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Deus Fatorum.2473

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Everything posted by Deus Fatorum.2473

  1. 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.
  2. 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.
  3. oh i misread that thought you had to be closer not far away ty
  4. not sure why but I have tested it at point blank on golems 0 rockets spawn and 0 orbital strikes, even did assassin flamethrower to try and up the attacks per second, and nothing.
  5. Legacy of foefire unranked just did the same thing was in loading screen until match expired, didnt show in my log, and i waited for roughly 13-15mins
  6. 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.
  7. 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.
  8. we got a bot team that dc'd upon entering at, out of curiousity my team wanted to know what would happen if 2 bot teams faced eachother and didnt cap points. Answer, It goes into endless overtimes, in other words doesnt end. Probably should fix that. we decided to cap at 2:30 OT to not clog up at.
  9. 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.
  10. 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.
  11. 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 skillJumping bulls chargeEarthshakers inability to hit people downhilljumping while using DD staff 3strafing slow moving projectiles causing them to obstruct/out of range/missand many more... some will make certain class mechanics feel weaker or stronger and may prompt future balancing.
  12. also Shake it off needs to play the song by taylor swift at max volume in your opponents eardrums
  13. 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
  14. Map Mechanic Disappears center circle shows still but the fog of death from the outside disappears. A friend of mine was hosting a 1v1 tourney and it happened in other peoples matches too.
  15. Yeah I can feel you there, Just often times i have noticed a sort of mount stand off where you have 2 roamers that usually want to fight each-other but neither is sure the other will dismount or want to not be the first to dismount, when this happens its just super silly. Also I do not think mounts need to be nerfed to the ground but I do feel there should be a reward or counter play if you are able to catch and hit the enemy mount, but I also feel it should not be as easy as I placed a trap and camped it etc. Both sides should have a chance to either get away or get caught, the way I mentioned seems the fairest to those that want the small scale fights and those that wish to avoid them. Though the lack of Dev response/involvement does make me sad to hear.
  16. Also could tweak the endurance recovery rate of mounts as well.
  17. When you dismount onto an enemy mount it should knock the enemy off their mount. This is relatively easy if an enemy mount takes damage from your dismount skill it also triggers the enemy to be dismounted. This also plays nicely into the mounts move faster in your territory angle, as of right now mounts moving faster or slower in different territories means very little as if an enemy mount does catch you it cannot dismount you, and even if the player dismounts to deal damage they just gave up their ability to catch the enemy. However if you could dismount the enemy by catching up to them on your mount that change would suddenly make more sense, and as you would also have to dismount to achieve this you would also not then have the unfair advantage of having your mount available while the enemy is dismounted.(as where if it were a trap or trick you could use it to de-mount your enemy and then mount up yourself and run away...) Also if this were implemented the movement speed difference when in your territory vs enemy territories could be tweaked to make it easier or harder to dismount enemies as well.
  18. I also wonder if specializations matter. Like we know thief but is daredevil and deadeye gonna be different?
  19. meanwhile i'll just stare at this screen for approaching 6 hours now Got same bug, map select frozen on my screen as well.
  20. Seems to be random, but I am getting bugged where I cannot queue for either ranked or unranked. I will click the button and nothing happens. Only fix I have is send a ticket and wait for it to be resolved, I have tried deleting the .dat and the temp cache file to no avail. I even did a client repair, to no avail. So far it has happened to me three times in two days. Not sure if any of this will matter for debugging but i am running on an m.2 ssd, fresh install of windows so only discord, gw2, and chrome are running in background(installed on to said ssd recently)os is win10 64 bitgpu is a 2080cpu is an i7 8086k video of what the bug looks like
  21. I would like to add that strafing, jumping, and dodging can and will obstruct/no valid path/ out of range 90% of slow moving projectiles. made this video a while back on reapers touch, it affects way more than that though. will be making another video demonstrating more of the slow projectile pathing bugs.
  22. So at first thought people on enemy team were just not accepting, but after close to 15 min in queue, with queue popping and not getting matches, I thought to see if all 10 players were indeed readying up. Turns out all 10 players were readying up but it would not go to map select. Instead it would get stuck and eventually throw us back in queue. Also we were queuing as a four man. EDIT- added video of bug
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