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It was already dead but this patch is straight up garbage. For real thinking about quitting gw2 after 3 years…yall suck.
I did much the same, I think it’s finally time we recognized that despite the name, this game is truly in no way Guild Wars 2. Personally I’d love to see you (and many others) in GW1 which is where I’m going back to.
Personally, I just decided to quit, and from what I’ve seen of the PvP community this is the best decision for alot of us. The balance in this game continuously shows anet doesn’t have any idea what balance is, and the pve story consistently shows they have given up on the depth and scope that Guild Wars 1 had.
So I’m just out.
Thief still shuts all other glassy builds out of PvP.
It is the pinnacle of glass cannon builds and single-handedly reduces the build variety greatly.
You’ve mistaken thiefs for dragonhunters….
Is it just me, or does everyone just seem like they’re going off on wild speculation about Balthazar being in conflict with the gods or having lost to Menzies?
Or is it too simple to just say:
The exodus of human gods was related to the dragons (which I think I read in some of the early lore) which means dragons actually absorbed (at least a majority) their power
and that Balthazar is just miffed about it?
(Balthazar says: “hey abated me, dimmed my light… But they will see me now.” what if They = the dragons, and “dimmed my light” = stole my power/weakened my position/influence on the world, and “they will see me now” = now that I can fight back, I’mma mess ’em up)
If the above is true he’s been waiting for a method to fight back, and reclaim his power which until Taimi’s device was setup was not possible for him.
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The rest of us have been asking for this for just about 5 years now, and we’re still waiting. With the next expac coming up, I doubt we’ll see it before then and we most definitely will not see it after.
Well traps no longer Daze so there you go!!!
But they got significantly buffed sustain in return, and instant slow! YAY! oh wait…
1v1 a condition chrono?
DH destroys them if you know how to play. Can survive easily as long as you spam traps, symbols and blocks since they cleave out clones in less than half a second.Know how to play DH… lol, sadly its the only dumb way we have to play with that class.. besides poop traps… useless.
A decent mesmer will not fall for trap poop spam…
Ur playing DH wrong, because DH straight up nerfs Mes.
So a friend of my was in a similar situation, turns out she was doing the exact same thing u are doing (I know for a fact that this is true)
So here’s an easy Step-By-Step guide to explain how to do this.
Step 1 – Ensure you have HoT (you’ve said you do, so I believe you and you can skip this step)
Step 2 – Ensure that you are in the PvP Lobby (Heart of the Mists)
Step 3 – Ensure you are selecting the THIRD (BOTTOM, 3rd, OPPOSITE of top, VERY LAST one when starting at the top headed towards the bottom)
incase you don’t understand and I have failed to make it 100% clear of what bottom means I’ve included a helpful picture.
(and buddy has already specified the same, so I’m certain you’ve checked this right?…RIGHT????)
… you can put the Elite Specializzation traitline of Tempest (or any other elite spec) ONLY in the THIRD Trait Slot. if you try to active it in the forst two you can’t.
Step 4 – If step 3 fails contact customer support
Step 5 – If customer support tells you the same thing that we did… well… all i can say is … really?
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Honestly, I’ve been doing fine with aura ele. Had a brief moment of MMR hell in ruby, due to all the [less than good players] on my team but once I got into the last tier, it’s just been winstreak after winstreak. When ur teammates are reliable, supporting and enhancing them is that best way to go. When their not… A well played rev carry hard.
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i need all of part III and part IV’s daily league participator, but there’s only 26 days of the season left; am i SOL for the year? is my progress going to reset? is all my effort and anything i do now a waste
You can still earn ur wings in s5 which I suspect will start around Octobrr or November ur good bro no worries
I initially thought the division was meant to represent our skill level, but after seeing quotes like the following, found here: https://forum-en.gw2archive.eu/forum/game/pvp/Let-s-do-away-with-forced-50-50-match-making/first)
Season 4 matchmaking is already using MMR to create the most balanced teams possible. Teams are no longer “stacked” as they were in Season 2 and 3.
The problem (that we’re solving for S5) is that we’re currently searching for players close to your division to match you against. This means that the pool of players that we can pull from to create a match is much smaller than if we were using the entire pool of players. A player may have a high-enough MMR to put them in the top 100, but if they’re in Sapphire they’re only going to get matched with players that are in or around Sapphire. Season 5 will use the entire pool of players for creating matches – this should help the system create more balanced matches and improve queue times.
As for the “forced 50/50”, there’s nothing on the backend that forces a certain win-rate. This is a byproduct of your MMR settling.
Tells me that our MMR settling almost forces a 50% win/lose ratio.
So in order to move up I as a player need to have a climbing MMR which means that as an experienced player it’s FAR harder to move up in the divisions than a new player just playing the first time this season as my MMR has set and their’s has not.
Since we cannot climb the league it suggests the divisions only mean how much we have advanced skill-wise this season….
Ultimately I’m left with the question “is this what was intended or is it a fairly large oversight?” or alternatively “What the League system and our division within that system is meant to represent?”
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Hi there,
First, here’s the a recent post on the topic:
With the start of Season 4, we’ll be returning to Season 1’s style of matchmaking which focuses on creating the most balanced teams from the players queueing within your pip range. 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. During Season 2 and 3 we added two league features that greatly impacted your ability to climb: start-of-season division placement based on previous season performance and win/lose streak pips, and both of these features will remain enabled for Season 4.
Season 4 matchmaking is already using MMR to create the most balanced teams possible. Teams are no longer “stacked” as they were in Season 2 and 3.
The problem (that we’re solving for S5) is that we’re currently searching for players close to your division to match you against. This means that the pool of players that we can pull from to create a match is much smaller than if we were using the entire pool of players. A player may have a high-enough MMR to put them in the top 100, but if they’re in Sapphire they’re only going to get matched with players that are in or around Sapphire. Season 5 will use the entire pool of players for creating matches – this should help the system create more balanced matches and improve queue times.
As for the “forced 50/50”, there’s nothing on the backend that forces a certain win-rate. This is a byproduct of your MMR settling.
Do you not see the obvious flaw of having a league system stacked on top of MMR, isn’t the point to allow skilled players to rise in the leagues and lower tier players to fall in the leagues? and not to punish players who have been playing for awhile and doom them to 50/50 MMR hell?
Slow PvP with healers and bruisers is NOT fun.
That’s what we have right now, correct? Bruisers and healers?
There are bruisers and healers, but they aren’t dominating PvP IMO. I may just be getting lucky for now though
LOL every ele, and ranger you see are healers. Also every necro, rev, and engi you see are bruisers. They are dominating the kitten out of pvp atm.
played a game earlier, yeah counted as a loss in ranked, dude never even showed, yes it still counted as a loss. oddly another game we had 4 v 5 from the start and managed to pull off a 500-470 win and we only got 1 pip that’s about as BS as it comes.
I played a 10 minute match on warrior earlier today, at the higher levels it basically just becomes 10 minutes of pinball i would give my left nut to be a as low a level in the player base as you lol
I remember when i wasn’t perma stunned, it was just prior to HoT release… good times… good times
I miss WoW where you have limited cc, all on internal cd’s so you actually have to co-ordinate cc and not waste your primary cc breaker. And WoW is not even skillful
i miss gw1, where there were ways of dealing with it and it wasn’t bug-nutty-batkitten crazy “balance”.
Thing for me is i don’t even give a flying kitten about the condi either the perma aoe stuns are out of hand.
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So after a few days to summarize, simplify, and expand upon what I’m seeing we should focus on for the next balance patch is to:
- Less overall damage (to bring it more inline with defense)
- Defense is relatively fine as is for now, maybe tweak later, but goal is on damage mitigation rather than hard-counters and maybe a few more options to help mitigate conditions, not cleanse or completely nerf them.
-Cut back on the elite spec reliance and aim to make them on par with base class (or reasonably close at least)
-Aim for Warrior inclusion (note that this does not mean make them overpowered) more or less a reduction in the capabilities of other classes to fully mitigate a warriors capability (i.e. blind, cripple, block, evasion, and chill having an exaggerated effect due to the classes natural mechanics) or alternatively (not in tandem) increase the warriors ability to mitigate these effects like a trait to avoid excessive blinds like “you have been blinded and cannot be blinded again for __ seconds”, a “cripple only slows by 10% instead of 50%”, and/or block bypasses being a little more usable in general for basic examples.
Things I excluded (and why)
-Balance around common players and/or WvW:
I agree WvW should have its own, but to balance around that is EXTREMELY difficult at best. I’m not saying it shouldn’t be done, I’m just focused more on PvP, once the balance is established there a sizeable amount will transfer over and allow easier balancing of WvW.
-Balance is good learn to adapt. (a.k.a. get good scrubs) there’s always small issues that can be fixed and even if a single number is 0.01% off it may be worth the discussion.
In conclusion does anyone agree with this list? Does anyone feel we should expand upon it? or do you disagree with this list and why?
So, I mean this sincerely.
Where do we see balance as being currently?
What are the singular biggest issues?
How do we recommend fixing these (and why)?
From my perspective being a primarily Mesmer player since day one with ~2800 matches under my belt, I see a lot of issues one of huge concern for me is the removal of celestial stat, while often criticized I see it as extremely vital for ele since they’re skillset is based around being able to switch roles consistently. While I’ll be the first to admit that this doesn’t lend to build diversity in ele’s, I’m not too concerned and from my perspective this is the primary function of classes to begin with and given that in every balance we see a trend for classes to whittle down into 1 or occasionally 2 builds, where one is used far more commonly than the other anyway.
So now that we’ve got that out of the way, let’s proceed and see what we can identify and fix.
My personal opinion is as follows:
Damage and defense are usually too far apart, and bringing the extremes of both (low and high) much closer to the middle-ground would actually allow more diversity of play and greater deviation in roles, mayhaps not for the individual classes, but for the game-type in general and will help to eliminate curiosities like the overloading of individual classes/roles. I suspect this may even (by establishing a baseline) make future balance issues easier to identify and quicker to correct for extremes (i.e. balance hotfixes).
I’m interested to hear any thoughts as to where we can go from here and I hope to hear well thought-out discussion, even nitpicking at my own idea’s. Perhaps the dev’s could scribble-down a few notes and keep them in mind for next balance patch.
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With all honesty, What that should do isn’t free rotations for specs or any of that nonsense, they simply need to tweak the numbers away from insanity (i.e. 20k killshots), the slow and quickness not affecting stomping was a great move in the right direction, but what the game needs is simply a balance where the extremes of damage aren’t too far from the damage of those focused on defence. And that’s exactly why we see the extreme problems we do see. The extremes are too far apart, meaning anyone in the middle wildly misses out on certain benefits and with the removal of celestial… They’ve further polarized the balance to those insane extremes. I want them to simply dial back on dps, dial back on defense and put everyone just a little closer to the middle-ground where everyone can customize towards they’re play-style but avoid complete insanity.
(make note that I typically am more of a burst-dps style of player so I am on one of the extremes and I see how it needs to be dialed back)
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We’re also removing the following amulets:
- Celestial
Rip ele
We’re also removing the following amulets:
- Celestial
Rip…
Ele = new teef
We’re also removing the following amulets:
- Celestial
Rip viable ele’s
Personally I’m going back to gw 1 until they fix it, y’all are welcome to join me lol
This is exactly why the community has reacted so poorly to the changes, it’s an obviously flawed system that actually punishes you for playing appropriately, and rewards you for forcing lose streaks to tank you’re MMR.
It’s also why I’m going back to gw1 until this blows over (and it will unless their actual goal is to straight up alienate the community), until then I’m not suggesting you do this (in fact despite being unwilling to personally partake in pvp atm, I discourage it) but people have purposely tanked their MMR in order to get ahead https://www.reddit.com/r/Guildwars2/comments/3v91ec/im_rocketing_up_the_pvp_pip_system_already_tier_3/
It’s just me or not, but the match making is a little wonky the last few days…
See picture for some sample matches.
Note that I had exactly 1 close match everything else had a 250 or more score difference
p.s. I had a 141 – 502 win immediately after taking that pic
Being a player with ~2600 matches under my belt, and whom plays all of the classes and various builds on each class… I’m gonna go ahead and say holy flying kitten is burnguard OP even when fighting as a medi-guard with every condi-cleanse under the sun on ur bar, you have a hard time dealing with burn guards even 1 v 1
p.s. I’m not a bad medi-guard either(we basically lucked out in that match, if they had 1 more condi-focus char it woulda been gg-no-re)
You dealt 622k dmg and already 35k Condi-damage as a Mediguard. On the other hand you only recieved 110k condi damage.. that is less than 3x the condi dmg you did and not even 1/5 of the whole damage you did.
So I don’t see what in your screen makes burn-guard look op? That he got 20 more points? That’s pointless.. ba-dum-tss ^^
I literally spent that entire game avoiding him, only way to comabt that kitten was straight up avoid it
Being a player with ~2600 matches under my belt, and whom plays all of the classes and various builds on each class… I’m gonna go ahead and say holy flying kitten is burnguard OP even when fighting as a medi-guard with every condi-cleanse under the sun on ur bar, you have a hard time dealing with burn guards even 1 v 1
p.s. I’m not a bad medi-guard either(we basically lucked out in that match, if they had 1 more condi-focus char it woulda been gg-no-re)
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yes, very much so
serves u right for tryharding with a ratsquad
I dont get it. why try harding is bad if you want to win?
what I don’t get is how playing with friends, who are much lower skill than me (and not in comms) is try harding… we just wanted a match, not a 12min wait…
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yes, very much so
The definitive answer: no, but yes, The reason is on a fair and level playing field the answer is always gonna be no, but due to how human psychology works, we are naturally going to be at a technically unfair advantage at various times, a great example of this is female characters (for heterosexual males specifically) due to the female characters in revealing armor there is some minor degree of subconscious sexual arousal, which can actually almost triple reaction times (explained fairly well here: https://www.youtube.com/watch?v=EpUs8oNjuV8)
So in conclusion, no in a perfect world it’s not fair, but there are so many other physiological and psychological factors that it’d be hard to make anything perfectly fair. It’d additionally be kitten near impossible to correct this issue meaning that… “it’s close enough” is by necessity a valid answer. Which makes it A-OK! (though I would shun you)
Further reading:
https://scholar.google.ca/scholar?q=sexual+arousal+and+reaction+time&btnG=&hl=en&as_sdt=0%2C5&as_vis=1
http://link.springer.com/article/10.1023/A:1015366324325#page-1
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pftt 800k… low
I keep seeing complaints about d/d ele, and being a person who’s played as, with and against them I don’t have the same issues, or see the same issues that being said I don’t know about pro level (or care for low low level play) yes they’re powerful, and great to have on your team, But I find that if your team is REALLY struggling with them, bring a singular necro, I’ve found necro’s simply devour* ele’s, while retaining a very decent (unlike previous iterations) survivability (i.e. they don’t need to be babysat anymore). In conclusion, I’m normally one to complain about balance issues, but I legitimately believe this to be balanced (or atleast as balanced as “class x instant nerfs class y” gets)
just bring along a necro if you’re worried (and before you say that’s not balanced lemme remind you of the classic guard > thief scenario)
*and by devour I mean literally in (single digit number here) seconds flat
@OP: No build is going to carry a player. Instead there needs to be a place where near players can learn. Either give them a separate location or implement a matchmaking system that works.
How can new players learn if their build and skills are bad? .
it’s coming… https://www.guildwars2.com/en/news/introducing-pvp-leagues/ don’t you worry it’s coming!
You’re funny if you think it’ll teach them a single thing.
you’re absolutely right, they won’t learn a godkitten thing, but it will get them out of MY face because I’m going to the leagues they can’t reach, which means FAR better matchup’s all day erry day
When I was new the first thing I did was rebind WASD to skills due to their quick and convenient access to homerow and just mouseturned. I’m sure the newbies will figure it out.
Funny the first thing I did was rebind half the keys to my mouse, razer naga = woot!
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Seriously, everyone needs to calm the heck down.
I would love to read some proper feedback on how the X class is strong based on Facts and comparisons. Complaining about something via exageration or saying " Class X is Too strong or too tanky!!" is simply ignorable and childish.
If you want this forum to be taken any more seriously then please stop crying and start making some quality threads. I can almost get cancer from reading some of these posts.
Tl;DR: Stop crying and start making quality forum posts.
Thanks and bye.
An alternative is to collect data, and then we can actually find out, something I’m trying to facilitate here: https://forum-en.gw2archive.eu/forum/game/pvp/PvP-combat-scorecard-a-small-request/first#post5456451
@OP: No build is going to carry a player. Instead there needs to be a place where near players can learn. Either give them a separate location or implement a matchmaking system that works.
How can new players learn if their build and skills are bad? .
it’s coming… https://www.guildwars2.com/en/news/introducing-pvp-leagues/ don’t you worry it’s coming!
There also needs to be a “Better Default Keybind” option that would change keybinds to be more efficient than the default. There needs to be tutorials on how to play them.
That’s hard to do without a proper mouse, do you remember the poi in which rubi took away Hugh’s mouse and how she was laughing that he was still trying to hit the side buttons lol
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… this all day (I can only carry soo much when fighting in a 5 v 3 and watching all 4 of them die in 3 seconds flat cuz they felt the need to stand in aoe)
Not a single res to be had, I watched a dude(ranger… both) run right by me as I was on the ground outside the mid, apparently he’d rather 1 v 5 than res, died when the rev accidently got me with sword 3 (you can literally see me targeting him to get his attention and calling bandage to encourage him to res)
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Could be worse… the matchup’s could pair you with teams who simply do not team…. oh wait….
(2nd one in a row like that)
I have been considering going for celestial for awhile, but I’m still a bit clunky with rev just due to inexperience with the class and I was going for the whole, sit on far and encourage them to come to me while I support team, also with infinite swiftness it’s got sufficient mobility that running to your team in emergencies is viable, but that’s all theory, real world … it sorta works with a coordinated team, but if kitten hits the fan, yea I’m starting to agree you should have increased damage.
As for ventari being clunky, it does feel like it, but so does ele as a class, it’s more than likely just something that requires a stupidly high skill level to play effectively, that being said I do agree with the idea of it following you around and being brought up immediately upon entering (…invoking?) the legend. While the movement should be retained, but focus’d more on moving it to allies for a time to support them, that’d be MUCH better. (Mayhaps add a temporary f3 skill that does that so the heal can be focused on actually healing you?)
Anyways thanks for the feedback guys!
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SO here’s a concept I’ve been playing around with, it seems to work for coodinated groups, I suspect there’s more room to optimize ally buffs
http://gw2skills.net/editor/?vlAQNAW8un3gmNSuQzJRboNlsP0oS4I6UJ4ENsklZlhNmb+RNgEewe6r/G-TJxHwACeCAILD4b/BAXEAA
Suggestions are welcome to help improve otherwise it’s pretty basic, maintain herald heal most of the fight, when it becomes a large teamfight use facet of strength or darkness, if there’s alot of condi’s or incoming ranger fire, go ventari, if you get spiked down use herald heal active (it’s bloody powerful)
LESS stats.. Warhammer Online had tons of stats and players just think high numbers equal how well you played.
You can dump a ton of dPS out into a bunker toon and it means nothing if you did not move him off point and wasted your time doing squat.. Less stats are always better in games like this.. The more players will never do anything but stare at a spreadsheet
1. The stats are already there, so all we’re asking is that they’re visible while we wait in hotm, which …
2. doing nothing in hotm is more boring than staring at a spreadsheet anyway, and,
3. I disagree whole-heartedly, while yes some people will play like bricks because of this change, but odds are they’re the same people who played like bricks to begin with, which…
4. isn’t a problem because of leagues being implemented anyways thus nullifying your entire arguement, furthermore…
5. It’s likely that a few of us will start collecting data which may have fascinating research opportunities because science is fun.
p.s. What are you a jock?…. get out, This is nerd landia, where nerds gather! :P
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Anet can just give us an option to turn on a feature that automatically downloads pvp match stats after each game which you can access from a folder just like how screenshots are saved.
that’s essentially what I’m asking for, just even more simple so that it can be implemented with minimal effort, that’s the next step beyond.
An initial app is up!
Go there, enter your API key that has PvP permissions and you can see the scores of your past few games! No stats yet, but maybe that’ll come soon too.
Sexy! Just waiting on thems stats lol so we can see my sexy kitten 900k(+) damage scores
I don’t know if anyone here pays attention to API development, but we may be seeing past game info soon! (Soon as in months, not weeks)
I love it, it’s definitely a step in the right direction! Just need to add this in-game. Moar stats plox!
explain this matchmaking
….. trolololololloll?
The stats help you understand if you are fulfilling you’re role well.
They aren’t an indicator of your overall play in a match.
But It’s another tool to help you measure your own play.
If I could view the score, stats, and match comps of the last 5-10 matches, it would absolutely tell me valuable information. I’d get a idea of what kind of numbers I average and what kind of comps cause variance in those numbers.
For example as a thief it might show me I focused too much on fighting if my damage is high and my decaps are low. Or maybe I spent too much time full capping if my captures are high and damage is low. Or maybe I tanked too much if my incoming damage is too high.
Knowing those things give you an easy opportunity to mentally adjust between games.
I could not have said it better, and this is exactly my intent! Now all we need is a dev response giving us a yay, nay or “we’ll think about it”.
I’m going to pile in on this with a longshot of longshot requests.
Can you store our death-logs and IDK, maybe fix the ele death log bug at some point? Maybe add them to this 1 match saved stat duration? And while I’m asking for things we will never get, can you add a replay mode. Preferably one we can use while waiting in the 6-8 min queue in the boring as kitten hotm?
Thanks guys!
Some good idea’s some would seem to be difficult, due to the nature of how gw2 is and given all the bugs in gw1’s replay system… I think the replay system may be too difficult to achieve… however I believe the death log is already a thing and yes the bug fix should happen, but it’s not something that can be exploited so I doubt it’ll happen anytime soon.
So while I agree the replay system would be ideal, and that hotm is about as boring as watching paint dry, I feel that it’s a little more reasonable to ask that the scorecard remains after the match for a bit since we already have access to it, albeit briefly, so the work has already been done and all they need to do is keep the information a little longer. Something that, technically speaking, “shouldn’t” be too hard. This would allow us to record info and allow nerds like me to start adding up (speaking of which, if they made it highlight-able so we could copy/paste that’s an idea that would facilitate nerding out) and that would occupy a lot of people during that stupidly long wait. It’d also encourage the community to start using math skills.
It’s possible, they just need to store the data and add a UI for this outside of PVP matches.
The real question we want answered is, when will it be implemented?
well to be fair I meant is it possible to intice them to do it, but I wanted to be a little more kind about it.
So I’m curious can we get a dev response as to whether this would be possible?
I totaly agree.
Having a small history of your matches (like last 10-20 played) would be even better. But without anyone to compare to, the figures mean pretty much nothing. We should be able to see the whole stats of your team and enemy team in order to get a relative view of your own performances.
But it’s a nice step in the right direction.
I agree that would be ideal, but I feel this might be too much to ask. So I went for a more realistic one as it’s more likely to get results. Also the “whole team stats” may (or may not) conflict with Anet’s ideals on the whole “keeping your armor hidden so as not to exclude anybody” thing…
I like the new combat section of the scorecard its amazing!
Great addition, but (and here’s the request) it’s too short lived, would it be possible to make the previous matches scorecard available from the Lobby while we wait for the 3-5(+)minute wait times that are just a little too long without something to occupy us i think this might help, because lets be honest it’s usually only up for max 10 seconds which is just enough time to get a screenshot…