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Eddbopkins.2630

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Posts posted by Eddbopkins.2630

  1. > @"Ben Phongluangtham.1065" said:

    > ............And there will probably need to be a decent size follow-up release to continue to refine. Balance is a long term commitment, not a one release solution.

     

    This is what always needed to be done. After nearly every balance drop, just to fine tune or town down some things. But I guess a big drop is what's needed to fix all these issues, and it kinda like a reset if it big enough.

    During the esl if there was refinement patch after the dunker meta games it may get of been exciting to watch. Like if esl was this burst meta I'd watch it.

     

     

  2. > @"Knighthonor.4061" said:

    > > @"Eddbopkins.2630" said:

    > > > @"Knighthonor.4061" said:

    > > > > @"Eddbopkins.2630" said:

    > > > > As far as I know Ben said there are alot of limitations to over come in doing a 15v15 and there priorities are not on that. If you read what he said he's very clear about anets goals in what was possible and what they couldn't do to make a 15v15 happen.

    > > > >

    > > > > So saying "will be" is not correct....more like could be maybe.

    > > > >

    > > > > I can garentee if if they do decide to work on a 15v15 UI it will take a long time. At least a year.

    > > >

    > > > What are you reading?

    > >

    > > Ben Phongluangtham.1065

    > > January 3, 2020

    > > @Dahkeus.8243 said:

    > >

    > > » show previous quotes

    > > >Is this 15 v 15 map for Conquest or will >objectives be different in any way?

    > >

    > > >p.s. Thanks for all the work being put in >and for the communication on >progress. Looking forward to seeing the >fruits of the labor.

    > >

    > > Just to be clear, we don't even have an internal target on the UI changes we feel are needed. It could still never happen. The only reason I've mentioned it is because we talked about the map/15v15 in the past so it's something already public and the map itself is done.

    > >

    > > The map was a snow map that was just an open area for death match. We've talked about possibly doing more in-depth stuff, but the first map is going to be very simple. If it turns out that the UI changes are going to take a long while (or not get done at all) we may just release the map as 10v10 in custom arenas. Though, I'm not sure how much it would get played.

    > >

    > > Everything above here seems to tell me that there's still alot of work to do so much so it may not happen. Don't get ur hopes up like you are.

    >

    > Welp 5v5 forever it seem

     

    Not necessarily, if the community shows it support for it I gotta believe the wheels for it will start turning. Keep it up. But I hate to see people with worthless hope. Just know I am with you and together as a community we can make this game better then it ever is.

  3. > @"Knighthonor.4061" said:

    > > @"Eddbopkins.2630" said:

    > > As far as I know Ben said there are alot of limitations to over come in doing a 15v15 and there priorities are not on that. If you read what he said he's very clear about anets goals in what was possible and what they couldn't do to make a 15v15 happen.

    > >

    > > So saying "will be" is not correct....more like could be maybe.

    > >

    > > I can garentee if if they do decide to work on a 15v15 UI it will take a long time. At least a year.

    >

    > What are you reading?

     

    Ben Phongluangtham.1065

    January 3, 2020

    @Dahkeus.8243 said:

     

    » show previous quotes

    >Is this 15 v 15 map for Conquest or will >objectives be different in any way?

     

    >p.s. Thanks for all the work being put in >and for the communication on >progress. Looking forward to seeing the >fruits of the labor.

     

    Just to be clear, we don't even have an internal target on the UI changes we feel are needed. It could still never happen. The only reason I've mentioned it is because we talked about the map/15v15 in the past so it's something already public and the map itself is done.

     

    The map was a snow map that was just an open area for death match. We've talked about possibly doing more in-depth stuff, but the first map is going to be very simple. If it turns out that the UI changes are going to take a long while (or not get done at all) we may just release the map as 10v10 in custom arenas. Though, I'm not sure how much it would get played.

     

    Everything above here seems to tell me that there's still alot of work to do so much so it may not happen. Don't get ur hopes up like you are.

  4. As far as I know Ben said there are alot of limitations to over come in doing a 15v15 and there priorities are not on that. If you read what he said he's very clear about anets goals in what was possible and what they couldn't do to make a 15v15 happen.

     

    So saying "will be" is not correct....more like could be maybe.

     

    I can garentee if if they do decide to work on a 15v15 UI it will take a long time. At least a year.

  5. Fa ele scentament seems fair. But can you also say the same thing for the traited lighting strike as well. There instant and no animation but I guess since they don't hit over like 2-2.5k it's not that big of a problem?

    I also feel if its not insta cast then class will be dead an unable to condend in it's respective category with thf and rev. Thf having teleports and invis and evasions to keep out of harm's way, rev has teleport block and unlockables to get the job done. If u take away fa eles one and only most reliable damage move against those constant teleporting constant evade constant block classes then the class is DEAD

    Dragons tooth, pheniox, scepter water 2 all are to slow with way long delays or travel time to be of any real use in pvp.

    Great for cleave but a endless evade thf with telports and constant pistol wipe? Or rev with there fast hard on damage? Nah it be dead.

  6. > @"Ben Phongluangtham.1065" said:

    > > @"Master Ketsu.4569" said:

    > > > @"Ben Phongluangtham.1065" said:

    > >

    > > > Large PvP map (15 on 15). The map itself has been done for a while. But we've decided to hold off on releasing it until we're able to get someone to make UI changes. Currently, the UI can't handle more than 10v10. Additionally, 10v10 UI is bad. It's just one large group rather than using the squad UI. Unfortunately, when the programmers looked into how difficult it would be to add squad functionality, it turned out the current way groups are handled in PvP makes it a difficult change. Basically, it might be easier for us to build a new solution that mimics squad functionality than to try to shoe-horn the current squad functionality into PvP.

    > >

    > > Hey Ben, thanks for updates.

    > >

    > > Can you tell us if 15 vs 15 will allow for Guild GvG challenges?

    > >

    > > Because imo a big thing missing from Guild Wars 2 has been Guild Wars. Structured GvG would be a great addition to helping Guilds maintain some sense of community / Identity.

    >

    > Realistically, probably not. The scope of the map was never meant to be a whole new mode. It was mainly to give another option in custom arenas and, if we get the UI changes we wanted, we could do special tournaments or mini-seasons with it. Getting a more in-depth system is likely off the table at this point. (I never say never, since priorities can change over time.)

     

    What will it take to get the priorities going in the direction for these custom new UI changes? Community support cuz you got my +1 for it!!!

     

    I mean I hope I matter. I do spend my fair share of money in the gem store so I kinda feel entitled but I know I shouldn't. I'm sorry.

  7. > @"Alatar.7364" said:

    > > @"Eddbopkins.2630" said:

    > > Endless evade/teleport thf. It has constant stun, boon rip, weakness application.

    > >

    > >

    > > It doesn't need the stun on pistol wip, and the 3/4 second evade should be shorter to 1/2 a second or less and only affect the end of the skill. The evade shouldn't last the entire time and should have a small window just after it starts so it can be countered with good skill and reaction timing. With sword 2 teleport at the ready the thf is safe to just port away. But will have to be careful of there enemy alittle more when attacking.

    >

    > The evade doesn't last the entire time. There is a window both before the PW starts and during its last swing animations. There even is a small window **after** the initial stun, if you avoid that then **even then** you can still stop PW. You have 3 windows of opportunity on one skill, you literally can't make that skill more punishable than it is.

     

    This is what I got from the wiki. "The evasion window lasts for ~1.25 seconds" that is a long evasion uptime. Ontop of all the other evades, vigor uptime and other endurance gaining traits. I feel it's to strong in 1v1s.

  8. Endless evade/teleport thf. It has constant stun, boon rip, weakness application.

     

     

    It doesn't need the stun on pistol wip, and the 3/4 second evade should be shorter to 1/2 a second or less and only affect the end of the skill. The evade shouldn't last the entire time and should have a small window just after it starts so it can be countered with good skill and reaction timing. With sword 2 teleport at the ready the thf is safe to just port away. But will have to be careful of there enemy alittle more when attacking.

  9. How can there not be another game that has a dodge system, 1-9 skills, and tab targeting after 7 years. I can't wait for the gw2 game killer that I will move on to.

    7 years and still only one game mode. 7 years and every balance/expansion just make one/few things to strong for to long.

    Wintrading, really bad matchmaker coding, afks and bots all pushing me away. Idk if this game has a 2020 in me.

     

    We'll see what they call a 2019 balance patch on the last day of 2019 will bring us......idk about you that it seems it's more of a 2020 balance patch. We get nothing for PvP in 2019 again. Go anet!

  10. What is gw2 classic? U can't just take a name from another game smash it together into gw and expect people to know what you are talking about.

    If you mean gw2 core, excluding hot and POF then sure, I'm ok with a core PvP gw2 game. But in terms of the word classic? This isnt wow I have no idea what u are talking about when you say classic.

  11. > @"Ashkew.6584" said:

    > rating gain or loss is calculated based on the total team rating compared to enemy team rating i think. so if your team has total of 2000 and enemy 1200 you have high chance of winning. if you lose that game you lose a lot of points, if you win that game you gain little points, cuz your team was favored forr the win

     

    Why would a 2000 team be put against a 1200 team. That right there seems to be a giant red flag.

  12. > @"Trevor Boyer.6524" said:

    > > @"Undo.5091" said:

    > > > @"Trevor Boyer.6524" said:

    > > > What Rune of Speed is doing, is making it so that "if swiftness is on" a character never incurs the in-combat movement penalty. So when you hit a player and enter combat "with swiftness on", you do not slow at all. While out of combat however, _you move the same speed_ as anyone else who had a swift buff that was out of combat. This rune only works when you are in-combat.

    > >

    > > Rune of Speed doesn’t remove the combat movement penalty. It’s only increasing your in-combat movement speed by 66% instead of 33% while under the effect of swiftness. You will still move slower than someone who is out of combat with swiftness on.

    >

    > That's not true at all. You should go in-game and actually run some tests on this.

    >

    > You'll see that if you enter combat while wearing rune of speed, by say hitting a golem, and if you have swiftness on and run alongside of a player who is out of combat who also has swiftness on, you will both move exactly the same speed. But if the person who is not wearing rune speed were to also hit the golem, he would begin moving 33% slower than you, even if he still had swiftness on. The rune does absolutely nothing for anyone when players are all out of combat. It only works in-combat by allowing the wearer to ignore in-combat movement penalty.

    >

    > It isn't "technically" removing the in-combat penalty, but the way Arenanet has it set with the % gain, it creates an effect to where that is pretty much what's happening. But you have to have Swiftness on for that to be in effect.

     

    Tests that are in the mist don't count cuz everyone is given a running buff. Specifically the out of combat people.

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