from here:
http://dulfy.net/2014/03/28/gw2-ready-up-episode-9-livestream-notes/“All the runes/sigils etc will be in the PvP Build UI, no need to visit any vendors”
with this, i can somewhat conclude that the stats changing system that i have been pushing hard since in 2006 is finally realized and made possible into the game.
http://www.guildwarsguru.com/forum/smart-armor-system-v3-0-t10071643.html
the main concept is to allow us to change stats via a menu. they finally achieved that with the new PvP Build UI which will be available by 15 april 2014 yes?
although the stats are changed one shot as a single amulet, not piece by piece per each gear slot, it is better than nothing.
hopefully, the stats changing feature may one day find its way into the PvE / WvW part as well. well, maybe not. because, its PvE and not sPvP. game economy related.
so, anyway, thanks!
thanks for the new PvP Build UI !
thanks for listening!
you all awesome!
may be in dungeons and wvw, but in open world id rather keep immersion, rather than interface. in spvp im all for interface
Mesmer downed state 2 is like, the best downed state 2 attack there is, after elementalist.
It’s easy to see why stealthing and moving a random 400 distance is harder to stomp than preventing a stomp by shooting a measly interrupt projectile (Warrior, Ranger, Necro, Engineer, Guardian).
- Your stealth cannot miss. Therefore, you can’t be countered by: Blind, Aegis, Stability, Invulnerability, a dodge roll.
- You often port right out of the downed cleave on you, in teamfights, and are in stealth for ez-mode revives. It angers me when I’m cleaving where the Mesmer went down and suddenly I see 2 enemies start reviving their invisible ally .. right behind me, and then it’s too late.
A superior downed state 2 skill, if anything. Get some perspective.
+1
Hey guys.
I just wanted to give you guys a quick update. Based on your feedback, we’ve decided not to add Runes of Perplexity to PvP in the 4/15 Feature Pack. We’ll be monitoring the balance of runes closely, making more tweaks if necessary, and revisiting the possibility of adding Runes of Perplexity to PvP at a later point.
Thanks again for comporting yourselves in such a cooperative and constructive manner – you guys had some great points and counterpoints regarding this issue.
:up: i’m glad anet is listening to players.
i see discussion is drifting towards rewards, which is important, but i’d rather us talk about how to avoid unplayable, no fun game. that’s main problem.
there were times… there were times when hotjoins were referred as “best implementation of casual pvp in any video game”, and imo it was fair.
but for a while now, side picking has gone overboard. its unplayable. the only click you have to deliver is siding with couple of players who carried last game and then you might as well afk. and if you got autobalanced on the losing team, you better switch into viewer and wait for s’one else to get autobalanced to take his place. all in all – its no fun, no game. its not that you cant win on the other side (which you cant), but its that you cant play. you’ll always get 100 to 0 in couple of seconds by players double of yours in number and skill.
pls fix side picking in hj. there was a suggestion to show scores in the end of the game with all names/ranks but that of self hidden. there are other solutions. but this needs a fix.
ps: i know that i can go and soloQ or tPVP.
gosh, how greedy can one be? so you get goodies, but you are sore that someone else got it too.
Isn’t it sad that so many players like the ones above are going to be robbed of their hard work. Some people just don’t have a heart…
i think play-reward expectations have been twisted a long way now that we talk about “hard work” and “robbing”. even if competitive and “serious”, still, this is a video game, not an employment or social security.
why remove, if we want more diverse game, it should stay.
not everything has to be tailored to 5v5. sometimes it’s good to have less, sometimes more.
no one is asking to remove wvw to herd players to 5v5 sPVP. what’s wrong with 8v8 then?
as long as without underwater combat, i loved the map. but uw gotta go
im glad its gone. land combat provides enough to practice your skills, i never got to learn underwater skills well. I was always torn between ignoring the ruines and still going in when needed.
thread is very united in opinion, i hope devs will listen
No ETA on templates. However, the new build tech brings us muuuuch closer than before.
thats what i thought when saw new pvp ui. hope save, load and template buttons will be next
too much.
decap engi going to party.
or mesmer with interruption mantra.
hambow warrior….
d/f #4
shutting you down perma, doing nothng.
really no.
i wont be able to watch this till next week. after streamed, can s’one post what pvp build button is about?
especially given that one chest gives you one tome of knowledge.
i believe anet promise was that lvling would be linear experience
Does Anet plan ever intro mounts in the game?
>.< Why is this question in this forum thread?
To directly answer your question – No.
Battle Run Speed is the feature that acts as an “off-mount” speed for battles. Your normal running speed could be considered an average speed mount with the MULTITUDE of speed boosts in the game considered the upgraded “fast” mount. Do not expect mounts, ever.
id love to have mounts not because of movement numbers, but because of rp.
question is here for the same reason as thread is here. neither my question nor feature pack are specifically about pvp, its just, for certain reason, on anet side it has been spinned by pvp folks.
Does Anet plan ever intro mounts in the game?
i heard someone mentioned templates.
will there be ways in sPVP to “save the build” and “load” it later?
it is very strong, but staff ele has limited defense. i play staff ele occasionally and usual run each time someone so much as looks at me. but if left alone in my safe corner above mid teamfight – staff in fire turns the tide.
i wouldnt touch it for now, but keep an eye, especially as ele is getting goodies on apr 15.
dont like idea. it turns game in a more of a build wars than it already is.
i’m myself against pvp progression, but when i see forum front page covered with half dozen of “moar rewards” spam threads, i see devs have little choice. i wish there was a way to offer different tracks to pvp only and achievment/pve crowd.
good stuff +1
3000000000000000
i’d like to be able to talk to everyone/selected player.
this would greatly improve game experience, gw2 sPVP is team game.
but, this only given some mechanism of verbal abuse control. if anet has manpower for it (to track complains) – would be great. if not – it will go wrong big time.
Opponents have to be within a 450 radius and it cannot extend longer than 1200 range for the full length of the arrow’s path.
i see.
is it known to bug?
two golems standing next to each other, i’m same distance between them, a little bit in front. s’times it would bounce, s’time not.
can s’one pls explain when sb#1 trick shot bounces and when it doesn’t? i’m practicing with mist golems and it seems quite arbitrary. s’times it bounces from closer to farther target only, s’times the other way around. golems don’t move, it’s not a matter of distance between them. doesn’t seem to be a matter of distance between me and target either. i tried facing, from side…
what’s the trick?
everything is getting to be called “passive play” these days. even if you have to cast it, time it…
(edited by gesho.9468)
about 50. i stopped caring about them
good leads, thx folks. prob part of a change is that i changed my builds but havent change playstyle.
i used to be ok vs thieves, for example on my condi engi. but sthing has changed recently, i believe since dec iniy buff. either there are more of them, or their game has evolved, i dont know…
whats thief counter? for example d/p trickery thief?
how is double life and top health pool for survival, does that count for anything? not enough?
the mist servers ( like the list of hotjoins running), are they per server, or per region?
Server
then in Yak’s Band alone there are about 300 hotjoin players at prime. +solo + team
x number of servers x2 regions
~ 20k I’d estimate.
I read your question wrong, i thought you asked if each servers mists was server or region wide
so how about hotjoin lists, are the per server or region?
the mist servers ( like the list of hotjoins running), are they per server, or per region?
Server
then in Yak’s Band alone there are about 300 hotjoin players at prime. +solo + team
x number of servers x2 regions
~ 20k I’d estimate.
the mist servers ( like the list of hotjoins running), are they per server, or per region?
dunno, i’ve been playing this game for 10 month now, and i still find things to learn. in fact the more a play, the more i understand how much i am still missing. even something as trivial as drinking tea from a cup can be improved to perfection. certainly there is a room to improve skills like map awareness, combat positioning, using build mechanics, enemy mechanics, anything really. if you are saying that build imba often trumps skills, that is true, at least to an extent. but saying game takes no skills and there is nothing to master here, that’s a very different claim, and a wrong one.
i’d rather gw2 not go down lol path. imo lol dilutes players participation with heavy pve presence. remove all minions and turrets and my expectation is lol’s pvp balance will be a complete disaster. even with little customization that it allows. also, there is a trade off here. either you remove customization and achieve balance at a cost of boring same vs same combat, or you allow customization and balance will be disrupted in many ways (duel vs team, rock paper scissor, burst vs sustain, bunker vs damage, etc…). with diverse game you have to start thinking in terms of balance given modes, balance given meta, but there is still a concept of balance, a more complex one.
if you like ILLUSION of balance at a cost of 1 hour tag of war, your efforts being drawn in the sea of pve (which is an exact copy [hence balance] on both sides) – lol is your game. but for dynamic, fluid, player skill driven combat, like the one gw2 aspires for – this is a wrong direction. id push gw2 down to the path it has chosen and one players love it for. dont give up game’s identity to make a poor clone of someone else’s.
i play power on mesmer, thief and ele,
condi on engi and necro.
for instance: why s engi incendiary power in the trait line with power stat? condi proc with power stat. is it by design, to create tradeoff?
you can also get pet from on kill sigil, right?
Interrupting BP is redundant. You want them to spend that initiative so that you can interrupt the heartseeker that follows.
the point of current discussion is to make bp spend init when interrupted (and prevent forming of very strong blinding tool).
Not exactly—u have to interrupt the stab half of shadowshot with backstab, so it only backstabs if you are already behind them
i see . well, i guess that takes some timing, so overall its prob fair.
I guess the “pets” are the Spirits. So a Spirit Ranger with a longbow/shortbow probably
bhagwad isnt newbie to be clueless about spirits. im curios.
does not ^_~
wow, cmon. d/p #3 keeps stealth? that’s so crazy, thats backstab guaranteed. unless you impale yourself on block.
thief already loses ini when interrupted, any ini los is basically a CD on every weapon spell not just 1 including opportunity costs…. any more nerfs to ini los would just cause dmg buff to skills otherwise they would be too weak…. i would rather not deal with more dmg
i personally don’t see any issue with interrupting thieves, the important ones would be interrupt on BP+ HS and heal and those already punish them really hard, any more is just uncalled for imo
@Ozie: not all play pw 3 spam like you, so talk about yourself plz
can the rest of profs get same bonus? keep skills no cost to interrupts? got interrupted? just click it again, sorry for inconvenience.
While you bring up many valid points I dislike forums so I will keep this brief.
In regard to spamming abilities. Thief is one of the few classes (Necro, Engineer, Warrior) where you can actively spam skills. This leads to a low skill floor, allowing players entry into the class at a level more proficient than if they were to enter on say an Elementalist. However it’s far from efficient and does very little against skilled players. Thieves that spam abilities are using the correct tools at the correct times, are extremely predictable, easy to counter, and in most cases free kills. A good thief will use the right skill at the right time, with little hesitation or repetition.
As for the initiative lost (or not lost) on interrupt. The initiative system should cost the thief initiative at the start of the cast to promote proper thought and intelligent game play rather than spamming. This will punish bad or new thieves for wasting skills instead of using them at proper times or covering important casts with blinds/dazes/stuns/stealth. As for putting the skill on cooldown, I do not think that is a good idea. It will completely shut down the class in certain aspects and will go against the class resource system (initiative vs cooldowns).
-Caed
here, he said it. init cost in, spam out.
bp should be interruptable. in fact, i would make a case that as a general principle making cd (skill #5) for any profession well animated and counterable is one way to make game less spammy and more skillful.
see nyqwist video on this matter.
turns out things are bad indeed.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Thief-Interrupts-Maybe-a-bit-broken
This is working as intended. Skills only go on full cooldown if they are interrupted after an effect takes place. This is why most heals only go on a short cooldown while shelter/ether renewal etc go on full cooldown if interrupted. The same applies to churning earth—although the blast is delayed, it immediately applies a cripple field and thus gets a full cd if interrupted. The dragon tooth thing is a bug* (it only has a 6s cd anyway though)
Part of the effect of heartseeker is the movement ability. This is why initiative is subtracted immediately upon activation and not upon completion
it should be either short cd or init loss. else thief gets interrupt immunity.