Showing Posts For zone.1073:

Guildwars 2 pvp vs dragon nest pvp

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Posted by: zone.1073

zone.1073

Dragon Nest PvP is robust. It feels very “Asian” in the sense that lightning fast reflexes and eye-hand coordination are valued heavily in this game. In order to be competitive, mechanical skill with very high APM is essential. Definitely not a casual-friendly PvP game, like GW2 is.

Ice Witch: http://www.youtube.com/watch?v=TSmOW4TVW_M

Tempest https://www.youtube.com/watch?v=t-VEmGvMPDk

Group PvP: http://www.youtube.com/watch?v=5SQFPIL6sro

(edited by zone.1073)

Am I the only one that finds this hilarious?

in PvP

Posted by: zone.1073

zone.1073

You forget that the downed Mist Form heals them to almost full, too. It’s probably the most perfect downed ability in the game. It sets up the Elementalist to be easily revived by a teammate. If there’s water nearby, they could even Mist Form into the water and then continue running that way.

No matter how fast you try to stomp a downed Ele, even with a Quickness stomp, they will always have Mist Form available first to interrupt you.

Also, the Ele in a downed state beats everyone else when they’re in a downed state themselves (except Warrior).

Spvp balancing suggestion: Remove Quickness

in Suggestions

Posted by: zone.1073

zone.1073

Remove Quickness = 5 bunker teams a-go-go.

Remove Quickness = Extravagantly buff up Warriors to compensate = more QQing = Nothing solved.

Has anyone ever died to a Warrior without Quickness before? It’s impossible. It’s like fighting an opponent without arms and legs. They can’t get anything done without Quickness.

(edited by zone.1073)

Not sure I have it in me anymore

in PvP

Posted by: zone.1073

zone.1073

Here’s the answer, by the way. There are a million players playing LoL because people play not for the rewards – people play to get better. The entire community is built around teamwork, and improving one’s self so that one can perform well in future matches. People play to be recognized for their skill. If you look at LoL’s reward system compared to GW2, it’s bare bones in comparison. Everyone… EVERYONE…gets only IP and Elo rating from a win in LoL, both casual and pro players alike.

LoL players want to build a name for themselves because it increases their chances of being recognized by the e-sport community, and possibly getting picked up by a professional team. The incentive is the tournaments. The motivation is to improve one’s skills. The drive is to simply be a better PvPer. That’s what the LoL dev team is focused on: they just want to provide the tools necessary to help players improve and grow in skill (replays, spectator mode, tournament mode, etc) – everything else is arbitrary. That’s how LoL got to where they are right now.

GW2 is following suit. ArenaNet devs are on the right direction. It takes time to build such a focused PvP community that is determined to improve in skills, true. But, the pay-off is grand. I’d much rather be immersed in that kind of PvP culture than one filled with illogical casuals who are screaming left and right, throwing tantrums for more unnecessary maps and trash.

(edited by zone.1073)

Not sure I have it in me anymore

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Posted by: zone.1073

zone.1073

You know why you are grinding? Because you want status. Some want to look cool, others want to act cool. I’m sure all the people complaining about lack of rewards are silly while you and the other 20 people constantly playing paids are “smashing face because we’re the best!”

Have fun playing your 4 paid tournaments tonight. Should be fun for you to wait 1 hour between queues. Wonder why they aren’t popping? Oh, that’s right, because people with your views are the tiny minuscule minority. But you must be right…because you are earning QP.

Edit: If the game took your stance and didn’t add any more incentives, rewards and fun game modes / maps, then soon you should be able to play all of your paids on a LAN because it shouldn’t be too hard to get the couple of people still playing the game into one room.

That’s what rating is for. Look at League of Legends. Why do a million players play ranked queue on LoL? All they earn from a win is IP and Elo. They play the same exact map every match. Why does such a game have a player base of 1 million and counting? And why is LoL the biggest e-sport game in the industry – surpassing Starcraft 2?

I’ll give you a hint. It’s not because LoL’s dev team are focused on feeding the bottomless Sarlak Pit with a robust reward system for casual players (even casual players only get IP and Elo rating, just like pro players). In fact, it’s quite the opposite of that, which is what I have been trying to iterate.

Please do use your brain and try to think about it before responding.

(edited by zone.1073)

Ask any questions you have about PvP

in PvP

Posted by: zone.1073

zone.1073

Why do warriors have a 10 second weapon swap cooldown (EVEN OUT OF COMBAT SOMETIMES), even with the Fast Hands trait?

Why has this bug been existing since August’s beta testing?

State of the Game Discussion with ArenaNet

in PvP

Posted by: zone.1073

zone.1073

As a casual gamer, I feel his end goal and priorities are kitten backwards.

agree.

…100b is a perfect example. J Sharp did a great job of laughing about how noob the idea was that people thought this skill was OP. Really? …

I was quite surprise by this comment. How do you call an ability that is OP against “new” players and useless against “pro” players? I would say it is poor gameplay.

I am also wondering what is their business model… Do they actually intend to generate enough revenue to sustain PvP devs from a minority of “serious” players participating to paid tournaments? Or do they intend to make money with mass casual players, one day?

Don’t you worry about how ArenaNet pays their PvP devs. Trust me. They get paid. And it’s not from PvP. Revenue comes in from all aspects of the game. So, money is not an issue when it comes to the motivations of the PvP dev team.

That is the beauty of sPvP in GW2. It is not swayed by money. Money does not dictate the PvP’s balance. It is the one sanctuary in GW2 that corporate greed cannot taint.

Not sure I have it in me anymore

in PvP

Posted by: zone.1073

zone.1073

And about sPvP needing more maps. Seriously? Really?

Imagine a bunch of professional Football players complaining, “Like, oh my gawd, Jerry. We have to keep playing on the same field. This is like, so lame.”

Not sure I have it in me anymore

in PvP

Posted by: zone.1073

zone.1073

If your motivations for PvPing are purely cosmetic, then that makes you…a material girl.

That’s right. You’re materialistic. Of course you will burn out and become a quitter. You don’t have any real motivations for PvPing other than beautifying yourself through rank and cosmetic gear.

I’m not going to say I am not materialistic, but as in anything in life I want my time to mean something. I work for hours, I make a paycheck. I go to the gym, I get stronger and more confident. I do yardwork, my lawn looks nice.

As others have said, grinding the same 5 maps for 40 DAYS for NOTHING is pointless. And it was ‘fun’ for a while. I have 3 80’s and have played many builds. After that, its just repetitive. At least in LoL I earned money I could spend on toons I didnt have or unlock abilities I needed.

This is like watching Seinfeld. We’ve all seen em a hundred times and it’s not doing anything for me anymore…

Let me ask you this. What ARE you grinding for? The cosmetics, correct?

Let me tell you what serious PVPers grind for. We grind for qualifying points from paid tournaments, so that our teams can qualify for upcoming monthly tournaments. We strive to win the monthly tournaments to send a message out to the PvP community that our team is the best in our region, and to get the opportunity to participate in the seasonal tournaments. This is our end game.

Do you see the difference here? People who are serious about PvP grind to improve themselves as a team. Think of it like bodybuilding and getting prepped for a competition. That’s what serious PvPers are all about. What you are complaining about, is working at Walmart for 3 years to save up enough money to buy those nice shoes you’ve been wanting. That is the difference between you and us.

And sadly for you, ArenaNet is catering PvP to us, and not people like you. ArenaNet wants to build a competitive PvP community, so all of their efforts are into doing just that.

(edited by zone.1073)

Not sure I have it in me anymore

in PvP

Posted by: zone.1073

zone.1073

The thing I love about ArenaNet is that they are not trying to satisfy the demographic that includes the original poster, and people like Julival who agree wholeheartedly with said poster.

With that demographic, there is no light at the end of the tunnel. They are like a bottomless stomach, like the modern day Sarlak Pit, always wanting more and more content.

The beauty of PvP is that it doesn’t need new content to thrive. It’s not like PvE where new dungeons, new events, new everything needs to be tacked on every couple months. PvP simply needs balance. That’s all. Simple as that. Balanced classes, balanced mechanics, no bugs, and a good, sturdy, reliable map. Boom. That’s all it takes for the PvP to thrive as an e-sport in the future. League of Legends has how many e-sport maps? That’s right: 1 map. One. Map. For 3 years. League of Legends is now the biggest e-sport game in the industry – surpassing Starcraft 2.

Remember, the “end game” for true PvPers is not the ranks and cosmetic clothing. For us serious PvPers, our “end game” is the tournaments. Earning the qualifying points from paid tournaments to participate in the monthly tournaments – winning the monthly tournaments to get the opportunity to play in the seasonal tournaments. This is our end game. We don’t need more maps and more gizmos and thingamabobs. We just need a PvP dev team that is committed to balance and bug fixes. That is all.

(edited by zone.1073)

Not sure I have it in me anymore

in PvP

Posted by: zone.1073

zone.1073

If your motivations for PvPing are purely cosmetic, then that makes you…a material girl.

That’s right. You’re materialistic. Of course you will burn out and become a quitter. You don’t have any real motivations for PvPing other than beautifying yourself through rank and cosmetic gear.

The people who will continue PvPing are the ones who have the ambition to be the best. The people who desire to be competitive, skill level-wise, and dominate everyone else, and prove that their team is the strongest and most skilled in the game – these are the people who will continue PvPing. The current reward system weeds out the weak-minded, and encourages the players who are serious about PvPing to continue. The current reward system nurtures a competitive PvP community environment.

Working as intended.

Jonathan Sharp Contradict's himself?

in PvP

Posted by: zone.1073

zone.1073

JP contradicted himself when talking about Warrior too.

He just implied Warrior potential is the same as Terran from SC2 and Irelia from LoL when he called the class a Master Yi.

The Master Yi comparison was regarding Hundred Blades – kills newbies but is balanced vs players who have PvP’d for more than 2 minutes.

Warrior class’s overall potential is like Terran and Irelia. Easy to pick up and play, may feel slightly clunky compared to other classes (ESPECIALLY because of enormous bugs like Fast Hands, one of the only unique and defining characteristics of warriors, doesn’t work at all), but has potential to perform well.

Trebuchet is broke.

in PvP

Posted by: zone.1073

zone.1073

Please change it back so that the camera is centered on THE TREBUCHET, so that players have a clearer image on where they are pointing the trebuchet with the aiming arrow.

The new viewing angle centers the camera ON THE PLAYER with the trebuchet off to the side, so it makes aiming a lot more confusing because the aiming arrow is not originating from the character – the aiming arrow is still based on the trebuchet that is now off to the side.

Trebuchet is broke.

in PvP

Posted by: zone.1073

zone.1073

We are looking into this issue and may have found one potential problem with the new trebuchet model. If anyone that is seeing an issue could record it and make a video, it would help a lot to see exactly what you are seeing. Thanks!

Original trebuchet camera angle:

At 00:22, you can see the old viewing angle while on trebuchet. The camera is situated above the trebuchet, zoomed out, and looking down. The warrior is a Norn – seeing how small the Norn is on the screen gives you an idea of how much the camera zooms out.

Also, notice how in the old viewing angle, the screen is centered on the TREBUCHET, so you get a clear idea of where you are aiming with the arrow. The new viewing angle is centered on THE PLAYER with the trebuchet slightly off to the side.

Compare this to the viewing angle on the screenshots posted in this thread and you can clearly see the difference.

(edited by zone.1073)

Longbow in s/tPvP

in Warrior

Posted by: zone.1073

zone.1073

What would it take to make longbow “viable in sPvP”? It must have stronger nukes? It should be equivalent to a 1200 long ranged Hundred Blades?

Instead of pipe dreams, let’s look at what longbow does have, currently. It has surprisingly strong AoE nukes with arcing arrow and fan of fire. The adrenaline skill combustive shot is the hardest-hitting adrenaline skill if the target stays in the AoE for the whole duration.

The main issue with longbow is the cooldowns. Arcing arrow, though it is a strong AoE nuke, is equivalent to one cluster bomb from a thief. While arcing arrow has a lengthy 10 second cooldown, cluster bomb has a 0 second cooldown. Zero. Second. Cooldown.

Though the longbow has some theoretically good utility like the blind from smoldering arrow, it is held back by a sluggish 15 second cooldown. The same goes for the immobilize skill pin down. This leaves the player with spamming the #1 skill dual shot majority of the time.

Because there are no traits that reduces the cooldown on longbow skills, we are left with a potentially powerful AoE nuking weapon that is instead bogged down with slow, sluggish cooldowns.

Trebuchet is broke.

in PvP

Posted by: zone.1073

zone.1073

Could you please provide some more details for this problem, it would help me look into it. Thanks!

NEW TREBUCHET CHANGE SINCE PATCH:

When using the trebuchet, the camera zooms in very sharply into the back of your character, making it difficult to see your trebuchet trajectory and where the aiming arrow is pointing at.

Before, using the trebuchet would zoom the camera OUT and above, so you had a larger field of vision and using the aiming arrow would feel a lot more precise. Now the camera zooms very close over the shoulder of your character (as if the camera is pointing up from the ground).

This also makes it difficult to see enemies approaching your trebuchet.

(edited by zone.1073)

Not one warrior fix. Seriously. Again.

in Warrior

Posted by: zone.1073

zone.1073

Right, but currently, a warrior will run around with a little mace, and you think you’re all fine. You dodge twice then suddenly, boom a stun, surprise my other weapon was a greatsword, byebye hundred blades. You can’t read it until it hits you.

Then when you see him the second time, you know what to expect and can play him accordingly. The cooldown had no effect on the counter play the first time nor the second.

Just because a beginner on his first day of PvP doesn’t know what a warrior’s mace can do, doesn’t mean there is no balance value in weapon swap cooldowns.

Remember, weapons in GW2 are not like anything else in any other MMO. Each weapon in GW2 equates to an entirely different skill kit and play-style. Being able to transform one’s self from a long ranged harasser to melee nuker or CC machine with the press of a swap button is powerful, and with power comes balance regulation. The weapon swap cooldown gives players the chance to anticipate and plan more strategically against their opponents.

This is also the exact reason why the Fast Hands bug is so important and detrimental to the warrior class. Warriors are the only class that should have their swap cooldown cut in half (5 seconds as opposed to every other class’s 10 sec). Warriors need the flexibility of being able to access more abilities faster in order to be competitive with other classes – it’s one of the only unique characteristics a Warrior has.

Not one warrior fix. Seriously. Again.

in Warrior

Posted by: zone.1073

zone.1073

I personally don’t see why any class should have any cooldown for weapon swaps. Is it to cater to a more casual crowd? Do they want to give us less flexibility? What was the design purpose? Was it so warriors can get a bugged trait to lessen the swap time? Were the devs out of ideas for minor warrior traits?

I’m serious about this. I’m not trying to be a smartass.

A cooldown is necessary for counter game-play. When a guardian swaps to a hammer, for example, it alerts you. You can think, “Ok the guardian has a hammer out. That means I will get prepared to dodge his knock back.” Without a weapon swap cooldown, people could just troll each other by swapping infinitely and you’d never be able to read your opponent.

Fast Hands is such a crucial part of the Warrior class, though. 5 seconds is an eternity in sPvP.

Tournament picks: Warrior/Thief? Discussion

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Posted by: zone.1073

zone.1073

Any one with a teleport can follow the thief up the cliff you just need to learn the spot.

Teleport skills of other classes: average 30-60 second cooldown.

Thief’s shadow shot blink: 0 cooldown. Zero. Cooldown. Good luck catching that thief after he jumps down, blinks back up behind the keep, and then rains cluster bombs that crit for 4k in an AoE on the control point.

Tournament picks: Warrior/Thief? Discussion

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Posted by: zone.1073

zone.1073

Why is a thief chosen over a warrior for the burst damage role in tournament settings?

I’ll tell you why. It’s because they both fill the same role, but thieves don’t have to sacrifice precious utility skills for basic melee necessities such as gap-closing and crowd controlling. While Bull’s Charge and Frenzy take up a warrior’s utility slots, thieves have all of that gap-closing and stuns/immobilizes/dazes all built into their weapon skills! This leaves the thief’s utility skills available for team support (Shadow Refuge for the clutch revives, etc).

In terms of survivability, thieves win, too. On the Forest of Niflhel map’s keep area, thieves can shadow shot from the control point up onto the ledge BEHIND the keep. The only way to kill a thief in this situation is to run around the keep the long way, and meet the thief behind the keep – in which the thief would promptly just jump back down onto the point, wait for you to jump down, and then simply shadow shot back up behind the keep again. There are many places on every map where thieves can perform this troll trick and essentially have unlimited survivability.

More flexibility, more survivability. Same burst potential as warriors, but more reliable burst. This is what thieves bring to the table. Now, how about warriors? What do warriors bring to the table that thieves do not, in tournaments? Your thoughts?

Tournament picks: Warrior/Thief? Discussion

in Warrior

Posted by: zone.1073

zone.1073

Why is a thief chosen over a warrior for burst damage in tournament settings?

I’ll tell you why. It’s because they both fill the same role, but thieves don’t have to sacrifice precious utility skills for basic melee necessities such as gap-closing and crowd controlling. While Bull’s Charge and Frenzy take up a warrior’s utility slots, thieves have all of that gap-closing and stuns/immobilizes/dazes all built into their weapon skills! This leaves the thief’s utility skills available for team support (Shadow Refuge for the clutch revives, etc).

In terms of survivability, thieves win, too. On the Forest of Niflhel map’s keep area, thieves can shadow shot from the control point up onto the ledge BEHIND the keep. The only way to kill a thief in this situation is to run around the keep the long way, and meet the thief behind the keep – in which the thief would promptly just jump back down onto the point, wait for you to jump down, and then simply shadow shot back up behind the keep again. There are many places on every map where thieves can perform this troll trick and essentially have unlimited survivability.

More flexibility, more survivability. Same burst potential as warriors, but more reliable burst. This is what thieves bring to the table. Now, how about warriors? What do warriors bring to the table that thieves do not, in tournaments? Your thoughts?

Map-Stuck is back

in PvP

Posted by: zone.1073

zone.1073

THIEVES CAUSE THE ENDLESS LOADING SCREEN BUG.

Thief + quickness + stomp = endless loading screen.

It can be reproduced. DEVS READ. ^^^^^^^

Arcane Crystals

in PvP

Posted by: zone.1073

zone.1073

If you want crystals, purchase silver chests and salvage the loot.

Merging PVP servers (EU,NA,US)

in PvP

Posted by: zone.1073

zone.1073

Mists are server-specific. It isn’t merged by region. Each server has its own Mists.

When you queue for a tournament or hot join, then the matchmaking is server-merged.

Map-Stuck is back

in PvP

Posted by: zone.1073

zone.1073

Thief + Quickness + Stomp =

Endless loading screen.

It can be reproduced. Try it. DEVS. READ. ^^^^^^^

Hundred Blades is not okay.

in PvP

Posted by: zone.1073

zone.1073

Pistol Whip is infinitely safer and easier to use the HB, but you kinda make PW sound insanely strong when it actually has lower DPS then Auto-Attack.

Someone complained about why pistol whip damage got nerfed and not 100B.

There was a time when pistol whip damage was equal to 100B. With all of the built-in teleports, stuns, and evasions within the thief’s basic weapon abilities, you can clearly see how problematic that was.

Hundred Blades is not okay.

in PvP

Posted by: zone.1073

zone.1073

You cannot compare thief’s pistol whip to 100B.

A thief has teleports built into their weapon kit, allowing them to teleport directly onto an opponent and pistol whip them. Pistol whip has a built-in stun that locks the target in place and forces them to eat the attack. Pistol whip makes the thief evade for the whole duration, so they do not take any damage during the animation.

A warrior has to use up utility skills to do the same thing as a thief, which is severely limiting. Bull’s rush must be used to gap-close to the target (40 second cooldown). 100B is a 3.5 second channel with the strongest hit at the very end of the animation, so Frenzy (60 second cooldown) is required to do any damage with 100B or else the opponent would simply walk away. While the warrior is in frenzy, the warrior receives 50% amplified damage, making them extremely fragile. That leaves the warrior with only one utility skill open.

A warrior must sacrifice a lot to make 100B work, while a thief can remain as flexible as ever. There is no comparison. WoW veterans here understand the saying, “Don’t stand in the fire” right? 100B is an almost 4 second channel. Don’t. Stand. In. The. 100B.

(edited by zone.1073)

Glory farmers.... a "new" issue?

in PvP

Posted by: zone.1073

zone.1073

If you do not queue up for a tournament with a 5-man premade, do not expect anything. That’s about as much wisdom as I can give you. Don’t feel so privileged to think that PUGs should perform exceptionally well and astonish you with their prowess every time.

Without a 5-man premade, anything goes.

Creating Orrian gear. How?

in PvP

Posted by: zone.1073

zone.1073

Paid tournament token + Arcane sliver + etc = Inquest (heavy),
forge crit = Guild gear.

Guild gear is so disgustingly plain and ugly-looking, but it is the crit reward from forging the above. How does one obtain Orrian pvp gear?

Temple of the Silent Storm [Merged threads]

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Posted by: zone.1073

zone.1073

The buff that converts all capture points to your own team is too easy to obtain. The channeling time is longer than other channels, true, but it needs to actually be longer than that to balance out its effect.

Increase difficulty on obtaining the capture point-transferring buff.

Warrior changes in 15th Nov patch.

in Warrior

Posted by: zone.1073

zone.1073

Fast hands only is broken on the very first swap after you turn it on our load a map. After that it works. Fixing that first time bug is extraordinarily difficult, but we think it is worth it to keep the trait.

Players load the map many, many times in a match (dying and respawning). That means the extremely lengthy 10 second weapon swap cooldown bug occurs very frequently in a single match.

It doesn’t help that the first time you weapon swap is when you’re engaging in combat with opponents – the most crucial time where you absolutely need the 5 second swap CD.

Estate of decay...stuck.

in Bugs: Game, Forum, Website

Posted by: zone.1073

zone.1073

Go to the door. Spam F, forward, and jump. Just keep spamming it. It will trigger the story event and you can continue.