What happens to those players who have a legitimate reason for leaving the game, such as a random disconnect? That player could be trying to log back in and his team would have assumed his not coming back, and hence throw the game.
Like others have suggested, it will also kind of promote rage quitting to a level where it will be maybe all too common. There needs to be some requirements to /resign imo:
- Other team has reached say 400 points. If your team has no chance to come back, you can put a vote up to /resign and take the lost.
- Game starts with only 4 players or less. After 2 minutes or other team reaches 300 points or something, you can /resign. If the game ends with only 4 players (if you solo queued) it should not count as a lost or affect your MMR (for the other team, a win is a win regardless whether its against 5 or 4 or less – keeping it the same as it is now).
- Majority vote wins. /resign should only be able to be used at certain intervals (400, 450 points etc) and never more then once by the same person.
- Introduce a penalty for leaving the game without resigning to avoid players who just rage quit at the slightest hint of a lost.
Also at certain times, the tpvp population is small so you might run into the same teams over and over. One team could potentially farm wins in a really fast manner by /resign. I guess it wouldn’t be too much different then what the game is currently though.
Anyway, I like this idea as long as there are some requirements for it.
For those who have alot of issues with the region restrictions, would you rather anet just abandon this tournament and wait till they can put one up that is inclusive of every nation on earth?
I think this is there first big attempt at this so of course the scale of it is not going to be able to accommodate everyones need. I’m not aware of any major tournament anywhere in the world that did not have region restrictions on its first attempt.
If anything, this is a starting platform on which to expand if it is a success. I’m sure anet had to cover alot of legal grounds (and even more so when you take in the fact that it is international) to even make this happen.
Anyway they are not the first to have restrictive region requirements on entry. This taking from geforce e-sports page -
“Why is my country ineligible?”
NVIDIA works hard to clear countries for the Legally Eligible to Participate list in GeForce eSports tournaments. Some countries make it very difficult to operate or outright prohibit tournaments under their International Games of Skill laws. While the largest legally eligible markets have been cleared, NVIDIA is continuing the legal research efforts to clear more countries for participation in future programs.
- So give it time, people should be supportive that a tournament of this scale is happening and maybe be more critical of the eligibility requirements for future tournaments.
The answer is quite clear: ANet hates me. looks like it’ll be no money for me then.
I’m sorry, but if the reason for the ban on minors is the “legal restrictions”… To me, that’s just complete and utter crap. I’ve participated in a wide variety of such events before, be it for video games, card games- whatever, and nothing of this sort ever existed. It’s a complete outrage. I feel that this isn’t so much a ban based on legal issues as it is just a ban based on personal biases. If I/my family have to pay ourselves, so be it. But I’m absolutely infuriated that this is what I get for any contributions to the community that I’ve made. Hell, if this is gonna be the case, I can just email all of y’all my spreadsheets with all of the mathematical information that I’ve deduced from hours and hours of mulling over various problems. I guess it’s worth nothing to me now, given that I can’t do crap with it.
This is absolutely insane. I am horribly disappointed with ANet on this ruling.
Sounds like your having a rant ……. Does this magical spreadsheet solve world hunger? If you really wanted to share it to benefit people, you would have already.
Anyway, maybe all hope is not lost and you can discuss with Anet (and other minors too) about participating in these over 18+ tournaments as long as you have a legal guardian that can travel with you and accept the prize money on your behalf. Other then that, I think the rules are fair (have you ever participated in a tournament with a money prize that you had to travel as a minor?)
If anything, I’d like to see another balance patch after this event. This is the perfect opportunity to see where the real tournament meta is at, what is overpowered/under used and also what changes can be made for the spectators enjoyment.
I hope this event is promoted extensively because I have not heard of a GW2 tournament of this size as yet, so this could be the first official BIG tournament with a decently large pot. This is the kind of tournament I’m sure many have been waiting for, the timing is right and success for more events of this scale can be gauged by the interest it generates.
BTW – does this event have a name? I for one would like to see a cool name for the tournament. It would be nice too if the team that wins get some sort of personal title so they can show it off in-game. Also will this be streamed? I’m not familiar at all with PAX but I would definitely watch an event like this.
Sorry for all the pestering, but this is very important to us. I know you said you’re giving out more details later, but what specifically is the issue with travel/hotel requirements? Do you need to send the parent/legal guardian as well?
Out here in Australia, you need to be of the legal age (18+) to book a hotel room. I think the biggest reason is being liable and entering into a contract with the hotel to book the room. If your a minor contracts are not legally enforceable and puts the hotel at risk if the underage patron does not pay or cause damages. Hotels don’t want to take legal responsibilities of minors anyway and if something happens I’m pretty sure the hotel could be held liable.
Also some hotels set their own minimum age requirements so taking that into consideration, traveling interstate/overseas and staying at a hotel, its better to be 18+ as theres less legal issues to deal with if something does go wrong (as being under 18 the laws are different for minors).
Anyway this looks promising, hope the turnout is great and videos are posted on the net! GL to all participating!
Can’t believe this map just got released and straight away its the tournament map. Would it not make some sense to get more feedback from players before taking it to tournament level?
This map like pretty much the whole pvp infrastructure does not feel polished yet, and definitely not enough for tpvp. Adding in build templates will help for sure so people can switch to a more cc/stability friendly build for skyhammer but by design this map feels like it belongs in a FPS game and not an MMO.
I felt like the layout is similar to a map I played in Quake 3 deathmatch (minus the portals and really large jumping pad leaps). It works for FPS because its much more fast pace and practically every weapon is a ranged weapon, which is essential when pretty much every area has a way to avoid line of sight. I got the feeling its even less favorable for melees (if that was even possible) then all the other maps because of the multiple z-axis areas, pace and line of sight – not to mention the skyhammer itself means staying mobile and out of range is important.
So my idea would be to definitely tone down the hammer (as others have suggested). Also maybe have some sort of power up (15-30 second stability?) placed just before you enter the portal to the skyhammer (maybe directly under the skyhammer so it can’t be targetted – needs to be some sort of counter to the skyhammer area imo – a way to make it fair for those entering the portal), or a power up that grants a shield that is immune to the skyhammer for 10 seconds or something. This could have also been a great chance to trial something different then conquest, I think the map could almost justify a deathmatch mode with some tweaks or at the very least something different then conquest. I’m hoping it becomes something totally unique, else in the end its like a battle of kyhlo with one shared super treb.
(edited by Psychogene.6780)
I noticed you have two para sigils on maze/shield. I didn’t think para sigils would add up? I thought having one rounds up with a second, thus having a 4 sec stun on maze. Am I wrong here?
From the wiki – Static bonuses stack with themselves when used on dual-wielded weapons, except for Superior Sigil of Force (only +5% bonus to damage) and Superior Sigil of Accuracy (only +5% bonus to crit chance). You can always test it out in the heart of the mist anyway, it should be a noticeable difference with/without the sigils as long as its rounded up to the nearest 1/4 of a sec.
The OP runs 30 in the strength trait line for what I’m assuming is 30% increase condition duration. So with lyssa, 2 sigils of paralyzation and 30 in the power line we get → 30% (power trait line) + 30% (2 sigil of para) + 10% (lyssa) = 70% increased stun duration (from mace/shield combo).
So say you got full adrenaline, skull crack goes from 3 seconds to (3+2.1) = 5.1 secs (round down to 5). Thats quite a long stun if its not broken. Not to mention shield base (skill 4) goes from 1 sec to 1.75 sec. Chaining them together and u get one meaty stun that is almost 7 secs (provided its not broken or stability is in play of course).
Switch to hammer (lose the 30% extra condition duration from the sigils of para.) and you still get 40% increased duration from lyssa + power trait. So earthshaker goes from 2 sec to 2.75 secs.
All up you could keep someone locked down for some time switching between mace/shield + hammer. Theres pro’s and con’s with this build as all builds have obviously, but this build and similar ones have probably the longest stuns in the game for a class.
@ Stof.9584 " +1 – Should be on top priority on their list at this point. " I told them before the sotg, but they DID NOT LISTEN. None of those people on sotg are solo que’ers, they just don’t understand, and that’s who anet listens too, anet doesn’t know jack about the solo que community and the real problems.
Thats a real shame if this is true that anet only listens to a select few group of pvpers. Its fine and all that it is in the sake of game balance/achieving the mythical e-sport status but that is such a niche community inside a much bigger community on GW2.
I hope they realise that if they can fix this SoloQ/Premade mess that they have more or less created that the actual pvp population might get to a respectable number, and in turn anet can start introducing items/services via the Gemstore. In short, there is a profit to be made (on top of custom arena’s) from this – theres a market to be captured if they have pretty much promised what they were going to deliver.
I’m sure everyone who does spvp, from the casual to the very hardcore would like to see the population increase and be stable – its a better gaming experience for all, the elite players who thrive of ego-tripping will benefit with hopefully increased competition and they can make their name famous. The casual players may finally stop avoiding being glory meat over and over again from the same premades.
All this can only happen when SoloQ gets fixed/removed or anet offers a better alternative to what is available (Seperate soloq/pre made tournaments etc). So Anet, please fix the real ‘balance’ of tournament mode and spvp – the part that does not involve any actual gameplay.
I kind of like your idea of node decay, it will definitely add a different element to the current conquest mode but whether it will be fair can only really be determined if people get a chance to play in it.
BrunoBRS has a point though, a strong premade team will just give up their node to recapture it over and over again – they would also be able to gain quite alot of glory doing this as opposed to what the game is currently.
I think currently the way points are generated by holding/capturing nodes is fine – its linear and easy for both premades/pugs to understand. Adding in decay may add unnecessary complications.
What do you guys think about this – what if after say every 2 minutes (or everytime a secondary objective becomes available), all the nodes reset as unclaimed? It would make group fights at hotly contested nodes more interesting in my opinion. You could even expand on it and make it so if one team captures all 3 nodes, they get say a bonus of 50 points and all the nodes reset back to neutral.
One word pretty much sums up soloQ – frustrating.
On the chance u land the jackpot and actually get a 5 soloQ vs 5 soloQ, unfortunately u’ll be dealing with premades of all iterations (2 man-5 man premades). The odds will always be against you as a SoloQ player – its just how it is.
Seems the tpvp population is in a state of ‘last survivors’ on earth mode. Everyone that has any success in tpvp has formed a premade or play regularly with a small group of players. Those that choose to go alone have to be lucky to be picked up in a premade group by random chance or suffer a frustrating experience.
Its also true that SoloQ can’t work if there isn’t enough players to justify it. At the moment (and what seems like forever) the pvp population is tiny compared to the rest of the other game modes. Maybe its time to really do away with SoloQ and force players to be a premade, or the opposite and do away with premade and force everyone to SoloQ (obviously a stupid idea for tpvp). One or the other can only exist, not both else it ends up being too frustrating for those trying to get into tpvp.
Rampage – The skills while transformed are hardly revolutionary or even useful for warriors. This skill needs a major rework for spvp – fix the cooldowns or/and give it some useful properties. Maybe give it unremovable protection and swiftness along with stability or give the smash attack chance for quickness.
I don’t really know the point of this elite compared to the other 2 elite warriors have, but it would definitely help (since warriors need all the help they can get) to make this viable for spvp in some way. Make it happen plz!
I’ll contribute my 2 cents …..
I’d like to believe in the future Anet will reward those that still play spvp for sticking by the one, the only game mode that currently exists with its broken queue/leaderboard and low quality rewards.
I really like this idea. It seems to have a somewhat wvw feel to it, thus it might draw more pvpers from the wvw community – the structure of this map might entice them – anything to increase spvp population is a good thing.
With a map like this I think 8 v 8 would b sweet :p
Hopefully anet does not discount the creativity of its player base – I could see an idea like this, once fleshed out and balanced, adding depth to the current one style of play that exists. It would be a great start!
+1
Maybe its time to switch from the fantasy based warrior to a more sci-fi futuristic warrior.
Give em teleports, portal, stealth and combat shields! Heck give them night vision and infra-red heat seeking googles (or at least give a graphics mod for this, would be cool! Wouldn’t really serve any purpose though, just to look cool :P).
Do away with barbaric ancient weapons like the mace, sword, greatsword, warhorn, rifle and axe and replace with electric brass knuckles, light sabers, electrical whip, megaman arm cannon and futuristic assault rifle. Elite can be a summoned tank or golem that a warrior can climb into for some real pain on the battlefield!
Just saying, a futuristic warrior/soldier would be kitten cool. Probably wouldn’t fit into the lore of GW2 or whatever, but at least it would improve the welfare of warriors by giving them some useful services ala teleport and stealth!
Well this is probaby never going to happen, but I’m bored at work and daydreaming ….
Congrats on your romance – takes a huge risk and some guts to relocate. Hope that it works out for both of you’s and it is indeed fate – because in the end, it does not matter where or how you meet ‘the one’ in your lifetime, but that you actually meet ‘the one’.
Heres to a happy future for you and tell us more plz :P
http://gw2buildcraft.com/articles/calculator-faq/#damage-reduction
Check out that page it will be of use to you. Their build calculator (http://gw2buildcraft.com/calculator/) also calculates damage reduction as well.
Both moa and timewarp has its purposes and both are useful in team fight – coz teamwork literally is a counter for EVERYTHING in this game.
You could make the argument with proper use of moa morph (as shown in the previous weekly tournaments that just happened by good/organised premade teams) that it is just as effective at winning team fights when you can lock out a class and train your dps on it to get into a winning position (outnumbering the other team, forcing them to go defensive until moa runs out, forcing the person who is moa’d to get off points etc). So it really does go both ways with this.
From most of the mesmers I have seen in the previous couple of tournaments, most of them are using moa morph and they use it really effectively. These are the people who are playing in the most competitive environment of GW2 so they obviously know the value of moa morph over the other elite skills and I suppose it works for them in their team composition as pretty much all teams I have seen have at least one mesmer in it.
I also read somewhere that anet has acknowledged moa morph being slightly too powerful and plans on toning it down. Is there any truth to this?
I think SPVP is definitely getting a little dull and definitely is getting more stale, especially for those people who have invested interest in it. Clearly not enough changes have been made for the balance/game modes and everything else inbetween that would even promote interest from casual or people who have not even played the game.
There have been some positive steps to make it more appealing for e-sports but that market is so niche at the moment that it may never take off. There HAS to be more done with new game modes,achievements,leaderboards and most definitely balance to get general interest from people looking to play the game to casual and hardcore players.
I hope they get the ball rolling with pvp at least by the end of the year, else pvp will definitely feel like it may never actually get to where the games potential lies.
I guess anet’s idea of blind is being deaf as well. I suppose they could just update blindness to include ‘may cause deafness to’ and then they could say this is how it was always intended.
Seriously tho, warrior fear could be a bit more useful but it is effective at getting people to scatter away from you. It will hardly reset the fight for the warrior tho. It does however have its uses (probably more useful in pve then pvp) and I agree with some other posters that it should never be more powerful then the necro’s version as thats the necro’s trump card in many builds/situations.
I was hoping ‘fear me’ would be something more powerful though then its current iteration. It has a sinister name, yet when was the last time anyone was actually scared that a warrior was going to use it? In its current state, it should be renamed to ’I’m scared’ or ‘Go away!’ or ‘Me Feared!’ …
Anyway maybe anet can make it more potent and more in line with the warriors style – maybe make traits to beef it up/reduce cooldown or change its actual property – such as making the enemy get feared and run around randomly or changing it so that there is say a 25% chance of on hit being feared for 3 seconds or something.
People just don’t bother arguing with Jportell over mesmers. Its not worth it guys lol
Yep u got a good point. I guess its not an automatic win for premades and an automatic lost for solo-q’ers, but I’m referring to a proper solo-q team (1+1+1+1+1) and a proper premade team (5). I didn’t consider all the permutations inbetween, but I’d still say solo-q’ers should get different incentives if the whole team is solo-q.
I guess for all this to really make sense, its back to the old argument that the queues need to be seperated. Ah wells can only wait and hope.
Was just thinking, and its probably been said before but I can’t be bothered checking, but solo queue players deserve more incentives in the form of rewards and a separate achievement of some kind. Doing so may get alot more people doing solo queue, which means a better pvp population and less chance of hopefully running into premade teams.
I think anet should offer different rewards for solo q and premades. Currently they both are the same (Match win chest, 200 glory and 200 rank points). So on top of the obvious team advantages of being in a premade, the rewards do not reflect how the experience can be different for both premade and solo-queue ppl. Maybe give solo q players a solo queue chest with unique skins for pvp/pve or something like that and keep the pre-made ones the way they are. I’m sure alot of serious/long term players already have all the skins for their rank’s so it might give them incentive to play solo-q too.
I also think solo-q should get its own achievements and maybe a title. Its not hard to get champ title on any class, its just a matter of time. Maybe give solo-q something similar, like a ‘Forsaken Champion Slayer’ or ‘Solitary Champion’ etc etc. That’d be so cool and I’m sure alot of people would go for titles with cool names. Other then that, please at least give better reward/achievements to solo-q players regardless of whether you split the solo/premade queues!
I honestly can’t say the pvp in this game has developed that much since release. A few minor tweaks to classes and balance, two new maps, revamped tournament system and custom arena’s are about all thats happened in the last 10 months or so.
Despite that, the game is still fun as long as you don’t take it too seriously. It’s good though that you are willing to learn to make yourself a better player. I also don’t think the skill cap in this game is that high that you need to practice every day or week even.
- Find a class you enjoy playing. It could be a good idea to check forums (this and gw2 guru pvp forum are decent) for class builds, read up on the class and that build and then just practice doing the moves on the training dummy and npc’s in heart of the mist till you have acquainted yourself with knowing what each move does.
- Look at your trait and adjust accordingly. What are you aiming to be – a tank (bunker), dps (glass cannon) or support? There was a great thread in this section of the forum regarding pvp roles. You need to identify what type of role you want to play and build your char to match it. Whatever utility skills you take make sure you have at least one defensive one in there (stun breaker, stability, teleport, condition removal etc).
- Everything else is just practice. The more you practice, the more you can adjust your weapon/sigils/rune/traits to your own liking. It’d help to also know which skills you can chain together as your bread and butter dps, and which skills to use as your defensive get out of jail ones too.
Well GL I hope alot more people return back to PVP, would spice it up alot!
Honestly if Anet thought for maybe 30 minutes about the tournament queue system and leaderboard before they released it this could have all been avoided. They should have asked themselves ‘how does this queue system + leaderboard affect both the casual, hardcore players – is the system fair for both types’. So at the design stage, they already failed.
Instead we are left with this mess that if was prioritized would be fixed in maybe 1-2 months, not 3 months till indefinitely. Acknowledging that it was not the way it was intended is fine, but doing nothing about is as well is being ignorant to the pvp playerbase, which is more or less the trend that has been since release date.
I am sure that they will make a toggle for right click targeting and hopefully improve on the controls and targeting as a whole.
The fact that the issue is being looked at should be positive and hopefully the right choices will be made.
Too many people have complained about the problem and it is easily replicated by the devs.
Looking forward to that toggle fix so I can use my Mesmer without going insane in zergs
Yep I hope they give us the option to either use right click targetting or not. When it comes to control options, the more options the better as everyone has a different preference and it should not be up to one person to tell us that one button configuration is better then the other. What causes problems though is when theres only one given option and then that changes, it divides people.
I would like to see better targetting options, considering that stealth makes you have to reapply your target (and locked target) and tab targetting makes you have to go through the multitude of npc’s that are in the map. In a game like this, where every second counts in pvp, sometimes choosing a real target (that is a person and not npc) is difficult, especially in tight capture points and especially if there is ALOT of npc’s in the picture. Not to mention when you actually have say a mesmer or thief targetted, they happen to stealth and the process begins again.
This is not so bad when the game is played at ranged distance, but for melee’s its an absolute nightmare.
Same thing is happening to me. Not totally game changing, but nevertheless its pretty annoying, especially when I’m so used to selecting target this way and now having to either tab through targets (which is a p.i.t.a in pvp) or mouse left click (which i can get used to, but its alot faster for me just to right click).
All i do is tpvp and it just feels way more natural to use mouse right click. Please fix it soon!
Gotta agree with ahuba – cut the casters some slack – they are volunteering their time to promote/improve/progress the e-sports aspect of this game. Regardless if it wasn’t to people’s taste and regardless of their in depth knowledge of the meta they are doing the whole pvp community a HUGE service and for that, everyone should really be grateful. It will only get better over time, and as far as I know this is a relatively new experience for them.
So cheers for organising the event and casting it, giving us mere mortal pvp players a chance to glimpse life at the high end of pvp, and grats to the winners sleepy! Looking forward to more in the future – and to the shoutcasters – your doing a good job, thanks for taking the time to make it happen – maybe this will be the birth of proper e-sports, who knows. Good luck with future events!
That guy with 13 wins, well he deserves to be placed somewhere on the leaderboard if those 13 straight wins came against top ranked players. However, he does not deserve to stay at the top if he has not played in a long time (which seems to be the case here).
Obviously there needs to be some sort of decay introduced, as I don’t think that guy has played in over a month and yet is still in the top 20. It’d be like me achieving a top 5 ranking in any sport, then deciding to take a break (maybe never coming back) and still be ranked in the top 5 due to having done absolutely nothing. Its not really fair obviously to other players.
I predict free weapon skins that has a “rare chance” to drop in a birthday chest that costs 150 gems. Yep thats my guess.
Consume conditions is more then adequate as a heal, for any given class. In fact I’d say it is one of the best heals available for any given class. The ability to heal a direct amount + bonus amounts based on the amount of conditions and remove all conditions is actually quite powerful and its up to the person playing necromancer to make full use of this at the right time. I say this because what more do you need from a heal? Add anything else and this skill becomes overpowered. Theres absolutely no need to add anything else like stealth, regen, combo field for a single target heal. If anything well of blood could be beefed up to remove conditions per tick much like rangers healing spring.
The way the class is built tho, most of your condition removal actually comes as a form of counter attack if you choose to build that way. Thus your secondary ways of removing conditions becomes situational. Its a bit harder to land deathly swarm but its not at all impossible. I actually like the trade off in risk vs reward with this skill. I do wish though there was some way to increase the amount of conditions tranfered. It would be neat to have a trait that increased the condition transferred from 3 to say 5. With the staff putrid marks, its much easier to get this to land as pretty much every staff build will be traited in greater marks. So I agree with you that necromancers are not the best class at removing their own conditions, but they certainly are not the worst and I actually feel they do an adequate job of condition management.
I do totally agree with you though on what you say about the staff. This weapon is just too good not to use for a necro and definitely offers alot more then the other weapons do. A huge problem I feel with necro’s is that the traits do not synergize at all too well with the available weapons besides the staff traits. Traits like ‘axe training’ is 30 points in grandmaster and is hardly worth it when close to death has a better damage increase across all weapons although at 50% health or below. Axe training should have been a master trait instead of grandmaster in my opinion.
I really do think necromancers are suffering now as a direct result of other classes being upgraded, in particular the emergence of the HGH engineer. If anything, anet should really balance necromancers with consideration to builds like the HGH engineer so that there is healthy competition between the classes that are meant to stack conditions. Also theres no denying necromancers are probably the second worst class when it comes to being in melee range. It feels like in this game, to be effective in melee range you need to be able to get in and out of melee range quickly (ala thief, mesmer and elementalists). Necros need some ability like leap from warriors, ride the lightning from elementalists or shadow steps from thieves on a weapon skill and not utility skill in my opinion. Anyway these are my thoughts on the class, definitely not top tier but still effective at certain things, just not the best in class unfortunately at anything anymore.
Consectutive winning rewards system would work under a full premade queue system. In this current system, absolutely not. It’d be like rewarding the rich and punishing the poor.
I agree with you on most parts regarding rank,glory and leaderboard.
Glory points, current game mode and current leaderboard don’t have the means to measure ‘individual’ skill, and with the current pvp game mode more or less focusing on teamwork to win above all else the only real way to measure rank is your ‘teams rank’. I guess if you are in the no.1 team in the world you can say you are amongst the top 10 players in the world for whatever class you are playing.
The only way to know for sure if your the best team in the world is to participate in organised tournaments – hotjoins, solo and group queue wont cut it for numerous reasons. Its way more prestige anyway to say you are part of a team that has won tournaments then to say you were rank X but never participated in serious pvp tournaments. So hopefully there will be lots of organised tournaments happening coz this can only be a good thing for everyone concerned.
On the idea of developing some kind of algorithm to determine a players metrics, that kind of sounds like sports science to me so you might want to look in that field.
No doubt warriors need a lot of love and attention. They suffer by the fact the viable builds require alot of melee and that you have to sacrifice so much just to become a short-term glass cannon at that range. Not to mention everything a warrior does, another class does better. Warriors are so dependant on their group to be viable when they should be front line fighters leading the charge.
Personally some changes I would consider to spice things up :
- Give banners a combo field for maybe 10 seconds. Strength can be fire, Tactics can be ice, Discipline can be lightning and Defence can be water.
- ‘Fear me’ should also be changed to remove boons and maybe do a little damage. Maybe 0-200 distance 3 boons and 500 damage, 200-400 distance 2 boons and 350 damage, 400 to 600 distance 1 boon and 200 damage. No-one currently ‘fears’ the warrior so maybe this should skill should be buffed to change that thought.
- ‘Stomp’ should launch opponents further, maybe something like the range of banish on guardian
- ‘On my mark’ should have better synergy with ranged weapons. Maybe on top of the vulnerability condition add something else, a 5 second weakness or something. I doubt many warriors use this skill as skill slots are more or less narrowed down to a few selections, it wouldn’t hurt to buff this one to increase its viability.
- Warriors need a trait that rewards them and gives them some sort of way to stay in melee range effectively. Maybe a grandmaster trait that ‘grants 3 second of stability’ and ‘+200 toughness’ at a range of 130 to 0 from their target.
I got no idea if these ideas would make a warrior overpowered or screw the balance but hey, its not my job I’m just throwing out some ideas that I think would be cool lol.
Points definitely don’t matter in tpvp, Rank to a certain extent don’t matter as well.
There is no definitive way to say that someone who is rank 50 is better then someone who is rank 10 other then the person who is at rank 50 has about 100 times more experience – given that both people only play tpvp because hotjoins don’t really count. Experience doesn’t always equate to being a better skilled player but it does mean the person is wiser and should know how to react better to situations. Still if given a blind test I would always choose a rank 50 over a rank 10, or rank 40 over 20 because knowing where to be at the right time means everything in tpvp.
And on the question of e-sport, hell no. Wheres the depth in this game to even suggest such a thing? There is hardly any opportunity to play mind games with your opponents, and strategy wise it is rather so straight forward and plain. I don’t think this will ever get to the point of e-sport, its more or less developed to much of a negative reputation to make this happen, however they could do so much more to increase the depth and ‘fun’ of this game for casuals and hardcore players alike.
+1 on the idea of hotjoin rooms only accessible for rank 1-10’s. Maybe make some custom arena’s with these restrictions so new players can get a chance to learn along with those that are their appropriate level. It can’t be all that fun to want to start to pvp and then no matter if its hotjoin or tpvp, keep running into experienced players when you yourself are just learning the in’s and out’s of what works and what doesn’t.
Its even worst when you got these low rank’s hopping into tournament mode. Its like little puppies and lone dogs being fed to a pack of wolves. It usually never ends well.
Reduce pet’s aggro range, give the ranger one pet only (why the need for two pets in pvp I have no idea) and remove the ranger pet’s ability to regen health (but allow it to keep ‘gain health on critical hits’) if the bm chooses to trait in it.
These would be my fixes if I could do it.
+1 on the Guild AirShip.
I played DDO for 2 years (Still the best class/trait design I have seen in an mmo and because of that had the best pve content) and one of the best moments was when they introduced guild housing via guild airship. As your guild levels you could purchase guild airships at certain levels, which each purchase being an upgrade to your airship making it more fancy, more bigger and having more space to put amenities and shrines that add shortterm buffs. It was also used as a hub to get around the world.
Anet should hop onboard an idea like this – its a win win for both developers and the players in my opinion. Players get something that is unique to their guild – a place to hang out with their guild and a place they can really call home in tyria (as opposed to just standing around at a random location at any given time), and anet can make good money by making the guild housing (airship, or whatever they choose) purchasable by gems. There is so much opportunity to be seized with guild housing but this is a start for an idea – it can be expanded greatly.
From DDO, I also miss the ability to multiclass. How sweet would it be to have say a level 80 char made out of 30 levels of guardian and 50 levels of mesmer. This is obviously never going to happen, but would be fun to think about.
DDO also had this true resurrection option in their game where as when players hit max level, they can start all over again at level 1 as any race/class they desire, with the difference being they will eventually become more powerful at max level then a non ‘TR’ but will need to earn more experience per level to hit max level. They also get nifty wings next to their name and inherit a ‘past feature’ from their previous life (in this case, the class that has the highest level due to the fact in DDO you can multi-class). So potentially you could TR your character as many times as you like, reliving the world again as a level 1 but becoming stronger each time. Oh man, DDO had so many great ideas for an mmo ……..
I also played wow but to be honest the experience felt very generic after a few months.
If it is a bug, why has it not been address at all – its not as if the game hasn’t already been out 6 months? Has it even been acknowledged by anet that it is a bug? It’d be pretty perplexing that if it is a bug it is in my mind quite an important one that needs to be address asap.
If not I guess its just the way it was intended. Which by the way makes the ranger that much more potent in 1 v 1 situations, especially if both classes get to downed state at more or less the same time. Almost impossible to kill in that situation as the ranger has more then twice as many options as other classes in the downed state as long as their pet is alive (or they can switch pets).
So if this isn’t a bug, then it really needs to be toned down in some sort of way. Maybe make the pet heal 50% slower, no pet switching or lock out the pet skills. Personally I’d luv to see the f1-f4 skills locked out during down state, but if its gonna be there it needs to definitely be changed – or give other classes a nice buff to downed state.
Suggestions !
Warriors – Able to use vengeance straight away. Vengeance lasts 25% longer.
Elementalist – Switching attunements give aoe buffs to those around them.
Necro – Able to use death shroud.
Guardian – Able to use their virtues.
Mesmers – Able to use their f3 and f4 skills.
And so forth. Tho really the easy thing would just to lock out rangers f1-f4 during downed state.
Kind of like a sequel to a movie franchise where the first movie was incredible and so much expectation and anticipation is had, or when a music artist releases a much awaited sophomore album after a successful debut, I guess people were expecting great things with pvp in Guild wars 2.
Oh well, maybe when a trilogy is made they can make up for it in the third installment. Its not horrible pvp by any standards tho, but at the same time GW2 pvp just feels … so unfinished.
This is just my personal opinion btw, I never played GW1 but I have played other mmo pvp’s and used to play fighting games (street fighter, tekken) on a competitive level for a long time and I don’t know if its GW2’s combat system, but it seems to lacks depth. It almost feels to me they could have put guild wars 2 in an arcade cabinet back during arcade days and it would have worked.
Is this even a discussion about blurred frenzy anymore? Seems its more about ‘why I’m right and why your wrong’ – cue in the repetitive arguments, mixed in with subtle differences every post.
I bet this can go on for another 10 more pages with nothing of substance really being put forth. I hope anet doesn’t really bother reading this thread, it may just do their head in. Especially from the one poster who seems to live just for this thread.
Anyway, carry on I had nothing useful to contribute just making a random post :P
At the current rate of progress … probably not.
I don’t know if there is ever a time frame for a game to achieve e-sport, but since Guild wars 2 is no longer a new game, I’d have to say that its opportunity for this endeavor is probably passed. It could be too little to late, especially with other games coming out this year.
But you never know, things can progress at a rapid rate soon and even if it does not reach e-sport status it will at least improve the quality of the gaming experience.
JPortell its nice your passionate about your class, but theres no need to come across as being spiteful of other people’s opinions. And especially no need to resort to personal attacks such as saying I’m not a game developer or programmer – totally irrevelant to the discussion.
Stay level headed man, I’m not attacking you personally I"m just out there putting my opinion on a valid discussion. Like I said mesmers can be played in melee range, its just anet has not given them many reasons to besides blurred frenzy + shatters. So what I’m getting at, is all classes have the ability to play melee + ranged its just classes like mesmers have so much more going for them outside of this range.
Once again I’m just giving my point of view, don’t take it out of context and make it something more then it really is. If you don’t agree with it, thats cool but when you start to get alittle personal you lose the ability to reason.
Wow, the over-reaction of some people …
I’ve only read some of the posts, but from what I gather no-one is asking for a full blown nerf to blurred frenzy.
The ‘Over-reaction’ ,as you have called it, come from being at the receiving end of nerfs since release. I was one of the first people to say ‘ok people, we knew it was broken’ to the izerker ‘fix’ (which utterly broke it), I was one of the first to write the ‘calm down’ messages to raging people during our might nerf, hell, I was one of the people that really tried to bring reason to people ranting about quickness nerf.
Oh, and I am against nerfing overall, I like buffing the lacking better than destroying the exceptional.
Before all the aforementioned nerfs, blurred frenzy was fine(!)
I wonder what has changed between then and now….
I agree with you about buffing the other weapons that are lacking. I’m all for buffing scepter (maybe remove skill 2 clone and replace with something else) and also maybe adding another weapon (dagger?) for mesmers. They clearly lack anything at melee range, but for all they lack at melee range – they have it all as ranged damage.
Wow, the over-reaction of some people …
I’ve only read some of the posts, but from what I gather no-one is asking for a full blown nerf to blurred frenzy. At the most, people are asking for a ‘slight’ cooldown adjustment. Yet the reaction from some of you guys are more like a rant then a logical debate.
Both sides of the coin do have valid points you know, whether people on the other side can see it or not. Personally I’d like to see a longer cooldown if blurred frenzy does not hit anything, but its not game-changing for me in any way. Even if they nerfed blurred frenzy, it wouldn’t be the end of the world for mesmers at all.
Anyway it’d be nice if a developer chimed in and told us why blurred frenzy is the way it is and if it is intended the way it is. It would settle this once and for all.
Do you know why it is the way it is? What boons do mesmers have to protect them in melee? What is their armor? Their health… The other two cloth classes have great ways to survive in melee… Mesmers have this that is all…. Thieves have stealth to help them survive melee mesmers have a fraction of that… Rangers have protection on dodge with no CD (mesmers used to have a protection minor trait butt that was nerfed… gg) Engi’s have several ways to access boons and they have gear shield (if you are talking about melee) plus cc… Warriors and guardians have tons of toughness plus guardians boon removal… Warriors need more help but I know for sure that if you tell a warrior and a Mesmer they have to duke it out melee only the warrior will win… even with blurred frenzy as it is now.
My guess is mesmers are not meant to be played in melee range. Think about it – staff is ranged, greatsword is ranged, focus/scepter/torch/pistol/sword off-hand are all ranged. The only melee ranged weapon they have is sword main hand. Thats one weapon they have out of 8 that has any melee ranged potential. 1 of 8. So like necro’s, I don’t think the class was really designed for anything significant at melee ranged. Sure you can trait, sigil and rune for it but theres no denying mesmers have everything they need outside of melee range.
The only time a mesmer more or less gets into melee range is when they get a blurred frenzy (off ileap, stun and blink etc) or when they shatter, or both as a combo. Other then that, theres no real reason to be playing a mesmer at melee range. Its just not as viable as their other options – it can be done, but its not going to get the job done efficiently.
So the mesmers best protection is to actually not be in melee in my opinion. If they had more options at melee range, there wouldn’t be a doubt they would be more OP then they are currently perceived. In regards to their armor and health, it has nothing to do with this argument since it varies with personal preference.
Wow, the over-reaction of some people …
I’ve only read some of the posts, but from what I gather no-one is asking for a full blown nerf to blurred frenzy. At the most, people are asking for a ‘slight’ cooldown adjustment. Yet the reaction from some of you guys are more like a rant then a logical debate.
Both sides of the coin do have valid points you know, whether people on the other side can see it or not. Personally I’d like to see a longer cooldown if blurred frenzy does not hit anything, but its not game-changing for me in any way. Even if they nerfed blurred frenzy, it wouldn’t be the end of the world for mesmers at all.
Anyway it’d be nice if a developer chimed in and told us why blurred frenzy is the way it is and if it is intended the way it is. It would settle this once and for all.
It gets worst in group fights.
You could be targetting the mesmer then all of a sudden he’ll stealth and then you have to retarget, but usually by that time theres 3 clones, not to mention other junk like necro’s minions, rangers pet, thieves clones and stealthing, ele’s with ADD painting the screen, engineers dropping their 100 turrents and grenades and bombs on the ground. On top of that ele’s can summon elemental pets, people can have rock dogs, you can get jagged horrors running around. Its as if kindergarten kids are painting the screen, nothing elegant in group fights just messy mayhem.
The couple of seconds for you to regather your thoughts and find the real mesmer means he either got away or your in a world of pain. Tho it goes both ways in group fights, I can’t imagine anything uglier then 5 mesmers vs 5 necro minion masters.
I kind of agree that there is too much clutter on the screen sometimes, especially during group fights. I don’t know of any other mmo pvp that has this many npcs. Its kinda ridiculous, but it is what it is.
Blurred frenzy is one of those skills that is currently maximum reward for 0 risk. With its cooldown and the fact it can be so easily executed out of illusionary leap means pretty much every mesmer runs the sword as a weapon set.
Those 2 second of evasion has so much going for it you can pretty much spam this whenever its off cooldown and never get punished for it if you can dodge,teleport,stealth away. As an offensive tool, its more or less the mesmer’s version of 100 blades with a built in immunity button – this is probably a skill a warrior should have had rather then a mesmer, who really doesn’t need it due to the fact they practically have everything going for them in their favor.
My suggestion is to tone it down as a defensive tool, to stop people mindlessly spamming it to avoid damage. It should receive a penalty for this and rewarded if it hits. So something like this
‘Blurred Frenzy’, 10 sec cooldown -
If it strikes a foe, 10 sec cooldown. If it does not strike a foe or if your not hit in melee range, cooldown is 50% longer (15 secs).
So a nerf similar to ride the lightning for ele’s is how I can see this skill being more balanced. Also the shatter skills should be locked out while this move is being done.
(edited by Psychogene.6780)
Solo-q and premade-q is something that should have been in place from day one in pvp. The fact this was overlooked shows alot of incompetence and laziness on anet’s part.
And the fact that, despite people complaining about this for months and yet nothings been done kind of proves how high pvp/e-sport is as a priority. The end result either way will be ‘too little too late’ for the pvp community I feel.
But yes I agree, a reset is definitely needed and two seperate leaderboards (one for premades and solo-q) need to be implemented with ‘different’ rating systems.
We get it. You’ve had the hardest most painful journey that a human can endure to get to ….. rank 1 in a video game leaderboard.
So despite the setbacks of playing with pugs and solo-q’ing and dc’s (like seriously, who has not had to deal with all of these that pvp. Name me one protected pvp species who never has had to suffer these) you somehow manage to overcome and become the greatest player ever … according to you.
So grats on making a name for yourself, for all the wrong reasons. You clearly don’t solo-q or run with pugs on a consistant basis, and you clearly are grouped with, let me guess … the guy that is ranked 2,4,7 in that picture (you all seem to have gone up 3 ranks all at the same time ….. hmmm).
Clearly your trolling here, or you really believe your own hype. Either way, your teammates carried you :P
Rangers are clearly lacking, and need a new utility to compensate for warrior’s being buffed.
“Search and Destroy” – 10 second cooldown, unlimited range
Your pet grows three time in size, gains 300% movement speed, 300% damage,1000% toughness, 1000% vitality and 300% critical damage and is immune to stuns and conditions. Your pet seeks out the enemy Warrior anywhere on the map and aggressively hunts them down. Once defeated your pet gains permanent stealth and waits outside the enemy base, ready to resume his mission.
This is a much needed skill in my opinion to combat the insanely power that warriors now wield since this patch.