Showing Posts For LordKage.9135:

Season 4 Ranked Matchmaking Change

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Posted by: LordKage.9135

LordKage.9135

Its AVERAGE MMR of your Team AVERAGE of enemy team MMR. From a pool of 10 people taken within a certain PIP range. So yeah you can have high MMR players and low MMR players. The MM will try and create 2 teams with an even chance of winning.

Exactly! why do I have to try harder because the low mmr players don’t want to get good?

It’s almost as if ANET is attempting a mmr reset by forcing all players to win / lose at insane rates for next year.

You do realise right that if you have high MMR and are getting low MMR people put on your team the EXACT same thing is a happening on the other team. So it’s an even fight (or should be in theory). So when you come up against those low MMR people on the other team you should be blowing them out of the water. However when you face the high MMR on their team, well the better player will stand victorious it’s just a matter if it’s you or him…..

No one could or should expect to win every time, that would be saying you think you deserve easy (free) wins or are the best player out there. Which by the way, even the best players (and this even goes for real life sports people and such, chess masters etc included) still have losses or a bad day.

Not at all, you are wrong, see bold comment

Top 20% MMR got paired with Bottom 20% MMR and are going versus AVERAGE MMR players.

This means, that the other team have more chance than being average than having the same configuration than you. For population we have much more average players than terribad or decent players.

So even if you carry far 1v2 capped for your team all matches, if you got 2 super terribad players fighting off-point and dying each 20 sec (I got a lot of that yesterday)… well you lose versus AVERAGE MMR.

This Means, your MMR is dropping like candies, because the system match you with the worse of players…

This means that you will lose your best players, because they don’t want to suffer that again.

So, your average players got to play with those terribad one for the last month of the seasons… you will QQ about queue time and how bad players make those games for you… but it was for us, at the start of the season.

Unranked matches are way better than any League one for proper MMR. Terribad rarely meet good players in there. It’s AVG with GOOD, AVG with BAD.

I couldn’t have said it any better myself

Try Tô Kill Me // Engineer/Warrior/Revenant

Season 4 Ranked Matchmaking Change

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Posted by: LordKage.9135

LordKage.9135

Its AVERAGE MMR of your Team AVERAGE of enemy team MMR. From a pool of 10 people taken within a certain PIP range. So yeah you can have high MMR players and low MMR players. The MM will try and create 2 teams with an even chance of winning.

Exactly! why do I have to try harder because the low mmr players don’t want to get good?

It’s almost as if ANET is attempting a mmr reset by forcing all players to win / lose at insane rates for next year.

Try Tô Kill Me // Engineer/Warrior/Revenant

Season 4 Ranked Matchmaking Change

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Posted by: LordKage.9135

LordKage.9135

I don’t believe the players they are choosing is always within your mmr range. I’m positive all ANET does is grab 10 players within a pip range and attempts to balance the teams.

You can clearly tell who’s the Ace and the weakest link in each match per team…. This is completely wrong, the Ace shouldn’t be force to suffer because of the matchmaking algorithm

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The Core Issues of Ranked Matchmaking.

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Posted by: LordKage.9135

LordKage.9135

@Acandis Let’s keep the back piece PvP only since it was design for us but lets remove the division cross achievement which will allow anyone to get it from any division.

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True MMR Hell

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Posted by: LordKage.9135

LordKage.9135

First.. “where I belong” is in matches that are set with fair sides.

And hopefully you’ll find those matches in amber.

From what I can see, and you’re probably at the absolute bottom of the barrel in terms of player skill for your pip range right now. You grinded the system too hard, and most players of your skill level aren’t in this pip range, as they probably have not grinded quite as hard. This is why no matter how hard the matchmaker attempts to put you in an “even” match, you’re always going to be the weak link on your team because there aren’t any other players of at or lower than your relatively low skill level in that pip range currently to put on the opposing team. Hence, you’re going to lose the match.

The reason you might feel the system is “stacked against you” is because regardless of which team the matchmaking puts you on, its always going to be the weaker team because of, not in spite of, you.

If anything, this is not an issue with matchmaking, but an issue with how the lower divisions of the leagues were designed, to allow to anyone to simply grind up to ruby regardless of skill level, and then when they get to ruby, (or in this case, sapphire,) they just get chewed up over and over, because they can’t compete with the average players at that level.

I agree with you on everything. There should be no safety net on anything even on division crossing. They can easily implement a system that makes you start at 5 pip in each division you cross which will allow you a safety of 5 game lost before you drop back down.

I also agree with Ithilwen.1529 that the wings should be for everyone. I understand the elitist and top tier players claim the wings should not be for everyone but honestly GW2 is casual and will always be casual. If a player is willing to play 300 games, he deserves that backpack no matter which division he is in. PvP is PvP.

tl:dr – Remove division crossing achievement and safety nets

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So About S3 and losing Divisons

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Posted by: LordKage.9135

LordKage.9135

Just allow players to lose Tiers. This will solve the majority of problems.

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Season 3 Suggestion

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Posted by: LordKage.9135

LordKage.9135

My solution would involve anyone can farm the legendary backpiece from any division. You will no longer be force to hit Ruby, Ruby, Sapphire, Sapphire by removing the “cross division” achievement. This will promote a healthier PvP environment.

For the tickets problem. We can tie them to a recurring achievement that involve the player playing X games or winning X games.

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Season 3 Suggestion

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Posted by: LordKage.9135

LordKage.9135

Care to elaborate?

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Season 3 Suggestion

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Posted by: LordKage.9135

LordKage.9135

500-0 games will happen but we can control the frequency by following the solutions I stated on top. In this case we don’t have enough context. The losing team probably gave up after the first teamfight, they maybe had a d/c or they probably just got completely stomp on. I am currently legendary on 3 accounts and I rarely see these games happen unless we are truly out comp / outskilled which is 1 in 200. The majority of games will end 500-250 unless its legacy of the foefire.

But diamonds in T6 / T7 can face T1 and T2 legendary players. It’s within the pip range.

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Season 3 Suggestion

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Posted by: LordKage.9135

LordKage.9135

High vs Low will not exist if people can drop tiers / division since you should be within pip range of your MMR.

You see this common occurrence during the 1st & 2nd tier of Ruby/Diamond.

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Season 3 Suggestion

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Posted by: LordKage.9135

LordKage.9135

I don’t believe a MMR reset is needed. Everyone is exactly where they belong. The current problem is MMR hell aka Ruby. The reason is people can grind to it and not drop from it forcing uneven games. The solution is remove checkpoints from tiers/division throughout the entire thing. Which is why I brought up the removal of rewards and moving them to rewards tracks and also “cross division” achievement. This way anyone can get the PvP legendary backpack through playing in their respective division.

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Season 3 Suggestion

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Posted by: LordKage.9135

LordKage.9135

Increase all divisions to 50 pips.
Remove rewards completely from tiers / crossing a division.
Buff PvP reward track.
Allow players to lose tiers / division.
When you cross a division you start at 10 pips.
When you lose a divison you start at 40 pips.
Do not reset division / pips on a new season.
Remove cross division achievement from the legendary back piece requirements, this will remove the incentive people have for reaching high division.
Allow us to queue from anywhere. (I would be happy with only hotjoins).
Make higher mmr players start higher up in the season.
Maximum of 2 of 1 class per team.

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Ruby division makes people hate PvP

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Posted by: LordKage.9135

LordKage.9135

Increase all divisions to 50 pips.
Remove rewards completely from tiers / crossing a division.
Buff PvP reward track.
Allow players to lose tiers / division.
When you cross a division you start at 10 pips.
When you lose a divison you start at 40 pips.
Do not reset division / pips on a new season.
Remove cross division achievement from the legendary back piece requirements, this will remove the incentive people have for reaching high division.
Allow us to queue from anywhere. (I would be happy with only hotjoins).
Make higher mmr players start higher up in the season.
Maximum of 2 of 1 class per team.

Try Tô Kill Me // Engineer/Warrior/Revenant

(edited by LordKage.9135)

Raid on the Capricorn 2.0

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Posted by: LordKage.9135

LordKage.9135

Yes it is extremely hard to balance underwater skills since the majority of skills are useless or don’t function properly. You are adding the Z to the X/Y equation.

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Legend Queue Times

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Posted by: LordKage.9135

LordKage.9135

@Evan Lesh

Increase all divisions to 50 pips.
Remove rewards completely from tiers / crossing a division.
Buff PvP reward track.
Allow players to lose tiers / division.
When you cross a division you start at 10 pips.
When you lose a divison you start at 40 pips.
Do not reset division / pips on a new season.
Remove cross division from the legendary back piece requirements, this will remove the incentive people have for reaching high division.
Allow us to queue from anywhere. (I would be happy with only hotjoins).
Make matchmaking 50/50 but make higher mmr players start higher up in the season.

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(edited by LordKage.9135)

Is anyone having trouble getting past ruby?

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Posted by: LordKage.9135

LordKage.9135

premade = weight in the glicko system. It will attempt to balance the match by giving your opponents better teammates. I never had any problem vs any of the premades I have faced so far.

Bots / Afkers / Ragekids will happen in any other game. I still stand on players losing division / tier in any division. They should probably add more pips to each division and design them so when you do cross a division you start at 10% pips and if you lose a division you start at 60% into it.

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Legend Queue Times

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Posted by: LordKage.9135

LordKage.9135

@Deniara Devious.3948 At the end of the day. You would end up getting the system you are wishing for. Once the high skilled players get to higher divisions. All that will be left for you, are equal and lesser opponents to face.

This will work extremely well if players could lose divisions / tier in all divisions and make higher MMR players start in a higher division.

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Legend Queue Times

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Posted by: LordKage.9135

LordKage.9135

@Deniara Devious.3948 You will be doing Season 1 mistake again and making it into a grind. The entire point of Season 2 was to stop everyone from getting to legendary. I am sorry to sound like a jerk but this is the reality; not everyone is suppose to be able to reach diamond / legendary.

I honestly believe Anet should make Emerald → Legendary be able to lose tiers / division. This will stop the MMR hell in early ruby where players get bad teammates.

I understand that everyone wants the back piece and I am all for changing the formula into a achievement track like we currently have but remove division cross.

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Legend Queue Times

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Posted by: LordKage.9135

LordKage.9135

Anet should just make prestige x # not be a separate divisions in the formula.

Allow legendary prestige x # be able to face anyone in legendary and also the last 2 tiers of diamond. This will solve the majority of the Q times problems and keep the majority of players out of legendary

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Skill based or Grind based rank system?

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Posted by: LordKage.9135

LordKage.9135

There’s no such thing as 6 PvP Queue’s. The matchmaking algorithm will grab 4 players within your pip / mmr range and face you against a team within the same pip range. The system is working as intended. The only problem they should solve is prestige x # should not be consider another division range.

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Skill based or Grind based rank system?

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Posted by: LordKage.9135

LordKage.9135

@UmbraNoctis The reason why you sometime saw players with 10 games at the top of the leaderboard was because Anet would wipe our game history but never touch our MMR. Those players with 10 to 20 games played were actually top tier players who just stop playing but decided to come back after a break. The problem we face during that time was MMR would not decay fast enough if you stop being active. Hence why players were able to be top 10 with barely any games played. The leaderboard was MMR base.

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Is anyone having trouble getting past ruby?

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Posted by: LordKage.9135

LordKage.9135

I was able to soloQ to legendary on 2 accounts but I will admit the first 1-2 tiers in Ruby was the hardest thing I had to do. The problem I think that is happening is the bad players are getting lucky streaks and somehow getting to ruby. The solution is allow all division except for amber to lose tiers / divisions. That will solve the problem and reflect where people truly belong.

I understand everyone wants the backpack skin. Let’s just make the tickets bound to Season 1 – 4 achievements and remove division crossing.

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(edited by LordKage.9135)

Raid on the Capricorn 2.0

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Posted by: LordKage.9135

LordKage.9135

Can we not put it inside the pirate ship, I don’t want to fight my camera constantly.

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Is anybody actually happy with Season 2?

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Posted by: LordKage.9135

LordKage.9135

Extremely happy with the results of Season 2. Players are exactly where they belong but I suggest allowing players to lose divisions. This might fix the problem of bad players getting a lucky win streak and somehow managing to get to ruby.

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[NA][PvE] LF Hardcore Raiding Guild

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Posted by: LordKage.9135

LordKage.9135

Experience in everything.
4 fully geared characters: Viper Engi (Main), Zerk Warrior, Zerk Rev, Zerk Guard

PM me your guild website.

I am able to commit everyday from 6pm EST – 11pm EST.

Thank you.

Regards,
LordKage

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(edited by LordKage.9135)

Inviting People to Squad

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Posted by: LordKage.9135

LordKage.9135

Do /squadinvite [name]

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Engineer - Firearm baseline

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Posted by: LordKage.9135

LordKage.9135

I remember during 1 of the live preview that engineer firearm trait line should have 200 range to rifle also piercing build into it. Did this implement get cancel in the final release?

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GS/Hammer with new traits

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Posted by: LordKage.9135

LordKage.9135

WvW.

http://intothemists.com/calc/?build=-w;9;9;9;0dgh;0146037156K

sPvP – BodyBlow > Forceful Greatsword

http://intothemists.com/calc/?build=-w;9;9;9;0dgh;0136037156L

The reason for the Restoration Strength is Healing Surge is becoming a shout after this Tuesday patch.

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Making PvP more appealing

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Posted by: LordKage.9135

LordKage.9135

I approve of everything in this post

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Is it possible to do something while waiting?

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Posted by: LordKage.9135

LordKage.9135

Remaking heart of the mists into an awesome sort of “playground” so to speak would be enough for me!

I agree with phantaram, I don’t mind if we can’t go to WvW or Hotjoins as long we got something entertaining to do in HotM

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Few small changes you would make to the meta

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Posted by: LordKage.9135

LordKage.9135

Nerf Stealth.

If you block/evade/invul, that player should be revealed. Its 2 forgiving allowing a player to keep spamming his auto attack until his back stab goes off.

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Time to do away with the leaderboards.

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Posted by: LordKage.9135

LordKage.9135

This system would also prompt players to worry less about winning and more about trying hard “to maintain their personal statistics”. Oh you’re losing a match? Well that’s fine because you beat every elementalist you saw on point and never died and still have the highest statistic NA for Thief vs. Elementalist. Do you see where I am going this with? It would entirely change the mindframe of the community regarding needing to get those wins and make them more acceptant of losses “as long as they knew they did well”.

I will have to disagree with this statement; this will promote multiple people capping a single point for their personal score, which honestly is redundant. Because you will start supporting a bad mind set for the new players. On top of all of this, specific points would hint toward a role that player is playing, which wouldn’t mean that he’s skilled or anything.

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Re-design map completion Pve/WvW/PvP

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Posted by: LordKage.9135

LordKage.9135

That would be terribly unbalanced. It would take at least 10 times longer to do what you are suggesting in PVP than PVE map completion. Dungeon master title and achievement points are there for a reason and not part of map completion. Also you have a lot of technical issues with your suggestion like how do you get to rank 80 two or three times even? If you want more than 2 gifts of exploration you are going to have to do it multiple times.

You only need to reach “RANK 80” once, I am not talking about levels. In PvP, you need to complete story mode of that dungeon to unlock a track permanently, but it isn’t necessary. You can wait for the track to come into cycle. The only reason why it should take longer is to stop PvE players from coming to farm hotjoins maps (AFK BOT) to get a easy map completion.

No PvP player will complain that it takes 4x times longer to get it. We enjoy PvP’ing, its just a bonus. Since the majority of us dislike going to PvE to do brain dead grinding.

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Re-design map completion Pve/WvW/PvP

in Guild Wars 2 Discussion

Posted by: LordKage.9135

LordKage.9135

Since the announcement of WvW being remove from map completion, why not re-design it for the specific game modes that the player enjoys playing the most. While maintaining PvE always being the easiest of the 3 to acquire.

I am no expert in WvW, so I wont comment on it.

PvP – Why not introduce a reward track specifically design for map completion. This reward track can be the size of 10 regular track making it very time consuming.

On top of that, you force the player to be rank 80 and to complete every dungeon track in the current game to unlock this map completion track, which does force them to complete the story mode of each dungeon or to wait for the track to come into rotation.

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Relevant to your interests: Upcoming Balance Changes

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Posted by: LordKage.9135

LordKage.9135

Looking forward to the patch.

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