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TL;DR: The current balance approach is broken because the interval is too long. I suggest decoupling number tweaks from big changes, and that comes with many benefits.
People talked a lot about how PvP was never balanced. People gave a ton of suggestions on how to balance, then retreated to their #allisvain corner because ANet didn’t implement it.
Big question: WHY?
The real problem is the process. ANet has followed a wrong process on balancing. Read on.
They developed the new patch in house, closed door. Then tested it in house, closed door, for a long time. Then released it, and people screamed. This is a wrong approach to software developing.
This is the new approach that they should follow:
- Cut the balance patch interval to 3 week for number changes. Faster iteration allows them to react to new OP build, especially when it only requires number tweaks, like the Healing Signet 8% nerf.
- In parallel, develop bigger balance patches that are released every 3 months that cover bigger issues.
- Decouple small/easy numeric changes from the big changes like adding new maps, so that adding a new map/game mode doesn’t make people cry because it delays basic balance changes.
Benefits:
- Easier to fix mistakes. People can argue that having faster release cycle means ANet will make a lot more mistakes/overbuffs/overnerfs. That is a fallacy, because the time span between mistakes will be reduced greatly. In one week, ANet decide to buff Guardians, and people cry on the forums? Just nerf them next week, tweaking until people don’t cry about it anymore.
- Get better feedback from the real customers. Nerfed Healing Signet 8% and people still say Warriors OP? Get a big plan to balance them in the background for 3 months, while in parallel, neft Healing Signet another 5%. After that, if people don’t complain anymore, congrats! you got the number. If people still complain, tweak the number more. At least, until the big balance patch is ready, people don’t feel like they have to play a broken game for 6 months
- Reduced QA effort. Let the gamers test it. If they don’t like it, tweak it next week. You don’t need to have your QA test the balance that intensively anymore. Your QA should focus on finding exploits and bigger problems. If you only tweak the numbers, then let the real players test them and give feedback
- HAPPY players. This also means more money. You will see less #allisvain threads because the players know that it will be fixed in 1-2 weeks instead of 6 months. You will still see threads arguing that some classes/builds are OP, but the chances are people will argue for both sides, instead of unanimously agree that Warriors are OP like right now. When you start seeing people stop unanimously complain about something, then you know you’re heading to the right direction. A shorter release cycle is a good thing.
Software development has changed. Good engineers don’t just ask the customer one time, go back to their corner, develop for 6 months, then release and find out it’s not what the customer want. Most of the time the customer doesn’t even know what he or she wants. Good engineers show their progress to the customer constantly, and let the customer give constant feedback for the iterations. Read more here:
http://en.wikipedia.org/wiki/Agile_software_development
TL;DR: The current balance approach is broken because the interval is too long. I suggest decoupling number tweaks from big changes, and that comes with many benefits.
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(edited by Sunshine.5014)
TL;DR: The customizable zone is too large. Other games allow only 10-15% difference between builds, while GW2 allows a big range between bunker and zerker builds; that makes balancing very hard. I suggest we significantly reduce the stats point given by traits and gears, while significantly increase the base stats for each professions. The goal is to keep the customizable range small, and that comes with many benefits.
Let’s acknowledge it, ANet tried to balance the game. Whether they succeeded or failed, everyone has their opinion, although the consensus seems to be that they didn’t do a great job. Why? Lets take a look at other successful pvp games.
League of Legends allows a lot of customization. You have talent boards, you have gem slots. However, if you notice, they only allow the talent to change a tiny bit of the power, less than 1% of the power. In total, a full talent board traited for damage is max 10% stronger than a talent board traited for tanking, on the dps scale. That’s how they can achieve great balance, because the allowed customizable range is small, if an OP build exists, it can only be max 10% stronger than the normal build, which is still within acceptable range. It let them be able to fine tune the numbers, while still allow people to play with the traits they like.
Where did they learn it from? Hint: many of their employees are from the old Blizzard. It’s from the old Blizzard, who were so great at balancing, with great games like Warcraft, Starcraft, and Diablo (old), that they learned having smaller range of customization is the key to achieve balance. They follow the simple rule: if it’s customizable, don’t make the range too big, or else people will go to the extreme, and the balance will be broken. The current Blizzard failed at balancing because they let World of Warcraft grew too big, and their talent boards gives a much wider range of customizations (still not as broken as GW2).
GW2 now can’t really be balance because they let you swing too radically between bunker and zerker. An ele that go full glass can have 500% the damage of a bunker ele. With such a wide range of variable, any attempt to balance will fail:
- The damage for the bunker build is too low? Let’s buff the damage? Side effect: its zerker build can become really strong (example: scepter ele).
- The survivability for the zerker build is too low? Let’s buff the sustain? Side effect: the soldier build will become unkillable (example: warrior).
- A build is too weak in pve, even when they geared for full damage (Spirit Rangers)? Buff it, and it becomes too strong in pvp, when people play it with radically different gears.
What GW2 really need is an overhaul, closing the gap between bunker and zerker. Make the trait point give 1 stat points instead of 10 stats point, and bring both the base stats dramatically up, and the top stats down. Add more base stats, and make gears give less stats too.
Pros:
- Much easier to balance, due to the significant smaller variable range.
- Reduce gears dependence. In spvp, it means player’s skill will have more impact than the choice of gears/sigils/runes/traits. In wvw, it means that an up level player can still fight with a fully geared ascended player, albeit the winning chance is low. In pve, we will see more people playing more diverse builds, instead of just go full berserker like right now. Sacrificing 10% of my damage to play the way I like? Count me in. Sacrificing 50% of my damage to play the way I like? well, my dungeons/tpvp buddies will kick me.
- The game designers can change the game more often, with less risk, since as long as they keep the customizable zone small, OP builds have much smaller impact.
- More happy players, more gems for ANet, better paycheck for the employees!
Cons:
- Requires a reorg
- It takes time to readjust all the numbers; however, if ANet has a testing realm, I’m sure this is not a problem since many people will volunteer to test it for ANet.
TL;DR: The customizable zone is too large. Other games allow only 10-15% difference between builds, while GW2 allows a big range between bunker and zerker builds; that makes balancing very hard. I suggest we significantly reduce the stats point given by traits and gears, while significantly increase the base stats for each professions. The goal is to keep the customizable range small, and that comes with many benefits.
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(edited by Sunshine.5014)
No, just open more 5v5 server. It’s a better solution for the “not enough servers” problem.
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1. Ele
2. Guardian
3. Warrior
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Obvious easy fixes for this game:
- A ready button. Game doesn’t start until everyone press Ready. Returns people to the lobby if fewer than 10 people press ready in 30 seconds.
- Play a sound when the dialog pops up.
Medium term fixes:
- A report button that works. Each 7 reports from the same match count as a dishonor.
- Grey out the HP bar portion to display how much future condition damage will take.
- A test realm
Changes that can get more revenues for ANet:
- A gem store item that makes all the enemy displayed as Human on your screen.
- An announcer soundpack
- A new tab that people can save their build and allows to switch builds when out of combat.
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(edited by Sunshine.5014)
The only xpac should be priced at $30. However, they cant really change the price now since it will create a logistics disaster of refund and other things.
The best option is this:
- If you are a new player, you will receive the base game for free, with the $50 purchase
- If you are an existing player, you will receive 1600 gems, which you can use to buy character slot.
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The biggest disappointment for me is that I have to wait to have fun in HoT
- Came back after work? Oh can’t do meta because the timer is not on.
- Craft Legendary? Wait 7h for an event.
- PvP? Wait 20m+ in one place, can’t do anything else
- Dungeon? Wait for a long time before people join
- Raid? Wait again, since there is no good LFG and people has to leave/join to post LFM.
It’s those tiny things that add up and make me sleepy, and then I went to bed instead. I haven’t recommended anyone to by HoT recently.
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Hi all, it’s widely understood that throwing matches is one of the best ways to advance League:
https://forum-en.gw2archive.eu/forum/game/pvp/HoT-league-encourages-people-to-throw-matches/first
Since we can’t fight this, I want to encourage people that if you want to throw matches, do it responsibly.
Here is how you should throw your match:
- Post a LFG, or map chat asking for other people to join your team. Let them know your intention of throwing a match.
- Queue with your own team, who agree to throw the match
- Don’t queue without full 5 members. Don’t screw other soloq people because you want to throw a match.
The last point is really important, so I want to repeat that:
- Don’t queue without full 5 members. Don’t screw other soloq people because you want to throw a match. They may want to win.
P.S: For any ANet devs reading this. I’m not encouraging people to throw matches. I’m saying that if they want to do it, they should do it responsibly. It’s just like I don’t encourage people to drink and get drunk. But if they want to do it, I’m telling them don’t drink and drive since it affects other people.
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(edited by Sunshine.5014)
Plug: if you like this suggestion, check out my other one:
https://forum-en.gw2archive.eu/forum/pvp/pvp/The-Root-Problem-or-How-to-Balance-PvP/first#post3633033
P.S: this is likely will be my last suggestion for gw2. I hope it get some response from the dev. Frankly, they did a good job with this game, especially the server side programmers. The combat is one of the best for MMO. The PvE side has excellent dynamic story. I love this game; but the balancing issues is draining my patience (and I’m sure I’m not the only one). ANet needs a fundamental overhaul on how it does balancing. It’s a sad fact that although you may do a lot of things right, customers will leave just because of a bad issue (in their eyes). It’s like you have a great restaurant with world class cuisines, but you serve the customers with broken chairs everyday. Some will learn to sit on the table and enjoy the food; some will lose patience and leave.
Maybe try something new, instead of following the old process that has been proven doesn’t work?
http://blog.codinghorror.com/complaint-driven-development/
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Dear ANet devs, whatever you’re thinking about to fix the balance situation, please don’t consider adding Cele and Cleric back to PvP. Ele needs to be balanced in a way that it doesn’t need to be carried by bunker amulets in PvP.
It’s fine if Ele becomes the bottom tier class this season. People are starting to realize how Ele was pigeonholed into bunker/support roles because nothing else worked. This is why we need to keep Cleric and Cele out of PvP, so the real balance team can actually fix Ele and give it some non-bunker builds that works.
The plus side is also that the fast pace games are more fun than the Cleric bunker ones. I agree with you on that
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Let’s say we have 2 players A and B. A has an MMR of 1000, and B has an MMR of 2000. Both starts at division One.
Both A and B would have an expected win rate of 50%, since the system will try to match them with similar skilled players. This means B can gain division faster by tanking their MMR purposely. This is not healthy. There is no reason to keep a higher MMR in the new league system.
In fact, higher MMR is bad because:
- Higher MMR gives the player less win %, since they are matched with stronger opponents, without any extra rewards.
- Longer queue time (look at Nos’ 20m queue)
Suggested solutions: higher MMR should gain rewards track faster. A 2000 MMR player should gain rewards 100% faster than a 1000 MMR. (numbers are subjected to discuss)
If higher MMR doesn’t increase the rewards, there is no incentive for players to keep their high MMR. A lot of people will try to throw the games at the start of new division (they can’t lose division) so they have a low MMR to carry them through the next division. That’s not healthy.
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Since the addition of the Daily Class, a lot of people just played classes they don’t know so they can get the daily. That puts a lot of pressure on the matchmaking system, since the MMR is barely accurate. In addition, the number of people playing a class during a time is also significantly inflated, and that leads to a lot of classes stacking. For example, we see matches with 3-4 thieves on a team on a “thief day”.
How should we fix that daily?
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I mean, your panic doesn’t make ANet stop nerfing ele. So why cares. I mean, if you’re a bunker ele, this doesn’t really effect your at all. If you’re not a bunker ele? Just switch to be a bunker ele. This patch, ANet basically encourages rational ele players to play bunkers.
So, if you’re not a bunker ele, try one now! This patch, it’s not only just slightly better than other spec, it’s the best of the best, far better than the mediocre spec you’re running! Don’t believe me? Read more:
1> The opponent dodged your RtL, and it has 40s cooldown? Don’t worry, just be a bunker and fight them for 40 seconds. My condolences if you’re anything else.
2> The opponent bursts you rapidly. If you’re a bunker ele, you don’t need to care, just continue to fight. Your signet of restoration/regeneration/water regen will still give you around 800 HP/s with Cleric Amulet even with the nerf, not counting other burst heals. My condolences if you’re not a bunker ele, no more healing in mist form for you. Just relax, go get a cup of tea instead of mashing your keyboard trying in vain.
3> The opponent applies some conditions on you. As a bunker ele, nothing really changes for you. I mean, which bunker eles in their right mind use multiple cantrips at the same time right? My condolences for staff ele with water fields. I’m sorry.
….
Disclosure:
I play a 10/20/0/10/30 d/d spec, trying to be as offensive as possible without dying in one or two hits in pvp to all the berserker spec. I refused to play bunkers since to me it’s a trolling build. I have hoped that ANet will nerf bunkers some day. In my build, I relied on healing during mist form to stay alive because I only have 12K HP. I relied on RtL to get away. I relied on Cleansing Fire to clean conditions.
Sadly, this new patch, which “should promotes more build diversity” kills my build completely. Well, I guess I’ll just be positive and play bunker then. So I encourage you guys to switch to bunker and play it with me. The patch barely touches bunker spec, so lets play it!
Peace ~^_^~
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I would buy the followings in a heartbeat (been saving gems without anything interesting to buy):
- Announcer sound packs
- Funny emotes
- Item that makes all the enemy displayed as Humans
- Icons next to my name so I can display my pvp achievements to other pve players.
PvP can be profitable. Their product managers just couldn’t figure that out. It is the same mistake they made with the balance: they don’t ask players what the players want; they assume they know what the players want. When they started asking, it was late, and they wasted a year of development.
Since a developer rarely truly understand what the customers want, it’s the faster iteration process that can save them. They will also appear to be more responsive, which is a bonus point.
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Hi all, just one of my last all-is-vain effort to make PvP more fun.
Overwatch allows the players to swap char after death to react to the new situations. It creates a very fun and engaging games. Got killed by a Junkrat? Switch to Pharaoh. See their Ana sniping from afar? Switch to Dva to push.
In gw2, you picked a rev, run in, and suddenly see the entire enemy team are heavy condi. You can just hang up the mouse there. The fate of the match is mostly determined even before the first fight.
Now if you allow people to switch build (not switch character), it will allow for a much better match. Killed by condi? Bring more condi cleansing. Your condi necro got countered? Swap to a hybrid or power necro to catch them off guard!
Bonus points: implement build template so people can switch builds quickly after death.
P.S: like this? Read the link in my signature for more suggestions
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This bunkers and asuras problem really kill the mood for ToL.
When I watched the ToL EU, it was fun because of all the rotation and fun combat.
On ToL NA, it’s just a bunch of people poking each other. They don’t win by rotation (which is fun to watch). They won using bunkers and asuras.
Such a shame.
P.S: this game has no dismissing return for CC. 2 hambow is too strong.
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(edited by Sunshine.5014)
I question the honesty of the people who say Necro/Engi/Ranger are bad in this meta. Bunker MM Necro with constant boon strip can win a decent D/D Ele 80% of time. Condi spirit Ranger can own a lot of classes including Mesmer/Ele. People just don’t dare to try weird/unpopular builds, and then complain that other classes suck. or they try to act like victims to get buffed.
I talked about burning guardians and physical Warrior right after the patch landed. At that time, people still complained about how underpowered guardians/warriors are, because they got stuck in the old mindset. They didn’t try burning guardians or rampage. Now everyone complain about burning guard and rampage.
Quit playing the old style Necro/Ranger, and you will see how strong they are. Use your creativity.
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It’s funny how the majority of the threads never have a visit from a Dev. But when a “permanently Dishonored” player shows up asking for a statue, they got 2 devs replied right away…
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(edited by Sunshine.5014)
Low customization would make the game boring. There are reasons why I find games like League of Legends completly terrible.
It’s a fallacy to think that customization equals choices.
League of Legends has a smaller range of customization; however, the users are given a tons of choices on which hero they can play, which items order they will buy, which traits/talents they pick.
GW2 has a much wider range of customizations; however, people are forced to use an extreme build for each class. A thief is forced to play zerker to be effective. An ele is forced to either go extreme glassy, or extreme bunker. A ranger is forced to play spirits if he or she wants to play in high end tournaments.
It’s false choices GW2 is offering its players. More customization doesn’t mean more choices. It’s much better to have a smaller range of customizable stats, and allow the games to be better balanced. In addition, as I’ve mentioned, smaller stats difference also means that the player can make a choice to play the way he or she likes, sacrificing a little bit of power (like 10%—and still can be effective).
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Ridiculous how Anet constantly ignore that the ele class needs HUGE redesign to ever feel as viable and versatile as other classes nowadays do.
That is a pretty myopic viewpoint you’ve got going there, half the classes in the game have design issues, for example anything that uses AI which is basically broken to various extents on virtually every class that uses it, of course for some classes that is less of an issue than others, but on classes where it plays a big part like Ranger, Mesmer, etc it is a big problem, that has existed the entire game.
You should also get off your whinebox when it comes to ele and the entire game, where ele has been “meta” in PvE & WvW pretty much the entire game,
You mean apart from that small period of 2 years when it wasn’t.
What? Do you actually read what you reply to? You can’t of even played the game if you think ele spent 2 years out of the meta in WvW or PvE, what do you think the E stood for in GWEN, engineer?
It’s so cute of you to talk about PvE and WvW in PvP forums. Next time Necro complain about being useless in PvP, remind them how wonderful they are in WvW. Or remind Warriors how they are the top class in Raid.
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The gems approach is the best approach we can push for right now. It’s good for existing players who don’t have a character slot, they can just buy it. It’s good for existing players that have an empty slot already, they effectively get the xpac for $30. It’s good for ANet; they don’t need to deal with the price reducing/refund nightmare. They keep the existing players happy. They keep the new players happy (xpac comes with free core game!).
It’s basically a win-win-win-win solution for everyone.
We should push for this instead of complaining/ranting. The solution is right here.
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Let’s look at the context first. I’m gonna list the nerfs/changes that brought ele down:
Evasive Arcana nerfed:
- radius reduced to 180
- effectiveness with healing attribute reduced by 50%
- no longer break knockback (yes, that’s the little known fact people didn’t know. EA was OP because of this). <—- Ele didn’t need much stability because of this. After it is fixed, Ele shows their true weakness to crowd controls.
Healing nerfed:
- Signet of Restoration nerfed 18%. This is planed to be reverted… in a few months.
- Cleaning Water now has an internal cooldown of 5 seconds. This makes Ele critically vulnerable against conditions meta. <—- this took away the main way Ele can deal with conditions.
- Healing Ripple nerfed 50%. The number of targets reduced from infinite to 5. <—- this, together with EA heal nerfed, are why Ele is no longer the immortal bunker.
Ride the Lightning nerfed:
- increased recharge from 15 to 40 seconds if blocked/evaded. <—- A lot of people complain about this, but I don’t think it’s as significant as the survivability nerfed mentioned above.
- reduced range from 1550 to 1200
Magnetic Wave nerfed:
- from unblockable to blockable
- [minor] has two casts now, but the immobilized duration is the same, which means ele loses out on time.
Cantrips nerfed:
- Cleansing Fire: no longer stun break <—- this is big, after the nerf, Ele struggles to play in the meta because Ele doesn’t have a lot of stability. Ele depends on stun break to deal with stuns/fears/knock)
- Lightning Flash: no longer a stun break, add a little bit damage <—- same above, ANet removed the stunbreaks without giving Ele anymore stability to compensate for it.
- Mist Form: now still get damage from conditions.
Auras nerfed:
- Shocking aura boons duration was halved. It was bugged before and granted double boons duration. <—- this is a bug fix, but it reduced bunker Ele damage significantly because the fury duration is reduced.
Bountiful Power nerfed:
- damage increase per boon reduced from 2% to 1%. Which means on a d/d Ele, damage is reduced on average 6%. <—- another big damage nerf
Mist/Vapor form nerfed:
- no longer contest point
- no longer be able to cast any spell <—- how I hate this. I haven’t used mist form again since. It’s a self stun for 3 seconds now.
Fresh Air nerfed:
- recharge increased from 3 seconds to 5 seconds
- Sunspot, Electric Discharge, and Earthen Blast no longer trigger when changing attunements while out of combat. This means you must use another skill to get you into combat before you can use them.
Arcane Wave nerfed:
- [minor] number of target reduced from 6 to 5
Swirling Winds nerfed:
- [minor] no longer destroy unblockable missiles.
=========
I’m sure I missed other things too. Just have a quick look at the nerfs, and you can see exactly why Ele struggles so much in the current meta:
The current meta is about:
- crowd controls (stun/fear/engi knockback): Ele cantrips got nerfed badly, and without more stability, it’s obvious they can’t handle the meta.
- conditions: Without using the healing skill, Ele can only remove 1 condition per 3 seconds now. If we look at the rate of how fast a Necro/Engi can apply conditions to us, we can see that it’s too slow. Their attempt to add Diamond Skin is… misguided.
- bunkers (warrior/guardians/MM necro/spirit rangers/engi): with its damage got nerfed (except the fresh air build), d/d Ele can hardly kill any competent bunkers anymore. Especially when its auto attack can’t even kill an AFK healing signet warrior in 5 minutes.
Beside that the old enemy: thief, is still pretty strong. With all the healing nerf, Ele can hardly survive a thief burst anymore, since after the burst, the Ele can’t heal back up unless spec’ed full cleric.
=======
If you are one of the people who thinks “Nothing has changed, why did Ele become so bad?” I urged you to read the list of nerfs again. It’s really significant. The buffs ANet gave to glyphs, conjures, etc… are not enough to help Ele coming back.
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(edited by Sunshine.5014)
I just watched the first one. There are a few rotation mistakes here:
1) You rushed in at the beginning when you only have 1 teammate behind you. That’s usually the most common beginner mistake in rotation. Always count your number before jumping into a fight. In a 2v4 you will die 100% of time unless you are an ESL player (in which case I still doubt they can win 2v4 against the average players). It’s even worse that your other teammate is a Thief, who won’t be able to peel/heal you.
2) You tried to rez multiple times when you didn’t have skills to secure the rez (for example, knock the enemy out). If you don’t have those skills to secure the rez, then don’t rez it.
3) You don’t seem to be able to take advantage of the chain daze and block from Scrapper. Learn the leap daze combo and leap heal combo. Block from Scrapper is really OP.
4) At 8:10, you got stuck in the terrain. Learn the map so it doesn’t happen in the future.
5) You also stay in the red circles a lot of times. Positioning is very important. Just think that if you manage to stay outside of a red circle, you heal yourself 2k (random number).
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For me (necro) ele is most untouchable class (if he knows how to play ofc). Even with engineers i don’t have such problem.
Ele have too many different block, knockback, stun, move skills. When he is on low hp – he just move in 2k range in bloody second and i’m unable to chase him.
I’m understand for being good on ele you have to properly use all 4 bars, but still, so OP.
Sigh..
Ele blocks?
Sigh..
Ele’s mobility was nerfed really hard. If you can’t catch an ele, I don’t how you can catch a thief/ranger/warrior/guardian.
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Glad to know the pro league players can also be banned if they do bad things (unlike when they manipulatedatch making and leaderboard in the first season and enjoyed immunity)
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Bunkers everywhere.
Asuras everywhere.
Good rotations are rare to see.
People just stand on the point poking each other slowly.
Much boring.
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Why can’t they make it so that it only applies to other people’s skill instead of the player’s character?
Also, the visual noise part is mostly the light. Most of the time the boss is burned bright with all the Guardian’s and other explosion skills. The fireball is just a minor part of it. Restore fireball and reduce the explosion instead.
Or a better idea: make the selected target always have a silhouette outlined during the fight. For example, a red silhouette border, with gradient inward. That way, you can still make out the boss action during boss fight.
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This is actually a very good suggestion. Let me refine it a bit:
- The time between seasons will be the Pre Season for the next season.
- At the start of the Pre Season, all MMR/ranking will be reset
- Games played during the Pre Seasons will affect MMR.
- After the Pre Season, everyone above the starting MMR threshold will receive bonus pips when the Season starts. Amount should be tuned so pro teams will start around Ruby/Sapphire.
Benefits:
- Give people something to do during off season time
- Seed the pro teams so they don’t have to play with below average players, leading to unpleasant experience for both teams.
- Better match making overall.
- Good incentive to play PvP, since winning a lot during the Pre Season give you a head start, but not too much. Giving bonus pips based on MMR also gives good incentive for people to play to their best instead of tanking MMR.
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… If you go all in for defense, you should be pretty much indestructible…
No.
That boring bunkers poking each other on the point for 10 minutes? Kitten no.
No one should be indestructible.
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1) Confusion:
Confusion does not have an estimated total damage over time effect. It is on skill use, making it much harder to judge, and very difficult to implement on this format.2) Torment: same situation. If you move, it hurts bad, if u don’t, it’s not so bad.
3) Vulnerability stacks in the upcoming patch:
This may be easier than the other two, but with it affecting condition damage affecting you, it can be difficult to implement.
Easy, just gray out the DoT future damage
1) Confusion: only the damage per second part, not the per cast part
2) Torment: only the normal damage per second part, not the extra from moving
3) Vulnerability: not show at all
Are we good now?
Support it! Give us a +1 xD
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I rather have them spend that $50k on an engineer for 6 months and give us balance patch every 2 weeks. Or, at least implement a pause button for admins.
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Most annoying skill? Slick Shoes.
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It’s just you OP. This meta is much better than the meta of bunkers/shoutbow poking each other on point. People actually die in this meta 1v2. The fast pace gameplay (and Vigor need) bring risk to random dodge and reward good timing.
I have seen a lot of people who used to only press a few buttons on their classes complain because the skip ceiling has been raised and they can’t keep up with the fast pace gameplay.
Counter point: I also see plenty of my pure WvW friends join pvp. They didn’t join PvP before because they thought PvP was just a bunch of bunkers/bruisers Cele, which was true.
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….
If you got to legendary using core glass staff ele then I guess its true that most of the skilled players have left pvp already. Forget dodging, blocks, teleports and invuls; most of the damaging staff skills can be avoided by simply walking out of it. Did they stand inside meteor shower and lava font or something? Staff ele was laughed at way before HoT and I can’t imagine it becoming any better with the HoT powercreep.
Lol. I’m sorry, but I was an Ele main before daphoenix popularized the classic D/D build. I was between top 20 and top 100 ranked before this “league” system was even a thing. Anyway, of course a lot of good players left. I don’t take the game seriously anymore, and only login here and there to check out new content. That doesn’t mean there is no one who can use a core glass staff. Read my original post again. I made it clear that if you can use glass staff before, this patch shouldn’t give you much trouble. I don’t say that this patch is good for Ele, but if you dismiss the core glass staff right away like that, your Ele gameplay is not perfect enough to comment.
For anyone looking to improve their glass staff gameplay: get a good friend and practice 1v1 with a D/P Thief. The goal is to be able to survive 1m with a D/P thief chasing you. When you can do that, that means your mechanics is good enough.
Tips:
- Count how many times you use Fire #4 in a match. If it’s less than 5 times, you’re doing it wrong.
- Always slot LF and Arcane Shield
- If you ever double dodge, you’re doing it wrong. When you’re under pressure, always use a defensive skill after you dodge before you dodge again.
- If you cast Air #5 with the enemy in the middle of the circle, you’re doing it wrong. Use it like Earth #4, use the edge.
- If you don’t know how to use LF well, then you can’t survive well either. Pop quiz: do you know how to teleport directly from the spawn path to inside the clock tower without climbing on any stair?
- If you can’t time reflect for Rev Sword #2, then you definitely need more practice before you can succeed with a glass staff Ele. Every time you use reflect, it should be timed to reflect a dangerous skill. Like, the keys of switching to Earth and press 3 should be a muscle memory.
- If you open combat or +1 in Fire attunement, you’re doing it wrong too.
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This mode is actually the most fun I had with PvP for a while. Much better than Conquest.
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Archer can kills the guards very fast. Not many people notice that.
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The post could have been better without the last line.
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They should revert the change for Renewing Stamina, and nerf Cantrips instead. Right now, they are pushing even more people to Cantrips to get back the Vigor loss.
Ele is more and more pigeonholed into Water/Cantrips.
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Instead of voice chat, they should implement a better system for pings, like the one in LoL.
Alt + Click on the screen opens a quick ping wheel, with 4 options. Drag up and release to ping “Need help here”. Down for “Dangerous, Retreat”. Left for “I’m coming”. Right for “Enemy missing”. All ping will have voice with it. Ping can work on either the minimap, or on the screen (which will creat a long right on the player)
This partially eliminates the need of TS3 for casual groups. You can notice that the enemies left their home open, and ping “Enemy missing”. A thief on your team can acknowledge that by pinging a “I’m coming” back on that point.
This is better than forcing everyone to use voice chat. This works for parties in WvW and PvE too.
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Imagine if fire overload had a 600 radius and did 15k dmg over 6 seconds in cele gear. but then kicked you out of fire for 30 seconds. To me, that sounds AWESOME and hopefully anet will push it more in that direction as HoT gets closer.
Do you realize that with D/D Ele, spamming Air #1 can get you an expected dps of 2500 per second (since you hit twice per second)?
That means you get the same 15k dps after 6s without locking you out of an attunement. If you use a staff, it’s even more dps if you use a Staff just purely by spamming Fire 1/2/3.
There is no good incentive to Overload except for showing off beautiful animation.
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I have one question. Who test this patche before release ?
Revenant with full berserker gear and full DPS build vs Thief with same armor/traits.
Thief
Dagger AA DPS – 6k!!!!!
Sword AA DPS – 4.6k
Staff AA DPS 4.7kRevenant
Sword AA DPS 3.2k !!!
Ele Scepter AA DPS: 800
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What the….
They didn’t lose much swiftness. It was from easy perma 100% to 80% swiftness up time. It’s still good :O.
And they received a red post and a buff on that?
When was the last time you see a red post in Necro forums?
And look, Engi has 5 red posts on the front page :O
https://forum-en.gw2archive.eu/forum/professions/engineer
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To “keep” a population high, you need it to be high to begin with. At this point they only need to focus on balance, balance, balance, pvp population is next to non existent.
Guys, instead of trying to sabotage, this is your chance to support an idea that could make it all better for us.
@Everyone: if you like this idea, post a reply and say so! That’s how we can get ANet to reply on this
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-.- check your lore date facts that thing is report to council members.
You can’t treat all Chinese as if they all agree with Mao.
You can’t treat all American as if they all agree with Donald Trump.
You can’t treat all Asuran as if they all agree with their council.
You can’t treat all ANet devs as if they all agree with the balance team.
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I just watched the first one. There are a few rotation mistakes here:
1) You rushed in at the beginning when you only have 1 teammate behind you. That’s usually the most common beginner mistake in rotation. Always count your number before jumping into a fight. In a 2v4 you will die 100% of time unless you are an ESL player (in which case I still doubt they can win 2v4 against the average players). It’s even worse that your other teammate is a Thief, who won’t be able to peel/heal you.
2) You tried to rez multiple times when you didn’t have skills to secure the rez (for example, knock the enemy out). If you don’t have those skills to secure the rez, then don’t rez it.
3) You don’t seem to be able to take advantage of the chain daze and block from Scrapper. Learn the leap daze combo and leap heal combo. Block from Scrapper is really OP.
4) At 8:10, you got stuck in the terrain. Learn the map so it doesn’t happen in the future.
5) You also stay in the red circles a lot of times. Positioning is very important. Just think that if you manage to stay outside of a red circle, you heal yourself 2k (random number).Wow way to go, didn’t you see how his teammates played, he mightve done all you said but that doesn’t change the fact that Matchmaking is hideous.
He asks for advice on how to do better. Those are what I would do if I were him. Are you supposed to tell him to just blame his teammates and AFK? With that attitude, you shouldn’t expect to win.
Teammates aside, a good player will need to match their play style with their teammates’ play style. If their team is not around, jumping into an outmanned fight is suicidal and detrimental to the team. They make it worse for their teammates because they will have to fight outmanned longer time.
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SPvP release wishlist: (we can dream right?)
1) A ready button that works
2) A sound when queue pops (for people who alt-tab)
3) Standard models enabled for all pvp modes
4) Blacklion reward track
5) A pause button for tournament matches (controlled by admins/Arena owners)
6) Build templating that you can switch with one click (I don’t need sharing yet)
7) A better score board that include: total damage deal/total damage received/stomp/revive
…
99) Remove skyham from solo queue (now I realize it’s just a dream…)
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Have 2 lists, one for the true MMR, and one for leader board rating.
After every match, do the following:
- leaderboard_rating += (true_MMR – leaderboard_rating) * 0.1f
This effectively means the volatility of the true MMR is guarded and can only get closer to the real MMR by 10% each game the player played. Leaderboard rating starts at 0, and is reset to 0 every month (season).
Pros:
- no more top of the leaderboard with less than 10 wins. If the const is kept low enough, the player must play at least ~20 games for the leaderboard rating to get close enough to the true MMR.
- can implement a true leaderboard decay, independent with the true MMR. The player then need to play more games to keep it closer to their MMR.
- no grind, except for about 20 first games of the season. After that, grinding doesn’t increase your leaderboard position much; it will just converge to the true MMR. If you play badly, and your true MMR drops, playing more losing game will make your ranking drops too.
- MMR based, encouraging the players to play more often, without grinding.
Cons:
- more code to write
- grinders are not gonna be happy
P.S:
- tips appreciated! If you find the idea helpful, maybe reward me some gems?
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(edited by Sunshine.5014)
Why do we make then start with an average MMR and wait for them to lose and the system takes them down?
Why don’t we make them start with a low MMR and wait for them to win (if they win) and the system takes them up?
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Currently Tempest is useless with staffs since the overload is for close range only. Make The overload for Air to be an AoE with 900-1200 range, so staff can have at least one Overload they can use too.
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