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Silver tier ranked matches - 26 lost matches

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Dear Arena Net, dear developers, dear community,

I come here to you in search of answers to my grief and sorrow as I do not believe that the matching up system and ranking is working as intended.

Since the start of the Competitive Ranked sPvP I have met very few victories but a plethora of losses, on a daily basis. In the beginning I have been placed in the Gold 1 bracket and now, somehow, I went so low as to Silver 1. This caused me much frustration and grief as all the losses to which I was witness, were not my fault as a player. Contrary, every match I managed to get at least one top stat, from kills to revives to offense.

In every match that I am a combatant and lost, I have seen everything from lack of direction, structure and a modicum of strategy, which means that I am either in the wrong bracket OR I am matched up with the wrong kind of competitors. To give you an example:

I play a Mesmer build, taken from the Metabattle site, the Power Shatter Chronomancer, to which I tweaked some aspects, like Scepter instead of Sword for better illusion spawn and blocks. With this character I managed to lose EVERY SINGLE MATCH in which I have participated, and trust me not from the lack of trying. I still got one or two top stats, but to no avail. A loss is a loss. The score in these matches varies wildly from 500 to 100 and something or 500 to 70 something, so on and so forth

I also play a Burn Guardian with enough sustain to keep it going and to my surprise, I had some won matches but mostly I have been met with gruesome losses. Thus I have tried to find any and all reason for these losses, in my person and as such I learned rotations, watched Youtube videos of Tournament plays, listened to Tournament champions and overall I believe I have been a good student and something stuck to me.

But still the win to lose ration is below 50%. To be more precise, as of this moment it is around 46% which indicates that your matching up system not only works poorly, but it does not work at all.

My experience thus far is one of a toxic community, bad competitive players with no strategy whatsoever and considering that this is Ranked I am talking about, the quality of gameplay is in the gutters.

I am now at the 26th lost match and I am closing in very fast to Bronze. I have stopped trying and I play to get some rewards out of it and get my achievements for the Ascension backpack, which as things progress I will either get frustrated and drop this project altogether.

Considering the above and if it is not too much to ask, I want an OFFICIAL ARENANET answer regarding the Ranked competitive play, the way players are matched and why is it possible for a player to accrue 26 (that is TWENTY SIX) consecutive lost matches.

TL;DR – The Ranked system is in the gutters, the players I am matched up fight like headless chickens with no direction or idea to whatever they are doing, and I don’t see the 50-50 win loss ratio which the theory behind postulates.

Can you tell me which account you were playing on when you lost 26 games in a row? Looking at the match history of this account I see the longest losing streak is 11 games, and you’ve also had a win streak of 12 games.

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League dominator Elite problem

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I’m not seeing an issue with this achievement internally. Is it possible that you’re playing around daily reset time? The win tracker for this achievement resets with the daily reset, so that could be what you’re seeing.

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90+ second teammate dc, -15 rating anyway

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What’s the point of the 90sec dc countdown when the entire team loses rating anyway?

Could gw2 pvp in 2017 be any more depressing?

I took a look at this match and the longest disconnect was a player who disconnected about 70 seconds before the match ended.

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Disconnect Timer and Rating Loss

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Hi folks,

Previously, if you had someone on your team disconnect from a match for 2 minutes or more, and your team loses the match, only the person who disconnected would lose rating.

We’ve decided to lower this timer to 90 seconds.

If we have a teammate who DCs for the said amount of time and comes back do we still lose rating? Having someone DC for ~90 seconds thus losing a match(pretty much every DC above 30 seconds in plat) then have that person come back and cause us to lose rating really hurts moral.

It doesn’t matter if the dc’d player comes back. As soon as someone on your team is gone for 90 seconds, you won’t lose rating for a loss.

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ANet weekly play on live in 30mins

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After some cake distractions, we’re rolling with the zerg in EBG

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ANet weekly play on live in 30mins

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Flûte ! Retrying, edit function is slow for me x)

Vizunah square !

https://media2.giphy.com/media/JIX9t2j0ZTN9S/giphy.gif

ok

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ANet weekly play on live in 30mins

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First reply with full world name and gif of cat(s), we play on your world

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Missing Statues for Monthly

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We’ll take a look on Monday.

The guy was supposed to be perma dishonored from pvp has the kitten to get on here and ask where his statue is at and a dev responds immediately on a weekend no less to look into it XD

#AnetDevPriorities

The monthly is run on the weekend to allow as many qualified players as possible an opportunity to play. Even though it’s the weekend, we keep an eye on the tournament in case something goes wrong. A bug was reported that tournament rewards were not distributed correctly, so we’re going to follow up on that report. Nothing more to it.

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Missing Statues for Monthly

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Hi, Marvin and I won the monthly and neither of our statues are shown. The rest of our teams are visible. Not sure if this is a bug or what, thanks.

Did you receive the other 1st place rewards?

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14 hours later, still stuck in bugged AT

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You should be free now

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Match quality

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Apparently placements doesnt count leavers. Had a fantastic 3v5 game from start to finish that still counted towards a loss.

The game still shows as a loss in the UI but your rating is unaffected.

I did get an extra loss on the placement UI and it did count towards the 10 games.

Right. The UI shows the game as a loss, but your rating was unaffected. Usually when a teammate leaves the match you see the 0 for your rating change after the game ends. During placements your rating isn’t visible yet so you don’t see the 0, but that same result happens.

Well if it works like that you also do your placements match over 9 games only, which will place you lower than you could have been.

All aspects of rating (including deviation and volatility) are unaffected by a forfeit (4v5). If you get a forfeit during placements, your first game after will essentially have the same behavior as the 10th placement game except that the rating delta will be visible.

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Sublime Mistforged Triumphant Hero's Gear?

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There appears to be a confusing naming error on the Ascended WvW gear.

I think this is how it should be:

  • Tier 1 should be called: Triumphant Hero’s Gear
  • Tier 2 should all be called: Mistforged Triumphant Hero’s Gear
  • Tier 3 should be called: Sublime Mistforged Triumphant Hero’s Gear

At the moment, the list is as in the screenshot.

The text on the Sublime Chest Piece reads: “You must own the Triumphant Hero’s Raiment and be WvW rank 2000 to purchase this armor.”
I think that should read Mistforged Triumphant Hero’s Raiment – so you need Tier2 to buy Tier3.

But I’m not sure.

The names are correct. I think the confusion here stems from the names of the Triumphant Hero’s armor getting cut off in the vendor UI. I attached a pic of what it looks like before all those currencies start taking up space. You can also confirm these names by mousing over the items in the vendor window to pull up the tooltip.

The naming tiers go Triumphant->Triumphant Hero’s->Mistforged Triumphant Hero’s, and the sublime chest piece has the tendril effect on the back.

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Match quality

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Apparently placements doesnt count leavers. Had a fantastic 3v5 game from start to finish that still counted towards a loss.

The game still shows as a loss in the UI but your rating is unaffected.

I did get an extra loss on the placement UI and it did count towards the 10 games.

Right. The UI shows the game as a loss, but your rating was unaffected. Usually when a teammate leaves the match you see the 0 for your rating change after the game ends. During placements your rating isn’t visible yet so you don’t see the 0, but that same result happens.

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Match quality

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Apparently placements doesnt count leavers. Had a fantastic 3v5 game from start to finish that still counted towards a loss.

The game still shows as a loss in the UI but your rating is unaffected.

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Versed in Stone - Toughness to Power - WvW

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The 4% is correct for WvW and PvP. Unfortunately the patch note missed this information. Sorry for any confusion!

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Love gliding!!!

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I wish they gave us a WvW ability reset before adding Gliding. I foolishly spent all my points just before the patch (yeah, I know I can get more as I rank up but I want it nooooooooooooooowww /stamps foot).

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(edited by Cal Cohen.3527)

Bizzare Occurence

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In the past few seconds, I left the unranked queue in order to join a tournament team.

I was kicked into the loading screen for Super Adventure Box and landed outside the door to Rata Sum in Metrica province.

Sorry I wasn’t quick enough to get a screenie for the SAB loading screen.

I was standing atop the jumping puzzle when I exited the unranked queue. Sounds like something is seriously cross wired.

You probably clicked the Leave Queue button twice, which the second click would be clicking “Exit PvP Lobby”. If your character’s last map outside of the lobby was SAB, it would start to load that map but you would get redirected out to Rata Sum as the SAB event is no longer active.

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Fix DC (>2mins)- Reconnects gives -MMR

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Cal – sent you an example (check mail) where I believe the -MMR loss occurred and a player returned after being DC > 3 mins. Used to happen a lot in prior seasons where we would pray a player would not return as pip loss/MMR loss would be guaranteed.

Ofc it could be time moves more quickly than we think when playing a fast moving game.

MatchID: 2BDE7051-2139-4057-9AA5-199E8C348E93
Start Time: 2017-07-14T21:27:29.824Z
End-Result: Defeat
Score: 501v473 (Ranked Match)

- I was not the one who DC’d someone else did > 2 mins, pretty sure and we all lost points.

I took a look at this match and the guy that DCed was gone for about 70 seconds. As you said time can feel a lot faster than it is when you’re playing.

I double-checked this internally, and the disconnected player returning to the match has no impact on the rating loss. As long as they were disconnected for over 2 minutes their teammates (excluding party members) will get -0.

Actually, could you make some minor corrections to that rule? Currently it seems you guys assume that every time that happens the team would lose so obviously they shouldn’t lose rating, but in reality both rating loss AND gain seem to be disabled.

A couple of times we managed to win despite playing with 4 players (if the DC happened late for example) or if the 5th reconnected and we kept on tryharding. However, despite winning the game, we got 0 rating for it.

Once a DC occurs currently there is no reason to play the game because what we do in the match has no effect on the rating whatsoever, which sucks.

If you win a 4v5 (or any game where a teammate is DCed for over 2 minutes) you should still get rating for that win. I’m not seeing any issues with this internally; if you run into this again I’d be interested to know a couple of things:

1) Do you see the 0 rating delta on the League UI at the end of the match, or does it show no delta at all?
2) How does the game appear in the game history on the main tab of the pvp menu (does it show 0 rating or no rating at all, or is the game not even shown at all)?

1) It did show the green 0.
2) I don’t remember, but I’ll take screenshots next time this happens.

I did a quick check on your match history for games with 0 rating adjustment and only found forfeits (losses where your team had a dc). What I’m suspecting is that there may be a case where the end of match UI incorrectly shows a 0 rating delta (possibly due to server lag or something else), but you did actually get an adjustment. This would be accurately displayed in the game history so keep an eye out if you see this again.

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Fix DC (>2mins)- Reconnects gives -MMR

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I double-checked this internally, and the disconnected player returning to the match has no impact on the rating loss. As long as they were disconnected for over 2 minutes their teammates (excluding party members) will get -0.

Actually, could you make some minor corrections to that rule? Currently it seems you guys assume that every time that happens the team would lose so obviously they shouldn’t lose rating, but in reality both rating loss AND gain seem to be disabled.

A couple of times we managed to win despite playing with 4 players (if the DC happened late for example) or if the 5th reconnected and we kept on tryharding. However, despite winning the game, we got 0 rating for it.

Once a DC occurs currently there is no reason to play the game because what we do in the match has no effect on the rating whatsoever, which sucks.

If you win a 4v5 (or any game where a teammate is DCed for over 2 minutes) you should still get rating for that win. I’m not seeing any issues with this internally; if you run into this again I’d be interested to know a couple of things:

1) Do you see the 0 rating delta on the League UI at the end of the match, or does it show no delta at all?
2) How does the game appear in the game history on the main tab of the pvp menu (does it show 0 rating or no rating at all, or is the game not even shown at all)?

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Fix DC (>2mins)- Reconnects gives -MMR

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I double-checked this internally, and the disconnected player returning to the match has no impact on the rating loss. As long as they were disconnected for over 2 minutes their teammates (excluding party members) will get -0.

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Anet and their minion masters

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I’m the one with the tag.

me too thanks

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lost Fancy Llama

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The lost fancy llama was indeed caught in the crossfire and can usually be found hanging out by the Lion’s Arch portal. If it’s not, gliding out toward its old location will cause it to spawn and be teleported again.

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[PvP] Maritime Defense achievement bugged?

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Hey everyone. It looks like there is a bug with this achievement when killing players around the mid point specifically. Both side points should still increment the achievement correctly. We’re looking into a fix now.

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Bug: PvP Rank Icon display

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The dates for next season have been set, which updated the League panel to display that information as the “Current” season. At the top of the panel you should see the option to view the previous season, where you can toggle the badge for the previous season on and off.

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Sigil Proposals

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We’ve decided that Sigil of Lethargy (slow) will not be a thing that happens.

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Sigil Proposals

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Evan, these ideas are good and I like balancing sigils. However you have to realize how much this change impacts Balance. Removal of blood/air/fire may be a good idea in theory, but it will SIGNIFICANTLY reduce ALL damage in this game. That will inheritantly buff condi classes and sustain builds. These are the implications:
Druid and scrapper are stronger again due to direct damage basically not able to kill them any longer.
Guardians will be utterly unviable (rip me) since a significant amount of damage comes from crit sigils.
Necros, warriors, mesmers will be gods again.

Basically you might take thief since pulmonary is God mode, but besides that it’s all tank +condi builds.

I like the direction this ATTEMPTED to make but the effects on balance are far too significant for pvp to be healthy following a patch like this.

Oh well time to welcome the necro+warrior overlord meta.

We’re definitely aware of the impact of removing sigils that create free damage, and are looking at sustain nerfs that will ship at the same time as the sigil update.

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Sigil Proposals

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Sigil of Compounding
Deal 1% extra damage per condition on your foe. Maximum 5%.

Sigil of Punishment
Deal 1% extra damage per boon on your foe. Maximum 5%.

Did it ever occur to you that no one ever took force in the first place. Adding an extra mechanic to reaching the same damage as force did by default doesn’t make it viable. LOL. Even with the removal of air/fire and hydro/leech this is still a horrible dps option, literally no justification for running this or any of the other dmg sigils as opposed to Lethargy/Revelation.

Everyone took force back when you could only take one proc sigil, so there’s probably some variation of a flat damage sigil that would compete for a slot in the new system.

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Character change glitch or W.A.I?

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Swapping back to the original character should redirect you back into the match. I haven’t been able to reproduce any issues with this personally. Are you sure you selected the right character? Did you see the error popup again after swapping back?

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Client Crash while accessing League Panel

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We’re aware of this issue and testing a fix for it now. Thanks

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Signet of the Wild "bug"

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This is a bug and we are currently tracking a fix for it

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Titles for winning only please.

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All of the achievements tied to secondary objectives require winning the match as well. So if you kill the enemy lord but lose because it was a bad play, you won’t get progress for that achievement.

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Khylo Changes

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The red side port failing is a bug and we are tracking a fix for it

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Petition for Mustache on Lavish Llama.

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This mustache creep is crazy

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[BUG] Virtue of justice [PVP]

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We are aware of this issue and testing a fix internally. Thanks for the report!

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Upcoming Changes to Skills

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So my biggest concern with nerfing rev is the following:

So first of all let’s be honest ele is pretty dam strong atm, not taking an ele in your team is basically not even considered. An ele had to choose between different traits according to matchups making it weak against some things and strong against other things. But if you nerf rev thus letting ele just take diamond skin, what will kill ele?

  • thief? It’s not even sure if thief will be meta but if it is, a thief can’t stick to an ele as a rev and simply can’t afford it as they die to aoe cleave.
  • guard? With the amount of projectile hate from the ele itself and other classes ( scrapper), it’s quite hard for the guard to kill the ele or other targets in teamfights.

I think this will result in ele being over the top and simply not dying in teamfights as they can just fully spec against condi builds thus making the teamfights last much longer as the ele heals not only himself but obviously heals his allies by a large amount.

This is a valid concern and something we thought about as well. We will be paying close attention to the survivability of tankier builds given the nerfs to revenant.

@Cal Cohen

The change to Piercing Light is PvP only, right?

This change will be applied in all game modes.

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Upcoming Changes to Skills

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Lots of great feedback in this thread! I see a lot of concern about the nerfs to revenant so I would like to discuss those a bit more.

Surge of the Mists is a skill that does everything. It evades attacks, is a massive cc, and does a huge amount of damage. The defensive capability and cc fit well with the rest of the staff set, so we felt the damage was the best spot to bring the skill down a bit. 50% is certainly a big reduction, but consider just how much damage this skill does right now. Even after the nerf it will still take a chunk out of a squishy’s health bar, in addition to providing cc setup for another skill (and teammates).

Precision Strike is another skill that we felt did too much damage on its own, particularly when all 3 projectiles hit one player. This is another case of a big reduction on a skill that does a ton of damage, resulting in a skill that still does a reasonable amount of damage.

In general, revenant isn’t lacking in sources of damage. Unrelenting Assault, Facets of Strength, Elements, and Chaos, Equilibrium, and sword autoattack are all strong damage skills as well. Precision Strike and Surge of the Mists will continue to bring relevant damage to the table, so rev should still have plenty of damage to go around.

With that said, we will definitely be keeping a close eye on things going into the season.

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Devs only allowed to play power Necro

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What was your win/loss %?

Did you solo or group que?

On my alt account I only solo queued. Necro 68-30, Warrior 31-21. Overall 99-51
Main account was probably around 90% solo, 10% duo. Don’t have the exact class splits for these games but probably about 60/40 necro/warrior 109-62

I wonder why your build has a shout in every slot but does not use Augury of Death.

This build was largely focused on maximizing burst, so chilling nova got the nod. I would use augury if I was going for a more attrition-based plan.

Played some GS games over the weekend. I think a more bruisery/attrition plan suits GS better to help mitigate some of the slow skills. 4 skill is good. 5 sets up 2. AA chain is pretty reasonable. The 3 skill was pretty unexciting for the most part but vuln+lf is ok. Overall the build played pretty well. GS definitely struggles to close the gap if the 5 gets dodged, but the axe swap fills that hole. Whether dagger/x would be better than GS in the same build is another question, but for the most part I felt like I was getting value from GS. Not trying to say the weapon is perfect but it doesn’t seem to be dead weight either.

Maximum jank GS build if anyone is interested: http://gw2skills.net/editor/?vRAQNBhOD7kZTozGsbTwdTgeTsgLYQXtAwBIuK2FDjS9guWYD-TpBFABN8AA+vMAAHEACOCA1v/ADXAAA

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Devs only allowed to play power Necro

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Hey CMC, why don’t you guys do something about GS if you already acknowledge that it is behind staff and main hand/wh for power builds? What’s the problem?

I don’t think staff is strictly better on power builds, but I valued the condi transfer, unblockable fear, and ranged life force generation pretty highly. I really wanted to run 5 shouts to maximize value with reaper rune and vuln on chill trait, so staff filled a lot of holes. I haven’t played much with GS but I imagine the build would be significantly different. Might try some stuff out this weekend for fun.

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Devs only allowed to play power Necro

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Funnily enough I mostly played power necro when climbing to legend last season. The build I played is pretty janky, but it was a fun change of pace and ended up being a bit better than I expected.

http://gw2skills.net/editor/?vRAQNBIhZ6kZTocTsbTwdTgeTsgLYQXtAwBgKN0GeWxXxuYYE-TpBFABMcEAA4BAU/+DNcIAEvMABnAAA

Depending on the amount of condi builds on the enemy team I would swap in plague signet, and if the enemy comp was super condi heavy I would swap SR for curses to get the extra plague signet proc as well.

Not trying to say power necro is top tier or anything but it was good enough to win games with and pretty fun to play.

What, no greatsword?

Warhorn and Staff are both so strong that it’s hard to run greatsword

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Devs only allowed to play power Necro

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Funnily enough I mostly played power necro when climbing to legend last season. The build I played is pretty janky, but it was a fun change of pace and ended up being a bit better than I expected.

http://gw2skills.net/editor/?vRAQNBIhZ6kZTocTsbTwdTgeTsgLYQXtAwBgKN0GeWxXxuYYE-TpBFABMcEAA4BAU/+DNcIAEvMABnAAA

Depending on the amount of condi builds on the enemy team I would swap in plague signet, and if the enemy comp was super condi heavy I would swap SR for curses to get the extra plague signet proc as well.

Not trying to say power necro is top tier or anything but it was good enough to win games with and pretty fun to play.

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Stuck with map results screen (PvP)

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To confirm, is everyone running into this issue is not getting into a match at all and just getting stuck after the map selection is finished? Is there anything unusual happening between accepting the match ready and the end of map selection? Any details could be helpful for investigation.

Thanks

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Seaside Victory Achievement Bugged

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Thanks for the report guys. We’re looking into this issue now.

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