This could have been made so much better, so much more in-depth, think something along the lines of finding the triforce pieces in Wind Waker.
But instead, it is a rushed, hand-held. pseudo adventure, that has a zerg going from point A to point B.
So much potential, but it seems so rushed and squandered
Some builds cater more to solo queue. Case in point, you mentioned people not being able/knowing how to work with you well when on your bunker guardian. On the other hand, the warrior build you rolled sounds like it’s quite self reliant.
You also played for a pretty short amount of time, couldn’t have been more then a few rounds. It could easily be a fluke, or just the time you queued at. Some days of the weeks/times sport different types of players.
The class is also quiet noob friendly, it has a low skill floor. Not to mention warriors are in a pretty good place right now. I wouldn’t say they’re OP, but they’re certainly not hurting.
I’ll agree with this. It is not a class issue, you were just playing other classes that were more team-oriented, whereas Hammer/Axe is more of a 1v1, roaming, side-point assaulting build.
Since the old one was locked due to a necromancer bringing it back….I figure since it is still actually relevant and also valid, I shall repost for the purpose of discussion.
Commander UI: A map/UI window that allows commanders to view all sub-commander’s locations and their nearby allies and enemies via map dots (same radius as normal player range) as well as placed siege of all types (icons for siege will be displayed on the map)
The commander UI will allow the commander to view any supply currently located in any server owned towers/keeps/camp/etc. on the UI screen. (Ex. Location Name – Supply:125)
Custom waypoint markers and path markers will be given to the commander and will be displayed on the map and mini-map of any sub-commanders, with an option to be displayed to all, or specific sub-commanders.
Some markers may include:
– Arrows for directional guidance
– “No Symbol” for halting movement to certain zones or areas, or localize movement
– Stars/Diamonds/Circles/Squares for team stacking/movement
– Unique siege icons to pinpoint locations for siege placement such as ballistae/trebuchets/catapults.
– Custom icons for hotspot identification or reinforcement routes.
– Shield icons for defense locations
Commanders will be able to also directly use the Draw feature on the Ui map and will be shown to all active/or specified sub-commanders.
A side-bar on the window will also display the number of sub-commanders/other commander locations on the other maps for WvW uses (ability to see how many sub-commanders are located in each borderlands + EB listed in the window)
Sub-commanders (current commander system): Current commanders will be now labeled as sub-commanders, with the ability to access and alter their commander icon to various shapes and colors to help keep themselves locatable among other sub-commanders (one may have a pink star, another may have a green circle)
The color chosen will also determine their chat name color when using a new commander chat (similar to Team chat) allowing players to identify specific commanders orders directly in chat. They will also have the ability to place custom waypoint markers that can be directly linked into chat for pinpoint team movement.
Commander: This will now be a position limited to 1 per map and have direct contact with all sub-commanders, view all members within sub-commanders squads as well as their supply counts, and access to a new custom UI (see above). The position will require a new pre-requisite to become a commander.
With the influx of gold into the economy, the numbers of commanders have risen considerably, as well as the confusion associated with new commanders in both WvW and PvE environments. Limiting the “high tier” commander to 1 per map, and having a new pre-requisite (maybe even a small test given by an NPC, that simply shows they are capable of commanding) would help alleviate the overall messiness of the current system.
(edited by Zietlogik.6208)
Ah, that fabled CDI that was mentioned a while back ago…..
Lots of one’s I like in here. Agree would love to see more upgrades in WvW that players can create. Sentries in particular should be upgrade-able, that way you can also blockade a camp even if for some reason you can’t take it. Additional guards and roaming patrols would add a lot to those areas of interest. Could go on the others as well but will save it.
Would also love to see some upgrades that use harvestable mats to complete. Example take your barricade idea, cost ‘x’ coin to build, or 50% of the price if you provide ‘x’ amount of units of lumber or 25% of the price in coin if you supply lumber and ore.
Anyway, general +1 until we can talk more in depth in a CDI. Good hunting!
Could be a good way to start slimming the market on Mithril, that’s for sure…now if only these upgrades could use Thick Leather Sections :p
Re-plugging some of my old suggestions back in here for good measure >.>
New Buildables:
– Walls/Barricades
– Slow Traps
– Buildable Watchtowers
– Buildable Supply Depot (Allow players to deposit supply, not only withdraw)
– Ramps for high terrain/walls (fragile/low hp)
New Camp Upgrades:
– Dolyak Armor: Equip your Dolyaks with the latest and greatest in combat platemail, allowing them to engage enemies when struck and soak up more damage. (requires guard upgrade first)
– Dolyak Carrot: Increase the speed of your Dolyak, allowing it to run to its location.
– Watchtower: Upgrades the camp with a watchtower for your Guild Claimer and grants the Guild Claimer a ranged secondary weapon to defend itself.
New Garrison Upgrades:
– Golem Factory: Upgrade your Garrison with a Golem Factory add-on, allowing for automated Golem creation. Builds 1 Golem every 1 hour, max: 5 Golems. (requires Waypoint Built)
– Runic Portal: Allows portal travel to the Bloodlust Ruins (located between all 5 points) (requires Waypoint built)
New Map-wide Upgrades: (located in Citadel)
– Upgrade Sentries your world controls into small outposts, consisting of 2 Guards, 2 Archers and 1 Scout (marks nearby targets). Requires Home Borderlands Keeps and Garrison under control.
New Structures:
– Skritt Hovel (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NW of the map to be a new claimable location with bonuses.
– Modniir Stronghold (change functionality similar to claimable forces in Eternal Battlegrounds.) Fortifies the location in the NE of the map to be a new claimable location with bonuses.
New Structural Upgrade:
– Electrified Gates (Players who strike the gate with standard attacks have damage returned.
Gate Upgrades: Reduce gate health by 25% and apply a bonus:
- Dredge Tech: gates are immune to flame blast vulnerability.
- Asuran Tech: gates deal damage back to players striking it without siege, with a 10% chance to stun on damage.
- Sylvari Tech: gates slowly regenerate health without requiring supply, but are twice as vulnerable to Flame Blast.
- Charr Tech: gates cast off metal shards when struck by siege weapons, bleeding and crippling enemies nearby.
- Human Tech: barricades are built on both inner and outer sides, limiting space near the gate entrance.
- Norn Tech: Totemic gates give nearby allies bonus might, and periodically chill enemies (1s per 10s)
Electric Fence
Who can use it: Electric Fense is an upgrade available to guild members of an owned Keep/Tower/Garrison with Claiming permissions.
What it does: When purchased and completed, Electric Fence will prevent all players from directly interacting with the supply depots of the claimed location. This process can be activated and deactivated by an NPC.
Players attempting to access the Supply Depot without permission will be given a quick shock, and a small amount of damage or blindness.
Why use this: This is to alleviate issues with trolls, and players who do not know build procedures within higher value structures, unintentionally (or ex Trolls, intentionally) delaying the progress of structure upgrades, or preventing them completely.
(edited by Zietlogik.6208)
God you people are seriously bored aren’t you?
Well there isn’t much fun left to be had in WvW nowadays so….this torch seems to have burnt out.
…unless you love da K-train of course.
If the map was designed with like…a ball you had to get around the map or something…
People hate this map on launch, and they still hate it now…is that a good enough “settling” period for you guys at Anet? >.>
Seriously though, I know its good to get some free kills of some PvEr’s here and there, but they may eventually be your teammates…so teaching them the basics shouldn’t be our job, the game should at least guide them in the right direction
Phira has it right. Once we have the key features we need for the core of the game, we’ll look at doing other game types.
Someone should infract this poster for trolling (j/k) >.>
But in all honestly, it has been ages, and the one extra features that have been added are just to bridge a gap between PvE and PvP.
Last time I checked “core” features were a priority, not put on the backburner to wait 1-2 years to be fleshed out.
But since we are on the topic of new game modes…
https://forum-en.gw2archive.eu/forum/pvp/pvp/Suggestion-PvP-Scenarios/first#post4112640
(edited by Zietlogik.6208)
Faith…lost….a long time ago Q _Q
2v2 with a single capture (even a moving/rotated capture) would be fine with me as well.
Pew Pew erry day
Next time you are in a 4v5 (nothing less) check to see if someone is sitting in Spectator. I have a suspicion that the game doesn’t recognize active players vs spectators properly on their hotjoin servers, and counts them towards the “active 10” which prevents new players from entering the server via “play now” since the game thinks the server is capped at 5v5.
I can still see players jumping into spvp without knowing that they need to setup traits, sigils and amulet.
It is nice they have some defaults…but it seems a lot of players still don’t know they should be changing these.
Perhaps if a player enters a match or heart of the mists with the defaults, a warning/hint flash should appear on their screen. And should continue to appear until they change at least 1 thing in the pvp build window.
I may just be seeing things, but Spectator Mode can actually cause team imbalance, even if unintentionally.
Let’s say someone actually wants to spectate, so he joins a server. Something I have noticed, is that if the server cap is 10, the spectator counts towards total player count, meaning that the match will be a consistent 4v5 while that one player stays in spectator.
I could be completely wrong, but I have noticed a lot of times when a match ends up as a 4v5, there is one player in spectator, and no new players joining the server due to it possibly being capped.
The hotjoin maps are 5v5 with 20 player slots, so 10 people can fight and 10 can watch. It can cause issues if > 10 players watch and don’t play.
No serious….look at the server list and see how many 10/20 there are….and some of those 10 are in spectator and some are playing….it just doesn’t go above 10 unless you force join the server, no “play now” people will join that server.
So if 1 player is in spectator, the entire match will be a 4v5, without new players joining in….I think it is some kind of bug with their matchmaking and server permissions.
With PvP buff it would be the highest damaging skill against 5 enemies (assuming coefficients listed on wiki are correct).
I reckon the circumstance in which 5 enemies are closely packed together and remain so for your whirling axe to hit them is pretty rare though.
And it happens all the time on Spvp.
So it happens all the time that you hit 5 people (their entire team?! minions count as well I suppose) for the full 15 hit duration? I would assume not…If i ever see a whirling axe warrior, they are lucky to hit me twice, and even luckier if they don’t get CCed/blinded/blocked at any point during the channel.
The spectator system doesn’t work properly with some servers, forcing uneven matches regardless, but noone wants to admit it’s broken >.>
I don’t see why this isn’t a thing in PvE….but in PvP, no, you dont make a Guardian look like a Ranger for obvious reasons…
I wish they’d bring it back too. I only joined the PvP scene recently and I never got to try out the Raid myself. It’s fine if it’s removed from SoloQ and TeamQ, but why not have it still be accessible in Hotjoin? Courtyard is, after all.
I think their main reasoning is that the PvP window has no functionality for underwater weapon slots etc. (pretty poor excuse, but I am sure a dev said it at one point) and annoyance in setting up underwater pets for the Ranger.
Also it is a 50/50 on how people enjoy underwater combat, but I still do not think that is any reason to completely remove a map…they could have, at minimum, just altered it.
And the option for right-click you mention doesn’t do anything to control targeting other than not automatically engaging something on a right-click.
The right-click thing I mentioned completely prevents you from losing a target by right clicking. So using your camera to move, or just right-click in general will not lose target.
If you are losing target by:
- Looking away from your target at distance
- Left-clicking (why are you left clicking during combat?!)
- Hitting Esc to untarget.
Then, no, there are currently no ways of preventing this from happening. Target marking, can prevent distance/camera untargetting, but not left-click untargetting.
Also: Holy triple post….pls use the Edit feature instead of creating a new post for every line of text you want to use o.O
I have seen this, and have been seeing this for a very long time.
Not sure if it just shoddy coding for some of the servers, but having a player in spectator mode, capping a server capacity at 10, will prevent new players from being able to join a server via “play now”
If a player sits in Spectator mode, the match will simply be a 4v5, unless someone force enters the server, or the player in spectator joins the game.
For example (just now) on Server 100, 3/4 of a match was 4v5, checking the spectators in the server window revealed a single player in spectator mode. Once this player had left the server, a new player was able to join, and was put onto a team (not sitting in spectator)
tl;dr Servers shown as 10/20, are soft capped for “play now” and players in Spectator mode count towards the 10 player cap
16-bit Braham…..Kablam
If they made Axe 4 like Olaf’s Undertow from LoL:
-Throw an axe in a line to a target location, dealing physical damage and slowing enemies it passes through for between 1.5 and 2.5 seconds, depending on the distance the axe has travelled.
-The axe remains at the target location until Undertow is off cooldown. Player can pick up the axe to reduce Undertow’s cooldown by 4.5 seconds. If the axe would land inside terrain, it will instead stick to the wall.
And if a change was made to Axe 5 (instead of the damage) to something like (one of the following):
– Reflects Projectiles
– Breaks Stun
– Steals 100hp on each successful strike.
It will happen, that is all there is to it. HA had pugs vs pre-mades, GvG had byob vs pre-mades. If you are playing something designed for created teams , then expect created teams.
And I can already tell from the sarcastic comments, we have enough toxic members in the pvp community, more reasons for them not to play wouldn’t be any skin off my back.
There has always been a PvP team working on features! (I know because I’ve been on it forevs)
We live in the real world though, and “too little, too late” is a thing when in a service industry.
You need to whet the appetites and keep people interesting, lest their interest wanes and people come to a point where they move onto something that they know exists. Like changing jobs, if something better comes along without change from the former, they will leave.
“We are totally working on things!” doesn’t do much when it has rarely ever been seen… spvp features are kinda feeling like vaporware…
Screenshots, blog posts, mini videos, etc. all go a long, very long, way.
Tick Tock, 2 years and counting for 1 gamemode from launch and 2 added maps total.
https://www.guildwars2.com/en/news/structured-pvp-iceberg/ (We have taken steps backwards it seems)
(edited by Zietlogik.6208)
They already have the option for right-click, and that would suffice. I am not sure why you would be sporadically left-clicking unless you are using ground target abilities before hand…
You can’t deny Duke Nukem….but how long have you been playing? at least they removed the actual annoying ones like:
“You couldn’t keep the keep”
“The keep if yours! Keep it!”
mind you they were mainly exclusive to Niflhel, but I can’t remember if other maps had equally stupid quotes.
They must have buffed it or something…I was able to solo it on my first achievement run. The first run (story) was enough for me to know what to do….maybe they made it harder.
Step 1: Add new, interesting mechanics to mobs (check)
Step 2: Revamp existing mobs to have new and interesting mechanics (undone)
Step 3: Remove Defiant and Invulnerability buffs from mobs to compliment player ability vs enemy mechanics (undone)
Once these 3 steps are complete, I may have a reason to spend time in PvE….until then, PvP is still more enjoyable combat-wise.
I never had an issue with this….even on the first playthrough, it was easy to see what needed to be done, and it never felt as if I was unable to do so. :/
I like playing my Power Ranger, and just like most other players, don’t give 2 kittens about what other people like to complain at them about :P
I may just be seeing things, but Spectator Mode can actually cause team imbalance, even if unintentionally.
Let’s say someone actually wants to spectate, so he joins a server. Something I have noticed, is that if the server cap is 10, the spectator counts towards total player count, meaning that the match will be a consistent 4v5 while that one player stays in spectator.
I could be completely wrong, but I have noticed a lot of times when a match ends up as a 4v5, there is one player in spectator, and no new players joining the server due to it possibly being capped.
Imho, Queen Jennah will die and we’ll have to recover the locket to find the true heir while a civil war ensues.
In the end, we’ll discover that the rightful heir is Kasmeer, as she’s actually the only sister of the late queen and thus the next in line for the throne. Some investigations will follow to see how she’s actually tied with the regal family and the reasons why she was abandoned (mainly political ones) and probably there will be to fight with Minister Caudecus who has seized the throne for himself in the meantime.But more probably, nothing of that will happen, and i just made a long post for naught.
A great time for the White Mantle and Mursaat to make a comeback
Considering that the vines can pop up out of nowhere and strangle (a lot) of people.
I doubt anyone really feels like “I IZ POKE U VINEZ!” is a great idea, especially ones that seem to be feeding off energy, that may be going straight to Mord.
Imagine someone tried to slap a perfect sandwich out of your hand right as you were taking a bite.
Steam is a powerful marketing tool simply by it just existing. Has there been any thought of GW2 being released on steam? (GW1 is on there)
At this point, with the behemoth Steam has become, I figure it would be a “why not” scenario.
But perhaps it is because of the ties the TP has with it’s own browser/sites? who knows.
when i want to play with my power ranger it usually destroys my leaderboard ranking
I tend to have the most success when running power ranger in queue o.O
Another issue is that it isn’t linked to anything, it just spawns, and very frequently for that matter.
There doesn’t feel like a reason to fight it, even though the fight is insanely easy.
take note of the inquest camp / inquest gate at the bottom of the canyon there.
You liberated the biconics in Season 1, they look up to you, so I think it is suitable they call you boss. You are also a relative “team” and you aren’t the all-knowing of the team, so even though you are the boss, doesn;t mean that the biconics are incapable of doing anything….which is why they actually do things.
There really isn’t much to please a crowd. But as it stands, you are the leader/boss of a group capable of handling themselves (kinda), but are still a group at the end of the day, that you are a part of.
You can replay it, but you have to replay the storyline, so it is technically possible.
They could make “The Machine” it’s own instance you can select (like Concordia, Salma, and the cave instances already are)
I did this with a friend of mine (just us 2) and went for the 10 minute achievement. After finishing the last section, the instance leader just ran back and ressed all the NPCs (and you have to talk to them and tell them to retreat)
for it to fully advance, you need to do it in order, but you can replay any of the sections (for achievements etc.) in any order.
Someone had to do it….I think the dragon knows more than we do…down with the quaggans!
The sections are marked in green when done in order, and purple otherwise, you will not see the marker on the map until you are close to it
I am doubtful that they will, but also intrigued and hoping that they actually do destroy some of the waypoints in the world.
Currently there are far too many, some so close together you can see multiple in the same minimap.
But do you think they would go through with it? Possibly thin out a few here and there to make the world feel a little larger?
The waypoints in GW1 functioned exactly that way, the zones were hostile, they had the feeling of being dangerous, and the only places that were safe were the places you could waypoint to (towns/cities)
To be honest it would make sense to me, but would be quite annoying to a lot of players (not me though, i prefer exploring)
It just seems strange to have waypoints absolutely everywhere, enemies within reach, in the middle of areas that were thought to have been rarely ever explored….
Perhaps it is just a bias for me, and a bit of wishful thinking, but I do hope they remove a few so that the world could feel a little more dangerous, and a little larger all-in-all.
If it does have something to do with Abaddon, maybe we can finally have a reason to return to the Ring of Fire area
http://i.imgur.com/2GBo51U.png
http://www.reddit.com/r/Guildwars2/comments/2agwtg/we_discovered_where_the_vines_are_heading_heres/
Looks like Infinity Coil, and somewhere near the brand are the destinations. Although fort Trinity is in that general area, but who knows.
i also laugh when people say things make them “literally insane”. so are you in a mental hospital now?
There is a t-shirt that says “the misuse of literally makes me figuratively insane”
Problem is that, due to a stark lowering of IQ to whomever is in control over Merriam-Webster, the word literally, no longer means literally :/