Showing Posts For Fistandanthilus.6824:
It sounds like you want profession-specific MMR?
WTF!! I thought profession-specfic MMR was long ago implemented!! Oh my god what are you guys doing?!
In order to do that, we would have to enforce a profession lock upon queuing.
YES YES!! PLEASE!! Please lock the professions upon queuing! And don’t allow 2 players in same party with same class to be able to hit Ranked Play (gray out the button). And configure matchmaking so there are not repeated professions on each team. (not possible to reroll during start waiting time giving either direct desertion or gray out in character select screen those classes which are already in the team)
That would be sooo great! At least test it for a season or pre-season!!
Both of those tables are inaccurate. I just got my official wiki account, and I’ve slowly started to update the matchmaking page. I will try and update the ladder point tables today.
So according to the Algorithm update, the table should be something like this right now:
aye that should be it.
however, the new table totally disregard what they have said earlier:
https://www.guildwars2.com/en/news/finding-the-perfect-match/
Here are some of the benefits:
Players are rewarded for playing well, even if they lose the game.
Players who play well are rewarded more often than those who have a few lucky matches.
Players are given a chance at success and a reason to keep fighting, even if a comeback may not be possible.
Players are compensated for uneven matches by increasing rewards with risk.because you are totally kittened if match prediction dictates that your team have a winning chance of at least 40% and no matter how hard you try, you will lose 1 pip if you lose a game. that is ridiculous.
they should really revert back to their original table
………………………………… Final Score …………………………………
Win % | 0-199 | 200-299 .. | 300-399 .. | .. 400-499 | 500
0-19% | … -1 … | ….. 0 ….. | … +1 ….. | …. +2 …. | +3
20-39% | . -1 … | ….. -1 ….. | …… 0 ….. | … +1 …. | +2
40-59% | . -1 … | ….. -1 ….. | ….. -1 ….. | … 0 …… | +1
60-79% | . -2 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
80-100% | -3 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
Well, I would prefer a table more like this one:
………………………………… Final Score …………………………………
Win % | 0-199 | 200-299 | 300-399 | 400-499 | 500
0-19% | … -1 … | ….. 0 ….. | … +1 ….. | …. +2 … | +3
20-39% | . -1 … | ….. -1 ….. | …… 0 …..| … +1 …. | +2
40-59% | . -1 … | ….. -1 ….. | ….. -1 ….. | … 0 …… | +1
60-79% | . -2 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
80-100% | -3 … | ….. -2 ….. | ….. -1 ….. | … -1 ..… | +1
Because if you lose a game with a chance of 80% or more to win it, you should lose a point.
Both of those tables are inaccurate. I just got my official wiki account, and I’ve slowly started to update the matchmaking page. I will try and update the ladder point tables today.
So according to the Algorithm update, the table should be something like this right now:
I would like to have 2 pips added back to me and my teammates accounts’ as well as another pip for the win; 3 pips in total.
Do really players still care about Pips or Leagues??
After all we have experienced these days??
- MMR Tank
- Team vs pugs
- Diamond team with one Amber in same party
- Actual class balance…
I mean seriously, Leagues or pips do not mean a f.4king thing (about skill, it means a lot of games played and/or system abused).
Every new system implemented by Anet is worse than the previous one. To be honest I think the first Ladder we had (with no decay, but split between Solo and TeamQ) was the least worse of all the Ladder systems.
(edited by Fistandanthilus.6824)
Nice OP, nice!
Im doing the same but without Daredevil! (I don´t own HoT)
I played 7 days (around 4 games per day) and I passed already half through Emerald.
Best of being the only thief in every game is: I can out-rotate the enemies always!!
I already reported this in the Bug Forum:
https://forum-en.gw2archive.eu/forum/support/bugs/Game-sPvP-Bug-Standard-Models/first#post5832336
But I guess it got lost in the big amount of Bug Reports.
I posted it 10 hours ago and it is already in the second page, so I guess it will be forever forgotten.
Issue: Some players from the enemy team wont appear as Human characters when I play Ranked Arena games having the Standard Model option enabled.
Hint: I think it only happens with Asura Revenants.
See picture below as proof.
Perfect answer as always Sam
(TL;DR: split Leagues between SoloQ and TeamQ)
I have seen Heros of the Storm and I like it but it does not have the dynamic of the character control, they are just cards, or seems like that to me.
As an additional note I want to say that I am very happy that I didn’t buy HoT. I did not do it cause I consider they do not deserve it for the work they have done in the last 2 years in PvP and I continue thinking they don’t deserve it yet.
MMR Algorithm is something completely different to Leagues right now. The system puts players together in a match using the matchmaking algorithm and right now, it has nothing to do with Leagues.
So my point is: Why do we have Leagues? for me they are completely meaningless as they are right now.
MMR and Leagues should go together hand by hand, so that the Algorithm only works choosing players from the same League!!
Discuss!
I mean, can someone explain to me the reason to have Leagues if players from different Leagues can play in the same match?
Are Leagues not supposed to be a system to split players into different skill levels (leagues) in order to match them together?? And not with players of other skill levels (other leagues)??
I do not f@kng understand!!
Ty for all the feedback. I used it, coupled with more testings and i think, i came up with a build, i’m most satisfied with. However there is still one thing, i cant decide. Quick pockets or sleight of hand?
Updated tree http://en.gw2skills.net/editor/?vZAQRAoY4Yn8MBNPhVOBemCkmiFqiy7C+gSornCgDYu67+wH-TJhHwAPLDA4kAE4JAAa/BA
Impact strike is so awesome.
I like Impact Strike as elite, I agree. Same cooldown as Basilisk Venom and very useful in this build.
I don’t like not to have a shortbow.
In sPvP, it is what defines a thief = fast mobility.
No shortbow = no mobility
And I don’t understand why choose Havoc Mastery. It increases 7% damage, but only direct damage right? no condition damage.
Impairing Daggers fails a lot, I’d choose Shadow Step or Signet of Agility for extra dodges.
Let me share my knowledge with you guys.
These are sPvP builds, that’s why all contain a Shortbow (thief is nothing without mobility) and the Shadow Step utility (a stunbreaker is always needed in PvP and this one clears also conditions).
All the builds contain Signet of Agility (because we are making builds around d/d and lots of evades and an extra condition clear why not)
All the builds contain Runes of the Krait with Basilisk Venom elite skill (shortest elite to be able to proc the #6 rune effect more often)
All the builds contain Sigil of Frailty on daggers (50% chance on normal hit to inflict vulnerability for 10 secs in a 2 sec cooldown). Vulnerability increases now also condition damage made and is a good cover condition to cover our poison and bleeds.
The gameplay is not only about spam dodges and #3 spam, it is very recommended to mix some #1 auto-attacks chain in between to stack poison and recover some endurance.
That’s why I choose Deadly Arts trait line over Acrobatics. DA gives a great immobilization at 50% enemy health, gives more poison damage, more poison stacks and each time poison is applied enemy gets also weakness which is also a very good cover condition and we will receive less damage thanks to daredevil trait Weakening Strikes.
On Trickery I prefer to choose Sleight of Hand over Bewildering Ambush because I consider more important the cooldown reduction on Steal to be able to steal more often which allows me to apply Poison more often and recover 50 endurance more often (Endurance Thief daredevil trait).
I prefer to choose Withdraw heal, because with Trickster the cooldown is very reduced (14 secs only) and it clears a condition before the heal activates (maybe poison!)
The last utility skill is Caltrops because it is also a trick, and has its cooldown reduced and removes also a condition, and it is as big as a capture point which is perfect to fight on point. Sometimes I change this utility for Impairing Daggers which I also find very useful, but has not condi clear.
You can choose one of the followings builds:
- For those of you not afraid of having low health and who think condition duration is important because the longer the condition stays on enemy, more damage it will make:
http://gw2skills.net/editor/?vZAQNAoYVl0MhmnYpTwwJw/ELtEmXZ4OMHmLhrwXoWA4AsAA-TpRGABA8AAQ4IAMeZgAOBAGcIAKZ/BA
Good toughness and high precision, that’s why Sigil of Strength is used. You can stack good amount of Might (increase condi damage) because you crit a lot and the cooldown of the Sigil is 1 sec.
- For those of you not afraid of having low health and who think condition duration is NOT so important because the enemy will always clean the conditions before the full condition time has passed:
http://gw2skills.net/editor/?vZAQNAoYVl0MhmnYpTwwJw/ELtEmXZ4OMHmLhrwXoWA4AsAA-TpRGwAAeAAIOCANLDE4EAY4QAUa/BA
Even better toughness than previous build, still good precision to crit a lot but shorter condition duration.
- For those of you who prefer to have more health:
http://gw2skills.net/editor/?vZAQNAoYVn0MBdmilOBGOB8PhlWCzrMcHmDzlwV4LULAcAWAA-TphGABHcEAw9BAsUZAAOBAFcIAIZ/BA
We lose the precision from previous builds, that’s why we don’t use anymore on-crit Sigil and change it for Sigil of Bursting (increase all condi damage).
We have less toughness so we have to watch out and take care what skills hit us, although we have more health to compensate and more condition damage.
Overall, all builds have very good condition clear (Trickster, condi clear on successful dodge…) and damage mitigation (Enemy Weakness with daredevil traits)
These are builds made to fight on capture point and not to chase around targets where enemies can avoid your caltrops.
I personally like the first build more than the other two, although 11,6k Health is sometimes too few.
And I think that an amulet offering Precision, Vitality and Condition Damage (primary stat) would be OP for these builds.
On the other side an amulet offering Toughness, Vitality and Condition Damage (primary) would also be very good.
And an amulet giving Toughness, Vitality (primary), Healing Power would make us thieves completely TANKS
Did people actually think Anet would keep their promises? Suckers.
And this is the main reason why I didn’t buy HoT. I could give them my money, I could pay 50€, 80€, 100€, 150€ for a game…..
They promise stuff, to make people buy the game, and then…. LOL
Anet just does not deserve my money… not yet…. not until they start doing things right for PvP players.
I’m a hardcore PvP player, I only play PvP. In these 3 years they have not done a full good patch for PvP, they have done medium good patches at the same time destroying other good already implemented stuff, never a complete good patch.
Examples:
- We had SoloQ and TeamQ, but Skyham and Spirit Watch were in SoloQ and not in TeamQ, so hardcore PvP players who wanted to play for real made solo queue in TeamQ
- UnrankedQ and RankedQ was basically the same, they could have done both queues equal being the only difference one counted towards Ladder the other not…. but hey! they 4ked it up and left Skyham, Spirit Watch and Courtyard in Unranked, so again Hardcore PvP players queuing in Ranked
- Same with standard models…. finally we can get rid off those asuras without animations…. but no! not in Unranked! So another reason to play Ranked even if solo, not even thinking on Ladders
- Old ladder system was a joke: play one game, win, jump to top 50, dont play anymore, stay in top 50. They tried to fix that, and what came?? lol another joke system: play 50 games a day you can be top 1, no matter if win or lose or how bad you are, just play!!
- Matchmaking system…. well here they just got drunk one night, started writing code, went to sleep, woke up next day and finished code on the hangover.
I could continue but I just feel it is completely useless.
They have been given feedback from players: for matchmaking (not allow 2 or more of same class in same team, there are already 9 classes, it should not be so difficult), for balance (high sustain with high damage is a flawed concept), for PvP implementations (SoloQ with standard models and only official competitive maps).
But Anet will never listen.
It is so sad, really, so sad…
+1 to this!!
In addition, if we could see our own MMR, see Odds of Victory at the end of each game, and remove non-competitive maps from Conquest mode (skyhammer and spirit watch), it would be something very nice!!
Bring SoloQ back (without non-competitive maps) please!!
Impact Strike is extremely good….. It’s ability to instant kill those who you hit with the Finishing Blow (it bypasses downstate on opponents who you would have downed otherwise) ….. makes it one of the strongest skirmishing and team fight utilities in the game.
This is completely true!
I think this is non intended behavior, and should be corrected.
I have been finished several times with a Finishing Blow without passing through downed state.
*Finishing Blow: https://wiki.guildwars2.com/wiki/Finishing_Blow
The skill clearly specifies it will finish downed players. It should not finish alive players (non-downed) with low health.
This is clearly a bug and a correction of it will not mean it is a Nerf, contrary to what many people think, because it is a correction of a non-intended mechanic.
On the contrary, if Anet clarifies this out and changes the Tooltip to allow this behavior, it will mean it is a Buff to this skill (non intended beneficial behavior made intended = BUFF)
Nevertheless, I main also thief and was able to test a bit the Daredevil thanks to a friend who bought HoT and let me test it.
The build I most like is:
http://gw2skills.net/editor/?vZAQNAsYFn0MhlOBGOBkmiFYCzLNcGaDzdwSYLULBEA2NA-TZBFABCcCAEvMQJ7PswhAAgnAAA
Which leaves an utility skill free to choose (in order of preference) between:
*Infiltrator Signet
*Blinding Powder
*Roll for Initiative
*Distracting Daggers (I would use Impacting Disruption trait and Weakening Strikes trait in this case)
I cannot leave the mobility Infiltrator Strike and Infiltrator Return (#2 sword) gives me to engage and disengage and clean conditions. And cannot leave the boon steal and unblock-able damage from Larcenous Strike. That´s why I prefer sword over staff.
I think Escapist Absolution trait to clean conditions is very good, because there will be always damage around which can be dodge to clean conditions (from pets, clones, minions, etc) and when it is a strictly 1 v 1 with no pets or minions involved, I think the enemy cant just stand still without attacking or doing anything after a condi burst while I am still hitting him
This however does raise the question: Why is blink and other teleports (non-shadowsteps) getting hurt by rings or barriers?
That’s the point!!
I did not play Gw1, which is another game with different mechanics.
I play Gw2, and I consider to be game-breaking the actual mechanic that triggers the effect of rings and barriers when shadowstepping in or out of them.
As I said in my previous post: I understand shadowstep has to check path in order to allow the skill to happen, but I also understand that no matter what there is on the path, it should not affect or take effect over us thieves when we shadowstep.
Just wanted to discuss and let the Devs know (if they read this forum at all) about the effect of using shadowsteps when crossing rings or barriers.
So here we have the description of shadowstep mechanic:
https://wiki.guildwars2.com/wiki/Shadowstep_%28mechanic%29
It clearly specifies that it is a teleport.
For me a teleport is:
you are in point A —- disappear of point A —- appear in point B.
It is made instantly, and there is nothing like you cross or walk through the space between point A and point B.
No cross, no walk, just matter disintegrates in one place and synthesizes in next place.
In our game, it seems teleports are understood to cross or walk a distance which is completely wrong.
And that’s the reason why shadowstep works so bad with rings and barriers.
In particular I have problems with the following two shadowstep skills when going in and out of rings:
- Infiltrator Strike: https://wiki.guildwars2.com/wiki/Infiltrator's_Strike
- Shadowstep: https://wiki.guildwars2.com/wiki/Shadowstep
Using these skills to go in and out of any ring will trigger the effect of that ring in the same way it would trigger if we just walked through it.
Some examples of rings that trigger when shadowstepping are:
- Ring of Fire (ele dagger skill): https://wiki.guildwars2.com/wiki/Ring_of_Fire
Burn stacks will be applied when going in or out with shadowsteps.
- Static Field (ele staff skill): https://wiki.guildwars2.com/wiki/Static_Field_%28staff_skill%29
Stun when going in or out with shadowsteps.
- Ring of Warding (guard hammer skill): https://wiki.guildwars2.com/wiki/Ring_of_Warding
Knockdown when going in or out with shadowsteps.
- Test of Faith (guard utility skill): https://wiki.guildwars2.com/wiki/Test_of_Faith
Take full damage when going in or out with shadowsteps.
These are just some examples, but there are more, many more!
I think this should not be the way our shadowsteps interact with rings and barriers.
Maybe because of programming reasons, the shadowsteps have to be programmed like walking a distance in no time, but then it should also be programmed that the effects of rings and barriers take no effect when using shadowsteps.
I consider this to be game breaking, and would like to know your opinion and from a Developer (yes I know it is like wanting to talk with god) if this behavior is intended.
Thank you.
Hey I’m just a Thief who came to Mesmer forums to find information about how to beat actual Aids Ebola Condi Mesmer that I find everyday in sPvP, when I found this video of yours.
I have to say I liked a lot your gameplay even if all those guards where always staying inside your Chaos Storm using skills, and eating your full Mirror Blade combos XD
For me it is not a 5 v 1 but it is neither a 2 v 1 because there was always one guard arriving after you killed another without letting you reset the fight. Very well done I have to say.
Just have one question: how does your Blink reset so fast that you use it twice when you do the stomp at the end with portal and Phase Retreat?
200% agree with OP.
Stop Passive play!!
Stop Random procs!!
Stop (direct or condi) damage on weapon swap!!
It only rewards non-skilled players. Allows them to play low risk high reward.
Get insta gived by a Player who you CAN NOT see coming it is not skilled Play.
Example:
1) mesmer makes shater greatsword combo on you without invis —> there is a reaction time to dodge the combo, and is possible to react because you see it, even if mesmer is next to you, is posible to dodge it if you see it.
2) mesmer makes same shater next to you but from invis --> how the hell do you dodge that?? RANDOM dodge?? Really?? are we summarizing skillfull play on RANDOM dodges?? Are we crazy or what?
I made example with mesmer, but any high burst comming from stealth is flawed by design. No matter which class.
If passive traits / runes are needed because there is too much insta damage, then balance it so we are able to rely on ACTIVE REACTION TIMES.
Let us carry ourselves and not be carried by our builds.
Give us the control of our characters!!
The best player should be the most skilled and not the one with more passive play doing everything for him.
P.D: Signed a thief-main player who hates stealth.
(edited by Fistandanthilus.6824)
So here I leave 2 builds for sPVP which I think will work pretty good and use s/d which is my favorite weapon set.
Feedback on the first build.
Very low condi clear. You will rely on IR and SR for the condi clear since EA is on evade. Sword is a lot lower than dagger and the the build lack burst so fighting cele necro and ele will be challenging. Also, Unhinered Combatant will be a pain while in SR. My verdict – average for top tier, decent for trolling in soloq.
Feedback on the second build.
You have very low damage and slow attacks. This build hopes to kill noobs or troll people while hindering our own team. My verdict – trash for top tier, very good for trolling in soloq.
Well let me disagree with you.
First build: (you gave good feedback)
Condi clear is low, but that’s why I put Escapist’s Absolution. You get condi clear from Shadowstep, Infiltrator Return and Escapist’s Absolution which considering you are evading a lot, and entering in and out of the fight, it is more than enough condi clear for me.
I have the needed burst, s/d can produce burst if needed, to the point than even locking down targets with inmovs and stuns.
And about having Dash as dodge I think is the best option, because it travels a longer distance, removing important conditions and giving great ammount of swiftness. (all add up means crazy movility). Using it with Shadow Refuge is possible (dash is shorter than diameter, just have to get used to do it well) and better than the other 2 dodges (which make damage), and wont take Shadow Refuge away of my build because just counting the thousand times it saved my kitten or the kitten of my team mates, it is impossible to put it away.
That build it is very similar to the one I run right now, which is an amazing pain in the kitten if played correctly and has a very nice damage burst:
http://gw2skills.net/editor/?vZAQNAsYVl0MhunYpTwyJw/EHwElPNOj2oXYJRiqTgAY3A-TpBFABCcEAEvMABPAga2fYhDBAAnAAA
It is true that has not that big burst like actual faceroll cheese d/p but I can assure you I can make easy 6k damage with my combo (which is more or less a backstab damage)
Second build: (your feedback here was horrible)
Condi clear is also very good, due to Pain Response, Don’t Stop, Shadowstep and Inf Return. (similar condi clear to my actual build, and I tell you for me it is more than enough). If condi clear is not good enough, can always change Impacting Disruption for Escapist’s Absolution.
You lose the 10% damage from Deadly Arts line, but gain Impacting Disruption and more frequent Impact Strikes. I cannot know if this is enough, but if not, I can just change Brawler’s Tenacity for Evasive Empowerment.
The attack speed of sword is lower than dagger, but the trick of using sword, is try to land always the third auto attack, which is not difficult if you time it correctly and don’t let your Auto Attack on Auto
After analyzing my own builds, I made some corrections. I would rader use one of the following 2 builds for sPvP.
Dead Arts / Trick / Dared
http://gw2skills.net/editor/?vZAQNAsYVn0MBdPhlOBGmCkmiFYCzLNcGaDzhwSYLULBEA2NA-TpBFABCcEAEvMABPAga2fYhDBAAnAAA
Acro / Trick / Dared (Master Trait on Daredevil to be chosen between Escapist’s Absolution or Impacting Disruption)
http://gw2skills.net/editor/?vZAQNAsYVn0MBdPhlOBWOBkmiFqiyLE+gSornCggcu6V+A-TpBFABCcEAEvMABPAga2fYhDBAAnAAA
As an end note, I don’t make d/p builds cause I don’t like the cheese and faceroll involved with those long time stealth condi clear life regen on them. I know that actually I don’t play meta, but I know I play a more difficult build which is very much more rewarding when played correctly as d/p.
You know: High Risk (or higher skill cap) means Higher reward
Right now with my actual s/d build you cant dodge mindlessly, but I think when Daredevil comes, dodge builds will be back to be super cheese and faceroll, It won’t be needed to think when to dodge.
Who knows maybe I end up so disgusted from the new dodge builds that I change to play d/p
Peace!!
(edited by Fistandanthilus.6824)
So here I leave 2 builds for sPVP which I think will work pretty good and use s/d which is my favorite weapon set.
Oh my!
Im amazed you guys didn’t recognize the DASH Animation from Ciri in the Witcher 3.
Just check this video from the minute 0:36
It is a perfect movement!! AMAZING
Differences are that Ciri does it faster in less distance and the daredevil does it slower in a longer distance without the green glow.
Love it!
lol can’t stop laughing XD
I can’t see shadow refuge being used on Daredevil unless you take the dash dodge.
DASH will also reveal you because it travels a distance bigger than the diameter of Shadow Refuge.
Considering thief needs Shadow Refuge and Shadow Step as utilities, if a thief decides to use new elite spec, it is very probably that the third utility is the stunbreak-block because of its low CD (15 sec non traited).
And yes, I also think the early builds will be s/d + sb
Shadow refuge’s diameter is 480, the tooltip’s got the radius on it (240). You can still Dash within the refuge, but you have a bigger margin of error with it.
Indeed you are right, but the margin of error is small (120 which is very small), either you start your dash on the border of the refuge or you will mostly get revealed out of it
PVP will benefit the most from F2P only if elite specs don’t become meta.
I can’t see shadow refuge being used on Daredevil unless you take the dash dodge.
DASH will also reveal you because it travels a distance bigger than the diameter of Shadow Refuge.
Considering thief needs Shadow Refuge and Shadow Step as utilities, if a thief decides to use new elite spec, it is very probably that the third utility is the stunbreak-block because of its low CD (15 sec non traited).
And yes, I also think the early builds will be s/d + sb
I agree 100% with OP, on everything. I just want to reiterate the following.
Right now thief needs mandatory:
Shadow Refuge: only way of support for our team and also useful in personal situations
Shadow Step: Stun break, condi clean, gap closer
Withdraw: no other heal is better, not even the new one (HEY INTERRUPT ME IM HEALING) and even healing more when endurance is full in a dodge oriented build HAHAHA. It should be the other way round if they want to make it a good healing, and even then with that cast time I doubt would be good.
Trickery line is mandatory:
the extra initiative and the steal CD reduction are essentials.
Deadly arts line is mandatory:
Mug and improvisation are essential for the thief survival in pvp.
Staff is not so good, not to substitute d/p or s/d.
Vault: HEY LOOK AT ME, IM FLYING TOWARDS YOU WITHOUT STABILITY!!
No I dont even compare Staff it with Shortbow because a thief in pvp without infiltrator arrow its not a thief.
Elite spec trait line looks nice very nice, so nice as to make all the perma dodge haters come back from their caves.
But hey!! for the comfort of all those haters, I’ll tell you the following: A thief using the new elite spec wont be able to dodge inside his Shadow Refuge either because makes damage on dodge and gets revealed, or because the dodge is too long (DASH).
So either the thief does not use Shadow Refuge (HERE IS WHERE ALL THIEF HATERS SCREAM OF PLEASURE) or thief does not use new elite spec because I already explained before how mandatory is Shadow Refuge in PvP.
Peace!
So as stated in title, I need really an explanation for this match up.
There are currently 8 different classes in this game, soon will be 9.
And the system cannot just make teams where no class is repeated? REALLY?? Is it so difficult to program that?
System should NOT ALLOW 2 PLAYERS or more of same class in same team, not even if they are partied together, not at least in Ranked Arena. If they are partied together and hit Ranked queue a pop up should appear not letting them do it. (and of course no rerolls in game or during waiting time, no more build wars)
As well as I think for the good health of the game, system should not allow more than 2 players with a Berseker or Marauder amulet, or with a Celestial amulet.
For the good health of game!! PLEASE!!
If Anet cannot balance the classes between them, then at least introduce restrictions for the matchmaking, at least in Ranked, to have something playable.
(edited by Fistandanthilus.6824)
Maybe you guys love big mouths!!
I love when those big mouths are closed, like it just happened with Helseth in this WTS.
Helseth: Bla bla bla bla
Abjured: gg Helseth ty for comming and participating in the tournament, next time learn to eat your EGO and you maybe win.
rofl
Actually what this guy is saying makes sense.
Mesmer right now is in a very good shape, where so many different builds are viable. Why should it get nerfed?
Why not bring the other classes to the same level? Put all of them in a good shape as mesmer is right now? It does not mean make all classes do same damage as mesmer does, it means balance them up, with the special mechanics that each class contains.
I would love to see more diversity on thief for example (my main), instead of being forced to play the d/p build in order to be useful. (I’m talking about high end gameplay, not troll hot joins where anyone can play a troll build and make it useful against non experienced players)
But of course, this is amazingly difficult: Balance all classes around many different builds. WOW!!
I don’t see Anet that much involved on their balance and bug fixing issues to be able to achieve this wonderful objective.
They are lazy, and that way it’s much easier and less work to balance the classes around one only useful build for each class.
People right now are just jealous that mesmer became so versatile, so they ask for nerfs because they don’t have it. Like a little kid crying because the other kid got the lollipop.
Signed: a s/d thief who refuses to be carried by the stupd cheesy non-skilled faceroll d/p build
Ok from that vid I can tell you the following:
1) You are in Hot Join Server, that means, no1 is playing serious and no1 is using a good build (not even you yourself)
2) the build from that thief is: http://gw2skills.net/editor/?vZAQJAqoEFNxynwgmo8ZRaUG6AYCjAA-TJBFwACOBAI3foaZAAPAAA
(non filled up parts means there is no info to fill them up)
I bet the third spetialization line is Critical Strikes.
This means that players is playing a troll build. That build has no survival of any kind and is not at all viable in sPvP. As a troll build it is used to troll other players, and it is good at it. So no nerfs to be addressed cause it is useless.
Thief Needs nerfs??? Yes, I agree with you, but not thief in General, just the actual d/p meta build, as well as many other meta builds from other clases:
http://gw2skills.net/editor/?vZAQNAoaVl0MhunYpTw8Jw/EHwECvXud+0nbrTEIDA-TZBFABCcCAEvMwCHCAd2fAgnAAA
It is simply too overpowered, it can develop same amount of damage or more as the Troll build from up there and has double or triple more survival.
It is the simplest build to play for Thief, no skill needed due to the stupid RANDOM sigil proc and PASIVE trait (panic strike) proc.
I main thief, I ONLY play thief, and I hate this ridiculous OP d/p build. It makes the game toxic, and it makes all bad thief Players to be carried by this build. I dont want to be carried by my build, and any good Player does not want that neither.
This build and all those with so much RANDOM sigil proc on crit and all those PASIVE play with pasive trait procs and easy conditions on weapon swaps, ARE RUINING THE PVP.
So yes please, NERF RANDOM AND PASIVE play.
Thank You.
If you have a problem with me please feel free to message me instead of making a post on forum. Thanks.
Troll spotted, pls don’t feed him!! leave him on his cave.
There is counter play and easy. Problem is medium/low average skilled players don’t know it or if they know there is always any member of the team who does not know it.
Counter play is simple: Leave turret engineer alone with his turrets on his node and proceed to +1 the other enemy members in the other nodes. (this considering your team plays a balanced composition). If enemy turret engineer moves node, your team rotates accordingly.
If!! and only if, it happens that enemy team has 2 turret engineers or more, or you are forced to fight the turret engineer on his node, never do it alone, do it with minimum 2 high burst mobile classes (thief / mesmer / guardian) and assign one of those burst classes to delete the Rocket turret as fast as possible and then proceed to burst the engineer.
Just as anecdote: The other day 3 friends and me were trolling around in Unranked playing 4 d/p thieves not using Team Speak, and in one match we saw 5 engineers on the enemy team, of course we all rerolled to other classes (warrior, engineer, ele, guardian). Those 5 engineers happened to be 5 turret engineers. Strategy was easy: leave one of them on his node and destroy the other 4 in the other 2 nodes taking rocket turrets out first. We won 500-2xx on forest of nifhel, and they hated us a lot XD
Turret engineer is a weak build, very weak if the other team is intelligent enough. The problem is that mostly in SoloQ there is always one or two players who are not intelligent enough.
So? Could any developer clarify this question please?
Hello Anet,
I would like to know what is the new formula for the points given after each Ranked game for the new test season beginning today.
I read this:
In the newest version of this system, we’re putting a much stronger focus on wins, with less weight given to the sheer number of games played over a period of time. This means that simply having the most games played during the season will not guarantee high placement on the leaderboard—you’ll need to win those games, too!
But I still see the old formula on your GW2 wiki:
http://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
Thank you in advance.
Fístan.
You already have that implemented.
Check this: http://wiki.guildwars2.com/wiki/PvP_Conqueror
There you have your Champion Brawler achievement which gives the title: “Champion Brawler”.
Since Rank means nothing because 80 is so easy to reach, I personaly think this Champion Brawler achievement has lots of merit, and even more merit if it is achieved under 20,000 Arenas played (that means more than 50% victory rate).
This is the new objective for those of us who wanted to reach Rank 80 the old fashion way and got screwed up, please Anet do not nerf this objetive.
Even if a lot of unexperienced players are playing in Ranked Arena, you should never face them as an experienced player since the match making system is in place.
Cause the Matchmaking System is flawless right? LOL
From my own experience, most players just overestimate their skill level, and just blame the other players.
It would be much easier for me to know where my Skill Level is compared to the rest of the community if I could see my own MMR number, knowing it is a number between 100 and 5000 and knowing it can go up and down depending on my game Performance.
Why can’t we see our own MMR number? I mean just ourselves. Not show it to anyone else.
This is the reason why so many unexperienced players play in Ranked Arena runining the gameplay of experienced players. Cause they dont want to play on kitten maps like Skyham, Spirit Watch or Courtyard, and cause they also want to see the Standard Models.
And sadly all this is only abailable in Ranked Arena.
I’m of the opinion that Unranked Arena should not have any of those maps and should include also the Standard Models.
If people want to play those maps, then please go play them in Hot Join.
Or lets say more clearly: Unranked Arena should be the same as Ranked Arena expecpt for the Ladder Point gain part.
(edited by Fistandanthilus.6824)
Could we see two more columns in the ladders showing Buy and Forfeit?
If we are allowed now to change character before match starts, does this mean MMR per proffesion is turned off?
As far as I know, it’s been a while since Tomes of Knowledge gave skill points.
Now they dont do anymore. Which is sad tbh.
So I just won a 4v5 game as soloQ. One player of our team dced about 2 mins after game started and didn’t come back.
What would happen to my MMR and my Ladder position if they were active?
Courtyard, Spirit Watch, and Skyhammer will not be included in ranked arena once the beta ladder officially starts.
Why remove them only from Ranked? Why not remove them also from Unranked?
Unranked should be the practice place before entering Ranked, and therefore have the same features as Ranked.
Same thing as with Standard Models.
Moreover, since MMR develops itself in the same way in Ranked as in Unranked; having different features from one queue to the other, would mean differen MMR development in one queue as in the other.
We removed seeing other player’s rank to prevent harassment and the shaming of new players.
We don’t show MMR for the same reason.
We don’t need to see other player’s MMR, we just need to see our own MMR in the PvP statistics tab, as well as we can see now the amount of games played, our own PvP Rank, our favourite map, etc.
To see the Odds of Victory at the end of each Ranked match would be a very nice Feature too. That way we could know how many Ladder points did we lose or win on each game based on the Odds of Victory matrix.
I remark it again: Show Odds of Victory AFTER each game is finished.
And finally, it would be great if Standard Models as well as same Map Rotation could be implemented in Unranked queue, and not only in Ranked queue.
Unranked should be a training queue to prepare for Ranked, and it should have exactly the same Features as Ranked, except for the Ladder points gain or loss.
What do you guys think?
So here I leave my wishes for the actual PvP system. I mean regarding the new UI and matchmaking system in general. Not regarding profession balance changes.
My whishes are ordered according to my priority status, that is, highest priority to lowest.
• Introduce Standard Models also in Unranked Arena
• Show MMR in the PvP statistics window (updated every day or every 12 hours).
• Allow Hot Join games while queueing for Ranked or Unranked Arena.
• Show Odds of Victory right after finishing a game.
• Remove Courtyard, Skyhammer and Spirit Watch maps from Ranked and Unranked Arena.
.
.
.
So, dear gamers!! Which are your wishes for the actual PvP system???
Cause knowing my MMR would tell me how good or bad I am.
It should be shown in the main Statistics view together with amount of games played and so on.
Right now I play against a team I do good my fights or rotate good and my team wins. Next game I don’t play so good, I am more slow in my rotation and my team loses.
Did I win cause first enemy team was worse than mine? cause I was more inspired? Or they just had a bad game or a bad composition and I was there to take profit of it?
Did I lose cause second enemy team was better than mine? cause I was thick in that game? Or I was just paired with bad players or the wrong composition?
So I could be wining against good players and losing against bad ones or other way round….
So basically knowing my MMR, would tell me much more information about my actual skill level and how far I am from the average (above or under).
Still no developer answer….
I have a question too.
leaderboards Team Arena = Ranked Arena?
Solo Arena = Unranked Arena?
As you can see there are still players with big BASIC questions.
I strongly think this topic could be like a place to summarize them all.
If only a developer could answer some of them it would help a lot the community.
And as stated before, not all of my questions have already been answered in other topics, or are good clarified in the ambiguous PvP Algorithm Wiki web site.
The search function is awfull!
I have read the algorithm wiki and since I am no programmer I don’t understand the Pseudo Code part. I can only understand the Parameters and try to guess how they work.
But that’s why I am asking here if any developer could answer those questions I posted, cause that would help a lot of people to understand better the actual System.
And I am completely sure many of those questions have not been answered yet!
Mainly the one: How does MMR change after a match?
There is nothing in the wiki that explains that Point.
I already read the ANet posting about new PvP, and my questions are not being answered there.
And I also think this thread could be used as a summary thread to find the answers to all those questions that not only me, but also many other players, are asking all the time.
P.S: the search tool is really bad with such a big mess of QQ posts from unhappy players.