Agree, I have the same issue, someone is still in placement, but we need to vs top 10 player.
Is it the system broken today?
Not just today, been happening for a least a week for me.
Anet, I understand the population is low, but this is just frustrating, 1800+ duo queue players against ~1500 pugs. I’d rather wait a few more mins in the queue.
Suggestions
1) show statistic for every class in pvp
2) matchmaking – if you cant make it properly atleast dont match with same people 5 game in row! or in this game playing 100 pplz ?
3) 1 type of class for each team, no doubles
4) The map what get most votes will be the selected map, point in votes if it still random ?
1) Agreed. The game is 4 years old and we still can’t have normal player/team statistics, and they have only made it worse with the last remake.
2) Agreed. Plenty of topics of this. Every season is a test season of going back and forth, lost faith.
3) No. It will make the problem worse.
4) No. It’s not random, each selection is percentage-based, so even if one map gets one vote, it still has a chance to be chosen however small. The rotation graphic is just for visual effects.
Population is an issue.
I’ve waited 10 minutes in a queue on a seemingly busy Saturday day, only for my full solo team of gold ~1500 players face against a duo que of Top 20 players with other plats.
There is clearly a problem here.
You didn’t read my post then.
I’ve stated why players complain on population, when these complaints should instead be directed to Matchmaking’s (lack-there-of) algorithms. My explanation is in the original post above..
Yes I understand it’s cause and effect. And I do agree.
Population is an issue.
I’ve waited 10 minutes in a queue on a seemingly busy Saturday day, only for my full solo team of gold ~1500 players face against a duo que of Top 20 players with other plats.
There is clearly a problem here.
would really skew the ratings with DC’s and afkers
On paper, nothing would change if we still have DCers and AFKers. However, if the proposed system is implemented it would perhaps encourage players to try harder.
So for example if the score is 500-480:
Winning team +17
Losing team -5 (instead of -17)
stop using herald/shiro…switch to herald/mallyxn and u will do just fine. Although its a been harder to master but it have potential. If you so much condi resistance and boons remove. Definitely a valuable asset to team fight.
Power Rev is way stronger than condi: better burst, much better disengaging and chasing tools.
The class is crap due the constant nerfs to damage and the utterly frailty to cc, plus is really really hard (hardest) to play. But once you learn to block, blind and evade in perfection you can at least 50/50 most of matchups (except condi Mes and Warrior).
Condi Rev is actually pretty strong right now. I use Viper on mine, and it does incredibly well.
I did play both builds and currently I’m playing power Rev myself this season. I saw in some 1 vs 1 tournaments casted by Jebro some players being able to beat every player and class with his power Rev (including hardcounters as condition Mesmer) and winning a couple of tournaments, but never saw a vid of a condi Rev doing it “decent” neither in PvP nor WvW roaming in the last five months -since the stability nerf in October-.
You need a full team covering your back as a condi Rev in PvP, no matter how skilled you are, whereas power Rev played at perffection still can fend for himself.
Condi Rev is definitely not meant to be for a 1v1 role, but it shines in team play due to boon spamming, enemy boon stripping, group resistance and of course the constant AoE pressure. Although not an ideal 1v1 role, it can do quite well against certain classes, for instance I find dealing with Thieves is easier than on Power Rev.
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stop using herald/shiro…switch to herald/mallyxn and u will do just fine. Although its a been harder to master but it have potential. If you so much condi resistance and boons remove. Definitely a valuable asset to team fight.
Power Rev is way stronger than condi: better burst, much better disengaging and chasing tools.
The class is crap due the constant nerfs to damage and the utterly frailty to cc, plus is really really hard (hardest) to play. But once you learn to block, blind and evade in perfection you can at least 50/50 most of matchups (except condi Mes and Warrior).
Condi Rev is actually pretty strong right now. I use Viper on mine, and it does incredibly well.
You don’t lose any rating in placements or real games if you have a DC > 2 min though.
But also, they’re scaling the leaderboards this season so the longer the season is, the more games needed to place on there. Pretty sure they said something like 100 games which totally makes your complaints a non issue as they’d both have to play that many games anyway.
Stop making excuses for them. True Disconnects shouldn’t count toward your rating. There is no reason for them too. 100 games is nothing. Two players playing 100 games could have widely different ratings based soley on disconnects losing ratings say at 12-15 a pop. If one player had even 5 more disconnects that like 75 rating difference that could cost you 50 spots in the rankings. It could be the difference between high gold and low platinum it may not matter to you but it matters to some people. Stop rationalizing everything away. Its a trait of a doormat that settles for anything quite frankly. They definitely changed something even someone diconnecting for half the match now costs you rating. Basically they need to reduce the luck factor wherever possible. Well this is luck some people benefitting from others mistortunes basically. It should even out but not over 100 games necessarily. It would be one thing if the threshold was 200-300 games but at 100 games some luck can easily come into play based on this stupid disconnect change.
Making up stuff doesn’t make it true. Ratings don’t go down if you have a DC that isn’t in your duo q.
Let me repeat, DISCONNECTS (>2 min) DON’T COUNT TOWARDS LOSSES IN RATING.
Prove me wrong or you’re just full of it and ranting because you’re salty
Do YOU have proof that it doesn’t? The placement indicator clearly marks red as a loss even with DC. The way I got placed with TWO disconnects is way below where I should have been.
Baffles my mind that in second season, it’s still a problem.
So… can we fix not losing placement due to DC people? They are DC for whole match, and we still lose?
Can Sigil of Compounding stack?
From the last thread, it stacks to 5%. Same with Punishment.
Ok, now that I read it – it’s actually Maximum 5%. Which means if the target had 6 conditions, you would only be able to deal 5% more damage and not 6. So I don’t think they stack, either way the second would be a waste of spot with the cap.
It wasn’t too bad before, but now with profession locking you get 2 thieves and 2 mesmers on your team. Before I could just play my regular class or choose something that will help the team most, and switch to daily class just before the match ends if we were winning. Now I avoid playing after dailies start like a plague.
Can Sigil of Compounding stack?
Thief is not my main, so I never really played it much nor I enjoyed the play style of D/P. However, with the introduction of Staff – I immensely enjoyed playing it. Acrobatics is the only sensible “defensive” line for Staff users, which has now been quite noticeably and significantly nerfed.
As pointed out, I believe Signet of Agility nerf would have been enough, but in conjunction with Upper Hand nerf and the finicky Vault it feels too clumsy and out of place. I guess I am going to shelve playing Thief again, ArenaNet just LOVES to pigeon hole people into one build. So much for build diversity.
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If you die before the PvP match starts, you will respawn in your base in a down state but UNABLE to be revived. The system then respawns you again at 1 second before the gates open.
I’ve seen it happen twice already on Skyhammer.
This is a terrible idea but I still voted yes because at least its a change.
It is a bad idea because it leads to more bad feeling in games with things like 3x necro or 3x thief comps which are not fun to fight with or against.
Secondly, you are the designers. It is literally your job to make these decisions. You have the experience not us.
Escapes all logic. How do you vote yes while you think it’s a terrible idea. This is why we can’t have nice things!
I voted no – I don’t want to suffer for yet another season.
Is this going to be another disaster because neither Aero or Kratoast can host or shoutcast, since the first one by them didn’t go very well.
Honestly, I never saw the Khylo roof as a visibility problem or as a camera issue. If anything, it removed advantages to classes with porting abilities. I’d like to see some side point camera/layout rework on Skyhammer, because it’s still horrible – not sure who’s idea it was it to make ranked.
I can only speculate it’s to incentivize players to keep playing for now, because it’s off-season now and we didn’t get any balance patches; with new LS out, they want to keep PvP population up. A sad attempt really.
Was platinum at 1750, dropped to Gold 3 later, and in 1 day dropped to Gold 1, here’s what’s going on around 1500 right now:
- 3 Necros on team trying to do dailies in ranked, even though other team is obviously anti-necro. We lost.
- 1 Necro going for lord straight away. Why? We lost.
- 1 Thief barging into the team fight and instantly dying every time, never decapping. We lost.
- 1 person going AFK straight away at 120-100 score because he “wasn’t rezzed and team is noob”. We lost.
- 1 person rage quitting, even though we had a nice comeback which turned out to be 500-482, lost rating still even with DC.
- People who didn’t know engies can moa.
- People who admitted to playing PvP only a handful of times just for PvE rewards.
- Much more behavior that should NOT be reflective of gold 3 or higher. kitten this matchmaking. Wake up, Evan.
Rant over.
Solo que or nothing. But I say bring old system back – this duo que hurts the community more than you can imagine.
If point gains were arbitrary as you describe, then there would be no upper bound on MMR, and you would see people who play a lot with 10k rating at the top of the leaderboard. This is not accurate and just takes us back to seasons 1-4.
The reason you are gaining very little is because you are expected to win all those matches and your rating is already accurate. When you lose a match you are expected to win, you take a decent hit. Your history shows that you can easily maintain your rating, which is good. If you’re already one of the best players, why do you need your rating to continually rise?
I can understand the argument that high-skilled players might want some sense of progression past being number 1, but that is outside the scope of MMR. This is one of the reasons you consistently get more rewards while highly rated.
This is happening not only in high rating, but gold as well. I climbed to platinum and now I am back at gold 2. Even with 60% win rate or more you always lose more than you gain. Evan, I don’t understand your logic, because this system actually helps those who play a lot, because they can just grind it. I can spend all day climbing, then lose a few matches thanks to your broken matchmaking and go back to square one. It’s not fun, it’s not rewarding.
I actually just updated the matchmaking wiki to be up-to-date if you’re interested, but I think your question has more to do with rating accuracy than matchmaking. Time of day definitely has an impact as well as day of the week. If we had an infinite population always playing, ratings would be wicked accurate.
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
If it makes you feel any better, I’ve also been getting dumpstered this last week. Maybe more people are trying harder towards the end of the season.
Every single day I see completely clueless people in ranked matches (Gold 3) to a point where it’s too frustrating to keep playing. Ex: DH goes for the beast with Thief nearby, DH dies to the beast, beast stolen. Completely uncarryable situations.
If population is the issue, maybe make the season longer? Too much RNG affecting personal score.
Yeah why would anet work on improving matchmaking when they can work on making leaderboards pretty.
Yeah why would Anet hire several different people to do different jobs.
I have nothing specific to say other than bring up this issue again to Anet’s attention. The amount of threads with evidence going around is plenty enough. Response from Anet? Not so much.
Toxic entitled ESL players become evil. Too big to fail? Ban them and new players will rise. Anet, this is not politics.
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There was a guy in my match who was surprised he was Moa’ed since the other team had no mesmer, and he genuinely did not know that an Engineer could Moa. This is one of many cases of clueless players who have little to no PvP experience whatsoever and this was in Gold/Platinum.
More and more I’m dissuaded from playing ranked matches because it’s nothing but frustration. I really hope they do a hard MMR reset if and when Anet fixes their system, as much of an ongoing process it might be.
WvW is more team than anything tbh
You’re right and that makes me sad…
Nothing against wvw, it’s awesome.
But I can’t figure out why ANet is forcing this solo/duo queue only bs in ranked spvp… it’s a 5v5 team based game…I’ve never played an mmo where I was actively forced to NOT play with my friends… lol
The playerbase was asked to vote on this.
A-Net isn’t forcing you, the playerbase is so if you want to blame someone either blame your fellow players for having voted solo/duo or blame yourself if you didn’t vote in the poll.
The playerbase also voted for Trump.
Came to say something similar, but you pretty much nailed it. Can’t agree more.
I’m not even sure what Anet is trying to accomplish with this system, it’s nothing more than annoying hindrance which doesn’t really seem to fix anything. Every time I want to play with somebody, they are already busy queuing with someone else. Most if not all days I end up solo queuing. I wonder how many established and potential PvP teams were broken or never formed because of this.
So in the end my individual rating is dictated by 4 other solo pugs in a “team-based” game, coincidentally a few of them rarely PvP and came here for ascended gear and got lucky during placement matches, all the while the other team ends up with two duo-queuers. Juuuust wonderful /s
/facepalm Anet
well you can play unranked with your buddies or you are just mad you cant farm free ranks anymore from stomping disorganized pugs?
There’s no place for “disorganized pugs” in structured, ranked, team pvp.
They should be given the options to join and play solo, or with a group of up to 5 players just like anyone else.
However, they need to understand that it’s a team based game and need to play as such.There is unranked, quickplay, and even ranked as an alternative for these players.
There’s three huge problems with the current system:
a) players are forced to choose a single friend in ranked 5v5 pvp
b) players lose the ability to play as a team in structured team pvp
c) players lose the ability to decide who they want to play with when taking part in the most competitive game-type gw2 offersedit
Directly answering your question:
No. I have no fun getting free marks from stomping disorganized pugs. But there is nothing stopping them from making friends, building a team, or joining a team.The fact is; it’s ranked, structured, team based pvp.
Not to mention there is plenty of times where even full 5man teams lost to pugs or partial teams.The difference in situations is we lost the ability to play with our teams, and have been given no other option.
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I agree. I have had so many close matches like that and losing rating feels unrewarding when I worked my kitten off; this once again reinforces the point that individual rating should not be reflective of your whole team. Maybe if they introduced some team rating factors, like if you get at least 400 points you will win at least some rating (obviously less than the winning team), this might also prevent people from manipulating or throwing the matches to incentivize better matches.
MMR at the start of season is based on your MMR at last season. If you had MMR 2000 on last one then at the beginning of this you would have ( 2000 + 1200 )/2 + whatever you got from placement games.
Can you show me a quote/confirmation of this from Anet? Because I doubt that’s the case. They specifically said that everyone was reset for this season so it contradicts your statement.
Whatever the case, I agree the placement system is kittened up and needs to be looked into ASAP. I have a buddy who haven’t played since season 2, he tried the new season and got 5 wins and 5 losses in placement and placed something like 1550 and stopped playing. I’ve been been playing non-stop, legend every season – I now have 40 games won out of 60 played and still can’t catch up to my buddy. Go figure.
I do see this pattern as well and it is discouraging. Always lose more rating than win rating. Climbing up seems so slow, I wish they would introduce a system similar to what we had with getting more pips on a winning streak.
Another issue I have is with placement having too much away, I see people with much worse win/ratio than me being placed a lot higher. Placement is nothing but luck based, especially on the day it was released.
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It seems like damage statistics are severely under reported now. Before the patch I used to consistently do around 600-700k damage (50/50 power+condi). Everytime I play now it always floats around 300k.
What gives? I have a feeling when breaking down the damage between power and condi it just takes your highest and shows that.
Edit: for the record I play Viper’s Condi Rev, so seeing the damage breakdown between condi and power is useful to me. Can we have that back?
downed dps and npc dps doesnt count nemore
Yeah I saw that, but I doubt it would account for half my damage.
le bump /10character
It seems like damage statistics are severely under reported now. Before the patch I used to consistently do around 600-700k damage (50/50 power+condi). Everytime I play now it always floats around 300k.
What gives? I have a feeling when breaking down the damage between power and condi it just takes your highest and shows that.
Edit: for the record I play Viper’s Condi Rev, so seeing the damage breakdown between condi and power is useful to me. Can we have that back?
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The game still tries to force you into 50% win rate. It’s so contradictory it baffles me. This starting season is also a big kittening chaos; as they stated everyone starts the same, matchmaking a disaster so far.
I personally don’t understand and like the new after-match statistics. It feels like they are trying to reinvent the wheel every time and doing a terrible job at it.
1) Icons. Icons are cool. But I cannot immediately tell what is what.
2) Percentages. Percentages everywhere.
3) What happened to breaking down condi damage and power damage, now it’s all total. Really bad decision on that. You have all the stats but you always make a kitten job at displaying it.
Since Retribution’s Unwavering Avoidance nerf, it killed the Condi Rev, forcing the few that played it to go back to power or play something else. I propose Anet considers adding an evade mechanic to Mallyx’s Unyielding Anguish to balance it out somewhat. Not as good as pre-nerf stab, but still something.
The time-limited achievements are quite easily obtainable in a few days, even without excessive grinding. This is just pandering to the PvE community again because they missed their chance. If you want to make them permanent, they won’t really feel like an actual achievement anymore nor exclusive to the PvP, and you should make it harder to obtain and add some motivation.
I second this. Skyhammer is not an awful map as it were before, but the camera work with the blocking pillars on side points is a major turn off and annoyance. Capricorn seems like a much better candidate for ranked, IMHO.
A message from the PvP Team:
We wanted to give you a quick heads-up regarding some changes coming to the Ranked Arena map pool for Season 5.
- Skyhammer will be added to Ranked Arena on a trial basis.
- Reasoning: The current iteration of Skyhammer is a far cry from what it was when it was released in 2013. We’ve made an effort to remove gameplay elements that prevented it from being a competitive map, such as deaths from fall damage and unavoidable secondary mechanics. We’re looking forward to seeing how this map performs in the ranked environment and will be keeping an eye on your feedback throughout the season.
- Battle for Champion’s Dusk (Stronghold) will be removed from Ranked Arena.
- Reasoning: One of our main goals for the revamp of leagues is to make divisions a more accurate reflection of skill. Unfortunately, it’s difficult to achieve this goal when players can opt out of playing an entire game mode within the league system and never face a significant proportion of the PvP player base. That said, we’ll be removing Stronghold for Season 5 while we evaluate the game mode for ranked play for future seasons.
If you do not improve the camera in the points not because you set it to put in ranked, has been commented often and no change, since always you do not listen and it that you ask for it.
An absolutely atrocious change. Anet, do you even play this game? If there was any build diversity for revs before, there’s isn’t now.
Balance patches usually would land the day after a season ends, which didn’t happen today, which was their scheduled patch. So it’s unlikely it will happen next week. Now if ever. This is a very dragged out stale PvP scene. Thanks for the new map I guess, but no thanks.
Hey everyone,
This has come up before and I thought I would give some insight as to why the capture points are the way they are.When we look at the data we have for capture points, we notice that fights on bigger capture points tend to run much longer than capture points that are smaller. It makes sense, when players are able to use skills to guarantee hits on players that are on point, instead of the missing players that are on point but running around the outskirts of the point. This means on smaller cap points players will need to weigh the risk of being on the point and know when you need to rotate out.
Question time:
How do we like smaller capture points knowing that they reinforce fights coming to an end?
Would you change the mid point to be larger?
Would you change the side points to be larger?
I understand the reasoning, but smaller cap points do really favor classes with high AoE spam. Think DH or any other class that is built for that. In a 1v1 situation that is highly biased towards those classes, and I’ve seen it happen a lot on Coliseum.
Something is definitely fishy going on. There’s also a bug with pip discrepancy, in-match panel shows a completely different picture (like it’s been reset to 0), while in out-of-match it shows the correct values.
Screenshots attached, top is in-match and bottom is out-of-match, showing different values. Might be related?
Something is definitely fishy going on. There’s also a bug with pip discrepancy, in-match panel shows a completely different picture (like it’s been reset to 0), while in out-of-match it shows the correct values.
Screenshots attached, top is in-match and bottom is out-of-match, showing different values. Might be related?
Balance patches usually land when ranked season ends, so I’m thinking Oct 4th or 11th.
Mmmmmm yesssss I looooove me some good armchair developers. Please keep going, I can’t get enough of uninformed opinions and baseless statements!
If you worked in software engineering, etc to a decent level, then you would know what I am saying is correct, it is only people with no clue who think you can’t make certain statements about systems without having the code in front of you.
And we’re supposed to just take you at your word that you’ve worked in software development to a decent level? If you have, then so have I, and I say you’re wrong. Where does that leave us?
Inherently, implementing a “build template system” is really not hard. I’m a software engineer since 2004, take it as you will. However, there are a few theories on why ANet is unable to deliver:
1) Money-grab, by forcing players to purchase extra character slots.
2) Technical debt. Their code base is now one long spaghetti which is a nightmare to scale and maintain. I think it really shows with every new patch they push out and lack of QA, and their excuse for “limitations”.
I think it’s a bit of both.
Some of the UI/UX choices is mind boggling in this game. For ages we were unable to close the window when the PvP match queue would pop up, until they finally added a Dismiss button. Yet the map selection window still sticks to the screen without an ability to close it or move it.
It’s right there in the patch notes…
These achievements will only be available from now until the end of the next PvP League season.