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Deus Fatorum.2473

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Posts posted by Deus Fatorum.2473

  1. I had an old Video about Reapers Touch now called "Soul Grasp" that showcased an underlying issue with slow moving projectiles in this game. Since they have reworked two of the worst offenders AKA Reapers Touch (necro focus 4) and Ray of Judgement(guardian focus 4) both now work in a significantly less buggy way now. However many skills still have pathing errors, such as staff autos on Ele, scepter autos on guard, torch 4 on guard(thrown ability) longbow auto on guardian, thief auto on shortbow, etc.

     

    There are three ways I mention too fix the bug, speed up projectiles, increase hitbox, and allow the projectile to redirect, and a forth is to rework the skill to a non projectile like in guardian focus 4's case(Ray of Judgement.)

     

    Lastly the change to the tooltip when the bug occurs used to be "Obstructed!" But is now "Miss!" which is shared with blinds tooltip, this will only serve to further confuse new players.

     

    Here is a video of the bug

  2. I don't hate on Condi or power I hate on builds that are either not fun to play or play against. Take nade holo I actually don't mind fighting it but due to it being as powerful as it is I do not find engineer fun to play as spamming nades is not a fun playstyle for me. Similarly builds that camp stealth or focus on bunker decap roles I find boring to fight as 90% of the time the fight is inactive.

     

    I get that there are more nuances to it all, but at the end of the day it is a game, and games should be fun to play. So if a meta is not fun to play for x, y, or z reason I think that should be addressed whether through players helping other players learn to fight in it in an enjoyable manner or through developers tweaking things.

     

    Lastly I feel metas get boring and less fun if they do not change for extended periods of time. Harking back to my nade holo example, it may have been fun and original the first month it saw play but eventually players get bored of it. Rarely have I seen metas that are fun to play for upwards of a year with no change, regardless of how fun that meta was when it first came to be. Variety is important, not that every build needs to be meta all the time, but change it up a little here and there.

  3. So my fellow Tyrians, who crave a balanced fun and healthy pvp environment, might I suggest a genius idea for seasonal special ats and off season. We have glorious modes like snowball mayhem and Keg Brawl, but why limit them to PvE! Let the mists partake and up the stakes! We need snowball mayhem ATS on winters day, maybe a Basket Brawl off season or a Dragon Ball off season.

     

    Imagine the glory, the prestige, the honor, can even have themed prizes.

     

    PLEASE ANET HEAR MY PLEAS!

  4. > @"bethekey.8314" said:

    > > @"Noah Salazar.5430"

    >

    > I appreciate your effort in trying to explain these situations, but rest assured I live relatively close to the servers and typically have very good ping/latency (~50 ms).

    >

    > In any case, if skills are not hitting in this way, then Guild Wars 2 should account for it to make the game more consistent. For example, Poison Dart Volley used to be a random (i.e. inconsistent) spray that got fixed shortly after I posted this video:

    >

    >

    >

    > Nothing like this should exist in a competitive mode.

    >

     

    I agree the fact that you strafing or enemies strafing can cause projectiles to try to "guess" a trajectory is dumb in a competitive mode where most of the players will strafe. You can test it by having a scepter guard spam 1 while an opposing player strafes quickly back and forth, half the projectiles will miss due to the predictive pathing and the fact they don't try to correct course mid path. this can also happen if you strafe while firing certain projectiles too, especially if latency is involved.

  5. Try saying it as fast as you can without messing up =)

     

    A Charr called Kalla Kartcarrier carted two charred Charr karts carrying five charred Charr cars each.

    Kalla Kartcarrier chose to change karts to kart nine charred Charr cars carted by one charred Charr kart

    But which Charr chose to carry the charred Charr car carried in the charred kart Kalla Kartcarrier stopped carting?

  6. Probably more than likely is due to being early in the season and placements TBH

     

    Also Currently with the player Population we do not get the luxury of balanced matches and shorter Q times, too balance this we also need more players in pvp and people to teach these players, so if there is a lesson here it is to stop pushing new players who have a desire to learn and get better out of the pvp scene by being toxic.

  7. OP- If you want to up your chances, paying for a team will help but there is some basic things you can do even as a new player to assist and burden the team you play with less, heck once you get the feel for what you are supposed to do in the game mode to succeed it can be a very fun mode, if you are interested I could help you out in learning to play the game mode or even strategies/builds to help you not be as big a burden/benefit your team more while needing less personal skill. Not all builds in pvp have a high skill floor. In fact if you want to be more serious about contributing, even if its for the little time it takes to get the amulet I know of many players who would be more than happy to help out.

     

    Alot of the PvE player hate from higher level pvpers is not that new players are joining it is the attitude some bring with them of claiming to know more than they do/raging at them(which you seem to not be one of those) If more new pvp players came in with the mindset of "how can I be the most helpful" or "the least intrusive" there would be alot less bad blood. I understand your frustration of having to play a mode you hate to get a reward you want(I am not a big PvE-r but I had to play pve to get things for wvw in the past...) but the experience can be made less painful for all involved if you make a decent attempt at the gamemode while you are there! Who knows you may start to enjoy it, I didnt enjoy pvp at first either it took a wvw buddy dragging me in screaming for a month before I realized it could be fun XD.

  8. https://en-forum.guildwars2.com/discussion/350/new-to-pvp-start-here#latest

     

    This has some good stuff, some redundant stuff, and some critically lacking info IMO.

     

    The Info regarding using your numbers wisely and rotating is generally very good. I like that multiple people on one node doesn't help it cap faster, though could be worded a bit more clearly(mistake I see lots of brand new players make.)

     

    As for the redundant, the roles, you can basically split "home bunker" if you are just bunky and not mobile that falls under "bunker" if you are mobile you are basically no different than a far point assaulter. I would recommend this instead,

     

    Side Noder/+1(combine far point assaulter/home bunker/roamer)

    Bunker/Support(combine bunker and home bunker)

    Team Fighter/DPS(these would be your less mobile classes designed to win and apply pressure in team fights)

     

    That will clean up the roles quite a bit.

     

    As for what you are missing, already touched on team fighter/dps role, however there is no info on just thinking about when to engage, considering/learning your counters, and the cost of dying(even on node) when you could have disengaged/rotated for your team.

     

    Example- you engage a 1v4 and die on node, best case let's say you even capped it in your fight before you died, and lived about 5 seconds. You are now dead, the enemy will take about 3 seconds to decap the point, and they only need 1 to do so, now all 4 can easily outnumber and kill a teammate/ teammates on another node while your teams essentially 4v5 for 15 sec(you are on respawn remember) now its 3v5 or worse because they killed your teammates who are also now on respawn. The only way out, if this is a coordinated group, is to try to regroup and push back and win a teamfight, or somehow get a kill of your own to try and shift momentum back in your favor.

     

    while the examples help put it in perspective they are not 100% necessary, something like, if possible try not to die unnecessarily, or look at the big picture and how your death will affect the flow of the game, etc.

     

    Lastly some info about common tactics like "peeling" "focusing" and "cleaving" would be nice, like if your teammate is under pressure, try counter pressuring his attackers to allow them to escape, In team fights try focusing on the most vulnerable or troublesome opponent to your team, and If your opponents is trying to revive their ally attempt to interrupt or drop heavy damage to make it harder to revive.

     

    If there is anything you think should also be added lemme know, I am trying to keep my suggestions more general and not about particular meta builds, so "focus x class first or x class counters y class" where that may be good info in one meta that info changes with balance.

     

    TLDR;

    Some good info in the new to pvp post but feel it could do with an update and have some more basic tactics and critical knowledge added.

     

    EDIT- they do cover leaving lost fights, and not engaging uneven fights, so I guess that somewhat helps with the cost of dying part.

  9. I dunno, if this complaint was pre-swiss I could see the hate, but as the tournaments take so much of your time I can see upping the minimum reward, he is not asking for a best of the best title, just compensation for the time he put into the tourney. Maybe at least have a thing in the AT and MAT descriptions of average time to complete, as many players have a tendency to underestimate the time commitment. Fact is he played all his games didnt ragequit or afk, and is just wanting something for the time he spent doing so. Honestly 10 g is not alot, I see that more as a TY for participating. I also dont see how this affects the more competitive players adversely, you still get to compete, it doesn't really harm your ability to win, and you keep your unique prizes(gizmos, titles, passes) and I dont see this causing an influx of players doing it for the gold either, as you need to spend the time to get the QP, then do the MAT, and if your goal was gold i'm pretty sure you can make more in ranked and pve with alot less effort.

     

    Also not sure there is a way to drop out of mat in progress w/o dishonor maybe have a way for the whole team to vote to concede, this way people who maybe realized they didn't want to be there could just leave if the whole team agrees. Like if everyone declines the queue it doesn't apply dishonor. Not sure how that would work with the code though.

  10. > @"Ronan.9518" said:

    > https://wiki.guildwars2.com/wiki/Aim-Assisted_Rocket

    >

    > Critical hits launch a missle at your target. After enough missiles have been fired, an orbital strike is called instead. **This trait has a _minimum_ range**.

    > Range Threshold: 450

    >

    > You need to be more than 450 units away from the target for the trait to trigger.

     

    oh i misread that thought you had to be closer not far away ty

     

  11. me and a buddy queued up an unranked and now we are both stuck in legacy of foefire loading screen my buddy left after 5-10 mins of staring at a loading screen. I Usually load in seconds(am on a M.2 ssd with a wired connection) so seems pretty weird. I am still waiting btw, been disconnected to inactivity and also tried restarting client.

     

    Game ended while making this post doesn't show in my history, and also do not have dishonor.

     

    Edit- some other people in map were also complaining of same thing also home instances may also be bugged.

  12. > @"SeikeNz.3526" said:

    > sure thank you i will fix my bots so they dont get stuck on endless matchs next time and they can be in your team

     

    Please do! No on a serious note, I mean like a double disqualification if match extends after a certain point into overtime or something like that.

     

    Edit:though you are right this will probably never matter, and I guess anet could clear the match manually after the fact.

  13. The only problem I see with implementing this change is 2 mage-banes can be active at the same time against the same 2 players, so not sure how graphically that would work. For example if enemies was red and yours was golden you may have enemy tethered, but it might appear like they have you tethered only, when in reality you are both tethered. Maybe better if mage-bane gave the player either a specific de-buff icon for its duration like reveal, but then as others have said why not just look for pulsing reveal or might. Only other thing is maybe have an icon appear above enemy's head briefly upon tethering like how vamp signet on necro does.

     

    Though I agree in intense fights it can be hard, by the time you have discerned whose tethered who and if you are both tethered, it can sometimes be too late.

  14. I win a ranked game and am awarded 8 pts my buddy ranked 20 higher than me gets 10 pts for the same game. I know this is trivial but shouldn't I have been awarded more points? As the algorithm should have had me at a lesser chance to win due to rating and him higher(therefore it makes more sense to have my "win" be worth more points), how is the algorithm calculating this, is there other metrics its using?

     

    I am not mad, just wondering how mathematically this happened.

     

    edit- neither had decay and we both are well after placements.

  15. Also many skills feel unbalanced due to bugs, I suggest seriously looking at some of the hitboxes and pathing on many skills such as,

    Guardians thrown torch skill

    Jumping bulls charge

    Earthshakers inability to hit people downhill

    jumping while using DD staff 3

    strafing slow moving projectiles causing them to obstruct/out of range/miss

    and many more...

     

    some will make certain class mechanics feel weaker or stronger and may prompt future balancing.

  16. First off rampage is too hard too hit every time its off cd I recommend it proc passively.

     

    also Hundred blades feels undertuned and not accurately reflects the skill, it should hit a hundred times.

     

    Full Counter can be countered by boon strip so I recommend it grant Invuln and whenever it prevents damage it should down and stomp its attackers to accuratly reflect its skill name.

     

    Bulls charge also bothers me as I see no bulls, when bulls charge lands it should summon 2 bulls that also cast the skill bulls charge.

     

    These do not quite give warrior the buffs it needs so if you have any other buff suggestions lemme know below!

     

    OH KIllshot is also pretty inaccurate upon activation should just kill all enemies in zone and be renamed kill shout

     

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