Threads like these frustrate me. You need exclusivity in a PvP to bolster competition and facilitate an environment where people have something over the horizon to reach for. If you just give everything to everyone, your players are just going to get bored and quit. Seeing good players wearing this armor around in the mist is going to give the casuals something to aim for. Maybe they know that they won’t get it in a month or even a year, but it’s something that could keep them interested in the game for an extended period of time. (think like glad mounts in WoW or ranked summoner icons in LoL).
Furthermore, I don’t think you understand the amount of resources required for drawing/modeling an armor set into a video game. Design and texturing takes artistic skill, but it doesn’t take a whole lot of people or time to actually put a single item together in a 3d modeling software and render it into the game (I used to play around with 3d modeling/printing software a bit when I was in high school, made some pretty l33t swords). So stop crying like they pulled 1/2 of the entire art team off of living world for a year to create 2 armor sets.
A casual will never get it. Most non-casuals will never get it either.
If they do 2 of those tournaments per year, each with giving out 15 of those then there will be less than 100 in 3 years from now.
It is content created for for 90 people by then. You won’t even see it ingame.
Comparing it to an icon is rediculous. Your previous expertise is also not helping as a weapon is much easier to create than an armor. And they created 8-10 armors not 2. 8 if Sylvari can use the same armor as humans otherwise 10.
The PvP community got 2 armor sets in 2 years, and 50% of those is locked behind those rediculous requirements.
If we have gotten like 100 different things in PvP and they add number 101 as an exclusive reward for tournaments… fine. But we don’t get alot of content. That few bits we get should not be locked away from the majority.
I’m not a PvP player by all means and have no idea what goes on there so I figured I’ll just ask here: do you have to be physically present in the tournament to have a chance at getting the glorious hero set? I have no idea how the tournament of legends/glory/whatever rules go.
The Gamescom International All-Stars Tournament gives the Armor out the the worlds 3 best teams. So you have to win.
You didn’t read the rest of my post, didn’t you?
I mean that is the reason why you just quoted a part of it, because the other part would invalidate what you try to interpret in my first part.Frankly I did…
This armour should never, ever, be obtainable by normal ways aside from winning specific tournaments… And if you cannot see the reason why not, then this discussion is simply over…
Get over it…
Then please repeat in your own words what my suggestion of alternative ways of obtaining the set is.
Your gold medal idea is wrong, as there are different ways to obtaining them. A quick google search gave me more than enough people and organisation selling them. You can just buy certain gold medals online.
And it is this additude why this armour should be in the game and is a good thing… You are too self-entitled to have everything and do not even care about the effort that people do put into it… I mean, the only reason you say that people “can buy it” is because there are people like you who apparently do want to have the price without competing…
This armour should never, ever, be obtainable by normal ways aside from winning specific tournaments… And if you cannot see the reason why not, then this discussion is simply over…
You didn’t read the rest of my post, didn’t you?
I mean that is the reason why you just quoted a part of it, because the other part would invalidate what you try to interpret in my first part.
It sounds to me like you do not get it, but I digress…
Take some time to read what I said, for I would only repeat it over and over…
Meanwhile though, stop crying about rewards being there for the high end – where they freaking should be… Or are you going to complain about not being able to get a Gold Medal as well since only those who trained for it can get it?
Your gold medal idea is wrong, as there are different ways to obtaining them. A quick google search gave me more than enough people and organisation selling them. You can just buy certain gold medals online.
Not saying you should be able to buy the armor set.
Here is an idea of how to distribute them to other players:
ANet will give out 15 armor sets to the winners of the current tournament.
Everyone that has a part of the set grants special points on a special PvP track if you beat them in a match. When that track is filled you can choose one piece from the pieces your enemies had while filling the track. If the enemies you beat had all pieces you can freely choose one. If you just beat people with breastplate, shoes and shoulders you will just be able to choose breastplate, shoes or shoulders.
If you don’t win, you can farm as much as you will, you won’t get those. But if you win against better players you will progress towards the full armor.
And as a unique reward they get a title. Titles don’t take alot of time to create, can be personalized and specific.
If the winner gets a titles “Winner of the Gamescom Tournament 2014” everyone will know exactly what they accomplished, even PvP newcomers.
The blog stated that the glorious hero armor will be later available through other means.
Boohoo, there is a set you need to work for (and get good) and that is totally unfair…
Here’s the problem with your post: working hard and being good won’t be enough. We have, thus, an example of extremes: the easier version will be obtainable through farm (no skill involved), the more prestigious version will be gated to tournaments where only the top of the top participate in.
The playerbase at the middleground between those two extremes, which is to say, all those that “have to work hard and get good” (but will very rarely become godlike to participate in tourneys and win against the best of the best), which are the target playerbase in your post, won’t get anything better than the farmers.
Wauw… and did you ever consider this is the first step they even made in competitive rewards?
Look further than what is given, they are actually thinking and working on it now! Yes, now you have a black and white option, but good grief, without those we would’ve spent another two years of bashing eachother’s heads in with legendaries which we all farmed in CoF…
Also, just because it is gated, doesn’t mean it is not unobtainable… Who knows how many teams have left or rotated the Top 10 in time given that we finally have something to obtain? Did you honestly think that teams like Team Mist, Apex Prime, 55HP Monks etc, are unbeatable?
My advise, be grateful and patient… We finally have something, and though we can ask for more (which I totally agree on), we cannot complain about the current implementations of the two…
Get Good.
You still don’t get it.
We have less than we could have. Everyone here knows that PvP does not content as much content updates. Now if you don’t complain when ANet decides that the already limited ressources we get, is spent on content most of us cannot participate in, then they might get the idea to make more such content, because lets be honest it is very likely that the top teams at some point starting winning a second set. And then ANet might think about getting new exclusive items, taking them away yet again from everyone else.
There should always be a way to obtain things ingame. Does not have to be easy, but there should be a way. The current way of obtaining them via tournaments is just stupid.
Who knows what is next year? Maybe ANet decided until then, that tournaments just aren’t worth the money put into organising them and therefore that content is just lost.
And right now, it does not something good for the PvP community either. The amount of new PvP players that will go to PvP for the Glorious Hero armor will be somewhere around 0. They could have used the time it took to create that armor, for something everyone has a chance to get/use. If we would get 2 armor sets instead of one, we would get more new players for PvP. But instead we just get one armor set.
You guys really don’t get it right?
Most, if not all of you who posted there, will not be able to get the Glorious Hero armor.
ANet used time of designers and animators to create armors most people will not even see, yet alone get for themself to wear. It is a total waste of ressources.
They could have used that time to create content for everyone. But they instead opted to create content for probably less than 100 players.
are there 100k PvP players
?
most likely they won’t even look that differently so i don’t care that much tbh. it’s not a bad idea to encourage players to participate in a tournament for exclusive armors. but i agree on that standart character argument :P
Well the barrier for those armor sets is too massive. It will never encourage players that didn’t participate in those tournaments before to try it. Take a look at the current one.
In order to be invited to the Gamescom tournament you have to play multiple tournaments before, and be in the Top 3 most of the time.
Then you get to the big tournament where the place 1-3 get the armor set. So 15 people will get it.
Even if more people try to get it, it will stay 15 and you just have even more competition.
Not to mention that one team might win it multiple times.
How to do prestige for those in the tournaments done right:
Let’s call it “Wall of Fame”
It is a huge, glowing wall in a prominent position within the heart of the mist.
If you click it, it will open an interface where every tournament played and player that played is searchable. It shows teams of that tournament, winner, matchups, scores etc.
All that fancy stuff. Those that participated in those tournaments will be immortilized on that wall, and they will still be there even if they quit.
So do I get this right?
We don’t get alot of armor sets in the game anyway. Even PvE didn’t see alot of new full armor sets in 2 years of GW2. Now you create 2 new armor sets and make them PvP only which is great so far for the PvP community. And then you decide to put one of them behind a tournament wall where basically the same 100 players will participate over and over? Those 100 players that are also your target demographic for the standardised models, so the enemy doesn’t even see that you have that armor?
Or are there plans to actually make really big open tournaments. And with big I mean in the 100k+ participants, and everyone gets the armor regardless of whether they came far or not.
The glorious armor sounds cool though.
Balancing consists of the following steps:
1. Collect Data.
2. Review Data to see if Balancing is required.
3. If required, propose solutions.
4. Determine if solutions meet your goals, are realistic, and do not significantly impact other areas of the game.
5. Select a solution.
6. Develop the solution.
7. Test the solution.
8. Revise the solution if anything comes up during testing.
9. Test again if revisions are made.
10. Repeat 8-9 as needed.
11. Release Balancing changes.Start over at step 1.
They can skip steps 1 and 2 in some cases by playing the game and seeing what creates unhealthy play patterns ie. player can’t react because there is no way to avoid something/they don’t have enough information. This goes for most cases, they are (hopefully) professionals at this. Another thing is listening to feedback and looking graphs if they got them, sure
Step 3 only occurs if there is something detected so it’s fairly obvious
Step 4 is the reason why PvE and PvP should be balanced differently. There is absolutely no need to lift your hands up in the air and say you can’t do something because it would affect another aspect of the game if those aspects are easily separated
I doubt the existence of 6-10 even existing in most cases. A lot of the changes aren’t too well thought out and we don’t have a public beta testing going on where they could even gather the data required for revisioning the changes. Most of the changes are numerical anyway and not new mechanics so the ‘development’ doesn’t actually take timeIt sure as hell doesn’t take 6 months to figure out 5% tweaks to skill damages. I do appreciate the big changes WHEN we get them but as for balance updates, they don’t really help the balance much at all. The patches are too infrequent and the balance will be skewed in some other direction in just a few weeks at best, causing the game to be pretty much dead and stagnated when it comes to innovation for more than 90% of the time
And this is why you are not in charge of balancing any type of content for any game.
Step 1 is the single most important step in the chain. Without it you are literally just making dumb guesses. You may as well spin the “wheel-o-nerf” to make all of your decisions.
I thought the same as your first line actually.
Collecting data and facts find are always the most time consuming and critical step on any problem solving. Balance patch every 6 months to me sounds very reasonable. Faster than that sounds like rushing or kneel jerk to me.
With the current balance cadence we won’t get anything balanced until 2020.
To give you an idea. GW1 had 24 patches with skill balancing in 2008.
Just a 3 massive ones like the balance patches GW2 gets but inbetween those that occured roughly every 4 months instead of every six, they got small patches with 10-20 changes.
snip
come on man, you know they won’t scrap the entire profession and rebuild it from scratch, so let’s try and keep suggestions on the realm of possibility.
Well, but a total rework is needed for the Thief.
If it isn’t a possibility for ANet right now, then they have to shift ressources or hire new staff in order to make it a possibility.
Sometimes stuff just doesn’t work out as you think, and Thief is something like that right now. I cannot name a single class in any multiplayer game who has no cooldowns. And the reason is quite simple:
You will always use just the strongest skill you have.
How often have I seen complains about Dancing Dagger.
Dancing Dagger is and was always a fine skill, which does exactly what it is meant to do. Allowing you to chase targets. And then you have skills like Infiltrators Strike, which just teleports you directly ontop of the target, does more damage, immobilizes and gives you a retreat option.
And using Dancing Dagger once, removes Initiative which I could have spent on Infiltrators Strike instead.
Basically all weapon choices except maybe Bow have their one or two defining skills, and the others just get ignored as if they aren’t on your weapon bar.
And that just shows that the current system doesn’t work for Thief.
I would like to point out that even the energy system in gw1 was kinda its own caveat that gw2 forgo’d.
It rewarded smart efficient play, and proper management, allowing you to use any skill at anytime if you were careful enough, but could easily run dry leaving you vulnerable if you weren’t. The choice of how much and the type of energy management you had dictated the play style of your build or speed of combat.That’s the one thing i missed about gw1, imo it was really different then most other games out there, in the way they do a mana system. For better or for worse, the closes thing that they got to that in gw2 is the thief’s initiative system.
But even that feels spammy without cooldowns.
Because it is.
Such a system can never work, because you will just look at the numbers, and in case of being a pure DD look for the skills which has the best damage per initiative. Then you spam that skill. Sometimes you might mix in an Infiltrator’s Strike or a Headshot but at the end of the day, you use those skills maybe once or twice for every 15-20 times you use your damage ability.
The skills on a thiefs bar are basically in a constant fight for the limited ressource they all share. One of them will be the winner, and you will see people spam that skill.
The endresult with the current system will be that thief will either be too strong or too weak, regardless of how much they tweak numbers or skills.
A complete mechanic rework is needed, but it is for most classes regardless (sorry the no mana idea was nice until you try PvP).
Probably because of it easily counters downed state #2?
It’s been like this for 2 years
No reason to nerf it now tbh
That’s like saying; because you’ve not been able to walk for 2yrs there’s no reason to repair your spinal cord now.
No it is more like:
This skill was kitten for 2 years.
No reason to buff it now.
I think it is worth getting this thread to attention on the first page again, to get an answer to the insanity that is the problem with silk for light armour classes right now.
Wrong forum for this.
ANet doesn’t even know this forum exists anymore.
Last dev post in Crafting:
https://forum-en.gw2archive.eu/forum/game/crafting/Jeweller-Mysterious-Owl-Amulet
“about a year ago”
Let’s face it, nobody (okay hardly anyone) uses the “descent” talents.
You forgot an important sentence after this:
“And here are absolutely no numbers to proof my statement.”
If you die to the build test, you need a new build.
I like how they buffed them now because it makes it very easy to know if you have a bad build.
And if you want to test how much damage you can sustain… well don’t use the NPCs meant to test such things. Sorry, but 800 damage per tick from necro downed is nothing you can use for testing.
The burst is problematic. They tried to buff support, but they didn’t realise that the current support doesn’t work with the amount of burst that is ingame.
Not just damage burst, but condi burst aswell.
The time it takes an Ele to cast geysir beneath his ally is enough for a berserker to outright kill that target.
And if that isn’t enough, you don’t burst in heal, but rather apply heal over 3s during which your ally is heavily limited in his action radius.
What you get is enough heal to outheal like 1 hit of a balanced build and half a hit of a burst build.
Same goes for condition removal. You can fully go for condi removal on an ele, and an engineer or necro can probably just throw autoattacks on you and still keep you on a bunch of conditions.
A GW1 style monk wouldn’t be needed for his healing. Protection prayers is what is needed in GW2. Just some of those skills. Guardian, Protective Spirit (that would be really amazing), RoF and condition cleanse(2 of them). Game would take a 180° turn in terms of complexity.
Yes, thief does need a redesign. The iniative system doesn’t work, and it will never work.
Cooldowns are needed, without cooldowns but ressources shared by all skills, skills fight over said ressources.
If one skill is just slightly better, way would you use your valuable ressources for another not so good skill.
You could then nerf skill A and buff skill B, but you would just switch the skill which will use the Initiative.
Why would someone use Body Shot over Unload? Why would someone use Throw Dagger over Heart Seeker?
All weaponskills are in a constant conflict about the initiative pool, and some skills will never have a chance to get their share of that initiative because they would take it from other, more useful skills.
That’s why there is a need for a redesign. To make all thief skills viable.
You can actually enter with the zerg. As you can see, there are 3 portals, one near every knight. All you have to do is enter the same portal the zerg does. We did so, and everyone got in the same room.
So did we. It didn’t work.
It appears that there are multiple instances of the battle, so that the zerg is split up a bit. The problem is, that you obviously have no control which one you join, and therefore if not enough players are available the game randomly decides whether you should have a chance to win or not.
Clicked on one of the links and immediately thought of a fairly recent xkcd comic:
http://xkcd.com/1273/
WvW will never be balanced, and that’s a good thing. It is a war, and war isn’t fair. I do wish there was some kind of 1v1 dueling system in place so we could have balanced duels, though. Some day, I’m sure. Along with Polymock.
Also: your opinion is humorously wrong, Xae.
Actually you are wrong.
This isn’t war. This is a game.
The most important rule for any game is: “The game must be fun to play.”
Is it fun to get roflstomp or to roflstomp enemies, which will never stand a chance to win? Nope it isn’t.
The problem isn’t the stacking, but the bug that accidentally removed the ICD on Leg Specialist.
How many times do you think immobilizes were overwriting previous instances of immobilization before this patch? It did happen, but rather rarely.
Fix Leg Specialist (obviously an oversight, because the ICD was introduced specifically for the reason that Hamstring got moved to the autoattack chain) and most of the issues will go away (well, it will go back to what it was pre-patch anyway).
Tested it without Leg Specialist.
Every 20s I have an immobilize downtime of ~1s.
With the ICD back on Leg Specialist, I would gain 4 additional seconds of immobilize, once it is fixed.
Still 100% uptime.Never mind.
Other rotation went 100% uptime on immobilize without leg specialist.So, in other words, you went balls to the wall to maximize your immobilize uptime and were able to achieve a theoretical close to permanent uptime on it. Now my question is, in what way is that any different than before, other than it requiring less timing on your part (and a stationary target)?
It wasn’t possible before, because I could not use all immobilize and start cooldowns on all immediatly, giving a huge downtime between them.
By having to spread them out you are “wasting” cooldown time. That got removed. If it is off cooldown, you use the ability, and the cooldown starts again.What cool downs are you using specifically? It’s Flurry and Throw Bolas, so there’s hardly any time wasted.
So, how are you generating enough adrenaline to use full time flurry every 7-8s?
Pindown and constant weapon switching is needed for the 100%.
Oh, and lets not forget the massive balancing implication this has on certain PvE encounters.
A full melee encounter can be done by 5 warrios by just using pindown.
The problem isn’t the stacking, but the bug that accidentally removed the ICD on Leg Specialist.
How many times do you think immobilizes were overwriting previous instances of immobilization before this patch? It did happen, but rather rarely.
Fix Leg Specialist (obviously an oversight, because the ICD was introduced specifically for the reason that Hamstring got moved to the autoattack chain) and most of the issues will go away (well, it will go back to what it was pre-patch anyway).
Tested it without Leg Specialist.
Every 20s I have an immobilize downtime of ~1s.
With the ICD back on Leg Specialist, I would gain 4 additional seconds of immobilize, once it is fixed.
Still 100% uptime.Never mind.
Other rotation went 100% uptime on immobilize without leg specialist.So, in other words, you went balls to the wall to maximize your immobilize uptime and were able to achieve a theoretical close to permanent uptime on it. Now my question is, in what way is that any different than before, other than it requiring less timing on your part (and a stationary target)?
It wasn’t possible before, because I could not use all immobilize and start cooldowns on all immediatly, giving a huge downtime between them.
By having to spread them out you are “wasting” cooldown time. That got removed. If it is off cooldown, you use the ability, and the cooldown starts again.
The problem isn’t the stacking, but the bug that accidentally removed the ICD on Leg Specialist.
How many times do you think immobilizes were overwriting previous instances of immobilization before this patch? It did happen, but rather rarely.
Fix Leg Specialist (obviously an oversight, because the ICD was introduced specifically for the reason that Hamstring got moved to the autoattack chain) and most of the issues will go away (well, it will go back to what it was pre-patch anyway).
Tested it without Leg Specialist.
Every 20s I have an immobilize downtime of ~1s.
With the ICD back on Leg Specialist, I would gain 4 additional seconds of immobilize, once it is fixed.
Still 100% uptime.
Never mind.
Other rotation went 100% uptime on immobilize without leg specialist.
(edited by Varonth.5830)
Immobilize is already borderline OP.
The immobilize cheese builds I can do with Warrior is disgusting lol… it’s like 80% immobilize uptime.
It’s boosted by Cond Duration.
It can’t be stun broken/stabilized.
You can’t turn.
You can’t dodge.
That’s way too much as is.
Tested it on the indestructible golem. It is 100% uptime.
Good thing about it:
Sword autoattack also covers it with tons of bleeding.
Well better get out the immobilize removing skills, like warrior warhorn, mobile strikes, withdraw and everything else that will remove immobilize with a 100% successrate.
Well, it just joined the long list of useless sigils, which now holds all the duration increase sigils.
I still don’t know why they didn’t consider making it more like something they already have in GW1 for 8 years.
- Stonefist Insignia
- Increases knockdown time of foes by 1 second.
- (Maximum: 3 seconds)
- (Non-stacking)
Every profession is OP.
Sounds like balance.Yah I was going to say that. If people are calling pretty much every class OP, I think that means the balance of the game is pretty kitten good.
Condi doesn’t need nerfing because lock down Warriors exist.
Lock down Warriors don’t need nerfing because Mesmer/Thief/multiple other builds exist.
Mesmer/Thief/multiple other builds don’t need nerfing because conditions exist.
Pretty much Rock-Paper-Scissors.
I’m not sure what Ele’s think about this patch, but I do want them to become a viable alternative for Guardian as mid bunker.
Rock-Paper-Scissors is the worst game mechanic ever, but I consider making a online Rock-Paper-Scissors simulator, with a microtransaction store for additional rock, paper or scissors skins to buy. Gameplay will just consists of pressing either rock, paper or scissors while the opponent does this himself.
Seems like there is a massive market for such a game.
Shortbow ranger 11111 is mitigated by face tanking >.> most people strafe and die and complain though..
You should try Shortbow vs. the stationary golems.
It is quite hilarious what is considered side/back of a target for the shortbow #1.
I don’t have that much of a problem with transmuting the look I want on the gear I want. I did this already.
And there is the problem I have with this new set.
I already transmuted the look I want on the stats I want, and now I have to do this again.
That gamemode is not GvG.
It is death match.
Don’t call it GvG. Just don’t.And yes, 20v20 takes less individual skill per player.
The bigger the number, the less each player matters.
20v20 every player makes up 5% of a team.
40v40 now every player makes up for 2.5% of a team.
100v100… one player = 1% of the team.
In a 100v100 if suddenly one player has a disconnect, you won’t even notice, because that players individual contribution to the fight is so small. It is actually quite simple, and that some people can’t grasp that is kinda sad.
Take Battlefield 3. The bigger tournaments had maximum teamsize of 8.
Battlefield 3 would allow for a teamsize of 32, but no one who knows a bit about competive play, would ever think of making a 32v32 competive tournament. They maybe make one for fun, but thats it. Fun.
Why do you think Football or Soccer has a teamsize of 11? The rules would work perfectly fine with teamsize of 50v50 and there is more than enough space on a field.
You can take basically any teamsport or teamgame and look at it’s competive scene, and you will almost always see a teamsize of around 10.On top of that, smaller group sizes have a positive community value, as more guilds can participate in the content.
So if a Football(EU) team has per say 1 or 2 terrible players would not affect the outcome of the match whatsoever ? Also Football takes a lot less skill than Basketball by your logic ? Sorry but it is flawed.
Imo it takes a lot more skill to organize a 100vs 100 and win it becasue in a 1v1 i only have myself to manage but in a much larger scale not only me but another 99 players have to practice/theorycraft/build/micromanage and not even taking in consideration personal skill to actually become a true team.We talk about sinergy,coordination,movement,timing,engage disengage, rotation,cover,spike,avoid spike,party rotation,heals,stack,spread,decoy,stomp,weapon/armor/food choices and all the above i just stated.You just show a complete lack of understanding about what the term organized team is holding. Just ask ex RedGuard members how Sacrx wouldn’t even start a normal WvW raid if a certain class/player would be missing in his raid formation and then come back and talk to us about organized mass pvp.
That is why a 24 man raid encounter will always be a lot harder than a 5 man dungeon.It is a lot more room for error in larger group because you more people equals more possibility to do mistakes and only one person can cause a wipe(Look at other mmos).Also only 1 person can rally 100 others in a blink of an eye.
To be honest the situation is actually quite the opposite of what you believe.It takes a lot more skill to 20v20 than to 1v1 properly.That is why the 20 pugs always wipe when facing a 10,15,20 man guild in WvW .Your point is moot and lacks logic.This is not math my friend and it does not apply here.
If you have read my post, you would know, that I never said 1v1.
Most games have a magic number somewhere between 3-10 for team based activities to maintain enough skill per player, while also offering enough team strategy.
Bold this time, so that you hopefully don’t miss it.
That an organised team of 20 wins against 20 pugs is a valid outcome of such an encounter. What I am telling you, is that the individual skill per member goes down with each member added.
That just happens once you surpass the magic number of a game, and that number is determined by the amount of possible jobs to do in a matchup. That is the reason why certain games need more players and others less.
How many tasks can you name for a standard guild death match?
And then start thinking about how many players you can throw at each task at once.
Yeah, please bring back GvG.
http://wiki.guildwars.com/wiki/GvGNot this 20v20 nonsense death match.
Gw2 was supposed to be about mass pvp with WvW as the main selling factor for the big chunk of players that bought it.People want 15v15 20v20 30v30 .Why shouln’t they have it just because you still live in the past? or because you just don’t like mass pvp ? Gw1 is dead and no old school gvg can ressurect it.Deal with it and let people play what they want to play.
The guildwars website shows guilds with recent matches and it has more entries than gw2gvg.com, even if you include the massive amount of guilds on that website without a single match record.
Standing around at a random outpost yesterday for a few minutes, there was actually someone searching for new players for their new guild for daily GvG.
I had imagined to see such messages on important cities like Lions Arch or Kamadan but not on a random outpost.Speaking of a dead game…
The gw2gvg.com websites lists 286 guilds, and as I said, alot of them have 0 or just 1 match. Those guilds really interested in this sort of gameplay probably already know about it. If you are really generous and include players for the inactive guilds on that website you might break the 5k player base with that.
I certainly wouldn’t throw money at such a small playerbase if I were ANet.Also:
Sorry to tell you this, but large numbered groups lower the skill requirement for each individual member, as your contribution to the end-result becomes less and less important with each member you add.
Most games have a magic number somewhere between 3-10 for team based activities to maintain enough skill per player, while also offering enough team strategy.
Some games can achieve bigger numbers per team, but those matches also often include maps of a massive scale, to spread these teams into smaller subteams with one general goal.The bigger the teams the more casual it becomes for each individual team member. That can be fun aswell, but it certainly isn’t competive as some want to make this gamemode want to look like.
Gv2gvg.com does not include but a small % of guilds that do or did gvg in this game so your point lacks a base.
The hard truth is actually most of competitive hardcore guilds already quit the game a long time ago for the lack of support and respect they got from Anet devs.I can asure you that hundreeds if not more gvgs were done across servers without any kind of publicity and we are talking about an unsuported game mode where even organizing such an event takes hours due to queues/lags/player interference and such mechanisms that stay in the way.
Takes less skill to 5v5 than to 1v1 hence less skill to 20v20 ? Because Kitten logic right?I mean it’s not like there(were) are guilds that have almost 100% win/lose ratio cause it’s all random.Yes sir kitten logic indeed.
Please don’t preach me about something you clearly have less than a clue about.Actually do us all a favor…Thank you for your opinion.Hf in gw1 gvg,this thread is about GW2 GvG
That gamemode is not GvG.
It is death match.
Don’t call it GvG. Just don’t.
And yes, 20v20 takes less individual skill per player.
The bigger the number, the less each player matters.
20v20 every player makes up 5% of a team.
40v40 now every player makes up for 2.5% of a team.
100v100… one player = 1% of the team.
In a 100v100 if suddenly one player has a disconnect, you won’t even notice, because that players individual contribution to the fight is so small. It is actually quite simple, and that some people can’t grasp that is kinda sad.
Take Battlefield 3. The bigger tournaments had maximum teamsize of 8.
Battlefield 3 would allow for a teamsize of 32, but no one who knows a bit about competive play, would ever think of making a 32v32 competive tournament. They maybe make one for fun, but thats it. Fun.
Why do you think Football or Soccer has a teamsize of 11? The rules would work perfectly fine with teamsize of 50v50 and there is more than enough space on a field.
You can take basically any teamsport or teamgame and look at it’s competive scene, and you will almost always see a teamsize of around 10.
On top of that, smaller group sizes have a positive community value, as more guilds can participate in the content.
Yeah, please bring back GvG.
http://wiki.guildwars.com/wiki/GvGNot this 20v20 nonsense death match.
Gw2 was supposed to be about mass pvp with WvW as the main selling factor for the big chunk of players that bought it.People want 15v15 20v20 30v30 .Why shouln’t they have it just because you still live in the past? or because you just don’t like mass pvp ? Gw1 is dead and no old school gvg can ressurect it.Deal with it and let people play what they want to play.
The guildwars website shows guilds with recent matches and it has more entries than gw2gvg.com, even if you include the massive amount of guilds on that website without a single match record.
Standing around at a random outpost yesterday for a few minutes, there was actually someone searching for new players for their new guild for daily GvG.
I had imagined to see such messages on important cities like Lions Arch or Kamadan but not on a random outpost.
Speaking of a dead game…
The gw2gvg.com websites lists 286 guilds, and as I said, alot of them have 0 or just 1 match. Those guilds really interested in this sort of gameplay probably already know about it. If you are really generous and include players for the inactive guilds on that website you might break the 5k player base with that.
I certainly wouldn’t throw money at such a small playerbase if I were ANet.
Also:
Sorry to tell you this, but large numbered groups lower the skill requirement for each individual member, as your contribution to the end-result becomes less and less important with each member you add.
Most games have a magic number somewhere between 3-10 for team based activities to maintain enough skill per player, while also offering enough team strategy.
Some games can achieve bigger numbers per team, but those matches also often include maps of a massive scale, to spread these teams into smaller subteams with one general goal.
The bigger the teams the more casual it becomes for each individual team member. That can be fun aswell, but it certainly isn’t competive as some want to make this gamemode want to look like.
Yeah, please bring back GvG.
http://wiki.guildwars.com/wiki/GvG
Not this 20v20 nonsense death match.
Please do not call these death matches GvG.
GvG:
http://wiki.guildwars.com/wiki/GvG
This includes stuff like lords and flags.
And it takes place in guild halls.
Call it something like guild death match but please stop calling this GvG <.<
I was just on an overflow, when the message popped:
“Sparkfly Fen is ready. You may travel there, move to the end of the queue, or stay here and leave the queue.”
So I pressed that Travel button and a loading screen came up…
And once it was gone:
“You have been moved to the Sparkfly Fen overflow. You are queued to enter the map when it is ready.”
I was just like “oh yeah… thank for… uhmmm… nothing”.
You think that will be bad?
http://wiki.guildwars2.com/wiki/Elonian_Leather_Square
Now look at Bolt of Damask, and start thinking about how that recipe will look like:
- 50 Bolt of Silk = 100 Silk Scrap
- 1 Glob of Ectoplasm
- 10 Thermocatalytic Reagent
- 20 Bolt of Wool = 40 Wool Scrap
- 10 Bolt of Cotton = 20 Cotton Scrap
- 20 Bolt of Linen = 40 Linen Scrap
The Insignia will probably require 3 Bolt of Damask, just like Deldrimor Steel Dowels.
And then we take a look at how many Deldrimor Steel Ingots we need for an ascended weapon.
It is basically the same amount as we need Orichalcum Ingots for exotics.
So a set of Cloth:
- 1 for Damask Coat Lining
- 4 for Damask Coat Panel
- 2 for Damask Epaulet Padding
- 1 for Damask Gloves Padding
- 1 for Damask Gloves Panel
- 1 for Damask Helm Padding
- 1 for Damask Helm Strap
- 1 for Damask Pants Lining
- 4 for Damask Pants Panel
- 2 for Damask Shoe Upper
- Total: 18 for a set the parts + 6*3 [ 18 ] for the insignias = 36 Bolt of Damask
36 Bolt of Damask mats:
- 36*50 Bolt of Silk = 3600 Silk Scrap
- 36 Globs of Ectoplasm
- 360 Thermocatalytic Reagent
- 36*20 Bolt of Wool = 1440 Wool Scrap
- 36*10 Bolt of Cotton = 720 Cotton Scrap
- 36*20 Bolt of Linen = 1440 Linen Scrap
Good luck farming these materials, as you will mostly get high level materials with a level 80 character.
So most of the time you will get Gossamer and Silk, the lower level mats are basically unfarmable.
This is what I fear it will look like.
No, la verdad es que no hay casi necesidad de hablar el mismo lenguage. De echo, la mayoria de las veces simplemente un ping (Ctrl + boton derecho del raton) es todo lo que necesitas, y ni siquiera eso, simplemente con tener experiancia ya. otras cosas podrian ser sicronizaciones pero 3 2 1 funciona.
Pues nada, que no hay necesidad de comunicarse a no ser como un foro como este que si se necesita sobrepasar la barera del lenguage.
TL;DR: Most dungeons dont even need you to speak the same lenguage, I have had 4 chinese dude with me, ran all 3 CoE paths and 3 AC paths in a row, not a single word exchanged except 3 2 1 for CoE, it was beautiful.
But what if someone does not know an exploit or cheese tactic? How should OP tell them how to do it :P
Tequatl in 2 weeks will be like the Karka Queen fight.
Deserted and forgotten…
Back in my day we had these things called Guild Halls. You kids have it rough these days. Our guild was able to meet up at a common guild only location that provided vendors of all natures and skill trainers. Boy did it cost a pretty penny to set up but once you had oh dear oh my was it nice. Great place to just AFK or sit and chat to fellow guild members. It was also used to hold these great battles between guilds called Guild Wars. Oh wait I got it wrong it was referred to as Guild Versus Guild.
I remember it.
It also wasn’t these zerg fights that people call GvG today.
The problem is just that there are servers out there that just cannot defeat him in it’s current state.
Would I like to defeat him?
Yes.
Could I battle him 2 hours straight without dying once and constantly DPS him all the 2 hours. Likely.Does my performance make any difference in the battle? Nope, because I contribute just like 2% of the DPS.
So why should I bother with a boss, where my performance does not make any difference?
The rewards I am getting are completly depending on other players. Players I cannot even choose. That is not good. Not at all.What about using a turret? Your performance would be crucial.
There are just 6 turrets.
Very likely you don’t get such a spot. As of now, I didn’t get one.
Edit:
Even then, the people in front of me, doing the actual DPS will just die to the small waves anyway. So there won’t be enough DPS to down him.
I don’t know how so many people die to these waves. Seriously, after 10 of these waves I had the achievement to jump over 10 waves. And then I tried to dodge through them which also works fine.
(edited by Varonth.5830)
The problem is just that there are servers out there that just cannot defeat him in it’s current state.
Would I like to defeat him?
Yes.
Could I battle him 2 hours straight without dying once and constantly DPS him all the 2 hours. Likely.
Does my performance make any difference in the battle? Nope, because I contribute just like 2% of the DPS.
So why should I bother with a boss, where my performance does not make any difference?
The rewards I am getting are completly depending on other players. Players I cannot even choose. That is not good. Not at all.
No. This is a Challenge. If it’s too hard, you can leave so someone else can take your slot. People actually care that Anet is providing something that doesn’t require standing in one place, and spamming “1”.
The problem he is descriping is, that if there are people, even for legitimate reason, like they just happen to level there at that moment, taking extremly important slots.
In such a case, the actual success might be taken out of the hands of players participating in that event.
Oh, the map was too full of people not going to the event when it startet? Too bad, than you should not make it successfull through that event.There must be room, timewise for more people to arrive, and mapslotwise, because not everyone will automatically participate in that event just because it is happening.
When there are players in the map already who don’t want to participate, that can’t be helped. This is Open World PvE.
Translating:
In that case. Good luck next time.
No. This is a Challenge. If it’s too hard, you can leave so someone else can take your slot. People actually care that Anet is providing something that doesn’t require standing in one place, and spamming “1”.
The problem he is descriping is, that if there are people, even for legitimate reason, like they just happen to level there at that moment, taking extremly important slots.
In such a case, the actual success might be taken out of the hands of players participating in that event.
Oh, the map was too full of people not going to the event when it startet? Too bad, than you should not make it successfull through that event.
There must be room, timewise for more people to arrive, and mapslotwise, because not everyone will automatically participate in that event just because it is happening.
It doesn’t matter if Guild vs. Guild or duels are ruined.
WvW itself does not work anymore.
As if it wasn’t snowballing enough already…
The snowball just became a massive avalanche.
A server with a massive number advantage now also gains a massive stat advantage and even more points?
I mean SFR was ticking at +1500 ~ +2000 points per 15 minutes.
I couldn’t care less about GvG after watching one of such a match up.
It is just another term for organized Zerg vs. Zerg.
It was a massive cluster of players, and even when you saw someone screw up, it didn’t really matter, because he is just such a small fraction of the whole team.
There had to be a massive number of screw ups in a short duration by the whole team.
Not really skill based, and not really interesting.
But the buff was meant to enchance the WvW portion of the game, but instead WvW just became worse.
(edited by Varonth.5830)
It almost seems they are promoting zerging instead of trying to make the game about skill and balance.
The way rewards work in GW2 will always promote zerging.
Bloodlust will probably just make it a bit worse.
What should be done is finally implementing a sharing mechanic for WvW only.
Yeah, everyone getting loot/xp/karma/money from kills and events in PvE is awesome.
But that is mostly because of these things:
- Fighting with bigger numbers scales the events to make them more difficult
- A mob does not care if he gets zerged down
In WvW there is a difference.
Instead of fights/events getting more difficult if you bring more people, it becomes even easier.
A 50 player zerg steamrolling a group of 3.
40 out of these 50 players get WXP, loot etc.
The 3 will just leave, as they cannot fight that zerg.
Zerg will have it even easier now.
Same goes for tower attacks etc.
With enough people bashing on a door, it goes down so much faster.
And basically everyone in a zerg will get the same reward, as a 5 player group who has to actually work in order to open a door by doing stuff like running supply, or defend the person on the ram against the respawning NPCs.
The shared mechanic has to go.
Events in WvW have a reward pool based on a wanted size of players. The current gold reward will be given if that size matched, if there are more players, the rewards go down accordingly because they are shared.
If you take an objective with less than that size, the rewards will go up.
Loot/XP/WXP from players is restricted to a maximum 5 five, which is the size of a party.
If 50 players steamroll 3 than a maximum of 15 players will get rewards, and all of them just 1 time.
Perhaps it will just be 5 of them, that will get 3 rewards.
Rewards are based on damage, support of damage dealers and CC.
Discouraging zerging is the way to go, not promoting non zerging behavior, as everything made for small groups can be easily steamrolled by a zerg.
I got 2 exotics today, I used a BL kit to salvage them. I got one ancient log, 2 elder logs, and 2 sigils. No ecto, no dark matter. Really? A-net actually thought of a way to separate more fools from their money.
Without going too far into it: your salvage size is pathetic. I’ve had streaks of over ten consecutive salvages yielding no ectos with mystic kits. Getting two zero-yield salvages in a row is a common occurrence, so stop whining.
So far I’ve used about one and a half black lion kits (haven’t tracked specific # of uses) and I’ve gotten about 30 dark matter. Dark matter seems to be produced at the same rate as ectos as far as I can tell, which really isn’t absurd.
As Lalocat stated, just salvage the exos you craft as you level up. Using a black lion kit you’ll probably get enough dark matter to make at least one ascended weapon.
The problem is that due to the randomness of the salvage rate, you can end up like I did.
I crafted my way to 500 weaponsmith, crafting about 30 exotics. I salvaged them for Glob of Dark Matter. On 500 I ended up with 9 Glob of Dark Matter, not enough to even build a single weapon.
Was I unlucky? Maybe.
But no matter how unlucky you are, there should be absolutely no chance of not getting enough of them from all the exotics crafted from 400-500.
Suggestion:
1-3 Glob[s] of Dark Matter per exotic instead of 0-3.
So no matter how unlucky you are, you know, that after 10 exotics you have enough.
I mean, that is the start, what comes next? When you craft an ascended armor, you have a 50% chance of failling, which gives you a bolt of silk instead?
We need a bit of fun in here.
So now that we can craft ascended weapon, we have weapons which require alot of material.
I just did some calculation on how much ore it takes for Zojja’s Blade:
- 810 iron ore
- 360 platinum ore
- 450 mithril ore
Unlike legendary weapons, we do not throw them towards Zommoros in order to get something back.
We use these materials to craft a weapon, so this material is somewhere in that blade.
The blade must weight more than your average wrecking ball, which are between 0.5 and 8 metric tons of weight.
I mean what are we swinging there, and how are we doing this and why exactly isn’t each and everything we hit with it not immediately crushed to bits?