Showing Posts For Ennui.1597:

Server Dead ... Anyone there? Anet send help

in Guild Wars 2 Discussion

Posted by: Ennui.1597

Ennui.1597

Moto wouldn’t have let this happen…

Stuck with map results screen (PvP)

in Bugs: Game, Forum, Website

Posted by: Ennui.1597

Ennui.1597

Also stuck in map result screen. I’ve already submitted a report 20-30min ago and no reply yet. Hence I’m here.

Can’t do anything with a giant tab blocking center.

I submitted one 48 hours ago and I’m still stuck.

Thanks for letting us know. Wasn’t sure whether it was reasonable to expect a quick resolution.

edit: mine didn’t take so long at all, thanks Anet folks

(edited by Ennui.1597)

Stuck with map results screen (PvP)

in Bugs: Game, Forum, Website

Posted by: Ennui.1597

Ennui.1597

I’m experiencing precisely the same problem as everyone else.

Alt accounts plaguing the NA ladder

in PvP

Posted by: Ennui.1597

Ennui.1597

I can’t speak to how much of a problem this is since I don’t track that kinda stuff, but if it is a prob, I don’t think engaging the community is the best way to fix it. How could we incentivize the top tier players to refrain from doing this kind of thing? Appeal to their better nature? Not watch their streams? Not watch the competitive tourneys? We’re pretty limited as a community in how we could actually address this. Honestly, if it’s important to those top tier players to have multiple accounts rocking ranked, I wouldn’t want to take that from them.

I think a more realistic measure would be to challenge A-Net to tweak the system to account for the behaviors of its inputs (players). Instead of making the rewards (i.e. titles) available to a fixed number of accounts, make them available to a percentage of active participants in the season. The top tier players would potentially have a smaller percent of the share of rewards (if Anet used an appropriate formula), and the “masses” or us non-pro-players could do the same as the pro-players and maintain multiple accounts, which would give players the opportunity to effectively counter the effect (somewhat) of top tier players on alt-accounts. Would take a little work on Anet’s part to figure out an appropriate reward formula, and a fixed number is certainly simpler. It would be pretty hilarious if their formula ended up rewarding less players than previously indicated by the fixed number.

Just a thought. I’d be happy to play core builds in unranked if anet wasn’t shoving gold down my gullet for increasing the ranked player pool. Hope ya’ll get in the top 250 if it’s what you’re shooting for. Best of luck!

What happens if it is a percentage? People just create accounts to raise the total number and therefore artifical create more ‘top’ ranked places

Or just ask their non pvp guild members to become a bronce pvp player for the percentage….

That would be where the definition of “active” comes in. Arenanet would want to have a definition of active that excluded folk who came in, placed, and bounced. Besides, if Anet modeled the formula well, it could take a lot of extra accounts to offset duplicative placements from some of the pro-players. As far as artificially creating more rewards… what made them decide to set the cap at 250 titles? I’m sure it wasn’t an arbitrary number, but the title has no context as it is because you don’t know where you placed relative to the entire population. In an extreme example, a title would be a lot less meaningful if you earned it from a sample of 500 people than 5000.

edit; I can’t speak to how meaningful a title would be considering the value is entirely subjective.

Alt accounts plaguing the NA ladder

in PvP

Posted by: Ennui.1597

Ennui.1597

I can’t speak to how much of a problem this is since I don’t track that kinda stuff, but if it is a prob, I don’t think engaging the community is the best way to fix it. How could we incentivize the top tier players to refrain from doing this kind of thing? Appeal to their better nature? Not watch their streams? Not watch the competitive tourneys? We’re pretty limited as a community in how we could actually address this. Honestly, if it’s important to those top tier players to have multiple accounts rocking ranked, I wouldn’t want to take that from them.

I think a more realistic measure would be to challenge A-Net to tweak the system to account for the behaviors of its inputs (players). Instead of making the rewards (i.e. titles) available to a fixed number of accounts, make them available to a percentage of active participants in the season. The top tier players would potentially have a smaller percent of the share of rewards (if Anet used an appropriate formula), and the “masses” or us non-pro-players could do the same as the pro-players and maintain multiple accounts, which would give players the opportunity to effectively counter the effect (somewhat) of top tier players on alt-accounts. Would take a little work on Anet’s part to figure out an appropriate reward formula, and a fixed number is certainly simpler. It would be pretty hilarious if their formula ended up rewarding less players than previously indicated by the fixed number.

Just a thought. I’d be happy to play core builds in unranked if anet wasn’t shoving gold down my gullet for increasing the ranked player pool. Hope ya’ll get in the top 250 if it’s what you’re shooting for. Best of luck!

Dishonor time out

in PvP

Posted by: Ennui.1597

Ennui.1597

I actually have a question about this; I heard dishonor impacts your MMR? Is there any truth to this?

Design Discussion: Khylo Trebuchet

in PvP

Posted by: Ennui.1597

Ennui.1597

Hey Everyone,

Just wanted to jump in here and give a quick summary list of some of the feedback in this thread.

  • Have treb take damage from condi’s and crits
  • Rotation speed increase
  • Remove Treb completely
  • Faster fire rate
  • Different treb amno that supports allies on points
  • Teleport skill drop the siege bundle

Remember that this thread is a discussion between myself and you the community. I can’t promise any of the suggestions will be implemented or when. However, I am reading the thread and taking the feedback very seriously and passing it along to the PvP Team.

Now some additional questions:

  • If you could add one ammo type to the treb (poison shot, healy shot, etc.) what would it be?
  • How long (in seconds) do you think it should take the treb to turn from Home to Far?
  • How long (in seconds) do you think a damage dealer (either physical or condi) should take to kill a treb?

Thank you all for participating in the discussion and keeping is constructive.

I really appreciate the efforts you folks are taking in improving our maps. I like khylo as is, but as others suggest, I think it’s be appropriate to have trebs take dmg from condi and crit. I don’t care so much for crit, but if you can blow it up with condis, then crit might need built in to keep damage types commiserate in how effectively one can blow up a treb. The time it takes to kill the treb is fine… meaning if we’re ultimately doing more damage to it. treb HP might want to be looked at so it takes about as long

All that noise said, if you’re going to add a new type of shot into the game, I might suggest being able to catapult the player in lieu of firing a shot. Might make for some interesting rotational changes. Most folks might not like that though. Probably would be a design and glitch nightmare anyway.

Either way, thank you again.

dragon hunter f3 needs a nerf bat.

in PvP

Posted by: Ennui.1597

Ennui.1597

I honestly don’t mind DH f3. It has a lot of counter-play. Coming from thief, I like to drop sb4 under their feet and maybe weaponswap/go in for burst if i can get behind them without being nuked. honestly the unblockable, inexpensive, pulsing poison field by itself goes a long way though. I get that people are upset that DHs can burst while defending with it, but that’s kind of thematic of HoT. If you want to address that, there would need to be some pretty sweeping changes across the board.

Small shave? Maybe, but i can live with it as is. I can live with DHs as is in general. This is the first time for the entirety of HoT, I’ve been terrified of them as a thief, which I should be.

As for the criticism that it can be used as a communal defense… well yeah, they’re guards.

What's the point of blocking salty players?

in PvP

Posted by: Ennui.1597

Ennui.1597

Yeah i wish blocking would prevent them from afking in matches heh. I encountered few players that afk’d in match because we had multiple thieves on team (even though we were actually winning lol).

I still find this hilarious (and it happens A LOT):
- lose match? everyone blames me because i play thief. The favorite ones whisper you and then block ofc so you can’t respond xD
- win match? get spammed with whispers asking to team up lel.

Thankfully got my legend – can afk from this game for the rest of the season.

I love it when this guy/gal posts, it’s always humorous and sharp. No sarcasm. I’m nowhere near his/her level, but I’ve played enough to learn the ropes of thief. I think what sticks out most, is that the folks I get whispers from asking to team with me are not even close to the same players that shoot me hate tells for playing thief.

Just remember, salty folks are frustrated with their situation and taking it out on you. It’s not a reflection of you or your gaming ability. Still, it sucks to have to put up with them. I’ll try harder to follow my own advice: block and move on. There’s no benefit to feeding them. But to your original point, if something could be done in a way that people wouldn’t quickly exploit, I would love it.

Edited: I have no idea whether the poster is a dude or chick.

(edited by Ennui.1597)

Wait a minute, this is NOT ok

in PvP

Posted by: Ennui.1597

Ennui.1597

Honestly, if you’re in the average-ish (like most of us) player range and stacked DHs bother you that much, hop on a SR/Smite Power Well necro and watch them melt. Well +Well + Shroud (well crit chance), your unblockable damage will melt them before the average ones have a clue what happened. It’s been pretty easy. Run a Wurm or spectral walk for kiting and you can have a blast. It isn’t just DHs either. Many of the current builds rely heavily on blocks, and this just shuts them down. That said, i’m sure it only works because I’m using them against average-ish people like myself who don’t expect that flavor of burst. Either way, it’s done wonders. And, to make things better, you get to shut the class that is “no-skill” (sic) with another no-skill build.

The ones that don’t die to it are maybe decent players and when they beat you, it isn’t because of their class so much as their mechanical, strategic, and adaptive abilities.

Idk though. I just wanna have fun.

(edited by Ennui.1597)

F2p PvP Build

in Thief

Posted by: Ennui.1597

Ennui.1597

+1 to Kagesegei.

I goofed around with a similar build with some variations in Trickery and utilities on zerker ammy for a while and had a blast. Might be challenging to play; definitely go Marauder amulet if you have trouble staying alive. Just remember, that extra vitality doesn’t mean you can bruise it out in a prolonged fight. Just gives you a slightly larger cushion to get out of bad spots.

Edit: BlaqueFyre’s posted build is excellent for F2P builds too. Offers better survivability with a bit more condi clear and stealth at the cost of damage as compared to Kageseigi’s. Goof around. I hope you find something you enjoy

(edited by Ennui.1597)

Suggestions for support amulets

in PvP

Posted by: Ennui.1597

Ennui.1597

I’m by no means a pro gamer or experienced balance developer, but I do have a couple thoughts I’d like to share.

1) I don’t think all stats are innately equal, yet we have amulets which seems to assume this relationship. For example, toughness and healing might be a bit more valuable to a player than raw vitality, yet when allocating stats to an amulet, there is a one-to-one relationship. If the relationship between toughness and healing power is too powerful compared to other stats, make those stats “cost” more in terms of allocation. I’m not sure how well I’m conveying my point, but I’m also not the coldest beer in the fridge.

2) This point, I’m sure has been made numerous times by people with brains far prettier than mine: We as a community seem to accept that amulet changes =/= game balance. I think the ele. is probably a gleaming example of a class that was pigeon-holed into a place not by amulet design, but by class design.

I’ve steered away from the topic of conversation though; toughness + healing power isn’t the problem. It’s how we allocate it. Again, I could be wrong.

Things you saw today in unranked.

in PvP

Posted by: Ennui.1597

Ennui.1597

A puppy-load of emotional breakdowns over playing in Spirit Watch and Skyhammer.

Not enough endurance to dodge-roll over all the puddles of frustrated tears.

People losing their cool like thief dashing away from dizzy necros.

A metric puppy-ton of people showing off the eyesore backpack they got during S3.

(edited by Ennui.1597)

Sugg- Staff Improvements

in Guardian

Posted by: Ennui.1597

Ennui.1597

Staff 2: targeting functions like LB3, make the orb detonation a blast finisher. The CD makes it very powerful. Increase healing/cool down if it’s needed to refrain from abusing one field.

Staff 4: +1 on removing root.

I like the idea of change or two to staff, good post.

(edited by Ennui.1597)

PVP League Vendor

in PvP

Posted by: Ennui.1597

Ennui.1597

Mecha Llama

And then

Mecha Llama Mark II

And then

Super Mecha Llama Mark II

And then

Super Mecha Llama Mark II Turbo Edition

And then

Season almost over - final opinions?

in PvP

Posted by: Ennui.1597

Ennui.1597

People have already weighed in with similar things, but I will throw in my chips:

The “meta” was better, but balance still has a ways to go. People much more intelligent than myself have suggested an abundance of possibilities, so I’ll leave that alone.

The League itself was not particularly entertaining to me. I basically experienced a trivial ride to mid diamond on a win streak. The matches were blow outs. I get the intent of the matchmaking was to put people into the “tiers” they were supposed to be at, but it simply wasn’t fun getting there (at least for me).

I did experience fun, challenging matches getting from there to legendary, but after I hit that, I just experienced more blowouts, win or lose, so I just kinda stopped. No one wants league to be a grind where matches are trivial one way or the other.

If MMR was working as intended, I think maybe my skill level would be somewhere in diamond based on my experience, but there may just too many variables in Leagues to use it to objectively kitten your skill level.

I hope season 3 will be better, but I don’t know that I’ll participate. I’m not typically the person who would participate in this kind of competitive venue, and was attracted to Leagues for the wrong reason. If I can get good matches in unranked, i’ll stay there… heck i can even have fun in bad matches. We’ll see I guess.

I shouldn't be in Leagues

in PvP

Posted by: Ennui.1597

Ennui.1597

I’m the guy you don’t want in ranked pvp… and I’m playing in ranked pvp. I’m not competitive. I’m erratic in my performance. Sometimes I do everything right and am a statistically significant factor in the success of my solo queue team. Sometimes I make the mistake that costs my team the match (I would argue that many of us do; such is human).

I play leagues to have fun, because there’s no point in competition if you don’t care about the outcome. The grind comes from repeating an activity on auto pilot. PVP leagues cannot be efficiently played in auto pilot. You have to win THIS match. You hate it if you lose THIS chance to advance division. That’s where the fun is. The other team may be the greatest ever, but i have to beat them nonetheless, or i lose my precious PIPs. There’s a real challenge. There’s real competition. There’s of course frustration and salt if all goes wrong.

Exactly. My point was more about me coming into leagues with a very casual mindset and thus being a little more casual in my gameplay. It’s one thing for top players to make mistakes, but it’s another for someone like me to come in all “easy come, easy go” when my teammates are there to win. I let myself get dragged into leagues because it was new and shiny, but it’s probably not the place for me to be, which is okay, but in the future I should really respect competitive players’ territory. Monster of a run-on there, but you get my point.

(edited by Ennui.1597)

I shouldn't be in Leagues

in PvP

Posted by: Ennui.1597

Ennui.1597

I’m the guy you don’t want in ranked pvp… and I’m playing in ranked pvp. I’m not competitive. I’m erratic in my performance. Sometimes I do everything right and am a statistically significant factor in the success of my solo queue team. Sometimes I make the mistake that costs my team the match (I would argue that many of us do; such is human).

Currently I’m a couple pips away from legendary. I imagine I’ll get there. I’m one of those obstinate folks that won’t stop when I’m so close, but I should never have been playing in the leagues. I don’t know how else to say this: Why am I playing in leagues? Because I was given the opportunity to get achievement points and other shiny stuff. I mindlessly took it.

Before I go further, I will say that there is absolutely nothing wrong with being competitive in video games. It makes for some interesting entertainment, and gives some folk the opportunity to shine in this ginormous world, to feel good about the effort and diligence they have put forth in an endeavor. Also it is a really good mechanism for pointing out some game balance issues.

I shouldn’t be playing with/against these folks that are competitive players. I’m drunk a good half the time I’m playing, and I am right now. But here I am, mindlessly pursuing the shiny stuff that has been thrown in my face, and the list is expansive: Achievement points, gold, dyes, an ascended necklace, and oh yeah, a legendary backpack. So like… all the other legendary items in this game are literally a grind. Why am I putting myself in this environment to get an item that has traditionally been a grind.

My question for competitive folks: Would a title not be enough? Perhaps based more accurately than the level of your performance rather than a binary legendary/nonlegendary achievement status? Would it not be a better measure of skill to have a cooler title based upon the legendary tier you achieved before the season ended?

Take out all the other shiny nonsense, and you wouldn’t be stuck playing with people whose priorities are not the same as yours. The biggest barrier, of course, is that the participation in leagues might not be robust enough without all the shiny stuff, but I challenge that’s a balance and marketing issue.

Tangentially, I won’t play in leagues again after this season. This is my apology to those who I’ve irritated with my lackadaisical approach to the game. Unranked ftw. It’s my fun, and I should have stayed there.

Hope this game is better for us all in the months to come, and I really hope unranked queue times aren’t exuberant because we’re all in ranked queues.

I'm terrible...

in PvP

Posted by: Ennui.1597

Ennui.1597

I knew it. I bet you’re the reason I’m ugly. Thanks.

Toxic, good player or bad, nice player?

in PvP

Posted by: Ennui.1597

Ennui.1597

Actually, studies are finding that competent toxic employees are of less value than less competent friendly employees. The mantra of not caring about their attitude as long as they can do the job is a signal of a naive manager.

Truth. A toxic player might be “good” individually, but the toxicity they bring to the table can impact how the rest of the team plays. All s/he has to do is aggravate one teammate and the match might go from being a steep climb to unwinnable. You might ignore said person, but you can bet some of your teammates aren’t. Toxic people degrade the entire pvp atmosphere, not just one match.

Also, if the “bad” player is in my MMR range, I’m probably just as bad. If s/he is substantially underperforming, it’s entirely likely s/he is simply having a bad match for any number of understandable reasons; we all do. Maybe s/he just had a particularly toxic person in their last match and is irritated (see how that comes around?). A match or two later, they might come back and hit one outta the park. And if they are simply worse than you, their MMR will adjust; the system will fix itself and the pvp environment remains largely unaffected.

Toxic people on the other hand, tend to carry their behavior from one game to the next regardless of where the system puts them. Also, they just offend my sensibilities. +1 for the “bad but nice” player, whatever that may mean.

(edited by Ennui.1597)

Mesmers are still overpowered and broken.

in Mesmer

Posted by: Ennui.1597

Ennui.1597

I think a more constructive thread would focus specifically on which skills/traits (or combination thereof) make the mes OP in which situations.

(edited by Ennui.1597)

Condi shatter meta - why?

in Mesmer

Posted by: Ennui.1597

Ennui.1597

Thief bias; just wanted to put that out there.

I think there are several reasons you see condi mes’ in the meta right now besides portal/moa.

1) Merc Ammy – the mes isn’t fodder for spike power builds
a) Merc amulet + inspiration + Chrono/shield gives you a decent sustain portfolio. Yes, you will lose drawn out 1v1s v certain classes but that isn’t the point. You have staying power, both in team fights and 1v1s where you’re waiting for help.

2) Chronophanstasma – Note the only pure condi builds out there have a prolific amount of condi spam, which this build gives.
a) you generate clones like crazy. this allows you to use more shatters, more often. condi builds benefit more from this than power builds because condi build has more shatters that can be used to significantly contribute to dps

3) Paladin Amulet – Many classes are running around with this amulet, which creates a new barrier to spike burst (anti power mes) compared to previous patches. Condi doesn’t care.

This is certainly not an exhaustive list, but gives a few reasons why mes’ like condi. I say high five despite the pains that it brings to me as a thief. Enjoy.

(edited by Ennui.1597)

good time to change throw gunk

in Thief

Posted by: Ennui.1597

Ennui.1597

Sneak Gyro :P

(I kid)

Told To Reroll

in Thief

Posted by: Ennui.1597

Ennui.1597

It’s rare, but I’ve actually had people go out of their way to compliment when I’ve done well. I’ve had people give constructive feedback on what I could do differently in a positive way. I’ve had folks stick up for me when I’ve been unfairly flamed. If you folks are reading this, mile high five to you. Thank you.

The toxic folk tend to be the loudest, but there are a lot of good people out there.