i’m really surprised people don’t understand what good pvp looks like. paradoxine suggestions are 95% good ones. blind was a good one as well that i had been thinking about for a while now, current blind implementation is nearly useless as just an autoattack will clear it. 50% chance to miss with a stacking duration is interesting idea, another one may be to allow blind to stack as it is now but in intensity so that each stack makes an attack miss, and the general standard amount for skills to apply is 2 stacks.
as empathetic said, increasing rewards for winning matches is step in right direction, but the whole reward system is trash to begin with.
@ empathetic re: conditions
i think he just means each stack of condition will do more damage, but skills will apply fewer stacks so there is less condi spam, and more deliberate condi application and removal.
i did not know that at all, thanks for the news. the talk page seems to confirm it
… old weakness?? wtf
and yes I know it also reduces attrs but it wasn’t relevant
what’s interesting in pvp vs pve is how i think of gw1 in this regard and what is different here in gw2. in gw1 the pve basically consisted of teams that formed and did a mission or an area together. this was also similar to how pvp works; you form a team and select your classes to try and make a team composition, and then you did pvp. now in gw2 pve is essentially “run around by yourself” and “occasionally do things with nearby people” with only the (terrible) dungeons making people form teams to do content. so necessarily all the classes need to be self-sufficient. for instance in gw1 the mesmer could deal almost no damage, and just shut down the enemy team. now instead here that same idea wouldn’t work because how are you gonna kill pve monsters like that? i think this was one of the important decisions dev team made early on that basically made sure we wouldn’t get the kind of pvp we expected from gw1. there’s lots of ways a “no healer” system could work and promote teamplay and interesting fights, but that would require that each class has some deficiency that another class would help them with. for warrior that was having low healing potential and weakness to conditions, but having good burst damage. and i had been saying for a while now, this is exactly as it should be, and other classes should be nerfed to the warrior level in order to properly balance pvp for team fights. now we see devs buffing warriors, and i bet you money it will be a good decision for the short term, but in the big picture it is a mistake.
@Daxter the skills should be visible to everyone during the fight, so people know what’s going on.
Either a flat damage decrease of a 50%, or a reduction to all attributes by 50/100 with the inability to score a critical hit. Perhaps people will actually try to cleanse it then.
There is no reason whatsoever to step away from the way weakness worked in GW1.
weakness wasn’t really a flat damage decrease in gw1
it reduced the weapon damage by 66%, but it did not affect skills’ damage
jon man, where is gw2 going? will there ever be real teamplay and sustained fights? pvp plays like an fps
Now let’s wait for Arena.net response!!
“Great suggestions everyone! We’ll bring some up in the next balance meeting.” …. and then nothing happens
that’s great but why would they split a condition for pvp? you think they have resources for that?
the pvp fights function as they do because in pve each profession must be autonomous as they run around doing quests and large zerg boss fights. that is what these classes revolve around. mesmer illusions are amazingly frustrating to fight against, but in pve they are how designers wanted mesmers to play, so that’s what we have in pvp. not to mention the biggest reason nothing happens in pvp: devs get the “leftover” programmer time after they deal with pve and wvw issues, so anything they do for pvp must be “quick and dirty”. people want overhauls of pvp, and it’s not going to happen. we will only get a slightly more pvp oriented version of pve. ergo, we will get whatever the pve balancers decide is good for pve, not what we pvpers deserve as a core audience.
- Guild leaderboards. The guild name is already indicated upon match start. Though this might require a new ranking system.
guild leaderboard for what?
1.) New ranking and matchmaking system (with visible rating on leaderboard)
2.) Split queues (ranked & unranked at least, solo/team would be cool as well, though I kind of think ranked should require a team)
3.) Skill-based reward system (percentile based titles, rather than sheer quantity achievements)Additionally (though it doesn’t make the list for me— sort of relates to point three), I think some more interesting PvP achievements could go a long way. Currently literally every achievement is merely quantity of games played, not really giving players anything to aspire to. Imagine if in PvE the only achievements were those in the “Slayer” category… there isn’t anything to do except keep cycling through games. Achievements like “summon a golem in a tournament match (as a result of 26 stacks),” “resurrect three allies in a single match,” “acquire Stillness while your team holds all three points,” “down 3 opponents simultaneously with a trebuchet,” etc. etc. are necessary if you want achievements to be of any interest to PvP players. You could even have ranked only achievements which grant titles or interesting rewards; achievements like “win 10 ranked matches in a row,” or various other non-cheese, skill-oriented achievements.
As much as we all want a revamped system, there are simpler ways to add incentive to PvP in the meantime, otherwise we’re all going to burn out.
you haven’t yet?
I can tell you why GW1 players spend decent time here. We all spent 3-6 years playing a monumental pvp game to have it die by its predecessors and having no game to replace it with.
Instead we get some copy and paste of other pvp gamemodes from other games I could play if i were interested in that game mode.. But I am not. So alas, I am here.
This is the saddest thing. I keep seeing this devs talking about LoL and Dota and I just find myself in a state of disbelief. They seriously don’t seem to understand that GW1 PvP was and is above and beyond them. Take inspiration from your EARLIER GAMES maybe? To abandon everything because of ESPORTS!!!!111ELEVEN is kittened, even more so when you consider that GW1 could have become an esport.
I think the people in sPvP are just incompetent at this point.
How hard is it to realise that for one thing, the amount of evades, immunes, teleports, condi spam needs to be decreased?
How hard is it to communicate properly with your players?
How hard is it to reply to threads other than some bullkitten “Yeah this is really constructive, I don’t actually have to have a dialogue this way”.
Haphazardly made skills, traits, classes, everything really. They could fix this all in one month if they put their mind to it. We’re not talking about programming entirely new modules and systems here. We’re talking about changing values and skill types. Problem is they don’t seem to know what to do themselves. I’d rather have some skills that bug out 1/100th of the time but are balanced then have skills that are both unbalanced and buggy. We’re nowhere near esport level right now so I think balance and design should take priority at this point.
The SOTG just makes it worse. It becomes really apparent there just how far from reality these guys are. What we need is a no bullkitten sit down discussion where the hosts flat out tell ANET the problems of the game. Then we need the developers to actually defend themselves and tell us what they are actually doing to fix things.
hello
if you consider that this is a pve game, you will understand 100% why things are the way they are. it’s not that pvp dev team don’t want to make game better, it’s that they can’t make it too different from pve. they’ve already said that pve and pvp must be consistent in game feel. which leads us to the inevitable conclusion that gw2 will never be good pvp game.
actually from that video it’s clear to me they’ll never do it. there will be lfg system. would be better to have both because seeing people online and moving around is much better than just seeing lfg messages.
I agree, I would much rather see the mists combined than use some lfg tool. I can see it now though: ANet will implement a lfg for dungeons, and just copy/paste it on over to PvP. I suppose it’s an improvement on the current system, but combining the mists would be a much better solution.
yes that’s exactly what they’ll do. i don’t know if anyone else has been noticing for instance that balance updates aren’t even remotely concerning pvp. they’re pve changes that can occasionally pass as pvp changes.
yes but how would pver feel if he had to press buttons and think???
jokes aside it’s a good change to make ranger more active play style but it will never be put into game because anet implements gameplay changes at the pace of a glacier and always catering to lowest common denominator (pvers).
(edited by milo.6942)
actually from that video it’s clear to me they’ll never do it. there will be lfg system. would be better to have both because seeing people online and moving around is much better than just seeing lfg messages.
i don’t believe any “we’ll look into it” until it happens. pretty sad state game is in atm
i have only 1
- That anet actually devote time and energy to pvp as if it was a core aspect of the game.
it wasn’t even that strong in gw1, it was mildly annoying for melee, but a low-priority condition. lower than blind and cripple for instance
hello mr hugh heffner,
i regret to inform you that devs have confirmed that mmr is broken atm. maybe you were not aware of this development. pls kindly review my last message with this in mind. in particular, i have quoted the line you should pay particular attention to:
an mmr that works properly should only put a rank 1 on your team if you have never done tournies before, or if that’s just how bad you suck. afterwards, your mmr should push you quickly upwards into an appropriate range dynamically.
regards,
milo
p.s. i have bolded the important part
(edited by milo.6942)
lol
Rank 30 players should be paired up with players of similar skill level and rank. They should not be paired up with rank 1~9.
an mmr that works properly should only put a rank 1 on your team if you have never done tournies before, or if that’s just how bad you suck. afterwards, your mmr should push you quickly upwards into an appropriate range dynamically. if you keep seeing rank 1 in your team there are two possibilities: something’s wrong with match making, or you should go back to tetris online.
Under your system the MMR would be too easy to game. All a player has to do is BoT auto Macro enter a tournament and do nothing for several hours while they are at work losing almost every game and tanking their MMR. Then log on and play for real in a group with a bunch of noobs and basically get free wins and farm the champ titles. Also under your system people would be encouraged to tank an accounts rating on an alt account then form premades and specifically hope to get matched up against good teams just to win and destroy their enemies ratings.
people used to do these things all the time with alt guilds in gw1. it’s amusing how you think the world will end. there is even less incentive now in gw2 to do this because you’ve only got 1 account (yes you can buy another but kitten that) and it’s tied to leaderboards. i don’t expect anyone to bother going through all this trouble, and anyway the solution would be to implement system to report & penalize afkers and leavers (which is another thing they still need to do) and this imaginary issue of everyone botting disappears completely.
you have no idea what you’re talking about man. you just mad about r1’s on your team and since that’s the only number you see, you think that’s what should determine who’s on your team.
2 problems here:
- they said matchmaking isn’t working as intended
- rank is even more worthless than it was in gw1
it’s too easy to make stupid assertions about rank and mmr when none of us knows how it would work if it was working properly. matchmaking is trying to find player skill. 2 rank 30 may be at opposite ends of the skill spectrum. i’m no matchmaking programmer, but that sounds like it would only complicate things needlessly and unfairly punish/reward players the mmr expects should have higher/lower rank.
weakness:
target can’t crit.
lasts up to 3 seconds.
less condi spam bs pls thnx
(edited by milo.6942)
Matchmaking will be really off it doesn’t consider rank because it’s indicator of time played.
unfortunately, rank is a bad meter for skill. it is an enormous joke that matchmaking is so bad atm, but mixing hotjoin hero rank with tourney rating will be an even sadder situation.
hello jonathan,
please reduce condition stacking, and make individual conditions more effective.
ty best regards,
milo
it would be irrelevant what rank you were if the matchmaking functioned properly
dear large ape friend,
if u see colin, kindly ask him to fwd the wvw codes to spvp team.
best,
milo
idk anymore that’s enough internet for tonight peace
hello my friend devs
pls note that wvw is updating their matchmaking
https://www.guildwars2.com/en/news/big-changes-coming-to-wvw-matchups/
kindly consider asking wvw team to lend you the codes for matchmaking improvement
best regards,
milo
hello my friend XselectZ,
it seems you are having trouble understanding
i will help: read wiki
regards,
milo
hello my friend julius
pls kindly consider situation where:
- burst dmg is lower & pace of combat is marginally slower
- support is slightly improved
- there is a game type that encourages teamfights (not conquest)
and you can easily see how this game could be good
regards,
milo
Its all about position guys. If you are getting hailed by grenades or what-not from a player that takes a while to get to then that player chose a good spot. Simple as that.
Do you have to stand there and take the hit? NOOOOOOOOO!
You can move elsewhere and possibly get that dude to move out of position.
such as moving off the point you’re defending,
or away from your teammate you’re ressing
If you want to create build diversity than limiting the options is the wrong approach.
if there are, for instance, 10 specs for a class, but 2 are way better, then there are actually only 2 real builds. if we remove those 2, then we have 8 potential builds available. the “build diversity” in gw2 is through the roof, but the “viable build diversity” is minimal. if the idea is to remove amulets, that would normalize the best builds to be more in line with the unviable ones. possibly making an increase in playable build diversity. /theoretically
we got the privilege of continuing to exist
hello friends
best change for short term: buff warriors
best change for long term: nerf rest of classes so they’re not so independent
regards,
player-who-is-looking-for-better-pvp-game
what kind of action game has complex attacks that are poorly telegraphed
so much needs to be changed in the classes to allow team fights, so no. i don’t think they gonna have gvg in the foreseeable future.
I think the devs not replying means it is in the works. Just likely not for awhile.
that’s naive man
ANet had a winning formula. I can’t for the life of me understand why they tried to re-invent the wheel.
…its announced that Guild Wars 2 sold 3 million copies through 2012.
dat pve player base wit dem full wallets
trait system is all passive and has many skill-effect-triggers that are automatic (for pvers). also half the traits are braindead rng filler, and the other half are significant gameplay changers that should be controlled by player.
oh well, never gonna happen.
#gw2skilledgameplaynonexistant
also, it may be interesting to make some (or all?) utilities & elites require certain amount of points in an attribute to equip or have additional effects.
remove trait system, incorporate them into new & existing utilities & elites
u know u want to
devs will never reply
which imo is the same thing as saying “no”
if i was at anet, my priorities would be like this:
fix matchmaking algo if it’s not gonna take too much time -> cross server lfg system -> split solo and team queues -> review matchmaking algo -> automated tournies with gem prizes
if i was allowed to be a brave dev, i would make team queue enterable only by guild teams, so then we could easily create meaningful solo and guild leaderboards & make guilds have a reason to exist in pvp finally.
(edited by milo.6942)
you can buy x tokens and activate them at once, giving you x days
i want to jump in and remind everyone that what gw2 doesn’t have atm (and needs for team fights) is not really more heals, but protection from spike damage.