Showing Posts For BloodriverTim.2031:

Glitter Bomb Harvesting Tool

in Bugs: Game, Forum, Website

Posted by: BloodriverTim.2031

BloodriverTim.2031

This is intended…? You are stuck in place until it completes the harvest.

multihit abilities targetable through stealth

in Bugs: Game, Forum, Website

Posted by: BloodriverTim.2031

BloodriverTim.2031

On several occasions in pvp i am being targeted by, for instance, thief p/p 3 while fully in stealth. I don’t mean that the skill continues hitting me after it started. I mean that the buffered skill after the first chain hits me even though i was in stealth half way through the first chain. This is absurd and has no counter-play. This same thing happens with ranger’s targeted multi-hit skills.

Separate Perfect Mist Cores?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Wonderful! That was great turnaround, thanks!

Separate Perfect Mist Cores?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Now that there’s a use for normal mist cores, I have two Perfect ones that I can’t use… Please let us separate the perfect ones into the little ones again.

pvp rant

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

It has been said that you are able to return to the game if you are using the same character with the same build. If you log onto that character again, it should take you directly into the pvp game.

Bug or is it supposed to work like this ?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Not sure if it works like this in GW2 or not but if you go on a long enough win streak the system should become “unsure” of your rating and your gains should start to go up again.

It does not do this. You can have a 90+% winrate and stale out. Don’t play ranked for 3+ days and your volatility will go up giving you more points per win/loss.

Trying to change PVP Ascended armor Stats

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Exotic commander insigs are like 11g each.

Should Ele Get A Damage Build?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Elementalist probably has the least build diversity of any class in the entire game.

Not really, ele just has the most “special snowflakes” who are so ignorant they think it is only the class in PvP with only one strong build or the only class with weapons that have issues, and as for the “entrie game” it is one of the most pampered classes out there, perma meta in PvE for 4 years (compare that to necros for example), perma meta in WvW (compare that with engy, ranger, thief, etc).

WvW isn’t a thing, man. ANET left this gamemode to die years ago.

Spoons Anet pls

in WvW

Posted by: BloodriverTim.2031

BloodriverTim.2031

flip 20 camps then ask again.

I did… I guess rnjesus hates me.

Spoons Anet pls

in WvW

Posted by: BloodriverTim.2031

BloodriverTim.2031

Are these bugged right now or what?

kittykittymeowmew elo hell DEFEATED

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I would like to hear this guy’s reasoning behind why a lot of users are consistently experiencing huge blowouts, losses or wins by 200+ points, in their games. If every game can be carried, why do these games happen so often? If players are where they belong, why do they consistently dominate some teams in their division and get destroyed by others?

Is it possible the people with these experiences are actually the minority? If you think about it the people having issues would be much more likely to post about it than the people who arent having problems.

Oh it’s you again. Yes of course it’s possible I’m in the minority, but why does this minority exist if the system is working properly?

kittykittymeowmew elo hell DEFEATED

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I would like to hear this guy’s reasoning behind why a lot of users are consistently experiencing huge blowouts, losses or wins by 200+ points, in their games. If every game can be carried, why do these games happen so often? If players are where they belong, why do they consistently dominate some teams in their division and get destroyed by others?

kittykittymeowmew elo hell DEFEATED

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

People don’t seem to understand my point. If you lose 7 of 10 placements on purpose to get into bronze, but then go 20-0 for the next 20 games, the system doesn’t stabilize your mmr in bronze. A true show of carry out of bronze would be to get to the point where you gain less mmr than you lose, like people are seeing in their “correct” tier, then starting the climb. I’m not bashing the guy, I just think this was more of a “hey look at me, I’m special” than it was a show of how you can climb in the system.

But isn’t the point to prove that he does not belong there (like many have complained about) and if you were unlucky with your placement matches and got placed in bronze you can easily escape it if you have the skills to do so. If you get a 50% win-ration in bronze, you most likely belong there?

Perhaps I misunderstood the point of the playthrough. My understanding was that if you get stuck in bronze and work to improve, that anyone should be able to climb out. It cannot be called ELO Hell imo if you gain 30 mmr per win.

kittykittymeowmew elo hell DEFEATED

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

People don’t seem to understand my point. If you lose 7 of 10 placements on purpose to get into bronze, but then go 20-0 for the next 20 games, the system doesn’t stabilize your mmr in bronze. A true show of carry out of bronze would be to get to the point where you gain less mmr than you lose, like people are seeing in their “correct” tier, then starting the climb. I’m not bashing the guy, I just think this was more of a “hey look at me, I’m special” than it was a show of how you can climb in the system.

kittykittymeowmew elo hell DEFEATED

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

This is a bad representation of the how the system works. If he played a good number of games in bronze, then tried to climb, it would show what most users complain about. His mmr was still volatile enough to have the system pull him out of bronze, but if he got a 50% win rate for say, 30 games in bronze and then tried to climb, he would have a much more difficult time of it.

End of season MMR

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

If I don’t clear the decay before the end of the season, will it use my effective MMR next season to place me? I don’t give a kitten about the badge I get, but I’d rather not have to start 700 MMR short next season. Also, inb4 “just play 7 games at the end of the season”.

ALL Thieves are so bad at rotating

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I don’t understand your scenario at all. How does a 5v5 turn into a 4v4 where your team is on low health with no cds but the enemy team doesn’t suffer the same consequences? Your scenario basically assumes the enemy isn’t trying to dps or heal.

It actually makes more sense to me for the thf to quickly decap far after getting a kill at mid. If the thf decaps far, the respawn might be tempted to waste their time capping it rather than return to mid fight, meanwhile your thf, being the fastest roamer, can get back to mid quickly to +1 another target. The assumption here however is that the thf’s team doesn’t lose the 4v4 in which case that’s not the thf’s fault at all. In fact, if your team can’t win 4v4 and can only win 5v5 when the thf is there, it gives the impression that the thf might be carrying you.

Because your teams damage was focused on the person who died. Their teams damage was focused on someone who hasn’t died. So you have 1 person in the 4v4 who has taken alot of pressure. They do not. So it isn’t a fair 4v4 at all. Imagine this.

Your team focus their necro. They kill it and he dies. Great. But the rest of their team is full health. Their team focus your warrior. He doesn’t die. But he is now low on cds and health. So then you, as the thief, leave for 20-30 seconds. You leave your team in a bad situation. Most likely that warrior will go down because he was already pressured and because you left. And you will then lose the mid fight and snowball from there.

Your logic of “you lost the 4v4” is what most people in this game think and say and it is illogical for the reasons I stated. It happens every game. It isn’t only thieves. But it happens alot.

People overvalue caps and undervalue actually finishing the fights and winning the fights.

Understand?

This is an interesting thought, but pvp is a game of pressure, right? By decapping far, you relieve pressure from mid in a different way than +1ing mid does. It achieves roughly the same result depending on how badly your team loses the 4v4. If you go far and then 3 of the 4 of your team dies mid, you made a mistake; if, however, the two teams mid tie, when you get back to +1 again, you have relieved pressure from mid by making their now respawning player go far and are in the process of relieving more pressure mid by taking out another player.

Thief has too many dodges!

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Definately applicable to the hideous condi thieves. Although they aren’t played often, they are just broken.

Not played often? O_O….there is a condi thief 3 matches out of 5, they all play the same..rush far/spam dodge/bleeding=profit

I think I have only seen 1 or 2 this season. Maybe they appear more often on American servers or in lower divisions. Probably the last.

They are so easy to just ignore though… Taking the condi dodge over the movement dodge removes so much of their mobility. Don’t fight them off point, and they do nothing all game.

PvP Reward Farming

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

When 80% of the games I play are huge blowouts one way or the other (loss by 200+ points), I’m blaming the system for putting two incompatible teams together.

Either total domination or epic butt whooping

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Btw can some1 come up with some kind of at least half-rational conspiracy theory for this phenomenon? As I just refuse to believe that Anet cant do what this guy can do

Is it possible that impleneting a proper MMR system would bring other even worse issues to light? Is that possible that Anet ignores these problems or gives ‘solutions’ that are actually not solutions – on purpose?

Or try it from the other way around: What can be screwed up if they implement a proper MMR system? Population issues would be revealed to the public creating a vortex of self-fulfilling prophecies and further decrease population? Or are they protecting the silent army of ‘pve noobs’ so they get at least some wins as well and are less likely to desert the game?

Even though we will never get a definite answer to this question, its worth theorizing about because within the normal and ‘politically correct’ course of things it obviously does not work. And I just cannot believe that all the problem Anet has with this is that they cant figure out a proper MMR system… Come on, they made the whole game… community is crying about it for years. Are they really this incompetent? Or do they have motivations they dont make public?

Opinions?

They aren’t trying to make pvp fail. They whole-heartedly tried to revamp the system this season and overall it’s wayyyy better than 1-4. They just need more people to actually play all season. Until they get a good playerbase, which is unlikely to happen this far into gw2’s life, the system will continue to fail.

Also, here are my last games confirming the post’s topic for more than half of my games. http://i.imgur.com/8HyTi4n.png

AGONY RESISTANCE

in Fractals, Dungeons & Raids

Posted by: BloodriverTim.2031

BloodriverTim.2031

AR scales with the zone you are in. Were you checking in the FotM zone?

Logic behind losing or gaining rating points?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

It seems to me, that advancing up the ladder is almost impossible for me unless I have a win rate of above 70% based on the amount of points I lose and gain.

Just curious, but why do you think you should advance up the ladder without winning at least 2 out of every 3 games?

That you have to have a win rate of 70% or better to advance up the ladder is kind of the point; if you’re hovering around a 50% win rate, you’re probably exactly where you should be.

You assume that matchmaking creates fair matches LOL. Newsflash: it doesn’t. Of course, game can’t measure all player skills but it doesn’t even attempt to create fair matches based on measurable numbers like MMR and rating….

Why do you think the system creates unfair matches? What makes them so?

I’ve seen several instances personally where if I win more than three or four in a row, I go on a losing streak of about the same. The matchmaking wants to keep you at a 50% winrate and will do what it needs to in order to achieve that. Of the last 20 games, maybe 3 have been close in point spread at the end; the rest have been blowouts either win or loss. When I say blowout, I mean the losing team loses by 200+ points. This seems to be the standard for the season for most people from what I hear.

Please explain how ive managed a 60% career winrate

I don’t get why I’m getting flamed. This is how the system works whether or not you want to believe it. You can manage a better than 50/50 by not playing enough games, which would cause you to still be below your true placement.

im not flaming you, and i have a decent amount of career games……. Im not sure if you are complaining about having a 50% winrate or complaining that the system forces you into a 50% winrate… however i and quite a few others have managed to maintain over a 60% winrate. How exactly is that possible if the system forces you to have a 50% winrate.

The new system tries to get you to 50% winrate. The old system made winning players win more and losing players lose more. As you play more games in this new system. You will trend toward 50%, or be at the top of the leaderboards.

Wrong. My winrate is career and i started very shortly after the start of the game. Please show me proof the “Old” system made winners win and losers lose?

I know what you think you are talking about but im pretty sure what your talking about was only during 1 or 2 seasons total. Yet this game has been using glicko2 since launch.

If you did trend to 50% and stay there, id say you belong there.

Sorry but I’m not wrong…
https://www.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-5/
In seasons 1-4, the system paired you with teammates who were similar in skill to you, and it put you against players in your same pip range regardless of their skill rating. This forced players with low skill ratings to fall, and pushed players with high skill rating up in a spiral. Please stop flaming and learn more before posting.

Im not flaming please show me where it says it is forcing you to have a 50% winrate?

I’m done, good luck champ. It clearly doesn’t say that in plain English, but if you knew anything about matchmaking then you’d understand that that is the goal of the system. Congrats, you dragged me down to your level and beat me with your experience.

Logic behind losing or gaining rating points?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

It seems to me, that advancing up the ladder is almost impossible for me unless I have a win rate of above 70% based on the amount of points I lose and gain.

Just curious, but why do you think you should advance up the ladder without winning at least 2 out of every 3 games?

That you have to have a win rate of 70% or better to advance up the ladder is kind of the point; if you’re hovering around a 50% win rate, you’re probably exactly where you should be.

You assume that matchmaking creates fair matches LOL. Newsflash: it doesn’t. Of course, game can’t measure all player skills but it doesn’t even attempt to create fair matches based on measurable numbers like MMR and rating….

Why do you think the system creates unfair matches? What makes them so?

I’ve seen several instances personally where if I win more than three or four in a row, I go on a losing streak of about the same. The matchmaking wants to keep you at a 50% winrate and will do what it needs to in order to achieve that. Of the last 20 games, maybe 3 have been close in point spread at the end; the rest have been blowouts either win or loss. When I say blowout, I mean the losing team loses by 200+ points. This seems to be the standard for the season for most people from what I hear.

Please explain how ive managed a 60% career winrate

I don’t get why I’m getting flamed. This is how the system works whether or not you want to believe it. You can manage a better than 50/50 by not playing enough games, which would cause you to still be below your true placement.

im not flaming you, and i have a decent amount of career games……. Im not sure if you are complaining about having a 50% winrate or complaining that the system forces you into a 50% winrate… however i and quite a few others have managed to maintain over a 60% winrate. How exactly is that possible if the system forces you to have a 50% winrate.

The new system tries to get you to 50% winrate. The old system made winning players win more and losing players lose more. As you play more games in this new system. You will trend toward 50%, or be at the top of the leaderboards.

Wrong. My winrate is career and i started very shortly after the start of the game. Please show me proof the “Old” system made winners win and losers lose?

I know what you think you are talking about but im pretty sure what your talking about was only during 1 or 2 seasons total. Yet this game has been using glicko2 since launch.

If you did trend to 50% and stay there, id say you belong there.

Sorry but I’m not wrong…
https://www.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-5/
In seasons 1-4, the system paired you with teammates who were similar in skill to you, and it put you against players in your same pip range regardless of their skill rating. This forced players with low skill ratings to fall, and pushed players with high skill rating up in a spiral. Please stop flaming and learn more before posting.

Logic behind losing or gaining rating points?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

It seems to me, that advancing up the ladder is almost impossible for me unless I have a win rate of above 70% based on the amount of points I lose and gain.

Just curious, but why do you think you should advance up the ladder without winning at least 2 out of every 3 games?

That you have to have a win rate of 70% or better to advance up the ladder is kind of the point; if you’re hovering around a 50% win rate, you’re probably exactly where you should be.

You assume that matchmaking creates fair matches LOL. Newsflash: it doesn’t. Of course, game can’t measure all player skills but it doesn’t even attempt to create fair matches based on measurable numbers like MMR and rating….

Why do you think the system creates unfair matches? What makes them so?

I’ve seen several instances personally where if I win more than three or four in a row, I go on a losing streak of about the same. The matchmaking wants to keep you at a 50% winrate and will do what it needs to in order to achieve that. Of the last 20 games, maybe 3 have been close in point spread at the end; the rest have been blowouts either win or loss. When I say blowout, I mean the losing team loses by 200+ points. This seems to be the standard for the season for most people from what I hear.

Please explain how ive managed a 60% career winrate

I don’t get why I’m getting flamed. This is how the system works whether or not you want to believe it. You can manage a better than 50/50 by not playing enough games, which would cause you to still be below your true placement.

im not flaming you, and i have a decent amount of career games……. Im not sure if you are complaining about having a 50% winrate or complaining that the system forces you into a 50% winrate… however i and quite a few others have managed to maintain over a 60% winrate. How exactly is that possible if the system forces you to have a 50% winrate.

The new system tries to get you to 50% winrate. The old system made winning players win more and losing players lose more. As you play more games in this new system. You will trend toward 50%, or be at the top of the leaderboards.

Logic behind losing or gaining rating points?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

It seems to me, that advancing up the ladder is almost impossible for me unless I have a win rate of above 70% based on the amount of points I lose and gain.

Just curious, but why do you think you should advance up the ladder without winning at least 2 out of every 3 games?

That you have to have a win rate of 70% or better to advance up the ladder is kind of the point; if you’re hovering around a 50% win rate, you’re probably exactly where you should be.

You assume that matchmaking creates fair matches LOL. Newsflash: it doesn’t. Of course, game can’t measure all player skills but it doesn’t even attempt to create fair matches based on measurable numbers like MMR and rating….

Why do you think the system creates unfair matches? What makes them so?

I’ve seen several instances personally where if I win more than three or four in a row, I go on a losing streak of about the same. The matchmaking wants to keep you at a 50% winrate and will do what it needs to in order to achieve that. Of the last 20 games, maybe 3 have been close in point spread at the end; the rest have been blowouts either win or loss. When I say blowout, I mean the losing team loses by 200+ points. This seems to be the standard for the season for most people from what I hear.

Please explain how ive managed a 60% career winrate

I don’t get why I’m getting flamed. This is how the system works whether or not you want to believe it. You can manage a better than 50/50 by not playing enough games, which would cause you to still be below your true placement.

Upgrade for Game History

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

This should have been a thing since day one.

5 Warrior stacking Wins Everytime

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I’m not saying the warrior isnt strong, but what exactly changed from the last 2-3 seasons on warrior that made them this way? Warrior was 100% untouched from last season even and I dont think I saw a single warrior complaint thread before a week or so ago. I do play a warrior in pvp so maybe I am biased, but I would like to know what everyone else discovered this season that I have been missing? Is it the changes/ shaving down of other professions that made warriors stand out more?? I dont think it’s the amulets or runes they added. What is it?

The other meta classes all took decent hits from the nerf bat… Warriors got a buff in that they didn’t get brought down. The bunker meta is more or less gone, so wars shine in offense as well as the offensive classes, and in defense as well as the bunkers do now. They have too much sustain for the damage that they put out.

Logic behind losing or gaining rating points?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

It seems to me, that advancing up the ladder is almost impossible for me unless I have a win rate of above 70% based on the amount of points I lose and gain.

Just curious, but why do you think you should advance up the ladder without winning at least 2 out of every 3 games?

That you have to have a win rate of 70% or better to advance up the ladder is kind of the point; if you’re hovering around a 50% win rate, you’re probably exactly where you should be.

You assume that matchmaking creates fair matches LOL. Newsflash: it doesn’t. Of course, game can’t measure all player skills but it doesn’t even attempt to create fair matches based on measurable numbers like MMR and rating….

Why do you think the system creates unfair matches? What makes them so?

I’ve seen several instances personally where if I win more than three or four in a row, I go on a losing streak of about the same. The matchmaking wants to keep you at a 50% winrate and will do what it needs to in order to achieve that. Of the last 20 games, maybe 3 have been close in point spread at the end; the rest have been blowouts either win or loss. When I say blowout, I mean the losing team loses by 200+ points. This seems to be the standard for the season for most people from what I hear.

MMR loss problem

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I’ve gotten beaten twice today, while having a 60% win rate for the season, and in total, lost 50 mmr. Both games we lost by more than 300 points because kids just don’t understand how pvp works. This system is clearly not working as it should if I’m losing 25 mmr per game and gaining less than 15 per win with a positive win rate. ANET please stop this nonsense.

TendĂȘncies, Duos, Carry, Placement

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I thought the season started out great, but as the playerbase dwindles my teams get increasingly bad. Yesterday really sparked the decline. Games were decided one way or the other by 300+ points. It’s not fun to be on either end of that. I might as well just flip a coin, get the win or loss and save myself 15 minutes. I say this starting the season in bottom silver after having won seven of ten placements. I then won the next 13 matches and was still in silver. The system still isn’t working properly, but i put up with it because I want to see ANET succeed.

PvP Ascended Gear's Unchangeable Stats

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

This is a known issue. It’s been posted on the forums in both here and the bug section with no response from anet. Hopefully we hear something about this soon.

Rating is too volatile once u reach ''limit''

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Playing Devil’s Advocate….could it be perhaps there are not enough players in the higher tiers for MM to not stray too far from MMR range?

The way this rating system is supposed to work is this: When you near your “true” mmr at 50/50 w/l after say, 50 games, the mmr that you gain is supposed to equal the mmr you lose. It’s supposed to freeze you in your mmr range since it’s where you supposedly belong. In order to climb or fall, you are supposed to win or lose a lot in a row. Someone fat-fingered in a *5 multiplier on the amount that people lose vs what they gain when people reach their “true” mmr in the current system.

Un-Attuneable: Mist Band (Infused)

in Bugs: Game, Forum, Website

Posted by: BloodriverTim.2031

BloodriverTim.2031

None of the pvp ascended items can be put into the forge. It’s been known by the community for a while now, but anet hasn’t responded on the matter.

Molachev kittentail spam

in Bugs: Game, Forum, Website

Posted by: BloodriverTim.2031

BloodriverTim.2031

They were all right on top of one another leading to the idea that they were all dropped by one person. Maybe if an auto-clicker went fast enough they would proc before the cooldown started?

Molachev kittentail spam

in Bugs: Game, Forum, Website

Posted by: BloodriverTim.2031

BloodriverTim.2031

Someone just spammed 20 molachev kittentails and nearly crashed the server at Sparkfly during Teq. The particle effects or something made my game lock up for ten seconds, and crashed a guildies client, denying her the rewards.

Why you messed up, again (5th attempt)

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I didn’t play last season. I went 7-3 in placements with the three losses being wide margins (>250 points) due to terrible teammates. I was placed at ~1150 mmr. I am now at 23-6 around 1300 mmr. I must say that I’m enjoying the season a lot more than the previous seasons, but I’m clearly way below where I should be.

New to this game, build question.

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I still need to figure out how sPvP works and I’m not gonna play until then (I’ve played enough PvP in other games to know that) but I need to know what class is best for me in it as a start.

Not that we need more DH, but they are a great beginner class due to their innate durability and dmg output. Necro is also a good class to start learning the ropes with because they can be played several ways without the need to learn a ton of rotations.

Lord Morgul Reks U - life of a rockstar

in Thief

Posted by: BloodriverTim.2031

BloodriverTim.2031

Can’t tell if srs. All this is is hitting dodge and 5 repeatedly…

You can't attuned Mist Band rings

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

This is known by the community but has not been addressed by ANET. It may be intended due to the ease of acquisition of these ascended items.

Season rewards should probably be revised

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

For any player who’s not 100% PvP, this season
The problem arises when we take a look at the repeteable byzantium chest, which doesn’t include most of the interesting rewards like shards or tickets. It’s definitely nice to have an increased gold reward for playing PvP, but it still pales in comparison with any half decent PvE activity.
In this sense, we should expect most of the non PvP focused players to quit once they get their byzantium chest, or even worse, to use the league for class dailies since it provides better rewards than unranked.

Just gotta make the asc glory shards infinite and we can keep them around long enough to get them good at pvp. ezpz

Starting MMR MUST be below-average

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I went 7-3 in placements and got placed in low silver (~1160). I am now 16-6 with ~1300 mmr. All of my losses were by huge margins (>250 pts). I think this well represents the ideas in this thread. I was placed far too low in the standings at the start. I am now crushing everyone I come across, unless I get a really bad team and get stomped myself. I must say that I much prefer this season to the last season I played in, which iirc was s3, where I lost my first 15 matches due to bad players and got stuck in the very existent elo-hell. That being said, there are still a lot of problems that need to be worked out with the current system.

Is PvP gear's stat change problem solved?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

The ascended armor that can be obtained in pvp cannot currently be stat swapped. I’m not sure if this is intended or not, but I spent 30g on commander insignias yesterday before realizing that this was the case. Good times.

Oh didnt know about this. My bad then. But you can just buy another one and choose commander. can’t you?

That would be the idea, if they didn’t cap total ascended glory shards at 1800/season.

Is PvP gear's stat change problem solved?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

The ascended armor that can be obtained in pvp cannot currently be stat swapped. I’m not sure if this is intended or not, but I spent 30g on commander insignias yesterday before realizing that this was the case. Good times.

PvP Ascended Farming Bad Idea

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Tbh how does that bother ppl so much you only get teamed up with ppl who are in your mmr range and if you constantly get teamed up against those pve ‘noobs’ then it is maybe cause you’re just as good as they are
No offense tho.
I mean I ofc had some matches with way worse players than me but it’s just at morning ques and it’s not the majority of the matches

Devil’s advocate here. If you start the season without ever playing ranked, your mmr would be average. It is very possible to get bad teams in the 10 most important games, placements, and then spiral down into oblivion. There are tons of examples here on the boards about people being on teams with kids who run 4 home at the start of the match, then run 1v5 mid and die endlessly. These games are literally impossible to win. It is very possible to get stuck in this with the fact that anet has bugged mmr gain loss algorithms, insofar that people are reporting losing twice what they gain loss to win. if you get stuck in a league where this is common, even if you are able to carry two games in three, there is still no advancement.

Account bound jewel recipes...

in Guild Wars 2: Heart of Thorns

Posted by: BloodriverTim.2031

BloodriverTim.2031

Making all of the HoT jewels account bound is extremely prohibitive. I understand that ANET doesn’t want core/f2p players to benefit from things they can’t have access to, but having to pay 40g for a recipe for commanders trinkets is absurd. Can nothing be done to remedy this?

[vid]How can i improve my gameplay

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

You spent a lot of time mid fighting off the point 2v1 without actually capping the point.

Freeplayers should haveallowed to playranked?

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

Core classes are fine. If you are a good player, you can do well enough on core to carry this playerbase.

QQ about mes is getting more ridiculous

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I’m not sure how condi necro counters mes with all the clear mes has. That being said, I don’t think all of the hate is deserved. Ele’s got a dmg buff with no nerf to their sustain, yet no one has mentioned anything about them being too good. Rev’s got a wrist slap in the patch and they aren’t getting nearly the attention that mes is. I think it comes down to the idea that people like to complain about whatever they can because they don’t like change.

so i want to offer a reasonable moa nerf

in PvP

Posted by: BloodriverTim.2031

BloodriverTim.2031

I don’t think people realize that Moa can be blocked and dodged. They just lose to a player who knows how to counter them, and they freak out. The number of times I’ve tried to Moa someone and it simply does nothing is silly. It seems like you need line of sight sometimes for it to work as well. Countering mesmers really doesn’t take a genius.

DPS numbers

in Thief

Posted by: BloodriverTim.2031

BloodriverTim.2031

Are you running the venom share raid build? Don’t forget that you need 5 other people there to see your “real” dmg from that. Thieves were never meant to be sustained DPS. They spike and run.