Showing Posts For bhagwad.4281:

Rank requirements(Requesting to Close thread)

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Posted by: bhagwad.4281

bhagwad.4281

This is not imaginary entitlement.

Anyone who has put in the number of hours r70 players have, is entitled. You sure as hell have every right to QQ and be kittened when you’re not given your due. Just imagine working for a company and then not getting your pay at the end.

And then when that employee comes to “QQ”, we’ll tell him he’s self entitled and just needs to “get a life”.

Sure.

Someone above here had it right. It’s plain jealousy. I’m not able to come up with some other explanation.

Match win chest need answer please!

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Posted by: bhagwad.4281

bhagwad.4281

i opened 100 chests. My luck didn’t move a single % not even 1% lol.

You have to salvage the items to get the luck…xD we’re talking about mystery chests, right? you’ll get a lot of luck if you salvage the items. Probably still true for random chests.

He has 110% luck already. The amount of points necessary keep going up, so it means he’s not going to get enough luck to shift even a single point from hi 2000 chests.

Yeah, I agree it sucks for him

sPvP and Zen

in PvP

Posted by: bhagwad.4281

bhagwad.4281

Ok GW2 PvP – there are two ways I can approach you in solo/team q. Either I pull out my hair in frustration, getting myself worked up over the actions of people I have zero control over…or I can transform this into something divine. A learning experience.

From now on whenever I start a game, I will remember that I have limited control over the outcome. A moment’s meditation before the game starts. They say you can’t learn to control your emotions and become a stronger person unless you’ve been through the grind.

And sPvP is the battleground now. Not just for the game, but for my mind. A time to practice my inner peace under the most trying of conditions. Yes, this is the true value of all the hours I put into PvP. A valuable life lesson.

To learn to let go. Let go. Let gooooooo……

FYI: http://www.daijiworld.com/news/news_disp.asp?n_id=227784

An answer to decap engineers(?)

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Posted by: bhagwad.4281

bhagwad.4281

The key to countering a decap engi is teamwork. With good teamwork, you get 5 free points every time the decapper goes to your close. A thief rotating quickly to close always with an eye on the decapper will take him down as soon as/before he gets to your point. If the opposing team sends him repeatedly, they will lose since those 5 points build up quickly.

In soloq on the other hand, people have the attention span of a moth. It’s not very glamorous for a thief to keep rotating close and if you tell them to do that before the match, either they won’t listen to you or they may do it once and forget about it the next time, or they may take too long to come.

With good communication, a decap engi is actually a handicap for the other team since they’re so predictable.

Increase Difficulty for Low lvl Areas by 10x

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

I always love how people refuse to a: go to zones that are level appropriate, and/or b: complain about how easy low level zones are when they’re wearing full ascended zerker gear. Then they come here and say “MAKE IT HARDER!” and don’t give a dang about the new players starting out, and hit the brick wall of content that’s far too difficult for them, and then they quit. If you want hard content, take off all your gear, and go fight. You can make content harder for yourself, instead of just begging anet to make all content harder for everyone.

Voluntarily weakening yourself isn’t the answer since I know I can just put my gear on. As for “why play low lvl areas”, it’s because Anet has created some beautiful scenery and I want to play in it, I want it to be dangerous, I don’t want to just walk around like Superman.

I can’t fool myself enough to just take my armor off and play.

Anyone who’s played GW1 will know where I’m coming from. There too, the low lvl areas were easy until they created a “Hard Mode” where every area was as tough as the other. That was challenging and allowed me to fully appreciate Anet’s beautiful landscapes.

But unless there’s real danger, it’s not going to mean anything.

Increase Difficulty for Low lvl Areas by 10x

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

If the starter zones are too hard:

- Take off your armor.
- Reset your traits to nothing.
- Equip a level 0 white weapon.

And there you have it, hard mode.

That’s voluntarily crippling yourself. Players would like to wear all their armor and still face tough content that’s also rewarding. Proper downscaling should go a long way.

Thx for rebalancing the Ranksystem!

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Posted by: bhagwad.4281

bhagwad.4281

it sucks to see everyone getting dragon when others have worked hard for it.
It sucks to see r55+ players lose their excess rank points in order to get on the same boat that less dedicated players.
It sucks to be getting less rewards than pver´s and less ranked players.

Nary Nary Nary :

1) playing only skyhammer maps in hotjoin with a cc engi
2) farming skyhammer

are not “hard work”. Besides, this is a game, it’s not work.

You have to prove that a majority of high rankers are sky hammer farmers. Unless Anet breaks out the numbers, we have to assume they’re insignificant and not worth consideration.

The whole “skyhammer” issue has turned into a convenient justification for misplaced egalitarianism.

Increase Difficulty for Low lvl Areas by 10x

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

GW2 cannot do hardmode unless it’s a dungeon. Why? Because unlike GW1, the “open world” of GW2 is not instanced. This means they cannot create any such hardmode content unless it’s in the very limited instanced zones.

Incorrect, every map is its own instance with a high player cap. What do you think overflows are? This is not a seamless world, there are portals and loading screens and borders for each map. Having hard modes for each zone would be completely, but would take a lot of work and would further split the community. Imagine having a popup appear with an option to select the normal difficulty or a hard mode each time you try to zone into a map. Normal would, of course, send you to the regular map instance, whereas hard mode would send you into a different map instance that would have harder stuff.

I love this idea. Make it so Anet!

And then there would be absolutely no reason at all for anyone to go back to the old zones….

The old zones would hold the huge number of lower lvl chars. Yes, there would be no reason to go back to the old (easy) zones. But so what?

Increase Difficulty for Low lvl Areas by 10x

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

GW2 cannot do hardmode unless it’s a dungeon. Why? Because unlike GW1, the “open world” of GW2 is not instanced. This means they cannot create any such hardmode content unless it’s in the very limited instanced zones.

Incorrect, every map is its own instance with a high player cap. What do you think overflows are? This is not a seamless world, there are portals and loading screens and borders for each map. Having hard modes for each zone would be completely, but would take a lot of work and would further split the community. Imagine having a popup appear with an option to select the normal difficulty or a hard mode each time you try to zone into a map. Normal would, of course, send you to the regular map instance, whereas hard mode would send you into a different map instance that would have harder stuff.

I love this idea. Make it so Anet!

Increase Difficulty for Low lvl Areas by 10x

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Posted by: bhagwad.4281

bhagwad.4281

No. You forget the difference between the gear you have now (3 uber high stats) compared to the gear typically available at those levels (1 single, MAYBE two, digit stat). The scaling also does not take into account reducing your trait bonuses, nor does it correctly scale high level armor.

From what I remember, you could be using the very highest lvl gear in GW1 and the “Hard Mode” in the low level areas would eat you alive and spit out your remains if you were careless.

Increase Difficulty for Low lvl Areas by 10x

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

Today I was doing my daily in wayfarer foothills with my full berserker gear and ascended GS. I saw two svanir thugs guarding a blockage. One whirlwind attack was enough to kill them both and shatter the blockade!

I like being strong and all, but…come on! Wasn’t one of the promises of GW2 that you would be scaled down in low lvl areas to make content challenging? And I thought a while back they increased the difficulty a bit more. But I don’t see it…

Does anyone else remember “Hard Mode” in GW1 when even low areas became fresh again? Where each hard mode zone was as tough as the other? There is zero reason for me to be careful, to make sure I don’t over aggro…

Come on Anet. Make your stuff challenging!

Thx for rebalancing the Ranksystem!

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Posted by: bhagwad.4281

bhagwad.4281

but I’d still like to have other things to aim for, like a good ladder position… targets based on how well you play rather than how much you play, compared to others.

There is no reason in the world why we can’t have both. And this is what I’ve been saying all along. Fine, have “skill” based systems if you want. But you can have other metrics and titles as well.

Thx for rebalancing the Ranksystem!

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Posted by: bhagwad.4281

bhagwad.4281

you don’t deserve rank in 2 month’s of casual play…dedication is what should be rewarded

And it will – but the rank system, as it is now, is not any real indication of skill or dedication to anything apart from Skyhammer farming. It will forever be tainted with “pff skyfarmer more n00b”. Would you mind explaining what an sPvP rank means to you? Why does your rank make you feel warm and happy inside? Do you really feel that superior to someone a few ranks below you?
Maybe a more interesting question is, do you feel inferior to someone a few ranks above you?

besides do you need reward for everything? if you can’t do it…or don’t want to invest time/dedication to something…you won’t have it…and yes there is a HUGE difference between rank1-30 players and rank 50+! stop lying to yourself to make yourself feel better….A HUGE DIFFERENCE

But as has been said, rank right now doesn’t mean that a player necessarily invested time/dedication to PvP – they could well have instead invested their time in farming Skyhammer. Unless you did this yourself, and are desperate to make your meaningless farmed ranks sound important, why would you not instead look forward to a better system like ladders and leagues, and let go of rank as anything more than “I was there back in the day”?

re: rank difference meaning skill difference – yes, this is largely true. I’d much rather have 4 r50 players on my soloq team than a spread of r19, r25, r35, r60, because I can probably trust the r50s to know their own professions, other professions, and general tactics better than those far below them. This doesn’t mean that some other system couldn’t represent relative skill levels much more accurately, and give us altogether fairer and more fun matchups.

This is why bringing what you’d probably call the “filthy casuals” into PvP, with the availability of short-to-mid-term rewards, is a good thing:
- more players trying it out (for short-term rewards)
- means more players sticking around (for a combination of fun and medium-long term rewards)
- means a higher population at all skill levels
We can get much more varied (due to not always playing within a tiny pool of players) and balanced (due to not playing in a tiny group of players of varying abilities) games from this. Maybe someday it’ll even be possible to get <5 minute queues outside of EU prime time!

Don’t worry, there will still be long-term goals that you can aim towards and be all elitist about, and someone just doing PvP for their dailies isn’t going to get them in a couple of months’ play – but you seem to be really quite bothered that the old, inferior system is getting phased out.
Are you sure you didn’t just farm your way to whatever rank you are?

I think you care too much about this so-called “farming”. It happened sure, but the few people who did it are insignificant. Most stopped at r50 after gettting their bear ranks. And the really high rank players were well past r55 even before skyhammer.

Do Cleansing Bolts from WW Hit Me?

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Posted by: bhagwad.4281

bhagwad.4281

Nope, they will not clense you

Drat. Oh well!

Do Cleansing Bolts from WW Hit Me?

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Posted by: bhagwad.4281

bhagwad.4281

After I put down a symbol of wrath and WW through it, I see cleansing blots go off in all directions with me at the center. Can any of them hit me? As in, if I’m in a spot and my condi clears are on cooldown, can I do the combo and clean a few conditions off myself?

Guild Wars 1 had more PvP variety

in PvP

Posted by: bhagwad.4281

bhagwad.4281

Anyone remember turtles and the jade quarry battles in GW1? Ah, that was so much fun! Really innovative stuff. How come they had so many ideas for GW1 and none of GW2? Did they lose a key member of their staff? What happened?

Also, the rewards for GW1 PvP were awesome. Zaishen keys could net you real gold to be used in PvE if you wanted or you could use your balthazar faction to buy PvP items as well.

kitten , that was a well rounded, fully integrated game mode. What…the…hell happened now?

Feeling nostalgic all of a sudden.

Is there any Point of Communicating?

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Posted by: bhagwad.4281

bhagwad.4281

for some people it is

Yeah, if wishes were horses etc etc.

To Win in SoloQ, Focus on your Role

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Posted by: bhagwad.4281

bhagwad.4281

How many times has someone not played their decided upon role in a team? For soloq, there’s no communication so everything has to be decided before the match. For example:

1. If you’re assigned to take out their treb, take out their treb as soon as it’s up. Don’t wait for someone else to do it. Just drop what you’re doing and go. It’s your job.

2. You’re assigned to close, don’t leave close undefended. If you leave close and it gets capped, you are responsible

3. If you’re assigned to the buffs on temple, go take the buffs whenver they come.

Getting involved in a fight or getting distracted is not an excuse.

Oh, and most important.

COME EARLY. If you arrive late in the match, you deserve to lose.

Is there any Point of Communicating?

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Posted by: bhagwad.4281

bhagwad.4281

know what to do = cap and hold its that simple

Lol. That’s like saying “Know what to do”: win. It’s that simple.

Is there any Point of Communicating?

in PvP

Posted by: bhagwad.4281

bhagwad.4281

well, yeah assign roles and positions according to classes before the match starts and then you are good to go.. talking in chat after the match starts is waste of time

We did. I was to call for help in case more arrived than I could handle.

That went well.

You’ll also see that there are people on this forum who believe in no communication and that everyone will “just know what to do”.

I'm a bit disturbed over the rank changes

in PvP

Posted by: bhagwad.4281

bhagwad.4281

and 1 of the most vocal here is in fact and proven skyhammer farmer.

I hope you’re not referring to me…

Also, another thing I just heard is that people are getting reimbursed dyes for the duplicate dyes they have on other chars… Second rate citizenship at its finest

Second rate citizenship?! You?! Are you whining that you are a second rate citizen? That smacks of super entitlement man and I am a fan of yours. About the dye thing…you are like one of a handful of people that could actually win a Legendary, and you are whining about dye? Wow.

ummmmm put this it this way.

people who invested in dyes, are getting compesated for changes Anet made!

Anet: “I’m sorry you made you buy different dyes for every character”

people who invested in PvP, are Not getting compensated for the changes

Anet “I’m sorry you spent 3k hours in PvP, you’re NOT getting anything, infact! people who played a fraction of what you played, are getting compensated more than you”

That isn’t really a good comparison and totally misses my point. Both the PvE player and the person I was speaking to have access to dye. In fact, I would say that I have gotten more dye from PvP than I ever got in PvE and I have more hours played in PvE, but it’s not like I haven’t played my fair share of PvP(rank 49).

But back to my point that you derailed. My point was about the hypocrisy of calling someone else entitled about dye, when a highly ranked —and highly skilled-- pvp player has had more access to dye through PvP crafting mats than Johnny “PvE Hero” as you so kindly put it. ArenaNet is making PvP better and this thread is all about people arbitrarily picking a rank they think should be bumped up. Those ranks have been picked. If you got past a certain rank, you get bumped up to a different one. ArenaNet announced months ago that this change was coming. I have posted the link on previous pages. I agree that these new chests should be retro-active. I don’t agree however with the some of the hypocritical comments flying around in this thread though. It’s not cool.

The entire idea behind the comparison is the reimbursement of time (which gold essentially equates to gold). I’ll get plenty of dyes from the change, which I find ironic considering I would have even more had I PvE’d to any extent. They actually cared about the reaction of anyone who has an amount of dyes on multiple chars. That’s something I take offense to given that I’ve spent FAR more hours PvPing for the sake of PvPing than doing any game mode for the sake of dyes. If anyone has the ability to gain any amount of dyes then it’s pvers with their vast quantities of gold.

The issue that I was QQing about in my previous post that you railed on was that they are reimbursing anything that might be subject to being kittened over with the coming patch regarding PvE while the only form of reward that I have for my own time spent is getting destroyed.

They did NOT announce that any rank past rank 55 was going to be pointless ranks gained. They indicated otherwise by increasing ranks. They hinted previously at doing away with ranks in their entirety. Then they increased rank points gained which greatly sped up ranks which implied they were fine with the current system given they increased rewards to make them more attainable.

They left us totally in the dark over their final decision, which kittens rank 70+’s more than anyone else, until the last ready up. That is why you see these QQ threads pop up.

Agreed. Dyes are not a measure of a PvE person’s progress. Ranks however, are the only measure of a PvP player who is 2 years old and one who joined a week ago.

Murphy's Law of the Close Cap

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Posted by: bhagwad.4281

bhagwad.4281

idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game

The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.

If your team is smart, they will inform each other about their movements. Leaving close isn’t a bad idea, leaving close without letting your team know to back off and hold close or whoever is about to rez is a bad idea.

Specifically mentioned soloq. All bets are off.

Your team still has to coordinate to win in solo q. Tactics don’t change between solo and team qs, it’s just methods of communication that change.

Did you just use the word “communication” and “soloq” in the same sentence?

https://forum-en.gw2archive.eu/forum/pvp/pvp/Is-there-any-Point-of-Communicating/

“If you don’t try, you won’t get anywhere” is my philosophy. But you can keep soliloquizing about soloqs, it gets to a point where everyone sees a thread you create and instantly think “what is it now?”

The point is there is “de facto” no communication in soloq. So question. What is your strategy when you take for granted that there will never be communication?

Answer: Afk at close if you have to.

Guardian = Poor Version of Warrior

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Posted by: bhagwad.4281

bhagwad.4281

I don’t main a guardian, but I’ve been having some success with it in PvP as a dps/meditation build. Good in teamfights, decent dps and so on and so forth.

On the other hand, I don’t play a warrior in PvP (only PvE), but from what I know, a warrior has:

1. Much better stability (a bit odd considering this should be a guardian’s forte)

Guardian is better at providing stability to allies.

2. Better condi removal (there’s a trait that removes condis for each bar adrenaline). That itself is…wow!

Guardian has excellent condition removal options that also can remove it from allies. Purging flames, Absolute resolution, Pure of Voice, Cleansing Flame (torch 5), Ray of Light.

3. Better damage. No explanation necessary

Warriors definitely can deliver better damage in pvp.

4. Far superior CC. The hammer AoE CC in particular is of such awesome group utility that it’s hard to find a better one. And it can be spammed so often that it can repeatedly change the course of a fight.

Definitely. Guardian has little CC, its one of the worst aspects of the class.

5. Healing: Not really sure about this. I think guardians have a lot of defense, but healing signet and lyssa runes…super!

This is tough. Warrior has better passive healing. But Guardian has better active healing, most of which can heal allies.

6. Better condis. If specced for it, I think warriors can apply much heavier condis than guardians, is that not correct?

Guardian doesn’t even have a viable condition spec.

7. Better mobility. I love my DPS guardian, but the bugger is just so darn slow!

Mobility is another weakness of the guardian profession unfortunately.

8. More health. Not sure why, but guardian has the lowest health pool of all and warrior has the highest isn’t that so?

I believe in beta guardian had the same base health as warrior, but it was nerfed due players saying guardian was just too hard to kill. Interesting enough, warrior is probably much tougher to kill than beta guardian, yet they retain their large base health.

I’m not sure why exactly I haven’t taken my warrior to PvP yet. But…I don’t know I’m having a good time with my guardian but I can’t help feeling that I’m losing out.

For those who’re much much more experienced than me in playing a guard, can you tell me what we do better than warriors? As an example, take the dps/meditation build I’m currently running. Would my team be better served by a warrior instead all things like skill etc being equal?

Ultimately I play PvP to win…

In my opinion warrior is a offensive heavy armor profession and guardian is a supportive heavy armor profession. They have similarities, but distinct differences. If you like to be the pillar in your group then play guardian. If you want a more aggressive and self focused playstyle go warrior.

Thanks for that commentary!

Guardian = Poor Version of Warrior

in Guardian

Posted by: bhagwad.4281

bhagwad.4281

blocks, blinds, boons

Nice rotation there!

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game

The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.

If your team is smart, they will inform each other about their movements. Leaving close isn’t a bad idea, leaving close without letting your team know to back off and hold close or whoever is about to rez is a bad idea.

Specifically mentioned soloq. All bets are off.

Your team still has to coordinate to win in solo q. Tactics don’t change between solo and team qs, it’s just methods of communication that change.

Did you just use the word “communication” and “soloq” in the same sentence?

https://forum-en.gw2archive.eu/forum/pvp/pvp/Is-there-any-Point-of-Communicating/

Is there any Point of Communicating?

in PvP

Posted by: bhagwad.4281

bhagwad.4281

Ah, the sight of a dead decap engie. Glorious

Edit: Congratulations to whoever the person was who killed him!

I was playing a power necro. What decap engi?

Guardian = Poor Version of Warrior

in Guardian

Posted by: bhagwad.4281

bhagwad.4281

I don’t main a guardian, but I’ve been having some success with it in PvP as a dps/meditation build. Good in teamfights, decent dps and so on and so forth.

On the other hand, I don’t play a warrior in PvP (only PvE), but from what I know, a warrior has:

1. Much better stability (a bit odd considering this should be a guardian’s forte)

2. Better condi removal (there’s a trait that removes condis for each bar adrenaline). That itself is…wow!

3. Better damage. No explanation necessary

4. Far superior CC. The hammer AoE CC in particular is of such awesome group utility that it’s hard to find a better one. And it can be spammed so often that it can repeatedly change the course of a fight.

5. Healing: Not really sure about this. I think guardians have a lot of defense, but healing signet and lyssa runes…super!

6. Better condis. If specced for it, I think warriors can apply much heavier condis than guardians, is that not correct?

7. Better mobility. I love my DPS guardian, but the bugger is just so darn slow!

8. More health. Not sure why, but guardian has the lowest health pool of all and warrior has the highest isn’t that so?

I’m not sure why exactly I haven’t taken my warrior to PvP yet. But…I don’t know I’m having a good time with my guardian but I can’t help feeling that I’m losing out.

For those who’re much much more experienced than me in playing a guard, can you tell me what we do better than warriors? As an example, take the dps/meditation build I’m currently running. Would my team be better served by a warrior instead all things like skill etc being equal?

Ultimately I play PvP to win…

(edited by bhagwad.4281)

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

Mesmers make it a pain to keep a count of players via the mini-map but suggesting to remove clones from it would end with me being lynched.

But be fair, if you are half a decent player mesmer clones are but a destraction and looking on the minimap would not make such a big difference for higher tier PvP. It might make it a bit more easy for casual players to keep track of the real mesmer.

Overall I’d vote for clones not being displayed on the minimap because it creates to much clutter to see what other professions are there.

Well, in high tier PvP everyone’s on teamspeak so finding out who’s where is never a problem…

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

Stayin close point whole game its the worst idea , your team need to fight 4v5 on rest of the map.Roation and map awarnes will help u win games. try to control where enemy is , its not so hard woth . Let say u are going to cap close at start , rest is going mid , u can see how many enemys is there just looking on map , u see 5 u help , u see 4 u scout.Also control who is dead and we he will respawn. U fight decap engi ? Just ignore him on close push mid , win 4v5 , snowball far gg. It realy not fun when i see guy from your team pn close whole game when u and your team is getting wiped all the time and he is no reacting on anything.

The map makes it pretty impossible to count how many icons are stacked onto a small point like say forest or kyhlo along with the icons of your own teammates. And like I said, by the time you reach the mid fight, it’s usually already over. It takes 12 seconds to cap a point and min 10 seconds to reach mid. 22 seconds. It’s already too late. You can only make things worse.

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

Remember:

If you leave close undefended, it will be capped within 10 seconds. Always. No matter how empty things look, the moment you stop monitoring and keeping an actual eye on close, it will be lost.

Keep this in mind and you will lose fewer matches. It goes for any point really. If you’re in teamq, there can be exceptions. In soloq? Never.

Never, Ever, Leave a point undefended as a free cap.

COROLLARY:
If you choose to stay to defend close, no-one try to cap it. So you change your choose and go middle. That is the magic moment: close is decapped.

Lol. Exactly!

I'm a bit disturbed over the rank changes

in PvP

Posted by: bhagwad.4281

bhagwad.4281

No one is forcing casuals to aim for titles. They can peacefully continue playing the game. There are some PvE players with 1000s of gold that can never be matched by casuals. Does anyone complain? No. There are players with 3-5 legendaries which will never be reached by casuals. Does anyone complain? No. There are PvE titles which 95% of people can never reach. Does anyone complain? No.

PvP is no different.

So you’re telling me :
Casuals = No grind
Hardcore = Grind

Dude you’re hilarious!

That’s one way of defining it sure.

r55+ going to be dragon r80 on april 15th?

in PvP

Posted by: bhagwad.4281

bhagwad.4281

The measurement of ones progression comes in form of how far you made it up the rung. If you failed to get past round 1 of the tournament then one understands they and their team have work to do.

nope not really people actually cared about ranks in gw1, when people made teams they usually ask you to be of a certain rank.

By all means have those titles as well. Why can’t we have both. Here is one side asking for a feature that doesn’t affect the other. And the other teams is actively opposed to a feature that makes no difference to them.

https://forum-en.gw2archive.eu/forum/pvp/pvp/Psychology-Dislike-for-Long-Term-PvP-Goals/

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

1) Cap close

2) Go mid , win 4v5

3) Close decaped

4) Go close, win 2v1 , repeat

Youre holding 1,5x vs. 1,0 nodes on average + kills. You win 300-500

I’ve hardly ever seen 4 people go mid in soloq. By the time you take 10 seconds to reach mid, the battle will already have been decided. If your team won it makes no difference that you came. If your team loses, you’re a free kill + your close point is decapped and enemy now has full 3 cap. GG.

I'm a bit disturbed over the rank changes

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Posted by: bhagwad.4281

bhagwad.4281

There is going to be a use for gold in pvp…that’s the currency the new system will use. I assume ( or hope) they add some end game content. Skins? Titles? I don’t know what you want but I can tell you it doesn’t bother me people will be rank 80. They just need titles or some special rewards to seperate the average from the great.
Unobtainable goal? Let’s ask a game made up of 95% casuals and throw some unobtainable goals at them… That’s makes a lot of sense. I agree that there should be something that sets the pros apart from everyone else but rank should be obtainable by everyone.

No one is forcing casuals to aim for titles. They can peacefully continue playing the game. There are some PvE players with 1000s of gold that can never be matched by casuals. Does anyone complain? No. There are players with 3-5 legendaries which will never be reached by casuals. Does anyone complain? No. There are PvE titles which 95% of people can never reach. Does anyone complain? No.

PvP is no different.

r55+ going to be dragon r80 on april 15th?

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Posted by: bhagwad.4281

bhagwad.4281

Sense of progression? Why should that be needed for pvp?? Progression has nothing to do with engaging in combat with others, the only progression pvp needs is the individual getting better at the game, realizing their strengths and weaknesses in relation to their competition.

The only thing the ranking system does at this time is:

  • Shows who cheated with the skyhammer exploit
  • Shows who played the game much longer than others

None of the two are relative to a individual being skilled at the game or not. One cheated and one has more time to put into the game than another person. Both circumstances are irrelevant when it comes to pvp.

Because people like to have goals to work for, it’s the same reason why people like to unlock titles and others are achievement hunters, it just happens that they want it to be a part of PvP and why not?

Because all of them are irrelevant and are byproducts of players with a pve mindset who come to pvp. Because for them achievements, titles and other unlocks give a sense of self entitlement. All of which have nothing to do with pvp. Essentially you are asking for the wrong type of progression because you do not grasp the nature of what it is to be able to progress in a pvp setting.

A example of a pvp style progression would be Hall of Heroes from gw1. You fought your way up a ladder until you reached the final rung. The measurement of ones progression comes in form of how far you made it up the rung. If you failed to get past round 1 of the tournament then one understands they and their team have work to do.

If they make it to round two, they understand that they have gotten a lot better since they can no consistently make it to the second round. If they make it to the final round but lose they now know they have what it takes to possibly win the entire hoh. If one beats a popular team who constantly wins the tournament then they will know they have come a long way.

Pvp should be about the measurement of ones skill, communication, synergy and the ability to work as a responsible team mate with others. Not a repetitive grinding of numerical elements.

This is a PvP game within an MMO. Keep that in mind. If you just want pure PvP, it would be better to play a MOBA instead. An MMO’s halmark is nice heavy grind with lots of time put into it. Sure, reward skill if you want no one is stopping you.

But also have progression based on other parameters. Since the latter does not affect the former in any way, I fail to see the downside.

I'm a bit disturbed over the rank changes

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Posted by: bhagwad.4281

bhagwad.4281

How dare arena net make rank 80 an obtainable goal!!!! I understand you guys at 70 put a lot of time in the game and deserve some rewards but I really don’t see the problem with this goal being obtainable in 500 hours rather than 2 years.

So what do the new rank 80s have to aim for? No use for gold in PvP and PvP doesn’t give achievement points which is a PvE reward. In the absence of other rewards yeah, we need something that will unfortunately always be unobtainable by most people.

Essentially an infinite progression.

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game

The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.

If your team is smart, they will inform each other about their movements. Leaving close isn’t a bad idea, leaving close without letting your team know to back off and hold close or whoever is about to rez is a bad idea.

Specifically mentioned soloq. All bets are off.

Murphy's Law of the Close Cap

in PvP

Posted by: bhagwad.4281

bhagwad.4281

idk how many games i lost becose someone was afk on close and enemy team just ignored him whole game

The number of games you’ve lost because a guy left close will outnumber those others by 10 to 1.

Is there any Point of Communicating?

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Posted by: bhagwad.4281

bhagwad.4281

Just…depressing. Screenshot says it all.

Attachments:

Murphy's Law of the Close Cap

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Posted by: bhagwad.4281

bhagwad.4281

Remember:

If you leave close undefended, it will be capped within 10 seconds. Always. No matter how empty things look, the moment you stop monitoring and keeping an actual eye on close, it will be lost.

Keep this in mind and you will lose fewer matches. It goes for any point really. If you’re in teamq, there can be exceptions. In soloq? Never.

Never, Ever, Leave a point undefended as a free cap.

Retaining PvP looks after feature build?

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

I think the first time you log in, your PvP char will have your PvE look. Then since the PvP stats are all exotic level, you have to use charges to get the exact look you want in PvP.

Quick Question about transmutes in PVP.

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Posted by: bhagwad.4281

bhagwad.4281

It sucks I know. I always used to view my PvP character as more “flexible” than my PvE one. Due to the large number of available skins, I could mix’n match to my heart’s content. But now…they’re locking us down just like a PvE char.

In fact, apart from the stats, there is going to be no difference between PvE and PvP chars.

Psychology: Dislike for Long Term PvP Goals?

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Posted by: bhagwad.4281

bhagwad.4281

Do you want to add a “Bronze Rabbit” up to “Diamond Dragon” like in WvW that would only attach bragging rights and where each successive one requires more rank ups to achieve?

Yeah. Any form of progression is fine. As long as it’s visible to others…

Quick Question about transmutes in PVP.

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Posted by: bhagwad.4281

bhagwad.4281

I’m afraid so

Psychology: Dislike for Long Term PvP Goals?

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Posted by: bhagwad.4281

bhagwad.4281

So what you’re saying is that you want something that was essentially never ending, in tiers, with some type of ever increasing reward for each tier? That you’ll need some kind of never ending material goal so you can keep on playing forever?

Exactly.

less is more

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Posted by: bhagwad.4281

bhagwad.4281

+1

/15 chars

Psychology: Dislike for Long Term PvP Goals?

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Posted by: bhagwad.4281

bhagwad.4281

Rank 80 is still a long term goal. Getting a Legendary is still a long term goal. Is what you want a possible infinite goal? Some people in PvE complain about the same thing after getting their Legendaries and Ascended Armor, and all I can think about is how to find a balance?

Longevity always felt like it was better served by things that bring you back to the game with even slightly different experiences and goals. For WvW and PvP this tends to be tournaments with prizes, and for PvE it’s the Living Story.

I will be rank 80 and im super casual. During some weeks i dont play any games and during other weeks i play a few more. But never more than a 2 hours a day. Shortly after the release i quit GW2 for several months even to go back to wow arenas.

If what i have rankwise is the finishline of our longterm goal, the hardcore players will be left in the cold. It doesnt make sense to do this tbh. Are we turning in to wow where every single player needs to see everything and get the same rewards as the hardcore players?

How many PvP matches have you played? How many hours have you put in? And how many would you recommend it being for Dragon Rank?

Even with the increased rank rewards it should take months of casual play to reach the new Rank 80. The game has been out for a year and a half.

Will people really be better served by an infinite/never ending type of grind? Or at least so much longer that it takes more than half a year of casual play to do?

Everyone here is on the same page on one thing, the rank progression should continue past 80 in some meaningful way, people should be able to differentiate themselves when they get to r80, whether it’s by a number or finisher or title or anything else.

I agree that having something to differentiate yourself at rank 80 would be nice. But it should not be through a grind/rank system. It should be through a specific achievement system. Like the current tournament win system for titles.

Many people always need something next to achieve. Sure, r80 will be tough for many but don’t those of us who reach r80 need something to come afterwards? And it can’t be an ephemeral goal like MMR rankings that can go up or down.

Also, keep in mind that tournament wins is not a better metric that “grind” as you put it. Because you’re always paired with people of your skill level so by definition you more or less win 50% of your matches whether you’re the poorest player in the world, or one of the best. So a good and bad player will win the same number of matches in a given amount of time.

Ultimately grind is not something to be shunned. What some people view as grind, others (like me) view as working towards something. The journey towards the carrot is why people like me play in the first place.

What is perhaps more to the point is that a separate reward system for those of us who like to “grind” does not come in the way of anyone else. It’s a complete win-win scenario that I don’t see any downsides with. Do you?

(edited by bhagwad.4281)

Why I Play a Decap Engi in Soloq

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Posted by: bhagwad.4281

bhagwad.4281

Oh, “anti social” means I see. And I suppose you get to decide that “anti social” means are not “worthy” huh? Besides, this is PvP. Player verses player. If you have sympathy for your opponents you may be in the wrong game.

Yeah because this isn’t a game played for fun, it’s a WAR for pride and profit right? There’s no friendly competition, there’s no honest sportsmanship, just cheese your way to successs and demand to be exclusively rewarded for it.

Have you considered a career in investment banking?

Pride, certainly. People have different motivations for playing. And your holier than thou attitude of the motivations people “should” have for playing are well…let’s just say it’s your opinion and leave it at that ok?

It’s not your job (or anyone else’s) to determine the “motivation” for play. Set goals, and reward their achievement. That’s it. You go ahead and have whatever motivation you personally want. No one is stopping you.

Why I Play a Decap Engi in Soloq

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Posted by: bhagwad.4281

bhagwad.4281

The “No true scotsman fallacy”.

1) You’re not a true PvP player if you go hotjoin
2) You’re not a true PvP player if you skyhammered
3) You’re not a true PvP player if you play decap engi
4) You’re not a true PvP player if hambow/whatever

People just get to make up their own classifications and feel good about them.

Nice straw man.

It’s not about who is a ‘true pvp player’, it’s about whether largely exclusive rewards are merited when they are best earned through antisocial means which actively harm the game- i.e. playing a broken build which ruins the fun of other players. Amusing that you seem to think there’s no issue in cheesing to win, and also think that this cheesing merits maintaining an exclusive reward system.

Oh, “anti social” means I see. And I suppose you get to decide that “anti social” means are not “worthy” huh? Besides, this is PvP. Player verses player. If you have sympathy for your opponents you may be in the wrong game.

Why I Play a Decap Engi in Soloq

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Posted by: bhagwad.4281

bhagwad.4281

The funniest thing about OP is that he was one of the biggest complainers about the change to reduce Dragon rank requirement. It’s because of people who cheese in solo que with decap engi that these ranks are meaningless, not any anet change.

The “No true scotsman fallacy”.

1) You’re not a true PvP player if you go hotjoin
2) You’re not a true PvP player if you skyhammered
3) You’re not a true PvP player if you play decap engi
4) You’re not a true PvP player if hambow/whatever

People just get to make up their own classifications and feel good about them.