Showing Posts For stratosphere.9401:
On the contrary I think the fall-away floor should not remain in the laser room. It’s too easy to knock someone onto it given how narrow the room is. A single knock back can not only kill an enemy but give you map control. Even if there is some way of counter play and it builds diversity, can anyone say a “one shot” AOE move is balanced?
People want to play pvp, not knockback games. Map mechanics should not favor heavily on certain classes and leave others out (think about an extreme version of the spirit watch orb mechanic, which has made spirit watch noncompetitive). I dont think anyoe would complain about changing builds. We love build diversity and meta changes but this is the worst possible way to go about doing it.
The removal of glass floor and fencing up the cannon room would entirely make this a more balanced map. Either way the glass floor could deal a flat damage that could equally change the outcome of any fights, but give a chance for rally/team play.
The portal is another issue…..
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Whoever designed this map didnt play tourneys
The problem is that CC in this game is not difficult to land, and some may be nearly impossible to dodge, the risk and reward doesnt fit well in this map.
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Removing the AOE cap wont remove zerging and grouping up.
But stacking…it’s so effective, yet it’s shallow and stale in terms of strategy.
How about revamping the scoring system and the way glory is rewarded?
In a discussion with some WvW guys, we came up with a conclusion as to why people do not come over to spvp. It is not cosmetics of armor or weapons.
The answer is much simpler.
———-They cannot run the same build that they usually run in their respective game format.What does this mean?
———-They cannot achieve the same stat spread across attack, defense, crit chance, and crit damage.The end result?
————-The build does not play nearly the same. So effectively it is a different build or a different game altogether.So why leave my comfortable game mode with the build I know how to play with the stats tailored to what I want?
———-There is no good reason.
And that is why people do not cross game modes.Yes, when I made the change to WvW builds also changed. Its honestly alot more fun doing the small scale 5 v 5 deathmatches in WvW or small group roaming the level of competition is high and the build options and gear options are amazing.
I was shocked at how high the level of play was when I got into the small man group fights in WvW. A Ref point, took 4 of the WvW small man players that dont do tpvp into tpvp and we had an outstanding win ratio over the few days we did tpvp my ranking climbed from 90% to 400 or so.
Point is these are good players that just find Tpvp mindless and pointless with very limited gear and build options…. kittens boring. Deathmatch will bring a high number of players, the fact that some of the best players are making deathmatch mode in WvW and its getting larger everyweek says there is a demand.
The reason why build diversity is lacking is not because of the lack of choice of gear in pvp, but because if you do not run top tier builds in spvp, the difference becomes immediately obvious. Whereas wvw individual builds matter less, and it’s not immediately reflective due to large differences in skill level. The top tier builds for spvp are the top tier builds for wvw, with a few exceptions. Put in a deathmatch mode and there would still be equal number of builds available (though they may differ from conquest modes).
Honestly pve and pvp are so different in most MMOs that you often see split player bases. Instead of attracting pve players I think the devs should be working on bringing back players who originally bought this game for spvp, or maybe even wvwers.
I’m not sure which classes feel clunky honestly. In fact, gw2 combat is much smoother than many mmos I played. (Rift, tera etc) I’m not sure of why the warrior is unresponsive. Cast times or animations tend to be long on certain skills and after cast only on the hammer. Or is it projectile speeds? Few skills require you to stand still. Most skills can be cancelled and put on a 1-2s cooldown by sheathing your weapon. Warriors may have difficulty landing skills, but that’s because other classes can kite too easily.
Actually it’s a matter of getting used to the game. I know many who initially complained about clunky combat did get hooked after long hours after getting into the game. In fact this game may be too fast and responsive such that it may seem like everyone is spamming skills.
TP won one of post patch tournaments with no guardian. I think they had a bunker ranger in the first match. Was entertaining though.
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More for the precision. Sharpshooter and Incendiary powder. Power does not affect condition damage.
Toughness vs vitality matters more if you have some sort of healing/regen/large amounts of condi cleanse.
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Put a limit such that a guild cant gain in rankings in a particular match if they have a team member playing who has rep another guild in a pvp match for the past X weeks? Some kind of limit would work, since it’s not about teams here and you are not restricted to playing with the same 5 person all the time.
1. PvE is too easy.
2. WvW is too zergy.
3. PvP is too whiney.
Sums up the problem with GW2
1. Temporary content. It’s getting repetitive.
2. Too easy content.
2. Too little attention to PVP and WvW. Some problems since beta still persist.
While there are somewhat seemingly limited roles, theres actually a variety of different roles spvp brings to the table.
These are the roles i consider classes could fill
Bunker roles: Far, back, mid point bunker
Dps roles: Condi, aoe direct dps or single target spike (hit and run), bunker buster, aoe nuker
Utility: Stomper, rezzer, cc(easy access to immbolise or stuns), portal, boon giver
Some of these roles are mutually exclusive and one class can fill multiple roles. So heres where balancing comes in:
It is difficult to actually balance engineer and necros to be equal aoe condi nukers: one eventually is more effective than another. If it is intended for a trap ranger to put out less condi damage than a necro, then he must fill another role. So a spec can be balanced by not tweaking its power, but perhaps its utility. That said although hgh is not valued as much, engineers are still good back point neutralizers, so the engineer as a class is “balanced” while hgh spec might not seem so valuable.
if a spec fills too many roles at the same time, then there is an issue of imbalance. If a spec eliminates the existence of a role, there is also imbalance. Bunker are no longer effective with the current state of necros. Single target dps is non existence as aoe specs overshadow them.
Mantras would hardly be favored over illusion of life or portal in tournaments, since these 2 utilities are the reasons why mesmers still have a spot in tpvp teams.
Poor roaming capabilities and lack of escape
I think the current necro has adequate strengths to cover these weaknesses
I think nobody would disagree that staff eles need a buff and so does the fire and lightning trait lines.
Well the sotg is only 1 hour and I dont think they can address everyone’s concern. I see all the other prof ranting simply because it was all necro and warrior talk.
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1. For the top 2 features as listed in the first post to be released in the next month
2. More comprehensive reward system, including more rewards and incentives to get people into spvp and a proper scoring system
3. Deserters punishment
IGN: Twistedgun
Main Profession: Engineer
Alternate Professions: Elementalist
Account name: stratosphere.9401
Practice Availablity: Around 7pm – 2am PST on most days
Current PvP rank (Not Leaderboard): 33
Level of Desire: Active tourney play/casual play
NA or EU: NA
Beastmaster Ranger, Phantasmal Mesmer, D/D Elementalist (Not anymore, atleast), and Minionmancer Necro.
Strongest 1v1 builds in the game, and virtually impossible to beat without other 1v1 builds. THAT is why duels don’t matter.
Duels can be used to teach new players and to partially learn mechanics of a fight, but most things can be learned from Tournaments. Plus many builds are unviable in 1v1 than in 5v5, such as my Staff AoE Elementalist. Sucks horrid in a stand up 1v1, but in a 5v5? I rain death like nobody’s business.
Pretty much sums up the common arguments here.
There is no out right rock paper scissors in gw2. There is no counter builds honestly. If you look at the meta builds in conquest you can already find the best 1v1 builds.
The only real counter in this game to any class is focus fire. That’s why it’s a team game. And the counter to focus fire? Coordinated cc, support, down state management.
Nobody thinks dueling is useless i guess. The debate is whether it should competitive. Dueling is already on anet’s list of features to be implemented anyway.
Like many who have stated I would hope there could be more discussion in bringing build variety into spvp.
Hopefully there can be more class representations if there are going to be any balance discussion.
Thanks for the effort.
Thanks for engaging with your customers Tyler – I really hope this wasn’t just a publicity action and you and/or others come back for more.
I think most engineers feel a major case of not being listened to at all:
- We want less RNG, not some extra new & awful KR butchery RNG added.
- We want our weak multi-kit swap builds to be supported not euthanised. The only reason multi-kits relied so heavily on KRefinement is because the rest of the traits do such a terrible job of supporting multi-kit playstyle.
- Turrets need masses of work, especially in WvW where they evaporate in 0.1 seconds.
- We’d like some versatility please, many of our kits are too weak compared to weapons, and we have only pistol, shield and rifle and no weapon swap. This is extremely few options.
- The only reliable conditions removal now being in elixirs is another casualty of the KR mess.
- The length of the Engineer bug list, it’s a bit embarrassing at this stage tbh.
I’ll stop the list there before it gets too long.Finally as a general point your class balance team appears to be over-worked, understaffed and getting blinkered or just plain inaccurate feedback. More staff are needed, someone needs to seriously consider adding a dedicated dev for each class (8 total) ontop of the current team. If your classes are evolving well then every single piece of gameplay gets a massive boost, and especially any weaker performing game modes will pick up numbers, and the reverse is true also.
More specifically it would be condition removal on multi kits – the reason why multi kits are less favoured after the KR nerf. Same goes for turrets.
/agree. For all aspects of the game
Sometimes I wish that confusion was strong in spvp.
Since confusion application isn’t often, it’s not easy to build huge stacks(although 5 stacks is already devastating.) Confusion punishes anyone who has their cleanses on cd.
I think it was a mistake not to split the game into 3 components — wvwvw, pve, Pvp, resources and balancing can be split equally. I know many wvwers would never choose to pve if they had a choice, pve players who never pvp and same goes for the other groups of players.
So with the Thief, we feel like their straight burst with some sets is too good as it is (Mug/C &D/BS/heartseeker), but a lot of other things are weak in comparison, which is bad.
The goal is to allow them to punish boons (something we also want to try with the Warrior) while also improving their mobility with all weapon sets (since Shortbow is already strong at that, but it overpowers other options).
As Allie said, we want to be careful to balance their WvW/PvE potential against their PvP potential, and then inside of PvP, we have to be careful to watch how they perform at high ranks vs. low ranks.
How about other builds, ie vshare, condition, pwhip etc?
Honestly there were much more thief builds in beta
Isn’t new. Used it back at launch. There are variations, one of them here. You can use the standard shadow refuge – shadow step – SOS-Hide in Shadows combination with rapid jewels or shamans or if you are not comfortable with the lack of initiave, go roll for the initiative.
http://www.guildwars2guru.com/topic/45902-lowells-ultimate-spvp-thief-guide-wip/
Look for Leaping Super Immortal Death Troll Legendary Unicorn Blossom
With the added self healing.
Whatever.
If people dont stand in caltrops, kite you, have multiple condition cleanses and dodge your lbd, your damage output is close to 0. You’ll have to stay out of team fights.
Quickness nerf was warranted.
It wasnt about the nerf, it was the failure to even recognize the dependency on quickness and the weaknesses of the warrior class had, and thus, the lack of corresponding buffs or “incorrect buffs”. Thinking that doubling banner buffs would introduce new builds is fatally wrong since banner warrant a mechanic rework. The lack of condition cleanses isnt the only weakness warrior had (it is a huge weakness though). Majority of the weapon sets need some rethinking.
We got something…Barely half of the features that were suppose to be present at launch (1 match tournies and MMR)
What is really disappointing is that they can make huge dungeon events that are ONE OFF (It’s not even there to sustain the PVE player base for another 1 year), but made barely a few pvp maps, lest other game modes.
“Whack-a-Mole” is a pretty accurate statement of what they’ve been doing thus-far.
At least from Thief PoV.
In order:
Unload, VShare, Pistolwhip, TacticalStrike(Daze/CC build) + Dagger Offhand, Pistolwhip and Unload again (via quickness)+ Condi+ Another dagger offhand nerf via 4sec reveal.
Mind you, most of these have been 33-50% nerfs, rendering the builds unviable especially in a competitive setting.At this point either you play D/P burst because it’s the only thing untouched or you reroll ele.
I missed beta/launch.
VShare, PWhip, S/D
Spirits Rangers
Staff Eles
Phantasm Mesmers
Tons of other builds we were using that could have been buffed to make them competitive, like bunker engies and DPS guard.
I wish Anet could just build those builds up first, instead of buffing things like conjure weapons, turrets, banners.
See why these buffs don’t work yet? A lot of the skills require some sort of mechanics change, not some sort of numbers tweaking. Those which could be easily buffed are neglected. Those which required rework barely got the dev’s attention (like majority of the warrior weapon sets).
Do devs really understand the weaknesses of each possible build that is not top tier currently? Is there even testing based on a Five verses Five setting?
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Well I play tournaments only with a full team and as a staff ele I srand on ledges to support and don’t really get in melee range. Quite similar to like well bombing necro or engineer HGH nades. Worse in terms of damage better in terms of support.
I tried and necro and engies are way better. They melt bunkers in team fights and won’t go down easily in a side point fight, these capabilities are very important atm.
No that is not the purpose of this thread Guardian. I don’t want to feel important in any way, I just want to see that people can do stuff, and change the world. It isn’t normal that all these keeps and fortresses and camps just stay the same all the time.
I think it would just be a great addition to allow for big changes due to players.Consider this:
- There’s a tower with 5 people inside of it.
- A whole zerg of people attacks the keep with siege engines.
- The virtually raze the keep down, but once they kill the tower lord the tower builds up out of nothing?
- Wouldn’t it give the player a more realistic feeling if the tower actually lay in demise and they had to build it using stone and wood resources? This would indeed mean players would need to change the environment. They would cut down the trees that atm don’t even seem to care if 5 bombs explode right around them.
They would perhaps destroy rock foundations and use the resources to build new walls etc.No, my purpose isn’t to make this a personal feature, my purpose is to make the game a living thing, where everyone has his share in accomplishing things. It isn’t about being able to shape furniture the way I want.
I actually like this. Basically when you “invest” in a objective, you feel the need to hold it. Gives more sense of ownership and realism.
On objectives there should be more impact on the overall scheme of things and larger rewards for smaller group activities like escorting dolyalks, destroying/defending NPC Camps, defeating gurads and defending objectives, a quick way to alleviate the lack of objectives. I like your idea of “assassinating” enemy commanders though
I do not think there is a need for that many badges though. Badges are there for coordination. It would be better if we can give commanders more UI options, for example they are able to indicate “Need more man to defend the keep” on the map.
Party badges are only needed if the system allows “chain parties” or basically 4-5 parties are able to see each other.
My biggest concern of pvp is the build variety (the lack of). Not necessarily buff/nerfs to certain classes, but buffing certain builds and I think the focus is to bring all builds to top tier level, instead of identifying OP/UP classes.
I like the ideas listed above. But I think small map size, easily mowed down objectives (keeps taken in like 15mins) and the lack of objective points for smaller groups are crux of the issue.
But there is no tradeoffs in running a zerg. Whole zerg can recaptured the same objectives you have taken much quickly that a smaller group did. They can cap objectives and run across the map to defend another. A 10 man defense does little to slow a 40 man zerg down. It becomes a numbers game.
Defenders need enough time to organize their force. When the zerg increases to around >40 people, objective falls ridiculously fast and there needs time to form an large enough force to defend the objective.
There needs to be diminishing returns on running zerg. For example, doors can only be damaged by seige, outmanned stat buff, splitting WExp points, scaling guards to defenders deficeit, guards running siege equipment, increasing the power of AOE siege equipments, removing hard rezzing etc.
Towers and Keeps need to function not only as objective points but tactically superior defensive points. AOEs that keep defenders off walls (defenders need LOS to land their AOEs but not invaders), hitting siege within a keep, trebbing from another tower should not be allowed.
Right now there is little reason to defend objectives, either because you are totally outmanned, or you can wait for your zerg force cap it back quickly. And of course Wexp farming compounds the issue. Zergs have no reason to split.
AOE limit is affects other balance issues (like AOE v single target ) and I think the larger issue is that they do not balance Wvw alone but with PVE…
It is fine if bigger maps cant be created. But there needs to be a philosophy that discourages zerging.
You won’t see organized groups 24/7 on every server. I would like everyone to step up their play, but even the new “progression” system rewards grinding and zerging, attacking and not defending,
Old Kr almost made multiple kits and bunker- condi removal and double super elixir (only thing left was stability)… Now you can see that kr not only killed 100nades. 100nades is also not OP, and was the sole reason for kr changes according to the last sotg.
I would never take turret heavy builds unless they offer viable aoe cc/single target damage or utility of some sort.
Pvp rarely focuses winning 1v1 fight.
Enough build killing, anet
Axe suffers from similar design weakness of range single target channeled burst, akin to warrior rifle, thief pp and ranger lb. Weak auto attack, long cd/poor cc, nothing to help land the burst, burst damage slightly poor. Axe 3 needs to apply chill/fear/ weakness, since cripple is pointless in pvp below 600 range. Or make axe 2 aoe. 30 traits to axe mastery is also poor. the bigger picture is axe suffers from being a 600range weapon having the power of a weapon of 1200 range.
1. No reason for zergs to split.
I mean there is bound to be zergs, or the “main army” of any force. The issue is that the maps are wayy too small with too few objectives and one zerg can just run the whole map in less than an hour. There is no tradeoffs to rukittenerg. There is no reason to stay and defend objectives simply because you can just run back and recap it in a few minutes.
2. Few solo/small group content
Sure there are supply camps to flip. But they can be easily flipped back by another zerg with greater efficiency, making the experience so unimpactful. Partly because there are too few of these objectives and objectives are located so close to each other.
Escorting/killing doyalks are only crucial if you have lay siege/defending a keep. Other wise it is largely unimpactful in the long run since zergs can just take over nearby camps and supply up.
3. No comebacks and strategy
This is a result of the above points. Wvwvw is just a numbers game without any need for organization. Sure there are many organized groups around but they can barely hold an objective, much less beat a larger group out there. No outmanned stat buff means that the only goal of wvwvw is to encourage guilds with different timezone to play in your server such that there is 24/7 superior numbers, only then you can manage to move up tier.
Sure if you very little manpower there is need to organize them. But once you have enough people the zerg train would prevail, and no amount of manpower allcation can stop them even from running through the whole map.
4. Offense>Defense
In war you capture a tower/fort so that you can have tactical advantage over an area. Even if the keep is lightly defended you can hold for a considerable amount of days. Here the keep fall within minutes if you get outnumbered twice, no matter the amount of siege placements in your keep (since the enemy can do the same). Guards do barely anything and doesnt even scale with the number of enemy in the area, so even superior numbers are needed to defend any objectives. Futhermore you can treb an enemy objective from your own tower/keep, making offense much easier.
5. Slow relative progression
Those who want to level through Wvwvw or simply do not want to PVE progress slower, and to some extent, do not progress at all. This is simply unfair since wvwvw also uses PVE gear. I think there are many topics on this and I shall not rehash this further.
6. Just another mini game
I mean if devs have supported/made improvements to the game it would potentially attract the rvr crowd. The clear priority of updates go to PVE and few actions are taken to address the community concern. It is clear the wvwvw is just for any one who wants to pvp without relying on their skills too much.
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So as you can see you should FIRST think of what you want to have in the game and THEN make the traits/weapons.
Isn’t there an elixir trait line, a toolbelt trait line, a grenade trait line etc already? Not explicitly spelled out but based around grandmaster traits. It means if you want turrets, nearly 50% your points is dedicated to Inventions, and the rest of the points can be placed to strengthen your weapon sets, lets say, rifle/pistol – firearms. The only difference is that bomb healing and various defensive traits are “locked out” and I admit there is abit of freedom for trait allocation that makes balancing difficult.
Many traits are simply extremely not well thought out, and others have poorly designed skills. The problem is they have took no action to bring the weaker build defining traits/skills on par.
Moving on, since the game is launched, we cant go back to the drawing board, but tweaks can be made by those “cookie cutter” and more importantly the potential ones used by the community.
The devs need to know what builds are viable now (Phantaram has a thread on it), the builds that are playable that are not that competitive, and those that they nerfed (especially some builds back in beta) that could have been brought back up. They need to know the strengths and weaknesses of those community have listed.
Honestly, this seems pretty basic but I am not even sure they have a list on it, or aware that there is already a list on this.
Maybe the devs are really out of touch. I mean things like “I like Restoration Mantra”, “What’s wrong with warriors? Condition removal?”, “We are not introducing additional conditions for condition thieves” in the last SOTG make it sound as if they have never tried any of these builds in a decent tournament match, thus never figured what they lacked.
So they are just going to leave warriors buildless for one month, and possibly even a longer time? Gosh… Devs these days are baffling
Interesting build. I tried it, but didn’t like it. Way to squishy without the necessary mobility to make it work.
I think the major reason it works for Khalifa is because he has a team there to support him. In any other situation you are going to be targeted and destroyed in a matter of seconds. Especially when you pop lich form. This is a team fighting build, so if you don’t have a team to play with, this build most likely won’t work.
I actually had the pleasure of fighting Khalifa several times over the last 3 weeks. Hes a good player, make no mistake, but when I face him on my thief he doesn’t stand a chance against me if I catch him far enough away from his teammates. Of course any time he has teammates around he has the advantage. His team is very good at calling targets, focus firing, and getting people off the ground compared to the PUGs I always play with. On the flip side of things, every time I encounter his group when I am playing my necromancer, he absolutely destroys me in every fight.
Without a coordinated team, this build isn’t very effective IMO.
Actually i run berserker and I only feel slightly squishy. Usually I keep off the points/AOEs and use daggers when I am comfortable to land dagger 3. The extra HP from Knights isnt much, imo.
Dagger MH for necros lack the necessary mobility to help get in range (Dark Path is quite unreliable). It would be so much better if dagger 2 were a reliable gap closer. It also depends too much on dagger 3 to get your auto attack off, dagger 3 is easy to dodge due to long and obvious cast animation, and easy to counter even if you manage to land it.
Running into melee range runs the risk of getting focused fire, necros are usually targeted due to the lack of escape skills. I would agree that this build relies on a good team support to cover you, and to capitalize on the immobilize.
When I run this build I sorely miss corrupt boon/well of Corruption bombing/epidemic in bunker and AOE dominated meta, and this and the above reasons are why condition builds are still dominant.
Would love to see good power necros on videos though, and learn how to improve my play.
Besides the global cool down, I can say I missed KR on flamethrower and elixir gun. Double super elixir is the only reason anyone would bring elixir anyway.
The corresponding buffs to these 2 kits is not enough to compensate the nerf KR brought.
Since I play spvp with my engi this patch practically broke several build — and even more potential ones, like bunker with super elixir.
Sure KR isnt meant to be build defining — but where is the corresponding buff for this huge nerf? This shows how effect of this change wasnt even thought out carefully — very much like the quickness nerf. Anet needs to stop thinking about their fanciful philosophy and start thinking of how to provide more builds.
20s is too long for the global cooldown. Most of the effects now are weak and the previous 10s was balanced enough.
Why was there a rollback?
The question is….would you be satisfied if dueling/1v1 is introduced without any sort of balancing towards it? Because it would require a complete rework of every single class, not to mention that it will pigeonhole builds even more.
And why not other objective based game modes? Pvp is not solely about killing your opponents.Yup! Forget balancing. More game modes. Nobody will ever be 100% satisfied. Might as well just add 1v1 for kitten and gigs. Just give it a label like, “Enter at your own risk” instead of “1v1 tournament”. Oh man, just the idea of having spectator mode and 1v1 is awesome. I always enjoy watching other peoplefight 1v1 in every game. Especially in Chivalry: Medieval Warfare. The dueling is just amazing, and it’s not just about killing people. It’s more about fighting someone 1v1 without outside interferences. Maybe people will find the best 1v1 build one week and every uses it. Then, some other guy rolls along with something else that just blows it out of the water.
I was talking about other game modes that work around the current “balance” in this game.
Anyway you just illustrated my sentiments, that 1v1 should be entirely just for fun. I agree that there should be a1v1 function/mode in the mists, but just not the scenario that everyone goes that 1v1 class just to farm glory/rank up points, and neither should 1v1 go competitive.
They are adding matchmaking, but it will not take into account your group format. If you and 4 other good players queue, you will stay most likely get rolled by premades since the system won’t differentiate between the two.
I disagree, if the two groups are equally skilled, it can be quite an even match, I have gone into tPvP solo and won against enemy guild groups a few times.
Considering how little info we are provided on enemy positions on the mini map, any team with voice communication should roll over another which don’t. Exceptions are pretty rare, which is why there is a main issue of many people feel that they are getting farmed by these teams, while these teams may not contain players who are as competent.
The question is….would you be satisfied if dueling/1v1 is introduced without any sort of balancing towards it? Because it would require a complete rework of every single class, not to mention that it will pigeonhole builds even more.
And why not other objective based game modes? Pvp is not solely about killing your opponents.
I’m puzzled why ArenaNet is choosing not to separate solo queues and group queues. Communication is so important in this game that even if your team is much better individually than an opposing team which is using voice communication they will still have the advantage.
I was thinking exactly the same thing. In a very close match for example the full team that has communication and a synchronized build will always have an advantage over a team of very good individual players. This is especially true given how hard it is to understand what is going on in the game without voice communication with the limited tools it provides. For example, I think you should be able to see the enemies that your teammates see and their professions as icons on the minimap instead of just green dots of your allies. Also when you are fighting someone you can’t just stop and type out that you need help defending or taking a node during a fight. Your teammates will have to just guess you need help by looking at your health bar and following a mindless ping on the minimap. Really, this game needs more ways to signal your team about stuff like this and even then it wouldn’t be fair to match a closely ranked organized team and a random pick up team.
He used the example of how in GW1 a team in Random Arenas was sometimes a lot better than most teams in Team Arenas. And while that was true, the gametype there was essentially a 5vs5 death match, which really didn’t require that much communication, while conquest does.
I am very glad that ranked matchmaking is coming next and it will certainly make me want to play this game more, but I hope ArenaNet designers really think this through.
+1 on this. I think solo queues are really essential for new players who want to try out tournies and it’ll be a good avenue for new teams to form.
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I would blame it mainly on the rewards, rather than map design. Players shouldn’t be rewarded glory by killing each other, or by capping nodes which another player is capping. Winning bonuses should be higher and it would encourage players to focus on the objectives. Lastly, the match scoring table describes far too little info, none which teach selfish/ new players to improve their play.
Maps are just nice in size. But I would really love the pinging system, or displaying enemy position on the minimap when they are a few yards away from allies.
1) agree. The reason why warrior bunkers are underwhelm by guardian counterparts. Not forgetting that warriors lack any strong source of regen and passive condition removals.
2) warrior banners should proc more benefits for their clunkiness.
3) swiftness high uptime via signet of rage. I find it reasonable. But they should have traits/ utilities that further increase movement speed on top of swiftness. Warriors often run 2 sets of melee weapons and so this is really needed to minimize kiting.
4) warrior is designed to be a combo finisher class.
Power builds are underwhelming in s/tpvp right now, and any bunker necros are outshines by other bunker classes.
Bleed caps hurt the dps of necros who choose to go the condition way, which should not.
Necros are not useless in dungeons, but its just the current mindset.
Death shroud is great.
Blow 3 utilities? no thanks. The op should put a huge disclaimer to say this is not viable. I see this topic raised in so many other sub forums talking about this so called burst.
Nonetheless I applaud those who are constantly thinking of new combos. Rtl plus updraft combo is getting predictable and easy to dodge.
I would agree on the point about dt and Phoenix since no one is going to get hit by it. Scepter dmg is still lackluster. Ele can’t go full dmg since it lacks the survivability both thief and warrior have.