Showing Posts For AegisFLCL.7623:

Graphics Settings Keep Resetting

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Posted by: AegisFLCL.7623

AegisFLCL.7623

I just noticed this with v-sync, seems to be an issue from one of the new patches. Rather frustrating.

V-sync forced on every game restart

in Bugs: Game, Forum, Website

Posted by: AegisFLCL.7623

AegisFLCL.7623

After some of the recent patches I noticed that v-sync is forced on/checked every time I restart the game/client.

I’ll start the game, uncheck v-sync in graphical options, play for a short while, then exit the game. As soon as I restart the game v-sync is turned on/enabled without changing any graphical settings.

This is rather annoying as it turns off my fps cap through AMD drivers and with v-sync on I get tons of stuttering.

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: AegisFLCL.7623

AegisFLCL.7623

Players we’re nice/excited enough to take the initiative to creative class specific feedback threads in their respective forums.

Rather than create a mess of back and forth between different classes, your team/devs should go look at more comprehensive feedback that’s already been provided…

Soulbeast Demo Weekend Feedback

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Posted by: AegisFLCL.7623

AegisFLCL.7623

So whats everyone estimate on shouts applying to you being nerfed.

I don’t see devs allowing Sic’ Em for very long.

Soulbeast Demo Weekend Feedback

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Overall the spec/mechanics all feel really clunky.

Without having daggers equipped and trying to find traits to help balance out other weapon sets, off my initial impression it feels like there is very poor synergy (at least taking power based weapons/traits into account).

Most beast abilities are suited for melee

Cast delays need tweaking across several beast mode abilities; very little fluidity when using most of them.

Some stances would feel better with the ammunition system; goes for other classes as well, and would promote more active gameplay.

*Forgot to add pet swapping within beastmode would go a long way to improve the spec as you’re losing a lot of potential swap traits with beast mastery that could be very useful.

Overall it’s probably my time to indefinitely shelf my ranger, I’m not sure I’ll ever understand anets hard-on for condi specs.

(edited by AegisFLCL.7623)

Separate PvP balance from other game modes

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Team Lead: “Alright guys, let’s think. How can we make the quickest return on cash?”

Noisy meeting room: “Expansion… more power creep… new elites… more vertical maps… remove more amulets… gem store only patches… stop wasting time on legendaries… less living story, more outfits… more raids!”

Team Lead: “Wow you guys nailed it! Next expansion it is. I know our community will oversee the lack of quality content and balancing when we show them how cool the next expansion will be. One thing, we have a STRICT release date, so accomplish what you can, and if it can’t be finished cut and piece together as much of the content as you can!”

In all seriousness, I’m right there with you. We should have had separate PvP balance since the beginning of the game. Anet and or NCSoft decided the best route for the game was to put most of their resources towards another expansion asap. While I personally think this is the wrong decision, I don’t think it would be easy for someone to argue that they made the right decision and will not lose a lot of their player base do to lacking content and quality.

I don’t have any hope after trying to be optimistic over the past 3 patches. They will not deliver at this rate, and myself and small group of friends have found better games to invest our time in.

It’s also sad that almost no one replied to even +1 the idea, just shows how true cynical and or apathetic the PvP communities attitude is at this point.

GW2 PvP is Dying

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Posted by: AegisFLCL.7623

AegisFLCL.7623

I’ve spent about 4-6 hours a day over this past weekend (and today) playing both ranked and unranked. Over the course of that time I’ve seen the same 20-30 players in both ur/r, over the 3 day period.

The majority of friend’s I played with who were in diamond/legendary quit at the end of season 2. Almost none of them played season 3, of which I played 25 games and didn’t lose a single one; I proceeded to stop logging in because there were no players and competition was awful. Myself and the majority of my friends have no interest in season 4.

WPAK, one of the largest JQ guild’s has pretty much dissolved over the past year, many members of which have been gone since a month or two after HoT. To those I have spoken to, none of them have a hopeful outlook.

After the first two weeks of S3, the lobby was practically empty at any point of the day, and only had a decent population; I mostly attribute this to the lack of shinies dangling in front of the casual players as PvP rewards. By the end of the season the PvP lobby was dead, I didn’t even get a single pm from gold spammers.

Balance is awful. Build diversity is awful. Ridiculous changes patch to patch completely removing builds and or classes from the meta. Condition builds still being brain dead and far too rewarding; this is on top of double dipping for offensive or defensive stats vs. power based specs. A lot of condi clear was actually nerfed, and ele one of the best sources of team cleansing has been repeatedly nerfed. Not much hope on the horizon, lots of new bugs for Revenant’s. But don’t worry, pet names will now be saved and pigs/moas are BEASTS.

If you think the PvP population isn’t dimishing at a very rapid pace compared to previous years, you are seriously confused. While the game may not be dying as quickly as people make it out to be, there really is no reason to PvP in this game anymore.

(edited by AegisFLCL.7623)

Feedback Thread: Summer Update (26 July 2016)

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Posted by: AegisFLCL.7623

AegisFLCL.7623

-snip-

In relation to the lack of explanation, I am becoming increasingly frustrated when class forums. I have seen many interesting constructive threads about classes shortcomings and overturned points to have nothing come of it except bug fixes. I do not feel that arena net is actively engaged with it’s player base or understands what it’s bases frustrations are. Which in turn is causing a lot of people to become apathetic and cynical on the forums. Neither of which are good for communication or postive feedback.

QFT, this is a gem.

After playing every GW expansion, and GW2 since release, I feel like the franchise is being run into the ground. I enjoy the story still, but after a year of almost no content and this little tidbit of a LS patch on top of the terrible state of PvP, I’m hanging up the towel.

After 3 seasons of PvP and “Balance” changes, I have no faith PvP will ever get back to a similar state to before HoT dropped. I’m very sad to see so much community activity being ignored over and over in terms of suggestions and ideas.

Enjoy your gemstore updates people~

This patch...

in Guild Wars 2 Discussion

Posted by: AegisFLCL.7623

AegisFLCL.7623

annnddd, that’d be the wrong thread >_>

(edited by AegisFLCL.7623)

Ranger Pet Names Now Stick

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Kind of cool, but a waste of time that could’ve been better spent on fixing pet AI.

Feedback Thread: Summer Update (26 July 2016)

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Posted by: AegisFLCL.7623

AegisFLCL.7623

The Good

- New map is pretty interesting, well designed from an artistic standpoint
- New PvP map is again very nice, seems like a more balanced version of skyhammer (or at least the mechanic). Points are spread out evenly, and the terrain is not ridiculous.
- Heard good news about the Fractal, haven’t played it yet but I doubt I will.

The Bad

- The new PvE map, yes I know it was in the good but… plagued with boring mobs that are everywhere. The event’s outside the Jade Constructs and Unbound Guardian are BORING. Map is WAY to easy.
- PvP Balance. While engineers got some nerfs they deserved (not enough imo), ele’s may have been wiped off the map, and most other classes had nothing of notable mention changed; when will rangers ever get to do damage again, that isn’t reflected or blocked by all the projectile hate.
- Nothing was done to provide better counter play against the large number of condi users throughout PvP.
- The LS script and voice acting was subpar.
- The LS was incredibly short, appeared rushed, and just was not what I was expecting after a year of ZERO story content; this specific part of the patch lacked quality big time.
- As I generally PvP and do LS, I’m pretty much left with nothing to do that’s enjoyable until 3 months from now.

ArenaNet -- Great job

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

-snip-
I don’t see other professions pigeonholed into defense like the ele because they have other ways to mitigate incoming damage with blinds, blocks and evasion.

wtf are you talking about? look at the meta builds pre-patch. The forumla is: HoT spec (cause marketing > balance team) + 2 defensive lines. The classes that came out on top were ones that could still put out significant pressure while being heavily, if not entirely, invested in defense. Ele, engie, mesmer all say hi

QFT

Feedback Thread: Summer Update (26 July 2016)

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Why are people keep saying it’s a small patch? We get a new map, even though it looks small on first glance but the verticality makes up for it, if we count the playable land mass together excluding air portion the map is still around the size of southsun and certainly bigger than half of DT. We also get a new pvp map, a new fractal and tons of qol changes. I dont get why are people complaining.
lets see s2 for example, 2 weeks with huge breaks delivers way less content than this in period of 2-3 month. As well as considering the quality increase in story, voice acting and map quantity.

The voice acting was average, even sub par for Lazarus and his introduction. The story was rather short, and fewer instanced based parts made it seem even shorter. Some of the AI was boring, disconnected, and rather unresponsive in my opinion (looking at you Caithe and Canach).

I believe the main reason that disappointment is being expressed, is because we’ve had NO living story content since the HOT release. While we did get plenty of other content, those of us waiting mainly for the story end up with very little to do in between 2-3 month periods of content drought.

The new map is cool, content is super easy however, sucks that there is mastery gating (even thought it’s super quick to complete). I have yet to check out the new fractal, but I’ve heard good things. Aside from the nerfs to engineer’s and ele’s, the balance changes were also fairly disappointing. No build templates… STILL.

All in all, the quality and quantity seem pretty average. All of the new content doesn’t really make up for the steamy kitten that is the first episode of LS3. I’ve played since the original GW, and ever since HOT’s release new content patchs are just becoming more and more disappointing.

Guess I’ll be back in a few months, better things to play.

(edited by AegisFLCL.7623)

Ancient Seeds

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Posted by: AegisFLCL.7623

AegisFLCL.7623

How exactly is ancient seeds a condi trait???

If you hit all the projectiles from shortbow 2 or axe 2 it will proc ancient seeds 5 times. Condi trait.

Wha????

10 sec cd…. not sure what you’re on about…

they hit at the same time. You will stack 25 bleeds over the course of 5 seconds

If this does happen, and I don’t recall that it does, it is a bug and not intended.

And the only reason it would be considered a condi trait is because it applies conditions.

Ancient Seeds

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Posted by: AegisFLCL.7623

AegisFLCL.7623

How exactly is ancient seeds a condi trait???

If you hit all the projectiles from shortbow 2 or axe 2 it will proc ancient seeds 5 times. Condi trait.

Wha????

10 sec cd…. not sure what you’re on about…

DirectX 12 and HoT

in Guild Wars 2: Heart of Thorns

Posted by: AegisFLCL.7623

AegisFLCL.7623

I doubt they have the resources to ever go through with this; imo we would only see a different engine if they decided to go down the path of GW3.

Always remember the motto… Gemstore Items for $$$ > any other form of content/improvements!

A Few Questions about Matchmaking

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Posted by: AegisFLCL.7623

AegisFLCL.7623

1) 15 was a good number to use for all divisions such that you can’t matchmake on either side of an entire division. We have the ability to control where this number starts, and how long it takes to expand to a stopping point to ensure certain worst-case matchmaking times.

2) This is fair because there isn’t an MMR jump when you cross division boundaries.

3) We have not considered this. It’s also more complex that just losing divisions.

4) Player’s would get an mmr relative to their division that would all of a sudden be inaccurate when/if they cross divisions.

5) Yes

6) There will be matchmaking changes that strike a balance between season 1 and 2.

Thanks for the reply!

Looking forward to less blowout matches this season, I hope you guys can pull it off otherwise I think I’ll throw in the towel.

Just one more thing concerning question 3. Have any ideas of removing safety nets between divisions been entertained in the studio?

A Few Questions about Matchmaking

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Just as a preface these are directed towards the PvP devs…

1) What was the deciding factor for using a pip range of 15 for matching, and how does reducing/increasing the range effect matching and queue times?

2) Some what related to the first question, do you believe allowing cross divisional match-ups with the in-place safety nets between divisions fair for both sides (sapp v ruby etc…)?

3) Have you guys entertained the idea of more temporary safety nets between divisions, i.e. if at 0 pips you can lose X number of matches before being dropped back down to the previous division?

4) How would restricting matches to be within the players division only effect the system?

5) Will you continue to use both MMR and Pip range to create match-ups?

6) Are we going to see another big change to match making before S3, small ones, or no change at all?

There has been quite a lot of discussion about the league system, as well as the overhaul from s1 to s2, and I still question if people can seriously call it a competitive ladder. Legendary prestige ranks are more a grind than anything else, and divisions themselves are no different when there is no risk to drop down. I feel like the answers to the questions above may address some of these issues; while these are issues specific to me, many others may share a similar opinion.

*looks around for Evan >_> …. <_<

Chuka and Champawat Legendary Journey Bugs

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Oh Bleepdoop, why hath thou forsaken me…. for 7 hours.

Was actually enjoying the collection until I realized there are no other maps I could possibly join to have a working event

Your best of Q2 update ..

in Guild Wars 2 Discussion

Posted by: AegisFLCL.7623

AegisFLCL.7623

Going from getting a single ley line spark from 1 of every 2 chests to getting 4 per. I have so many bottles, ore, and dust in comparison it isn’t even funny.

ANET FIXED STUFF =))

in Guild Wars 2: Heart of Thorns

Posted by: AegisFLCL.7623

AegisFLCL.7623

Good step forward, but as expected no new content, and current content is stale.

Not overly impressed by the balance changes and how they effect sPvP, as it has been stated a lot of it was geared towards WvW according to the blog posts.

I’ll login to work on the SB, but ranked PvP won’t be worth my time until they change the ladder system and remove the achievements while replacing them with end season rewards.

Nice to hear build templates are in the works, but this feature should’ve been brought to the game so, so, soooo long ago.

So no new legendaries but...

in Guild Wars 2: Heart of Thorns

Posted by: AegisFLCL.7623

AegisFLCL.7623

Simple way to see it imo, gem store items create revenue. While releasing more legendary weapons has potential to do the same by keeping more players around, I doubt it is close to the scale of gem store items; mostly due to the account bound lock on new legendary weapons.

And like the previous post states, the amount of time severely outweighs the benefit at this point in time.

What If?: Thief and Dragonhunter Traps

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Posted by: AegisFLCL.7623

AegisFLCL.7623

I’d love to play a trapper build that’s worth the slots, the issue is when HoT was released there was no balance between utility skills across the game. While not every utility skill should always be useful for a given scenario, there are generally a set amount used in different game modes and everything else becomes useless.

The other issue is that DH traps > thief/ranger traps due to CD difference and no secondary bonuses. The same goes for countless other utility skills that came along with HoT. While I don’t expect a serious patch focusing on balance, I think it should be a serious consideration of theirs by time, or just before, they release the next expansion.

one button spam class

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Posted by: AegisFLCL.7623

AegisFLCL.7623

As far as pistol is concerned, there is really no point to use any skills but #3 and #5 in combination with bound for stealth auto in a p/p setup. The duration on vulnerability and immob on #2 is a joke, #5 sucks when any target has a defiance bar and is a pretty huge ini dump to get stealth, and #4 will mainly be used to break a defiance bar while not procing pulmonary impact in the process.

Haven’t really messed with staff, but in PvP, if you can bait out both dodges you can generally one shot a large majority of players with vault spam; it’s also great cleave on downed enemies.

While there does seem to be a lot of spam throughout all the classes, I don’t think it’s as bad as it seems to be, and it is generally aoes that are the big issue.

This isn't 'balance'

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Posted by: AegisFLCL.7623

AegisFLCL.7623

-snip-

Engineer was the most balanced class in the meta…. and it got kittening nerfed…

-snip-.

Cutest statement I’ve seen on these forums yet. “Did” you main scrapper?

Scrapper in S2 was the shining example of a class having no downsides; great players could 1v2 all day long, which should have never been the case.

Aside from that, I think the necro nerf may be a bit much, but now all we have to deal with are brain dead condi mesmers who still think that they’re all such fantastic players.

QoL Suggestion for Shadowstep

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Posted by: AegisFLCL.7623

AegisFLCL.7623

That is because you’re not using it as intended.

You suppose to engage (or re-engage) with Shadowstep so when you get loaded with conditions, you can use the return to remove them.

Placing the condi-removal on first activation will have the same problem when Thieves uses it to engage.

You’re just creating a cyclical problem when you’re suppose to instead just use it as intended.

Please spare me the “I’m best thief NA” before you even reply…

That is flat out not true. First off you’re blowing a long cd stun break when you can engage any number of ways to melee range (bar running staff where this could be considered useful). Second, Shadowstep is far more useful as a disengaging/repositioning tool.

No matter which way you put it, on paper or in practice, it will always be more useful to disengage/reposition. And therefor frontloading the condi removal would be a good QoL improvement, especially with the existing meta and not being able to instantly faceroll.

If anything I think it’d be better to argue removing the condi removal from this skill all together and building it into another utility skill. As the skill exist now the way the condi removal function just seems like it was tacked on because they didn’t know where else to put it.

Special animation with new legend shortbow?

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Posted by: AegisFLCL.7623

AegisFLCL.7623

I do hope that it gives thieves something neat. Seeing as we’re the only class that really uses shortbow anyway…

Not sure if serious

I wouldn’t call SB5 spam to escape or for mobility purposes “using” shortbow.

QoL Suggestion for Shadowstep

in Thief

Posted by: AegisFLCL.7623

AegisFLCL.7623

As I spend a lot of time on my Thief in PvP, I’ve always wondered why this skill was so clunky in regards to condi clear. As a predominately melee class, you want to leave melee range if you’re under pressure whether it be a condi based skill or flat damage.

Why is it that in a scenario in which you may have little time to react that the condi removal is offloaded to the return portion of this skill; A allowing you to die to condi ticks if you trying to avoid condi application in melee and already have condis, and B forcing you to re-engage or place yourself in melee range once more just to remove conditions that will kill you…

The obvious suggestion being that the condition removal aspect of this skill is moved to the first activation of shadowstep. You can than be allowed to re-engage with other skills without having to waste the second stun break on activation.

/discuss

Season almost over - final opinions?

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Posted by: AegisFLCL.7623

AegisFLCL.7623

- This seasons meta really wasn’t much better, just different overall; condition specs became even more popular and lead to braindead team fights.

- Matchmaking still seems pretty hit or miss, ~70% of my games have 250+ point differentials, and a small portion were within 10-30 points. My games at the beginning of the season we’re much closer which I find strange because most were against ESL players, twitch streamers, and a few coordinated challenger teams.

Another issue I feel is at play here, is the fact that the pip range for matching is too wide (most likely to reduce queue times), and also the possibility of huge MMR deltas between teams. While in theory it should help better players progress early in the season, and ultimately allow for more matches based on pip range by the end of the season, it didn’t seem to work out that well in the end.

- Almost no build diversity and balance is still horrible. Until they split game modes, at least to some extent, the game will never come close to some form of balance.

I’ve played PvP since release, and this season pretty much made me stop playing the game mode all together. I don’t have much hope for PvP until division drops are allowed, and we get end season rewards more akin to LoL and WoW.

The amount of bad players I’ve seen in legendary is no different from S1 when there were ways to easily abuse the system to hit legendary.

Worth Getting HoT for PvP?

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Wait for the upcoming balance update, if some major changes address balance and build diversity it may be worth it. There are too many outstanding issues to really buy into HoT at this point, when everyone shares the opinion that people are leaving regardless of that fact that anyone can prove that. I login less and less, and more recently just for SAB.

I also find there is a lot of gating to PvE content, and most other content just feels unrewarding. So I’m a bit disappointed in just about every aspect of the current game.

4/12/2016 Game Balance

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Engineer weapons need a slight buff.

wrong. wrong. wrong. hammer is literally THE thing making scrapper already the most overpowered build in the game alongside power herald. NOTHING about it makes sense except the auto chain. you don’t even mention Slick Shoes or Sneak Gyro which just about everyone agrees needs to be changed too. then there’s perfectly weighted…

an extra 2-3 seconds of protection or regen is not carrying scrapper, it’s the ridiculous weapon they were given alongside three really cheap mechanics that need nerfing (3x leap through healing turret, sneak gyro having no cast time = free stunbreak, slick shoes being way too domineering). it’s that simple.

Pretty sure that was in reference to pistol/rifle/shield.

But yes, we all know how broken of a weapon set hammer is in comparison.

*I should probably refresh my browser next time, little late to the party >_>

Time Gate... Why?

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Welcome to “GrindWars 2: Just Another MMO”

Joking aside, I dislike timegates and as I’ve already stated/suggested in another thread, some of the achievements including this one can potentially create bad matches due to various reasons; AP hunters and backpiece grinders.

Ty Anet

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Posted by: AegisFLCL.7623

AegisFLCL.7623

The time period you decide to queue in has a huge impact on match quality due to several reasons: AP hunters, Backpack grinders, Achievement players playing for reset ach. On top of those issues, due to the safe zones between divisions, players cannot drop down and matches within the 15 pip range between divisions can end up being like amber matches due to players not giving a hoot about losing while grinding out achievements.

Achievements need to be removed from ranked play, instead end season rewards should replace them; too late to change anything this year due to the implementation of the backpack. Division drops need to be implemented as well.

I got to t6 Diamond about 3 weeks ago, and I may play 1 or two matches a week now, but around reset you can either have the worst players in the world on your team or the complete opposite. Ranked is not worth the frustration in it’s current form. I’d say around 75% of my games this season have ended up with a 300+ point difference, 20% with 100-50pt difference, and 5% within 20-1 point.

My other guild mates and I have noticed a trend in match quality based on time, most of the players that hit legendary a few weeks ago played more during off times/ early EST hours and also had much closer/balanced matches. From 4pm EST onwards past reset, match-making can do some crazy stuff.

To top this all off, I’ve seen some AWFUL “Exalted Legend” players in unranked. Whether they were trying or not who really knows, but when a necro proceeds to call players scrubs and bads then tries to spam cast staff autos against a thief dazing each one for pulm procs, go into shroud @ 70% hp to cast charge and spiral, only to pop out by deactivating shroud just after to die to vault steal BS interrupt, then blame it on 400ms ping, I have very little hope for how well system has represented skill this season.

The majority of “Exalted Legend” players I’ve seen have relatively poor mechanical knowledge of the game and tend to be a rev, mes, or necro. So TLDR, don’t feel bad about your ranking, there are worse players ranked higher and better players than can be ranked lower.

Can't decide which class I like best

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Posted by: AegisFLCL.7623

AegisFLCL.7623

It sounds like you’re looking for a competitive FPS, as that would suit the whole 1 combo insta kill in 1vX situations.

Or as others have already suggested, play WvW. You rarely end up in scenarios were you are playing against equally skilled players and are able to pull off anything but a 1v1; GW2 doesn’t allow for gear discrepancy on top of skill discrepancy in sPvP.

(edited by AegisFLCL.7623)

[Suggestion] Please remove these achievements

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Posted by: AegisFLCL.7623

AegisFLCL.7623

All you do is swap before the game ends. This is well known and counts for the class achievements

Not everyone does that. That’s why it is easier to progress at in the middle of a tier than at the beginning or end of one. People use the safe points as a chance to work on those achievements.

Ok so now we have hit both sides of the coin. People do not want to swap for the easy achievements, and people do not want to play the class for the achievements.

People just want to remove the achievement because it is easier for them.

It has NOTHING to do with removing the achievement for the sake of making the game easier. I don’t see why it’s so hard for you to realize how these achievements can heavily influence the quality of match making; this is on top of the fact than Evan and another PvP dev have already acknowledged the system needs additional adjustment.

For the sake of a competitive system, and in all honesty, I wish there were no achievements for ranked. Give players a skin/token/reward at the end of the season if you want people to have some kind of goal outside of knowing where you stand in placement.

[Suggestion] Please remove these achievements

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Posted by: AegisFLCL.7623

AegisFLCL.7623

Bump; I’m looking for some more feedback/opinions.

I do believe that AP hunting and grinding out the backpiece are both detrimental to match quality in regards to the current league system. I think some further thought is required by anet and devs on “doing PvP for a reward (current application for some players) rather than being rewarded for playing PvP”.

[PREDICTION] April Fool's Day Prank

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Posted by: AegisFLCL.7623

AegisFLCL.7623

I hope they don’t waste resources on a joke, better things to do atm.

[Suggestion] Please remove these achievements

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Posted by: AegisFLCL.7623

AegisFLCL.7623

1) is intended to produce experience. How can you consider yourself a legend if you only get 1/9th of this game’s mechanics.
However, you can just swap classes before the match ends for the victory points.

2) Timegating is important to force you to play the season and not just farm it all in one day. It is a season. 3 matches is very reasonable, about an hour, which works nicely with people who like to play casually.
Stop yelling at people who play this GAME for fun. It is a Game.

Please read the entire post. These achievements are direct reasons that certain players are not playing PvP for fun, but a means to get an item or AP.

Your second statement also contradicts itself. Why put in place a timegate or grind, which is generally accepted as a mundane/not fun task, and say that someone is yelling at people for playing a game which is fun within the same line of reasoning.

On top of that, timegates will always push players away from certain objectives that simply do not have the time to consistently play. Personally I’ve had time to play once for 2 hours in the past 8 days. There are other players who may not even have the time to sit down for more than 1 game a day, is that fair to them?

[Suggestion] Please remove these achievements

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Posted by: AegisFLCL.7623

AegisFLCL.7623

I strongly believe that both the Daily Participation achievement (participate in 3 ranked matches for 15 days) and 1x/2x/3x Class (League “Insert Class”—Recruit) Wins achievements should be removed from ranked season achievements. Why?

1) The class wins achievement forces backpiece/shiny hunters and AP farmers into playing classes they cannot play at their level of true skill.

2) The daily participation achievement has created a pool of players who merely play 3 matches for the sake of 3 matches, and subsequently may not care for the outcome of the match.

3) Both reasons 1 and 2 then compound with one another alongside the additional lack of having an X # of class restriction per team in ranked. This in turn creates horribly balanced matches purely based on comp amongst other reasons.

Due to these reasons there now exists a player pool of inexperienced players, grinders, apathetic players, experienced players, skilled players, and trolls. For clarity and use later on, these different types of players will be labeled as a “player type”.

Your current match making system does a so-so job of addressing three of those groups, as the system was designed to appropriate skill as best it could. Those groups are obviously the inexperienced, experienced, and skilled players. The system however does little to address the remaining grinders, apathetic players, and trolls.

- Grinders are what I would refer to as AP hunters and or players merely in PvP for the backpiece, not for PvP itself. Any skill level could apply to these players, but their main objective is not the quality or competitiveness of a PvP match.

- Apathetic players are a result of the current match making system. Their skill range can include players of any skill level, but more than likely below average and average players. These players are fed up with the quality of matches and most likely log in daily for their ranked match participation to move forward in getting the backpiece; winning or losing these 3 matches is not a priority.

- Trolls are an unfortunate evil that will always exist within the system. I will state that the current system does very little to punish and or report these players.

Now that we’ve established the player pool and their motives, what does a general match look like around prime time/reset. *Note that these player types can exist at any MMR.

Team A: Thief, Scrapper, Scrapper, Scrapper, Druid

Team B: Tempest, Necro, Rev, Necro, Mesmer

In any match I’ve played with a similar class distribution (1 class heavily concentrated on one team, 3xnecro, 3x druid and so on…) the team with the class concentration will lose (within ruby/diamond/legendary). Now it is quite obvious that players on Team A could swap to adjust their comp, which they most certainly should, we also have the independent variable that is the “player type” effecting that choice.

On Team A, the 3 scrapper players could be trolls, varying skilled players, apathetic players, or grinders. In the case that they are grinders or an apathetic player, they’re more unlikely to switch and communicate with the team. This will generally result in a loss, most notably due to comp in this scenario. Again to these two player types winning is a secondary or third objective/motive to playing a match.

On top of being a grinder or apathetic player, one or all of these scrappers could be inexperienced or have very few matches in ranked; these players could have highly volatile MMR and be mis-matched due to unsettled MMR. Not having much experience or being unskilled, these players will likely not contribute to the team in a positive manner.

In this situation we’ve come to the conclusion that 3 of the 5 players on Team A are more than likely not going to positively contribute to a match. The 2 players left on Team A could be skilled or unskilled players. These players regardless of skill level are however focused on PvP as an objective; looking to improve, progress, play as a team, etc… . Unfortunately 3 of their teammates consist of a volatile player type, which can exist as a direct result of the two achievements I propose to remove.

Now, the match could be lost simply due to skill discrepancies between the teams, but there is an important thing to take away from all of this. When designing a skilled based PvP system, why would you introduce/keep variables such as these achievements that can heavily influence match quality when there are clearly issues with the base system that have been acknowledged?

These achievements directly effect and harm match quality, furthering volatility in the game mode and community. I see matches like this on a daily basis, and ALWAYS during prime time/reset. These are generally the only matches I lose as players refuse to work as a team and even bother to communicate. The second myself, my brother, or any of my friends play during different times, comp and communication issues seem to disappear and closer, more competitive matches result. I know this is a subjective analysis, but I think my reasoning, example, and player experiences easily back up the fact that these achievements do nothing to help the current quality of
matches

As a final note I would like to suggest that for future PvP rewards, please think about the use of those items and possibly restricting them to PvP only. The ranked PvP system shouldn’t be about grinding out a backpiece, even if only a portion of the PvP population are only there for it.

(edited by AegisFLCL.7623)

Legendary weapons

in Guild Wars 2 Discussion

Posted by: AegisFLCL.7623

AegisFLCL.7623

First I’d like to say thank you Mike, communication as a whole is appearing to get better since you’ve taken charge.

I’ve played GW and GW2 for quite some time now, and have always enjoyed the story, additional lore, and game in general. I’m very worried about the future of GW2 in its’ current state however. Content is thin, the grind is more than tiresome, WvW and PvP have their fair share of large issues, and in general there seems to be a lack of organization throughout. I sincerely hope you can change this, and I personally see you are trying. It’s a huge ladder to climb.

After reading through all 11 pages, and however much I’ve wanted to say “the game will die”, “they promised this and that”, “rabble rabble rabble”, one of the biggest things that bothers me and that I agree with is the fact there are 70 developers working on another expansion when there are plenty of issues with the core game/HoT. Sure we don’t have a clue as to what capabilities these developers have vs the legendary dev team, or what their assets are to the studio, but it does seem to be a rather poor decision to have the majority of the studio working on an expansion with so many problems afloat.

Good luck in all sincerity! I really hope things turn around, and I’m definitely looking forward to more story content. And also, please keep communicating like this and encourage your entire team to do so when they have the chance to.

Will We See Guardians, Thieves, Warriors

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

Rev, Scrapper, Tempest, Condi Mesmer, and Reaper.

I main druid, and there is pretty much no reason to bring a druid when SoR is easily counterable by decent players and a Scrapper can bunk a point infinitely better and actually offer damage.

Rev is a better thief and warrior combined, why bring either class.

Guardian is eh, passable but a boatload of reflects/magnetic auras and easily couterable mechanics make it underperform.

Vermillon’s ranger is really helping decide the match so I dunno if you are correct.

Side point’s, Rev/Scrapper will generally win 1v1’s with a druid or force them off the point. In a teamfight if you do not focus a druid, which happens to be one of the easiest “meta” classes to lock down with cc/condi/and bursts with an organized team, you’re wasting resources and a potential SoR res against your team.

All the power to that player if they’re doing well, but I still believe any of the other meta builds/classes would serve the team better.

Matchmaking is GG this Season

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

-snip-

And if you are matched with these individuals then that says more about you then it does about matchmaking.

I generally agree that despite the current systems caveats, in theory it is a much better system for a “ranked ladder”, but I have an issue with this last statement of yours.

Last season I solo’d and duo’d to legendary in roughly 200 games (amber to legendary), in about a week. I’m an above average player, and I’ve spent the majority of my 3 years in PvP exclusively. Again not touting my own horn, but I was also 2700+ rated in 2s in another very popular MMO, as well as holding R1-R3 spots on several private servers dedicated to the game. I know I’m not the best, but I’m far from a bad player. To get to the point though…

I’ve rarely played since getting to diamond this season, and most games were complete blowouts with long winstreaks the way there. After taking a week long break and coming back to PvP exclusively soloQ, I either get matched with great players, or awful players. One game I’ll have Vallun, Ostrich, or other well known players on my team. In the next game I’ll have a staff guardian trolling mid, GS necros on the opposing teams who don’t do a thing to help there team and honestly don’t know a thing about this game. If your team is based upon your MMR within a certain range, why would anyone get such an extreme variation of player skill?

Now are these people trolling, who knows?

Are they just on for daily participation and class wins, on a class they know nothing about, who knows?

There are most certainly some L2P issues, and at the same time there are good players genuinely stuck being underrated due to volatile players. While in theory I still think the system had good intentions and a better approach than season 1, there are complaints from every direction. Whether those complaints are queue times, massive loss streaks, blowouts at all ranks, unskilled players in every bracket, trolls, afkers, there is nothing being done currently by ANET to cull any of those issues.

In it’s current direction, PvP will kill itself off. I am by no means stating that it can’t be saved, or that it’s some easy fix (clearly it is not as the list of issues are just getting longer and longer), but PvP as a gamemode and community has become very toxic.

PvP needs some serious attention, not just bandaide patches in between seasons. And the even bigger issue is that so does WvW, and PvE as well. No living story content for months, repeated PvE grind, tons of gated content; essentially a huge move in the opposite direction of the statement that “was” GW2. I only hope that Mike can save the mess that GW2 has become as a whole in a relatively short period of time.

TLDR: there are obviously issues with the current system and structure of PvP

Will We See Guardians, Thieves, Warriors

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

Rev, Scrapper, Tempest, Condi Mesmer, and Reaper.

I main druid, and there is pretty much no reason to bring a druid when SoR is easily counterable by decent players and a Scrapper can bunk a point infinitely better and actually offer damage.

Rev is a better thief and warrior combined, why bring either class.

Guardian is eh, passable but a boatload of reflects/magnetic auras and easily couterable mechanics make it underperform.

Small Balance 4 a Man Big Balance 4a company

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

Rework Torment and Confusion. Both of these conditions actually require that the player sit there and do nothing if they lack a cleanse when bombed; you then eat more damage and if your cleanse happens to remove condis outside of confusion, you end up taking 6k damage by trying to remove the 8-14 stacks of confusion.

If certain cleanses prioritized removing Confusion I guess this would be an easier fix, but overall they’re still very very poorly designed for a PvP enviorment.

As for the rest of the OP’s ideas, I agree with most. However, ancient seeds is fine in it’s current state; there are too many soft CC removal skills in HoT along with obvious tells for LB4 and SS swap knockdown.

Dumb Things You've Seen Teammates Do In Ruby

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

Thankfully, most of my ruby matches were decent. Diamond is another story entirely though…

- Bunker Guards spamming lootstick auto
- Necros with GS (always seem to be on the enemy team)
- People leaving a downed teammate vs a downed enemy necro facepalm
- In general people not knowing when it’s safe to res vs avoiding cleave
- Watching your teammates, in a losing match, continuously go mid 1 by 1 to die
- Trying to 3 cap against a team with double druids and SoR

I know I’ll think of more, but seeing these choices and mistakes over and over again is comical.

Statistics on your last 10 games

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

I think it is a bit too small of a pool to compare, besides you should take division in account. The higher you climb the more balanced matches are.

For me 99% of matches to ruby were total faceroll. Ruby itself was pure luck for most part, either win 500-100 or lose 100-500. Diamond/legend is definitely more balanced.

The majority of my games are 250 – 200 point differentials in diamond, as well as against mixed legendaries and diamonds. I haven’t really had any close matches and “fun” matches since earlier in the season when my friend and I duo’d into a few ESL teams and some of the twitch stars.

Games are no longer fun. Too many people have given up and are simply grinding out backpiece achievements ruining everyone’s experience. Hell I’ve had staff guardians spamming auto attacks, Necros running GS, and then Ostrich, Vallun, and so on in my other games. The last week and a half of matches literally make zero sense. Matches are generally extremes, and a balanced one is very rare; problems become worse with not enforcing class stacking, people not being experienced enough to swap for comps and rotate, lack of balance between classes, and so on.

In general it’s very sad to watch and or play PvP at the moment, and clearly everyone is complaining for one reason or another now.

Revenants are breaking the game

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

Mender ranger or carrion necro.

You’re either recalling damage from a paladin rev with no buffs up, or crazy.

With prot up and menders on my druid (generally running SoS against heavy direct damage teams) I still get crit from a single projectile for about 1800. When im bored I often practice revenant in unranked, and you can 1 shot almost any isolated player with ED, PT, PS, UA or IO auto spam; it’s hilarious damage that no class can rival in terms of flat damage.

PS needs a nerf, PT needs to not be able to crit (stronger than steal in terms of damage and mechanics), and Riposte needs to refund 30 endurance instead of 50. While it’s absolutely hilarious to watch people chase you while camping shiro @ low hp while you dodge, riposte, dodge, dodge, riposte, dodge, s5, dodge ripsote… well you get the point.

*spelling

(edited by AegisFLCL.7623)

Question to Everyone Concerning Blowouts

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

In terms of a rough percentage, how often do blowouts happen with the enemy team having a mesmer and ele?

What I’ve begun to notice is that regardless of teammates, games are most often snowballed when one team has these classes and the others don’t.

/discuss

To Those Complaining About Match Making...

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

I had a loosing strike in ruby for 5 days, after that in one day I got 28 pips, and now I fear to play..one time I made a pre-made with 2 more players, the rest was soloed.

The MMR helps the better MMR-ed and pre-made players, is 100%; I was several times with 4 sapphire solo players, and the other team was 4 ruby and one sapphire, or another one when we were 4 ruby and one diamond against 3 diamond 2 ruby players.. and yes, I was the one who carried these ppl all the way… once I got to 15 pips I got better team mates, it was better.. so if you lost 2-3 times the MMR kittens you very hard, you have to be like a superhero to get out of that nightmare never ending loss.. and I have to tell you I am afraid to play again one more game to get the diamond, if I loose I will have to win 3 more times to get diamond … I am to afraid that I will end up with 4 ruby and 1 diamond, against a full diamond team, really, that’s will happen, I know it, the MMR will help the diamonds first to get to legendary, and after that will help me to get to diamond..it’s like a kitten piramid, u lost once u are at the bottom!
And don’t come to me that you can solo queue to legendary ‘cause you are a big liar! Few can, even the pros can’t only 1 out of 10..so don’t come with that I duo queued, that’s pre-made to!
This pvp is still exploited by 5 man pre-made.
So if you know good solo players team up with them, u will have a bigger chance at winning!
And the biggest problem, that the pvp player base is extremely low, in one day you play forever with/against the same team..no wonder you don’t advance..you will never advance like that!

In regards to the first bolded statement. The more matches you’ve accumulated in ranked the less volatile your MMR is. If you’ve got a significant number of matches in ranked, short loss streaks will not change your MMR to the degree you are assuming. So this statement would generally be wrong.

In regards to the second bolded statement. Again this is an assumption you and many others are making. While it is possible that the player base has gone down, it is equally likely that you may see the same players more often because the system has distributed the population based on skill better.

To be more accurate, if sapphire were to represent GW2’s average player, it is likely that 50% of the PvP population lies within sapphire. You then look at ruby representing the top 20-10%, Diamond the top 10-5%, and Legendary the top 5-1%. The higher you progress the fewer players there are, and the more likely you are to play against the same people more often. The hours you queue can also attribute to this experience of playing the same few people over and over. At the same time this should also increase the competitiveness of matches.

To Those Complaining About Match Making...

in PvP

Posted by: AegisFLCL.7623

AegisFLCL.7623

@StickerHappy

I already edited it into a previous post to avoid double posting but here you go…

- Low tier ruby vs high tier sapphire (within 15 pips)
– Second week of the season so placement is volatile and discrepancies may or may not be high in matchups still
– Why shouldn’t a full team of Ruby players beat a full team of sapphire players?
– Did any of the players on the opposing team just give up and sit in base

Sorry if this disappoints you, but the system is working as it was explained to us.