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Astralarius Zenith.6879

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  1. I rarely post in the forums, but I've been having issues with logging in through the game launcher (unable to gain access to the login server yadah yadah) and many occasions of disconnecting only when switching and loading maps (error 5:11:3:164:101). GW2 is allowed in my firewall settings as I checked it. I also tried both clientports 443 and 80 to see if they could help. Also, we just had our internet router changed so I don't think it's the issue. Maybe it's our ISP, but for the past few years I played, I have not experienced the aforementioned issues quite as frequently as it is these days. I also live within South East Asia, so maybe it's a routing problem, but I genuinely don't know.
  2. I think I second this idea too. Maybe Anet could consider adding tradeoffs to stability (in PvP and/or WvW) so that if you reach a certain threshold of stacks of stability, you get a higher amount of damage from cc skills, which would scale depending on how many stacks of stability you have beyond that certain threshold. This will encourage more reactive use of stability-providing skills as well as allowing a little bit more counter-play to groups that constantly have stability.
  3. AFK-ing won't solve your problems. In fact, you would add as a problem to others and wasting their time and effort as well. Sometimes, it would take time to turn the tides of the match to your favor, and AFKing would waste the chance to do that. I remember a match where I got into a game late because I was stuck in the loading screen. When I got in the game my team was losing currently in a 4v5 and of course I apologized because this and that... anyways, because they didn't give up, we still managed to make a comeback and ended up winning the match. It's not that I say that I carried them, the point is that having all of the team participating instead of afking and giving up makes a huge difference not only in the quality of the match and the winning potential as a whole. So please, do not AFK in SPvP matches. You queued, so you should play. :))
  4. I respectfully disagree with the idea of removing rewards for ranked match losses, since it also would make a match a waste of time for the players who put much effort from the losing team. What would I propose is the idea of rewarding players in terms of effort done, like killing x amount of players in a game, reviving x amount of downed players, decapping/capping x amount of nodes, healing teammates this x amount, etc., all of these disregarding whether your team loses or wins and the winning pips would just be a bonus. Not only it may discourage the AFKing in a matchup, but also could encourage the losing team at a moment to fight to the last to maybe turn the tides into their favor. I don't know if Anet does this, but I think it would be great for them to have an active moderating team spectating in each matchups. In that way, if they receive reports of a player idling, then they could check the player in their match to see the AFKing for themselves and therefore do the appropriate actions for these players.
  5. As someone who plays support FB in world vs world sometimes, I didn't get to experience getting blamed when my group does die, but it does come with a lot of factors of why a group is wiping: probably someone overextended or went out of position from the tag, and so on and so forth. If someone puts a blame on you, maybe ask what could've done better in your part for you to improve, or if you think they're the ones who misplayed, maybe tell them the things they could do so you could support them better. Everyone is learning. Or maybe, if the blaming is too unhealthy, leave the group. They don't deserve you. Find another group to support and move on.
  6. The quality of ranked matches lately at the start of this season for me has been extremely bad mostly. Lots of afkers, players who intentionally throw matches (sometimes covertly), and rarely do I have some high quality, close matches. Because of those reasons I got placed in a lower mmr bracket which I don't think I deserved to have. Luckily, I finished my legendary trinket so I think I am done with PvP ranked, for now lol.
  7. I agree with you right there. The perspective that I was just trying to say is the flexibility of the celestial firebrand that works for both solo and group situations in open world PvE, like it can be the safe option OP can build towards first assuming that it is their first time gearing their firebrand since vipers gear and having both may take a lot of time to grind. Anyways, to the OP, use what works best for them and which can give them more fun, which is the point of the build diversity in Gw2 after all. :))
  8. Damage is important in builds, however it's not the only variable that makes a specific build good. Aside from survivability, we also have to take account what boons we can provide to ourselves and allies. The reason for suggesting celestials for firebrand because it gives the player good boon uptime, because a Firebrand can provide themselves and allies almost every boon except alacrity. A properly built celestial firebrand can sustain for self and allies pretty much 25 stacks of might, vigor, quickness, protection and resolution which are HUGE for reducing damage taken. Plus, one is doing this while still dealing good damage! (it may not be the highest damage but it is still not that bad) :))
  9. As a Firebrand main, I would suggest running celestial gear since it allows you to have a good boon duration, self-sustain, while still dealing damage that is still not that bad. Depending on the traits and the utilities you use though, celestial builds opens a lot of possibilities and they can have a carry potential in terms of providing boons and healing which really helps in clearing content easier.
  10. I was having the same issues as well. To me it happens around a specific time of the day, like I get high ping spikes during nighttime (I live in SEA).
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