Showing Posts For Nektera.9425:
many new comer sometime misunderstood what endgame means in GW2. Even GW2 it self is an endgame with living story. some will say this is casual. but its not.
but anyway GW2 needs a better presentation why this kind of endgame is better than grinding a gear that will become obsolete 1 year later.
that is also why i don’t understand why Anet do not want to make a PvP mode that can easily determine MMR. Conquest is too complex to have objective MMR.
Well complexity of your game mode shouldnt really matter if you use a good MMR algorithm (and have enough player for a good calibration).
i mean what is the parameter we should use for MMR? in Moba like dota2 it is very straight forward. such as gold/exp per minute and warding/deward. because it correlate to cotribution to win. see that is what i called objective MMR calibration. GW2 conquest has none of that. point do not really correlate to contribution.
Fair enough but i would rate dota2 more complex then gw2 conquest…
Though i think making a decent enough MMR system should be possible without additional parameters that you only have in certain game modes.
That said i agree seeing the MMR like it is in dota2 to would help alot.
dota 2 is not complex. because there is gold/second which greatly correlate with winning.
Yes gold/second may correlate greatly with winning in dota2 but why would that make dota2 not complex?
I get the feeling that with complex we mean something different… though i think i understand what you mean.
what i mean by complex is how to calculate the MMR. yes we have different perspective. by the game design it is complex. but to calculate the MMR is not.
As far as I know MMR basically is decided by the matches you play and it doesn’t take in-game statistics to determine anything. You get paired up against other players with a different MMR. If they are slightly higher than yours and you win, then you’ll gain MMR. If they are slightly lower than you and you lose, you’ll lose MMR (very VERY basic explanation).
If it doesn’t work like this in games like CS;GO, LoL, DotA2, etc then I’m confused. If it is the case that those game’s MMR take in-game statistics like Gold, kills or things like that, that’s something new I learnt I guess, but for what I know, MMR is just a matter of playing a lot of games. In every game.
in DotA2 before you got your MMR you have to go to calibration mechanism first. 10 ranked match first then the MMR is visible. in this calibration procedure. it does not count win/lose. you can win 1 and lose 9 and still have a good gold/minute and exp/minute or ward/deward if you are support then you still got high MMR.
that is also why i don’t understand why Anet do not want to make a PvP mode that can easily determine MMR. Conquest is too complex to have objective MMR.
Well complexity of your game mode shouldnt really matter if you use a good MMR algorithm (and have enough player for a good calibration).
i mean what is the parameter we should use for MMR? in Moba like dota2 it is very straight forward. such as gold/exp per minute and warding/deward. because it correlate to cotribution to win. see that is what i called objective MMR calibration. GW2 conquest has none of that. point do not really correlate to contribution.
Fair enough but i would rate dota2 more complex then gw2 conquest…
Though i think making a decent enough MMR system should be possible without additional parameters that you only have in certain game modes.
That said i agree seeing the MMR like it is in dota2 to would help alot.
dota 2 is not complex. because there is gold/second which greatly correlate with winning.
Yes gold/second may correlate greatly with winning in dota2 but why would that make dota2 not complex?
I get the feeling that with complex we mean something different… though i think i understand what you mean.
what i mean by complex is how to calculate the MMR. yes we have different perspective. by the game design it is complex. but to calculate the MMR is not.
that is also why i don’t understand why Anet do not want to make a PvP mode that can easily determine MMR. Conquest is too complex to have objective MMR.
Well complexity of your game mode shouldnt really matter if you use a good MMR algorithm (and have enough player for a good calibration).
i mean what is the parameter we should use for MMR? in Moba like dota2 it is very straight forward. such as gold/exp per minute and warding/deward. because it correlate to cotribution to win. see that is what i called objective MMR calibration. GW2 conquest has none of that. point do not really correlate to contribution.
Fair enough but i would rate dota2 more complex then gw2 conquest…
Though i think making a decent enough MMR system should be possible without additional parameters that you only have in certain game modes.
That said i agree seeing the MMR like it is in dota2 to would help alot.
dota 2 is not complex. because there is gold/second which greatly correlate with winning.
that is also why i don’t understand why Anet do not want to make a PvP mode that can easily determine MMR. Conquest is too complex to have objective MMR.
Well complexity of your game mode shouldnt really matter if you use a good MMR algorithm (and have enough player for a good calibration).
i mean what is the parameter we should use for MMR? in Moba like dota2 it is very straight forward. such as gold/exp per minute and warding/deward. because it correlate to cotribution to win. see that is what i called objective MMR calibration. GW2 conquest has none of that. point do not really correlate to contribution.
oh come on. im on ranked PvP. so will i lost the game? i think everybody DC though. so does the match still count as win or lose?
i can not get into the game. even GW2 website takes so long to load. while i dont have internet problem
that is also why i don’t understand why Anet do not want to make a PvP mode that can easily determine MMR. Conquest is too complex to have objective MMR.
i already read their post on League. as far as i know its all about winning or in some case getting a threshold point if fighting a higher bracket. it solves the problem where you are facing a higher bracket teams. it means if you lose it does not matter. it happens because they coordinate better.
but it does not solve the problem where if you need to win the game to get pips. if we always lose. we still don’t know what happened in our team.
GW2 ranked PvP in my opinion is the most painful competitive online game i ever played. there is no information that shows you are a good player?, why i’m losing?, there is no self-knowledge because you have no information whether you do good or not. no visible MMR.
with all that said, ranked PvP in GW2 generates Dunning-Kruger effect. basically it means thinking that themselves is good player but in reality they are noob. and this is frustrate many ranked pvp player but in the same time people like me won’t stop playing ranked PvP because there is no way i know that i’m a bad player. i just think i’m having a bad luck. my winlose ratio is 55% last week. but now it drops to 53% and there is no way i know what have just happened. also no answer in forum. is the Matchmaking algorithm change? because if yes than let me tell you that it becomes worse.
additional note: Dunning-Kruger effect is a cognitive bias. it is the inability of the unskilled to evaluate their own ability level accurately
(edited by Nektera.9425)
with 5 DCer on ranked PvP this day… GW2 is still the WORST PvP experience online.
yea. this is just not fun . i ask in the forum whether the matchmaking algorithm is changed or we are having a bad luck in other thread. no one has answered yet.
so is this caused by new builds. or i just having a bad luck
did this happens after the new build? because my win/lose ratio decreases so much after ranked match this day
does the dev change any algorithm for pvp matchmaking or i just having a bad luck?. my win/lose ratio for ranked match is about 55% on average. after playing ranked match a lot this day. my win/lose drops so fast toward 54%. i do not want to keep playing for this day then. i just don’t understand what happened. :/
i’m no artist and don’t know much about color. but can someone help me pick the best gritty/realistic color for white, black, brown , green, and red in game.
i don’t know if Anet can make premade ranked match like in Dota2. where premade will always face premade. Aaaaaannd, the premade choice is only 2, 3, and 5 premade. why you can not 4 premade? because it left 2 solo player having no power to coordinate. if other team coordinate better. you are screwed and the enemy solo is lucky.
although, it happens not often. it makes me frustrated and leave the game for a period of time.
(edited by Nektera.9425)
Evan Lesh. my 2 last matches is againts 3 or 4 premade. and im probably with solo. the point gap is not far. but that is because they toying with my team… that is the worst 2 match.
that is not the only question. if you read well. is theres any possibility of legendary customization. do you guys like the idea?
(edited by Nektera.9425)
is there will be good backstory of the legendary weapon in this expansion. and is there is any plan in this expansion or in the future where i can customized my legendary weapon? you know, mordremoth corrupted Kudzu sounds awesome to me.
kudzu, even in the wiki. has no backstory at all. this is the information i get in wiki.
“Kudzu is a green longbow covered in flowers. Its riser consists of a dryad carrying a golden spear with a thistle texture overlay that pulses gold. While drawn the bow sheds petals.”
in the game and wiki there is no explanation why this legendary weapon is suppose to be legendary. its just a cool looking weapon. but thats it…
the title says it all. is there any plan to make a penalty system for that? or maybe the game will be invalid if in the first few minute there is leaver (plus penalty for leaver)? is it possible if Anet make this system like in Dota2 where if someone leave the game because of connection issue there will be no penalty.
or this is too much work and Anet decide not to make any of these things?
Ranger weapon such as axe and longbow should go parallel to the ground when there is no target. problem fixed
the other player leave from the beginning (look at picture). Anet should implement a system where when a player do not show up in the first place. then the game is safe to leave. why not?
Ranked arena is broken anyway.
true true. i think the developer give up on ranger. they did not do anything even in feature pact. they only add read the wind. and other useless traits.
the dev even says that the ranger pet is a failure. because it follows the NPC AI. which is stupid.
the problem with power build in gw2 is. there s no armor penetration. so when a powerbuild ranger attack a toughness build warrior. you have no chance winning in 1v1. keep in mind that ranger mobility is very low compared to warrior
I think Read the Wind could be excellent, but I will have to wait and see.
Imagine every shot from Long Range Shot and Rapid Fire hitting 99% of the time. Instead of 50% as it sometimes feels.
It could also make the stealth from Hunter’s Shot and the knockback from Point Blank Shot hit every time.So it might actually become a reliable weapon. Evade/Aegis/Block/Projectile Reflect/Projectile Block are still there of course, but that’s only fair.
I’m probably having my expectation way too high again, but I’ll give it a try to see how much difference it makes.
but you need to trade it with eagles eye or piercing arrow. which sucks
it doesn’t change ranger on WvW…. because wvw ranger usually takes piercing arrow and eagles eye.
Race: Human
Class: Ranger
Sex: Male
Armor: Assassin (human cultural tier 3)
Armor with issue: Assassin’s Coat (chest armor)
issue= there is graphical glitch near the right arm. please fix it
graphical glitch in human medium chest cultural tier 3 armor are not effected by other armor pieces. the glitch only in the chest pieces on human “thin” body. so i don’t screenshot the “hero panel (H)”. please fix that glitch. its not really a hard glitch to fix i think. its just moving one coordinate of the armor.
Pet Syngery? When will my kitten pet reach any WWW player, even if they’re laughing kitten a fort wall? 30% DMG POOF GONE, no way they can fix these situations…
Yeah, teach birds how to FLY…
As you see below, Stealth (which’s useability starts from 5s, no less!) goes PBS, since its the nearly perfect way to distract enemies and retreat/bite from nothing.
Hunter’s Shot goes tricky this time.Longbow: Basic war tool
Long Range Shot – 0pt – Shoot your foe from long range (~1400). Stable DPS. Casting time 0.10 – 0.75 depending how far your target is! The closer you are, the more risk you take, the more dmg you can deal.
This is realistic, and would make a very nice challange for everyone. Stay behind safe and work normaly or deal with the risk of being killed but deal a little more because of ROF. It would also help hunters to not being primary hunted…
Rapid Fire – 4pt – Same as now, 1200 range. Only difference is to make it casting faster, so the applied vulnerability & damage can go more like Boom or Waste. Requires bit harder decision to risk, but also more rewarding and power representing.
Hunter’s Shot – 5pt – Complete change based on buffed Mercy Shot: Fire a shot that strikes for more damage the less health your target has. 5s protection if target has above 75% HP.
Point Blank Shot – 3pt – Push back your foe with a point-blank shot. The closer they are, the farther it pushes them back. +5 sec of stealth applied. 10 sec if target hit from the behind.
Barrage – 5pt – Mobile Cast would be nice, and what about Revealed?
there is a reason why hunter’s shot gives stealth. because ranger role in WvW is to kill elementalist and necros (the AoE damage and controller). so in WvW. they start attack with hunter’s shot to give the ranger time to choose a firing position.
but i still agree with other point.
Game mode: WvW
Proposal Review:
because in this current state, ranger in WvW supposed to do damage to the squishy enemy in the “periphery” such as elementalist & necros (and not thief, its a long discussion so i don’t tell you why in this post). we need to change the 2nd skill of Longbow into something more faster casting time
Goal of Proposal:
to make the 2nd skill of longbow more useful against “periphery” side of zerg.
Functionality of proposal:
to actually improve ranger to do their single targeted philosophy. is to improve how ranger deals damage to the target (in WvW strategy, squishy target or “periphery”)
the problem in this current state, ranger need to apply vulnerability to deals more damage and to actually kill someone. so they need to use 2nd longbow skill to periphery. but the problem is in GW2 mechanics people can dodge. and this Rapid-fire can be ignored by dodging it so the vulnerability won’t stack. so again… the “sustained damage” skill model won’t work in WvW if there is dodge mechanic. so when the periphery know a ranger hitting them, they will just dodge it (we also know that rapid fire is a slow skill).
the solution to this is to make the Rapid-fire more faster or change it into a burst skill.
i still think the rapid fire still work if the cast time is faster, making it target hard to dodge the rapid fire (2nd Longbow skill). but lowering the damage of rapid fire, so in overall (Rapid-fire + autoattack) still dealing same dps
Risk:
Ranger can no longer track Thief by using 2nd skill before stealth.
Addition:
i think the primary target of ranger in WvW is not Thief. but “periphery”, such as elemental and necros who deal AoE damage and AoE control effect. which is more useful target than a Thief. so this is not a risk at all….
i am really sure that Anet design Ranger as Anti-Periphery since it is single target philosophy.
ranger PVE and sPVP is not in problem guys…
sure, in sPVP ranger dont have many viable build. and that is the problem. but ranger are not underpowered in sPVP
but… in WvW, they do not contribute much to the zerg. i mean, they dont do any real damage even if you are a zerker build. because you will die fast. if you use more versatile build. you don’t contribute to the zerg like any other class.
sure they can roam. but thief can roam better.
the problem with ranger in WvW zerg situation is the design philosophy. “single targeted sustained damage”.
ranger should have more AoE skills and control-effect in the 4th and 5th skill of every weapon. Anet could keep same philosophy for 1st and 2nd skills.
ranger WvW is broken. no real support that you can give except your pet skill. pet always dies even if you make it passive. so pet skill is not responsive.
i think the solution for WvW zerg ranger is to add more AoE control-effect.
(edited by Nektera.9425)
i already give suggestion before here in this forum in page 60. but i want to add things to ranger’s Longbow
Specific Game-mode: WvW
Proposal overview: changing the 4th skill of Longbow
Goal of proposal: increase ranger support in WvW zergbusting
proposal functionality: the bad thing about ranger is that almost every weapon in ranger is one targeted weapon. in fact, that is the design philosophy, which is “single target, sustained damage”. we can still keep that idea. but is it disadvantageous in WvW? well yes if every weapon is one target purpose and no more utility.
i think we can give ranger weapon a little bit more utility with still holding the design philosophy of one-targeted sustained damage. for example, we can change the idea of 4th Longbow skill knock down.
the current 4th skill of longbow is very single targeted. except if you use piercing arrow. but i think piercing arrow dont work either, because in WvW situation. enemy rarely stay in one place. so “single target sustained damage” wont work in WvW if that is the only thing that ranger do.
my new 4th ranger longbow skill is somekind of “explosive arrow” AoE blast that will explode 2 sec it is set. and will give effect to the enemy such as knockdown.
if Anet still want to hold its philosophy. this is still viable, because the 1 and 2 Longbow skill is still a “single target sustained damage” (but…….., its still a bad philosophy for a class, since GW2 have dodge mechanic")
potential risk, NONE. because its just changing how the source knockback from single piercing row, to AoE. which will help WvW ranger for using Longbow.
Game-mode WvW
proposal overview: the design philosophy do not support ranger in WvW zerg
Goal of proposal: empowering ranger AoE capability to support a zerg-busting situation in WvW.
Proposal functionality:
in the design philosophy, it says “best single target and sustained damage”. i think that is the problem why ranger is the worst WvW zerg profession. with this philosophy, ranger did not even get “best” single target damage because it need to be sustained. so this philosophy that Anet has. only works for PVE. why? because people in WvW moves rapidly. and you cannot sustain your damage. longbow is a good example for this. LB is a good sustained damage for PVE. but in WvW, you will be interrupted over and over (forced by situation). so there is no utility for ranger in a WvW zerg.so to increase ranger support capability, we can:
1. decrease the AoE skill cooldown in Longbow
2. or make new AoE skill in longbow.
3. make longbow’s arrows pierce without a trait.
4. muddy terrain causes cripple plus some other effect.but… actually… , with this change, Anet can keep hold to the idea of a single target sustained damage. the solution is to make AoE skill not doing much damage. but it have other utility such as stack vulnerability, combo-field, knockdown, etc
Associated Risk:
1. its against the first ranger design philosophy (nvm, actually its not against anything).
2. overpowered ranger AoE supportrisk:
3. make longbow’s arrows pierce without a trait.
Many people hate piercing arrow… Would they need to trait for arrows not to pierce
4. muddy terrain causes cripple plus some other effect.
Added effect = longer CD… = no
3. make longbow’s arrows pierce without a trait.
solution: make longbow piercing trait have other effect.
4. give up. lol
1. and 2. still make sense. the point of this change is to give ranger more capability to support in a WvW zerg fight.
Game-mode WvW
proposal overview: the design philosophy do not support ranger in WvW zerg
Goal of proposal: empowering ranger AoE capability to support a zerg-busting situation in WvW.
Proposal functionality:
in the design philosophy, it says “best single target and sustained damage”. i think that is the problem why ranger is the worst WvW zerg profession. with this philosophy, ranger did not even get “best” single target damage because it need to be sustained. so this philosophy that Anet has. only works for PVE. why? because people in WvW moves rapidly. and you cannot sustain your damage. longbow is a good example for this. LB is a good sustained damage for PVE. but in WvW, you will be interrupted over and over (forced by situation). so there is no utility for ranger in a WvW zerg.
so to increase ranger support capability, we can:
1. decrease the AoE skill cooldown in Longbow
2. or make new AoE skill in longbow.
3. make longbow’s arrows pierce without a trait.
4. muddy terrain causes cripple plus some other effect.
but… actually… , with this change, Anet can keep hold to the idea of a single target sustained damage. the solution is to make AoE skill not doing much damage. but it have other utility such as stack vulnerability, combo-field, knockdown, etc
Associated Risk:
1. its against the first ranger design philosophy (nvm, actually its not against anything).
2. overpowered ranger AoE support
ranger just suck in wvw zerg condition. compared to other classes. 0 support and 0 AoE.
as simple as that. the damage of LB is just too low and has no burst. there is no real AoE because there is only one AoE LB skill which have looooong cooldown..
i’m not saying that there is no good build for WvW. but its too constrained. i don’t want Anet to dictate how i should play my ranger. i want to use LB in wvw. and that is not negotiable.
i still don’t get my gift of exploration… already make a ticket. but no response
ticket 418043
i already did 100% map completion with 301 hearts, 512 waypoint, 727 poi, 202 skillpoint, and 266 vista. but i dont get any gift of exploration. i already try individual troubleshooting recommended in forum such as revisit chantry of secret and all major city. and i still dont get any of it. i already report a bug in the in-game support.
ticket 418043. no respond for 3 days.
title : i did not get Gift of exploration for 100% completion
i already do my 100% world map completion. full with all vista, poi, skill point, hearts, and waypoint. you can see my poi, vista, skill point, hearts, and wp in my screenshot (upleft corner)
but i do not get gift of exploration. i already do individual troubleshooting recommended by forum. but i can’t resolve it.
this is my first character and i never done map completion before. this is my first character to do 100% world map completion.
this is my ranger!
human cultural chest and hand armor + vigil shoulder+ nightmare legs.
im awesome!
(edited by Nektera.9425)
exactly what happened to me. already 727 poi and 301 hearts. and other… but no gift of exploration
same here. 100% world map completion. all heart, poi, vista, waypoint, & skill finished.
don’t get anything……
i already try troubleshooting individually like revisit all city and chantry of secret. nothing happened.
more than 24 hours waiting. no ticket respond.
i think they need to give us information about our ticket, such as the status. does Support team read it already? in process? such like that will be helpful. so it will keep the customer calmer.
now i dont know what to do. i dont know my ticket progress…
oh sorry. i didnt see that.
i already did my first character world completion yesterday. and i got “been there done that” title.
yet i do not get gift of exploration to craft legendary.
i already did the tips such as revisiting chantry of secret to get the gift of exploration etc. but i still can not get the gift of exploration. what should i do now?