Showing Posts For Abazigal.3679:

Conditions supposed to be damage over TIME

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Maybe it would be better if conditions were a health degeneration along time and not x damage every y seconds.
I.e you have 5 conditions applied on you, you have 20k health. Instead of receiving 4000 damage every 3 seconds, you will have a big health degeneration for 15 seconds or more.

Is it me or is PVP decay a really dumb idea?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Decay is necessary.

Imagine if someone did very well in their 10 placement matches, placed in the top 250, then never play again after that for the rest of the season and got a title. Is that fair?

Decay is necessary.

Or alternatively, if the 10 placement matchs didn’t have such a big impact, decay would not be needed. I personnaly do not mind decay, it is a good idea. However, the volatility due to placement games is an issue..

Silver tier ranked matches - 26 lost matches

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I’ve always played solo queue, and made tactics and advices in chat regarding team setups and believing noone in my team will win a 1v1. It doesn’t really work in high gold/platinum, but it does in low leagues, and you get less frustrating and closer loses usually if people do follow up. Typically :
- No 1 vs svanir/chieftain , no solo lord at 150 points
- Keep 2 points, no 3
- If your team is starting to wipe on middle fight and opponents aren’t pressured, run quickly to far point
- Outnumber opponents

What RANKED pvp should be

in PvP

Posted by: Abazigal.3679

Abazigal.3679

The issue is you have to make an evidence on how to differentiate these players. Sometimes it is obvious, some other times it can be much harder. I was typing on chat, drawing on map, the player kept running mid and dying there :
- Was he trolling ?
- A beginner ? / Not reading the chat ?

Running too easy swiss knife builds has a part too, people aren’t doing their best.

Why is this even possible?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

This is slightly unfair, but the net result is better matchmaking, since players climb to their deserved rating quicker. Lastly, who you win against heavily affects how much you climb. If, for whatever reason, you get more matches against players worse than you, you can end up with a positive W/L but a low or even negative rating change.

Not really, and the topics concerning matchmaking quite prove it. If players belonging to x rank can be placed between [x-100 ; x+100], and add to that newcomers that can be placed anywhere, then you can have totally unfair matchs.

This is a good system for the long run, but seasons are restarting too quickly in my opinion, and results in matchmaking frustration.

Can we maybe get less of everything

in PvP

Posted by: Abazigal.3679

Abazigal.3679

You got killed CC and conditions all the time without be able to fight or improve, and then you chose to come on the forum to cry and ask to nerf what you’re unable to kill.

Just a L2P issue, nothing more.
Make more practice and have fun.

I really love the “nerf condi” and “nerf CC” threads <3

L2P issues many times. However, he is right on a point. Having too much of everything leads to too easy builds and non explicit ways of winning. Me being able to deal with conditions doesn’t mean my other 4 teammates can, and sometimes it takes only 1 player to lose against a heavy condition spamming team

Season 8 My Match Making - Response Please

in PvP

Posted by: Abazigal.3679

Abazigal.3679

If you are saying that you honestly don’t experience these impossible to win match streaks, this just further supports the idea of control group A and control group B. Because there is an overwhelming amount of players who are experiencing the exact same thing. Lose streaks that come in a wave like clockwork, predictably and well on time. Over the course of a season, the MMRs and ratings should be settling, not becoming more volatile. Nothing makes any sense with that. Anyone who tries to explain and legitimize the lose streaks, is a cop-out apologist in my honest opinion.

Actually i totally agree with you, and this happens in many games, not only guild wars. 10 consecutive wins, then x consecutive loses unexplained, then you start to wonder about the next consecutive wins, .. Mentality is probably an issue, but there is something else for sure.

What i meant is that this is harder to believe for Guild Wars. Surely, you can be totally biaised before the match starts, having a team that, in theory, should lose. But i had many matchs that could have been easily won if people did listen. And an algorithm cannot determine if people aren’t going to listen.

Season 8 My Match Making - Response Please

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I more likely think that the matchmaker tries to find 5 players from the closest rank, then matchs 2 teams instead of finding 10 players from similar rank and shuffling them considering average team ranks.
Basically, the 2 legendary players register. No other legendary player is available, they’re teamed with platinums. Since there is no legendary, opponents are going to be 5 platinums or worse if no available, like you had.

That being said, i am convinced the problem lies more likely in the reasons of losing 500-43 without that big level difference. Considering players listening and reading chat, and not giving up, you cannot have 5-10 consecutive blowouts.

Season 8 My Match Making - Response Please

in PvP

Posted by: Abazigal.3679

Abazigal.3679

And this is where class balance comes in. There are plenty of low risk high reward builds that are easy to play but hard to master. For example trap dragonhunter. The trap mechanic is strong, but to make it less low risk, there are two options. Either change the traps and give them other utility (which won’t happen), or nerf it so hard that nobody will play it, forcing people to roll something else. Because of such strong builds, some people get carried by metabuilds to a level that once they meet up with those who know how to counter it, they get evaporated in seconds. So this is what Anet means by telling us “matchmaking works as intented” because it kind of works as intended. People on your team that are inefficient got to that point because of easy to play builds that are also easy to counter once you know the weak points and how to exploit them.
So in terms of numbers and system they are on your level. But in terms of real combat experience they are bronze or silver at best. This is, I think, where the real issue takes its root.

This is unfortunately the point. Many fights are decided by the condi spam on mid point, because of solo queue issues where people keep running in, leading to others getting zerged, leading to chaos split . It is actually the same argument about the guy handling 1v3 : is it because he is good, or because he plays exploting the fact that opponents aren’t good ?

Algorithms canot be fixed, you will always have individual cases that won’t satisfy everyone, the point is to make it the most acceptable, and i believe it is ok. Queue times are correct, even on dead hours. Matchs aren’t that unbalanced. This has to do with players skills

Welcome back to S1

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I always hate when someone yells out to fight on point in a match. If the point is covered in aoe circles, don’t fight on point. If you are the target of a focus, don’t fight on point, seek to break LoS. The only acceptable reason to yell at your team to fight on point is when they’re off chasing a thf across half the map for no reason.

In my experience I’ve been frustrated more by teammates nose diving into a point and blowing up in seconds than off point fighters.

It depends the situation, especially when close scores. When you’re 490-490, it can be better to run in circle in the point , surviving x seconds, and giving 5 points ( and that isn’t even sure) instead of giving more than 5 points upon x seconds.

Season 8 My Match Making - Response Please

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I don’t want to hear any responses regarding “getting good” because there is an aspect here that people are overlooking:

  • Say a top 10 player who has a record of 50 and 4 ends up at the far point during the end of a match, the game score is 420 to 420. Three players come to kill the top 10 player at the far point and he is forced to defend that node while pulling three players. He knows he can survive and that this will allow his team an easy 4v2 between home and mid, which will be enough of a clutch play to win the game, even if the three opponents are only distracted for a matter of 30s. This is something he does often to pull wins. 9/10 times, his team mates are able to easily take advantage of the 4v2 and easily win.
  • I am in Plat 1 and the exact same thing happens to me, with all of the exact same circumstances. But for some kitten reason, 9/10 times, my team will somehow lose the 4v2 and I will still lose the game. Because the PUGs given to me were either throwing or actually that bad of players.

I totally agree with you, and also with the chain win and chain lose system( and this happens in many games, i’m pretty sure this isn’t only mentality, which also probably makes people play poorly unintentionnaly), but you’re not analyzing the problem very well to me.

Say you’re holding the point 1v3, and the rest of your team is failing at killing/holding nodes 4v2. You can also view the problem in the other side : the 3 players against 1 on the node are failing too if he looks like he would hold 30 seconds, since it would have been noticed earlier in the match. Both teams look like they have " 1 good player and incompetent allies " , so this seems fair. The top10 player had non smart opponents, and you had non smart allies.

The real question here is how did these players reach plat1 or top250 range ? That is where the problem lies and is probably due to :
- Some builds/setups winning too easily against the average solo queue team( condi spam necro or DH as example)
- Seasons restating too quickly

Match quality

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I’ve myself ran signet of shadows for a long time on thief for various reasons, never doing really bad. It’s good to leave builds a chance usually.

That being said, regarding unranked experience off season, condi spam necro and DH, although not so efficient at top level, are probably a cause of these bad behaviours.

PoF Elite Specializations - Feedback

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Once people learn to not stand in the Sand Shades, I think you’ll find Scourge is really not very strong. Torch is fine, but the Punishment skills and survival tools are incredibly weak. Its only real defense is killing your opponent before they can kill you (which, admittedly, it’s very good at if they stand near a shade).

But that’s quite a common issue with DH guards nowadays, and what we had with turret engi meta too, it’s easy to counter in theory, but in practic, many people do not know. From a team queue point of view, i would say it won’t be that annoying. From a solo queue point of view, some matchs will be total blow outs. I’m afraid setups of scourge + holosmith may literraly faceroll poor setups or average soloqueue joe going mid point over and over.

Ridiculous power creep

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Holosmith deals too big damage for sure, but i will keep in mind that this test week end might not be a really good way of evaluating new builds. Everyone is testing builds + unranked mode is full of newcomers/low experienced players. You usually have 3-4 teammates getting rolled on middle point over and over, but it would be the same against a turret engi ( to a lesser extend obviously).

That being said, the problem to me might be the damage output that is too quick, and that might lead to vision issue on big fights. 100b warrior and DH guardians, you would easily predict where the spike will land and still have a few seconds to react. Considering holosmith, this might deal too big and too quick damage on a huge range so that people ( and more likely aged people) would have time to anticipate and react

Tournaments are unbalanced

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Bad players should not be able to get far in tournaments at all. They should be kept as they are. If people really want to start winning ATs then they need to get better at the game and practice as a team. If Anet starts rewarding bad players by allowing them to get to the final rounds of tournaments, then it is a MASSIVE step back for the little competition that this game has left.

Competition and improving should be encouraged at every opportunity.

The system itself is too unfair in order to help people getting better. If a team of bronze/silver is constantly put against legendary on 1st round, they will always get rolled 500/50 and get demotivated. In guild wars 1, you had extra rounds where you would face other teams that lost too, and still get a chance to have a few wins against equally skilled opponents.

Either matchs should be totally random, either make more rounds for people that lost first match.

MMR is broken

in PvP

Posted by: Abazigal.3679

Abazigal.3679

This isn’t the worst match maker system, actually this is very similar to many games. But you are the perfect example of why this isn’t working. If someone usually placed on bronze finally gets placed on gold tier 2, basically anyone can be put at any rank along seasons, regarding luck on placement games.

This is why seasons should work differently, and have a huge leaderboard

Two huge problems with ranked pvp

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Rodzynald sums up everything perfectly. I think the issue is season restarting, leading to players not tryharding so much after getting common frustrating loses. You’ve finally managed to get to gold/platinum, then a new season starts, and you have to deal with the same issues again. If i used to play a lot in the past, i found myself giving up rather quickly( sometimes right after 1 lose) in last seasons. But that is a common problem in many games, everyone claims that matchmaking is poor everywhere, but i’m convinced this is due to the season system.

When will the matchmaking get fixed?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

First things first. The combat system is the main problem here and the matchmaking suffocates from that.

This. It’s ridiculously easy to win the average solo queue game having 2 necros or 2 eles because opponents do not know how to deal with it. It was the same on the turret meta. On theory, it is easy to handle it. On pratic, you always have 1-2 players going middle point whenever they rez up, and die. Pretty much the same with thieves. Some matchs, you will have 2-3 players chasing you on the whole map, leading to a free victory, some others you won’t.

Point is, it is easy to make strategies to win in solo queue simply based on the fact that opponents will play like in the average solo queue game. But that’s not really making you any better for tournaments.

How do I climb out of silver?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

A big issue i see with people stuck in a bracket is that every loss is never their fault. it’s the fault of everyone else on the team. And sometimes that’s the case. But you should never look to blame others for why you loss. instead think of what you could have done differently to win.

That is easier said than done unfortunately. You know, i’m seeing the same mistakes for years. I used to be top100 in the very old leaderboard, then i didn’t play a lot with the new system and varying around high gold, and it’s still the same happening and that Anna has described above.

I’m having games where i keep drawing on maps and ping where help is needed, and still have players going far over and over, or pushing lord at 200-200. Probably half of my loses are due to such situations.

Monthly AT nice meme

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I dont see the problem, its not supposed to match equally skilled teams

The problem is there are no other skilled teams, maybe next month they can just give them the rewards.

Perhaps the monthly tournament is too easy to enter. It is, after all, a Monthly Tournament. These things aren’t suppose to be easy.

It is easy to enter, since basically anyone registering for At’s 20 times a month can join a monthly. The system however isn’t good ,it should be similar to Guild Wars 1, with swiss rounds and not single elimination. People cannot practice, can’t recover from bad luck( disconnect,..).

I’m pretty sure lower experienced players would practice and get better if they could have 2 wins 3 loses/ 3 wins 3 loses from tournaments instead of getting eliminated out of the 1st round constantly.

Frustration boiling over.

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Can you maybe tell us whats going on in your matches, do you win all your 1v1s but the rest wipes, do you rush far, or others rush far and die, do you camp points or others while no enemy. Where does it go wrong, first mid fight? Maybe you can record some stuff so ppl can point out what you can do to carry matches to victory.

I can tell you that i’m losing many matchs because some players constantly go on middle point and die there, although i keep drawing on map/spam click on side shrines/ post in teamchat.
Actually, i would not mind if my strategy was followed and we ended up losing 500-400. But it isn’t fun when people refuse to listen, and you get rolled by double guard ele necro 500-150

Issues with Automated Tournaments

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I’ve played some tournaments, and i got to say these are interesting but i share the idea Ithilwen gives. Rewards are fine, Playtimes aren’t perfect but everyone has different play times so it is fine. However, the system isn’t that great.

It isn’t really entertaining to get facerolled on the 1st round when i join a random lobby team, and not have the possibility to go on and eventually win( or do better) other rounds, like it happened in GW1. I do not mind having " worse teams " lose first rounds against " best teams " , but if you cannot continue and play against people who lost, you can imagine how it will end in a few weeks..

Also, it would be nice to have more explicit names in tournament roster. I can’t follow the team who did beat us and see at what place they end up easily.

(edited by Abazigal.3679)

Rank should be class specific

in PvP

Posted by: Abazigal.3679

Abazigal.3679

That’s not a good idea because you have 2 aspects : the class and how to play on capture points, and the second point usually has very few to do with the first point.

If you’re a good player, you should both master your class and how to play maps. If you team 5 veterans with starter builds they rarely played against 5 total beginners/low experienced players , it will probably be a win 500-100. I’ve played several matchs with a shortbow thief never engaging any fight and managed to do good results when i was on very low rating..

How to fix conditions

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Or maybe, it could be easier for people if conditions were health degeneration and not x damage each y seconds.

PvP talk in AMA

in PvP

Posted by: Abazigal.3679

Abazigal.3679

There was this epic place in GW1 that beats all of gw2 PvP and that was Heroe’s Ascent. It was a non stop random tournament that make you want to pvp and get better. Now adays pvp is non competitive and just there for some fun.
GW2 needs a new hero’s Ascent to revive life into pvp.

Indeed. I am personnaly not a huge fan of having tournaments outside of the game, and i prefer having automated tournaments directly implemented in-game.

Season 6 Conclusion is... Frustration.

in PvP

Posted by: Abazigal.3679

Abazigal.3679

But my biggest frustration in this matchmaking, is that Anet make me play with people who don’t know what they are doing.

And the biggest frustration of the new player, is to get farm by players that know what they do.

Usually, opponents do not know what they are doing neither but got solid builds and that makes the difference.

Anyway, this situation is avoided by getting rid of placement games and seasons. Right now, the system is close to perfect, but we’re having 10 decisive games sending anyone at any rank. If we swapped players at 1200 rating and players at 1500 rating, i am not sure everyone would end up at his previous rank. Let’s make everyone start at 1000 rating and climb the way through months.

Finishers and tokens for Top 250

in PvP

Posted by: Abazigal.3679

Abazigal.3679

These are good ideas, but they would involve a title/finisher rework. If we try to be honest, a good motivation in PvP is to show out explicitely in game how good you are compared to others, and that’s what happened in GW1 when you showed out r12 emote from heroes ascent, r9 gladiator, r8 commander, r8 gvg, because these were uncommon things.

Here, there are way too many titles, finishers, miniatures, noone would get nor understand which item corresponds to what, and it wouldn’t have that big success on the long run.

This game develops bad feelings

in PvP

Posted by: Abazigal.3679

Abazigal.3679

This is exactly the problem. 5v5 conquest was made for organized tournament. Because the way its setup, you need all 5 players playing well. If even one person plays like a complete idiot then your chances of winning drops significantly. If there are two people playing like idiots then you will lose for sure.

Not sure. Back in time, there was no problem because you had builds generally made for 1 role. Right now, it is complicated because you have builds that can do too many jobs at the same time and usually having 1-2 " idiot " moves can cost you a game.

I am not convinced 5 very good thieves would ( easily) beat 5 beginners running meta necros/warrior today on a map like legacy of foefire, and that’s a problem.

This game develops bad feelings

in PvP

Posted by: Abazigal.3679

Abazigal.3679

High ranked players have absolutely boring matches with literary non-existent rank gains and the risk of losing ranks worth of 50 wins.

Why should any of those players bother pvp anymore? Among all other things (lack of carrots, class balance) this is one of the reason why people quit. I personally went from pvp’ing every day to not logging in for weeks. I do not enjoy sitting in matches, watching my team getting spawn camped by players 2 divisions above my teammates and then lose points worth of 2 wins. This is absolutely depressing.

That’s really interesting, because if we go back 10 years ago in GW1, such a system existed but i can’t recall anyone complaining. Obviously, it wasn’t the same since i am comparing some kind of " team " vs " solo " , but you had weekly/monthly tournaments where you could end up with -150 rating if you lost to smurf accounts. Yet, noone did complain at that time..
I personnaly remember some days in hero battles where i was getting +2 points during 7 fights and lost -15 from a disconnect. Annoying sure, but i didn’t felt like coming complaining at the broken system..

Not sure the problem lies in the point system, but i do agree it does if you add to it matchmaking and balancing issues.

Why i will stay in PvE

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Well, to my opinion, it’s more likely the necro and warrior ruining all the diversity on zerker builds.
These 2 aren’t really fair and are breaking the average/low ranks :
- you’re about to down the necro, he does on second form and puts 500 conditions
- warrior following on the whole map with no real risk, and still able to kill most builds

It’s not hard to beat these builds, but it’s too easy to fail and a combinaison of 2 necros 2 guards 1 warrior is a real pain..

mmr , personal score and pvp idea

in PvP

Posted by: Abazigal.3679

Abazigal.3679

the idea is – if you did good you dont lose points even if you team lost. if you did bad and your team won you will get very low points.

That’s a bit more complicated, the question i wanted to point out is " how do you define doing good/doing bad ". There will be some fights where i could be 1v2 on far the whole game, and time to time 1v3, while not trying to damage anything or even decapping since my teammates will be outnumbering other points. In such a scenario :
- if we win, my teammates will have top damage top cap for sure
- if we lose ( on a 4v3 scenario, which is terrible, usually because people feed mid 1 by 1 ), they will still have top stats and i will lose more points than them.

There can be many similar situations too..

mmr , personal score and pvp idea

in PvP

Posted by: Abazigal.3679

Abazigal.3679

That’s already been discussed, and it’s not such a good idea because you will have subjective and objective point of view. The situation happens frequently, i will say what happened yesterday :
Match on legacy of foefire, bad setup vs good setup. I constantly ran around sides, help to outnumber as a thief, trying to lure opponents so i can decap or make them chase me. Although losing middle point constantly, we had an advantage like 260-180. Until all my teammates decide to go mid for the x time instead of holding sides, die there, constantly go back to mid 1 by 1 dying there, and we ended up losing 300-500.

The issue with your system is that i will lose much more points than my teammates. But, if i played exactly like they did, we would probably lose 50-500.

To all of you "pro's" defending Anet

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I myself didn’t play a lot compared to what i used to ( 50 games maybe) because i experienced bad luck on placements and few following games. However, besides that and some clear balancing problems , i am convinced that there were many efforts made in the pvp environment recently. You have to consider 2 important things :
- The whole system has changed a year and half ago. That’s not so easy to find a system to keep players that made over 5k games in the past then
- You cannot really compare GW2 to overwatch or Dota since these are mainly based on PvP, while Gw2 has a PvE part principally. Even GW1 on golden age didn’t have that many players on comparison.

This game develops bad feelings

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I can’t actually stress how balanced this game actually is, the problem is the kittening idiot players.

That’s linked in my opinion. You know, some games, you outrotate completly the opponent until 1 bad mistake happens and you end up losing because people keep running mid suiciding 1 by 1, and you wonder if your teammates knew what they were doing ( plus sometimes flaming you on ignore mode).

At the turret meta time, it was clearly players not playing the best way. But nowadays, when i’m facing double necro double guard, i have issues to see what we could do…

Season 6 Conclusion is... Frustration.

in PvP

Posted by: Abazigal.3679

Abazigal.3679

All of which wouldn’t matter and wouldn’t happen if

1) Matchmaking had hard limits on its search ranges. Specifically search for players to play with/against ONLY in your division. Nothing higher, nothing lower.

OR

2) All MMR gained/lost from a match is calculated based off of average TEAM MMR, and not personal MMR.

That’s not a bad idea, but it won’t solve the true problem on the long term. What may happen is :
- never ending queues at some hours ( HoH/GvG/HB in GW1 had that, the same happened in tournaments in GW2 4 years ago)
- players never really going down in leaderboard, since in average, players won’t lose many points. #250 players will be hard to catch if they
- players might use multiple accounts on dead hours even more since they will be getting 10 points instead of 1/2

To be honest, i think the system itself right now is good, they did put a lot of effort, and you have to consider it was implemented recently. However, huge matchmaking problems and fiasco is generally happening in silver-platinum where you team people that know how to play on capture points with people that perform a good build, but have literraly no clue how to play . The only thing that should be done is :
- adding a capture points tutorial
- removing OP builds and getting back to the old meta

We need Guild Wars PvP to save game

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I think simply having automated tournaments would be a good way to promote team play, and also give alternative ways of getting rating points in order to avoid what some might call " elo hell " after unlucky placement matchs.

Ranked ratings make no sense (redux)

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Everyone here forgets placement games, which are the root of all problems.

What can happen, as an extreme example, is that you had 1-9 in your placement and your friend had 9-1. You started at 1100 and your friend at 1400. Across the season, you both have the same amount of loses ( 50) and you have approx 30 more wins than him. If you assume one gets 10 points per win, then it makes the 300 points difference and you both end up having the same amount of points.

I’m taking an extreme case as an example, but that’s what happens generally

Will we get competitive PvP?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I don’t think people aren’t willing to learn because they are going to PvP to get loot. More likely what Celtus said, builds today are able to do too many things at the same time, and this isn’t helping in order to learn how to play on capture points.

A more accurate rank system

in PvP

Posted by: Abazigal.3679

Abazigal.3679

This isn’t a good system because the game will have to know what is considered " a good performance ".

I already pointed the example multiple times : if we assume i’m playing thief and opponents are constantly chasing me, there’s a big chance i won’t fight on points, kill many players, while my teammates will be 4v2-4v3 for the rest of the game. Does that mean i will get less points than them ? Alternatively, is following players the whole game with some OP 0 risk build, leading to defending and fighting a lot, a good play?
We can find many other situational examples, but there will be objective and subjective analysis on this, and the system won’t work.

To me, to make it easier, there are 2 solutions :
- Keep the actual system, but remove seasons : we will avoid luck on placement match, and on the long term, everyone will be at his true rank
- Keep the actual system, keep seasons, but make everyone start on the same point.

No will to be better ?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

ArenaNet has actually been delivering what the community has asked for.

Exactly. They gave what players asked, and players are still not satisfied although they could know how the result would be. When you’re asking to change skyhammer/khylo/orb running then complain on the bunker meta, it’s hard to consider you seriously anymore

Battle Of Khylo

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I noticed that too, i was wondering if there was an update or if i missed something. Then, i saw the other side " seemed " same as usual, need other confirmations.

Anet logic: work more, gain less

in PvP

Posted by: Abazigal.3679

Abazigal.3679

It’s really demoralizing. You can win a few games in a row and then suddenly lose one and all your progress is trashed. It makes you not even want to keep playing. I think that’s not the effect they intended.

That’s actually all the point. If i am #50 and i am facing #1000 players, i should be supposed to win easily. That means i should either win +2 or lose -15 points.

The real issue is the quality of the match if you end up losing it 500-100, not the system itself. If i am teamed with players that are #250 but do not know how to split, or i am assumed to carry players #3500, then there is surely a problem, but somewhere else.
If you switched the system, we would get back to 1-2 years ago where the number of points was linked to the number of games played.

Ranked Queue is Garbage

in PvP

Posted by: Abazigal.3679

Abazigal.3679

The quality of the ranked match is mostly due to people not knowing how to play on capture points. And this is a consequence of " too easy " builds. Ask the average DH/necro/warrior player to run a build requiring you to know explicit counters, to constantly cap around and watch the map, it won’t be the same..

The system how it is seems relatively good, although a few flaws.

PvP QQ

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Individual skill is a massive part of what your rating will be. Yes, useless teams can drag you down for a few games and make you lose a bit of rating, but, if you are 100% stuck at your rating and cannot progress, YOUR TEAMS ARE NOT THE PROBLEM. You are. Why do you think that all the good players are at the top of the leaderboard? Because their individual skill is enough to carry games.

The issue is actually the " 100% stuck " . After a few seasons, it’s fairly easy to understand people won’t bother after 30 games of unluck. What is the point if i have to play XX games each season in order to compensate bad luck on placement matchs ?

2 major ways to improve spvp

in PvP

Posted by: Abazigal.3679

Abazigal.3679

While I agree there is too much CC, negating burst and increasing TTK would only result in a boring bunker meta.

It depends how you see it. In hero battles in guild wars 1, you had top builds being only based on capping, and alternatively builds being based only on damage with no form of healing. The same appeared in Gw2 around the beginning, it was much more tactical and you could run a lot of builds.

If you get matchs with 5 DPS with no defense against 5 bunkers with no damage( that’s an extreme case, but you get the point), it could be really interesting

We NEED 30-40 Slot Bags

in Guild Wars 2 Discussion

Posted by: Abazigal.3679

Abazigal.3679

Haha, that’s an interesting topic. I do have inventory issues in all games actually, since i tend to like keeping everything that " seems rare " , but maybe that’s where a part of the problem is.

To me, there are too many different special items from living story or stuff ( example : zephyr maquette, asura book, confessor mask,…) aside of " collector items

Something has to change

in PvP

Posted by: Abazigal.3679

Abazigal.3679

I’m gonna use the same argument i’m giving for few weeks, but getting rid of seasons should solve the problem( or let’s say reworking these).
Many games are having seasons, and it’s good to have activity and stuff to do regularly, but the issues are :
- Frustration when season starts if you’re unlucky on first games : leads to lack of motivation if you have to experience it during few seasons
- Farming mind : you have to do the seasonal x games in order to get all rewards, which means you’re more enclined to use a " meta " builds to win quickly

Rewards should remain the same, but if we had longer periods, the " farming spirit would " run off and give more space to competitivity. But this concerns many games, not GW2 only.

How can the community make players better?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Man you’re talking as you know what the enemy team is doing before the match starts. There are too many variables and the thief should be your +1 man where needed. Of course there is the chance that you could do a 3v4 mid at the start of the match if they don’t cross and send war at close as you say. But you’re talking as the 3 of us mid will get wiped in a matter of seconds. Instead therr are a lot of scenarios that will open in that situation but good reaction and adaptation is needed as fast as you can. And nowadays all I see is a lack of reaction and of map scouting.

I agree with you, but you’re giving the answer in your own post. You kinda " know " how people are going to play in solo queue, since there is lack of reaction and map scouting. In solo queue, i like trying to play the least risky possible and prevent the usual headaches and try to get safe wins.
Your examples about top players belong to team queue usually, and there’s no need to argue about praying that teammates aren’t going to die in 5 seconds on mid point in that case. Any opening is willing to work then.

How can the community make players better?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Well sending thief to cap home is the worst thing ever.

Not necessarly, it is probably the least risky opening in solo queue :
- If you let it go far, you have to expect him to win the 1v1 and have your team handle a 4v3 middle for 10-12 seconds in the average scenario
- If you let him go mid, it’s not going to bring a good damage output on a 4v4 battle opening (with all buffs and stuffs), and it’s fairly easy to die considering the amount of passive and condition damage

Why do you not play?

in PvP

Posted by: Abazigal.3679

Abazigal.3679

Selfish experience that only promotes toxicity and where the outcome is committed to the luck you have with your teammates.

This is still happening in most games having a solo queue mode however, chains of loses because people do not cooperate and are about to get angry/ragequit any time they die( and i assume some large wins are due to opponents having such players in their teams too).

It is hard to predict the " toxicity " and stuff. There are some situations where i do ping the map expecting for help, and i end up receiving no help and a " stop spamming map " message from a teammate. How could a matchmaker predict that ?