DM is good, probably anihilation would be better, it’s important to avoid the snow ball effect, so splitting in round or avoid respawn would be nice.
Map is really bad, too small, too many LOS areas, basically a boring map. There is a reason because people like nifhelm or Foefire for DM, cuz there is a lot of open space area and some little LoS elements. This should be the general layout for a DM map.
It would be really interesting to see some secondary mechanic in DM like for example temporary buff, Q3 Arena style or DragonBall arena style (to stay in a GW2 environment).
In general I like the DM idea and i think it would be really usefull to use it in HoTM during the queue time for Conquest / Stronghold, in this way you don’t split community too much, people have something to do while in queue and can have practice to improve an important part of Conquest Stronghold.
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Lol that’s true, stealth is totally kittened up.
Finally a true counterplay lol!
The Bug!
This is an old suggestion and i think it would be an improvement, especially considering an unorganized environment without Ts.
Basically anet should rework the kills spam chat above the mini map, is the same since release and it’s very bad.
It could be really more useful with useful infos.
Great Feedback!
With HoT, new elite specs, new profession rework, new game mode, this Map will appear old and it doesn’t fit really well with the new pvp experience.
Any plan to restyle it?
It could be a good chance to introduce PVP stuff inside HoTM (like for example 1vs1 King of the hill area with a ticket system like Pavillon), JP with savepoint (to not lose progressions on queue pop) and other cool stuff to do when we’re in our long pvp queues.
Any ideas?
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Amulets and runes change are the same for everyone.
These traits are really huge.
How do you want to bet Thief/Mesmer and Guardian will be always top tier like zerker classes?
Thief most of all. Thief s/d was just an example cuz amazing acrobatics line, a thief d/p will be amazing at the same time.
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Honestly i’d rework spirit like banners warrior for some bunker build with no damage but only for support team mates.
I’m ok for support elements like boons but no condi/passive damage that creates tanky build who does great damage and are braindead to play.
Spirit ranger was kitten for this game like engi turrets is now.
Problem is always the same, tanky builds with great damage, super strong in 1vs1 and can fight on node without any problem.
So no, thx, not this design.
I see a lot of changes but in the end i dunno if final results will change.
I mean, i see Thief and Mesmer extremely strong (Thief a nuclear weapon and probably mesmer stronger than now with a lot of old traits baseline (IP most of all) and a lot of interesting stuff), Guardian too, and they are already the best zerker classes.
Engi changes a lot, it’s hard to say, IP moved to completely different line, Grenades nerfed in range (from 1500 to 900 is huge) but they reworked completely 2 elites (mortar a new kit and Elixir X with MoA AoE) and there are a lot of stuff TBD so honestly i dunno how it will be new engi (different for sure).
Ranger is interesting but there are a lot of anti-projectiles / reflection skill on other classes so i dunno how it will be the final meta balance.
Necro didn’t surprise me, and warrior i dunno, i see condi warrior (a cancer) stronger and some mods on shout and zerk warrior but honestly mesmer and thief gave me a better impression.
This is in general, after this there is a condi change pretty huge (poison and burning stack is huge) with new condis/buff like slow and resistance and other things are non decided yet.
Everything will change but i dunno if at the end prof tiers will change
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Of course these categories are not fixed and are only indications on skill level, not laws written in the stone.
You can simplify the categories of course and in general i think ESL players are well known so if an organizer see an Helseth random signed like a beginner of course he doesn’t consider him like a beginner
It’s for sure better than organize a full free agent tournament totally random.
I’m pretty sure a tournament like this would involve A LOT of more people than an ESL random day.
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Hi,
I notice some tournaments are opening a free agent section (sadly only NA for now) and i think this could be a very interesting way to involve A LOT of people in tournaments and maybe to create new teams.
Besides the suggestion to introduce more free agent tournaments (for EU too) i like to see a very simple MMR for everyone, in this way organizers could create more balanced teams and the entire tournament would beneficiate for this.
So basically when you register like free agent, you need to give 2 voices:
Your experience tournament level
- beginner
- intermediate
- veteran
- ESL
and your role:
- pure dps/roamer (like zerker thief/mesmer/guardian)
- tank/holder (like cele ele/war etc.)
I think with these 2 simple voices, organizers could create very interesting pug tournaments and a lot of people would be interested on them.
What do you think?
I’d partecipate for sure
My only concern is for supply crate, i hope it doesn’t stay only for few seconds after an engi uses it, for a non turret builds.
It’s always an elite with 180cd and the alternatives are pretty bad.
Speaking about elixirs in general, i don’t like their randomness, for example i think elixir X it would be a really good elite but the fact you can get tornado at 50% (and it’s bad) it’s not so great.
You don’t have a lot of control on elixir build.
And i Agree, the survivability in team fight scenario is bad.
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cele engie does about as much damage as a zerker of other classes, maybe not 1 single burst, but consistent, very high pressure with cc out the wazoo.
Static discharge won’t ever be able to compete unless the engie gets more instant damage and invulns/stealth/blocks with huge heals attached.
I agree.
I’d work on Firearms line because basically no engi builds investes more than 2 points on it, and Celestial Build can’t invest many points or power would be very low without 6 points on power line and no might stack.
For example 2 major traits
Go for the Eyes could be improved and chance could go to 50%
and
Juggernaut could work with rifle too.
In this way with a zerk amulet and more than 4 points invested in this line you get an engi zerk version with a little more survivability without touching other engi build.
It’s only a suggestion of course. Not sure if it would be enough to make an engi zerk viable but it could be a good start.
Hi,
I know these days engi is really popular for turret engis and celestial engis, but i’d like to know your opinion about engi berserk. I see basically every profession with zerker in tournaments and rated matches, Thief, guardian and mesmer zerkers are more viable but sometimes i see necro power, ranger power, and less, s/f eles.
But never, never, an engi zerk.
This is for several reasons, main reason is because thief/guardian and mesmers are better in zerkers version so if you want a zerker class you basically choose between these 3 classes, and the other reason is because the celestial version gives a bit less damage but really better survivability, so is really more viable for conquest matches.
But before the celestial amulet, engi zerker was really really super rare, never in the meta, and every engi used rabid condi version (or the old lame decap engi with settler/cleric)
So, what you think Anet should improve in Engis zerk to make them viable and at the same time to not improve so much celestial version or other build? Working on precision line? Other stuff?
I’d like to know your thoughts.
2 items
- Account bag - basically a bag (20 slots) to share stuff between characters. Every character needs to equip one to work.
- heart boost - a boost to complete quickly (more quickly, like 50% for example) hearts in gw2 world. Very usefull for fast map completation.
It would be fun
And usefull, different tiers, different teams, a larger vision of spvp aspects, especially balance.
First of all, i want to say this is a great news for pvp in general, i can’t wait to see new implementations, unranked queue, map selections, new matchmaking, test seasons. etc. really wonderful.
But the question is….leaderboard decay will change? Because now it’s very easy to reach the top of the leaderboard with very few games, and basically you are incentivized to not play instead of playing.
So i know it’s a test season but i think decay needs to change if you want a good competitive season.
I hope there are some changes to the actual leaderboard decay.
wouldn’t it be easier to add a short Revealed to the effects made on Light Fields?
it would make sense too because light combats shadows.(for example the aoe retaliation from Blast Finishers could apply 1 second of revealed to enemies)
Yeah, light field sounds really good to be an anti-shadow
And i’d rework whirl finisher (it’s pretty bad like it is now) or add new combo finisher.
Better to avoid 2 effects on the same finisher.
This is a good Ideia. I hope they do it. Its a counter to shadow refuge / stealth ress.
Thx, there are many situations where stealth (especially stealth aoe) is very power full, over all initial inc. where the only counter to stealth is stealth itself, aoe stealth ress etc.
I think could be an interesting mechanic because promote coordination between members and teamplay.
Of course anti stealth is only an example, i think new effects generate by new cross-combo field/finisher could improve teamplay in general.
So, we know stealth is op in this game and there is no counter to stealth but i think would be interesting to create a new combo field / finisher anti-stealth.
To promote collaboration between classes, this combo finisher should be only available between 2 different classes, not possible to make alone.
For example, this combo could work in this way:
New Big field (with big radius) and new finisher: when some profession (different from the field owner) uses his new finisher (or old finisher and new field) in the big field, every players stealthed in the area get the reveal debuff.
It’s only an example, anet could create new cool effects.
I remember an old www roadmap where anet said to want improve team role in www and single roles (not only comander tag but scout tag, etc).
Probably They tried to split the zerg with ruins but this attempt failed a lot.
So, hopes are vain?
Always Who has the biggest zerg will win?
Of course is dead, there is nothing to play for.
But we have the LS Season 2!!!
WoW!
I’m very happy in this game, vertical progression is limited, expecially if there is a pvp mode linked to pve. But vertical progression in general is very defined, your character grows in level/gear, your power grows.
I don’t find the same good feeling with the horizontal progression in this game. The only big milestones based horizontal progression is the legendary weapon. But it’s not very well designed. Because with TP you can buy everything or you can buy directly a legendary. There are no epic quest to achieve (pvp or spvp included) so basically it’s only grinding and a matter of time. But at least, Legendary Weapons give us the sense of a long journey (if you don’t buy it directly on TP), more milestones to achieve.
The other horizontal game aspects are not solid enough. Talking about skins in general. Yeah wardrobe is fine, but it’s not a real horizontal progression. You can wear only 1 armor / weapon / back set and if you like it, the other skins goes in the wardrobe. Basically when you find a really good look you like, the other skins lose value for you. And it’s a very important aspect.
Same thing with Titles. Titles are good but there is no progression at all. There are no milestons, no more version of the same title, basically you do X, you get X title.
And you can use only a title at time.
Mini pets are basically collectables and useless.
What anet can do? Basically I really like the idea about a progression skin. For example Fractal back, or the spinal blades back. I think this area has a huge potential and need to be more explored. Because there is the sense of progression on it. And rewards are account bound.
Another example, what about a special “rainbow” SAB weapon? You get the last version of each tribulation mode for a specific weapon (for example green, yellow, red and purple sword) and after you put them in the mystic forge, you get and amazing rainbow sword with very cool effects or it changes automatically color. There is the sense of progression on it, there is the sense of satisfaction.
Titles.More version of the same title. More milestons, before to reach a very difficult title.
What else? More “accessories”. More options to customize our armor / weapon / back with effects, paints, dyes etc.
What do you think guys?
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Yeah but 8vs8 was a pure zerg festival and u had always outnumbered problem + zerg problem.
Real problems are leave button, autobalance and switch teams in hot join, these options should be only available in gem store custom arenas.
In hot join servers people need to stay from the beginning to the end like in Xqueue, no chance to switch teams, no chance to choose teams .
And it’s important because hot join is the first step for new players, and if they see hot join sux, they think spvp sux in general.
With a July Patch, Courtyard will be available in the standard hot join rotation?
With the new 5vs5 format, many many matches are outnumbered or close to be empty, so at least we can have a map designed for small fights.
In this game if you are 2 or 3 there is no option. There is soloqueue (1 person) or Team queue (5 men). And joining a team queue with 2 or 3 people is really bad.
A new game mode for 2 or 3 people would be perfect, it’s not an alternative for 5 men but a new space for people who had no options before.
And if this mode was successful, very new groups could be created for Conquest.
We agree the scoreboard needs an overhaul at some point. What kind of functionality would you want to see on the scoreboard? Stat comparison between teams? Between players? What you scored best in?
The comparison would be between players (in sw:tor you have the option as you can see on the tabs below the scoreboard [all, allies, enemies]). I also like the idea of an MVP vote option like in SW:TOR. You can’t vote for yourself. You have to vote for someone else on the team, and they get a bonus for the MVP placement.
+1
Very cool.
BTW the “MVP” in conquest is not to easy to define mechanically, there are different roles and movements, so i think a comparison between players with A LOT of stats available is a very good option. Infantrydiv list is pretty good.
And combat log is very bad too.
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This would be abused. My suggestion, don’t start the match until both teams have a full roster and everyone clicks on ready.
In a very easy way, when people click on queue pop, it’s mean they are ready to fight. If a guy doesnt’t click (in a time window), another guy with compatible mmr will get his place.
Basically the WWW queue pop we have now but with a short timewindow and a notification system (sound or other) would be really cool.
An official 2vs2 or 3vs3 TDM would be perfect.
-very easy to manage, no big effort from people to partecipate in pvp when u need only another friend or two. Easy rules, kill and win.
-Conquest too would have a boost from a TDM 2vs2 and 3vs3 because Conquest has a lot of small teamfight inside, so people could train in teamfight and new 5 men team could be created.
festival is not LS. plz read ty
/thread.
Read what, doesn’t matter if it’s a LS or not, there are a lot of rewards in pve in this patch and nothing for spvp.
They could add tokens for example to buy the pve rewards or directly the old meta rewards.
Nothing is really bad instead.
If they continue to add nothing to pvp, how can they hope to involve people?
i’m really disappointed about this, what’s the point to create a very good new reward tracks system if you don’t add new reward tracks with the new patch?
There is really no sense. In PvE you put a lot of old meta rewards, so why you didn’t add the chance to get these rewards in pvp too with the new reward system?
Really guys, it’s really really sad how little attention you put in spvp, huge potential but incredibly wasted.
It’s an old request, but +1 anyway
I think ANet did a good job with feature patch, deleting a lot of walls between pve and spvp. But i think it’s not enough, because we have a better structure in the game but we have always the same stuff. And Justin & c. can create the best matchmaking in the world but if only few people play this game, there will be always people with different skill level in the same team (and against). So what are the 3 best advices to enlarge spvp player base in your opinion? And Why?
For me
1) Really better INGAME PvP Guide Tutorial/Video for every class. basic/advanced and master level . If people don’t know how to play the game, simply they don’t play or if they play, they can’t have a proper progression.
2) New Game modes. Conquest is good but few people know how to rotate and play correctly (see #1). A TDM 2vs2 and 3vs3 (1vs1 is fine too) would be perfect because in conquest too we have a lot of small teamfights, so if people manage teamfight better in TDM probably will grow in conquest too.
3) Unique PvP Rewards. Pvp Tracks are really good but for now there is nothing of unique in PvP. You can do everything we have in pvp, in pve, more quickly. Unique Spvp rewards can be a very good incentive to play tpvp and unique soloqueue and teamqueue rewards can be a very good incentive to play ranked match. Many time Anet drops very good armor & weapons directly in gemstore (or in BL chest argh!) and of course this attitude is a progression death. So why don’t do different approach, like more armor & weapons like unique spvp rewards and customization for these armors & weapons in gem store (like special effects, colors, etc,) I think would be a good compromise.
PS And of course, no skyhammer in soloqueue!
What are your 3 top suggestions?