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Anet Needs A Balance Patch Every Other Week

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Posted by: Ramoth.9064

Ramoth.9064

Funny how people still think this is an accident, or the balance team’s best attempt at balance

Ever notice how all of the OP stuff is HoT exclusive, and there are many people playing free that might get tempted ,perhaps by an OP class, to shell $50 because they are tired of getting their butt kicked?

This “balance” is deliberate.

So you are basically calling Colin J a liar. It is certainly one of two things, either that or the balance team has failed. Based on GW2 history, I tend to believe it is a failure on the balance team.

Ahahahahahahhahahaha. I heard he mains a thief, his build involves deception and trickery.

Anet Needs A Balance Patch Every Other Week

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Posted by: Ramoth.9064

Ramoth.9064

Uh, they need to scrap conquest before they balance something around conquest. Dota 2 has like maybe 2 major balance patches a year, its one of the most successful Esports.

Quality over quantity.

Any other good mmo to play?

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Posted by: Ramoth.9064

Ramoth.9064

uh, Dota 2 definitely doesn’t have this problem.

One Hero Point Temporarily Disabled

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Posted by: Ramoth.9064

Ramoth.9064

When its ready.

Legendary backpack no skill farm?

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Posted by: Ramoth.9064

Ramoth.9064

Lol more pveskinchasers going to pvp Hurray anet

no soloQ ? gg wp Anet, kittened team

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Ramoth.9064

For extra level of frustration: queue solo as thief. Enjoy being reported for trolling simply because you play the class.
And, since nobody wants thieves on their team, most of them will be qing alone. Well done, Anet, well done /clap

P.S. i can’t believe they stealth nerfed thieves again, is not even on patch notes (steal requires target now, huge mobility and quite survivability nerf). How low can one get really….

That’s childish for people to report thieves as trolls simply by playing the class. Guess they missed the Daredevil carry from NA ESL last night. I think every team in NA w/ thief won.

Most people missed it because only 3.5k people watched the esl. Go esports!

pvp dev team appreciation thread

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Posted by: Ramoth.9064

Ramoth.9064

Great job on the user interface guys, really well done. Its the best part of this update. the best and the only good part of the update

(edited by Ramoth.9064)

Arenanet's failing ESports ideologies.

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Posted by: Ramoth.9064

Ramoth.9064

The 200k couldve done a lot of good, make better pvp game modes for one. Strongholf could really work with some tweaks and better maps

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

OH plzzzzz.. after 3 years… we are way ….way… way… pass that excuse. *(rolling my eyes)

3 years of what? Only relatively recently spvp started getting the attention and development it needed and slowly kicking into gear, without even talking about balance. Hell, it still doesn’t have a lot of the features that would actually complete it.

It puts Anet in a bad light for mostly ignoring it early on, but spvp definitely doesn’t have 3 years of good support behind its back. It might be a 3 year old kid, but it’s still a kid.

I’m comparing a major guild wars 2 tournament to another esports celebrity testing his computer…and the latter won. Regardless of how riveting it is to watch someone test his computers, these numbers are not something Arenanet should be proud of.

An esport celebrity of one of the biggest esports in the world – and a famous streamer to top that off. Still not a fair comparison. And the actual stream content matters less than you’d think – I’m pretty sure that if Lirik made a stream completely about picking his nose, he’d still get 20-30k viewers.

Guild Wars 2 never had a huge Twitch following (even if it does MUCH better than a lot of other games), it’s unreasonable to expect it to suddenly explode. Seeing how these tournaments can bring in five times the viewers the game has normally, it’s not a bad start as you might think. As I said, it will just take time and care from this point forward.

Explode? No.
Get more than 3.5k viewers? Yes.
Actually engage with their community about the viability of conquest before championing it as their premier esports game mode? Yes.
Admit they’ve dun goofed? One can hope.

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Balance is the SECOND issue. the first issue is CONQUEST. The game could be perfectly balanced and it’d still be a load of visual garbage on the screen because thats what playing conquest means for you to do; loiter around a circle spamming cooldowns.

Visual garbage does a successful esport not make.

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Because comparing literally the biggest esports games in the world to GW2 is definitely a fair comparison. Please.

Try looking up other competitive games numbers like fighting games, and you’ll see they’re not that far off from the viewers GW2 is currently making with proleague (if not lower), outside really big events.

GW2’s pvp is literally still in its infancy and it still has balance problems. It needs time and care to grow – if it will grow, of course.

I’m comparing a major guild wars 2 tournament to another esports celebrity testing his computer…and the latter won. Regardless of how riveting it is to watch someone test his computers, these numbers are not something Arenanet should be proud of.

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Considering that the go4 cups only brought in about 1k max, 5k is a pretty good step up after only 2 weeks.

This is the result of 3 years of build up. If the game actually had a large fanbase for the PvP we wouldn’t be seeing these miserable numbers. Arenanet should be ashamed at this outcome.

PvP League Season One Start Time

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Posted by: Ramoth.9064

Ramoth.9064

C’mon man, he is just the brand manager.

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

Well, I blame conquest, it is a terrible game mode to spectate. But hey, we have more viewers than heroes of the storm’s general streams. Thats a win, right?

ESL less than 5k viewers

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Posted by: Ramoth.9064

Ramoth.9064

In comparison:

Two DotA 2 celebrities currently streaming, 13k and 6.9k viewers (Arteezy and EternalEnvy)

Theres more people watching WingsofDeath on LoL test his 60fps game settings than people watching the GW2 proleague.

Go esports, amiright?

EU Pro League Meta [Week 2]

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Posted by: Ramoth.9064

Ramoth.9064

They really need to stop hypercharging all these classes. Game would be much more interesting to watch if we had longer CDs and healing didn’t reset the fight so easily.

EU Pro League Meta [Week 2]

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Posted by: Ramoth.9064

Ramoth.9064

It’s just funny because this whole e-sports proleague thing Arenanet is championing is a perfect indication of what a sorry state the game is in.

EU Pro League Meta [Week 2]

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Posted by: Ramoth.9064

Ramoth.9064

ahahahhahahaha guardians got the cut. Which class is next?

Open letter to Josh Davis

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Posted by: Ramoth.9064

Ramoth.9064

I like skyhammer more than courtyard tbh.

ESL week one, a good watch.

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Posted by: Ramoth.9064

Ramoth.9064

starcraft has 2 very distinct styles of commentary; play by play and tactical, but thats beside the point. I actually think the ESL has good casters, but they have crap material to work with.

Other Esports like DotA have situations in every game that creates anticipation. The 3-5 seconds before a player teleports to defend a tower creates anticipation of a team fight. An enemy team using a team conceal to stalk the enemy team creates anticipation. These are things the casters can work with.

In GW2 you have casters telling you some guy got finished, only that in 15 seconds he’ll be back doing the same bunker sustain kitten that is Conquest.

ESL week one, a good watch.

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Ramoth.9064

Really? They say the same stuff over and over again, and I don’t blame them. Its mostly ‘blah blah blah will be able to hold the point 1 v 2 for quite some time’ and general just counting heads saying its 3 v 4 at X location.

Make elites specs buyable with gold

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Posted by: Ramoth.9064

Ramoth.9064

People suggesting this don’t understand the concept of business at all. It is almost never beneficial for the seller of a product to sell a popular product separately at a higher price than combined together at a ‘discounted’ price. That’s why you see bundles. They know there is kitten in the bundle no one wants but they force you to fork out a higher fee to get the thing you do want. You think Arenanet actually cares whether you think its balanced or not if you don’t have an elite spec in PvP? Don’t be so naive.

Arenanet's failing ESports ideologies.

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Posted by: Ramoth.9064

Ramoth.9064

Honestly, I think the biggest issue is Conquest. If you take a look at monday’s proleague games, even at the highest levels of play from a spectator’s point of view the group combat is still just a garble of animations, with very little discernible actions. The commentators have to resort to commenting on general things happening, someone getting pressured, someone bunkering for a long time. Only once in a while do you hear about a specific skill from the commentator. Theres just too much visual garbage and ‘sustain’ that theres no distinct moment where you see an engagement, meaningful uses of cooldowns, then the result. Most of the action is still people blowing cooldowns, failing to kill someone, then watching the fight reset.

Anyone rememberAspect Arena? In terms of spectator sports, those were much more successful, skill usage was succinct, scoring was exciting, and even the maps were more interesting. True, it might be less fun to play, because its less mechanically complex, but it works much better in terms of spectating.

(edited by Ramoth.9064)

Can we get some functioning amulets?

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Posted by: Ramoth.9064

Ramoth.9064

We should have only celestial.

Elite Specs have made Core specs redundant

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Posted by: Ramoth.9064

Ramoth.9064

In some cases, yes, this is true.

Necro/Reaper – Both are still viable.
DH/Guardian – Bunker guard is still valid, MediBurst is still valid
Scrapper/Engie – I still love running my Condi Engi over Scrapper in PvP
Chrono/Mesmer – This is debatable, I think it mostly is determined on playstyle. Chrono can make it easier, but standard Mesmer can still work just fine.
Daredevil/Theif – I honestly have not noticed a difference between these two. The only way I know the difference is the third dodge. Which is just a third dodge…
Berzerker/Warrior – This is the biggest one I see the Elite Spec being better than the base warrior, as it really seems to be, both from facing and playing.
Tempest/Ele- Both are still glass cannons, Tempest is just more flashy. I really think Tempest shines the most in PvE.

Honestly, for the most part, the Elites really just do add a different play style over power. I have been doing PvP nightly and now that I am used to what the Elites do, its just like playing any other classes. Just know the signature thing that those elites do and your fine.

What is your definition of viable, exactly? Getting stomped? Im curious as most of the builds you listed there are obsolete. Even d/d cele ele, a spec that performed very well in the past meta, has no place in this one. The massive power creep is evident and you’d be delusional to claim otherwise.

Daredevil (second most played class for me) is absolutely amazing compared to vanilla thief. Much easier initiative management, a lot more survivability and stunbreaks that are actually really good.

Reaper (most played class for me, by a long mile) it depends here, i think PvP wise they are very close, but reaper is definitely just that bit better. I think the biggest change that made vanilla necro that much better was that deathshroud is now a weapon swap.

Elite Specs have made Core specs redundant

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Posted by: Ramoth.9064

Ramoth.9064

In the case of Chrono, the Chrono line remedied pretty much all the underlying flaws in the Mesmer class.

It’s not so much that Chrono made Mesmer redundant, rather Chrono fixed Mesmer.

All future Mesmer elite specs that don’t offer the answer that Chrono did to the Mesmer riddle will never be used nor viable

What were the underlying flaws for the mesmer btw (serious question).

ANET - Forced adventures!!??

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Posted by: Ramoth.9064

Ramoth.9064

I’m not sure about all of them, but I know for certain Dark Harvest for the reaper for example. You MUST finish silver in Fallen Masks adventure, So i tried it last night.
Mind you…
-You have to wait for the meta to complete. (so, there is no guarantee you’ll even get in the room. Plus you have 15 mins to “try” it and get kicked out.)
- Why is a piece for collection gated behind this? No choice in the matter!
-ALL THIS JUMPING PUZZLE GARBAGE NEED TO STOP.
-I’m not going to spend my time “learning” this when I could be having fun…deciding what I want to do with my time while logged in.
-GET RID OF ADVENTURES OR MAKE THEM OPTIONAL (NOT for masteries, NOT for collections….for fun IF YOU WANT TO DO IT.

Getting dark harvest is optional too. Seriously, fallen masks is really easy for silver.

can't queue for pvp

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Posted by: Ramoth.9064

Ramoth.9064

are you in a party?

Delete the guild missions !!!

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Ramoth.9064

This. At least just make the guild missions reward stuff only useful for frequent pvpers.

What's a good build for a fresh 80

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Posted by: Ramoth.9064

Ramoth.9064

Now that entering DS counts as a weapon swap, flash DS necro is boat loads of fun.

FYI it's not just WvW...

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Ramoth.9064

Post about not being able to purchase on the gem store. Attention in 3..2..1

Arenanet's failing ESports ideologies.

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Posted by: Ramoth.9064

Ramoth.9064

Its not too late at all, if anything, Stronghold shows that the pvp environment can be readily changed. Stronghold as a pvp format is much easier to understand, the action isn’t so focused on singular player vs player encounters. With a bit more refining it could be a great esports format.

Arenanet's failing ESports ideologies.

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Ramoth.9064

+1 to you. they did not say that verbatim. My apologies. But what I meant was that they wanted it to be successful, like dota and LoL. And to argue they don’t intend for this is ludicrous.

Oh there was this though: they wanted it to be a ‘major’ esport:

http://www.zam.com/story.html?story=29213

(edited by Ramoth.9064)

Arenanet's failing ESports ideologies.

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Posted by: Ramoth.9064

Ramoth.9064

Arenanet wanted to ‘go esports’ with every intention that it’d be the next DotA and LoL. Photinous pretty much explained what a successful esport is, though I thought it was quite obvious in the first place. Its got nothing to do with what my expectations are. I am here as a critic, providing my opinions on the subjective and not-subjective.

The thing is, Arenanet is running a business, making esports infrastructure isn’t going to be a cost-less process and they’d definitely want the most mileage for their money spent. I doubt they are content with throwing $400k into the scene to make little returns.

And this applies to anything really, if you are making a business venture with the attitude that ‘it won’t beat the best’ then your business failed before it even began. (ok, I’m not a business person and this comment might be an exaggeration, but the idea is there, I’m quite sure Anet wants GW2 to succeed).

Arenanet's failing ESports ideologies.

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Ramoth.9064

Nexed I’d like to remind you that my issue is not with class balance or fun factor, in fact I’ve already said gw2 is a lot of fun to play.

But a fun game isnt necessarily a game that translates into a compatible for esports game. If you read my initial post it highlights all the isssues that are holding it back. I make these topics in hopes arenanet can improve in the esports scene, not to whine about class balance.

Arenanet's failing ESports ideologies.

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Ramoth.9064

Theres nothing wrong with teamplay tactics involving waiting out for the enemy to make a mistake, proper balance would dictate it works both for and against a attacking or defending side such that it either tactics are favorable. This is why conquest is kittening terrible and why no other successful esport is similar. As the map objectives are being rewarded there are no shifts in tactics or how the match should be recovered, it simply invites the losing team to ‘do better’. Even regular sports allow for substitutes. Conquest is simply a glorified team arena which promotes defensive play over everything else.

I actually agreed gw2 is a fun pvp game. But people on this forum agree unanimously it is a failure of an esport, read what i said about spectators. Look at how many kittening boons and conditions we have. Only several have proper visual cues. If i watched a game of LoL or DotA much of the action can be simply explained from visual cues even as an uninformed viewer. Aside from a few odd unique effects (like winter wyvern’s ult) most of the action is self explanatory. You expect the spectator to understand why you died attacking some guy who leapt through a well of blood?

Little things matter to a game trying to be good. Dota has ranging from the most basic, like game history, to comparing when the same decision to do a certain action over a range of games. Its these tools that promote improvement in the community.

Stronghold is a step in the right direction but you cant help but think Anet is now just moving onto other ventures since conquest is a terrible game mode. They probably know it too.

How is Stronghold doing?

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Posted by: Ramoth.9064

Ramoth.9064

Its much better than conquest. Im currently writing a pros and cons topic about stronghold.

Arenanet's failing ESports ideologies.

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Ramoth.9064

Its interesting that one of the ESL’s competition modes is a 2v2. Some strange rules apply like no celestial and no bunker. Since the ESL is one of the only consistent esport competitions for gw2 around and they deem it fit to have 2v2 i dont see why this isnt officially implemented in the game.

They are on the right track, since the game emphasizes there are no clearcut roles each class should be able to hold their own in straight up fights. Some extra statistical implementations can also help break ties since we dont want two bunkers not killing each other.

Id love to have a 1v1 game mode that consists of 3 players per team, the winner stays on to combat the next person in an opponents team until everyone is defeated. A game mode like this brings out the strengths of gw2’s complex combat system; fluid twitch combat and is entertaining to watch. Itd be like watching a wvw roamer. The maps can then be designed to reward those with craftier mobile builds

Arenanet's failing ESports ideologies.

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Ramoth.9064

The thing is you are comparing GW2 to stand alone MOBA such as LOL or DOTA.

That’s like comparing GW2 personal story to skyrim or fallout.

If you just compare GW2 pvp to other mmorpg pvp, it is actually really good already.

That’s the whole point. Being a “really good” mmorpg doesnt mean it’s any good as an e-sport game. As mentioned in my first post, LoL, DotA or shooters like CS are considered e-sport for a reason. In fact, the better an mmorpg is, the harder it is to success at goin e-sport.

Yes, e-sport games can be complex sometimes, but it’s the right kind of complex and at the right amount. They are the tactical complexity. The tactics themselves are complex, not the game itself.
While GW2 is 180 opposite. The complexity is in the builds, which, honestly, casual viewers dont give a crap about.
Thus the only way to turn GW2 into an e-sport is to eliminate the build system and give it a more tactical gameplay.

Wow, I couldn’t have put it better myself. I think the wall of text I entered in the beginning can be easily proved in a practical sense.

Load up a nifhel map. Make it 5 v 5 elementalists only (if everyone is the same class there are no class balance issues). Get a dev to commentate on the match. I assure you these issues will occur:

Commentator will have a hard time introducing/hypothesizing team tactics.
Encounters will be extremely hard to describe due to combo fields, boons and conditions.
Very little change of tactics can be differentiated from the beginning of the match to the end of the match.

Arenanet's failing ESports ideologies.

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Ramoth.9064

The thing is you are comparing GW2 to stand alone MOBA such as LOL or DOTA.

That’s like comparing GW2 personal story to skyrim or fallout.

If you just compare GW2 pvp to other mmorpg pvp, it is actually really good already.

It doesn’t matter what I compare it to, it is the end result that should matter. The end result is visual garbage no one wants to watch at the moment. It doesn’t matter if it is better than all the other garbage MMORPGs out there. Dota and LoL just happen to be good examples of very watchable esports.

Arenanet's failing ESports ideologies.

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Ramoth.9064

Harper: Yes I agree. Spectator preconceptions are very important, because there is pay off when these preconceptions are shattered. Like I said earlier, you look at a team composition and you have no idea what they MIGHT do (other than bunker, because, see issue #3). Even the commentator has limited tools to check what build the players are running.

Agemnon: Until that ‘some people’ becomes ‘most people’ it means diddly squat. I’m sure there are people out there who watch Sharapova for her moaning, but that will never be the reason why people watch her.

Arenanet's failing ESports ideologies.

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Ramoth.9064

People are (or only just maybe) drawn to GW2 because the game is fun to play. It is terrible to watch. As I said you need both players and spectators. And it has very little to do with the visuals, as I also have said. The mechanics are simply too complex to be a spectator sport.

Do you think showing off a complex build is entertaining? People want to see action in an action sport, not get explained to how masterful his build creation is.

Also, people don’t see dark souls as a pvp game because it has no official framework in it. Numerous player imposed rules needed to be applied which is simply too troublesome to make an esport.

You need the player to see the red sign which can be a matter of luck, and you need the correct person to see it too. Then you need to impose specific soul level rules, and the ways to change builds is laborious.

There is no framework for it to be a PvP game, but in terms of game mechanics and spectator friendliness it is streets, oceans and galaxies ahead of GW2.

P.S. not going to go in depth in another game anymore, it has no place in this topic.

(edited by Ramoth.9064)

Arenanet's failing ESports ideologies.

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Ramoth.9064

Sorry Agemnon i cant agree with anything you said. Firstly i didnt mention balance because the issues with GW2 are more fundamental than balance, its the framework the game is balanced to. Its as if the rules of football are broken, there’d be no point imposing a salary cap.

I agree with hawke in that the game is too complex for its own good. Complexity in a competitive environment should be bred from a simple paradigm, via people doing things creatively with the limited set of tools they have.

The most entertaining part of a GvG in GW1 was watching 6 of the 8 players on a team coordinate a spike on the enemy monk. Everything happens in about 2-3 seconds where eqch player pretty much only fires off two attacks. The skills they used might differ slightly but the idea is simple, the mechanics are complex.

Players making the game complex by innovation is what this game needs, not the game doing it for them.

I agree with the people above also that the ‘casual’ nature of GW2 holds it back completely in being an esport, but as I said earlier, this game is inaccessible even for casuals

Arenanet's failing ESports ideologies.

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Ramoth.9064

I’d like to raise some concerns about Arenanet’s continual descend into poor decision making in terms of game design/e-sports ambition.

A successful Esports needs two things:
Players, and spectators. The game is actually not as important. Spectators are a straightforward concept, the more, the better. Unfortunately GW2 isn’t a particularly friendly game to spectate, and only now has Anet begun to address this issue. In terms of players there are 3 types. You begin as a player who is uninformed, trying to learn the game, and experiment. With experience you become the average player who knows the ins and outs of the game, with the ability to help the uninformed. Finally, players of this category can make the extra push to be a professional. A professional is often a beacon of inspiration for the average player; creating new ways of thinking for the meta to change and in turn, engage the developers into doing things in new ways. All three echelons of players are important. Professional players help drive the game in different directions and show spectators the amount of depth the game can have. Your average player-base helps translate this depth to the beginners. Which is where the forefront of GW2’s issues lie.

Issue #1: “Lets make GW2 the most inaccessible E-Sport out there”.

Anet have said time and time again they want to make GW2 a proper E-Sport. How well is that turning out isn’t an issue here (but the answer is not very well). The frame work for an esports community to build up just isn’t there. Three years on we still don’t have fundamental features like; saved builds, a working matchmaking system, game history and in game rankings. These aren’t just features that are QoL, these features are crucial. A competitive environment is about having the features in place for people to improve

GW2 features high customisability, which is not unlike other successful esports. Customisability is a good thing. The problem with GW2’s version of customisability is that it exists at the beginning of a PvP match. This is not a good thing for both players and spectators.

If you look at a successful MOBA like DotA 2 or LoL, you’ll see that the game type starts off with the players having very little abilities to use. Gameplay at the very beginning of a match is very mechanics-based. But as the match develops and casualties are suffered, more options are available to players to adapt and change the tide of battle. Most MOBAs involve the purchasing of items in game which essentially allows builds and tactics to change.

Now if we look at GW2 conquest, very little of this is present. Builds are locked in from the get go (which I actually agree with). Once a match gets underway and points are accrued, staging a comeback becomes much more ‘skill’ based rather than tactics based. Even this isn’t the problem, but it does make GW2 more akin to a game like counterstrike rather than a team-oriented, RPG PvP game which it is often presented as. CS works as a spectatored esport because the visuals are so easy to understand. You aim, you shoot, you win. This isn’t the case with GW2. There are hundreds of different spell effects a spectator needs to know, and for a casual spectator, the result is more important than the method. Watching a sinister engineer do a complex rotation to win a point from the opponent is boring, even though it requires great timing and skill. Watching two teams race to kill a guild lord in Stronghold on the other hand can be much more exciting. Skillful prowess in a video game are often much harder to translate visually than tactical prowess.

So not only are we wrestling with a game that is difficult to understand visually, we are also hampered by one of GW2’s most core principles:

Issue #2: “No defined roles, no 7LF Monk”.
First of all, I absolutely applaud Anet for making PvE solo friendly. The removal of the holy trinity was a very good thing. For PvE. But for PvP it falls flat on its face. I’m not saying we should have healers and tanks in PvP but we need clear and visible roles for each class. The problem is that, outside of a proper premade team, soloQ players are completely oblivious to what their team members are doing and/or capable of. You can make the argument that players are supposed to communicate, but even to that extent, the game is making it difficult for players to do this successfully and efficiently. Many team sports have a great visual and informative component that tells spectators what might happen before the game even begins. Its the dispelling of these preconceived notions that adds to the excitement of the game. In football, if you see a 4-5-1 formation you would probably expect that team to be extremely offensively minded.

In DotA and LoL during the character picking process you can easily formulate a strategy based on the preconceived roles that is attributed to that particular character. It becomes easy for random players to know what their role is, and great for spectators to watch. If a player plays a character differently to what their preconceived role is, it becomes exciting and innovative.

With elite specializations the issue mentioned above becomes even more difficult to deal with. What can I tell about a team in GW2 involving a thief, a ranger, a mesmer, a necromancer and a revenant? Not much really. If we had saved build changes we might alleviate this problem slightly, at least we can quickly change builds before a match, but even so to what extent? Currently GW2’s esport game type, Conquest doesn’t even necessitate clear and defined roles because:

Issue #3: “Conquest sucks.”
Conquest favors players being able to survive and stand on a point as long as possible. It might feel fun to play, but it is extremely boring to watch. I think Anet has realized this with the removal of the Minstrel’s amulet. This actually isn’t the biggest problem. The issue with conquest is that character defeat almost always directly translates into objective failure. If you die fighting over a point, you will most likely lose that point. This game structure doubly reinforces a team’s impending loss by both awarding points to the finisher, and the map objective.

This ends up diluting the map objectives to the point where player skill becomes much more important that team tactics, which in turn is not good for spectators. Here are some comparisons where player defeat does not equate to match defeat.

In DotA the designated roles create a weighted importance on which players need to survive. Player defeat doesn’t necessarily equate to a disadvantage for the team if certain map objectives get completed in the process. For instance, sacrificing yourself to destroy a tower allows extra tactics to emerge as the enemy’s map control diminishes due to losing a tower.

Even in a game like Counterstrike, player defeat is an important component of map awareness. Since encounters are so brief in CS, losing a teammate will quickly inform the rest of the team where their map exposures are and the necessity for the team to change tactics and adapt.

It is for these reasons why maps such as Temple and Foefire are more successful, the extra objectives on that map adds both the necessity to change tactics and is spectator friendly. I think in this respect, Stronghold is a much more successful game type for SPvP, and Esports spectating in general, but it isn’t without its own set of clunky mechanics which I won’t go into here.

And finally:
Issue #4: “Visualsgate”
I’ve already alluded to “spectability” earlier on, so I’ll touch up on it here. Anet has recently been toning down their graphical skill effects lately. These skill effects are beautifully created in the first place mind you, but these changes don’t seem to have been taken well, nor achieve what they are trying to do. Large group combat is still a mess. In short it probably has something to do with the scaling of ‘impact’ effects when stuff virtue of judgement gets activated on an enemy in PvE, but I don’t think the problem is to do with the art at all. In fact, I find it insulting (for the art team) they are making such kneejerk changes to the beautiful effects.

The issue isn’t large balls of fire being hurled by an elementalist. These visual cues are important for an esport. The issue is just that there are too many different types. The visual effects also lack a sense of hierarchy as to what is definitively powerful and what isn’t. A mesmer’s greatsword AA massive bolt of energy should be reserved for something powerful and infrequent rather than something that appears on screen every second. On the other hand, it’s the engineer’s Orbital strike getting toned down? It doesn’t make sense.

These issues could’ve been tested very early on simply by asking a seasoned developer to commentate on a round of PvP. How successful will they be at doing it? How do you differentiate the importance of one fiery fireball effect vs another? And what about all these crazy combo fields? Even as a player you’d struggle to know whether you’ve successfully activated the field you want to activate thanks to the overlapping combo fields rule, how do you expect a spectator to understand it?

For the record, I think combo fields are fun as hell, but just terribly implemented, and visually distracting.

GW2 is a very fun game to play PvP wise, when you remove map objectives and what not. Its incredibly fun to survive and claw your way back against an opponent, but unfortunately, its just terrible to watch. No amount of visual downgrades will help either because its the inherent mechanics of the game itself which are the issue.

Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: Ramoth.9064

Ramoth.9064

The issue isn’t the projectile itself, its the impact effect. Projectile effects being nice and visible is a GOOD thing, both in and out of PvP. Its just that in PvE when you have large enemies and the impact effect gets scaled up in size is when everything goes to kitten.

Oh and these stupid backpacks that you won’t let others turn off, even in low detail/low players shown mode. Because it makes you money right?

These visual changes has all the hallmarks of an Arenanet special; terribly implemented, kneejerk reaction and untested. Bravo.

New ES for Thief

in Thief

Posted by: Ramoth.9064

Ramoth.9064

Well, I like how MASSIVE was in caps.

Precursor crafting bug list

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064

is the frostfang collection still bugged?

New ES idea: Vampire Hunter

in Necromancer

Posted by: Ramoth.9064

Ramoth.9064

Vin Diesel is that you?

Shadow Shot Bound Cancelling.

in Thief

Posted by: Ramoth.9064

Ramoth.9064

Well this works for the other new dodges as well, but much cooler on bound IMO. Fire your shadow shot and dodge before it hits, you’ll shadowstep next to the target and bound will go off without the animation. Lots of fun!

Where are the renown hearts?

in Guild Wars 2: Heart of Thorns

Posted by: Ramoth.9064

Ramoth.9064