Bad Elementalist
The Greatest Challenge in PvP
I agree 100%. Sometimes the nerd rage and hate I see makes me hate the human race then someone does something really kind that turns it all around. People don’t realize that one mean thing you did or said or that one kind thing you did or said can make such a huge difference to someone.
Also, if you want to see what’s in it for you, if you are mean and hateful, you will make some people quit then you will have fewer people to play with/against. (Of course you won’t believe it’s your fault but it could be) On the other hand, if you are kind and helpful, you will have more people to play with/against and the game will thrive. Also, by helping other players you will make them better so you won’t have to scream that you lost because everyone else (not you of course) on your team is an kitten kitten idiot and you hope their whole family dies in a fire.
Anela
A reputation system would be instantly abused. Just keep reporting people you don’t like or don’t wish to be matched against.
Want to fix the raging? Make even matches. ANET chose to run deliberately unfair matches for the better part of the year. They also encouraged and sponsored Pro Players who raged. There’s no surprise in the result.
Or, seeing as queuing as a team isn’t a thing, remove the negative in a reputation system. Allow only positive reinforcement at the end of a match, you can report, or you can give them a +.
Why help? It’s design problem:
- if we get a bad player in our team,
- if they make a profession based MMR and then asks with a vote if we should abuse it or not by switching classes,
- if they do not listen to so much balance feedback from elite teams in 5 years,
- if elite players and teams leave the game as there is not enough quality and challenge (latest see Helseth and his team),
- if we do not have PvP only guilds,
- if we do not even have PvP only teams (we have solo-duo),
- if we do not have multiple game modes for rated PvP,
- if we do not have multiple builds to swap them fast,
- if we have class stacking,
- if we are not informed about changes and their intent prior to patch releases.
- if we… (the list can continue, and you know it).
Unless you are an always level headed, collected, well spoken fellow and can keep it to “raging is not cool” and then shut the hell up, I wouldn’t recommend responded to ragers at all. What usually happens is the entire team starts raging at each other because everyone feels the need to get the last word in and look good for those (not) reading the map chat.
If no one ever responded at all other than a single “not cool to rage”, ragers would get a lot less satisfaction from knowing they’ve succeeded in ruining a game for 9 other people because the rager is a god like PvPer and everyone is not worth the time of a single game.
A reputation system would be instantly abused. Just keep reporting people you don’t like or don’t wish to be matched against.
Want to fix the raging? Make even matches. ANET chose to run deliberately unfair matches for the better part of the year. They also encouraged and sponsored Pro Players who raged. There’s no surprise in the result.
I’m not saying the match making system can’t be improved upon, but limiting the pools of players you can play with will make queue times way too long. I finished in top 250, and my average queue time during the season was already at 5-8 minutes despite the average for everyone being at 1-2.
With that being said, losing a match that you were supposed to lose anyway by means of MMR means that you won’t lose a lot of rating, while simultaneously allowing for lower ranked players to play against higher ranked players. This actually helps people grow and learn, as you can see first hand tactics that are employed to beat you. This is a healthy thing for the spvp community, and it would only be toxic if this is how the majority of matches went. The majority of matches are already fair.
:)
FIX THE B U G S. Is hard to argue about balance or toxiticy when some classes have unfixed bugs affecting their performance since the release of the game.
FIX THE B U G S. Is hard to argue about balance or toxiticy when some classes have unfixed bugs affecting their performance since the release of the game.
Such as? Can you give us 2 or 3 examples?
:)
FIX THE B U G S. Is hard to argue about balance or toxiticy when some classes have unfixed bugs affecting their performance since the release of the game.
Such as? Can you give us 2 or 3 examples?
To name a few from the Revenant:
Sword #1 aa stops autoattacking for no reason.
Sword #3 (Unrelenting Assault) applies to the user under confussion 5 times each stack of confussion he suffers. This is unintentional since Warrior’s Hundred Blades, Volley, or Ranger’s Rapid Fire doesn’t apply the confusion stacks multiple times.
Unrelenting Assault and Vengeful Hammers are canceled each time an obstacle partially blocks the AoE path. This skills should work as a true AoE damage by ticks.
Mace # 2 (Searing Fissure) and Axe #5 (Temporal Rift) are cancelled by the sligtlest slant in the terrain; this skills should be applied as a volumetric effec, the same as most of the Elementalist AoE works (an the reason why they are so usefull in dps vs bosses with large hit boxes).
…I could go on the whole day.
FIX THE B U G S. Is hard to argue about balance or toxiticy when some classes have unfixed bugs affecting their performance since the release of the game.
Such as? Can you give us 2 or 3 examples?
To name a few from the Revenant:
Sword #1 aa stops autoattacking for no reason.
Sword #3 (Unrelenting Assault) applies to the user under confussion 5 times each stack of confussion he suffers. This is unintentional since Warrior’s Hundred Blades, Volley, or Ranger’s Rapid Fire doesn’t apply the confusion stacks multiple times.
Unrelenting Assault and Vengeful Hammers are canceled each time an obstacle partially blocks the AoE path. This skills should work as a true AoE damage by ticks.
Mace # 2 (Searing Fissure) and Axe #5 (Temporal Rift) are cancelled by the sligtlest slant in the terrain; this skills should be applied as a volumetric effec, the same as most of the Elementalist AoE works (an the reason why they are so usefull in dps vs bosses with large hit boxes).…I could go on the whole day.
Now, I’m not saying these things shouldn’t be fixed, but your hyperbole on bug fixes doesn’t help anyone here.
" bugs affecting their performance since the release of the game."
Give us some examples of classes that haven’t only existed for a little over a year, such as… literally anything other than revenant.
:)
The thing about teaching things like rotations is difficult because it requires for the player to be fully aware of the match.
You need knowledge of classes, matchups, individual traits.
Then you need to know what the enemy is running to know what to look out for.
Then you need to make sure that, at the very least, you’re mechanically sound enough to execute the basics of your class and build.
Once you’re able to control your character, then we can begin talking about attempting to orchestrate proper map movements.
Thing is, making proper map movements requires, first and foremost, LOOKING AT THE MAP. Sounds simple, no? Many people don’t do it. There are people who will, legit, take the long way around to a point because its the normal way, ignoring their team mate who just got caught in a 1v2 scenario just because they see the point is unmanned only to have their team mate go down and then them getting subsequently 1v2ed.
After watching the map, you have to pay attention to the kill feed to roughly gauge how fights are going and specific map objectives (watch for tranq, make the decision to either zerg or ignore lord at 350, make the decision to contest skyhammer, etc).
Generally speaking, outside of class specifics and actual fighting, map movements are all logic based risk vs reward. You can’t teach a person these things before they learn to actually fight and teaching a person these things is nigh impossible if they’re either new or casual.