Practicing combos with a few really good hotkeys (eg side mouse buttons) really helps you improve.
You’ll also be slightly more flexible and pulling it off makes you feel better
Even though a lot of people are complaining on temporary content, I really find these festive events giving me more reason to log on, ‘sight-see’ and have a really pleasant casual experience. Comparing to GW1 seasonal events, I’m happy
For those more hardcore than me, the framework of these events (like LA decorations, mini-games) will probably be re-used in the future- giving the devs more time on their hands for more content/testing in the future.
Probably towards the end of the month.
However I figure there might still be a few small ones in tomorrow’s patch.
Good stuff!
\15char
Oh OP, you made my afternoon with that comic strip ^^
In all fairness stability is an immensely strong boon.
The S/D weapon set is a particularly irritating one. You were using your skills quite well though.
The #2 sword skill is a teleport an immobilize to a target, where he can teleport back and cleanse a condition, making him a bit resistant to conditions. The initial place from where he teleported should be marked with a small white circle (I may be mistaken) so if you find it, you can pressure him harder, since he won’t be able to escape so easily.
+1
What could also be done is, make the downed player move more slowly, to be easier to finish, and possibly immobilized whilst being finished.
And/or, players who go into downed state, have their mask knocked off and start drowning. They have a few seconds to either assist with a kill or rise to the surface before they drown.
The devs have stated that they are going to introduce decay, so this important issue should be fixed soon
In the recent SotG the devs mentioned they are monitoring the secondary objectives, since they have really made some exciting point in some recent matches- especially the Foefire map.
I’m putting up this thread so for those of you who wish to put forth some suggestions and feedback can do so, – I’ll mention a couple myself, and if there are a few good responses, I’ll edit out this post and write down the popular suggestions for each map.
Foefire map:
This seems to be one of the most exciting SOs if pursued. In SotG there was mention of perhaps increasing the number of points earned on slaying the lord at a later time or perhaps making the lord harder to kill.
Forest map:
I was watching a recent video (I believe hosted by SOAC) and there was mention that a 3rd npc spawning in the graveyard section below the keep was once considered. I would really love to see if this would be implemented, especially if the npc is scarier than svarnir/chief.
Capricorn map (at least for hotjoin):
I know, I know, everyone seems to bear an irreconcilable grudge against underwater. One of the problems with underwater I believe is the downed state- it can really take ages to finish off a player. A small suggestion (for spvp) would be that, the downed health depletes much faster (as if the player were drowning), so you have only enough time to get a few strategic attacks in before you must rise to the surface in order to negate this rapid downed health loss.
(edited by Rallad.3802)
You’re quite right my friend, an elite shouldn’t be so easily countered (except perhaps by another elite). Hence why the simple boon-giving elites are even so more meh. Constant re-application isn’t a bad idea.
I remember during development they said they wanted to make elites really powerful. After saying that, they we reassuring us that the people who pop their elite won’t instawin :p
Having said that, I REALLY dislike ‘boon giving elites’. It is quite boring and requires little timing or skill to use. In this month’s streamed tournies, the caster would immediately identify Time Warp or Moa Morph, and comment on how the balance has suddenly shifted. Having said that, those mesmer elites are a great example of what elites should be- very dynamic, and if co-ordinated well- twice as effective.
I cannot understand why people dislike the rank system, I much prefer it to a linear one. So what if it takes ages to get to the higher ones?
I think the rewards are a bit too powerful from the tournament side, where any r1 noob can ride (or ruin) good players and stack up in dungeon sets. Thus devaluing their ‘prestige’.
I’d agree with the limited time RNG-drop. I doubt many pvp players buy these skins- so having a small chance to drop is both a small incentive to casual players to start pvp’ing and as a reward incentive. This would especially be a good idea for future team rewards perhaps, unless they bring some gems back into the picture.
An other incentive I’d like to mention is where a pvp’er can obtain some gold in pvp. Since I spend 80% of my time there, I am very poor q.q. I remember the system in gw1 was very decent and attracted me to pvp. If this could be introduced along when new pvp gametypes come out- it would be a hit.
You needn’t change profession if you’re good at it.
I’d suggest switching the usual cleric’s amulet to soldier perhaps, you’d still be very tanky- and you’ll be able to deal better damage. (Instead of simply having to reply on you team for damage.)
Also in my experience a fully offensive guardian is quite viable if you want to have some dps fun once in a while.
Even though the skill system is fine, I occasionally feel that sometimes a sizable portion of my weapon skill usage does not require too much consideration. For example, for each weapon I have a fairly simple algorithm, which under most circumstances is unfortunately consistent.
In a nutshell my idea is, that certain weapon skills could be activated in two separate ways (perhaps via a toggle button or something), to promote intelligent play (at cost perhaps of an extended CD). I realise that this would be a huge change- but I thought of it a while ago, and I’m just sharing it.
Several of these can keep the current animation (or it can be varied slightly) and the secondary function could be very similar to the original skill, with a twist. Or even, a minority of skills could have a very different function altogether.
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For example, let me consider the Guardian’s GS skill set and attempt a few possible ‘secondary’ functions.
#2. Whirling wrath.
-A double powerful whirl, which deals higher damage at the start of the execution with half the duration of the normal version. (Thus dealing overall less damage, but has a higher hit expectancy)
or
-The whirl reflects projectiles instead of ‘hurling’ them. (Giving a defensive flavour to the skill)
#3. Leap of Faith.
-An unblockable variation instead of the blind.
or
-A completely different function (where the skill name could be split)- a skill where the greatsword is used as a channelled block/reduced damage intake/block projectiles.
#5. Binding Blade.
-Emphasis on the actual greatsword being thrown into the enemy (single target), consequently disabling all his greatsword skills temporarily. The guardian can now drag his target around for a short while, like a leash.
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This was just an idea, and I don’t know how viable it is, but I figured I’d toss it out here. Who knows, it might spark something in the future. I think if each weapon skill-set had at least one thing like this, it might be a quite viable and interesting implementation.
Peace ^^
Enjoyed the matches very much and agreeing with OP!
That really looked amazing! Possibly a tad messy just having an 8v8 deathmatch, but if some secondary (at least) mechanics were introduced, I think it (or 5v5) would prove to be a really captivating game mode.
Imo GW2’s map is enormous and very detailed, it would be a shame for people just to visit new places. As much as i’d like new places to explore, I would be very happy if they adding new stuff to do in the existing places as opposed to releasing many lv80 instances.
Anet had to build and test the leaderboard system from scratch, an external site borrowing data from the leaderboards and offering a few additional functions is hardly amazing. I expect these features will be implemented soon in the main page.
In GW1, along with the cast bar, you had an indication of what skill was being used. This was VERY helpful to learn what a class you never played is doing skill-wise, the actual casting time was a strong bonus.
I really like most of the animations in GW2, and it is a fair point against cast bars, since you’d just divert attention to it. I think that perhaps introducing some form of cast bars might be an idea in hotjoin, where you could get a good idea of other classes’ skills and timings, and disabled in tournaments.
Imo it would be nice to have an option for larger UI indicators for boons/conditions. I find myself squinting all the time.