What if players received a minute of dishonor for every second spent in a match neither moving nor activating a skill? 10 seconds AFK or 10 seconds idle? 10 minutes of dishonor!
Think about it!
(edited by Velimere.7685)
Or, maybe, Ranked Matches shouldn’t be counted for dailies.
I applaud and sincerely appreciate ArenaNet’s effort in trying to alleviate the matchmaking class-stacking as someone who’s brought up that issue on multiple occasions, but I also cannot help but agree that this would only serve to aid that effort even as an individual who also makes his initial pick based on PvP dailies (I’ll swap if it nets me a bad team-comp or if I’m individually countered by the enemy team’s comp).
(edited by Velimere.7685)
Bump!
/15charizards
How exactly does decay work this season?
I’m asking this because I don’t have a lot of free time right now but would still like to play enough to keep my rating from decaying. If anyone could detail the specifics for me, I would be very appreciative… Thanks!
(edited by Velimere.7685)
I’m gonna say the real problem is there are simply too many things that hard counter rev right now.
It’s funny because their reasoning for Revenant’s weakness versus conditions was just how strong the class was against power, and then they nerfed it into the ground without any compensation; no buff to Cleansing Channel to remove 2 conditions or anything else.
Even if matchmaker didn’t stack classes, that still doesn’t mean you have a balanced team comp because it doesn’t take into account what build every teammate is running. In fact, even when you try to counter comp, you’re still not assured you have a balanced comp. Just because a teammate of yours is on ele, doesn’t mean he’s running auramancer healer, so you didn’t switch to ele thinking you had a support only to realize too late it’s a fresh air ele.
I’d take 1 Fresh Air Elementalist over 3 Thieves against 3 Guardians any day of the week.
Once the match starts you cannot swap to another character. Although I really wish they’d just lock it down like this topic suggests.
I really cannot at all agree with that sentiment given that matchmaking itself in this game will stack classes. If matchmaking itself didn’t do it, then that would be a different story.
and to wrap it all together their was next to no focus fire from teammates which is imho the most important thing in any game
I consider rotations to be the most important thing in any game followed by proper peeling in teamfights. If only one team is peeling in a teamfight, that team is winning it.
I’m a little confused with this thread… so.. can you still swap during the game? I assumed this was impossible… hence the Vote thread made by the dev.
You can freely swap during the pre-game timer. Once the match has officially started, you can no longer swap from one class to another class. However, I am unsure as to the exact restriction placed on this. I wonder if I could swap from one warrior character (condi) to another warrior character (power) mid-match. I would assume that I can’t.
Mostly likely the ranger was running the bunker druid build most likely with the magi amulet hard to say it was this exact build but it would be something based on it.
https://metabattle.com/wiki/Build:Druid_-_Bunker_Druid
I highly doubt he was using that amulet.
Did this Zodin.6517 guy really just make an off-topic comparison before using a straw man fallacy to apply his own foot-in-the-mouth to someone else as though they started it and not him? I mean we all know he’s wrong about Warrior 1v1 Guardian, but now it seems like he’s only replying with the sole intent of inciting negative discourse.
It’s better than the stone for sure, but in the end dh still kittens warr, there’s too much to make up, which signet doesn’t alone.
The meta Warrior build pretty much counters every other build. DH is no exception.
I need this in my life; please make more videos.
I think a big issue with blow-outs in this game is the fact that we now have two easy snowball maps with the new Khylo in addition to Foefire. Another issue is that proper recoveries require communication and smart rotations that don’t add to the trickle-in that snowballs continue to eat up. That right there is very hard to pull off with random people. If we had “slower” maps, it probably wouldn’t be so bad to break the snowball.
- class stacking still exists
You can thank matchmaking itself as one of the greatest culprits of this. If PvP was set so that only one of any given class could occupy any given spot on any given team, class-stacking would never be an issue.
And then the players would log into other classes because they can.
Please actually read my message which you replied to.
- class stacking still exists
You can thank matchmaking itself as one of the greatest culprits of this. If PvP was set so that only one of any given class could occupy any given spot on any given team, class-stacking would never be an issue.
Not to long ago the public was asked to vote for profession locking, which would disable the ability to swap classes before the match started to improve matchmaking. At first it was winning, but then people took it the wrong way and on reddit people were asked to vote NO, thus fabricating the true results of the poll.
The poll itself really did not explain properly what it was for, and it even seemed voting YES would be a negative.
If this poll had succeeded, instead of having an account MMR you would have one for each profession. This would allow you to queue up on an alt and earn your own ranking again. You would also have profession specific leaderboards, probably being the best PvP feature to ever come to the game.
But, unfortunately people took this as a negative because they felt they needed to swap in order to win. Let’s face the honest truth here, no matter what rating you are in your alt is not going to be better than someone elses main.
If I play elementalist for 4000 hours and I’m in Gold Rating, I highly doubt someone in the same rating as myself is going to perform just as good as I will with only 200 hours on their elementalist. I am more likely to lose rating if I swapped to another class, than to simply remain on my elementalist even if we had 2 of them on the same team.
I’ve played 12 games so far this season, and I’ve already encountered at least 3 matches where my team was heavily stacked on one class. Not a single person swapped because presumably, they felt they were not skilled enough with any other class and would likely harm the team if they swapped.
Developers, you have the stats. You should see how many people actually swap on a stacked team, and I am willing to bet that those who swap are more likely to lose than those who do not.
Please reconsider implementing profession specific leader-boards in the future. Because as it stands, it makes no sense at all to multi-class. If I’m going to queue up on my revenant, I’m expected to lose 10-12 games in a row ruining the experience of all those players because quite frankly, I’m simply not gold worthy on my revenant.
Guild Wars 2 as far as I know is the only game for MMORPGS that uses an account bound MMR and not profession/hero specific. So you’re essentially trapped into only playing your main.
READ THIS:
To start, here was my initial query therein that topic:
Have you guys considered a middle ground where players cannot swap to a class already selected by another player on the same team to prevent class-stacking while still allowing counter-comping?
Basically, if ArenaNet wants people to take PvP seriously, why can’t they just enforce no class-stacking and be done with it? That’s my consideration, so let me elaborate on ideal implementation:
- Matchmaking never puts more than one of the same class on a team, and people swapping classes after entering a match cannot change to a class already occupying a spot on their team.
- When you go to queue for a match, based on other people queuing, you are given estimated queue times per profession, essentially telling you what’s lacking the most.
- This would further serve to encourage multi-classing which would further serve to help everyone’s queue times just like in other games where learning learning multiple “champions” is important.
- If you also want to take away counter-comping, then my suggestion is to only prevent swapping during season play (or just in ranked). As long as players have the reassurance that they’re not gonna get class-stacked, they should have far less qualms against this restriction when the PvP season is in session.
- Another quality-of-life change would be to eliminate the “double loading screen” players experience when swapping characters while in a match.
In my opinion, “profession locking” is nothing but a band-aid that doesn’t actually fix anything; it’s merely a perceived fix to someone who hates class-stacking but doesn’t actually sit there and think through what it effectively does, because it doesn’t actually prevent class-stacking caused by matchmaking and only serves to prevent counter-comping. An actual fix (or rather, help) to matchmaking is what I’ve outlined above.
(edited by Velimere.7685)
1050 power
1050 vitality
560 condition damage
560 healing power
I’d like to see above and also a variant with power and condition damage flipped. I’d also like to see the two stat combinations below:
1050 condition damage
1050 healing power
560 power
560 vitality
1050 condition damage
1050 healing power
560 power
560 toughness
I think amulet combinations like this would allow for Elementalists spec’d for damage and Warriors spec’d for shout support.
Female Guards are weaker than male guards. Whirling wrath does less hits on a female human than male may apply to other genders and races as well. Don’t want to have to delete my character and create new one to get full benefit of skill. With the recent buffs to gs i wanna use it in pvp but am currently kitten for using my character in pvp.
Ana
D.Va
Pharah
Reinhardt
Soldier: 76
N O
O
To start, here was my initial query therein that topic:
Have you guys considered a middle ground where players cannot swap to a class already selected by another player on the same team to prevent class-stacking while still allowing counter-comping?
Basically, if ArenaNet wants people to take PvP seriously, why can’t they just enforce no class-stacking and be done with it? That’s my consideration, so let me elaborate on ideal implementation:
- Matchmaking never puts more than one of the same class on a team, and people swapping classes after entering a match cannot change to a class already occupying a spot on their team.
- When you go to queue for a match, based on other people queuing, you are given estimated queue times per profession, essentially telling you what’s lacking the most.
- This would further serve to encourage multi-classing which would further serve to help everyone’s queue times just like in other games where learning learning multiple “champions” is important.
- If you also want to take away counter-comping, then my suggestion is to only prevent swapping during season play (or just in ranked). As long as players have the reassurance that they’re not gonna get class-stacked, they should have far less qualms against this restriction when the PvP season is in session.
- Another quality-of-life change would be to eliminate the “double loading screen” players experience when swapping characters while in a match.
In my opinion, “profession locking” is nothing but a band-aid that doesn’t actually fix anything; it’s merely a perceived fix to someone who hates class-stacking but doesn’t actually sit there and think through what it effectively does, because it doesn’t actually prevent class-stacking caused by matchmaking and only serves to prevent counter-comping. An actual fix (or rather, help) to matchmaking is what I’ve outlined above.
Does it mean that class swithing during the match will be unavailable in both cases?
Yes. We will disallow swapping characters once the 10 second countdown begins. This prevents things like playing 95% of a match and then swapping for profession achievements.
Have you guys considered a middle ground where players cannot swap to a class already selected by another player on the same team to prevent class-stacking while still allowing counter-comping?
I just want to say thank you to Evan for his wonderful transparency. Here we have a poster who documented a match-making issue that hindered his enjoyment of this game, and Evan acknowledged the problem and is actively trying to fix it.
Please bring back old amulets that makes sense to some classes. Like Clerics for Guardian. I’m forced to be a DH traps and symbol build and its boring too predictable and i dont feel is strong this time.
What? Cleric’s amulet did more for Tempest Auramancer than any other build in this game period. It literally fueled their self-condition-removal making it actually desirable for them to have a lower max health so they could get back to and maintain over 90% health for it. The Elementalist has the same amount of health and less armor than the Guardian, and it’s doing just fine filling a support role even now, so don’t blame the amulet.
Honestly, I hate that a lot of Elite Skills are tied to stats which should never be the case. Elite skills that scale should have a powerful base and scale very little to keep them balanced.
you mean the 1 post i made saying moa is impossible to dodge with skill just luck? go watch a video of moa being casted. you get about .1 of a second with a signet above their head and moaed instantly. mesmer love to defend it because its cheese as all hell.
More like you love to lie through your teeth. Read the following:
Signet of Humility: The signet’s casting effect will now occur at the beginning of the ability. This ability can no longer target enemies behind the mesmer who casts it.
source for every single claim you just made please. then ill believe you.
Got any sources for any of the falsifications that you’ve personally spouted in this topic?
in regards to moa. my warrior brings his mace above his head in a slow animation easy to dodge. moa is basically a insta death and animation is a little purple ball at their hands like literally everything else they do. dodging moa isnt skill. its pure luck.
Either I’m missing something here or you’re ignoring the glaring overhead tell.
Thief with no SA how he will cleanse condis then? O.o
Discounting skills that cleanse, both Acrobatics and Daredevil have traits that do so.
Anyone who thinks Jeffiez is wrong has to know that Jeff jeff je is an ESL player who thinks in 5 dimensions like all the other top players. All ESL players have something in common and it’s that they have five semi circular canals in their ears allowing them to actually feel any distorted change in 5D space. Jef is a beautiful man forged in the image of God almighty.
If you’re not kissing the ground he walks on, you’re doing it wrong.
Revs a little less now than normal but can do the same amount with timed Dodges.
Revenants don’t use Retribution anymore just like Mesmers don’t use Chaos anymore.
Otherwise, both of these classes would have some stability to use.
REV also no need any keyboard turning.
Whew!
You do know who Jeff is right?
He will learn soon enough.
My only fun in pvp was creating builds that would surprise people and learning to master them. Since this is gone I have no more incentive to play this game.
Sounds like you wouldn’t enjoy any game that’s been out for a while. A meta develops because people find what works the best and stick to it, and that’s by no means something that’s whatsoever exclusive to Guild Wars 2. It’s something that occurs in PvE and PvP in games everywhere. It all boils down to a little something called progress.
Revenant does have two healing skills, one dependent on hitting your opponent and the other one dependent on being hit by an opponent. A brilliant design that lets the opponent determine whether you can heal or not. That’s why Skelk Venom and Defiant Stance are so widely used right?
What if I told you those weren’t the only two healing skills, just the ones people choose because Meta…..
If i olny could swap healing skills on revenant or utilities to get stunbreak/condi cleanse.. oh wait.
You can…. run different Legends………
They don’t know definition of trade off – don’t bother.
Wh-What’s trade-off, precious?
RIP in pieces, Retribution Revenant.
Symbolic Dragonhunter
This definitely seems like a step backwards if intended.
The issue with Necromancer’s survivability is that it doesn’t scale like the survivability of other classes. Active mitigation such as duration-based blocks and evades without charges offer the same survivability no matter how many players in any given fight whereas Life Force diminishes faster the more players are actively damaging the Necromancer.
Yes, right… people…. this game is F2P. It’s an option. And yes people, to compete in this game you need to Buy (or Pay) HoT. So it’s a B2W or P2W game.
As long the situation still reflect those facts, the game is definitely P2W.
That is a blatant lie seeing as Guild Wars: 2 Heart of Thorns is buy-to-play like most if not all expansions for games that aren’t free whereas pay-to-win is a business model whereby cash shop microtransactions offer advantages to paying customers that non-paying customers cannot match.
see, any form of cash that resulted in a combat systems is a p2w
This is a blatant falsification. The buy-to-play model requires money as per its namesake, and expansions are all buy-to-play by definition. Pay-to-win, on the other hand, isn’t defined as per your abuse and misuse of its application. You’re just plain wrong.
any form of cash that resulted in a combat systems is a p2w
You are completely and utterly incorrect.
Don’t twist the word buy to play. Its the same as pay to win. You buy (pay) hot, u get op specialization. no different, b2p = p2w
That is a blatant lie. Buy-to-play is the video game standard; you buy a game to play it. Pay-to-win is a business model whereby cash shop microtransactions offer advantages to paying customers that non-paying customers cannot match.
One that don’t want to acknowledge the P2W nature into SPVP the other that claim it is.
The fact of the matter is that Guild Wars 2: Heart of Thorns is buy-to-play and doesn’t follow the pay-to-win model whatsoever.
If you hate this game so much for being buy-to-play then don’t buy it and don’t play it.
It’s as simple as that. Those of us who enjoy it will continue to do so.
(edited by Velimere.7685)
Unfortunately, that don’t change the fact that it’s P2W for F2P players and this is a terribad reputation if you want to have more F2P players joining in.
Unfortunately, you have to buy the entire expansion rather than take part in any sort of cash-shop microtransaction(s), so the fact is that it’s buy-to-play and not pay-to-win, and you are blatantly falsifying information.
I just want to note that even if players could buy HoT specs with gems the game would still be p2w because the HoT specs/etc are more powerful than the core specs.
Seeing as you have to buy the entire expansion rather than take part in any sort of cash-shop microtransaction(s), the fact is that it’s buy-to-play and not pay-to-win.
I feel that F2P players are right to called this game P2W and I side by them.
Except they’d be wrong just as you are wrong since it’s buy-to-play.
I will do that each time one is calling it.
You will be wrong every time in doing so.
The second part can be evaded; the first part cannot be evaded.