the people has spoken
ranks as in tiger, bear , shark ranks is staying i heard.. long ago.
what bugs me most about this map is; if u pick up orb and die 100 distance away from a point, then the enemy picks it up and not only killed you, but picked it up and scored 30 considering they capped the point. so a reward of 35 points right there just for successfully killing orb carrier instead of running back to orb location to cap it like you should be doing originally.
maybe make ALL movement skills to cause orb to be dropped AND, have orb a bit further away from stairs, like 500 distance would seem nice
There will be the Ready Up Stream today in which they will explain what happens to Glory.
pyuf
i love temple,
eff 15 characters..
what grinds my gears are necros who use orrian helmet, such an ugly kitten choice of helmet, that is all.
it’s not going to be without rewards, it just hasn’t been mentioned, i made topic of what they should be clear on
I personally think Skyhammer is the best map in the game. Worst map IMO is raid on the capricorn, can’t stand water combat so I never even bother going to ruins.
I honestly haven’t died on Skyhammer by falling off that many times, and I have killed quite a few people with my mesmer knocking them off, but nowhere near as much as normal kills.
I find it annoying that Skyhammer and Spirit Watch are not in team arena, although I rarely play team to be honest.
Honestly don’t know why Skyhammer gets so much hate.
It’s because so many people don’t want the “pressure” of getting pinged off the edge by a Hammer Guardian/GS Mesmer/LB Ranger etc. People just don’t want to be aware of their surroundings and will dish out any argument against the map that they can think of.
Getting knocked off the edge is a mechanic that people need to learn to adapt to in order to prevent, rather than flaming and abusing those that cleverly take advantage of it.
Exactly! People rage about being knocked off map, but being locked down by a hambow warrior, or constantly back-stabbed by thief is much more annoying.
I guess warrior’s don’t like having to play smart and be aware of what’s going on, they too used to going in, spamming hammer then retreating back to fire bow and repeat.
claiming being killed back-stabbed or hambow warrior AKA “normal way” is much more annoying than a skill knock off to instant kill some1…. just…. what the hell is the word… the-i-like-ez-mode-cuz-i-don-know-why-my-settleramulet-is-not-working-with-my-gswarrior.
it has given people who has read the pulls/push skills a way to kill people when they couldn’t do it so often just by fighting, IMO the ones who are happy about it are these people. satisfaction that you made someone die without any effort whatsoever, you have the wrong idea of what real satisfaction is IMO.
(edited by Swagginator.3246)
gj still cant see
all is vain
edit: gj, all is not vain
(edited by Swagginator.3246)
what most are thinking: great, let me spend all the glory before it’s removed. but kitten, what is most profitable to spend to prevent regretion?
in https://www.guildwars2.com/en/news/phasing-out-pvp-glory/?utm_source=client, nothing was mentioned to what is staying in the game or what changes are being made to prices etc.
at the moment we have no idea what is most profitable to spend our glory on. are tomes of knowledge staying? are the currency to buy them gold alone?
maybe i should buy the cultural armor or are the currencies for cultural gold alone as well? -> then comes the question, are you increasing the amount of gold rewards in each pvp game (if you are making the only currency available gold that is).
and the chests. you mentioned all existing chests, does this mean the 400 chests i have across my 9 characters being removed if i dont open them? OR will the chest stay and we can still open them AFTER 18th BUT new chests won’t be achieved. (new chests part is clear though)
TBH i was saving all the chests for one reason; salvaging the armors is useless, i don’t want powders, silvers and other crap. i was actually saving them for when new mats could be achieved such as mats for legendaries (which i automaticly assumed when you mentioned legendaries in spvp) (not that im sure it’s how it will work).
also, what will happen to the pvp crafting materials?
what will the new currencies be? what will stay? for the love of god, give us a suggestion on what is best to spend the glory on.
(edited by Swagginator.3246)
though you would change 3 things, i came here to suggest a complete rework for elementalists, im talking giving it a complete other style.
i think they should make Living Story out of it…like vote for Kiel/Gnash
YES, DEVS, THIS!
cba switching to engi, disturbs my champ shadow process =(
every good ele has experienced the inviable use of eles in 5v5 team play
i consider the smartest people are the ones who makes a double check for the pathway the thieves takes to killsteal the far (for them) boss, if it’s clear, going to keep is just fine.
^ pure hate for thieves.
@ op . i agree on the part where stealth should be broken on blocks/evades/invuln and also makes sense. a block is felt for example…
ok let us be clear on something.
the matchmaking is based on what we see in leaderboards right?
and we can see people who are highly ranked compared to people in your friend list/ guild amirite?
take a look at it right now, list the guild.
i bet you that you’ll find people at levels 20% and 90%+ with only 5 -15 games played. why this variety? this is inaccurate in my opinion, i assume the matchmaking system is based on players with large amounts of games played to determine his true rank.
what determines that we are bad players in leaderboards?
kills, capped points, healing done, deaths? active gameplay??
what determines that we get a kill? we all know we only need to hit about 10% of his hp to get a pure 15 score for skirmish kill, ty for that anet, but thats not a factor that should determine our rank in leaderboards.
capping a point should be a factor? it provides score, but no it should not imo
deaths is most likely a factor, as close it is to determine an accurate ranking, it is still inaccurate because of all the roles (builds) we play.
currently we have this weird matchmaking system with supermagical formula to it, but i don’t think it’s successfull. i still think a rating should be determined after 50 games played + a matchmaking based on win rate. as simple as it sounds, it still makes me think it’s the most accurate way to determine someones rank.
i mean come on, we don’t see Rafael Nadal or Ronaldo getting golden trophies based on his skills, but on his wins which resulted from his skills.
having ranks based on something other than only win, is trying to say the game is imbalanced and a win does not determine how good you are.. wtf. (i know for a fact there is imbalance but lets stick to the topic that being good is the main factor that results in a win and thus why we can just matchmake based on wins)
(edited by Swagginator.3246)
i say nerf the healing and buff up the standard survivability. press the elementalist more into the gray area instead of (overkill + squishy) and (supertanks + dumb damage)
dat………….
w t f
ok guis
i afraid to say opinion
dey ban n ban n ban
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…….
u made me doubt.. i heard from stream but may not have paid enough attention to the point you made.
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 highly prefer soloQ when playing on my own, but due to waiting at least 15 min for a matchup, i usually play teamQ these days.
Rewards should be equal in both modes, so people would play soloQ again. No one cares about rewards anyway. Rank is worthless due to skyhammerfarmers, 30 silver each win is a joke and the rewardchests are completly useless because everyone already has all archiveable skins.
YES THIS, 30s IS a joke. needs to be 70 silver to even slightly compete with the dungeon runners and considering we never always win.
dailies are nothing to strive for. we play pvp for fun, then we’re like, hey look a chest, the most exciting part about it is that a chest pops up for reward but NOT the reward itself, seriously, why not a daily that rewards you with 3 k glory or…. wth is decently valuable in this game anyway?
i personally consider berserk specs a support for the team, as someone mentioned “to CLEAN”.
when two bunkers fight in mid, and a soldier comes in to fight the bunker, and an evade whurin larc strike thief (zerk amulet) hops in vs soldier + bunker, imo the thief is giving the best support and the bunker is giving the best benefits for his boons/heals/res here, not to mention all the boons the thief is stealing. if thief die, guard can easily res (you’d need necro to counter this).
while soldiers + bunker guy are both being outhealed by thief’s bunker and ofc thief should be avoiding all attacks with all the teleports.
Here in my view i see all the pressure is coming from the thief, which one do you kill? thief dies, guardian resses, target guardian? might be dead by then, guardian dies? thief could probably stealth res but lets stick to more generalized zerk specs. so i just gave an example of thief, i don’t think all classes suits being zerk spec however.
Solution: taking damage removes stealth.
Stealth balanced.
GOD YES, but add imo:,
if 20-30 % of life has been taken while in stealth, you will be revealed (or just add blood traces/ bloody footsteps, wutever)
ok guis
i wen q solo
i find frien here
all thief w t f
i say ok i go guard
i say hi we roam mid n close
he say k
they hav bunk mid w t f
i tell fren lets go far n clos cuz mid is nub
it work we 450 – 300
i go mid w t f no guard no love
we 3 base
hear lord attacked
i say we go def
w t f lord die no time
we loost
need new gf
must post to delete map
ever1 disagre
all is vain
(credits to gf left me cuz of leaderboards)
ANET PLEASE REMOVE THE ABILITY TO JOIN AS 4 OR 1 IN TEAM QUEUE. THE PURPOSE OF —>TEAM <-—- THE WORD, IS TO JOIN AS COORDINATED TEAMS.
dont ask or mention why 4 too, just think about it.
Rank does not = skill.
It’s experience.
Every other MMO I’ve played does matchmaking based on experience.It works.
GW2 has a hefty fancy MMR system that took them months to get running this well… and its about up to par with other games’ slap-together matchmaking.
for tournaments
Oh arena, so much fun for the newbies? Is that how you attract new players into PVP content?
o yay my 50 war got into a pic =)
Yes i also think that necromancers should be able to turn dead players into minion so that they can turn your dead team mates against you.
Also 60s cd on signet of spite is clearly too much, it should be an unblockable ground target aoe with 10s cd.And since warriors are master of all weapons they should be able to quadra wield greatswords so they can hundred blades while they sword rush, while they whirling attack while they bladetrail and their defiant stance should last at least 10 seconds to make up for the fact that it isn’t an istant cast.
And backstab is not good because you have to use it from stealth, i say we replace thieves autoattack chain with backstabs and the base damage of backstab should be raised to 5k because if you get a dagger to the spine you are supposed to die.
Next are rangers, their spirits are nice and dandy but they just don’t cut it, i say we replace each of them with a champion oak heart.
And the autoattack of shortbow is too slow, i say we replace ranger shortbows with mp5 sub-machine guns so they can keep up a more acceptable fire rate.Engineers, their turrets should be made of a sentient densomorphic alien alloy able to self-repair and self-replicate, they should also fire armor-ignoring, undodgeable, high velocity rounds. Granades are also lacklaster, engineers should be equipped with a state of the art granade launcher able to shot out 10 granades per second.
Mesmers need some work, clones should be exact copies of the actual player, with the same stat and everything, and they should replicate everything you do. If you cast a clone and you have a clone, your clone should also cast a clone, and you should be able to keep doing this indefinitely without the silly 3 clones cap. Exponential clone generation is the way to go.
I think guardians are not tanky enough, they should be able to completely refill their health bar each time they roll and their autoattack chain should be replaced with banish because otherwise it is too hard to knock someone out of the capture point.
Eles should get a new downed mode skill called “even the field” that turns them into a legendary risen priest of balthazar. They stay in balthazar mode until they die and then they turn back to elementalist and can respawn normally (if you die in balthazar mode you go straight to the waypoint, no extra downed mode)
oh man, epic, lol’d
AoEs, Skillspam, Evadespam, too AI
All of those 4 basicly are things, I suppose almost nobody likes. They all are tied to another in my opinion, so they should all be brought down.
Eg:
AoE is good versus AI
AI leads to more spam
more spam leads to more evade
more evade makes it more necessary to spam and use AoEs
THIS
except for the brought down part. if they are all tied together, then imo that makes game skills and mechanics logical.
i really see it this way.
soldier classes -> low accessability to perma evades (although warriors do have vigor but barely see any1 prefering those traits lol) -> can tolerate most hits compared to all classes, for more survival, has seriously annoying blocks and blinds and CC.
Medium classes -> when Glass Cannon (GC) spec, can tolerate very little amount of hits thus needs evades to compare survival uptime a bit closer to soldier (and this isn’t by traiting 30 into both dps lines) ..
TBH, while in a team fight, this evade class evade effectiveness is reduced alot as more amount of hits are directed to him thus more probability it will finish him off, if a team would stop playing like a kitten and actually focus him they’ll notice it’s obviously the best to target that class first (togeether).
Light armor classes -> tolerates less hits than medium when GC, also needs vigor for alot of evades, and has further skills to help them survive other than evades, all to make up for the low capability of survival compared to a glass cannon soldier when taking hits.
(except for elementalist, i’d suggest a huge rework on elementalists skills. imo their survivability does not compare to a necro or mesmer, now you would say use cantrips; not everyone want’s cantrips and they are on huge CD and thus doesn’t feel reliable for some people) they need some way to handle team fights, they seem fine in 1v1 fights but for teamfights they are just useless to play, heck i even think staff ele’s are more useful for tpvp than the other weapon skills, but that negates the ability to handle 1v1 and thus not a playable tpvp class. maybe a grandmaster trait that makes you reduce damage taken by 30% when targeted by a target other than the elementalsit target would solve this (water line do have useless trait’s so why not) ).
now i don’t mind evades being brought down a bit more, something that results in 15% less evade uptime for all classes and that would probably satisfy me. but please consider that not everyone uses sigil of energy.
(edited by Swagginator.3246)
ok i have to suggest the exchange of power for more precision:
Example:
+798 precision
+284 power
+569 vitality or toughness or healing (i’ll leave it to you to decide what’s most suitable)
+15% crit damage or just make both secondary stats +569
This is because there are classes that would like to be a bit hybrid and at the same time take advantage of might stacking traits. currently everyone has a berserk amulet because it’s the best dps amulet to use and if choosing something in between there is no such option in pvp, except for pve (assassins stats)
TBH, for example; i wanted to get the fire trait for elementalist that gives might per fire spell cast. but tbh i don’t see any use of it as i tried going for a bit defensive amulet but it still does terrible damage. i didn’t intend to focus on something defensive but all the options i see is all power and crit, all power no crit (soldier), and no power + awesome defense. ofc rampager has a wasted stats ( condition)
so nothing in between.
so TL;DR. for the same reason assassin equipment was added, add IT or something SIMILAR to it to spvp.
thank you.
you are right, though i never noticed it’s even there lol.
however, now i only suggest you add indicator to numbers as well because imo it’s hard to see the lines in my case :/. just a minor improvement suggestion i guess.
Hi. I’m sure everyone feels that they have to guess when they’re opponent is within their range to be able to throw a skill at them. This is an issue because we always create an extra gap to avoid risking a wasted CD of a skill just because we were out of range.
ofcourse not all classes feels this way, such as mesmers, they can just use their autoattack and start casting their skills as soon as their greatsword spatial surge starts hitting opponent. but for everything else, such as thief steal skill, we keep have to guess the range or else it’ll go on a 5 sec CD as if it was interrupted.
For a skill such as infiltrator’s return (thief sword), we end up not hitting our target nor immobilizing and on top of it resulting on 5 wasted initiatives if we decided to teleport back.
My suggestion is to add that range indicator. The type of indicator I’m suggesting is a color change in the letter key we have keybounded(ex: i’ve keybounded my Infiltrators strike to “E” and this “E” will change it’s color to red/green (w/e) whenever the skill is out of range to hit it’s target.)
if you’re at it, don’t forget the “F-X” skills.
Thanks in advance