mziven.2095
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AFK teammates are pervasive and disruptive part of the PVP experience. Please give the team the option to kick them out. Ideally, they would be replaced with a bot, but just having them out of team and sustain a dishonor timer, so you don't que with the same group of people again and again, would be enough. The reporting system isn't enough, and players need some agency to police their own ranks!
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Reporting doesn't do kitten. Give me a options to deal with AFK teammates that will yield some tangible result. Afk teammates ruin the game mode. If premade teams are not an option at least let me vote to forfeit the game so I'm not wasting my time! Or if I block a person for idle play don't pair me with them in the subsequent matches.
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Bring back the bots pls. This is pretty much impossible to enjoy right now...
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Invulnerability skill should be removed from the game.
mziven.2095 replied to mziven.2095's topic in Player vs. Player
lol, I was drunk and forum posting. I apologize. I do intensely dislike Invulnerability in PvP however. It feels like the other player just called a time-out and no longer wants to play with me but my proposal is likely a poor one. The invulnerability indicator is a not so subtle queue to stop burning cool downs. If it were 99% damage reduction I'd just keep burning through skills to little or no effect. I play necro so I likely just have skill envy. -
The skills that provide invulnerability can instead offer 99% damage reduction for all I care. Invulnerability is absurdity stupid and frustrating to play against. Remove this from the game.
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Oh you're good dude. I play viper harbinger, I didn't know Cele was a thing until I made this post. I have 1500 hrs into this game all as necro and only begrudgingly played other classes when I was working on getting Ascension. The only reason I play harbinger specialization is because I spent 30$ on the expansion and I want to use a pistol. Haha! I'm a simple man.
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Yes my view is biased, that's why I began my post by providing the context on the perspective I'm giving so that would be clear. These entire two paragraphs are speculating on my character, speculating on why I play harbinger, and speculating about my gameplay. This is not a conversation about me personally and this is not a cogent argument. The reason I have made of point of chastising people do this is because personal attacks cause people to because defensive, are generally irrelevant to the subject matter, and would require some intimate knowledge of me. Presumably, if you disagree with me about mechanic you know why and should be able to explain so. This is the first genuine argument that has been made to defend that particular mechanic by anyone in this thread I believe. Bravo! However, I'm not sure if the potential for abuse is a particular strong argument against implementing such a mechanic as It is an variation of a slippery sloop argument, which assumes one event necessarily follows from another. And to be clear, I like the Idea of defenders having to defend a compound from the ramparts or by sallying out in force but at great personal risk. I also like the idea of cutting off potential reinforcements by strategically positioning your main attacking force, or by small groups or solo players as this would give them something more to do. That being said, the potential for abuse it or course present, but I'm not sure if it would be much more impactful than the theifs that harass keeps to prevent the use of the way-point. A nuisance for sure, but a comparatively small one.
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This comment doesn't in anyway inform the conversation. Can you make an argument in support of the extraordinary effort required to access this mechanic that doesn't involve my personal characteristics. For comparison, It would be arguably faster and less energy intensive to unlock ever other mount in the game, including the skyscale, and take them to max level, than it would be unlock this one skill for the warclaw.
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Work arounds exist, but that doesn't address the underlying complaint or justify the time and energy required to gain access to a mechanic that doesn't require a player to play a certain class, or certain build. Again, putting 166 lvls into warclaw to gain access to the spear skill requires more time and energy than the obtaining Conflux.
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You have again failed to make any argument about the subject matter... For fun lets awesome that everything you've said about my personal characteristics is correct. I'm selfish, dishonest, inexperienced, and now butt hurt... Now that that is out of the way can you make a cogent argument supporting or objecting to the mechanics that I've described that doesn't involve me personally?
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You have again failed to make any argument about the subject matter... For fun lets awesome that everything you've said about my personal characteristics is correct. I'm selfish, dishonest, inexperienced... Now that that is out of the way can you make a cogent argument supporting or objecting to the mechanics that I've described that doesn't involve me personally?
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I've described a problem, offered evidence, and suggested alternatives that would have little to no impact on the overall gameplay but make the mode more equitable for solo players. You have not managed to offer a defense of those mechanics or a coherent objection to my argument other than to ascribe value judgements to myself or the player base. There may be good counter arguments that an experienced WvW player could offer. If you can not provide such arguments than you should consider reevaluating your position on this subject.
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So your argument is the gameplay mechanics are fine but the So your position is the gameplay mechanics that I've described are fine and mount mechanics are fine but I'm not being honest or the problem is with the playerbase? You're defending you position by ascribing value judgements to myself and other players. That is not a cogent argument. Why would you need an entire new server or gamemode to address the problems I've described. Certainly, reducing the level requirements for the Warclaw, and disabling entrances through gates while in combat would be far easier. I'm not even sure why it is controversial? Consider this thought experiment with regards to the gate question: 1) You're fighting someone and they decide they're losing and they use a way point you get away even though they are in combat. We can probably agree that would be a really bad mechanic. 2) Now consider you're fighting someone and they decide they're losing and so they walk though a gate, then they use a waypoint when they're out of combat to get away... Why is second scenario permissible when the first scenario is not? My argument is that neither make sense and should not be allowed. That is more consistent with other mechanics, and more conducive to enjoyable gameplay.