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Showing Posts For Hachiman.2470:
1) Febuary 28th
2) Sapphire Tier 5
3) ~30 wins, 4 losses (Last 3 losses occurred in Sapphire tier 4 each following a 2/3 win streak)
4) Advancing
5) No (Longest Win streak: 20)
6) Continuing to play ranked soloq. Also 90% of matches in S1 were soloq as well. Win rate was ~40% getting to Ruby tier 3.
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Have you conifer ed the fact that the other had no chance to win because they were full of Low MMR players. And since MMR doesn’t always equate to skills, someone who is equally skilled as you but with a low MMR could have got stuck in amber because of the system.
And btw, nice winning streak dude.
Yeah so this is why I agree it’s not perfect since MMR doesn’t always = skill. However, it is still doing some things well especially in the realm of premades vs soloq which I have seen a huge difference in. I understand that one team more than likely as a team has a higher MMR I’m just not sure how big the difference is. Since these games were blowouts I would agree it’s probably big but should even out for both players in time.
I just started this season on Saturday and didn’t lose one game until I got into the Sapphire Division. To me it seems the matchmaking is better since I was constantly going against premades in season 1. This time I haven’t seen one premade and at most the other team had 2 groups of 2. I’m just happy I don’t have to worry about going against a full premade every other game as soloq.
And btw do you know how the matchmaking system works?
Do you? What’s your point?
Yes I do, it match HIGH MMR players against LOW MMR players. My point being the system isn’t actually perfect, even though it work for you.
Okay so yes I agree it isn’t perfect. I was just stating my experience but not necessarily saying the matchmaking was the best. Most games have been blowouts for me, and that is most likely because I am being matched up with other similar MMR players that fall into the same range of PIPs I have.
To me all this means is that my teams are consistently far better than the other team. Which means I am consistently better than opposing players. Eventually I will be in a division that has MMR around mine, in the same division and I will start losing more games.
Clearly Amber & Emerald did not have enough similarly skilled players which is why I went on a 20 game winning streak.
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I just started this season on Saturday and didn’t lose one game until I got into the Sapphire Division. To me it seems the matchmaking is better since I was constantly going against premades in season 1. This time I haven’t seen one premade and at most the other team had 2 groups of 2. I’m just happy I don’t have to worry about going against a full premade every other game as soloq.
And btw do you know how the matchmaking system works?
Do you? What’s your point?
I just started this season on Saturday and didn’t lose one game until I got into the Sapphire Division. To me it seems the matchmaking is better since I was constantly going against premades in season 1. This time I haven’t seen one premade and at most the other team had 2 groups of 2. I’m just happy I don’t have to worry about going against a full premade every other game as soloq.
Point is condi rev will be eated alive by a thief, necro or scrapper. So hes already out.
That leaves power rev.. damage nerfs, sustain nerfs and buff to thief wrecking ppl with aa, no changes to scrapper (lets face it 2s cd on rocket boots makes no diff at all), and necros facerolling you without even trying.
I dont see a reason to pick rev in current state at all.
Agreed, condi rev is done for though I think power shiro has a way better chance of taking on a reaper at this point. Thief definitely got boosted and like you said scrapper is basically unchanged. That means comp will most likely consist of Scrapper, Daredevil and Reaper with other 2 spots left open for rotation though teams may just double up on Scrapper leaving only one spot open which could be rotated leaving Herald out.
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the issue is ur not reading Past the patch notes.
I also think the issue is you didn’t read my reply because if you did you’d see I said I don’t think rev has been deleted from the meta.
I expect team comps to be more varied though with chrono/ele falling out the most. Rev is close to being kicked out though. Possibly the weakest of the 5 which I could easily see teams replacing depending on how well their teams can multi-class.
With the Shiro’s heal nerf, Glint’s heal nerf and shield? Seems difficult.
True but condi mallyx has been gutted more since it basically needs viper ammy to deal dmg and without the runes to hold up the sustain viper ammy just isn’t going to cut it. At this point rev is basically down to only one viable build, herald/shiro which also got nerfed just not as much as condi rev did.
Just don’t see rev completely falling out. Team comp will probably be a mix of Scrapper, Daredevil, Reaper, DH, Herald, possibly Chrono. Most likely Chrono/Ele are the ones out before Herald.
Rev has received the biggest nerfs, up there with ele. I’d say at this point though ele has got shafted from being a must to now being thrown completely out. Rev was mostly in meta for condi mallyx which is hard countered and basically useless because of reaper.
Power shiro, while still good, is probably on the same level as guardian dps or thief at this point. Engi did not really get nerfed since cele is not the main trinket used. You keep referring to the nerf because of removal of cele ammy but marauders was still heavily used.
I don’t think rev has been deleted from meta but the condi rev very well has been. I expect zerker power shiro to take the place of condi rev as I’m sure most everyone else does as well.
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Very strange. Is this something Anet has changed recently? Last time I looked at the chart for pip gain/loss (which is modeled after the updated wiki algorithm) there is no instance where a win results in 0 pips, only in circumstances where you lost but had a 0-39% chance to win and fell within a score range.
Solo team member d/c, never come back into the match. End up losing 210 – 500 but somehow lose 2 pips? I thought this was something that happened if you were in a duo group and one d/cs. Not when a random d/c. Most posts I’ve seen are about one of the duo queue d/cing and losing pips.
I did see that my team was 4xruby & 1 sapphire vs 3 sapphires, 1 ruby & 1 emerald which would make sense losing 2 pips IF none d/c.
Its not a kittening exploit, So if he has friends that are in Amber he cant que up with them because he’s diamond or ruby? Lmao kitten and read a book or something, you have absolutely no sense its quite pathetic actually.
I agree somewhat but it’s pretty obvious what teams are doing when you see 4 diamonds and one amber on the team. Teams are clearly abusing the MMR so they can get fast queue times and climb the latter because the competition they are going against is far inferior. I’d say this form of game play is abuse, even if the system is broken. I don’t think the requirement for something to be abuse depends on if it is the result of a broken game mechanic.
Soloers being “farmed” by premades has been an issue ever since ArenaNet removed soloQ from the game. The idea that Sunfish should only soloQ as to appease (as you put it) the “majority of the playerbase” is ludicrous at best. The fact that his premade teams are matched with a team of full soloers is an ArenaNet issue. Perhaps instead of making frivolous claims in this thread you should focus your efforts on lobbying ArenaNet to reinstate soloQ.
You have a point but the soloq farming that is currently going on is way worse than it has been. There are really three main problems:
1. Teams have manipulated the MMR after farming soloq extensively in order to reduce queue times.
2. Soloqers are stuck in low ranks because of issue #1. Thus causing an infinite loop between 1 & 2.
3. Allowing this type of toxic gameplay has caused soloqers to quit playing. (This blame goes to design)
How does anyone in the higher tiers expect the majority of the pvp community to climb the latter when you’re constantly adding a ruby in your team so your queue pops faster? The damage has already been done so sadly if you got to these higher tiers and you want to soloq you’re going to just have to deal with it. A lot of soloq experience has revolved around fighting full/partial premades, getting stomped, getting no pips, rince, repeat until you eventually get matched up properly.
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I believe the 4 and 3 use the same intel Core i3/i5/i7, the only difference being that the new core is the 6th-generation vs 5th and the M3(fanless) is replacing the Core i3. I’m not sure how much faster a 6th-generation would be compared to the 5th. Possibly 10-15% real world.
The graphics are also similar since they both use the integrated intel i3/i5/i7 GPU. The Surface book does however offer NVIDIA graphics. The ram on the SP4 can go up to 16GB though so that is an increase.
If you were to get the i7 SP4 w/ 16GB ram I’m not sure you would see much difference between that and SP3. I currently get around 25-30 fps. It may be better to go for the surface book since you can get it with a NVIDIA GPU.
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I think there was a recent post about this. I agree he is way too easy to kill. I’d even go as far as to suggest that he needs more than just an HP boost. I’d suggest an significant HP boost, dmg boost and a reduction in points awarded from 150 to 100. Currently a team can play poorly the entire match then one zerk can run in there and take out the lord in <15 sec for the win. At this point lord is just a handicap to allow poor play with the ability to still come out with a win.
I’m actually starting to think this was intended since anet has made zero mention of this being a bug.
Lord is WAY too easy for the potential point swing. I say he needs a serious buff not just to hp but also give him a downstate and reduce the amount of points awarded from 150 to 100.
Suck it up mate. Do you even dodge/block/invincible?
What are you talking about? For one thing, only a few select classes have access to block/invuln and other than Guardian no other class has block readily available. Secondly, how are you supposed to dodge a barrage in melee range? On top of that, how do you dodge a barrage on melee if the engi is stealth? You act as if this is a L2P issue. The real issue comes when someone is downed and you are rezzing. An engi can just straight up one-hit down anyone because of this bug. It’s a bug. It needs to be fixed, period. No L2P, fix the bug.
Who’d of thought engi would have a bug that basically one shots anything that doesn’t have 3k toughness..
Right off, yes, this was a bad call. Having their flawed system try to build our characters was stupid. They should just let us fail on our own, instead building failure into their system. At the same point, it’s only a problem for lower level characters.
Now that we have that out of the way. Get over it. It isn’t that big a deal to just go and complete a bunch of hero challenges to fix the spec problems. At any level under 80, but I’ll give you 60s to be kind, your build is highly irrelevant. If you seriously can’t live with unexpected skills for just a little while then that’s on you and you really need to get over it.
Well at this point we don’t know for sure how much weight(value) Hero Points will have in HoT. For all you know Hero Points could be precious and require careful planning on how they will be spent. In that sense you wouldn’t want to just blow them on traits/utilities that you may never use when they could be way more useful somewhere else. Who wants to go complete a bunch of hero challenges or spend accumulated HP to fix a spec problem?
Since these points seem to accumulate rather quickly I would expect that the number of points needed to get all these different specializations will be on the higher end. In that case it would be beneficial to already have the traits you were using as a base and use the HP you already have to build out the traits/utilities you are interested in having.
On the other hand I can see why it’s not necessarily that much of a burden considering all the points needed to flesh out the traits/utilities are given from lvl 1-80. In that sense you could say you didn’t really “lose” any HP’s.
It might help to assign colours to each specialisation. It’s quite clear on th ele, due to colour matching, whereas on thief, everything is red
I agree, some way to differentiate which trait line is which would be good but re-assigning the old roman numerals just doesn’t seem necessary.
In the other post it sounded as if the core specs etc. would be assigned closest to how you had your character before the patch. I went on multiple characters to find out that, in some cases, many of the traits/utilities I was using before were locked.
I think many are just used to the old numbering system. To me it seems easier to remember builds. Before I had to reference back to my build sheet because there were many builds where you could use two adept or major traits. Once you got into the Master/Grand Master trait line I could see where some people would get overwhelmed because they had 10-30 possible trait options.
Now when I look at a build it seems much simpler. Instead of 00464 or 60044 AND having to remember what I-XIII trait goes in each tier the builds are:
(assigned from top down, 1-3)
2,1,2
2,2,2
1,3,3
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Yup, crybabies win …
Now they will never grow up to be reasonable adults and will continue throwing tantrums to get everything they think they deserve.
Congratz!
If ANet did not deem the issues brought up as valid then they would not have done this. Specifically as it relates to the sale of gw2 these past couple of months, when you have a sale then turn around and provide it with the expansion it looks shady. If I had just started the game last month, bought it for 10-20 or whatever it was and then see they are selling the expansion with the core game that I JUST BOUGHT, I’d be kittened.
This is exactly what happened. I bought another account for my wife during this time and it did kind of rub me the wrong way that the expansion included the game I just paid for. The people in this situation would have had to spend 60-70 just because they bought it a month earlier.
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Agreed. I think the post pretty much summed up most of the issues that were brought up. The main problem I saw which many brought up was the recent gw2 purchase FAQ change which is where my issue fell. Either way, successful damage control for the most part. People will still complain because they’re not quite sure what they get for the expansion. Personally I think it’s enough game play hrs for the price but we’ll have to see.
How are new players who just bought the game compensated? Also, If you only pvp (which many do) then achievements/bonuses don’t really mean anything. Still, this is no different than Xbox coming out with a big DLC for a game, charging $50 for it but including the game to “new” buyers. Xbox would never do this. A DLC is sold separately for $10-15 and they would never lump an entire game in with the DLC and charge the same price.
You’re assuming the person bought the game 3 years ago. What about the people who JUST bought the game? Now they have to spend even more money for the exact same content.
It is just to illustrate the point, if they gave the game for free even for a week the game would probably die as I am sure you’re not the only one who would open a gazillion accounts. but back on subject it just goes to show the issue here isnt one of being cheat its one of misguided envy.
Let me put it another way.. what if they sold 2 versions one for $50 that has just the expansion and one that includes the base game that sells for $100 … everyone would be fine with that right?
now consider as an introductory offer they put a 50% discount on the bundle that includes the core game. Is this okey? is this something to feel cheated about? and if yes why? why is it okey to put a 75% discount on something but not a 50% on something else?
Thing is we want HoT thats what we’re paying $50 for, and Veteran or new thats what we’re getting. The core game is there for conviniance. We never cared about what Anet did with the core game before, they could discount it as much as they wanted, why does it have to make a difference when they bundle it with something we want?
The way they have packaged this expansion gives the short end of the stick to newer players too. I bought another account a couple of months ago when it was at 75% off for my wife.
This essentially means I’ll have to spend $60+ to get the same exact game. There is no way I would have purchased it for 75% discount when I could have just waited a little while longer and get it bundled with the expansion. It’s a disservice to the newer players who bought the game two months ago.
On top of that, by not openly letting the community know how you intend to sell the game/content you trick players into purchasing what they think is a discount just to turn around and offer it for an even greater discount months later.
I get it, these discounts are intended to bring in new players and what better way to do that then to continually change the price so new players feel like it’s a good deal. With these practices it would not surprise me if in a few months after the release they offer the expansion at a 50% discount that includes the game and at that point I’m sure the newer players will be wondering why they bought it when they did. ANet is continually undercutting itself to replenish it’s player base which works but is essentially just a band-aid.
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Oh No I pvp daily and I am very aware of how annoying the matchmaking is. It just seems the the algorithm is set to put high level MMR soloqers with lower lvl MMR players to bring a total team MMR up to a similar level of the competition, which more often than not ends up being some form of premade.
This is of course very annoying because as everyone has stated, this means if you are the high MMR soloqer then the algorithm puts you into a group expecting you to carry your team.
In this sense the algorithm is working as intended. The lower your MMR is, the more balanced the game will be and will require less of you in respect to “carrying.” The higher your MMR is the more you are expected to boost your team to the MMR level of your competition. In reality though one person (or 2 for that matter) can not be expected to carry this hard.
What I find interesting is that if the algorithm is working like Evan states, then why are there constant scenarios of people being in full pug vs full premade? I have been on both ends of this where I was in the full pug vs premade or I was in a premade and we were facing full pug. This seems to suggest that the pug has one or two people in it that have high MMR and are EXPECTED to carry the team.
I can tell this is what’s happening too because if I log into my other account (new) I have a win% of ~75%. The games seem pretty balanced in that I’ll be in mostly a pug group, occasionally with a duo, and the other team will be a full pug with occasionally a duo as well. As soon as I swap back over to my main account, EVERY game I’m in I go against partial to full premades while my team at most usually has a 2-3 premade but more often than not is either full pug or duo.
This to me is concrete evidence that if you are soloq and have high MMR you will more than likely be put against a partial to full premade in that your MMR will be used to fill in the gap so that your teams MMR will “match” the other teams MMR.
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Thief actually holds many speed cross world records which is noted on metabattle.
The build is here:
http://metabattle.com/wiki/Build:Thief_-_Fastest_Runner
I agree. Don’t try to queue up without a team if you have high MMR. Every game will be VS 3-5 man premade while you are stuck with 4 pugs who do not have much experience in pvp. This became very apparent to me once I bought an account for my wife and pvp’d on that account. Suddenly I was winning most of my games and facing next to no premades, maybe 2 people in a group sparingly.
Honestly, I am confused as to how this algorithm was ever thought to be a good idea when it is very obvious that it would cause just the problem it is causing now. Not only is it a problem to have team MMR. It also causes more problems when the opposing team MMR limit for premades continues to drop in order to reduce queue times. On top of that the issue of Anet RNG team comp that will put 4 engi teams, 3 thief teams together. This obviously shows that class is not being incorporated at all.
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Wait so how are you supposed to do this if you used the llama to add to collection? This makes no sense and seems to need a ridiculous amount of minis to make the finished one.
So last night a guildie and I jumped in Aspect Gaming’s (tyvmbtw) 2v2 weekly tourney.
In ESL weekly tourney cele amulet is banned in 2v2.
They don’t. Turrets are just not optimal for organized play. It only works in soloq, which is already bad enough.
Yeah I know it doesn’t say you can’t use turrets. That was kind of my point since other guy seemed to think it was banned. I agree, in soloq it is strong but that is because of a lack of team play/organization in soloq. I think that is a different argument all together. If you want to say it is strong in soloq that is fine but some peoples blanket statement that its so OP and needs to be nerfed when it is really only viable in soloq is an exaggeration.
By the way, cele rifle was never buffed.
Well i’d say the mere introduction of the cele amulet is what has made rifle part of the meta as well as the other cele classes. All of which are better than turrets.
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?? Where on the ESL tourney rules does it state you cannot play turrets?
Hopefully if and when Anet decides to nerf something they just nerf turrets and maybe IP and don’t go nerfing things that aren’t ridiculous.
Why should turrets be nerfed? It’s not even that good. Hell, cele rifle is WAY more OP but you want turrets nerfed? If turret needs to be nerfed and is SO OP, then why does no one run turrets in tourneys?
This is not surprising. Engi’s have notoriously always been one of the more troll players. From pushing far in Skyhammer all game stealth magnet pulling you to death, to the OP AR days of Decap Engi and of course turret engi. Engi is indeed really great at finding those special ways to troll.
eh, sometimes i stop, sometimes i just want to finish the dude off
….That’s what she said.
I was put into CC by hambow in Battle of Kylho, immediately afterward, lost all sound other then a chain moving noise, could not hear any attacks, character sounds, alerts. FPS dropped to ~9-10, ping shot up to ~200, lasted entire game and had to close game to get back to normal.
Well you stated it before, if you replace thief with this then you are losing the mobility. While GS is good mobility, its not close to the mobility of thief, especially after the changes they’ve made to porting. I agree with some of your argument in that more options need to be available but I doubt this type of build would be one that is as viable as current warrior builds. Not to say that other professions can’t have builds that may become or are viable but the example as a replacement for warrior meta fell short.
^^^^^^^^^^^^^^^
This, this, this….
Just because stability has been changed to stacks does not necessarily mean the approach to fighting someone with stability will change (in small skirmishes). If you have boon strip you will still use this to remove it. If you have a lot of CC burst you will still wait for stability to expire because lets face it, why spam all your CC burst just to remove something that will be gone in 6s?
You really think no one has ever tried defiance stance chain invulnerability with double endure pain and shield?…:|
i just dont think anyone ever considered it meta, and that people would call it stupid if you tried it because it isn’t meta, and that’s stupid. lol XD
I agree that people calling it stupid that you tried it because it isn’t meta is stupid but as choucs said, plenty have tried the defiance stance chain/endure pain shield route and it just isn’t really viable. So you can’t take dmg for awhile, you’re also not dishing out damage during mist/blocks or providing support. This is a very selfish build but I’m sure it would work decently in solo q.
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that was strange, maybe some sort of visual bug?
the problem is that this build does not bring much team support, especially compared to shoutbow. It lacks the sustain of shoutbow. The sustain you do get is from abilities that either have longer CD’s than shoutbow(defiant stance, endure pain, shield block) or cause you to be unable to apply pressure (mist, block, GS #5). Someone smart would just kite you/bait your blocks/stances until you have burned all of your CD’s then swiftly kill you or force you to bail.
Well I guess this could burn off all the stacks if the warrior, guardian and ele are ALL standing on top of each other and do not dodge any of the CC. You act as if engi, mesmer and necro can pop all of their CC skills at once. Like an engi is going to simultaneously #4 rifle and pop all 3 turrets at once (which btw would only happen in low/mid teir pvp matches since NO ONE is turret engi in high lvl competition). Guardian also has access to blocks so I doubt that the CC would take off stacks if the attack was blocked. I think you’re exaggerating how much it will affect smaller skirmishes.