Showing Posts For MithranArkanere.8957:

what kind of gamer are you?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Achiever: 50%
Explorer: 90%
Griefer: 0%
Socializer: 60%

I’m a completionist. This test doesn’t really show much.

SUGGEST-A-TRON says:
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Recycling content like LW season1

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Posted by: MithranArkanere.8957

MithranArkanere.8957

The Bazaar of the Four Winds map would be the perfect place to put open world stuff from Season 1:

You grab the map, copy there a nightmare tower, add a tunnel entrance for another underground molten dungeon, and another entrance for another aetherblade retreat, replicate the marionette encounter where the Zephyr Sanctum used to be, add scarlet armies scattered through the map and a meta-event about taking it back form them. Boom, we get a way to fight scarlets armies again, ways to replay those instances, and maps, and we get to revisit the Bazaar.

And the story writes itself. The remants of Scarlet’s armies would have kept an unusual unstable alliance under the command of some mysterious figure that took over after Scarlet’s death, and rebuild their efforts after escaping with their ships towards an undefended Bazaar, making it their ‘pirate cove’. We don’t get to know who it is in the map, but we get to fight them again.

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DPS meter in game would be a "God Send"

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Posted by: MithranArkanere.8957

MithranArkanere.8957

What we need to help us gear our characters better is a way to unlock account-wide stat combinations for level 80 exotics and ascended gear, and also upgrades. Then once that’s done, a way to save and share build templates. So we can try more stat and upgrade combinations without having to carry countless upgrades and sets of gear.

Imagine how much better would have been testing builds during the HoT betas if we had such a system implemented, and all stats and upgrades unlocked for the testing accounts.

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Poll: Legendaries or Living World / Story?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

None.

I’d rather have them streamlining, polishing and expanding existing content. Stuff like restoring Season 1, reworking dungeons, adding more fractals, improving WvW, adding more PvP maps and modes…

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Young Kids that can't follow Instructions

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Have you ever seen this typical comedy sketch with one serious guy giving instructions to someone who seems to be paying attention, and then goes and does anything else? Then he’s told not to do that and they go and do it again? I keep getting that all the time.

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Stories not Account Wide - Should Be

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Oh, gods no.

It’s already bad enough that most of the Crystalline Ore I’ll ever get will be from stories, because those kitten noxious pods never spawn, and when they do they never drop ore.

Also, many skins set can only be completed under any reasonable time with multiple characters.

I am no friend of repetitive grind. And completing stories several times is way , WAAAAY less grind that completing meta events over and over.

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Oh boy....

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Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

He said people don’t go into Gw2 and play one thing and when he found out otherwise he was surprised….He has the delusion that who ever plays Gw2 loves every aspect of the game which is far from the truth.

“People” not as in “each individual particularly” but as in “the playerbase as a whole”.

It’s not that every single player does everything, but very few players do all but one single thing.

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Please Reconsider Structure of Dailies

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I only have these problems with dailies:

  • Dungeons: At least every week there should be one daily for one specific dungeon path.
  • Fractals: There should be numbered dailies for 51-75 and 76-100 dailies. Even if they shared a slot, or doing them disabled a 1-20 and a 21-50.
  • Gathering: Instead just a type and a region, they should require what basic materials are to be gathered, and change dynamically based on daily player and trading metrics. For example, if T5 wood starts getting relatively more expensive and has less stock compared with other materials, that’ll be the material required by the daily. It would not matter where you go get elder wood as long as you get elder wood.
  • PvP: Profession dailies need… No, must be changed to a dynamically generated ones, different for different accounts. Unlike most other dailies that need to be the same to ensure people gather in the same content, PvP profession dailies only increase the chances of professions stacking. Because of this, they need to develop a system that generates different dailies per accounts for things like these that should not be the same for all. In the case of PvP professions, the achievements should be for just 1 profession each:
    • 1 picked randomly between the 4 most played professions.
    • 1 picked randomly between the 4 least played professions.
      And that would be but a mere step among many to ease profession stacking. There’s more left to do.
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the centaur war

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Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

it’s disappointing, sort of contradicts a ‘living world’ design. a world is not living if it does not change.

A clock changes all the time. It just goes back to the start changing and changing.

Why it has to be that way? Because there’s many players with many schedules. You can’t waste resources making things 5 players will see at 5 am, or making things only those at a certain time will see.

Many of us already knew that before ANet attempted such things like with the Mad King’s arrival or the Karka events. One offs aren’t that fun, because at the end of the day what makes an MMO fun the most is being able to do stuff with others. If others can’t do it, it won’t be that fun.

That being said, that doesn’t mean you can’t add some uniqueness. In fact, there CAN be such uniqueness, and it’s relatively cheap, if you create a framework that can combine random elements to generate unique combinations, from randomly named bosses to enemies that have builds with variable parts that come in waves composed of variable combinations of roles.

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Brain dead never die cheese, scrapper sustain

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Posted by: MithranArkanere.8957

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You can pump one of these heal-boon spamming engineer and elementalists full of conditions and direct damage, and they just keep doing their thing with no changes.

Putting poison on someone should have a greater impact on their healing than it does now.

Right now poison just decreases healing by 33%. But it’s clearly not enough. It should also reduce healing power (aka Compassion) to the base 0 while it’s on someone.

Weakness should also reduce all stats of the target by at least 5%, preferably 10%.

how can something without a brain survive for so long?

https://en.wikipedia.org/wiki/Turritopsis_dohrnii

No brain. Their species is older than most. Yet there they are, going on, practically unaltered. Biologically immortal. They’ll probably survive us after we kill ourselves by not doing anything to stop climate change.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Legendary weapons

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Posted by: MithranArkanere.8957

MithranArkanere.8957

It’s the right decision.

No point on adding more legendaries when only a few players will bother making them because of the insanely absurd ridiculously ludicrous material costs, when the best ways to get those materials are the most boring things one can do in the game.

If they ever fix that issue, and people can actually make more than 1 legendary weapon in over 5 years without spending their entire game time doing anything except actually playing and enjoying the game, then they could continue with the project.

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PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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The Unlimited Gathering Tools is tedious!

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Unlocks are always better. The unlimited tool and the skin should be separate. This way, every unlimited tool you buy would get you an item you can equip to gather, and a skin usable by any character.

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[Suggestions] Gemstore Items

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Charr have ungulate ears.

I bet some people wants to have cat ears in a charr too.

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Eir Stegalkin In Stronghold

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Let’s see it as a full list with the existing ones.

  • Grymm Svaard - Mixed offensive – Grants fury. Causes knockdown. Elite causes a cannon barrage.
  • Pyre Fierceshot – Ranged offensive – Grants might. Causes burning. Elite places several traps that knock down those who trigger them.
  • Turai Ossa - Melee Defensive – Grants aegis and protection. Elite taunts.
  • Lightbringer Tybalt Leftpaw – Ranged Defensive – Grants Resistance, removes conditions. Elite deals poison and stuns.
  • Nika – Melee Specialist – Grants stealth – Causes blind. Elite blinds and dazes.
  • Kilroy Stonekin – Melee Specialist – Grants swiftness. Makes Critical hits cause daze. Elite gives quickness and alacrity, and makes allies briefly immune to snare and decreased skill recharge effects.
  • Eir Stegalkin – Ranged specialist – Longest range. She can’t damage doors directly, but she can summon Garm every 90 seconds. Garm is an NPC with health and armor equivalent to an NPC of elite rank, no defiance bar, and deals increased damage to doors, equivalent to a door breaker and a half. Elite creates a long arrow barrage that cripples
  • Ceara – Ranged specialist – Grants retaliation – Causes confusion. Elite causes torment and fear.
  • Magister Togo – Ranged specialist – Summons spirits on its path. The spirits stay in place giving random boons to allies and attack enemies until they are destroyed or Togo is defeated. Elite summons an army of spirits.
  • Warmaster Forgal Kernsson – Melee support- Grants stability. Causes vulnerability. Elite launches.
  • Alesia – Melee support – Grants vigor. Pulses healing. Causes weakness. She is rank champion instead legendary. She doesn’t have the elite skill that takes 20% of the enemy lord’s health. She has less health compared to other champions, she can barely damage doors and deals much less damage to players and NPCs, and can’t be summoned twice by the same team (the channeling will fail if an Alesia is already on your team). In exchange for those downsides, on her death all allies are revived, fully healed and made invulnerable for 3 seconds, and she will resurrect at the base 2 minutes after being defeated.
  • Magister Sieran – Ranged support – Grants regeneration. Heals occasionally. Causes chilled. Elite freezes.
  • M.O.X. – Melee variable – Changes every 2 minutes to a random form, with a formula weighted with what enemies do near it on its path:
    • Control – Melandru mode – Pulses stability. Launches enemies every now and then. Elite summons entangling roots.
    • Healing and boons – Greth mode – Absorbs conditions from allies. Deals poison. Converts boons on enemies into contidions. Elite transfers condition on self to enemies.
    • Utility conditions – Lyssa mode. Steals boons. Copies boons on self to allies. Deals confusion. Elite causes quickness and alacrity.
    • Direct damage – Balthazar mode. Gives might to allies. Deals burning. Elite makes allies unblockable and immune to blind.
    • Damage conditions – Dwayna mode. Heals. Converts conditions to boons. Grants resistance. Elite fully heals and revives nearby allies.
  • Razah – Mixed variable – Copies the abilities of any random other Mist Champion except M.O.X. .

Yeah.. I think that should do it. Just a conquest map with a map mechanic that summons a hero that walks to a captured point and helps taking it, and we are cooking something here.

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PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Minimum 4 Different Classes

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Dailies being the same for everyone, and having 4 professions only worsens the problem. People doesn’t really spread more for having those 4 options. Most people will always go for the same 3 professions, so if one of the 4 is any of the 3, people go mostly for that one, and spread less if none of the other 4 is any of the 3.

While with achievements to do things like world bosses, events in a map, specific fractal levels and dungeon paths you want everyone to have the same thing, with achievements like PvP professions you want everyone to have different things to increase the chances of having more variety in matches.

Because of that, The daily profession achievement must not be the same for all accounts. They need to implement a system that checks the account’s info and generates “tailored achievements” that are different between accounts. Something like this:

  • One daily picked randomly between the 4 most played professions of the account.
  • One daily picked randomly between the 4 least played professions.

This way someone with the base 5 slots can still do 3 dailies without deleting characters, and the fourth achievement encourages trying things you rarely try.


Also, before limits being added to profession in matchmaking, we’ll need something like a way to ‘register’ professions you prefer to play so more than one of your characters may be used in matchmaking.

For example, you load the characters you prefer to use in PvP, and can register them for matchmaking by talking with certain NPC. You would be able to register one of each profession, and sort them from the profession you want to use the most to the one you want to use the least, and temporarily disable particular professions without removing them from the list. When matchmaking for you, the current current profession will take preference, but if no matches are found for that one, your enabled registered professions are checked, and a different character may be used instead, and the Match Ready panel will indicate that you have been matched as <Profession> instead the current one. You take too long to find matches with your current profession? Maybe too many people is already queued using that one. Try to register more professions, or re-enable more of the ones you have registered but you disabled.

Once such a system is implemented, we will be able to have profession locks, individual profession mmr and limitations in number of professions when matchmaking.

But without a way to queue as more than one profession, such systems would only increase queue times.

Another advantage of having a way to register professions is that we would be able to have a ‘draft’ system for matches, in which teams take turns banning and picking professions. So we could have, for example, a match in which a team bans necromancers, and another team bans elementalists. And the rest have to pick among the rest of their registered professions taking turns.

If we also had PvP build templates, we could have drafts for specializations rather than entire professions, so we could have drafts in which the ban phase is just for partial builds, knowing loading builds is much faster.

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PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Am I the only one who prefers S2 soloq?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

You got lucky. You got several matches in the winner side, so now you keep getting that side.

Those who got in matches with worse players, or AFKers, or cheaters who lose on purpose, end up getting in matches only with those.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Skyhammer Design Discussion

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Posted by: MithranArkanere.8957

MithranArkanere.8957

1. Give the jump pads use prompts, to trigger the jump on demand by pressing the Use key [F] in case it doesn’t trigger when stepping on it.
2. Slightly increase the recharge of the skyhammer. Slightly reduce its damage. Increase turn speed considerably. Improve the AoE indicator with one of the filling AoEs seen in raids. When the inner circle reaches the outer circle, the skyhammer strikes. Consider replacing the knockdown with a daze or stun. Consider splitting the skill into two: One deals less damage and a few stacks of burning for a few seconds; the other one stuns, deals more damage and breaks platforms, but takes longer to recharge.
3. Make the skyhammer platform larger, shaped like an hexagon with the 5 raised platforms disposed each on a side, then the door in the 6th side.
4. Add a floating frameless platform north of the skyhammer plaform midway between the skyhammer platform and the raised structure under it. It will be possible to leave the platform and take less fall damage without using the portal with that platform, but it will disappear for a while after use.
4. Disable the holographic platform blinking for a while after a point changes its status and after they trigger:

  • While the blinking is disabled the platforms will look translucent light blue like now, and won’t disappear even if hit by the skyhammer.
  • While enabled they will turn translucent orange.
  • While triggering they will turn opaque from the inside, filling its area. When they are fully opaque, they will break. Using orange is more consistent with the color used in dangerous areas like environmental effects and boss attacks. These areas should be used also for other environmnetal weapons in PvP. For example, the trebuchet in Khylo would show the orange area that fills from the inside. When full, the trebuchet projectile hits.
  • The orange panels will also disappear instantly when hit by the skyhammer.
  • After a panel reforms itself, it will go on cooldown for 30 seconds, during which it will stay blue.
  • After a point changes its capture status all holographic panels reset and go on cooldown for 10 seconds.

5. Add holographic railings around the capture points. They will be tall enough to prevent being thrown over them with a Launch. Probably make them directly window-tall panels covering the entire area between the raised stone platforms over the points and the floor around the points. They will blink and disappear if an enemy is pushed towards them like the blinking platforms. Meaning that to push someone through them, you will need two pushes: one to break the panel, one to send the enemy through before the panel reforms. Like the blinking platforms, they will reset on point status change, staying disabled for 10 seconds, and stay disabled for 30 seconds after they trigger once.
6. Add a series of large hexagonal disappearing floating platforms with no frame (like those in Spekk’s Laboratory, but larger) under the main areas around the capture points. Players thrown may try to aim to them to prevent defeat from fall damage. The higher their health, the easier will it be to survive as they will have more chances to fall in a different platform if they miss a higher one or it has already disappeared.
7. Add a series portals on the sand level, in case someone survives the fall, they can go back up to their own base if they avoid the wurms and reach any of them. Doing this won’t give any points, though, to prevent people trying to jump down on purpose to score. The only benefit from this is not giving 5 points to the enemy, and saving time they may have spent waiting to respawn.
8. Make the wurms on the path to the portals behave like the wurms in the event at Onyx Field in Southsun Cove about gathering Golem Parts. No ranged attacks, instead, they quickly dig underground towards players and pop out dealing immobilize and massive damage downing in one hit, defeating in a second. They can be dodged and blocked. There will be a time limit, though. Players down there will get an effect. If a player doesn’t reach a portal before the effect expires, an unavoidable wurm pops right under them and swallows them whole, defeating them directly, Dune style.

I think that should adjust the map to make it more reasonable and enjoyable.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

League Champion achiev. Bug or punishment?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Wrong description.

You don’t have to “cross x league divisions in a league”. You have to “cross a league division X times”.

Meaning that each division threshold crossed counts 1 point.

Because of this, if you parcicipate on every league, you just need to get to sapphire.

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FOTM -> mesmer again

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Remove portal and moa – watch all mesmers disappear instantly.

Portal is always annoying. It lets people do things like sneaking people into Keeps or letting people skip jumping puzzle, or basically stay in a ‘quantum state’ between two capture points where you won’t know where the mesmer and any of their allies will end until the portal ends.

I’d rather have it work more like the ‘return to activation location’ teleports necromancers and thieves have, then at least it will only work for the mesmers themselves.

Moa only has one problem: It triggers on target. Being a signet, since most signet animations look the same, it’s harder to avoid than something so powerful should. Even if it mean reducing its recharge and making it affect 5 targets in exchange, Polymorph should have a better warning. Like an area that takes 1-2 seconds to charge up then pulse the effect on anyone that stays in the area. For example an empty circle is drawn on the floor, and then filled with a purple ethereal effect. When the circle is full, it snaps a purple dome like a trap. And anyone inside gets polymorphed.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Team>Class>Build>Gear>Skill

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Skill > build > matchmaking > profession

A skilled player can make a lot of builds work an unskilled player cant.

If you get matched with 3 thieves against 3 necros its important that you know how to adapt your build for this, and yes… builds can be adjusted for such matchmakings.

Which is why I put profession on last position.

Yeah. But what you are talking about is skill, not victory.

Of course a skilled player will be skilled. And of course skill is a great factor for victory.

But since there’s 5 players. You can’t measure skill as a 100%, but as 500%. Have one player with 100% skill, and 4 players averaging 10. That 500% becomes 140%. MAke them face a team of 65%, and their team is a 325.

And under that situation, Skill is made irrelevant by Team.

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Prestige vs Accessibility

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Posted by: MithranArkanere.8957

MithranArkanere.8957

We already have a good layout for Team prestige. All we have now would work perfectly if everyone player just in teams.

But we don’t even have something like “stick with this team”feature for full solo teams to click instead leaving the match right away, that would put the players to queue right away for a next match in a team but without all the full impact of a queued team for at least a couple of matches. And the LFG does not have the mandatory ‘recent contacts’ sections so you can contact better people you played nicely with:

  • PvP Teammates.
  • Party members.
  • Whispers
  • Mail senders.

And even if we did have better ways to keep players in contact if they liked their team. Way too many people to ignore would still prefer going on with solo queues.

The majority of the playerbase won’t play the way that fits better the system. In fact, if there was some sort of vsAI mode, you can bet your hairy ape sitting cushions there would be TON of people playing that instead hotjoin matches, unranked and ranked.

As the system it’s right now, it’s like trying to use a fork to eat soup. It will kind of work… but not really.

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Rev staff 5 needs counterplay

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Posted by: MithranArkanere.8957

MithranArkanere.8957

You should obviously anticipate it and dodge Kappa

That requires being able to see what the enemy does. You can’t most of the time. When there isn’t too much visual clutter, ANet has sacrificed too much balance for the sake of ‘fluent combat’. So most weapon skills have little or no activation time. Yes, they so do feel nice and fluent when fighting, but they are not so fun when you are on the other side of that.

You could try and predict they’ll use it because they are positioning themselves in front of enemies. But if they are already positioned it will happen with no warning.

To have decent combat, you need a tempo. There has to be a rythm. Patterns. Like with the slow autoattacks like hammer and mace. They sure are slow, and they are very easy to predict and avoid. But that’s precisely one of the things that makes using them require skill over just mashing a few keys that pop an endless stream of hits.

You need a hearbeat, not a blink.

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PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Team>Class>Build>Gear>Skill

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Posted by: MithranArkanere.8957

MithranArkanere.8957

The heart of the mists should return as a private instance with a series of tutorials and challenges for each profession that give some pvp reward progress the first time they are completed.

Those tutorials should have a core branch of missions, and bonus missions explaining particular concepts in more detail.

We learn watching, but learn more doing.

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PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Nerf Search and Rescue

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Posted by: MithranArkanere.8957

MithranArkanere.8957

The only problem I see with this skill is that it teleports allies that are not in line of sight to the pet. If the pet can’t see the ally, they should not be able to teleport them, like from clock tower capture point the tunnel underneath in Khlyo, or from the lanes to the supply in Champion’s Dusk.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Ruby division makes people hate PvP

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Getting ‘stuck’ in ruby is a very important topic regarding how best league should operate. We changed matchmaking to make the ladder more prestigious and so far it has done that. Divisions are aligning with skill level much better than season 1. The product of this change is that the bulk of players who hover around the middle of the mmr curve should stay in sapphire and ruby. Win rate will level out at 50% because there are plentiful players of similar mmr in the same division.

Should average players be able to climb out of the middle divisions by grinding? This removes prestige and can make matchmaking worse within a division, but always allows a sense of progression.

Should average players stay in the middle divisions because that’s where they belong at their skill level? This retains prestige and only improving skill will allow climbing, but rewards and progression stop at some point through the season.

Is there an incentive that could be added to league games for players who have reached their appropriate division and can no longer climb?

  • You write “prestigious” I read “exclusive”. As in something meant to keep others out regardless of any actual merits, just to make themselves look better. You know, like some a golf club for rich people taking space and wasting water and air so a bunch of people that got everything handed on a silver platter can go and feel better than the rest of humanity.
  • This system is not determining player skill. Only team skill. This means that you can’t recover if you are unlucky and randomly get into a bad team or a team with cheaters that lose on purpose against their friends too many times.
  • I’m barely seeing anyone saying their win rates are anywhere near 50%. I’m only seeing people saying it’s all smooth sailing, and people saying they never win.
  • No, average players should not be able to get to the top with grind. But they should be able to go higher if they stop being average. This does not happen. No matter how they improve their own gameplay, victory is still determined more by their teammates than their own skill.
  • No. There is none. There should be the possibility of getting better and maybe climb some more. But we all have seen there is not a single strand of hope of that ever happening under the current system.
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Damage and CC = Good PVP ?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

i have a question : bunker meta is kitten, damage meta is kitten becouse it is too fast to see, condi/cc meta is kitten …. so … how should it be ?

No meta.

There should be damage bursts. There should be condition users. There should be CC specialists, there should be supporting roles…

But there should be viable counters for them, and limitations to everything.

The very moment any single build can take any other build under 3 seconds on demand and with little cooldown, something is wrong.

SUGGEST-A-TRON says:
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Conditions and healing power

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

We could use a new condition: Curse.

A creature with Curse will damage anyone that gives it any support effect: Healing, stun breakers, condition removal, boons, auras, alacrity, superspeed, stealth, etc…

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Even if I am the worst ever

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

The matchmaking is utterly broken.

Those who use the broken builds are banded together. Those who don’t are used as cannon fodder for the broken to get easy wins and keep the exploiters happy.

I can take care of 1 or 2 guys with broken builds with the builds I make myself. By I can’t fight 1v5, and the teammates I get are basically useless. They just run to the enemy and get defeated in 3 hits. Often run to them alone. They never disengage, and are always stepping into the mindless stack&spam areas created by the unskilled players with broken builds.

It’s like having people fight with baseball bats and paper armors against people with flamethrowers and bomb suits. I run avoiding the flame jet, get behind the guy with the flamethrower, land a few hits that do so little that the guy in the bomb suit won’t even turn around to hit back, and meanwhile the rest of my team is dying in a blaze of fire because they have decided that running straight into the fire was the greatest idea ever.

I’m yet to see a single match that doesn’t work like that. Not a single match ending anywhere near 400vs500. One side always gets 0-100 points. I woul not mind losing so much if the matches were closer, if I at least see my team mates try. If the teams where more or less equivalent.

Why aren’t at least 1 or 2 of the guys with the broken builds in my team instead having them all in one?

SoloQ should not mean “alone with other 4 other people so incompetent it’s hard to believe they are not losing on purpose against 5 cowards that exploit the bad balance to basically win matches by randomly mashing the keyboard with their elbows”.

I’ve been able to predict the outcome of every single match for the last 2 weeks. I just need to see the enemy professions, my team’s professions, and I’ll know if my temmates will be able to do anything against the enemy to win or just run to them and die. Every. Single. Time. Not a single exception so far. That is madness.

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New map - secondary mechanic idea!

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Posted by: MithranArkanere.8957

MithranArkanere.8957

A very bad idea.

There’s currently several problems with builds that are too good at solo 1v1 dueling.

No single build should be able to heal 20% of their health per second while under poison, soak up damage with summons, or evade repeatedly, while also dealing tons of damage. Any build capable of doing that is broken, yet we have them around, and are widely exploited by unskilled players to simulate actual skill.

Every single build should have a counter, yet we don’t see this at all. You would think, for example, than a condition removal necromancer would do good against boon spamming builds like the ones tempest or scrapper usually have. By no removal can keep up with how fast they can reapply their boons and lose conditions.

The very attribute and skill system isn’t working like that. We would require a complete revamp of core mechanics to start seeing any semblance of actual balance.

Because of that, such a mechanic would allow players to single out enemies with builds not meant for duels or greatly weaker against particular builds and take them out easily with little effort.

Or end up with silly cases of a couple of broken builds with way too much survivality against each other, just mashing each other for the rest of the fight without any of them getting ahead.

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No punishment for afkers/griefers

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Reporting DOES work, but you need more reports for it to work, and most people won’t report because they don’t see any specific option for it, or think it does nothing.

And so we have players who keep cheating and griefing going at it without repercussions.

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Raid on the Capricorn 2.0

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

hmmm sounds good!

but instead of freezing with ice, what about turning water into jade ?

Then you’ll have to do something like replacing the pirate ship with a Luxon vessel to keep with the theme.

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AoE cc spam!

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

AoE CC is Ok, if it can’t be spammed.

Pulsing CC can be ok, if it’s not a fire and forget and requires to focus on target and channel while it lasts.

Pulsing AoE CC is not ok, unless there is an internal cooldown per target.

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Raid on the Capricorn 2.0

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Hm… I could see something like that.

Maybe if there was some sort of freak winter weather replacing the tropical theme of the island:

  • Freeze the water,
    • The capture point is now in an underground dome carved in frozen water.
    • 4 tunnels in the ice lead to the dome with the capture point, 2 on the sides of the ship’s bow, 2 on the sides of the stern.
    • There’s a ‘skylight’ at the top of the dome. A small cylindrical hole with a few platforms so people can go down through it faster, in exchange of taking a bit of fall damage and being in danger of being pushed down.
  • Exits from base:
    • Players now fall into piles of snow instead the water. There’s no fall damage on those piles.
  • Elixirs of Heroes.
    • These can still be picked on the ship, and make the user immune to damage for 2 seconds on use, but prevent capture for that time.
  • Cannon.
    • Instead picking cannonball bundles and carry them around to load the cannon, then it becoming usable by anyone, whoever uses a cannon ball gets an effect similar to the Supplies in stronghold, that looks like a floating cannonball in their shoulder, and a stack of 5 ‘ammo’.
    • Players can gather up to 10 stacks of ammo, but picking cannonballs is no longer instant, it requires 3 seconds of channeling. Each channeling gives 5 ammo. This channeling can be interrupted by damage.
    • The cannon now only has a single ground targeted AoE skill instead 5, but it can’t be used without stacks of ammo.
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(edited by MithranArkanere.8957)

If you're good you can carry any team...

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Tell that to the two schmuck without armor that I keep getting in every match that run to the enemy to get killed in 3 hits.

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Comprehensive dream balance patch

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Posted by: MithranArkanere.8957

MithranArkanere.8957

You are merely addressing skill values.

That won’t really change anything.

Changes must be made not to skill, but to mechanics themselves.

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Guide: How to win Solo Q by Zoose

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Posted by: MithranArkanere.8957

MithranArkanere.8957

No.

This is how:

1. Equip a broken build everyone knows is broken, but won’t admit it because they exploit the broken build and know they will lose without it.
2. Get lucky with matchmaking. That is, get more people with broken builds than the enemy team.
3. Get to points, stack and spam. It doesn’t matter what skills you use. You can just mash buttons with your elbows. It will work.

That is all.

Thats exactly how 99% of the people I get matched with play, and is exactly why I loose most matches.

Then you have to choose. Play like that too, or keep losing.

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Guide: How to win Solo Q by Zoose

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

No.

This is how:

1. Equip a broken build everyone knows is broken, but won’t admit it because they exploit the broken build and know they will lose without it.
2. Get lucky with matchmaking. That is, get more people with broken builds than the enemy team.
3. Get to points, stack and spam. It doesn’t matter what skills you use. You can just mash buttons with your elbows. It will work.

That is all.

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Is anybody actually happy with Season 2?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I am not.

No single character should be able to do more damage than they can take, while taking more damage than a freaking Forest NPC can take.

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We need a built in voice chat

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Posted by: MithranArkanere.8957

MithranArkanere.8957

It’ll be nice if there was some partnership with a free VOIP system to embed their VOIP in GW2 so we can just input the login once and connect automatically, but people may start kittening about which one is it. People is rather particular about which VOIP they like, and end up’ refusing using the ‘official’ one.

Another way could be ‘obfuscating’ it, so the login is provided by the system and people don’t even know we are actually using a third party VOIP.

I doubt we’ll get VOIP officially other way, it’ll take resources ANet probably doesn’t have.

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[UI] Druid Celestial Avatar Icon Glitch [Merged]

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

This also keeps happening to me.

I tried clearing all caches I could find and deleting the Coherent UI files, but it keeps happening.

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The reason for so many huge losing streaks

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think we should change streaks to work in a different way.

Instead just counting consecutive wins, keep a ‘win ratio’ during each league, something like a ‘heat bar’ that appears under the pip tracks.

Each division would have two thresholds under which you start losing pips and win more pips, and past those thresholds you lose more or less pips.

The system would kick in after a certain number of matches to leave time for win ratio to build up.

So, even if you lose a couple of matches, as long as your win ratio stays high, bonus pips keep coming on wins, and a single loss won’t ruin that.

For example, in amber, losing pips will have a 0% win ratio threshold, meaning you never lose pips just like now, and a 50% win ratio upper threshold over which you gain extra pips per win, and bonus pips every 10%. So at 100% win ratio, you get 6 pips per win, one for high win ratio, 5 bonus for higher win ratio.

This could be tuned even further with decent personal scoring and MVP awards.

Wings vs a team with higher win ratios and more MVP awards would grant even more bonus pips.

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(edited by MithranArkanere.8957)

how about this for pips

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I though of something slightly similar:

https://forum-en.gw2archive.eu/forum/game/pvp/Suggestion-Metal-pips/first#post6031211

But people didn’t seem to like it.

I’m thinking of something different now. I’ll let you know when I’m happy with what I have.

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Fair Matchmaking? Kek.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I would be happy enough if I stopped getting people that seem to be losing on purpose.

How can I keep getting people that end up with less than 10 personal score and over 20 deaths at the end of the match?

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when will you fix moa?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Moa is fine!
Counter with aegis block evade blind los obstructed!
L2p! Gg!

To counter something, you must first be able to see it coming.

Most of the game’s visuals are useless. And there’s nothing like a skill activation bar under the enemy health bar telling you the skills they are using.

You can’t learn to predict the future.

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Bunker Meta 2.0?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Stack & Spam. It’s always stack & spam.

Spam lots of areas on the point. You can’t stand there, you can’t take it back.

Spam blinds and stability. You can’t take them outside the point.

Stack lots of conditions and damage and healing.

Change the skills, make ‘balance changes’, and people will merely find and switch to the next stack & spam shenanigans.

There’s a few broken builds, and GW2 isn’t designed to maintain balance by itself. Builds are broken until fixed.

That’s why stack & spam will keep happening.

There’s one and only one way to prevent further imbalance: Actual live dynamic balance measures. Too much damage in little time? The system reduces it. Too much CC? The system reduces it. A condition or boon removed the system prevents it being reapplied right away. The more someone supports and heals the less they should be able to damage and vice-versa.

Until actual dynamic balance is introduced in the game, this will be just like a massive pagoda game in which a tower always has more floors than the rest, and none will be ever equivalent to the rest.

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No freaking way to recover?

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Posted by: MithranArkanere.8957

MithranArkanere.8957

Without any way to determine personal prowess in matches other that personal score, which sucks and doesn’t really tell much about your real participation, there’s no way to say if someone did more than the rest in a match, no way to say who was the MVP in a match. Without that, it’s just luck what determines your rating when you queue solo. If you are stuck with bad players, you’ll keep getting deeper and deeper into that.

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when will you fix moa?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

The only thing I don’t like about Polymorphs is that they happen without much warning, as looking at the enemy doesn’t help much wyhen the action is so fast and hectic and there’s so much noise.

I’d rather have both skills create a visible area that ‘charges’ then unleashes the effect after 1 pulse. Even if it meant Mesmer gets an AoE Polymorph like Engineer.

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You cant tell me ELOHELL doesn't exist

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

We need way more and better personal score metrics. Then a “MVP” system for those players that provide their team with the most score and lead it to victory.

Then use the amount of times a player has earned MVP awards, to determine which players stand from the rest the most.

Once we have that, we can team together players that lead their teams to victory the most, and split them from those that have just being getting carried and win out of sheer luck.

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(edited by MithranArkanere.8957)

Blocked people

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I only block players that lose on purpose or help the enemy team, or that are clearly using some sort of third party tool that allows them to cheat.

I would pretty much like not to have to deal with such players again.

I would also like to see better report options than having to use ‘botting’.

Some people even think there’s no cheaters in this game.

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Gotta love this meta....

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

This has been the basis of GW2’s broken PvP since release: Stack and spam.

The only thing that changes is what you stack and spam, but the one that stacks and spams more wins, because any decent PvP would have downsides and tradeoffs, and GW2 only has addition. So people just picks what adds more.

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