[Teef] guild :>
(edited by Cynz.9437)
They admitted that matchmaking builds one team that has high chance to win vs team that has way lesser chance to win. They basically make you lose on purpose so people with higher MMR can move up which results in a lot of losses or huge winstreaks depending on side. You basically never have even matches. Garbage design is garbage.
This game been out for 4 years, i just don’t understand why they refuse to make algorithm that tries to make teams that both have 50% win chance.
(edited by Cynz.9437)
You guys gotta stop tossing the cliché: “get gud & curry matches”.
By saying this, you are showing acceptance of the algorithm’s poor gauge on how to create matches rather than encouraging the idea of fixing it. I mean simply put: Why in the hell should a player even be placed in a match so bad, that he must be expected to carry four players who can’t pull their own weight vs. the team they are put against? The fact that this happens so often in Guild Wars 2 “which is supposed to be a team game, not a 1v5 carry all game”, shows that something is very wrong with the algorithm’s ability to form reasonable matches.
Stop arguing with each other and start agreeing that there is indeed a problem with match making. This problem is much deeper than leagues, divisions or pips. The algorithm itself seriously needs attention and it needs new implementations to allow it to gauge current meta builds, how effective they are when or when not paired together and to adjust matches accordingly. A good start would be to prevent any & all class stacking from ranked matches. Even that simple fix would do wonders to help balance match ups.
Honestly, due to having to deal with these above issues for so many years, I’m starting to lose a bit of interest in this game’s spvp. I don’t really solo que anymore because when I land that team of DH, DH, Thief, Thief, I just get kittened off about it and then I get even more kittened off about it if I lose due to the bad comp. This is no fun! So nowadays I only spvp if the boys are on and we have a full 5 man. Don’t get me wrong.. I love the spvp here but solo que’ing is an absolute mess right now.
The reason why I mention the above is because many people are developing the same kinds of attitudes towards GW2 spvp. This is no good for activity within the mists and it is no good for the esports scene. I’m sure all streamers will agree with me that GW2 is losing it’s viewer’s interests as well as the player’s interests for that matter. I mean it’s getting critical guys. The fanbase is hitting critical lows.
So what the hell are the primary problems here?
Ultimately I can say that the idea behind leagues and pips was a great idea but it’s effects on the community’s player base and overall interest in spvp has been terrible. The system needs serious rework where consideration is taken for how the league divisions and pip gains will effect community behavior and attitude. These are all things that metrics and numbers cannot see. Start listening to human responses on the forum.
Please do not get me wrong, GW2 is my favorite game! I’m just trying to give real and serious feedback. For all of the negatives, there are 100x more positives that could be said and that is why I stick with this game. Though, saying all the positives won’t help fix problems and that is why I post in this forum.
Because your queue time would probably be 2 hours
Hi! I was begginning to apply when I notice you have a requirement of 750 ranked games
gotta start farming them up ahah. Listen, I’m kind of a serious player looking for a pvp guild to compete, pratice, and participate in tournaments. Although my experience isn’t the best, I make up for it with good thinking, learning with mistakes, and i kind of study the game sometimes. Although I do it for fun, I really get into it to the point of knowing my enemy, what does he do and how can i counter-react. Which is a basic of every pro player xD. I’m gonna keep going for rankeds until i reach the minimum, and then i’ll apply to this guild. Cheers!
It is really just that. If you win too many matches it forces you into losses. If you lose too many it forces wins on your even if you afk. You really can’t do anything about those matches. What the point of even trying? Might as well to lose on purpose to trick system into thinking you need wins. Back to season 1 crap. GJ.
Majority of my matches are absolutely one sided (either in enemy or my team favor). Each team having 40-60% win chance is total lie.
Why is it so hard to reset MMR like promised before HoT. Oh rrright it was a lie too.
Why is it so hard to make matches where each team has actual 50% win/lose chance?
(edited by Cynz.9437)
This thread is laughably sad.
Warriors were trash tier for 2 seasons. They now get a buff. Season 3 hasn’t even started yet but all i see here is players who used to farm other players who were stubborn enough to play warrior in S1 and S2, now having difficulty killing them.
People complaining about double endure pain like its a new thing. You’re only having trouble now because of the adrenal health healing them a lot during the double endure pain. Also i suspect people have forgotten how to fight warriors or at least got used to ROFLStomping them in the last 2 seasons.
Bring poison and learn to kite a warrior.
Maybe season 3 will show that the regen might need a shave but i strongly disagree in doing that solely based only on unranked performances.
SMH.
Buff warrior nerf mesmer kk thx.
Why are we OK with having to open thousands of boxes containing more boxes and more boxes that ultimately give us more bags with more boxes?
I’m starting to worry because my wrist is starting to feel some pain despite having a very ergonomic computer setup.
Are we people OK with that?
If feels unnecessary extra stress for our hands.
ANET, can we at least have an “open all” option?
Please show us that you care about the well being of our joints…..
This post just drools with arrogance. 10/10.
PLEASE KEEP THIS HERE DEVS. THIS ISN’T JUST A THIEF TOPIC AND IS MORE ALIGNED WITH THE GOALS OF THE SPVP FORUM.
Alright, so I was meaning to do this at some point, because what seems to be a trend is that a lot of the game’s direction is spearheaded somewhat by the forums and reddit. In addition, there are misconceptions amongst players, and I felt that the forums was an a suitable way of getting rid of these misconceptions and reaching out to the developers. Also sort of inspired by the depth of discussion by Zuko’s post….I guess people can be objective. Anyways…
Yeah, I hate doing this but some credibility so that I don’t get flamed: I played in season 1 proleague, and will be in the challenger cup next week. I’ve been playing thief since beta days, and have played with many of the players in the “pro” scene on a team at some point. Anyways…
Let’s get started. Is thief viable? It is and it isn’t. If you’re queing up, any build can honestly work, as map rotations and awareness is what screws over people, as well as lacking a baseline of mechanical skill. You could run condi or bunker thief with wanderer’s amulet and it will work. I can’t stress this enough, but really, composition is hardly an issue in ques.
The issue at hand is whether thief is competitive and will be seen in proleague. Honestly, probably not. No teams I know of in high-level scrimmages will be running thief in their main composition, but I know some are having it as a backpocket (such as myself) against certain teams. So then why? Didn’t we just get buffed?
Take this with a grain of salt, but imo the class “balance tier” is:
Revenant>Necro>Ele>Engi>Mesmer>Ranger>Guardian>Thief>Warrior
The first issue is mercenary and paladin’s amulet. Anet’s balance philosophy was to maintain the “bunker role”, but reduce its effectiveness in the past patch. The problem is, these new amulets are very strong, and synergize extremely well with the most “broken” classes. Fights are still going on for way too long in scrimmages, but I will concede that there is an improvement. I think most teams will be running 4-5 of these amulets because of their sustainability. Thief can’t break this sustain that so many classes still have.
The second issue is the overtuning of certain classes, rendering thief damage insignificant to compensate for their lack of survivability. There is just a ridiculous amount of AoE in the current meta that a thief will literally die in 2-3 seconds when engaging on point. In addition, shortbow is much weaker due to the number of reflects that classes have access to. To make matters worse, almost every class has multiple “get-out-of-jail-free” cards to make up for poor positioning, such that thief will be hard-pressed to burst anyone down. Even if a thief is able to take someone down, there is still lots of res utility and cross-heals from other teammates to deal with. Stealth utility is rendered insignificant with the massive number of reveals and AoE spam.
These issues cause thief to be lackluster in not just teamfights, but in many 2v2s. So where do we go from here? What balance changes are needed?
Thief does not need to be buffed. Maybe a backstab damage increase or an acrobatics trait rework, but again I think the class is fine.
If I were to address the main issues, it would be revenant and necromancer. Revenant does an insane amount of damage , and it seems much like a thief 2.0. Thus, reducing its damage seems to be the way to go. Sword 2 is obviously very suspect, but I would also argue that equilibrium and phase traversal need to be looked at. Maybe a reversion to the old sword #2 and a decrease to 900 range for phase traversal. The AoE dragon thing on glint I think needs a longer cast time. Stab on dodge is ridiculous. Blocks and invulns need to be reduced, but this may be going too far.
The amount of chill that necromancer has is ridiculous, but I wouldn’t say that this is an issue with a thief running dash. However, necromancer tears apart every other class in teamfights, 1v1s, 2v2s…etc, rendering less support for thief. The tankiness of mercenary amulet allows this class to be make many mistakes and be very forgiving. Honestly, a removal of mercenary amulet and a further decrease in chill damage should be considered. Corrupt boon and the new curses build is beyond ridiculous.
Again, I wouldn’t touch thief too much, as I think the class is in great shape. The issue though, is how powercreeped everything else is, making thief inviable at the moment in top-tier play. But, in ques, anything is viable.
Let me know what you think!
(edited by Aeroxe.8140)
Great post. Been saying this for ages. Falls on deaf ears.
Either remove it or give it 2 min CD. Stop gold spooning engis and revs. People who wanted to buy HoT already bought xpac, no need for moronic imbalance for the sake of sales anymore.
Sry, but after you said that season 1 chronobunker was balanced you lost any credibility.
Well Anet been nerfing thief class non stop for 3 years under moronic excuse of +1 role (even tho past june mesmers and after HOT revs filled that role as good while maintaining great survivability and ability to team fight).
Meanwhile engis/scrappers got gold spooned with each patch, probably because of Grouch.
HoT didn’t do thieves any good, a lot of passives, brainless aoe and more condi spam got added. Thief can’t handle any of those well. Then some dev had the “bright” idea also to give classes that already hardcountered thief revealed on 20 sec CD /facepalm
Unless revs and scrappers get some hefty nerfs thieves will remain meh.
(edited by Cynz.9437)
Just make it require LoS and everything will be fine.
They didn’t even bug fix, for example Final Salvo still doesn’t give stability on Function Gyro use, but the Tooltip sure looks spiffy.
And the Function Gyro tooltip is still bugged, says it gives 2 stacks of stability. 4Head
(edited by Chaith.8256)
LOL – This title is the perfect representation of a league system gone wrong. Bravo
Countless
HoT was more a bad than a good thing when it comes to PVP imo. 4 Months in and still no decent balance patch. Feels bad man.
Edit. they can keep my money, i just want justice
(edited by Prince.7198)
PITCHFORKS I WANT A PITCHFORK, KITTEN THE kitten SYSTEM
+1 unacceptable lack of changes
Nor any nerf to reapers chills or to bristleback dps.
gg nice tweaks*
*tooltip fixes
Anyone else been taking damage while Endure Pain is active? Happen to me last night vs DH.
In any of the semi final games. We saw 1 mesmer and 1 ranger.
7 Revs
4 Eles
4 Necro
3 Engi
1 Mesmer
1 Ranger
LOL funny
(edited by Azukas.1426)
So I was told that ranked was disabled for a month, for balancing purposes. Here is a list of thing that I feel need to be changed. Feel free to add on to the list. (So you guys know I am not opinionated, I only play thief)
Ele-
I feel the class is pretty well balanced right now, and is doing okay despite the removal of the cele amulet. However, I think that overloads should provide one stack of stability while channeling. This would make it more likely that they would actually complete the overload without making one trait mandatory. The boon provided by Harmonious Conduit could be something like protection to make up for it. Because they would have a better chance of channeling it, I think that the Air and Water overload (I don’t see the power in earth / fire overload) could do less. Air could do less damage and water could do less healing.
Mesmer-
This class seems to be okay, same old shatter burst combo. It still takes a good bit of skill to pull off, and I don’t think there are any “broken” mechanics in it right now. They took a big hit this last patch, but I think they are more balanced than they were before. If there is something notably broken about this class then feel free to share.
Necro-
Lets be honest, Necro is the new “cheese” of the season. I copied the build straight from metabattle, plugged it in, and killed people I don’t remember hitting. That is a problem. The base chill damage is a bit much, and should be taken down to about 75% of its current damage, at least.
Because the third auto on scepter corrupts a boon, I think that the third auto should have a slightly longer casting time, by about .25 seconds.
Engi-
Engi is another one of those “cheese” classes at the moment. Hammer has a bit too much offensive capability and defensive capability in one move. For example, Hammer 2 has a reflect and damage, hammer 3 has a damage and an evade, and hammer 4 has a block and damage. These skills need either a damage nerf, or a reduction in defensive uptime. Seeing a scrapper being able to 2v1 isn’t uncommon because of these 3 skills.
Sneak gyro got hit with a cooldown nerf, which was okay, but it wasn’t substantial. I think that the function is okay, but it shouldn’t be instant cast. I have had many games where a scrapper would go in for a res and while ressing used Sneak gyro to stealth the downed body, or I would cc him like crazy then he would use that and I would lose the target. This should have about a 1/2 second cast time.
Going to pull out my thief experience real quick, but Shadow refuge has a 1/2 second cast time, a 60 second cooldown, you can be cc’ed out of it, and it doesn’t follow you wherever you go.
Ranger-
Druid got by this last patch without too many scratches, besides the daze nerf. However, “Protect Me!” and “Search and Rescue!” are a bit silly. Protect me is a group stun breaker and cc on a 24 second cd (when traited). Its base cooldown should be increased to 45 seconds at the minimum. As far as “Search and Rescue!” is concerned, the utility of this is a bit ridiculous. The range is 1200, which seems a bit ridiculous. I feel that it should take a small range hit, maybe to 800. I am sure we have all had this issue with people in downstate teleporting out of combat. It gets very frustrating when their team has 4 druids all running this skill.
Can’t bring up druid without mentioning the pet. The amount of damage is a bit extreme. I look at the damage when I die and see that 13k was from the pet, and I don’t think that a passive should do so much in the way of damage. The fun part is, while the druid is in cele avatar, the pet is still doing this crazy damage while the druid is tanking everything. The pets need a nerf, period. But to compensate I think that some extra damage should be added to the staff auto. This would add a bit less passive play to the druid playstyle and they would trade off dps for healing when in cele avatar.
Thief-
Sorry ahead of time if I miss something or am a bit one-sided.
I think thief is okay, it is fulfilling the Assassin role that it was intended to have. However, I think that the daredevil dodges are a bit too powerful. I shouldn’t be able to dodge, do 2k damage, bleed like crazy, or run like hell, while evading attacks. I think that Bound (dps dodge) should take about a 20% damage nerf, Lotus training (condi dodge), should have the condi duration reduced, and Dash (Swifness dodge) should have the base swiftness reduced to about 7 seconds to prevent perma-swiftness.
Like I said, I main thief, so if I missed anything that seems obnoxious then feel free to add to the list.
Warrior-
Overall pretty balanced, requires a bit of skill to pull off. One thing that I think could take a hit is HeadButt (beserker elite). The base damage (according to the wiki) says that it does about 1.9k damage. That is on a 20 second cd that breaks stun, fills adrenaline to the max, and stuns for 3 seconds. That is a bit too much imo. I think it could take either a damage nerf, increase the cd, or reduce the stun. It is a bit too much.
Another thing is Gunflame. I have many times run into a battle, been hit by a 13k gunflame, which really takes the fun out of the fight. I think it could use a slight damage nerf.
Other than those two things war seems pretty okay.
Guard-
First off, True Shot. While it does have a fair casting time and is pretty telegraphed, it has far too much damage on a 4s cd. It is even more effective when they have you locked in one place, through Dragons Maw or Hunter’s Ward. I feel that the damage should take a nerf or cooldown should be a bit longer.
Test of Faith, instant cast, unblockable, instant cast, and dazes (if traited). I think that the damage is okay, you can dodge through it. The one thing that I feel is a bit annoying is the instant cast daze. I think it should either have a cast time or the daze trait should be modified to produce boons instead of dazing. I have many times began to res or stomp and been interrupted while the dragonhunter was either ressing or stomping.
Rev-
I think it is pretty well balanced, in the hands of a skilled player it can be pretty efficient, but in the hands of a new person, the skill level is obvious. The only thing that I see that could be changed is Unrelenting Assault. When it is active, I either have to spend my time dodging like crazy or take considerable damage. Damage is fine, the might on hit is okay, but I feel that the evade time should be reduced. This will prevent the defending player from having to waste more than one dodge to avoid the damage.
Other than that I think rev is pretty well balanced.
Like I said at the beginning of the post, feel free to add anything that you guys think is overpowered or underpowered. This is mainly a suggestion for the devs, but I would like to see what you guys think could be fixed as well.
Because it would be the go-to for lameness if they just removed cele+soldiers
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.