Showing Posts For mbh.8301:

Are you going to do something about thieves ?

in PvP

Posted by: mbh.8301

mbh.8301

“People in the low tiers will always have trouble with something.”

Sure, but we still need to consider how the new player experience is going to be. Particularly when it comes to Thieves.

Sure, how about meaningful skill cues or a skill activation bar on the enemy you have selected? That way everyone will know what’s going on. Even if an Asura is casting something.

The most frustrating thing for new players is not knowing what killed them. The death recap is a reasonable attempt at this, but it isn’t all that informative. You can say that you’ll improve the death recap, but that doesn’t really change the fact that teamfight combat is shrouded in aoe effects and it’s hard to decipher a visual skill cue in that environment.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Are you going to do something about thieves ?

in PvP

Posted by: mbh.8301

mbh.8301

Also, in lower rated games, it is still doing well with its burst.

People in the low tiers will always have trouble with something.
People in the low tiers tend to complain most about something when they can actually tell what it was that killed them. Things like 100b and heartseeker are visually distinct so there’s something to point their complaining at. If they die to a mesmer then they just say “I DON’T GET IT, MESMER OP” and call it a day.

Bads are always going to die to something. Pve is there to make them feel good and pvp shouldn’t be as forgiving.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Are there plans to see ICD's?

in PvP

Posted by: mbh.8301

mbh.8301

There’s already far too much UI obscuring my screen. How about making it so I can shift the location of the, already massive, UI we have first?

The UI doesn’t obscure the screen, we just have 1/2 the zoom out of anyone else.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Concerns about SOTG & Moving forward

in PvP

Posted by: mbh.8301

mbh.8301

Game design and Communication are two distinct career paths. So yes, it’s perfectly possible that a game designer might have trouble at communicating during a livestream at first.

It’s
his
job.

!!!

What happens during company meetings? I’m sure he has some experience presenting ideas. Are there no meetings for pvp?

Let’s skip straight to the worst case scenario; no devs have any grasp of public communication and can’t anticipate even the most basic question that will be asked (most of the questions were probably in Xeph’s thread). Maybe they should’ve hired a speech coach / PR person for this occasion. Or actors. Honestly, they were representing anet and it’s their job to positively represent the company. Or maybe this is all just a ruse, and the current devteam is a bunch of actors while they wait to receive an enormous PR spike while unleashing a ton of content at once and revealing the real devteam.

This is assuming that we’re all just ganging up on Karl and ignoring Jon’s beat poetry.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

The Arena mode that trumps all!

in PvP

Posted by: mbh.8301

mbh.8301

Actually, the following could be fun for a couple matches:
2v2 or 3v3
One utility
No elite
Only guardians
Only hammers
Knock each other off the arena. I wouldn’t expect anyone to actually die.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

UK swearing and other dumb ideas

in PvP

Posted by: mbh.8301

mbh.8301

Just combine all the maps in one.

-use boat map
-add underwater buffs, one of which makes your team control the sharks – but the sharks attack you so you can’t get it huehuehue
-add a lord pit somewhere
-make the mid point a clock tower on the boat
-replace cannons with trebuchets
-add an underwater chieftain, centrally located
-make orbs spawn on the roof of the clock tower

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

I don't believe its because PVE is bigger

in PvP

Posted by: mbh.8301

mbh.8301

but don’t you think that’s a bit ironic/hypocritical on how they advertised pvp before GW2 came out stating things like E-Sports etc… then present day look at pvp now then we look back at what was said.

Someone did what they had to do to increase sales.
I don’t know how much money anet really makes from the gemstore, but there’s no question that initial sales is the easiest thing to present to investors as a measure of success.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

I don't believe its because PVE is bigger

in PvP

Posted by: mbh.8301

mbh.8301

You’re right when you talk about the fact that anet didn’t really give pvp a chance in gw2, but I’ll try to explain why.

Flashback to gw1, anet had two world championships and most of the internet thought that gw1 was pvp only. Mild hyperbole, but the point still stands that anet was proudly commenting on the fact that they were fighting that image of being a pvp only game during every interview. There were even rumors that anet had turned down a sponsorship from logitech to hold lan tournaments I think.

The rumors, true or not, don’t really matter. The point is that at some point they decided to stop being a pvp game, stop having world championships and exciting seasons, and establish an image as a pve game. We don’t have fiscal reports for each stage of the game’s life, but it’s not really relevant either.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

The Arena mode that trumps all!

in PvP

Posted by: mbh.8301

mbh.8301

I can see the dominance of the “wait in respawn until elite is off cooldown” strategy now.
If elites were different (smaller cooldowns / less overwhelmingly powerful) then maybe it could be fun.

Also; what about the fact that fight dynamics between 2+ people are weird. If two people get downed then the third person will probably get targeted by both players and eventually one of the first two will rally and defeat the third.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

(edited by mbh.8301)

When will leaderboards be visible? [merged]

in PvP

Posted by: mbh.8301

mbh.8301

Whatever they release don’t expect it to be meaningful in any way although if it is a glory earned leaderboard I am deleting this game my from my hard drive forever.

It will be a leaderboard for achievement points earned in pvp.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

The Ultimate PvP Poll!

in PvP

Posted by: mbh.8301

mbh.8301

Why is there even an option for codex arena? There is no build making in gw2 so placing constraints on build making doesn’t change anything.

JQ is the best candidate for transfer from gw1 (assuming no adjustments are made).

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

(edited by mbh.8301)

I don't like pvp in WvW

in Suggestions

Posted by: mbh.8301

mbh.8301

2. I don’t like 4 maps. Just 1 good map is enough.

There’s only 2 maps for ZvZ

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

You want dodges to lose control of the point based on the assumption that you are invulnerable whilst dodging, which is clearly not the case. Therefore, I don’t see any point in nerfing dodges.

Yes. This change should not be made.

Keeping in mind that you used to be able to dodge over guardian walls, so using those as an argument against the invulnerability status of dodging is weak since it was stupid. I’m not sure how to argue against guardian gs5 in the same way, so I’ll just move on.

Far as I can tell the best reason for this change not to be made is the fact that you decap faster than you cap. If these rates were equal then the change would still be pointless since both players dodging would result in no net change.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Down Finishers

in PvP

Posted by: mbh.8301

mbh.8301

“New featured item: everlasting finishers. Get them now at the low low price of 1600 gems!”

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Legendary Armors - one way it could be done

in Suggestions

Posted by: mbh.8301

mbh.8301

I also think they should simply stop at exotic gear, so players do not have to grind fractals or dailies for armor sets.

As it is now, legendaries are purely cosmetic. There’s no reason that legendary armor shouldn’t be the same.

You only have to grind it if you want it.

Gw1 had zodiac weapons. Zodiac armor could be cool. Problem is that almost every armor set has one or two small things wrong with it. At every step I can see a place where the artist said “yeaaaaaaaah that’s good enough” and I’d prefer not to have more reasons to be disappointed.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

When will leaderboards be visible? [merged]

in PvP

Posted by: mbh.8301

mbh.8301

where is the leadeboard going to be anyway? and why is it not here yet?

It can be accessed by talking to an npc located in the pve tutorial area after the completion of a jump puzzle and defeating a gold foe.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

block = sort of a dodge = sort of invulnerability

so my questions is what class are you playing atm ? necro, engy or ele ? to suggest such a dramatic change ingame ?

and did you come across this build ingame that made you post this ? :p

Block is not sort of a dodge. It’s a block. Even if you counted it as an invulnerability you’d only be “invulnerable” for the duration of the block, which is close to 0 seconds.

I play a bit of everything, mostly guardian, eng, ele, necro. Also; I didn’t suggest a change. I asked a question.

I was thinking about when the game first went retail and I played a guardian build where I could bunker despite having no clue what was going on.

This topic really asked to get flamed. I hope you got by now, why dodging shouldn’t be handled like invulnerability. Did you seen how conquest works? Decapping is twice as fast as capping a node…

The only flaming I need is the knowledge that you wake up in the morning ready to make pro-anet posts without receiving an appreciable bribe. Unsurprisingly, you repeated someone else (who happened to have the only real reason opposing this change) only to use the topic to inflate your own ego.

I guess, without a ladder, forum flaming is the only way players can experience any sense of superiority over each other.

IMO, better to learn to make your burst less predictable rather than blame the system.

IMO better to not be a presumptuous kittycat. If you can find any chat logs or forum posts where I complained about the dodge system because I couldn’t kill something then go ahead and quote it. Otherwise you can forcibly insert your opinions in your \!/

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Ideas for PvP - Heroes' Ascent reworked

in PvP

Posted by: mbh.8301

mbh.8301

How do you respond to requiring one or more eles on a team in order to prepare for relic run?

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

newbie question

in PvP

Posted by: mbh.8301

mbh.8301

Everything except for your emote/finishers can’t be used outside the mists.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Add a 2v2 Tourny's!!!!!

in Suggestions

Posted by: mbh.8301

mbh.8301

I understand completely why they have shied away from GvG. The combat system is just better in small fights.

GvG is just a name. The format can be adjusted.
They don’t want GvG because having a clear objective would be against their design philosophy.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Permanent kill finishers

in PvP

Posted by: mbh.8301

mbh.8301

As wvw has stomping.
Anywhere you can stomp basically prevents /rank as that diminishes the value of the pvp finishers.

There is no value in things which are account bound.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

You clearly do not understand this game or what you are talking about.

You did nothing but try to inflate your position by assuming that which is obvious and unsaid to mean I took a contrary position.You also correctly identified a hyperbole. but took it at face value. Maybe I didn’t provide an in depth tutorial on dodging, but it doesn’t really make sense to try and discredit me based on what I didn’t say – or what you intentionally misconstrued.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

A 4th utility slot?

in Suggestions

Posted by: mbh.8301

mbh.8301

Can’t wait for eles to have 4 cantrips.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

Doing this would make bunker guardians completely useless, since we rely on dodge to stay alive.

I think, from dodging alone, it would balance out.

During any given engagement people dodge. You dodge, point decaps a little. They dodge, you cap it back the same amount. If you have permanent vigor and quadruple energy sigils then maybe the point will get decapped from right underneath you, but that assumes the other guy hasn’t dodged at all.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

Right, that’s why I said you have to dodge properly.

What are your arguments for why it should prevent capping?

The only “properly” when it comes to dodging is timing it against damage. There aren’t too many positional considerations since channeled moves have autofacing for some reason anyway.

I don’t have any arguments for it, I was just asking a question. If I was convinced about this idea then there would be 4 paragraphs, two of which would be anecdotes.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

You already have to dodge properly on a point, or you will roll off.

Invalid point.
You can dodge in any direction, so even if you’re sitting at the edge of the point there’s still places for you to dodge.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Dodging, capping points, and you

in PvP

Posted by: mbh.8301

mbh.8301

If you press a button that gives you invulnerability you don’t capture a point.
Should the same apply to a player during dodge?

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Is there no pride anymore in this game?

in PvP

Posted by: mbh.8301

mbh.8301

Normally I’m all for acting superior and elitist because I pvp kindof ok, but if these leftovers who couldn’t identify an amateur April fool’s joke which literally spelled it out for them then I don’t think I want to play here anymore.

Pve Paul is my friend now.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Queues not popping. \!/

in PvP

Posted by: mbh.8301

mbh.8301

This happens when a player graduates from pvp, which is only intended as a tutorial area for wvw players.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Punishment for leavers

in PvP

Posted by: mbh.8301

mbh.8301

Soloque is majorly ruined not by having absolutely no communication.

This game isn’t exactly demanding of someone’s critical thinking.

You shouldn’t have to tell someone who’s running a defensive staff ele build not to try to solo svanir while home point is being backcapped. Most tactics are equally obvious, but people don’t really bother to turn their brains on during matches.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Punishment for leavers

in PvP

Posted by: mbh.8301

mbh.8301

I don’t think that 4 players should be able to ruin everything for the other one.
If he doesn’t want to pvp then he has no obligation to you or the community to stay in the match.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Build diversity concept

in PvP

Posted by: mbh.8301

mbh.8301

Long ago I posted a thread which tried to explain why anet’s design decision to reduce player options in order to have a firmer grasp on balance was bad. This thread doesn’t openly object to that idea and so I must vehemently disagree and I hope what few loyal acolytes I have will follow suit.

The exact sentence that I object to is the “anet why don’t you take action?” which should actually be “anet, why don’t you let us take action?”

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Remove laurels from pvp

in PvP

Posted by: mbh.8301

mbh.8301

Yes remove something that has increased the spvp population stat! Its hard to believe this is a serious post.

Most pvers: “I can’t wait to get these 10 laurels then never do pvp again”

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

tPvP Laurel Bug improved the game!

in PvP

Posted by: mbh.8301

mbh.8301

I know I have friends who would be very, very, very upset at the idea of being forced to PvP for what are largely PvE rewards

Forced?
Forced is having to play wvw in order to make your legendary.
This is just some bonus that wasn’t supposed to happen and I still see people crying about having to pvp.

Pvers are worse than we are when it comes to complaining.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Remove laurels from pvp

in PvP

Posted by: mbh.8301

mbh.8301

The source of the problem:

Before the laurel update it was only pvpers doing the tournaments. Even the worst pvper is still better than most pvers, if for no other reason than the fact that they’re more experienced at pvp. Since the alleged implementation of mmr our pvp population has been distributing itself along the mmr range. Now there’s been a influx of players who start at default mmr which is within acceptable bounds of the majority of the population, and so we’ve had awkward matchups.

Mmr systems don’t typically have huge swings in population after an initial population has already settled to some degree.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

heart of the mist is empty

in PvP

Posted by: mbh.8301

mbh.8301

I could care less if something is reposted 5000 times if it’s necessary.

Using the word necessary implies that it will actually accomplish something.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

heart of the mist is empty

in PvP

Posted by: mbh.8301

mbh.8301

what should the pvp forums consist of then? if there are problems, not post the problems?

yet, you don’t like posting of false – praising either?

then what? there is no point to this forum apparently.

I made a post earlier that was tl;dr and got buried under 10 threads of “omg laurels” / “omg warriors” but I don’t want anyone to post the topic again because clearly the community doesn’t feel that there isn’t anything more to be said on the matter. Overlap is unavoidable, but I think a lot of stuff gets posted just because anet didn’t respond to a previous thread saying “yes yes, you’re very smart and here’s a pat on the back with your interview at our head office please save our game”

Maybe just have anet to sticky a list of things that they’ve acknowledged so we don’t keep having the same topics over and over because someone wants validation from the devs or the community.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

heart of the mist is empty

in PvP

Posted by: mbh.8301

mbh.8301

you really have an argument for paying $60 for an unfinished game?

every single heart of the mist except anvil rock (still pretty empty) is dead – so why not merge them? Then, since our population is so low – why not just make hotm free to play

Nobody is happy about the state of pvp except for empathic fighter and that other guy that’s constantly saying nice things about anet. We all wanted the game to be a success in pvp, but anet doesn’t and we’re all sour about that. You know what? It’s completely reasonable to be sour about this nonsense because a respectable number of the complaints we’re making are things that were learned by the gw1 devteam and it’s not intuitive to anyone why those lessons were just lost in the wind.

I think everyone’s in favor of making hotm free to play and consolidated into the district system from gw1. In fact, I think most zones should be done in a district system (it would certainly stop a lot of pve complaints about dragon events).

I do not think that posting this stuff over and over will make this stuff happen. It’s been posted 100 times before, it’ll be posted 100 times again, but it’s not like on the millionth post the devs will finally be like “OMG! WE SHOULD MAKE HOTM FREE!” It’s obviously not up to them and we shouldn’t hold our breath for it happening.

We’re on the same team here, I just don’t want to see these threads anymore because it clearly doesn’t make a difference and it’s just used as some kind of way for the community to vent frustrations onto itself. It’s stupid. Purringly stupid. Meowingly kitten.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

(edited by mbh.8301)

heart of the mist is empty

in PvP

Posted by: mbh.8301

mbh.8301

I never get tired of these squeaky threads. They are always well written and useful.

(then give those us us who payed 60$ cash shop gems for custom arena pls)

This is like going to a grocery store, buying an avocado so hard it could kill a horse, then telling the store to give you a ripe avocado. The claim has always been that pvp will be finished one day, just like your avocado will ripen, and anet really doesn`t have a reason to hurry that process up.

Anet is under no obligation to cater to the pvp community because it won`t satisfy any particular fiscal report. Even if the game was subscription based, the pvp population is so tiny that they wouldn`t even notice if we all quit. As it is now, we paid upfront and they just lose money on us by hiring pvp devs, programmers, and running servers.

Now some of you big boys might talk about how you spent money on the gem store (I think one guy around here said he spent 3x the game`s value in additional gems) but if pvpers were a demographic which spent disproportionately more than pvers and wvwrs then we wouldn`t be in our current neglected state, or at least it wouldn’t be quite so bad.

I`m all for asking more of the company, but these posts are always completely tactless and antagonizing. Not to mention the fact that half of the opinions are still in the fetal stage by the time they are prematurely birthed onto these forums.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

The main warrior questions

in Warrior

Posted by: mbh.8301

mbh.8301

I guess they could reduce the damage taken from frenzy and make 100b cast a little faster on its own.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

State of the Patch (March 2013)

in PvP

Posted by: mbh.8301

mbh.8301

ele is weak:

so many buttons to press
so many positioning and movementskills

These are the best parts about ele.
Sure, maybe it takes a few matches to figure out how you want to use all the buttons, but ultimately that’s a strength. Also; that second thing is without a doubt a strength.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Looking to buy "3" Tournament Wins.

in PvP

Posted by: mbh.8301

mbh.8301

Based on posting history, successful troll is successful.

I was wondering why 3 was in quotations instead of buy.
Detective chrisk cracks another case wide open.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Skill cues and the new player experience

in PvP

Posted by: mbh.8301

mbh.8301

One small addition:

If this is implemented then someone needs to decide which skills should be dodgeable based entirely on reaction time. let’s assume that your standard player can react to a skill activation bar in .4 seconds.

Should you be able to react to all stuns?
Should you be able to react to only a certain number of stuns per class?
Should you be not be able to react to any stuns?
Should cast time be proportional to stun duration?

Stuns includes all redundant effects.
React essentially means “should any of these skills have a cast time greater than .4-.5 seconds?”

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

(edited by mbh.8301)

Skill cues and the new player experience

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Posted by: mbh.8301

mbh.8301

Alright pubs and scrubs, the topic this time is:
Skill cues and you; why skill activation bars should be implemented

First we begin with what I feel is an often overlooked reason that warriors are a weak class overall. Conditions, right? Not this time, dirtbag. Warriors are the only class where each skill has an easily recognizable animation. If you add the fact that warriors only have direct approaches with their skills then you have the only class where you know exactly what they’re doing at all times. Commonly people say that 100b wasn’t a very strong build because it was easily dodgeable, in my opinion, this is why. Of course, people could still land combos because they would have to have some degree of tact when it came to baiting dodges and stun breaks.

Let’s move on to another example of easily identified skill cues: the hammer guardian. If you were put against a guardian you’d know exactly when to use your dodges to avoid being kicked around or immobilized. I know that when I was first playing the game I had a good feeling when I fought hammer guardians because it felt like I was actually playing the game. It sounds strange, I know, but it was the first time I felt like I understood what was going on and my success was directly related to acting on that information correctly. It felt good, man.

Dodging is 100% damage prevention. It’s a cool mechanic and I like the feeling I get when I used it well, but using it well is directly related to how well a player can tell what’s going on. It’s actually amazing how much ease of interpretation impacts the strength of certain weapon and classes as a whole when they have key skills which need to be dodged. I might not be a top tier player, but it’s certainly difficult to argue against the fact that most animations are both flashy/distracting and not particularly informative (which isn’t even including stealth). Have you ever had an ele blind you by riding lightning into your face while an Asura guardian golfed your sorry self off of a building? Feels bad, man.

Ok, hopefully some of you are still on board with what I’m saying, but what’s next? Well, we need to make combat easier to read, but how? Perhaps we could redesign all the skill animations? Even if we could/would it wouldn’t solve the Asura problem. For those of you who played gw1 you remember the progress bar that would appear under the portrait of a selected enemy while they were using a skill, that’s exactly what I had in mind for gw2.

I’m sure someone will post a list of skills which are easily identified. Just remember that you can’t ignore the fact that you also have skill animations which can obscure what your opponent is doing.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

PvP Dyes...a simple deduction:

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Posted by: mbh.8301

mbh.8301

So if it’s based on chance and its the same…why pve unid are not account bound and pvp are…while both are sellable when opened? Give me a decent reason for that…with the same chance they would have the same value both unid or opened…

Pve unid dyes are a random drop.
Pvp unid dyes are easily crafted and show up from chests all the time.
You can see that the pvp dye goes from being easily crafted to being a random chance event when it is opened and so it stops being account bound.

Easily accessible and expected rewards, like dungeon rewards, are always account bound. Anet does this to force items to be worth more on the trade post.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

(edited by mbh.8301)

PvP Dyes...a simple deduction:

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Posted by: mbh.8301

mbh.8301

If you need more drawings just tell me…i think everyone who studied just a little statistics can clearly get it.

Your entire argument is based off of the assumption that pvp dyes have a worse crit chance.

Pvp and pve dyes have the same ‘crit’ chance and it’s garbage for everyone. Even if you tried to do any statistics yourself, the sample size would be way too small for it to be worth typing out your alleged conclusion.

I tried to explain something really simple to you, and it’s the same principle found in all rewards in this game. If you can expect it / farm it then it’s account bound. If it’s based entirely on chance then it’s not account bound.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

PvP Dyes...a simple deduction:

in PvP

Posted by: mbh.8301

mbh.8301

They`re account bound because they`re easy to get.
If you can expect a reward it gets account bound.

That`s really all there is to it. Ask anet`s in game economists to confirm.

But so why we can sell them after opening? If they are the same as pve ones it’s nonsense……or not?

Seems that you can’t get my point…all i’m saying is that imo unid pvp dyes are different (Less crit chance) than pve unid dyes….and this is the only explanation of making them account bound as unid but nomore while opened…is there someone who actually read my post before answering? u.u

Ok listen up you purring meow of a kitten, it’s like this:

—pvp dyes are easy to craft and obtain from chests

—therefore pvp dyes must be account bound, by the tenets implemented by anet economists

upon opening the unid dye the value returns to being entirely chance based, aka mostly worthless, and thus stops being account bound

I’ll give you a few days to figure it out.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

PvP Dyes...a simple deduction:

in PvP

Posted by: mbh.8301

mbh.8301

They`re account bound because they`re easy to get.
If you can expect a reward it gets account bound.

That`s really all there is to it. Ask anet`s in game economists to confirm.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Anet: Can we please skip the prologue?

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Posted by: mbh.8301

mbh.8301

have a friend

This is the hard part.
=(

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]

Devs: "What's wrong with Warriors?"

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Posted by: mbh.8301

mbh.8301

This accurately portrays how I feel about their internal testing, and probably the only reason I’d want to see a public test server.

[quote=1567239;Lexie.5894:] My PVP experience is very consistent. I run around,
I fight people, sometimes they kill me, sometimes I kill them. Fun is had by all. [/quote]