Showing Posts For isolatedchimp.2510:

HAMBOWS. i've had enough.

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Hambow is only a symptom of the bigger problem. The REAL problem is ANET’s excruciatingly slow balance process. ANET get your crap together and roll out balance patches more often.

Rank requirements(Requesting to Close thread)

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

With the QQ from all these “awesome” high ranked pvpers I’m starting to feel that this change is even better. Get a little of this toxicity out of the community through a purge.

No toxicity from you either, no sir-ree! I think it’s far more reasonable for these high rank players (I’m not one since I’m only rank 43) to complain than for people like you to kitten all over their complaints. How does it hurt YOU in any way for these high ranked players to get some compensation?

Go look in the mirror for this toxicity in the community that you speak of.

Hotjoin, please fix the XP system

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

the zergfest of meta clones is bad enough in hotjoin,
could you imagine if win/lose meant nothing?

there would be no need for anyone to do anything except mindlessly zerg middle aoe tagging as many people as you can.

And that’s not happening now? Except right now, it’s usually rank stacked running around in zergs. Like I said before, HJ will never be competitive, stop kidding yourselves. But we can fix it so that everyone can have a good time in it instead of the stupidly overwhelmingly one sides matches we get so often.

Everybody yolo queues tPvP

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Is someone mad he’s bad?

He’s right about one thing. You sure QQ a lot in those matches. There was one match where you were complaining that whole time about this mesmer. You were on my team and we lost a close match. I can’t help but think we might have won if you hadn’t spent so much time typing and whining during that match.

Hotjoin, please fix the XP system

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I agree with the OP. The reward gap in HJ should be narrowed down BUT the overall average reward for HJ should be lowered. So winning rewards should be lowered while losing rewards be raised.

This will help stop the desperate need to team switch or rank stack. HJ isn’t competitive anyway, anyone who is arguing that losers should not be rewarded are kidding themselves, it takes no skill to win in HJ. We all know that high rank players stack teams. I do it too. I can win almost every match by manipulating the system.

HJ will never be competitive so why make the reward for winning so much better than losing?

Decap Engi

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Still too strong? Compared to what? Without AR they aren’t any worse than other bunkers.

And I wish the engis using AR would stop crying about the nerf. It was clearly a cheese trait and bad for the game. Yes engis need more condi removal but AR was a skill-less crutch.

(edited by isolatedchimp.2510)

How to get Gear Tokens, and such.

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’m in a weird situation where I have lots of gear tokens, tons of rank tokens and loads and loads of arcane orbs and some slivers and crystals. But I ran out of dust.

Why the hell can’t I just buy dust with copper? Hell, why can’t we buy the PVP materials (excluding rank tokens of course)? But then again, I’ve pretty much filled up my locker up to the rank level that I’m in.

It just feels so bad that all that stuff is going to waste. In PVE, we’d probably be able to turn those into a Legendary. Okay I’m exaggerating but you get my point.

kitten you, once an hour post limit!

salvage everything you don’t want. why not?

I’ve already salvaged everything that isn’t in my locker. I don’t understand why you’d even suggest this since it’s so obvious.

(edited by isolatedchimp.2510)

Dev livestream: Ready Up: April 4 @ 12pm – Megaservers & more

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

And many of us have expressed our reasons for appreciating these changes.

Way to misrepresent yourself. Many of you? There were only a few of you compared to the large number of players unhappy with the change.

Anyway, this RU doesn’t really interest me unless they do address some of the changes that they’re making.

hotjoins unplayable

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Hotjoin will always be a mess but here’s some things that can be done to at least make it a lot less frustrating and stupid for everyone, especially newer low ranked players.

Implement one or two of these changes:

1. Get rid of the option to pick a side.
2. Make it so that it adds 2 players (1 per team) at a time so that teams will never be uneven.
3. Narrow the gap between the win and loss rewards (probably lower the overall rank points compared to solo and team q) to discourage manipulating autobalance to get on the winning team. People are more desperate to win now since you get so much more rank points for winning. Sure this might dampen the competitive spirit of the game but let’s be honest, this is hotjoin, it’s a hot mess and if you’re looking for a real challenge this is not the mode to be in.

No more jewels in amulets on the 15th?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Why not have newbie friendly templates instead of dumbing down the whole system for the experienced players? Let’s say we have a hambow template for the new players to start out with and as they learn the game more and more they can tweak the build or come up a completely new build if they wish.

There’s so many different ways of improving the system but they chose this route? Infuriating.

I'm a bit disturbed over the rank changes

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’m only rank 42 but this ticks me off anyway. ANET just does not give a toss about their PVP veterans and have shown this time and time again. There’s no reason not to give retroactive chests to those who will have ranked over 80 at all. The numbers are there for ANET to calculate how many chests are owed. This isn’t even going to screw over the economy since only a handful of players are in this current situation.

Please learn from your mistakes, A-net

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I agree. If you’re going to use the shaving approach then do it more often. It’s freaking sad and infuriating that I took a year break from the game and there’s been maybe 3 balance patches and only 2 maps added since I took my break. If this continues on, my next break will probably be a permanent one.

[SPvP] Thief Risk and Reward Changes

in Profession Balance

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’m simply pointing out that the problem isn’t unique to Thieves, nor are Thieves causing it. The game was designed that way and it seems intended as far as Anet is concerned with the direction of the game.

Blocked/evaded/dodged attacks from thieves not revealing them from stealth isn’t unique to thieves? What other profession has the luxury of having their attacks fail yet have no cooldown so they’re free to try again a second later AND within the safety of being stealthed? It’s not unreasonable to ask that failed attacks should reveal.

r70 vs r40 - Who do you Want in your Team?

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Posted by: isolatedchimp.2510

isolatedchimp.2510

I hate absolute arguments. Ranks mean nothing? Is that why rank stacking occurs so much in hotjoin and why the vast majority of time the higher ranks stomp the lower ranks? I’m not saying ranks are THE absolute indicator for skill but generally the more experience a person has with something the better they are at it. There are exceptions, of course, and diminishing returns. But given a choice and knowing NOTHING else about the players themselves, I’ll pick higher ranks for my team. It’s just common sense.

But I do have to say that diminishing returns is more evident when comparing R40 to R70.

(edited by isolatedchimp.2510)

No more jewels in amulets on the 15th?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

This change by itself isn’t a deal breaker but it’s the direction that PVP is heading to that ticks me off. All this stuff catering to the new players is way too restrictive and down the line is making the game more shallow. First it was the new heals and then the traits and sigils that are now behind a lock system in the name of dumbing down, I mean “streamlining” the game for new players. Then disabling the ability to mix and match rune sets. And now we have the removal of jewels. Again, none of these changes by themselves are game breaking but it’s the cumulation of them all and the direction the game is heading to. Sorry but how dumb are these new players who can’t even figure out this stuff? Maybe we should remove dodging too since that’s going to be too confusing to new players as well.

I’m all for streamlining but you’re choosing the wrong way to do it and choosing the wrong mechanics to do it with. You did a great job with retooling the sigils since they were a mess and had hidden mechanics to them. Now THAT was a mess. What about map tutorials? For a new players those would be more confusing than anything else. There are still people that don’t know what Tranquility does or where it is.

No more jewels in amulets on the 15th?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Just wanted to call some attention to this thread.

It is confusing for me to see this kind of mixed messaging. A ton of people agreed in that thread that there are too many moving parts in this game to balance it well enough. Now you guys are in here saying that removing jewels equates to dumbing the game down.

Can you guys do me a favor and try the game out after the features are in the game before assuming removing this is going to ruin everything?

There’s a difference in wanting stats to have less of an impact on builds and having less flexibility in build making.

It’s like saying I want smaller portions of food on the menu but then you turn around and take away all the soup from the menu but the portions of the remaining menu items are still too big.

No more jewels in amulets on the 15th?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Justin had the crux of the reasoning correct – it’s a small tweak to your build that a lot of players could do without. It’s a very small stat change in exchange for another aspect of a PvP build. By removing it, it’s one less thing a new player needs to learn. With runes, sigils, amulets, weapon skills, slotted skills, minor traits and major traits, making a build is a pretty hefty process. Jewels were a very, VERY small % of that overall build.

Trust me, doing focus tests and watching new players play the game, our builds can be very overwhelming. You guys are experts by now, but you have to keep in mind that other players are not as advanced as you are, and removing pieces to the builds allows us to slightly lower the barrier to entry.

Not to be insulting but yeah that’s dumbing down the game. I feel like lowering the barrier to entry also makes the game even more shallow.

I can understand the explanation that this makes the game more easy to balance but that’s hard to take when it takes 5 months for balance patches to drop. So in the meantime, we have a dumbed down PVP experience with minimal balance updates.

That’s depressing.

No more jewels in amulets on the 15th?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

ANET is dumbing down PVP while simultaneously restricting PVP builds by removing these gems and the unlock system. I really don’t like this direction they’re heading in.

PvP Rewards Blog

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

While there’s some cool features coming up, I also feel that these changes are more for the PVE crowd and less for the PVP players. Nothing stands out as being PVP exclusive except for the backpack. Also, too much dumbing down of build making in conjunction with unnecessary restrictions like trait/sigil unlocking and removing jewels from the game is extremely annoying to me.

I’ll give the update a try but it seems that ANET keeps going in a direction that I don’t want in PVP.

Lyssa Nerfed - Woot!

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’ve complained about Engineers forever and now they give them perplexity for more unstoppable condition spam.

You act as if though only engineers can abuse perplexity runes. And yes you’ve been complaining about Engineers (not just decap) forever. Irrationally so.

Who else will abuse them? Terrormancer would have to be kittened to use these over condition duration, Warrior is forced to use physical skills to have a stun unless they use mace over main hand sword, Thief conditions are bad in Spvp, I would be perplexed to see a perplexity Guardian, Mesmer could use them but Mesmer condition builds are even worse than Thieves, I’m sure Elementalists would be as amazing as the WvW Elementalist in the community clip in hotjoin, Ranger would be the only one I could see using them.

Clearly, you’re the only one who thinks this. Go look at the perplexity thread and you’ll see the general consensus is that there are plenty of builds and professions that can abuse perplexity. Once again, you’re just letting your blind hatred of engineers cloud your judgement.

Lyssa Nerfed - Woot!

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’ve complained about Engineers forever and now they give them perplexity for more unstoppable condition spam.

You act as if though only engineers can abuse perplexity runes. And yes you’ve been complaining about Engineers (not just decap) forever. Irrationally so.

Also, constant application of confusion on engis themselves is really painful since they have poor condi removal and especially if they’re using a bunch of skills via kits. So it’s both a bad thing and good thing for engis.

Personally I don’t want it in PVP but I’m annoyed by your constant irrational bias against engineers.

(edited by isolatedchimp.2510)

Don't Defend Close if you can get Decapped

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Unfortunately, unless you’re 2 v 1 a decap, just about every class is still liable to get decapped by a good engi. I play a Sc/Sh & Hammer bunker guard with SYG and traited Virtue of Courage and I still can get decapped by good engis if they stick with it long enough.

The number of knockbacks available to engis simply outpaces the amount of stability any class can bring and some knockbacks have no telegraphs (such as flamethrower).

If I were dev for a day, I would at least put some casts with tells onto some engi knockbacks so that there’s a decent amount of counterplay for 1 v 1s. This will allow good players to stand a chance with well-timed dodges and use of cooldowns without making a decap engi too weak to pull off their role.

For the millionenth time, it’s not the knockbacks that make the decapper so annoying, the KBs are merely the tools, it’s AR that gives the decapper its survivability to stick around and decap.

You don’t see any non AR bunker engis decapping or holding points for long unless they’re killing you.

Too Much Dodge? What About Thieves?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

So cry me a river about thieves’ survivability when power rangers and engineers have significantly less survival and none of the effective burst.

Lol engineers have survivability issues? What game are you playing?

A non decap bunker engi using zerker amulet has less survival than a thief and yet less effective burst. I do increase my survival a lot by taking the stealth on elixir but that’s on a pretty long cooldown. That’s how awesome the stealth mechanic is.

I’m tired of people constantly thinking the whole engineer profession is defined by bunker engineers. I can’t wait until they nerf AR so that build dies.

Real talk - Warrior power creep

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Sure, we can wait until the patch hits to see how it balances it all out. And we can wait some more if things are imbalanced to put out a patch. And more waiting. That’s the problem here, we’ve been waiting and waiting for them for months for balance updates.

If ANET put out balance fixes a lot more often, people wouldn’t be so antsy about potential imbalances. So yeah, I think it’s reasonable for people to voice their concerns NOW so they don’t have to wait 6 months to see it fixed.

Standard of Cheese Build?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I dont lose to engis lol, I just think they are stronger than they should be which is why I consider them cheesy. You really shouldnt try to prove a point by resorting to personal attacks, it lets everyone know that your argument has no weight.

Riiiiight. You don’t lose to engineers but you complain how OP they are at every turn for months now. Other than Decap Engis, you don’t see them being problematic in any meta do you? Listing a bunch of stuff that engis can do and then pretending that all builds have access to it all isn’t an argument either. You could do that with any profession.

Anyway, I should have known better than to reply to someone who clearly has a huge bias when it comes to profession balance. But I’ve seen you do this for months now that I just couldn’t stand it anymore.

Standard of Cheese Build?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

all engi, condi mes, condi thief, condi war, mm necro, 1 shot ele(15k firegrab in spvp), spirit ranger (kinda)

All engis are cheese builds? I’ve seen your posts. You’ve been crying about engis for months now. You even had the nerve to say engis are more OP than warriors. The only cheese engis are decap engis.

Yes all engis are lame, they have:
-2600 armor
-high prot or vigor uptime
-insane physical damage due to nades without going into power (relative to other condi specs)
-20 sec cd shield block
-an unblockable dodgeroll baiting 1200 range pull that can be canceled mid cast without putting it on cooldown
-access to 4 damaging condis with a burn proc better than dhuumfire as a master trait
-1500 range nades
-more hps than warriors (kit regen healturret toolbelt blast)
-access to either a 5 sec invuln + 5 sec stealth on a relatively short cd or a selfres

Not to mention the cooldown on their skills is so forgiving that engies just mash their nades while chilled without a care because as they finish their rotation the chilled skills are already off cooldown.

Engies main weakness is mass condi, which happens to be the weakness of basically every other class, but they still remove 12 condis a min with healing turret and conversion. In teamfights the lack of stab and condi removal is made up for by the guardian or the fact that the engy has a 300 range advantage on every other class. Also unlike other classes, the engy just has to swap to a kit to get vigor/swiftness so they can basically chain dodge rolls with their 3 main outs and survive longer than any other dps.

I’m not saying engies are ungodly broken but they are by far the strongest all around class at the moment. Sure engies cant have both high prot/vigor but they can choose to have the option of lots of dodge rolls and swiftness or high prot uptime and 20% damage reduction while cc’d.

I’ll just use your own words against you:

I feel like 99.999% of the complaints are from players that try to defend their poor play by calling certain things op.

You’re clearly a bad thief trying to defend their poor play against engis by calling all engis OP.

Standard of Cheese Build?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

all engi, condi mes, condi thief, condi war, mm necro, 1 shot ele(15k firegrab in spvp), spirit ranger (kinda)

All engis are cheese builds? I’ve seen your posts. You’ve been crying about engis for months now. You even had the nerve to say engis are more OP than warriors. The only cheese engis are decap engis.

Why AR is the one and only problem.

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’m repeating myself from other threads but it needs saying since people are in knee jerk “nerf everything about engineer” mode.

- Only AR needs to be nerfed since nerfing anything else on the decap engineer is unnecessarily nerfing all other non decap engineers.

-Only decap bunker engineers can abuse AR to the point of being imbalanced because bunker engineers have really high health to take advantage of the 25% health limitation of AR. This coupled with toughness and other defenses makes AR even more OP on bunker engis.

-Any engineers that aren’t invested in health that take AR can still die really quickly from being condispiked even before AR kicks in, or they can be easily killed at 25% health from regular damage because of their low base health.

So it makes sense to nerf AR since it will only hurt decap engis and hardly affect all other builds. Nerfing anything else is just a knee jerk reaction.

Rerolling NERFED [PvP]

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Posted by: isolatedchimp.2510

isolatedchimp.2510

The explanation that we have a trait unlock system is so that new players don’t get confused does NOT hold water when you make it soulbound. Why is it if you have a second character of a profession or if you’re PVP re-rolling and ALREADY unlocked those traits you’re forced to unlock those traits again? Did that player somehow get brain damage and forgotten how to play his profession?

It’s been said over and over again, the only reason for it to be soulbound is to sell character slots.

(edited by isolatedchimp.2510)

Decap Engineer feedback

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Posted by: isolatedchimp.2510

isolatedchimp.2510

The ignorance in this thread… Are NON decap engis problematic in ANY meta? No? Then why suggest nerfs that have nothing to do with them? Why suggest nerfs to CC or healing or anything else that ISN’T AR?

The problem straight up is AR. Without AR decap engis will not survive as long as they do. AR only really benefits decapping bunker engi builds.

Do we call them “AR Engis”? No, we call them “decap engis”.

Wow, you’re going by this argument? Seriously? The popular nomenclature is your argument?!?

Also, AR on any engi that doesn’t have high health won’t get nearly as much benefit as one with high health/toughness. The 25% health limitation scales up with how much health you have. That’s obvious. So any engi that isn’t bunkerish won’t get much use out of AR because they can still get condispiked easily.

So THAT’S why not every build using AR is problematic, only the bunker builds. And that’s why you can’t say it’s all “AR engis” that are problematic". It’s the AR + Bunker engis = aka “decap engis” that are the problem. Got any more ridiculous arguments?

(edited by isolatedchimp.2510)

Anet fails to realize sigil change hurt engis

in Engineer

Posted by: isolatedchimp.2510

isolatedchimp.2510

The only “nerf” to the engineer regarding sigils is an indirect one where warriors will get even stronger with the sigil changes. But if you don’t PVP, this shouldn’t concern you.

Decap Engineer feedback

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

No, the least intrusive change would be to change/delete AR. Non decap engineers are not problematic in any meta so changing anything else other than AR is unnecessarily screwing with the profession. AR abuse is only unique to decap builds because of it’s 25% mechanic benefiting high health/toughness builds far more so than glassier builds. So it’s the logical choice to nerf without screwing up any non decap build. Besides, immunity to anything is stupid. It should be nerfed anyway.

Pistol Whip and Decap Engineer

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

AR is the only thing that needs to be nerfed. Anything else is just a knee jerk response in frustration to the decap engi. I mean, are non decap engineers problematic in any meta? No, it’s just decap. AR with it’s 25% health limitation obviously scales far better for decap engis that have higher health/toughness than glassier builds. Nerfing AR is the smartest option to go to nerfing decap without hurting the profession in general.

Please stop the Qq

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

One of the points of “QQing” about a feature patch that hasn’t come out yet is to PREVENT ANET from implementing a system that a good chunk of the PVP players do NOT want. There are some things that you don’t need to experience first hand to know that you won’t like.

Go look at how ANET at first decided to remove ranks but the community complained and so ANET changed their minds. It doesn’t always work but never speaking your mind will definitely never change things.

Just because you’re fine with things doesn’t mean others can’t voice their concerns about issues. This thread is far more useless than any QQ thread out there.

Please stop with the sPvP unlocks

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Anyway, the new healing skills they introduced a few months back also had to be unlocked, and nobody complained! Why is that?

That’s bullkitten. People WERE complaining about it. Just because you didn’t see it doesn’t mean the complaints didn’t exist.

The Sweet Spot - Trait Cost

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Buying a new Trait in PvP will probably cost gold, since PvP gives gold (no more glory).

I think 2 Gold per Trait, and please, PLEASE, make it ACCOUNT bound.

They’ve already confirmed that it will be character bound. I’m hoping if enough people make a stink about it that they’ll change it to account bound, at least for PVP. There’s no reason for it to NOT be account bound in PVP except to sell character slots.

signature campaign: char.bound& locked traits

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

There is absolutely no reason for trait unlocks to be character bound except to sell character slots, especially in PVP. I can understand in PVE that people re-roll and want to experience the game all over again (including all the grind that comes with it) and so character bound unlocks make sense.

But in PVP, players re-roll for different reasons than in PVE. Personally I don’t want to re-acquire traits that I’ve already unlocked before just because I needed to re-roll a profession that I don’t have permanently on my account because of lack of slots.

Until ANET gives a good reason why unlocks are character bound in PVP, I’m convinced that it’s a money grab.

Please stop with the sPvP unlocks

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Can you explain the reason for these unlocks to be character bound rather than account bound for PVP? In PVE I can understand but PVP I just can’t think of why you’d do it that way.

Tournament of Legends

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

Oh for crying out loud. I’m a PVP player and will never win these legendaries but am I going to cry about it? No! Why are you PVE players crying about this? If you think it’s that easy to win the kitten things then go join the tournament. If not, then go back to PVE and enjoy your own legendary. Nothing about this should impair your enjoyment of PVE.

Please stop with the sPvP unlocks

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

If you don’t think the progression system in the most popular pvp game in the word is an important part of the discussion then you really are ignorant.

Wow. This is probably one of the worst arguments I’ve seen in a while. Popular games do not have to dictate the mechanics of all other games within the same genre. If you believe this then you have a really closed mind and worse yet, a mind that lacks any creativity and imagination.

Basically your argument boils down to this, "LOL is the most popular game in the world and it has grind, therefore it’s the grind that makes it popular! Also, LOL has the letters “LOL” in it, therefore it’s those letters that makes it popular! All games should have those letters!".

(edited by isolatedchimp.2510)

Please stop with the sPvP unlocks

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I’d grudgingly live with this new unlock system (even though I think it’s completely pointless and in fact a detriment to PVP) if these trait unlocks were account wide. But since the heal unlocks were character bound I sort of doubt it.

There’s absolutely no reason to make these unlocks character bound only. EXCEPT if this is just a way to sell character slots. I can no longer use my one slot to create and create PVP characters for the 3 professions that I don’t have as permanent characters. So either I kitten myself by not having those new unlocks, keep buying them over and over each time I make the characters or buy two extra slots. Maybe when I have everything I need and have extra gold leftover, I’ll convert those to gems and get slots. But I’ll never give ANET my money this way. I will not reward them for this system.

Traits only unlocked by PvE?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

They just said that all of the current traits will be immediately unlocked by all PvP players and new characters. You will only have to buy the second grandmaster traits if you make a new PvP character after the new patch.

But do you REALLY re-roll that much? I’m a very experienced player, and I only re-roll an account every few weeks. I keep 3-4 characters the same professions. If you actually play all 8 professions with regularity, then thats great.

Having said that, the ideal situation would be that you only have to unlock them once per account, which would allow for new player progression, but also make it easier on veterans who want to re-roll.

Yes I already understood that the unlocks will be for the new traits, it doesn’t change the problem. And yes I try to play all professions since I like to be competitive and want to learn everything about the game.

As you said, the ideal situation would be for the unlocks to be account wide. That would go a looooong way to improving the whole system. But I don’t have faith in ANET anymore to make good decisions.

Traits only unlocked by PvE?

in PvP

Posted by: isolatedchimp.2510

isolatedchimp.2510

I actually don’t mind having to unlock new traits USING A CURRENCY THAT IS OBTAINABLE THROUGH PvP.

This is not the same as when they added the healing skills that required skill points. I definitely disagreed with that. But you won’t even have to play PvE to unlock these new traits because PvP will reward gold. This honestly won’t even be a big inconvenience to anyone who takes PvP seriously after the first day.

When I first began playing GW1, it was exciting to unlock new skills using Balthazar Faction. So in this aspect I completely agree with Arenanet. I know it may seem like a pain to older players, but trust me when I say it is way better for newer players. In the end, this actually benefits everyone, because newer players won’t have as much stuff thrown at them. And I repeat this is nothing like the healing skills that cost SKILL POINTS.

Are we really crying over a few gold when this type of system improves the progression for players who are new? Seems like people are complaining about not getting instant gratification at the sacrifice of forming a better community long term.

TL;DR

This really won’t have much effect on veteran players because they should easily afford them. But it will allow better progression for new players which will improve the transition and also grow the community.

You forget that characters created after the patch will have to obtain those traits. Meaning that a “vet” player making a new character (which so many of us do since we have limited slots) will have to grind for those traits since they are character bound. So your argument that having limited number of traits helping the new player doesn’t apply in this situation. I’m not even sure it even really applies to the new player either since they would still be clueless but with even more of a limited selection.

If I were a conspiracy theorist, I’d say this would make ANET more money because we’d have to buy more character slots since we can’t create and recreate characters in a single slot anymore. The more sensible side of me thinks they didn’t create this new system just to sell slots but rather that it was a nice side effect.

If ANET really felt that progression was needed in PVP, there are far better ways of doing it. And they wouldn’t have wanted to delete ranks in the first place. Sure, I can live with having to unlock traits for now, but when I decide to take a break later on and then come back and find that I have to unlock other stuff (which you know they WILL add because what’s the point of progression if there isn’t more of it later) then I’ll just get discouraged at how behind I am and probably just won’t bother.

Traits only unlocked by PvE?

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Posted by: isolatedchimp.2510

isolatedchimp.2510

It’s actually a quite elegant fix if you think about it:

GW2 solved the issue of PvP players being at a disadvantage to PvE players by separating PvP and PvE gear. However, the problem it created was a lack of rewards to strive for.

By attaching new talents as rewards, it allows players to still PvP without being at a gear disadvantage while still giving them something to work towards.

Yes, newer players will have less traits to compete with, but newer players are also learning the game/their profession, so a limit of options isn’t that problematic.

A similar system existed in GW1 and it was one of the reasons that GW1 PvP has such a strong legacy.

No, this is not the type of “reward” PVP players want. No one wants to have to unlock new traits and skills as a “reward”. That is no reward that is making you work for something that you should have in the first place. This is going backwards, NOT an “elegant fix” at all.

Now if they want to make it so that we can unlock these traits for PVE in PVP, that’s fine by me, but access to skills/gear/traits/etc etc in PVP should not be restricted by unlocks. That’s not the type of progression PVP players want.

no rewards anymore - Arena Net, Feedback

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Posted by: isolatedchimp.2510

isolatedchimp.2510

Sorry Allie but just because there WILL be a new system coming to replace the old one doesn’t mean that CURRENTLY there are no rewards (other than the ridiculously small amount of gold), especially since you’ve removed so much that we did have. However, I do think that rank points and ranks will have some value since it’s pretty obvious that the future PVP rewards will have rank requirements. So our rank gain right now isn’t completely pointless. But ANET’s communication and implementation really really sucks badly.

Our suggestions concerning PVP by CC&friends

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Posted by: isolatedchimp.2510

isolatedchimp.2510

Great post. I agree with everything except dodging while immobilized, instead there should be a limit to immob stacking and duration.

Also, to others suggesting that it’s not Automatic Response that makes decap engis OP but rather their healing, I completely disagree. Any non AR engi with just their healing is nowhere near as durable as an AR bunker engi. Decap engis have a lot of factors that make them very tanky but AR is the biggest thing since it scales well with high health engineers but not so much with glassy builds (hint: 25% health).

Nerfing healing will hurt non decap engis unnecessarily. Nerfing AR will only really hurt decap engis. Glassy engis don’t really get much use from AR if they have low base health since they can get condispiked and die before AR can kick in and save them.

(edited by isolatedchimp.2510)

Match rewards as of 3/18

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Posted by: isolatedchimp.2510

isolatedchimp.2510

These numbers are just terrible. They need to up the rank point rewards for solo and team q or they need to lower the HJ win reward. Also they need to lessen the gap between a win and loss in HJ since it’s not a real competitive mode but mostly for messing around. It’s far too easy to manipulate the system in HJ to get a win.

Otherwise, it’s just easier to rank farm in HJ. Sure rank means nothing, but it’s obvious that rank restrictions will be placed on future rewards.

Blade Shards vs. PVP Mats

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Posted by: isolatedchimp.2510

isolatedchimp.2510

Infantile behaviour is unnecessary, but from each according to his abilities.

Says the guy altering other people’s posts.

Blade Shards vs. PVP Mats

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Posted by: isolatedchimp.2510

isolatedchimp.2510

I have no counter argument to yours because you make a really good point so I’m just going to alter your post and look like an idiot. trolololol.

I like cheese.

Trade in Tokens for Tokens

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Posted by: isolatedchimp.2510

isolatedchimp.2510

Yeah I have a ton of unwanted rank tokens but I want consumable tokens to make dyes. I wouldn’t hold my breath on this though.