Showing Posts For tmc.7254:

Path of Fire ... No PvP content?

in PvP

Posted by: tmc.7254

tmc.7254

This expac is a paid balance patch for pvpers LMAO

Joke balance with elementalist

in PvP

Posted by: tmc.7254

tmc.7254

I bought HoT on release and quickly quit the game because ele was a tanky snorefest, so I decided to keep an eye on patchnotes and comeback whenever ele got a viable dps build.

I guess I’ll keep waiting.

This patch proves one point:
DEVS NEVER EVER TIRED TO MAKE OR THEORY CRAFT ELE PVP BUILD
DEVS NEVER EVER TIRED TO PLAY ELE IN PVP.

I’ve read every single patchnote since beta and this quote is so true. All the changes are either random & useless or plan nerfs to push ele into being tankier because there’s no real active deffense other than going full healer

(edited by tmc.7254)

What's the state of ele?

in PvP

Posted by: tmc.7254

tmc.7254

Hey, I haven’t played since HOT released. I was enjoying the expansion but I had to quit becaues my favourite class (ele) was reduced to a healbot/support.

I’m considering coming back but I don’t really enjoy the bunkerish playstile, so I might just start another class.

Anyway, my questions are:
- What’s the current role of eles in pvp?
- Could anyone share a link of the meta/competitive build?
- Is there any high ranked ele atm? (EU/NA)

Guild Wars 2 Will Never Reach Esports Status

in PvP

Posted by: tmc.7254

tmc.7254

yep. it’s sad

They are the ones wasting money tho

Underwater Area in HotM is back

in PvP

Posted by: tmc.7254

tmc.7254

probably because it’s the “christmas” heart of the mist and they forgot ot lock it

Improving twitch viewership

in PvP

Posted by: tmc.7254

tmc.7254

Since players are already being paid to play this snoozefest I think anet could hire a few viewbots as well.

10k viewers during 1 month costs around $100, which is relatively cheap compared to the investment on pro league.

Every time a player quits becuase he can’t handle the metagame he could be replaced by a pvp bot. These bots should be coded to navigate through metagame, copy the best builds and spam their heals and dodges inside the nodes.

As soon as every single player has left, the bots should be improved to be able to update metabattle themselves. Then we could also replace casters, developers and even forum users with more bots.

In the end we could have a massively healthy bot league. The total investment of this botleague would be cheap and the publicity as good as the one Pro League currently offers.

That’s my suggestion to improve twitch viewership. Another option would be balancing the game but to be honest that’s not likely to happen.

(edited by tmc.7254)

Improving Targeting to increase PvP depth

in PvP

Posted by: tmc.7254

tmc.7254

I haven’t played WoW so excuse me for asking but, does the different keybind targeting have different colors assigned to them?
How does their targeting works? Is it an highlight or, as GW2, a big, bright, target mark on top of their head?

On another hand, I truly appreciate this idea… it would make the whole targetting system less… unfriendly to Squeuers while promotting a real capacity of teamplay with premade…

In WoW you just have 1 keybind to instantly target each enemy. This replaces the use of Tab to navigate throught each enemy.

You don’t mark, you directly take the target.

Improving Targeting to increase PvP depth

in PvP

Posted by: tmc.7254

tmc.7254

Why do we need to improve the targeting system?

The current targeting is really limited and doesn’t promote target swaping. This makes the teamfights less skill-based and promotes tunnel visioning.

Right now players cannot efficiently swap targets in order to CC the support builds while nuking the primary target.

In the current metagame, ressurrecting is too easy and interrupting resses way too hard. Bunker mesmer for example can ressurrect with quickness and stability, engineers can stealth, etc. A better targeting system would help us to pre-interrupt resurrections before the support reaches the downed team mate.

At the same time, it’s very hard to coordinate a “korean swap” where everyone in the team suddenly changes the target and bursts down someone from 100 to 0. This kind of swaps that are so common in PvP games don’t see any play in GW2 because of the poor targeting system.

To sum up, better targeting gives players more room for outplaying.

What do we want to implement?

A totally optional system for those players that want to bring their gameplay to the next level. This addition should not change anything for players that don’t want to use it.

Basically we don’t need a “new system”. We just need more tools for those players that want to use them.

Option1: Target arena enemy #

World of Warcraft uses this system in its arena PvP.

Basically you can set up key bindings to instantly target your enemies depending on a default order.

These keybinds are:

“Target arena enemy 1”
“Target arena enemy 2”
“Target arena enemy 3”
“Target arena enemy 4”
“Target arena enemy 5”

The same can be done with allies to support them more efficiently.

Problem: This system would kill the purpose of mesmer clones and illusions.

Solution: When you target a mesmer using these keybinds you will target a random Clone instead. You can use the same keybind to keep swaping through all the mesmer copies (including the original).

Option2: Call Targeting

Improve the Call target system that is already in the game.

“Call Target is a keybind ability (default: Ctrl+T) that allows you to “mark” a target, monster or player, which creates a large red bull’s-eye that hovers over the head of the enemy."

Having only one mark is very limited as players, especially in soloQ, keep unintentionally removing marks that were made by their team mates.

If two fights simultaneously happen (let’s say a 2v2 and a 3v3) one of them is doomed to have no mark at all.

This system should be extended to allow players to call up to 3+ different marks with different colors or shapes. Similarly, there could be optional key binds to target the different marks.

Too long, didn’t read

Improving targeting

- Gives more tools to the players to combat the bunker meta.
- Helps communication between soloQueuers
- Makes ability spamming and tunnel visioning less effective
- Creates more room for outplays.

(edited by tmc.7254)

How to make the game fun

in PvP

Posted by: tmc.7254

tmc.7254

Do all these things, and there will be 5 NEW things people complain about. Nerfing those 4 classes will make 4 others OP, meta and “boring”
Not saying those don’t need to be done, but there will always be something to complain about. I’m glad i’m not a developer haha

Also:

Rework every amulet in the game
- Hard tank amulets are now soft tank amulets
- Celestial is now an offensive jack of all trades amulet

How to make the game fun

in PvP

Posted by: tmc.7254

tmc.7254

Nerf Viper Revs
Nerf Bunker Chronos
Nerf Scrappers
Nerf Aura Tempests

Dont match premades with soloQ’s

My Opinion After Today's Pro League

in PvP

Posted by: tmc.7254

tmc.7254

What about implementing amulet bans into ranked and tournaments. Build templates would be needed tho.

Similarly to how you vote for maps, each of the 10 players votes an amulet to ban. The 2 most voted amulets become banned, if there’s a draw you can have a randomized effect (just like you have in map selection).

@Anet, give us the tools to counter the broken builds you can’t balance.

Want to lose? Group up, don't screw soloq

in PvP

Posted by: tmc.7254

tmc.7254

Worst ranked system ever implemented. Gw2

SoloQ should come back

in PvP

Posted by: tmc.7254

tmc.7254

+1 to this

but leave unranked like it is now (just remove skyhammer)
so you can try out new builds

then you have:

SoloQ with leagues
TeamQ with a leaderboard

and Unranked for the casuals + to test builds

To be honest i don’t think the current population can handle 3 different queues. In my oponion, unranked needs to disappear.

SoloQ should come back

in PvP

Posted by: tmc.7254

tmc.7254

> Remove unranked
> Remove ranked

> Add Team Ranked (full premades only)
> Add solo/duo ranked

Team Ranked
Can only be queued by 5 man teams.
Doesn’t use the league system (there are no no pip gains).
Uses the clan ladder system instead.
Uses the current Matchmaking system.
Team ranked has huge rewards to promote the mode.
Team ranked is only conquest.
If no one queues yet, enable extra rewards during a certain period of the day. There are a lot of options to do this. Just a couple of them:

>Rewards are multiplied
>Automated events could be implemented. For example: during 7pm to 10pm every day, the team that gets the more wins (past a minimum rating) gets huge rewards (gems/gold/skins/whatever). The winner of the event is announced in chat for everyone.

Team Ranked must have such big rewards that everyone wants to play in it. Solo Ranked on the other hand has to become the “chill”, “personal improvement”, training place to move to Team Ranked.

Solo/duo ranked
> Uses the league/pip system
> Does not use the current matchmaking. It just looks for opponents in YOUR division, as close on pips/tiers as possible. Tries to match duoQueuers against duoQueuers
> Since it doesn’t use MMR (which punishes winstreaks) there’s no real need for extra pips on winstreaks. Maybe there could be winstreak pip rewards in the earlier divisions only
> Can be both Conquest and Stronghold

Demoralizing Thing About Leagues

in PvP

Posted by: tmc.7254

tmc.7254

Idd, the worst ranked design I have ever seen in an online game. Anet did it again.

Why didnt they make a test season during november? I will never understand that.