" – Holosmith got better damage??? But any class can go for high damage build. "
HaHaaa… cries in weaver
I’ve never played wow, but i mainly play spvp in gw2, and currently hovering at the very bottom of the top 250 eu.
Pvp wise, gw2 has 2 main gamemode : wvw (large scale server vs server vs server persistent siege battle) and spvp (5v5 arena). I’ll mostly talk about spvp.
I don’t feel that the ‘lack’ of skills make the game predictable, of course, trying to read your opponent and counter his moves is crucial. Using the environement to your advantage, fake casting your skills (skill cancel) to bait your opponents defenses, interupting key skills, setting up and executing your burst while avoiding the enemy’s burst… There’s a really lot going on in a fight.
And fighting really is just one half of the appeal of spvp. That’s something that you may or may not enjoy, but there is quite a decent amount of tactics in how you and your team move around the map. There will be a lot of movement and decision making in order to engage advantageous fights, disengage fights that are not ‘worth it’, outnumbering fights, creating teamfights or spreading the fights to contest all 3 nodes… Map rotations are a huge part of spvp, especially if you get yourself an organized team of 5 and start playing in tournaments.
Spvp will require a lot of mechanical skill, fast reflexes, decision making, team coordination and awareness.
On the competitive side, we have a proper league system, with a solo/duo queue, with divisions, mmr, leaderboard. And then, for your organized team need, there’s 3 daily automated tournaments acting like qualifiers for the monthly tournament that gives the most prestigious rewards. There’s also some community founded tournaments.
If you enjoy warlocks archetypes and dots, you should check necromancer. They are the main damage dealer/bunker killer in the current meta, but they have very little active defense and need to be babysited by a support most of the time.
Thieves brings massive spike damage, are pretty squishy but have insane mobility, their role is usually to outnumber fights/decap the enemy nodes.
Then, you have revenant which is somewhere between the two.
Hey, i’m very curious about your experiment.
Was it in NA or EU, at what skill rating was is performed, what where the average skill rating of your opponent/teammates, what where the average sr difference, ect.
Also, i’d like to point out that score point difference at the end of a match doesn’t really show how competitive a match was. You can have 200 point difference and have a very competitive match with evenly matched team and a lot of mini-comeback, the same way you can have another match that end with a 200 point difference just because the winning team did not push the 3rd point despite slaughtering the enemy team.
Let’s just look back at the world championship, denial vs r55 : both teams had a fair shot.
First game ended 501-154 to denial,
Second game : 504-191 to denial,
Third game : 192-501 to r55, a complete reverse
Fourth game : 495-487 to denial.
I mean, what the hell, why was denial so dominant in the first 2 games, and then got demolished in the third one, and finaly had an insanely close game on the last one? How the hell can we expect a matchmaking algorithm to predict this kind of things.
If we consider a competitive match one with less than 250 point difference, i don’t think a matchmaking algorithm will ever be able to consistently create competitive matches.
d/d condi is trash overall, as it’s only decent against specific 1v1 and absolutely useless everywhere else.
s/d condi is pretty good.
I tried doing exactly that in S5 but ran into the same issue.
From my experience, recently added friend’s rating has allways been weird and doesn’t work half of the time.
It seems like you do not understand what the ranking system is.
First of all, your skill rating has nothing to do with your W/L ratio.
Second of all, the ranking system doesn’t stop after the result of one match. You’re right, you can get bad teammates, you can lose a match that you ‘deserved’ to win. In the end, it’s kind of like a coin toss. But, the system is not designed to give you an accurate rating after one match.
The theory is that you are matched with and against the average player around your skill rating. If you are better than the average player of your skill rating, you have a higher probability to win, and will win more than you lose, resulting in your skill rating going up.
Bad luck can happen and make you lose some games, but the more matches you play, the less luck becomes a relevant factor.
If you toss a coin 5 times, you will have a random result that doesn’t necessarily show the 50% probability. But if you toss a coin 50 times, the result will be very close to 50%.
Now, the system is not perfect, and get pretty wonky when the player population is low. But for the most part, it should be pretty accurate, especially at ratings where there is no population issue.
Soo… The ventari bunker rev thread, then the conspiracy theory on ‘everyone secrectly know that necro is trash tier, but no one is saying it’ and now this?
Do you want to become a meme? Because that’s how you become a meme.
Man, a /spit would be so good. Anet, please, make this a thing !
So you go into an AT with complete randoms who don’t even play the game mode properly, get bullied in first round and come to complain that you can’t compete ?
I mean…. i mean, AT are supposed to be for established teams, they were always supposed to be for established teams to have a chance to compete against each other. If you want to compete in AT’s just make a pug with stricter requirement, play with people who are at your level, and if you still get bullied in first round, go train with those same people in unranked as a team. That’s what unranked is for, it’s a testing/training ground, you’re probably not gonna be matched against premades, but at least, the matchmaker will try to put you against players of your level.
A premade only queue will not be more fair than the ATs, the quality of the matchmaking is linked to the population. A super low population will result in a trash matchmaking, no matter what algorithme you’re using, it’s not a sollution to anything.
(edited by Spoichiche.1290)
You have two options if you want to play as team. Either you don’t care about being competitive and you can go unranked and be matched against non-5-man team, or you care a bit more about being competitive and you have automated tournaments.
And honestly, a ranked q for teams can’t provide anything more, as it will be either restricted to 5-man and have such a low population that it’s nowhere near a competitive mode, or not restricted to only 5-man and then it’s the exact same as unranked.
Try to dodge at the end of their block, or break line of sight, this will prevent them from spawning a phantasm.
Alternatively, since you play war and guard, you have access to tons of unblockable cc, so time them when they are blocking. A mesmer who can’t spawn phantasms is at huge disadvantage.
Go full ham after they used their blocks and distortion and try to interupt the signet of illusion.
In a 1v1, guards whould have a net advantage over mesmers, i’m not sure about war, but you definitely have a fair chance.
(edited by Spoichiche.1290)
kitten , if that’s true, i’m genuinely impressed.
Now, i’m really curious about their rating.
Okay, so, hopefully i managed to clickbait a few guys here.
Hi everyone, i’m looking for advice on how to improve in spvp, both with fight mechanics and rotations. I’m currently playing rev and ele, at low plat2, and i realise that it’s gonna require quite some effort to actually perform well at that level.
I’m linking one of the match i’ve played today, and even though we won in the end, that was really harsh, and i’m certain that i’ve done many misplay.
So i’d like to know what do I need to work on? Rotations, mechanical skill, awareness … And how do i actually improve? Is there any good rev streamers/youtuber that i can watch and learn from?
Here’s the match : https://www.youtube.com/watch?v=Aa6N5uJiFxw
Also, any advice on how to fight engi 1v1 as a rev? It seems like i can’t burst them down, and i’m forced to play very defensively until i eventually die or run away.
(edited by Spoichiche.1290)
A new player can go play the “same” full meta in Verdant Brink without gliding unlocked yet. It isn’t easy and they are locked out of being able to finish certain achievements and other activities. Players who already have full masteries will find the meta easier to play. No one is posting how unfair this is to a new player because everyone understands that there is an equal access to progression for all accounts given enough time spent playing (recall that the base rate of progression had to be adjusted in HoT).
You are all basically complaining about the existence of an end-game progression system in WvW. There was a time when this game didn’t have ANY end-game progression. You hit rank 80 and that was it. It was boring and players wanted end-game progression.
No, nono, this comparaison doesn’t stand.
First of all, gliding takes, like, 20min to unlock, add to that 40min and you have updrafts unlocked. Compared to the time required to get the wvw masteries, it’s on a completely different level.
And even if you find someone who doing a VB meta without gliding, he’ll still get rewarded like everyone else. And when there’s events or achievements/hero challenges that requires gliding he simply can’t do it, there’s no getting less rewards for doing the same, he don’t do the same.
A better comparaison would be masteries in raids. If you do Escort in W3 but you don’t have ley-line gliding it’s fine, you simply don’t get to clear the towers. You’re not leeching of of the ones with ley-line gliding, you’re pulling your weight and doing your job. You are and rightfully so getting the same rewards as everyone else.
Same story with Sabetha, you don’t have the cannon mastery? You don’t do the cannon, but you are entitled to the exact same rewards as the ones doing the cannons.
VG without mushroom? You still get the same rewards.
Xera without ley-line gliding? Well no, you can’t participate without ley-line gliding (well, you can get carried or semi exploit, but let’s leave that aside), you’re locked out so you naturaly don’t get rewards. Is that fair? To me it is, as it’s no different than having to get spvp rank 20 to participate in ranked, or to level to 80 to do the level 80 content. It’s the same as the spvp reward system at launch, getting higher rank didn’t give you more rewards or more glory, it gave you access to new skins, it was a rank requirement.
With the wvw pips, you have players participating in the same content with various degree of ‘impact’ and being rewarded partly based on an a rank obtained through their ‘time investement’ (which really doesn’t represent time invested accurately but whatever).
So yes, I am complaining about ‘end-game reward progression in wvw’. I’m complaining that the curve rewards/time in wvw is now exponential instead of linear. I’m complaining that if i ‘do my job’ properly for 2h in wvw, i’m not rewarded the same way as someone else who’s ‘doing his job’ properly for 2h in wvw. All this complaining because i don’t find this fair for anyone.
But i’ll say it again because reading this thread, it’s clear that you and others still did not get the message : No one is against rewarding veteran wvw players based on their rank or whatever metric fits them. But it needs to be fair*, it needs to be “you played this for X amount of time, you get Y*X reward, not Y^X reward”.
*fair being of course subjective here, as both sides have a different vision.
^ what about the + 5 supply capacity? That extra 5 from all them 25 people will give you an extra 125 supplys. That’s like 3 normal rams/catas, a treb or even a golem. Numbers always make a difference but if the numbers dl t have enough supply because they are new then they are not working the as vets.
I’ve kind of adressed this point. My logic is that at after a certain threshold of players in one zerg, (actually have no idea what that number would be) the supply generation at camps/towers becomes the limiting factor. You’re not gonna hit the maximum amount of supply your zerg can potentially carry, you’ll get to a camp/whatever to resupply and you’ll empty it before being fully resupplied. At least, that’s my experience as a zergling for the last 2 weeks.
If you’re in a small havoc/roaming team, supply mastery becomes a lot more valuable. In that case, i think the first 400-500 ranks do make a significant difference.
My experience so far is I am doing everything these high rank player are doing, caping camps, towers, killing enemies, and i dont see them doing anymore than i am
Sorry, but you are not doing more dmg to walls and gates and guards and keep lords, you can’t give protection from arrow cart fire with a shield gen, you’re not applying structural vulnerability to gates, you’re not carrying larger amounts of supply, you can’t use the bubble on catas to prevent getting hit from trebs and mortars and other catas, you aren’t draining supply with the poison cow on trebs, etc.; all the things that contribute to faster performance of WvW activities. The list goes on. You don’t have the masteries if you are lower rank so you aren’t doing the same. Moreover, you don’t have the experience to take a T3 defended keep nor experience in reading “map politics” in order to maximize your kills/WXP gain. You are not doing the same as vets.
The idea that wvw rank is an acceptable measure of your performance in wvw is absolutely ridiculous.
In the topic of siege mastery, if you’re roaming solo or as a small havoc team, yes, having varied siege masteries maxed out and supply mastery will increase your performance. Outside of this specific context, it doesn’t do anything. A zerg ‘A’ of 25 rank 2000 will have the same performance (siege wise) than a zerg ‘B’ of 25 rank 150. Players in the zerg B just have to follow the obvious principle of letting the siege weapons to the ones having the mastery. And as far a supply goes, unless you’re running around only taking camps, you’ll very rarely hit the supply cap for the squad since the limiting factor is the supply generation at camps or towers.
Now, siege mastery is a thing, having decent gear is a thing, but what is really important in regard to your performance is your skill as a player : the decisions you make, your game knowledge and your mechanical skill. WvW is a massive hotjoin clown fiesta, every roaming video featuring 1vx is a proof of that. You don’t magically become more skilled by just playing wvw. To improve your performance, you have to deliberately practice, find sparring partners, read guides, analyse your own gameplay, learn from your and others mistakes, ect. It’s a process that requires a specific mindset. You’ll never be good at pvp just because you played a ton of pvp, you’re good because you actively tried to improve. But wxp doesn’t care about that. You can get a rank as high as you want by simply playing without ever actually improving.
That’s why spvp has a matchmaking based on skill rating and not on spvp rank.
WvW rank have absolutely no correlation with player performance and is not a somewhat valid indication of player skill.
I can understand why you think that pip aquisition is fair as it is, even though i don’t agree, but saying it’s fair because high ranked players do more is plain absurd.
Your spvp rank don’t matter, your previous league placement matter for the begining and becomes more and more irrelevant the more matches you play.
If i remember correctly, when a new season starts, everyone’s rating is set to 1200 +/- half of the difference between 1200 and your previous rating. (so a 1600 sr starts at 1400, and a 800 sr starts at 1000)
This was put in place so that the matchmaking in the first few days is a little bit less chaotic than a hard reset, and, yeah, it has the side effect of giving high rated players from the previous season a headstart.
I’m merely stating that if it happened differently, and X group of players started off with more currency than Y group of players, then Y group of players would still complain to the same extent that is happening right here in this thread.
I don’t know, i don’t recall anyone complaining when transmutation charges were given based on transmutation stones, or when AP chests were awarded retroactively, or when influence got turned into favor, or when skill points were transformed into spirit shards.
Or even now, i don’t see much complaint about wvw claim tickets getting turned into the skirmish tickets.
Well, i highly doubt the amount of complaints in the forum is reflective of what the silent majority thinks anyway. I suppose saying if there would be more or less complaints is just an uneducated guess for both of us.
meaning that not only new players will never catch up with the vets, but the vets will continuously increase their lead until both the new player and the vet get to rank 10000.
So it is really about being able to “catch up” and gain a “lead” on vets for you? WvW isn’t AP leaderboard. How unfair it is that new players will never surpass tabarnacos, Vallun, or LovePure, right? Remember that one AP chaser dude who was really upset that AP was awarded for being #1 in sPvP season?
I don’t know who these guys are. (High AP player i guess, isn’t Vallun a pretty good NA spvper ?)
Anyway, it’s about earning the same rewards for doing the same activity.
I’m a primarily spvper, i’m rank 208 which is not necessarilly high but it’s decent i guess. If I win a game in platinum division with a guy who’s spvp rank 30, we should both get the same rewards. I’m not entitled to anything for having played mainly spvp for 4 years and getting poorly rewarded. It was a deliberate choice i made knowing that the rewards were trash and i don’t expect being rewarded for that choice.
I really like wvw roaming, it’s what pushed me into pvp and made me love the combat system, and i got to wvw rank 500. Now that there’s a big influx of players in wvw, i can hope to have interesting fights as a roamer and that’s the reason my interest with wvw has gone up with the update. I’m really really far from being a reward driven player, but the fact that a platinum rank roamer will get twice the amount of pips i get every tick does bother me. Well, it doesn’t bother me personally, but when i’m putting myself in the shoes of a more reward driven player i 100% see it as a negative that will cause frustration and drive players away.
That’s my point of view.
(edited by Spoichiche.1290)
Parallel to your logic, veteran WvW players should have been given a LARGE amount of claim tickets from the start of this new WvW update. For free, obviously, since the same rewards weren’t given throughout the few years prior.
This wouldn’t be much different than how it is now ….would it?
You really don’t understand the complaints do you?
If when the update dropped every player got x number of skirmish tickets based on their rank, and for every rank gained from this point on, every player would get x amount of ticket, there would be no issue. Because players would be progressing at the same speed.
The problem the current system has and why people are calling it unfair, is because wvw rank affect the rate at which you earn rewards. It’s exponential instead of linear, meaning that not only new players will never catch up with the vets, but the vets will continuously increase their lead until both the new player and the vet get to rank 10000.
And when i’m talking about the reward, i’m not just talking about the skirmish tickets, but all the reward linked to pip aquisition (including the repeatable chest).
Now you’re free to think wether that’s fair of not, but please, at least try to understand what the issue is.
If a new item, to be acquired via gold or crafting mats, is introduced into PvE the player with a stockpile generated over the course of 4+ years has an advantage over a new player.
Someone who had been raiding for over a year when legendary armor was released had an advantage in LI over someone who waited to see the armor before starting to raid.
You missed the point completely. People don’t complain that wvw veteran are being rewarded for all those ranks up, they complain that wvw veteran are gaining more rewards than other in the same timeframe for the same activity.
Someone who had been raiding for over a year don’t earn better reward raiding than a completely new raider as long as the new raider is as effective as the veteran raider.
A new spvp player earn the same rewards as a veteran in the same timeframe if the new player is as effective as the veteran.
A new wvw player earn significantly less reward than a veteran in the same timeframe, no matter how effective he is.
1, Everytime you enter deathshroud you get 30 min dishonor, stacks in duration. The other professions don’t have a second life bar, so you have to play it fair.
2, When you go downstate as a necro, you get insta perma ban. If you die on necro, you’re breaking the immersion of the other players, that is not allowed.
3, Everytime you want to use your heal skill as a necro, you need to perform a 20min ritual.
4, Buff shatterstone’s damage by 5%
5, The number 5
mesmer and thief can move…. but not kill anything.. wtf what does mobility help if u cannot kill?
Oh god, we made sind transform into a forum troll. What have we done! Doom is upon us, the meta is a lie, there’s actually no difference between peasants and kings!
So you want to gain equal amount of advantage with someone who played the game mode for long hours unlike you?
Like everywhere else in the game?
The only execption to that is fractals, but fractals have a way more realistic progression cap, were build with this progression system from the ground up and fractal levels are a way better indicator of player experience than wvw ranks.
Why would a rank 6k+ eotm farmer get more rewards semi-afking than a rank 500 roamer? Why would 2 zergling doing the exact same thing and having the same impact in wvw be not equally rewarded?
Wvw ranks don’t reflect time invested, they don’t reflect skill and they don’t reflect the impact of a player in the current skirmish/matchup. They have no place in a skirmish/matchup related reward system.
Giving bonus pips based on wvw rank is pretty ridiculous.
Imagine if spvp bonus pips were not given based on your division but on your spvp rank. Why would a bronze division pleb with rank 350 earn 3 times more reward for the same amount of time than a platinum player with rank 50.
That’s how wvw bonus pip works. Being high rank means absolutely nothing other than yes, you played the gamemode for a long time. Having a high wvw rank doesn’t mean you’re useful, it doesn’t mean you actually know how to play the game, it doesn’t mean you’re better or have more worth than a bronze wvw player. Giving more pips and so more rewards to high ranked players for the exact same amount of time is ridiculous.
Hello, i’m currently trying to gear my chrono for raid both as a chrono tank and a chrono dps.
For now, i really don’t want to invest into getting a sigil of concentration, but without it, i can’t find a way to max my boon duration while not being forced into a tank role with full commanders trinket.
Here’s the builds i currently plan to go for :
Both build will use the Magnanimous Sharpening Stone from draconis mons. With it i should be very close to 100% boon duration with the tank build and at around 82% boon duration for the non-tank build.
Is 82% enough to reliably keep up perma quickness on my subgroup if played properly ?
If not, how much do i need ?
Most strong roamers also play a lot of spvp, but it wasn’t always the case.
At the begining of the game, wvw roaming/dueling was a lot more active and it was a lot easier for a decent player to find good fights and opponents of roughly the same skill. Meaning that you could get a lot of experience and improve your mechanical skill by simply roaming. Right now, it’s different, a decent fighter in wvw will have a very hard time finding a good fight or dueling partner by roaming and because of that, it’s a lot harder to improve.
In spvp, because there is a matchmaking algorithm that at least try to match player by skill, and that fights are pretty much constant during a match, it’s a lot easier to improve your mechanical skills.
Right now, if you want to become a strong roamer, you are ‘forced’ to play spvp, or to find friends willing to duel you over and over.
It’s the off season, so ranked becomes exactly like unranked, except it’s still is a different queue.
At first, ranked was simply unavailable during the off-season, but players complained about it because the ranked salty elitists and the unranked clowns were forced into the same queue. So yeah, now we have 2 queues with the only difference being the name.
Stop asking for an individual performance based rating system. It is conceptually near impossible to create, and even it they managed to make an abomination that vaguely resemble such a thing, it would be an absolute nightmare to keep it up to date with the meta.
(edited by Spoichiche.1290)
So… You’re making a thread to tell the players who genuinely enjoy the game as it is to stop saying they enjoy the game as it is when other players are saying that they don’t enjoy the game as it is because obviously™ the vast majority of players don’t enjoy the game as it is ?
More seriously though, there isn’t 2 camps of Anet-blind-fanboys and players wanting change. For each arguments, there will be people having varied opinions regardless of where they stand. Not everyone enjoys the same thing and everyone’s ‘perfect world’ is different.
If i choose defense and all the game i rotate to decap all the game i mislead my team even if we win. if i did higher dmg while playing defense off node more than the offense player i did wrong etc..
Yeah, that’s exactly why i don’t want this kind of system. I’m playing conquest, and i’m making decisions in order to win, including adapting or completely changing the way i play in the middle of the game.
If, as a thief, i realise that i can keep 2 people chasing me off point because they are idiots and that allows the rest of my team to win the map, i shouldn’t be punished for this decision. If, as an ele, i realise that this enemy dh is destroying everyone 1v1 and even 1v2, i shouldn’t be punished when i make the decision to 1v1 him on a neutral point when my team is still doing good in teamfights.
There are countless scenario where a seemingly ‘bad decision’ can win you a game, because you have to play around your team and the enemy team.
I don’t want an arbitrary system that limits the decisions i can make as a player in order to win a game.
It’s not necessarily a bad idea, but the issue is that unless Anet heavily invest into AI, machine learning or deep learning research for at the very least 5 years, it can’t be implemented.
Gw2’s spvp is entirely based on decision making and adapting your gameplay based on 100th of different factors. A static algorithm simply cannot get even remotely close to being able to rate everyone ‘impact’ on a game. Even if we could get close to it, it has to be modified and tweaked everytime a small balance patch hit, or everytime the meta changes due to players finding new builds.
And not only it is impossible, unsustainable, but it is also exploitable, and if there’s one thing that s5 and s6 showed us, it’s that if something can be exploited, it will be exploited.
This is indeed how it’s supposed to work. One weird thing to keep in mind though is that it’s your own personal rating being compared win the average rating of the enemy team.
If you are at 1750 sr, it very likely that you are playing against a few other high rated players but that the average rating of the enemy team is lower than 1750.
I’d like anet to change this system and make it average vs average instead of personal vs average, but at the same time i’m not really sure what the consequences of this could have on the system.
If I go 1-1 but my win was against better opponents and I lost against equally skilled opponents then I should still be positive
If I go 1-1 And lose to people ranked lower then me then win a following game against equal skill then my rating would still be negative it’s not a hard concept to. Follow
You do realise that this is exactly how the current system works right ?
Oh god, please no.
Changing rating loss will do absolutely nothing but inflates everyone’s rating and potentially ruin the glicko algorithme.
Same goes with safeguards, but it’s even worse for the few players who will get ‘luckily’ promoted to a division they don’t belong in.
People need to understand that their rating does not represent their personal skill level, it represents their personal skill level in comparaison to that of all the other players. And the technology to represent someone’s skill level regardless of the other players does not exist yet.
In sPvP, every class is currently part of the meta.
I don’t know much about WvW, but i think that guard/rev/war/necro/ele have very strong builds for zerging and gvg, mesmer/thief are very strong roamers (don’t really know the place of ranger/engi i suppose they can also be very strong roamers giving their strong 1v1 matchups in spvp)
For pve open world : everything works, fractals : every class is meta, raid : everything but necro and maybe rev.
So in the end, if you reaaally want a class to be part of the meta in every game mode you can choose between war/guard/thief/ele/mesmer. But keep in mind that this will most likely change with balance patches.
You keep saying that there are “good” players (platinum tier) that are stuck in silver. Obviously, i can’t prove that there is not a single good player who is actually stuck in silver but i’ll agree to change the skill rating calculation if you show me gameplay footage of one who is legit stuck at this rating. I’m asking for gameplay footage, not stats, stats don’t mean anything when we can’t interpret them.
For comparative purposes, this is one of my personal recordings and i am currently “stuck” at around 1600 rating EU.
https://www.youtube.com/watch?v=IrvIh1M3NP0 (I’ve kinda kitten myself this season by playing exclusively warrior that i only picked up 2 weeks ago)
Yes, as far as spvp goes you don’t need to grind or pay for a single thing to be on the very top of the competitive scene.
However, if you want a big and thriving competitive scene, gw2 might not be the game for you. There used to be quite a few esport events, but the dev have not announced anything esport related since the last world championship back in september 2016.
We do have however a competitive ranked season that was quite amazing last season. But because the is no esport events, quite a few (including the strongest and most influencial) top tier team/player left, combined with the fact that there is nothing for teams (as the ranked season is restricted to solo/duo queue) kinda destroyed a lot of the momentum from season 5. Which leads to a player population issue at the high end of the spvp scene hence why some might call spvp dead and i can’t really blame them because the last season gave us a lot of hope for the competitive scene and until now, there’s nothing happening except a few community-run tournaments here and there.
If you want to see what it’s like at the highest level of competition, i strongly advice you to check out sindrener’s stream or youtube, he’s currently ranked #1 or #2 and is the best thief in the game.
You dont play OVERWATCH competitive and have 5 reinharts or 5 dvas right? NOBODY WANTS THAT! same goes with these horrible meta builds that’s plaguing PVP..
Funny how you mention overwatch while completely failing to see the big picture, or purposefully forgeting to mention the downside.
If class locking+no stacking was done in overwatch, it would lead to games with hanzo+soldier+mcree+tracer+widow. Pretty fun team comp right, now you just have to deal with it cause you can’t swap. ggwp. Or maybe you’d like a team comp with 5 support.
This is the exact same in gw2. Yes, every class is viable but you can’t put 5 random unique classes and hope to have a semi decent teamcomp.
I don’t care if anet enforce a no-stacking rule in ranked since it’s only an issue in low ranks but if players are not allowed to swap classes, might aswell just play rock-paper-scisor it would have less rng to it.
As a rev main, i’m gonna be really really sad when hydro/leeching or geo/doom combo will be removed. I really enjoyed this kind of playstyle.
But removing them will definitely make the combat a lot less messy overall so i guess it’s not too bad.
I like this list way more than the old one, but i’d still buff sigil of battle might stacks and would love to have sigil of renewal added for support build.
The season launched not even 2 days ago, it’s obvious the ratings aren’t yet settled… Looking at the leaderboard, i’m guessing a lot of top players from the previous season have yet to finish their placement matches.
Don’t blame matchmaking for your lack of common sense.
(edited by Spoichiche.1290)
I was first very tempted to vote yes, but after reading some explanations from the devs, i voted no.
Okay, first of all, profession locking is not equivalent to no profession stacking. The devs clearly said that if profession locking is a thing, there won’t be a hard limit on profession stacking, the matchmaker will try his best to avoid stacking, but that’s just that : his best.
Also, profession is not equivalent to role. Having 5 unique profession doesn’t make a team composition balanced.
If i play ele, and i get magi druid/mender engi/mender dh/condi thief on my team, i’d rather log out and get a quick loss than go through the nightmare that was bunker s1 meta again.
If i play rev, and i get necro/thief/war/dh, against a balanced comp, the game’s already lost. Oh, i’ll play it, and it will be a fun match since there will be tons of kills and stuff blowing up in half a second, but it is not a competitive match at all.
Because the matchmaker doesn’t try to form balanced team comp, players need to be able to switch classes, and i don’t even recall a single match in platinum or higher where none of the 10 players rerolled to get a better teamcomp.
Basicaly, i want to be able to play necro and not type ggwp at the start of the game because i have no support. And while profession mmr and leaderboard seems nice, class stacking is not an issue outside of bronze and silver. (and i’m selfish, so i don’t care about bronze/silver)
Does that means a balance patch is hitting tomorrow, or is that unrelated?
Probably unrelated since i’ve never seen a balance patch requiring a pvp maintenance. To be honest, i really don’t see what could require a pvp maintenance with their current update technology.
stuff
So if I understand right a few times a day and queue up? If that is true that is a bad idea because some people will get to queue and play every time while others maybe once per day? Or even if once per day not all would get to play if at all. Bad idea imo.
Well, the idea is more like a classical tournament, if you win your round, you go up against an other winner of the same round until the final. They can make it with double elimination that way, you’re not out after just one loss.
I’m just throwing random numbers here and obviously, it needs to be adjusted to the population, but we could have one tournament per day on week day (like, monday at 9pm, tuesday at 8pm, wednesday at 6pm…) and 2 on saturday/sunday.
Depending on player population, they can also make multiple tournaments go on at the same time at different level. One tournament for players in plat+, one for gold, and an other for bronze/silver. Even though, if the population is high enough to support this, it’s probably high enough to support a regular queue.
Of course, this has an issue with players who can never play during prime time for whatever reason, but let’s face it, a regular queue system has the exact same issue : the matchmaker can’t find good matchups and that destroys any form of competitive aspect.
It’s not a perfect system by any means, and ultimately, no system is perfect. It’s just a matter of weighing the pros and the cons, and when it comes to that i personally value the competitive aspect of the ranked system more than anything else since we already have a non-competitive mode for teams.
I’m not necessarily against a ranked 5v5 queue, if it can work and give a competitive environment for teams, i’m 100% for it.
However, i don’t think that this type of queue can gives this competitive enviroment for now.
The main issue is the population. At high soloq tier, there’s already some glaring population issues, now, it’s pretty safe to assume that a 5-man q will be even less populated, because of the team requirement. The league system like we have is simply not designed to work with low population, because it relies on the matchmaker to actually make decent matchup and the matchmaker simply cannot create semi-decent matchup with low player population.
Because of this, there is very high chances that a 5man q will be unable to create a competitive environment for teams, and we already have a non-competitive environement for teams called unranked arena.
A way better system would be automated, scalable tournaments at a set time of the day, or multiple times a day. As this system will condense the population at these specific time frame, and allow a way more competitive and rewarding environment.
(edited by Spoichiche.1290)
Hey! Developer of gw2armory here. Is wins/losses something that you guys would like to see on the ladder?
:)
Wow, senpai noticed me! Really enjoying your website btw, it’s great.
Personally, i would like to have these stats, but i’m only one guy :p
You can see both of them in a nice format here :
https://gw2armory.com/leaderboards/pvp/na
However, this leaderboard doesn’t show the number of wins/losses. Only the account name and their skill rating.
So… No one queue at high rating because the population at this rating is too low to give fair matches, and the population at this rating is too low because no one queue.
And you want anet to change how mmr gain/loss is calculated to solve this issue? I don’t think you actually understand the problem here.
I found revenant to be a very good carry in lower rank, since you can carry every teamfight and have enough mobility and burst to +1 someone in a loosing 1v1 quickly.