Why not laurels? You can buy dyes with them. As if it would affect PvE players, and its only the sPvP daily. Takes 20 mi urges to knock over and all you gotta do is run around in a circle in hot join.
it’s not that simple. people want laurels. people can only get 1 per day. large rewards are tied to them. if you offer a laurel for a pvp daily, that is potentially 2 laurels per day. to say nothing of the impact of doubling the laurel rate, it also forces players who don’t want to pvp, but want laurels, to go blindly “farm” pvp. is that really what you want?
The reality is that sPvP isn’t that popular simply because most people are enjoying other parts of the game. I do believe that WvW caught anet off guard.
The other thing is that people want to use their own gear. While the idea of even match-ups are appealing to you, the longer people spend gearing up, the less likely they are to want to use other equipment when they fight. If I spend a ton of time getting a legendary, why spend time in sPvP where I can’t use it?
Finally, the other death toll against PvP is that there are different balancing options there than in the rest of the game. Originally, PvP was the place where I’d go to check out new specs. Now that is no longer representative since there have been a lot more nerfs in PvP than in other parts of the game.
which leads us to the obvious conclusion that spvp needs to go free.
draw in the appropriate audience which is interested in competitive play and offer gemstore purchases that they may want in order to monetize them. they may even want to buy the full game in order to wvw or pve.
really, to know when they they say “soon”, you just have to ask “when?” for any pvp feature
separate spvp from rest of the game.
the skills and traits all need heavy revision, and need all their rng removed.
make it free to play.
follow the team fortress 2 model.
most gear skins can be bought from the gemstore.
tournies reward small amount of gems.
the “best” looking gear can only be gotten if you’re super pro awesome
you know, put actual effort into this pvp game.
you might be surprised what you can accomplish
guys
pack it in
it’s time to go.
i like it
/15 char
dear anet
i don’t play your pvp game any more
i think you should:
- delete hotjoin
- add ranked solo queue — losers kicked, winners keep playing (gw1 ra)
- change 1 round tpvp to premade-only — losers kicked, winners keep playing (gw1 ta)
- change 3-round to scheduled times (gw1 at)
- bonus 1: allow joining solo queue as unranked for no rewards
- bonus 2: button on mists screen to join solo, or view “other options”
- bonus 3: make sure noob pve know about ranked solo
thnx bye
cbf to stay and lose
idgaf about glory
dear anet
stealth is a bit much atm
can you give it a weakness
thanks
It’s a legitimate reason to report. It’s not up to him to decide if it’s a game bug or not. Now, if it’s an allowed action through a combination of some traits or whatever, that’s different. It’s also different if he has inaccurately described (intentionally or otherwise) what happened. It’s also pointless to make assertions such as “No hacker would ever do something so trivial”. How would you know?
A big problem currently is that the viable builds are also ones which are able to support themselves. That is, they don’t require another team mate in order to be effective. For these same reasons warriors and necromancers aren’t desirable, since the hold handing isn’t worth it when a perfectly fine replacement can be used.
In other words, the complexity and coordination that would be involved in a small scale team death match (ie. 2v2/3v3) wouldn’t be a very sustainable spectator sport, and would be fairly boring to play as well.
If the independence of certain professions/builds was nerfed, then we might see a bit more interesting fights. Regardless of whether or not arena is ever implemented, it’ll definitely improve conquest.
YES
finally someone said what I’ve been thinking
Edit: for example when I play my engineer I think to myself often.. If only I had a warrior I could coordinate, there are many skills I have that would really benefit them. e.g.
http://wiki.guildwars2.com/wiki/Fumigate (clean them)
http://wiki.guildwars2.com/wiki/Net_Shot (they can 100b in peace)
http://wiki.guildwars2.com/wiki/Magnet (where do u tink ur goin)
(edited by milo.6942)
i somewhat agree. traits are too numerous and the large majority of them will not ever be as useful as some few good ones. I’m not so sure about removing the runes and sigils etc.
my related complaint regarding the general system, is that it’s more complicated that GW1’s build set up… and 90% of it is HIDDEN! I don’t like all of these 20% chance to proc some condition on critical hits and stuff like that. not only are they boring traits, but they feel random and out of your control. enemies can’t know hardly anything about traits you’ve selected. idk, was just a random rant about traits. :|
I’m all for adding arenas.
I’m totally against adding dedicated healers.I do not think it is possible with out healers. or some sort of heal from outside otherwise it will be greatly imbalanced due to gimmicky specs
CC will become the new healers.
i think team dm could work. it would however require players to be actually good and have situational awareness enough to defend their allies with cc, but the other half is the classes need further balancing to make this a reality.
1. I don’t think I’m wrong in saying that goodwill and patience amongst the pvp community is at an all time low right now. (at the very least, amongst the forums, although I can’t imagine a silent majority of happy spvpers in this case)
The ongoing unfulfilled promises aren’t going to cut it anymore. Does anet management realise they need to change their approach if they want to retain player goodwill? What are you going to do about it?
2. Personally I believe the lowest hanging fruit is skill/class balance and mechanics. Even putting aside controversial topics like thieves and eles, it’s largely agreed that huge chunks of the skills/traits/gear in the game are either unviable, unuseable, unfun, or just plain filler that doesn’t really affect gameplay. (eg. 5% extra damage when using x weapon etc.)
other games have had Major Class Revamps before, it’s probably time for one here. unlike features such as custom arenas, hopefully most balance changes can be done via changing numbers or shuffling traits around, so presumably this is quicker than coding new features. Thus, I think it’s lowest hanging fruit that will impact the game the most right now. Why isn’t this happening?3. You can already see that the reaction for every recent patch is disappointment over lack of balance changes and general apathy over whatever else the patch brings. It’s obvious that many are hanging on to hope that major balance changes will come soon, to increase viable builds and play styles. Why have you not responded to this desire, which is probably pretty high priority amongst players right now? Switching to bi weekly balance changes, and much more justification, discussion, and consultation about balance is sorely needed. Please respond?
this is probably one of the better sets of questions in this thread
Here is an important topic I’d like them to talk about.
- Every class currently has an ability to stomp opponents, which is nice. Are mechanics such as shroud-stomp or mistform-stomp intended?
this would be a waste of a question. of course they are intended. what gives you the impression they aren’t?
hello all
i was falling asleep and i had to get up to write this idea down.
i was thinking about solo queue, and the problems that face it. about wanting to shut down hotjoin, and how it would affect players. here is my idea:
- shut down hot join
- add a ranked solo queue
- add a ladder/visible rating for it (separate from premade, which should be locked at 5 player to enter)
so far, nothing new. a rated solo queue qould vastly improve new player experience. hotjoin is a poor introduction to gw2 pvp. although there might be some problems for players who want to play hotjoin and not worry about their rating. so then we would have to consider adding an unrated solo queue. but then we have to split already limited population again. so it’s not good.
here is the idea then:
1 solo queue, you can enter as ranked or unranked.
if you enter as ranked, everything works as you would expect.
if you enter as unranked, your rating is not affected, but you also recieve no rewards for winning.
2 kinds of ppl want to play unranked in my experience:
- those that want to test a new profession or whatever
- those that want to have easy time. maybe farming noobs.
the reason there is no reward at all for playing unranked, is that i know very well people want to farm noobs all day long for easy glory if they could. so i can imagine someone making a new acct, and playing unranked from the very beginning. so he never gains any rating, and stay playing noobs all the time. if he has no way to get any rewards, it is nearly pointless for him to play. the person who is testing builds out will probably not mind so much — after all he is only interested in testing a new build.
conclusion:
ranked solo queue would raise player satisfaction, and by removing hotjoin you instantly have a large population to make an mmr rating system work. entering unranked caters to “edge case” players without splitting playerbase.
discussion:
- do you think this is a good idea?
- what problems would this introduce that we did not have already?
- is no reward for winning too harsh? what else could be done
- should players that enter as unranked be playing at their regular rating level? or reduced?
thanks all bb i go sleep
Arenas are the most boring thing in existance. No real means of using the surroundings, being limited to a small space is just annoying and mindnumbingly monotone.
i don’t get how ppl like you think. do you find combat to be boring?
how can you have a problem with mist form?
it lasts 3 sec
the orb is supposed to specifically dampen movement skills. most movement skills are affected
rtl is one of the very few that aren’t. on my engineer acid bomb is affected, but jump shot is not. wtf? this is already something they should change, but rtl is even worse because it is 1200 range. that is a lot. /understatement
lock premades to 5.
worry about duo queue later.i still think its bad idea… 2 pvp players play together, they want to introduce their pve friend into pvp… what to do? nothing, they cant play together in team of 3… bad concept, sorry
did you know
you could ask other ppl to join ur party?
/waits for that to sink in
i don’t agree that mistform is an issue. you should be allowed very short spans of immunity to all dmg. defy pain on warrior, etc. rtl, however, is a different issue.
anyone getting any lag these past days?
it’s pretty funny how bad spvp situation is atm
shirou, a new gametype would obviously bring with it new “top builds”. it’s pointless to say that because build x would do poorly vs build y that we shouldn’t think about 1v1. people will adapt to the style and find new ways to build for it.
though, i think gw2 pvp may lend itself much more to a 2v2 format. where weaknesses of 1 class can be complimented by your partner. if i had to choose 1v1 vs 2v2, i’d choose 2v2.
this is exactly what needs to happen.
this is like a “hot-fix” to stop losing players, and to begin growing player base.
lots of work still needs to be done, but solo queue is very urgent.
it would be excellent. there should be a whole separate game type developed for this, with its own little maps and little environment surprises, and its own rating and ladder. but the pvp team is understaffed.
maybe you are just cursed?
well, if we want to have constructive criticism, we should start with realistic numbers.
you don’t get 90% of games vs premades. my personal experience has been about 50%, maybe a little less. the core issue is that even 1 loss to a premade team is seen as an unfair fight, and anet is to blame for it. how can a pug ever hope to compete with a premade? why should they?
is it just me or is the audio super low?
fair enough, touché
i would keep most things from gw1, especially monk class, gvg, hexes, enchantments, interrupts. i would add dodge from gw2 and the whole vertical aspect. the moving while casting is also good, and I would keep that from gw2.
i’m undecided about the weapons-give-skills aspect. i think both skill systems have good attributes.
gw2 traits are interesting, but there are too many of them, and they give too much hidden abilities to characters that make you say “what just happened?” maybe keep them in some reduced aspect, but really it’s hard to argue with gw1’s skill system. everything is right there on the skill bar, no hidden surprises.
they’ve made gw2 pvp, and it is very different from gw1’s style.
if you were in charge of making gw 1.5 pvp today, what would you make it as?
all they need to do is copy gw1 system, starting from the bottom up.
they tried to copy it starting from the top down.
why? because they’ve no idea what to do with game.
they need to disable 3 round tournies, and schedule them at pre-set times with higher rewards.
i’ve no idea who’s idea it was to leave them in the game.
bad thread, only complains about solo/duo queues and no exact solution has been suggested…
how would you want to do it? let solo players to play only against another solo players? if yes, what to do with duos? how you will make a 5v5 match from duos? only way is match solos/duos together… and if you do, will you discriminate friends who are 3 and dont let them play together? and if you dont, who will you match with them when you need team of 5 and solos/duos are separated? this is too complex problem, its not only “implement solo/duo queues”… and this becomes much harder then you take 4 player teams, solos dont want to play against team, but how you will get team of 5 from 4 players? they just need 1 solo player to match with them…
lock premades to 5.
worry about duo queue later.
let me expand: you can’t build up if your foundation is weak. what is the foundation of pvp? solo players. a good experience for them will ensure that they keep coming back. then you have a player base on which to build teams, other queues, other gameplay types. without them, there is nothing.
(edited by milo.6942)
I think that replacing/removing the orb carrier’s abilities is going way too far. Less emphasis on abilities means more emphasis on stats. That decision would make beefy, soldier amulet wearing warriors who are traited in defense and tactics to be the best choice as the orb runner.
and about darn time? seeing the “sturdy bodied” plate wearing warrior out tanked by the mage class is just wrong no other MMO sees the mage out tanking the plate classes, and rightfully so.
mage classes should always be the class of choice for those who prefer to fight fire with fire, cloth armor with high damage.
edit: the reason i say “mage class” is that they’re one of the generic classes you’ll find in any mmo just as with warrior(barbarian, soldier) / rogue(assassin, thief) / paladin(cleric, shaman). who may vary in names.
thanks for your illuminating insight about… what other games do?
i take it you’re new to the gw franchise
You should make lvl1-10 play with themself at first.
the code is quite simple:
- combat is fun
- it is fun to pug
- it is not fun to face premades
- create a proper ranked solo queue
- even if people can’t find teams, they can still play in fair fights
- put a button on mists screen for this solo queue “play solo now”
- advertise to pve noobs they should come to pvp (promise they’re not gonna get stomped by premades and ppl of high rating)
- more people will be in mists
- more ppl will start forming teams for premade queue
- gw2 pvp is saved
oh, as a bonus, you can start introducing duo queue, but not before you have more population. fair solo experience is the bedrock of pvp.
(edited by milo.6942)
kasama i think you are not paying attention to what i write, so i will stop addressing you
There must be coding problems not allowing rtl to be effected by chills and cripples. Otherwise it is exceptionally bizarre this HUGE bug hasnt been fixed yet. This bug effects every pvp game dozens of time even when not on spirit watch.
it is probably intentional
re-roll your char daily = tourny glory farm
people made whole new guilds in gw1 all the time just to farm lower ratings.I think your rating is based on your account name (with the number on the end), not your specific character.
i was responding to the suggestion that rating be per-character.
you have no idea what this thread is even about.
Someone complaining that the Elementalist has a movement skill, and the Thief has none.
rtl is the only movement skill to not be affected by the orb slow
I hate to say this, but this is a learn to play issue. If you had examined everything the Thief can do when it comes to movement, you would not be writing this topic. The Elementalist isn’t even the best movement profession.
you have no idea what this thread is even about.
op is talking about premades playing with people who solo queue. a pug group of rank 40+ vs a premade team r40+ are not at all on the same level. the difference in communication is enormous. that is why there should be a solo queue.
As with all competitive environments, those who take losing badly, instead of as a challenge, dont belong anyways. Moot point, seems to me..
if the playing field is not fair, no loss or win will ever mean what it should. a loss is no longer an instruction, and a win is no longer challenging.
the gap between equally skilled pug and premade is too wide in this game to allow it to continue.
There really is no excuse for RTL not being affected by slows. It is already a question of balance that contributes to their general OPness that they can disengage more easily than any other class except thief, but it is only exacerbated by this new orb mechanic.
edit: i agree with kostbabis below as well. cd needs to be lowered to probably 12+, but I think devs wanted to keep rtl as a special skill to help with their mobility. i don’t think this is a good idea however. they will probably just end up making special case for rtl to be affected by orb and leave it at that.
(edited by milo.6942)
/agree with yonnystarr