They had stated this awhile back that only hotjoins and customs would be open to spectating […] It makes sense and it helps to alleviate cheating
it’s like you don’t understand how cheating works
if there is a significant delay, then cheating can’t happen
I’m just going to take a wild guess that you’re an engineer.
And yes, it’s bad for pvp.
Devs have said you can set yourself to hide your build so obsers can’t see what you’re running. IMO this is a silly thing to do, and just makes you look insecure about your abilities.
RE: build diversity,
Build diversity is not something that can happen from players, it must happen from devs. Players find the best builds possible and use those. If you are not using the best build possible, you are not being competitive. The devs need to bring other builds up to par (or nerf) to increase the potential for build diversity. Spectator mode only makes this optimization to best build(s) faster. It is a way to educate players as to what are likely the best builds. Any ideas you have about “build diversity” seem naive, as if it were a good thing that many people were playing less-than-best custom builds out of ignorance instead of choice.
(edited by milo.6942)
OK. Sounds good. Now make rush ignore cripple & chill.
It is pretty funny to hear the line constantly “this doesn’t affect ele bunkers”. Which is stupid, because if your bunker can move fast enough to keep the enemy point contested and then stay there vs 2 ppl, that’s in no way disproportionately OP, right?
idk, but I’d say stomp yes (if you start stomp then mist, same as now) and cap no.
@Duke next time a viable ele build rolls around post patch I’ll think of you and shed a single tear.
this thread is of course completely reasonable and not at all overstated for melodramatic effect.
No, it isn’t overstated. At all. Elementalists had one viable pvp weaponset. One. And this completely heavy-handed nerf is going to reduce it to a subpar set.
You make a classic mistake: assuming that a meta develops because the alternatives are bad — not true. They are only less good in comparison to the best available. If the best available is OP, the alternatives could still be very good.
I don’t mean to bust your bubble, but it seems to me that the devs meant to nerf the roam speed.
General discussion about why this is good:
They said they want to slow the pace of the game. This is good. Combat was slowed with the quickness nerf. Now they are slowing the roam speed of eles, which is also good. I don’t think ele should be a roamer — it is already a versatile bunker & teamplay support profession with excellent sustain. They should not be able to cross the map as fast as they can atm.
re: your reply below me: I still maintain that the out-of-combat roaming nerf wasn’t unintended.
(edited by milo.6942)
this thread is of course completely reasonable and not at all overstated for melodramatic effect.
I just refuse to believe that after all this time the decided that ele mobility should go from gold to trash when roaming over long distance ..
It’s interesting that you say that. I have been telling anyone that would listen that ele had too much mobility for months, and now the devs finally understood. It seems to be more of a statement to dev disconnect with game meta and builds than anything else.
Obviously u are the ignorant idiot, the change effects our general mobility much more than the ability to disengage, we get the 40s CD when we roam but while we fight we simply wont use rtl and save it for the disengage. So all this brings us is a severe nerf to our mobility.
You make my point for me, thnx. RTL not affected by slows, so Mobility is the same as Disengage in this case (and also this is a point I didn’t mention, ele roaming was too good compared to what they can offer). They said they wanted to keep the uniqueness of rtl to do this (which I disagree with) and so only alternative is cooldown nerf. They were nice enough to give chance to halve cd to 20s if you are playing aggressively with it.
All of you are idiots.
Rtl change is reasonable, we will see how it plays but if you understand the logic behind it you will better understand why it is a good change.
There are several reasons, but here is one: They could disengage too easily with it + mist form. So, there was 0 reason not to engage an enemy — you can easily leave & outrun enemies if it goes badly. It makes it easy to play badly and think you are good. Which is why all of you crying about this are ele fanboy idiots. It was very obviously OP.
This patch looks good. Good nerfs to the ele (despite all the ele fanboys with ele-is-not-op blinders) (in particular mist form and rtl were good nerfs), good changes to spiritwatch, good new spectator and arenas features. I will probably start playing again in preparation for more good patches like this. I would have liked to see more trait changes, in particular to warrior, but this is a good start.
but really your seeing th etip of the iceberg
Oh my God, the blog was true!
(edited by Moderator)
soon
/devscnskclkas
next level, so meta that it looks like you’re losing but that’s just what the man wants you to think
maybe you had jason borne covert ops second account r50 lurkin in your team and you didn’t realize how close you were to actually winning
problem with this system = pvers are forced to pvp, and vice versa
“play the game how you want”
maybe his rating so high the system gave an error and set him to 0
…maybe you’re really bad?
maybe they’re really good
I’m not a programmer or something like that, but… is that really so hard to create a random map generator? o.O
yes. it looks like this:
gw2_tourny_random_map_v3.py
from random import choice
new_map = choice([map for map in map_list if map != old_map])
very challenging and prone to bugs.
edit: added new feature to random map generator (can’t pick same map again) (took me several hrs)
edit 2: sorry anet there was a bug in my code pls update to version 3
(edited by milo.6942)
Receiving 1.x silver per 2-team tourney match won seems good to me. Currently, that’s about what you get for each pve event, and it’s pretty easy to participate in events. The time you “spend” looking for events or losing matches shouldn’t be that much of a big difference. Of course, in pve, you still get karma, experience and loot, but the current award chests are enough for that, I guess.
That being said, it takes a long time for a normal player to get, say, 200 tourney wins, and that would only be worth 2 gold. Which seems to be rather poor, in comparison to what can be gotten in pve. Maybe 2 silver per tourney instead?
I don’t think it would affect the economy at all. If anything, it would give pvp players the gold to buy gems.
this should not ever happen.
once you start directly giving money, then we’ll start hearing complaints about how little it is compared to pve. and anyway what are pvpers gonna do with the money anyway? they should revamp glory reward system so it doesn’t suck and has the possibility to give rewards that pvpers & pvers something nice. custom arenas & tokens will come, and i have a feeling we’ll be able to buy these things with glory. then they need to give us more stuff too.
Right now custom arenas, leaderboards and spectator mode are higher in the priority queue, but this is still something we’ll be dealing with later.
Also keep in mind that once custom arenas hit, you (the players) can decide what maps you’re playing on, so we think that’ll help when you organize your own games. But yes, for tourneys, we still want to get more map variety.
thanks for the update
i don’t understand what the point is
what problem would this solve
I think something like what they have in smite with the emote system would do wonders for this game’s solo queu.
what solo queue…
you ruined it for me davinci, i was trying to be positive
thanks for the update evan
see? i try not to be negative 100% of the time
hey rommy, I addressed already in the other thread a question like yours. there is no point to suggest mechanic changing features, they are much more likely to get ignored. sure, this will get ignored too, but at least we’re being realistic.
I want a answer from a arenanet official how this is possible .
hello gud sir, u see, we do’nt have ppl enoug for mmr.
sory for not convinianse.
/anet
hey man that r10 ranger was mvp on your team. better step up your game!
they have one, it deals kittenty damage at the end
It’s been a bit less than 24hrs and I wanted to highlight a few trait suggestions I thought were interesting. Slight buffs and not too overpowered:
Short Temper
Each time you are blocked you gain 2 seconds of quickness. -Sami.
Attack of Opportunity
Increase damage to bleeding foes by 15% (This is very good for sword damage and decent for all other weapons but it needs a lil bit something more) -Ottohi
5% of precision is given as a bonus to burst skill damage
Unsuspecting Foe
50% critical-hit chance against disabled foes
Furious Reaction
33% chance to gain vigor (5 sec) on crit hits (10 sec cd) -boro
Blademaster
Increase crit chance with sword by 10%. Sword cooldowns are reduced by 20% -Ottohi
Furious
Deal 1.5% more damage for every condition on you. – IDarko
Thick Skin
-25% Stun & Knockdown duration while health is above 50%
Adrenal Health
(renamed Restorative Strikes) Gain (100 + (0.033 * healing power) health on each successful blow (same healing as healing signet – 100, promotes being an agressive warrior) -Ottohi
When you use a burst skill you heal for x/x/x based on your adrenal lvl. -boro
Turtle’s Defense
Gain protection for 5second when struck by a critical hit (15 second cooldown)
Shield Master
Gain Aegis every 10 seconds for 5 seconds. Shield skills recharge 20% faster (shields block, lets make shield block) -Ottohi
Gain Protection for 4s after using a shield skill (activates at the END of the channel for Shield Stance). Shield skills recharge 20% faster.
Spiked Armor
Gain 5 sec protection and retaliation when struck by a crit. cd 20 sec -boro
Inspiring Banners
And create a 7s fire combo field upon summon.
Quick Breathing
Warhorn skills recharge 20% faster. Warhorn skills remove 2 conditions.- IDarko
Inspiring Battle Standard
Banners grant aegis to allies when summoned and provide regeneration to allies nearby – IDarko
There’s more good stuff, but I think that’s enough for now.
ok I fixed the links for real this time
This seems like an interesting project. Can you edit the links, because right now it’s saying “Bad Link”?.
done
The deep, dark abyss of many, many warrior suggestions that will never be read by anet.
Exactly. Moving it there was like deleting the thread.
>Wanting to buff greatsword’s adrenaline skill to become some amazing utility
Quite frankly that’ll just absolutely cement it’s already concrete position as warrior’s indisputably best weapon. What we’d ideally want is to buff everything ELSE to GS level.
Yep. It will be hard thou, cause of 100b and 2 movement skills built in (and a snare, like wtf). So I would say other weapons (im looking at you, sword) should have more in the way of reliable snares and utility boons (vigor?).
state of the patch march 2013
not good
k guys we can go home now
i already said “yes please” after reading 1st 2 lines of your post.
My last thread got moved to Warrior subforum. I want to make it abundantly clear that I am looking for perspective from players of all professions to contribute to what the spvp warrior could look like.
Again, this is about warrior in SPVP, and how SPVPers of all professions would like to see it. If it goes well I’d like to do other professions as well.
Here are the spreadsheets:
Traits & Skills
Add your version of the skill/trait in an empty cell and sign your name.
Update 1: In an effort to help generate ideas, I’ve set up a List of Conditionals and Effects. Anyone can edit it.
(edited by milo.6942)
I’m pretty disappointed this got moved to warrior subforum. I posted in spvp with the implicit intention to get feedback from spvp players. Please move it back. I will edit the title to match.
@IDarko Mostly in consideration of opposing team.
- because they can be stripped, the enemy has a chance to counter it
- because they can be seen, they can determine if the player is more of a threat than usual “he has 10 might stacks so I will cc him because he is probably a threat to my team”
Hello all, I’m beginning to add my own ideas for traits. One thing I think would be a good idea is to reduce the amount of “invisible” traits. The boon system is a good “visual” replacement for many of the traits available. E.G. instead of “+10% damage while wielding a greatsword”, a more visible equivalent might be “each time you strike a foe with a greatsword you gain might for 10 seconds (5 sec cooldown)” (or whatever the equivalent of 10% damage increase in terms of might would be like.
Rieselle, that’s interesting, but we are more likely to get real change by proposing tweaks to existing mechanics. I would favor updates to traits and skills that revolve around max bursts/small bursts/maintaining adrenaline; there’s still a lot of interesting things that can be done there.
Lots of good ideas for traits. I’ll add a couple of my own after I finish cleaning up skill sheet.
Mobile Strikes: Movement skills cleanse movement impairments (cripples, chills, in addition to immobilizes).
I think this is a bit too OP. Maybe only remove 1 of these conditions with each movement skill. However, I think this still needs work because it basically favors GS the most.
New trait: Spending Adrenaline cleanses 1 condition.
I think this is interesting. Choice: wait for full burst or do smaller burst now to remove a fat stack of condis.
New healing skill or elite = Into the Fray: Heals the Warrior and readies them for an epic encounter; heal scales based on the amount of enemies nearby up to a maximum of 5 (the more enemies = more danger = larger heal. Less enemies = less heal).
This type of Mechanic is needed for teamfights and I think it’s a good basis for many other scaling skills too.
Please move this back to spvp forum. The intent is to get their feedback.
I want to collect ideas from the sPvP forum for how to make the warrior not suck.
Everyone is welcome.
I have set up some online spreadsheets so everyone can add their ideas for trait and skill redesigns. They need to be cleaned up a bit first (especially the skill one — feel free to help). I am at work atm, but I wanted to get the ball rolling. Anyone can edit the spreadsheets, please don’t be kitten
Guidelines:
Bad trait idea: “weapon x deals x% more damage” (boring, and “must have” for whatever weapon)
Bad trait idea: “You have a 10% chance to gain boon/quickness/whatever whenever something happens” (rng is lazy design and takes skill out of the picture)
Good trait idea: “Whenever you cause bleeding, you lose 2 bleeds. Can only trigger once every 3 seconds.” (helps warrior vs conditions & helps promote warrior condition builds)
Maybe the devs will take some ideas from us, maybe not. But at least we can say we tried.
Add your suggestions for each trait & skill in an empty cell to the right.
Warrior Traits Spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0At4-E8y7R0DNdHBaU240N0puQTF6OHZOUFBYbHJQM2c&usp=sharing
Warrior Skills Spreadsheet: https://docs.google.com/spreadsheet/ccc?key=0At4-E8y7R0DNdGx1VzZJX3F0Z2NLOHd5bXB5R2JqMWc&usp=sharing
You can sign your name in your cells if you want credit.
If someone has already added something similar to what you want, just add a post here to show support and suggest small changes.
Update 1: I’m almost done cleaning skill sheet up. Lots of people have contributed ideas for traits, with Short Temper, Distracting Strikes, and Mobile Strikes getting more love than others.
Update 2: Good idea — change “invisible” passives into equivalent “visible” boons wherever feasible.
(edited by milo.6942)
if patches came bi-weekly.
instead they come once a month with 90% pve content updates, and we get strange balance decisions.