Showing Posts For Numot.3965:

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Numot.3965

Numot.3965

Make it like it was in GW1, I go talk to a creepy looking guy who treats my armor, and I’m good to go explore this new dungeon.

I really don’t want to carry around X pieces of equipment for one spot of the game.

I can't understand you, Players

in Guild Wars 2 Discussion

Posted by: Numot.3965

Numot.3965

I would have enjoyed the new dungeon regardless of what could drop, now I’ll have to obtain new equipment to fully delve into this new dungeon. To me that seems to be quite silly. I don’t want to fiddle with the mystic toilet, or stack magic find, my gear is complete for my build and now I’ll need to do some re-itemization.

People don’t like it because it’s not needed. They could have scrapped this whole line of gear and changed agony to something else and the content would still rock. Now we just have this dark cloud of knowing your progress is limited to what you’re wearing for this one area. Its fluff, added for the people who feel some compulsion to acquire equipment after ages spent on gear treadmills in other games.

If it was something else, like spiffy cosmetic effects you could obtain, more people would be going “that’s neat” rather than having a nearly 6000 response consisting of frustration for this change.

Does sticking to one class make an elite player?

in PvP

Posted by: Numot.3965

Numot.3965

To really master something you have to dedicate a great deal of time to it, and constantly practice to know all the ins and outs. The only way to do that is to focus heavily on a profession. Playing other professions does give you insight on how they work, but doing it for the aspect of general knowledge is a bit different that really getting a firm handle on it.

No reason to continue pvp? \rank - rewards?

in PvP

Posted by: Numot.3965

Numot.3965

The best reason pvp is because you enjoy pvp. People need to get out of the toxic mindset of doing stuff for rewards rather than the activity.

That said it would be nice to have some way to bring aesthetics from pvp to pve because some of the gear from chest is hard (or awkward) to get in pve .

Fixing the Bunker problem at its source

in PvP

Posted by: Numot.3965

Numot.3965

Reducing the healing amounts for guardian heals and reducing the recharge would mean you wouldn’t have them scale so crazy with healing power. Changing the cap mechanic like the op would promote zerging around, and make roamers kinda worthless.

Or just strike at bunkers overall by keeping heals outside of regen to slot 6. Having other abilities heal is what lets bunkers live so long as it allows you to easily bridge to the next cast of 6 to refill hp.

Confusion spam

in PvP

Posted by: Numot.3965

Numot.3965

Confusion forces you to carefully consider your next moments, do you attack through it,knowing for certain that you will take damage but the target may not? Do you wait it out, knowing that you’re giving someone a break from pressure? Or do you cleanse it, with the knowledge that it will fade in 3-4s?

These are hard choices, and that is the whole point of confusion, to force you to make a snap decision that isn’t an easy call. If you’re constantly under large stacks of it, you either need to wait it out and reset the fight, or clean it if you wish to keep on fighting. Smaller stacks can be ignored depending on circumstances.

List of the un-Fun elements of Downstate

in PvP

Posted by: Numot.3965

Numot.3965

Downed state, the bane of bad players. Honestly the number of things you could do is pretty extensive to actually secure stomps and prevent revives.

Preventing revives:
Knockback
Stun
Daze
Blow out
Fear
Pull
Just plain ol killing the reviver

Things to make sure you actually stomp a person
Stability
Invulnerability
Invisible
Blind
Daze
Dodging the interrupt
Quickness stomp

Knowing how to secure a stomp, how to prevent revives and when its better to simply let someone bleed out are all key skills for pvp. If you’re not taking abilities or traits to make sure you can stomp then that is your fault and as such you’ll need to do things like avoid the interrupt to make sure you finish someone off.

I don’t see why people feel some strange need to be able to 3v1 people. Most of the time as long as those 3 people are not brain dead you’ll lose anyway just do the sheer damage of focus fire. 2v1 is possible, but difficult depending on the circumstances and more or less revolves around the capabilities of your build. And if your foes are actually intelligent then the best you can often do when out-manned is escape, stall, or kill one before getting scrapped yourself.

The pacing and combat in Gw2 isn’t like that of a shooter, were yes you can if you’re skilled quickly dispatch of several players in moments. The game is slower paced, objective focused, and teamwork oriented and people need to accept that.

Harmlessly optimistic speculation and predictions

in PvP

Posted by: Numot.3965

Numot.3965

Yeah I agree with a lot of what you said. There is an untapped market here.

What concerns me is that very few MMOs have been able to come back after the initial interest dies off.

With anything new you tend to get a surge of customers who simply want to partake of something new. This eventually fades (as the sheep get bored) leaving you with a core base who really enjoy the product for what it is and want to support it. Your base then grows as these people draw in similar customers, and word spreads about the quality of your product.

Most new MMO-RPGs suffer a pretty hard implosion during the fade for various reasons, lack of content is one, but more commonly being passive on part of the developers and thinking you’ve got the next big thing and not working on the game is a big one. Anet has already demonstrated that they are not slacking off with the content they’ve put out, and more importantly the fixes they have rolled out.

Glory Boosters

in PvP

Posted by: Numot.3965

Numot.3965

That would be great… it would also be great if they affected the rate at which you gain glory rank points… Or at least change the text that pops up when you hover over your rank to say “rank points” instead of “glory points”… very misleading.

If they boosted rank points it would cause issues since rank currently is the metric of player experience in pvp. Since rank will probably be used for future matchmaking developments it wouldn’t make sense to undermine the system with rank inflation. Originally rank and glory were the same, but they separated to prevent problems with glory boosters and the chalice of glory.

Black lion chest

in Black Lion Trading Co

Posted by: Numot.3965

Numot.3965

Currently I feel that these are pretty worthless. Boosters are not needed (but ok), tonics are just worthless unless you’re spending tons of time in town, and the tool you get can be either really good or just ok. Halloween improved chest by at least letting you forge Madking chest out of the jank you got, but why not go a step further and overhaul the contents of the chest to make them worth the price of keys.

Why not have costume series in them, or dye sets? all the time. Open a chest get a random costume piece you can use to change armor appearance, a tool, and a color specific dye set (of some random rarity). Since that is a least more attractive than what they are currently, which is opening chest for a chance to get that perm trader/merchant/whatever.

How do others feel about the chest? do you use or find the tonic/booster/tool set up to be worth the value? What would make you more willing to spend money on keys? Am I just crazy for finding these underwhelming?

Chain Lightning Engineer Build

in Engineer

Posted by: Numot.3965

Numot.3965

Pretty funny to snipe groups with this. Builds like this are refreshing, I wish more people would explore their options rather than constraining themselves to the meta or forcing their view upon a profession (rifle is pretty devastating when used properly).

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: Numot.3965

Numot.3965

A reliable means to perform long-range combat.

Still win fights at range with just hipshot, and no I’m not glass cannon.

I would like 2 more useable elites for competitive play (or even general usefulness). Elixir X needs to be something unique, even if it is still chaotic (but not a transform), mortar should be scrapped for something else.

(edited by Numot.3965)

Knockback is better than Fear

in Necromancer

Posted by: Numot.3965

Numot.3965

One thing people seem to have forgotten about fear is it stacks in duration. Blowout has a fixed duration. Fear also makes people turn their back to the source, meaning even if someone breaks out of it, they are still facing the wrong way, and that’s a huge advantage.

Necromancer staff #1 skill "necrotic grasp"

in Necromancer

Posted by: Numot.3965

Numot.3965

It used to home in beta, which made it great for groups cause even if people were not all lined up it would still hit most of them. Its so slow I have no idea if the homing is bugged, or they removed it for some odd reason.

A PvP only MMO Experience

in PvP

Posted by: Numot.3965

Numot.3965

The real reason to go with pvp only experience is the players you attract will actually have competitive spirit.

Simply put, in competition people who dedicate time into playing the game and learning about builds and such are gonna do better than those who play occasionally. From what I’ve seen on the forums not a lot of people are ready to accept that as far too many complaints really are problems only shared by the inexperienced.

So, when a game has major flaws, if you play the game more, they will disappear and you’ll begin to adapt to them? Not sure I follow. I believe the main reason you have so much complaining on this forum is because the game provides so much ammo to fire those complaints.

No you’ll have a better understanding of what actually are the major flaws. For a relic, 100blades warriors. This is something that isn’t hard to beat, or recognize, yet we had a plethora of post on people complaining about this eating them alive because they don’t pack any of the skills or abilities to prevent taking damage from these people, or make builds with no toughness and that’s after the reduced the damage on it. While things like shatter mesmer, which destroys builds even with high toughness, seem to get little attention.

Its not that the game doesn’t have flaws, cause it does nothing is perfect. But I feel that a great deal of what gets attention called to it are red-herrings.

Requesting new rules for sPvP to reduce spam

in PvP

Posted by: Numot.3965

Numot.3965

While the idea is terrible the point: you have a lot of knee jerk post that highlight player shortcomings over actual issues is valid. Things like the gaurdian block bug should have been well discussed here or countering/ how to make a build, or in depth metagame discussion. Instead this forum has a really high concentration of tears.

A PvP only MMO Experience

in PvP

Posted by: Numot.3965

Numot.3965

The real reason to go with pvp only experience is the players you attract will actually have competitive spirit.

Simply put, in competition people who dedicate time into playing the game and learning about builds and such are gonna do better than those who play occasionally. From what I’ve seen on the forums not a lot of people are ready to accept that as far too many complaints really are problems only shared by the inexperienced.

GW2 PVP Feedback [Merged Topics]

in PvP

Posted by: Numot.3965

Numot.3965

From what I can tell spvp is 8v8 to make it more friendly to casual players. Because there are more people the individual skill of any one player is offset by the sheer number of players in game. This makes it easier to get into as a new player because even if you’re inexperienced you have more people to work with to accomplish a victory. Having matches be 5v5 would mean that more experienced players and the random partial pre-mades that are found in spvp would cause the same randoms-get-stomped effect you find in tpvp at times. If it was 5v5 you would have to take some hard precautions against team stacking, as well as have strong matchmaker.

The reason for no current ladder/alternate ranking system other than rank would probably be; how would you do it? Since the game mode is control points using both K/D and even points would be worthless as metrics as you can have low either and still be doing the right thing. Having a metric based on win rate, weighted by rank could work, but the issue there is that newer players would have a far harder time progressing than established players who know what they are doing. Rank is nice at the moment because it’s time played so you know that at least a player has experience.

I’m kinda surprised at responses to John’s post, none of you seemed to consider that maybe this was given a glance at an off moment of spare time? Or that yes, being clear and specific about what you actually want (tournaments were everyone is on a random team) is important to communicate. Sure we as the players are on a similar page, but that doesn’t mean the developers always understand the players. Last I checked they were looking into finding a way to have the random or smaller pre-mades matched up against each other.

GW2 PVP Feedback [Merged Topics]

in PvP

Posted by: Numot.3965

Numot.3965

I would like to at least see the average rank of players in a room so I don’t join newbie rooms blindly when I’m rank 30+. All for improved matchmaking, on the flipside, it’s lonely at the top, what do you do with those rank 40+ players who just wanna spvp sometimes?

Random team tournies is cute and all but it would just make more sense to make Spvp 5v5 down from 8v8, and just make tournies team only. Then improve free tournament rewards.

On rewards: people who feel they are not adequate, what do you suggest or actually think is wrong with them? Saying they are not enough doesn’t exactly help solve the problem. Personally, I think rare dye, random pve exotics would work as a way to help boost the rewards as well as give people a way to make some gold from pvp’ing.

Loving the Endgame, Anyone Else?

in Guild Wars 2 Discussion

Posted by: Numot.3965

Numot.3965

For me, the whole game is the endgame. Exploring it all and taking it in at my own pace is quite enjoyable. I feel that mmo-rpg players (or hey, people in general) have fallen into a serious trap that is the need to be told how to have fun or given some tedious task (grind for this shiny loot!) for your “endgame”. Here I simply play gw2, to play gw2, and its refreshing.

Things that deteriorate pvp experience

in PvP

Posted by: Numot.3965

Numot.3965

So making quickness the opposite of chill then? That would be interesting. Still would have the same “spam everything” impact for players though. I think it would be better if it was removed entirely and quickness abilities just got some other effect. Like just have frenzy be break stun, gain fury + adrenaline.

Suggestion and thoughts on weapon swapping cool downs.

in PvP

Posted by: Numot.3965

Numot.3965

Weapon swapping encourages skilled play through opportunity cost. If you’re carrying around a weapon set for just 1 or 2 abilities and not how it complements your play/ build you take the risk of locking yourself out of important abilities. People need to get out of the old habit of hitting stuff on cool-down, and instead use abilities when you need to use something.

One should consider just what your other weapon set adds to your play, the options it gives, and how to fight effectively with it.

As for elementalist, I feel the cool-down of attunement swapping should be lowered a bit so people don’t feel so pressured to dump a lot of points in arcane.

dazelock thieves will be the new qq

in PvP

Posted by: Numot.3965

Numot.3965

I’m wondering how this dazelock attack sequence looks, could someone explain? I just tried to chain stealth/daze autoattack a golem and it was not possible due to immunity to stealth as long as the golem is dazed.

Cloak and dagger > tactical strike, and repeat with some auto’s thrown in there. Unless you have something like stability, or a way of sorta resetting the fight it’s difficult to deal with because the thief just keeps interrupting whatever the other person tries to do.

remove condition

in Engineer

Posted by: Numot.3965

Numot.3965

Your projectiles can only pick up the “remove condition” effect passing through the field, and will then apply that effect on allies the projectiles it strikes, if it’s a successful finisher. That’s how fields work. Much like if you shoot through a fire field to apply burning to a foe.

Which healing skill to use?

in Engineer

Posted by: Numot.3965

Numot.3965

Elixir H is good if you’re an elixir build cause it suddenly gains a great deal of utility.

Med kit is the most utility built into a heal but for a full heal you’re not attacking. If you’re spending points in toolbelt recharge bandage is a rather quick heal.

Healing turret its the best spam heal and brings some group aid.

Lack of stability in sPvP

in Engineer

Posted by: Numot.3965

Numot.3965

Toss elixir S is best used for escape or stomping people, as either effect will work in those situations.

But yah, with the level of control an engineer can bring to a fight you can knock them around as well while dodging attacks. Or just drop smoke bomb and wave your hands in the air like you just don’t care.

Let's face it.

in Engineer

Posted by: Numot.3965

Numot.3965

I’ve never had any issues on my engineer, getting groups, or doing well in pvp. Heck a good engineer brings a lot of nice support and utility to a team in pvp or pve.

Only thing I would love to see is having kits copy your weapon’s stats and sigil, so they scale up properly in pve.

Axe vs Scepter power builds

in Necromancer

Posted by: Numot.3965

Numot.3965

Axe was over-nerfed from beta so it now pulls behind the scepter. Scepter is a mixed damage weapon so it works well with conditions or power builds. In a power build you have the advantage of spamming poison to mess up heals to make up for your lack swing speed vs the axe.

If axe 1 was brought up so it scaled better off of power it would work fine.

Detha's voice acting

in Audio

Posted by: Numot.3965

Numot.3965

I love Dertha, cause she just sounds so bored and tired of fighting ghost. The lines you hate are actually one of my favorite parts in the game “Wonderfull…”.

She’s a serious scholar who’s tired and fed up with dealing with ghost, she’s past fear and surprise and is stuck in the lull of boredom as she finds the matter at hand tedious. It’s not forced emotion, Dertha just isn’t expressive and is a tad sarcastic.

Nerf or Buff is not what PVP needs

in PvP

Posted by: Numot.3965

Numot.3965

Quickness should have been removed in beta when it became clear it was so good it needed a severe drawback, or a mechanic change.

The problem with bunkers isn’t protection, its excessive healing+protection. Healing should really be slot 6 only, with regeneration being on weapon/utility skills.

Weapons need to changeable only in spawn to force choices on build. Do you really need the mobility? or do you need the damage?

Metagame currently seems fine (in general). The metagame shifts quite a bit from month, especially with heavily played classes like thief, as people become accustomed to people mindlessly playing the same builds against them. Builds that require higher degrees of skill, or novel builds that are not flashy will always be less popular in the lower rungs of pvp due to not granting instant gratification (as well as in high level pvp as it’s ‘untested/unsafe’ unless a team built specifically to take advantage of it). It should be noted however build isn’t quite as important as the skill of the player behind it. As inexperienced players handle situations far differently than the skilled, which is what makes the pvp in Gw2 far better than most rpgs, the person behind the character matters far more than skills on the hot bar.

Personal Story Difficulty Unacceptable

in Personal Story

Posted by: Numot.3965

Numot.3965

I found the difficulty to be just right overall. I solo’ed it until the final part with the Arah dungeon and died once during rat-tastrophe.

End Story Loot. (spoilers)

in Personal Story

Posted by: Numot.3965

Numot.3965

Not really, guild wars one was a weapon of your choice, same thing here, just its transmute bait, I like the look of the pact weapons.

And we have dungeons, karma, and crafting, or you can buy stuff to get some exotics.

Sylvari Eye Bug (Lazy Eye)

in Sylvari

Posted by: Numot.3965

Numot.3965

That’s not a bug at all, that’s how eyes are supposed to look. Eyes don’t perfectly stare at the same spot, one is always slightly off to create depth and help you see things one eye would miss. In fact if you look at just about anyone’s face, or even in a mirror you’ll find that one of your eyes is off set in gaze from the other, by a slight amount.

If anything you’ve shown a good deal of care was put in to giving the face a natural appearance.

How would you fix the warrior?

in Warrior

Posted by: Numot.3965

Numot.3965

I would maybe give some love to banners and the longbow, and that’s really it. Everything else on warrior is pretty good.

We should be encouraged to use Adrenaline!

in Warrior

Posted by: Numot.3965

Numot.3965

Knowing when to use your adrenaline (and your signets) is finer skill to playing the game, as it’s opportunity cost. If you think you’re not encouraged to use it, think of this way, those traits make your adrenaline do something for you when you can’t use your burst skill.

I’m also pretty baffled as to why people don’t activate their signets, as most warrior signets have pretty good reasons to use them. Signet of stamina purges conditions, fury is a full bar of adrenaline (if you have the + crit chance for adrenaline trait raises your crit more than the signet passive), signet of might supports going for the kill, signet of rage is BETTER WHEN USED then kept passive.

PvP needs to be fun

in PvP

Posted by: Numot.3965

Numot.3965

I think the casual community needs to change their mindset and accept the fact that: yes you will come across skilled players, and they will give you a hard time. But that’s part of pvp, the challenge of meeting players and playing against them. You’ll lose, you’ll learn (hopefully), adapt and grow into a better player. But expecting to do well off the bat without knowing anything is ridiculous.

Knowing what to do is fairly straightforward, the game even shows you the map with points and gives you an overview. Capture points, defend them, your team gets score for holding points and scoring skills. The finer points of play, like knowing were to be, how to move across the map, when you should bail, and when you need to defend can only be gotten with experience. Same goes with building and playing your chosen profession.

Use the option to be placed in a match based upon rank, you’ll get matches that are fairly balanced skill wise across the board for the most part until you hit rank 25 or so.

What's is up with tPvP ranks????

in PvP

Posted by: Numot.3965

Numot.3965

The reason you have this problem is that there are (and always will be) more low ranking players than high ranks. This makes the “join now” function were you’re matched by rank is kinda useless the higher up you go because most people who are rank 25+ are either in tournies, or spread amongst the many random matches trying to find a game in hot-join. For example when I use join now at rank 31 I get rooms with 3-6 people with in them.

One way to help solve this problem is to have the teams sorted and ranks matched against each other between games. It wouldn’t be perfect because not everyone stays after a game, but it could help a little.

Personally I don’t mind the current situation, sometimes you get rolled, but that happened before anyway, only difference now is that people can look and the score board and point to rank as to why they lost/won. Granted I’ve come across some pretty good low ranking players, but people like to rationalize everything.

600 Games 50% Win/Loss Rank... 22

in PvP

Posted by: Numot.3965

Numot.3965

I have over 1000 games played and a 62% win rate. That’s about were it should be for random matches with random teams if your looking for an assessment of your performance. 60% means you have enough of an impact to influence victory for your team even though you have no control over anything else. 50% means you’re about as effective as most of the people you play with, which is fine because that means that you know what you’re doing and not dragging the team down.

While I do come across zergs, it isn’t all the time and even so, it’s not hard to play around them and just back cap them all game. I think people zerg for a variety of reasons but I think a big one is that new player just want to experience combat more than static point defense, which is fine. The main incentive in spvp is to be were the action is. Want points? get off the lone point no one is going to and defend the one that is under attack, capture undefended stuff, assist teammates on the way. Doing that scores far more than just zerging around all game.

Rarity of the skins

in Halloween Event

Posted by: Numot.3965

Numot.3965

When I noticed that the loot table for chest hadn’t been modified to improve your chances of getting something rare I didn’t go get some keys. That and checking trading post showed the price of blc dropped.

On the bright side, all those chest give you tonics, and tonics mean costume brawl fun time!

22 Chests opened, nothing unique

in Halloween Event

Posted by: Numot.3965

Numot.3965

Well people think they are entitled to something, when they aren’t.

Honestly I’m kinda surprised no one made the obvious realization that simply adding stuff to black lion chest loot table was only going to make it harder to get the good stuff.

Great patch. Unfortunately, meta is still the same

in PvP

Posted by: Numot.3965

Numot.3965

Hard control generally gives bunkers a hard time. Unless they have stability all the time (and thanks to some changes, that’s harder to accomplish) you can interrupt key skills and depending on the profession/build, just move them off the point and cap it anyway. The other option is to just have a heavy pressure build force them out of cool downs.

Control though isn’t some easy archetype to play, since you need to know what a lot of key abilities look like, and know when to apply your methods. You also need good reflexes, and the ability to think ahead of your foe. Since it isn’t about making big numbers or really being flashy people aren’t drawn to it.

The reason bunkers are so strong is cause for about the past 2 months almost everyone has been trying to run explosive, blow-all-your-cool-downs-to-score-kills builds, rather than exploring more balanced or unconventional builds. People blow all their crap, bunker brick-walls, and then you die cause you’re out of steam. Then, people think they don’t do enough damage. When the real problem is the delivery of that damage and how you actually put the hurt on people makes a huge difference.

Let's talk about what fun is.

in Fractals, Dungeons & Raids

Posted by: Numot.3965

Numot.3965

What’s fun in dungeons is stuff like AC explorable end bosses, or interesting ones like magg’s path final boss in CoF explorable.

What’s not fun is pounding on otherwise generic monsters for extended periods of time because they have arbitrary high hp counts. You can’t just pump up damage and health on a monster and call it a “challenge”. If you know how to beat it, you still know, and now it just takes longer. The main reason people skip what they can is because of what a snore fest some encounters are. Do you want to pound on pumped up monster X for a few min? It completely breaks the flow and feel of smooth runs when you pause just to beat the tar out of some silver/ gold mobs.

PVP game? no way now

in PvP

Posted by: Numot.3965

Numot.3965

I’m gonna be honest here, but to me the original post comes off as someone needing to be gratified by the game to enjoy the mode. As in, you’re not playing for fun and challenge you just want points and to level up. If you really care a lot about your score, and not about doing what it takes to win, then you may have some issues.

Maybe some players aren't cut out for PvP? (not about skill)

in PvP

Posted by: Numot.3965

Numot.3965

I find that build matters more than profession choice in regards to balance here. Some builds are definitely better than others because they contain more synergy. Is balance perfect? no, but it’s pretty good for a game that just came out.

But back on topic:

I think the real issue lies with the fact that most players fail to start with their defeat being their fault and trying to improve their build or develop new techniques into their play. Hence people people crying for nerfs to things rather than saying “hey maybe I should take an interrupt, or stun-breaker, maybe learn to manage my endurance and save my dodge for key skills.” Only after you have considered what you could have done differently, and thinking about the builds you’re up against are you ready to question balance. Far too many get whacked for one game, then come on the forums and complain about it. They don’t even call enough attention to things that matter, like bugs that should be fixed. Instead they complain about things they simply do not like. That’s why we have a 10 page thief thread, while the discussion of why should quickness even be in the game given the issues it causes with specific skills is short and buried.

People need to try and change their methods. If you lose to something, then figure out why you lost, what you can do, and play accordingly. Sometimes that means changing your utilities, or even your traits. Maybe there is a better stat distribution that would suit you more, maybe you need to work on positioning. Play the profession that gives you the most trouble, learn it inside out. If you wonder why you’re getting hit for X amount of damage by skill Y, go test it in the mist. Knowledge is power, yet so many chose to shackle themselves with the chains of ignorance.

Maybe some players aren't cut out for PvP? (not about skill)

in PvP

Posted by: Numot.3965

Numot.3965

The mindset PvE lays out is not the mindset you should have in PvP.

If you’re willing to enter into pvp you should have an understanding and grasp that you simply cannot win every game, that’s just how it is. People feel like they deserve wins, or are entitled to them, and that just isn’t the case. Some also go into the pvp portion of the game thinking that they are in no way shape or form, doing something wrong when they die/ lose.

What you can do is go into pvp and play your hardest every match. Giving it your all and learning more about the game, or helping your team, even if you lose is far more rewarding than becoming focused on wins.

I think in general people have become too focused on the destination rather than the journey (not just in pvp, but in games in general). If you’re pvping to win, and solely to win, you’re doing yourself a disservice because you cannot always win. If you pvp to have fun, and challenge yourself you’re gonna have a much more enjoyable experience, even if you’re getting knocked around and you team is composed of still fresh players.

Downed State - A constructive assessment

in PvP

Posted by: Numot.3965

Numot.3965

People should start taking abilities to secure the stomp. Or simply accept that yes, you can still lose the 1v2 even if you down two people and perhaps you should leave and heal up, line of sight people, or ask for assistance.

What are your guys' thoughts on these things?

in PvP

Posted by: Numot.3965

Numot.3965

1. You interrupted yourself during the cast.

2. Cause you can, stun break+ dodge are your friends

3. Your limited by amulets, vs WvWvW were you have a lot more itemization.

4. You can, that’s a rendering error when players come out of stealth, but the model doesn’t properly come back into view till another 2-3s

5. Your opponent was rewarded for their timely interrupt.

6. Because they are downed, not defeated. Not over till its over, play accordingly.

7. Crazy tanking bunkers need balance adjustments, no one likes slogging out against a wall build that really does nothing else other than not die.

Why Warriors are under par in general in pvp.

in Warrior

Posted by: Numot.3965

Numot.3965

Considering warriors have some of the best access to swiftness, plenty of ways to cripple targets, and good access to stability, it is rather hard to actually have someone kite you around unless they have some kind of movement skill. I say this from playing a lot of warrior in spvp and doing quite fine with it.

Charr Sexuality/Customs

in Charr

Posted by: Numot.3965

Numot.3965

Some of the conversations in the black citadel point to little attachment to mates, or a preference to not get close. The pair of blood legion soldiers who talk about when they were in the shiverpeaks and a charr that gets rebuffed by an old flame, for example. I would imagine that the risk of becoming romantically entangled with someone who will be in harms way a good deal of the time makes emotional attachment difficult.

Norn warrior, easily dodged\countered

in Warrior

Posted by: Numot.3965

Numot.3965

Learn to play a strong mix up game and wait for your foes to slip up. I feel that a lot of warriors (and players in general) are rooted in the old habits of ‘press keys x,y,z to win’.