Showing Posts For Forz.1725:
Game lost its magic.
I usually have a positive outlook but HoT to me is the beginning of the end. People came back to give the company another shot only to feel ripped off.
There is nothing fun about pvp anymore. Be it the meta, long queue time, bad matchmaking. And if you decide to pve or wvw, they ruined those too. There is nothing fun about this game anymore.
This right here.
I came back to the game after a long break and was ready to buy HoT. I decided to hold off on buying HoT and instead play for a while to see what the state of the game is at the moment. After playing for a week and watching some pro matches, I’ve decided to drop the game all together.
This game just isn’t fun.
Come on buddi the holidays are just around the corner
This isn’t even close to an acceptable excuse. People are still expected to work right up until their days off, and continue business as usual right when they get back.
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k
/Message Body length must be 15.
Jeezus, people actually want this to be a thing..?
If you aren’t good enough to rank up/get to the next tier/earn you pips, you need to get better, not pay someone to rank you up. What happens when your pippimp isn’t around and you are stuck again? Are you okay with being completely outmatched and giving your teammates a horrible match experience because you are ranked higher than your actual skill level?
Why try and improve when you can just get carried…
+1 for removing premade vs solo que, although it is a great feeling to stomp a premade.
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No thanks.
Matches are ~10 minutes anyways, no biggy. I’ve had matches start really terribly, but after a few solid team fights the match turns in our favor. If there were a surrender option, I’m sure that people would take it instead of fighting it out and eventually winning.
Come backs do happen.
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I’ve been carrying games hard with my vanilla ele. I was going to buy HoT just to be effective in pvp, but I don’t think I need to…
Lel, indeed nurf elez, no e sprotz becuz elez! they be playn oferboard ouupie specs like diamn skiz
No one runs that
No one said anything about nerfing ele’s but I’ll use your logic. Since no one uses diamond skin would it be considered a nerf if they removed it completely?
My post was just an example of a hard counter that doesn’t really have a place when looking at the game from a balancing standpoint. One trait should not create a 100% win rate against a certain spec.
Are you okay with the developers adding similar traits that create more hard counters? I’m not.
Wanna know a big hard effing counter? Immunity when you want to condis for 8 secs, but wait! there is more! immunity when you want to Direct Damage for another 8 seconds, but wait! You can get Another 8 secs of stability All in a neat little package of stunlocks and ranged damage/aoe and survivability.
Wanna guess what class is wrong?
Great, we are on the same page. Hard counters suck. Tell me more about your warrior hate, my shoulder is awaiting your tears.
Diamond skin is just bad
I like how you took one part of my argument about why this game isn’t ready for e-sports instead of looking at the whole point of my post. Just to clarify, my post did not point only to Diamond Skin, I just used that as an example. I could have used automated response in place of diamond skin and made the same point. The point is “precedents” and “power creep.”
Oh well, so much for discussion.
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No.
/15 chars
The thing is diamond skin doesn’t counter anything, so when someone uses the words “hard” and “counter” to describe diamond skin everyone that actually plays the game instead of the forums laugh at him
Are you saying Diamond Skin doesn’t counter condition specs? Uhh, what?
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Lel, indeed nurf elez, no e sprotz becuz elez! they be playn oferboard ouupie specs like diamn skiz
No one runs that
No one said anything about nerfing ele’s but I’ll use your logic. Since no one uses diamond skin would it be considered a nerf if they removed it completely?
My post was just an example of a hard counter that doesn’t really have a place when looking at the game from a balancing standpoint. One trait should not create a 100% win rate against a certain spec.
Are you okay with the developers adding similar traits that create more hard counters? I’m not.
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Why is this topic brought up so often?
This game is nowhere near being ready for e-sports. Some of the reasons include the fact that this game just isn’t enjoyable to watch, as it is hard to tell what is going on in the clusterkitten of AoE’s and AI running around. Also having a game that is based on reacting to animations isn’t the greatest idea when we have tiny asuras running around with near-impossible to see animations when including the amount of particle effects.
When the game is ready e-sports will find Gw2, not the other way around. For now, maybe we should let this idea of e-sports drift away and enjoy the game for what it is currently.
Edit: Also hard counters such as Diamond Skin don’t help.
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I agree with Rarnark, having more options isn’t a bad thing. Using the thought process of “what about [insert class/build] with [insert new stat combination] would be OP” isn’t really fair because we already have unbalanced options to play with.
More customization would go along way and would open up more options for different play styles. It could also make the game feel less stagnant and make the meta-game more diverse.
Considering all of the amulets fit a certain stat budget, I assume balance shouldn’t be that much of an issue.
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Bump because what is this second page nonsense?
Honestly, this whole “solo que fiasco” is hilarious to me. Before the rewards patch, many people were complaining about the lack of players to play against and being placed against high ranked players that turned a match into a farm-fest. Now after the rewards patch, we have many more players to play with, but these players are lacking the experience to make the “veteran” players happy.
In reality, if you are trying to be competitive you should make a team and go into the team que pool and see how “skilled” you think you are. Until then, play the casual training wheels mode that Anet has provided that is known as solo que and bring the new players up to speed on how to play.
The only way for these new players to get better is by playing. Just accept that you will be placed with noobies once in a while and you will lose games every now and then.
It will be okay, your girlfriend left you anyways.
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but guys check this link again which i posted or look in sticky thread
arenanet CAN´T help or find the problem when you not help them
edit: i post agian for lazy ppl
https://forum-en.gw2archive.eu/forum/pvp/pvp/Lagging-in-sPvP-Report-it-here/first#post3218401
We read your post the first time, no need to re-post it. Asking other players if they are experiencing lag is a form of troubleshooting to determine if it is an end user connectivity problem or a problem with the game’s servers. After we determine it isn’t a problem with the end user’s connection, then we can use the dev’s post, instead of wasting their time with posts that say “My lag hurts, it’s killing me, fix plox.”
On topic, yes I’ve been having lag issues for the past week, especially during prime time, particularly 1-2 second skill lag and moments of unresponsiveness that last 5+ seconds.
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…Stuff about how thieves shouldn’t stomp…
Black powder stomping is OP though…
It’s alright, I have a thief build to melt all bunkers if that’s where the meta goes. Fear not fellow thieves, Caedalade will save the day. Death to bunkers, down with oppression.
“Do remember, though, that sometimes the people you oppress become mightier than you would like.”
Is that you Burnfall? lol jk
How does priority cleaning works? And corrupt boons?
And why it seems vul have priority over burn?And Vul have priority over 6 stacks of torment?
The cleansing of conditions work on a “Last In, First Out” system. If you have 6 stacks of torment applied to you but someone applies vulnerability immediately after those torment stacks were applied, the vulnerability has the first priority of being cleansed.
I’ve read reports of immobilize not being on this same system, but I haven’t tested it to be sure.
EVERYONE can be seen on the minimap now!
I understand the frustration, but not “everyone” can be seen on the minimap, only those that are in combat and in view from one of your teammates.
Sure it takes away from the communication aspect in Team Tournies, but in Solo Q, I strongly believe something like this was beneficial since no one has time to spell out how many/what class/what point is being attacked in text while fighting. But as infantrydiv said, this isn’t the thread to debate these changes.
Let’s keep this thread alive with good tips for players so we can improve the player base and increase the likelihood of getting decent players on our teams!
I think a good compromise to something like this would be to allow a stealthed character to decap an enemy point, but not cap it. That way a stealthy can keep pressure on an enemy node against bunkers.
no, there is permastealth thieves there and such a thing would be very overpowered. i think it is fine as it is and should not be changed.
I challenge you to actually say WHY my suggestion would be overpowered.
Because being able to contest a point while being unable to effectively take damage for a prolonged period of time while everyone else who contests a point is susceptible to damage unless using certain, extremely short skills with fairly long cooldowns is just a tad unbalanced.
Stealthed thieves/mesmers/engis/rangers are all just as susceptible to damage as a non-stealthed character.
Stealth =/= invulnerable
I like Hype’s suggestion to be honest, seeing as how stealth doesn’t make you invulnerable, you can still drop AoE’s to keep pressure on the point, and thieves will have more diversity in their builds because they can contribute to capping/contesting points.
Keep in mind, after Dec 10th perma-stealth will be a thing of the past with the (rightfully) nerfed Infusion of Shadow trait.
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Great tips. I want to add a few more:
Only One Person Per Point for Full Cap Speed : I guess this is a hot join habit that some people don’t shake when moving up into Solo Q. It only takes one person to get the full cap speed on a node, so don’t follow someone to a point and sit on it with them if it is uncontested, especially in the beginning of a match.
Map Awareness: This is crucial to success in Solo Q. Since there isn’t much communication going on (if at all), it is still very important to know where your teammates are at all times. With the addition of enemy markers showing up on the mini map, you can see when your home point bunker is outnumbered and in need of help, or when an opportunity to decap far point arises.
Teammate Health bars : This goes along with map awareness. Pay attention to your teammates health bars at all times. If your mid point bunker is alone and is <50% health, that is your cue to get to mid and assist him ASAP.
Don’t Run into Outnumber Fights : This is just silly but I see it all the time. Example: There are 3 enemies that just finished downing one of your teammates at home point and you just spawned, DO NOT run into that point solo. You will die, you give the enemy team 5 more points, and you earned yourself an additional 15 seconds of not helping your team do something useful while you wait to respawn again. This is where map awareness also comes into play. I’ve seen the argument: “But I am keeping those people busy while the rest of the team can go cap/decap other points.” Wrong. It doesn’t work that way. You are just giving the enemy team an opportunity to regroup on you and make a push somewhere else.
Don’t Rage Quit: Just don’t.
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I’ve definitely noticed a lot more players having little to no knowledge of what to do in Solo Q. Things like dying at home point when there are 2-3 enemies there, then streaming into home point 1 at a time and dying over and over.
Also, I’ve noticed many many more 4v5’s and rage quit/dc’s lately. Almost to the point where it seems like every other match has a team that only has 4 people on it.
…my position was only an statement to support the idea that I should not have incompetent players.
We can only dream.
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Dear Justin, the part with “accurate skill” is not fun at all. If u want to loose next player, sure it may be funny for You.
Since when a leadder position is accurate measurment of skill? A TOP1 is unbeatable godlike and top700 can’t beat a top5 coz they are far away fro meach other?
I’m not some kind of pve player that farmed skyhammer to r50, I played tournaments much to lvl up to 50 (took me half of year to make 40-50).
Funny thing, I try to help “fresh” guys when they ask for build or some kind of help, I belive in pvp in this game, I’m still here while many ppl alrdy left frustrated and You come to me with such response? Nice to know how much respect You have to Your players.
I jsut wanted to talk about it, maybe to improve it to make the game more fun but I see You don;t care about it?
Justin was just mentioning that you either A ) have a low MMR or B ) you have been hit with a bug that means your MMR is lower than it should be. You are right, ladder position doesn’t have anything to do with skill level, and the system doesn’t match you based on that. Having a low MMR doesn’t even mean that you are a bad player, but that is the numerical value that is placed by the system based on the way you play.
MMR =/= Leaderboard position (as outlined by another previous post recently).
The rest of us are poking fun at you because it appears that you are raging on the forums and appear to believe that you are a top tier player. You helping other players or being a “model GW2 Citizen” doesn’t have anything to do with your skill level, it’s just that sometimes the truth hurts.
You got your answer on why you are getting grouped with other low rated players, why continue complaining?
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I’m not entirely sure, but I’m pretty sure this has been discussed before. Your team and your opponents team’s MMR is averaged and that determines how much a win or loss affects your MMR.
So if you are grouped with people that have low MMR’s and you lose to a team with an average MMR that is higher than your team’s, than your personal MMR doesn’t go down as much. On the other hand, if you were on the team that had a higher average MMR and you lost to the team with a lower average MMR, you would lose quite a bit more MMR.
I could be wrong though.
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That’s exactly what i said. What is wrong with wanting to be matched with players of my
skill level, no matter how high or low?
Nothing. But the population and number of people queuing at the same time as you limits the range of players available that you could possibly be matched up with. It is inevitable that you will be matched with people better than you. Learn from it.
I ASK, WHY I AM MATCHED WITH PPL WHO ARE RANK 1 OR 7 OR FULL TEAM OF UNDER R20 THAN DON’T KNOW ANYTHING ABOUT TOURNAMENT PLAY WHILE MYSELF BEING R50+ WITH 3.5K TOURNAMENTS AND 2.2K HOURS OF PVP PLAYED?
You’re MMR is on the low end, which may be an accurate representation of your skill…
1v1 owned by Anet.
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There really isn’t one answer to that Silentshoes. As a burst class, I would say call targets when you have a target that is about to go down. A tanky (bunker) class should just do their best to stay on point and don’t let it get decapped or if pushing an enemy point, they should be trying to knock other players off the point so that the point can be capped.
If you are just “tanky” and can’t apply any damage or cc pressure, then you are generally not being much help to your team.
The one problem I see with people decapping far points is not taking into account the respawns that stream into the point and make the push unsuccessful. I’m not saying that attempting to take far is always bad, but the inexperienced tend to forget about the respawn timer.
Another thing that really helps players is paying attention to both the map, for teammate and now enemy locations, and also your teammates health bars. Use this information to your advantage and be proactive in knowing when a decap opportunity is available or when you can easily outnumber an opponent and take a point.
Generally, I agree that winning the fight at mid in the beginning of the match can usually set the pace for the rest of the match, and if one person feels like they have to go far, which presents an outnumbered fight, they can ruin the momentum for the rest of the match. If the enemy wins the fight at mid, they have about 15ish seconds to regroup and move onto your home point or reinforce their home, which makes it a lot harder for your team to regroup and go on the offensive.
tl;dr – Map awareness goes a long way in Solo Q.
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I’m extremely glad to hear this. Great change, but hopefully the 4v5’s go down drastically.
On a side note: What is with these people asking for some sort of “compensation” for being somewhere in the top??? I mean seriously….
I like hanging out in the 1v1 rooms while I wait.
If/when we get more game modes, I think build diversity will open up. If you aren’t forced to fight on a point, things could change drastically.
Builds such as ranged support (staff ele) would probably be completely viable in a capture the flag format, for example, which is seen as a wasted slot in our current game mode.
I think it would be interesting, but would eventually just clutter the leaderboards even more and create additional problems.
Instead I think clickable names on the leaderboard that shows a breakdown of that accounts win/loss record per class would be great.
I have a thief who I’ve played less than 10 games on and she’s higher ranked than my main who has been in quite a few more.
Ranks are account bound, not character bound.
With that being said, it is a good idea to have a few characters that you can reliably switch to (that are built and ready to play) in case you come across a team that counters your team pretty hard.
As several people have already said, it’s daft to get annoyed at the players who aren’t very good – everyone has to learn, and random matchups are the devil’s work – but it’s hard to give advice to a poor player without sounding like an kitten , especially when in the middle of a match. “Cap, don’t fight!”, “Stay in the points!” and other bossy comments are demoralising and don’t encourage new players to stay in the community – and we all know that the sPvP playerbase isn’t undergoing exponential growth as it is.
This is a great point also. Without having access to some type of VoIP during solo q, it is extremely hard to communicate effectively. Usually when I need to relay information, it is at the worst times and I really only have a second to type a few words, which might make me come off as a kitten.
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For the longest time I sat around 80% on the leader boards, it seemed like I couldn’t move up at all because when I went on a good winning streak, it would be followed by an equally bad losing streak, plagued by 4v5’s , afkers, or new players. It was extremely frustrating. Then one night, after about a 10 game win streak, I found myself at rank 20. It was wierd because I knew I didn’t deserve to be there lol… But since then, I’ve consistently had really good close games.
I want to echo felivear’s thought as well, the leaderboard really doesn’t mean much. The matchmaking system is off, so don’t take it too seriously. Even when you get higher in the leader boards, you will still get teammates that have no clue what to do, but instead they rage more, blame the team, and eventually quit.
The patch notes. Read them imo.
1) If you see this and don’t like fighting against stacked Guild groups, leave the room and join another.
2) You can autobalance yourself when the opportunity arises. Just open the scoreboard, look in the top right corner, then click the color arrow of the team that needs more players.
The biggest problem with hot join is, well, it is hot join. Most people usually only use it for when they are waiting in a tournament queue or testing builds.
hot join = a place to try new classes or new builds. Winning or losing isn’t as important
I agree with this, as I do this often myself, but I think if everyone in hot join is trying hard to win you would get a better idea of how to learn new builds and classes. If I am trying to build a mid point bunker, and learn it’s strengths and weaknesses, then zerging in a hot join doesn’t do me any good. I just learn what I already knew; I won’t be able to hold mid point versus 3+ players for very long. Where as, if instead the hot join match has like-minded people that are trying to win (even with unfamiliar classes and builds), and people are being a little bit more strategic, then I get a better idea of what I can and can’t do with my build.
Of course a place for new players to learn how to play properly would be ideal, but I think this is a good start overall. If players are trying hard to win and learning the strategies of the game, it benefits everyone, even if it is indirect. More competent players in hot join = more competent players in solo q, which leads to more players that can get picked up and added to teams.
Edit: To clarify, this is only 5v5 hot join rooms. I think 8v8’s should be left to custom arenas.
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I always thought it would be cool if you could customize the NPC’s gear, traits, and utilities through a dialogue box, so you can change the build to fit the build that you would like to learn how to fight.
I really like what ANET did about changing the way glory is earned. Even in hotjoins, I see an effort to actually win by holding points instead of zerging. People aren’t worried so much about their personal score since it doesn’t mean any more glory gained, which overall is a step in the right direction.
In order to get max glory/rank gain, you have to win the match, and I think if this trend stays like this, new spvpers will finally have a way of learning the right and wrong way to do conquest, which may lead to more competent players entering tournaments.
Target the real mesmer? If they are PU, either avoid standing on the illusions, nor use cleave dmg and just nuke them (the real mesmer)?
PU-mesmers punish the general tendency of mindless cleave-spamming. But it is mostly a duelist-specc.
If they are not PU, they are shatter-mesmers .. and how to counter them is an old story by now … .
My suggestion: Ask for help instead of this. Mesmers are not top of the food-chain …. quite the opposite.
Pretty much this.
Mesmers are easy to pick out now compared to their clones and I’d rather not have anymore dumbing down of this game.
I’ve tried builds similar to this with little success. I like the idea of using the water and earth signets as offensive tools, while maintaining their effects, but it just doesn’t work out well.
The problem with builds like this is that you lack the healing/condition removal to maintain yourself. That’s really the core problem preventing elementalists from having variety in their builds. We are pigeonholed into going at least 15 water/30 arcana if we don’t want to die after being sneezed on. You won’t have mist form or arcane shield for those “oh kitten” moments either.
On paper, it looks great but in practice it just falls short. I suppose it would work if you had a group that you could consistently fall back on to keep you alive. One suggestion, if you do decide to use this build, is use staff instead of dagger/dagger so you can make full use of the cc’s to keep your target away from you.
Whooo! 240 radius staff water #3 instead of 180! Oh, don’t forget the added healing bonus to our staff water #1!
We are fixed!
well unless you can target friendly targets with it i am not that happy :/ hate how its an melee only support, it its quite weak when considering you need to stay in water to do it.
Oh, sorry I forgot to turn on the sarcasm font.
In other words, brb rolling warrior.
It’d be nice if it was something unique to Elementalists, rather than a “Jack-of-all-trades” version of something another class already does well.
Whooo! 240 radius staff water #3 instead of 180! Oh, don’t forget the added healing bonus to our staff water #1!
We are fixed!
I just can’t believe warriors, necros, and engies got buffs, while eles get nothing.
At a loss of words tbh.
@Doomdesire Yes the fleet of foot does work out of combat, but out of combat movement speed is capped at +33%, so it’s basically swiftness while in stealth.
In combat, fleet of foot is noticably faster than having swiftness.
Increased movement speed isn’t the same thing as combat mobility.
Thieves have access to many shadowsteps and leaps which account for us having the highest mobility. When in combat, I’m confident that there isn’t a class that can get away from me if I don’t want them to.
Our mobility is fine, fix other things first.
I agree with Excalibur, this was by far no means a troll thread. Mobility needs to be upped for thieves. Warriors can out run a thief any day, with their leaps, whirls, dashes. etc.
Certain warrior builds can be hard to keep up with, sure, because they built their character that way. Every build that a thief has access to, except p/x builds, have some form of mobility baked right into the weapon set.
Just because certain warriors can get away from you doesn’t mean that thieves need a mobility buff, it means that warrior just caught you out of position.
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