1. your ranks do not update. currently it still says it will next update at 5:25 PM pacific which was almost 3 hours ago. This happens all the time.
2. win streak means AFK and d/c’ing players. when someone does not even show up to the match at all and its a 4v5 the whole time, what consideration does that have into the ranks awarded or lost for that match?
3. skyhammer. this map is 60% skill and 40% build. the other maps are more like 80%+ skill. why does this wild card ruin it?
4. no point in rank. high rank or ladderboard offers zero rewards in any way. why can’t we have rewards for achieving certain ranks on the ladder?
5. class composition. really you gonna keep giving me 3 thieves or 3 rangers on my team? you claim class balance yet wont factor it into matchmaking in the least bit!?
6. lack of any answers to any of our issues in any way. address concerns or dig the grave, there is no middle ground.
Initially I proposed the simple idea of being able to right click + follow any friendly player. The only thing it would do (not actually follow them) would put an icon on their head and on your map. This would solve one of the biggest commander system issues the community has, allowing guild or other groups to run organized yet tagless to the rest of the map.
But it would likely cut in to Anet’s sales of commander tags.
So how about making this an unlockable option for sale in the gem store? For say ~200 gems you buy a one-time use upgrade that unlocks your ability to add personal markers to friendly players.
-Very little programming/resources required
-Gives community a big thing it’s been asking for
-Huge profit potential (now instead of a few people buying commander tags, you have every single person in large guilds buying this option, most of them on multiple toons)
And for fairness I think having a commander tag should automatically unlock this option.
I’m guessing I should “deal with it” I mean it is a game and I shouldn’t really care much right? Not like it’s an E-sport or something
I understand crashes, but when a crash happens during a match then what? That’s my question because I lost a few matches in a row simply due to this issue and it dropped me a lot in the rankings.
Now I can’t even click “join” in PvP. I click it but nothing happens and I don’t queue up. Game is messed up again. Whoever was able to queue is going to have a lag/dc match.
I just won a match because the other team lagged so hard….. I don’t deserve it any more than I deserved to lose due to lag the other matches.
Well I am hearing it’s everyone, all servers. It seemed to affect some in PvP more than others. I just suggest that if possible the ratings from the hour or so of matches during this “hacker attack” be stricken from the record.
I doubt your staff wants everyone affected to submit a ticket since its a global issue.
Due to server crashes? Have you reported these? When did they happen?
the servers in all NA and I hear EU were all just down for almost an hour.
its on GW twitter. not a secret. I am trying to be polite but also very annoyed I hope you understand.
they kept coming back up just long enough to enter a match and lag out.
Due to server crashes? Have you reported these? When did they happen?
the servers in all NA and I hear EU were all just down for almost an hour.
its on GW twitter. not a secret. I am trying to be polite but also very annoyed I hope you understand.
I have been trying to climb ranks. 2-3 matches the servers crashed and I got a loss. Now I’m ranked a lot lower.
I’m not even going to dignify this issue with a question. You know the issue. I am guessing the Anet response can be summarized in the phrase “deal with it”
Prove me wrong?
I understand your point and could have expected the logical answer. So maybe I should ask differently….
Let’s say I’m going into a match expecting to have to hard-carry my team. Which of the 3 strategies do you think would be more successful?
1. playing with my team, try to communicate with them and fight together, run a support build to keep them alive and buffed, etc
2. forget my team, push the enemy and try to distract 2-3 them for long periods of time so my team can win outnumbered
3. build specifically to play the map mechanics and enemy class builds, run orbs, troll skyhammer, steal bosses, etc.
I play both soloQ and teamQ.
We all know that in soloQ you often will get less-than-good allies. I’m wanting to discuss what’s the best class/build/strategy for those situations, being able to carry your team when you need to.
Right now I am playing a support guardian and it seems to be doing pretty well, got me on the leaderboard at least, but it’s often very difficult to play support build in soloQ because your allies don’t fight with you. I try to go where the fight is and I am definitely helping my allies a lot when we fight together, but the other 1/2 the time I feel like I’m not accomplishing as much as I could be. Partly because support guardian is slow.
Maybe it would have more of a soloQ impact to play a high-mobility support warrior just so I can get to all the fights quicker?
Or maybe a condi warrior far point assaulter or decap bunker engi just keeping them busy at far all game so my team can hopefully win by outnumbering them on the other 2 points??
In short, what build/class/strategy do you feel has the most control over the battle as a whole specifically in soloQ??
i can see thief might be more annoying but mesmer blink has a long CD. if they combine with portal they can really annoy you but that’s 2 utilities spent.
Yep asura’s are much harder to read their animations. But for some odd reason, when I fight a mesmer, Charr’s seem to be the most difficult to tell apart from illusions, especially when their toon name is “Illusionary” something.
the mechanic is designed to be able to teleport anywhere, within range, that does not require jumping to get to.
I love when my team has a war/guard/engi/mesmer and the ideal 5th just depends on what map.
didn’t you see their video? they are proud of those glass panels and think it adds “fun effect” to map
in fact glass panels used to be there for cosmetic purpose, they didn’t break before
make them unbreakable again and map is fine.
but it needs fixed.
you can’t tell who is the better team in skyhammer.
you only tell who has the better builds for that map.
it’s more about build than it is skill.
it shouldn’t be counted towards someone’s rank.
To fix it: remove the glass panels. It’s as simple as that.
Right?
I, for one, approve of this upcoming change. When I reached level 80, I slowly started to realize there wasn’t a whole lot of endgame – farming a Legendary being the most realistic goal. It was either that or grinding WvW.
Now, two things stop me from playing WvW: one, I have a sort of bad pc, resulting in crashes a lot. Two, I simply do not enjoy PvP. I didn’t enjoy it in any of the games I’ve played so far, with perhaps the exception of Halo.
Realizing World Completion included WvW maps made me feel slightly uncomfortable – I don’t want to go there, I don’t want to get stuck in PvP fights. And this is really where it all starts.
PvEers should not be forced to play PvP. And PvPers shouldn’t be forced to play PvE. If someone doesn’t enjoy to play either, why all the rage? I don’t understand why people get so fed up because other people enjoy other things.
(I’ll be buying my Gift of Battle the 18th)
If you can’t handle some PvP then there is nothing “legendary” about you.
/follow was abused by bots in WoW to the max, and im so happy this function doesnt exist in this game, i already imagine shaking them off while running around.
Maybe instead of “follow” I should have used a different word. Just a way to mark a person on your screen and map is all.
The issue with targeting is A) can’t see it on map and
it’s red and gets easily lost in battle among all the red names etc. There’s a reason commander tags are blue and enemy tags are red. Red is a bad color to use to mark a battle leader.
direct damage also has to be sustained over time, meaning they have to continuously hit you. 1-shots from full to dead are incredibly rare. blocking stops that damage from incoming over time, just as condi clearing stops condition damage.
it might make sense to make condition clears stop the effects of conditions for X seconds instead of actually remove the conditions, and then nerf the durations of conditions.
a nerf of both cond damage and cond clearing at the same time is the only way it’s going to rebalance appropriately in my eyes.
Don’t remove Skyhammer from PvP, just remove the glass parts that break and you fall through. And nerf the hammer a tad either damage, knockback, make it blockable, slower CD, or something. Why? Because compare it to Khylo trebs. The treb can hit most of the map, has to be manually aimed both direction and distance, can be dodged, and can be destroyed. The hammer? hits the entire map, no brains aiming, can’t dodge it, can’t destroy it.
You could still get pulled off, you still need to fight away from the edge if you don’t want to get ganked, the hammer area is still small to fight over, but at least we won’t have invisible thieves scorpion-wiring you into oblivion and mesmers removing your stability and pulling or pushing you to your death.
Or even have an area underneath so if you fall through you wouldn’t die but you would be certainly inconvenienced having to get back up (with one of those launcher things).
IF I WERE IN CHARGE I would:
—add a ‘resilience’ stat that mitigates condi damage taken
—condi clears are reworked to clear a certain # of stacks of conditions
—remove pre-set amulet stats and give players a pool of 2000 attribute points to allocate to whatever stats they choose
—put limitations on stat allocation – 800 max per attribute and no more than 1500 total offensive (power, prec, crit, cond) or 1500 defensive (tough, vital, resil, heal)
Now you have unlimited build possibilities. You can virtually create a counter to anything. You can build to passively mitigate condition damage. Condition clears remove stacks instead of entire conditions. Example 25 stacks of bleed your condi clear may remove 10 stacks. Duration-stacking conditions would be entirely removed as they would count as 1 stack. This is important because we wouldn’t want to nerf the ability to clear immobilize, cripple, chill, poison, etc.
Some builds would be extremely susceptible to condition dmg, while others would be extremely resilient against them. Just like we have with power vs toughness currently.
Lastly, I would animate condition application so that it can be just as easily dodged or blocked as direct damage, so those without resilience stat could use their skill to hopefully outplay condition classes, since their condi clearing has been nerfed.
this really only applies to thieves. with thieves whether you get hit by that big burst is sort of luck because you’re guessing when they will come out of stealth and can’t ever know for sure. against any class you can actually SEE it is not “luck” whether those hits land or not.
i mean if you are basing your play on hoping they don’t get crits then YOU’RE the one playing the “luck” game. You should just assume everything they do is going to crit and play accordingly.
They are re-evaluating. They clearly agree with you that some sort of WvW activity should be necessary which is why they added the requirement. Apparently, the r30 doesn’t seem to be the answer.
The Chinese. It was made because the queues they will have in WvW when they launch in China will be ridiculous.
I just started guardian in PvP and looked up a lot of builds and picked one that is very much support – staff/mace+shield with clerics 0/0/10/30/30 shout build.
I don’t see any of your builds that look similar. Is this because of personal preference or is it because in your opinion it is simply not an optimal build?
The amount of time to get r30 in wvw is nothing compared to… say… map completion or farming stacks of T6 mats. Not to mention WvW map completion is also a requirement. There never used to be jumping puzzles or achievement chests with badges, so the original method required playing actual WvW.
If you aren’t willing to help your server out then there is nothing “legendary” about you.
This argument to me is framed in a silly way, trying to link a player’s skill to their preferred build. From my experience, higher armor is much more forgiving and very much easier to play for less-skilled players.
A highly skilled player that is very good at active defense (timing his dodges, evades, blocks, heals, interrupts, bursts, movements, and managing CD’s) can play a higher damage build as he does not need to rely as much on passive defense to keep him alive.
That being said, no team, regardless of skill level, should be 5 full bunkers, and no team should be 5 full DPS builds. So what does a “good” player play? The answer is: what his team needs.
Seriously, it is not hard to provide an option to display your actual name. You still wouldn’t be able to see their say or map chat. If you get troll’y whispers you can just block someone. And if you don’t want to deal with possible annoyance, don’t enable the feature. But many people would enjoy getting to know their enemy on a more personal level, especially when many servers repeatedly fight each other for weeks on end.
i had the same thing happen to me and i think it’s like dagins said because the quickness wore off before stomp finished, which means the stomp ends up taking just as long as if you never had quickness to begin with, but the animation doesn’t reset so you think you stomped them but really the stomp is still (invisibly) happening so you have to stand still until it finishes.
let this thread be continued after the zerk nerf in damage, we’ll discuss if it’s still viable or not worth it in a new thread.
i thought this change was not being made to PvP? just PvE and WvW…….
@ OP your post makes perfect sense in a death-match.
but in a game to 500 where the majority of the points are scored by standing in circles, it makes much less sense.
also your point of “3 skills” you are certainly referring to one particular encounter. over the course of an entire match we are talking hundreds of skills, more than enough to ensure the skilled player is the winner the vast majority of the time.
Or just anyone who plays solo queue knows that skyhammer is the most complained about map by the players in the map, their friends, their guildies, etc.
The hammer mechanic itself is so heavily favored for and against certain builds, and even without the hammer mechanic, you have things like thieves and mesmers using pulls while in stealth that are nearly uncounterable. There is SOME L2P aspect to it but at the end of the day it is just far too unbalanced, giving too much of an advantage to certain builds.
It often feels more like PvMap than PvPlayer.
I want better drops, but I don’t want it to be easier to get ascended in WvW than it is to craft it, and crafting it is not easy. If WvW was easier than crafting to get it, we’d have a lot of ppl in WvW just for farming and not for playing WvW.
That being said, when you craft you can at least choose your stats and type, so a WvW ascended chest with random stats, either a piece of armor or a weapon, every 100 levels or so, would not be a bad idea. To get a full set of armor would be minimum 600 levels and the odds of it being exactly what you want are extremely low, but it would still be far more rewarding than it is currently.
I agree, but anet says commander tag is a huge gold sink, and from my experience in other MMO’s where economy is horrible, i see it is working well for gw2
maybe, but having a visible-to-all tag would still have its value even with a follow option, right? I mean the /follow doesn’t work if you enter a map and have no idea where to go or where anyone is.
Wouldn’t fix every problem but it would fix a LOT of them with a VERY simple mechanic.
You can right click on ANYONE and /follow them. By doing so it creates a commander-like icon over their head and on your mini-map. A guild group can all /follow one person and essentially run a “private tag.” But even more, this can be used in PvE, small parties, dungeons, and any possible GW2 activity that you are not running solo.
What’s the drawback? The only thing I can think of is it would be slightly less necessary for some people to buy a commander tag, but 100g is not what it used to be, and the miniscule “losses” Anet would potentially have from this would be far outweighed by the positive reaction from its player base.
Agree?
Combining WvW ranks will give all of my characters guard leech and applied fortitude.
And the amount of time it takes to get them and full exotic gear and runes and level 80 etc is a very small percentage of the amount of time the average player plays this game.
Ascended weapons and armor, however, are a bit of a different story and are the biggest offense to-date imo on this topic.
That being said, it would be nice for WvW to be scaled just like PvP with everyone at level 80 with equalized gear stats. The biggest problem is the rally mechanic, which currently makes un-equal players a liability instead of an asset, and that’s not the environment that we should want.
In what way was Season 1 a success? I can’t think of a single thing they did right and I can’t think of a single reason I would ever consider participating in a second one.
It provided a structure and incentive for people to actually go to WvW and BE THE BEST THAT YOU CAN BE I guess is what I would say if I were him. Whether it actually did that is up for debate.
Personally, I enjoyed having some structure over the top of the matchup system and would welcome a Season 2, but more tweaking wouldn’t be unappreciated.
Now that was cute. Laughably naive, but cute. Season 1 provided a structure and incentive to actually go to a high pop server and BE PART OF THE LARGEST GROUP THAT YOU CAN. The top ten keys to winning in WvW (in season or otherwise), in order of priority, would look something like this:
1. highest population
2. highest population
3. highest population
4. highest population
5. highest population
6. greatest coverage 24/7
7. greatest coverage 24/7
8. greatest coverage 24/7
9. best server organization/communication
10. best commander knowledge/tacticsBeing the best you can be as an individual wouldn’t even make the list.
That’s why lower tiers are more fun in my opinion, because one dedicated player CAN make a difference.
The trick I think some are getting at is if there was a way to make defending outnumbered more possible without making defending with equal #s more OP.
And I think the only answer is still L2P – having siege ready, the right kinds, in the right places, and scouting ahead and being where you need to be ahead time. These fundamentals will always mean more than game mechanics. Since they are not rewarded, they currently remain only for the most selflessly dedicated players.
We felt just as OP last week when on Thursday morning we woke up and were behind Anvil Rock, and we put waypoints in all 3 of their BL keeps. We went from 2nd place to more than a 10k lead in 12 hours during the day
But we didn’t come post about it and if we had, we’d probably get the same types of responses you’re seeing here.
Moral of the story is – I’m glad you had fun and hope to fight you soon!
Defending in this game is NOT underpowered. It’s simply not rewarding, and so very few people are actually GOOD at it.
But the ability is there – some servers and guilds are extremely good at defending, knowing what siege to put down and where, and leaving people inside at all times.
But too often towers and keeps are left empty and without siege until they are being attacked, at which time it’s often too late.
If defending was more rewarding, the tools are already in place to be successful at it.
You had the same match last week and it was closer. So did my matchup and it was closer too. The losing servers don’t try as hard when you keep getting rematches. It’s just a fact.
We’ve played against SF for the last 5 weeks, and they beat us the first two. By that logic DH should have just rolled over and be crying in our pillows by now.
nah when at least 1 server in the match changes its enough for people to regain interest for reset, and if reset goes well that interest carries through.
I may be misunderstanding but Dh has done horribly on every reset so far. Like, horribly, lol.
IDK what happened but ever since thursday night / friday morning in the matchup of DH/SF/GoM, DH has been steamrolling every night. It didn’t take long past the 1st weekend for NSP and SF to realize they could not keep up with DH’s coverage.
Defensive trebs are better than oil, cannons, or mortars.
Trebs can make defending extremely easy.
If you have trebs on inner keep you can defend against almost all siege, except for 2.5 things:
1) catapults right up on an inner wall – these will have to be AoE’d and hopefully you can reach with an AC, otherwise they’re getting in.
2) golem rushes
2.5) a flash-built counter-treb with both supply mastery and treb mastery. I count this as 0.5 because if you also rotate mastery it will be a stalemate, however they will be able to start getting the wall down very slowly. If you have a WP you can then suicide to kill their treb before it opens back up.
You had the same match last week and it was closer. So did my matchup and it was closer too. The losing servers don’t try as hard when you keep getting rematches. It’s just a fact.
We’ve played against SF for the last 5 weeks, and they beat us the first two. By that logic DH should have just rolled over and be crying in our pillows by now.
nah when at least 1 server in the match changes its enough for people to regain interest for reset, and if reset goes well that interest carries through.
You had the same match last week and it was closer. So did my matchup and it was closer too. The losing servers don’t try as hard when you keep getting rematches. It’s just a fact.
It’s all about scalability. How can you compare 5% crit damage to +70 precision? They can’t correlate correctly, but if you could mathematically figure it out, the current crit damage stats available are actually more powerful than the equivalent of numbered stats. You get the most bang for your buck with crit damage over another stat. By reducing it 10% they are normalizing it. It will not be a 10% reduction to everyone that has any crit damage. It may be a 0%, 1%, 2%, up to 10% effective change based on how you’re geared. If you’re min/maxing, the added sigil slots for 2h weapons and changes to rune stats may easily make up for this.
TL;DR just wait and see how it plays out before you freak out
I went to Mag because of its reputation of having roamers that simply play the game regardless of the matchup, or the PPT. Our group looks for fights, and there are plenty of them to be had up here.
The roaming is much better up here than on SF, mainly because we can track the enemy zergs much easier, there are generally more players on, and I have had less queues on Mag than I did on SF.
I have seen some roamers on SBI, but they also zerg/ppt a lot. I personally like it on Mag, because from what I have seen, the only PPT chasing we do is just enough to make sure we stay on this tier/level to stay in good fights.
LOL WHAT you’ve had less queues on Maguuma than on Sorrow’s Furnace??