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

PvP Discussion: Miscellaneous

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  • Darek.1836Darek.1836 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @breno.5423 said:
    HP bar. This is all what i want.
    How can i play a healer role if i can't see the health of my team?

    This bothers me too. At some point I asked a programmer to look into the feasibility of this, but I don't think I ever put it on the backlog. It's going there now.

    Can you ask about optional keybindi ng to target allies? Like bind something to target teammate #1, #2 etc. Would be super helpful as a support.

  • @Vancho.8750 said:
    Will there be new amulets, sigils and runes any time soon?

    We just released a batch of new amulets not too long ago. And did a big sigil rework in May. I'm sure we'll do additional revisions, but not in the near future.

    Ben Phongluangtham
    Game Designer

  • @Darek.1836 said:

    @Ben Phongluangtham.1065 said:

    @breno.5423 said:
    HP bar. This is all what i want.
    How can i play a healer role if i can't see the health of my team?

    This bothers me too. At some point I asked a programmer to look into the feasibility of this, but I don't think I ever put it on the backlog. It's going there now.

    Can you ask about optional keybindi ng to target allies? Like bind something to target teammate #1, #2 etc. Would be super helpful as a support.

    Yeah, I can ask about it.

    Ben Phongluangtham
    Game Designer

  • kKagari.6804kKagari.6804 Member ✭✭✭

    So erm...Improvements to minimap? (keeping it brief!)

  • @kKagari.6804 said:
    Hi Ben,
    Thanks again, for doing this!

    This is something I've harped on for ages now, but I have issues with the following, in terms of PvP:

    1) The minimap is not very useful. When zoomed out to see the entire map, player icons overlap each other and you often can't see how many people are fighting over each node. Competitive PvP minimaps need to require minimal interaction, since gameplay is so fast. It also doesn't help that when you zoom in to see the nodes more clearly, the minimap snaps back to where your player is after a brief period of time.

    I'll add it to the lists of thinks to talk to about with our gameplay programmers. Just based on my previous experience with minimaps, this could be a pretty big ask.

    2) The minimap pings are not useful. TICK, CROSS, ! and CROSSHAIR mostly mean the same things and I rarely see anyone use them in PvP. My suggestion would be to have SWORD, SHIELD, ! and CROSS, to denote ATTACK, DEFEND, BE CAREFUL, DO NOT GO.

    This is probably not too difficult of a change. Though, there is always some concern with changing something that's been that way for a while. Though, considering this feature isn't used a lot, it's less of a concern. We'll talk about it.

    3) New players generally don't look at their minimaps enough. I've made a suggestion in the past that the minimap should be enlarged upon player death, until they respawn, to guide players better when they respond. Too often do I see new players run and die to the same nodes they died at previously because they didn't consult the minimap.

    Similar to point 1, this could be a lot of work for difficult to measure gain.

    and finally:

    I'd really appreciate a better tutorial system to teach new players the mechanics of Conquest. Conquest is a very nuanced game mode and it just seems like there aren't enough interactive methods of teaching players the ins and outs of things like rotation and +1.

    Any chance for any of the above to be looked at? Thanks!

    We've talked about adding a tutorial a lot. A good tutorial is actually a lot more work than you'd think. I'll add to our list, but no guarantees.

    Ben Phongluangtham
    Game Designer

  • Ashyri.5426Ashyri.5426 Member ✭✭
    edited December 7

    Please, let we have unique key binding for each class we play! We need a totally separate key binding for PvP, both from PvE/WvW and one char to another.

  • kKagari.6804kKagari.6804 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @kKagari.6804 said:
    Hi Ben,
    Thanks again, for doing this!

    This is something I've harped on for ages now, but I have issues with the following, in terms of PvP:

    1) The minimap is not very useful. When zoomed out to see the entire map, player icons overlap each other and you often can't see how many people are fighting over each node. Competitive PvP minimaps need to require minimal interaction, since gameplay is so fast. It also doesn't help that when you zoom in to see the nodes more clearly, the minimap snaps back to where your player is after a brief period of time.

    I'll add it to the lists of thinks to talk to about with our gameplay programmers. Just based on my previous experience with minimaps, this could be a pretty big ask.

    2) The minimap pings are not useful. TICK, CROSS, ! and CROSSHAIR mostly mean the same things and I rarely see anyone use them in PvP. My suggestion would be to have SWORD, SHIELD, ! and CROSS, to denote ATTACK, DEFEND, BE CAREFUL, DO NOT GO.

    This is probably not too difficult of a change. Though, there is always some concern with changing something that's been that way for a while. Though, considering this feature isn't used a lot, it's less of a concern. We'll talk about it.

    3) New players generally don't look at their minimaps enough. I've made a suggestion in the past that the minimap should be enlarged upon player death, until they respawn, to guide players better when they respond. Too often do I see new players run and die to the same nodes they died at previously because they didn't consult the minimap.

    Similar to point 1, this could be a lot of work for difficult to measure gain.

    and finally:

    I'd really appreciate a better tutorial system to teach new players the mechanics of Conquest. Conquest is a very nuanced game mode and it just seems like there aren't enough interactive methods of teaching players the ins and outs of things like rotation and +1.

    Any chance for any of the above to be looked at? Thanks!

    We've talked about adding a tutorial a lot. A good tutorial is actually a lot more work than you'd think. I'll add to our list, but no guarantees.

    Thanks for the reply. Appreciate the hard work that is required. That said, I think tutorials is a must-have. A lot of new players are overwhelmed and turned off PvP :(

  • Keesh.5689Keesh.5689 Member

    This is going to sound super annoying since it's more a UI request but I often spectate and the health bars in the spectate mode are a lot more readable then ones given to you in game. They show a lot less clutter of the players name and guild tag. I think across all game modes I'd just love to have an option for choosing this and maybe a class icon next to it. I understand the tech is there but I also understand Anet likes to keep the game looking similar across all aspects. Just seems weird spectator has it but we don't get an option that's all.

  • SaltyDogs.9073SaltyDogs.9073 Member ✭✭

    Could we make team chat messages visible through a text bubble like with the /say, /party and /squad messages? It's easier to read if someone doesn't have the team chat channel checked or checks the chat box. The team chat doesn't make any sound or indication to catch people's attention. Or at least make it have the whisper cue. Is this possible to implement? Or at least could it be an option that can be toggled on or off?

  • @beatthedown.2651 said:

    @breno.5423 said:
    HP bar. This is all what i want.
    How can i play a healer role if i can't see the health of my team?

    So much this. Also the way how boons are displayed isn't that good. They are all colored the same and please don't use white-orange...
    The endurance bar should also slightly change color as you have at least one dodge. Such flaws make it really hard to see things from the corner of the eye, especially since pvp is pretty fast.

    I'd like to give additional visibility to the white-orange issue. I'm not sure if this issue belongs here since it's game wide, though.

  • Desjin.7612Desjin.7612 Member

    Would it be possible to add an in game quick character switch for the prematch period? Say, if I wanted to swap to a Thief from Guardian without going through a load screen.

  • Razor.6392Razor.6392 Member ✭✭✭

    Add a "ON MY WAY" ping if you can. Very useful.

    Normally in the games I played, the ping wheel has...

    • Default ping (no wheel direction)
    • On my way ping
    • Defend ping
    • Need support / assist me / help ping
    • Retreat / danger ping

    Never said I'm the best, but I believe I'm better than you.

  • Keyba.9570Keyba.9570 Member ✭✭
    edited December 7

    I would like to see some support for in game communities. I know there are a few different community run PvP events( like UGO, FAME 1v1, and I remember a guild league that was once proposes to the team yet never received), that the current player base would like to see . I know UGO has received support, but the other two I have listed havent. A proposition would be small gem prize or even just an anet dev showing up to one of events would be nice.

    Tournaments of legends would be nice to see again, or something similar.

    I love the statues for the monthly, and this may be far fetched but maybe giving guild hall trophies for wining tournaments. Similar to the ones the servers have in their wvw instances .

    Change out the season rewards already. Gold is nice, but I think the community is bored of getting recycled titles. Maybe use ranks to enter specific tournaments (bronze and silver at)(gold at) (plat and legend at) for unique rewards.

  • Spurnshadow.3678Spurnshadow.3678 Member ✭✭✭
    edited December 7

    Reposted from a different thread:

    You guys gotta stay on top of your game. I've already expressed some of this in previous posts, but here, I mean policing. There's been a lot of bots, match manipulators, true afkers, unlike me who afks when the match is 400-100 and I'm on the loosing team. Don't feel like playing out the last 100 points, but true afkers. Verbal abusers, hackers, etc. This stuff ruins it for everyone and just makes us not want to play. Again, bad for retention. But you gotta have the budget for it. Talk to the higher ups. If this stuff runs rampant, then everything is just moot.

    Honestly, If there isn't changes with the budget to do things that keeps PvP fresh with new skins (or whatver the rewards might be), new maps on a frequent basis, and policing, then just shut it down now and don't bother. You get what you put into it. If there's gonna be lack luster effort put into PvP (and I'm not talking about the people currently working on it, I'm sure they're giving it their all, I'm speaking towards resources), then you're gonna have a lackluster, and dwindling player base. Put in more effort on a consistent basis, then the people will come.

    Also, one of my biggest pet peeves about this game's PvP is the lack of UI customization. Pretty much every game I've played has it. In PvP and WvW, it is very important to see enemy buffs/condis as well as your own. As it is, they are teeny tiny on polar opposite sides of the screen. I'd like to be able to resize them independently of other facets of the UI, move them to where I want on my screen. Have the option of having buffs/condis floating over enemy/alies. Pretty much like every other game does it. This, imo, has been long overdue.

  • Rennie.6750Rennie.6750 Member ✭✭✭

    @Razor.6392 said:
    Add a "ON MY WAY" ping if you can. Very useful.

    Normally in the games I played, the ping wheel has...

    • Default ping (no wheel direction)
    • On my way ping
    • Defend ping
    • Need support / assist me / help ping
    • Retreat / danger ping

    And an option to turn off all pings. They do drive me insane with people spamming for no reason.

  • Ashyri.5426Ashyri.5426 Member ✭✭

    @Rennie.6750 said:
    And an option to turn off all pings. They do drive me insane with people spamming for no reason.

    Pls dont. PvP should be all about communicating with the team, so you should improve its features instead of disabling them.

  • Morwath.9817Morwath.9817 Member ✭✭✭

    @Rennie.6750 said:

    @Razor.6392 said:
    Add a "ON MY WAY" ping if you can. Very useful.

    Normally in the games I played, the ping wheel has...

    • Default ping (no wheel direction)
    • On my way ping
    • Defend ping
    • Need support / assist me / help ping
    • Retreat / danger ping

    And an option to turn off all pings. They do drive me insane with people spamming for no reason.

    Quaggan agrees. If someone has map awarness pings only disturb his gameplay, so yes, people should have ability to turn them off.

  • Cynz.9437Cynz.9437 Member ✭✭✭

    @Rennie.6750 said:

    @Ashyri.5426 said:

    @Rennie.6750 said:
    And an option to turn off all pings. They do drive me insane with people spamming for no reason.

    Pls dont. PvP should be all about communicating with the team, so you should improve its features instead of disabling them.

    Why not? I value my sanity more than what a 12 year old wants, living the mental narrative of being the reincarnation of Sun Tzu and spamming "doot doot doot" for the entire game like a moron to make sure we do understand in what mood he is.

    Can just limit how many pings one can make within short period of time. Haven't had issues with current pings.

    GW is P2Win. We are always lied to.

  • Ben K.6238Ben K.6238 Member ✭✭

    I'm going to back up the request for build templates. Would be a very handy feature across the whole game.

  • Rennie.6750Rennie.6750 Member ✭✭✭

    @Cynz.9437 said:

    @Rennie.6750 said:

    @Ashyri.5426 said:

    @Rennie.6750 said:
    And an option to turn off all pings. They do drive me insane with people spamming for no reason.

    Pls dont. PvP should be all about communicating with the team, so you should improve its features instead of disabling them.

    Why not? I value my sanity more than what a 12 year old wants, living the mental narrative of being the reincarnation of Sun Tzu and spamming "doot doot doot" for the entire game like a moron to make sure we do understand in what mood he is.

    Can just limit how many pings one can make within short period of time. Haven't had issues with current pings.

    There's really no good reason for pings since there's a text chat, and if you can keep it short it's just as good if not better, but without the distracting noise spam. You want to show mid? Say mid in team chat. 3 letters isn't the end of the world. I have yet to see a ping used in a way that makes the said ping better than 3 letters in team chat. The ping means "I request your immediate attention" and it's often unnecessary and quite rude, even when used appropriately, which is a minority of uses from my personal experience.

  • Xillllix.3485Xillllix.3485 Member ✭✭

    How about bringing back the old trait system, when we could mix points in 5 trait lines? It offered more variety.

  • Cynz.9437Cynz.9437 Member ✭✭✭

    @Rennie.6750 said:

    @Cynz.9437 said:

    @Rennie.6750 said:

    @Ashyri.5426 said:

    @Rennie.6750 said:
    And an option to turn off all pings. They do drive me insane with people spamming for no reason.

    Pls dont. PvP should be all about communicating with the team, so you should improve its features instead of disabling them.

    Why not? I value my sanity more than what a 12 year old wants, living the mental narrative of being the reincarnation of Sun Tzu and spamming "doot doot doot" for the entire game like a moron to make sure we do understand in what mood he is.

    Can just limit how many pings one can make within short period of time. Haven't had issues with current pings.

    There's really no good reason for pings since there's a text chat, and if you can keep it short it's just as good if not better, but without the distracting noise spam. You want to show mid? Say mid in team chat. 3 letters isn't the end of the world. I have yet to see a ping used in a way that makes the said ping better than 3 letters in team chat. The ping means "I request your immediate attention" and it's often unnecessary and quite rude, even when used appropriately, which is a minority of uses from my personal experience.

    Actually pings worked better for me than chat. As thief i almost never have time typing (always fighting, always rotating). Once again never had issues you described.

    GW is P2Win. We are always lied to.

  • Exedore.6320Exedore.6320 Member ✭✭✭
    edited December 7

    Communication about Balance
    Would it be possible for ANet Devs to comment on balance-related PvP concerns at a high level when problems arise? Just a simple acknowledgement of the problems the players are posting about is fine, and maybe some ideas on what needs adjusted broadly. For example, "Scourge can apply too many conditions too quickly; we're looking at smoothing the damage out over a longer period of time."

    PvP Stat System
    Can we move to a multi-item stat system, such as an amulet and two rings (50/25/25 or similar split)? It has so many advantages and no appreciable negatives:

    • More customization to better fit builds. Low HP professions can get some extra HP; you can get a little toughness instead of none or a ton, etc.
    • Less stat combos needed overall
    • 4-stat items and their power creep (+220 stats over 3-stat amulets) can safely be phased out
    • No less confusing than the current PvP gear system
    • Overly defensive builds can still be restricted by limiting what combos are available in what slot.

    Is there a design reason that the current amulet system is favored?

  • jebro.6370jebro.6370 Member ✭✭

    Hey Ben! Great posts!

    Playing tonight I had two games in a row with dcs back to back (Not the good back to back Like the Dr).

    Just wondered if there was a chance we can have a surrender or feature to allow all four players to withdraw after the 2 mins. In ranked you dont lose any rank points anyways if a team mate DCs for 2 mins and 99.9% of the time youll lose that match. It just means sitting back and getting a lil mad whilst you wait it out rather than having a quick exit match option to get you right back into some 5v5.

    Will leave feedback relevant to other things on other threads. Cheers for putting these threads up!

    Jebro

  • bluri.2653bluri.2653 Member ✭✭✭

    Is there anything regarding pvp rank? Right now it doesnt really do anything except up to r80

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

  • Crinn.7864Crinn.7864 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @Vancho.8750 said:
    Will there be new amulets, sigils and runes any time soon?

    We just released a batch of new amulets not too long ago. And did a big sigil rework in May. I'm sure we'll do additional revisions, but not in the near future.

    Can you elaborate why Rune of the Scourge was not included with the other profession runes?

    Sanity is for the weak minded
    YouTube

  • Would it be possible on the PVP UI as well as showing your current rating to show the highest rating you reached that season? I'm not saying I want to trade on my past plat 2 glories, just that I want to remember them as I plummet trying to grind out ascension class achievements with classes I have less familiarity with.

  • @Ben Phongluangtham.1065 said:

    @kKagari.6804 said:
    Hi Ben,
    Thanks again, for doing this!

    This is something I've harped on for ages now, but I have issues with the following, in terms of PvP:

    1) The minimap is not very useful. When zoomed out to see the entire map, player icons overlap each other and you often can't see how many people are fighting over each node. Competitive PvP minimaps need to require minimal interaction, since gameplay is so fast. It also doesn't help that when you zoom in to see the nodes more clearly, the minimap snaps back to where your player is after a brief period of time.

    I'll add it to the lists of thinks to talk to about with our gameplay programmers. Just based on my previous experience with minimaps, this could be a pretty big ask.

    Already the personal option to increase the size of the minimap in the UI beyond its current limitations would help a lot! Sometimes I feel like that old granny meme looking at a computerscreen to really read the map right.

  • LUST.7241LUST.7241 Member ✭✭✭

    Seems to be comments on what we already know/assumed, which is fantastic and I'm very appreciative of that.

    What are your thoughts on locking the PvP Discussion threads after Friday so you guys can catch-up and respond to things that could have been commented on?

    That said, as a failsafe, I'm assuming the ones not immediately responded to... may take longer to respond to? Have no comment? Are acknowledged at the least?

    All my alts are just storage for my Engi.

  • Trendy.1694Trendy.1694 Member ✭✭

    @Ben Phongluangtham.1065 said:

    @Cynz.9437 said:

    And someone said, we want to support pvp team. Could we have ways to purchase items that would directly go to finance pvp team work?

    We don't have any mechanisms in place for this, and it's probably not something we'd do.

    I recall it was mentioned during mounts discussion, that purchases of mounts directly fund production of following mounts. As suggested, I would love to see Outfits, mounts (available for everyone), but ALL sales from them will go directly to PvP budget.

  • Build Templates The player Can save , More champion Titles you added rank up from 80 + , more ranking up titles and finishers

  • Punishment stats - consider publishing weekly punishment stats for idle players/abusive language so that it's apparent that our reports are doing something and to serve as deterrent to potential offenders
    Movable/PvP optimized UI - can you please consider allowing moving of minimap/skills/party bars/target bar/self bar elements? Or if even moving elements would fall under anet stance "play the game, not ui", can we please at least get "pvp mode" where I don't need to watch every corner of the game screen? If not, please make people saying 'no' play spvp on ultrawide monitors until they change their opinion.
    Option to have static boon/condi positions - currently it's quite hard to scan for specific boons/condis, it would be nice if we could enable option to always show specific condis/boons on the same position (if it looks too weird having spaces between them, display inactive condis/boons as mostly transparent greyed out versions).

    Already mentioned, just want to give +1 to these:
    Friendly player health bars - the game is currently too fast to be forced to spend time connecting people in 3d world with party health bars by name.
    Build templates - they would be very welcome even without gear swapping

  • Jiyu.8310Jiyu.8310 Member

    @Ben Phongluangtham.1065 said:

    @serenity.4712 said:
    Adding additional PvP titles and possibly armor/outfit/cosmetics for people who have played for a really long time. Examples:

    150 matches won as a Warrior gives you Champion Legionnaire...add a special title for 1000 matches won for each class, and a special cosmetic for 2000 wins etc.

    Also in general I would suggest cosmetics that stand out and make people know that you're a PvP player. Such as unique armors/weapons that are not that easly obtainable. Something to work forward to through a few seasons or so.

    Titles are a relatively easy reward we can make and give out. I've had a feeling that we're on a bit of a title overload for PvP though. That being said, I'm not closed off to the idea.

    Hey Ben,

    I think the point serenity.4712 was trying to make is the current achievement structure with just 150 rated wins per profession is lackluster for a multitude or reasons:
    1. It promotes just playing whatever is borderline broken in terms of balance between balance patches for people that aren't playing pvp as active.
    2. Tying into the first point, people currently dont really have any incentive to really get invested into a class most of the time.

    Now looking at potential advantages:
    1. Adding achievements for beyond the 150 rated wins the way wvw achievements are designed at long term dedication to the mode could get more people to stick with a class and get really good at it.
    2. You can reward players for long term achievements instead of only the ones performing good at a high level.
    3. Account based unlocks from achievements and/or increasing the pvp rank (I can only think of reward track gain and coin gain per match at the moment).

    In terms of struturing these, I could see a split into 3 sections:
    150 to 500 rated wins with a specific class
    *tier threshholds at 250, 375 and 500
    * reward: some AP , 5% increased coin gain from matches)
    500 to 1500 rated wins with a specific class (reward: some AP + 10% increased reward track gain for the account )
    *tier threshholds at 750, 1000, 1250 and 1500
    *reward: some AP + 10% increased reward track gain for the account
    1500 to 4500 rated wins with a specific class
    *tier threshholds at 2000, 2500, 3000, 3500 and 4000
    *reward: some AP + a title + a class specific gizmo (this could for example just be the class icon floating around) + 10% increased coin gain

    Concerning PvP ranks I think it could be nice to add something like +5% reward track gain every 50 ranks

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

    I think that ANET has labored under a couple of misconceptions. Please do not consider this an attack. It isn't.

    The first and most damaging is that that "competitive" gaming means pitting unskilled players against skilled. It has been argued that this will encourage the unskilled players to "l2p." It won't. It will encourage new players to leave. Competitive means pitting players of nearly equal skill against each other.

    Without any disrespect, gaming is to some extent a Ponzi scheme. The people at the top and middle are fine as long as there is an influx of new people. You need the new people to keep "paying" the upper levels in terms of rank, "prestige" and matches. New players are the life blood of the game, respect and nurture them.

    The second misconception is the idea that the group fight at mid is the most important thing. I know that many on the forum would disagree with me on this point, but team death match and mass slaughter is not what is going to serve this game well. Here's why;

    It chases away new people, who naturally die very quickly in such games.

    It narrows the range of usable classes and builds.

    GW2 itself is not set up or themed as a mass slaughter game. You're taking a Dressage Horse and trying to make it into a Polo Pony.. not gonna work.

    Mesmerizing Girl

  • Hopefully this discussion is still being reviewed by devs.

    The main idea/concept I am currently interested in putting forward would be the addition of an "avoid" list functionality. I am aware that blocked players can still be randomly placed in sPVP match-ups on the same team. When having to que without a full party - e.i. in ranked - it is often frustrating if you end up with the same player in your team who you have not enjoyed playing with previously.

    Don't get me wrong, this is not exclusively because people are toxic or "useless" - there are also occasions where people on your team simply don't want to work with others and as a result I'd rather just avoid being matched up with those.

    I would be more than happy to wait longer for a match-up - 50% longer, maybe up to 100% - as long as I am guaranteed not to have endure a match with a teammate I don't like.

  • Bazooka.3590Bazooka.3590 Member ✭✭

    It would be awesome to have PVP flag in PVE.
    You can switch your PVP flag any time on any PVE maps and booom you can fight all the dudes who have their PVP flags on.
    Like in Wildstar. Its more exciting to doing quest when you know someone can stab you in the back anytime:)
    And you can have duels anywhere maybe even in cities.

  • SaltyDogs.9073SaltyDogs.9073 Member ✭✭

    @Cynz.9437 said:
    Are there any plans for dueling in this game?
    I am talking about dueling anywhere, everywhere ( i mean pve zones/HotM/cities). Example wow: you can right click a person and invite them to a duel. If they accept, you and your opponent become hostile to each other (other players obviously can't attack or support you) and duel ends when one of you got killed, ran out of duel area bounds (XY units from dueling point start) or typed /forfeit.

    Reasoning for it:

    • no need for dueling servers anymore -> no need for instances -> no issue with full dueling servers.
    • dueling is usually the first step into pvp. I have played many games in the past and it was always the same, people watch other duel, get interested and try it themselves. Then they get friends from dueling, get introduced to pvp and play matches together -> more players in pvp. The nice thing about it, you can do it to have some fun in main cities and for entertaining purposes as well as to kill time between matches.

    This is a great idea! +1

  • OGDeadHead.8326OGDeadHead.8326 Member ✭✭✭

    @Ben Phongluangtham.1065 said:

    @breno.5423 said:
    HP bar. This is all what i want.
    How can i play a healer role if i can't see the health of my team?

    This bothers me too. At some point I asked a programmer to look into the feasibility of this, but I don't think I ever put it on the backlog. It's going there now.

    This is wanted for other game modes as well just so you know, even regular PvE (with the option to turn it on/off).

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