Showing Posts For Trigr.6481:

Moa still too strong

in PvP

Posted by: Trigr.6481

Trigr.6481

Got condis on you —> get moad --> cant cleanse condis —> dead

when will this stupid skill finally be removed from the game. In some games I get moad 3+ times, its impossible to see in all the effect clutter

The two aren’t mutually exclusive, what you’re asking for based off your terrible logic is rubbish.

That’s like saying you want to nerf all crowd control effects because of the possibility of dying while you don’t have control over your character. When you come back with a better argument than effect clutter as a reason for a nerf, then we can continue this discussion. Until then…….

/Thread

Countless

Conquest is the biggest problem for Spvp

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Posted by: Trigr.6481

Trigr.6481

Yeah, why there’s not any other arena type than Conquest, right?

Wait a minute… I feel something… there’s a word I feel talking me something from the otherside… something forgotten…

COUNTRYARD!!!!!!!

STRONGHOLD!!!!

How the hell I forgot it?

Countryard and Stronghold (expecially Countryard) gave to all the players the chance to play something Different to the actual Conquest arenas.

But when Countryard came up everyone played it and everyone hated it. Why?

This is copy pastad from a previous thread, but it still is relevant in this discussion.

Courtyard wasn’t even a new game mode, it was an tacky and poorly implemented add on. Did it get it’s own que like stronghold? No. It was a slideshow of a feature with little effort involved and nothing more. Deathmatch could still be implemented in the game, however courtyard had to be the worst implemented version of deathmatch I’ve seen in a Mmo. And the solution to this problem is simple, and which there is more than 1.

- Make deathmatch round based, no respawn. Meaning for example if it’s 5v5, if one team kills the other team once, the round is over. And make it best of three rounds. This would simply fix why Courtyard was such an utter failure. The way courtyard was, if someone died they would simply run back in creating a snowball effect, because by the time they were to re-enter the fight, chances are their team is probably already dead. Therefore you tweak the game mechanics to where this doesn’t happen.

Not only would this work but it would encourage the people your playing with to stick together, rather than going in guns blazing like a bunch of mindless chickens with their heads cut off knowing they would simply respawn to try again.

- Make it some type of 3v3 team deathmatch tag match like blade and soul. It’s fun, engaging, and simple to watch. And with any of these suggestions I would say make the team consist of 3 people or less.

Countless

Obligatory Quitting Post

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Posted by: Trigr.6481

Trigr.6481

Isn’t quitting threads against terms of service? One could only wonder why it’s still up…. Kappa

Best of luck Aeroxe, you Canadian nice person you.

Countless

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

Also I did some digging, and my findings are pretty close to my educated guess I had earlier in this thread.

http://www.sullygnome.com/Game/Guild_Wars_2

Past 30 days

Peak viewers- 1640 “only happened once”
Average viewers- a whopping 314
Lowest viewers- 69

In the past year, the games viewership has spiked over 1500 viewers only 3 times…….

Regardless of how you look at it one thing is for certain, it’s not a healthy viewerbase for either pve or pvp. I’d like to see a argument against numerical data, I’ll wait.

Countless

(edited by Trigr.6481)

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

Just because a class is now in the current meta, doesn’t mean that it reflects upon good balance. It will continue to be as long as one class gets pushed into the meta, another one drops off. Not to mention the argument of there will not be true change to SPvP until it gets it’s own balance. All the other efforts are just to make sure that the pvp keeps its head above water.

Something that reflects upon poor balance, when professions are so bad that not a soul plays them in PvP, and they get verbal abuse just for queuing as that profession. Like Warrior and Thief in Season 2 of Ranked queue.

Also, tweaking game modes separately from July 26th – how have you not commented on this, it’s been your impossible wet dream for years:

Lava Font: Increased the cooldown of this skill from 6 seconds to 8 seconds in all game modes except PvP.
Defense Field: The cooldown of this skill has been increased 25 seconds to 30 seconds in PvP only.
Final Salvo: The stability granted by this trait has been reduced from 5 seconds to 3 seconds in PvP only.
Protective Ward: Increased the cooldown from 15 seconds to 18 seconds in PvP only.
Precision Strike: The cooldown of this skill has increased from 5 seconds to 6 seconds in PvP only.
Equilibrium: Reduced the damage of this trait by 20% in PvP only.
Head Butt: Increased the cooldown of this skill from 20 seconds to 25 seconds in PvP only.
Adrenal Health: The amount of healing generated per stack has been reduced by 10% in PvP only.

They also said that these separations between game modes for these balance changes came from a new trick that Evan Lesh came up with recently to reduce the workload behind it, so I’d assume that means in the future that tweaks that wouldn’t be appreciated in each of the game modes can be selectively omitted when needed.

When it comes to viewership, well have to agree to disagree. I know its hard to imagine but I actually want this game to succeed. That being said I have high standards of how I believe they should run things, and give good input in attempt to make that happen, and will let it be known when something is clearly out of place. Tough love.

Countless

Agree to disagree on what exactly? I’m just saying it’s good that the last GW2 tournament had increased viewership compared to it’s predecessor, and the next tournament I predict will be even better. That’s good you want the game to succeed though.

That’s wonderful news, however it’s going to take a considerable amount of time for the right balance to take effect if they do it right without screwing up. And I’m inclined to agree that the viewership is chaotic at best. The best thing they could do is balance out the spvp first, and come out with a smaller game type 2v2 3v3, that way a small population like we have could fill it. Then I would bet quite a bit that you would then see a huge influx in viewership and player population. I’m going to be completely realistic and give it a year and see what happens.

Countless

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

Which goes back to my first post, the game is in a unhealthy state and the viewership reflects it. You have a pvp team that can’t “even if they wanted to” balance for pvp, the only thing they have control over is amulets and sigils, which act more like a desperation band aid attempt at fixing things than actual balance. You have a “competitive” scene that’s current being dictated by a team who’s primary concern is to balance for the entire game, leaving spvp in the minority. And you think things are improving when it comes to spvp? It’s time to wake up.

Countless

The game’s competitive PvP currently being in an unhealthy state is not a simply stated fact. I’ll paint you a little timeline up to today, from last August, up until tournament level play today.

Before the expansion in August, at the competitive event that peaked at 11k concurrent viewers, we had really great class representation. Every profession but Ranger in competitive, fast paced combat, quite mechanically skill dependent.

After the expansion we saw incredibly un-winnable fights on both sides. Triple Revenant, Two Mesmers, with an optional support was it. Mechanical skill couldn’t overcome use of the god comp. Boring fights, to a point where when a single kill occured (someone must’ve DC’d or something), it could decide the entire game via attrition. A huge chunk of fans quit following, some never to return. Dislikes wracking up on the pro league youtube VODs as casters struggled to make something of the snooze fest happening. The problems were largely fixed right before the season 1 Finals, but the damage had been done, and with a combination of minor technical issues and and outraged viewers during the season play, the finals peaked at 3.5k viewers or something that was the worst of any world level GW2 event.

Season two, professional representation further improved, Warrior, and Thief became usable in competitive, balance between supports became closer than before, and the season two world tournament finals had a peak of 6k concurrent viewers, and the best production value yet thanks to the burbank ESL studios.

The next upcoming world event in September in Burbank is going to have Dragonhunter added with the rest as a viable pick, faster paced and more mechanical skill dependent than the last two seasons. Bigger prize pool, more teams, and will have more viewers than the Season 2 finals, I’m willing to bet. It’s going to be in the same high quality studio.

I think I’ve made my point about how the competitive PvP scene is not in an unhealthy place, or even a downward trend. The twitch viewership is anything but stagnant, more volatile than anything, really.

If you think I’m wrong, that’s fine, but things are looking good to me.

Just because a class is now in the current meta, doesn’t mean that it reflects upon good balance. It will continue to be as long as one class gets pushed into the meta, another one drops off. Not to mention the argument of there will not be true change to SPvP until it gets it’s own balance. All the other efforts are just to make sure that the pvp keeps its head above water.

When it comes to viewership, well have to agree to disagree. I know its hard to imagine but I actually want this game to succeed. That being said I have high standards of how I believe they should run things, and give good input in attempt to make that happen, and will let it be known when something is clearly out of place. Tough love.

Countless

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

If I recall correctly “correct me if I’m wrong” I remember you posting in a thread a while back about the time arguing with someone else making a claim in a thread talking about gw2 getting 10k concurrent viewers when in reality it was when sodapoppin just so happened to stream for a hour. So seeing these statements of you stretching the truth doesn’t surprise me.

Countless

WTS finals, Cologne 2015 had 11k concurrent viewers in the Guild Wars 2 channel, and peak daytime we’ll have streamers like Peachy, BogOtter, Helseth going all at the same time

Season 2 finals, the last competitive event peaked at 6k concurrent viewers, average 5k, in the Guild Wars 2 channel.

Apparently twitch views determines whether or not a game is dead.

Yeah that was my original comment, how lots is going on off stream on the competitive side. But “twitch numbers speak for themselves :-D”

That still falls in line with the average overall viewership of gw2 getting anywhere from 300-500 viewers daily, if it so happens that more than 1 popular streamer broadcast “which is not everyday by the way” then you’ll get up some where around 1500 viewers, and that’s being generous. On the low end you see numbers as low kitten-80 with a grand total of 12 people total streaming the game. And this is not counting tournament numbers by the way.

Tournament wise, the viewership have been consistently stagnant with the same number as before. When it comes to everything else, the numbers have actually dropped compared to before. Which goes back to my first post, the game is in a unhealthy state and the viewership reflects it. You have a pvp team that can’t “even if they wanted to” balance for pvp, the only thing they have control over is amulets and sigils, which act more like a desperation band aid attempt at fixing things than actual balance. You have a “competitive” scene that’s current being dictated by a team who’s primary concern is to balance for the entire game, leaving spvp in the minority. And you think things are improving when it comes to spvp? It’s time to wake up.

Countless

(edited by Trigr.6481)

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

But It doesn’t change the fact that the scene is currently a unbalanced, not fun to watch mess. And the viewership reflects it.

Countless

We’re talking about competitive still, yeah? Why are you so confidently talking about something you have not seen this patch yet, please save your QQ for the twitch chat this weekend

Yes we’re still talking about competitive. Forming an opinion based off consistent numbers is QQ? You smell like denial.

Countless

Depends on how you interpret it, some people like you consider it a failure if a game that gets like 1k views on twitch on the regular gets like 5k views for competitive after getting rekt by the expansion

Well the funny thing is numbers are pretty self explanatory. There is no room for interpretation. Also if you replace your 1k viewers on the regular with 300-500 and your 5k with anywhere from 1500-5000 then your statement would be more accurate.

If I recall correctly “correct me if I’m wrong” I remember you posting in a thread a while back about the time arguing with someone else making a claim in a thread talking about gw2 getting 10k concurrent viewers when in reality it was when sodapoppin just so happened to stream for a hour. So seeing these statements of you stretching the truth doesn’t surprise me.

Countless

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

But It doesn’t change the fact that the scene is currently a unbalanced, not fun to watch mess. And the viewership reflects it.

Countless

We’re talking about competitive still, yeah? Why are you so confidently talking about something you have not seen this patch yet, please save your QQ for the twitch chat this weekend

Yes we’re still talking about competitive. Forming an opinion based off consistent numbers is QQ? You smell like denial.

Countless

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

Enjoying Capricorn, fast queue pops, queuing outside mists, and faster pace killing in casual play. Compared to last patch, the casual game is 200% more fun even without a ranked season.

If you wanna be negative, yeah, MMOs are dying from the minute they’ve launched but the timing on this post is weird

Talking mostly about the competitive scene. I’ve spent an awful lot of time on twitch lately and the there seems to be a serious lack viewers and quality content creators compared to even a few months ago. Not to mention the scene in general is the same ~30 people it’s been for months.

Usually there’s been a weekly cup but currently the twitch competitive scene is hibernating until the world qualifiers on 6th-7th, and then there’s nothing planned that I know of until the Worlds at mid September.

It’s definitely just a lack of streamable events currently, which is a completely different thing from the game losing steam.

Lots and lots of pro scrims happening every night, it’s all happening off of twitch though

Sorry to say, but a lack of events being broadcasted via twitch is not healthy regardless of whatever way you look at it when it comes to the “competitive” scene. I mean if you wanna sugar coat it with “hibernating”, go right ahead. But It doesn’t change the fact that the scene is currently a unbalanced, not fun to watch mess. And the viewership reflects it.

Countless

GW2 PvP is Dying

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Posted by: Trigr.6481

Trigr.6481

If GW2 is dying it is sure taking it’s sweet time to die. People have been saying this game is dying for well over a year now and yet I still see plenty of people in HotM, even with qeueing outside of it now.

This is a flawed argument, if you didn’t know already they merged alout of servers together because the population was decreasing steadily, this decision was made to give the illusion that heart of the mists has a healthy playerbase.

Countless

(edited by Trigr.6481)

Removing Amulets will NOT Solve the Problem [Merged]

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Posted by: Trigr.6481

Trigr.6481

Hey folks,

Just a quick reminder: the PvP team is not responsible for profession balance. The PvP team, along with all of the other major feature teams, provides feedback to the skills team, but the PvP team itself is not directly involved in making balance changes.

-Grouch

Even though grouch isn’t to blame, he essentially just told you the problem regardless if you’ve realized it or not. Since PvP is not being balanced separate from the rest of the game, the most “balance” you’re going to get is from a team who’s main concern is not SPvP. There’s a reason why every major balance patch there’s an amulet gone and a new one taking it’s place, because that’s the only thing other than runes and sigils that the PvP team in particular has complete control over, it’s just the only thing they have to change that won’t effect the rest of the game. So of course that’s the only action they can take, however that doesn’t mean it’s the right move, just a desperate one.

Until this changes the overall player population will suffer, pro league will continue to suffer in both team participation, team quality, and so on. Primarily fueled by players who are not even in it for the competitive aspect or even enjoying the game as a whole, but to siphon off whatever money is left in a dying community, it’s sad really.

Countless

I am sorry Countless but you got the smoked screen.

In negotiation or politics, the tactics to say “We are not responsible” really means, we are responsible for being powerless.

And they are not powerless.

They did removed Cleric without giving alternative to the support playstyle.

Support need a way to beat some cleave to REZ and stomp properly.

Now… to make some PR damage mitigation, they say they are not responsible… but they ARE.

They removed an amulet that was for 4 years important for a class archetype of our game mode. The support bunker. They did this without giving a Templar rune or something with less toughness on it.

The worse is Cleric Amulet is just fine, since Tempest got nerfed across the board, it could be correct to let Cleric live.

Here is the key word of the Powerful PVP team:
“For this release, we wanted to take support down a notch and increase the pace of combat.”

Well.. a notch would had been to give us a 4 stats amulet with toughness and healing power with perhaps less damage.

But no…. it’s not a notch. The PVP team clearly want to delete ROCK.

Mender is bad. People like how it feels, but when META will settle… no one will play squishie support over squishie dps or bruisers condies.

tl;dr – The not responsible is a smoked screen that means they are powerless.

They are responsible for the removal of the amulet. The nerf on Tempest were enough.

Removing the amulet without giving another one to take down support a notch, is removing support as a whole on the meta.

Did you even read my post? I just said grouch wasn’t to blame because he’s in marketing for the company, I also never said that we should not hold people accountable, just not grouch in this situation. If you’re going to play the blame game direct your nonsense at someone that’s actually responsible.

Countless

I think you misunderstood me.

I am not Blaming Grouch (I never said his name BTW), not Blaming anyone.

The one who made the blaming game here, is the one who said the balanced team didn’t balanced the Tempest properly.

From what I read on patch notes, the massives nerf to ele seems suffisant. Removing the cleric amulet was not to Balance the Tempest.

From the WORDs of Grouch:

“For this release, we wanted to take support down a notch and increase the pace of combat.”

You don’t like the Truth? I am not the messenger (Grouch) nor a member of Anet. So I am powerless, much more than those (who did choose) that chose to remove the support archetype in the game.

I don’t care if the DEV team is BLACK, YELLOW or PINK.

I do care about support being able to do their work with VIABLE Archetype in META.

Paladin tempest / guard / whatever can’t heat the cleave of 1 dps. How to rez if 1 dps cleave, while 1 support rez and the cleave win all the time?

So, please keep your “blaming” game for yourself.

I’m just going to quote this line that you said earlier

“In negotiation or politics, the tactics to say “We are not responsible” really means, we are responsible for being powerless.”

You ever heard of a job title? Apparently not otherwise I wouldn’t have to baby you through losing this argument, so allow me to elaborate.

A job title is a term that describes in a few words or less the position held by an employee. Depending on the job, a job title can describe the level of the position or the responsibilities of the person holding the position.

So now that you know the meaning of the word since you clearly didn’t before, It means that Grouch is in marketing. Marketing does not dabble in balance decisions, they can only give them ideas if they so choose like anyone else but not have the final say so on balance decisions. And before you say for the 2nd time that you didn’t say grouch in specific but you implied it, which is essentially the same thing.

Should the people responsible for the terrible balance own up to their mistakes? Sure, but have we seen that once since gw2 was released? Not that I’ve seen so it’s foolish to see or expect that to happen now.

Also for you to be quoting the pvp team is meaningless, because in the grand scheme of things they don’t have any balance power, just the power to remove/add amulets and rune sets, everything else is just ideas thrown at the overall balance team in which again, they have the final say.

So if you fail to grasp any of that, then there really isn’t any hope for you. In the end you’re just trying to find an outlet for your frustration which led you unfortunately to me, which in your case is never a good thing because unlike you, I actually understand that shooting the messenger isn’t productive, while you want to get out the pitchforks without thinking things through.

Countless

Removing Amulets will NOT Solve the Problem [Merged]

in PvP

Posted by: Trigr.6481

Trigr.6481

Hey folks,

Just a quick reminder: the PvP team is not responsible for profession balance. The PvP team, along with all of the other major feature teams, provides feedback to the skills team, but the PvP team itself is not directly involved in making balance changes.

-Grouch

Even though grouch isn’t to blame, he essentially just told you the problem regardless if you’ve realized it or not. Since PvP is not being balanced separate from the rest of the game, the most “balance” you’re going to get is from a team who’s main concern is not SPvP. There’s a reason why every major balance patch there’s an amulet gone and a new one taking it’s place, because that’s the only thing other than runes and sigils that the PvP team in particular has complete control over, it’s just the only thing they have to change that won’t effect the rest of the game. So of course that’s the only action they can take, however that doesn’t mean it’s the right move, just a desperate one.

Until this changes the overall player population will suffer, pro league will continue to suffer in both team participation, team quality, and so on. Primarily fueled by players who are not even in it for the competitive aspect or even enjoying the game as a whole, but to siphon off whatever money is left in a dying community, it’s sad really.

Countless

I am sorry Countless but you got the smoked screen.

In negotiation or politics, the tactics to say “We are not responsible” really means, we are responsible for being powerless.

And they are not powerless.

They did removed Cleric without giving alternative to the support playstyle.

Support need a way to beat some cleave to REZ and stomp properly.

Now… to make some PR damage mitigation, they say they are not responsible… but they ARE.

They removed an amulet that was for 4 years important for a class archetype of our game mode. The support bunker. They did this without giving a Templar rune or something with less toughness on it.

The worse is Cleric Amulet is just fine, since Tempest got nerfed across the board, it could be correct to let Cleric live.

Here is the key word of the Powerful PVP team:
“For this release, we wanted to take support down a notch and increase the pace of combat.”

Well.. a notch would had been to give us a 4 stats amulet with toughness and healing power with perhaps less damage.

But no…. it’s not a notch. The PVP team clearly want to delete ROCK.

Mender is bad. People like how it feels, but when META will settle… no one will play squishie support over squishie dps or bruisers condies.

tl;dr – The not responsible is a smoked screen that means they are powerless.

They are responsible for the removal of the amulet. The nerf on Tempest were enough.

Removing the amulet without giving another one to take down support a notch, is removing support as a whole on the meta.

Did you even read my post? I just said grouch wasn’t to blame because he’s in marketing for the company, I also never said that we should not hold people accountable, just not grouch in this situation. If you’re going to play the blame game direct your nonsense at someone that’s actually responsible.

Countless

Removing Amulets will NOT Solve the Problem [Merged]

in PvP

Posted by: Trigr.6481

Trigr.6481

Hey folks,

Just a quick reminder: the PvP team is not responsible for profession balance. The PvP team, along with all of the other major feature teams, provides feedback to the skills team, but the PvP team itself is not directly involved in making balance changes.

-Grouch

Even though grouch isn’t to blame, he essentially just told you the problem regardless if you’ve realized it or not. Since PvP is not being balanced separate from the rest of the game, the most “balance” you’re going to get is from a team who’s main concern is not SPvP. There’s a reason why every major balance patch there’s an amulet gone and a new one taking it’s place, because that’s the only thing other than runes and sigils that the PvP team in particular has complete control over, it’s just the only thing they have to change that won’t effect the rest of the game. So of course that’s the only action they can take, however that doesn’t mean it’s the right move, just a desperate one.

Until this changes the overall player population will suffer, pro league will continue to suffer in both team participation, team quality, and so on. Primarily fueled by players who are not even in it for the competitive aspect or even enjoying the game as a whole, but to siphon off whatever money is left in a dying community, it’s sad really.

Countless

Queuing Outside of HotM

in PvP

Posted by: Trigr.6481

Trigr.6481

WE DID IT!

“Before I forget, you can also now queue for structured PvP without having to be in the Heart of the Mists – hallelujah!”

https://webcache.googleusercontent.com/search?q=cache:MNUJX6clARAJ:https://www.tentonhammer.com/articles/guild-wars-2-hands-on-with-living-world-season-3+&cd=1&hl=en&ct=clnk&gl=us

While I am giving a big thumbs up that this even took place at all, you have to be realistic about the amount of time it took to get this into place since the majority of people asked for it, which is concerning regardless of how you look at it. But ill end it on a positive note for once, good job.

Countless

Yeah, only about a year and 8 months for them to give us back what they took from us. Wow so innovative, an unprecedented achievement in programming.

Now we just need the actual PvP to be fun again.

Indeed, I mean technically the only thing they did was ensure that you don’t have to be in heart of the mists when you first que for a match.

Countless

Queuing Outside of HotM

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Posted by: Trigr.6481

Trigr.6481

WE DID IT!

“Before I forget, you can also now queue for structured PvP without having to be in the Heart of the Mists – hallelujah!”

https://webcache.googleusercontent.com/search?q=cache:MNUJX6clARAJ:https://www.tentonhammer.com/articles/guild-wars-2-hands-on-with-living-world-season-3+&cd=1&hl=en&ct=clnk&gl=us

While I am giving a big thumbs up that this even took place at all, you have to be realistic about the amount of time it took to get this into place since the majority of people asked for it, which is concerning regardless of how you look at it. But ill end it on a positive note for once, good job.

Countless

The one change...

in PvP

Posted by: Trigr.6481

Trigr.6481

Please see below for my response to all this. Thank you.

Attachments:

"Insert Dev Bait Here"

in PvP

Posted by: Trigr.6481

Trigr.6481

Since I’m bored I’m just going to go over a list of tons of things that need to be changed in spvp and me giving explanations for said changes.


Balancing SPvP individually——-

- This is probably the single most important change that the SPvP community needs whether you realize it or not. Not only does this make sense, but since SPvP is already isolated, not one change you make here effects the rest of the game. The way it currently works the devs expect us as players to think about the rest of the game before giving changes to a specific game type, however this way of thinking will never create good balance and the reason why is the majority of changes people suggest are obviously only made and will work for Spvp. WvW and PvE are very different in terms of balance and changes for one often conflict with the other two making the change almost meaningless to begin with.


New COMPETITIVE Game modes——-

The perfect example to bring up here is team deathmatch, but before I do, I’m going to explain why the current implementation of deathmatch on courtyard failed before giving my version of what I think will be successful.

The current team deathmatch failed is not because the game wasn’t balanced for it, but because the way the game was structured didn’t allow it to be successful. The two main reasons are the following

- The game isn’t round based
- Impatient players

Since courtyard isn’t round based, the winning team is determined by points, and obviously you get points by getting a kill. However the team who wins the match is more than likely determined the moment the first team kills a player of the opposing team that creates a snowball effect for the rest of the game. Part of this is due to not being rounds, and the other part which is players being impatient “prolongs snowball”. So once a single person is dead, the rest will surely follow, creating a handicap of having less numbers because your team is too impatient to wait to group up, instead running in to die because well……. they can. In a casuals eyes who wants to wait when you can get right back in the action, the game type as is essentially encourages it.

The structure of the game needs to eliminate these types of discrepancies as much of possible in order for things to go smoothly, here are my ideas.

Game Type

-Team Death Match 2v2, or 3v3
-Time Limit Per Round 3 minutes
-Best of 5 rounds
-You cannot stack stealth for longer than 10 seconds “see below”
-You cannot break combat “see below”

-If an event occurs that either no players died after each round from either team, the winner of that round will be determined by which team did more damage total.

-If an event occurs that the majority of your team dies but you are able to live until the timer, you still have the potential to win the round if your teams damage total is greater than the opposing team. This makes the match exciting until the very end, giving opportunities to carry, not to mention awesome comebacks despite lacking numbers.

-Obviously killing the entire enemy team wins the round by default

Reasoning

Having rounds ensures that regardless of competitive or casual play, the possibility of someones impatience aka running out as soon as they respawn is reduced to zero.

-Easy to Spectate since it’s a small map

-Not having stealth and no combat break goes hand and hand. No stealth above ten seconds because it simply isn’t fun to watch, and no combat break for the same reason, but also for the fact that since it translates into health. That type of play style or mentality is not only game breaking, but something that shouldn’t even be considered to determine the outcome of a match. In a competitive game kiting and running away to break combat for the sole purpose of gaining health should never be considered a form of attrition.

-No camera panning every few seconds based off what the shoutcaster deems as “exciting”. Removing the possibility of missing some game changing fights completely.

- Less people for each team = more teams = more competition with even a LOW playerbase as with this one. Don’t give me the excuse that adding a new gametype will lower numbers more, numbers were going down before stronghold. The game mode wasn’t the cause of dwindling players.

The last reason above is probably the single most important thing to consider when trying to make another game mode, imo it has to be less than 5 players. Not only will it satisfy the community right now in terms of competition, but through its success it will only get bigger because there is no barrier of entry “aka gw2 heart of the mists being free to play”. is minimal.


Proper Rewards——-

Never in a million years would I consider cosmetic wings that make you look like a kittened butterfly rewarding for my effort in “leagues”. The way it is now Spvp’ers are second class citizens compared to the rest of the game in terms of rewards and gold. Give the player choice when it comes to customizing their characters aesthetics. This can be accomplished in one way which is the following

- Giving the player considerable gold per win in ranked que, getting more gold per tier in division , so they can save up to buy skins from the action house.


Proper Leagues——-

No league in which time invested is a guaranteed way to the next division isn’t a league, it’s a grind. If you’re going to make it a grind just change the name to grind so you’re not lying to your community, at least you’d be honest with your intentions. Players want their icon to represent their skill in the game. And that icon is essentially meaningless if someone can invest a long amount of time with no player skill to get to the same point.


Solo Q——-

Not everyone who plays your game is going to find 4 other people to play conquest with, but that doesn’t mean that they should be treated to hell on earth because of that simple fact. Having the ability to que solo should be a different search pool than people who are in a group of 2 or more, period. This should exist for all game modes. There is no excuse not to do this.


Build Diversity & Power Creep——-

With the expansion hit, build diversity went down and power creep went up. The reason for this is that the elite specializations were very strong, even presumably on purpose to sell copies. However by doing that you not only made elite specs mandatory to be competitive, but taking build diversity down the tubes as a result. A new specialization should be adding to build diversity as a whole, not restricting it but making it a no brainer in terms of what to pick. So if they fix power creep by balancing the elite specs, then build diversity should fall into place. If you’d like an example for this, simply click the link below. I used mesmer as an example in my changes.

https://forum-en.gw2archive.eu/forum/game/pvp/Countless-How-To-Improve-Build-Diversity/first#post6124703

That’s pretty much the main things that I can think of that are the underlying causes of what seriously needs to be looked at. Hopefully you enjoyed. If you have any constructive feedback please let me know, thanks.

Countless

(edited by Trigr.6481)

A new system for stats : Sliders

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Posted by: Trigr.6481

Trigr.6481

Personally I think you’re on to something, however sadly I don’t think A-net will even give something like this a second thought, which is sad considering SPvP can get away with anything without effecting the rest of the game due to it being completely isolated. That being said there are still things that take priority imo before something like this would need to take place like balancing Spvp on its own for example.

And based off them deleting an amulet every other month something like this would be a burden off their shoulders if they could get it right. but judging from the past I wouldn’t consider that for a second.

Countless

Keeping Legends in the Game

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Posted by: Trigr.6481

Trigr.6481

Let’s be real. Many players dipped out as soon as they got Legend rank this season (and in seasons past). As such, Legend queues have been worse than ever this season.

This is largely because if you’re a casual player, there’s nothing to do once you hit Legend; grinding for Legend x19 doesn’t hold any allure whatsoever.

However, if we were to add another division—call it Masters Division—where there can only be 50 or so players at a time, this would undeniably keep Legends in the game and queuing, thus helping queue times over all.

At the end of the season, the ~50 players in the Masters Division are awarded a special stat-less backpiece (cape pls?) or armor/weapon skin, for actual prestige.

Thoughts?

PS. This isn’t just about queue times. When the top players of the population are leaving the game once they get Legend, and tell their friends they only play for a couple days to get Legend, then they leave the game until next season, this is spreading a hugely negative rep for GW2 PvP. Adding a Masters Division is something that must be done, to ensure the continued success of the game.

The idea is nice, the reward is not. The players either want gold to actually buy skins in the game, or custom armor and weapon sets only available to the top 50. I could give 2 kittens about some worthless back piece that you can’t sell, they look horrific anyways.

Countless

Toxicity in PvP - here's why.

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Posted by: Trigr.6481

Trigr.6481

So I was on reddit a few minutes ago and some happy poster posted this:

One solution I propose to fix this would be a PvP rank requirement for entry into leagues of let’s say 60. I understand this can be farmed too – but I doubt most “casual” PvPers will bother with farming it that high.

You just debunked your own suggestion, therefore making your idea of a “fix” meaningless.

Spvp Polls next week!!!

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Posted by: Trigr.6481

Trigr.6481

If one of those questions aren’t something along the lines of “Do you think we should balance SPvP on its own to promote growth in the competitive scene?”, then I’m not interested.

Fix 4 pvp toxicity/gw2 quitters/pvp hatred

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Posted by: Trigr.6481

Trigr.6481

Make amber thru ruby 100% random, solo q, w/ no ts ability and no ability to reroll.

A-net is already out of touch when it comes to SPvP, and you think they have the capability to magically ban every third party voip program? Get real.

Countless

1 Condi Cleanse Should Remove ALL Condis

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Posted by: Trigr.6481

Trigr.6481

It’s simple, remove most of the condi clear in the game across all classes, as well as all the condi clear that is spamable and/or passive (Example: Ele remove condi when you apply regeneration trait), and make a condi clear remove every condi currently on you. No more anger from removing the 1 vulnerability rather than the 20 burning that you wanted to remove. It will punish condi spamming and force players to think if they should remove the condis on them or wait for a later time.

As I share the feeling of disgust for condi spam in this game, I figured I would offer an idea to hopefully get some constructive feedback and help lead this game in a better direction.

Attachments:

#1 BIGGEST ISSUE with GW2 PvP

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Posted by: Trigr.6481

Trigr.6481

Nothing can be toned down pre-expansion, otherwise people that only pvp wouldn’t have a reason to purchase this expansion, with the next expansion (more power-creep) looming and disregard of core skill balance, I think it is time to accept the game for what it is.

This couldn’t be more false. The “intended” purpose for people to buy the expansion is to have an add on to build diversity, however what the people got is being forced to take out of necessity because of how strong it is “for the vast majority of elite specializations”. Instead of burying your head in the sand like you suggest, I’d rather actually make suggestions of how to actually improve the game than to fold.

Countless

Warrior: The Counter To Condi Mes [video]

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Posted by: Trigr.6481

Trigr.6481

The real counter to condi Mesmer is Scrapnado, as seen here.

https://www.twitch.tv/livskis/v/65786911

^ Now that is a counter to mesmer.

The only reason this is win is because you got George Carlin in the background

Warrior: The Counter To Condi Mes [video]

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Posted by: Trigr.6481

Trigr.6481

Words and an awesome picture

Your analysis is worse than your MS Paint skills, but better than your Youtube videos. Thanks for contributing to the discussion.

So you’re not going to argue any of that? Figured, I’d say that too if I was grasping for straws. And you’re totally right about the star, that took me over 8 hours to make in ms paint. Kappa

Everything you wrote has already been fully raised and addressed earlier in the thread — there’s no point repeating the reasons why you’re wrong.

If it’ll help your feelings to get the last word in, go ahead (preferably in the form of a Youtube video with extra stars).

All you had to say was “you’re right”, and save yourself the paragraph. And nah, winning an argument against you doesn’t qualify for an upload, not worth the bandwidth.

Countless

Well my Dad can beat up both of your dads!

kitten , your dad crazy yo.

Warrior: The Counter To Condi Mes [video]

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Posted by: Trigr.6481

Trigr.6481

Words and an awesome picture

Your analysis is worse than your MS Paint skills, but better than your Youtube videos. Thanks for contributing to the discussion.

So you’re not going to argue any of that? Figured, I’d say that too if I was grasping for straws. And you’re totally right about the star, that took me over 8 hours to make in ms paint. Kappa

Everything you wrote has already been fully raised and addressed earlier in the thread — there’s no point repeating the reasons why you’re wrong.

If it’ll help your feelings to get the last word in, go ahead (preferably in the form of a Youtube video with extra stars).

All you had to say was “you’re right”, and save yourself the paragraph. And nah, winning an argument against you doesn’t qualify for an upload, not worth the bandwidth.

Countless

Warrior: The Counter To Condi Mes [video]

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Posted by: Trigr.6481

Trigr.6481

Words and an awesome picture

Your analysis is worse than your MS Paint skills, but better than your Youtube videos. Thanks for contributing to the discussion.

So you’re not going to argue any of that? Figured, I’d say that too if I was grasping for straws. And you’re totally right about the star, that took me over 8 hours to make in ms paint. Kappa

Warrior: The Counter To Condi Mes [video]

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Posted by: Trigr.6481

Trigr.6481

The mesmer player may not be proleague, but he’s mained the class since release, ranked high on pre-season leaderboards, and moved up prestige ranks in legendary easily both seasons, often going against proleague players and winning (although a large part of that is due to condimes just being dominant in 1v1). I’m not saying he’s top tier or anything, but he’s easily better than 90% of the mesmers that people in the forums are complaining about. So if he can lose to a not-so-experienced warrior player, then many other mesmers would die too (which has been my experience in this Off Season).

Mesmer double dodges for no reason – check

Mesmer throws Tides Of Time Into your block – check

Mesmer blurred frenzied into your block – check

Mesmer pops distortion and uses blurred frenzy at the same time – check

Using leaderboards and prestige as a show of skill – check

Op not claiming he’s top tier “which is obvious”, but yet making a thread on how warrior is the counter to condi mes to get views based off clickbait – check

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5 Ways to make PvP Engineer not-lame again.

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Posted by: Trigr.6481

Trigr.6481

ArenaNet is very adamant that skill splits are too much work to be possible.

Easy there Chaith, you can’t sit there and write stuff like this and then make a thread titled “5 ways to make PVP engineer not lame again”, a thread on pvp specific changes, and expect to get special treatment. Sorry friend, hypocrisy doesn’t really fly too well with most people.

Countless

Yeah I have no idea what you’re talking about, surely changes can be put into the game that sit well with all game modes but are designed to have an effect in a certain one.

I only just parroted what ArenaNet has said a bunch of times about skill splits, which is a completely different topic. Someone’s a salty little sausage.

It’s interesting how you deflect the point entirely. Allow me to recap. I made a thread with PvP specific changes, you reply saying that A-net is very adamant that skill splits are too much work. You then do the exact same thing with pvp specific changes thread. I call you out on it, I suppose I should have simply replied with “ArenaNet is very adamant that skill splits are too much work to be possible.” #MicDrop

However I will say that skill splits are not a different topic in this argument, in fact it’s the main reason for it. Otherwise you would have gotten the point earlier.

Regarding the following:
surely changes can be put into the game that sit well with all game modes but are designed to have an effect in a certain one.

Sit well with all game modes you say? Sorry but that’s a fairly tale world you’re living in when it comes to that particular point. If that statement were true, then we would have overall wonderful balance across the entire game. Sadly that isn’t the case either, because when they make balance changes they have to worry about more than 1 gametype when changing or adding new material, thus the problem. #BATGMI is the only answer, may take longer, but ill wait.

Countless

Edit: Actually no I didn’t think you were implying skill splits between modes. However you would get brownie points if you swapped over to the logical side of thinking by suggesting it.

(edited by Trigr.6481)

5 Ways to make PvP Engineer not-lame again.

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Posted by: Trigr.6481

Trigr.6481

ArenaNet is very adamant that skill splits are too much work to be possible.

Easy there Chaith, you can’t sit there and write stuff like this and then make a thread titled “5 ways to make PVP engineer not lame again”, a thread on pvp specific changes, and expect to get special treatment. Sorry friend, hypocrisy doesn’t really fly too well with most people.

Countless

Gw2 Themed Youtube Starter Intro

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Posted by: Trigr.6481

Trigr.6481

Let me know what you guys think, probably took me a little over a hour per second of video to get what you see here. Enjoy.

Countless

Countless Responds to Gw2 Guild Chat Video

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Posted by: Trigr.6481

Trigr.6481

ArenaNet is very adamant that skill splits are too much work to be possible.

Then the game will never reach its full potential when it comes to balance as far as I’m concerned. Doing it “their way” when you have a desired change, or creation of an idea, you always have a specified target of what it’s going to effect “wvw, pvp, pve”. However by the time you’re done filtering said Idea or change with thinking about how it will effect the other two game modes, the idea or change is either so radically different than your original thought that it’s either

A) not worth implementing at that point because it will not bring the change to the desired effect to impact balance in a positive way

or

B) The change will bring some sort of positive balance to one of the three, but harm the other two game modes to some degree.

I understand that it would take longer to implement such a change that I’m suggesting, but I’m willing to bet in the long run for sake of balance that it will be a change worth waiting for, despite how much more resources and time it would take to allocate. I’d be willing to wait it for something great than for something mediocre now.

Countless

Countless Responds to Gw2 Guild Chat Video

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Posted by: Trigr.6481

Trigr.6481

Nothing really to type out this time, just watch the video and let me know what you think. Thanks.

Countless

My suggestion for continuum split xD

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Posted by: Trigr.6481

Trigr.6481

Adding a cast time on a shatter is a pretty ludicrous thing to ask for. Shatter by design should always be instant.

Why should shatter be instant? Why any skill in game should be? Go go e-sport.. sorry this game will always be garbage as long instant skills exist.

1- I fixed your first sentence for you, and your reply as a whole for that matter. Word structure is hard.
2- We should change any instant cast skill in the game #AllAboardTheLogicTrain
3- This game isn’t e-sports, and even if it was, it wouldn’t help your argument in this case based off what you’re saying.
4 – I could spend all day devising a rebuttal in response to #2 so savage that it would make you go crawl in kitten for a week. However I don’t want to buy another keyboard from the wear and tear from typing out a novel, it’s literally not worth the money.

Countless

(edited by Trigr.6481)

My suggestion for continuum split xD

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Posted by: Trigr.6481

Trigr.6481

Adding a cast time on a shatter is a pretty ludicrous thing to ask for. Shatter by design should always be instant. There are plenty of ways to fix moa without gutting the functionality of cs because of one elite.

Ideas N Stuff

- Reduce the duration of moa, “I suggested by half in my thread”
- Make it stun breakable “a little heavy handed but just throwing out ideas”

Gravity well and time warp are lethal sure, however there really isn’t a comparison between the three in terms of a turn around once the attack successfully lands.

Countless

Countless - How To Improve Build Diversity

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Posted by: Trigr.6481

Trigr.6481

Edited for the following change:

Mimic – The cooldown of mimic is double of whatever skill you used it to copy

Reasoning: The way it is now, mimic is pretty redundant if you wish to use it on a lower cooldown utility because of its long cd. This change will make it worthwhile on lower cd utility skills, and more punishing on higher cd utility skills.

Countless - How To Improve Build Diversity

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Posted by: Trigr.6481

Trigr.6481

Great work, I agree with nearly everything and believe that this is a step in the right direction for this game. As of now I am quickly becoming fed up with the powercreep and lack of skillful counterplay that was so characteristic of Gw2 prior to HoT. Anyways I forsee a long break and or quitting of the game in the near future if PvP remains in its current state.

By the way I was wondering if you overlooked chronophantasma as I believe that it is a key contributor to the entire spam your shatters mesmer fad.

Not necessarily, with chronophantasma I couldn’t think of a solid solution worth noting. However if I do think of something, ill probably update this thread.

Countless - How To Improve Build Diversity

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Trigr.6481

@Countless

I do not get the Warden change? If it chases the target and the target kites, so its still useless since it wont be able to attack the kiting target?

Unless you meant to say his attack is not rooted anymore?

My take was that the attack was not rooted. He’d constantly pursue the target and spin freely.

Correct

My suggestion for continuum split xD

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Posted by: Trigr.6481

Trigr.6481

I covered my suggested changes in my thread if you would like to check it out.

https://forum-en.gw2archive.eu/forum/game/pvp/Countless-How-To-Improve-Build-Diversity/first#post6122923

Countless - How To Improve Build Diversity

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Posted by: Trigr.6481

Trigr.6481

These are quite sensible suggestions. The Moa thing is difficult to work out though. Reducing its duration to 5 seconds undermines its use by core Mesmer. Disallowing F5 with elites causes issues for other double elite castings that aren’t causing balance problems. I’m not sure what Anet will go for really.

I’d love to see similarly sensible suggestions for every other class.

It’s a good point, and one I thought of when thinking comparing the pros and cons when netween nerfing moa in one hand, to disallowing f5 elites in the other, gutting the functionality. However the change to moa is only a slight nerf to core mesmer while the change to not allowing f5 to work with elite skills is much more drastic.

Countless

Countless - How To Improve Build Diversity

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Posted by: Trigr.6481

Trigr.6481

This video is a list of ideas that I came up with to address the problem with guild wars 2 and build diversity. I will be touching base on mesmer in specific because that’s where I have the most knowledge regarding how the class works. Ranging from elite specializations being too strong, to other weapons and other specializations being underwhelming, and ideas on how to bring them in line with the rest of their counterparts. So without further adieu. Here is the list of changes I propose. Along with the video below. Enjoy

Countless

Weapon Changes
Off hand Sword:

illusionary reposte: Block incoming attacks for a short duration and create an illusion when attacked
Damage: 36
Block Duration 1 1/2 seconds

Counter Blade: Swap places with the illusion created by illusionary riposte and release the energy stored by your blocked attack in a area of effect by stabbing your sword in the ground, knocking enemies down within the radius. "the animation will be similar to greatsword 3, except with a off hand sword instead without the illusionary blade animation afterwards”. You will only have a 5 second window to swap after a successful block “same amount of time as main hand sword 3”

-Damage : 710
-Radius: 240
-Max targets knocked down: 3
-Knockdown time: 1 second
-Range: 600
-Cast time : ¾ second. You can cast this while moving

Phantasmal Swordsman: This ability is now summoned on the target, similar to phantasmal beserker.

Reasoning – At its current state, off hand sword isn’t even worth mentioning. So these suggestions would bring its defensive capabilities in line, as well as having some good aoe damage with cc capability that comparable with pistol and focus. However the cc isn’t free, and you must both successfully block an attack, and line up your clone with an enemy on top of a 3/4 second cast that can be easily interrupted to make up for it’s considerable damage. And when it comes to the swordsman change, I’ve never seen a slower phantasm in my life. I could go for a jog, come back and my swordsman still wouldn’t have traveled to the target, this is very needed change.

*Shield: *

Tides Of Time: This skill no longer stuns enemies on its return trip. However touching the wave still reduces the cooldown of this skill.

Reasoning – Any weapon ability that has the power to stun ten people in a conquest game is unacceptable in simple terms. There isn’t another weapon that I know of that has the same amount of control. So with that change it will still give shield really good cc, but not to the point where it’s completely overblown in comparison to every other weapon mesmer has to offer.

Off Hand Focus:

Phantasmal Warden: This phantasm now chases its target until destroyed or shattered. There is no stop and go animation between attacks.

Reasoning: Simple change, before you could walk away three feet and not have to worry about warden until it’s attack was over waiting for the phantasm to reposition. This way it’s always trying to get the best position on you, despite if the target is moving.

Domination

Imagined Burden: Your Greatsword skills are improved
-Spacial Surge – Number of targets increased from 3 to 4
-Mirror Blade – Gives 4 stacks of might instead of 3 –
-Mind Stab – removes 2 boons from foes, removes 1 condition from you if you are inside the skills aoe radius.
-Phantasmal Beserker – Number of impacts increased from 4 to 5
-illusionary wave – knockback increased to 600 up from 450

Blurred Inscriptions: Conditions removed increased from 1 to 2

Mental Anguish : Shatter skills deal more damage, This damage increase
is higher against foes that have 20 or more stacks of vulnerability
-damage increase 15%
-damage increase with 20 stacks of vuln – 35%

Power Block : Interrupts deal damage and inflict weakness, Enemy skills
that you interrupt have an increased cooldown. (If you interrupt a skill
that has no recharge, weakness duration is increased from 5 seconds to 7.5.)
Damage 399

Reasoning:

Imagined Burden: The old version of this skill felt very passive, and didn’t reward the player for active play. This redesign idea brings more utility, damage, and survivability to greatsword. And it also offers a unique mechanic to clearing a condition, forcing the placer to sometimes having to use the cooldown on himself for survivability instead of damage. When it comes to mental anguish it puts more importance on vulnerability, which makes sense compared to the old version because vulnerability simply increases condition and power damage, and now this trait amplifies it based off how many stacks of vuln you have on a target, not to mention it gives you more of a incentive to spec into rending shatter. When it comes to power block the idea was meant to give you some type of reasoning to spec into block despite going against classes that don’t have skill recharges such as thieves for example.

Dueling

Duelists Discipline: Chance to bleed has been increased to 66%

Fencer’s Finesse: Gain a stacking ferocity effect when you successfully block
with off hand sword “illusionary riposte” OR for when you or one of your illusions strikes with main hand sword.
Reduces recharge on sword skills

Fencer’s finesse 6 seconds: 15 ferocity
maximum stacks: 20
sword and offhand sword recharge reduced: 20%

Reasoning: This addon to Fencer’s Finesse was meant to give you further incentive to spec into the trait because of the added functionality of off hand sword 4, again rewarding the player through active play through giving another way to stack ferocity through blocking of sword 4 only, not to mention buffing the skill to 20 stacks instead of 10.

Inspiration

Wardens Feedback: is now in the place of Temporal Enchanter, and vice versa.

Wardens Feedback: Your focus skills have been improved. Focus recharge reduced by 20%

Temporal Curtain: Now also grants super speed to yourself and allies for 3 seconds upon first entering. Reflects projectiles

Into The Void: Now cripples foes upon activation. Damages all foes based off how many are enemies pulled.

Max number of of foes crippled: 5
-Cripple duration: 3 seconds
-Void Damage 1 Enemy : 210
-Void Damage 2 Enemies : 231
-Void Damage 3 Enemies: 252
-Void Damage 4 Enemies: 273
-Void Damage 5 Enemies: 294

Reasoning: Adding new mobility, soft cc, and damage to Into the Void if you trait for it. Personally I think the idea behind into the void is unique, and rewards the player with more damage based off good placement of the skill. On top of the missle reflect and cooldown reduction the new additions make it a now well rounded weapon that can easily compete with the rest of the mesmer off hand weapons.

Chronomancer:

Illusionary Reversion: This is simply stating a bug that allows a player to exploit illusionary reversion. I wont go into this bug in great detail, simply to let the devs know of its existence.

Continuum Split: Skill has been increased from 90 seconds to 110 seconds

Chaos

Mirror Of Anguish: When disabled by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch, your next attack will mimic whatever control effect you were effected by to the enemy.

Activation Duration: 5 seconds

Reasoning: This simply gets rid of the passive nonsense and gives active play to the user and opponent by via on screen proc.

Utility Skill

Mimic – The cooldown of mimic is double of whatever skill you used it to copy

Reasoning: The way it is now, mimic is pretty redundant if you wish to use it on a lower cooldown utility because of its long cd. This change will make it worthwhile on lower cd utility skills, and more punishing on higher cd utility skills.

Elite Skill

Signet Of Humility: The duration of moa form has been decreased from 10 seconds to 5 seconds.

Reasoning: A ten second lockdown is simply too much, not to mention the overall gimmicky mechanics behind how it functions in general not to mention with continuum split compounding its effects. I thought of the idea of not having elite skills be available during split, however moa was the only one that made it a serious problem compared to its other elite counterparts, therefore decreasing moa’s duration was the only logical choice in my opinion.

Hopefully you enjoyed my list video, and it gives you some insight on how to possibly promote build diversity to not only mesmer, but to other classes as well.

(edited by Trigr.6481)

Improved Spectator Functionality

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Posted by: Trigr.6481

Trigr.6481

I really like having the major cooldowns on display for viewers, since they can’t see what’s going on everywhere at least they’ll be able to judge how an off-camera fight is going based on the cooldowns displayed.

I definitely think that the spectator aspect of pvp is the next area that Anet should work on, and something like this would be a great start. When did you say your first day at Anet was again, Countless?

My first day is the day I start getting paid to improve the game. I’ll keep you posted.

Improved Spectator Functionality

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Posted by: Trigr.6481

Trigr.6481

Despite conquest being the underlying causes of why it’s a spectator nightmare, there is still plenty of improvement when it comes to what information you’re able to see when you are not viewing a specific person in spectator mode.

After about ten minutes of some crappy photoshop work, below is a picture of an idea that can be implemented regardless of the game types that exist now or ones that coule be made in the future “cough 2v2 or 3v3 cough”. It’s more or less just a picture to show the heal ability, traits, and elite skill of all players that should be viewable at all times. Note I did not do the opposite team because it wasn’t needed just to pitch my idea across. This way it will be easier for the spectator to gauge how certain fights are going despite not witnessing them first hand, kinda the same way that spectators in cs:go can view grenades and such of a entire team layout despite not being able to view that specific player directly.

Again, conquest kinda shoots itself in the foot when it comes to being a spectator friendly game. Having a game type that has several fights going on at the same time is never going to be spectator friendly, but this will at least certainly help.

Hopefully this idea will makes things easier in terms of being a step forward in being more viewer friendly. Have a good one.

http://imgur.com/uOkW6wU

Countless

Attachments:

(edited by Trigr.6481)

State of the game (yo guys it ain't that bad)

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Posted by: Trigr.6481

Trigr.6481

- Game isn’t being balanced based off the three game types individually, therefore making it impossible to achieve balance for three dramatically different parts of the game.

- Game breaking bugs being around for years untouched or even spoken of nowadays.

- Anet refusing to believe that a smaller game type of less than 5 per team would be beneficial for both the players standpoint “more teams with a smaller player base” and spectators alike “easier to watch”. They would rather double down and make things worse in terms of pouring more time and effort on failing conquest than to admit that the direction they’re taking is wrong than to address the problem and move forward.

- Elite specializations are not only limiting build diversity but enforcing power creep based off bad balance.

- No solo q feature

Yeah, don’t sit here and try and sugar coat a blatantly obvious problem and blow smoke up the kitten of the people who don’t know any better, perhaps yourself included. I’d rather this thread turning into something that addresses the issues of what I listed above than play the game of ignorance is bliss.

Countless

200k on so called "pros", why?

in PvP

Posted by: Trigr.6481

Trigr.6481

RE: Balance -> Contrary to popular belief, the PvP team (or wvw, fractals, raids, etc) doesn’t actually handle profession balance. There’s an entirely separate team dedicated to handling balance for all core areas of the game (appropriately named the Balance team). The PvP team (and the other aforementioned teams and more) gives regular feedback on balance issues, but the balance team is ultimately in charge of maintaining the design vision across the game.

This is the biggest problem this game is facing currently.

I fixed it for you. But it doesn’t matter, the probability of this changing is just as slim as air turning into gold. However I hope I stand corrected someday.

Countless

200k on so called "pros", why?

in PvP

Posted by: Trigr.6481

Trigr.6481

Ikr, I def agree but those folks (pro players) have to be rewarded with something or this game will die in a sec.

E sport sure is garbage now, NA teams are getting worse day after day!!

Not true, matches on NA between top 3 teams are closer than ever.

I would also agree that without the “prize pool” offered to the pro league players the amount of teams actually showing up to play would dramatically decrease, if not die completely. That being said I’m sure there would be other teams to take the places of those people that have left, but difference in the quality of teams would be very noticeable.

Anet Confirms Warriors are a joke

in PvP

Posted by: Trigr.6481

Trigr.6481

The real joke here is based off their previous balance changes, some of these are halfway believable.

An increased team size for conquest

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Posted by: Trigr.6481

Trigr.6481

From a viewers perspective, increasing the player cap would be a good thing.