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I've always wanted organic replay option

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Posted by: Solstice.1097

Solstice.1097

HOWEVER – when a new release of the game client came out that changed any mechanical data, replays prior to that release would no longer be viewable because they have to be processed by the CURRENT game client.

also, I mentioned not in practice arenas what I meant was not in custom where people can change the rules. Although maybe in custom too. Imagine how many PvE players would use the custom arena replays to role-play scenes, then screen record it as they play it back controlling the camera like a director, to make their little guild or server videos.

Anet, it's time look into Elementalists.

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Posted by: Solstice.1097

Solstice.1097

Maybe: Dodging in earth is no longer a blast finisher.

that was a good change by moving that blast from earth dodge to water #2.

it made ele’s slightly weaker, but slightly less predictable (in their attunement rotations)

I've always wanted organic replay option

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Posted by: Solstice.1097

Solstice.1097

I’ve always wished GW2 would program an in-game option to save replays after the game is played.

All the data that is being sent to your machine during a PVP match is stored locally during that match, and at the end of the match you have the option to save that data as a replay.

You could then open the replay with the game client and watch it anytime, but without the fog of war and with the ability to control camera and POV AND ability to pause, rewind, slow-mo, fast forward, etc. Just like when spectating a match, only better and on-demand.

It wouldn’t be that much data. It’s not graphics or anything. The client has to process the data the same way as if you were spectating and it was receiving it from the server. You’re already receiving the full data of the map when you’re in a game, even what’s happening behind the fog of war.

This would give replays fantastic quality (as good as your own machine can run it).

It would be an enormously helpful tool for PvP players to learn and practice.

Potentially could be used to show evidence of a bug or hacking when it happens??

It would only be available in PvP, not WvW or PvE. Not in practice arena either.

The only chat that would be saved is map-chat

There are several games I’ve played and seen that I thought man I wish I could have seen it from so-and-so’s point of view.

Never miss a fantastic moment and think kitten ! I wasn’t recording that. It’s okay, at the end of the game just hit SAVE REPLAY!

Anet, it's time look into Elementalists.

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Posted by: Solstice.1097

Solstice.1097

without might stacking celestial isn’t OP – probably not even viable. the issue is might stacking. let me spell it out for you:

Classes considered OP:

Eles
Engis
Warriors
some people say thieves and mesmers

Classes almost nobody considers OP

Rangers
Necros
Guardians

COMPARE THAT TO

Classes who use might-stacking

Eles
Engis
Warriors
some thieves and mesmers

Classes who rarely use might stacking

Rangers
necros
Guardians

See a pattern here?

Correlation does not mean causation. And who are you to say what classes are consider op and what classes “almost nobody” consider op? It is not hard to find lots of players who will tell you that medi guard, fearmancer or a bow ranger is op and easy to play.

I could make a correlation saying that the OP classes are mesmer and thief and also say they are the ones that normally run zerker. By your logic zerker would be the cause of the problem.

You just argued with my semantics.

You didn’t even comment on my point.

Let’s try again.

Celestial is really weak without might stacki….

Wait, why are you even arguing with me when your last posts said basically the same thing – celestial and ele’s are OK but runes of strength could use a nerf?

I ain’t payin’ no troll toll.

please add dueling

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Posted by: Solstice.1097

Solstice.1097

Huh….they support team play,strategy and modes…they don’t balance around 1v1..duels spec include a lot of aspect that most pvpers don’t like…why run conquest or TDM specs if you are dueling… You don’t know what you are hoping for.

just because conquest specs often aren’t dueling specs doesn’t mean you aren’t going to engage in a lot of 1v1 fights in conquest. dueling with your conquest spec is still excellent practice. maybe not as good as 2v2 and 3v3 though.

Anet, it's time look into Elementalists.

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Posted by: Solstice.1097

Solstice.1097

without might stacking celestial isn’t OP – probably not even viable. the issue is might stacking. let me spell it out for you:

Classes considered OP:

Eles
Engis
Warriors
some people say thieves and mesmers

Classes almost nobody considers OP

Rangers
Necros
Guardians

COMPARE THAT TO

Classes who use might-stacking

Eles
Engis
Warriors
some thieves and mesmers

Classes who rarely use might stacking

Rangers
necros
Guardians

See a pattern here?

Anet, it's time look into Elementalists.

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Posted by: Solstice.1097

Solstice.1097

By nerfing might-stacking runes it will automatically nerf celestial builds without nerfing the classes themselves.

Anet, it's time look into Elementalists.

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Posted by: Solstice.1097

Solstice.1097

Not saying D/D ele’s are in a perfect place right now, but they are in the best place they’ve been so far. They went from Gods to totally useless to what we have now.

It may be a bit OP on some of the regen/vigor uptimes, but besides that it’s not ‘broken’ at all because there IS a lot of counter play that can be used against them. Something is broken when there is no counter play available.

L2Dodge their 3 main DPS skills (it’s pretty easy). Condi them coming out of water. Poison them often. And their only stability is armor of earth which is a long CD so if you have a nearby ally and you have a few CCs between the two of you, you can drop them fast (unless of course you waste your stuns with bad timing).

If anything is broken its the might stacking runes which allow classes to have high DPS in a build meant for sustain.

edit: CC’s not just stuns.

Map vote is great... in theory.

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Posted by: Solstice.1097

Solstice.1097

this system is a huge boost to how much REAL data they are able to gather about player preference of maps. it used to be mostly just hearsay.

Summarize last 5 months of changes for me?

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Posted by: Solstice.1097

Solstice.1097

I used to play PvP a lot. I took a break from the game starting in late June when I went on vacation to Europe. I am considering playing again.

I just want the cliff’s notes of what major changes have taken place that I should know.

I don’t need in depth explanations because I can look them up myself, I just need to know what to actually look up. Balance changes? Rule changes?

Hi, I never want to see this mid-match again

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Posted by: Solstice.1097

Solstice.1097

sandrielly was on your team. i haven’t played in at least 5 months and my memories of sandrielly include a rifle toting warrior standing above the enemy spawn on temple dying to anyone who came near him.

yooooo

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Posted by: Solstice.1097

Solstice.1097

over 2k hours played. reinstalling game after a 5 month break. have played a thousand or so PvP games and lotsa WvW. warrior, guard, ele, thf, mes. not super great with engi, nec, ranger, but not total noob i’ve got them to level 80 and i’ve played against them a lot.
NA

recruit me

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Posted by: Solstice.1097

Solstice.1097

played over 2k hours on gw2. haven’t played for about 5-6 months though. gonna play some more now. ive played hundreds of pvp games as well as wvw. lots of experience with warrior, guardian, elementalist, mesmer, and thief, not as much with the others but plenty against them so not hard to learn. (i’ve made engi, necro, ranger classes up to level 80 just never really PvP’ed with them much).

re-installing game not sure if my old data will be there and if it is willing to pay gold to switch servers.

NA only. i am not up all night.

Suggestion : Choose the maps

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Posted by: Solstice.1097

Solstice.1097

No it is a pre-queue filter, getting to thumbs down a single map. It might make your queue longer sometimes. If that’s a problem, don’t veto a map. If the majority of people veto the same map, it will have little to no impact on queues.

question on forest boss credit

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Posted by: Solstice.1097

Solstice.1097

if i stack a bunch of bleeds on him, and someone else adds 1 stack, and then he dies from a bleed tick, who gets credit? Do the entire bleed stacks go to the last applied bleed? That also brings up, do all the bleed stacks get calculated separately based on the applier and their condition duration and damage? If so, do the bleed ticks split up credit to player by the individual stack and priority of first applied?

I seem to think none of this is true except that last bleed = credit = add a last second bleed to steal from a condi class

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

@Solstice
So you think that celestial is too strong and then you suggest a reduction of less than 1/3 of what a might stack gives??
To me that sounds like you think celestial is fine
I think the amulet is fine.It specialise in nothing and it just doesnt suck balls..So nowyou cant go “too wrong” with it which is entirely differnt than it being the best choice.

celestial was just a side note at the end of my comment. I feel it is relevant because celestial + strength is the solution for all those class builds that once had to decide whether to be damage based or survivability based and now they are both. Without strength runes I would not run celestial due to lack of DPS… I’d just run soldier or berserker and have to decide whether to be tanky or DPS, like I should have to.

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

warrior, mesmer, thief, engi, and ele all have these in their go-to rune options.

what other rune is this universally used?

it’s used even more now than lyssa was pre-patch (but not by much)

this is coming from someone using these runes right now. i have them on a warrior with a celestial amulet, and my DPS is similar to pre-patch zerker + lyssa, but with much more survivability and condition damage on top.

it should get shaved a bit, mostly just the #6, and celestial might need about 3% stat reduction as well while we’re at it.

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

boon stripping cannot keep up with might stacking. maybe a shatter mesmer 1v1 can pull it off in some situations, but otherwise this rune might as well read “permanent 7% damage increase, 25-30%+ more average might stacks, and +175 power”

If that’s how the rune read, which would be virtually true, does it not sound a bit OP?

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

these classes can keep might on themselves all the time without the rune’s help. the rune just increases the # of stacks by about 25% but other runes do that as well (hoelbrak and fire do the same exact thing). The really OP part is +7% damage while under the effect of might. The problem is:

while under the effects of might = always

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

I don’t know which game you guys are playing. I play against these builds everyday, and I don’t see anything OP about it (outside of Warrior).

I think the fact that it’s the hands-down best rune choice for too many different classes and builds is evidence that it is either OP or too many other runes are UP. It’s probably a tiny bit the latter, but mostly the former.

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

The runes are fun. Leave them alone. Don’t nerf fun…the op obviously wants condi meta back

the runes are just as OP for condi as power if you ask me, if not even moreso because cond damage is lower than power so +35 per might stack is a higher % increase for cond damage than it is for power damage.

Explain to me what just happened

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Posted by: Solstice.1097

Solstice.1097

ive only had that happen against engineers. couldn’t even damage him with attacks, nobody could stomp him although the animation would go through fine. it’s a bug and probably a tough one to pin down.

counter to turret engi is to abandon point?

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Posted by: Solstice.1097

Solstice.1097

i am talking about really good engis here, they don’t just drop all their turrets at once, and they don’t drop supply crate 1v1 either unless they need it.

counter to turret engi is to abandon point?

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Posted by: Solstice.1097

Solstice.1097

stances don’t > engi lol. Use berserker stance? OK he will knock you back. Use stability first? OK he will immobilize and blind you. Use both at same time? Ok he will dodge, dodge, block, invis/invul, dodge…. oh look your stances are all gone now and none of his CC skills are on CD.

great engineers can 1v1 just about anyone now on-point. a lot of the engineers I see, however, aren’t great. we have to separate the theory from the skill factor.

From an Ele: Rune of Strength is too strong

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Posted by: Solstice.1097

Solstice.1097

celestial + strength is OP. I am using it on warrior. It is OP. Warrior should not be using celestial. The benefit of healing power, cond damage, etc are very nice, but at a big cost of direct damage… until strength runes are added. Now my warrior keeps up constant 15-20 might stacks and runs around with 2,500k power 45% crit 200% crit dmg, 3.1k armor 24k health, 750 healing and 1.1k cond damage.

Those stats are OP. I shouldn’t be a direct damage class, condition damage class, tanky, and sustainable all at once.

This Meta, Balance, The Future, Llamas.

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Posted by: Solstice.1097

Solstice.1097

The current “meta” has accessible counters that already exist so it will shift on its own. I foresee celestial amulets and strength runes becoming a bigger part of the meta than the already are in the near future. teams of full guard/war/ranger/thf/ele all running celestial + strength.

Skyhammer

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Posted by: Solstice.1097

Solstice.1097

at least im trying my best to have fun with it now.

the new UI and build switching makes it a lot easier than it was before.

when i see skyhammer I am immediately changing to warrior toon and going 4/0/4/2/4 balanced stance, stomp, fear me, and rampage – celestial hambow + melandru runes, and traits for reduced CD on stomp and fear me.

warrior rampage skill is pretty kittening kitten.

Please separate MMR by Profession.

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Posted by: Solstice.1097

Solstice.1097

make rank character-bound and a rank 10-20 requirement to enter solo/team queue and make MMR character-bound as well. that would give us what we want plus reduce newbs in solo/team queue plus it would be hard to smurf.

Please separate MMR by Profession.

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Posted by: Solstice.1097

Solstice.1097

The current match making system is already pretty bad now as it is. Making individual character MMR will just make it even worse. Might even be worthless. People can delete/create new character all day to get artificially reset to farm.

yea but that’s not a horrible thing really. we have to accept the fact that newbie players SHOULD have clearly losing records. When newbies start out 11-12 then something is wrong.

State of the warrior in pvp

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Posted by: Solstice.1097

Solstice.1097

if he has berserker stance on and you hit him with an auto-attack that also adds a condition, it says immune, but that is to the condition, and he is still taking damage from the attack. Too many players see “immune” and think nothing happened – he was only immune to the condition aspect of your skill, which means he had berserker stance active, which has a recognizable icon on his buff bar, which means save your condis for a few seconds til it wears off, unless you’re not a condi class in which case completely ignore the “immune” warning altogether.

This Meta, Balance, The Future, Llamas.

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Posted by: Solstice.1097

Solstice.1097

Celestial hambow is amazing. with strength runes = permanent might stacks the celestial hambow is the perfect combination of tanky + DPS. 2,100 power, 55% crit (most of the time), 200% crit damage, 3,100 armor, 24k health, 600 condition damage, 400 healing power. 2/0/6/0/6 with sigils of purity, energy, doom, and battle, all proc’ing about every 10 seconds.

the direct damage is very solid. bursts doing +7% damage from burst mastery, +7% from runes, +might stacks, +bonus damage from merciless hammer, +good crits

the condition damage is also solid. longbow burns and bleeds doing significant condition damage while arcing arrow does big direct damage and blasts even more might for you.

the healing power adds sustain from heal signet and adrenal health and dogged march.

great CC from low CD stuns, knockbacks, and immobilize.

(edited by Solstice.1097)

Please separate MMR by Profession.

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Posted by: Solstice.1097

Solstice.1097

Yes please /15char

This Meta, Balance, The Future, Llamas.

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Posted by: Solstice.1097

Solstice.1097

Sorry, I was trying to exaggerate, I suppose I shouldn’t have (I sometimes forget sarcasm is impossible to convey properly in text. It has an additional 20-30% stat bonus depending on the amulet your comparing it to. It’s significant by any measure.

Edited to remove the unnecessary hyperbole from the OP.

I think the point is it’s not the amulet’s fault. As Chaith said, there’s only one top-tier celestial build, and a second pretty good one. That’s…hardly gamebreaking. If celestial eles are too over the top, adjust traits or skills, not the amulet.

There are at least 4 Celestial builds that are viable and run at top end.

Cancer Warrior (Triple Shout S+S / LB)
Celestial Engi, Self explanatory
Celestial Ele, Pretty much the only run build.
Celestial Spirit Ranger

All Four of which are over the top, with one thing in common, the amulet.

condi war should use settler or rabid and have stability
engi and ele yes
spirit ranger? haven’t heard anyone say how celestial works on spirit ranger

High and Low Level PvP Gives Same Rewards!

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Posted by: Solstice.1097

Solstice.1097

its simple – this game you have to pay to buy it, and its primarily a PvE game with a PvP add-on. They added PvP on well considering, but it would never be expected to be on the level of a F2P true PvP game.

Need in-game "replay" with FOW option

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Posted by: Solstice.1097

Solstice.1097

I don’t believe this will actually happen, lol >.<

I don’t believe it’s all that difficult, but I wouldn’t expect a game to add something like this post-launch.

Need in-game "replay" with FOW option

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Posted by: Solstice.1097

Solstice.1097

I love it when a PvP game allows you to save the replay post-match, and when you watch the replay you are basically watching as a spectator with the ability to control the camera as well as see from the other team’s point of view.

It really helps after a losing match to watch from the other team’s perspective and see what you did wrong from that angle.

The replay files would not be videos as they would just be lists of movements and triggers. They could only be viewed in-game. Loading a replay would load you into an offline instance of that PvP map where you could view the match interactively. The replays would not be large files and could easily be posted and shared online, and anyone can download and watch them as long as they have the current version of the game client. After game updates, replays from previous versions may become incompatible.

This has existed in Blizzard games for well over 10 years now.

Reduce points to win in sPvP to 300 for solo queue

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Posted by: Solstice.1097

Solstice.1097

lol you got me on that i didn’t word the 2nd part like I meant to the first part I still implore you to answer
the 2nd part I meant to say that there would be bigger comebacks as in coming down from behind 300 or even 400.

Reduce points to win in sPvP to 300 for solo queue

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Posted by: Solstice.1097

Solstice.1097

i dont understand how comebacks would be less often if the winning score was 300. if anything they would be more common. actually its mathematically certain that comebacks would happen more often. teams would have to play with 300 in mind obviously. The lord/orb/bosses might make sense to reduce their value a little bit.

your reasoning is flawed as kitten. If games were played to 1000, more comebacks would happen than the current 500. that doesn’t mean its a better idea. in teamq i think 500 needs to say where it is, but in soloq with such terrible matchmaking and MMR calculation, almost every single match is decided by 300 points.

200 point win rule, 300 points win by 50+, there are other ways to make it work as well but in general there are far too many games where it is clearly over and the rest of the game is a waiting fest that contributes to more players leaving when they expect such wait fest.

Reduce points to win in sPvP to 300 for solo queue

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Posted by: Solstice.1097

Solstice.1097

you don’t make sense. i played 10 matches yesterday in soloq and only 1 of them was within 150 points when it ended, the rest were blowouts. One of my games I won 500-29 and it was soloq full 5v5 on legacy.

9 out of those 10 games, the second half of the match was a waste of time just waiting to re-queue.

i don’t want to /resign because i’m losing. 0-300 or 300-0 are equally as boring.

Maybe they could instead add a “200 point rule” if you get ahead by 200 points the game is over.

Reduce points to win in sPvP to 300 for solo queue

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Posted by: Solstice.1097

Solstice.1097

In certain matches a team can totaly change the course of the fight overturning it. If you decrease the point this will hardly happen. I don’t agree.

I love the matches you’re referring to, but to respond to your point;

A) Those turnarounds would happen even more often because the point gaps wouldn’t be as large. It’s just a matter of perspective and degree.
B) Even if point A was proven false, the added benefit of many more very close matches would, for me, outweigh the loss of these extremely rare matches you speak of

Reduce points to win in sPvP to 300 for solo queue

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Posted by: Solstice.1097

Solstice.1097

In solo queue I think we should reduce the points needed to win down to 300. The reason I say this is because from personal experience, the vast majority of games are decided by 200+ points, so in most cases the last 200 points aren’t necessary. In many other cases, they are salt on the wound of a 4v5 or terrible match for whatever reason, when we just want it to be over already so we can play the next game. If certain matchups weren’t so annoying, fewer people would feel the need to rage quit and thus fewer 4v5’s.

There are some matches now that are very fun and close, but just imagine how many there would be if it was to 300 points

dat matchmaking tho

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Posted by: Solstice.1097

Solstice.1097

just won a soloq 500-27

and the enemy had all 5 players no AFK

the matchmaking formula is OK it’s the actual MMRs of players that is messed up. The matchmaker would do a fine job is MMR was calculated more accurately. I have many ideas of ways that would accurately calculate, just ask me.

A definite solution to 4v5

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Posted by: Solstice.1097

Solstice.1097

naw you don’t get to pick the player to kick. in most matches I know who the best enemy player is and if we got to kick him we’ll win for sure.

Gotta do something about quitting

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Posted by: Solstice.1097

Solstice.1097

i’d at least like to control my “missing” ally if for someone reason he DC’s. Example his toon would still load the game even if he is offline, but his teammates can press F2 and control his toon and F1 to swap back to their own toon.

It would still be totally kitten but at least there is another body to throw at points and really good players would have more of a chance to carry their team.

Why does this game favor bunker builds?

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Posted by: Solstice.1097

Solstice.1097

if you are talking about soloq i cant BUY A BUNKER to save my life. kittening moron hotjoin pve kittens everywhere that dont even play more than 1 class I can never play thief or ele or mesmer because my team never has a bunker.

what’s weird is the enemy team always does have one, and 13 out of the last 14 4v5’s was my ally missing.

THIS IS THE REWARD YOU GET IF YOU WIN GAMES.

longer queues please

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Posted by: Solstice.1097

Solstice.1097

if someone told me this game was run and designed by 6 year olds my first thought would be, “wow it all makes sense now”

Free-2-play PvE game = get your good ideas outta here

longer queues please

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Posted by: Solstice.1097

Solstice.1097

In a nutshell I’m just saying even games with only 2-6 players involved instead of 10, and a much larger player base, still had much longer queues because making queues short requires big compromises of the integrity of the game itself, which seems to be the route that Anet chose, and having played both versions, I prefer the longer queues over the compromised gameplay.

longer queues please

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Posted by: Solstice.1097

Solstice.1097

..if it means better matchmaking and less 4v5’s and no skyhammer bs.

even 10 years ago playing warcraft 3 there was a much better system:

Despite having 25-50x more PvP players online at a time than GW2, queues for 1v1, 2v2, and 3v3 matches were commonly 10-20 minutes long (they were longer the higher rank you got and top ranks was not uncommon to wait 30 minutes+).

Blizzard didn’t compromise the entire game’s integrity for the sake of shorter queues, and I personally didn’t mind waiting because:

1 the matchmaking was solid,
2 the leaderboards were relevant,
3 you got to choose 1-2 maps to “thumbs down” which guaranteed you wouldn’t get those maps
4 X-1 vs X was not common even when some people were still on dial-up and connections were generally much slower and less stable than today (and when it did happen, you and your team got to control your missing ally).
5 your rank = your MMR = your leaderboard spot, and it didn’t change very much post-match
6 rank was “character” bound and you could create a new account rank 1 any time
7 you could check any player’s rank and stats by typing /stats personsname and it would show you their 1v1 record, team record, FFA record

Oh and if the match was about to begin and one player never showed up at all, the match would kick everyone out and it would not begin. Not sure if that’s incredibly difficult to program (lol) but some of these are no-brainers if you ask me.

WATWATWAT

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Posted by: Solstice.1097

Solstice.1097

im just surprised the title isn’t “WAkittenkitten”

WTB heavy armor ally

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Posted by: Solstice.1097

Solstice.1097

I’m afraid because it’s only a matter of time before people start treating teamq the same way they treat soloq. Because soloq is the new hotjoin, how long before teamq becomes the new hotjoin as well?

its already the new soloq