Showing Posts For Slein Jinn.8173:

lol Zero Counterplay rage quit?

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

Football is also just a game. If you’re getting paid thousands of dollars to play a game, you take it seriously, and if you don’t, there should be serious repercussions. If you’re in the Pro League, your team is going to win a minimum of $2500 USD even if you lose every game.

Their strategy was no different than a football team playing a game with 6 defenders, 4 midfielders, and no strikers. Sure, if they get a lucky goal off of a set piece, they might be able to hang on for a win, but when they concede a goal and have no way to get back into the game because of the lineup they chose, they don’t get to rage and blame the game; they’re in that situation because of the choices that they made, and they have an obligation to see the match through to its conclusion.

Well of Precog is now Unplayable in PvP

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

I didn’t see it discussed much, but my idea for Well of Precognition was to have it apply Distortion to the Mesmer, and apply Blur to allies, that way the Mesmer can’t use it to stalemate 1vX situations on-node, but it is still a strong team fight skill. This would help to reward using the skill intelligently instead of punishing teams where the Mesmer uses the skill incompetently (or maliciously). I feel like this would have been sufficient to address the issues with the skill whilst still leaving it a strong tool for sPvP, but if anything, it could be coupled with a small adjustment to the recast.

Also, the change to the cast/aftercast times in the patch has been mostly overlooked, but it’s actually fairly significant—at 0.75s cast time, it is pretty consistently interruptible.

lol Zero Counterplay rage quit?

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

It’s not ArenaNet’s fault that Zero Counterplay decided to field a team composition that didn’t have the tools to recover from a single capped node. Zero Counterplay decided to field a team of 2x Mesmer, 2x Revenant, 1x Tempest into an equally bunker-heavy team, and it didn’t work, but they made their bed, and they should have to lie in it. Yeah, they didn’t really have any realistic path to victory at that point, but that’s their fault for fielding a team composition where literally the only win condition is to stalemate all three nodes from the start.

Look at the EU scene. The only teams trying to field triple-bunker teams like that got beaten handily by teams that brought more firepower. You can’t deliberately field a team with fewer damage dealers than GW2 PvP has ever seen, and then complain when you can’t kill anything.

Imagine a football match where one team uses all their substitutions to replace attacking players with defensive players. If the other team then manages to score and take the lead, that team would be given HUGE penalties if they just said “well, we can’t win now, because we don’t have any goalscorers on the pitch and we’re losing” and just walked off the pitch. You can’t field a team with no forwards and then blame FIFA when your team can’t score goals.

That’s what Zero Counterplay did. They made decisions that gave themselves no win condition, then when they started to lose, they ragequit. It is ridiculously unprofessional, and they absolutely should be sanctioned by ArenaNet in some fashion, whether that’s a fine, a forfeiture of participation in future seasons, or whatever.

(edited by Slein Jinn.8173)

Players Abusing MMR

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

If i dont get teamed vs a full premade its either this:

- Only soloq vs 3man-4man premades.
- I get put into a 3man premade to be faced fullman premade (when i entered as solo).
- I get put into a 3man-4man premades that suck kitten vs higher tier which the premade cant handle. GG.

I DONT WANT TO BE IN A PREMADE OR FACE A PREMADE UNDERSTAND ANET.

I cant be competitive as soloq in this game, and i said it before but i will say it again, im quitting leagues as of today. Have fun league abusers and premades >.>

The only constant in all those teams is YOU.

All this random QQ from random plebs about how they always lose and it’s all ANet’s fault—they couldn’t possibly have anything to do with their own losses (of course, if they win one, it’s because they carried). Take some responsibility for your own play. Yeah, it sucks when you get braindead teammates, but it happens to everyone, and it happens to the people you play against, too. If you’re really as good as you think you are, you should come out ahead in the end, because that would mean your team only has four rolls for braindead teammates, where the opposing team has five chances for idiocy.

When you lose, instead of pointing the finger at everyone else, look at what you could have done differently to increase your odds of winning. If you’re really honest with yourself, there’s almost invariably something you could have done better.

Players Abusing MMR

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

Regular sports do it all the time. University American Football teams make their own schedules, and you’ll notice the top teams always stack their schedules with some easy games against low-tier teams at the beginning of the season. They get free wins to make sure they start the season near the top of the standings, and the other teams don’t mind getting dumped on, because they get a lot of revenue from facing off against a famous team.

The whinging about having to face one top player here is pretty amusing. There is a problem with the matchmaking system, but it isn’t the problem you’re all crying about. The reality is that, when you’re one of literally only a handful of total players in Diamond/Legendary divisions, the matchmaking system simply isn’t equipped to create matches for you, so you’ll queue for an eternity without finding a match; queuing with lower-division players is a workaround for these players to actually be able to play at all. It’s hardly some secret strategy to guarantee wins; the whole concept is that you’re facing one top player counterbalanced by weaker players. This is a team game; not even the best players in the world can win matches by themselves. If anything, a team’s weakest link matters more than its strongest player, and when a Legendary division player and an Amber division player queue together, the weakest link is on the team you’re complaining about. So quit kittening and exploit that. Tune into their Twitch streams sometimes—the guys doing this lose their fair share of matches to be sure.

Client Crashing constantly [Merged]

in Account & Technical Support

Posted by: Slein Jinn.8173

Slein Jinn.8173

—> Crash <—
OOM: Heap, bytes=8388728,
App: Gw2.exe
Pid: 4664
Cmdline:
BaseAddr: 01220000
ProgramId: 101
Build: 54655
When: 2015-10-28T18:52:29Z 2015-10-28T19:52:29+01:00
Uptime: 0 days 0:11:16
Flags: 0

—> System <—
Name: *
IpAddr: *
Processors: 2 [AuthenticAMD:15:2:3]
OSVersion: Windows 6.0 (32 bit)

—> System Memory <—
Physical: 430MB/ 3325MB 12%
Paged: 2803MB/ 6873MB 40%
Virtual: 136MB/ 2047MB 6%
Load: 87%
CommitTotal: 4070MB
CommitLimit: 6873MB
CommitPeak: 4756MB
SystemCache: 768MB
HandleCount: 34346
ProcessCount: 65
ThreadCount: 1073

—> Process Memory <—
Private: 1641MB
WorkingSet: 1515MB
PeakWorkingSet: 1515MB
PageFaults: 1045870

—> Memory Category Usage (Inclusive) <—
[Category] [Size(MB)] [Count]
Root 793.02 1001218
VRAM 418.03 34051
Programmer Data 356.10 397392
Art Assets 323.09 10546
Game 140.17 114315
Engine 137.33 229441
Map Assets 116.77 8375
Anim Import Packfile 108.12 202
Anim Import Models 108.12 202
Prop Models 107.59 4073
Prop Packfile 104.92 798
Content 96.49 37301
Character Models 94.00 828
Gr 92.02 145976
VRAM – Prop Tex 84.96 1331
Uncategorized 77.87 545368
VRAM – Gr Postproc 75.34 17
Collections 55.81 7495
Character Packfile 54.93 163
Dictionary 53.92 1413
VRAM – DDI Shader 51.84 29595
Composite Models 38.69 194
Composite Tex 37.05 132
Composite Tex Pool 37.05 132

—> Memory Category Usage (Exclusive) <—
[Category] [Size(MB)] [Count]
Anim Import Packfile 108.12 202
Prop Packfile 104.92 798
Content 96.49 37301
VRAM – Prop Tex 84.96 1331
Uncategorized 77.87 545368
VRAM – Gr Postproc 75.34 17
Character Packfile 54.93 163
Dictionary 53.92 1413
VRAM – DDI Shader 51.84 29595
Gr 39.41 7530
Composite Tex Pool 37.05 132
VRAM – Gr Geometry 34.75 186
VRAM – Character Geo 32.17 388
Text 31.81 4902
VRAM – DirectX Geo Buffers 30.56 1520
VRAM – UI Textures 20.10 463
Collide Havok 16.81 38174
Gr Umbra 14.55 1239
Collide 12.80 8970
Gr Cloud 11.93 14981
Archive 11.21 81
VRAM – Terrain PgdImg 10.50 42
VRAM – World Map Tex 9.94 41
Audio 9.86 1635

[DbgHelp.dll is C:\Windows\system32\dbghelp.dll]
[DbgHelp.dll version 6.0.6001.18000 (64/32-bit compatible)]

—> ClientContextThreadProc Thread 0×7ec <—

—> Trace <—
Pc:0152d92f Fr:0664f6dc Rt:015c5850 Arg:00000000 00000000 021c5010 00000243
Pc:015c5850 Fr:0664f71c Rt:015c62b7 Arg:00000000 0000002a 0664f760 00000000
Pc:015c62b7 Fr:0664f750 Rt:01e32482 Arg:000000a3 00000002 4a09c7f4 4a099e78
Pc:01e32482 Fr:0664f848 Rt:01e2efb1 Arg:cbd87820 6ecf5990 0664f890 01e2fccf
Pc:01e2efb1 Fr:0664f858 Rt:01e2fccf Arg:00000000 04987410 00000031 00000031
Pc:01e2fccf Fr:0664f890 Rt:01e27148 Arg:00000000 0152ee49 00000598 0156ce80
Pc:01e27148 Fr:0664f8e0 Rt:018660eb Arg:3d48b439 3d42e325 0664f970 0706dab8
Pc:018660eb Fr:0664f914 Rt:0186899f Arg:3d42e325 016dc393 04b4d010 04b4d460
Pc:0186899f Fr:0664f9bc Rt:016da2de Arg:04b4d010 00000002 00000002 00000010
Pc:016da2de Fr:0664fa38 Rt:016db4e2 Arg:cbd766b0 01d111b1 022464c1 00000001
Pc:016db4e2 Fr:0664fa78 Rt:016d9ab1 Arg:047f2d30 00391ce8 0152efc8 00000000
Pc:016d9ab1 Fr:0664fa98 Rt:016804f0 Arg:047f2d30 02246469 00000000 00391ce8
Pc:016804f0 Fr:0664fad0 Rt:01680618 Arg:00000000 0664fae8 767b4911 00391ce8
Pc:01680618 Fr:0664fadc Rt:767b4911 Arg:00391ce8 0664fb28 76f9e4b6 00391ce8
Pc:767b4911 Fr:0664fae8 Rt:76f9e4b6 Arg:00391ce8 674537ce 00000000 00000000
Pc:76f9e4b6 Fr:0664fb28 Rt:76f9e489 Arg:0168059c 00391ce8 00000000 00000000
Pc:76f9e489 Fr:0664fb40 Rt:00000000 Arg:0168059c 00391ce8 00000000 00000000

—> Thread registers <—
eax=0664f250 ebx=0664f698 ecx=021c5010 edx=0664f698 esi=767b4293 edi=00000000
eip=0152d92f esp=0664f674 ebp=0664f6dc
cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000246

eax-32 0664F230 00000000 00000000 00000000 00000000
eax-16 0664F240 00000000 00000000 00000000 00000000
eax 0 0664F250 80000003 00000000 00000000 767b42eb
eax
16 0664F260 00000000 00000000 00000000 00000000
eax+32 0664F270 00000000 4081e65e 00000000 04010324
eax+48 0664F280 0664f2ec 04010320 46400000 0664f4b8
ebx-32 0664F678 021c5010 00000243 00000000 2aba3ae4
ebx-16 0664F688 2aba3ad0 4de26a70 00000000 00000001
ebx 0 0664F698 70616548 7962202c 3d736574 38383338
ebx
16 0664F6A8 00383237 0009a02c 0009a02c 0664f6dc
ebx+32 0664F6B8 01634305 00000000 2aba3aec 0664f6d8
ebx+48 0664F6C8 4de26a70 2aba3aec 4de26a70 00000000
ecx-32 021C4FF0 0148c920 0182b620 0141d650 012ebca0
ecx-16 021C5000 01271d30 01225000 012744c0 015c66c0
ecx 0 021C5010 2e5c2e2e 2e2e5c2e 676e455c 5c656e69
ecx
16 021C5020 475c7247 78655472 65627543 7070632e
ecx+32 021C5030 00000000 26262030 49432220 65547247
ecx+48 021C5040 72757478 62754365 74614465 6f702061
edx-32 0664F678 021c5010 00000243 00000000 2aba3ae4
edx-16 0664F688 2aba3ad0 4de26a70 00000000 00000001
edx 0 0664F698 70616548 7962202c 3d736574 38383338
edx
16 0664F6A8 00383237 0009a02c 0009a02c 0664f6dc
edx+32 0664F6B8 01634305 00000000 2aba3aec 0664f6d8
edx+48 0664F6C8 4de26a70 2aba3aec 4de26a70 00000000
esi-32 767B4270 0f00107d fd654485 000368ff ff50001f
esi-16 767B4280 75ff1475 03bbe808 c25d0000 90900010
esi 0 767B4290 8b909090 ec8b55ff 8b50ec83 45890845
esi
16 767B42A0 0c458bb0 8901e083 c033b445 89144539
esi+32 767B42B0 45c7b845 7b4293bc a8840f76 8bfffd4f
esi+48 767B42C0 f8831045 70870f0f 89000225 e0c1c045

—> Code <—
0152D90F 806a1802 8d45bc6a 4050e852 68ffff83 .j…E.j@P.Rh…
0152D91F c4108d55 bcb90500 00006a00 ff751453 …U……j..u.S
0152D92F e8ac9400 008b55b4 8b45b88d 5a178b75 ……U..E..Z..u
0152D93F 1883e3f0 8bcb8843 fa8ac32a c2668973 …….C…*.f.s
0152D94F f88843fb 0fb6c02b c8897bfc 3bca7414 ..C….+..{.;.t.
0152D95F 68e50300 00bafc69 1802b990 6a1802e8 h……i….j…

—> Stack <—
0664F674 0152d934 021c5010 00000243 00000000 4.R..P..C…….
0664F684 2aba3ae4 2aba3ad0 4de26a70 00000000 .:..:.pj.M….
0664F694 00000001 70616548 7962202c 3d736574 ….Heap, bytes=
0664F6A4 38383338 00383237 0009a02c 0009a02c 8388728.,…,…
0664F6B4 0664f6dc 01634305 00000000 2aba3aec ..d..Cc……:.*
0664F6C4 0664f6d8 4de26a70 2aba3aec 4de26a70 ..d.pj.M.:.pj.M
0664F6D4 00000000 02246865 0664f71c 015c5850 ….eh$…d.PX\.
0664F6E4 00000000 00000000 021c5010 00000243 ………P..C…
0664F6F4 0000002a 00000000 2aba3a70 2aba3ad0 *…….p:.
.:.*
0664F704 4a09c808 4a09c808 0664f750 015948d0 …J…JP.d..HY.
0664F714 4a09c808 00000001 0664f750 015c62b7 …J….P.d..b\.
0664F724 00000000 0000002a 0664f760 00000000 ….*…`.d…..
0664F734 4279f6fc 0223ac6c 4279f9f2 00000001 ..yBl.#…yB….
0664F744 00000001 4279f9f2 00000001 0664f848 ……yB….H.d.
0664F754 01e32482 000000a3 00000002 4a09c7f4 .$………….J
0664F764 4a099e78 00000000 00000068 04ab50c8 x..J….h….P..
0664F774 02324e2c 00000070 0664f798 0169d3bf ,N2.p…..d…i.
0664F784 07016000 00000068 00000000 00000050 .`..h…….P…
0664F794 00000068 0664f7b8 0169cd44 0664f7c8 h…..d.D.i…d.
0664F7A4 76fb9254 767bc244 0664f814 767b09db T..vD.{v..d…{v
0664F7B4 767bc274 1409d416 162dddb9 00000000 t.{v……-…..
0664F7C4 49ebdb50 4a5b6fa0 4a5b6ff0 0664f828 P..I.o[J.o[J(.d.
0664F7D4 01554579 4a5b6fa0 0664f7fc 00000005 yEU..o[J..d…..
0664F7E4 01e32374 6ecf5990 39789ed0 00000000 t#…Y.n..×9....
0664F7F4 00000003 00000020 0664f760 00000001 …. …`.d…..
0664F804 00000000 00000000 00000000 00000040 …………@…
0664F814 00000004 4279e0bc 4279e1f4 00000000 ……yB..yB….
0664F824 6ecf5990 00000020 f99b08a0 00000000 .Y.n ………..
0664F834 00000005 0664f760 00000000 0664f760 ….`.d…..`.d.
0664F844 022466f1 0664f858 01e2efb1 cbd87820 .f$.X.d….. x..
0664F854 6ecf5990 0664f890 01e2fccf 00000000 .Y.n..d………
0664F864 04987410 00000031 00000031 26bb6550 .t..1…1…Pe.&
0664F874 cbd87820 01d111b1 3f5ca730 00000000 x……0.\?….
0664F884 00004e20 00000000 0703b690 0664f8e0 N…………d.
0664F894 01e27148 00000000 0152ee49 00000598 Hq……I.R…..
0664F8A4 0156ce80 07d4c210 00000028 2c39ce90 ..V…..(…..9,
0664F8B4 0664f8e8 0156b6f1 2c39ce90 00000028 ..d…V…9,(…
0664F8C4 02240e2c 00000031 0153cd5a 00000010 ,.$.1…Z.S…..
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0664F8F4 0706dab8 04b4d054 3d48b439 3d42e325 ….T…9.H=%.B=
0664F904 3d42e325 3d42e325 3d48b439 3d48b439 .B=.B=9.H=9.H=
0664F914 0664f9bc 0186899f 3d42e325 016dc393 ..d…..%.B=..m.
0664F924 04b4d010 04b4d460 00000001 00000002 ….`………..
0664F934 00000002 00000010 0664f954 0664f95c ……..T.d.\.d.
0664F944 04b4d460 00000002 0664fa24 0000000c `…….$.d…..
0664F954 00000000 0706dac8 00000000 04b4d054 …………T…
0664F964 00000001 04b4d010 0664f9ac 0706dac4 ……….d…..
0664F974 04b4d04d 0169ac97 04b4d38c 016dc6f3 M…..i…….m.
0664F984 04b4d010 00000000 00000000 0664f9bc …………..d.
0664F994 0664f9d4 016da97f 04b4d010 162dddb2 ..d…m…….-.
0664F9A4 00000001 04b4d358 00000000 0664f9b0 ….X………d.
0664F9B4 0664f9b1 02246705 0664fa38 016da2de ..d..g$.8.d…m.
0664F9C4 04b4d010 00000002 00000002 00000010 …………….
0664F9D4 0664fa24 04b4d460 00391ce8 00000001 $.d.`…..9…..
0664F9E4 162dddb2 7e52ffad 000004d8 00000000 ..-…R~……..
0664F9F4 76fb83b4 767bc350 00000000 767bc379 …vP.{v….y.{v
0664FA04 1409d65e 00000001 0000000a 00391ce8 ^………….9.
0664FA14 00000024 00000001 00000000 00000000 $……………
0664FA24 cbd766b0 01d111b1 162dddb2 00000031 .f……..-.1…
0664FA34 02246481 0664fa78 016db4e2 cbd766b0 .d$.×.d…m..f..
0664FA44 01d111b1 022464c1 00000001 162dddb2 …..d$…….-.
0664FA54 00391ce8 00000001 00391ce8 0664fa48 ..9…….9.H.d.
0664FA64 00000001 0664fac0 01680830 0618fc59 ……d.0.h.Y…

—> Error Logs <—
st propId=‘1907337037688701442’
Content is referencing a propID that doesn’t exist propId=‘1907337699113665028’
Texture missing mip chain: 0×118f71
Texture missing mip chain: 0×1036a0
Texture missing mip chain: 0×10369f
Texture missing mip chain: 0×1346fc
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×1346ff
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×1346fe
Model ‘0×102084’: Permutation ‘default’ not found, auto selecting permutation
Texture missing mip chain: 0×118f71
Texture missing mip chain: 0×1346fe
Model ‘0×102084’: Permutation ‘default’ not found, auto selecting permutation
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Debug token ‘0xf1059’: Lightning ran out of space for new bolts.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Debug token ‘0xeb017’: Lightning ran out of space for new bolts.
Model ‘0×0eadec’: Failed to resolve AimIK bone indices.
Model ‘0×0eadec’: Failed to resolve AimIK bone indices.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×1036a0
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×1036a0
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture missing mip chain: 0×1036a0
Map load hang on STATE_MODELS_STREAM detected: MapId: 1052, Position: (36856.500000, 2001.209961, -16482.679688), Completion: 0.000000
Coherent AssertFailure: Assert failure: Dispatching a message to a non-active view 2 at UISystemImpl.cpp : 1856
Coherent Assert: Dispatching a message to a non-active view
Debug token ‘0×266fa’: Lightning ran out of space for new bolts.
Texture ‘0×03539b’ dimensions too small
Loading ‘0×03539b’ texture failed
Texture missing mip chain: 0×1346fb
Texture missing mip chain: 0×1346fd

—> DirectX Device Info <—
VendorId = 0×1002
DeviceId = 0×683f
Version = 8.17.0010.1151
Description = ASUS HD7750 Series
Compat = 0×00000000
VidMem = 2414 MB

Flash Warrior

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

And I thought that Thieves are the fastest in PvP.

You learn new things everyday.

I had no idea eles were so slow, either.

Guardian shield

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

Guardians’ Shield is a good weapon; the biggest problem is just that it competes with such strong alternatives, but even still, it does see some play even at the highest level.

The best thing they could do for Shield right now IMO would be to swap the positions of Smiter’s Boon and Stalwart Defender. This change would allow for more logical choices for Guardian builds. Right now, if a bunker Guardian wants to run Shield, there really aren’t any strong choices for the Adept tier in Valour, whilst DPS Guardians lack strong choices in the Master tier. If you swapped these two traits, Bunkers could run both Stalwart Defender and Strength in Numbers, whilst DPS Guardians could run Smiter’s Boon with Focus Mastery.

The way it is right now, the Shield and Focus traits are never taken, because they compete with things that are simply more important for the builds that run those weapons. But they’re not bad traits, and simply swapping their positions would allow Guardians to take these traits.

Yep Burning is fine.

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

The problem with burning is the spike damage it gives. It really is insane

So there’s a condi equivalent to Steal+Backstab, Mirror Blade+Mind Wrack, Mighty Blow+Smite Conditions+Shield of Wrath, etc. What’s the problem? People cry disproportionately about condition damage because… reasons. When a Power class bursts you for 5k, you shrug it off as just another day at the office, but when a condition class bursts you for 5k, somehow that’s overpowered.

Spike damage has always been part of the game. It has also been solely the purview of Power builds, which has meant that for the majority of GW2’s lifespan thus far, condition builds have been, by their very nature, suboptimal in sPvP. Making it possible to create a condition build with spike damage expands the range of build diversity. Isn’t that what all you people crying about “stale metas” have been looking for?

Stat point pool instead of amulets?

in PvP

Posted by: Slein Jinn.8173

Slein Jinn.8173

The system is very constrained by design. It is bad game design to give players too much flexibility, as too many moving parts becomes impossible to balance. It’s called “Structured PvP” for a reason—the system is more rigidly structured on purpose.

And in the end, the extra “choice” ends up being illusory, anyway, because players will work out what is optimal, and any competitive player will run the optimal setup anyway. In practise, “greater flexibility” ends up translating to “more ways for low- and mid-tier players to screw up”.

[Mind] The Lunar Circle (sPvP)

in Looking for...

Posted by: Slein Jinn.8173

Slein Jinn.8173

15CharacterBump.

[Mind] The Lunar Circle (sPvP)

in Looking for...

Posted by: Slein Jinn.8173

Slein Jinn.8173

Bump. Addingsomecharacters.

EU - LF PvP guild

in Looking for...

Posted by: Slein Jinn.8173

Slein Jinn.8173

You haven’t given a lot of information about yourself and your expectations, but The Lunar Circle might be what you’re looking for.

Where all the PvP guilds at?

in Looking for...

Posted by: Slein Jinn.8173

Slein Jinn.8173

You haven’t said a lot about yourself, but The Lunar Circle might be what you’re looking for.

LF NA/Oceanic PvP/GvG Guild

in Looking for...

Posted by: Slein Jinn.8173

Slein Jinn.8173

I’m not sure exactly what your availability is, but you might want to consider The Lunar Circle.

[Mind] The Lunar Circle (sPvP)

in Looking for...

Posted by: Slein Jinn.8173

Slein Jinn.8173

A bit of background about myself—the founder—and the Lunar Circle project itself.
I’ve been playing MMO’s since the release of the original EverQuest, where I was a well-known figure in the Shadowknight community (Slein Jinn) for a very long time. In twelve years of EQ1, I did just about everything a person could do in the game, from top-tier raiding to being one of the pioneers of a technique for solo clearing a hundred or more NPC’s at once, but what I was most recognised for in the community was what the current generation of MMO’s would call “theorycrafting”. It has long been joked that I play MMO’s to give me an excuse to play with MS Excell. I love delving into the minutia of game mechanics, understanding the governing maths, and always looking for the most optimal ways of doing things, but I also try to make sure my mechanical ability is sufficiently practised to be able to put that knowledge into practise.

I’m not the sort of player who tends to play multiple games at once; I guess I look at it as I have a limited amount of resources—time, mental energy, etc.—and I feel like I get better results if I focus my resources on mastering just one game. I dabbled in other MMO’s a bit here and there during that time, but I mostly remained faithful to EverQuest until RIFT entered the picture. After being very active in the beta, I finally did leave EverQuest for RIFT at release, and that was the game that began my transition from PvE to PvP player. RIFT didn’t really endure, though, and it wasn’t until GW2 that I finally found “my game” again after having completely left EverQuest.

In GW2, I began as a predominantly WvW player. I ran with a solid GvG/zergbusting group on Ehmry Bay (NA) for a while during the server’s peak, and after that guild broke up, I launched a new guild—Odyseja [Seek]—from the ashes, which focused on coordinated havocs in WvW. We had a lot of success in that theatre until we lost many of our core members to severe health problems, real life obligations, other games, etc. During that time, I was gradually becoming more and more focused on sPvP, to the point where it made more sense to launch a new PvP-focused project—which has resulted in [Mind]—rather than trying to revitalise [Seek]; it has been several months now since I’ve played any game mode besides sPvP seriously.

I’ve looked across both regions for already established groups that align with the goals described above, but it seems evident that none exist. So I’ve taken it upon myself to start one. I’ve been working on laying the groundwork for this project for some time now, but the huge balance revamp looming so close on the horizon has pressured me to roll The Lunar Circle out sooner rather than later, as that seems like just the sort of moment when such a group will be most called for.

At this point, I’m a fairly veteran PvP’er, with thousands of games played and some fragmented tournament experience, but I’m hardly world-class. I can definitely help other motivated PvP’ers to grow and develop, and I’m also very interested in finding people who can help further my own development. I love the idea of being a part of a group of like-minded players who can help push each other to new heights. I see a lot of value in the Enlightenment idea of “mutual improvement societies”, and I think it offers an excellent model for how GW2 players could seek to advance their collective ability levels.

(edited by Slein Jinn.8173)

[EU] LF sPvP Team/Guild

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Slein Jinn.8173

You might want to look into The Lunar Circle.

[EU] Looking for sPvP team/guild

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Posted by: Slein Jinn.8173

Slein Jinn.8173

You might want to look into The Lunar Circle.

Looking for pvp oriented guild/team

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Slein Jinn.8173

You might want to look into The Lunar Circle.

[Mind] The Lunar Circle (sPvP)

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Slein Jinn.8173

You can call The Lunar Circle a guild or a PvP team or whatever you like; the idea is to hark back to the mutual improvement societies from the Age of Enlightenment such as the Junto or The Lunar Society, originally known as The Lunar Circle, from which we take our name. The goal is to assemble a group of people not only to play together, but to try to help one another to continuously grow and improve, both in terms of mechanical skill and in terms of knowledge and understanding, always looking to delve deeper into the game. Every member is at once both a teacher and a student.

The Lunar Circle is focused on organised play in sPvP, though members certainly may be found dabbling in WvW and even occasional PvE. We will consider applications from any server, including across regions; sPvP is not constrained by server, and many dedicated PvP players have cross-region alternate accounts. The Guild system in GW2 functions seamlessly across regions. The goal here is to aggregate like-minded individuals and forge a community together where we can share, discuss, practise, and progress both individually and collectively; to that end, finding the right people is more important than where we find them. Our home servers are Desolation (EU) and Ehmry Bay (NA), for those interested, and we’re currently residing in the excellently tidy and organised Ehmry Bay Teamspeak server for primary voice comms.

Anyone who shares our goals is encouraged to apply, regardless of your background or experience. Whether you’re relatively new to the Guild Wars 2 sPvP scene and looking to delve deeper for the first time, or you’re a veteran player already competing with an established team, you can find a place among our ranks if you have the right mentality.


What does a successful candidate for membership in The Lunar Circle look like?
1) You’re comfortable with having your beliefs and ideas challenged. You’re also confident enough to challenge the beliefs and ideas of others, and mature enough to do so respectfully. (See the Code of Conduct for more on this point.)
2) sPvP is your primary game mode. You certainly don’t have to spend 100% of your game time in sPvP, but it will probably be where you spend the majority of your time, and moreover, it should be where you invest the majority of your mental energy in the game. You PvP because you love PvP, not merely because you want the achievemnt points or because WvW is dead this time of day or whatever.
3) You’re able to play during EU evenings—roughly 20:00-01:00 CEST (UTC +2). It doesn’t have to be your primary period of activity, but you should consistently be available at least once or twice per week during those hours.
4) You’re motivated by the constant pursuit of mastery. You play in order to be the best player you can be, and you aren’t satisfied with merely “playing for fun”; making great plays and winning is fun—much more fun than just haphazardly flailing about, in fact.
5) You’re the sort of person who is always driven to understand why and how things work. It’s not enough for you to know what is optimal; you want to understand what makes it worthy of that status.
6) You’re interested in actively participating in discussions on the guild’s forums.
7) You’re comfortable participating actively in voice communication.


Requirements:
1) Teamspeak, including a working microphone, is non-negotiable.
2) All would-be members must register on our forums in order to apply. Active participation on these forums is a part of being a productive member of the Circle.
3) “Soft majority representation”, by which is meant that The Lunar Circle should essentially be your default guild. We are never going to be an all-purpose PvX guild, so it’s entirely understandable that members may have other guilds for specific purposes. But if there’s nothing that specifically calls for you to be representing another guild, you should revert to representing The Lunar Circle. If you’re playing with other members or just PuG’ing it, you should be representing. If you want to level up a personal bank guild, just cough up the paltry 5 gold. If you’re feeling the pull to represent one of the giant PvX guilds, then perhaps you need to re-think whether your mindset really aligns with that of The Lunar Circle.
4) Anyone interested in joining the Circle must post a completed application form.

Randomising Boon/Condition Conversions

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Slein Jinn.8173

Any skill that converts conditions to boons or boons to conditions becomes less skillful if the prioritisation is randomised.

While this is true, the current working favours classes that can apply damaging conditions in large stacks with a single skill and then cover it with something. Classes that rely primarily on their autoattacks to apply condis and/or a single condition will keep bringing their main damage source to the front of the removal queue by attacking.

Which is a thing that easily can be—and always has been—tuned around, still positively factoring into skilled gameplay. There is no upside to making this random that can’t equally be achieved along another, better avenue. The downside is that one element of a game that prides itself on being skill-based is becoming unquestionably less skillful.

Randomising Boon/Condition Conversions

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Slein Jinn.8173

Don’t worry, quick breathing is apparently just going to remove conditions now, instead of converting them.

True, but ultimately beside the point. Regardless of what any individual skill does, the point is a more global one. Any skill that converts conditions to boons or boons to conditions becomes less skillful if the prioritisation is randomised.

With respect to Quick Breathing, I personally hope they reconsider that change, because that aspect of play is particularly skill-based for classes that have both removal and conversion abilities, and Shoutbow Warriors are such a build, thus that build will lose an avenue for skilled play either way. But you can take any example you want here. I don’t want to squabble over the tuning of individual abilities or classes here. Now is not the time or place for that.

The point is that, on a global scale, a core mechanic of the game, which affects many abilities across many classes, is being changed in a way that decreases the opportunities for skilled gameplay. This runs counter to the design philosophy that has made Guild Wars 2 into the fantastic game that it is.

Randomising Boon/Condition Conversions

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Slein Jinn.8173

Dear ANet,

The change to standardise which boons and conditions are converted to which conditions and boons by such skills is a reasonable change that makes sense and makes the game a bit less arcane to players who aren’t highly seasoned veterans. I’m on-board with this part.

But changing such skills to randomly select which boons or conditions to convert is a very ill-conceived change. You’re taking something which was a huge component of skilled gameplay and leaving it entirely to chance. GW2’s “big thing” has always been skill-based combat, so I can’t see what would motivate a change that can only negatively impact the skill factor involved. As it is right now, there are lots of opportunities for the predictable manner in which these skills select which boons or conditions to convert to facilitate skilled play. For example, one way for great Shoutbow Warriors to distinguish their play from the rest is by trying to optimise their condition removal so as to generate Protection (from Vulnerability), Aegis (from Burning), or Regeneration (from Poison) with the Quick Breathing conversions as appropriate for the situation. Similarly, the manner in which Thief Steal with Bountiful Theft prioritises Protection and Stability is a key component to how teams coordinate burst against a tough target. Or, on the other side of the equation, knowing how Path of Corruption prioritises the boons it corrupts allows you to “cover” certain boons when fighting a Necromancer.

I’m not sure what’s wrong with the way most of these skills are working right now, but if you’re not happy with the current ways in which skills prioritise boons or conditions, by all means, make some changes here. But please choose any other method besides sheer randomness. Regardless of whether it’s the same for every skill or peculiar to each individual ability, as long as there is some predictable rule according to which these skills prioritise their conversions, there will be an element of skill to making optimal use of them. Random selection is the one option that deprives us of the opportunity for skilled play. This seems to run directly counter to the core principles that have made GW2 such a great game. Please reconsider.

Cheers

(edited by Slein Jinn.8173)

Recipe to break down materials - Needed!

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Slein Jinn.8173

Toggle dye mode in Equipment Preview

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Slein Jinn.8173

I concur.

Additional message length.

Rangers need rifles!

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Slein Jinn.8173

Is this so hard to realize? Listen…My SpearGUN doesn’t fit into the “Nature” class.. but why does the ranger have it? Oh yeahhhhh its ranged and the Ranger prefers the ranged weapons….

A spear gun is functionally more like a crossbow than a rifle.

Crossbows would be awesome. I just think rangers lack in the ranged department really when that’s what they are supposed to be specialized in. Your a wise one Killyox, you make some good posts. I just wish you saw where i’m coming from.

Rangers are not “specialised” in ranged weapons. It’s a misnomer that the class name has anything to do with ranged weapons; the “range” in “ranger” refers to ranging, as in wandering over a territory.

In classic fantasy literature, there is a tradition of rangers being skilled with a bow, as it’s a valuable skill to have when you lead that kind of lifestyle, but there’s little if any mention of them using rifles, and there’s plenty of precedent for rangers being equally adept with melee weapons. In GW2, Rangers are perfectly viable with both ranged and melee weapons, and there are quite a few of us who play them as predominantly melee characters.

Fix Rangers

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Slein Jinn.8173

For one, you keep basing your argument on a claim that rangers can “swap [their] pets at anytime”, but we’ve already shown you that this claim is patently false. There are significant restrictions on pet swapping which make killing them very possible. But moreover, you can just treat the pet as a DoT with a graphic, ignore it, and kill the ranger. The presence of ranger pets does not remotely prevent you “from even getting close to the ranger”. If you want to get close to the ranger, the process is identical whether his pet is alive or dead. Ranger DPS is tuned around having pets; it’s not as though the pet is just some bonus rangers have on top of everything else.

Nerfing the glass cannon, crit damage in PvE.

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Slein Jinn.8173

And secondly vitality is better for damage mitigation.

No… no it isn’t. Vitality actually doesn’t do ANYTHING for damage mitigation. Increasing your HP pool doesn’t “mitigate” anything. But even comparing them for what they are, Toughness is overwhelmingly the better defensive stat.

for 100 toughness you can take an additional 38 damage for every 1000 melee damage you take.
for 100 vitality you can take an additional 1000 damage for every 1000 damage from any source.

Hands down, vitality is better.

Except that that’s patently false. Adding 1000 hitpoints does not allow you to take an extra “1000 damage for every 1000 damage”. Adding 1000 hitpoints allows you take an extra 1000 hitpoints one time for every time you’re fully healed, which, given the way healing works in GW2, generally means once per fight.

The way that healing is set up in GW2 really favours mitigation over expanded health pools more than just about any other model. All classes have access to significant amounts of self-healing, but the forms that healing takes are such that “overhealing” (when the value of the heal is greater than the amount needed to fully refill the player’s health pool) is almost never a factor. The effect of that is that fights generally involve considerably more damage than a single health pool, yet because players are almost never overhealed during a fight, they only benefit from expansion of that health pool at the start of the fight. If there were no appreciable sources of healing in the game, or if there were ready sources of complete heals or disproportionately large heals, then the landscape would be different, but that’s not how GW2 is structured.

Let’s say you’ve got 25k hitpoints, which is a fairly middle-of-the-road number. It varies quite a bit with build, but let’s say you can replenish 25k hitpoints over the course of a minute with your healing skill and regeneration boons, which again is a fairly middle-of-the-road number. I’ll use your numbers for Toughness, but my understanding of the underlying mechanics is that trying to distil it to a fixed percentage is a fool’s errand; yours is a reasonable (quite conservative) estimate, though, so I’ll run with it.

So in order for someone to kill you they’ve got to deal 50 000 damage over that minute. If you add 100 toughness to the equation, that’ll shave 1900 damage off of the 50 000, meaning they’d have to deal 51 900 damage to kill you. If you’d added 100 vitality instead, they’d have to deal 51 000. So the 100 vitality has proven just over half as valuable. And the longer the fight is extended, the bigger that gap grows. If we stretch that fight out to two minutes, now we’re looking at 75 000 health to chew through, which climbs to 77 850 with an additional 1000 toughness or 76 000 with an additional 1000 vitality. Vitality is great for giving you a cushion to survive the burst from a glass cannon build, but beyond that it doesn’t really do a whole lot for your survivability. In any kind of extended fight, even small amounts of mitigation will always trump an expanded health pool. The only context within GW2 that would favour Vitality over Toughness would be a string of one-off 1v1 encounters with glass cannon builds.

Suspicious bush

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Slein Jinn.8173

I will develop your idea into something more elaborate called:
Surprise Activity

They can add these “suspicious bushes” in all zones all over the places and when you click them, some surprise will pop up:

- 1 to 5 foes will jump from it in a random generated number
- 1 chest will pop up with different goods in it
- you will get teleported to another place in the same zone doe to some asura malfunctioning device hidden in that bush
- you will get poisoned, wounded, etc for a few seconds
- you will get different crafting materials

he more varied surprises will be added to these bushes, the more people will trigger them while exploring. These would be GW2’s “treasure chests” spread around the world and not just in some specific caves/clifs

+1 for bringing up this

You completely missed the OP’s point. The point was that we need more bushes that are explicitly not suspicious in the game from which the suspicious ones could be distinguished.

That said, your idea does sound fun in its own right. Perhaps it should have its own thread.

Summoner Profession

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Slein Jinn.8173

I really feel that adding classes/professions post-launch is pretty universally a mistake for MMO development. Either the new class is redundant and thus renders an existing class redundant, which is bad for players of both, or the new class is genuinely unique, and inserting a unique class into a world that was designed and tuned without consideration for its unique attributes invariably manages to kitten things up. I wholeheartedly hope that Arenanet withstand the temptation to add classes to the game. If you want to see something new in character creation, new races are an infinitely better option. Not only do they not face the same problems as creating new classes, but they afford a much greater opportunity for expanding the game’s lore and ‘replay value’.

Fix Rangers

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There’s a cooldown on ranger pet swapping, and a lot of rangers have invested significantly (15 points) to reduce that cooldown. So we can’t just swap “any time” as you state. If you kill the pet, which isn’t hard to do, the cooldown is a full minute untalented or 48 seconds talented. Assuming the ranger isn’t a scrub, he’ll swap before you kill the first pet, but that still leaves him with a 20 (16 talented) second cooldown during which you can kill the pet to start the 300% extended cooldown. Considering how dependent rangers are upon their pets for dealing damage and the other limitations their pets face, I think those cooldowns are pretty well balanced as they are. Completely removing in-combat pet swaps as you suggest would require a complete fundamental rework of the class, as the class is quite obviously built and balanced around being able to swap pets during combat.

Nerfing the glass cannon, crit damage in PvE.

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Slein Jinn.8173

And secondly vitality is better for damage mitigation.

No… no it isn’t. Vitality actually doesn’t do ANYTHING for damage mitigation. Increasing your HP pool doesn’t “mitigate” anything. But even comparing them for what they are, Toughness is overwhelmingly the better defensive stat.

Mystic Forge: Crafting Material *Demotion*

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well if its large number of higher demoting to fewer than theres a massive value loss (just sell on tp and buy same if not more of lower)

if its few going into many then there is a massive value gain to the point where its potentially exploitable.

Like I said in the original post, they can tune the input/output quantities as they see fit to manage the relative values. Probably making the input/output similar would be appropriate… maybe 50 in = 45+/-10 out (so 35-55) or something like that would be appropriate.

reason promotions exist is to allow you to change commoner and/or out leveled mats into usable rarer mats.

And demotion would serve essentially the same ends if it existed.

Mystic Forge: Crafting Material *Demotion*

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Am I really the only one who sees value in this?

Low lvl areas are still cake

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I honestly like the downscaling system a lot just the way it is. Maybe there are tweaks that could make it better—there’s room for improvement in pretty much every system—but I’ve found nothing to complain about with the system as it is. I think it strikes a really nice balance. When you go back to lower level content, you clearly are more powerful than the level-appropriate toons there, thus you’re rewarded for your work developing your character, but the gap isn’t so big that you ruin the gameplay for those around you either. There’s nothing worse than having your progression halted because some high level toon needs to farm something from your content and there’s nothing left for you to kill, which often happens in many MMO’s. The system also keeps the game bigger by allowing you to get meaningful rewards from playing in lower level content instead of shoehorning everyone into the same few zones.

Mystic Forge: Crafting Material *Demotion*

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Currently we can use the Mystic Forge to promote crafting items up one tier. I propose we be able to do the reverse, as well. The recipe would essentially remain the same (possibly adjust the quantities input and output, but tuning it isn’t my business really), but you’d use the lower tier dust (i.e. the dust would still match the target tier).

For max level players who spend most of their time in level 80 content, you tend to accumulate quite a lot of T5 components, but I find I’m always wanting for T3 and T4 materials. Right now, the only option is to sell the T5 to fund purchases of the lower tier goods, but since we can already promote components, it seems to only make sense that we be able to demote them as well.