Showing Posts For Poliator.7021:

[Feedback]Path of Fire Preview - August 11 - 13

in Guild Wars 2 Discussion

Posted by: Poliator.7021

Poliator.7021

The Raptor Mount felt good. I wasn’t fond of the idea of mounts but the raptor has caught my attention and I might like them.
The map feels vast and with big wastelands, though at the same time exploring it didn’t feel like taking too much time.
I am missing some kind of metaevent, though for an introductory map to the expansion it’s okay if it doesn’t have one. Expecting any kind of meta in the other maps.
Exploration was good and immersive, as well as bounties, which in my opinion ties well with the feel of the map. Enemies “hinting” at the Elite Specializations felt neat.
About the unidentified gear and the heart vendors items… I’m not sure. But I sincerely felt rewarded with abundant materials.

Good experience.

I'm actually enjoying season 6

in PvP

Posted by: Poliator.7021

Poliator.7021

I’m actually having more fun this season than last. Found a new build that’s not half bad, moving up with a steady win percentage.

Well pretty much everyone quit so it’s like playing hotjoin so everything is viable.

You should know that what you said is largely false. You can still have fun and still have good and competitive matches. The problem of a lack of players really starts shining on the highest rankings.

How hard will you try during Season 6?

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Posted by: Poliator.7021

Poliator.7021

Solo Queue here aiming for Platinum! Trying my hardest to get there :P

Automated tournaments

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Posted by: Poliator.7021

Poliator.7021

On my opinion of automated tournaments, I think it’s an excellent idea to fill the off-season month!

Though, I wonder which kind of tournaments people would like. Should they run a big tournament that keeps teams invested throughout the whole month? Or should they do smaller tournaments, like one tournament each week? Maybe what players want back are the automated tournaments we had at launch?

To be fair, anything that encourages Team Play is highly welcome. We now have a really good Ranked system and we are just missing the Team portion of the general competitive view. It can serve to build hype, to bring people competitive games to look for and learn from them.

@Evan: I wonder, is there a technical limitation as well to add a feature that allows recording an sPvP match? Could it be made so at least the tournament games can be saved and then we can download the match and watch it in any PoV we want? It’d be so sweet!

Automated tournaments

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Posted by: Poliator.7021

Poliator.7021

About the shoutcasters, i’m not sure why “allowed shoutcasters” was brought up or is even a notion. I feel like players like helseth or sind (in EU, idk in NA) would be more than happy to shoutcast on their channel when they feel like it.

Can someone please clarify why we need designated shoutcasters? If it’s about in game content twitch exploitation i’m really confused about the difference between shoutcasting and what streamers are already doing (From an intellectual property point of view).

The problem with having designated anet shoutcasters for pvp tournament is we go back to the “jebro commentating”. Let me just say straight away I have nothing against jebro, he is a great guy. But having someone who knows what is going on (apart from people dying…) is so valuable in terms of viewing quality.

I think that “authorized shoutcasters” are a logical step if they were to let anyone spectate the game. If you look up the latest Evan post here, he mentions that Guild Wars 2 may (probably) never get delayed spectator mode.

Thing is, if you can only spectate the match live as it occurs, that means “cheating” would be insanely easy. So yeah, if you they chose shoutcasters, they are placing their trust upon that person to only commentate the gameplay and spread it and never do any kind of cheating. Which may happen anyways, but they can track it down and punish that person + repeat the games.

So yeah, it is a logical step to overcome the technical limitation, in my opinion. It sucks, but it’s what we’ve got.

Why AP for the top 250 titles is not cool

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Posted by: Poliator.7021

Poliator.7021

you should see a therapist. you may be a sociopath.

This is a game…. just a small reminder

It’s actually the other way around.
The whiny OP doesn’t mind (and would probably complain even more) having the AP from the old events which newer players are locked away from. At the same time, he wants the achievements that he can’t get, get removed.
It is just a game, so why did the op even start complaining about the unobtainable-to-him virtual achievement points?
Just because it’s a game, it doesn’t mean everything will and should be given to you for close to no effort. If you want those AP you should do something about it and try to earn them. And if you would, you would actually feel good about getting them.

To be fair, this is not about OP being “whiny” or not. It doesn’t matter if his/her reasons are biased or not. What matters is consistency and coherence with the game.

While it’s true LS1 achievements for example are locked up from newer players to the game (and that is something they totally should fix as soon as they are able to), it is no excuse to start and lock AP behind “exclusive” or “unique” moments. For me, this change goes in the same line of why they are adding permanently the achievements on the PvP BETA maps and, moreover, to the rest of the maps. Simply because they don’t want to lock AP behind content that will never be obtainable again.

It isn’t either like some AP will make a huge difference, but it is important to keep being consistent with the game systems. It’d be certainly unreasonable if they want to now give exclusive AP based on “skill” of some kind when the AP system has always been like a grind, if you want to conceive it that way.

PS.: I am not defending that the AP system is perfect or something along those lines. I am just saying this change is reasonable no matter what the reasons from OP where when making the post.

How is the winning team determined?

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Posted by: Poliator.7021

Poliator.7021

I dont really understand what they wanted. Maybe they made the system so everyone regardless of their skill level or competence will get to legendary so they can have rewards, wouldnt be the first time they make something casual friendly. But they mentioned making divisions reflect skill more in the upcoming seasons so it doesnt really make sense.

Well, in their words: “This change may widen the skill range of players in each division, but we feel that increased match quality is worth the trade-off of reduced prestige for this season.” ( https://forum-en.gw2archive.eu/forum/game/pvp/Season-4-Ranked-Matchmaking-Change/first#post6279895 ).

I think they are aware that players will get to Legend more easily.

So, in my opinion, they are not contradicting themselves when they say they want to make divisions reflect skill in the upcoming seasons. According to them, this change is aiming to increase match quality until the other changes are finished.

1 for 1 rally in pvp?

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Posted by: Poliator.7021

Poliator.7021

And who would the rally prioritize? Is there even a right answer? No.

Don’t tell just “No”. Imagine that this feature inevitably gets implemented, even if you don’t like it. How would you “fix” the problem you said?

It would have good and bad things. One of the problems would be the uncertainty “who would rallies? What determines who rallies?”

Should it be fair that the first person to get downed rallies first? Or should the one that did the most damage to the dying person? On the other hand, just to increase situational knowledge, maybe adding some kind of mark on the downed body, meaning it would rally first, can fix the uncertainty problem. Who knows.

Also, if you wouldn’t like this measure, aside from the uncertainty, it’d be nice you explain it, for the sake of discussion.

January 26th Update: Your feedback

in Guild Wars 2 Discussion

Posted by: Poliator.7021

Poliator.7021

My concers on this patch are being mainly from a sPvP perspective. And also, I haven’t played a big deal, so I can’t tell anything further than a first impressions.

First of all, balance wise, I think this has been the biggest patch we have had (the 23rd June Core Specializations update doesn’t count!), which is a good thing and what’s better: the reiterate appareance of the word “rework”. I like to see the willingness to rework things and I’d love to see more of that in the future with unused trait lines or weapons/skills.

However, I have to agree with some of the claims that some changes were “lazy”, such as the Alacrity nerf to Chronomancer. I think, then, that this perspective of laziness is caused by the game type you play. While that change was “good” for PvE, in PvP the problem came from other sources of Chrono. I think that this highlights the need to split the balance from PvE and PvP.

On another note, I’d love if you could share some Stronghold info, of whatever kind soon™. But that’s secondary I think.

Anyways, from my perspective the changes were good. Not perfect, but a first really good shot. Expecting more changes soon.

Match Making Ratings are Frozen

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Posted by: Poliator.7021

Poliator.7021

IUntil I had that one point over the 50% line again and I got horrible matches.

Probably its the new range the dev was mentioning – instead of matching Ruby vs Ruby, etc., it matches the top half of one division with the bottom of the next division. Kinda weird and arbitrary, but whatever. Maybe the PvP Match Making dev never played Hearthstone before.

To be honest, I think this was a last moment change until the next Season starts on late February. Queueing times were getting a bit too large on higher Divisions, so widening the Division range search (and since in this Season the Divisions doesn’t weight quite as much in matchmaking as they will supposedly in next Season) helps to find matches faster, with supposedly little match quality change (given that matches are primarily driven by MMR, which won’t change until next Season iirc).

So, basically, in this Season matching a Diamond player against an Emerald player should mean little because the main element that drove matchmaking was MMR, so if the Diamond player hypotetically ended up matched against an Emerald player, it wouldn’t mean anything.

Is Anet Ok with ESL players abusing Rank?

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Posted by: Poliator.7021

Poliator.7021

There are enough differences between the MMR tanking “exploit” and this one. (And I don’t like doing neither one, tbh)

On one side, they should have seen coming both activities by the players. However, losing games on purpose is not exactly the same as “winning” the game on purpose (by lowering team MMR in general, getting a cheese comp).

They should add a restriction on who you can queue with (for example, such as LoL does with DuoQ), only one rank above or below you.

At least, on this so called “exploit” (I don’t think it’s nowhere near MMR tanking), if matchmaking does its job right, they should face another 5-man premade (or close to that). If it does its job right.

So yeah, losing games on purpose (manipulating the outcome of the match when it has started) is not the same as “manipulating”, at some extent, matchmaking.

League PvP made me hate PvP

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Posted by: Poliator.7021

Poliator.7021

Long time no see Ohoni.

To keep my opinions on this matter short, I think that having important, exclusive rewards is a must in each game mode (PvE, sPvP, WvW). It requires you a certain mastery of the game mode.

In the exact case of sPvP, it is easily accessible (no gold required, no gear needed, anything). Even the rewards are available for those players that do not want to focus too much on sPvP (they do have to play sPvP).

The rewards, as of the Legendary backpack alone, it needs 125 tickets. We should have at least 4 seasons. This means you have 4 seasons, each of them 8 weeks long, to get the necessary tickets.

If you only manage to pass Amber and Emerald, you can get enough tickets to make the Legendary wings. On top of that, the three first Divisions are not that hard to get through them. Maybe it’s just time-consuming. But it’s 8 weeks long, which is enough time, if you ask me, to at least get through Amber and Emerald (Maybe 100-150 on the worst scennarios?)

I’d give in if you tell me that Guild Wars 2 does a poor job introducing new players into the sPvP environment. However, those League rewards are behind the 20 rank wall. You have (had) time to prepare for it, get in the environment, learn the necessary basic things.

And to finish things off, I think matchmaking is consistently good for average MMR players after they play some games and their real MMR is settled (because Unranked and Ranked have separated MMRs). So unfair matches, at least on my perspective, is not a valid excuse that keeps you from achieving rewards.

TL;DR: rewards require investment (arguably minor) on playing sPvP, being easy to get over time. It can be fast if you invest all of your time on it or it can be slow but require minimal effort each season.

There is no problem with exclusive rewards that require you to do an explicit activity in the game.

A Message from the PvP Team

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Posted by: Poliator.7021

Poliator.7021

These are really great news. Thanks for communicating with us!

Does Season start 1 December?

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Posted by: Poliator.7021

Poliator.7021

Yes. The first Season with the League system starts on December 1st.

This is the info we have about some features of Leagues: https://www.guildwars2.com/en/news/introducing-pvp-leagues/

The PvP: Can it go any further downhill?

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Posted by: Poliator.7021

Poliator.7021

I won’t racially slurr you. I’ll just tell that an expansion (with the new Elite Specialization, with its new skills and mechanics) launched 2 weeks ago and that is not enough time for a meta-game to settle down, nor for ANet to correctly balance the game.

I’d advice you to give it some more time and don’t give up playing (i.e. try to have fun). I can tell you Thief is not the most OP thing right now, you will see by yourself if you keep playing.

P.S.: QQMore.net is a helpful site for newer players.

Discussion: important changes to solo queue.

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Posted by: Poliator.7021

Poliator.7021

Reikou mentioned separate leaderboard and MMR.
I think the elephant in the room still is the population in GW2.
I want to believe that a combined board will work out, there are concerns though for sure.

I’m not sure why population would be an issue for MMR and leaderboards themselves?

If anything population would be an issue for matchmaking and queues.

Hence my proposal, combined matchmaking/queue, but separated MMR and leaderboards.

If you solo queue, you are put into the combined queue, but it will use your solo queue MMR for matchmaking and the results of the match will affect your solo queue leaderboard ranking.

If you duo+ queue, it will use your team queue MMR for matchmaking, and the results of the match will affect your team queue leaderboard ranking.

Hopefully this will make more sense.

Oh, much more sense now. That would need some work to do but I’d be interested on how it would work, interesting for sure.

Stupid Question - Season?

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Posted by: Poliator.7021

Poliator.7021

You are welcome.

Elites vs non elites? Duel it.

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Posted by: Poliator.7021

Poliator.7021

This is the PvP forums and I’ll say that, in structured PvP, GW2 is not P2W. You sure have to “pay to win” for Elite Specs. But you have a lot of things available to play. You don’t have to grind gear, you don’t have to grind anything. You can get some gold, some skins, almost every rune, amulet and sigils are free.

Leaving aside that some Elite Specs might be more efficient than Core Specs, to put money into the game does not give you a real advantage over the enemy player on the same skill level. You can say “same level: elite spec vs core spec”. Just don’t fight directly. Do other roles, I don’t know. A “core spec vs core spec” will always be won by the guy with the core specs that has the most skill and not who payed more.

Stupid Question - Season?

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Posted by: Poliator.7021

Poliator.7021

Salamander is right, December 1 is supposedly when Season will start.

Edit: Source: https://www.guildwars2.com/en/news/the-road-ahead-for-2015/

“On December 1, once we’ve finalized all the teams that qualify for the ESL Guild Wars 2 Pro League and we have a chance to let balance settle from the launch of our expansion, we’ll activate our inaugural in-game Player vs. Player league season!”

Discussion: important changes to solo queue.

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Posted by: Poliator.7021

Poliator.7021

Yeah, I agree on the unfun part. We all have suffered unfair matches against premades, sometimes it is interesting and intense, other times it’s just a stomp that is no fun for anyone.

On the other hand, yeah, a Solo player won’t be able to reach rank 1, but we are guessing that the Solo player will always get paired with solos and against premades. That will depend on how the system ends up working for the higher end of PvP.

If they are paired not only against, but with premades, even if those premades are lower skilled that the Solo, then he might have a chance at getting rank 1. We are on the same question, if that is fun. If we guess both premades are using all the tools available to them (i.e. prepared, efficient composition, voice communication and constant map awareness) you shouldn’t really have a bad time, because your premade is “good” and they will help you/keep the enemy premade attention so they can’t overly punish and bully you. But that’s only a situation, there can be many.

The only real thing a separate ladder would show would be how many games you played as solo or with any friend, as your MMR (or League) is the same whether you play solo or premade.

P.S.: The thing I’d argue for Ranked Queue is that it’s the place where you play to improve, not only mechanical skill, but map awareness, strategies, etc etc etc; not a place where you play with no care of team composition, with no communication or such.That’s just playing. In a more “serious” environment than Unranked, but… that’s my perception at least.

Discussion: important changes to solo queue.

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Posted by: Poliator.7021

Poliator.7021

Very cool post!

To start off, I think that Teams, actual Guild Teams, do not care about their personal MMR. I mean, Guild Teams will have their own Elo rating, that has nothing to do with every player’s individual MMR. So, there is no real problem in that situation.

But, if you mean casual teams that get together without using Guild Teams, just premades, then it’s “justified” as those guys may be too scared of playing alone.

On another note, I’d add to the “potential benefits of combined queue” the fact that it promotes, at some extent, playing as a group and that supposedly will increase actual teams playing the game. It’s always good to have more teams playing potentially competitively, right? In the end, it’s just a “potential benefit”, not a given.

While Solo Queuers are the main kitten ified, in an ideal scennario: Premades have their average MMR inflated (higher than theirs actually is), then Solo player has a higher MMR and supposedly a higher skill than them and (again, ideal scennario) if the Solo player faces a 4+1 team, he will have a 4-man premade on its side as well.

In the normal experience, where the ideal scennario rarely happens, if a player gets a really bad match for whatever reason (in Ranked play), he will still be awarded with “benefits” thanks to the “Odds of Victory” system they added to the Leagues, that is, you won’t be punished by an unfair match. It doesn’t solve matchmaking problems, but it makes feel the loss more “fair”.

We can talk as well that some full solos can beat premades with voice communication, but this argument is never well-received and somewhat lacking, as it’s not the norm. :P

About high mmr players, yeah, they will have problems with premades, if those premades are really skillful. Can’t say anything about this, it just highlights the potential truth.

I’ll admit I lean myself towards the combined/dynamic queue system, but I’m certainly biased as I, myself, don’t enjoy playing solo that much and I prefer doing so with friends, if there’s anyone online.

Finally, I believe that to fully profit the combined queue system, there needs to be more tools for Solo players to keep the “level”, such as in-game voice communications (and pings in GW2), a method to chose a class before heading onto the game and, for another part, a will from players to win, that is (and only if they are playing Ranked, i.e. “competitively”), communicating with his team, trying to have some kind of plan which, sadly, doesn’t occurr in GW2 matches. But this is just me…

I’ll say it again, very nice post. These are my concerns.

Matchmaking needs a change - QQ is too much

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Posted by: Poliator.7021

Poliator.7021

Have an algorithm that allows a build to lower/raise a player’s mmr depending on that player’s build performances. Let matchmaking know what build you’re specialized in so matchmaking can be more efficient.

Is that really possible? It’s not that I doubt ANet or anything, but it sounds too complicated. In the end, MMR is “simple” and mainly increases or decreases if you win/lost against a lower/higher skilled team.

This said, I’d agree that we wouldn’t need to switch classes if class stacking does not occur (and build templates, as you mentioned, help a lot). This supposedly would increase build diversity as well because players need to adapt to every match.

However, we have to point out the cons too. The main problem comes from the negation of class stacking itself. Balance is not always good and some classes would be preferred to play, causing imbalance in profession distribution (more revs and guardias, less thiefs and warriors, for example). This would increase queue times and things like that I suppose.

Oh well, just some initial thoughts. I might pop back in if I think about anything more.

PvP needs to be fun to play/watch

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Posted by: Poliator.7021

Poliator.7021

That’s very boring to watch, boring to play, boring to play against (proof is people dance in matches like that). We need to start getting together and ask ourselves. Where is the fun?

If this is a community effort, I’d rather ask “What is fun?”. Some people might find different things fun. I’m not refering to certain specs but more general things such as support, damage, outplays, conditions, etc…

On the play part, I think that Conquest has a “flaw”: DPS and Sustain are and will be king, there are no “niche” builds. Less build variation and less identity players can feel when theorycrafting.

I agree, though, that matches are much fun to play if insane bunkers aren’t around, that can tank a 1vs2 for a long time, as well as a meta with more DPS is more enjoyable. However, that’s not too easy to balance, as if people feel that tank-y classes are not as efficient/fun to play as DPS ones, people might switch from a sustain meta to a totally oriented DPS meta. It doesn’t have to occur this way, of course, but it’s some random thoughts.

On the watch part, I think that what makes people have fun watching the game is not a 1vs1 in a point, but rather teamfights/skirmishies (3vs3 or so) and players +1ing a 1vs1. It’s not the fights, but the decisions teams take into the match to balance them into their favor.

There’s no fun in watching, for example, a Druid vs a bunker guard in a point. That is boring to play, boring to watch and possibly displays a lack of communication within one of those teams and this last one is not solved by balancing or anything that ANet can do. How a team wants to play the match might be boring and lose, but hey, they made it boring.

As a last note, if a meta evolves into heavy DPS (not what you suggested, I know) it can be equally bad and matches drag too long (because teams can’t cap points, because there are always fights/deaths, etc…) as it happens on a sustain meta. This is simply a matter of class balancing in the case of Conquest, sometimes we will have a sustain meta, other times it will be a pure DPS meta or it can be a perfect mix of both.

Anyways, sorry if I’m not exactly clear, I still don’t have my mind set in this topic, there are many things to take into account. It’s easy to propose, but the results may very well be completely different. This doesn’t mean we shouldn’t suggest how to improve sPvP!

P.S.: Between a pure DPS meta and a sustain meta I prefer a sustain one. I’m a little baddie and I prefer not to stay in respawn half the match!

Daredevil vs 2 other Daredevils highlight

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Posted by: Poliator.7021

Poliator.7021

That was soooooooooooooooooooooooooooooo sweet, dude. Incredible play!

I would play a Daredevil build with Acro/Trick/DrD, probably something like 2-3-3 or 2-3-1 in Acro. I just love the feeling Acrobatics gives to Thief, even though it’s not as good as it used to be.

Stronghold Strategy Help Forum

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Posted by: Poliator.7021

Poliator.7021

In case you didn’t know Jackums, you can chose to queue only for Conquest, Stronghold or both. If you have selected Conquest only and you get Stronghold, that is probably a bug you should report! (The options are under the Ranked Match queue button, iirc).

On topic, I’d consider we are all still noobs on Stronghold. Some tips I’d love to share:

1. (Queueing Solo) If you don’t have CC or Boon Removal, go to the Trebuchet in most cases when a Mist Essence Spawns. Trebuchet removes every Stability stack and knocks down the one who is channeling (and it’s annoying and does damage, which is good).

2. Remember that you can put boons and heal Doorbreakers, Archers, Guards… anything! Support builds can feel awesome and you feel great joy watching how the enemy hopelessly tries to kill your minions.

3. If you don’t trust your teammates, in my experience, go to the defense lane and try to secure that the enemy team doesn’t break the door (Trebuchet, killing DBs/Archer near the spawn, crippling them, etc).

4. Try to always summon the Heroes. They are really important and they bring you a lot of points which helps inmensely if the match ends to time. Also, defend him, if a Hero arrives to the Lord Room and your team is with you it’s a secure win.

5. Supply management and push timing are impactful as well. Making sure you always maintain pressure with minions on the offensive lane will gain you positional advantage.

6. Look always at the time to know when will Mist Essence spawns, as well as memorize on which side will the Mist Essence spawn.

(First Mist Essence at 12:00, spawns on the team side that has lesser points. The one at 9:00 spawns on the other side always, 6:00 and 3:00 spawns always on both sides).

7. If you are being heavily pressured, try to sneak a couple of Archers on the offensive lane. It will kill their Guards alone (if there’s any guard on their base) or, hopefully, force someone off the pressure. You see someone defends, you attack the enemy team on the defensive lane.

I think that’s all I can say for now. Hope it helps anyone!

Suggestion For Stronghold - Feedback

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Posted by: Poliator.7021

Poliator.7021

Hey! Good feedback, let me discuss a bit here.

There is one Stronghold feature we all agree on: Archers are not good.

I can’t discuss much on this, as I think the idea of Archers should be changed entirely. Maybe add effects on its autoattack, like a little daze or impairment conditions such as Cripple or Immobilize. That’s another big discussion I would say (hopefully, when the game mode is released we can get more knowledge on it, therefore changes to Archers that impacts Stronghold in the most positive way possible).

Now, there is one thing I partially disagree with and that’s with Trebuchet. (Lol that Charr Tank idea is hilarious. I’d love to see what it does, haha.)

I would argue that Trebuchet isn’t as useless as Archers because it fits a “niche” role. At the start of the match, Trebuchet is brilliant for defending. You either need to be stealthed so they don’t notice or wait on your base, next to the Trebuchet. If they destroy it, too, then you are kind of screwed in a one-man defense.

As well, if you are with a team composition that lacks burst, CC or boon-ripping (which can happen often on a non-organized group environment) getting Mist Essence channels is extremely hard (Trebuchet shots go through Stability and damages/CCs all the guys).

This is important because I disagree on one of your points, Heroes.

I can say that Heroes need some buffing, but they did a good job on diversifying them (Grymm being OP in my opinion Q_Q). A Mist Essence channel gives you 20 points which are really important if time runs out. You can go full tryhard offense and try to kill the Lord, but un-organized groups usually fail to do so and, at some point (at least on my MMR when playing Stronghold) these kind of matches stall until time’s over.

Maybe Heroes should do slightly more damage to Gates, making Heroes compete with Doorbreakers on that aspect and it becomes more relevant to channel Heroes. I mean, when the Essence spawns, fights should occur there!

Now, if I have to suggest anything, it would be to lower supply drops on the enemy base from 2 to 1 and see how this works and impacts the games. It helped inmensely on comebacks (in my experience), but sometimes it’s just too much and it leads the enemy team to stall (not win) the game.

As a final note, I’d wish ANet changes features of Stronghold maps after it’s released. One of the highest potentials I see on Stronghold is that Devs now have more levers to balance the game on: it’s not only classes skills’ balance, but how map mechanics work so, necessarily, you don’t need to nerf a build, but to change what makes the build strong.

I haven’t suggested much, but post turned up being too long cries .

Stronghold Feedback - TwitchCon Weekend

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Posted by: Poliator.7021

Poliator.7021

The point is that CC is supposed to counter it, but can’t. Only boon steal/corrupt does, and those abilities are somewhat limited.

Trebuchet always does, it goes through Stability and knocks back. They even made that firing Trebuchet to Mist Essence channeling spots is easier to aim and land, we could say as a “-wink wink- use Trebuchet for this -wink wink-”

High MMR is punished for solo que

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Posted by: Poliator.7021

Poliator.7021

@Saiyan:

Everything has its good things and its bad things. One thing it has been mentioned by Developers on the forums is that MMR is not equal to matchmaking. Matchmaking takes MMR mainly, but it’s not the unique thing it takes into account. It accounts for your roster for example, and maybe other things (although there may be not any other factor, we don’t know).

I have two problems with your suggestion then:

- First of all, not every build can impact the match the same way. Of course, if you are better than the enemy, you will make your team score more. So I’ll leave this as “not really a problem” in the end.

- More importantly, the existence of Forest and Legacy side objectives makes this certainly unreliable. It takes no effort to rush Lord or focus on Svanir/Chieftain, which can give you an advantage on points when a game is lost (i.e. you all know that it’s going to be a 100-500 for example, because you can’t win any fight).

The later problem is what would really concern me if matchmaking took into account your end team score, which can be inflated in some maps, giving you a “higher skill level” that you haven’t.

Or maybe I’m just overthinking it and I’m wrong! It can happen :P

@Trevor Boyer:

Hm, I understand your point, but you are suggesting several things I don’t (personally) like:

- You need to have a team as well as good voice communication (a problem in EU as we have multiple languages) to participate in Leagues, the only incentive and rewards we will have when HoT launches.

- Removal of Unranked/Ranked Arena for a Solo Arena. Which is acceptable, there’s no problem. But where are the queues for those people who just want to play it casually, with a couple of friends? They need to do hot join?

As for the rest of the post, I’d need to think more in order to give my opinión on it.

lost 8 in a row

in PvP

Posted by: Poliator.7021

Poliator.7021

Matchmaking is always trying to make 50/50 matches. There is no active streak-prevention built into matchmaking other than the fact that your MMR adjusts each game. Since you’ve been playing so much, your MMR is ‘certain’ and changes slowly. It has certainly adjusted over the course of the weekend, though.

I suggest watching your game history via a site like http://gw2efficiency.com/account/pvp that uses our new PvP API. This way you know exactly what streaks you’re on.

Edit: Both your streaks were when you played Engineer, which has a lower profession MMR than your account and other professions. Looks like you win more often on Thief

The flaw in this is pinballing MMR/games.
MMR should never try to force a 50% winrate, that will happen in time as your MMR rises.

Forcing? Uhm… If we assume two equal teams – or unequal for that matter – there is a 50% chance you will win and a 50% chance you will loose. Which means that the average over time will be just that, 50%.

Its hard to avoid basic math. People that doesnt approach this is doing things to avoid it. Like the pics above. Its not suspicious at all with 80% winrate in custom arenas and close to 50% in any normal matchup. Nope, not at all.

The intent of your comment is quite sinister. It seems to me that the current matchmaking is just fine with you and that you don’t give a care that experienced players are algorithmically being pulled down and prevented from progressing. That or
you have absolutely no idea what you are talking about.

More than anything, your comment is disrespectful to the OP and others who have experienced unfair matchmaking.

The devs admitted it’s not very fair and that “streaks” do happen depending on MMR. Yet, we have no idea what it is because it’s hidden from us. And all of that seems to be okay with you. That’s fine with me but you have no right to speak for us about the answers we seek.

I have maybe read wrong. Before saying anything more, I agree that we have a lot of information about the current system “hidden” from us: we don’t have numbers, statistics, etc…

That said, on one hand, Evan said the system always tries to do a 50/50 matches, which is natural. On top of that, the OP has been playing a lot recently as Evan has also said, which makes OP’s MMR to adjust more slowly. Id est, 50/50 matches with little MMR movement should mean he has been playing with his the same MMR players pool (ideally).

So… no losing streak should affect him I believe? Maybe I understood wrong. This is, not taking into account what Justin said (which is 5 months old and it could have been changed, who knows).

If we consider Justin information, then it might be not a “losing streak” effect but simply bad luck due to a bad matchmaking (and even this is uncertain given the information on Justin post, because he writes that MMR isn’t the only factor that affects matchmaking).

Then, all of these affirmations are based on the lack of information we have: Justin said matchmaking in the oversimplification seemed unfair, but there are other factors considered (that we don’t know); while Evan just told that, while there’s no streak-prevention system other than MMR, OP’s MMR wasn’t volatile, so he should have faced people of his same skill (ideally).

I have experienced losing streaks as well and it sucks. But I’ve had winning streaks and “normal(?)” streaks as well (50/50). We can just hope matchmaking gets better.

P.S.: It’s interesting how, at least in this case, the profession MMR (which doesn’t factor into matches as Evan clarified) was pretty “accurate”. It’s good to know that.

This wasn’t from 5 months ago, but I remember a thread where Justin said the matches you enter are pre-determined or at least has a percentage of your win ratio for that match. He made a comment telling someone that they had an x% of winning a certain match. And the number wasn’t 50.

That confirms that you are in literally an underdog team that matchmaking created in favor of your opponents.

And we’re not stupid, we didn’t need the confirmation that we were in the weaker team because we figured it out already. Don’t tell me you have never been deflated and wondered what in heavens name your team is doing and why you were teamed with them in the first place.

Oh yeah, they make the “odds of victory” thingie when the match is already made, or at least that’s what they tell officially? If you are referring to that, it’s team-wide even if you queue Solo, I believe.

I’ve wondered that many times, don’t worry, we all have felt like that I think.

Also, thank you for the clarification.

lost 8 in a row

in PvP

Posted by: Poliator.7021

Poliator.7021

Matchmaking is always trying to make 50/50 matches. There is no active streak-prevention built into matchmaking other than the fact that your MMR adjusts each game. Since you’ve been playing so much, your MMR is ‘certain’ and changes slowly. It has certainly adjusted over the course of the weekend, though.

I suggest watching your game history via a site like http://gw2efficiency.com/account/pvp that uses our new PvP API. This way you know exactly what streaks you’re on.

Edit: Both your streaks were when you played Engineer, which has a lower profession MMR than your account and other professions. Looks like you win more often on Thief

The flaw in this is pinballing MMR/games.
MMR should never try to force a 50% winrate, that will happen in time as your MMR rises.

Forcing? Uhm… If we assume two equal teams – or unequal for that matter – there is a 50% chance you will win and a 50% chance you will loose. Which means that the average over time will be just that, 50%.

Its hard to avoid basic math. People that doesnt approach this is doing things to avoid it. Like the pics above. Its not suspicious at all with 80% winrate in custom arenas and close to 50% in any normal matchup. Nope, not at all.

The intent of your comment is quite sinister. It seems to me that the current matchmaking is just fine with you and that you don’t give a care that experienced players are algorithmically being pulled down and prevented from progressing. That or
you have absolutely no idea what you are talking about.

More than anything, your comment is disrespectful to the OP and others who have experienced unfair matchmaking.

The devs admitted it’s not very fair and that “streaks” do happen depending on MMR. Yet, we have no idea what it is because it’s hidden from us. And all of that seems to be okay with you. That’s fine with me but you have no right to speak for us about the answers we seek.

I have maybe read wrong. Before saying anything more, I agree that we have a lot of information about the current system “hidden” from us: we don’t have numbers, statistics, etc…

That said, on one hand, Evan said the system always tries to do a 50/50 matches, which is natural. On top of that, the OP has been playing a lot recently as Evan has also said, which makes OP’s MMR to adjust more slowly. Id est, 50/50 matches with little MMR movement should mean he has been playing with his the same MMR players pool (ideally).

So… no losing streak should affect him I believe? Maybe I understood wrong. This is, not taking into account what Justin said (which is 5 months old and it could have been changed, who knows).

If we consider Justin information, then it might be not a “losing streak” effect but simply bad luck due to a bad matchmaking (and even this is uncertain given the information on Justin post, because he writes that MMR isn’t the only factor that affects matchmaking).

Then, all of these affirmations are based on the lack of information we have: Justin said matchmaking in the oversimplification seemed unfair, but there are other factors considered (that we don’t know); while Evan just told that, while there’s no streak-prevention system other than MMR, OP’s MMR wasn’t volatile, so he should have faced people of his same skill (ideally).

I have experienced losing streaks as well and it sucks. But I’ve had winning streaks and “normal(?)” streaks as well (50/50). We can just hope matchmaking gets better.

P.S.: It’s interesting how, at least in this case, the profession MMR (which doesn’t factor into matches as Evan clarified) was pretty “accurate”. It’s good to know that.

Matchmaking Balance

in PvP

Posted by: Poliator.7021

Poliator.7021

@OP:

Yes, matchmaking is horrendous. I was still hoping that ANET would announce a new system as part of HoT. The current implementation is really bad.

They did, its called Leagues.

lol. That won’t fix anything. How is that going to prevent premades vs PUGS? They need new matchmaking logic.

It doesn’t focus on matchmaking, but Leagues do fix bad matchmaking outcomes. They even made the point system that way, with help from the “% Odds of Victory”. If, for whatever reason, you get an uneven match you won’t get as punished as you would if you had higher chances of beating the enemy team.

This doesn’t solve those situations, but they diminish the effect of losing in case the odds were against you. Because, let’s face it, whenever a premade is in the enemy team you are not going to lose automathically, sometimes you will face a premade and you will have the winning odds on your side.

Some people will be entitled to the opinion that with Solo Queue this wouldn’t be necessary, but I (and some other players as well) prefer this system to the matchmaking Solo Arena had back in the day that suffered almost the same problems as the current one.

So yeah, it’s “unfair” the “PUG vs Premade” thingie but I don’t think ANet will change the system anytime soon and they have made a good point scoring for Leagues that can disminish these side effects of an unfair match.

Design Philosophy - about Escapist Absolution

in Thief

Posted by: Poliator.7021

Poliator.7021

Too much work, not enough paid hours, job’s stressful plus you got kids screaming you suck on the forums – I’ll just leave a note saying do it tomorrow (3 years later… the note is covered by another note saying the same thing) and do what makes me happy today, I guess, or maybe go help the gem store people out/HoT sales/marketing team.

I think that’s core philosophy.


While I haven’t played DrD, let alone the game for god knows how long now (end of LS 2?), reading the DrD traits did make it seem like it was the most coherent line out of all the other thief lines…

In all honesty guys, everyone that’s been rattled lately, and everyone that’s been pouring out suggestion after suggestion, I highly doubt that we will see core changes for BWE3 or even before/at release of HoT. The earliest possible balance patch would be a couple (3-4) months after the release of HoT, and even then I think it will be geared more around elite specs. – ( This is just speculation of course, but it would make sense, since the elite specs, given enough actual play time will show their unbalances ) – And you can also tell that nothing this “grand” will happen because they would have likely announced it as “The Big Core Rework”, followed by a couple of weeks of PoI (or w/e the new stuff is called) with of course a couple breaks/holidays in between, and around next year summer would be the earliest that they actually implement it.

It’s of course admiring how much you guys care about the game/class… If that makes you feel any better.

We can’t lose hope. I also think that we should not be turning away suggestions we don’t like. It doesn’t paint a good picture of us as the Thief community. As you say, everyone is pretty rattled…no one sees any positive change on the horizon…but we can’t give up…regardless of whether or not the devs come to read our suggestions, if we stop giving them our feedback, there will be NO chance of change. It’s probably a good idea to also stop talking about how bad we think they are at their jobs. It doesn’t help. We all know it doesn’t…so stop it.

Exactly this. Blaming ANet doesn’t solve anything, while giving constructive feedback might solve something.

As by Design Philosophies… I’d consider what Karl “classification” said in the context of which identity they gave each core specialization.

For example, on yours about Critical Strikes. It is a trait line that focuses on “improving” critical chance/damage benefits for the Thief, so keeping in mind that it is a purely offensive trait line:

Adept: There isn’t any survivability, but I’d say there is utility on the Signet trait: it adds to one skill type Access to might and a reduced recharge. (If it’s good or under powered is another talk).

Master: Here, I’d say that both Sundering Strikes and Ankle shots are a mix of damage and utility. Ankle Shots we can even say it helps survivability because it cripples the enemy, so you can get away more safely, as well as getting onto them. Sundering Strikes is more of a soft party buff, as everyone would benefit from the vulnerability. (Again, if traits are underpowered or good, is another topic).

Grandmaster: There we have a raw surivivability trait and two “damage” traits. If No Quarter Fury+Ferocity group interaction wasn’t nerfed, I’d even say it has group utility (as a buff).

It depends on how you look at things and if you agree with their Philosophies. I think that Critical Strikes needs some work, as well as Acrobatics but they both accomplish “at some extent” what Karl talked about. That’s what I like to think at least.

Thief Suggestions... From a Non-Thief

in Thief

Posted by: Poliator.7021

Poliator.7021

Guys, you can balance on two different ways: either buffing unused stuff or nerfing overused stuff. Guess what’s the best way to go? For me a mix of both. Nerfs to the overused spec while giving this same spec some buffs as well, along with buffs to unused stuff.

That said, I mostly agree with the OP, but I’d divide the changes into different parts. For example, right now with D/P SA Thieves, the buff to Shadow Refuge would be an overkill. However, if some changes goes through the SA specialization then it might make that change totally viable, recovering some SA identity while giving more utility to non-stealth (as a main mechanic) builds.

As for my own biases on Thief, I loved S/D and the build has been pretty much killed by full SA Access for D/P users and an overall classes’ increase of direct/condition damage, along with a nerf to the build’s evasion (Feline Grace “nerf”, Vigor nerf…)

So, I’d love if ANet totally reworked Acrobatics. Even the Daredevil elite specialization brings more to S/D than Acrobatics does at the moment. I still don’t know what I’d suggest, because as I see it, it’d need a complete new identity.

Aside from that, I think a nerf on Trickery is much needed, although as once Sizer told, Trickery is needed for newer Thief players to stay “safe” and “relevant” on matches. Low Steal CD, heal, damage, daze and vigor, it has many things.

But, as a whole, I agree with your changes to Trickery. The combo Bountiful Theft + Sleight of Hand is just so good to ignore, as well as Preparedness that, as you mentioned, would be nice if it went baseline.

Now that we talk about traits, your Improvisation suggestion is brilliant. It is both a nerf (you can’t get 3 utilities off CD randomly with one click) and a buff (you actually control the situation. “I have the buff, I’ll use Shadowstep for mobility, I’ll have it shortly”.)

I read here also a suggestion to improve the Tricks skill type and it was to make the Trickster trait to give those skills “new” functionality, such as “Caltrops now inflict Torment as well” or “Roll for Initiative now gives Super speed for X seconds”. I think this would compete with Bountiful Theft given some changes to utilities and other triats.

As for the Thief playstyle… it’s always tricky. S/D was all about mobility and getting in and out of the fights easily (thanks to Sword #2 power), constantly pressuring and not necessarily bursting. D/P, however, proves to be a burst-y, “vulnerable” build, relying on good stealth usage (SA traits simply messed up with this “balance”). So, as you implied, nerfing passive traits on SA would bring D/P to it’s original supposed role I feel it should have: "I can “burst” but I need my stealth. Do I use it to attack or defend and escape?"

Right now S/D Thief can’t sustain himself in fights long enough to justify the “reduced” damage compared to other builds. It has greater mobility but you can’t duel other classes equally anymore (it still can be done, though. S/D magicz!). On the other hand, D/P has lost some burst potential, but has gained more team support (Shadow Refuge ressing with other things) and, sadly, a very unhealthy passive playstyle for the game.

Finally, I agree with most of your weapon skill changes, but I’d change Shadow Shot (D/P #3). I only want that skill’s blind to be evadable. Maybe it was changed and I didn’t notice, but the skill’s blind goes, for example through dodges or Thieves’ S/D #3 Flanking Strike. Told you, I have my biases. :P

P.S.: Props to @blarghhrrkblah.3412 for bringing me here from the PvP Forums!

Leagues

in PvP

Posted by: Poliator.7021

Poliator.7021

The current system is making the player base smaller by the minute.

Colin Sohandsome

I have read (in multiple places on the forum) the reason solo queue was removed is because the pvp population dwindled to the point queue times were unbearable.

If what you’re saying is true, that means there should be MORE reason to implement solo q because there would be theoretically lower queue times than when it was removed.

Also, I am not trying to use false data, the falling population argument is the only logical explanation I have heard as to why solo queue was removed. I cannot think of any other conceivable, logical, reason a pvp game would not offer a solo queue option. League of Legends is right now the most successful pvp game I can think of. I believe it would be logical to emulate their matchmaking structure to the best of your abilities assuming it does not create a burdensome amount of costs to implement.

There are many discussions here about matchmaking not doing a good job. It “seems” that matchmaking is at its worst when it tries to put a pug group against a premade group. I do not have “proof” or “data” that it is worse but from my personal experience and from what I read in the forums, it appears to be worse for 5 random people to play against 5 people who are organized and most likely communicating via 3rd party voip. Assuming what I am saying is true, why wouldn’t anet want to minimize these mismatches by offering the options of “solo queue”, “premade queue”, and “fastest match” in which case the fastest match may put a PUG against a premade team?

Have some links sir:

https://www.guildwars2.com/en/news/announcing-improvements-to-pvp-and-the-ladder-test-season/
https://www.guildwars2.com/en/news/finding-the-perfect-match/
https://www.guildwars2.com/en/news/go-with-the-flow/

If I’m not mistaken, this was the only official info ANet ever said about the changes.

Whatever the forums are telling is not official information, it’s just common beliefs, feelings and misconceptions we all suffer from our past experiences, such as past ANet failures.

All your other points are completely valid, even though I don’t share them. It’s just that I can “understand” why they removed Solo Queue (must be their game phylosophies looking forward to game state and Leagues) and I simply don’t think many premades use 3rd party voice communication. We both have the same info, so we can’t tell who’s right or wrong I guess!

P.S.: I personally haven’t had a good matchmaking experience in League of Legends, though.

Leagues

in PvP

Posted by: Poliator.7021

Poliator.7021

Also where are these players going, after all matchmaking is not going to be helped by PvE players basically playing PvE in the 9 rankfarms that occupy the top 9 spots in the hotjoin server list (EU) as I write this, do these players count as part of “PvP playerbase”?

This. Remember when they counted the PvE famers in EotM as part of WvW? From past history, they’re doing the same here.

I’d say this is a separate thing. Maybe I’m mistaken, but there is a limited numbers of “hotjoin” servers. I don’t think that newer players are buying custom arenas and replenishing them with other new players, so the number that hotjoin base servers may have gotten is really limited.

On the side of EotM, it is different as there can be multiple EotM maps of 300~ players in each, as oposed as 20 maximum players on a hotjoin server.

All of this, refering to your quoted comment, Colin was refering exactly to the “false” affirmations another post made, saying sPvP playerbase has been decreasing, while it has been increasing since long time ago. In this context, what was the initial GW2 playerbase, doesn’t matter, as I said, in this context.

Also, while this is conected to the sky-rocket Colin talks about, he does tell that this coming week will be the best week Gw2 has had in their life compared even with launch. (“We anticipate this week will be the best week login/play wise PvP has ever had in the history of Gw2.”).

Leagues

in PvP

Posted by: Poliator.7021

Poliator.7021

Those are awesome news to hear Colin! It’s always good to hear this kind of facts .
On another note:

Nooooooo, don’t go “all in for soloq or teamq”. Unacceptable. We had soloq in the past. It worked. Give it back.

yeah it worked so well we had 20 min que times and no one ever used it at the end. I dont know if the “all in” thing is the right way to go but currently the player base is still to small and we wont know what we have until the exp comes out.

You keep complaining about solo queue in every thread. We get it. You only win as part of an organized team and enjoy facing pugs. Not everyone feels that way though. Some want to fight on a more even playing field.

The thing is, he’s right. You didn’t address the issue he’s raising. We had 20min queues in soloq. The match-making was even more random than it is now. Most soloq players, myself included preferred to PUG in teamq, and in those days there was no mechanism to make sure you don’t face premades that often. And STILL we chose that over soloq. Why the nostalgia mate?

That logic.

“It was kitten last time because it didn’t work, don’t try it again and make it work!”

Only because anet kittened up the last implementation of soloq doesn’t mean it’s bad in general.

Reading him I don’t think he was implying at any moment that SoloQ in general is bad, it is in other games, we all know that. I’d rather say that he was pointing out that some people is just plain obsessed witht he idea SoloQ>Current System .

He said SoloQ back then wasn’t good, a lot of people agree with him (as well as many people don’t!) and we could say he was trying to point out that SoloQ wasn’t as “perfect” as many people in these forums try to worship.

By your logic as well, the current system, as it is right now, doesn’t necessarily mean it’s bad, it may just need some tweaks to work better (in case you consider this system is horrible).

No one is saying it was perfect. People are saying that as a PUG they don’t want to face premades or even those grouping as 3,4, or 5. If a PUG wants to fight against that, they can solo into team queue.

That is a valid argument that I always have respected, hell I’m even in “favor” of Solo Queue now. What I refer more exactly (I apologize if there was a missunderstanding) is that some people claim that with the older system, Solo Arena had better and more equal match-ups than we have now.

Some people will say they were, some won’t. Most of my Solo Arena games (it’s not either a big games played pool) had a much lower quality than Team Arena (from a perspective of an average player, not even near to high MMR), so I’m on the “won’t say” side. A fair match is much more than “full PUG vs full PUG” team.

This is what I was actually refering to. I could also talk about people’s bias with the current system and other things, but it doesn’t fit here. I hope that I have explained myself better this time.

Leagues

in PvP

Posted by: Poliator.7021

Poliator.7021

Those are awesome news to hear Colin! It’s always good to hear this kind of facts .
On another note:

Nooooooo, don’t go “all in for soloq or teamq”. Unacceptable. We had soloq in the past. It worked. Give it back.

yeah it worked so well we had 20 min que times and no one ever used it at the end. I dont know if the “all in” thing is the right way to go but currently the player base is still to small and we wont know what we have until the exp comes out.

You keep complaining about solo queue in every thread. We get it. You only win as part of an organized team and enjoy facing pugs. Not everyone feels that way though. Some want to fight on a more even playing field.

The thing is, he’s right. You didn’t address the issue he’s raising. We had 20min queues in soloq. The match-making was even more random than it is now. Most soloq players, myself included preferred to PUG in teamq, and in those days there was no mechanism to make sure you don’t face premades that often. And STILL we chose that over soloq. Why the nostalgia mate?

That logic.

“It was kitten last time because it didn’t work, don’t try it again and make it work!”

Only because anet kittened up the last implementation of soloq doesn’t mean it’s bad in general.

Reading him I don’t think he was implying at any moment that SoloQ in general is bad, it is in other games, we all know that. I’d rather say that he was pointing out that some people is just plain obsessed witht he idea SoloQ>Current System .

He said SoloQ back then wasn’t good, a lot of people agree with him (as well as many people don’t!) and we could say he was trying to point out that SoloQ wasn’t as “perfect” as many people in these forums try to worship.

By your logic as well, the current system, as it is right now, doesn’t necessarily mean it’s bad, it may just need some tweaks to work better (in case you consider this system is horrible).

PvP Stats and GW2 Efficiency

in PvP

Posted by: Poliator.7021

Poliator.7021

If I remember reading good, they are still improving the PvP stats API (or whatever, I don’t know exactly how it works) so I’d expect more stats and information for it in the next weeks or months. Maybe, I don’t really know.

Anyways, it’s a good start. Looks really neat!

Frustration, is it me or...

in PvP

Posted by: Poliator.7021

Poliator.7021

All of this is too long could someone summarize please

The OP said he feels frustrated because he thinks he isn’t improving because he’s losing some matches feeling he’s not useful enough and getting paired with possibly higher MMR players (I guess this is a decent TL;DR).

I answered him that it apparently happens “thanks” to many factors, listing 5: the queue system, player’s attitude and bias, the “curbstomping”, F2P player’s influx and the Metagame.

Is this summarized enough for you? :P

more beta weekends

in PvP

Posted by: Poliator.7021

Poliator.7021

If I remember correctly they have said already there will be only one more Beta Weekend Event before the expansion launches.

Frustration, is it me or...

in PvP

Posted by: Poliator.7021

Poliator.7021

I’d tell you just to endure it. At the moment there are many factors that can ruin a game, as well as winning you a game.

I’ll start with my advice: don’t mind if you win the game or not. As I said, there are some factors that can ruin you a game even though you are worth winning it. You can be really good and lose on a 200-500 perfectly. You should just focus on your gameplay and look for things you could have done better, just like “oh I should have dodged that” or “I should have rotated to mid this time”, et cetera. Things like that will help you improve although you are losing.

So now the factors I think affect the outcome of the match:

1. First of all, the current Queue system. I.e. premades. Sometimes you will find a premade of 4-5 players. Which can be fine, the matchmaking balances it so they have a lower MMR, but the problem lies on the fact that sometimes those premades have voice communication, which makes it really easy to focus down an enemy or to coordinate through the map, improving greatly rotations. Problem you cannot do anything about it.

2. People’s attitude and bias. I hate this one. Some players will just rage from the start of the game given a certain enemy composition, self team composition, premades on the enemy team, losing the first teamfight, looking at a non-meta build, et cetera. Premades on the enemy team won’t always mean losing, nor off-meta builds.

Non others but players can ruin a game with their attitude. Against this problem, nobody can do a lot, but it’s recommendable to talk with the team, try to light the mood, keeping a good environment and, if possible, talk with the about any special strategy, initial split or team composition. Sometimes it works, sometimes it doesn’t. (Lately I find myself losing more to player’s bias than matchmaking being bad).

3. The “curbstomping” problem. I haven’t played a lot lately, so I can’t tell if this still happens (or really happened at all back on the December changes), but the basic idea of this concept: matchmaking works on team’s average MMR, so to shorten queue times, it will mix high MMR people with low MMR people against mid MMR people. (1-2-6-6-9 vs 4-5-4-6-5 as an example, with MMR of 1 being bad player and MMR of 10 being good player). This leads to some matches being difficult for newer players and veteran players, that is, leading to frustration.

You could be both the high MMR player in your team as well as the low MMR player. Which is at some extent unfair, but oh well. When I had 500-600 matches I tried Solo Arena and I used to get paired with really high MMR players, for whatever reason, thing that scared me a lot! (with this I mean that initial MMR for new players is tricky and can lead to bad matches).

4. Free To Play was announced not long ago. New players have been flooding the game and possibly the “initial” MMR every person gets is way too high for a new player, which leads the matchmaking to create bad matches based on no information about the newer players. This is only a suposition on my part, of course, as we have no real information about it (I believe), but either way, it could be the case.

5. The Metagame. Sometimes conditions will reign, other times bunkers will be the way to go or raw direct damage will be the optimal. Every player is different and every player can adapt and make plays more easily in one of those metas. I personally would hate a direct damage heavy metagame, while I would do better on a soft bunker/dps meta (just as the Celestial meta pre 23rd June patch was).

Sorry for the wall of text! Just keep playing, enjoying the sPvP of this game and if you ever get too frustrated, just call a friend or two to play and have a good time with them or simply stop playing. Heck, even try another class or build and just have fun! I can’t say much more than this, as all those factors are not controllable.

Calm down your taytays.

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Posted by: Poliator.7021

Poliator.7021

https://forum-en.gw2archive.eu/forum/game/pvp/My-opinon-on-Balance-Changes-1

So much for “calm down your taytays” when he was crying about the damage pool increasing and not getting carried by slick shoes anymore 2 months ago.

Sigh, the hypocrisy is just so real.

I’ve actually read that post again and while you can say he was “crying”, he made some good points that hold true at the time, being respectful (a thing some of forum members should learn), providing positive opinions and negative opinions, that is, good and bad things, which is insanely good.

That alone just proves that, even though he was “tilting” with sPvP at that time, like a lot of people, he kept it maybe not utterly constructive, but respectful and with comparisons, providing positive and negative feedback on the changes. I see no hypocrisy at all.

You know, I always lurk on these forums, I post once in a while but not often because as OP said, people tends to take too personal every other member’s opinion. I see a lot of people lacking the necessary perspective to keep things respectful (we all have our days, me too, I won’t ever deny it). So, in my opinion, the OP is totally right on his “demand” and even if he was a rage guy on the forums people can change.

BWE2 - Stronghold Feedback

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Posted by: Poliator.7021

Poliator.7021

The main problem of Stronghold right now, at least on my point of view, is Archers. They are not useful enough. The buff to their speed was great, but they are easily taken down fast by players and they can’t perform a “unique” mechanic, like Doorbreakers can (destroy the door).

Right now, the “Lord Rush meta” claims seem to have ended and most games are going to max time, which in Stronghold is at least better than in Conquest (Conquest feels much longer when this happens, at least for me). I believe this was caused mainly because the comeback mechanic they added (if you kill an enemy in your own base, they’ll drop 2 supplies whether they had or not), making the pushed team able to start an offensive push.

So I think comeback mechanics are good right now and if you get pushed more and more it’s because your team has a lower skill level than the enemy and you can’t teamfight them properly.

About Channeling and stability… I think they are fine, they are a pay-off. In my opinion, there should be a big teamfight revolving around the Hero channel (in a teamfight scennario, a guy can’t take the full channel without dying by damage. Also, in most cases you will have a Thief, Mesmer or Necro, which have easy boonstripping). In the many cases this won’t happen, you have a Trebuchet that is not used by many people that strips all of the stability stacks and knocks back.

So yeah, those are all my concerns. For me the only important thing left to change are Archers, everything else feels good.

Emmm Stronghold?

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Posted by: Poliator.7021

Poliator.7021

There are counters.
The map is designed around boonstripping and stripping stacks of stability.
Also, treb.

Which is good for competitive, but bad for soloQ.

i agree with you on that, but point is we won’t have much of competitive right now to balance it, and it’s currently random people who got stronghold making feedback that won’t help much to it…kinda said, because stronghold needs some good organization at this point while there is no common tactics or builds.

Yeah, that’s something that Stronghold lacks. They still need a couple of new maps to match the Conquest system and making it less repetitive with one map.

I also think that channeling is where teamfights should happen and if that’s not the case, you always have Trebuchet (which they made easier to land shots at Hero channel spots with), boonstripping or a faster hands to click the channel before (it’s kinda heartbreaking when you don’t take it for 0’5 seconds xD)

So, hopefully we will get some good maps and competitive Stronghold will start to get some love. It’s just a matter of preference of the community (both players and viewers) in the end, if they love the game mode, competitiveness will rise quickly.

The fate of the Leaderboard [merged]

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Posted by: Poliator.7021

Poliator.7021

I like how anet keeps refreshing the update date, but the leaderboards aren’t active for a few months now…

If you think they aren’t tracking their points system, match history, etc, while the Leaderboard is off-season then I believe you are inaccurate. They might not show it to us, but I’m sure they are keeping track of it. It sucks to not have the Leaderboard active but well, we have to wait until Leagues.¯\(?)

Edit: omg the ascii doesn’t work here on the forums?

(edited by Poliator.7021)

Ranked PvP generates Dunning-Kruger effect

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Posted by: Poliator.7021

Poliator.7021

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.

Never give up.

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Posted by: Poliator.7021

Poliator.7021

I’ve never left an ongoing match voluntarily. I had to leave two matches for really important personal reasons that came up. But I’d never leave a match as a ragequit, I’m not that kind of person. I never afk or anything, as well as you all, I prefer to never give up! Comebacks feelings are just so great to pass up. :P

looking for old WTS vods.

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Posted by: Poliator.7021

Poliator.7021

Actually, on the Guild Wars 2 Youtube you can find the full VoD of EU WTS and almost all the matches (if not every match) of the NA WTS. The Chinese WTS is another story, as they didn’t stream it on their main twich channel if I recall correctly.

In this playlist you have ’em: https://www.youtube.com/playlist?list=PLDCvogxNKN3mkRmRCNMj96JAfVS7oIytH There are some Go4Gw2 cups in there as well. Hope this helped.

Changes to the New to PvP Sticky

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Posted by: Poliator.7021

Poliator.7021

@Grouch:

So… one thing that would be nice on the Introduction (aside from changing Team Arena to Ranked Arena + explaining only 4 maps will be there) is to explain how they can access Hot Joins now that the “Practice” Button has been deleted. It can be something a new player doesn’t know about.

Also, maybe it would be helpful to link Academy Gaming website. They usually provide good articles on various topics of sPvP, it can be helpful both for new players and some vets too.

Edit: I forgot, Denshee (SUPERCHEY on Twitch) streams more often now (or at least I see him usually on the Twitch list), it’d be nice to add him on the Streamers section.

so how do you kill ele ?

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Posted by: Poliator.7021

Poliator.7021

So, I can’t go into much detail on things quite yet, but I just wanted to reassure you folks that we’re actively discussing a number of issues that are affecting balance in PvP – including, but not limited to elementalist sustain/damage. Per the usual, we’ll be talking to you folks about the changes once we’ve finalized them.

Sorry I haven’t been that active on the forums lately – we’ve been pretty busy around the office.

“Thanks, Grouch. You’re the worst!”

Edit: Also, just because this is an elementalist thread doesn’t mean we’re only looking at elementalist, and it also doesn’t mean we’re only looking at doing nerfs.

Thank you very much Grouch, this is the only thing I needed, an official statement that you all are working on it, only what you wrote helps a lot. Good luck with it!