Good catch, we’ll get this added at the Overgrowth spawn area for a later release. For now I guess you’ll just need to use a laurel vendor in another map.
I stated this during the Ready Up livestream earlier today, but I’ll repeat it again here.
While we are releasing new story related content with the Edge of the Mists update, very little of that content actually occurs inside of the EotM map. Hopefully that alleviates some of your concerns!
We’ve temporarily disabled the pack-up skills on all of the deployable siege weapons to stop the siege duping exploit. A real fix to this will be coming with the release on Tuesday.
That’s a possibility, though this bug has proved tricky to fix, as it seems to only occur on the live servers.
We just removed Legacy of the Foefire from the Solo and Team Arena rotation until the loading screen issue can be fixed.
~80k health and the same armor as a heavy golem.
This situation, as you have surmised, is probably going to be the hardest to fill. It will be filled by any players who queued solo for Team Arena, presumably because they want to climb both the Solo and the Team Arena leaderboards, despite not having a team. It’s not clear yet how many of these types of players there will be, relative to the number of 4 player teams queuing. So we’ll have to see how feasible this is long term and make adjustments if needed.
Team Arena random map pool:
Kyhlo, Forest, Foefire, Temple
Solo Arena random map pool:
Kyhlo, Forest, Foefire, Temple, Spirit, Skyhammer
Character locking is also coming at the same time.
Solo Arena, map randomization and the leaver penalty are all coming at the same time.
This was an intentional change. The previous behavior where the pull succeeded regardless of facing, was inconsistent with other pull skills like Scorpion Wire and Spectral Grasp, as well as most other ranged targeted attacks. It’s still a useful skill. Yes it has a longer cast time than other pull skills, but it’s unblockable and brings all of the other tool kit skills along with it.
We’ve taken Skyhammer out of the tournament rotation while we evaluate all of the feedback we’ve received over the last few days. The map may return to the rotation after we’ve made one (or more) adjustments to it.
The grace period is 2 weeks.
Fused Gauntlets are still in chests for now, the new back pieces are not.
I’ll make a fix for this. Thanks.
Was this a tournament or hot join match?
Thanks for the report.
Join Random will put you on either the Red team or the Blue team, not spectator. However, there’s an issue where the join team buttons aren’t greying out properly when the teams are full. So I suspect that’s what happened to you. You began the match as a spectator, clicked Join Random, but both teams were full, so the UI just closed, without moving you off the spectator team.
A build is coming. PvP/WvW goes down automatically when we are preparing to put out a new build.
Yeah, we’ve heard about this. Investigating.
Yeah, I swapped the order of Spirit Watch so that it doesn’t show up until after the patch. There are a fair number of changes coming with it.
I’ll put in a fix for this.
I’ll try to respond to some of the comments since my last post…
Yes, I do play this build in tournaments. I’ve used it for my last 30ish matches. I generally solo queue and I’m currently rank 289 NA. I’m playing this build because I prefer to use my own special blends, rather than flavor of the month builds. Would I be higher ranked if I was playing HGH? It’s entirely possible, but maybe not. At any rate I’m still winning more than I lose and having fun in the process. Part of the reason I play unpopular builds is to see how far off they are, and look for areas that we can improve to get them up to a similar level as the stronger builds.
Kit Refinement works in my build for a couple of reasons. First, I’m often bunkering a point. So my refinement is cooling down while I’m waiting for an opponent to show up, unless I’m preemptively dropping bandages and antidotes. It depends on who I expect to show up. The other reason is because my fights tend to last a long time, so even if it isn’t off cooldown at the very beginning of the fight, I’ll often still get multiple uses out of it before I fight is concluded.
Yes, sometimes rocket turret targeting does not end in my favor. However, the overcharge aoe is pretty big, and my build still works even if my rocket turret is missing my primary target. However, when the rockets are hitting, my build suddenly becomes lethal, rather than just tanky. And it provides some extra AoE CC through the overcharge knockdown and the detonate.
Win/Loss for the purposes of Leaderboards have been tracking for less time, so unless you only started playing tPvP recently, that number is unlikely to match.
Why does this have to wait until the end of the month?
I understand that not everything can be fixed quickly, but since you already have a fix what’s the hold up? This kind of imbalance is very annoying, especially for more casual players without teams, and having to wait two weeks for a simple fix like this is disheartening.
Whenever we put out a new patch to the live game, it’s a big process that most of the staff is affected by. So an issue generally has to be really critical for us to justify putting out a hot fix outside of our normal build schedule.
(edited by Tyler Bearce.3427)
I’ve made some changes to orb running that’ll show up in the end of April build. Ride the Lightning distance will be reduced while carrying the the orb, and gaining invulnerability will drop it.
Yeah, separate cooldowns was on the table, but it put the trait into the a little too powerful category. It’s entirely possible that we’ll revisit this trait again at some point, but for now that’s why it is the way it is.
No, we’d rather it not feel random and I agree it no longer has synergy with Speedy Kits. The cooldown was just an unfortunate trade off we needed to make to keep it balanced as a tier 1 trait.
Ultimately Kit Refinement was too powerful as a tier 1 trait, and so far we’ve been avoiding swapping the tier a trait is in. Other considerations were improving the weak kit refinement skills on Bomb Kit and Med Kit, reworking the really strong skills of Grenade Kit and Elixir Gun, and also any kit refinement proc that gives a skill that’s already on that kit, like the Caltrops on Tool Kit.
Hows that invisible cooldown on kit refinement treated ya? I think your the last engi to still have it…..
It’s not perfect, but it opens up some interesting play possibilities, especially while stunned. I don’t have a stunbreaker in this build, but I can still swap kits while stunned, which allows me to pop a clutch magnetic aura while being pelted with projectiles, or a magnet bomb to interrupt a melee spike.
How do you do against rangers with that build? For some reason I feel like ranged builds would have the upper hand against you
I don’t love fighting rangers honestly. Though I’ve got multiple magnetic auras to reflect projectiles, and a lot of ways to stall for time and keep them off a capture point. So I can give them a good long fight, and even occasionally get the victory.
Go turrets! Someone asked me to post my turret build, so this seemed like a good place for it:
http://www.gw2build.com/builds/simulator.php#1.4.8.0.0.0.33.0.0.0.80.94.85.86.102.8.8.12.228.234.0.0.0.0.256.0.0.276.271.0.289.291.0.20.0.10.20.20
I don’t think a 2 teams match is a “tournament”. The minimum is 4 teams, elimination (2 matches) and a 3rd match with winners. Cross server, by the way, and ranked.
Agreed, we’ll eventually rebrand these as Rated Matches, rather than 2-Team Tournaments. It’s just something that requires changing text in a number of different areas, and a new build. So for now we are still calling them tournaments.
I just want the free paid tournaments chests back because I still need to get armor from that chest
.
The items from the 8-Team tournament chest were added to the 2-Team tournament chests. So they should all still be obtainable.
Our 2-Team Tournaments have been growing in popularity since they were introduced, however very few players are queuing up for the 8-Team Tournament format anymore, due to that. This often means that players can queue up for hours, without an 8-Team Tournament ever kicking off. This is not a good experience, so we’ve decided to disable them. While we may bring back multi-round PvP tournaments in the future, for now we will be discontinuing the 8-Team, 3-Round Tournament format.
Umm. spectators toggle? Does that mean you have spectator mode ready to come out when custom arenas do?
That’d be the ideal case, though it’s also conceivable that we’d release Custom Arenas by themselves, if Spectator Mode wasn’t ready at the same time.
Anyway, I have to point out something that worries me a lot: rank points in custom will be the same that on hot-join for example?
Because if the answer is affirmative we will have a problem with people farming PvP ranks on their private servers with friends/guildies.
I wouldn’t worry about this too much. This is something we’ve already accounted for.
It is a rank based on your matchmaking rating, not your glory rank.
Options that we have working internally, so far, include:
Name
Password
Message of the Day
Max Players
Minimum Players
Respawn Time
Score Limit
Team Size
Time Limit
Respawn Type (Wave or Individual)
Autobalance Toggle
Lock Gear Toggle
Lock Skills Toggle
Ready Button Toggle
Spectators Toggle
No Stats Toggle
Map selection
Sigil of Chilling has a tooltip text error that says Frozen Duration, when it should say Chill Duration.
We’ll be rotating the map for 2-Team Tournaments twice a week, on Tuesdays and Fridays.
7/9: Skyhammer
7/12: Temple of the Silent Storm
7/16: Forest of Niflhel
7/19: Legacy of the Foefire
7/23: Battle of Kyhlo
7/26: Forest of Niflhel
7/30: Legacy of the Foefire
8/2: Battle of Kyhlo
(edited by Tyler Bearce.3427)
We haven’t forgotten about this issue, even if it might seem like that. Most of the work for the fix has been done now. Though it probably won’t make it for the March patch.
We changed up the 8-Team tournament rotation at the same time, and also increased the 8-Team Glory & Rank rewards.
Thanks, Tyler. Can you go ahead and hit all of these, too?
https://forum-en.gw2archive.eu/forum/professions/engineer/Engineer-Bugs-Compilation-1/first
Thanks.
I had a few minutes free, not a week :P
That’s a nice list though!
Apparently the trait changes the cooldowns on all the medkit skills too. Multifix!
Fixing this now.
I just wanted to pop in once more and let you guys know that we are still watching this thread and evaluating our options. There is some good discussion here, and I do actually agree with the general consensus.
You have two separate tourny ques at this moment. One for 3 round and one for 1 round. In a blog post you guys said that they had separate matchmaking. Paid tournaments previously demonstrated that you guys have the ’’feature’’ in place to force someone to be 5 premade players to que in to the match. You also now have a ‘’join solo’’ button.
If you piece these pieces together you get:
1.Make one tournament que ‘’join solo’’ only, 1 round
2. Make the other que ‘’submit roster’’ with 5 only , 1 roundLE VOILA!
It’s okay, we can scrap the idea of duoq for now. Put that in your ’’soon’’ basket. You can do the same for the random map generator, just keep rotating maps manually the way you guys do every 2 days or something.There. That is the solution that will allow solo players to play the game without getting stomped by teams.
So in this suggestion, people would only play as a team of 5 or by themselves. That would mean effectively disabling tournaments for people who want to play tournaments with a friend. Or two friends, or three friends, but don’t have a full team. I can’t imagine that would go over very well either.
Tyler, who could I reach out to in regards to Warrior changes?
Specifically utilities and builds that are not feasible in today’s PvP environment.
Ex. Banners.
The best thing is probably just to post in the warrior forums. Though for Banners specifically, we are already working to improve them.
We of course understand that solo players would prefer a separate queue from premade teams, and it isn’t off the table as a future improvement. The trade off here, besides the extra development time, is that high rated solo queuers would get a better experience (never facing premades), at the expense of all team queuers getting a worse experience (longer queue times)
The point is to have competitive matches. If you are so good that you beat every other solo group. Then yeah you should have at least a reasonable shot at beating the lower tier premades.
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