I fail to see the point of testing it everywhere but the place it really matters, but point noted.
The title mentions nothing about unranked but i guess if you wanna sorta test something you could . I think the point is to test it completely as most betas are. but if the test is only for certain areas i guess they could make that happen, but at some point it must be tested in ranked
Yea let’s have a beta test without any testing
You do realize that the taunt portion of the pets F2 ability fires first, sometimes even without the pet casting the F2 itself, how you are timing that it goes through blocks etc might be the culprit.
Each chance is independent. Stats have almost nothing to do with it.
Use it yes, but does it proc? like the regen on Dwayna i have never seen it work?
Take troll unguent for example it is not a healing skill any longer it is a survival skill now, so using this skill will not proc lets say Dwayna Runes or Water Runes etc or will it? There are so few healing skills left i can only think of one and that is guardian shelter
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With the recent changes of most heals into other skills, does that negate all the on heal skill use procs on runes?
I agree the change really voided the best of rangers abilities, the 1 sec cast time is unmanageable. Plus you must come to a full stop in order to use it on a as needed basis.
Removing timer would allow different strategies to wining for example turtle, choke access etc etc putting some new life in these old maps, too many matches time out what’s the harm of letting them continue until a clear winner is established.
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I guess many people do not like turtle strategy but it would help build diversity.
Removing the timer completely from all game modes would lead to more and varying strategies and tactics giving an opening to other team comps etc. Temple could use an internal timer to spawn buffs. I think this would lead to more interesting game play on all maps.
So this is how the easiest and most fun part of pvp dies? No warning no nothing, typical i guess. I mean take player input meant for one thing apply it to another, and say you players asked for this, typical.
Right the short run from their base to archer spawn easily abused, esp droping two supply you only start with one. This combined with the "stand in line " method of getting supply seems it would favor a more defensive strategy. I mean 5 competitors , 10 supply, mist hero 2 supply that 12 supply something that would take over 1.5 mins by standing in line.
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Wait you drop supply without having supply? This seems like it could be very easily abused.
Explain? ok, Point assault has a huge advantage they know where point defender will eventually have to be i.e. the point itself with it’s limited space and with one exception no point has los barriers, where as point assaulter has many barriers and the freedom to move anywhere, this is not 1v1 , this is point assault and defense, as designed the advantage is given to point assault, this makes sense since the opposite would make the game pretty boring. But this not 1v1 where both players only have one objective, to defeat the other player. As a defender you have multiple objectives, prevent capped point from becoming decaped, prevent assaulting player from achieving a tactical or strategic advantage and lastly prevent re assault. Of course there are more such as assaults ability to disengage more easily etc etc but you get the point, pun intended. Assaulting player also has multiple objectives primary of which is decapping the point, so on so on defeating the other player may solve these objectives, but it not the goal as it is in 1v1. This why many teams try to defend points at choke locations on the map there by lessening the defenders disadvantage.
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Not sure which matches you are playing or maybe it is terminology, in conquest you are defending or assaulting or both, hardly what one would call a 1v1, maybe you are thinking of custom arena. If you are fighting another player on the point in which your team controls you are at a serious disadvantage, hardly what anyone could think of calling a 1v1
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Ahh a good old fashion troll post
Taunt for 2 sec is hardly broken but that being said, taunt would be useless if if did not go through evades or invul the power is such a soft cc hardly worth mentioning
It refers to Next it does not mean next
Meta refers to next, however bothersome the word it is technically correct. Addressing the issue build variety is hard to balance cutting player choices to barest of minimum seems to be the approach they wish to use. regardless of how much fun it also removes. Judging from the target age of game i doubt that it was so complicated before that now it needs to be dumb ed down to grade school level
Wow so many threads on thief seriously? Come on thief most under powered class in the game nerfed nearly into the ground and yet people still QQing for more. Seems none are satisfied until one class in completely unusable.
Defense seems to work well, 2-3 on defense turtle it out for the easy win
Seems def is the way to go
Seems all you do is kill npc after npc, not sure where pvp is
Yea simply 3 defenders and wait it out, easy win, seems way to defensive based
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Yea simply 3 defenders and wait it out, easy win
Seems you just defend for 15 min and win
So you are saying the system should make 4v5’s because there may be bots? That’s a new theory. Not sure how that helps anyone though
I say they need a trait something like spirits so they can follow engie, right now they are not mobile enough. that would lead to more skill required
Although i doubt any zerker class can kill rifle and rocket turret in 2 secs, especially with engie rifle cc, the point is the engie does less although i would not count it as no damage, fire turret, plenty of heals and all that protection still a threat to any zerker
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Idk guardian before the great healing nerf, remember all guardians are healing only 50% of what they had pre nerf, also the retal nerf guardian could at one time take out treb from retal alone
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The only problem i have with it, it never allows you to vote. Click ready map selection appears click map desired nothing happens double click map desired nothing happens click again nothing, timer expires
So the cause is of MMR making matches 4v5 is that other players recognize players names, lmao this too funny. I guess it is beyond forums to try to help make matches better for all.
I am afraid there is no class that can tank 3 or 4 players for any reasonable time perhaps a bunker guard for maybe 20 secs but no class can do it long enough to make any difference, besides tanking is not bunking and the point is ultimately what matters, even with only one cc each the best tank will be removed from point in 15 sec max, either by death or cc but really survival is a non issue, ele, difficulty staying on point mostly due to their own powers and space required to use them, thief survival requires stealth or at least space again hard for them to stay on point esp with 4 opponents pressure, guard, well he is gonna die,
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Many games start 4v5 pressing B upon entry reveals a 4v5 and upon game start over 1.5 mins later still is 4 v5 why is the game allowed to continue? Of course the game was set up by the match making rating what else would do it, and if they are not using MMR to set up matches what are they using
1 min which is how it is now as i understand, this applies to all disconnects and is cumulative meaning all a single players disconnects and switching (which is just a disconnect as far as game is concerned) can total only one min, regardless of the number of disconnects that player experiences in a single match
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Acandis.3250
Lexiceta.4156:
Then are are many matches when pressing B showing 4 v5 and why are they allowed to continue as such, welcome to the discussion finally, by the start of the match the relog timer has more than expired, why is the match allowed to continue
This is a completely separate issue you’ve just arrived at, than the one you presented in your original thread.
Yes, maybe there should be some additional “warm up” time and if players don’t connect by the end, just boot everyone and restart the queue.
But godkitten , if this is what you were trying to say in the first place, I’m not sure how you expected anyone to understand that.
I must say in your original post i had no idea what you were talking about, matter of fact i still don’t, My original post was pretty clearly stating system established 4v5’s i am not sure how anyone could read that any differently. Instead some diatribe about how win rate has something to do with points or something equally as silly, besides your assumptions are poor very very few players have a win rate below.5% and win rate has nothing to do with the current system or the problem i am describing.
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Pressing B upon entering a match shows 4 v5 this stays and the match continues even though the time required to reenter match in case of disconnect has expired
Then are are many matches when pressing B showing 4 v5 and why are they allowed to continue as such, welcome to the discussion finally, by the start of the match the relog timer has more than expired, why is the match allowed to continue
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NO i am not getting more 4v5 and i never claim i was i was asking why some matches are set 4v5 and why the MMR or odds system can not detect them and why it allows them to continue.
bad troll is troll. I’m going to attempt one more time. The system does know when a disconnect in a game happens and it doesn’t count so it’s not benefiting anyone.
No one is talking about disconnects and sadly in that reguard you are incorrect disconnect matches do count
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I am reading what you wrote it offers no explanation of why these matches are set or explanation of why they are allowed to be played except for some hints about how 5 players benefit from 4v5 and that the system can not detect them.
So you’re saying because 5 people benefit from 4v5 the system is justified in making these matches? I disagree. plus the system should not use low MMR to set these kind of matches, or are you saying the system can not detect 4v5 matches and therefore it is odds of winning system that is at fault?
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So low MMR players are put on the 4 side of 4v5? So you are saying your high MMR puts you constantly on the 5 side of 4v5, see what i mean, fix this broken MMR, As far as check boxes are concerned you are saying there are 10 but the tenth never gets filled and is there for what reason?
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So looking at the check boxes when is the last time you saw all of them filled ? And compare that to the number of times match starts without them being full
It must be intentional, there is nothing in place to stop or limit it of course it is intentional. Yes 4 v5 matches are started and finished at 4v5, if you have not experienced this perhaps it is your MMR, hence title of this topic
But why is the system intentionally setting matches 4v5 i mean what kinda MMR does the 4 have to have to warrant such a match up? I seriously doubt rotations or poor mechanics have anything to do with it. Are you suggesting the low MMR players are put on the 4 side or 4v5 matches intentionally, That being the case the system is even more broken than i originally thought. Of all the things you listed i see none that would explain this, or are you suggesting it is win rate that does this well the current system does not encourage a high win rate if it did then i would do that but the current system encourages points and discourages a high win rate, playing the system as it was designed i did not design it,
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So many matches with 4 v 5, why are matches made to 4v5 why is MMR setting up these matches? What calculation is used to determine a match should be 4v5 and why has it not been adjusted?
Seems to be some confusion, as to how the game is played in regular ranked games the player objective is map impact i.e. capping, decapping etc. However in tournament play the player objective is kills, kills lead to caps. When you play a tourny style solo against a reg ranked team you will probably lose kills mean less than map impact. In this enviroment guarding a point is a good idea not to mention a safe one.