[Eon] – Blackgate
[Eon] – Blackgate
like WAR
I agree, we should have only one class in the whole game called Bright Wizard. That was probably the most brilliant design decision WAR made, one class to rule them all, along with its many other brilliant decisions that led to its astronomical and ongoing critical success.
[Eon] – Blackgate
I agree, the spirits needed toning down.
I am speaking in terms of now, not before. Since now you can actually pull and control those kitten spirits with a guardian → Greatsword and Ring/Line of Protection. The ranger might be able to “fall over the line” but the pets will be corralled.
[Eon] – Blackgate
We need a meta shake up, not shaving to make the meta more balanced.
No, making it more balanced is exactly what we need.
That takes priority over “shake-ups” that could just re-introduce worse problems.
[Eon] – Blackgate
I main MM necros in PvP, and the only reason I can justify even showing up to team fights is the bit of tankiness that 6+ bodies being in the fight does with the current AoE spam, along with the strong control and decent downed pressure I get.
You also get to one-shot the treb on Khylo with the Flesh Golem.
That’s never a bad thing.
Pet AI that doesn’t count towards the AoE limit would make Hammer of Wisdom incredibly overpowered in a team fight, or are you seriously going to argue that players need to actively chase a passive AI?
[Eon] – Blackgate
I posted this in the other thread, but I have a strong suspicion that triple/quadruple spirits will no longer be viable either entirely or “all out at once” because you cannot afford to have 25 seconds of no: protection, blind, or fire (less so on the fire). The elite is still good in its own way but the fact that it can now be controlled and the res has a rather blatantly obvious (and rather long and obvious in activation) animation will probably lessen its godliness amongst elites.
Now, running head first into a fight with spirits out is more less out of the question, so that tackles an already horrendous issue that we had where spirit rangers could just run in, pre-set, and ready to re-set the moment their spirits died. The fact that you can pull/control them means that you can much more reliably blast through their rather paltry health pool as well. (Also no more infinite blind.)
Putrid Mark needs its cooldown increased substantially rather than a change to the conditions/boons it provides.
[Eon] – Blackgate
(edited by Vena.8436)
AI, passive offender class numero-uno deleted from the sPvP?
I could only dream.
[Eon] – Blackgate
This feels adequate for now, Spirit Rangers needed to be hit first and foremost without any buffs getting thrown around willy-nilly.
We now need to see where a few overshadowed classes will fall into place as the Spirit Ranger is certainly, now, counter-able in more ways than one. The ability to crowd control the spirits makes them highly susceptible to just being bursted down by warriors and guardians, or interrupted by eles and mesmers.
I don’t even think it will be viable to run this triple utility anymore because the moment they get controlled and focus-fired (the staggered animation is long) they will be dead, and the ranger will have 0 utility available for 25 seconds (ie. no blind/protection/fire spam) and their elite now is… not nearly godlike like it used to be.
[Eon] – Blackgate
(edited by Vena.8436)
Pffft. Of course you will. Make sure you press that “1” key hard and fast since your blobs won’t allow anyone else to press any other keys… LMAO.
Just take and hold Jerrifers. No way can SoR take that tower when properly defended!
“Stand Your Ground!”
[Eon] – Blackgate
I don’t feel incentives have a real place in pvp. Its more of a pve thing. Gw1 didn’t have them. The only thing it had was balthazar points to buy skills. Of course gw2 can’t follow suit since there aren’t many skills in the game.
Ziashen keys → GW1 thing.
They keep the casual audience involved.
[Eon] – Blackgate
If I were to tackle two problems right away (meta aside) the following two things seem like the easiest, lowest man-power requiring changes:
1.) Incentives: Brings in casuals because they chase shinnies.
2.) Passives (the bad ones): These are mind-numbing RNG.
(1.)Incentives: So how do we bring shinnies? Black Lion Trading Keys. Add them to Tournament Reward Chests -> specifically, add them at a decent drop rate to team PvP and lower rate to solo PvP, and absolutely NONE in hot-joins and, all in all, just scrap glory as anything more than a joke at this point. Make them guaranteed from the Rank Up Chests (even if this can be farmed) as an incentive to ranking.
Why do this and why is it helpful (not harmful)?
- PvE can grind a key, for free, in 20 minutes by 1-10 Personal Story grinding.
- Black Lion Chests add little money to the economy and are largely harmless toys, boosters, exp scrolls, and skin tokens. Selling skins is a TP exercise and, while it brings gold to PvPers, is a gold sink on the over-all.
- It takes 5-15 minutes for a match-up in PvP, but is more fun than rinse-repeating PvE.
- It adds a way not only for PvPers to acquire these skins, it also adds a bit of an incentive to actually play PvP rather than grind yourself stupid in PvE for 20 min for a free key.
- Making them common in TeamQ > SoloQ and none in HotJoins adds a clearly lacking reward increase structure between the forms of play.
- It attracts casuals with the possibility of getting keys to get tokens to sell/keep skins.
- Shows you care about PvP.
If you fear losing money, just keep adding finishers -> I will buy those. I am not going to waste my money on RNG irregardless of how far out of reach you put it, and I will just spend 15-20 min rerolling a warrior in PvE to get a key if I am that desperate for one. (Or I’ll just buy the skin on the TP.)
(2.) Passives: Trash them all if they have strong RNG. Get rid of them and slowly reintroduce them in batches every two (or one) weeks as you make them into something decent. (I’m on the fence about critical rng procs that dominate many sigils, because you often have to be heavily specced heavily into making these actually work well.) Just do this for PvP.
Too much of this game revolves around reaction play vs. overpowered passives. Which is beyond silly because it completely subverts the idea of motion, dodging, and active play.
What is a good passive? A passive that adds an effect all the time, every time to an ability -> 20% reductions, types of skills doing something additional, etc. These are passives that I, as a player, can deduce by watching my opponent and act accordingly in the future.
What is a bad passive? A passive that arbitrarily and randomly adds a POWERFUL effect to an ability. This sort of passive cannot be planned/played against in anyway beyond just praying to the gods of luck that it doesn’t hit you at the worst moment.
That’s my two-cents, but fix the meta first.
[Eon] – Blackgate
(edited by Vena.8436)
This issue is simple.
It took two months of sifting through the dumbest meta ever for no reason at all. This isn’t even a PvE thing, no one in PvE gives a kitten about Spirit Rangers or S/D thieves or Necromancers or Stun Lock/Infinite Regen Warriors.
Whatever the hell is going on at the top, its at a total disconnect with the bottom.
Can we just, for like three months, go back to the GW1 launch methods? Small balance every week on Tuesday until the meta forms into something decent?
And get rid of all these RNG passives.
[Eon] – Blackgate
Nes.
Pretty much all the same reasons already mentioned.
[Eon] – Blackgate
They should have the decency to at least admit that this league system is to simply make money from gem sales, that they don’t care/understand about the health of w v w.
People can see right through you, customers know when they getting a bum deal.
You should have the decency not to talk out of your kitten .
Zzzzz.
[Eon] – Blackgate
Will this new content be in or not for the start of the league??
The Borderlands launch on the 17th.
[Eon] – Blackgate
I think the league system is a great idea but I am concerned about transfers. I suspect that there will be a cluster of go-to servers which end up around the top/bottom of the various leagues. Actually… that seems like a good way to distribute players. I think the guys at the bottom of the bottom need to be thrown a bone tho.
This is why the suggestion for “Most Improved” receiving substantial rewards based on net rank shifts, would go a long way to encourage even CD to hold a single tower when faced with SoR as that single tower will probably bleed rating from SoR. :p
https://forum-en.gw2archive.eu/forum/wuv/wuv/Please-let-there-be-most-improved/first#post2748687
[Eon] – Blackgate
I guess you CAN kill what’s already dying.
Eventually, after enough time (at this point, I think you’re on months) of repeating this, you will inevitably be right.
Might as well give up now and never try anything new, the Earth is going to be obliterated by the sun in a few billion years.
[Eon] – Blackgate
Replacing an engineer with a warrior isn’t a metagame shift. It also doesn’t fix the incredibly low skill floor, which is the much bigger problem.
You mean skill ceiling right?
[Eon] – Blackgate
Thing is, even though we can do it now, there is little incentive to do so. Now that there is rewards there is an actual point to winning, so there will be a lot more incentive to do it. =p
A finisher? :P
[Eon] – Blackgate
I’m OK with you guys disputing the viewership numbers. That’s the least important issue.
I was simply making a remark with regards to your “negative” assesment because it honestly made no sense in actual context. Saying “no viewers, ohnoes the PvP is dead” for 5.5k viewers can and does mean two different things if the total viewer ship were 10k or 100k.
I also expect the developers to change the metagame, but I’m not sure if it will be fixed in the correct way. Just a couple days ago Jon Peters was in a stream’s chat calling spirit rangers highly skillful. To most people, that might seem like a developer cruelly trolling loyal watchers, but he was serious.
I’m hoping he was trolling us all. There is no way that one can make sense of a statement like: One must be skillful to react to passive play. It’s certainly a worrisome statement though, and I think the best thing we can do is all roll Warriors until Spirit Rangers just die off!
That said, he walked back on the statement later.
[Eon] – Blackgate
I don’t think enough time has passed for the random glicko to work out the correct order of servers. The middle is still a jumble.
Thats because the spread on the RNG is too high, the ranks are probably about where they need to be at this point (and this probably explains why the spread hasn’t been changed yet). My bigger concern is the miscommunication on whether we’re working with 4 US leagues or 2 US leagues (and why its not 3 US leagues).
Splitting 2/12 is beyond bizarre to me, while the EU 3/9 makes a lot more sense because of the server numbers and 27 being otherwise indivisible evenly. Why would NA be 2/12, it would make more sense as 3/8 or 4/6 (preferably the latter as it locks out NA T1 from as many other servers as possible, as they are the real problem children with respect to leagues).
[Eon] – Blackgate
I meant groups of people. But even a guardian shouldn’t be taking five-plus minutes to kill a guard. (That time estimate is not an exaggeration, by the way.)
The only way I could actually see that as being possible, without the player eventually dying to the Sentry, was either because they were a level 2 thief or they were a level 2 thief bot trying to mash 222222 before unlocking it.
[Eon] – Blackgate
GW1:
GvG
Heros Ascent (Hall of Heros)
Team Arenas (Defunct)
Hero Battles
Random Arena
Fort Aspenwood
Jade QuarryGW2:
Conquest PvP
Large Scale Conquest PvP (aka WvW)
You’re partly confusing modes with game types, at least given how you’ve made your list.
RA/TA are not different from Team/SoloQ; they operated on the same maps, same mechanics, but one was random while the other was team specific. Meanwhile, WvW is more like FA/JQ combined with Alliance Battles, in fact the mechanics are pretty much the same overall thing just stretched out over a week rather than 15 minute fights.
So, in reality, if you were to break up the list it’d be:
GW1:
RA/TA/Codex (sort of on the latter)
GvG
HA
FA/JQ
AB
GW2:
Solo/TeamQ
HotJoin/WvW – Zergs
WvW – Roaming (free PvP, so to speak)
WvW – Siege/Defense (FA/JQ/AB mix equiv)
WvW – GvG
Gamemodes, on the other hand, are a completely different thing:
GW1:
Kill Priest
Relic Run
3-Way Team FFA
Hall of Heroes – Conquest
Deathmatch (and variants)
GvG
GW2:
Conquest
WvW – Roaming (Deathmatch)
WvW 3-Way FFA/Conquest/Zergs
WvW – GvG (Deathmatch)
Note: Most WvW modes are either unofficial or unstructured. The only structured content in GW1 was HoH/GvG/TA, the only structured content in GW2 is Conquest. So long as you include WvW, you could potentially be looking at an equivalent number of game types, but game modes are severely lacking even if WvW is included.
Heck I know of plenty of WvW players who are hardcore PvPers but they won’t touch sPvP. Not because of the format but because its claustrophobic and inorganic (of course I know a few who are the exact opposite). Many people like to have organic PvP that just “happens” and, in a way, I’d even go as far as to wonder if WvW itself wasn’t hurting PvP populations in the way the devs fear more than the addition of game modes ever would.
I personally love PvP in this game but I spend most of my time doing it in WvW, not in sPvP, and thats because, after a while, the sPvP just becomes repetitive rotations around nodes. In WvW I can chase nodes, if I want, chase players, if I want, troll players, if I want, have deathmatches, if I want, and engage in massive cluterkittens, if I want.
[Eon] – Blackgate
(edited by Vena.8436)
Well hopefully there will be a content update prior to the league starting (and no, siege mastery skills do not count)
Bloodlust on the Borderlands is on September 17th.
Unless Bloodlust patch does something to the scoring as well as have some sort of drastic effect on outmanned/offhour servers, I can’t see Leagues being anything more than: JQvs.BGvs.SoR in NA.
[Eon] – Blackgate
The viewership numbers were so low that it probably reinforced many people’s perspective that Guild Wars 2 PvP is dead.
Uhh… there were 5.5k viewers during the tournie. The highest viewer count for a GW2 twitch has been ~9k.
So, by extrapolation, clearly 61.11% of the GW2 population is PvP. (Or you might want to rethink that statement.)
Out of the whole night there was one good thing in it: the glimpses of brilliance that can be found in 1v1 play, and the glimpses of atrocity that can be found in 3 spirit rangers fighting on a node.
I felt trolled when he called it a zoo… so please let me not be reading too much into it and that they are actually fixing that nonsense. Solar Flare has to go for its literally eye-gouging animation, then the other spirits, then the necros. In fact just delete those two classes and leave the other six.
[Eon] – Blackgate
A functioning human being without disabilities should be killing them in like 30 seconds at most.
Were they a guardian? :P
[Eon] – Blackgate
Even if you don’t get a reward mid-season, you’re still pretty much guaranteed a reward next season so people will still stack upwards if allowed to transfer.
[Eon] – Blackgate
xfer = no rewards.
Plz you can do this.
Also make it more expensive to transfer to the servers who are winning/have recently won (as well as no reward for transfering mid season). Why does transfering still depend on PvE at this point anyway?
[Eon] – Blackgate
WvW is not casual…
“Right now, WvWvW is a mode stuck between its casual nature in design and its hardcore treatment by players. It breaks up and recreates server communities, then proceeds to do it again. It’s contradictory state drives people away from the mode. It has no interesting winning condition.”
I’m curious who said that, can’t watch stream where I am.
[Eon] – Blackgate
Doesn’t start till October.
Pray to the gods of development, that something is added to bolster lower ranked/popped servers.
[Eon] – Blackgate
T1 is not full. Click “world selection” and it says “very high”.
I can’t really check atm, but I’ll take your word for it and stand corrected.
[Eon] – Blackgate
This fixes nothing and its only going to make things worse.. no fights and everyone is going to tryhard for points.
How does one go for points without fighting the people defending the points? You’re not going to win by just bunkering in Hills 24/7.
[Eon] – Blackgate
TON of transfers from PvErs that want to get rewards.
Article clearly states you have to actually play WvW to get the reward.
He said it would be 2×12, not 4×6.
“Europe will feature three leagues and North America will have four leagues, each league containing several worlds.”
This would be 4×6.
In before T1 servers are all magically “full” and all other servers are “very high” population.
T1 is already Full, and its close to impossible to transfer to the top three populations JQ, BG, and TC.
[Eon] – Blackgate
In accordance to losing their homes, the Quaggan and Krait have formed a pact to take every Borderland’s Citadel. Now players have to fight through waves of Quaggan and Krait to leave spawn.
They have also taken over Stonemist Castle and fire trebs (Asura ammo, naturally) on every tower in range.
[Eon] – Blackgate
EDIT:: Spend your gold on the runes/sigils/orbs and Trinkets (or use Laurels and WvW Badges for discounted ascendeds)
Don’t spend gold on trinkets unless you have to or you want ascended, then you spend laurels. Use karma for just about every trinket set in Orr.
[Eon] – Blackgate
If WvW will never work, what have I been playing for the last year?
WvWvW, different game entirely.
[Eon] – Blackgate
Players have left dungeons and meta event in favor of invasions b/c the invasion farming offers better guaranteed returns for time spent. The questionable reassignment of gold rewards for dungeons serve to provide evidence of mismanaged reward allocation.
Dungeons give more gold than an invasion (as well as tokens which long run guarantee you armor/skins that are usually sought after).
AC/TA/SE/CoF/CoE are all ~10-30 minute runs per path, and all give a flat 1.26g on top of ~4 boss chests, a bunch of blues and greens, and bags of boss gold (which isn’t much). Running two dungeon paths in the time it would take to do an invasion will net you more money than the invasion. What it won’t net you is more mats/rares/exotics but these have the opposite effect on the economy. There are enough dungeon paths to fill out at least half a day.
The major source of gold was the Gauntlet. That was literally an order of magnitude more gold than anything in the past. The invasions, now, make less gold per hour than CoFP1 did.
[Eon] – Blackgate
(edited by Vena.8436)
True. The thing is though cleanses have longer cds then the rate bleeding can be stacked until critical mass (aka the point where you are losing so much life your heal won’t cut it). Having an auto attack that applies bleeding every hit is a bit much.
Well cleansing isn’t supposed to be an IW(AY)IN button against conditions. I’ve seen cleanses as a clock reset not a clock stop, though I agree that certain auto-attacks are a bit too generous in their condition application.
I think this is more that bleed is too powerful without condi damage when it starts to pile up. The base is a bit too powerful and scaling that down while scaling up the condi damage factor should ultimately result in the same peak but lower base to force investment to gain considerable return.
[Eon] – Blackgate
Your right it is countered by cleanse but sadly its very easily applied.
Warriors, for example, I’ve never had too much trouble keeping their bleed in line. Obviously you don’t cleanse one stack of it, usually wait till six to ten. The problem is when facing necros, for example, I can’t even get to the bleeding to cleanse it or if I do I’m left on fire + poison + whatever else.
I love matches where necros/spirit rangers don’t exist.
[Eon] – Blackgate
The problem is how bleeding stacks in intensity. Once bleeding stacks to about 6 regardless of condi power you are taking tons of damage.
That’s meant to be countered by the fact that, at some point, it was actually supposed to be hard to get a lot of stacks without it getting cleansed.
But currently we have classes kitten out so many conditions, thakittens impossible to keep up with bleeding being buried/hidden behind everything else. Play a match of warriors, guardians, engineers (not HGH-nades), elementalists, and mesmers, and experience this game without (as much) condition spam.
[Eon] – Blackgate
Correct me if i’m wrong, as I haven’t ventured over there in quite some time. But isn’t there an a crap load of PvE mobs in that area? Is there actually a decent open space that isn’t A) full of mobs?
full of trees?
There’s a rock mesa by Mendon’s that is barren, IIRC. If the Arbor Spirit isn’t up, there is another clearing in the back as well. Otherwise there are bears and Oakhearts.
[Eon] – Blackgate
LOL kitten, that is what I said. I only play my warrior, I know about Longbow. Without burning as it is now, warrior condi builds are terrible. WE NEED THE BURNING. So I disagree with a blanket nerf to burning if it effects warriors.
In general I just say that if a class has burning, they should have access to at most one or two other damaging conditions (guardian has zero without runes/sigils). Not all of them (necros) unless it comes with a massive draw back like: Dhuumfire -> Adds burning, all other conditions have -75% condition duration!
[Eon] – Blackgate
Or they could just hold the GvGs in that corner by the mountains near speldan.
I was going under the assumption that the bonus would work similar to how the old orbs did, covering the whole of WvW from BLs to EBG.
Though if it is BL specific, that still leaves the EBG queue as a major hurdle.
[Eon] – Blackgate
I’m curious, now, about the possibility to vie for Obs Sanctum being made the interim GvG arena when the orb buffs enter the game (assuming they do what we suspect they do). Is the area to limited in the monster colosseum or in the starter area? It would seem like the simplest solution to try and request:
1.) Allow for entry to OS from anywhere so long as you side controls a keep in EBG.
2.) Disallow the buffs in OS.
My rough spatial comparison from what I’ve seen as the standard area for a GvG in the south didn’t feel that much larger than the colosseum, though I suppose it is in an inconvenient location that being the middle of a jumping puzzle.
Obviously the easiest solution is just getting a square plot of empty land. Heh.
[Eon] – Blackgate
Dear Vena, you are wrong.
For us on lower tier servers stomped in matchup, it is almost imposible to collect so many badges. But You can get 30gold in PvE farming in one day.
And you only need gold. But try to get rich in WvW. Eben if you get badges, you will lack of gold.
They can’t balance WvW around every possible denominator. If they balanced around low tiers or stomped match-ups, T1 (where I am) would have tens of thousands of badges rather than thousands per person.
Our small NA runs with at most ten people but usually only five, never in the zerg, always facing a zerg, and we do fine with 100+ badges a night just from roaming, flipping camps, and flipping towers. I understand that the dynamics in lower tiers are different but just think about, compared to what we get being small force, the zergs in T1 must get in a night. When we run with Smokee during EU/NA, many of us end up with several hundreds of badges and readily filled bags.
How do you bring balance to this between the tiers?
Difference is, while mr PvE enjoys his time in dungeons he is getting 1g+ per run. Mr wvw gets blues greens and spikes if he is lucky.
Difference is, while Mr. WvW can get unlimited badges per day, Mr. PvE gets some gold and a limited number of badges per day. It would take you a little over a week, running every path every day, to get a full set from a dungeon. Then another two days for a weapon.
[Eon] – Blackgate
(edited by Vena.8436)
We are befit by jealousy towards what the PvE side of the game gets. They get more loot, more updates, better and easier access to high end armor/weapons, etc. etc. etc.
WvW actually has the easiest access to armor/weapons in the game.
5g + some meaningless sum of badges = armor set (admittedly two of the standard sets are missing), and 1g + 200 badges for a weapon. PvE has to grind 1200+ badges for a set in dungeon gear (an additional 300+ for a weapon) or 30g+ in terms of materials to create a set of desirable crafted gear.
PvE currently has a monopoly on trinkets, is the issue, with backpieces being exclusive and everything but the amulet (this one is WvW cheaper) being achievable in PvE for less than 30+ laurels.
[Eon] – Blackgate
Legendaries having the perk of stat changes makes them… well legendary, doesn’t it? Otherwise they would be nothing more than what they are now, a shiny skin.
[Eon] – Blackgate
The thief case is probably easiest to fix but also probably the deadliest to the viability of a build. Their initiative is their lifeblood, change the costs of the extremely long dodge frame skills to be rather substantial and you’ll bring in cost vs. benefit considerations (and a loss of offense when all that is spammed are dodge frames), but you might also murder the spec and people will just find some other cheese to cheese.
Necros, honestly, I’d tackle in different ways. For example I’d make their marks have a delay on activation irregardless of when they are cast (probably do this for a lot of AoEs in general) such that if I am on a node or engaged with a necro, he cannot just drop every mark ontop of me in quick succession without my ability to do anything about it (and especially given their bafflingly bad animation frames). Instead, make marks have a sort of ramp-up time of a half second to a second (humanly possible to react to such). In this case, if he just tries to crap them all out in spammy fashion, he’ll just end up having all of his marks dodged through, harmlessly as would be the case if they are preemptively all just set on top of a node. This also adds a level of decision making on the defender’s side as they can choose to possibly avoid a certain mark or tank another.
Spirit Rangers I’d change to go on cooldown when they die, as well as in general lower the potency of their passive effects.
[Eon] – Blackgate
Comedy aside:
There needs to be more reward for playing conquest and less for playing team death match
Reward capping points too much, and the “people who were just killing and not holding points etc” will just run from point to point for flips. Even rewarding defending will find a way to get turned into “people who were just killing and not holding points etc”.
I say take the in game rewards out, and award winning (and losing less so)!
[Eon] – Blackgate
full of trees?