PvP Discussion: Rewards - Page 3 — Guild Wars 2 Forums
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PvP Discussion: Rewards

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  • Rennie.6750Rennie.6750 Member ✭✭✭

    @Spurnshadow.3678 said:
    Remove the ascended and legendary rewards. All they do is attract PvE and WvW pip farmers. PvPers don't need them. Add more unique PvP rewards that are skins. perhaps one set for each season. There's a lot that could be open to imagination here. Passes to the exclusive areas of the lobby, for example.

    The devs can probably not say it but the number of players who play PvP and nothing else must be really insignificant and this won't happen. I see more pvp skins playing fractals/dungeons than I see in pvp every day.

  • Exedore.6320Exedore.6320 Member ✭✭✭✭

    Can the reward tracks be a bit more varied? I have more Tomes of Experience than I could ever find a use for.

  • Exedore.6320Exedore.6320 Member ✭✭✭✭

    Can we get ranked-exclusive rewards (ascended shards of glory, tickets) added to the higher placements in ATs? Maybe make the rewards dependent on how many people play in order to prevent farming them in off-hours?

  • Xillllix.3485Xillllix.3485 Member ✭✭✭
    edited December 7, 2017

    Hero points would be nice, so we wouldn't have to redo the story with all our characters.

    A good guild ranking system with stats could be seen as rewarding I guess...

  • Majirah.5089Majirah.5089 Member ✭✭✭

    @Ashyri.5426 said:

    @Majirah.5089 said:

    @Ashyri.5426 said:
    Remove pip rewards for defeats from ranked match during the seasons.
    This will end afk/botting pips farming, people actually have to play to in order to win the game. Also it might increase the match quality on low tiers and newcomers to pvp might actually enjoy and learn enough of it to stay playing PvP.

    I disagree with this. It may effect the afk rate of players, but it will alienate people who are trying, but end up with loss streaks. Those people will eventually quit playing the mode. I think that is a much more likely outcome with your suggestion.

    I don’t agree with the only reward those who win or only reward top players mindset. It’s only good for a small portion of the player base (especially if the only good rewards are for the top players). Some players just aren’t as good as others. So they will lose more often even if they are putting in as much effort as they can. If they aren’t rewarded at all they will likely quit the mode. This the population will diminish. Having a low population is a huge problem.

    I’m not against having the best rewards or the coolest skins locked behind winning a lot, but those who lose should be rewarded enough to keep on playing the mode. Both sides should be happy with pvp. If both sides aren’t then the population dies. I have gotten better each season, but I still have loss streaks that make me just want to give up on the season. But I don’t because I’m at least getting something.

    One “reward” I would like is for the victory screen to be removed and put it back to how it used to be.

    It's a championship within a competitive game mode, expecting you to win in order to give you a reward isn't absurd I'm this context. They can buff pips for winning to make it feel more rewarding, but they must end pips farming defeats for everyone's sake.

    Buffing pips for wins does nothing, but further drive the divide. Removing rewards completely will only diminish the player base. If people are “farming” losses then they should end up at a low rating and not be a bother to people who have been trying. I always try in all my games. Sometimes I would say I even carry some of my games. I don’t afk. I don’t flame my teammates. But I still have loss streaks sometimes. It just happens. I also have won streaks. But if they just took away the reward for losing even when it is already significantly less than winning (which is fine), then it would make loss streaks even more frustrating and I would probably just end the season early. I guarranty that I wouldn’t be the only one.

    We will have to agree to disagree. But I had to put my opinion in this tread so that Anet doesn’t get the idea that everyone thinks that removing rewards from losses is a good idea. I believe it would be very counter productive.

  • Deathok.2914Deathok.2914 Member ✭✭✭

    The new obsidian weapons will need ascended shards. So there will be some additional options next week! Getting new skins as rewards is a long process. I've had previous ideas like trying to get approval to get cultural armor purchasable with a combo of gold and pvp currency. That would be fairly quick, since the assets already exist.

    that’s really perfect, appreciated it. But I meant getting already existing skins like bl weapon skins like maybe with 1k oder 2k ascended shards = 1 skin or w/e meanwhile u get some from ats as reward as well

    Capes are problematic. They are difficult to animate well. Especially when it comes to tails. I know we had them in GW1, but animations there were much less complicated, including not having the ability to jump.

    I see the issue, but still with the pof backpieces there didn’t seem to be those problems. Maybe adjust the capes a bit like having them a little further away from the body. Not to mention that most people wouldn’t mind slight clipping issues as there are some anyways everywhere.
    Also if we then have the ability to get trims again life would be complete

  • Rufo.3716Rufo.3716 Member ✭✭✭

    Sorry if this has already been said but I don't feel like reading everything up to this point. :P Rewards need to be given only to those who win, or make it take an incredibly long time to get anything if they consistently lose . There are way to many players screwing around and doing nothing just so they can get the rewards. They don't care if they win or lose let alone try to win. Why should the people who actually want to play to win suffer because of these people?

  • Majirah.5089Majirah.5089 Member ✭✭✭

    @Rufo.3716 said:
    Sorry if this has already been said but I don't feel like reading everything up to this point. :P Rewards need to be given only to those who win, or make it take an incredibly long time to get anything if they consistently lose . There are way to many players screwing around and doing nothing just so they can get the rewards. They don't care if they win or lose let alone try to win. Why should the people who actually want to play to win suffer because of these people?

    Because players who play to win only ever win and never have loss streaks and are instantly better than everyone else...

    Just because you play to win and try your best doesn’t mean you will consistently win.

  • I'd like to request the removal of Shards of Glory from the pip reward chests; they're just too prevalent at the moment, and have no value. Also, if possible, the removal of Resonating Slivers from the daily PvP reward chests; those things are worth nothing on the market either.

    For pips it would be nice if skill tier rewards were shifted a bit - legendary players get 4 extra pips while platinum gets 2, and everyone else gets no bonus. I get my 2 welfare pips from being in platinum, but maybe throw gold a small bone as well? And then give me that bone too, I am actually a dog irl

  • I'm a huge supporter of fluff. I want things from PvP that I can show off, that are unique and not obtainable other ways, even if it's just decorative. However I want them to be neat! PvP specific armor skins and weapons are nice, but imo should never have been in question. That should just be something there. however other things like, say, the alliance / horde enthusiast in WoW that you can take into BGs with you and they talk kitten about people on the other team, those crack me up! Or special emotes you can earn in pvp. Special useable items like the rose bouqette, harp, etc, with pvp flair! I just like having really cool stuff that make people go "where did you get that?!"

    Then when I say "from pvp!" even if they don't think they'll like pvp, they may go try it for the really cool item, find out they love it, and we get another player.

  • Seffen.2875Seffen.2875 Member ✭✭✭

    Pls do not tell the WvW People about the Weapons. Would be a shame if they would get informed about something important.

  • rank eleven monk.9502rank eleven monk.9502 Member ✭✭✭✭
    edited December 7, 2017

    Hi! I'm going to ask some questions about ranked/unranked rewards here.

    1. I really do think PvP rewards were nerfed way too much after S5. Personally I'm playing solely PvP these days but gaining access to proper PvE gear is a very tough process and it discourages me to play PvE again. I think I've played around 80 matches this season and reached almost the top100, yet I'm standing there with 3(!) Grandmaster Marks. Which means I can get one! Ascended piece.
      PvP rewards should never be more rewarding than PvE in terms of ascended items (because, as we have seen that will bring PvE people to 'farm' 24/7), but right now the reward system for ranked is just terrible. What I'm trying to say is, if you are keeping the system as the same, the number of obtainable grandmaster marks should be higher at the very least.

    I would like to hear if there are any plans to increase the rewards in this case?

    1. Also, PvP reward tracks could use some revamps as well. Basically you are farming the same skins over and over again, gaining incredible amounts of useless things in the meantime (like Tomes of Knowledge etc.). Is there any plan to change these? I know this is more delicate as you can farm these in ranked as well, but still..

    Thank you for your time.

  • Jiyu.8310Jiyu.8310 Member ✭✭

    @Ben Phongluangtham.1065 said:

    @bluri.2653 said:
    On the topic itself, weapons awesome idea same goes with "upgrading" or fixing the look for the armor to make it look more prestigeous.

    We're working on another version of the Glorious armor. I'm specifically aiming to have the tournament version look noticeably different than the League version. It will basically be a paint over/effect treatment on the current armor. Some work has been done, but it's still a ways out.

    Ben just for clarity, do you intend to update the existing ardent glorious(aka league version) and glorious hero(aka tournament version) armor (inlcuding updating the skins for peopel that already own pieces of these armors) or replace them with the overhauled skins and turn the old ones into legacy skins? I think u meant just updating the skins but just wanna be sure.

  • bluri.2653bluri.2653 Member ✭✭✭✭

    Another idea is perhaps add more Grandmaster Marks end of ranked season to top X and AT's/mAT's

    www.twitch.tv/sindrener - Rank 55 Dragons/Orange Logo/Team Aggression

  • Bazooka.3590Bazooka.3590 Member ✭✭✭

    Adding unique stuffs to reward tracks is good to attract new ppl. to PVP.
    The only thing I'm asking for is to restrict them from Ranked until they have at least 15-30 unranked games done (if we'll still have SPVP leagues in the future).
    This way we can filter out totally unexperienced gold diggers. Once they'll have the experience they can join ranked games of course.

  • @Bazooka.3590 said:
    Adding unique stuffs to reward tracks is good to attract new ppl. to PVP.
    The only thing I'm asking for is to restrict them from Ranked until they have at least 15-30 unranked games done (if we'll still have SPVP leagues in the future).
    This way we can filter out totally unexperienced gold diggers. Once they'll have the experience they can join ranked games of course.

    [You already have a rank 20 requirement for players before they can join in Ranked]

  • Wolfric.9380Wolfric.9380 Member ✭✭✭

    I would totaly simplify it. No reward tracks. You gain ONE type of coinage from PvP. E.g. Shards ...
    Then there is a trader in lions arch that exchanges this coinage into the following:
    All map currencies (eg) ley line crystals, lumps of aurilium, any dungeon coinage ...
    Gold
    Hero points

    And thats it.
    Of course the ascended vendors in the PvP zone stays.

  • xDudisx.5914xDudisx.5914 Member ✭✭✭

    Spvp legendary armor needs a legendary skin.

  • Is there any way to stop progress in pips for lost matches? Lots of players was talking in teamchat they only play for grinding shards and i allways have the feeling they dont care about the outcome of a match or an comeback because they gets the reward they wants to have. Instad of this maybe give the lost team some more progress to the reward tracks.

    I know you lure the players into spvp because of this, but it allways tends to make them lazy and more focussed about playing the system, not the game or match!

  • I get that it was a little too easy to get ascended armor in season 5, but it seemed to help bring a lot of new players to PvP and was great for someone like me who can't cope with the rigmarole of getting it through PvE.

    I'm not suggesting we go back to season 5 levels of availability, but perhaps we could at least earn more grandmaster marks each season - say, one per repeatable byzantium chest, or make grandmaster marks be purchasable for ascended shards (or even regular shards)?

  • Xibalbar.7459Xibalbar.7459 Member ✭✭
    edited December 7, 2017

    @Sihmm.9236 said:
    I get that it was a little too easy to get ascended armor in season 5, but it seemed to help bring a lot of new players to PvP and was great for someone like me who can't cope with the rigmarole of getting it through PvE.

    I'm not suggesting we go back to season 5 levels of availability, but perhaps we could at least earn more grandmaster marks each season - say, one per repeatable byzantium chest, or make grandmaster marks be purchasable for ascended shards (or even regular shards)?

    Why? It should be a long term goal for you. I played 8 of 9 seasons and i crafted yesterday my legendary armor. I improved, i learned all classes, i did my way to plat.2. I grabbed myself into every meta. This is the way you needs to play pvp, not the system for loot. One grandmaster mark is okey! Why should we create a farmtrain in pvp?

  • Meteor.3720Meteor.3720 Member ✭✭✭

    Simply put, more rewards unique to PvP.
    I'm not fussed about getting pve rewards from pvp, and that includes pve legendaries or generic ascended pve equipment.

    What I would love is anything that marks you out to the rest of the map that you are a pvp'er - valuable titles (i.e. not something that anyone can farm, but which requires long term commitment or success in leagues/ AT), weapons, armour, gizmos, logos etc. But all unique to pvp.

  • @Ben Phongluangtham.1065 said:
    Capes are problematic. They are difficult to animate well. Especially when it comes to tails. I know we had them in GW1, but animations there were much less complicated, including not having the ability to jump.

    So I'm taking from this...

    #nornmodeisbestmode

  • I mentioned this in the Matchmaking thread, but realise this is the appropriate place for it:

    I'd like it if players earned a one-time achievement for reaching a given ranking tier (e.g. Platinum) that could be displayed either as a sort of legacy badge in place of whatever your current season badge is, or as a title. I always get a bit disheartened towards the end of a season because maintaining my badge for display during the off-season becomes more important than, y'know, having fun in PvP. I actually turned off my badge this season in a bid to try to stop this, but honestly I miss the sense of being identified as a PvPer, and a half decent one at that.

  • Ithilwen.1529Ithilwen.1529 Member ✭✭✭✭
    edited December 7, 2017

    @Xarimath.4518 said:
    Right, I'd like to express my humble opinion about this subject.

    PvE Rewards are absolutely wrong in PvP. I'm playing PvP, why the heck shall I get rewards for different game modes? Also, why shall I get rewarded by losing? Takes away all the incentive/effort to push myself over my limits and trying to win the game.

    Nice PvP rewards would be only Aesthetic Skins, doesen't matter if are armor skins or weapon skins (finishers as well). The main purpose should be that I get those rewards only if I win OR I climb the league (Example, I manage to get out from Silver and Reach gold, my effort should be rewarded, **only once **of course).

    Let's have different TOP titles for different seasons, would incentivate even top players to compete between each other because AT LEAST they have something to fight for (Making a mount it's expensive, but a Title? C'mon guys :P)

    And PLEASE, I beg you, don't make rewards grindable with tokens, we all know what it will bring...

    This accords well with Objectivism, ( as exemplified by Ayn Rand,) and it sounds good theoretically. Practical experience in many fields has shown that this approach is less-than-optimal. Even my Drill Sergeant recognized sincere effort, success or failure.

    The bottom line is that people need to get some reward for playing, or they simply won't play. For some that's private satisfaction and for others, it's game currency such as gold or skins.

    Mesmerizing Girl

  • Dropdown.7460Dropdown.7460 Member ✭✭
    edited December 7, 2017

    @Spurnshadow.3678 said:
    Remove the ascended and legendary rewards. All they do is attract PvE and WvW pip farmers. PvPers don't need them. Add more unique PvP rewards that are skins. perhaps one set for each season. There's a lot that could be open to imagination here. Passes to the exclusive areas of the lobby, for example.

    I just have to go on record as saying I disagree with this. As a PvP player who also plays PvE, these rewards are a great carrot to keep me coming back. Not to mention it's not like the rewards are super easy to get; you still have to play and do well.

  • Any idea what the next monthly items will be and will you ever add a way to exchange llamas for league tickets as I have quite a few sitting in my bank that I already have the final version of.

  • TexZero.7910TexZero.7910 Member ✭✭✭✭

    @Dropdown.7460 said:

    @Ashyri.5426 said:
    Remove pip rewards for defeats from ranked match during the seasons.
    This will end afk/botting pips farming, people actually have to play to in order to win the game. Also it might increase the match quality on low tiers and newcomers to pvp might actually enjoy and learn enough of it to stay playing PvP.

    I would go another route. I've posted this in another thread, but I think pips don't have to be an all or nothing deal. Afk farming should be dealt with via the report system and Anet. The fact they aren't is another issue entirely. Why are we letting a few bad leeches determine reward structure? That seems counter-intuitive.

    My suggestion would be to alter the pip reward structure. Baseline is 3 pips for participation. Getting to 500 (winning) awards 10 pips plus the extra pip for top stats. Instead of the current system, pips would be rewarded for good, competitive play. At 450 you earn 9 pips, 400: 8 pips, 350: 7 pips, 300: 6 pips, 350: 5 pips, 300: 4 pips.

    I know some pvp players will jump on this and say it's a bad idea. Here's why it's not: By encouraging players to not give up, to continue to work toward a higher score, they are incentivized to play well. Blowouts can still happen, sure, but people are less likely to give up. Knowing a close match still awards you a decent amount of pips.

    PvP is incredibly toxic as it now. Why add to the toxicity -- thus driving players away -- when we can foster a more healthy competitive atmosphere? Removing pips on loss means people will stop playing. I know I will. For one, I can't choose all my teammates, so I could be getting bad players. Why should I be penalized for that? Isn't my time worth anything? I don't believe this would encourage match manipulation any more than it already does; people trade gold for wins. I know there is a small pip reward for "close" games, but I think a tiered structure would do more to encourage players. At the very least, trying this for one season to see how things shake out couldn't hurt. Something needs to be done to revitalize pvp and, aside from balance changes that are needed, more incentives means more competitive players.

    tl;dr: Instead of punishing players for poor play, reward players for good play. This is basic psych 101 folks. Punishment creates and fosters avoidance behavior. Rewards reinforce good behavior. We want good behavior and more participation.

    This doesnt really promote what you think. If you do this the games will turn into circle capping until 450 for both teams.

  • @Ben Phongluangtham.1065 said:
    I don't think we'll be taking rewards from other game modes. There is a lot of value of different game modes getting some unique rewards.

    Thank you for this. I'm a player of all game modes myself, and it's very important to me that each game mode has distinct, unique rewards associated with it.

    Valor Zeal [VZ] - Stormbluff Isle

  • @Dropdown.7460 said:

    @Ashyri.5426 said:
    Remove pip rewards for defeats from ranked match during the seasons.
    This will end afk/botting pips farming, people actually have to play to in order to win the game. Also it might increase the match quality on low tiers and newcomers to pvp might actually enjoy and learn enough of it to stay playing PvP.

    I would go another route. I've posted this in another thread, but I think pips don't have to be an all or nothing deal. Afk farming should be dealt with via the report system and Anet. The fact they aren't is another issue entirely. Why are we letting a few bad leeches determine reward structure? That seems counter-intuitive.

    My suggestion would be to alter the pip reward structure. Baseline is 3 pips for participation. Getting to 500 (winning) awards 10 pips plus the extra pip for top stats. Instead of the current system, pips would be rewarded for good, competitive play. At 450 you earn 9 pips, 400: 8 pips, 350: 7 pips, 300: 6 pips, 350: 5 pips, 300: 4 pips.

    I know some pvp players will jump on this and say it's a bad idea. Here's why it's not: By encouraging players to not give up, to continue to work toward a higher score, they are incentivized to play well. Blowouts can still happen, sure, but people are less likely to give up. Knowing a close match still awards you a decent amount of pips.

    PvP is incredibly toxic as it now. Why add to the toxicity -- thus driving players away -- when we can foster a more healthy competitive atmosphere? Removing pips on loss means people will stop playing. I know I will. For one, I can't choose all my teammates, so I could be getting bad players. Why should I be penalized for that? Isn't my time worth anything? I don't believe this would encourage match manipulation any more than it already does; people trade gold for wins. I know there is a small pip reward for "close" games, but I think a tiered structure would do more to encourage players. At the very least, trying this for one season to see how things shake out couldn't hurt. Something needs to be done to revitalize pvp and, aside from balance changes that are needed, more incentives means more competitive players.

    tl;dr: Instead of punishing players for poor play, reward players for good play. This is basic psych 101 folks. Punishment creates and fosters avoidance behavior. Rewards reinforce good behavior. We want good behavior and more participation.

    I really like the general idea, but am afraid that such a system would be easily abused. Therefore the gap between a win or loss needs to be higher. Maybe 1 or 2 extra pips for reaching say 400 points and lowering the base pips by 1 could be a feasable approach.

  • Majirah.5089Majirah.5089 Member ✭✭✭

    @Dropdown.7460 said:

    @Ashyri.5426 said:
    Remove pip rewards for defeats from ranked match during the seasons.
    This will end afk/botting pips farming, people actually have to play to in order to win the game. Also it might increase the match quality on low tiers and newcomers to pvp might actually enjoy and learn enough of it to stay playing PvP.

    I would go another route. I've posted this in another thread, but I think pips don't have to be an all or nothing deal. Afk farming should be dealt with via the report system and Anet. The fact they aren't is another issue entirely. Why are we letting a few bad leeches determine reward structure? That seems counter-intuitive.

    My suggestion would be to alter the pip reward structure. Baseline is 3 pips for participation. Getting to 500 (winning) awards 10 pips plus the extra pip for top stats. Instead of the current system, pips would be rewarded for good, competitive play. At 450 you earn 9 pips, 400: 8 pips, 350: 7 pips, 300: 6 pips, 350: 5 pips, 300: 4 pips.

    I know some pvp players will jump on this and say it's a bad idea. Here's why it's not: By encouraging players to not give up, to continue to work toward a higher score, they are incentivized to play well. Blowouts can still happen, sure, but people are less likely to give up. Knowing a close match still awards you a decent amount of pips.

    PvP is incredibly toxic as it now. Why add to the toxicity -- thus driving players away -- when we can foster a more healthy competitive atmosphere? Removing pips on loss means people will stop playing. I know I will. For one, I can't choose all my teammates, so I could be getting bad players. Why should I be penalized for that? Isn't my time worth anything? I don't believe this would encourage match manipulation any more than it already does; people trade gold for wins. I know there is a small pip reward for "close" games, but I think a tiered structure would do more to encourage players. At the very least, trying this for one season to see how things shake out couldn't hurt. Something needs to be done to revitalize pvp and, aside from balance changes that are needed, more incentives means more competitive players.

    tl;dr: Instead of punishing players for poor play, reward players for good play. This is basic psych 101 folks. Punishment creates and fosters avoidance behavior. Rewards reinforce good behavior. We want good behavior and more participation.

    I agree with this approach. It does encourage people to keep trying and still come back after a loss. Even a string of losses.

    To the people who think it would cause abuse: sure it might in some cases. But in the majority of cases I highly doubt there would be good enough communication across teams and cooperation to make sure both teams get to 450. Its hard enough to get your own team to cooperate. I find it highly unlikely that this would happen often at all.

  • Morwath.9817Morwath.9817 Member ✭✭✭✭
    edited December 7, 2017

    @Ben Phongluangtham.1065 said:

    @Ashyri.5426 said:
    Remove pip rewards for defeats from ranked match during the seasons.
    This will end afk/botting pips farming, people actually have to play to in order to win the game. Also it might increase the match quality on low tiers and newcomers to pvp might actually enjoy and learn enough of it to stay playing PvP.

    I'm against removing pip rewards for losing. People need to be rewarded for their time, even if they weren't successful. And it makes the process of learning the game mode more rewarding.

    The better solution to botters is just to find them and punish them. It's not always easy for us to find them, but CS has been doing botter ban waves. Chris even posted about it lately.

    ...but aren't they rewarded with "Reward Track"?

    Edit: Quaggan believes PiP gain should be based on amount of points gained by team, so the better you perform, the more PiPs you get, even if you lose, e.g. if you lose 490-500, you should get nearly as many PiPs for game, as for winning.

  • @Exedore.6320 said:
    Can we get ranked-exclusive rewards (ascended shards of glory, tickets) added to the higher placements in ATs? Maybe make the rewards dependent on how many people play in order to prevent farming them in off-hours?

    I'm not too opposed to adding some ranked rewards to AT's, we'd have to be somewhat careful about it though.

    We've talked about rewards scaling based on the number of teams participating. We've been debating on whether that actually makes gives less motivation for people to queue up for small tournaments, decreasing the competitiveness of them.

    Ben Phongluangtham
    Design Manager

  • edited December 7, 2017

    @Xillllix.3485 said:
    Hero points would be nice, so we wouldn't have to redo the story with all our characters.

    A good guild ranking system with stats could be seen as rewarding I guess...

    Hero points is something we can certainly talk about. Something similar to WvW's system. There is a difference here in that it's easier to justify for WvW, since they need the points. PvP doesn't require them.

    Ben Phongluangtham
    Design Manager

  • @Jiyu.8310 said:

    @Ben Phongluangtham.1065 said:

    @bluri.2653 said:
    On the topic itself, weapons awesome idea same goes with "upgrading" or fixing the look for the armor to make it look more prestigeous.

    We're working on another version of the Glorious armor. I'm specifically aiming to have the tournament version look noticeably different than the League version. It will basically be a paint over/effect treatment on the current armor. Some work has been done, but it's still a ways out.

    Ben just for clarity, do you intend to update the existing ardent glorious(aka league version) and glorious hero(aka tournament version) armor (inlcuding updating the skins for peopel that already own pieces of these armors) or replace them with the overhauled skins and turn the old ones into legacy skins? I think u meant just updating the skins but just wanna be sure.

    They will be a new skin and a new set of armor that you have to earn.

    Ben Phongluangtham
    Design Manager

  • @bluri.2653 said:
    Another idea is perhaps add more Grandmaster Marks end of ranked season to top X and AT's/mAT's

    We have to be pretty careful with grandmaster marks. But there may be room to add some more.

    Ben Phongluangtham
    Design Manager

  • @xDudisx.5914 said:
    Spvp legendary armor needs a legendary skin.

    It's pretty unlikely. Legendary skins are extremely work intensive.

    Ben Phongluangtham
    Design Manager

  • Hi,
    Not sure if anyones mentioned it but I've got a few potentially minor quality of life things (I say minor...who knows about implementation).

    Pvp reward tracks - When you complete a track, it will start another track. This could be annoying. Especially if youre like me and want stuff to stay as completed (haha pettty i know). What if the current Repeat icon could be selected (or additional checkbox) that will rollover and spare points into the same track but starting again from 0. This will also stop people forgetting to re-select a track if theyre not paying attention. It could potentially be a really subtle change but great for people who want to do a track several times like armor tracks.

    The Ascension - ideally there would be some sort of repeatable achievements again but i understand this may not be best to implemement. Could we potentially get a crafting recipe (similar to the Caladbolg item) / orrr spend additional tickets on the achievements item (similar to spare LI for legendary armor) / or similar to what we have for Warbringer where its just a straight up Skirmish ticket cost. Its interesting that WvW has a repeatable backpiece.

    Overall, Im not thatttt much of a pvp player but ive made the backpeice, i do like llamas and i am slowly working on the legendary armor. I really enjoyed that each map also got a set of acheiements (as someone who likes to hunt these in pve). It will be interesting to keep watching these changes. Im not a huge PVP fan but will dabble from time to time

  • @Xtrverz.4069 said:
    Any idea what the next monthly items will be and will you ever add a way to exchange llamas for league tickets as I have quite a few sitting in my bank that I already have the final version of.

    December's monthly gizmo is a frozen crown, if that's what you were asking about.

    Changing unused llama's into league tickets also seems reasonable.

    Ben Phongluangtham
    Design Manager

  • bluri.2653bluri.2653 Member ✭✭✭✭
    edited December 7, 2017

    @Ben Phongluangtham.1065 said:

    @Jiyu.8310 said:

    @Ben Phongluangtham.1065 said:

    @bluri.2653 said:
    On the topic itself, weapons awesome idea same goes with "upgrading" or fixing the look for the armor to make it look more prestigeous.

    We're working on another version of the Glorious armor. I'm specifically aiming to have the tournament version look noticeably different than the League version. It will basically be a paint over/effect treatment on the current armor. Some work has been done, but it's still a ways out.

    Ben just for clarity, do you intend to update the existing ardent glorious(aka league version) and glorious hero(aka tournament version) armor (inlcuding updating the skins for peopel that already own pieces of these armors) or replace them with the overhauled skins and turn the old ones into legacy skins? I think u meant just updating the skins but just wanna be sure.

    They will be a new skin and a new set of armor that you have to earn.

    So if you save the chests will you obtain the new skin or will it only be obtainable in new chests/rewards? Will Obsidian weapons be a part of AT/mAT rewards?
    More ideas being Amalgated Gemstones perhaps

    www.twitch.tv/sindrener - Rank 55 Dragons/Orange Logo/Team Aggression

  • Xtrverz.4069Xtrverz.4069 Member ✭✭
    edited December 7, 2017

    @Ben Phongluangtham.1065 said:

    @Xtrverz.4069 said:
    Any idea what the next monthly items will be and will you ever add a way to exchange llamas for league tickets as I have quite a few sitting in my bank that I already have the final version of.

    December's monthly gizmo is a frozen crown, if that's what you were asking about.

    Changing unused llama's into league tickets also seems reasonable.

    Do you happen to have a preview of the frozen crown or will we have to wait until people win the Monthly AT.

  • @Ben Phongluangtham.1065 said:

    @Xillllix.3485 said:
    Hero points would be nice, so we wouldn't have to redo the story with all our characters.

    A good guild ranking system with stats could be seen as rewarding I guess...

    Hero points is something we can certainly talk about. Something similar to WvW's system. There is a difference here in that it's easier to justify for WvW, since they need the points. PvP doesn't require them.

    To be fair PvP doesn’t require you to be level 80 or have ascended gear but tomes of knowledge and ascended shards are still given as rewards. Adding the proofs or testimonies to PvP just makes sense for people who PvP and PvE but are on a server that is low pop WvW. There are also many threads on how Tomes of Knowledge are overly abundant but we have to oraganize entire groups to go on skill point runs in HoT maps. This seems like a simple change that would bring many players to PvP that want to unlock elite specs on alts.

  • I love the particle effects from the ascension. Any chance we could get that as a full body infusion/aura?

  • Let us buy Amalgated Gemstones and Mystic Clovers with shards of glory.
    Also I'm sick of being forced to do daily fractals every day just to make some gold. I'd rather earn the same amount from pvp. Even exactly the same T1,T12,T3,T4 chests of daily fractals, maybe one chest for each pvp match, this would ensure everyone is doing 4 matches per day which is about the same time of doing the Fractal T4 dailies.
    Also I totally agree with pips based on earned points, it would help to get rid of throwers/afkers.

  • Could we get some bonus rewards (like a special chest or something) with special/pvp-exclusive loot at the end of season, that scales with the division (and maybe even tier) that was reached at end of season?

    As it already has been said, there are people that just farm pips and dont really bother with their performance, so maybe this would set a proper incentive for a more competitive mindset?

  • @bluri.2653 said:

    @Ben Phongluangtham.1065 said:

    @Jiyu.8310 said:

    @Ben Phongluangtham.1065 said:

    @bluri.2653 said:
    On the topic itself, weapons awesome idea same goes with "upgrading" or fixing the look for the armor to make it look more prestigeous.

    We're working on another version of the Glorious armor. I'm specifically aiming to have the tournament version look noticeably different than the League version. It will basically be a paint over/effect treatment on the current armor. Some work has been done, but it's still a ways out.

    Ben just for clarity, do you intend to update the existing ardent glorious(aka league version) and glorious hero(aka tournament version) armor (inlcuding updating the skins for peopel that already own pieces of these armors) or replace them with the overhauled skins and turn the old ones into legacy skins? I think u meant just updating the skins but just wanna be sure.

    They will be a new skin and a new set of armor that you have to earn.

    So if you save the chests will you obtain the new skin or will it only be obtainable in new chests/rewards? Will Obsidian weapons be a part of AT/mAT rewards?
    More ideas being Amalgated Gemstones perhaps

    The new armor will be on vendors for leagues and a new chest for mAT's. So no need to save the chest. Tier 2 obsidian weapon chest will replace the armor chest in mAT's starting in December. The obsidian chest will get added to over time, so if you don't want any of the first set of weapons, it's fair to save it and wait for us to add the next set.

    Ben Phongluangtham
    Design Manager

  • @Xtrverz.4069 said:

    @Ben Phongluangtham.1065 said:

    @Xtrverz.4069 said:
    Any idea what the next monthly items will be and will you ever add a way to exchange llamas for league tickets as I have quite a few sitting in my bank that I already have the final version of.

    December's monthly gizmo is a frozen crown, if that's what you were asking about.

    Changing unused llama's into league tickets also seems reasonable.

    Do you happen to have a preview of the frozen crown or will we have to wait until people win the Monthly AT.

    I could post one, but I'm not going to. :)

    Ben Phongluangtham
    Design Manager