Thoth Divine – Power Necro
I Hope You Die – Burst Berserker
There is this build from Tap Dat mouse (like a year old though) that is still very decent.
Tweak it around to your liking. I’ve been using a 0/0/2/6/6 variant of it with decent success. It’s not as good as full meditation but it’s definitely a very decent support build with good damage. When used right and with the right comp it can shine really well. With a shoutbow and 3 high dps classes I’ve found it can work well. However as a solo pug I find it to be not reliable enough. If your team comp doesn’t have enough DPS you won’t be able to kill anything and will just be useless – outlived by other cele’s and outdps’d by most zerk builds.
I’ve also played a shout dps build for a while and found it to be a little bit better DPS wise than the Hero build. It doesn’t have as much burst, but has higher sustain damage since it doesn’t rely on Empower to deal damage. It is generally speaking a much more reliable build but then again it suffers from being easily outlived by cele’s (ele/engi mostly) and outdps’d by other dps classes. However it is an extremely potent build for teamfights and can still hold a point 1v2 pretty well until helps arrive.
Here’s the build I’ve been using: http://en.gw2skills.net/editor/?fVAQNAR7dlsApWolCxVI8DRBARl5VEhWFAYHDzwOcVKA-TJBFwACeCAF3foaZAAXEAA
Both builds work well in their own respective style. Try out and see for yourself.
Great for you then, I was just making a joke on how a great pvp wvw build can be a hindrance in pve in the hands of the wrong player.
Ah, haha I didn’t quite grasp that. Yeah, it must be a pretty kittenty pve spec heh. But I really wonder how this 3 traitline specialisation will end up playing. The amount of traits/skills will be extremely hard to keep note of…
Valor / honor/ Virtue will be awful to fight against in pvp and wvw and godawful to carry in dungeons while they brag about their full nomad set.
Well, I play PvP, so for a support build it seems pretty hard to match.
As for medi, doesn’t matter how hard the burning hits for, with +25% crit vs burning and a whole lot of ways to apply it, in addition to +15% crit one hand, you can get kitten close to 100% crit. All while maintaining protection through Focus and a very decent defense, especially compared to what it is now, AND great support through virtues.
Because I really can’t see how one could beat Valor + Honor + Virtue spec. Holy kitten that will be ridiculous. Full virtues + super bunk/heal skills + Altruistic Healing bunker? Neat. Full virtues + ridiculous symbols/defense from Honor + pretty much constant protection + full medi traits on a medi DPS guard? No problem.
Not to mention the burning actually looks pretty decent if one would like to go Radiance instead of Honor.
Yeah, this Elite “longbow” better be good cause I can barely see myself using it, ha ha.
I don’t understand why Anet is trying to invent something that already exists and is used by any competitive game : elo system.
Since this is a team game with a soloQ mode, which is basically the same as a moba, just copy what LoL does that works extremely well.For people who haven’t play LoL here’s how it works :
Each game you play gives you or make you lose points depending on the difference between your mmr and the mmr corresponding to your points. (if you have a higher mmr than points, you’ll win more points in case of a win, and lose less points in case of a loss. If you have lower mmr than points you lose more points and win less)
If you don’t play for a while you start losing points (but not MMR !) until you play again.
Players at the top of the ladder must play more regularly to avoid decay, this way you prevent people from getting high and then not playing again to not risk losing their rank.And that’s pretty much it, this way you have a leaderboard that actually represent skill, and prevent people from abusing it by not playing.
Simple.
This please.
The problem with the OP’s suggestion is that it doesn’t account for irregularities in matchmaking, which the current system does.
And the issue with a no-decay Glicko2 system is obviously that someone who might’ve went on a good win streak & got into top 20, will be encouraged to just stay there until the end of the season rather than keep playing & risking losing his rank.
Just my thoughts on this. I think the new leaderboards aren’t so bad though I still think I preferred the old one better. The decay was perhaps a little high however, but overall it wasn’t so bad.
Yea mang, dat well of power, so OP.
They are not true invulnerabilities. Endure Pain just stops all physical damage not new application of conditions or CC. Berserker Stance only stops new applications of conditions not psychical damage or CC.
Invulnerable implies you can neither be damaged, cced, or have conditions applied. So he is correct. Examples of invulnerabilities, since you are having a hard time reading the skills: Distortion on Mesmer. Elixir S on Engineer. Mist Form on Elementalist.
And neither is Death Shroud. Hell, increase the cooldown for Death Shroud to 20 seconds, but allow SOME healing to go through, somehow. Or at least make heals regenerate Life Force while in DS…
It’s true that necros have some of the craziest burst damage in the game but they are so easy to focus endlessly. The only ways of escaping being trained is an easily killable minion and Spectral Walk which you can track by looking at the green trail left behind… We have only one reliable condition clear which is our healing ability, making us extremely weak to immobilize as well. I mean, I don’t think necros are in a terrible state, quite simply because the DPS we bring is pretty much unmatched, but now most good teams/players know how to avoid that damage, so heh.
Likewise.
/15charrs
I don’t know if it’s just me, but my ranked matches have been absolutely kittened in the past few days. Usually it was pretty good, maybe win 55% of solo games & a bit more as team, but about a week ago I went 0-7, and since then I’ve been getting absolutely kittened games. Like today, lost something like 62-500, 78-500 and 118-500. People who obviously have no kittening idea wtf is going on (get beast at start with thief on other side, jump into a 1v3 at mid on foefire) or is just a very obvious full team vs full pug. Just very frustrating.
Guess I’ll have to go back to only do ranked as team heh.
I don’t know, I bought mine from the PvP vendor with Glory as well and it does count towards the achievement… Human t3 though.
In my opnion, Ranked games should have all modes on rotation to constantly challenge teams / people playing Ranked. Just as well, having all Ranked players on the same queue increases the pool of players and thus allows for more even matches.
However, I believe Unranked games should have different queues for all modes, allowing players to play whatever they are feeling like at that time.
Ranked = Competitive
Unranked = Fun
That should be the basic distinction between these queues.
Yes plz
/15 char
Leaderboards need a fix and soon !
My opinion: MMR based leaderboard with decent (but not drastic) decay. Encourage players to win fair matches instead of farming low rated teams constantly. Also I find it pretty stupid that a player with say 1700 MMR but who plays 5 hours a day, fighting other 1500-1800 rated players, would be higher rated than a player with 2200 MMR who only does rated games with his team, facing the top teams in the ladder as well and thus maybe does 20-30 games a week.
Seems counterproductive…
Edit: I like the idea of the points as they are right now. I just think they need to be implemented while taking into account MMR. Perhaps as you’ve said your MMR having some sort of multiplier on the points gained? Thus higher MMR means higher reward but also higher risk.
Example:
<1500 = -3 – +3
1500 – 1700 = -4 – +4
1700 – 1900 = -5 – +5
1900 – 2000 = -6 – +6
2000 – 2200 = -8 – +8
<2200 = -10 – +10
Just an idea.
(edited by Thoth Divine.8642)
Yeah figured the best strat was actually not to fight the turrent engi or to try to outmatch numbers. They are indeed very static so having swift rotations is the best way to handle them. Good ideas though to actually vs them.
So today is as most of you have noticed engineer daily & for some reason I’ve faced many teams with 2-3 turret engi as PUG. Now with 1 turret engi it’s not so bad, but when you have 2 at mid and 1 at far and they’re just camping the life out of these points, it seemed pretty hard to do anything effective.
Obviously it was pug vs pug, but I’m curious since I’ve never played an engi – what would be a counter, or at least a strategy to counter this particular instance?
Yeah, class dailies are annoying. I liked the dailies the way they were before… Kill players, capture objectives, win matches, get rank points, etc.
The main reason why Celestial is used so often is because there is so little customization on stats that it becomes a valid compromise for anyone who doesn’t want to go all-out dps or all-out bunker… bring back amulet jewels (or any form of stat combination) and the amulet will be much less predominant.
^ this 10000000000000000 times.
Yes but when about half your games are completely one-sided matches (I just played one, pug vs pug, we lost 500 – 50 or so). Can’t say the matchmaking is doing a good job at ALL.
Thanks adozu! Here are the links to go along with what you were referring to.
this is from an official anet source
http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Ladder
even tho they don’t articualte on how the winning expectation is calculated exactly.
http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Match_Prediction
Cool, I was just looking for that info. Thanks Justin.
It was supposed to improve play by reducing the amount of times disliked maps would get chosen
It has. Our least popular map (I won’t say which
) has gotten 4% of votes, and has only been selected in 4% of all games in the last 24 hours. It use to be uniform, which meant all 6 maps had a 16.7% chance of being chosen.
I just wanted to address this because I think it’s an important topic. NOBODY complained about ANY of the maps in ranked team Q. Nobody. Even though some players like some map more than another (I’ve heard people say they prefer every single map, so it’s not like there was a general hate for a map, like Skyhammer had). On the contrary, this allows for teams that have perhaps an easier time on certain maps (a Mesmer on Khylo, heavy range on Temple, etc.) mass vote for that map and have a higher % chance of getting a map that directly favors their comp. That’s not what I’d call an improvement.
queue times for top players have shortened in compromise for less even matches, and, thus, teams are more often facing solo players or small teams with a few pugs.
This has always been true. It happens less with the new matchmaking because we start this process later.
It was supposed to improve play by reducing the amount of times disliked maps would get chosen
It has. Our least popular map (I won’t say which
) has gotten 4% of votes, and has only been selected in 4% of all games in the last 24 hours. It use to be uniform, which meant all 6 maps had a 16.7% chance of being chosen.
Last but not least: Leaderboards.
It’s a test scoring system, no the final one. One of the biggest problems is that we simply aren’t messaging any of the details to you in-game. That said, we will be taking all feedback into consideration.
Thanks for replying (and hopefully reading the topic), but I hope you this was not your best shot… I’m glad you’re taking the time to at least attempt to address these issues but really I think something more needs to be done. Cool if least popular maps aren’t being chosen and cool if you’re testing things, but at the end of the day, this update will need tweaks, some would even say major tweaks, to reach it’s original goal.
I for one would like to know perhaps a little bit more on what happens after a match. Like +’s and -‘s to your rating, at the very least. And I quite sincerely hope that your rating change isn’t solely based on the points you made during that match, because more often than not, players who were most important to a win didn’t make more points, sometimes quite the opposite (the example given above of a home point defendant). Also, when playing with really zergy teams, if you’re playing smart and actually trying to win the game instead of just zerging wherever there’s people to kill, you’ll often end up in a 2v1, 3v1, die, and THEN the zerg will come to your defense. You didn’t get no points, but if you weren’t there, you would’ve lost the point, and perhaps the match (or, sometimes you’ll lose anyway).
I don’t think it’s worth mentioning my points again, but really I hope you’re taking into consideration bringing Solo Q back, and making full-teams mandatory into Ranked Team matches. I think honestly this would be the bigger step in the right direction you could take, in addition to all the little details that go with it.
Ah and one last thing, saying “the matchmaking will put you vs other soloers before team” is a fun thing to say, but when you lose 7 on 9 matches during the first day of play, where most of them (probably around 5 of them) were absolutely one-sided, it’s just not reassuring at all.
My suggestions:
I think the main thing that needs to happen, is to make ranked games count more. I think it would be interesting to make Ranked Team games absolutely require a 5-man team. Add in a Ranked Solo that works exactly as the previous iteration of Solo Q. Then, keep the Unranked Matches. Make playing Ranked games require rank 20 or so. This would improve team fights and make them more valuable.
Another very important suggestion I’d like to make, is to allow players to be in Hot-Join or Customizable matches while in Queue, and increase max Q time to about 15 minutes. This would improve quality of matches, by greatly improving chance that high-ranked teams face eachother instead of facing lower-rated players constantly. This is frustrating for both parties. Allowing players to be in matches while Q’d also greatly reduces boredom and allows players to duel, test strats, or just DO SOMETHING while waiting, instead of wandering around HotM.
I also think in the “make ranked matches count more” vein, losses in the top ratings need to count more. It should be more valuable to have a higher win % than having a higher number of games. Decay should also be strong, players shouldn’t be able to keep their top rank for more than 36-48 hours without playing a single match, in my opinion.
Lastly (this is a long post, I know), I think rewards for top players need to be improved. One single piece of armor (or two for top 20) per season is not enough to keep players motivated – and we don’t even know how long it will be between seasons. I think it’s safe to assume there will be one season every 2-3 months… that means if you’re top 200 (but not top 20), it will take you ONE YEAR to build a full 6-piece armor. What the kitten? And what if you play different classes? 3 years to build a full set for all 3 armor classes, and that’s assuming one season every 2 months and keeping top 200 in each of them. Completely kittened if you ask me. Perhaps make an achievement for holding top 200 for 7 days straight (with high decay, it’s not so bad I think) awarding a piece of Glorious Hero’s armor? And then something similar for Weapons?
Also, have you considered finishers / titles for top players? Top 50, top 200, top 1000 kinda thing. That could be something to expand on…
TLDR:
- Make ranked games count more
- Add Ranked Team (5-team only), Ranked Solo, Unranked Matches.
- Increase Max Q time to 15 minutes, allow people to play in Hot-join and custom maps.
- Increase rewards for top 200 players, while increasing risk (losses are more punishing, decay stronger)
So, I’m not an esports player and I don’t claim to be one of the top players of the game, but I have been playing since beta and have my share of experience in PvP / competitive games throughout the years.
Still, I think it is safe to say that the recent PvP update hasn’t met the expectations.
Let’s take a look at what was supposed to be improved:
1) Better matches
2) Less 4v5’s
3) Improve general play: better class comps & matchups, map voting, shorter q’s when possible, etc.
4) Improved leaderboards
Better matches: I think it’s a general opinion that matches in general have quite simply gotten worse. I think this is due to two main reasons: queue times for top players have shortened in compromise for less even matches, and, thus, teams are more often facing solo players or small teams with a few pugs.
4v5’s did seem to have improved with the match prompt, but there still isn’t enough penalty for AFK’ing. Instead, we have situations where you get no reward for playing a game where you were smashed by a much higher rated team, get no points and are treated as if you were AFK. Instead, there should be a way to report players AFK, with 3 votes getting this person dishonor and no match bonus. Most of the 4v5’s seem to happen mid-game now, after the initial fight has been lost, some players will simply abandon, go AFK or leave. THAT should be punished. Not getting 0 points, even though it is rare, it is quite frustrating (losing 500-0 is frustrating enough, no?).
Improve general play: First of all, map voting is stupid. It allows teams with cheesy comps to vote for a map that favors their comp. It was supposed to improve play by reducing the amount of times disliked maps would get chosen (AKA, Skyhammer and Spirit Watch, sometimes Courtyard – though I personally like it, even though it needs improvements). Before, in team maps, you would NEVER (0%) get those maps – the situation was perfect. Solo Q, you would get them sometimes. So, maybe map selection needs to be taken off ranked games and be kept only for Unranked? And please, take off these maps from the ranked rotation AT ALL TIMES.
As far as comps & such, nothing to say, seems to be working as intended. However, teams are still not even as far as player skill goes, it’s pretty evident to say. A very strong player will often get matched with absolute idiots vs a decent team and will obviously lose because 1 player doesn’t carry a whole team, even though the average rating of both teams would be equal.
Last but not least: Leaderboards. I’ll be the first one to say it, the previous leaderboards were completely random and often quite stupid. Win a few clutch games? Bam top 200. Get a few losses after playing vs exceptional teams? Back to 95%. Some players would get top 20 with <10 games played… how is that possible? There were some major inconsistencies. However, this new one is just as bad. The fact that it is based more off # of games played rather than player skill (or team skill) is quite flawed.
I don’t mind queuing in HOTM. Queues are rather short and now with the game announcement, you can read the forums or go on Facebook while waiting =)
I love everything about the PvP update with this patch…except for courtyard.
It’s a nice map for friends to mess around in, but it just doesn’t work for real queued games.
If ANet really wants to make deathmatch a decent, playable PvP game, then they have to change the game to be more like Arenas in WoW where the game ends when your party wipes instead of the 500 point system where you’ve pretty much lost after the first wipe, but still have to sit through a lopsided game until your team gets heavily farmed enough to fully lose.
Not every game is like this, of course, but it’s waaay too common.
I don’t know why, but I absolutely ASSUMED that’s how it would’ve been implemented. Why the kitten would you have to force people into spawning back to a zerg? It’s pretty clear that after the first wipe your team has lost.
This should be a BO-3 in my opinion. Whichever team wins 2 rounds wins the map, with a full reset after all 5 players are dead. Like in a REAL TDM…
Easy fix:
Ranked Team Q: requires full 5-man group
Ranked Solo Q: only solo
Unranked Q: Whatever
I had a backup of the gw2 folder on an external drive, just c/p’d the Gw2.exe with Avast disabled and now it’s working fine… wonder wtf is going on.
I disabled Avast (right click on the Avast! icon, disable until next restart) and it worked fine. I’ll finish what I was doing and will restart my comp and see if it works again. But yeah, somewhat annoying.
Same here. Was online, quit for 30 mins, now can’t play again.
I have a backup of the game on an external drive but it’s like 1 year old…
Short version
Swap profs before match starts (2 min.) = good
Swap profs during the match = bad
Punish leavers who leave the match = good
1 sec. Dc (and people can come back fast) = -3 ladder points + dishonor buff always = very bad
This.
Even the shortest interrupts can have significant impact on the quality of the game for the other players.
But here’s the biggest problem: this system might and WILL contribute to that negative impact on the quality of the game.
Assume the following case: a player gets DC’d.
Situation A: No disconnection punishments. Player comes back, and works hard for the team to get the best score possible. The team might hold their scoring advantage, they might still make a comeback, or perhaps get a close lose.
Situation B: Dishonor kicks in. DC’d player knows this, and loses their motivation to log back into the game. They already know their effort for the remaining match will be useless, because they’ll get a loss in ranking no matter what. So they don’t even bother. If the team was holding a scoring advantage, they will probably lose it. If the team was having any hopes for a comeback, they’ll probably be unsuccessful at it. Their lose will probably not be close to victory at all. Everyone loses.I hope I was clear on my point. Can you see, Justin, why this new system might contribute to the negative impact of a DC? Because it gives to the disconnected player no motivation to come back and work hard for the remaining match.
The new system is, thus, making a problem worse than it is.
A DC’d player who comes back (quickly enough) and works hard should actually be rewarded for that. It’s good behaviour.
Case in point, extremely well put out mister.
I hope it’s not in this way because it’s very very heavy.
You queued as a warrior, we found a match for a warrior, using your warrior MMR. It wouldn’t be fair to others if we let bypass matchmaking rules, and it opens the door for exploits.
If the full loss for small disconnects becomes an issue, feel free to bring it up again and we can talk about less severe deterrents. As John mentioned, this is an experiment and we’ll be looking at the data and community reaction.
This is extremely important. There absolutely NEEDS to be a timer regarding small disconnects. It happens quite often that someone will d/c or whose game will bug and it is PRIMORDIAL that they are able to come back into the game. There needs to be a 2-3 minute timer before dishonor affects them. This is not “we’ll take a look into it”, this is extremely important and something that needs to be addressed right away.
Please, do not let this go through as it is. The changes you are bringing are absolutely awesome and I for one am extremely excited about them and quite looking forward to playing under these new rules. However this issue could get extremely frustrating, VERY fast, and I wouldn’t be surprised to see people quit over this.
Once again, I cannot stress how important it is to fix this issue as soon as possible. Keep the no profession swap rule, but give players a chance to recover from a short disconnect. 2-3 minute timer is plenty of time to restart one’s computer and it is still possible to recover from that and push for a win. I’ve had it happen more times than I can remember.
Reward tracks chests need to reward more rares and more exotics. You get basically 1-3 rares and if you’re lucky 1 exotic per reward track, which is absolutely ridiculous. Add in some more Ascended here and there too.
IE: Veteran: Guaranteed 1 rare; Champion: Guaranteed 1 exotic; final reward: random Ascended box.
That alone would make it much better.
Also, add Glorious weapons. And some way of showcasing one’s rank also would be great. Maybe some back item?
Basically, make PvP reward tracks more rewarding in gold/items and add good-looking PvP-only skins.
I’ve been playing gw2 on and off ever since launch. Originally had quite a great guild but it fell apart about 2 months in. Since then I’ve been playing mostly on my own… did try a few guilds but really never seemed to quite work for some reason. Now I’m interested in playing again but I’d like to find a guild that will allow me to play with evenly skilled players and with whom I’ll be able to improve as well.
I like some WvW as well but then again playing by yourself it gets pretty boring.
I’m not playing 40 hours a week but I can put in some time if needed.
I can also play pretty much any Guardian spec, from glass cannon meditation to full bunker/support build and enjoy playing all of them and have experience (solo & team) with a wide range of specs. I like to experiment with various combinations and will play what the team will need me to.
Ts/mic/etc.
Contact here or in game…
I am curious to see the full list of changes in game, but as far as I can tell for my Guardian, my build will not change one tiny bit… Except I’m curious to try the new Celestial amulet hehe.
Thanks for the clarification. I think it is safe to assume that those skins will be available somewhere in the game as well. So eager for these new rewards !
But does this change make the game easier to balance in any meaningful sense? How many balance problems have there been due to the jewels?
It isn’t just about jewels, it’s about stats in general. I can totally see why our designers would want the most influential thing (stats) to be locked down.
Solution: reduce the amount of stats on amulets. But PLEASE keep those jewels in….
Also: I still think forcing everyone to play full dps, full bunker, full heal, full condi is extremely bad for the meta. Balanced builds are usually superior and much less frustrating to play with / against.
I’m rank 43 and I support the idea of giving a title or mini-pet to those who reached rank 70+ before april 15.
As others have said, there is already too much condi spam. This will make the situation even worse.
Why not add a new rune set instead that is anti condi, and includes a way to transfer condis back to the attacker.
Imagine if they added a rune set that was 25% chance when being hit to transfer 2 conditions. What if they made that the four piece bonus and then added for the sixth piece 10% increase to critical damage AND chance on crit to proc 2 second stun! IMAGINE THAT! Then they would add 25% chance when being hit to stun for 4 seconds for the fourth piece and the 6th would be 20% increase to healing AND transfer all conditions to surrounding enemies! It would be glorious, all of us running around getting passively beaten by rune sets!!
Or how about something not completely kittened like:
1) + 25 Power
2) – 10% Condition Duration
3) + 50 Power
4) – 10% Crowd Control Duration
5) +100 Power
6) 10% Chance on Hit: Transfer 2 conditions to your opponent. (10s cooldown)
Or something like
1) +25 Vita
2) -10% Condition Duration
3) + 50 Vita
4) +10% Boon Duration
5) + 100 Vita
6) 10% Chance to convert 2 conditions into boons when hit (10s cooldown)
Just suggestions… would indeed be nice to give people some sort of counter to all these conditions. It’s already pretty kitten ridiculous how many conditions can get applied in such a short time by just 1 or 2 condi casters….
Agreed with Sunshine and Malcastus over here.
If anything, reduce the stats given by the amulets but please keep the jewels in. We need more options…
Since Allie asked for examples:
My Guardian is 0/5/30/30/5 90% of the time. Which means I get 300 tough, 300 vita, 300 healing and 30% crit dmg permanently, no matter what build I use.
Often, I will simply switch weapons and amulets depending on what I want to play. If I want to play a more bunkery build, I will use Barbarian with Cleric’s jewel. It gives me 425 healing (675 with mace), 24k hp and a good chunk of armor. If I want to go full healing, I will use Cleric’s with Barbarian, to gain a little bit more precision for Vigor. However, my main build is Berserker’s with Barbarian jewel to get that extra hp. It’s not much, but it helps (I get 19500 instead of 18700). The advantage of this build is that it is NOT a glass cannon build. It’s a very jack-of-all-trades build, allowing me to do decent dps, have great surv (through 550 heal + dodge heal, etc.) and great support / condi cleanse with shouts.
Without jewels, you can clearly see that I lose many options. My healing build has less surviability, my dps build is more vulnerable and my bunker build has less healing, hindering my support as well as my surviability (since 1k hp isn’t much, but being able to regen it faster helps a ton).
I hope my example will give an idea of just how removing jewels limits choices…
Congrats Kirito ! Always a pleasure to play with / vs you mister.
Honestly, I really wish there is a way that alike to PvP Ranks we can make the devs change their mind on this. It’s really one of those really blunder issues that I honestly cannot believe is going through. We are already stuck with little to no customization and now they are removing what little we had for our stats in PvP.
I don’t know if I speak for anybody else but personally I almost NEVER use the same stat jewel in the ammy. I like to be able to enhance other aspects. IE: I’ll use a soldier amulet with zerk jewel for ferocity, or use a zerk amulet with barbarian jewel for a little bit more hp, etc…. I think it’s really a bad design decision. There are a ton of new cool features coming up but gameplay wise this is absolutely terrible for PvP.
Nerf Immobilize.
Yep. The only puzzle piece left for this is making it so the sound will play through the ‘Mute game while minimized’ option. Then it will be caaaaaaaaaake.
I was going to say this…. no point making a sound if it doesn’t play through minimize.
My solution: have it in windowed fullscreen and mouse-over the icon, it shows a small screen and you can see if Q popped or not. But I agree a sound would be ideal
this only show how devs play this game , r15? saw others devs r20-30 , this is just sad and u have brought 4v5 with the team recently? We have this problem since soloq camed out.
I think it’s pretty obvious that the issue has came up before hand, she only noted that she brought it up again in this very instance.
Also: she’s not a dev, she’s a community coordinator. And devs play this game for a living on their own test server, I’d wager that when they get back home, there might be other things they want to do before getting on GW2.
Haha with 1750 rank per win it goes by fast :P Cool to see you leveling up though – and experiencing the pleasures that are 3/4v5
It’s really weird however because I seem to only get 4v5s in Solo Q, team Q is EXTREMELY rare… Maybe just because more people play Team Q seriously while Solo is like “whatever”.
750 rank + 150 glory bonus
edit: I found the link directly on their twitch channel, thanks
So I guess it’s over? I guess I’ll have to watch it when they upload it…
Totally agreed with OP. Very well said. Customization is nice and something I LOVE about this game, however it does indeed make it extremely difficult to balance properly.
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