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WvW Poll 04/28: Scoring vs. QoL (Closed)

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Posted by: Arutha.9874

Arutha.9874

Hi personally I think for scoring the game mode needs a “Blue Shell” mechanic, because it feels to me whenever I open the WvW window and see a massively unbalanced pie chart I feel I won’t have any effect on the mode.
I suggest Blue shell mechanics opening at exactly the peak game times for maybe 3 hours a day, helping fight night time score problems and giving people a rally time to play WvW. “Lets go WvW at 5pm for the Orb mechanic then raid after the 7pm cut off.”

Guardian Feedback - Meta thread

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Posted by: Arutha.9874

Arutha.9874

Hi, I know it is late and it won’t change anything for the January patch but at some point this month a Developer will likely be coming to this subforum and I would like to have this post ready as a index of what to read.
Please fellow guardians feel free to necro our feedback threads for any new suggestions you have, or ask for new threads that could be added to this index.
(I haven’t visited this forum since before holidays so suggest any that I missed also, just remember it has to be ideas not complains)

50/50 w/l ratio...

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Posted by: Arutha.9874

Arutha.9874

Yeah that is the right approach, a win loss, win, or pure loss streak they are just funny not offensive so just continue on. ;-)
As I say in an other post team comms are just a crouch for imperfect map awareness, and that is just another skill that you have to train through many many games.
And I do not believe that the leagues are supposed to display skill, they are supposed to display dedication, out of the box thinking, being ahead of the meta or ability to over come the odds, because that is the only way to advance.
Approx 300 games to go from Ruby to diamond if playing with a fair coin with +1/-1 w/l, so can do it that way, but no point in complaining about match making until you hit at least that number.

[pvp] Do You Guys Miss the d/d Ele?

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Posted by: Arutha.9874

Arutha.9874

Dagger off hand is bad. It’s so very bad in this meta.

Would have liked to go from bruiser to burster not bruiser to bunk((

what meta are you playing in? The one from a month or longer ago?

Dagger Offhand gives more mobility, burst and self-sustain than Focus. It also has slightly better decapping cuz of Air5 (this actually matters in the current meta).

Focus is anti-powerspikes, which aren’t popular in this meta and anti-projectiles which aren’t popular either. I used to switch to Focus offhand against many engi’s/DH’s and rev’s I suspected going for power, but atm. I just stay on D/D – I heavily prefer it in almost any situation.

Warhorn is just absolutely unusable in PvP.

Staff has more support, but is easier to kill, has much less dmg and more problems with certain 1v1’s. It’s a decent choice, but you need the right teamcomp. Even with a very nice comp, I still prefer D/D though.

100% this.^

Also even though it never works I’d like to bring up the case for FGS again:
It has a stupid cooldown so you only get to use it two-three times in a match (Imo would be balanced okay with a 1:30 cooldown) but:
1. The speed with which you travel is amazing, especially foefire, once every 3 minutes decap far, often very unexpected.
2. The 2 skill and 5 skill are very useful on downed bodies, securing stomp for your allies.
3. The 3 skill breaks traps (how I wish air dagger 4 worked the same way) FGS3 ignores the daze and evades all damage and escapes dragons maw, if your allies know this it massively helps against DH(you need something of you aren’t using Earth focus invuln)
4. You can keep charging overloads in FGS while having access to more dodges through FGS3 and swap out into whatever overload you want.
5. Rebound is just such a pathetic skill, 2k heal no condi removal in this meta is stupid and just aura is underwhelming especially since it is not instant cast to reflect trueshots.

So Basically I still play DD except cleansing waters changed to trooper rune which is a bit punishing, how I wish powerful auras was baseline on all aura abilities so we could have our clense back.

Which weapon you want next?

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Arutha.9874

I think the rule for legends should be if one culture explains the story to another the other culture should still be impressed.
eg. A human explains the deeds of shiro to a Norn, they will drink to the man who refused death and brought a country to its knees.
A sylvari who explains the purity of Ventari cleansing a major minion of an Elder dragon.
Anyone who honours a good prey in Mallyx and understands the history of pure dedication to Abbadon.

Regardless of how much you liked them I really don’t think any of the Char deserve this position, they lead wars they used powerful magics but they just kind of relaxed after their job was done, nothing godlike about any of them.

Kilbron is pretty much the only suggestion I think fits from this whole thread.

50/50 w/l ratio...

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Posted by: Arutha.9874

Arutha.9874

I have grown slightly less defensive of arena net in the last week because I realised that although 50-50 is the goal often matchmaking believes that 60-40 is okay because it can adjust the rewards appropriately and then it is okay with doing 60-40, 40-60, 60-40, 40-60 repeatedly. This is much less rewarding than playing 50-50, 50-50 games every match.

However given that all those matches really were in favor of one team over the other (instead of the op just taking a pretty common occurrence and shouting murder) then every loss in your disfavoured position would have been no pip loss as long as you got over 300 points and a win in disfavoured position would mean a +2 which would probably be a big upward move. So try harder and overcome the odds.
If you lost pips given you were over 300 that verifies the match making believes you were equal and it is your own fault you lost when you did. One example 10 game long does not prove a pattern, that’s a fairly likely occurrence.

Guild Gold for Guild Missions

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Posted by: Arutha.9874

Arutha.9874

Agreed that is why we keep the gold generation quite low, 1-5g per person per week depending on if all the missions get complete doesn’t seem game breaking.
But it gives leaders a bit more effect on their members, “who will get the 5g*member count gold this week?”
The suggestion is supposed to give some power to guilds and make people more excited to both lead guilds and participate in events, why would people object to better guild encouragement? Currently it is just a chat group.
Unless there is an abusable method I am missing, I tried to make it abuse proof, I see no harm.

This situation got exacerbated with HoT when GH started demanding 1000s of gold from members and collectively we ended up forgetting about it. . .
Small guilds don’t get GH now, we fail missions and so don’t have any reason to interact with each other unless we want to which end up being just a Hey in the morning. Or just a once a week attempt at all the missions.

I have found the solution for thieves.

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Posted by: Arutha.9874

Arutha.9874

what is this swarm of thieves believing d/d is decent? No just no..

This is a kittening troll posts… thieves are useless as kitten unless youve spend 1-2000 hours mastering it.

Oh I can master after 1 hour?? :-O
I think I will try thief tonight. ;-)

Still waiting for Dev Response about Virtues

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Posted by: Arutha.9874

Arutha.9874

All of the new virtues should be instant, just like the base virtues. I think it’s silly that they weren’t instant cast from day 1 – I find myself wanting to have the old virtues on the DH for pretty much just this reason. The only thing that should have a cast time is the spear pull tbh.

Hummmmm wanting the old virtues back, it is not a powercreep it is a trade off hummmmm where did I hear that before? Oh yeah in the design goals of the expansion…. 0.o
Cant really use that as an argument I think the lock in place for 1/4 second idea is pretty much perfect and it looks like the virtues shouldnt have too complicated a code behinde them as they have very separate effects from all other skills.

Most Common Mistakes Made by SoloQers

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Posted by: Arutha.9874

Arutha.9874

6. accept the fact that you’re playing with 4 other strangers and anything can happen

in which case, this thread is unnecessary

Controlling that chaos is what this thread is about.

Most Common Mistakes Made by SoloQers

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Posted by: Arutha.9874

Arutha.9874

Do the math:

1 point every 2 seconds on each node capped

Capturing and defending points is how you really win. It’s the fastest way to get to 500.
So please stop chasing the mesmer.

Although that math is also useful the other way:
Dying = 5 points so unless you believe you can delay their decap by 5 seconds you are better off going somewhere else or pressuring from off point to get them to chase you.
Delaying opposition capture while on a neutral is even stupider you need to delay at least 10 seconds before you die to make it worth it.
Sometimes you really think that you can delay long enough for allies to come help but if you got no support never engage outnumbered as any 2 person team can spike even a Mesmer out in 10 seconds.

I agree that your situation happens a lot more in low MMR, but hopefully when those mistakes are gradually trained away you will have to think about this situation more.

PS. Map awareness, map awareness, map awareness! You are 1v1 at controlled home, bunker Mesmer furiously trying to run, you know you are going to die unless you move away. kittening stay and die and come +1 that point in 20 seconds, instead of letting decap and probably still dying. To be honest those situations are 100% the only cases where I think team communication would actually matter and make me believe people’s obsession with team vs soloQ unfairness, but still team comms is just a replacement for good map awareness and math.

Please lay off the drugs.

Had no idea my short comment created fantasies in your mind about my rotation and MMR.

Btw, only an inexperienced person would say team comms is a replacement for good map awareness. Tournament tier players have superior map awareness, much better than yours and what you’re suggesting is they no longer need it. You are laughable. Get over yourself.

I am sorry I did suggest that there was nothing wrong with your statement I am sorry if it came across the opposite way.

Firstly I am not saying that with comms you can close your eyes just that bad players get better with comms because they can call out eg “2 inc mid and Mesmer at home” whereas if you have good map awareness your team knows that already from map.
But I am saying that if tournament tier players switched off their comms but still played in a group yes they would destroy any non tournament tier group regardless of their comms or not. Comms are a crutch for mistakes so the better your team is (assuming all equal skilled) the less you Need comms.

I apologise for phrasing in a way the implied the quoted was the one with low MMR, I intended to make a statement addressing the whole community saying low MMR games will tend to have a lot of the “chasing mistakes”, while mid tier MMR will have a lot of the “sacrifice in the name of holding mistakes” and “abandon without checking for incoming support mistakes.” The latter two a miscalculation based off the first.
Watch out for all of these situations as you advance play.

PS. I was just happy to build on your idea Aeryn, hell I am more of an observer myself not even playing enough to get to Ruby yet. I see the single sentence your(Aeryn) and you(everyone) that I wrote and it didn’t quite read that way in my mind, I do apologise.

(edited by Arutha.9874)

Most Common Mistakes Made by SoloQers

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Posted by: Arutha.9874

Arutha.9874

Do the math:

1 point every 2 seconds on each node capped

Capturing and defending points is how you really win. It’s the fastest way to get to 500.
So please stop chasing the mesmer.

Although that math is also useful the other way:
Dying = 5 points so unless you believe you can delay their decap by 5 seconds you are better off going somewhere else or pressuring from off point to get them to chase you.
Delaying opposition capture while on a neutral is even stupider you need to delay at least 10 seconds before you die to make it worth it.
Sometimes you really think that you can delay long enough for allies to come help but if you got no support never engage outnumbered as any 2 person team can spike even a Mesmer out in 10 seconds.

I agree that your situation happens a lot more in low MMR, but hopefully when those mistakes are gradually trained away you will have to think about this situation more.

PS. Map awareness, map awareness, map awareness! You are 1v1 at controlled home, bunker Mesmer furiously trying to run, you know you are going to die unless you move away. kittening stay and die and come +1 that point in 20 seconds, instead of letting decap and probably still dying. To be honest those situations are 100% the only cases where I think team communication would actually matter and make me believe people’s obsession with team vs soloQ unfairness, but still team comms is just a replacement for good map awareness and math.

(edited by Arutha.9874)

Guild Gold for Guild Missions

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Posted by: Arutha.9874

Arutha.9874

Thanks for that answer, I always figured the gold reward was approximately around there although the slivers are a very new addition that is good to know.
However on the other hand I am also talking about gold for guild organised events outside of missions, website based things like: lotteries, drawing competitions, 1v1 tourneys, mat gathering events, or simply for guild halls that don’t Demand gold from members.

Please extend PvP league.

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Posted by: Arutha.9874

Arutha.9874

There is only one reason you really Have to log in every day and that is if you already got 6 division crosses.

First group of 11 is blocked by daily, because everyone can make it past Amber.
Second group of 11 is blocked by daily or reaching Ruby which ever comes first, not everyone can reach Ruby with only 90 games played if they truely do minimum.
Third group of 11 is definitely blocked by league crosses, because no casual who is going away for holidays is going to make it to Legend 2.

Conclusion: You don’t need to play more than 30 days this season so you can go away on extended holiday with no issue, have a nice one. :-)

Which weapon you want next?

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Posted by: Arutha.9874

Arutha.9874

Vizier Khilbron would probably be a better bet for a condi themed ranged legend, using scepter. Arguably Mallyx and Abbadon would hit too similar notes, both being torment focused.

Khilbron was responsible for so much woe, destroying a huge charr army, then sinking Orr. And finally his misadventures as the undead lich.

Necros pretty much have nabbed the whole Dhuum/Reaper trope, using their greatsword that turns into a scythe in shroud. So I dont think they want to copycat that ontop Revs.

I do like that Kilbron with sceptre, but I think Abbadon would do nicely too, he could be fire poison bleed weakness cripple anything at all doesn’t have to be torment although ranged torment application would also be perfect in my opinion.
For aesthetic I am thinking no projectiles instead massive strikes with great axe as if the opponent is right beside you, but the hit animation is copied over to the target also.

What if?

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Posted by: Arutha.9874

Arutha.9874

I was thinking fire overload enemy targeted, making the fire spin around your target and track their movements while the Ele has a hand up animation, it would be sweet but way overpowered if it kept same dps.

Anything to spend Karma on that's good?

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Posted by: Arutha.9874

Arutha.9874

It is winters day now so there is a box you buy for 1.4k karma that offers tonnes of wood, cloth and even some flax seeds. It haven’t tried selling all as I keep the low level mats for personal crafting at the moment.

score 480 vs 5 man premade...lose pip

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Arutha.9874

I hate people that assume that teams just instantly make everyone better and guaranteed to win, you know what tonight I will just group up and afk but hey I am in a premade so my character will auto move by himself and win right?
kittening whiners, you lost fair and square go cry to mummy instead of forums.

PS. -1 means no one was favoured during your match, get facts straight.

What if?

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Posted by: Arutha.9874

Arutha.9874

Both fire and air could have been targeted ranged, but I think they made the conscious choice not to, next elite spec will probably favor the ranged specs.

PS not saying it wouldn’t be nice but I doubt they will do it.

[Maths] OP sustain

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Arutha.9874

This formula is a nice black box model. It basically says, I don’t care what is inside, but I want the values at the ports. Typical Electrical engineering analysis.
While it may not include everything, it is a nice basis of what is going on in a fight.
Regardless of the TTK model, if HPS > DPS we can follow trends.

But I’m not sure that it’s even remotely correct. I can’t for the life of me understand what this index mean. I can understand from his description what he was trying to do, but I don’t think his formulas actually accomplish his goal.

If all you want is a basis, the simplest (yet accurate) method would be to just come up with a arbitrary ballpark estimate of DPS in a teamfight with a ballpark estimate of the ratio of condi to power, and simply use that in a standard TTK equation.

Hi I believe TTK is time to kill? If so it forces a lot more assumptions on the calculator rather than what the OP seems to be trying to do.
Calculating HPS is defender’s class based and DPS is attacker’s class based so your returned numbers would be a 2d matrix which would then depend on number of builds… Much more confusing and depends on my build being exactly same as meta.

My understanding on this number is “the minimum dps you have to do to make the defender’s hp start to decrease.” We can ballpark our dps ourselves and if our dps > than this index we are winning attrition war.
So if given the chrono has 3947 for index 2, I understand that I need to put out more than 4000 dps, and if I can put out 5000 dps then I can drop him 1000 health/s. If i can sustain that over 15s that is guaranteed kill on 15k etc. and if I can burst it then less time. And again this does assume sustained fight not burst, but that is what will almost always happen in this bunker meta.

(edited by Arutha.9874)

DailyLeagueParticipator-why is this a thing?

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Posted by: Arutha.9874

Arutha.9874

The crossing 10 divisions total should be enough if a timegate, the 15 days achievement is completely pointless and stalls progression for no reason

The 15 days thing is there because you can get to ruby in like 2-3 days if you no life it and then leave gw2 for 2 months until next league starts, this way the first 45 days are 100% efficiency while after that you can drop off.

Guild Gold for Guild Missions

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Posted by: Arutha.9874

Arutha.9874

There isn’t really a guild tab in the forums so I thought to post this here.
Hopefully someone from the guilds team might see it and consider something similar.

Me and my guildees were talking a few days ago considering how to get players interested in guild missions and guild organised events and we kept running into the problem of where the money and rewards come from? We realise that people in leadership could be magnanimous and donate gold or items but that is unrewarding to the leaders and leads to fatigue and eventually less events.

The only example I have of an option for this is the guild tax system from WoW however this feels like a punishment for being in the guild so we came up with a great suggestion that while inputting gold into the economy rewards players for having good organised guilds:
For completing guild missions reward some gold to the guild bank, then weekly a guild would build up at least some gold for social rewards.

If this could become an abusable problem then base gold rewards on size of guild:
1-10: 2g, 10-100:20g, 100-200: 50g.
Or on attendance to the actual mission eg. 10s per person that has easy complete, 20s per person that has medium complete and 30s per person that has hard complete:
That is about 1.30g per person per week input to economy if they have a very active guild that everyone attends missions.

But this money goes into the guild hall rather than to each player so the guild leaders have a tangible effect on members’ income. People want to be in good guilds.
And finally to make sure the guild leaders stay uncorrupted (although I think the system already polices itself as people leave bad guilds) there could be inbuilt systems for distributing the gold, where the gold is deposited into a “Event Fund” not directly accessible to guild leader. Instead has buttons like:
Lottery: Game randomly chooses a member active in last 3 days.
Vote: Everyone (or everyone with certain rank privileges) vote on which member wins.
Award: Lottery for people who had contribution to a highlighted guild mission.
Equal: Split cash to each person, on attendance to mission or activity in 3 days.
(that is a lot of variables that could be given to guild leaders to fine tune a good guild)

What do people think? And is there anything I can do to maximise probability of reaching the correct devs?

PS. It is okay if some people have 5 guilds to do missions for themselves because it would be extremely inefficient to earn only 1.30-2g per week per guild for tonnes of effort.

[Maths] OP sustain

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Arutha.9874

I’d like to mention that 100% uptime of self alacrity is a feature of Chrono I wouldn’t like to see nerfed as it is the core aspect of the elite spec. Without damaging the team support I have a much better suggestion in my opinion:
Nerf the unalacritied cooldowns of the sustain skills until they are in line with the other classes. This means that it still has 100% personal uptime if builds don’t change and pushes out the same team support while lowering personal sustainability.

PS. Rev is balanced against condis hurting him during those invulns and not being able to attack for nearly all of that 71% uptime is also pretty poor, unless you go malix in which case invuln uptime goes way down.

He is talking about mallyx rev. Mallyx rev has more sustain than glint imo due to resistance.

I am not sure he is as he said that he was in no way considering conditions in his calculations.
Sure we know that overall Mallyx is better but if you are just trying to maximise invuln and heals then Shiro and glint are probably best.

Guardian Shouts - Feedback

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Posted by: Arutha.9874

Arutha.9874

Hold the line should have resistance boon. Right now as it is, I don’t really see how I should put it on the slot over other options.

That seems to be the conclusion this thread has reached so far.
I hope at some point the devs find these threads useful for future ideas.

Did Anets mentality change?

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Posted by: Arutha.9874

Arutha.9874

It will come down a lot to whether they can make the choice between two elite specs really balanced, because right now we are building on top so every line of base class has to equal the elite line which is much harder.

Did Anets mentality change?

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Arutha.9874

In terms of PvP this is probably the case because elite specs “filled the niche that the classes were worst at” and hence when synergising with the rest of the trait lines made the elite better over all. But you can’t really say DH is better than Zeal or Virtues, Tempest is better than Fire or Arcane, not exactly they bring different things it is just in most cases the elite one was more useful because it had past information to pull from.

And if you consider PvE then Warriors, Guardians, Engineers and Thieves all typically use old specs over new and of the remainder Ranger, Thief and Necro never had any good specs previously.

[pvp] Do You Guys Miss the d/d Ele?

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Arutha.9874

Imo the fault is in powerful aura, the shout auras are already AoE so arenanet recognised that no one would go aura without AoE but still wanted us to go water for sharing weapon ones? I’ll even settle for trait procing ones like overload auras are AoE.
If all auras were AoE by default then we could choose to drop water for air or fire or keep water for invigorating torrents and perhaps be able to drop earth finally, a lot of options open up, hope it works out.

Fireball, whaaaaat!?

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Arutha.9874

What if the plan is gem store bought skill skins? :-)
WP talked about this years ago: Guardian with red flames, Mesmer with blue butterflies, Elementalist with original visuals? :-P
Sounds like something that execs would like?

[Maths] OP sustain

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Arutha.9874

I’d like to mention that 100% uptime of self alacrity is a feature of Chrono I wouldn’t like to see nerfed as it is the core aspect of the elite spec. Without damaging the team support I have a much better suggestion in my opinion:
Nerf the unalacritied cooldowns of the sustain skills until they are in line with the other classes. This means that it still has 100% personal uptime if builds don’t change and pushes out the same team support while lowering personal sustainability.

PS. Rev is balanced against condis hurting him during those invulns and not being able to attack for nearly all of that 71% uptime is also pretty poor, unless you go malix in which case invuln uptime goes way down.

Most Common Mistakes Made by SoloQers

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Arutha.9874

So, judging from this thread, heading far is very situational? Hmm, makes me think my team needs a re-evaluation.

From personal experience, my team of 3 (Which is the oh-so-cheesy Herald/Chrono/Tempest combo. Bite me, I’ve mained Ele/Engi since a year before HoT.)
So far, our splits have generally consisted of sending Chrono/Herald to mid, while a snatch one of the PuGs and head far, leaving the last to cap home and then reinforce mid.

The reasoning for this split is to Contest Far long enough for us to gain a headstart from capping Home, while Chrono/Herald bunkers mid 2v3 or 2v4 until our homeboy comes in. Depending on enemy reactions, one of the Far team guys run back to Mid to make it a 4v4 there, or 1/2 of their guys return to their Home node to fight us 2v2 or 3v2 (if it’s the latter, we’ve generally counted the game as a win). Once Home and Mid are capped, we retreat and bunker up until the timer goes off.

So far, we’ve won most our games this way (Even against other meta combos), the few times we’ve lost has been because, and believe me I hate to say this, we’ve had a Thief on our team. Or the enemy team was simply better than us, happened too.

Have we just been insanely lucky to get this far? For comparison, our Herald’s in Diamond League, while Chrono/Tempest are Sapphire, sniffing on Ruby. Will we positively crash and burn later on?

See the reason you are doing well with this tactic is because you know there is two good and synergistic bunkers on mid so they survive. Unfortunately in solo queue you can assume everyone is on a squishy dps even if on the most meta build for their class.

The one thing to point is it sounds a bit poor that you say take 2 to far and not cap it?
With two you should be able to take home comfortably but it would be better with a dedicated 1v1er going far and changing to mid if over pressured.

Well conclusion is it is much easier to go far if you have a team, but that was obvious and the thread is about SoloQ and you cant rely on your team so you are much more valuable in mid as you would probably be the only heal/bunk there.

PvP League Tickets

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Posted by: Arutha.9874

Arutha.9874

Yeah my realistic goal is Ruby every season that is 60 tickets and 3 league crosses per league. And yeah I agree tier 6 fine mats are quite annoying but I have never had the dedication to earn money to that scale. So neither earning them nor buying them.

PvP League Tickets

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Arutha.9874

It is also time gated because you need to cross 1 div + 2 div + 3 div + 4 div for the achievements which means either get to Legend 5 or Legend 2 seasons in a row or Ruby 3 seasons in a row and Emerald last season.

In other words this was designed as a year long journey so no point being upset at any of those aspects.

Unbalanced Match Making

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Posted by: Arutha.9874

Arutha.9874

You know they can’t enter ranked pvp until they get rank 20 at least, that is around 30-40 games minimum so the MMR should have a fairly stable approximation by then.

However I do not agree that they should be fighting full Diamond players because again that encourages acidic behavior of never being allowed to play with real people who are low ranked just for the LoLz or talking on TS.

I still have not found anyone who can find a big flaw with my suggestion of attacking peoples reward for this tactics. It is much more inclusive.

Unbalanced Match Making

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Arutha.9874

I agree that a pro player that specifically buys an account to group with other players then throws the account away to get a fresh one, is a ban able offence.
But you really can’t tell if someone on a pro team was away on holiday and just came back and is Amber, or was married and then broke up and came back to gw2 and is Amber or he’ll just a pro Wow arena player that has translatable skills and just picked up the game and is Amber. You really can’t ban any of them.

Further, locking the permissions is also bad because there are those same people above that want to play with your friends but can’t because there is " maximum +1 difference or +2 difference".
But there is a solution, go after the rewards instead of the permission to do something.
If a diamond plays with an Amber and they are placed in Ruby category the diamond deserves 0/-2 for w/l and the Amber deserves 3/1 for w/l.
Easy as that, there is no reason why everyone on the team should get equal rewards and while it is hard to quantify someone’s contribution to a game, ie personal score, it is easy to see when an Amber won vs rubies and he deserves more even if he was carried by his friends.

Btw your OP, even though I probably sound like an kitten , that is how probability works learn to deal with it.
The probability of your case with good matchmaking ie 50% win is only: 1/128 and considering there are thousands of people playing hundreds of games hundreds of people are in your situation and it is neither unique or incorrect that it is happening, in fact if it wasn’t then people would be complaining even more that it is always win followed by loss followed by win and they couldn’t even get through tier one sapphire.

MMR will become more stable as the leagues advance as there will be more weight behind your current score and there will be absolutely none of your senarios except with new accounts. (If as I have already said it isn’t just normal probability)

PS. Did the maths can provide proof, the average number of games you have to play to pass Ruby division is 370 so unless you have played over 600 in Ruby this league there is nothing to complain about.

match predict plz change 20-39% into 20-49%

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Posted by: Arutha.9874

Arutha.9874

you kitten!

scoring at least 400 team points is not playing poorly you kitten!

read what they said earlier.

https://www.guildwars2.com/en/news/finding-the-perfect-match/
Here are some of the benefits:
Players are rewarded for playing well, even if they lose the game.
Players who play well are rewarded more often than those who have a few lucky matches.
Players are given a chance at success and a reason to keep fighting, even if a comeback may not be possible.
Players are compensated for uneven matches by increasing rewards with risk.

40% chance to win but lose 1 pip even if scored 400 team score.
that is kitten.

fix it.

your feedback is not welcomed by the way.

My main argument is the system you propose is that same as saying +1/0 for w/l because people with communication will try to optimise both groups outcome.

Look I understand that you want a system where everyone can be a winner but that is not what PvP is for in real life ranging from sports to gambling to financial option trading across all spans of time. I understand the computer games have no real backing behind them so people think it is okay and good for everyone to be a winner but not true. People would get bored of PvP if the only restriction was playing lots of games to reach legend 150 per season.

Gw2 already has a polite enough system which with +1/-1 w/l grants you exactly the same progression as Hearthstone’s win streak system (I have the graphs and research to back it up) and those people here of the forums that complain either about 50% win rate instead of 65% or who complain negative reinforcement is bad are too entitled.

You mention comebacks but I argue that it won’t happen because of psychology, everyone will consider it bad manners to not let the other team score at least 400.
I do that already by letting anyone on the opp team that didn’t get points decap mine whenever we are over 300 points ahead.(and that is for tiny rewards of 400-500 rank points)

TL DR: Do not get angry, I have the opinion that this is PvP and you should bleed sweat cry curse and bash your head against a wall for each and every pip and tier and if you got to Ruby then start hoping you can innovate in a way you beat 65% of the meta.

PS. I am not sure if it was this thread or another but I want to mention that the average games to complete a tier is around 16 not 5-10 that most people think, and 30+ is only a 90% confidence interval so that is a normal outcome for people since there is 1000s of us playing, nothing to complain about.

match predict plz change 20-39% into 20-49%

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Posted by: Arutha.9874

Arutha.9874

Win trading my friends, if the pool is big enough then 90% of people should be in the 40-60 category and then it becomes standard to let people get over 400 points.
Shouldn’t really provide safety nets, you have to win to advance.
And 99.9% of people in 20-80 category so no one loses. Stupid system.

winning, gaining pips, is advancing.

not losing pips is not advancing.

there is nothing wrong with not losing pips for scoring at least 400 team points.
the winning team gets a pip and progresses.
the losing team tried their best and scored 400+ team points but they did not lose any pips.

everyone is happy.

This is not player vs player then, there is no punishment to people who play poorly so there is no anxiety nothing on the line and everyone will be legendary eventually as everyone steadily grows the pip count of the community.
No, legendary is and should only be 1% of the community and not something you are allowed to demand for.
1 for win -1 for loss end of story, Matchmaking handles the rest to make sure the games are 50-50 chance of winnings.
The only thing I would include additional +/- for is known issues: diamonds who use ambers to fight rubies should get a -1 to their end reward thereby being +0/-2 for w/l and the Amber player +3/
1 for w/l.
If a person qualifies for -3 by their scale (personal score is fine here or simply APM) then they should break the tier boundaries and drop lower.

match predict plz change 20-39% into 20-49%

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Posted by: Arutha.9874

Arutha.9874

Win trading my friends, if the pool is big enough then 90% of people should be in the 40-60 category and then it becomes standard to let people get over 400 points.
Shouldn’t really provide safety nets, you have to win to advance.
And 99.9% of people in 20-80 category so no one loses. Stupid system.

Which weapon you want next?

in Revenant

Posted by: Arutha.9874

Arutha.9874

Personally I like the idea of Great Axe with Abadon for symmetry sake.
2H Hammer for power ranged vs. 2H Axe for condi range.
Malix plus Abadon for double demon condi damage specs.

And although I agree GS just feels natural I like that the Revenant uses weapons in very strange ways and I think GAxe fits way to well, and a god of basically demons to match it, perfect solution.

What's the logic behind this meta?

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Posted by: Arutha.9874

Arutha.9874

The logic is everyone got new specs with HoT and the first ones to appear were ofcourse the huge damage specs like fresh air tempest, DH, marauder scrapper, power revenant, and to counter them or at least out survive them the bunker meta was formed to make the games more reliably interesting.
Personally I far prefer bunker metas to the previous burst metas… burst ones are so boring where the first person to get the drop or spam buttons faster blows up the other, instead here it is a drawn out fight till one person makes a mistake.
What i dont like thought is the aspect of aoe effect on teamfighting: as in mesmers are good on their own and when surrounded by their team they exponentially spread their support to all allies, and same with dragon hunters, they equally burst one person as a whole team if they get their traps off.
This in my opinion should change a little, people should have to focus together on one person to turn the tides of team fights not just try to take the whole team down at once.

Anet REMOVE 50/50 w/l on the league fix

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Posted by: Arutha.9874

Arutha.9874

Let me explain how you advance in a 50-50 win rate game, you play 32 games in each tier and on average you will get over the 5 game win boundary. The fact that you cannot drop but only go up is mathematically very similar to the win streak mechanic that hearthstone has implemented.
My proof is attached below, it shows 10 iterations of paths where blue is no rules, green is hearthstone rules (win streak between ranks 20-5) and red is gw2 tier system (up to legend 1)
If you are oscillating in skill levels that is probably your own perception, there is no way your MMR is oscillating between noobs and pro players. You must be almost equally matched to both, so try harder and learn from your mistakes.

Attachments:

i'm done #2

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Posted by: Arutha.9874

Arutha.9874

Also the title of this thread is very bad and sounds like a complaint thread that you are leaving a second time… You should change it to something else to get more people to open it.

i'm done #2

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Posted by: Arutha.9874

Arutha.9874

Both at the same time should work much better.
If it is purely division based system it will get really frustrating for Ruby players later in the season when dedicated but no skilled players get into their teams and opponent teams.
If it is just MMR based then actual skilled players could be stuck at the lower divisions for frustratingly long time with no advancement.

So let me outline my suggestions with arbitrary numbers:
1. The game computes a proper Skill MMR let’s say 1000=pver, 2000=average, 3000=pro.
2. The game takes your division MMR, 1000=Amber, 1500=Emerald, 1750=Sapphire, 2000= Ruby, 2250=Diamond, 2500=Legend1 , 2550=L2, 2600=L3, 2650=L4, etc.
3. It averages the two for your matchmaking MMR.

This way a pro player playing in Amber will be playing against Average Ruby players but still people below his skill level. Average Amber will play against Ruby PvEr etc.

And finally talking further about teams, team MMR would be calculated similarly to now, an average across all members, but rewards for those wins-losses would be based on player step 1-3 MMR instead.
If your Matchmaking MMR is much higher than your team’s then you don’t get any rewards(no pips for winning) and if it is lower ie. A bad Amber friend with pro diamonds then you get 3 pips for wins(basically won a 4v5) and you will notice that Pro Amber with Pro diamonds will definitely be higher skilled people than currently.

TL DR: Instead of assuming that lower tiers have lower skill level people hence people will advance to meet their skill level, this way the game will purposefully make your matchmaking MMR lower than your skill MMR until you reach your skill division.

PS. Tanking your skill MMR won’t have as much affect anymore because of the connection to your division, and finally the average doesn’t have to be 50-50 the devs or the game itself could dynamically adjust the coefficient.

(edited by Arutha.9874)

Please fix the invisible traps/wards

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Posted by: Arutha.9874

Arutha.9874

Personally I think both trap elite and longbow 5 should use the hammer 5 graphic with smaller radii, the hammer one is not much visual noise as it is 2d and it is very visible in the very bright blue colour.

PLease dont say "GG" when you play the meta

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Posted by: Arutha.9874

Arutha.9874

I don’t mind when people say “GG”. The problem comes when people say:

“GG lol”
“GG eat kitten”
“GG nubs”

Or anything like that. Unfortunately it happens fairly often. Not too much, but enough to make me skeptical that genuine, good sportsmanship exists on the internet.

^ is ofcourse true I’ve even run into people where I say GG and some one from opp team replies “BG too Easy” as winner. I usually report him for verbal abuse.

But also I generally say GL HF during the count down so people can see I am vocal and not get kittened off. And if someone replies poorly, I make it my mission to grief him as much as possible!

Guardian Shouts - Feedback

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Posted by: Arutha.9874

Arutha.9874

Yeah I know, skills keep getting buried that’s why they need substantial buffs to have a chance to become meta.
Yeah Resistance on Hold the Line was a spur of inspiration, I like synergy traits this way Save Yourselves with Contemplation of Purity could be replaced by Save Yourselves with Hold the Line. Then a full Shouts build could come back for Bunking.

I see no problem giving Hold the Line Regen and Vigor to any degree because all supports give that on almost 100% while Resistance and Protection mean people get a few seconds of release from condi pressure and melee pressure. A real team pushing utility that could turn the tide of a battle.

PS I do think the shout heal has a place, it is just over shadowed by shelter as always. Nerfing shelter a little might be enough. After all Recieve the Light has the same AoE heal as wash the pain away, so lower the cast time a little will help.

Guardian Shouts - Feedback

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Posted by: Arutha.9874

Arutha.9874

Happy these are staying up!

So in my opinion the shouts are in a position where they are strong enough but could be just a little better. I did not see anything too extreme here so instead of small things for each of the shouts let me highlight the big changes we could make in my opinion, focus the weak ones.

Save Yourselves:
This is a little too suicidal at the moment however if a mechanics change is made it would be both very powerful and useful.
Pure of voice and Trooper runes should affect all allies then the remainder conditions are transferred to the Guardian. This leaves all your allies with a nice boon each, and lowers the sheer volume of incoming conditions on the guardian massively.
(PS this is a big change mechanically as ideally now you pull burn from all allies and then remove it and are left with less damaging condis, while the new way you might remove burn from some but not others and left with some of all condis on you)

Hold the Line:
This was supposed to be a huge boost to survivability cooldown, right now it is outclassed by a passive aura trait in Ele.
My recommendation is Hold the Line gives Protection, Regen, Vigor and Resistance!
Now that is a good cooldown, 5s Resistance and Protection and 10-15s for Regen Vigor. A bit of resistance for the team is what a bunk guardian should be able to bring.

Retreat:
My solution to this being underpowered is quite complex and isn’t a small change to the skill. Retreat grants Aegis but Aegis underpowered in PvP and raids.
Buff unscathed contender to “Aegis you apply grants a buff that increases DPS by 10-20% for 5s”. This means that guardian finally get a Druid like ability that will help bring them to a real raid healer level, and 5s of damage modifier is not going to affect PvP much at all. Join me in “Guardian Virtues – Feedback” thread to discuss this further.
(PS having Aegis pulses 5s of the bonus every second in a frost aura manner, ie. overwriting the buff each second)

Bunker Mes vs Bunker Guard

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Posted by: Arutha.9874

Arutha.9874

The point is a Mesmer still can’t tank, and just because at the moment no one has found a Mesmer build that can put out the same burst as a DH doesn’t mean it isn’t still a burst class.

the problem is Anet is so bad at pvp balance that rarely does a class/build of the same role that can co-exist in a meta. Thief was the go-to DPS class due to their stealth, mobility and damage capabilities, and that pushed out other classes like Mesmers, Necros and rangers before HOT expansion. ANet’s vision of Chronomancer role directly contributed to this current bunker meta. But if u take that away, u make an elite specialization total useless. There’s no role that CHrono mesmer can fill because there are better burst DPS class/build out there.

To be honest that is more of a greed problem than a balance problem. Ofcourse the community chooses the best of the best if only 1% better because it is easy to change classes due to PvP scaling. So in that way it is more like Overwatch than LoL or Dota.
The only thing they don’t do too much is “clear counters” the only counter is practice, eg. DH being completely out of meta now.

Bunker Mes vs Bunker Guard

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Posted by: Arutha.9874

Arutha.9874

Mesmer:
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes

Guardian:
Guardians are devoted fighters who protect their allies and smite their enemies by drawing from the power of their virtues. True guardians are brilliant tacticians and selfless defenders who know when to sacrifice their own defenses to empower their allies to achieve victory.

I think Arenanet should redo some of these descriptions because they are both off. The top one should read something like:
Chronomancer:
Chronomancers are magical tanks who wield countless evades as a shield. Using powerful illusions, clones, and phantasmal magic to confuse and annoy their foes. Chronomancers make sure every fight is balanced in their favor by boring their enemies to death.

the second one:
Dragon Hunter:
Dragon Hunters are devoted fighters who smite their enemies by drawing from the power of their Trueshots. True dragon hunters are brilliant tacticians and selfish trappers who know when to sacrifice their own defenses to one-shot their enemies to achieve victory.

I want bunker guards to bunk again and mesmers to mesmerize again, that is all.

Hey I love your descriptions as a matter of fact except I made small changes to the quote above in bold to make it correct.

The point is a Mesmer still can’t tank, and just because at the moment no one has found a Mesmer build that can put out the same burst as a DH doesn’t mean it isn’t still a burst class. And the same for Guard, Guard is till a bunk class but no one has figured out a build quite as good as a Chrono.
Hope that helps and don’t forget it is simply a matter of finding the build. No one realised Chrono bunker was best for 5-6 weeks.

Most Common Mistakes Made by SoloQers

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Posted by: Arutha.9874

Arutha.9874

Could you add:
Never say “CAP POINTS!” in team chat, we understand and are trying to make our best judgement already! Spend that time thinking for yourself….
(ran into this 3 times today hate it)

If ArenaNet Removed Team Queuing from Ranked

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Posted by: Arutha.9874

Arutha.9874

Could people stop these discussions please?
Of course Dedicated SoloQ is a stupid idea that is only around because people are Raging.

So could someone who is a defender of this idea please try to explain how it would work?
1. Everyone in PvP would Queue in SoloQ.
2. If someone wanted to play with a friend how would they fill the other 3 spots?
3. Ohh wait you can’t have a team of 4??
4. Okay only teams of 5 are allowed into TeamQ.
5. Now only the Pros play there with never proccing queue times except happy hour.
6. Lets nerf the SoloQ rewards so that people join TeamQ.
7. Now lets call it ranked Queue instead.

It is a stupid idea that they tried already before. The correct solution is to nerf the rewards for team so that diamonds in an average ruby group receive 0 pips for a win.

I am just so tired of people repeating incorrect logic just thinking short term.