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PUSH is feeling gooood


Saiyan.1704

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1 hour ago, arazoth.7290 said:

Well I target/focus them, most of the times they follow targets. But you have always teams who ignore any calls even after telling it them to focus big red dot, press T.

Anyway this mode is new, many need to learn this new thing, some get used to it faster.

Just telling from my experience in games what I noticed*

Yeah maybe I jumped the gun on coincidence, in the five games I lost they had a good WB.

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The specs and strats that seem strong so far in my games (played ~80 games so far) have been:

  • WB - usually in big teamfights, I can see this happen in slow motion. My teammates rush in, and I want to say "noooo cloud them, they have 2 reapers and a willbender" but they go in anyway and get CCed and the willbender teleports on top of them and just explodes the whole group in a second getting 2 downs, and then the fight is lost
  • Reaper - the shouts get a lot of value given how everyone tends to play within 600 range but not clumped up
  • Deadeye - the map is very open with lots of space to kite, and not many angles to block LoS while still contributing
  • Support - bubbles and auras, especially auras
  • Res utilities like Battle Standard and Function Gyro - so much of the game is about finishing downs, so these are strong picks
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3 hours ago, Flowki.7194 said:

Yeah maybe I jumped the gun on coincidence, in the five games I lost they had a good WB.

Sometimes depending how much you queus after each other currently you might have the same player 6 times after each other on enemy team

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I don't know who is the person is balancing Gw2 pvp, but I hope they read this.


The state of Gw2 sPvP is utter hot garbage. If you enjoy getting your teeth kicked in and instantly killed before you can learn what to do then sPvP is for you. Simply stating "power creep" would be an understatement to explain the sheer upward mountain of a learning curve you must be prepared to mount even to begin to be remotely competitive in sPvP.
Because of the lack of any semblance of balance in sPvP, PUSH suffers not only from being a hot mess but also from a dated, failing system that fails to take player feedback into account. It's no secret that once you hit plat 1+ matches are regularly bought and sold with in-game gold and irl cash. The fact that solo queue and duo queue are not separate is the result of devs who can't look back on a game that had a perfected pvp system, Guild Wars 1. GUILD WARS 2 DOESN'T EVEN HAVE PROPER GVG LIKE GW1


Instead, what do we get? Another attempt to re-invent the wheel with a half-baked game mode that only got green-lit after a content creator made a video criticizing sPvP. We all saw how Stronghold was an attempt to create a MOBA game mode and how well that game mode is beloved (it isn't).
And before you comment that, oh oh oh, PUSH is in beta we are helping with the development. Get kittening real. PUSH is an attempt to ape an Overwatch game mode, but they can't even get that right. You can't see the objective clearly amongst all the effects on screen, players actively ignore it to chase kills, the objectives are reskinned from other modes, and you spend more time in kitten loading screens than actually playing because the matches end in 5mins or less. WASTE OF TIME. Just add a giant arena and give us TDM kitten. This is not hard anet.
TLDR; DUMP CONQUEST AND STRONGHOLD, JUST GIVE US TEAM ARENA AND RANDOM AREA LIKE WE HAD IN GUILD WARS 1, SIMPLE.

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11 hours ago, Shadock.5832 said:

PUSH is an attempt to ape an Overwatch game mode, but they can't even get that right. You can't see the objective clearly amongst all the effects on screen, players actively ignore it to chase kills, the objectives are reskinned from other modes, and you spend more time in kitten loading screens than actually playing because the matches end in 5mins or less. WASTE OF TIME. Just add a giant arena and give us TDM kitten. This is not hard anet.
TLDR; DUMP CONQUEST AND STRONGHOLD, JUST GIVE US TEAM ARENA AND RANDOM AREA LIKE WE HAD IN GUILD WARS 1, SIMPLE.

We had a TDM, it was on a big circle map called Courtyard and it was 3x worse of a crap-fiesta compared to PUSH. If you weren't here to experience it... just trust me on that.

Any gamemode from anywhere is a reskin from something else. Anet isn't really trying to invent the wheel, but they are indeed looking for input on what kind of side objectives the map should have, speed of the objective (imo it should be slightly slower maybe), a "wave" like respawn, etc etc...

Yeah, the map and circle was put together in 5minutes and shipped with a BETA sticker on it... some things straight up doesn't work. These SFX issues and/or team cleave issues is to be expected because we never had a gamemode like this before. The current balance is equivalent to some Blob vs Blob WvW issues, along with a mixture of sPvP imbalance issues, all in one gamemode. Some things could get ironed out for sure but the game mode isn't the worse thing in the world.

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On 9/11/2024 at 5:40 PM, Greebo.8715 said:

The new game mode is trash; your allies are rally bots and respawn and run straight into the enemy team to 1v5 them. At least with Conquest you can side node and play the 2nd objective to try and win, now if your allies are literal vegetables you have to hard carry and kill the entire enemy time by yourself which makes 90% of builds worthless.

This happene in conquest too.. how many times do you have to say "no feeding " and they still feed?  Even when you try to play a secomd objective,  it often doesn't work out.

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26 minutes ago, Taygus.4571 said:

This happene in conquest too.. how many times do you have to say "no feeding " and they still feed?  Even when you try to play a secomd objective,  it often doesn't work out.

feeding on node can help if you want to stall the progress if you already got the furthest.

So won my team few times, we pushed furthest but then we were suddenly losing and enemy had the node. so I myself stalled node/died on it. I spammed teamchat to die on node too to stall the progress the last 1,5 minute of play and they did. (we won).

Just saying if you die, do it on the node, not the worst that can happen

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@arazoth.7290 and some just straight braindead..... for realy budy ^^ i got a game Yesterday where an ele and necr (teamates) where bullying one revenant on the other Side of the map while both where playing Supportish Builds. 

In the end i was the only halfsupportish Player who fights actually on the Point against 2 willbenders 1 Scrapper and 1 supp Chrono ..... u can gues what happend xD

 

 

Edited by Myror.7521
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2 hours ago, arazoth.7290 said:

feeding on node can help if you want to stall the progress if you already got the furthest.

So won my team few times, we pushed furthest but then we were suddenly losing and enemy had the node. so I myself stalled node/died on it. I spammed teamchat to die on node too to stall the progress the last 1,5 minute of play and they did. (we won).

Just saying if you die, do it on the node, not the worst that can happen

Yeah. I don't think "regrouping" is necessarily a useful tactic in this mode..alot of times..waiting too long to regroup = loss because it means enemy.moves node unhindered

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18 minutes ago, Taygus.4571 said:

Yeah. I don't think "regrouping" is necessarily a useful tactic in this mode..alot of times..waiting too long to regroup = loss because it means enemy.moves node unhindered

After 170+ matches I realized the same. The mode currently is overtuned to favor any inch you can gain on your enemy in terms of victory flag, because the more  you move the more amount of teamfights they have to overcome in a row. So playing as a highly mobile class like WB I just beeline from spawn to the point immediately no matter who is alive in my team. I can always dish a lot of damage to soften the enemy team for my incoming team or get out there so quick that I can rejoin the same teamfight I just died on. Rushing in though does seem unintended behavior. coming from how quick the point actually moves and how on the other hand it is difficult to take it back once you are at a disadvantage, because it implies winning several teamfights in a row after you just lost at least one.

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On 9/16/2024 at 11:22 AM, Shadock.5832 said:

If you enjoy getting your teeth kicked in and instantly killed before you can learn what to do then sPvP is for you. .

Getting your teeth kicked in is the first step of learning what to do in pvp. pve is where you learn your buttons, pvp is where you learn how to use those buttons vs sentient players.

This is like jumping into raids at level 80, instantly wiping, then being mad. It's a different beast, that requires practice.  

Don't get me wrong, welcome; but we blow people up here, you can't take that out of the game with a game mode. All they can do is reward you well enough that the grind is worth it or facilitate community building well enough that people stay for that. The matchup cant be handheld.

Edited by Azure The Heartless.3261
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