Showing Posts For cheese.4739:

Autobalance moving winning to losing team!

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Posted by: cheese.4739

cheese.4739

also, players who spend too many time in the spectator mode will not get full rewards for both winning / losing.

they will get +1 win for their monthly though, not the full amount of silvers and rank points.

Aye, only time spent as a player counts – but if you play for a few minutes, then swap out and spectate, you’ll still get your (scaled) rewards as long as you don’t leave the server.

Does Lingering Elements work with damage %?

in Elementalist

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cheese.4739

well this is a huge disappointment. thanks for the thorough responses, I remember this being an issue last year too; I’d just hoped they resolved it by now.

I can’t help but feel frustrated. If you don’t want us to have lingering attunements, don’t say we get lingering attunements.

Yeeep. Rather better than Lingering Elements (if it’s never going to include attunement-based effects beyond Adept Minors), would be a personal version of Elemental Attunement.
The Major Master trait could be kept, granting EA boons to allies in the area - maybe slightly reduced durations for the personal version, so that the shared one could boost the boon durations a bit too?
It’d be interesting to see how people spent that extra trait point - or even three, since it often feels like if you’ve gone 4 deep into the line you might as well spend those extra 2 to get Evasive Arcana.

I’m sure there are other options that would be equally (or more) fun and interesting, but enough of us definitely want to be allowed to bring personal Elemental Attunement boons, and I’m pretty sure nobody’s ever gone "oh cool, Lingering Elements" once they knew it only affected Adept Minors (and didn’t even work for most of those for two years).
The other way I could see Elemental Attunement becoming easier to get is through those Adept Minor traits - tack the boons onto those traits, for personal use, and make the Lingering Elements trait also apply the active traits to allies in the area. This means that a 0/5/0/6/3 Ele would share Swiftness on attunement to Air, Regen (and the AoE special regen buff) on attunement to Water, but not Might or Protection from Fire or Earth attunements.

(edited by cheese.4739)

Autobalance moving winning to losing team!

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Posted by: cheese.4739

cheese.4739

this’s from my experience but it can be wrong.

You get auto win when you get swapped but if your points are too low you won’t get full 500.

moreover it’s just hot join though no need to take it srly

Okay, what currently happens in hotjoin:

At the end of the game, you get a base score depending on whether you won or lost (with more rank/progress/coin for a win than a loss). If you were autobalanced, you are automatically given ’win’ rewards.
However, if you have 0 personal score at the end of the match, you always get 0 reward. You have to have done *something* in the game, be it decap a point or kill a player or hit with treb/skyhammer.

A few months ago (can’t remember which patch exactly), time-based reward scaling was introduced to hotjoin (but not soloq or teamq). If you participate in the match for more than 8 minutes (it might just be 7, iunno - explanation from devs said ’average length’), everyone gets full win or loss rewards. If you’re not playing for this long, you get a proportionally reduced amount. This does two things that I can think of:
- It prevents people from farming rank/rewards by setting up custom servers then finishing games super-fast.
- It prevents people from joining games that are just about to finish, doing a minor contribution (a decap, for example), then getting full rewards. It’s quick, and even by only joining losing teams it would give better rewards/hour than winning through playing full matches.
An important note: it’s the time *you* were playing that affects your score, not how long the match went on for.

Need help with dual fire fields

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Posted by: cheese.4739

cheese.4739

I could have sworn I have gotten both, however I am more than willing to accept I screwed up. However if you can’t blast two fields at once, how do elementalists build 18+ stacks of might?

Do you have to go S/F plus ArBr and ArW? Get all 6 blasts to go off perfect w/out any interruptions or issues to hit 18?

Strength runes give +45% might duration, and 30 points in Arcana gives +30% to all boon durations, meaning +75% might duration.

With this, a Sigil of Battle can easily keep up nine stacks alone, field blasting gives much longer-lasting might (AoE), and adding a Sigil of Strength will make it easy to maintain 20-22 and regularly hit 25 - though most people run Air (or maybe Fire) sigil alongside Battle to boost dps instead, or Doom to apply some extra anti-healing pressure.

Steamroll Preventer in SoloQ

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cheese.4739

While something like ’once you join a team, you can’t join the other team within the same match after any autobalance has happened' would help a lot with preventing forced-AB... the majority of hotjoin matches would still be incredibly one-sided. One team takes an early lead (possibly through skill, probably through having an extra player) and the other team steadily loses players as they get frustrated (for the combniation of not-winning and dying-repeatedly).

I’m definitely in favour of stopping folks from forcing autobalance, with the method I described above or some other reasonable solution, but it’s unrealistic to expect such a thing to fix the game mode completely - if you want to get rid of all hotjoin-specific steamroll-allowing problems, you’d have to remove the ’hotjoin’ part entirely and just turn it into another soloq. Eurgh.

Engineer Balance Changes!

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Posted by: cheese.4739

cheese.4739

It’s an impressive skillshot when you’re 1v1 in open terrain – but since gw2 PvP is allll about node control, it really is very powerful (and I’d say too powerful) to be able to lob these ‘hard-to-aim’ attacks into the area your foes have to stay within to contest against your allies… while out of range of anything they can throw at you.

Not sure what you are trying to argue. Yes, that’s the description of what a ranged attack is capable of in a point capture game mode. Plenty of classes have ranges attacks that can do tons of damage at range away from the point and there is and has always been counter play to it including but not limited to dodges, blocks, reflects, counter range attacks, LOS, walking out of the way of the ranged attack, stepping off the point until they decide to come in, etc. And as soon as you start bringing in allies into the equation then this becomes an argument about team work and team comp and not about the ranged capabilities of one class.

Even without considering particular specs, it’s far more difficult to chase down (and so apply pressure to) someone attacking from 1500 range than someone attacking from 900-1200 range. This is especially true when an Engineer is freely able to change between these long-range attacks and their close-range defensive options.

I realise now that I’ve been assuming sPvP and not thinking about WvW (or even PvE) – but in that one game mode, at least, it’s safe to assume that a lot of the match is going to revolve around fighting in and around capture nodes with allies present.

Automated Response 50% reduction

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cheese.4739

Eng on the other hand has had its cond resistance nerfed without anything to compensate.

“without anything to compensate”

Since Engineers are really very visible throughout all levels sPvP (and in both soloq and teamq), after their condi resistance was significantly nerfed, one of three things must be true:
a) their existing condi resistance was far too powerful, when combined with the other tools they had available
2) there was actually something else done to them to compensate
D) Engineers actually all suck, but nobody’s noticed yet since they keep getting very, very lucky with their match wins

Remove selfres

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Posted by: cheese.4739

cheese.4739

This adds a certain skill element to the game though, timing a warbanner or spirit to go off as soon as you down. And as far as I’m aware you can only use these res skills on yourself on Warriors, Rangers and Engineers.

Elementalists also get a self-res, FYI.
Glyph of Renewal cast in Fire Attunement will resurrect an ally within an area, and give a 15-second (!) buff to the caster that gives an auto-res.
For the other attunements: Air teleports the resurrected ally to the caster, Water resurrects to full health (and may be able to actually res a poisoned/low health player, which most other res skills struggle with - not tested this though), and Earth resurrects up to three allies in a large area.

You rarely see Eles running with this skill, though, because Glyphs are a pretty bad utility choice - they’ve got unreasonably long cooldowns (probably due to their versatility - see also Arcane Abatement initially being a Master-tier falling damage trait) and very little trait support. Due to this, it’s much better to bring a cantrip or a conjure or pretty much anything else, rather than rely on a >3 second cast skill to get you back up during that tense moment.

Zephyr's Speed

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cheese.4739

I like having the minor speed boost when not running Elemental Attunement, but I agree that it’s pretty worthless. What I’d like to see is the original One with Air (maybe with different numbers). I can’t remember quite what the numbers were before, but here’s my idea:

Zephyr’s Speed: move 5% faster while attuned to air, +5% for every 5 seconds you stay attuned to air (max 25% buff).

edit: fix’d a word

(edited by cheese.4739)

Engineer Balance Changes!

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Posted by: cheese.4739

cheese.4739

Dont think nades need a range nerf, hitting anything that can move at 1500 is a skillshot already with the slow arched projectile speed. Other than that I like this.

It’s an impressive skillshot when you’re 1v1 in open terrain – but since gw2 PvP is allll about node control, it really is very powerful (and I’d say too powerful) to be able to lob these ‘hard-to-aim’ attacks into the area your foes have to stay within to contest against your allies… while out of range of anything they can throw at you.

Few questions

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Posted by: cheese.4739

cheese.4739

Thanks for answering.

For some reason I thought autobalance would be based on players pvp rankings as much as the team size.

Yeah the ‘play now’ button’s hover text kind of implies that it decides based on skill, but it doesn’t (or, because everyone’s now rank 80, it does but that means nothing). Autobalance has always been completely random as far as I know – if several people volunteer, it’s the first person to click the button that gets swapped. If nobody volunteers, it’s names-from-a-hat.

Swiftness/movement speed

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cheese.4739

Also re: Mist Form, which gives +66% movement speed in the tooltip, does not actually make you move faster. What it does is counteract the effects of conditions like chill or cripple when you go into Mist Form, so that you move at normal out of combat walking speed.

Your post covers just about everything, but if you Mist Form while affected by chill or cripple, you’ll move at normal in-combat walking speed. If you were only crippled, you’ll move with a 13% buff to in-combat speed.

Traits like One with Air can bring you all the way up to the 33% cap on their own, even while you’re chilled – but this is why they don’t last very long.

Few questions

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Posted by: cheese.4739

cheese.4739

1) Autobalance kicks in when there is a difference of 2 (or more) players between teams - so if it’s 5v3, there’ll be the autobalance countdown then one player will be moved to make it a 4v4. If you’re after winner bonus, it’s best to always volunteer, since that guarantees winner bonus (but getting autobalanced by being randomly selected doesn’t).
If a match is 4v5 for most of the game, and so the 5 are clearly dominating, autobalance still won’t do anything. Trying to move a player from the 5-player team would just make it unbalanced in the other direction. There’s no real solution, in a mode where players are allowed to enter and leave at will.

2) No, no there is not. For long enough, the ’death breakdown’ window always popped up when you died (but that got sorted sometime last winter I think, and now you can choose to open it manually instead of have this popup obscuring your screen). I keep clicking my reward track boxes to collect my loot, then the score popup appears over the top. It’s frustrating, aye! :P

3) A lot of people are really bad at judging res/stomp/dps/CC priority for downed allies and foes. You can only really work on improving yourself, and hope that those you get teamed up with are competent.

Shockwave as a Cone blast attack?

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Posted by: cheese.4739

cheese.4739

I was bothered about these, and they’re still pretty hit-and-miss, but I’ve come to love the 1200 range, especially on Shock Wave. Use the terrain right and you can land an easy immob to chain into.

Gust... I agree I’d like this to be a shorter-range blowout attack, but when combined with an immobilise it’s still pretty useful. Point-blank, you mostly need to count your enemy’s dodges and cripple/chill them.

How to fix soloqueue (3 easy steps)

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Posted by: cheese.4739

cheese.4739

6. Gate entry to pairs.
7. Let the 5 person in 4 v 5 volunteer to spectate for win/match credit.

The win would be too easy. A bearbow ranger could be in the top 100 if this was possible.

While this isn’t the best way to avoid 4v5s (functional ready buttons and sound alerts at the start of match to make sure people are present, and actual punishments for trolls/leavers are better) I could deal with something like this suggestion – no MMR change, but winner-level coin/rank rewards. Basically like autobalance volunteers in hotjoin.

Asura Animations & Visual Effects are Broken

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cheese.4739

Just give us the option to turn other players’ character model into a standard human client side. That way people who want to look like an asura can look like an asura, and the rest of us don’t have to suffer the lack of visual cues when fighting them.

This really is all we need. In PvP there aren’t even racial skills to fuss over.

Make it horribly ugly, sure – force default armour, with team colours, though I guess show prestige stuff like Legendaries and backpieces – but something like this would really, really help with the problem of tiny asura hiding under AI or other players, and having nigh-unreadable tells.

Staff Design is Bad

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Posted by: cheese.4739

cheese.4739

I’m surprised you use staff in wvw for solo roaming. No one in their right mind would be dumb enough to stand in a meteor or lava font and those are the 2 biggest dps hitters for staff. I would imagine a FA D/D build would be much better as the AA from air does good dmg and having FA would allow you hop attunements pretty fast while also having the 6 points in Arcane Power tree. Of course I don’t PVP, so my thoughts are just a guess.

Solo roaming, maybe not – unless you bring a lot of immobilise with you. In small groups, the AoE CC and threat of high AoE damage gives you pretty great area control, as long as your allies don’t pull the battle away from your fields.

Capture point bug (affects gameplay)

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cheese.4739

Correct - if the announcer says it’s capped, and the capping progress bar (in the event info popup on the right of the screen) is full, it’s been capped and is generating points (and will trigger the bonus points from a Spirit Watch orb or Temple of the Silent Storm’s Stillness buff).
As far as I’m aware, this visual bug has been around since launch.

are s/d combos rly that difficult to manage?

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Posted by: cheese.4739

cheese.4739

It’s not all that difficult to get a chain of keypresses into muscle memory, and if you work out good keybinds (and have even just a couple of spare buttons on your mouse) it’s really very simple.

It does take a lot of practice (and so requires skill) to perfect such a combo, but it’s definitely not some kind of a benchmark for skilful play - that comes in when you position yourself well and can decide who to burst and when.

Anyone can blow off a bunch of instant-casts, but if you toss them all at someone while they’re dodging or invulnerable, or if you get stunlocked before you can even start, you’re not going to do very well.

[Suggestion][PvP]warrior burst skills

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Posted by: cheese.4739

cheese.4739

This sounds like a pretty good change, particularly with the LB’s hueg fire field - it’d definitely weaken HamBow, with the stunlock-on-field combo that can be used to mow through teamfights.

The only other way I can think of to tone down the spam of burst skills would be to make it actually take time (or use of skills) to gain adrenaline, so that some thought actually had to go into when to spend the stuff. As things are, we can expect burst skills to be available pretty much every cooldown while in combat, since it’s a very easily available resource.

Sigils unfair to ele/engi

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Posted by: cheese.4739

cheese.4739

i think u 2 didnt read it right..its not about haveing weapon swap…its about not having the chance to stack up bloodlust and then haveing 2 other sigils on the weapon u use the most. i agree with JJ….its annoying not to have the chance..but getting 3 sigils would also be unfair :/ to solve this problem is i think nearly impossible….

What I was rather expecting from the Feature Patch’s changes to sigils (and what I continue to hope for):

You only get the stacks you’ve built up while wielding a weapon with that sigil equipped.

Stacks wouldn’t be lost when a weapon was swapped out – they’d just become non-functional unless that sigil was also present on the other weaponset.

I’d still not expect more than one stack type to be usable at once, but making all players have to spend a sigil slot in order to access their stacks would really make things feel less unfair for Ele/Engi. Would also prevent folks from stacking up while underwater and not having any stack sigils at all on terrestrial weapons*.

If it’s regarded as very important to show that players have the stacks available to them but on their other weaponset, I guess the sigil stack buff icon could be crossed out or have a different colour while inactive?

*hm, can you stack with a terrestrial, then jump underwater to a weapon with the sigil, then swap out your terrestrial w/ sigil for one with, say, Fire, and still keep stacks?

Capture point bug (affects gameplay)

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Posted by: cheese.4739

cheese.4739

A point can be functioning as capped, and get announced as capped, but appear neutral in appearance and on the map/score area.

It still ticks for points in your favour.

Bold move - Can Eles replace Guardians? (PvP)

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Posted by: cheese.4739

cheese.4739

If your main focus is support, I’d actually seriously suggest dropping Blasting Staff and instead taking Arcane Mastery - 20s cooldown on Arcane Brilliance heal (very effective heals when near any foes - particularly foes with pets - and the oh-so-useful blast finisher) and 24s cooldown on Arcane Wave (because yeah you will almost always want that instant-cast blast+crit).

Blasting Staff is very important for high AoE damage, yes, but it doesn’t really do much for your control ability (it makes it easier to catch an enemy inside a Static Field, and lets you chill a larger area with Frozen Ground, but that’s it) and if playing with any kind of organised team you should easily be able to land healing fields on your allies.
BS also doesn’t increase the AoE effects of combos or sigil/rune procs, only AoE weapon skills.

I’ve tried running Diamond Skin Staff in the past, and it was great fun for a while, but people then learned how to deal with it. I’m rather tempted to go at it again with 0/0/6/6/2, since that horrible ICD given to Cleansing Water got reverted - high regen uptime, nigh-immunity to conditions, possibly good protection uptime (depending on traits) and effective party heals. Hm.

Another 'Remove Retalliation' Thread

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Posted by: cheese.4739

cheese.4739

You’re hitting an enemy at least 21 times and your enemy didn’t die?

You forgot some skills attack a lot of times. 21 hits can be done with 2-3 skills

And these skills break hit-based blocks (Aegis, for example), provide more chances to proc on-hit/on-crit effects, and are generally harder to nullify all of the damage of. Also, while triggering Retal a lot, they only proc Confusion once each.

They have pros and cons, as do big, telegraphed hits.

Skyhammer

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cheese.4739

c) add skyhammer to team arena queue

No, Im not joking with the last one. Either commit fully to this (in my opinion totally kittened) map, or drop it.

Yeah I’d like to see it in teamq for a few reasons:

1) I would like to be able watch organised teams play the kind of builds that dominate on it, and because following the team-meta that built up around dealing with the map would be genuinely interesting.
2) It’d show that they are actually serious about the map, and are willing to risk alienating even more of their pvp playerbase by forcing it on everyone wanting to play competetively.
3) The forums would explode, and the mods would have to merge even more threads into this megathread (which isn’t even the first Skyhammer megathread, by the way).
4) I’d be able to get my instagib fix while playing with friends in teamq. And experience bugs that no other map has! Even the camera does special things on Skyhammer, with those lovely columns and enclosed spaces and sharp walls. Mmmm.

Transmutation Splitters and Spinal Blades

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Posted by: cheese.4739

cheese.4739

So I went and transmuted one of my Exotic-rarity Spinal Blades items a while back, and have since decided to try and get the other top-tier skins (since I’ve unlocked Static and have collected orbs for Dynamic and Synergetic).

I know that there’s always been the note on all Spinal Blades items saying they can’t be used in the Forge if transmuted… but has anyone had success in upgrading them at the Forge after transmuting back? The item still claims to be transmuted even if you apply its original skin again, and I’m kinda curious as to whether it’s usable or if the ‘transmuted’ flag just completely removes it from forge-ability.

There’s also the question of the (now removed) Transmutation Splitters – would they have returned an untransmuted version that could then be upgraded in the Forge? If so, is it worth my contacting support and explaining that I would’ve spent some gems on these if they still existed?

Anet please put warning up

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Posted by: cheese.4739

cheese.4739

A note when buying Unique items would be nice - an extra bit of text under the standard ’are you sure you want this’ saying that you can’t equip two identical Unique items.

Staff Design is Bad

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Posted by: cheese.4739

cheese.4739

Remove the stupid attunement cooldown (and move it to those passive effects you get from attunement swapping) and all problems are fixed.

ugh the stupid forum search function is useless and I can’t be kitten d looking through pages of stuff to find the posts I’ve made previously about this

Basically, think about the staff #2 skills: Fire is high dps, Water is damage + vuln, Air is high damage and minor utility, Earth is blast finisher and a bit of bleeding.
Even just chaining Earth, Fire and Water #2s on cooldown would give huge damage output on a capture point while stacking up a lot of might for allies and a good deal of vuln on foes.
To make them at all balanced, if all were available at once, they’d need either:
- much longer cooldowns (because we need longer cooldowns, yeah)
- significantly weakened, to the point of being almost useless (wooooo, another good choice)

The weapon set has been balanced around not having all skills available instantly, and there’s no way that the attunement cooldowns can now be removed without completely breaking it.

What happened to sPvP?

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cheese.4739

I’m just heading to bed, so won’t be looking up notes, but here’s a quick explanation of what things are like now:

- we are all still effectively l80 exotic gear in PvP
- your appearance and weapon skills are dictated by your equipped PvE/WvW gear, but you don’t gain any stats/runes/sigils from those
- you create your PvP build using the "PvP build" button at the top of your screen
-- this button is always visible in Heart of the Mists, and it’ll appear if you hover over the team scores in hotjoin. You can map this window to a hotkey through the options menu.
- as I said, your skins and weapon types are the same as in PvE/WvW - the build menu then lets you choose sigils, a runeset, an amulet and all your traits for PvP
- your skill selection (heal/utilities/elite) is still saved seperately between PvP and WvW/PvE
- there are a few new skills and traits that you need to unlock (with gold or skillpoints or PvE challenges) before you can equip them in PvP. There are a couple of runesets and amulet stat combinations that you can only unlock by paying gold, I think. All the pre-Dec10th skills, traits and PvP-available gear is still unlocked for everyone.

- you don’t have a PvP locker full of skins any more - you have an account-based wardrobe that you can customise your appearance from (available in the hero window). Most appearance changes cost one transmutation charge per item (though dyeing is always free). All your PvP skins, and any new skins you unlock (by soulbinding, accountbinding, salvaging or mystic-forging an item with a new skin) will appear in your wardrobe.

Um. That’s probably about it for necessary make-your-build info. We recently got reward tracks to work on (actually useful rewards for playing PvP, wow!) but you don’t need to know about them to look good and win fights ^__^

PvP Staff Ele - Post 15th April patch

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Posted by: cheese.4739

cheese.4739

You might consider changing your utilities. Signet of earth for example is an excellent choice for a glassy staff ele since it immobilizes your opponent for almost 4 (!) seconds on a 30 second CD and the passive bonus is +180 toughness. I would also use arcane blast instead of signet of fire so you can 1 shot enemies with 1 big combo. Overall, nice video, although you benefit from the unability of your opponents to realize that you are the primary target.

Hm, I should maybe look at running Signet of Earth, because an on-demand immobilise would really help for both point control and keeping people in those delicious Lava Fonts – right now I’m three arcanes: Wave, Shield, Blast. Can’t get rid of Shield (or at least not for some other stunbreak/safecast/safestomp) and am very reluctant to get rid of Wave because it’s such an effective utility – so I guess it’ll replace Arcane Blast. It’s a shame that I’ll be losing some of my single-target spike, but I guess it has better utility and might prove to up my dps if I can get people stuck in fields enough.

Okay yeah the Signet of Earth is great fun – can use the immobilise to decap/fullcap, escape, or trap someone in my AoEs or my allies’ attacks. Woooo.

PvP Staff Ele - Post 15th April patch

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Posted by: cheese.4739

cheese.4739

You might consider changing your utilities. Signet of earth for example is an excellent choice for a glassy staff ele since it immobilizes your opponent for almost 4 (!) seconds on a 30 second CD and the passive bonus is +180 toughness. I would also use arcane blast instead of signet of fire so you can 1 shot enemies with 1 big combo. Overall, nice video, although you benefit from the unability of your opponents to realize that you are the primary target.

Hm, I should maybe look at running Signet of Earth, because an on-demand immobilise would really help for both point control and keeping people in those delicious Lava Fonts - right now I’m three arcanes: Wave, Shield, Blast. Can’t get rid of Shield (or at least not for some other stunbreak/safecast/safestomp) and am very reluctant to get rid of Wave because it’s such an effective utility - so I guess it’ll replace Arcane Blast. It’s a shame that I’ll be losing some of my single-target spike, but I guess it has better utility and might prove to up my dps if I can get people stuck in fields enough.

Skyhammer

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Posted by: cheese.4739

cheese.4739

People just need to accept that map for what it is. Believe it or not it does take skill knocking/pulling players to there death esp if both opponents are running cc builds . It becomes a game of positioning, timing your evades and blocks. For now accept the map is here to stay and play something that takes advantage of the map.

However, it requires changing of entire builds (which is rather a lot of hassle without build save/load features, especially when trying to discuss strategy in the short period before a solo queue game). It heavily favours certain classes who can bring a lot of CC (particularly pulls). Its secondary mechanic is far too powerful (like the orb on SW, it needs to be constantly fought over – and this is on a stupid tiny platform). It has serious camera issues with all the pillars, walls, enclosed capture points…

And it’s buggy as hell. So very, very buggy. So very, very, very buggy.

Elementalist talks too much

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cheese.4739

I never realised quite how vocal the Ele was until doing some dungeons with a friend in the same physical room. Friend had sound on, and all I could hear was "spark to flame!" and "water!!!" from my character (female asura).
I guess I just tune it out when playing myself - in PvP I’ll occasionally spot an Ele coming because they’ll shout something while approaching behind an obstacle, though.

New map courtyard

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Posted by: cheese.4739

cheese.4739

The courtyard is live, but it’s only available for custom servers - it’s not in the standard rotation for hotjoin, and it’s not in the soloq or teamq map pools. They still only have the conquest game mode available.

There haven’t been any new maps released since you were last here, besides Courtyard.

Suggestion : Choose the maps

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Posted by: cheese.4739

cheese.4739

Next suggestion will be filter:
1) no hambows
2)no thieves (they have invis!! >_<)
3) no decappers
4) no rang 80
honestly... filters sucks

Slippery slope is *not* a good argument.

Players can move! They’ll be wanting to cast SKILLS next!

^ had this been said during development, we wouldn’t’ve gotten anywhere. It is an argument that could’ve been applied just as easily as your set of outcomes applies to map vetoing.

Filters for specific things can be useful - and it’s a very good way for the community to show which maps it does and does not like. In each map vs map matchup, the stats will build up and show how much the general playerbase prefers each compared to the other.

Asura Animations & Visual Effects are Broken

in PvP

Posted by: cheese.4739

cheese.4739

I definitely vote for a human option for clients - anyone watching has to see player-race models, but there’s a checkbox in the settings for "see all enemies in PvP as human".

Suggestion : Choose the maps

in PvP

Posted by: cheese.4739

cheese.4739

and this even would be a really good thing for arenanet what maps are fun to paly and what maps are hated by players

The thing is, they already have data – the 4v5 frequency on Skyhammer must be waaaay above that of other maps.

Any vote/veto system would give more useful data, yes – but srsly does anyone expect the map ranking to not be Skyham < Spirit Watch < everything else?

Asura Animations & Visual Effects are Broken

in PvP

Posted by: cheese.4739

cheese.4739

Make everyone look the same plz.. My impending 5-man Mesmer team implores thee!

You’re actually better off now than with any equality changes, since you can currently make 5 huge norns and kit them out identically – with standard models, you’d no longer be able to completely obscure your opponent’s view with lll ll ll lll lll and llll l ll llll l ll and llll l lll lll and llllll l l ll llll and llll l l llll l lll clones.

Asura Animations & Visual Effects are Broken

in PvP

Posted by: cheese.4739

cheese.4739

With regards to uniqueness... it would only need to be available to players in the match, not spectators. With standardised models we could get a set of core weapon skins, too - I’m kinda sick of those hueg rifles (madness when wielded by charr) and the daft pewpew sound effects from certain skins.

If you reeeeally want people to have to see their opponents’ personalisations, maybe make them show up after a stomp - I for one am going to care a lot more about my opponent’s setup and skill level than what colour their hat is, but if they pop up after they stomp me I might stop to consider how cool they look.

The SAB style setting also sounds good I guess!

Standard staff build

in Elementalist

Posted by: cheese.4739

cheese.4739

Would you mind resposting your links, Hamster? They’ve all been shortened and, um, don’t work.

Asura Animations & Visual Effects are Broken

in PvP

Posted by: cheese.4739

cheese.4739

Any news or updates on this issue?

The answer we want to hear is that you are looking into it, it’s a top priority item, and it will be deployed to production as soon™ as it’s ready.

fix’d. Sorta.

Passive NPC's in PvP and 1 v 1

in PvP

Posted by: cheese.4739

cheese.4739

1vs1 on a circle is a matter. 1vs1 is totally onother matter.

This is what makes most 1v1 spvp builds effective – limited kiting options. In an open battleground, a turret Engi is next to useless since their foes can just wander off – and it’s much, much easier to kite other minions when not trying to stand in a tiny circle.

A defending Engi who’s thrown turrets into silly locations (hard to even find nevermind take down due to awkward camera) is really quite effective as they can bunker while still dealing decent damage/CC – but they can’t leave their point without completely crippling their build for >30s.

The only things I really have against Engi turrets right now:
- they can be thrown into daft places, as said above
- they continue to function while out of range of the Engineer. I don’t think they should be able to fire on anything when their master is, say, 2500+ units away – though they shouldn’t selfdestruct, just become nonfunctional.

Replace Conjures with Wards

in Elementalist

Posted by: cheese.4739

cheese.4739

The Guardians have the wards, we have the conjured weapons, see the conjured weapons as extra atunements to swap to with a slightly higher cooldown.

Actually a lot of professions have ward-like skills in their asset so it’s not just guardian’s thing.

Hm? A lot of professions have persistent, ground-based AoEs that hamper foes or assist allies, in the way that gw1 Wards and Wells worked – but only Guardians and Elementalists can create impassable terrain – unless it’s not possible to dodge through Spectral Wall? In which case:
Guards have three (Line/Ring of Warding, Sanctuary) two on weapons, one utility
Eles have one (Unsteady Ground) on a weapon
Necroes have one (Spectral Wall) as a utility

Explain to me what just happened

in PvP

Posted by: cheese.4739

cheese.4739

Yeah, it’s probably a visual bug because your client doesn’t know where the actual body is - as suggested, a movement attack (a leap or teleport) that takes you toward your target will help you get to them.

It probably can be done maliciously - the few bots I’ve seen in hotjoin were never in the same place as their player models - but unless this happens very regularly for one player it’s pretty definitely just lag spikes.

Any way to...

in PvP

Posted by: cheese.4739

cheese.4739

What are you trying to do? If you want to 360noscope, you should run P/P Thief or Rifle War (best ranged classes tbh) and the camera rotation speed will improve drastically.

It sucks that they balanced it like that, but apparently guns are cooler in this game than glowing foci or huge f**koff swords.

[POLL]Would you pay an entry fee for a tourny

in PvP

Posted by: cheese.4739

cheese.4739

So you’ll have ’the best from each class’ to fight other classes? In 1v1?

Basically you want only the most skilful players of particularly broken 1v1 builds to get through. Yes.

I’m all for duelling servers in pvp, as they’re a great place to check out builds (of your own, or from watching others), but 1v1 combat is not *nearly* balanced enough to get me to support a venture like this. Even with gold rather than cash, I’d have little to no confidence in the fairness of this tourney.

Remove 4v5 loss from MMR

in PvP

Posted by: cheese.4739

cheese.4739

This would be abused. My suggestion, don’t start the match until both teams have a full roster and everyone clicks on ready.

In a very easy way, when people click on queue pop, it’s mean they are ready to fight. If a guy doesnt’t click (in a time window), another guy with compatible mmr will get his place.

Basically the WWW queue pop we have now but with a short timewindow and a notification system (sound or other) would be really cool.

Yes. Especially with queue times sometimes being pretty long, we need to have two things:
1) The confirmation discussed above, to make sure 5 players are always present at match start.
2) An audio notification when queue pops, so that it’s possible to alt-tab and do something worthwhile rather than stare at an idle HotM or spectate hotjoins. That so many other UI things make noises (party invites, PMs, mail), but this still doesn’t, is bothersome – at quieter times it’s regular to go 10 minutes without queue popping, which is easily long enough to have gotten into something else (in gw or elsewhere).
Forcing the popup to screen front (like tourney invites are) would also help in those rare cases that players don’t notice a q pop because they had other windows up and active (crafting or checking out traits or whatever).

If someone isn’t present for match start, and gets kicked/replaced, they should probably get the same dishonour penalty as a player that ragequits/discos/is otherwise not present for end of the match. With audio notification as well as the high-priority q notification, it shouldn’t be possible to accidentally miss your match.

Remove 4v5 loss from MMR

in PvP

Posted by: cheese.4739

cheese.4739

A big issue with this: many people know each other. It’d be incredibly exploitable.

"I have some dishonour leeway, I’ll take the fall for this match and you lot can keep your MMR"

Things are broken, yes, but this is really not the way to go about fixing it.

[Indomitable] crashes game!!

in Bugs: Game, Forum, Website

Posted by: cheese.4739

cheese.4739

It’s not been fixed, no. I’m (carefully) reporting everyone who posts it for spamming, since we don’t have a proper ’exploiting’ report option.
Here’s hoping that the people who’ve been abusing it get proper bans - a tempban for deliberately using a literally game-breaking exploit wouldn’t be reasonable.

Necromancer [Torch]

in Profession Balance

Posted by: cheese.4739

cheese.4739

I like the sound of this, though your skill ideas are definitely too chill-heavy (Torch/Focus would be very powerful boonstrip plus the CC/cd-increase of chill - Torch mainhand damage would need to be very low for this to be okay).

Offhand torch focusing on flames of cold would be nice though - I’ve seen Torch suggestions for Ele with different ’flame’ types, but your frosty Necro approach is pretty novel. Some mobility on a Necro offhand would be interesting, and a new weapon-based ice field (which I’d expect from "slide forward leaving a trail of frozen earth") sounds fun.

(edited by cheese.4739)