this game needs tutorial with match vs AI
The game has very poor AI on everything that could possibly use it (PvE mobs are dumb as bricks, pets, summons, etc….) adding AI will not help teach new players unfortunately.
I love hitting squishies with final thrust
Lucky me, I don’t run any of those builds ;P
would be a nice option, but will never happen :/
It really is insane – I see people die to the profession specific trainers in the Mists 2+ years later
PvPing in this game is mostly an OUT OF GAME learning experience – watching streams, reading on forums, reading wiki, metabattle for builds etc etc
It is unacceptable
TBH, that is because the AI isn’t good, so they just have increased damage, people will try and facetank and just blow up like they were fighting a champ in PvE.
this game needs better tutorials
pls bump this >.>
https://forum-en.gw2archive.eu/forum/game/pvp/Suggestion-PvP-Tutorial/first#post4621965
or they could just make /stuck kill you, or /kill
I’ve noticed this happen when you encounter the enemy swap bug, that places you in the enemy sides spawn area, the area you spawn is much larger than usual, and can even sometimes place you completely outside the map.
Adding the audible lag / desync
Josh F is a very creative and passionate individual (SAB! WOO)
Unforunate in recent times for Anet though.
Adding the autobalance bug
Immobilize bug: When you get immobilized while being in the air, you can not do ANYTHING. You can not cast a skill or a stunbreak. You just have to wait until the immobilize runs out. Most of the times you are dead by then.
I posted it a month ago, went unseen I guess, like most posts on the forums unfortunately.
https://forum-en.gw2archive.eu/forum/game/pvp/Immobilize-Falling-Bug/first#post4614663
Not being able to stomp people, either because they bug on z axis (Like downed guy on top but being able to stomp only UNDER him) or for some other unknown reasons? If it’s a ranger it’s basically a free self res
Stomp/Rally is major feature in tpvp…getting those things isn’t good…at all
Ya, this is a server sync issue, the players body isn’t where you client thinks it is.
Queue Bug:
- After a couple failed match starts due to player not accepting a queue, the timer will infinitely run until the queue is restarted.
- After leaving a queue, the game may not accurately remove you from the queue, and may still give a game prompt regardless of where in the game world you are.
- Reports of queues from Ranked matches placing players into unranked Queues and vice versa instead of their intended Queue.
- Players will be removed from queue or not be pulled properly into a match upon queue completion when in a party.
Spawn Bugs:
- Players first joining a match may be placed in the opposing teams spawn area.
- When players are placed into the incorrect spawn locations there is a chance they are placed outside map limits.
Death Bugs:
- When a player enters spectator mode after dying in a sPvP match, and rejoins after the death timer would expire, they rejoin the map dead, with no possible way of respawn.
- Server Desync causes players to be in a different position than your client views them. Causing hitboxes to be in areas they shouldn’t be / vice versa.
Map Bugs:
- Leaps are now more responsible for more map breaking on uneven ground and corners, such as hills, and collision items (such as the minecart on Foefire)
- Players dropping to the bottom of the map in Skyhammer colliding with terrain in unexpected ways cause the player to either stay alive, or fall through the map into the water below.
- Audible queue from capturing/losing objectives can become increasingly delayed and sometimes occur without it properly matching in-game. (“X was captured!” but still neutralized, or was captured minutes prior.)
Skill Bugs (sPvP related):
- Previous delay to downed skills, that prevented unintended use, has been removed.
- Immobilization on uneven ground will count the player as “falling” preventing them from using any actions, including stun breaks and instant cast abilities.
Autobalance Bugs:
- “X Team is too big!” will be listed for both teams, including the team with the lower numbers.
(edited by Zietlogik.6208)
bump this bug still exists guys, no matter how many times you try and rejoin the match after this bug occurs, you will remain dead until the match ends…..good job
A good way to get better at your class in spvp, is to know how to fight other classes in spvp.
The best way to know how to fight another class, is to know how that class works, and by playing it, teaches you exactly that.
I am the type of player that has a “main” and hates playing alts, but by playing around with other classes in spvp, it makes playing my main that much better, because I can learn the timings and weaknesses of the classes i am fighting.
So the frames are really just “spend 30g to make these!” or throw them away? the glue/stuffing/cogs all have a trade in value to the vendors, but the frames are just wasted space unless I dole out some cash?
That is quite disappointing, I have had these things in my bank for ages waiting to see if the stuffing/glue would come back with achieves, but noooo we can’t be allowed to make our own stuff anymore, its either gold or gems boyo
@Justin
Is it possible to make the spawn areas neutral after match start?
- When a player dies they spawn at the base farthest from where they died
- The “nudge” effect stays in place to remove players from spawn areas
- Players can fight in the spawn areas, but will be nudged out, possibly with a buff that reduces damage players deal while in that area by 50%
-or-
Add 2-3 additional neutral spawn areas (north and south 1-2 split) splitting respawning players into areas that flank the location they died.
You get laurels from the log-in rewards (pretty much free dailies) on certain intervals.
The new daily system gives different rewards depending on what content you play, and you can finish the daily purely in spvp (4 available, 3 needed for the daily achieve)
@Justin: 4v5 is sometimes due to the map. If skyhammer is rolled, it is more fun to Alt-F4 and do something else than to play that map. It might be beneficial to see what maps have the most 4v5. Just a theory.
Didn’t they say that Skyhammer, Spiritwatch and Courtyard aren;t in the rotation since the patch? I have yet to see them…
I see there are uses for any excess glue, cogs and stuffing you have from previous years, but what about the frames?
I still have a Ventari, Doll and Soldier frame that have 0 use other than to be destroyed? I have tons of cogs, but none of the stuffing or glue, so I can’t even build them
Oh and a ton of Continue Coins cough cough
I had a bug where I canceled a queue, traveled to lion’s arch, and was about to log to go do something else, and a queue popped!? I wasn’t too pleased
I have fond memories of one night. I was standing on the bridge near the Southwest Borderlands tower. 2 uplevels run up and stop near the tower and watch me…then 2 more uplevels join then, eventually a grand total of 7 uplevels were standing there….
1 got brave, attacked me, and I murdered them all in self defense o.o
If you enter Spectator mode after you become defeated, and re-enter the game again (after the timer), you will simply be dead on the ground with a “respawn available” tag on the bottom of your screen.
No timer, no waypoints, you will be stuck there dead for the remainder of the match.
I just recorded it, as well as a very strange bug that spawned me outside of the map on Foefire (wut!?) I will have it uploaded shortly.
EDIT: http://youtu.be/7_gAEy6l_TI
So the video has no !$@#ing sound because I recently went dual monitor, and my recording software was all like “hey lets use the monitor as primary audio source lololol!”
Basically the video has me loading into Foefire, instantly getting a completely different bug, spawning me outside the maps borders…so I messed around outside a little bit before getting autoed. Went into the middle, died, and went into spectator , back, then back into spectator. After the timer was done, I reloaded into them match on the team I was last one, and re-created the bug.
(edited by Zietlogik.6208)
You have an additional skill point to use XD
Add it on Arms to increase damage against bleeding foes by 10%.That build can work, yes. And if you’re good to make it work, why not use it?
I like who make a build by himself and make it work
That is in fact where the last point is in, whoops :P
0/5/6/0/3
It’s not the worst I’ve seen
But why sword mainhand? Wouldn’t an Axe serve you much better you are running zerker ammy especially since you have mace offhand its essentially a burst build without a burst ability – final thrust is highly unreliable – gs and even hammer make more sense IMO
GS works perfectly fine in place, but (to me) it acts as a more defensive option with the added mobility and evade (also great for WvW), whereas the sword still provides mobility, but more utility with an additional immob, knockdown, and 2 cripple skills.
That extra traitpoint like “am too gud for dis gaem”
Seriously though, I think you’d be much better of with a celestial amulet. You have sword mainhand instead of axe so you want to make use of the bleeds which you have also traited for.. But still zerk amulet? With bow and sword.
Again, it is more of a playstyle thing, and not something that most people would pick up on. Playing with the zerk amulet over the celestial is an exchange. With the zerker amulet, you have the potential to 100-0 someone when properly executed, and with celestial, you will not cross that threshhold without might stacks. It is not a point defense build in that aspect, but with a celestial, you can defend and have some sustained pressure (again, personal preference).
But then again, my form of pressure is making the enemy think “oh !$@# im on the ground, there is probably a 9k final thrust coming (pops cooldowns)” only to be immob and focused down shortly after
The build (to me ) feels like how my hammer warrior felt in GvGs back in GW1. If I am communicating with my team (even with just a target call), the zerker amulet with the fluid skill combos of the weapon sets let’s me get a target down on call.
(edited by Zietlogik.6208)
I am STILL seeing new players in sPvP with the default loadout builds that are supplied, but have no idea they have them, they are not being properly told that their sPvP builds/sigils/traits is different from their general PvP set.
How could Anet think this wouldn’t be a factor in driving away new players from sPvP? They are using something completely different that they may be using elsewhere, but don’t even know it, (probably) resulting in them functioning differently or ineffectively by the game’s general fault.
- Um, my rifle inflicts burning all the time in combo fields. That’s what rifle does.
- What do you do when you are low on HP, continue with melee until you die? It seem better to me to dodge back and switch to range until my HP regenerates more. 80% damage is better than 0% damage.
Your rifle will only inflict burning when someone else has a fire field, Longbow has its own and also has projectile finishers, meaning it would be superior in that particular regard as well.
And in a proper group settings, running dungeons you will not be taking enough damage that you would need to retreat, heal stacking is what provides this ability, meaning you can purely focus on DPS. Also dodge….works great.
Longbow provides a plethora of things the Rifle does not, most importantly, team utility.
Bow has:
- Fire field + damage + might blast availability on one skill that covers enough area to effectively cover an entire mob and boss movement.
- multiple projectile finishers + a blast finisher. (very useful)
- fire again on another skill, with triple damage in close range.
- disposable blind, immobilize and bleeds.
- blast finisher + damage source on low CD.
Rifle has:
- One of the highest single-target skills (f1), but can be easily blocked, blinded, and interrupted.
- low damage cripple.
- single target multishot high damage ability with projectile finisher. (the Rifle’s Saving Grace)
- low damage long cast time vulnerability skill.
- and a long CD short range knockback. (knockbacks are not preferred in group settings, to maximize AoE effectiveness)
As for the mace, think of it terms of time spent/wasted.
With Axe 4 you get a skill with not a great CD, with fury (you should have perma nearly without this skill) and some mediocre damage….the skill may as well not exist.
And axe 5, you get a skill with some damage potential but requires a full channel to get the most out of it, with a broken whirl finisher to boot. (channeling with an offhand, means your not auto attacking with axe)
Mace gives a nearly instant 10 stacks of vulnerability, as well as a double-hit, relatively high damage knockdown (preferred over knockback) skill, both skills have no lengthy aftercast or channel, meaning you can instantly get the utility from them, and be back to Axe DPS.
Here it is! a One trick pony, incohesive build that work for me (results may vary)
I have just been messing around with it for the past couple weeks, and have come to enjoy it, so I may as well post it here (cuz these forums are SO active)
It is nothing new, general DPS build, some strange weapon choices, and what-have-you.
http://gw2skills.net/editor/?fJAQNAsZTjMdU2ZVImhwJagkgC9onBhw1A4t1VFA-TpRHwADeAAFOBAc2fQwhAAwRAgZZAA
Play it like an assassin! You get the jump on someone? Good! smack their faces around!
Joining a team fight? Use your super warrior vision to find an opportune target and be all “Surprise!” and run around swinging your sword for days!
Generally you start with Pin Down (optional) > Bull’s Charge (make sure they have no stability before you even start the combo brah) > Fan of Fire > Swap to Sword (dat chill doe)>Tremor > Crushing > Final Thrust
If for whatever reason you don’t want to use that combo, that’s cool, just make your own! Spam all the skills! and weapon swap like its your primary mechanic! (lol adrenaline)
(EDIT: Cele works in place of Zerkers but….eww, you are a Warrior not a fairy!)
(edited by Zietlogik.6208)
Can someone please explain “mobility” ? I’m getting the impression that it may not mean what I think it means.
Mobility counts as both gap closers and escape mechanics, such as Rush and Whirling on GS.
This gives a player an evade, distance, and speed which is vital on larger battlefields where enemies are more likely to kite you. You can either disengage with these tools or engage.
There is a hotkey you can set it to, so you can change your build mid-practice.
For WvW I would be expected to probably use hammer/LB because .. that’s what warriors do there. I don’t feel comfortable with that playstyle so I use a different class in WvW.
No, no no no no. Mobility is king in WvW, Hambow is for Capture Points in sPvP, because you don’t have to move around the map, and are focusing on a single small area. You are easy picking in WvW with Hambow because the enemy is free to kite, and move where they please to engage you.
I admit that I do better in PvP capture points than WvW, since I’m better at defending a spot than whatever it is you do in WvW.
What do you like in WvW and how does mobility help you? (I’ve never been able to get mobility or block to work effectively for me.)
In WvW, as a roamer you usually have the GS taking up a slot for the mobility and some damage. for zerging you would take sword/whatever-offhand-you-want, and usually hammer.
Most roaming builds consist of:
GS/Hammer
GS/LB
GS/Axe-shield
Sword-Shield/Hammer (can zerg, usually uses Warhorn instead)
Sword-Sword/LB (condi)
Very rarely do I see enemy warrior without either a sword or a GS, and if they do, they will be engaged upon and die with no ways to escape a blob the majority of the time.
And as much fun as offhand Axe is to play with, it really has no place in PvP, everytime I see a warrior using it I just stop and chuckle, then burst them down and move on. :P
In general running-around PvE, you can use anything, you can even just run around without a mainhand if you want, the PvE in this game let’s you just run around doing everything and anything because it isn’t actually a challenge until you fight champions, bosses, dungeons and fractals, etc.
The reason the rifle is seen as weak is because it’s role doesn’t fit what GW2 has to offer. It is a single target weapon, with very little self-utility, and with 0 group utility. It provides decent single-target damage, and that’s it (i wouldn’t count crack shot as multi-target) :/
For WvW I would be expected to probably use hammer/LB because .. that’s what warriors do there. I don’t feel comfortable with that playstyle so I use a different class in WvW.
No, no no no no. Mobility is king in WvW, Hambow is for Capture Points in sPvP, because you don’t have to move around the map, and are focusing on a single small area. You are easy picking in WvW with Hambow because the enemy is free to kite, and move where they please to engage you.
(edited by Zietlogik.6208)
I don’t mind queuing in HOTM. Queues are rather short and now with the game announcement, you can read the forums or go on Facebook while waiting =)
Except that is exactly what Anet wanted to prevent when making this system, they wanted people to be more ready when queuing, instead of being more inclined to afk (check facebook, read the forums)
It is, actually, the opposite :P
Since HotM has nothing to do in it at all, now more people are more likely to afk and to go surfing the web lol
Similar to the mechanic added to the Silverwastes to signal an airstrike.
Add an area in each tower/keep/etc. that a player can manually activate to show that an area is under attack. (adds white swords when activated?)
I can see people trolling with this a little bit, but it may put more emphasis on players actually scouting.
But who knows. maybe the whole no-white-swords thing may be a big hit (lol!)
I personally think the map is too small, or at the very least, has too many choke points (every area other than the center is prime target for a full team AoE wipe)
It just needs to be expanded, or given more vertical areas to traverse, just like most GvG maps in Gw1 had glank routes, extra areas to traverse outside bases and 3+ large areas for team fights.
The current map has 1 area for team fights, 2 areas for spawn camping, and what feels like infinite choke points beyond those.
I still have badges and geodes to grind out and old achieves
That is all the game has become as of late…
Make it available to que from any zone, but when leaving that zone you would be removed from queue. Just like certain zone buffs that are removed upon loading a new map.
This isn’t rocket science, you guys can actually think these things up right?
- No queue available from inside personal story or dungeon instances.
- Queue available from all open zones, removed from queue when changing maps.
- Queue window takes priority over map/scout/etc. screens.
- Queue remains active inside Practice Match spvp rooms.
…done
You know what would be a great wintersday present….Super
Adventure Box…
I’m bumping this, I have seen no response from a Dev about its existence yet. It takes a new level of low to leave something like this unacknowledged.
The previous post mentioned eotm consumables, this lead me to thinking about all the other consumables that were banished from wvw.
What im rly getting at is wvw thrives on variety. Spvp becomes more like a moba where everyone is equiped is a similar way. Many of us here prefer wvw because of the greater quantity of customization options.
If anet were to pursue this concept as a way to set it apart from spvp and eotm I believe it would create lasting interest.
The thing about some of the consumables, is that it created some imbalance, ones that gave you stealth, weapon consumables that add portals or high damage.
I had the pleasure of meeting someone who said something along the lines of: “having 1v1, all of a sudden is 2v1 and 3v1, the pvp community is awful.”
So, when the real necknames will be avialible in the WvW?
They won’t
If you can queue from anywhere, what happens when the match is ready while someone is loading, in a cutscene, or talking to a scout? I doubt people want the match-ready UI to stay up for 90+ seconds while the slowest player loads and maybe decides to accept. We also can’t just give dishonor to people who miss the queue because they are loading, or watching a personal story cut scene as that seems unfair. These problems led us to the compromise we have now, but we are open to other options!
I am sure you must have some data on this…how often did any of that happen? I am genuinely curious, because it sounds like it would be an overwhelmingly minority of instances where that would occur.
I never stood and waited in queue during the old system, I was always out doing something, and never missed a match. If you guys are able to make the task bar light-up and have a global program sound play, then i am sure you can have a popup window for players during cutscenes etc. (maybe even during a load screen?!)
These people know they are queued up, so having a window pop up that breaks past these anomalies probably would not bother a player at all.
The other option (one that would require more time, thought, and ingenuity) would be to make the HotM an actual enjoyable place to be. Maybe with:
- Mini-games
- Dueling cages
- Races (player races)
- Accuracy ranges (requires mouse/camera projectile firing)
- Dodge contests
- Golem Chess
- Betting Tables (for dueling cages)
- Jumping Puzzles
- Areas for RPers and Guild Gatherings
Also please: https://forum-en.gw2archive.eu/forum/pvp/pvp/Suggestion-PvP-Tutorial/first#post4598054
bring back plank
What? the only things removed so far i believe are the orb/orb alter in the northern sections of the maps, and the middle island that used to just be swarming with krait (the bloodlust area)
only. ONLY. if the maps are LARGE enough to accommodate. Our current TDM map is too small to work properly, it ends up a blowout, spawn camp, AoE cluster!$@# after a couple minutes.
GW1 had pre-made builds players could choose from when creating a pvp-only character, I wonder if a similar system could work.
45 minutes of content, no questions answered, “bleh” is my overall impression thus far, even though the story was progressing well up until echoes, then its going back downhill again.
it can be a double edged sword, majority vote can be in the favor of one team if they spec for skyhammer for example, and all vote, thats a 5/10 vote, if 1 person doesnt vote the same for the other team…it is swung in their favor.
But also ya, it is more logical regardless to simply be a majority vote.
Perhaps, both teams have separate rolls, so it gets boiled down to 2 maps (majority vote for both teams)
Then a weighted roll is chosen between those 2 maps instead.