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zonias.1083

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  1. Yes but stability is what gives it the edge when it comes to other supports. Excluding gifts and signets to ress because other classes do not have it. other classes can bring projectile reflect, resses, but guard excels at making stability and ignoring all cc.
  2. I have never seen any other support play in ranked but if there are any instances i might have missed in my more than 1000 games maybe it is possible. it is irrefutable they are the msot popular
  3. well i think it is quite strong compared to other supports. But right now, guard and ele are the only viable ones. i just wished they leveled the playing field to other types of supports. How many years has it been since support builds change? maybe 2 years or 3 years? there has not been any mayor changes about the meta for supports.
  4. Right now only guard and ele are the viable supports that you can see commonly because of having really good qualities, like signet, and for example many stability for guard. Would it be okey to nerf their stability generation and make other players get more survival instead of dmg to allow other supports to play? i feel like the meme guard stability go boom, it is quite annoying and does not allow much build diversity in that support role. In the past heal warrior was a support that provided good healing, but it is outsined since good projectile block and stability simply are such good cuality of life that you can not deviate from it.
  5. i agree with you, but i feel like now 5 vs 5, there is just not enough players and the mode would be essentially the same, for example if you are have no support in your team, that is you goal would be to play sides and kill on rotation, similarly here without support you want to roam and score kills. But it is true that it would highly the players that are bad and can not play sides, or can not plus one properly as more responsibility falls on the player. But that also means that roles and proffiency also shine more. Strong sidenoders would shine more as they can get a bigger advantage for their own team. This would give more agency to individual players. You are right that in terms of 5 vs 5, the new players can shield on more experienced players and just follow around and that makes the learning experience more easier since you have people you can see.
  6. i think that 3 vs 3 it is a fiesta because it is balance only around one fight, so people do not play cautiously and the aim is just to kill them before they kill you and you have no regards for cooldowns, and team compositions are really different from normal conquest.
  7. Today, I was thinking that especially for new players entering coordinated play, it can feel really chaotic when there are 5 players spamming abilities everywhere. Since we have the 2v2 and 3v3 seasons that focus on team combat. I think this mode is really good to get a fast fight and be able to practice coordinated combat. However, I feel that since it just focuses on fighting, it does not translate well into the strategic aspect of the 5v5 Conquest mode, which is the main ranked mode. I was thinking, do you guys think that a 3v3 Conquest mode would be an interesting addition? In this mode you would have two nodes only, plus the neutral objective. Just imagine a version of every map but cut in half, of course with both team symmetrical to not have any extra advantage. Removing duo queue for this case, as having a team with coordination would be too much of an advantage. It could help ArenaNet pinpoint problematic builds better since there are less factors and interactions involved. I can also see a variety of team compositions working in this gamemode, like two sidenodes and one roamer, one sidenode, a support and dps, maybe one sidenode and two roamers so that they can keep one node and try to stall for the second node. I think that it would not restrict the amount of builds that are viable in this meta, since every role could still be useful despite lower numbers. Maybe it would focus the shift to more autonomous builds, if players want to play a more sidemode focus build. If they also take the existing maps and adapt a few mechanics, it could be doable, no? While having interesting maps where you can play with terrain and still get the most. They could adjust to not have a bunker meta, since having less players means there is potentially less dmg capability from one side. To account for the reduced points you can get per second since you would only have 2 nodes, I would also reduce the amount of points required to win to maybe 250 or 300, making the matches faster, so that they are still in a length of 10 or 12 minutes per game. Also, I feel that having fewer players in each team could help the matchmaking choose more similarly skilled players since the player base is too few. I do not know, I feel like it could be an interesting addition to downscale the teams. Another interesting point is that it would reduce the overall damage of each team since there will not be 4 DPS and one support, allowing for a less explosive meta. . I noticed that in the 2 vs 2 and 3 vs 3 seasons there is always many cheesy builds that rely on a burst of killing to win quickly, for example moa chronomancer, and that it becomes really frustrating to play against, but in this game mode i feel since the matches are extended they would not excel as much and thus allow to have less cheesy meta than in the 2 vs 2 and 3 vs 3. I know that arenantet does not care about pvp and would never do anything about it, but i think this game mode could bring an interesting change, new players and try to compensate for some of the actual problems. I just wanted to know about other people opinion.
  8. Regarding this, i think it is totally what i feel. I remember i saw a video of i do not know who, a pvp player, but they mentioned in their opinion to kill someone you should be able to land more than one rotation of offensive spells. That way the enemy has a chance to counter and it becomes a dance. I get that they do not want an stale meta. But honetsly right now it feels too much. The best playstyle if to play super aggreive with a duo and just one shot someone and snowball from there with little counter play. As for the other points, the downstate. In pvp it should not be there, they do not want a stale meta? then make it so if you are down you die, and punish you. That way supports would not run the signets banners and all that nonence, about having supports that just res, like scourge when it was a thing. . There would not be something as bleeding opponents and just make re spawn more faster because no downstate.
  9. What about solo players? I do not mind people have the ability to duo, but i do not wanna face duos in my games. So are you saying that solo player satisfaction should not matter? If it is one or two that is okey, but i faced 20 yesterday, 20 matches that where unwinnable.
  10. I agree, today i faced 20 duos, i lost all of them, without any chance, simply because my random teammate and i where not using the meta, and not familiar with each other. It was honestly, pretty annoying.
  11. Deducting pips for death, i think would be a bit too much no¿ Then everyone would play really really save, and the game would not really progress and snowball like now. And probably only the best would ever play, and the mode would totally die. As for the stat, i think we have a difference between the role of dps. Yes i think pumping useless dmg, is bad. But the role of dps, is to pressure enemy team and get them low, and usually they have more area coverage than single dmg. That is why enables other plus ones and assassins to score kills. And that, the dps can not do alone. Doing 400 k means you fulfilled your role, you got enemy to use many heals and defensive cooldowns, if it does not result or not on a kill, is another factor. If in your team there is nobody getting enemy low, then you will never have the chance to get kills. I think it is useful, or course if one guy goes alone vs 3 people, and does a lot of dmg, but there is no follow he dies and then nobody enemy dies, he is absolute trash. but you need in teamfights one guy that goes blows everything and starts everything rolling. Team coordination is an external factor specially in solo ranked.
  12. I doubt you would get 3 top stats by doing that. I everyone played dps, then we would all be competing for it, and it would rise the bar. Also, like i mentioned, the best thing is to try to win, if you go to lose, then you are just a bad player, and will be really poorly rewarded, because it is always better to win. I am talking more about the cases, where someone has 3 or 4 top stats, , but still lost and feel frustrated for not being rewarded despite over performing compared to all his teammates. Lets imagine the worst case scenario. Where you all 5 people want to compete for top dps, you are all playing willbender, and going for max dmg, everytime going in. And everyone is pulling 300000 dps, or more because you are all tryhards, that would mean that you must be rolling in teamfights. I do not know, what consequences it would have, but in my opinion this change would reward better players, not just mindless killing yourself. If people practice, or try harder, they should improve slowly. A willbender, that will go and die 20 times, will not get any top stats, and that player is trash anyway, if he plays like that no matter if he tries for top stats or not.
  13. I know what you mean, but in all defense, if you are a dps, you job should to do max dmg, is it not? there is no other way to measure performance, because arenante does not want you to know of others performance except for Top Stat. But even ignoring that, if you just farm stats, and you lose, then you get less pips overall, it is not worth for a player to go out of their way to do max dmg, despite costing the loss, because they are better off trying to win first. Also, just farming 1 Top Stat would not change the outcome, only if you achieve 2 or more in the same match it would give you something in exchange. If someone can excel in multiple categories among their team, that says something no?
  14. I have always wondered, why does gw2 pvp give you 1 pip in towards your chest reward for each individual Top Stat? I do not see how that system could be exploited asuming that there are not bot, which, arennate should solve. But disregarding that, that would give more rewards towards players that can get multiple top stats consistenly right? For example i have played a total of 5200 matches, mainly ranked. Now i have over 8000 top staps, that means that on average i get around 1 to 2 per match at least. If they gave pips individually it would acceleterate slightly the progress of better players and it would also rewards players where they lose games. I am sure most people can relate to a game where they did all they could, got 3, 4 or even 5 top stats, and still lost. And after all that hard fough battle with an underperforming team, you just get a mere 4 pips, where if you where rewarded a pip for each top stat, that would mean you could have gotten potentialy 7,8,9 which is almost a victory. And if you win by being the best, you could get 14,15 etc. I hope you can all see my point, that would make better players feel more acomplished, in the case of loses and wins. And this feature should be really easy and quick to implemente, they just need to change a bit of how the counting system works, but it does not mean making any new systems or costly changes. I know that arenanet does not care much about pvp, and despite its many flaws they refuse to do anything towards the bettering of the gamemode of pvp, focusing only on changing the classes but not the mode itself. What do you all think?
  15. For a pvp mode with fast reactions are required, and watching animations, the trees in the map Legacy of the Foefire, specially do not help at all, when you play with the camera full zoom out to be able to see the most, i have been killed of hindered many many times during my pvp matched by this map specially because the trees are not colisionable but they are rendered so they can block the view, that is really really annoying, i know it is the theme of the map, and also, it would mean to do a change, in the pvp gamemode, that arenanet does not care. But i would absolutely love it if they could remove them, or cut them or something, because they are really annoying during the gameplay. Thank you
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