Problem is leaderboard actually means nothing, so reward would be … unfair
This is one of the main problems, pvp rewards really sux and people don’t care too much if they win or they lose.
Other big problem is conquest experience, because people is used to play in hot join where only thing that count is make glory points (who cares if you win or you lose in hot join) and they don’t learn anything about how to play conquest correctly (but why they need to understand how to play correctly when zerging or moving random in map is almost always rewarding?)
Conquest inexperience + No pvp rewards = tpvp sux (soloqueue and teamqueue)
Hey MasterYoda – It looks like we suggested deleting the local.dat file and following up with a repair. How did that work out for you?
I contacted the tech support as u said and i received the same “fiX” that, of course, doesn’t work
This is not an our hardware problem, but it’s a problem caused by patch or another thing that came with this update.
You need absolutly to fix this.
Very interested in arah guild
Eng full exo/ascended here, pls invite me
I’m looking for something like that on eu server.
I have this problem with every loading screen in the game now.
Before the new patch, i’ve never had this problem.
Me too and i have an SSD HDD. Before it was really fast now it’s very long.
/bump
+1
But we need voice chat ingame, or a better mini map with chance to Ping better the situation.
Probably a ts default server for soloqueue where create on the fly channel for match would be great too. Or a official Anet TS server, where, when match starts are automatically created two TS channels, “red” and “blu” with password spammed on /T chat when the match begins.
Or something like that
(edited by MarkPhilips.5169)
Cross Combo fields are a great way to improve teamfight in this game, so a revamp would be very good.
Bring a good Guardian with you.
I like this idea.
Remove MoA and replace it with a strong elite with a strong condition removal aoe (or condition immunity) with a not long cd.
So you delete a lamer elite (better for the game) And you insert a usefull elite for this meta and for party in general.
My 2 cents
I want to quote myself.
We know MOA is a strong elite but it’s a lame elite, it’s not fun to receive a MoA and 8 sec. without do anything is too much
Probably the game would be better without moa.
At the same time, in tournament, utility skills are frozen because these are the Mesmer core and without these utility (illusion of life and Portal) other classes can do better the role of mesmer (close holder or roamer). The other utility skill is generally a break stun (Mirror or blink most of time).
So if you remove and replace it with an usefull elite for team with condition removal inside more other stuff (with a CD not very long, max 60s) you solve at the same time:
1) MoA problem (game is better)
2) Main Mesmer weakness in a meta condition
(edited by MarkPhilips.5169)
Character locking is also coming at the same time.
All these new implementations are great but i hope to see the new pvp reward system implemented very soon.
I mean, a lot of people want soloqueue because they don’t have party or they want to play in rated match and not hot join when their party is not online, and is a very good thing.
But this game needs to promote team group at max level, so i wouldn’t team queue will be empty or very bad.
In this way people who goes for team queue need better rewards rather then soloqueue reward. Soloqueue is a great way to make other tpvp team in future, but i think team group needs to be always the priority for this game.
TeamQ and SoloQ are the best options right now. Maybe in future, with more people, add other queues for other group compositions could have a sense.
But now it is the right way to go.
OMG Awesome patch!
Please do not link them to extreme brainless grinding but to achievements that require skill.
It would be cool achievements linked to ELO ladder (soloqueue and rated tournament) or tot wins in rated matches, or other stuff that promote single/team skill instead of extreme brainless farming
thx
Of course We want drama, We want guild wars!
Smiles And hugs SUX!
Blood!
:D
Great finals!
GG tp and GG CC, very good teams
These are very good changes but i would add something like that:
General:
Evade skills – now if you use an evade skill (thief, ranger etc. ) you lose 25% of endurance (or + – %).
Mesmer
Remove MoA and replace it with a strong elite with a strong condition removal aoe (or condition immunity) with a not long cd (45-90sec max CD)
(edited by MarkPhilips.5169)
Remove MoA and replace it with a strong elite with a strong condition removal aoe (or condition immunity) with a not long cd.
So you delete a lamer elite (better for the game) And you insert a usefull elite for this meta and for party in general.
My 2 cents
Agree with everything.
Basically i see these big problems.
- Necro ultimate nuclear conditions bomb
- chain evade on skills with vigor up
- long stealth duration through shadow refuge or smoke bomb field with 4-5 blast
And one more thing….eliminate MOA and replace it with an always strong elite (but less lamer) with conditions removal and other stuff with max 90sec. cd.
(edited by MarkPhilips.5169)
It might be that the combo fields are not something to be depended on during the course of a fight—you can go through a whole fight without using a combo field and still win. This is most likely due to each profession becoming more and more self-reliant with the needed heals, boon access, and defense mechanics (stealth, distortion, blocks, evades) already built into the class utilities and weapons. Combos from what the OP is saying, and from my own experience, combos don’t have the biggest impact in combat.
I agree with you, for this reason i think anet should improve combo fields.
Classes are too indipendent now and better combo fields (in combat) can be a good way for a better teamplay.
For example area of healing is a good combo field, but it’s not super good now, if two team mates did a combo field, area of healing could heal more than an area of healing done, for example, by an eng alone. (it’ only an idea).
I think a good way could be promote synergy between combo fields between different players, not improve combo fields make alone (to mantain a good balance between classes).
Create different combo fields (more effective in combat) could be another good step.
Basically i think combo fields should be a great way to promote a better team play. I think Anet should improve combo fields in the game because is a great idea but now more combo fields are useless or not much effective.
eg. It would be nice if the combo fields made ??by 2 or more teammates were more powerful than make by one player.
1. Classes are too independent. There is nearly no synergy between them.
Is there any plan to make teamwork actually reliable in this game?2. They told in 2012, they would fix AoE and its impact on conquest. Till today, AoE is still the most effective form of damage. Are they still looking into this?
3. In February / March they talked about bringing incentive into this game. There is still no real incentive for casuals nor the competitive scene. How they gonna plan to create this incentive? (via titles, tournament-rewards, unique items, real soloQ ?)
This
+ when do you split soloqueue from team premade queue?
We are aware of Phase Retreats z-axis issues as well. As for the bug fixes on teleports, we don’t wan’t people teleporting through walls except with skills like shadow return. If you can port through a wall, then it is most likely not intended.
I recorded a video for you about phase retreat z-axis issues, i posted this video in the phase retreat issues thread.
I think is not clear the distintion between utility skill teleport and weapon skill teleport (like infiltrator’s arrow, phase retreat, infiltrator’s strike/shadow return etc.), if only utility skills can allow you to go above platforms (Z-axis teleport) or weapon skill teleport can do the same thing.
I think no spells need to allow you to teleport from a side to another side with a wall in the middle (like the old clock tower) but there is now a little confusion about other z-axis teleport (above platforms) for utility spells and weapon skill spells.
II recorded a video to explain better the situation:
Here we have some spots where phase retreat works on z-axis (after the patch). As you can see sometimes spell works random, you stay in the same place after you used the spell, other times teleport works.
There are now very few spots (maybe two in foefire, 1 in khylo (sometimes it works at treb sometimes not) where you can use you phase retreat on z-axis.
BTW i think if Infintrator’s arrow allows you to teleport on z-axis, phase retreat must do the same thing.
Otherwise only utility spell must to teleport you on z-axis. But phase retreat if is not designed to work on z-axis, needs to work ALWAYS in horizontal line, it doesn’t make any sense you remain in the same place.
Thanks for the reports, we have verified that there are indeed some issues with shadowsteps right now. We are working on a fix that will be out as soon as we are comfortable with it QA wise.
Good to know.
What about Phase Retreat on Z-axis teleport instead?
Z-axis teleport is more difficult now (almost impossible with mesmer), with phase retreat there are now only few spots to do this (very few) and with utility teleport there are some issues (some old points (before patch) to put gt now don’t work) and there are some issues with the thief teleport return skills (see jumper post)
(edited by MarkPhilips.5169)
up
It’s clear that the actual situation about teleport (not only phase retreat but utility skill too and thief weapon teleport skills) has some issues.
I’d like to see an official answer from Anet about this situation.
OMG, this is the best option ever! Toggles FTW!
I read your post, and make a distinction between utility skill and weapon skill teleport about how they work on z-axis could have a sense.
if weapon skill teleport aren’t design to teleport on Z-axis, change Infiltrator’s Arrow too.
Otherwise Phase retreat needs to teleport on z-axis.
I don’t see why Phase retreat and IA work differently now and btw with IA thief has not CD but initiative, more range and has more options where teleport himself.
(edited by MarkPhilips.5169)
Infiltrator’s arrow is a weapon skill and it works on Z-axis. And i use it A LOT on my thief.
For me this is a nosense, all teleport need to work in the same way, or Z-axis work for every teleport or not.
Are you even reading the entirity of the responses or just stopping when you see that it doesn’t say what you want it to say? I understand that your english is bad but the point is the skill is behaving as it should have to start with and Infiltrators arrow should be “fixed” the same way imo. You want all teleports to work the same way? Fine, put 30s CDs on those weapon skills and we’ll talk.
I read but your point is invalid because FOR NOW infiltrator’s arrow works on Z-axis. And it is a weapon skill spammable not an utility skill with 30s CD.
If Anet fix infiltrator’s arrow and make a distintion between weapon skill and utility skill about how they work on z-axis is fine for me.
But now is different.
So for me there is something wierd and i want to report it to the devs
I do not think is a bad thing.
Infiltrator’s arrow is a weapon skill and it works on Z-axis. And i use it A LOT on my thief.
For me this is a nosense, all teleport need to work in the same way, or Z-axis work for every teleport or not.
To be fair, it was stated back even before launch that teleports were not suppose to work on the Z axis so whether it was intended or not it probably shouldn’t be fixed and if devs are smart and want to improve PR, it won’t be. At least not until they fix other larger concerns related to balance.
If ALL teleport are designed to not work on Z axis is ok, not problem, but if other teleport work on Z-Axis i don’t know why phase retreat don’t need to work.
It’s not easy to use to teleport on platforms, you need to know the exact position to do this, is not easy like a GTaoe spell and its range is very short.
So i’d like to see a dev answer about it. I think this spell deserve the same status like the other teleport, about Z-axis (like it was before).
I agree with you, evade on style it’s not a great idea, too easy to do.
Dunno, description doesn’t say “horizontal teleport” but only “teleport” like other teleport skill. It’s true, it’s not GT, but there is not the point if is GT or not, point is if phase retreat is a teleport that needs to work like the other teleport. It has a very short range so if you want to use it to teleport UP a platform, you need to know the exact position where using phase retreat.
BTW there are too few platforms where you can teleport up.
I’d like to see a dev answer about this.
IMHO all teleport need to work in the same say, if teleport skills can let to teleport up platforms, phase retreat needs to work in the same way.
So, I read in this patch you fixed the bug and now you can’t teleport through the wall BUT now i can’t use my phase retreat (mesmer staff #2) to go UP a lot of platform where i could teleport before.
To teleport UP this platform, Blink, Thief’s Shortbow, Lightning Flash etc WORK WELL but Phase Retreat not.
So i think there is a problem with Phase retreat (maybe to go up this platform you need to go through this platform for the system?)
Is it a bug? does it work as intended? Can you fix this pls?
It’s very important for mesmer staff.
I posted here because is a problem linked to spvp map.
Improve oh dagger, less damage on lacerous strike, more damage on anytime (or better celerity) or other style. Basically you need to spread the power of #3 on entire set.
This means less spam, more balanced set.
Of course if u (anet) make a style MORE better then other 4, people spam it.
Classes are too indipendent, this is true.
A way to improve teamplay could be improve/rework combo fields effect.
Basically combo fields are a great idea but for now aren’t very effective in teamfight. To promote cooperation their effect should be stronger in fight. For ex. If an ally did a finisher on another ally’s field, the effect could be more powerful instead of doing this effect by himself (if possibile)
Anet could create different finisher for different effect to promote a better cooperation and a deeper teamplay.
Probably Anet will go for two groups:
1_ solo queue (only solo)
2_ other compositions
And i think it’s the best way right now for this game. Population is too low to split bracket in many groups, so you need to consider what people want in according with the population viability.
Soloqueue reward and team reward need to be different, people must enjoy soloqueue and they need to receive appropriate rewards.
But this game is a team game so people need to be incentivated to make a full 5 people team, because with this full 5 people team you can play better and receive better rewards than soloqueue.
Splitting queue and new pvp rewards need to be done at the same time.
I play Thief and i agree OH Dagger, after nerf, is horrible
BUT
FS + LS give too much for not big cost in initiative, you have good damage, evade, 2 boon stolen (with unblockable hit) and the only thing you have to do is spam #3 with dodge in the middle. Only for 4 initiative cost in total.
Too easy and too high reward for this action, anet need to smooth this action, increasing initiative cost or only 1 boon stolen or hit can be blockable or less damage.
At the same time they can improve OH dagger to balance this nerf.
Yeah, i think fs + ls cost too little for evade + 2 boon steal (unblockable) + good damage.
Or anet changes iniziative cost (maybe 2 or 3 for ls) or get only 1 buff stolen on ls.
Split solo queue from team premade queue
Apply better rewards for team premade and good reward for solo queue.
You can create a new currency for tpvp (instead of glory) and with this currency you can buy something really special. It’s better than random chest.
You can also create special rewards based on elo and ladder (but pls fix the ladder system before).
You can create special rewards for special event (like master tournament in custom arena)
There is no much sense now you can get more glory in hot join instead of tpvp, and basically glory now is almost useless.
tpvp needs better reward than hot join.
I think you can do 1000000000 things better than actual pvp reward system.
(edited by MarkPhilips.5169)
1_ solo queue separated from team queue
2_ better rewards for pvp, nice rewards for solo queue, super rewards for team queue
3_ fix MMR (no players with little experience with players with super experience)
4_ fix ladder (invisible rank for people who don’t play and/or lose ranks if you don’t play for a while (more than 1 week))
Filter for tournament played, not only for elo and absolutly not for rank. Who has thousand of torunaments played simply don’t match with who has few tournament played.
Problem solved.
For this reason rank are useless like a parameter and you need to value experience players with “tournament played” parameter
And the simple average is not good, a team where members have high rank and low rank is worst than a team with medium rank.
Two super players don’t offset super inexpert players.
They simply need to add a filter by “tournament played” not rank. You can do rank everywhere, you can be rank40 and not have experience in tpvp, “tournament played” is a better parameter for experience in tpvp.
Freeze minimap position
I want to lock minimap in a position where i always see 3 nodes, with a good zoom, in that way i can always know where my friends are.
Prof icons on minimap are great but pls, freeze minimap position, i don’t want it moves with my position, i want a fixed position.
This stuff it’s very good for players (team and PUG) and spectator, if people don’t know where others people are, everything is harder.
We’ll see an increase in solo-q. Team queue will be ‘empty’ unless there’s a solid reward structure implemented.
This.
Anet needs to separate soloqueue from team premade queue BUT premade team need to receive better rewards.
But you actually know how soloqueue works…..so, Why don’t try to make a full party instead?
When i go for soloqueue i know there is a risk to get in 4vs5 or less, or to have an imbalanced match….if i don’t want this i go for a full party/don’t play/do hotjoin or i accept the actual situation.