Showing Posts For xBeefy.4073:

Why is the server browser so bad?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Why is it that when a room says 14/16 or 15/16 and I click Join, I have to wait anywhere from 1-3 minutes for it to come back and say “HURR SERVER FULL”?

I took a break from playing and the server browser literally has not changed since release.
This is just poor programming.

Fort Aspenwood PvP lobby dead

in PvP

Posted by: xBeefy.4073

xBeefy.4073

I’m currently not in any guild. But I’d like to start PUGs occasionally and do some free / paid tournaments.

Every time I login, no matter what time of day, the Mists lobby is totally dead. Theres 20-30 people in there max.

First, is the lobby server merged with the rest of the NA servers? If not, why shouldn’t it be?

Second, if it’s not merged, is there a server with a more active PvP population? Or is this generally how it goes on every server?

Merge Heart of the Mists Servers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Are people really complaining about the chat window?

LOL.

As of right now, NO ONE IS TALKING IN THE MISTS.

No one. Period.

Your main argument against merging the pvp community is “HURR DURR I DONT WANNA READ TEXT.”

Well… don’t read it.

If you arent looking for a group, general chat in the mists clearly isn’t for you. In GW1 we were able to choose an instance. Hell, even SWTOR had an instance selector. Give us one big community instead of several fragmented communities.

Merge Heart of the Mists Servers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Give us one big Mists server so we can properly search for a team. Many of us don’t have guilds or friends that play anymore, and would like to PUG a tournament. However, in its current state, there are anywhere from 20-40 people in the mists lobby at any time.

This is simply not enough people…

Merge all servers into one mists lobby, so we can have a GW1 type lobby system where the entire population sits in one spot looking for groups.

Right now, the mists on Fort Aspenwood are a ghost town 95% of the day.

Yes, I realize there will be overflows. There’s nothing wrong with this. Everyone can wait in a queue to get to the main server. No problem.

Thoughts on this?

Elementalist downed state is a joke. Where is the feedback?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

For me elementalist ground skills are FINE, just rest are unbalanced kitten. It will be fine if everyone have same ground skills like elementalist, some dps, heal and its over! No stupid stealth, teleports, push off or knock down.

So 7/8 classes should get nerfed instead of one getting a buff. Yeah, makes perfect sense.

Elementalist downed state is a joke. Where is the feedback?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

The root is actually pretty kitten good. Not in a 1v1 against melees but in a teamfight. A 3 second root on a squishy means death for him.

I think ele is fine, it’s just that mesmer and guardian downed skill are extremely strong.
Thief are annoying but at least they don’t deal as much damage. I was critted once for 4k by the mesmer downed skill. -_-

EDIT: I rather see a nerf to the downed skills of guardian, thief and mesmer than a buff to ele. Do you really want to play PvP with all of the classes having a mass CC or a escape tool while downed? You know how annoying that would be? >_>

Do you even play an ele? Do you realize every other class has an interrupt as their 2 ability while we get a useless root? It’s incredibly imbalanced. Anyone whos every been downed as an ele knows theyre a free kill. Even people stomping a downed ele know its a freebie.

Elementalist downed state is a joke. Where is the feedback?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

feedback is everywhere, they just dont have time to focus on balance changes now, there are more important problems… so be strong and hope, i think their downed is very unbalanced compared to every other profession, so they will change their or others downed skill 2

Balance changes are less important than what exactly?

Elementalist downed state is a joke. Where is the feedback?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Arenanet. Why has an entire month gone by with no fix or acknowledgement for the pitiful state of the elementalist downed skills?

Why isnt this blasted all over the forums? I don’t understand. It is COMPLETELY BROKEN and making me want to play my ele less and less every time I die. I get to watch 7 other classes escape death over and over while all I can do is /sigh.

I’ve made threads on this before. Why isn’t this getting more attention? 1/8 of the playerbase can’t even defend themselves while theyre downed.

Fix it.

Signed,
A very angry elementalist

Elementalist Downed State: An Objective Analysis

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Not letting this thread fall from the first page until we get a response on this. Getting sick and tired of being a free kill 5+ times a match.

Elementalist Downed State: An Objective Analysis

in PvP

Posted by: xBeefy.4073

xBeefy.4073

“Secondly, the logic “keep the weak downed state and buff our regular state” is ridiculous. Downed and not downed should be completely seperate. A powerful class should not have a weak downed state, and a weak class should not have a strong downed state. They should be different but (mostly) equal. Right now it isn’t even close.”

Sorry, that’s pretty dumb. There’s no reason why they should be seperate.

You take the class as a whole when deciding balance. Some classes are stronger 1v1, some are better in a team. GW2 is balanced for team play.

It’s more interesting if different classes have strengths and weaknessess. Preferences may differ, but personally I would find it cool if Ele was very powerful in direct and AOE damage, but have weaknessess to compensate – such as a poor down state.

Ok, well in this case the Elementalist downed state should be the strongest OP garbage in the game since any competent pvper would rank ele as the bottom 3 every single time. And yes, balanced downed states are important. I shouldn’t be penalized for being a powerful class by having a garbage downed state.

Elementalist Downed State: An Objective Analysis

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Also, for the person who mentioned the 8 second cooldown on mist form, every class’s 3 ability starts on an 8 second cooldown, thats perfectly fine.

I believe a good fix would be to move mist form to 2, and give us the ability to use it immediately. It would then be on par with all the other number 2 abilities. Give us a new number 3 ability. Don’t even care what it is, just give us the ability to defend ourselves and not become a free stomp for anyone who sees me down.

Elementalist Downed State: An Objective Analysis

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Edit: it does apply vulnerability. I stand corrected. The 1 ability isn’t really the problem though, it does feel pretty weak regardless.

Secondly, the logic “keep the weak downed state and buff our regular state” is ridiculous. Downed and not downed should be completely seperate. A powerful class should not have a weak downed state, and a weak class should not have a strong downed state. They should be different but (mostly) equal. Right now it isn’t even close.

I woulda quoted you guys but its not working for some reason, sorry.

(edited by xBeefy.4073)

Elementalist Downed State: An Objective Analysis

in PvP

Posted by: xBeefy.4073

xBeefy.4073

I’m creating this thread to give MORE attention to the current state of the Elementalist downed state. I would like to see Anet’s official response to these blatant imbalances between each of the downed states.

Let me start by saying that I do not want them to homogenize every downed state. I think it’s interesting that each class has their own flavor of downed abilities. However, there is a very clear imbalance among the classes, making certain professions literally a free stomp, while others are a huge pain to kill.

Lets first talk about the 1 ability. The elementalist does pathetic damage with this skill. The frequency that you can cast it is extremely slow compared to the warrior 1 skill. And they do the same amount of damage. Right off the bat this is a clear imbalance. Other classes have extra effects added to their 1 attack.

For example, the engineer adds a random condition to their foes, the ranger can bleed their target, the thief can cripple their target, etc. The elementalist ability does nothing but pure damage, and it does it worse than the warrior’s 1 ability which also does pure damage.

Next, we can talk about the number 2 ability. This is where the elementalist really shows its weakness. I will list each classes 2 ability, and I dare any member of the forum here to dispute this imbalance:

Warrior: Knock down 1 foe, interrupting the stomp
Guardian: Knock down all foes near you, interrupting the stomp
Engineer: Pull and knock down 1 foe, interrupting the stomp
Ranger: Daze 1 foe, interrupting the stomp
Thief: Teleport away, interrupting the stomp
Mesmer: Create a clone and teleport away, interrupting the stomp
Necromancer: Fear 1 foe, interrupting the stomp
Elementalist: Root 1 foe after 1 second, NO INTERRUPT AT ALL

What? Are we being trolled by Anet here? Most foes are literally already in melee range by the time they kill us, or pretty close. And anyone who has played an ele knows that you could spam the 2 button the moment you’re downed and 9 times out of 10 the root will not go off before they reach you. The mindful player will always roll dodge to an ele to prevent this root altogether.

No other class has to deal with this clearly weak skill. What is the justification here? Between my 1 and 2 abilities, I don’t even bother doing anything when someone tries to stomp me, it’s wasted effort. I’ve seen 9 out of 10 eles do the same thing, just sit there and wait for the kill.

Every single time I down another ele, I run right up to them and stomp them because I KNOW its going to be a free stomp. Every other class I have to think twice and rework my strategy around knowing they will knock me back, or teleport, or whatever. This is not the case with the elementalist downed state.

Let’s proceed on to the final ability, the number 3:

Warrior: Get up and kill people as normal for 10 seconds, can be traited to let them stay up after a kill.
Guardian: Heal themselves rapidly to get back up and fight if no one stomps them
Engineer: Explode, launching people back for a second aoe interrupt
Ranger: Heal themselves rapidly to get back up and fight if no one stomps them
Thief: Stealth, giving a second stomp interrupt

Mesmer: Deal damage with a clone, no second interrupt
Necromancer: Drop an aoe , no second interrupt
Elementalist: Move around for 3 seconds, and sit right back down somewhere else

In this category, 3 different professions are at a severe disadvantage. 2 out of 3 of these skills provide 0 stomp prevention or heals, which 5 of the other classes have. Which brings me to Mist form.

Mist form is an effective second interrupt for a stomp. It is on par with the engineer, or thief 3 skill. Nothing is wrong with mist form by itself. However, 99% of the time there is absolutely no chance to even use it, because our number 2 skills is incredibly weak. The only time I have ever been able to use mist form is if the other team is not even paying attention to the fact that I’m downed.

In a 1v1 situation, Mist form is literally NEVER used. Ever. What good is a skill if I can never use it in any serious situation?

Based on the detailed evidence above, Anet needs to rework the elementalist downed state. It is absolutely awful , and my goal with this post is to bring some objective attention to the issue. I hope we can keep this post on the first page until we get at least an acknowledgment from Anet that this is being fixed, or needs to be fixed.

Thanks for reading.

Warrior Vengeance Bug

in Bugs: Game, Forum, Website

Posted by: xBeefy.4073

xBeefy.4073

So I thought I saw a Warrior yesterday use Vengeance from downed state in a 1v1 battle and I basically ran from him until it ran out, but it never ran out. He just stayed alive and I was forced to kill him again. I figured he had the trait or something to stay alive after a kill, but whatever.

Today, I was playing my Warrior, used Vengeance, and once again I did not die after 10 seconds. I do not have points in the trait to keep me alive, nor did I even get a kill. Something might be bugged with this skill and it should be checked out.

Why do I have to wait 4 minutes for a Tournament to start?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

4 minutes to respec? you can change your skills even if you’re in the match, you know?

or discuss some tactics.

or tell each other how good their beer is.

Why do 98% of all tournament players who set up their skills BEFORE they enter a game have to suffer for the 2% that forgot? One could even argue that you shouldn’t even be able to respec or switch skills after entering a game.

Why do I have to wait 4 minutes for a Tournament to start?

in PvP

Posted by: xBeefy.4073

xBeefy.4073

As the title states, this system is currently frustrating and annoying.

It seems as though every game I try to enter, one person decides to troll the entire room and click “ready” when there’s literally 5 seconds left in the game. Why do I have to wait this lengthy amount of time after all players have already entered the game?

As an example situation that commonly happens, 2 minutes passes by, and, eager to play, I will say in /map, can everyone ready up? One troll responds with “When this Justin Bieber song is over.” This happened yesterday, and he follows up with “u mad?”.

Yep, I’m mad. Why? Because 15 minutes of my life is being wasted every tournament I decide to partake in.

The proposed solution: Put a 1 minute timer on the game start, if it doesn’t fill up, remove players who didnt accept from the queue, and requeue the players who did accept in the front of the line. If you went afk waiting for a tournament roster to form which literally takes less than a minute, you’re ruining the experience for everyone else.

Before anyone makes comments to the nature of “queue with a team,” or “be more patient”.

1) I don’t always have friends online and would like to play the only reasonable pvp format this game has to offer (8v8 is ridiculous).

2) 15 minutes per tournament + the time it takes for other people’s games to end is way too much downtime. Every 4 tournaments I’m spending literally 1 hour of my life sitting around doing nothing. For someone who has 2 or 3 hours a day to play this is downright unreasonable.

Thoughts on this?

Suggestion: Remove Red and Blue armor dyes in sPvP

in Suggestions

Posted by: xBeefy.4073

xBeefy.4073

Instead of removing it, have a toggle for it. That way, if you actually use the armor colors to see who is on what team, you can still do it.

This is a perfect idea. This x1000000

Suggestion: Remove Red and Blue armor dyes in sPvP

in Suggestions

Posted by: xBeefy.4073

xBeefy.4073

The colored armor sets will make the game much easier to follow for NEW spectators once Anet moves forwards with its plans for E sport.

Why can’t spectator mode ONLY implement this?

Suggestion: Remove Red and Blue armor dyes in sPvP

in Suggestions

Posted by: xBeefy.4073

xBeefy.4073

Suggestion: Post in the suggestion forum.

Team should easily be discerned without any aid from a user interface.

exp.
Tf2
Unreal Tournament
Counter-Strike
Day of Defeat
etc.

/thread

None of the games you listed include a customizable character where color actually matters. If the red nameplate isn’t enough to discern it then why did they change WvW from color coated players to simply wearing the normal colors in PvE? Obviously at some point someone decided “hey, they can tell JUST by looking at the names!”

And don’t feed me this excuse that “the character should be discernible apart from the UI.” The nameplate over a character’s head is as part of the character as his arms and legs are. It’s blatantly obvious.

It ruins customization and defeats the purpose of getting cool gear. The only goal to achieve in PvP is to earn cool gear as it stands right now. Why take that away?

It’s not even a dye thing. What it comes down to is if you dye your armor 1 color flat out, it becomes indistinguishable and bland.

Suggestion: Remove Red and Blue armor dyes in sPvP

in Suggestions

Posted by: xBeefy.4073

xBeefy.4073

As the title suggestions, I don’t really feel its necessary to ruin the look of my character every game by coating my entire armor set in blue or red. The enemy players have red name tags above their heads, and friendly players are green.

This is the accepted way of identifying the enemy in almost every single game I’ve ever played, and it works just fine.

League of Legends, no colors.
WoW arenas, no colors.
CoD, no colors.
GoW, no colors.
etc.

EDIT: WvW as someone pointed out, has no colors differentiating different servers. Just red name tags. It works within the bounds of the game. Please fix it for sPvP as well.

The point is that we all work hard for gear that gives us no statistical advantage whatsoever. This is completely fine, and I like it. However, don’t take away the one thing I’m farming this gear for, the looks. If I can only enjoy the appearance of my PvP character in the Mists lobby, what’s even the point?

I spend a very small fraction of my time in the lobby. I should at least be able to show off my armor and color scheme while I’m fighting.

I’m sure this topic has been beaten to death, but it is a big concern of mine, being taken away from the one thing we’re striving to achieve; cool looking armor.

(edited by xBeefy.4073)

Downed state: Thieves and Mesmers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Instead of pressing F to finish them off, why don’t you take advantage of the fact that they have low armor and just hit them to death when their face down the ground? Or you can cancel F and then anticipate where their going to reveal themselves and then finish them off.

Again, how does this take any less time to down them? How does THIS make it balanced? They added a stomp mechanic so you don’t have to sit there and mindlessly auto attack downed players. Why should 2 classes have the advantage of having to be auto-attacked to death while others can be eliminated in 2-3 seconds?

Downed state: Thieves and Mesmers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

mmm just swing your weapon at them, are they annoying? yes….should they change them…I don’t think so, you can interrupt downed abilities….
ooooooh really!!!!???

So every other class can get stomped but I have to waste cooldowns and copious amounts of time attacking a downed player? What???

This is hardly an answer to the problem.

Downed state: Thieves and Mesmers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

Survive for 20 seconds? You are a bad PvP player who doesn’t understand how the Thief and Mesmer downed skills work, if you did you would be able to kill a downed Thief and Mesmer in less than 10 seconds depending on your build.

This entire post… wreaks of thief.

So, for an elementalist, a free stomp. 2 seconds.

But if I understand how thief and mesmer abilities work, I might have a chance at taking them out in 10 seconds? Is this a troll post?

Not a single person in this thread has mentioned anything to the effect of: Here’s why its balanced ______. All I see is one thief after another pop in saying how possible it is to down them.

I want to hear the rationalization for “under 10 seconds” vs. a free 2 second no stability single person stomp being equal.

Downed state: Thieves and Mesmers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

You were right… this is your typical QQ. Mesmers and Thieves don’t take 20+seconds to down…

Mesmers: 1 stealth + port which is easily noticeable because the 2nd mesmer to pop out of stealth is the one and also has a red arrow over his head.

Thieves: Port, run over and kill him. The initial cooldown on his stealth ability is made that if you find the thief quickly then you can flag him before he can stealth.

Honestly, if you down a mesmer or thief on something like a ranger, warrior, gaurdian, or most profs you can beat them in a downed to downed fight. Warriors can reincarnate, rangers pets can heal themselves… etc. Stop QQ’ing.

Let me guess, you play a thief.

You can’t possibly be justifying these downed abilities unless you were one yourself, I just refuse to believe it. We’re not talking about a 1v1 fight where I have all the time I need to swivel my camera and look for where he teleported to. I’m talking about 3v3, 4v4, 5v5+ fights where there’s just way too much happening to sit there and track down a teleported downed thief or mesmer.

As for your illusion excuse, once again in a 1v1 no problem, it’s easy to spot the illusion. In a 3v3+ it’s chaotic and there’s no reliable way to figure out which one popped first.

Do you even PvP? How have you not picked up on this yet?

Let me refer back to elementalist abilities. 1 root, and a 10 second cd 3 second move, where everyone can see exactly where I’m headed. Please, for the love of God, explain how these are balanced abilities?

Downed state: Thieves and Mesmers

in PvP

Posted by: xBeefy.4073

xBeefy.4073

This might sound like your typical QQ, but let’s all be quite honest: Thieves and Mesmers can survive for 20+ seconds while downed. How is this fair or balanced?

Every single time I down a thief, I think to myself sigh now I have to chase this guy around forever or leave him alone and let him get up

It’s incredibly distracting from the combat to have to chase these stupid teleport / vanish abilities around and I think it ruins the entire combat system.

Let’s take a look at ele’s for example. I can root someone who is 90% of the time already standing right next to me. I can wait 10 seconds to mist form and move around for 3 seconds. How is this even remotely similar to what a thief can do? There is a very clear imbalance here and it needs to be fixed one way or the other.

I cannot count how many times I’ve downed a thief in a team fight, and due to the sheer amount of people fighting I can’t possibly give up 20 seconds of my time to chase this guy down. Then one of my ele teammates who is a free stomp gets killed and the thief is right back up murdering me.

This needs to be fixed. ASAP.

And before the trolls start coming in and calling be bad, I’ve played a couple hundred games already and have seen the extent of these matches. This is a stand out problem every 1-2 minutes, especially when the thief is played by literally 40-50% of the players in every hot join match.