why don’t add ar similar visual effect to necro fear too?

(edited by MarkPhilips.5169)

ENTANGLE is pretty good

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

60s CD, 48s if traited.

Animation is good but Casting time is too short, probably 1sec or little more would be more balanced and would give you time to react.

With 3/4s is very fast.

In PVP is the Ranger festival and Entangle festival now.

Entangle + rapid fire if you don’t have a Block or Invulnerability you are basically dead.

And it’s a braindead combo.

Why lord rush over annihilation?

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Another problem about a game mode with 8+ players would be matchmaking, glicko2 has many problema with 5men, 8+Would be impossible.

Anet should be consider an entire team with a single mmr (basically team leaderboard) but there would be other issues .

Why lord rush over annihilation?

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

A new official game mode would be always a good news.

I think it would be a mistake to add a another 5 men game mode, it would be better another game mode for 2 or 3 players (like death match 2vs2 or 3vs3) or 8+ players (with roles, not zergfest).

I really like mode for 2 players, high population, low queue, better mmr, easy to manage, best choice for a tiny community.

(edited by MarkPhilips.5169)

CDI- Guilds- Logistics and QOL

in CDI

Posted by: MarkPhilips.5169

MarkPhilips.5169

What about automatic guild tax ?

Anyone has suggested this function?

Sorry but i didn’t read the entire topic.

Standardized Models in TPvP (Picture Inside)

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

I bought recently a custom arena and i think is a very useful option but i agree, we need more models and this option needs to be available for spectator too.

BLTC crashing client

in Account & Technical Support

Posted by: MarkPhilips.5169

MarkPhilips.5169

I continue to crash also if i’m not in BL tradepost

I chain crash, i can’t play, i dunno why
—> Crash <—
Assertion: destBits[level]
File: ..\..\..\Engine\Gr\Img\ImgBlt.cpp(4069)
App: Gw2.exe
Pid: 840
Cmdline:
BaseAddr: 00A30000
ProgramId: 101
Build: 38569
When: 2014-09-09T21:12:53Z 2014-09-09T23:12:53+02:00
Uptime: 0 days 0:04:34
Flags: 0

game keeps crashing help

in Account & Technical Support

Posted by: MarkPhilips.5169

MarkPhilips.5169

I chain crash, i can’t play, i dunno why
—> Crash <—
Assertion: destBits[level]
File: ..\..\..\Engine\Gr\Img\ImgBlt.cpp(4069)
App: Gw2.exe
Pid: 840
Cmdline:
BaseAddr: 00A30000
ProgramId: 101
Build: 38569
When: 2014-09-09T21:12:53Z 2014-09-09T23:12:53+02:00
Uptime: 0 days 0:04:34
Flags: 0

CoherentUI_Host.exe + Crashing

in Account & Technical Support

Posted by: MarkPhilips.5169

MarkPhilips.5169

I chain crash, i can’t play, i dunno why

—> Crash <—
Assertion: destBits[level]
File: ..\..\..\Engine\Gr\Img\ImgBlt.cpp(4069)
App: Gw2.exe
Pid: 840
Cmdline:
BaseAddr: 00A30000
ProgramId: 101
Build: 38569
When: 2014-09-09T21:12:53Z 2014-09-09T23:12:53+02:00
Uptime: 0 days 0:04:34
Flags: 0

So how do leaderboards actually work?

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Yeah i agree, temporary decay is very bad to show your progression because it’s so easy to reach the top of the leaderboard without playing.

I hope for Ladder and Seasons you will not use temporary decay Evan, because it’s not the right way to monitor progression because simply there is not true progression with a temporary decay.

And another thing, i don’t see many problems to show MMR for people, i mean if people know their mmr he can better understand matchmaking e their progression (in a not temporary decay ladder).

Many people do a lot of confusion between ranks and MMR because they don’t see their mmr, i’m sure a lot of people don’t know mmr exists.

Your impale nerf made no sense for pvp

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

From distance is dodgable if you pay attention but in a short range is pretty hard.

And yes, it’s a very strong skill, maybe too strong but there is a little nerf in this patch.

Btw bad animation is a general problem, imho EVERY “important” skill (high damage/cc) should have telegraphated animations like the new pin down.

Necro Ds fear and staff 4 are worst, Ele s/x instant damage and guardian medi are laughable, thief gap closer, engi burning etc.

Long list.

Ready Up is Bad Quality

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

To be honest i had some trouble to follow in livestream these changes, i prefer the old powerpoint slides they used in previous ready up edition to show balance changes.

"Steal Bug" Making thief unplayable

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

All thief ports should work like a port like flesh wurm, so that it does not work regardless of LOS. It is stupid that thieves negate good positioning totally. 40s flesh wurm cooldown that you have to set up and plan to use and thief is on you with 1 click.

Trying to defend the treb vs a thief and they set up port out of LOS under the treb and just port up and down till they kill you.

It is just tiresome the way thief ports work. A s/d thief should just never lose a 1v1 imo because they should always be able to get away and port to a location which the opponent cannot get to.

Completely agree.

It’s so stupid thief teleport can ignore LOS, there is no really sense and it’s a huge gap compared to other teleport professions.

And btw, i really think an instant teleport every 20s that steals boons, does damage, daze, heal yourself and steals a counter profession skill is really too much for this short CD.

Please fix 4v5's

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

In my previous reply, there is the solution for beginning phase and during the match

Respawn freeze solution is better than hot join autobalance (it doesn’t work and it can be exploited with spectator mode), better than play 4vs5 or similar, it is flexible (if a guy get disconnected but after he can rejoin, match continues in equal number and freeze queue stops) and you can apply this solution in every gamemode (hot join, soloqueue, team queue etc.)

It would be important for competitive tournament too, i remember tournament matches where one team had a disconnection and a member of the other team was immobilized in their base to let the match continue in equal number.

Basically the same Logic.

(edited by MarkPhilips.5169)

Please fix 4v5's

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

There are several suggestions to fix 4vs5 issue:

1. At beginning. Basically when queue pops and you click on it, it means you are ready to play. If you don’t click in x time (like in www queue) you are out of the queue and you need to restart your queue (very similar to www queue)

2. During the game. when a team has 1 less player than the opposite team, when one player of the opposite team gets killed, he doesn’t respawn, he stays frozen in a limbo, waiting for another player of his/her team to get killed so he can respawn (thus, creating a simple respawn queue).

Problem solved.

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

From this topic

https://forum-en.gw2archive.eu/forum/pvp/pvp/Leavers-in-soloq-enough-is-enough/first#post4358639

Good suggestion to fix 4vs5 issues.

An extract:

“And now, the proposal:
Anet, do you know of the existance of a very simple idea called “team balancing”? It’s used even in small games (community wise) like Natural Selection 2. It’s so simple it’s mindblowing: when a team has 1 less player than the opposite team, when one player of the opposite team gets killed, he doesn’t respawn, he stays frozen in a limbo, waiting for another player of his/her team to get killed so he can respawn (thus, creating a simple respawn queue).”

Leavers in soloq - enough is enough

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Posted by: MarkPhilips.5169

MarkPhilips.5169

What is “Ld”?

/15 Charrs approve of this post

link dead, disconnection.

So your nerfing Medi Guards dps also?

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

Bad mobility, really bad disengage.

Very strong in 1vs1 and in 2vs2, but for a 5v5 conquest match there are better options (for now, we’ll see after the patch)

It suffers the same bad burst design of a scepter elementalist, a lot of instant damage unpredictable and very difficult to dodge.

Leavers in soloq - enough is enough

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

There are several reasons because people leave a match:

1. Ld
2. Ragequit
3. Skyhammer
4. Bad party composition
5. “i don’t want to play with this guy…” + AFK/LD
6. etc.

So, if technically it weren’t so difficult to implement this idea, it would be a really good step away.

Leavers in soloq - enough is enough

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

I like this idea, better than playing 4vs5 for sure.

Maybe in 2 years is ready.

Sigil of air/fire nerf?

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

Any chance to get this nerf in september patch?

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

and hotjoin leavers when losing lot of points then will auto balance! so annoying how can u guys fix that?

You can’t avoid people leave the match, it’s basically impossible, but you can use penalty (like dishonorable debuff) to discourage this behaviour. If you quit the game, you lose automatically the match, so your hidden mmr too decreases.

But for this reason hotjoin needs to be converted in a unranked solo/teamqueue with hidden mmr.

In general, auto-balance is a really bad system because the match is already ruined, so you solve nothing with auto-balance, you need to fix the problem at beginning, creating an equilibrated match.

(edited by MarkPhilips.5169)

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

That would only work if there are sufficient people clicking “Play Now” though. How many of you guys actually use that button? I always go into specific arenas that are less than 10/20.

what if, the game browser only shows player owned custom arenas, and the “play now” button is the only way to join official anet hosted custom arenas?

friends still can join their friends via the join friend in pvp button.

This is the way, basically play now become the new soloqueue unranked matches.

And in the game browser, you could find the server list with official servers (people get in with play now button) but you can join only like a spectator and other custom servers (not in the official rotation with no progression rank) where you can join like player or spectator for fast practice.

(edited by MarkPhilips.5169)

Brainstorm: Key Discussion Points

in Guild Wars 2 Discussion

Posted by: MarkPhilips.5169

MarkPhilips.5169

For spvp i think top priority are:

1) new game mode
2) seasons and league
3) new general infrastructure (hot join rework in unranked, soloqueue fix)

Fractal weapon skins

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

It’s interesting the idea to unlock Fractal track after X levels Fractals (for example 50) or another prerequisite.

Now Fractals are locked to 50 for pve, in theory there is a chest (for fractals 51+, when anet will open them, http://wiki.guildwars2.com/wiki/Fractal_Gear_Box ) where people can choose fractal skins from it if they drop this chest.

So, it could be a good idea introduce a fractal reward track for pvp with a guaranteed chest with one of these skins (same idea like ambrite fossil for maguuma pvp reward track) when there will be this chest in pve and fractals 51+ will be available in pve too.

(edited by MarkPhilips.5169)

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Yeah i agree, 8vs8 was a zerg fest BUT when people leave, often 9-10 people stay. Now with 5vs5 if people leave, the match is basically dead.

BUT

The problem is not 8vs8 or 5vs5, the problem is the attitude to leave. Of course in this hotjoin structure people are incentivated to leave because matches are 3vs2 or similar, people force autobalance, people stack on the same team, etc.

With un unranked version you solve a lot of these problems and i’d use always a dishonorable debuff for people who leave, in unranked matches too.

Because it’s not real important if it’s unranked or ranked matches, when people leave, they ruin the matches for other people, so no one find the match funny.

Of course, i repeat, this hotjoin structure is really bad so it’s really natural people leave.

ToL finals should make u think

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Wow, so the first time ever that a guardian isn’t on a top team and everyone starts complaining. Guardian is the ONLY class that has been a requirement for the first two years of this game.

All bunkers need to be scaled down.

I agree, real problem is the guardian no the other classes (speaking about support/bunker)

If a class has ALWAYS a spot in the team since 2 years is because is broken.

People don’t complain a lot about bunker guardian because it’s a defensive role, only for this reason.

Vee Wee's PvP Suggestions!

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Freezing only score and position can give players some tactic to abuse it.

The only good freeze is a complete freeze, so people can’t complain.

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

An unranked hotjoin version with hidden mmr and queue (and with 4vs5 issue fixed) is the natural place for new players and for veteran players too that don’t want to play rated matches for many reasons.

Being the first step for spvp, it’s supposed a lot of players play it, so there is a less variance in matchmaking and probably a better balance between teams. We need to consider the one of the main matchmaking problem now is that only few people play rated match, so it’s very difficult create a balanced matchmaking.
And with spectators mode, people can choose if watching (and learn) people play or play themself, but it’s a true conquest match 5vs5 without autobalance, so it’s supposed to be a decent game.

Anet could assign N extra servers, not in the unranked rotation, for people that want to jump immediately in a server without queue, for super mega brainless skirmish or a fast practice, servers without progression rank that is supposed to stay only for “official” servers (unranked a ranked matches).

(edited by MarkPhilips.5169)

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

I agree, and i think spectator mode for unranked match would be not a problem, the delay is not really important like in rated matches.

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Thx Evan, i really like my suggestions can be helpful.

1st PU mesmer QQ thread

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Condi Mesmer, Master of Torment

in Profession Balance

Posted by: MarkPhilips.5169

MarkPhilips.5169

It was really necessary buff an amazing boring/brainless/all IA + afk build like Condi Mesmer?

Really bad change.

/discuss

New Spvp Infrastructure: some ideas.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Some ideas about a new general spvp infrastructure, without a complete revolution but a lot of important steps to improve what we have now

I really think a hot join rework can improve a lot spvp side of this game. Hot join is the main step for new people to spvp but now there are a lot of problems:

1_ farm servers. PVE people don’t do pvp and go directly in farm server to exp their reward track and rank. It was a big problem for rank farm server and generated the rank “undervalue” we have now. Simple solution: remove progression points in custom arena and let progression rank points in hot join regular servers, soloqueue and team queue.

2_ Spectator mode + auto balance: there is a big topic in the forum about this issue, people go in spectator mode to force autobalance and go in the winning team. There are many issues for this: match imbalanced, people quit, autobalance, people requit, go in spectator, other autobalance etc. = really bad match.

Hotjoin needs to be converted in a solo/team queue unranked version, with hidden mmr, hidden leaderboard and a fast queue. And it’s necessary a system to replace people if they are not ready when match starts (like WWW, when you are in queue and it’s your turn, you have X secs to click or you jump the queue). Match starts only if there are 5 vs 5 people ready to play.

Another important feature is spectator mode. People need to be able to see match like spectators, in game and in real time. This is very important because in this way people can learn, watching favorite class pov.

Spectator mode should be very important for soloqueue and team queue ranked matches, it’s the best way to see how good players play and learn from them but at least spectator mode needs to stay for unranked version(if it’s not possible to insert a delay ingame for ranked matches).

This rework is very important for a lot of reasons:

- it’s the true conquest mode, it’s a true match so people learn how to play conquest correctly.
- It’s the first step for new players, is a good environment, i’m pretty sure veterans player could appreciate this mode as well.
- Spectators mode is the key to learn the game.

In this first step, i’d use every maps (skyhammer and spirit included). There are always a lot of custom arenas available if people want to practice without spend time in queue, like we have now, but i’d use a official rotation server for this hotjoin unranked version.

So move on, after unranked version there is ranked version, solo queue and team queue. In solo queue, especially, there are problems like afk at beginning (you can solve with a replacement queue like WWW), skyhammer problem (ok, skyhammer and spirit only for unranked matches, simple solution) and a bad matchmaking because very few people play it. But why few people play soloqueue and teamqueue?

Because:
1. there is no a true first step for new players, they have troubles to understand the game, how to play correctly conquest. Solution: rework hotjoin in unranked matches + spectator mode available
2. No real incentive, exclusive reward a real progression. Solution: seasons, leagues and rewards linked (more or less like in www seasons). And in general add soloqueue and teamqueue pvp tracks exclusive, so people is motivated to join soloqueue and teamqueue where seasons are off.

Seasons and league should be very important like qualification for master tournaments like ToL and ToG and the other next major tournaments. In this way team queue would have a real importance.

New game mode for 2 and 3 people.

I think a new game mode should be for 2 or 3 people for many reasons. And i suggest DM 2vs2 or 3vs3 like we see now in ESL cup. This is for many reasons:
In this way you have only conquest like 5 men mode and there is no other game mode that create community split for 5 men queue.
- DM 2vs3 and 3vs2 is an active side of conquest mode. So people in 2 or 3 can train for a very important aspect of conquest mode and can improve. New teams can born and grow, and these new team can create a 5 men team for conquest mode.

I think with this model, with this progression we have more or less, everything we need and would be AN AMAZING SUPER STEP IN THE RIGHT DIRECTION for the entire spvp scene. They are only ideas and for sure some ideas can be improved but would be a real good spvp infrastructure.

(edited by MarkPhilips.5169)

League system dropped?

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

So, another www season and no season/league for the “competitive” pvp side of the game.

What a delusion this feature patch.

Rank Farmers - Question to ARENANET.

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

About upcoming Glory PvP set…

Let’s just block the progress of this track for hotjoins/custom arenas. So, you know, people actually have to PvP to get PvP armor.

This.

No one really cares about rank but you can exp reward tracks in farm servers, so the entire pvp reward system can be cheated.

Simply solution, you can’t progress on your track in custom arenas, but only in Anet official “rotation” servers (hotjoin/soloqueue/teamqueue).

Fractal weapon skins

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

They did a good job with the last reward track for the new zone, they removed rng component for the fossil that there is in pve with the final reward, so after x time you get a guaranteed reward.

I like this approach, it should be applied to other rng stuff, fractal skins included.

(edited by MarkPhilips.5169)

Super Adventure Box [merged]

in Guild Wars 2 Discussion

Posted by: MarkPhilips.5169

MarkPhilips.5169

I think they could release SAB between seasons like feature patch or similar stuff.

Simple option.

Standard Models and You

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Of course your solution would be ideal, but i think it’s difficult to make in this way.

But i’m not an anet dev, so i’m not sure about that.

Standard Models and You

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Let’s say I have a human character, with some design selected by me and my favorite PvE ascended armor. Will my character and armor be standardised for the enemy team even if it is human?

I think yes, probably standardize model will cover everything if the option is enable.

Btw it could be good compromise, if u are a human character, standardize model doesn’t cover your character, weapons and armor.

Critical Review of Anet's PvP Reward Update

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

I agree with most of you, seasons, ladders and rewards linked are absolutly essential for a good pvp scene.

Without a progression system, a pvp scene can’t survive and grow.

Standard Models and Solo Queue

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

People with soloqueue wanted a teamqueue but only for 1 person.

Instead, Anet created a really bad hybrid, very close to hot join and very far from team queue.

Sad story.

Standard Models and You

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

Dunno, it doesn’t really make sense you can win a a Glorious hero armor, where only 5 -10 players in the world can wear it, and noone can see it during a competitive match.

It sounds really “weird”.

(edited by MarkPhilips.5169)

League system dropped?

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

I agree but announcements are not over.

I hope they can add seasons and league or it’s a total fail.

Standard Models and You

in PvP

Posted by: MarkPhilips.5169

MarkPhilips.5169

So they put an exclusive pvp armor and an option to not see it.

LoL