Showing Posts For Teutos.8620:

Collaborative Development: Ladders & Seasons

in CDI

Posted by: Teutos.8620

Teutos.8620

*How long should a season last? A week.

Interesting system, even tho I’d not go that way. Your system will reset the ladder far too often. And I think we have a different idea what season means. Season for me is resetting everything, and placing everyone on the bottom of the ladder again, without any benefit from the previous season. In the end you system is a daily+weekly reward system.

Beside the problem of matching players together when you reset your ladder every week, we also need a system, that rewards players for playing more then the weekly games.

In the end, rewarding players every daily and weekly with something additional is very interesting idea, and we should find a way to implement this idea in a more ordinary league system.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Collaborative Development: Ladders & Seasons

in CDI

Posted by: Teutos.8620

Teutos.8620

Discussion Overview
How should the MMR/Elo-System influence the new league system?

Symptoms
Currently your first games are very important. After the first 3! games you can either end up in the top10 or getting not even in the top 1000, making it much harder to climb up the ladder. If you just got lucky with your first 3 games, you should also not get placed that high.

Discussion approach
In the new league system you have to farm point to increase you league position, this guaranties a minimum amount of wins necessary to climb up to the top.

Should the points you earn for every win depend on the matchmaking system?

F.e. Should winning against a better rated team earn you 10 instead of 5 points?

proposed solution

  • minimum amount of points per win f.e. 5
  • maximum amount of points depending on the rating f.e. 10
  • With the classification into leagues, you should also only play against players within the same or neighbor tier.

Follow-Up Questions

  • How many tiers?
  • How many victories / points to climb up to the next tier?
  • Can you loose your already acquired tier, or should it be a save line?
  • Should it be easier to climb up the first tiers for new players?
  • How does the deflation look like?
  • SoloQ-TeamQ differences?
  • Individual character rating or account bound?
EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Collaborative Development: Ladders & Seasons

in CDI

Posted by: Teutos.8620

Teutos.8620

Proposal Overview
Starting at the bottom of the league.

Goal of Proposal
Currently with only a matchmaking system in place the new players gets placed on a predetermined position of the matchmaking-curve. From this position depending on their player level they either drop or rise. The SoloQ-problem here is, that players currently rated at the entry level will always have to play with nearly unrated players, where the system does not already know, where to place them.
The Goal of this proposal is to let players stagnate or rise at the entry level, but not let them drop down.

Proposal Functionality
Implementing a league system similar to lol or sc2, where players start with 0 points and collect points to increase their league position.

Associated Risks
At the first start of the season, every player will start at this level, making it hard to leave this position.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Proposal: Event Participation

in Battle for Lion’s Arch - Aftermath

Posted by: Teutos.8620

Teutos.8620

Proposal Overview
Adjusting the amount of participation necessary to get credit for the escort and champion kill events.

Goal of the Proposal
The new Living Story update has brought us some new events, for which it is really hard to get credit for participating. The goal is to adjust the damage values necessary to gain the event credit for the escort and champion kill events.

Problem description
The problems occurred
- today (20th of February) at ~20:00 CEST (after the hotfixes).
- at most escort events inside the burning lions arch.
- at every champion kill event inside the burning lions arch.
Some of my friend have not got any participation in these event, even thought, they got kill exp from mobs, and once even the rally from the champion worm, but no event participation, no loot and no achievement.

Suggestion

  • Reduce the run speed of certain escort npcs, that the mobs around have to go down, and they don’t just run as fast as possible. F.e. the racing moas, the ogres and Lawson Marriner is way too fast. Most of the time only 2-3 npcs are dying, and therefor it is really hard to get any credit. Maybe also gain credit for dealing damage, but not killing the npcs.
  • Reduce the amount of damage necessary to get credit for the champion mobs. Not sure if you need to deal a fixed percentage of the health as damage, to get credit. Fully nuking the mobs, and only bronze or no credit at all should NOT happen.

Associated Risks
-

best wishes
Teutos

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Feedback: Permanent Captain's airship pass

in Battle for Lion’s Arch - Aftermath

Posted by: Teutos.8620

Teutos.8620

Associated Risks

Even more intense kittening from a whiny segment of the player base that the Airship is now even MORE “Pay 2 Win” than before.

Since if you think about it, you should realize, that you get everything from the airship in other cities, in the vigil keep, in WvW or in the Hearth of the Mists (Mystic Forge).
Sorry to say that, but I think the complainers have not thought about every detail the airship has to offer, and therefore a change to the airship pass will not have any influence on their opinion.

BTW: Just think about how many hours of fun we can put into gw2 without having to pay anything. In other compare able games you have to pay monthly AND for the cosmetic stuff or since latest even for access to every race, so be glad, that arenanet are not one of the money-grabbing, consumer-exploiting companys.

Edit: Post to Push

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Feedback: Permanent Captain's airship pass

in Battle for Lion’s Arch - Aftermath

Posted by: Teutos.8620

Teutos.8620

Proposal Overview
Improve the permanent airship pass.

Goal of the Proposal
Reduce the time you spent on the loading screen.
Quality of Life improvements, helping making the permanent pass an even more useful item.

Proposal Functionality

  • After you logged in again, you should remain on the airship, if you have the permanent pass in your inventory, and it should not teleport you into the gandarran fields.
  • The same should be true if you leave the heart of the mists. If you have the permanent version of the pass in your inventory, you should get placed on the airship.
  • (optional) Possible option to teleport back to the location from which you used the airship pass in the first place.
  • (optional) Putting the airship in his own instance similar to your home instance, therefore reducing the possibility of an overcrowded air ship, and reducing the loading time even further.

Associated Risks
-

best wishes
Teutos

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Dishonorable debuff and server instability

in PvP

Posted by: Teutos.8620

Teutos.8620

Being new I had no idea what the dishonorable debuff was all about until I reloaded after a crash and found myself with a 3 day ban.

You need to leave 3 games before you get the debuff, so one crash won’t be enough.
72 hours are not long, and will even go away when you are not logged in. You can also still play hot-join, just not ranked.

Just think about your teammates, due to you leaving / crashing, they have to fight a 4vs5 match, and that’s really a motivation killer for every other person out there.
99% of the time out there, people have the dishonorable debuff due to their own fault or technical problems at there own side => mostly not anets fault. If you continue to have technical problems, please visit the technical support forum or write a ticket directly at the support.

The whole ranked system will get a complete revision soon (next feature patch, probably end of march), and this will mostly include a new system for leaver.
On Monday a discussion / player feedback thread for the new league system is going to start in this forum. You are welcome to participate there (under “CDI / Collaborative Development”)

PS: Only writing this whole post, because you are new, hope you appreciate that.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

When does trash talk become "verbal abuse"?

in PvP

Posted by: Teutos.8620

Teutos.8620

The CS Team monitors in-game reports 24/7/365. If you report offensive language — truly offensive, not just something that irritates you — the team will investigate and take the appropriate action, often within minutes of your report.

Is there a specific number of reports necessary before a member will look at it? f.e. three people have to report the same sentence, when it occurs in a public map chat.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Feature Build Balance Preview

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

Can we please get more updates on the upcoming feature patch?

We would really love to constructive criticize f.e the upcoming rune and sigil change, but without knowing your current plans, it is impossible to do so.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Vote for the Profession Collaborative Development

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

1.) Mesmer
2.) Elementalist
3.) Ranger

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Ranger Balance [Post CDI]

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

I want to take some time, and add my personal opinion and ideas about the ranger in the current TPvP scene.
Currently you can find the ranger in a lot of team compositions, but played only as a spirit ranger. The profession has some core issues, denying every other trait setup to be competitive, which definitely needs to get treated as fast as possible.

The Pet
The pet is part of the damage, and therefore you need a reliable pet to fulfill a damage role.
- fully controlling the pet and better controlling the pet skills
- responsiveness of the pet skills

Suggestion: Pets only have three skills now.
1.) Autoattack (f.e. Slash, Bite, Twin Darts). The pet must be able to use this ability while he is following a target / moving around.
2.) F2 The second skill from the Pet: Special Attack, CC
3.) F1&F3 get’s moves together to an overlapping skill similar to the current ‘avoid combat/Guard’, and F3 is the new third skill available: f.e. Defy Pain, Quickening Screech, Brutal Charge, Tail Lash, Tail Swipe, Maul, Harmonic Cry, Brutal Charge (Porcine), Poison Gas.
No more random special attacks from the pet.
4.) Since the pets only have three skills now, the fourth skill gets deleted. f.e. Bite (Bear), Swoop, Crippling Leap, Devourer Retreat, Chomp, Bite, Frenzied Attack, Maul, Entangling Web
So f.e. no more lucky double immo from the Spider due to ‘Paralyzing Venom’ and ‘Entangling Web’ and more control where the Moa will perform his ‘Harmonic Cry’

Dealing damage as a ranger
There are two topic I would love to talk about specifically:
- pet scaling
- condition damage / trapper

1.) Pet Scaling: With which source do you want to deal damage with? Investing in the Beastmastery line should result in the same amount of damage increase, as if someone would spent the points in the first or second trait line.
Let’s take for example a ranger with thirty points in Wilderness Survival. If he now wants to deal condition damage, he hast to invest into the Skirmishing line for traps. The same should be true for pets and the Beastmastery.
Suggestion: Reduce the amount of damage a pet is dealing without investing points in Beastmastery, but at the same time increase the amount of damage a pet is dealing with investing in the beastmastery.
Let’s put this into numbers:
Currently (Pet+Ranger=100% damage): Ranger: 70%, Pet: 30%
Change to the Pet and the Traitline:
- without Beastmastery: Ranger: 90%, Pet: 10%
- with Beastmastery: Ranger 50%, Pet: 50%

Or in another situation: Currently a tanky ranger will still deal a high amount of pet damage. With the change to the pet & traitline the ranger has to invest points in Beastmastery (therfore can not invest them f.e. in Nature Magic) to deal the same high pet damage. If he wants to stay as tanky as the wants, the damage will suffer.

2.) Condition Damage:
Don’t get me wrong, I love the idea of traps, and I love their damage potential, but a poison field will not change anything. The problem is, that to use the traps you have to spent 30 points in the Skirmishing trait line, a line which does not provide any passive stats for conditions, and at the same time use your utility slots, which otherwise you could have used for survival-ability or team support. The amount of investment necessary to even play with traps is just too high.

Suggestion: Add a new weaponset, special designed for traps, with the current traps on 2-5, similar to the necromancer staff.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Feature Build Balance Preview

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

Unfortunately, we can’t share everything we’re changing due to the nature of some of the changes.

We would really love to comment on every planned change, and take a look into your whole planned concept. Without having all of the information, it’s really hard to post our opinion.

Personal f.e. I would love to take a deeper look at certain profession trait setups f.e. the trap ranger or the minion master necromancer, but I’m not sure, where this is suited best, and if every post will be useless once we get to see the full planned changes.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Please make spvp gold rewards retroactive or

in PvP

Posted by: Teutos.8620

Teutos.8620

Sorry but you’re kinda missing the point…

not really…. if you had played in the past, you would have had enough glory to buy those parcels, and make your already farmed glory into gold. Kind of converting your past played spvp time into gold.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

What new stat combination would you like?

in PvP

Posted by: Teutos.8620

Teutos.8620

Assuming all combos and gear were brought over what would be your list of “yes’s” and “no’s”

Here is my personal list (Prefix Name taken from here).

Direct Damage + a bit of survival
More choices in that direction would be appreciated.

Zealot: This might be an interesting stat combination for a trait and weapon setup with a lot of healing skills. F.e. Elementalist or Meditation-Guardian. I’d love to test how this professions feel with that stat combination. It might even make them viable.

Power. Precision and Toughness This could be an interesting stat combination for everyone who feels like Berserker is too squishy, while Valkyrie does not provide enough offense and Barbarian is in an odd spot with Vitality as a primary stat.

Barbarian Vitality as a primary stat feels very unsatisfying. You just loose to much compared to primary power. Vitality as a secondary stat would feel a lot better.

Valkyrie: This PvE Statcombination is totally different to what we are currently seeing in spvp. I’d change the current existing name similar to what you did with the Barbarian and the Settler, and include the new Valykrie from PvE. I think this is not only very important for including the new pve-valkyrie stat combo into spvp, but also to reduce the pve-spvp gap.

Berserker & Rampager Both have gotten on of their secondary stat reduced in order to include some vitality. I really love that idea, and I know that you prefer not to add new stat combination, but maybe new stat combination with four stats similar to the spvp-Berserker&Rampager might also work out very well. An example would f.e. be: Power (Primary) Precision (Secondary) and Vitality and Toughness as the split third.

Defensive Amulet Choice
If the opponent is too tanky, it is no fun at all to play against him. Therefore I’d be very careful in this section.

Giver’s armor, Sentinel, Settler I don’t like the stat combination where the primary stat is defense and one of the secondary stats is also a defensive one. Playing against those is not fun, and therefore I’d also remove the Settler for the apothecary.

Apothecary Very similar to the Settler’s but with a different primary stat. Personally I’d include the Apothecary as a spvp option, but remove the Settler’s for that. This would leave you, if you want a defensive amulett with Cleric’s or Settler’s with +Healing or +Soldier’s for Vitality&Toughness.

Condition Damage
The currently available choices would be Carrion and Rabid. In PvE the only addition would be Dire, but without the necessity for a second offensive stat this stat choice will be problematic. Anyway having a switched secondary stat (f.e. Condi+Vitality&Precission or Condi+Toughness&Power) would include more options.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Lagging in sPvP? Report it here.

in PvP

Posted by: Teutos.8620

Teutos.8620

21:14 CEST: EU Server: Just finished the second TPvP game on Forest of Nifhel with a lots of lags – unplayable. The other maps worked perfectly fine.

First game Nifhel with lags.
Second and third game on Silent Storm and Khylo without any problems.
Fourth match again on Nifhel, unplayable again.

Everybody in the matchup (our team and the opponents) had lags simultaneous. The lags were between 1 and up to 5 seconds. F.e. the ‘Time till matchup’ jumped for everybody in the teamspeak from 5 to 0.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

(edited by Teutos.8620)

The patch on the 21st of January - a hoax

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

To clear up the confusion, the balance updates will be in the next feature build

I completely understand, that most of the balance change take a lot of time to think and plan about, and may often only be necessary in the context of a big list of changes (f.e. the planned change for Dhuumfire).

But still, there are a lot of minor changes which I would really prefer if they’ll be implemented as quick as possible (F.e. Pin Down)

Another good example would be the change to the Healing Signet. Ofc we would all prefer a change with a good active effect, but couldn’t you just have the passive reduced by a small amount in the meantime?

You told us, that the Spirit of Ranger is bugged. There are some small bugfixes in todays patch, why not the fix the passive healing?

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Alashya on Mesmer Changes

in PvP

Posted by: Teutos.8620

Teutos.8620

Thank you, someone understands. I don’t want class being nerfed to the ground but i am personally sick and tired of going through armies of pets and pets and pets trying to reach player and do some dmg to them. There is so much going on screen as well, it is slowly becomes unbearable.

Thank you for your productive input! Unfortunately this has absolutely nothing to do with the planned changes at all. Please reread the planned changes and you’ll hopefully understand what’s going on here.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Alashya on Mesmer Changes

in PvP

Posted by: Teutos.8620

Teutos.8620

It has to be said, mesmers do bring a lot with them. To state that you can now only 3 clones active max and not keep rewriting them is profession destroying..well, ..let’s be honest, from this list..how more did you need to remain viable?

I think most are getting confused over, what the change actually would mean.

You can probably play hours after hours without noticing the change, but you could also just have new problematic situations over and over again.
The problem is, that there is absolutely no reason for this change, other than just introduce new problems with the AI. The AI cannot jump. will attack boxes or spas out due to the opponent going into stealth.

The reason of the devs at the ready-up show was to solve the problem with the on-death traits, and to have the option, that your current clones stay active, without having to wary about having them overwritten after a dodge. I believe the second one should be quality of life change, which goes absolutely in the wrong direction, while the first one should be addressed in other ways. The change will not affect the clone spamming. AI clustering or f.e the damage output at all.

You can argue a lot what is strong about the mesmer and compare it to other changes, but then you clearly have no clue what’s going on.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

tPvP 500:500

in PvP

Posted by: Teutos.8620

Teutos.8620

If both teams are ending with 500:500 the points of each individual player are summarized and compared. The team with the highest points will win the match.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

What new stat combination would you like?

in PvP

Posted by: Teutos.8620

Teutos.8620

Ferocity will be in PvP – it will be weighted to keep the critical damage numbers relatively the same as they are now.

Leaves me with the question why they are only going to stay ‘relatively’ the same and not exactly.

If you need for 1% f.e. 14 ferocity, then you can achieve the same critdamage modifier with multiples of 14, or am I getting something wrong here?

Anyway… I’d love to see the knights stat combination (Primary Power, Secondary Precision and Toughness) in SPvP.

Edit: Just wanted to add, that I don’t want to see any new stat combination which has two out of the three def stats (Toughness, Vitality, Healing Power).

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

(edited by Teutos.8620)

Alashya on Mesmer Changes

in PvP

Posted by: Teutos.8620

Teutos.8620

Finally pls reconsider about the mesmer changes or instead of ~3 mesmers in top eu you will see no one and you have another ele.

Just want to add, that you three are only existing, because you are really really good. Just take a look at the esl tournaments with 55HP Monks. If Misha would just play a S/D thief, it at least appears, that this would help the team much more.

There is definitely nothing in the whole gw2-universe that would justify the deceptive evasion nerf.

You want to reduce the benefit from the on-death trait? Then change them!
You want to reduce the clone-spam? You are already doing this with the vigor nerf, and probably with a change to the sigil of energy.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Countless On Mesmer Changes

in PvP

Posted by: Teutos.8620

Teutos.8620

This planned change is totally going in the wrong direction. Is there anybody out there, who really thinks this is a good idea?

Reduce clone spam? With the reduction of vigor and probably sigil of energy change it should already hurt that.
Reduce clone-on-death-spam to overwrite existing clones? Bugfix or just rebalance the on-death traits.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[Merged][PVP] Deceptive evasion change

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

It will only not work if you already have 3 illusions out, which is not that much of a problem for a shatter build.

Here are some example that this change will hurt a lot:

  • Currently against some professions you are going to dodge backwards to create a clone between you and your opponent, so that the clone can soak the damage. Not that you can do the whole dodging back, against certain profession you have to use this, otherwise you’ll just die. Now that will no longer be possible.
  • Another example is the terrain unevenness. F.e. I get attacked outside of the clocktower, dodge, then go into the clocktower, and now can not use one of my clones, because he is outside (or stuck on a different position). Now even if I dodge multiple times inside the clocktower, my first shatter will only contain a very very low number of useful clones. It could be possible, that the whole shatter is wastes, because the clones are stuck somewhere.
  • Imagine your three clones are standing at a certain range, but you want to create a clone next to you, to get a good daze off. This will also no longer be possible.
EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

No Trinity = bad for PUGs or boring fights

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

But in essence it seems that, in GW2’s case, it ended up with instance fights (boss fights or specific events/mob groups in a dungeon) that have either very little mechanics (so that any type of group can handle them) and are boring; or are quite hard for PUGs to handle

They have been boring (and all the old dungeon are remaining that way), but all the new dungeons / dungeon pathes are really fun! I think at the start of guild wars the devs had the problem to not know where they could go with the whole no-trinity-concept, but they have totally improved their product, and I’m sure that they will in the future.

So designers can work around that and make some assumptions valid for all groups.

also true, but now they have new mechanics they can work around with f.e. that everybody ca dodge and heal.

I am going to venture that this would not be the case if there was a Trinity because, by definition, each group would be bringing a built-in minimal level of control/interrupt/utility skills and therefore would be better to handle a larger variety of fights.

You cannot assume that. One of the dev f.e. said, that in gw1 there was a large amount of players who only took their first gained 10 skills, and never changed them. Difficulty wise, the amount of possible difficult levels is the right direction to go. .e. fractals, everybody should be able to beat fractals up to level 10, from which point it is going to get hard and hard, and you should pick the right profession specialization and distribution.

And the most important part:
I don’t have to wait 50 minutes for a god kittening random tank. Yes, that happen in other games! Now I can play with my friend without forcing one into a specific role. This is the best thing ever happen to pugs!

Conclusion:
Try to be constructive on the individual dungeon mechanics, but please, don’t mess with the whole absence of the trinity system.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Do you think the developers are funny?

in PvP

Posted by: Teutos.8620

Teutos.8620

What’s wrong with the devs having fun? It does not matter for me, if I as a viewer can also laugh about every joke, but who am I to complain about other people having fun?

the other end – who cares bout helseth? The most whiny streamer out there. Seriously can´t believe ppl still watch this.

Had fun watching the developer stream, and I’m also having fun watching helseth stream. He might not hit every peoples taste, but I think most of people are just offended from his jokes without realizing that he is just having a good time and is joking around.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

(edited by Teutos.8620)

Necromancer Balance Preview

in Necromancer

Posted by: Teutos.8620

Teutos.8620

Training of the Master- reduced from 30% to 25%

I think this is only a drop of water on a hot stone. Personally I don’t think this is going in the right direction.

Suggestion:
Minions should scale with your attributes similar to the phantasms.

How would this effect the builds?
You can either build soldiers and go tanks with the result, that the minions will only deal a mediocre amount of damage, or you can go berserker, dealing a lot of damage through the minions but at the same time you can easily be killed.
You could also just build for condition damage, which means that you would deal a lot of damage yourself, but at the same time your minions would also only deal a mediocre amount of damage.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

The unlocks are a BAD idea

in PvP

Posted by: Teutos.8620

Teutos.8620

If you think new players are overwhelmed with the amount of possible runes, amulets etc here are some suggestions:

  • The first tab of the ‘armor vendor’ should be renamed to ‘most common runes’ including the limited amount of runes you suggest for new player.
  • In the past we have talked a lot about saving your build and equipment setup. With the option to import a full setup from a recommended npcs or a different player you can easily get yourself started without getting overwhelmed.

I am not really sure about your reasoning for the whole unlock-able idea. I get it, that you want to bind people longer to the spvp and give them something to do, but at the same time those unlocks should be fast to get, which is a contradiction in its self.

Everything you can unlock through playing the game should only affect your appearance, the WvW or PvE, but never, never your basic ability to play spvp in an effective way.

Adding the requirement to unlock specific build options in spvp will also increase the distance between SPvP and the rest of the game even further.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Second sigil -> 2-handed weapon nerf

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

They are also changing the current Sigil, and how the Sigil cooldown will work. Unfortunately we have no clue how they are rebalancing the sigils. Due to that fact I for sure am unable to comment what will happen until I get more information.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[sPvP] Deceptive Evasion Change - *BAD* Idea

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

The deceptive evasion change is a big nerf for every build.

  • Currently against some professions you are going to dodge backwards to create a clone between you and your opponent, so that the clone can soak the damage. Not that you can do the whole dodging back, against certain profession you have to use this, otherwise you’ll just die. Now that will no longer be possible.
  • Another example is the terrain unevenness. F.e. I get attacked outside of the clocktower, dodge, then go into the clocktower, and now can not use one of my clones, because he is outside (or stuck on a different position). Now even if I dodge multiple times inside the clocktower, my first shatter will only contain a very very low number of useful clones. It could be possible, that the whole shatter is wastes, because the clones are stuck somewhere.

Yes, Deceptive Evasion is a strong trait, but this change goes in the wrong directions.
If you have a problem with the combination of ‘Deceptive Evasion’ ‘and ’Debilitating Dissipation’ then reduce the amount of Bleeding and Vulnerability stacks to one or remove the possibility, that overwriting an existing clone with a new clone will not result in the clone-death effects.

If you have a problem with the amount of clones generated through ‘Deceptive Evasion’ try to thing about a five seconds cool down, or address the amount of energy generated for the Mesmer through vigor or the sigil of energy.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Deceptive Evasion nerf

in Mesmer

Posted by: Teutos.8620

Teutos.8620

If you have 3 clones out and you dodge, nothing will happen.

And that’s a big nerf for every build.

  • Currently against some professions you are going to dodge backwards to create a clone between you and your opponent, so that the clone can soak the damage. Not that you can do the whole dodging back, against certain profession you have to use this, otherwise you’ll just die. Now that will no longer be possible.
  • Another example is the terrain unevenness. F.e. I get attacked outside of the clocktower, dodge, then go into the clocktower, and now can not use one of my clones, because he is outside (or stuck on a different position). Now even if I dodge multiple times inside the clocktower, my first shatter will only contain a very very low number of useful clones. It could be possible, that the whole shatter is wastes, because the clones are stuck somewhere.
EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

How to prove to yourself warriors are not OP

in Warrior

Posted by: Teutos.8620

Teutos.8620

Roll warrior
pick up healsurge and dont grab berserker stance, cleansing ire or dogged march.
kitten on noobs and wait for them to call warrior OP.
Laugh and you are done.
(any warrior from launch or pre buffs will know why this is so comical…)

So you are saying not the whole warrior profession is OP but just some traits and utilities?

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

GW2 PVP

in PvP

Posted by: Teutos.8620

Teutos.8620

Really good tips from Locuz.

I just want to add, that currently the warrior is considered as one of the strongest professions out there.

If you want to see how it all looks at the competitive level maybe take a look at the latest ESL matches on Blues Channel www.youtube.com/user/DocterBlu/

On Jebros YouTube Channel ( www.youtube.com/user/UnityJebro/ ) you can find “GW2: Jebro’s Warrior DPS Hammer/Longbow build” this will help you getting started with a common good build for your warrior.

If you have problems against a specific profession, try to play it too. This will give you a lot of insight.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

ESL Weekly Cup #12 moving to Hitbox!

in PvP

Posted by: Teutos.8620

Teutos.8620

German stream still successfully and lagless (at least for me) running on www.hitbox.tv/guildnews

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[merged] The Skyhammer Thread

in PvP

Posted by: Teutos.8620

Teutos.8620

Other “4” players.

9! It’s also no fun for the enemy team to get a free win.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[merged] The Skyhammer Thread

in PvP

Posted by: Teutos.8620

Teutos.8620

I have decided i will just afk when skyhammer pops n not enter map is pathetic

You can complain so much in the forum about the skyhammer map on the forum as you want, but not participating will just make the whole situation worse for the other 9 players. Get yourself together, men up and don’t be a kiddy about it.
If you don’t like skyhammer, than don’t use the SoloQ at all, but don’t ruin the playing-experience for the other players.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

2400 ex WoW player - come talk Gw2 PvP!

in PvP

Posted by: Teutos.8620

Teutos.8620

I was an ex 2400 WoW player which equates to top 1% i believe, and am posting here whilst waiting for my download to finish in hope of creating intellegent discussion on what class/realm would be best for somone looking at getting into high end PvP.

My playstyle is the typical assassin as i played rogue for 8+ years.

You may want to talk to Sizer.2654 he has the same background.
You can look him up on the first page of the leaderboards.guildwars2.com/en/eu/soloarena
And sometimes you can find him on www.twitch.tv/sizer2654

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

ESL Week12! Get in there my son!

in PvP

Posted by: Teutos.8620

Teutos.8620

Would love to see some new teams in the ESL tournament this week. It is open registration!

We are unfortunately not good enough to compete with Denial, Cheese Mode, 55HP Monk or Plastic Fantastic…

We love to see some sort of a spectator mode for tournaments on which the entry is not limited to shoutcaster. Would help to improve our skill / maybe would be an option to see what we are doing wrong.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

To clear the air about Berserker

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

Good explanation for everyone who was not aware of what the topic is about.

This has left the damage vs. survivability aspect of the game completely broken. While it is sound mathematically, it doesn’t work in practice due to how the game is designed.
The obvious solution is to fix the way enemies work. Of course, this is not an easy solution, since it would revolve around redesigning every enemy veteran rank and above. Then again, it was Anet’s enemy design that dug this hole in the first place.

At the end your so called obvious solution is not a solution at all. Maybe try to think of something concrete.
F.e. Do you want to change the over-time-ratio, that the damage and durability from the mobs will get constantly reduced the longer the fight goes on? I don’t think that would be a good solution at all.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[WvW]Balancing the PU Mesmer

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

This topic is for the people that believe PU mesmers are OP and would like to think of ways to balance them.

So you just want the opinion from only one side of the thing?

Let’s start in a different spot, what is the thing you find to strong on a PU-Mesmer? Are you talking about specifically the Blackwater build or are you referring directly to the PU-trait?

The trait grants you – every second you remain in stealth with one of your own cloaking skills – randomly ether 3 seconds of Aegis, Protection or Regeneration. And increase the stealth duration by one second.
If you stay for the whole duration in stealth, you’ll can leave the stealth with up to 10 seconds of protection, but there is also the same amount of chance, that you’ll only end up with one aegis. Do you think the protection up-time is too long?

Blackwater is running with torch, decoy, veil, mass invisibility and eventually with Desperate Decoy. Do you think the amount of stealth is too much?

The Blackwater build is using the trait ‘Debillitating Dissipation’ in combination with ‘Deceptive Evasion’ and ‘Sharper Images’. Do you think the amount of bleeding is too much?

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[PvP][PvE][WvW] Mesmer Movement

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

I have no problem with the fact, that we have to buy special runes to overcome a profession weakness. Nevertheless I’d love the see more options (especially in SPvP where your rune choice is limited). Most professions have to dedicate a special weapon, utility or trait choice to accomplish higher movement speed.

Current available runes:
Rune of the Centaur
(and in a lesser extend Rune of the Air)
Rune of Speed
Rune of the Traveler (not available in SPvP)

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[PvP/WvW/PvE][Mesmer] Illusionary Leap Fix

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

I also want to mention, there the ‘Swap’ from ‘Illusionary Leap’ can also put you underground the map. (Same is true for ‘Phase Retreat’ and ‘Blink’ and similar spells from other professions).

If you need more information on the possible spots in the spvp maps, I can provide some of those.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Teutos.8620

Teutos.8620

The biggest problem is IMO is actually the active heal.

Option 1: The passive help for the time until you need to heal.
If you want to have a useful active heal, then the passive will only be useful until the first heal, after that you’ll just use the active heal over and over. An example for this would be the “Signet of Resolve” for the guard.
F.e. Active Heal: 7.500, Passive Heal: 100.

Option 2: Strong passive: Only use the heal at the last option left
This is currently the case for the ‘Signet of Ether’. The active heal is strong, but not strong enough, that you want to use it constantly, but only in the case of emergency.
F.e. Passive Heal: 300. Active Heal: Depending on your health, you get health between 3.000 and 8.000. Leaving you with the risk to get interrupted once your health drop.

Option 3: The heal is only strong in certain conditions
This is the way to go if you want the heal to only be used in a certain spec like ‘Litany of Wrath’ for a meditation build. This helps with the balance, but will make the heal useless in every other spec.
F.e. the active effect will only be strong then the other heals if you trait ‘Signet Mastery’. Passive Heal 100, Active Heal: 7.000

Option 4: The ‘Healing Signet’ will no longer be a signet
If you like to have the constant healing and the amount of healing you could change the heal to something similar to the ‘Troll Unguent’. Cooldown and Duration 20 seconds, 400 heal per second, but with a one second cast time.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

[pvp] Daily achivemtns problem

in PvP

Posted by: Teutos.8620

Teutos.8620

It’s always good to discuss the existing daily achievement system in a constructive way, but you missed some things to consider.

First of all it makes pvp noobs play solo que

We want to bring more people into trying out spvp. Maybe help them out, and don’t call them names?

and with current matchmaking system good players are forced to play with noobs.

Yes, the matchmaking system has some problems, but most of the time the players just overestimate themselves and feels that the loose is always the fault of the other participating players.
All new players are positioned on the same spot of the MMR-curve. Once you leave that, you should not get those players in your match.
Anyway I think the upcoming ladder system will fix this problem, since everybody will start at the bottom tier, climbing (and hopefully not only farming) their way up.

Secondly, current cap point achivemt makes many achivemt points hunter join solo que only to cap points. Sometimes it leads to silly situation when THREE players are capping same close point at the begining of the match.

I don’t think they are doing this for the achievement, but just for their inexperience that one is enough, and that they don’t get points for it.
For the SoloQ-Daily you have to win the match, in other words, they’ll spent most of the time trying to win, and not just cap one point with three players, and if they do so, they’ll most likely loose, and gets a bad leaderboard position.
Since you are not one of those players doing things like that, you should climb the leaderboard up, since there is a higher chance, that those guys will end up in the enemy team.

Thirdly, doing daily pvp quest player will learn almost nothing. Quest can be done in 10 min and most players go back to pve. They end up learing nothing about pvp meta and they come next day with same skill which is null.

In the end, the players should play what they want / where they have the most fun with. If that’s pve, than that should be fine for us. Is it the task of the daily to teach players? I don’t think so, it should just encourage people to spent every day some time in SPvP, and if you want to collect every achievement possible you have to win a lot of SoloQ and TeamQ matches.

I am very surprised nobody addressed this problem before. I know everybody was focused on pvp rewards and now on matchmaking system, but this is huge as well.

No, it has actually been talked here very very often.
There are already other achievements in place, if they are only after achievement points to encourage them to spent more time in spvp (f.e. 150 TPvP wins with each profession). The problem is, that this achievement points are not enough to really drag attention from most pve-players, that’s where the new reward system should come in and help out.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Last rare pvp-crafts before update (15.04.)

in PvP

Posted by: Teutos.8620

Teutos.8620

The reward system will not get changed with the upcoming patch. I think you’ll have two month prior the glory remove.

Two sources I can recommend you for the spvp-crafting:
http://www.guildwars2guru.com/topic/55030-pvp-mystic-forge-recipes/
http://wiki.guildwars2.com/wiki/PvP_reward

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Would cast time bars solve all SPVP problems?

in PvP

Posted by: Teutos.8620

Teutos.8620

but the game is based on 5v5, and cast bars in 5v5 in WoW were not that bad, and could be managed here.

The cast bars in WoW changed too over the years. First you only had the cast bars from your target, then from your focus target and in the end you had cast bars for the whole enemy arena composition.

Cluttering the screen with an enemy frame with cast bars would might help in some situation, would have no effect or would make things worse in others. Due to that I don’t think cast bars are the right direction to go.

I think a list of the animations which should get reworked might help much more.

F.e. animations disturbing the gameplay / too bright:

  • Call Lightning
  • Sun Flare
  • Detonate Cluster
  • Flash Grenade (maybe other grenades too)

animations that are not telegraphed enough:

  • Signet of Spite
  • Magnet (bugged, sometimes you can not see the lines connecting you and the enemy)

strong instant effects which should get looked at:

  • Fresh Air with Electric Discharge (with the option to follow up with additional instants)
  • Mirror Images

Feel free to complete the list.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

(edited by Teutos.8620)

Mesmer portal bug - spawns but doesn't work.

in PvP

Posted by: Teutos.8620

Teutos.8620

Um, not sure if this is the same bug, but I’ve noticed several times in sPvP it doesn’t work. Can anyone confirm this??

Have your portal entry and exit be close enough together? Since Supcutie has played his mesmer prior the minimap change I’m sure, that this is not the case for him, but it might be your problem.

Prior the minimap change in spvp you could calculate the distance between the portal entry and exit unit. (not sure, if there is somewhere an option to change the minimap back)
Nowadays you just have to take your time, and test out the range.

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Dishonorable and playing with friends

in PvP

Posted by: Teutos.8620

Teutos.8620

Well, in if you disconnect in SoloQ 3 times, and don’t manage to reconnect in time, you are the reason, that your team has to play with 4 people, and therefore you deserve the restriction to not play for some time. See it less as a punishment and more as a reminder do please fix your internet connect / pc or contact the guild wars 2 support.

It leaves the problem of the team arena: I totally agree with you, that for the team arena, there is no need at all for a dishonor-system, and that this problem should get addressed! If your teammember decide that they will take consequences for your broken internet connection or pc, than that should only be their decision to make.

In the meanwhile: Merry Christmas and enjoy the holidays!

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Ready Up: Ep 2 - Friday at 12PM PST

in PvP

Posted by: Teutos.8620

Teutos.8620

  • Can you give us a rough time span, who long it will take to get the new ladder system in place?
  • Can you give us more details on the upcoming ladder change, and the pve / pvp gear merging? I know, that there are a lot of thing, that can change easily, but we would love get involved in the discussion!
  • Once you have the new ladder system im place, what plans do you have to inform the players who already left / advertice the changes to get players back / recruit new players? F.e. have you thought about a recruit a friend system?
EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Quickest way to unlock pvp heals

in PvP

Posted by: Teutos.8620

Teutos.8620

You could also consider to buy ‘Tome of Knowledge’ from the new glory vendor. Every ‘Tome of Knowledge’ costs 1.500 glory and 20 silver, and grants you one pve level. (btw: You cannot use the Tome in the Mists)

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

Musings on PVP

in PvP

Posted by: Teutos.8620

Teutos.8620

I actually quite enjoy GW2 PvP. It’ s always a matter of you personal opinion what you like, and what not, if you have some bullet points how to improve a single aspect of the game feel free to join the discussions in the different threads ongoing here.

So as I was playing spvp today

Even tho, spvp contains both hot-join and tpvp, it is quite common to use the term spvp for hot-join. If that’ s the case, then I think we have found your problem → try out tpvp! (this includes SoloQ and TeamQ, both are a lot more fun than hot join).

I hope I could help you out!

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend