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Bazsi.2734

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Everything posted by Bazsi.2734

  1. Yes the amulet allows for condi bunker-ish setups... how is that a bad thing? Condi bunker should absolutely be viable playstyle. As long as they have bad sustain and they go for "outlasting" enemies, it's a totally valid concept. Stop removing amulets.
  2. With my plat 2, the worst I've got was around 6 minutes during daytime. After like 10 minutes the game is already looking to pair you with anyone and everyone, so there is something definitely wrong here.
  3. > @"Dantheman.3589" said: > I literally haven’t seen anyone bring this up, so I’ll leave it here. My opinion is it’s a bad change and 2s and 3s will just be more boring when everyone gets 1 shot Classes like weaver, scrapper and scourge have builds where most of their sustain comes from barrier stacking. All other sustain is cut when the timer runs out, so how come these builds are allowed to keep theirs? This change just fixed a great oversight and made 2v2/3v3 much more fair. Also what do you mean the game will become boring when everyone gets oneshot? The match lasts for several long LONG minutes before this effect kicks in. You can stack barrier, heal, be unkillable and unfun during the normal matchtime, same as before. The only thing that really changed is that you cannot cheese the system by stacking barrier anymore. You actually have to play the game now, and aim to defeat the enemy team BEFORE the timer runs out. Seems like the opposite of boring to me. I might even play some 2v2/3v3 now.
  4. > @"Leonidrex.5649" said: > snip > Burn DH is a stupid build Yes and it's a problem. PvP should be a safespace of sustain and boons, noone should die just because they facetanked an entire combo from some build. > but I embrace it with open arms to deal with those kitten bunkers. God Bless. Oh my god do you want player characters to die in a game? I thought you're a good person.
  5. > @"CutesySylveon.8290" said: > > @"Bazsi.2734" said: > > > @"CutesySylveon.8290" said: > > > > @"Bazsi.2734" said: > > > > > @"CutesySylveon.8290" said: > > > > > > @"Bazsi.2734" said: > > > > > > > @"CutesySylveon.8290" said: > > > > > > > > @"Bazsi.2734" said: > > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > > @"Bazsi.2734" said: > > > > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > > > > > > > > > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > > > > > > > > > > > > > > > > > They do... what do you mean? > > > > > > > > > > > > > > > > > > > > Also remove trapper runes! > > > > > > > > > > > > > > > > > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. > > > > > > > > > > > > > > > > The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. > > > > > > > > And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. > > > > > > > > You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed. > > > > > > > > > > > > > > Removing trapper runes will kill trapper builds, so you're not hiding anything. > > > > > > > > > > > > Oh shoot, there you go looking under my skirt again... ofc if trapper builds cannot function without the rune, buffing them in any way to compensate is tOtAllY oUt oF tHE QueStiON. kitten I'm exposed again! > > > > > > > > > > > > Expect google doc drop within the next days, also to all my twitter followers, whatever you do please do not harass this person, that would be terrible. Do not do that. pLeASe. > > > > > > > > > > Yes, compensation is out of the question, this is Anet we're dealing with. They nerf things primarily based on what's whined about the most and call it a day with zero regard to anything else. Traps have long been forgotten by Anet and the rune is all that's keeping them viable, so removing the rune is removing trapper builds. People need to stop whining for a change and try figuring out how to deal with builds that have clear counterplay instead of just nerfing them because they can‘t be bothered to adjust their builds at all. > > > > > > > > Oh, I agree, if a there is counterplay to something people should absolutely just adjust and stop whinging. Because clearly thats how this works. > > > > https://en-forum.guildwars2.com/discussion/comment/1374581#Comment_1374581 > > > > This you? > > > > > > > > In the meantime I'll continue to adovcate for classes to have strenghts and weaknesses, and to limit their toolkits to give them an actual identity. Even if devs do not have the time/resources to rework and rebalance things right now, deleting it will be a net positive. So just remove it from PvP. > > > > > > > You did this before, it's becoming boring. > > > At no point did I advocate for removing rangers immobilize in any way, > > Irrelevant to my point. > > >I pointed out that a buggy mechanic needs changing. > > This is the part worth responding to. You are also pushing for changes which are more then simple nerfs. I did the same. Trapper rune needs to be removed, if builds using traps completely fall out of the meta, dragonhunter can see some buffs as compensation. If a-net takes only the first half of this suggestion and runs with it, thats not my fault. I'm not the adult in a room full of children who need to be controlled by me. > > >...snip... > > > If you know nothing will be given in compensation for the builds nerfing knowing it will be dead afterwards, > > Do I know that? It seems like you know whats in my head better than I do... > > > then you're advocating for its removal. > > One of the ways you can end world hunger is by slaughtering the poor. Think about that next time a politician is talking about eradicating poverty! > > > I also said, either in that forum or another, that immobilize isn't an identity of ranger, pet mechanics are. > > Again irrelevant to my point. You really go hard with the irrelevant stuff. > > > > > Good try, but no dice. > > I made my point. Not my fault you did not notice. > > > > Nice job misrepresenting what i said. Removal of the root system isn't a nerf, especially if the skills applying it become simple AoE. I said "you're pushing for changes which are more than simple nerfs". Removal of the root system means a rework, that totally fits the category of "more than a simple nerf". Do you know what the word misrepresentation means? >This could mean dodging the initial root application could then apply it again should you dodge the wrong direction. > > Yes, you did and it's obvious it's just to remove a build you don't like dealing with. Thats just an assumption on your part. My main reason is class identity. The smaller reasons do not matter, especially those which can be subjective, that's not a reasonable way of balancing. If I really factored in like and dislike, I'd push for all PoF specs to be deleted/reworked from the ground up. I hate literally all of them. >You brought up class identity and I elaborated on that point, Oh that's what you think that was? A thread where we talk about why dragonhunter should or shouldn't have access to stealth and superspeed, you talk about how the root system isn't rangers class mechanic, and that somehow is elaborating on the point? You're weird. I bought that comment up to show you're doing the same thing you're calling me out for(saying X is bad it needs to go), but I guess you really wanted to talk about ranger. >not irrelevant beyond what you bring into the fold. This childish mentality of nefing all frustration and obstacles that aren't mechanically unsound or have glaring inconsistencies is what's driving PvP into the ground. Another barrage of unfounded assumptions aside, I really want this power you think I have! But funny thing is, everything they did since 2018 I disagree with. This last patch was a 50/50, but generally everything since season 10 is just... no. If my "childish mentality" is really what is driving PvP downwards, I'd appreciate if a-net actually started listenting to my "little tantrums" and do what I tell them, because if this game is going down, it better go down the way I want it to. >Bring tools to counter the build or die to it over and over, your choice. I mean, whatever floats your boat. If you think dying repeatedly is a choice, I'm not going to tell you how to play this game. Be free, have fun, feed mid!
  6. > @"CutesySylveon.8290" said: > > @"Bazsi.2734" said: > > > @"CutesySylveon.8290" said: > > > > @"Bazsi.2734" said: > > > > > @"CutesySylveon.8290" said: > > > > > > @"Bazsi.2734" said: > > > > > > > @"Brokensunday.4098" said: > > > > > > > > @"Bazsi.2734" said: > > > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > > > > > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > > > > > > > > > > > > > They do... what do you mean? > > > > > > > > > > > > > > > > Also remove trapper runes! > > > > > > > > > > > > > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. > > > > > > > > > > > > The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. > > > > > > And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. > > > > > > You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed. > > > > > > > > > > Removing trapper runes will kill trapper builds, so you're not hiding anything. > > > > > > > > Oh shoot, there you go looking under my skirt again... ofc if trapper builds cannot function without the rune, buffing them in any way to compensate is tOtAllY oUt oF tHE QueStiON. kitten I'm exposed again! > > > > > > > > Expect google doc drop within the next days, also to all my twitter followers, whatever you do please do not harass this person, that would be terrible. Do not do that. pLeASe. > > > > > > Yes, compensation is out of the question, this is Anet we're dealing with. They nerf things primarily based on what's whined about the most and call it a day with zero regard to anything else. Traps have long been forgotten by Anet and the rune is all that's keeping them viable, so removing the rune is removing trapper builds. People need to stop whining for a change and try figuring out how to deal with builds that have clear counterplay instead of just nerfing them because they can‘t be bothered to adjust their builds at all. > > > > Oh, I agree, if a there is counterplay to something people should absolutely just adjust and stop whinging. Because clearly thats how this works. > > https://en-forum.guildwars2.com/discussion/comment/1374581#Comment_1374581 > > This you? > > > > In the meantime I'll continue to adovcate for classes to have strenghts and weaknesses, and to limit their toolkits to give them an actual identity. Even if devs do not have the time/resources to rework and rebalance things right now, deleting it will be a net positive. So just remove it from PvP. > You did this before, it's becoming boring. > At no point did I advocate for removing rangers immobilize in any way, Irrelevant to my point. >I pointed out that a buggy mechanic needs changing. This is the part worth responding to. You are also pushing for changes which are more then simple nerfs. I did the same. Trapper rune needs to be removed, if builds using traps completely fall out of the meta, dragonhunter can see some buffs as compensation. If a-net takes only the first half of this suggestion and runs with it, thats not my fault. I'm not the adult in a room full of children who need to be controlled by me. >...snip... > If you know nothing will be given in compensation for the builds nerfing knowing it will be dead afterwards, Do I know that? It seems like you know whats in my head better than I do... > then you're advocating for its removal. One of the ways you can end world hunger is by slaughtering the poor. Think about that next time a politician is talking about eradicating poverty! > I also said, either in that forum or another, that immobilize isn't an identity of ranger, pet mechanics are. Again irrelevant to my point. You really go hard with the irrelevant stuff. > Good try, but no dice. I made my point. Not my fault you did not notice.
  7. I must have ascended to the quantum level because I'm on both sides at once.
  8. > @"CutesySylveon.8290" said: > > @"Bazsi.2734" said: > > > @"CutesySylveon.8290" said: > > > > @"Bazsi.2734" said: > > > > > @"Brokensunday.4098" said: > > > > > > @"Bazsi.2734" said: > > > > > > > @"Brokensunday.4098" said: > > > > > > > > > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > > > > > > > > > They do... what do you mean? > > > > > > > > > > > > Also remove trapper runes! > > > > > > > > > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. > > > > > > > > The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. > > > > And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. > > > > You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed. > > > > > > Removing trapper runes will kill trapper builds, so you're not hiding anything. > > > > Oh shoot, there you go looking under my skirt again... ofc if trapper builds cannot function without the rune, buffing them in any way to compensate is tOtAllY oUt oF tHE QueStiON. kitten I'm exposed again! > > > > Expect google doc drop within the next days, also to all my twitter followers, whatever you do please do not harass this person, that would be terrible. Do not do that. pLeASe. > > Yes, compensation is out of the question, this is Anet we're dealing with. They nerf things primarily based on what's whined about the most and call it a day with zero regard to anything else. Traps have long been forgotten by Anet and the rune is all that's keeping them viable, so removing the rune is removing trapper builds. People need to stop whining for a change and try figuring out how to deal with builds that have clear counterplay instead of just nerfing them because they can‘t be bothered to adjust their builds at all. Oh, I agree, if a there is counterplay to something people should absolutely just adjust and stop whinging. Because clearly thats how this works. https://en-forum.guildwars2.com/discussion/comment/1374581#Comment_1374581 This you? In the meantime I'll continue to adovcate for classes to have strenghts and weaknesses, and to limit their toolkits to give them an actual identity. Even if devs do not have the time/resources to rework and rebalance things right now, deleting it will be a net positive. So just remove it from PvP.
  9. > @"CutesySylveon.8290" said: > > @"Bazsi.2734" said: > > > @"Brokensunday.4098" said: > > > > @"Bazsi.2734" said: > > > > > @"Brokensunday.4098" said: > > > > > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > > > > > They do... what do you mean? > > > > > > > > Also remove trapper runes! > > > > > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. > > > > The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. > > And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. > > You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed. > > Removing trapper runes will kill trapper builds, so you're not hiding anything. Oh shoot, there you go looking under my skirt again... ofc if trapper builds cannot function without the rune, buffing them in any way to compensate is tOtAllY oUt oF tHE QueStiON. Dayum I'm exposed again! Expect google doc drop within the next days, also to all my twitter followers, whatever you do please do not harass this person, that would be terrible. Do not do that. pLeASe.
  10. > @"Brokensunday.4098" said: > > @"Bazsi.2734" said: > > > @"Brokensunday.4098" said: > > > > > > Edit also traps need to desapwn asoon as you place another. > > > > They do... what do you mean? > > > > Also remove trapper runes! > > If i remember correctly you can place same traps twice if you place them then wait the cd and when some one triggers place another. Traps should despawn when the cd reset. The moment you trigger the trap, the trap itself disappears, and a trap effect is playing out in the place for the trap in a few seconds. The trap despawns upon placing a new one, the spell that plays out after doesn't, as it's technically not a trap. And I don't get why it should despawn either, I always looked at it like the tradeoff for limiting yourself to traps. Because if trapper runes do not exist, you can see where the enemy places them, you can also expect them on specific locations, you can send in pets, clones, dodge through them etc... so the players can make up for the fact that they can be "chained" twice with their own skill. Having the effects despawn would just make blindly charging into traps a much more forgiveable mistake. You see most of us do not want to kill trapper builds, we just don't want guardians running around with stealth and superspeed.
  11. > @"Brokensunday.4098" said: > > Edit also traps need to desapwn asoon as you place another. They do... what do you mean? Also remove trapper runes!
  12. > @"Onlyflameone.2136" said: > So if I fully equip I will get more toughness? Just wear ANYTHING and it will scale to a standard level 80 value. If you're not wearing armor in a slot, the game cannot scale it.
  13. > @"uberkingkong.8041" said: > > @"Bazsi.2734" said: > > > @"uberkingkong.8041" said: > > > Bring back PvP more than 5v5 less than or equal to 8v8. > > > > > > 4v4 3v3 2v2 1v1 modes just don't work. > > > > > > Look at the other games that do it. > > > Now some of you maybe thinking, 8v8 performance issue, conquest mode, etc. > > > > > > Let me remind you, Conquest mode was designed for 8v8, it originated 8v8, the first game mode in PvP was 8v8. > > > Yes many people played it, more than the amount of PvP'ers today. > > > > > > Just because everyone is used to 1v1 2v2 etc and big mid fight, > > > does not mean 8v8 is the oddball > > > > > > There was good 8v8 games back then too, hotjoin zerging was one of the reasons why everyone loved 8v8 hotjoins back then. > > > > > > You know they loved it because there was a LOT of players around. > > > You know 1v1 2v2 3v3 4v4 does not work. Because IS NOT a lot of players around. > > > > > > #esports is dead in GW2 > > > > > > go back to casual pvp > > > 8v8 > > > > > > not #esports pvp > > > 1v1 2v2 3v3 4v4 > > > > > > > > > Notice > > > 1v1 no conquest > > > 2v2 no conquest > > > 3v3 no conquest > > > 4v4 no conquest > > > > > > 5v5 conquest > > > 8v8 too much for conquest? > > > How so? If 1v1 2v2 3v3 4v4 is not enough, 5v5 is enough, > > > Its only 5v5? 8v8 too much? > > > > > > Think about it. > > > 8v8 is just fine for conquest. > > > Thats how conquest was originally designed. > > > I've been playing since beta. > > > > > > PvP is dead game mode when people start noticing and thinking about bots in 20%+ of their games. > > > Probably was bots back then, but nobody noticed because its casual style, its for fun. > > > > > > 1v1 2v2 3v3 4v4 is not casual style, its not for fun. > > > 8v8 is casual style, it IS for fun. > > > Thats why PvP was thriving back then. > > > > > > Think about it. > > > > > > Also, > > > Its 2020 > > > meaning time to get your act together, > > > its 2020 > > > You have more than enough data. > > > its 2020, no mistakes should be made > > > its 2020, no excuse why pvp should be in bad state > > > Its 2020 > > > > This hurts to read. Please structure your thoughts! > > Also conquest won't be competetive if you make it 8v8... people still around want competetive PvP. You can just go custom arenas and 8v8 with likeminded people. And if you cannot find 15 players to do it, maybe it's because nobody actually wants 8v8 conquest. > > Cannot find 16 players to do it? > You played when they HAD 8v8? Or you just spectulating, dead GW2 PvP system now, and how increasing player amount ties with it? > > From FACTS. > As in, back in 8v8 hotjoin days. > 30+ FULL servers hotjoins, of 8v8 games. > 8v8 was LIKE THAT UNTIL they removed it. > > It NEVER was "can't find an 8v8 game" > FACTS when they had 8v8, till 8v8 went away > > They brought 5v5 to support #esports initiative > Now #esports is dead because no casuals, aka 8v8 gone casuals gone > > Facts first my man > FACT is 8v8 never had issue with "good luck finding 16 players to do it" > > Competitive modes? > I'm thinking about making a thread, do you consider Ranked a competitive mode? > > It feels more like a unranked mode, just you are in the season, and you W/L is public.... But is it really competitive? > Thats tournament. Tournament is competitive. > > Ranked isn't even a competitive mode, its just, best rewards, you get flashy thing by title, and thats it. Oh and a title if you score high enough. > > Ranked was no where near competitive as the Ranked mode back in the hotjoin days, where you needed a tournament ticket to even participate in. > > FACTs first again > 30+ FULL games of 8v8 till they REMOVED 8v8. > Not because 8v8 died.... > THEY REMOVED it > THEY wanted to shove #esports down your throat and get everyone doing 5v5. > 8v8 NEVER had issue with "not enough players" > > To even think that, because current state of PvP > goes to show why 1v1 2v2 3v3 4v4 and forcing 5v5 are failures along with #esports not here anymore. Over 90% of the playerbase left. Do you honestly think they would come back if 8v8 was reinstated?
  14. > @"uberkingkong.8041" said: > Bring back PvP more than 5v5 less than or equal to 8v8. > > 4v4 3v3 2v2 1v1 modes just don't work. > > Look at the other games that do it. > Now some of you maybe thinking, 8v8 performance issue, conquest mode, etc. > > Let me remind you, Conquest mode was designed for 8v8, it originated 8v8, the first game mode in PvP was 8v8. > Yes many people played it, more than the amount of PvP'ers today. > > Just because everyone is used to 1v1 2v2 etc and big mid fight, > does not mean 8v8 is the oddball > > There was good 8v8 games back then too, hotjoin zerging was one of the reasons why everyone loved 8v8 hotjoins back then. > > You know they loved it because there was a LOT of players around. > You know 1v1 2v2 3v3 4v4 does not work. Because IS NOT a lot of players around. > > #esports is dead in GW2 > > go back to casual pvp > 8v8 > > not #esports pvp > 1v1 2v2 3v3 4v4 > > > Notice > 1v1 no conquest > 2v2 no conquest > 3v3 no conquest > 4v4 no conquest > > 5v5 conquest > 8v8 too much for conquest? > How so? If 1v1 2v2 3v3 4v4 is not enough, 5v5 is enough, > Its only 5v5? 8v8 too much? > > Think about it. > 8v8 is just fine for conquest. > Thats how conquest was originally designed. > I've been playing since beta. > > PvP is dead game mode when people start noticing and thinking about bots in 20%+ of their games. > Probably was bots back then, but nobody noticed because its casual style, its for fun. > > 1v1 2v2 3v3 4v4 is not casual style, its not for fun. > 8v8 is casual style, it IS for fun. > Thats why PvP was thriving back then. > > Think about it. > > Also, > Its 2020 > meaning time to get your act together, > its 2020 > You have more than enough data. > its 2020, no mistakes should be made > its 2020, no excuse why pvp should be in bad state > Its 2020 This hurts to read. Please structure your thoughts! Also conquest won't be competetive if you make it 8v8... people still around want competetive PvP. You can just go custom arenas and 8v8 with likeminded people. And if you cannot find 15 players to do it, maybe it's because nobody actually wants 8v8 conquest.
  15. > @"Cynz.9437" said: > > @"Bazsi.2734" said: > > > @"Scykosix.7836" said: > > > With IA costing 8 ini, leaving thief with no space for mistakes ( already a high skill cap class ) makes this even more annoying than before. After i use IA in certain situation, it wont teleport me. 8 ini gone for nothing is a death sentece for thief. This bug has been here since game release and it looks like it only affects thieves because of the unique mechanic (projectile-teleport) . Maybe fix your bugs before butchering its ini cost. > > > > You sure it's a bug? Projectiles can be blocked and destroyed. In that case the teleport simply won't happen. > > Even when there are no enemies around? Interesting. I can show you plenty of places on pvp map where sb5 simply doesn't work and eats ini. Blink from mesmers suffers from same issue and it is not projectile. He said "8 initiative gone is a death sentence", that assumes a scenario where enemies are around. Also I haven't noticed anything like this after playing 25K+ pvp matches and countless hours or zooming around on PvE/WvW maps as thief, which means I'm either suffering from a very selective case of amnesia, or the bug is rare/hard to come by. However if you can reliably reproduce it, record it and send it to a-net. They oughta fix it, just because I'm not aware of something it doesn't mean it's not real.
  16. > @"Scykosix.7836" said: > With IA costing 8 ini, leaving thief with no space for mistakes ( already a high skill cap class ) makes this even more annoying than before. After i use IA in certain situation, it wont teleport me. 8 ini gone for nothing is a death sentece for thief. This bug has been here since game release and it looks like it only affects thieves because of the unique mechanic (projectile-teleport) . Maybe fix your bugs before butchering its ini cost. You sure it's a bug? Projectiles can be blocked and destroyed. In that case the teleport simply won't happen.
  17. Whats the point though? The ladder still reflects your performance in relation to other players. Those above average rating must maintain a positive winrate to remain there. The higher you are, the more insane your winrate must be, it's just math. The playerbase shrunk, so ratings also shrink, there is nothing that needs adressing here.
  18. > @"Fueki.4753" said: > I'd rather not get murdered when interacting with the PvP vendors. Coward. Getting killed for wanting to buy a salvage kit should be the real endgame.
  19. > @"Bojjang.1052" said: > I main Warrior. Have not played since HoT. > Wanted to get into PvP even though i have been hearing a lot about the state of Warrior but I did not care. > > Anyways, played pvp. Had a 1on1 against a Hunter. Hit by 7k World Impact followed by a 7k Maul. > > Yeah, gg enough pvp for me. I started Warrior because I wanted to hit like a Truck and not to be hit like a Truck. You want 2 things at once: hitting like a truck - meaning you have to spec fully into offense, while not being hit like a truck - meaning you have to spec into defense. You cannot possibly do both, it's just common sense for any PvP game... I suggest you play single player games, you can live out this power fantasy to the fullest in there. PvP is not for you if you want godmode.
  20. > @"The Subterfuge Of Dwayna.8320" said: > When you open up the sPvP panel, there is a plethora of information displayed which are bound to your account and never reset to 0 when a season is over. > This mechanism is probably intended to remind you that you are a really bad player because your win rate is stuck between 40% and 60%. > There is no skill required to win or to lose and sPvP statistics are meaningless when you take into account all the matches someone went AFK, all the matches you were drunk and didn't put gear on, all the matches that were laggy or you disconnected out of nowhere … > There really is no need to keep a record of these statistics as they are reflecting a value which is out of the reach of the player, in which, only AI, and poor game mechanics seem to override what seems to be a meta build or a meta team composition. > > The only thing that should be displayed when you open up the sPvP panel, is the amount of PIPs you currently have and the Unranked / Ranked queue buttons at the top. > Account statistics can be useful/fun to dissect to some people. Just because you decided to be annoyed by it, you want to restrict access to statistics for everyone else? You know it's an option to just... not look?
  21. > @"lare.5129" said: > do you read that this rune do ? > https://wiki.guildwars2.com/wiki/Rune_of_the_Trapper_(PvP) > > only dh and ranger can set traps > check https://wiki.guildwars2.com/wiki/Trap > > so rune have 6th effect for them. If this give additional motivation tu use trap biud for ranger and dh - **we should ask more boost that rune** by increase stealth and give additional effects. This is bait. It's just here to taunt us. This isn't real. Noone would type this out without irony. Is this bait? Holy s**t I need to go outside and see real people again.
  22. > @"Raven.5362" said: > Actually I' m trying to determine how balanced the matchmaking system is. Not sure why there's so much hate about this request, like shouldn't we be striving for improving the system? Yes we should, and as it was pointed out before, this wouldn't be an improvement. Some people would like it, some people would hate it, it could be used to fuel toxicity. It would also reveal how bad matchmaking is at some hours or the day, so there is absolutely no incentive to implement something like this.
  23. > @"Crab Fear.1624" said: > How is the balance being made? Balance is made by CmC skipping out on his other duties for 30 minutes to slap a quick list togheter. That's not even a joke. The entire balance team is CmC for half an hour, few days before the patch hits. If you think there is no meaningful balancing is being done, that's because there isn't. It's not priority.
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