Showing Posts For NevirSayDie.6235:

DPS builds are underpowered

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Posted by: NevirSayDie.6235

NevirSayDie.6235

You could tweak your build. Thieves are one of the strongest few professions at the moment, and they’re very resistant to cc.

Most teams will take one or maybe two tanky builds, and 3 or 4 roaming or teamfight dps.

Which class is best (for me)?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Thanks for the replies. I think I’ll roll a Ranger.

Is there a disadvantage to jumping straight into Heart of the Mists? Or can I seriously just roll a Ranger and then enjoy all the PVP there is in the game without having to grind through PVE content?!

Yep! Welcome.

Offense vs. punishment, risk vs. reward

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It would help if classes had something to manage besides just cooldowns as well. Thieves have initiative and mesmers have clones, but the way they’re implemented right now and how fast both resources regenerate they might as well just not be there at all and only promote spamming. Even ranger pets are pointless to kill as they’ll just keep swapping through them. Classes need something to pace them and build up to the damage output we have right now, resources that require actual thought to use correctly and add a sense of risk to fights if they’re used incorrectly.

I don’t think it’s fair to say “nice game, but you really shouldn’t have tried innovative ideas.” There are plenty of resource management-based MMOs (with trinities and stuff!). They’re okay but I’m glad GW2 is not like them.

looking for tPvP advice

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Posted by: NevirSayDie.6235

NevirSayDie.6235

30/10/0/30/0 is a very solid place to start. You have to have 30 in explosives to run grenades, but there are a few traits you can move around if you want to experiment. For example, you can take ten out of alchemy and put them into tools for perma swiftness/vigor, at the cost of a couple very solid alchemy traits. You can even take another five from firearms for tools for toolbelt recharge and elixir R, which is ostrichegg’s build. However, that build can’t afford mistakes well, so use at your own risk!

Alternatively, you can take 10 from alchemy for firearms and pick up flamethrower/juggernaut. I’ve never used that build, but I’ve seen it do well. Quite a bit of burning available, some good cc, and some decent might stacks as well.

WTB more players for TPVP in NA

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It’s true that population isn’t huge right now, but you’re queueing at the very top of the leaderboard. I’m glad the matchmaker is not just throwing you in against a low-rank pug. It’s lonely at the top for every game.

Also, is the screenshot from this morning or another time? Because obviously if you’re queueing at 7:00 on a Saturday morning, that isn’t going help either.

Which map do you like?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This looks fun

1. TotSS
2. Foefire
3. Niflhel
4. Khylo
5. Spirit Watch
6. Skyhammer
7. Capricorn

Bring pause to GW2 for event.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Actually, it’s not easy. If it were, I can guarantee you that I would have already implemented it myself. We LOVE easy changes that improve quality of life for our players. (Maximum payoff for minimum effort. :P)

This is definitely something we want to do, but it’s at a lower priority than what we are currently working on. I know that isn’t what you want to hear, but it’s how we have to approach these sort of things.

First off, I’m glad that you guys are focusing on other things. This is important but there are several other things that should rightly come first.

A possible quick band-aid fix could be to officially give the leading team the choice of whether or not to restart the match.

That way, it couldn’t be exploited by losing teams, but a winning team wouldn’t be unfairly destroyed by an unlucky dc. A legit dc by the losing team could also potentially happen; in that case, it would either not matter (i.e. the score is already 400-200) or the winning team could still possibly choose to allow a restart.

Obviously a legit dc on the losing team in a close match could still happen, but it might be nice to have an “official tournament rule” in place. People would know going into the tournament that the leading team would be given the choice to restart or not, so even if it wouldn’t be perfect, at least it would be fair and straightfoward. And it wouldn’t require any coding to implement

Survey: Do you want more PvP achievements?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Some of these ideas would be really fun to see, but they’d have to promote playing the game well, not just pulling off a crazy trick for a few achievement points. Also, they would lose a lot of their appeal if they could be completed just by walking into an empty hotjoin server with a friend and farming the requirements together.

I think they could make a great basis for a better glory point system, though! What if instead of getting 10 points for all standing in a circle together, you got tons of points for doing things like X damage, X healing, X successful dodges?

You could even have bonus categories, like survived a 1v2 for X amount of time, neutralized a point while in combat, “clutch” award for stomping/rezzing while taking X damage, etc? Conquest is fun but you currently only get points for mundane things or even worse, for playing poorly (multiple people taking close point…) It would be awesome to get points for being awesome!

Josh Foreman's Tips for Constructive Feedback

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Hey guys, Josh (of SAB fame) offered some really good tips in another sub-forum. Since they were buried on page 20 I figured it would be a good idea to post a link to them here.

https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development/page/20#post3007420

Does anyone else have any similar advice for us developers? What ways we can make collaborating easier for you? What things are we already doing that you enjoy? What would you like to see more of?

The list is fantastic, by the way. I hope that the community will strive to become better at communication. We often just shout (figuratively speaking) and figure that’s good enough.

Bunker Engie

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Chaith is right, of course—bunker engineers simply don’t have the downed state control to compete with guardians. They are more of solo artists, being annoying on the far point or keeping a close eye on the home point.

With that in mind, rocket boots can actually be a very good utility for an engineer “bunker.” If you’re fighting 1v2, usually it will be better to escape and hit another point than to die on the point. So smoke bomb + rocket out.

You should do some solo queue arenas! If you enjoy being a solo artist bunker, arenas are the place for you. The best thing about tournaments is that (most of the time) when you are fighting 1v2, your teammates will be gaining control of the rest of the map. You can really carry your team if you play well.

A highlight showing lack of skill vs reward!

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Posted by: NevirSayDie.6235

NevirSayDie.6235

That warrior ran an unusual, full melee mace/mace/hammer build that normally would not work in a competitive match, but it just so happens to be the one counter to the engineer’s obnoxiously resilient, borderline-immortal build, and therefore it worked that match. Without that warrior’s awkward melee build, that engineer would have run rampant and dominate the entire match with no counters.

Is this a case of Build Wars? Maybe. Imbalance? No.

It is certainly not the only counter to Ostrich egg’s build. Any condi necro should be near impossible for that build to beat, and there are other counters as well.

I think the sigil of paralyzation fix will help a lot. 50% extra crit chance vs. stunned enemies seems a bit over the top as well, but shaving is good. I think balance is pretty good overall right now, but even I know that stunlock builds are lame in any game.

Conquest encourages dirty fighting

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Posted by: NevirSayDie.6235

NevirSayDie.6235

ive recently come to see that 95% of battles in conquest mode involves trashy lowlife styles of engagement.

there will rarely ever be a “fair fight” because of the way this game mode is set up. 1 side will always be outnumbered as random people pop up unnoticed out of nowhere (thanks to the maps having so many obstructions) and proceed to jump their opponents like a buncha gangsters.

almost all fights results in someone sneaking up behind their back in the middle of a fight and blasting them away. thats the most successful tactic you can utilize yet in real life thats the dirtiest way to fight imaginable.

it doesnt matter how much skill you have, you will almost never win a 1v2 meaning numbers are everything. the major determining factor of winning is who will have the most sneak ganks and how many goons will show up to outnumber the opponent.

to me this is trashy slimey garbage. theres no honor in this, i hardly ever feel any pride for winning a battle because they are always unfair settings. the fights are so chaotic and fluxuating in numbers so often you wouldnt even be able tell if it was a fair fight

i always considered node defense an honorable activity, but here protecting a node is pointless unless youre a dedicated tank because the nodes are so small and they get neutralized so fast. anyone should be able to fight on the node and keep it defended, but with this its impossible, 1 wrong dodge and the points already half way neutralized and most classes need way more space to fight than what is offered.

the 3 node approach has people buzzing around everywhere and the terrain is so terribly obstructive its constantly resulting in unsuspecting gangbangs out of nowhere and sneak up blowaways on already engaged fighers 90% of the game.

i hope a deathmatch mode will come soon. in gw1 you had your crew they had theirs, numbers were even, you saw all your enemies etc and strategy ensued. what we have in conquest is the lowliest form of gangbang trash fighting ive ever witnessed in an mmo.

ps. thank you anet for all that you do

I remember feeling the same way a while back. I’d get into a decent 1v1 on a side point and pretty soon a roamer would come and gank me before I could react.

I was able to find ways to adjust, though. Remember that every second you fight outnumbered, your team has an advantage on the rest of the map. That means that every fight is meaningful, even outnumbered ones.

There are a lot of even fights as well, mostly at the mid point. Sometimes a roamer will enter the midfight and really swing the fight, but in general, midfights are the type of slugfest you’re looking for.

If you’re playing hotjoin, then your complaints are completely valid. There’s no reason to fight even numbers there, because one team usually has 1-4 more people playing than the other side, and they’re just zerging for glory anyway.

New Reward System...when...?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Colin, thanks for your info. It’s great to see devs working on improving the game and not just by adding band-aid fixes. To be quite frank (and I know I’ll be stoned for this) but I quit the game back in October of last year and I’ve recently come back to play here and there and so far it’s been extremely pleasant doing sPvP, much more than it was at release. Solo Q and other improvements have really made it that much more fun (only downside being Skyhammer to be honest..) Looking forward to the other improvements.

I feel the same way. There is a small number of forum ghosts insisting everything is terrible, but in reality there’s a ton of great stuff going on.

Has Pvp improved since launch?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

PvP has seen huge improvements since launch. Balance is much better, matchmaking exists, solo queue has been added, and there have been hundreds of bugfixes, to name a few.

There is not a team deathmatch mode. GW2 combat doesn’t fit with TDM as well as a standard trinity MMO. There have been new maps added with very different secondary objectives, but the main mechanic is still 3-point map control. It has never been king of the hill.

Stop Flaming The Devs

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Really, if you are just gona come up with random cry about something, leave out.
This constant criticizing and flaming to developer´s work is only going to make them work less and care less about pvp population.

Either point up the flaws of some system so they can check them, or come up with solutions, but random flames isn´t gona help the game in any way.

Get real, if you don´t like the game, or you like it but you don´t want to wait/lost hope, just leave and everything is cool in you life bro´s.

Agree. There are two lines of reasoning on these forums I can’t understand:
1. “I spent $60; therefore I have a right to ignore the rules of common decency when posting.”
2. “I hate literally everything about the game, but if I keep flaming the devs, they’ll re-design it from the ground up.”

Can we PLEASE get new game types !!!

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Just to confirm, we are working on new maps. I can’t give too many details.

Please analyze pvp games and modes that where succesfull in the esportscene. Correct me if i am wrong but literally every single one that i can think off is about killing the opposing player (s). There are differences in mechanics but it always evolves around creating pvp skirmishes.

If i had to design a pvp mode i would try to follow a few set rules:

- The main goal needs to be to kill the opposing player (s).
- You need mechanics or a layout that splits people up to avoid a zergfest.
- Dont let secondary objectives / ingredients impact the game too much.
- Create a layout that doesnt doesnt benefit a certain type of playstyle/team to much. Chokepoints are fine but dont make it too easy to shut people out. Make it open enough for people who want to kite but with enough areas to LoS when needed.

I would organize a community contest titled: “the community knows best”. In this contest i would let the community come up with ideas for pvp modes with a nice set of prices for the guys who come up with the best ideas.

They would need to follow a certain standard format including a nice moodboard etc etc etc.

Sounds like you want conquest! Control of the map is gained by defeating enemy players, splits are encouraged, secondary objectives stay in the background (on most maps), balanced comps are encouraged (1 support/tank + varying types of dps/burst/mobility/utility builds), kiting is easy but doesn’t contribute to map control.

I’m being completely serious. People don’t realize how much conquest pushes the opposing teams at each other and forces combat, while still allowing team splits and role variety. I’m glad that the devs are working on new game modes, but it is not so easy to come up with something better as we seem to think.

Dishonor BROKE the GAME constructive fix

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’d also recommend that if someone doesn’t click ready, the matchmaker should keep the other nine together and pull in a tenth from the queue. No one wants to sit in even a 3-minute queue multiple times in a row.

Condition Builds

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Posted by: NevirSayDie.6235

NevirSayDie.6235

This game is addicting in fact I bet you 1g you won’t quit.

This game had like 3 million copies sold, just around launch?, like 1/100, at best, of those people still play.

Moral of the story.
Allot of people quit GW2, most notably because of PvP.

On the other hand, how many servers has Anet merged due to population drop?

Also, betting someone gold that he won’t quit is a 100% safe bet. If he quits, you don’t have to pay up anyway. Well played

What skill

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Slick shoes will boost movement speed to out-of-combat swiftness level, so it appears extremely fast when in combat. Did he also knock you down?

If an engineer figures out how to hack, trust me, he won’t do it just to run behind you quickly.

Anet, Why is Leaderboard Decay Too SLOW?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

We’ve actually increased the decay multiple times now, but have been purposely making small adjustments for at least two reasons.

1) So we don’t overshoot. The last thing we want to do is punish our players for not having the time to play every day.

2) The change is retroactive, so the changes are very visible to people tracking their ranking. We don’t want to give the wrong impression to a player when their rating changes for seemingly unknown or confusing reasons.

We’re looking into ways of improving the leaderboards, so please continue offering us your ideas. In the mean-time, I’ll bring up increasing the decay with the team.

Thanks, that’s a very reasonable answer. If I may, I’d suggest looking at other variables than just the severity of decay. For example, a way to weight recent wins/losses more heavily than those in the distant past?

Fill us in on your progress/ideas

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Anet,

I am sure I speak for many players when I say this. I truly believe that you guys should fill ALL of us in with exactly what is to come for PvP. Leaving us in the dark is not helping and I know thats your policy, but I can say for over a year it has not worked. So why not try something new and actually tell us what you are working on and let us give our opinions if this will do justice.

I know that you want to make sure when you revamp PvP its done right, but doing it and leaving us in the cold without any input IS NOT the way to do it IMHO. Tell us how exactly you are gonna revamp or the ideas youve thought of for the reward system, pvp legendaries, new game modes, new incentives, revamped heart of the mists, etc……

We are waiting patiently and its been over a year and I can honestly, even though we are not entitled to anything, say its time that we start getting a little more info on whats to come. This way we are well informed before its released, given time to give input/feedback, and are NOT disappointed when its released and just start QQing more.

Well, they already put out the Oct. 15th balance preview that they delivered a month in advance. Also, the confirmation that new modes are in early testing. Also, the confirmation that revamped rewards system is one of the next things coming.

I think it’s smart to not get too specific, as people will often find ways to disagree with whatever specific approach they choose.

Turrents, Unique trait, totally useless?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I’m not a grammar kitten, I promise…but for the love of everything engineer, please don’t say “turrent”! :p

Sorry, pet peeve. Don’t forget that turrets will get a huge PvP fix in the next patch, allowing them to attack your target instead of just whatever’s closest to them. Not sure how useful that will be for PvE, but it will be pretty big for PvP/WvW.

Edit: haha, apparently naming the European fascist party from the 1930s-40s is censored here. Apologies.

Why is combat speed slower?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Disengage abilities are already extremely powerful for many professions. Slower speed in combat prevents one person being able to permanently survive vs. any number of opponents just by being faster, because an out-of-combat opponent will catch him.

Anet, Why is Leaderboard Decay Too SLOW?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I don’t think just adding more decay is the answer—if there’s a really harsh permanent decay, we’ll just have the opposite problem (the top of the leaderboard will just be everyone who never misses a day). If I go out of town for a weekend, I don’t want it to be the leaderboard equivalent of losing 5 matches in a row. For one thing, that would make matchmaking even worse.

I think the real problem is ancient wins/losses holding just as much weight as recent wins/losses. In august, there were a lot of people with ridiculously good ratings due to lucky win streaks or sync queueing. Now, everyone who beat those people once or twice has an inflated rank, because they “beat” someone with a higher “ranking” than anyone has anymore.

I think that there should either be 1) ladder resets or 2) weighted win/loss ratings to favor recent matches. If I play 100 games in august with a 90% win rate, and then 100 games in October with a 50% win rate, my ranking should look more like a 50% player than a 90% player. They could even make it so matches further back than a month or so have no bearing on your current leaderboard ranking, like they didn’t even exist.

Can we PLEASE get new game types !!!

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Posted by: NevirSayDie.6235

NevirSayDie.6235

everyone thinks that a thief team would win that hard?
obv to see they really don’t know how to fight, if the thieves are that bursty, they would get one shot if the remaining 4 up members on the opposing team used 1 aoe skill on the downed player.

Still 5v5 would be dumb. 3v3 would be meta.

People are saying the thief team would down one player and shadowstep stomp him, and would then perma-stealth for 14 minutes until time ran out and win. It would be a really good strategy, actually. You could even have 4 thieves bring along a dedicated rezzer/stomper like a focus ele, and just keep him stealthed with clusterbomb smoke fields. Just in case you messed up really badly multiple times.

Thieves are in control right now because they can’t choose every fight—if the enemy has two points, they have to attack, no choice. The irony is that people say conquest doesn’t reward fighting when it’s exactly what forces people to fight.

Best MMO PvP

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I think what happens instead, is that players enjoy the game until they read the forums, and the forum negativity infects them. Like had they never touched the forums they’d still be enjoying themselves, but because they do they grow increasingly bitter.

Truth.

PvE>WWW>PvP

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Different teams.

Calm down.

I’m always amazed people are gullible enough to believe devs when they give the whole ‘different teams so no conflict!’ spiel. The devs have mentioned many times being hindered by the fact that they need people who are shared among all the teams. There may be specific teams for different parts of the game, but they don’t do jack kitten without the people that work on all areas, and guess which area gets most of their focus? And that’s not even taking into account the fact that, while there may be different teams, it doesn’t mean the teams are equal in size or scope.

It’s not that the different teams never share any time or resources—it’s overcoming jealousy. Of course the PvE team is bigger than the PvP or WvW team. We keep asking Anet to make horrible business decisions because we’re jealous of all the updates PvE gets for some reason, and then we’re shocked and offended when Anet doesn’t listen.

Can we PLEASE get new game types !!!

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Most people in this game don’t play bunker, so where do you get this “bunker or go home” from? Even top teams only go with one guardian(or went, because top teams are gone).
Also they have already talked about new modes and there are some leaks of things they are thinking about.

I also don’t understand this. Teams with more than two tanky builds haven’t really done well since last October or so, and most now opt for only one tanky build out of five players.

And yes, testing on new game modes has been mentioned by devs a couple of times.

Quality of life PvP and UI changes

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Posted by: NevirSayDie.6235

NevirSayDie.6235

1. Turn on fast-cast ground targeting so you don’t have to re-select your skill after clicking just out of range.
2. Could be helpful.
3. Not sure about this—it’s annoying but at the same time I wouldn’t want it to be super easy to get stealth from a smoke field when people are right on top of you.
4. Yes, that would be helpful.

About engineers:
I don’t think they’re even the most buggy profession anymore. They are certainly not the weakest and absolutely not being ignored.
1. Confirmed options for continuous ground targeting coming in 6 days.
2. Perma swiftness from a single trait isn’t something I’d complain about.
3. Would be helpful.
4. Haven’t experienced that, but sounds like a problem.

tl;dr hidden cooldown timers would be useful. Ground targeting changes have already been announced. Having to press a button every few seconds for swiftness is not really a huge problem.

Team Arena broken

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It’s like this because there’s no other place for groups of 2, 3, or 4 to play together except hotjoin. I don’t think it’s reasonable to have a solo queue, a 2/3 queue, a 4/1 queue, and a 5-person queue. This way if people want to join with a couple friends, they can, although they’ll have a lower leaderboard rating than they would otherwise. Theoretically, enough teams will be in the queue that it will work out—i.e. a very skilled 2-man might carry their team vs. a bad 5-man. Of course, if there are fewer people in the queue, the skilled 2-man could end up facing a top 5-man without much help from their random teammates.

Broken Matchmaking System?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

might be true , but then again why do the top 200 not play? lack of reward? bad matchmaking system and afraid to lose ranks because of it?

i mean there isnt a much better reward in team arena and people like more to play team arena. so it is probably the bad matchmaking system and people afraid to lose their rating and rank when they get some newbies in their group so broken matchmaking need to be fixed and people will be back and continue solo queue maybe.

I’ve been in the top 200 for a while and play regularly, but not constantly. I usually do something like 2-4 matches most evenings. Consider that a lot of the top solo queue players mostly do team queue and solo queue every once in a while.

In other words, it makes sense that it is somewhat rare to have 10 people from the top 200 all queueing at exactly the same time. It should only really happen during prime times.

Part of the problem is also leaderboard sitters who choose not to play so their rating will stay artificially high, and part of it is also 2nd/3rd accounts and lack of decay. But a lot of this is completely natural.

Who's the best?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Basically, me.

Chaith is also up there, though. Always has been. Before he stopped playing, “The Baby” was the best far point assault.

I play nearly every day! What is “The Baby”?

^ legitimate claim to best engi award.

Spamming Grenades Hurt My Hands.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Simple, devs don’t give a kitten about players. They would definitely prefer to put no autocast or introduce stupid mechanics like Speedy Kits or no aoe cast if you click slightly outside of attack range, just to make people’s hands hurt instead of trying to find a solution on how to make those mechanics fun and not a hassle for anyone.

Well that’s a bit of an over-reaction, especially considering the next patch (Oct 15th) has been confirmed by devs to contain easier methods of ground-casting. I believe one of them is hold button to fire; can’t remember what the other options are.

Thoughts on Transmute Minor Trait

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It is definitely a strong minor trait. It’s hard to notice it working but it definitely does. It’s easiest to see when an attack that applies a certain stack of conditions (let’s say you get hit with an enemy engi’s prybar) applies one less than normal. Each stack has an 8% chance to transmute, so that translates to roughly 1/3 of the times I get hit with prybar I will only receive 4 stacks of confusion.

As far as WvW goes, condi spam and duration is so huge that I don’t think any trait choice will ever be enough. I strongly recommend runes of melandru + lemongrass food. I know it eats away a lot of crit damage, but there’s just no reasonable way to deal with +100% condi duration necros otherwise.

Sigil of Bursting

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Posted by: NevirSayDie.6235

NevirSayDie.6235

To the best of my knowledge, it is 1500 to 1590 condition damage.

Is flame Thrower designed to miss a lot?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

We can’t be sure why cone AoE hasn’t been looked at yet, but it’s probably not the highest priority bug since it is only really particularly prevalent in PvP where there is lots of movement. Come AoE still works fine a lot of the time at least.

I believe it has been looked into and tweaked in the past to improve performance, but it’s still not working perfectly.

Lost potential

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Posted by: NevirSayDie.6235

NevirSayDie.6235

“If they improve the effects of passive defense while making it possible to shutdown at the same time, you wouldn’t need 8 people to achieve the same dynamics guildwars 1 had. "

I take it, that sentence is what got your attention? I focus on the second half of that sentence.

I focus on this:
“Combine this intricate game play with the already existent class combos and you have an outstanding game that focuses heavily on working together and maximizing team efficiency. Not just individual might.”
I find that to be more relevant than ever. More passive defense … my opinion on that is hardly relevant, since that is imo not relevant as an isolated feature.

The fact, that other modes are already in the works doesn’t work against the intentions of the original post, or?

About your impression: You don’t lift the evidence-burden, and yet, the first thing you ask of me is to lift it. I don’t like, when someone is pulling that sort of cheap argumentation-tricks on me; in best cases it is patronizing. Someone became famous on pulling that trick.
Saying something like your last sentence (" Maybe I have reading comprehension issues.") can be either modesty, false modesty, an attempt to defuse the situation, etc.. As you are most likely aware of, irony is hard to read on the internet and is prone for misinterpretation. So yeah … not sure, what to read into it.

I’m sorry that I’m not giving you much of a forum debate. I’m not looking for a forum debate at all. I merely wanted to say I felt the devs had no reason to respond to this thread, and provided a couple of reasons I felt that way. I never use sarcasm or irony on the Internet so you can take what I say at face value.

I sometimes use self-depreciating humor because I find it can ease tension if people are getting worked up; also, I honestly couldn’t figure out which points you were referring to, even after re-reading it. I was not attempting to manipulate the burden of proof in any way.

Lost potential

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The last part of the 4. post is imo the most interesting. Could it be dealt with? Should it be dealt with? What are the consequences of it not being implemented, and how does it reflect in the game we see now?
And the 5. post … well, considering, that new modes are supposed to come.

PS: I get the feeling, that you want me to come first when you say “I didn’t see any suggestions that devs could be expected to implement post-launch or even post-alpha.” Some of it has already been touched numerous times, so when you say something like that, it gives the impression, that you didn’t read the original post?

The last part of post 4 talked about giving professions more passive defense so that they could fill multiple roles at the same time.

Post 5 just said that there should be more teamwork (and other modes, which are already in the works).

I’m sorry if I’m giving a bad impression. I’m just being completely honest that I can’t figure out what Anet is practically supposed to do with this. Maybe I have reading comprehension issues.

Oh sweet goodness

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The matchmaking system is actually pretty good. It does have a couple flaws but I don’t think you’re experiencing anything like that. There’s a couple of things going on:

1. Matchmaking is determined by a leaderboard rating, not your PvP level. Since those were your first few matches, you didn’t have a rating yet.
2. You were playing in the middle of the morning. There aren’t many other people playing at that time, so the game has fewer people close to your rating to work with.

I usually play a couple rounds each evening, and I can honestly say that almost all of them are closer than 500-350. There are a few exceptions, but not many. Maybe I’m just lucky, since it appears other people have more issues than I do.

Hope that helps. Good luck!

Lost potential

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Posted by: NevirSayDie.6235

NevirSayDie.6235

What should we expect Anet to say? “We’ve been working on a complete re-design of PvP—by next month we’ll have healers and energy bars to promote more teamplay, and reworked literally every skill in the game to compensate?”

The OP is a great, core-design-level post that could be useful in the first three or four initial design meetings for Guild Wars 3. I didn’t see any suggestions that devs could be expected to implement post-launch or even post-alpha.

Really? I do not agree, that all suggestions are impossible to deal with now. I don’t even think some of the aspects are major changes other than a change of mentality.
The core philosophy and the extreme consequence is perhaps not realistic, but there is a lot of major aspects that could be dealt with.
But every person is entitled to his opinion.

What specific suggestions do you have in mind that could be dealt with?

Sugestion: Stealth and Point Defending

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Posted by: NevirSayDie.6235

NevirSayDie.6235

Ugruk is right in one thing – this is just not fair, that thieves can’t use stealth to conquer nodes. It is like disallowing necros to hold them while in death shroud, mesmers when having 3 or more illusions, or warriors during endure pain/berserker stance.

Easiest solution from me – allow thieves to stay in stealth for 4 seconds. After that, they count as “away”, so enemy can capture a node. Also, make revealed reset the timer, so spamming C&D wouldn’t “lock” a node.

Thieves are also not hurt by chill as much as any of the other professions. But we don’t need to make rangers have their weapon skill cooldowns not affected by chill just to be “fair.”

What am I in for?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

PvE—you’ll have a lot of different build options that will all work well. You won’t do as much damage as some other higher level characters, or different professions, that you see, but you’ll be able to do a lot more than just dps.
PvP—you’ll have a lot of different build options. You’ll feel weak at first because engineers have a very high skill floor, especially compared to some other very easy builds that are quite strong and popular right now. After quite a while, you’ll start to feel very powerful and versatile.

Suggested changes to sPvP

in Suggestions

Posted by: NevirSayDie.6235

NevirSayDie.6235

There are some really good ideas here. There’s some that would be crazy powerful but others are very reasonable buffs. There are also some good reward/QoL suggetions in the first post.

Positive feedback

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Posted by: NevirSayDie.6235

NevirSayDie.6235

I agree that when teams get larger than about 6 people, games get zergy/spammy. Pro tip—join the hotjoin servers that are capped at 5 people per team. 8v8 is usually ridiculous.

Joining solo arenas has the same result, although you can’t change weapons or utilities.

Sugestion: Stealth and Point Defending

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Posted by: NevirSayDie.6235

NevirSayDie.6235

It’s not just legacy, it would be any point with a full tank/regen/stealth thief. The reason we don’t see any of those right now is that they can’t bunker points. If they could, they’d be everywhere.

Lost potential

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Posted by: NevirSayDie.6235

NevirSayDie.6235

What should we expect Anet to say? “We’ve been working on a complete re-design of PvP—by next month we’ll have healers and energy bars to promote more teamplay, and reworked literally every skill in the game to compensate?”

The OP is a great, core-design-level post that could be useful in the first three or four initial design meetings for Guild Wars 3. I didn’t see any suggestions that devs could be expected to implement post-launch or even post-alpha.

Is flame Thrower designed to miss a lot?

in Engineer

Posted by: NevirSayDie.6235

NevirSayDie.6235

No one is sure. Several cone AoE attacks have hit detection issues. It seems they are tied to camera angle; if you play like a third person shooter you may experience more success.

Congrats Denial Esports for MLG victory!!

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Posted by: NevirSayDie.6235

NevirSayDie.6235

You’re asking for the one and only piece of info they cannot and should not give.
You can ask them what the future rewards are that they currently have in mind. You can ask them how they will implement the reward system. But you can’t ask them “when”.

Reason: if they say “end of December”, and it’s not good enough in December but it’s launched anyway, it all falls apart, backfires and kills what is left of the s/tPvP community. If at the end of December they say “we’re not ready, it will be February” the community explodes and people leave. Cuz they mad bro!

ETA’s don’t work, and they know it. If you want answers, ask something else.

WTB forums with more posts like this.

Will you still play if patch sucks?

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Posted by: NevirSayDie.6235

NevirSayDie.6235

The real answer is not to spend too much time on these forums (Or any PvP games forums for that matter).

Solid advice.

Anet I beg for a response

in PvP

Posted by: NevirSayDie.6235

NevirSayDie.6235

I agree that the leaderboards are not in perfect working condition right now. But let’s be honest. If they say:

Yes, we know and it is something we intend to address.

…people will flame them incessantly for admitting that there’s a problem.

or

No, we think leaderboards are fine

…they are flamed even worse.

or

We dont see this as a big issue to prioritize.

…they are flamed for 20 pages for supposedly prioritizing PvE/esports/hotjoin/WvW/finishers/cash shop/warrior bias/whatever.

They’re likely working on a fix already, but every time they post people get angry out of principle. What do they gain from responding?