Showing Posts For Habitax.8124:
I run a very succesful chrono – PowerShatter build .. but it is a trade secret. I dont run the standard power/shatter utilities. It can be done, you just need to think outside the box. I have played GW2 from launch and main on mesmer. I have played both Meta Condi for 2 years and Power Shatter about the same. I enjoy power shatter much more. Faster game play and big burst.
1.) More pre-qualifying matches to determine initial placement. 10 games is way to small of a sample size to determine initial placement. With most players experiencing an average seasonal win/loss ratio of 50%, players were locked into their initial starting rank and didn’t move much more than +/- 150 points by seasons end. A lot of people started at ranks that did not reflect skill and knowledge due to too small of sample size for placement. I would like to see a 2 week pre-season in which a minimum of 25 games are needed to qualify for the next season placement. Players could go above 25 minimum matches and every win above 25 minimum would improve their initial placement by a few points. This system would reward players that really strive and work at PvP. The end result of a pre-season would have better seasonal match-ups due to casuals facing off vs. casuals and more seasoned and vested PvPers facing off against each other.
2.) Make Top Stats meaningful. Add 1 point for each top stat awarded to final score. Example: a player is awarded Top Offensive Player for team. If their team won the match and received +13 points, then that players total score would be +14 for the match. If the match was a loss and was – 11 points then that players net result would be -10.
3.) Do away with gear/gold farmers. How? While I definitely enjoyed this seasons pvp loot, I didn’t need it. Most Pvpers would say the same; the PvE rewards are not why PvPer’s play. Repeatable rewards brought in gold/gear farmers, especially since a loss still netted points towards those rewards. I witnessed at least 5-10 matches where teammates ran around doing nothing. When they were called out they wrote in /team that they were only there to farm gear/gold and didn’t care if we won or lost. If there are to be rewards, only reward wins, and not losses.
(edited by Habitax.8124)
PvE attraction. No ascended rewards next season please. Helps PvE people, not PvPers. It’s nice I admit, albeit unnecessary. All it does is attract people who don’t try and just want the rewards.
You are spot on. I saw many matches were people were obviously abusing the rewards system. I had about 5 people outright tell the /team, or /map that they were only there for the rewards and didnt care if they won or lost.
I think the initial 10 matches for placement were extremely frustrating due to poor sample size. Players final season placement depends too heavily on these initial 10 pre-qualifying matches. I talked to guild mates and friends and those initial placement matches pretty much solidify where you will end the season. ( plus/minus 150 pts. )
I looked at this seasons win/loss rate for me ( 465 matches ) ~50% win/loss ratio and compared some of my guild mates and friends win/loss rate. We all were pretty close to 50% win/loss ratio. Why is this frustrating? I experienced great win streaks with teams that obviously knew what to do. But, I also experienced very frustrating losing streaks where it seemed like the opposing team was stacked with experienced pvp players and the losing team was stacked with casuals pvpers and players that were only there to farm Ascended gear. I have no problem with casuals playing pvp, just don’t put them in match-ups with people that play pvp almost daily.
Solution: There needs to be more pre-qualifying match-ups to give a better over-all representation for starting rank. Also, reward pvpers that play more often than not. Group casuals vs. casuals and active pvpers vs. active pvpers. I suggest a 2 week preseason of 25 match minimum to pre-qualify for initial season placement. In pre-season have each win count as 2(x) points and a loss as 1(x) point towards initial placement. Set initial player season rank according to how many pre-season points each gained . Players that are casual will have lower points due to less repetitions but it will also let them face similar style opponents. Players that rep. pvp often will have higher initial rank points due to being more active. To reduce long queues, keep the amount casuals and regulars on each team balanced. An example would be 4 players on each team have 200+ games played in the season while 1 player on each team have less than -50 games played.
(edited by Habitax.8124)
~ Habitax~
I am representing Bronze 780 with no excuses of bad placement matches, it is what it is and is not a true representation of skill.
However, I have been playing GW2 on and off since launch and have plenty of experience. I have seen many changes; mostly good, some not so good.
I main Power Mesmer, I played condi memser long before condi was cool(meta), so I’ve been there done that.
I also play Rev and Thief occasionally.
~~ Overall – My take on PvP classes and game balance ~~
Across the board there is not enough condi removal for the amount of condi that can be spammed in tight quarters.
Classes traited for max condi removal, while more survivable, will lose out on many of the other traits that allow for CC removal and any chance to do real DPS.
~~ Class – PvP Balance ~~
Elementalists – Are locked into one meta tank build that lacks dps and its only use is for defending points.
Guardians – Traps when stacked are stupid OP and need longer CD and longer cast time (3/4 to 1 second cast time and 45seconds to 60seconds CD). Because of surviviablity Guardians should not have such easy access to this kind of burst/CC combo.
Thief – Pretty close to where they should be and in the hands of a good player can be crucial in leading to victory. The only suggestion would be to
tone down the builds that can perma spam Death Blossom and evade/bleed you to death.
Warrior – Burst builds are pretty good where they are. Condi warriors are a bit OP, but could be resolved if condi removal accross the board for all classes was better.
Ranger – Pretty good where they are but could use a slightly longer CD on stealth abilities.
Mesmer – Seem about right but could possibly tone down condi spam, or again better condi removal across the board for all classes would help greatly.
Engineer – Seem to be lacking raw dps, maybe add a little boost burst dps.
Necro – Solid class and in the hands of a good player, amazing. Condi spam could be toned down and is too intense, but again could be fixed with better condi removal across the board for all classes.
(edited by Habitax.8124)