I voted for solo queue. But I guess anet does not care much what ppl vote in polls. So they introduced duo queue which gives duos a mayor advantage over solo player.
Duo queue won and they implemented that…? Correct? Doesn’t that completely contradict what you’re saying that polls don’t matter?
The poll was about solo queue. People vote yes. There has never been a poll for duo queue I think.
OK just checked it. The poll was about solo/duo queue. So my point is people wanted a solo queue but instead you could only vote for solo/duo queue or keep it as it is.
I voted for solo queue. But I guess anet does not care much what ppl vote in polls. So they introduced duo queue which gives duos a mayor advantage over solo player.
Duo queue won and they implemented that…? Correct? Doesn’t that completely contradict what you’re saying that polls don’t matter?
The poll was about solo queue. People vote yes. There has never been a poll for duo queue I think.
I voted for solo queue. But I guess anet does not care much what ppl vote in polls. So they introduced duo queue which gives duos a mayor advantage over solo player.
I don’t think anet spends much resources on PvP to keep a friendly and healthy environment. It is frustrating to see player beeing AFK just to show other player they can.
If you loose such a 4 vs 5 match the next match is likely to be an easy one (blowout for the other team). No wonder everybode gets toxic …
I like scourge so far because it adds a different playstyle to necro. Offensive skills are way to strong when you go for condi fire burn scourge. Defensive options and barriers are weak compared to that. There should be a clear split between pvp and pve or offensive options need to get tuned down (not only for scourge).
I hope power reaper stays viable in pvp. The few elite specs (ele, eng, necro), weapons and new traits I tested look all strong for offense but weak in defense.
Vital persistence was a core trait for a necromancer in pvp. It is such a bad game design to remove it completely. Just to promote a new elite spec that does not depend on death shroud anymore?
I’ll just leave this here:
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
Matchmaking is the process of organizing players in such a way as to encourage competitive and fun gameplay.
There are way to many matches that are neither fun nor competitive.
Besides matchmaking does not place player of similiar skill into matchups the whole pvp game design is odd. Normaly you would expect a game to encourage you to play more. With gw2 pvp it is the opposite which is odd for a game.
MM is not fair. It weights games played way to much. As an average veteran pvp player with thousands of matches it becomes worse over time. It is simply no fun to get matched with player who don’t have a similiar experince to say it politely. Sometimes when watching twitch pvp streams I wonder how bad player are for their mmr. Then I see they only have a few games played (not even reached rank 80). Well I guess as a long time gw2 player you cannot expect fair match making.
You have to many games played Hornet. The match making algorithm calculates with the total number games played. So it might overrate you. The result is that you get team player assigned that have similiar mmr but are worse player as the system expects you to carry with your experience. Unless you improve you slowly go down in rating. Its an unfair system that puts average player with lots of games in a disadvantage.
I wouldn’t blame the players. Anet encourages match manipulation with duo queue. They designed pvp so that a majority of matches is one sited. There is no incentive to keep playing if you are in a matchup where you arent able to scrore even 100 points. I don’t see the point in getting slaughtered again and again just because of a failed match making.
The whole match making is broken due to duo queue and an algorithm that would be more suitable for a chess game than 5vs5 gw2 pvp with multiple classes/builds.
(edited by Marxx.5021)
Problem is that when something is to strong or to weak it gets changed to the opposite . Current state of classes reflects this up and down for example with warrior weak and revenant strong now. Thats the opposite of pre patch.
As for really strong traits/builds a common pattern seems to be to modify them in a way so that nobody takes it anymore – turret engineer comes in mind but there are other prominent samples. I guess anet balancing goals are different as somebody would
expect from “balance”.
The state of PvP (as WvW) reflects anet’s focus on other things. Only end game content they seem to develop further are raids. Anything else goes into the next expansion (if you see LS as part of it). Sad to see that anet let competitive content dry out.
Its not a fair game mode. It is not fair to mix solo and duo queue. It is not fair to lower your MMR because somebody else decides to go afk or simply has a dc and comes back. It is not fair to play against ppl 2 divisions above yours. It is not fair to offer a report option but never investigate or take any actions. And its not fair to just let PvP die.
I think Anet understands very well in which state PvP is. It just doesn’t matter. The focus is on PvE (LS, raids, addon). The current state just reflects the lack of commitment towards PvP. The real issue is with the companies vision for PvP. It seems there is none. This cannot be addressed on a technical level.
I am a mid gold player. Last match was all player in my team solo against 2 duos 1 solo. One opponent duo was #1 and #2 in europe. Well I don’t mind loosing such a match but it shows how the lack of players hurts the game. It is really a joke that ANET’s system lowers my MMR for such a match.
GW2 pvp game design simply sucks. Anet has created that toxic environment which mainly calculates your MMR on skill and behaviour of other players. Whenever you see there is something wrong with other players behaviour or gameplay (true or not) you are the one who gets punished by lowering your individual MMR. Sometimes it goes the other way of course were you suck but your team carries you. But it is much more often that you feel it is the other way around.
Still the same bad game mode. Still getting punished for other ppl dcs or bad play.
Matchmaking configuration can be seen here:
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Configuration_2Rank can be used, but was replaced with games played for the rating type because it is more accurate when people can get to rank 80 in custom arenas.
“Matchmaking is the process of organizing players in such a way as to encourage competitive and fun gameplay. "
Well – I guess something went wrong with your matchmaking implementation in GW2?
ANet is listening to their players. The players voted for duo queue only. It isn’t ANets fault players voted how they voted.
Anet is not really listening. Players demanded a solo queue. So anet made a poll. But solo queue was not even an option in the poll – it was duo queue or nothing.
I think duo queue produces one sited matches just as it was before with premade teams. When player with very different skill level queue together a system based on individual MMR just fails.
Next poll was about locking classes. Player said no. But there is no reason why the match maker still creates teams with stacked classes. Even if player have the freedom to switch to any class a matchmaker should not create class stacks as starting team composition.What’s wrong with multiple professions on a team though?
Show me stastistics where having 3+ of one profession makes your matches more or less favorable. Matches where it’s happened for me have gone either way, winning sometimes and losing sometimes, BUT It would be a scapegoat to claim I won/lost (mostly lost) due to multiple professions on a team impacted the match more than the opposing players just being better.There is NOTHING innately wrong with a full team of one/two professions, you will win or lose based on player skill. If you think otherwise, you are probably not as skilled as you think you are and just need to blame something due to your inability to accept there just might be better players than you.
It is not a question of better players. And it is not just about player skill. Team composition matters. If all player have similar skill it is a disadvantage to have two support ele or lets say 2 thiefs 1 mesmer in your team. Depending on class daylies such compositions happen. If player switch classes often they switch to a class they do not play with equal skill. Small things can make a big difference in the outcome of a PvP match.
There are too many one-sided matches. Game mechanic is that one player having a bad day, underperforming or just standing around throws the whole match. You are always one player short in fights and that snowballs. This has happened all time. But at the moment its the mayority of matches – either in favor of your team or the opponent team. There is not much fun in playing such matches for me.
The match-making is always a hit or miss.
To help versus those issues, the rating system should be dynamic and individual. It should compare the odds you have to win and lose and give rating accordly.
Yesterday, I was with 1 decent thief and 3 no name versus 5 top 25. At least the lost at 350 should had give me some rating, I did manage to carry 200pts on that 350.
It’s why the system is stupid right now, we are not reward for our feat. Going 2v5 because of matchmaking and losing it 350+ should be rewarded like it was in season 1.
Adjust the rating dynamically and your MM issues would be less painful.
Agree. Often it feels the game punishes you for other players skill or behaviour. Even if this goes in both directions it creates a salty environment. Your personal participation should count much more than just the team end result when it comes to calculate mmr.
ANet is listening to their players. The players voted for duo queue only. It isn’t ANets fault players voted how they voted.
Anet is not really listening. Players demanded a solo queue. So anet made a poll. But solo queue was not even an option in the poll – it was duo queue or nothing.
I think duo queue produces one sited matches just as it was before with premade teams. When player with very different skill level queue together a system based on individual MMR just fails.
Next poll was about locking classes. Player said no. But there is no reason why the match maker still creates teams with stacked classes. Even if player have the freedom to switch to any class a matchmaker should not create class stacks as starting team composition.
I had a 5 days break. I come back and really want to enjoy some pvp matches. But no way. First match one guy stands afk at zone in. Blowout match and big loose. Second game class stacking on both sites. Blowout match again. No fun – just toxic team chat kitten often. It really sucks what anet did with pvp.
Anet has created that toxic environment that makes people salty. They promote class stacking with class daylies. There seem to be no resources to investigate player reports for afk or hacking. Matchmaking makes you feel it is unfair. There is no incentive to keep playing if you see your team looses. Its a joke that you get some reward progress for loosing a close match for a player who plays for the fun of PvP. Duo queue does not really work. Matchmaking gets worse the less players play. It seems the effort anet puts into PvP correlates with the amount of players in PvP. For a game it just feels bad that you loose more points than you can win per match. It makes you even more salty when you loose a match with the feeling you couldn’t do anything better to prevent the loss. In season 6 for me most of the matches where blowouts for one site or another. This is not only the fault of the matchmaker. It is also the system itself without any comeback mechanic but stupid overpowered/underpowered traits.
PvP as game mode gets worse. There is not much fun in playing unbalanced matches which happens regularly. I guess the less people play the more one sited matches are created by the matchmaker.
For season 6 I would expect
- warrior wars 2
- not much fun if you are ele (one viable build only) or necro (free kill in solo q)
- bad match making (caused by class stacking, less ppl playing overall)
- anet focus on other game modes (BAU)
In pvp the problem is death shroud. The necro has no traits/skills to avoid damage or disengage a fight. This makes him a perfect target to burst down. There is only life force generation and death shroud which do not keep up with all the damage improvements everywhere.
As a necro the frustrating part is that there is nothing you can do against a warrior in 1vs1 other than to delay the time until death. You don’t even have the option to disengange. As a warrior you don’t start with stances. These are only required when you fail to avoid the necro key attacks. You start with cc, damage and blocking when the necro goes into shroud. Then you do more damage and interupts. And then the necro dies. Boon corruption helps but not enough to make a difference. The only way you can handle this is by good rotations and a group that knows where to go.
I tried D/D today and I was dispointed by the lack of projectile deflection.
This. I am trying Aftershock for Lightning Flash to compensate. Auramancer with D/D is at least playable – dps builds are not …
I have enjoyed this season for the most part as well. I started in silver and finish in platin. The environment is as toxic as it was for all seasons. Rewards got much better if you also do PVE. Class balancing has been improved. Solo/duo queue is also an improvement. Though placement matches should be solo only. I would like to see something that prevents class stacking. And there should be some incentive to keep playing instead of preserving your rank with a minimum of matches played.
Had the same experience. After a few days not played I got matched with and against players with noticable lower skill level. The first matches were so random that it could have gone either way. Loosing the first matches gave -20 and -21. Though after the third match it was back to normal. Which means playing within your skill level. Still I find it unfair to get punished with bad matchups for not playing a few days.
With a skill rating of 1598 I got matched against 1643,1808,1865,1905,2012.
I have never checked that before but I got the feeling that my opponents did
not belong in “my” matchup. Matching players with such a huge skill difference
is not fair.
Mmr is not based on a win/loss ratio it is based on the quality of player/Mmr of the players you won/lost against….. I don’t see why people don’t understand that..
I just feel punished for playing right after season start. With the soft reset it was playing with and against players whose true MMR was different. So the outcome of these matches were random/luck. It seems now that the system rates those first 10 matches higher than the following matches. You are basically stuck where the system has put you. Only moving slowly up or down down after placement. I guess with the huge penalty you get for not playing a few days it gets even worse. You have to play many matches to compensate it.
MMR calculation is pretty bad. I have 16 wins and 7 losses. My MMR is lower than a friends MMR who has 15 wins and 17!!! losses. That’s a joke. My guess it is because I have lost the first matches. In 4 of them I couldn’t do anything as I was matched with player pairs with one playing like a complete new player. I could even tell by the pet a PVE ranger was using how that game will go. And so it did …
There is no match making in this game. I wonder why ppl still assume there is.
Not certain builds/classes are terrible. It is match making made by anet. Power necros got more sustain than condi necro. But guess what happens to the necro at thief daily when matched against a full premade?
I have switched from a necromancer (meta) condition build to a (non meta) power build. My solo win rate went from 40% to 80% in a week. So not all is that bad g.
I just go afk from time to time if I get a feeling like 3 team mates are supposed to carry 2 beginners and this doesn’t work out. I think developers who have implemented the current matchmaking algorithms hurt the game pretty badly. It discourages new players and veterans. In the end the pvp scene looses both. Introducing a solo queue or improvments in class balancing wont do much as long as anet has no clue how to create fair matchups.
I know MM is not great.
But you can still do a lot even with bad teammates. You still improve by playing despite terrible teammates. Actually you improve more with bad teammates. Every one has his carry limit, trying your best even in difficult situations help you raise that limit.
If the weaker side just give up every time, we may as well not have competition at all. Why not just determine the winner by MMR at the start of the game by your logic?
There is no reason to go afk.
You are right. You should not go afk. It is just sometimes you are not in a mood to keep trying.
Funnily enough I mostly played power necro when climbing to legend last season. The build I played is pretty janky, but it was a fun change of pace and ended up being a bit better than I expected.
Depending on the amount of condi builds on the enemy team I would swap in plague signet, and if the enemy comp was super condi heavy I would swap SR for curses to get the extra plague signet proc as well.
Not trying to say power necro is top tier or anything but it was good enough to win games with and pretty fun to play.
Sorry just looked at the build and realized you had no stun breakers.
Im guessing its why people were complaining pretty hard about MATCH MAKING
This build has a stun breaker. I have played it last two days in solo queue. It was fun. I just switched to augury of death and sigil of strength for sigil of air. It has so much more sustain as all those condi meta builds because of insane life force generation.
I would like to see only one of each class matched into a team unless you queue as duo. It would mean you cannot relog to switch classes after matchmaking. There could be a class based mmr – not acount based as it is now. And MM could create teams with at least 1 support and 1 mobility class. Though I think this wont happen as it would require to much effort to develop. And the player base might not be big enough to support that either.
4v5
Any solution to fix this?
Replace developers who have implemented current matchmaking.
Funnily enough I mostly played power necro when climbing to legend last season. The build I played is pretty janky, but it was a fun change of pace and ended up being a bit better than I expected.
Depending on the amount of condi builds on the enemy team I would swap in plague signet, and if the enemy comp was super condi heavy I would swap SR for curses to get the extra plague signet proc as well.
Not trying to say power necro is top tier or anything but it was good enough to win games with and pretty fun to play.
I wonder why your build has a shout in every slot but does not use Augury of Death.
I just go afk from time to time if I get a feeling like 3 team mates are supposed to carry 2 beginners and this doesn’t work out. I think developers who have implemented the current matchmaking algorithms hurt the game pretty badly. It discourages new players and veterans. In the end the pvp scene looses both. Introducing a solo queue or improvments in class balancing wont do much as long as anet has no clue how to create fair matchups.
Nevermind, seems matchmaking has been switched off. It is just matching who is in the queue for now.
Attachment sums up how match making was yesterday evening. I logged out after 3 such games.
I would like to see solo/duo queue as an option you can choose (or not choose) to crteate a matchup only with solo/duo players.