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Axe/Axe

in Warrior

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I’ve been able to get 24k with unrealistic buffs with axe, 17k with GS.

On realistic buffs, I get about 20k on axe and 14k with GS.

This is without infusions.

You must make sure you have enough assassins equipment that you’re getting 100% crit chance while under spotter and bod. Also keep signet of fury at 5 stacks with the elite signet and heal signet. I run enough assassins such that I use the power signet instead of the precision one because it doesn’t have a cast time. Also losing that 180 precision with the precision signet costs more dps than losing 180 power to pop the power signet. This is because your ferocity will bypass a threshold with fury signet stacks that make precision more valuable than power.

Utilities are heal signet, power signet, for great justice, one banner, and elite signet.

The rotation is to autoattack, then use f1 4 and 2 when the auto sequence finishes. Only use 5 when you are guaranteed a fire field or dark field. It will increase dps. With confounding bolts or poison fields, the dps comes out about even, and without fields, is a dps loss.

Because of the traits, the adrenaline charges so insanely fast that you can swap to mace/axe or mace/shield and use f1 stun.

(edited by SneakyTouchy.6043)

So yea, I want to play Power PS.

in Warrior

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

GS builds are dead. It’s about axe/axe with arms, disip, and tactics. It’s also way easier to use, just have to keep signet of fury up.

Full buffs and full conditions on golem:
21kdps on strength runes giving ~90 average might output
24kdps on scholar runes giving ~50 average might output
They can go even higher with a constant supply of fire fields.

It still doesn’t come close to condi PS, however…

GS builds only top out around 17kdps on the golem with ~70 average might output, but the rotation is so complex that it often doesn’t work out with all the various raid mechanics.

I wish they would just buff power warrior in general, particularly hundred blades. It deserves to be much better than this super easy axe build and I think it’s ridiculous that the condi version is as strong as it is.

(edited by SneakyTouchy.6043)

ventari OP what about radiant hammer guard?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Hmm. Melee knockback and melee circle cc thing, vs LB 3, 5, and chain pull.

Chasing with melee vs constant ranged pressure and the ability to block points with traps.

Reliance on vitality instead of blocks and offensive pressure

Waiting on retaliation cooldowns to do damage instead of always having access to full potential, or access to continuous burn pressure.

I used to run this build a lot in the past, but the added crit chance under retaliation still doesn’t bring it up to its competitors. It’s not a support build, its not a tank, and its not a high pressure build either. It would also likely lose any 1v1s against any non-support meta class.

In higher tier play, any time you charge up your ham2 or 5 before judge, they will always see it and dodge, block, or stunbreak. From there, this build literally has nothing going for it. It’s like the mesmer’s one shot mantra build. If you miss your shot, you’re done for, but it’s shot isn’t nearly as good as the mesmer’s.

So it’s basically mantra mes but every 4 seconds?

Half a mantra mes every 40 seconds.

ventari OP what about radiant hammer guard?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Hmm. Melee knockback and melee circle cc thing, vs LB 3, 5, and chain pull.

Chasing with melee vs constant ranged pressure and the ability to block points with traps.

Reliance on vitality instead of blocks and offensive pressure

Waiting on retaliation cooldowns to do damage instead of always having access to full potential, or access to continuous burn pressure.

I used to run this build a lot in the past, but the added crit chance under retaliation still doesn’t bring it up to its competitors. It’s not a support build, its not a tank, and its not a high pressure build either. It would also likely lose any 1v1s against any non-support meta class.

In higher tier play, any time you charge up your ham2 or 5 before judge, they will always see it and dodge, block, or stunbreak. From there, this build literally has nothing going for it. It’s like the mesmer’s one shot mantra build. If you miss your shot, you’re done for, but it’s shot isn’t nearly as good as the mesmer’s.

Dh severely overpowered

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

1) burning DH
2) high sustain teams
3) necro buddy to cover condition
4) pocket ele

Yes, 1M damage is possible with that timer

I don’t play burn DH but had to give it a run. I’ve probably played about 10 games with it and usually score between 600k and 800k damage. It is absolutely insane.

Not only that, but in PvE, power DH is also over performing by a very large margin while at the same time ruining everyone’s output with light fields. It’s rediculous

10+ loss streak, dev feedback required

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

You’re missing the point entirely, Naru. Even if I was a terrible player, my MMR/Rating should be settling at some point. It should not be ping ponging between 1600 and 1300 all season each and every season, due to bad match making streaks that function on an automated schedule that is as predictable as clockwork. Leg Plat Plat Plat Gold vs. (Me) Plat Plat Gold Gold Gold, for 15+ games in a row, is not balanced match making.

A few things that need to be said:

  • You’re “God Of PvP” title was not real. We all know what you did to obtain it.
  • If I were to begin smurfing, my 1500ish – 1600ish rating would sky rocket to 1800+ quite easily. Very very easily. But I’m sure you already know all about how that works.
  • I don’t think you are as good of a player as you believe you are. If you want to put some push and shove behind your name again and if you are that hard up to defame mine, we should set up a time to do a non smurfing environment 1v1. It would be good for your twitch ratings. Will you take me up on this after all of the big talk or will you dodge?

~ Let me know, Naru

The math behind the MMR system actually would predict around /-150. If you run the numbers in glicko 2 for individual players, you get a minimum possible deviation of 60. However, since you are matching 5 people on a team you have to sum the square of the errors. That results in a deviation of 134. What that means is 7 out of 20 people are more than +/- 134 frim where they are currently rated, and 1 person in 20 is more than -/ 268, and 3 out of 1000 are more than -/+402.

That logic is largely invalid because match sorting is not based on glicko nor does it match people of equal scores against each other.

Getting players of similar ratings most certainly factors into the scoring for matchmaking per their wiki. It isn’t the only thing however.

The deviation associated with your rating is very relevant. The deviation of your rating is how it bounds your rating. It is saying it knows with 64% certainty that you are within one deviation of your rating, 95 confident you are within two deviations, and 99.7% confident you are within 3 deviations of your rating.

Except this logic isn’t applicable due to the matching process. It has too wide of a spectrum and doesn’t balance the teams while forming them.

This is why season 3 locked us into either permanent win streaks or permanent loss streaks, because the matching process was designed to be biased. Glicko requires the most balanced matching possible in order for it to function, or the assumption that you as a player will always have a 50% chance of being on the better team. Once that’s achieved, it’s accuracy is then strongly dependent on small variations of MMR sums. It would probably be most wise to assume there’s a curvature between MMR value and a player’s actual capability, but we don’t even have a linear assumption in place right now.

Since the relationship between matching algorithms and glicko are complex, I’d probably have to build a MATLAB simulation, but there’s clearly a threshold somewhere that fully disallows glicko from being relevant at all. Season 3 and 4 proved to break that threshold and I suspect we are currently lingering close to it.

10+ loss streak, dev feedback required

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

You’re missing the point entirely, Naru. Even if I was a terrible player, my MMR/Rating should be settling at some point. It should not be ping ponging between 1600 and 1300 all season each and every season, due to bad match making streaks that function on an automated schedule that is as predictable as clockwork. Leg Plat Plat Plat Gold vs. (Me) Plat Plat Gold Gold Gold, for 15+ games in a row, is not balanced match making.

A few things that need to be said:

  • You’re “God Of PvP” title was not real. We all know what you did to obtain it.
  • If I were to begin smurfing, my 1500ish – 1600ish rating would sky rocket to 1800+ quite easily. Very very easily. But I’m sure you already know all about how that works.
  • I don’t think you are as good of a player as you believe you are. If you want to put some push and shove behind your name again and if you are that hard up to defame mine, we should set up a time to do a non smurfing environment 1v1. It would be good for your twitch ratings. Will you take me up on this after all of the big talk or will you dodge?

~ Let me know, Naru

The math behind the MMR system actually would predict around /-150. If you run the numbers in glicko 2 for individual players, you get a minimum possible deviation of 60. However, since you are matching 5 people on a team you have to sum the square of the errors. That results in a deviation of 134. What that means is 7 out of 20 people are more than +/- 134 frim where they are currently rated, and 1 person in 20 is more than -/ 268, and 3 out of 1000 are more than -/+402.

That logic is largely invalid because match sorting is not based on glicko nor does it match people of equal scores against each other.

Season 8 My Match Making - Response Please

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I’ve noticed this stacking bias and I’m fairly confident it’s real, but it seems to be more time dependent than anything.

Whenever I lose a match, I simply log out to go do homework or go PvE. Come back a few hours later. Ride the win streaks and don’t allow the loss streaks to even begin. Seems to be a fairly reliable technique but I’m pretty sure it has earned me a rank far higher than I deserve.

There’s gotta be a logical error in the match sorting for this to happen, something unaccounted for that may be related to account names or something arbitrary. Whatever it is, it’s throwing ratings so far off that hardly any of it’s relevant anymore. The skill disparity I find in ranked is the same as it is in unranked right now. There’s virtually no differentiation in match quality. In fact, last night, I had 3 unranked matches in a row that were within 20 points of each other. One of them was 499-499 before one of my team mates killed an enemy player. I just don’t seem to be getting this in ranked anymore.

Myself and many others have been suggesting that teams should be MMR balanced as closely as possible before a match start. Glicko, nor any other rating evaluation, is going to have any meaningful impact on rating accuracy if the precondition of assumed balance is not first met. The simple fact we do not have such matching algorithm in the first place is probably what’s allowing whatever mysterious biases to create these win-loss streaks.

Further, people have been pointing out that Glicko itself has a logical flaw in it’s assumptions, as it was designed for 1v1 ratings, not 5v5. We even have known rating award adjustments post match that further undermine proper sorting, such as giving higher rated players less MMR and the lowest rated players the highest amount. It over-rewards the carried and under-rewards carry capable players. Ideally it should be equal, and that the differentiation be leveraged through matching, not end reward adjustments. Ideally, climbing above a 50% win ratio should be impossible once a player has reached their rating level, but seeing players with 100+ wins and 20ish losses is clear evidence of these failures.

I understand that people will complain regardless, but when things are legitimately messy, those complaints will be valid. The logic behind equal outcome doesn’t work in competitive environments. You can’t appease someone’s hardships without handing them off to someone else.

(edited by SneakyTouchy.6043)

Why does Anet promote toxicity?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

The only way to fight toxicity is to not feel bad about yourself. Learn to ignore them, you know, like an adult. If you can’t manage to laugh it off, make a joke of it, or show that you’re unaffected, then use the /ignore command and set your chat window to damage only. The only type of communications in game that will ever help you or your team mates are going to be target markers and discord/teamspeak.

This is not just good advice for the game, but life in general. There are more people out there who try to climb by tearing down others than there are people who climb by improving themselves. There isn’t much you can do about scores or punishment that can change that fact.

Season 8 My Match Making - Response Please

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

This kind of stuff should only be happening to someone who has the highest MMR in the entire match, so that they can prove their rank through their carry potential.

However this rarely seems to be the case and I think that’s why the matches turn into blowouts. Some guy in gold ends up being expected to carry platinums against a group of other golds because for whatever reason, those platinums are constantly put on teams with lower ranked players who can carry. It doesn’t make sense. We can clearly see massive differences in skill level that their MMR does not reflect even closely.

From an algorithm development point of view, there are two problems that are obvious to me. MMR between teams isn’t being balanced on match creation, and MMR rewards are improperly varied at the end of the match based on the split internal to only the team itself. They did this thinking it would prevent duo q carries but the method instead had alternate consequences of disrupting the rating process entirely because it affects everyone. As a result, the environment needed to create such a situation where the highest ranking player has to prove their carry potential is never established in reality. Wins and losses are more often simply awarded to the team with higher overall MMR until the inaccuracy of ratings are so bad that it continuously trips over itself creating these matches that don’t make any sense.

(edited by SneakyTouchy.6043)

These players are hurting Anets PvP.

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

The only thing that ruins games like this are players who make others toxic, players who refuse to accept responsibility for their emotions, players who run their mouths when they should be running rotations, players who complain too much, and players who repeatedly fail at the simple task of diffusing anger, ignoring chat, and choosing to react apathetically when appropriate.

How can any of you be so insufferably dependent on someone else’s performance while simultaneously thinking any of them care about your time?

You’re playing a game to waste time and you don’t want it wasted? Are you kidding me…

So you support people who afk in PvP?

such a strange thing to say man…. maybe you could tell me why its ok for you to afk at the first mid fight because…

Hmm, did I support people who afk?? Or is this just a sad attempt to straw man away from the responsibilities of your own toxic behavior?

These players are hurting Anets PvP.

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

The only thing that ruins games like this are players who make others toxic, players who refuse to accept responsibility for their emotions, players who run their mouths when they should be running rotations, players who complain too much, and players who repeatedly fail at the simple task of diffusing anger, ignoring chat, and choosing to react apathetically when appropriate.

How can any of you be so insufferably dependent on someone else’s performance while simultaneously thinking any of them care about your time?

You’re playing a game to waste time and you don’t want it wasted? Are you kidding me…

Balanced Power damage for PvE

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

That would make viper stats totally broken… no thanks!

Can you explain? You would still have 100% crit chance so I don’t see how another 50% in shroud would help. If anything it would up their already low performance, if they even decided to take that line in the first place.

Basically, what you do is adding high ferocity to a Power/condition/expertise/precision gear. Due exactly to the possibility to easily reach 100% crit chance, it just mean that you add long hard damaging conditions on top of an assassin gear. It’s like having both the damage of a sinister gear and assassin gear. That’s unbalanced/broken.

Well, I guess so, but it seems that the tankiness promoted by the choice of Valkyrie parts for power, specifically due to this overabundance of accuracy, have been playing too effective of an excuse to allow anything glassy to come out of power reaper. I would think the only way through that would be a change like this.

A lot of people have been saying there needs to be more done to other traits. If breaking down the Valkyrie wall causes Viper to overperform, then surely there are more things that can be done. I keep hearing rumors that things may happen to deathly chill.

Balanced Power damage for PvE

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

That would make viper stats totally broken… no thanks!

Can you explain? You would still have 100% crit chance so I don’t see how another 50% in shroud would help. If anything it would up their already low performance, if they even decided to take that line in the first place.

1st placement match

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I’ve had issues with connections halway distant between Anet and my home. Sometimes connection faults can’t be blamed on either side, but if you find one, some ISPs will cooperate by permanently rejecting routes involving those nodes. I had to have one from Texas rerouted and I haven’t had any issues since.

team color=know win/loss before match start?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I did a statistics pull on the Gw2PVP site starting from the season start. Unfortunately, it includes all game modes, including unranked and hotjoins, but I assumed if there were any strong divergences, I’d at least see a tiny favor on team red. However:

Victory Red 1718 (48.1%)
Victory Blue 1855 (51.9%)

Balanced Power damage for PvE

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

It seems to me that we still have some major imbalance issues that are leaving certain power classes so unviable that they are often rejected from raids and fractal groups. One of those is power warrior relative to its condition counter part, but the following concerns the Reaper.

The necro does not currently add anything significant to the party that makes it particularly useful. In some ways, it was attempted to create viability through boon removal, a light leeching buff, might sharing, and the ability to heal on shroud 4, however they are so ineffective compared to other class offerings that they are still rejected. Heals from druids overshadow shroud 4 by a long shot, PS warriors brings 25 permanent stacks of might, boons are rarely a problem, and the leeching has almost no impact on team DPS nor the team’s sustainability.

While that’s a problem on it’s own, I want to draw attention to what happens when we drop all those in favor of a pure DPS build. A Reaper fully built to deal damage simply doesn’t measure up. It’s not even close to the now crippled power tempest, and doesn’t even do half the damage of a class that provides blocks, might, fury, permanent protection, and heals to the party (DH).

I want to offer a simple suggestion that may help the class tremendously in terms of permitting a glass cannon type of build:

“Death Perception” is a trait in the Soul Reaping line that adds 50% critical rate while in shroud. Coupled use with Decimate Defenses in the Reaper line, the combination provides a 100% critcal rate, on top of fury and other sources of precision. I’d say the trait over-performs its role and can be modified to create something that does more damage without such a heavy emphasis on promoting Valkyrie builds.

The suggestion is to replace its mechanics with something like this:

Gain 100 Ferocity for every 25% of life force you have. The affect is doubled while in shroud.

That means 300 ferocity at 80% life force, 400 at 100%. When entering shroud, this will most often mean 600 ferocity because 800 will be impossible to maintain. This should push DPS number up near that of the current power tempest so long as they are traited for Decimate Defenses. I feel that this will also most likely represent little change in DPS in the PvP scenario where players are limited to 60%ish crit chance. That is of course unless they are also running Decimate and manage to keep vulnerability on target.

Mirage Mirrors improvements

in Mesmer

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Since they are mirrors, maybe instead they should be focusing on reflective mechanics.

Last longer? Yea definitely. 12 seconds sounds good.

Maybe they can act as an entity that reflects projectiles that attempt to pass through it, like a small wall of reflect.

Pick them up and all damage that is negated by the block is reflected and sent back by some factor to act as a counter.

Warrior sustain

in PvP

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Spellbreaker with zerker runes is a bunker build. A 1v1 between two of them lasts forever. Might makes right, defense line, infinite blocks and dodges… Yeah, here we go.

Heart of Thorn is better than Path of Fire

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Everyone complains about power creep, and the day we all find out there really isn’t any more power creep to come, everyone complains.

PoF classes shouldn’t be better overall, period.

PvP Bots

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Almost everyone has a Geforce card, but nobody has a video of the bots yet?

Scourge. "When entering shroud"

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

That changes everything

Scourge. "When entering shroud"

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

There are a large number of traits that all have something happen, or some stat change, while in shroud. A lot of people have also been posting builds that suggest using them.

Thing is, they don’t seem to do anything. Those that call for casting a skill when entering a shroud never pop when creating shades, and those that increase stats or change duration also seem to never work.

I’ve been testing and have no idea why they would design this to make so many traits completely obsolete.

Traits I found that, when tested, seem to have no function with Scourge:

Curses: Furious Demise, Lesser Enfeeble.
Death Magic: Armored Shroud, Shrouded Removal, Deadly Strength 14%, Beyond the Veil, Unholy Sanctuary.
Spite: Rending shroud, Spiteful Spirit.
Blood Magic: Life From Death, Unholy Martyr
Soul Reaping: Speed of Shadows, Foot in the Grave.

Power PS warrior is even more dead now

in Warrior

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Based on the traits, and what exists elsewhere for axe and greatsword, I think it’s safe to say that power spell breaker is going to have a lot less dps than the current power builds.

Massive Warrior NERF!!!!

in Warrior

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

That and Axe damage as well. Core axe PS now seems to be stronger but only barely. They both need a good boost.

It looks to me like they need to rearrange a lot of the traits.

Potential change for all Necro Specs

in Necromancer

Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Doubling the base values of vampiric presence would help a lot, especially for scourge.

If they would just give the curses line an AOE 150 expertise buff like other classes have it would help a huge amount, and even that alone makes condi necro a reasonable choice in every aspect of PVE.

It wouldn’t help at all. Almost everyone configures their character to have 99-100% duration.

PvP ascended cost

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

What is it, 115 gold + 400 shards to make a chest piece, 75 gold to make it normally? 70 gold + 400 shards if you do the daily crafting mats over the course of 8 days?

Yeah it doesn’t make sense. Why waste money crafting Grandmaster marks? The same problem exists in WvW and fractals as I understand it…

Maybe it’s because you can upgrade them to legendary status?

(edited by SneakyTouchy.6043)

Necro is not the problem, Guradian is

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

They put a bandaid over a bullet wound.

They took the top 3 performing classes in PvP and made them stronger, then gave the rest a few more options to play and experiment with.

They took the one class, that was only good when it had a pocket ele, and nerfed it on several fronts.

Does everyone here camp shroud or something?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Not having that trait is like taking constant damage over time while in shroud.

Reaper doesn’t have the ability to spam blocks, evades, mists, distorts, invulns, auto cleanses, leaps, instant cast CCs nor any reasonable access to mobility without sacrificing it’s current condi management and stun breaks.

All it has is slightly more chill than revs and eles, the ability to corrupt boons, and a 2nd healthbar.

That 2nd healthbar just got cut in half despite it already being well known to perform poorly in most 1v1 scenarios.

As far as PvP goes, I don’t see much of a reason to continue using it. Other classes can do the same job without having to be nearly as dependent on ele support.

How to Make Matchmaking Better

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

This is currently the logic that is breaking MM.

It needs to be based on rank. They can swap after forming teams.

Controversial, Celestial back with PoF

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

If they brought back celestial, menders would still be the go-to for ele. Even sage would still be better. Celestial would be a large loss in damage and healing.

Spell Breaker will be broken as F

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

If we assume that what’s changing is all that’s changing, I’d agree with you. The trait changes to warrior suggest increased offensive power and significantly increased sustainability at the same time. It looks like it will be able to apply more healing points to itself automatically than a dedicated magi staff ele could apply to an entire team.

But we still don’t know the majority of what else will be changed, including the other tait-lines warrior has and it’s utilities.

MMR is broken

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Some of these threads are turning pungent.

The MMR system is broken, but bad players are degrading the reasons why.

If you’re getting bad team mates, it should mean that your rating is high. If you want to go higher, you have to prove you can carry. That’s what rating should be for. Climbing should result in being matched with worse and worse players.

What makes MMR broken is that your end reward is based on the skill split between you and your own team mates. You get low points for winning if you have the most out of all the players on your team. This means you get little for carrying. You get a lot of you had the lowest MMR, meaning you get a high reward for being carried. This is slowing down and disrupting the ranking system. It shouldn’t matter where anyone on the team is because the contribution should be assumed unknown.

What also makes MMR broken is that teams aren’t balanced at the start. There’s a chance that all the good players can end up on one team and there’s no payout differentiation in the end because of it. Bad players on a team stacked with a higher average MMR get unfairly rewarded a large amount of points, while good players on a team with very low average MMR, who are expected to carry, get unfairly penalized. They lose more than anyone because they had the highest MMR on their team. This is the scenario where they have all the tops yet lose for -24 points. If they had just barely managed to carry a win, they would have gotten +6. The match produces a distortion of ratings and this happens frequently.

In an environment where matches are balanced as closely as possible, and members are rewarded or penalized equally based on the split between both teams in average MMR, players will find their appropriate ranks more quickly and experience a greater quantity of competitive matches.

I don’t have a reason to be particularly angry. I have a 60% win ratio somewhere in platinum, but I can still tell there are logical problems in the MMR system that will create problems for many. However, complaining that your ranking is not high enough because you’re not being carried is absolutely ridiculous.

(edited by SneakyTouchy.6043)

Upcoming Stat Changes in the Q3 Balance Update

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Am I the only one who still doesn’t understand why the stat types were ever changed in the first place? Concentration and expertise are far from intuitive, and ferocity somewhat sits in the same boat. The labels don’t really correlate to their properties.

Critical damage, boon duration, and condition duration make a lot more sense label-wise. I mean, you could better argue that concentration would be a word better fit to add critical damage, and expertise would better fit critical chance.

The way the numbers work in the stats is just fine to me, but the names are goofy.

(edited by SneakyTouchy.6043)

When will the matchmaking get fixed?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I think it’s already been proven that:

1) Players aren’t sorted in any way that evens the teams by MMR or duo que teams.

2) The difference in total MMR between the teams has no effect on ending point gains or losses, but is rather effected by your position within your own team. If you carried hard, you get almost nothing. If you got carried, you get lots of points. The problem here, of course, is that players can both get carried or held back. That means they are more slowly going where they should be, and due to #1, much more inaccurately.

You would think that if points earned were based on your team compared to their team, that higher ranked players would have earned their rank through carrying. As they climb higher and higher, they’d be forced to carry harder and harder. I mean, that’s what a rank should represent right? That’s what would be happening if #1 and #2 weren’t true.

Instead something very strange and socialistic is happening with what we currently have. Maybe they thought it would prevent a player from being able to carry another or make a business from it. I don’t think they predicted that it would have such a damaging effect on player evaluations, match quality, and the popularity of pvp itself, but it wasn’t necessary or logical at all.

(edited by SneakyTouchy.6043)

No ports anymore?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Yeah, a lot of ports are now broken. I’m not entirely sure that’s a bad thing though. It makes certain classes dominate too easily because others become completely useless.

Fix your matchmaker please. Thank you.

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Well, he did say please…

MASSIVE Balance changes.

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Yeah the game now is a little more about dumping your CC, condi bomb, or dodge so that it slightly outpaces theirs through latency than it is about strategy and order. It’s about builds, spam and composition more than it is rotation, anticipation, and learning your particular opponent’s method. We can tell just by how often platinum members make really poor choices with where to go and when.

what the hell interrups the whole time

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

As mentioned, Headshot wastes initiative. If you dont keep spamming your skills (this is the part you learn from), you essentially make the thief semi vulnerable and a open for damage.

This is literally a L2P, if they start spamming it, stop what you are doing and wait for 3-4 shots, then move in for the kill. Try to reserve channeled skills for when they run out of initiative this way.

They auto attack and headshot when you start to use a skill. Then they auto attack waiting for the next. The best that half the classes can do is stand there like an idiot while getting melted.

Sure, if they spam it, you get somewhat of a chance to fight back, but if they are among the top 50% thief players, they won’t spam it. You’ll just stand there melting like an idiot till a friend comes and interrupts them.

Can we please get action cam targeting fixed?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

No valid target and skill misfires despite having a target. It doesn’t happen in classic cam but makes action cam unusable in high tier play.

I’ve replaced two mice in the past year for the right button going out, specifically from holding it down for long periods of time in this game.

plz fix

condi thief has too many cover condis

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Ever since Potato claimed this build to be OP and carrying him into 10th place, I’ve been seeing it show up in every other game. If you see anyone with more than a 50% win ratio making these claims, you can pretty much disregard them. The game is giving them favorable matches by default. I’m not saying hes not good, but as long as they are mechanically and logistically strong, and are also favored by matching mysteries, they could probably carry themselves with all sorts of strange setups.

The build itself is not very good. It’s more easily countered by other builds than the classical D/P because of how available cleanses are. It can also cause a lot of confusion among your team mates because it’s more practical to engage in 1v1s and group fights while your team is instead expecting your rotations, decaps, plusses, and stealth mobility mind games. If they don’t see that, there’s a greater chance they will get tilted and stoopid.

Eternal Coliseum spawn camping

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

This is typical of a certain faction of “competitive” players. In my opinion, this is the sort of gaming that ruins things.

It’s the only logical conclusion to make to ensure your team wins. Maintaining momentum and suppression results in control. Anyone who is playing PvP should be doing so competitively, and anyone who’s competitive should understand this.

Of course, had the matching system matched players by MMR and had been slightly tighter, this normally would have never happened.

Don’t forget, this game probably has 95% of it’s developmental efforts placed in PvE content, where you never have to worry about this kind of thing anyways.

Please Anet commit to 2v2 (or 3v3)

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

the major differences in build diversity that create hard counters

??

Yes, this is one of the main reasons. You never get the opportunity going into a game knowing for certain whether or not a class hard counters yours based on damage output, condi pressure, CC spam or mobility. Builds have a degree of diversity that sometimes create hard counter scenarios. That’s when a newbie can destroy a veteran based on mechanical options that favor the newb.

In a 5v5, this can still occur, but players also have the option to back each other up or choose different battles. In a 2v2, this just isn’t available, so the result from introducing 2v2’s and 3v3’s would be an overall decrease in match quality and increase in matching time because the community would be split.

In the long run, meta builds would also be reduced, resulting in even less build diversity.

I’m glad that a game designer stepped in to back this up. It is not common that popular ideas presented by a community are good ideas. Most get so frustrated that they can’t think too far beyond the short-term outcome that would please them. Good ideas come from people that can display reason with logic and effectively connect cause and effect more than one step ahead.

With the same reasoning, going beyond 5v5 like a 6v6 or 7v7 creates additional problems as well. Points may remain contested for too long and classes that are soft yet mobile would become more obsolete. This is why they are not included in the WvW meta. They may be fun to roam around with and pick off stragglers, but they do little to help the blob progress and capture objectives.

Keeping the game restricted to 5v5 is pretty much essential to maintaining the health of PvP.

(edited by SneakyTouchy.6043)

Please Anet commit to 2v2 (or 3v3)

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

It wouldn’t work with the maps we have, the split it would cause in population, the major differences in build diversity that create hard counters, and would throw the ability to rank players off even further.

It doesn’t seem like you guys even thought this through. Also, the modes already exists in hotjoin. If it were as fun as you think it is, maybe those rooms wouldn’t be empty 24/7.

Spvp and PvP in general is dying..

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

- Arenanet developers have been listening to the wrong audience: elite players and falsely thinking this game could be esports

Stop right there! They didn’t listen to the elite players, they listened to carebears, whiners, and those with little fortitude.

The game also has plenty of potential to move back into Esports if they mend the other points you mentioned.

A big thing would be making every game automatically record to demo files for better spectating, anti-cheating, and reduced storage space like they do with Counter-Strike and many other Esports games.

Spvp and PvP in general is dying..

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

Even this forum is dead.

Waves + Creatures Spawning at PVP Arena

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

There are probably levers up above that tourney winners are pulling.

Condi Thief Needs a Nerf

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I think the standard D/P build is a lot better.

This condi build has a major flaw in that if you open on anyone with swiftness, who either isn’t or can’t be affected by cripple first, they will always avoid the 2 skill as long as they are moving. You have to hide behind cover and wait for them to stop, otherwise your only options are to open with steal and dodge, lb3, or waste shadowstep, which all defeat the purpose of cover or leave you vulnerable.

The 2 skill teleports you to their spot but it has a small delay and a range limit that causes a miss. Revs, dash thieves, eles, and engis are nearly impossible to deal with as long as they keep moving. It does seem to work alright against 25% speed buffs as long as they are in combat, but good damage pressure without a working 2 skill is nearly impossible. The whole build relies too heavily on that one move.

Also, it really needs pistol and PI over dagger for areas that don’t have LOS options. Pistol 5 and blinding powder also provide a higher skill ceiling than the extra dodge and block. If your 2 spam keeps failing, you will need the stealth to disengage.

Late season gold = bronze?

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I don’t think this is the case at all.

The way I see it, you’re either dirty bronze, manipulator legend, or somewhere in between. The in-between rank spans pretty wide and could include anyone really. There are players with 10k games sitting in T2 gold. Meanwhile, there are others with just about a hundred games and only a very basic understanding of the mechanics of their own class, almost no understanding of team rotation, the chances of player matchup outcomes, how to keep moving, nor the ability to determine where pressure is being applied. These players are sometimes found sitting in the middle of platinum.

Some are saying there’s malicious things going on in the matching algorithm. I’d argue instead that there simply isn’t an algorithm and some players may be biased for certain lineups based on unforeseen numerical mysteries in the code. It’s like you guys say, a single thief can pull 3 kitten s to far and lead them on an endless chase because those platinum players aren’t really platinum. It’s more of a question of how often you are going to get those kitten s on your team vs them ending up on the other side. It’s not very competitive. You either completely troll them, or your team gets completely trolled.

You would think that if matching were tighter and if teams were actually MMR balanced with a real algorithm —while going into a match-- that this simply wouldn’t happen. If there were kitten s in the game, there’d be equal number of them on each side. If not, it would be due to a player having the incorrect rating and the team would be rightfully effected by it. This just doesn’t seem to be happening.

(edited by SneakyTouchy.6043)

Matchmaking will get exposed

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Posted by: SneakyTouchy.6043

SneakyTouchy.6043

I know my experience is not the mainstream but people don’ believe or understand if you get trapped down in those lower ranks…you…will…not…get…out.

I believe this rumor has been debunked before in the past where players deliberately derank themselves then move back up from bronze/silver back up.

Only way for some one to get stuck in their rating is if their win-rate is below 53% (l2p issue) and their win gains are incredibly low.

There’s a logical hole in this assumption.

If there is a hidden MMR beneath what’s displayed, and if players have had those numbers either inflated or dropped, any player with a high rating would still be able to tank their numbers and build them back up. The current question is whether or not ratings are being inflated or dunked through malicious intent to serve an ideological justice kitten, or through a logical error in the matching algorithm.

There were cases back in season 3 and 4 where players would find themselves locked at the bottom of ruby, but upon creating a brand new account, could work all the way up to legendary while still being unable to break ruby on their main account. It was found that the disparity was forced to such extremes that you couldn’t even tank your MMR through solo play if you got it high enough. You could literally sit there in spawn and watch your team win every 4v5 you threw at them. Tanking had to be done with a team, and when it was successful, they did actually end up getting locked at the bottom. Those seasons were deliberately designed to put all the worst players on one team and all the best on the other.

In order to give players a chance to fight at their own level, they have been asking that this disparity be removed. It doesn’t appear that there’s currently any actual algorithm working to balance members because people have been posting proof of it.