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Why Conquest is boring to watch/play

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Posted by: superchichi.6502

superchichi.6502

In any other esport or popular real world sports, SCORING A POINT is usually the most exciting part of the game. Slam dunks, three point shots, home runs, touch downs, you name it. Scoring points in gw2’s conquest mode on the other hand is as boring and as lame as it gets. One team could cap a pt and the 2 teams could have a dance off after and somebody would win. The passive scoring system has got to go first if anet wants to salvage spvp, or better yet, listen to the community and introduce a new competitive game mode.

Exciting offensive/defensive plays that lead to scoring or preventing a point which showcases teamwork or brilliant individual skill make games fun to watch or play. And plays are only possible if scoring points is an active endeavor and doesnt involve standing on a node while piling on points.

Guildhalls and GvG

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Posted by: superchichi.6502

superchichi.6502

GIve us guildhalls. Sell special features and upgrades that PVE guildies can make use of via gem store so you can make money out of it. AND THEN BRING BACK GVG.

I don’t know how long I’ll be having goosebumps and how many nerdgasms I’ll be having and how much buzz it would create on the day ANET announces that GvG is back(with a trailer featuring an actual match on warrior’s isle).

A lot of GW1 vets who didn’t bother with this game past beta will buy your game and the players you’ve lost over the past couple of months (and players you’ve permanently banned would probably be forced to buy new copies as well) will be back, I guarantee. I don’t know what you guys at ANET are even waiting for.

When will we see THIS kind of PvP?

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Posted by: superchichi.6502

superchichi.6502

Or something similar to GvG. Take Legacy of the Foefire, remove the nodes and make the main objective to be about killing the guild lord. Give each player 3 or 5 lives for respawning and if every player on a team can no longer respawn then the other team wins. Put a secondary objective on the graveyard like a trebuchet or a node that gives 1 life to the team that holds it every 2 minutes then add a few monk, archer npcs and we’re set.

Are you happy with sPVP ?

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Posted by: superchichi.6502

superchichi.6502

no. as long as conquest mode remains the only competitive pvp mode, GW2 pvp will never reach its full potential.

8v8 Deathmatch

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Posted by: superchichi.6502

superchichi.6502

Take a page out of fighting games. In fighting games, you have power gauges that you have to fill up in order to use uber special moves.

Do the same for deathmatch mode if the main obstacle to implementing it is the usage of elite skills immediately at the beginning of each match.

Make it so that we can only use elite skills after inflicting or receiving enough damage to fill the ‘power gauge’.

Every class should have 15 viable builds.

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Posted by: superchichi.6502

superchichi.6502

Lack of synergy between classes removes the whole idea of team builds = less viable builds

But the main culprit I believe is the game mode itself. If the main objective of TPvP is elimination(deathmatch/GvG) instead of capturing and defending nodes then we’d have a lot more build diversity simply because all the classes have multiple ways to inflict damage. So builds like DPS guards, rifle warrs, confusion mes, P/P thieves can actually contribute and become viable builds since the object of the game is to inflict damage and eliminate the other team.

IMHO GW2 Spvp's biggest problem is..

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Posted by: superchichi.6502

superchichi.6502

It’s not fun to play. Plain and simple. I don’t think many players here can honestly say that they could play hotjoins or tpvp all day because it’s fun. I mean I could play battlefield or counterstrike all day even without leaderboards and hold LAN parties with friends just simply because those games are fun to play. I can’t say the same for GW2 spvp/tpvp.

There’s a reason why many have left the game disappointed with pvp and why there aren’t more casuals playing spvp. Casuals play the game for fun, and there aren’t many casual players playing spvp, go figure.

Here’s a list of reasons why I thnk Spv kitten ucking at the moment:

1.) Point/Glory system promotes selfish gameplay – There is no sense of belonging to a team in spvp at the moment. The goal is to grind as many glory as possible and not to beat the other team. Kitten my whole team as long as I get my glory points.

2.) Killing is fun, running around capping points isn’t – PvP based around running around and stealing bases is for a super mario game and not for a sequel to one of the best mmo pvp ever. I mean, why even build an action oriented combat system only to implement a game mode where combat and killing is but an afterthought.

Solution to 1 & 2: Add a new game mode. Take Legacy of the Foefire, remove the nodes and make the main objective to be about killing the guild lord. Give each player 3 or 5 lives for respawning and if every player on a team can no longer respawn then the other team wins. Put a secondary objective on the graveyard like a trebuchet or a node that gives 1 life to the team that holds it every 2 minutes then add a few monk npcs and we’re set. I’ll play that game on that one map all day even without glory or rating.

3.) Spammable boons/conditions isn’t fun – Spammable conditions and snares that every class have access to allow perma snaring effectively removes melee in the game and further reduces the variation of builds – not fun.

It also reduces the value of the timing of using those skills since most skills that cause cripple or blinds are mostly on low CDS. It’s like giving everyone on an FPS game unlimited flashbangs. No one would care when to throw em around, button mashing(as soon as skill is available for use ) wins and timing is irrelevant.

It’s the same case with boons. Low duration boons on low CD’s mean they’re intended to be spammed rather than be used at the right time(i.e before a spike).

Solution: Give us limited but stronger versions(or with longer duration) of boons/conditions on longer CD’s. The more limited access we have to these stronger damage mitigation boons and snares, the more important timing of usage of these skills will be. Games will in turn become more skill oriented(less boring button mashing) and a lot more intense, resulting to more fun gameplay.

Reducing the access to snares would also help solve the melee problem as well. Melee based builds will become more viable increasing build diversity and add a new dimension in pvp.

4.) Dying too easily isn’t fun – TTK in GW2, a game without dedicated healers, is too low IMHO. I think the reason why they made boons and conditions too spammable in the first place was because of this. They somehow needed to increase TTK through damage mitigation in the absence of dedicated healers.

But dying too easily is indeed a problem that needs to be addressed. Dying before being able to contribute to your team isn’t fun at all. Reducing burst potential in the last patch is a step in the right direction but if ANET were to address my earlier point about boons and conditions, then some other solution must be done to increase TTK.

Suggestion: Obvious one would be to tweak the base damage value of skills(especially ranged auto attacks) apart from PVE and WvW.

Poll : Are you happy with the Haste nerf?

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Posted by: superchichi.6502

superchichi.6502

Yes. fixing broken mechanics is the way to go and will be a huge positive for the game in the long run.

haste and burst damage

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Posted by: superchichi.6502

superchichi.6502

gotta love all the condescending crap thrown around in these forums from so-called tpvp pros..

yeah it must feel great to be good at a game mode nobody plays or cares about at this point.. kinda like being the best player at the olympic handball event

btw since none of the really good pros are left playing the game, you might find yourself at a much lower ranking skillwise if those players come back. just saying lol