Showing Posts For Zargoon.9835:

Help with Ruby Requested- Video

in PvP

Posted by: Zargoon.9835

Zargoon.9835

Try to rotate more aggressively.

There were a lot of times when you team had clearly won the fight and there was no point you hanging around to leisurely stomp your enemies when your team mates had it covered. Once the fight is obviously going to be won you should already be looking to rotate elsewhere on the map where you might be needed.

I’d also try to strafe more and backpeddle less. Backpeddling really is slow.

Why is there no Anti-condi stat?

in PvP

Posted by: Zargoon.9835

Zargoon.9835

You have toughness, because there are three stats that affect direct damage-power, precision and ferocity. Also, direct attacks can crit. I think it makes perfect sense condis go through toughness because they can’t crit, and generally do a lot less damage. You can spec with a rune that takes reduced condi duration, as well as more cleanses. But you shouldn’t be able to cleanse everything, or else condi would be useless. You can also dodge attacks that apply condi like everything else. IMO the system is working as intended.

(edited by Zargoon.9835)

Minimap color and orientation

in PvP

Posted by: Zargoon.9835

Zargoon.9835

I often find myself mistaking which color team I am on. It would be really nice if the minimap had your team color behind it to help remind you, instead of having to look in the top left at the party UI.

Also, on stronghold, it would be great if the minimap rotated depending upon which side you were on. I find that the current implementation can be easy to read incorrectly. If the minimap were always oriented to have your home base at the bottom it would be much easier to interpret.

I think this would be a relatively easy quality of life addition. Thanks!

Skyhammer Design Discussion

in PvP

Posted by: Zargoon.9835

Zargoon.9835

I would rather if the skyhammer was more like a node that you captured. So once you got the hammer, maybe for the next minute it would nuke the capture points automatically like every 20 seconds. Sort of how tranq works in Temple.

Mostly it’s lame having to sit on the hammer and use it (it’s just not that fun), or when you are trying to capture a point and someone is just spamming it over and over. That’s why I think if it could only pulse every 20 seconds automatically (or something like that) it would be a lot more fun. Dodging the hammer isn’t that big of a deal, but it’s basically impossible when it’s being spammed.

Stronghold Temporarily Disabled

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Posted by: Zargoon.9835

Zargoon.9835

Any progress on this? Would really like to play stronghold again.

Why do i have to play 2 classes

in PvP

Posted by: Zargoon.9835

Zargoon.9835

Any competitive player really should be a multi classer, this requirement makes sense.

Fireball, whaaaaat!?

in Elementalist

Posted by: Zargoon.9835

Zargoon.9835

I’d still like to see this adjusted a little bit. I don’t mind having the effect toned down, but it would be nice to have something a little larger than a pebble.

Fireball, whaaaaat!?

in Elementalist

Posted by: Zargoon.9835

Zargoon.9835

From Voldemort level of wizardry to Ron Weasley wizardry.

Hahahaha, way too actuate though.

Queuing Outside of HotM

in PvP

Posted by: Zargoon.9835

Zargoon.9835

While this is important for player experience, I actually think it’s an even bigger deal for the esports component of gw2.

Right now if you go onto twitch and watch someone play pvp, you’ll usually be forced to watch them sit through a que. If they are a top tier player, that que can take up to 8 minutes. It really decreases the quality of the ‘spectatability’ of the game. Allowing queing outside of the mists would make pvp streams much more interesting to watch, and would serve as a nice advertisement of the game to anyone that might stumble into the stream.

Premades vs soloers.

in PvP

Posted by: Zargoon.9835

Zargoon.9835

Hey Justin,

I actually have a lot of experience with this issue, and I have some thoughts on fixing it.

First of all, the MMR algorithm works well for the most part. Even against pre made teams of 2 + 2, 3, 4, or five I have regularly won or had close games when I was on a full pug. My understanding is that this works because even though we are going against a premade, they have a substantially lower ranking than we do therefore making it a ‘fair’ match.

The problem arises when you have a premade of 3 or more players, and they have unusually strong synergy with each other. This could be because of their skill level, the professions they are playing, or they are on team speak and communicate extremely well with each other.

Basically, premades stomp when their combined abilities result in a substantially higher level of play than what their score is.

Now, you could increase the weighting for teams in the scoring algorithm. However, I think this has some risks. While there are times when teams synergize very well, other times it’s just a couple friends casually queing over party chat. You don’t want to create a system where you don’t want to que with friends because it will increase your mmr too much and you will go against teams that are too difficult.

So my thought for the best solution would be to create a temporary team score. Basically, when a team ques with 3+ people, give them a temporary score. Once they’ve won two matches in a row, start increasing their team score substantially with each additional win. This way they will climb to a higher MMR much more quickly if they cooperate well, but they will stay where they are if they are having a 50/50 win ratio. This temporary score doesn’t need to be factored into their normal (ie, solo q) MMR scores, it could just be used for team queing.

Obviously it would be nice if this score could be remembered for when those people que as a team the next time around, but that could be a lot of data to save as well as introduce other technical challenges. To prevent people from gaming the system to get a fresh ranking each time by re-creating their party, maybe just save the score for that party for 24 hours.

I think for the most part the algorithm does its job well when people are casually queing with guildies/friends. Where it starts to break down is when a party has unusually good synergy and I would look into technical solutions that can address those parties and step in when they start winning game back to back to back.

I know this is a tricky problem, so thanks for all the hard work!

Svarnir/Cheftain and conditions

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Posted by: Zargoon.9835

Zargoon.9835

Perhaps the solution is that condi’s on the monsters don’t stack across teams?

So effectively you would have completely separate bleed stacks for blue and red, and whoever’s stack deals the killing blow gets the points. I assume that the stacks won’t be applied at exactly the same time, so usually one persons would tick before the others?

This seems more competitive to me than it being totally random, which is what it sounds like it currently is. Obviously this would require a fair bit of programming though, so it may not be a feasible solution.

Queuing Outside of HotM

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Posted by: Zargoon.9835

Zargoon.9835

With the new dishonor system, it seems it should be more acceptable to leave the mists.

If you dodge a queue, you get dishonored now, so there’s an incentive to accept the que. My understanding that a big part of the “que outside of the mists” issue was because people wouldn’t accept ques nearly as much as when they were forced to sit in the mists.

I think the best solution would be to utilize the dishonor system to incentivize accepting the que even when you are in open world.

Waiting to have fun is one the lamer aspects of pvp sadly.

Fireball, whaaaaat!?

in Elementalist

Posted by: Zargoon.9835

Zargoon.9835

Yeah, so I understand the need to cull down the spell effects, but was fireball that big of issue? I can see how the impact effect probably was in large groups, but the projectile itself looks incredibly…. lame

If you look at air auto attack on staff it’s still a substantial feeling effect—the fireball really does look like a pea shooter now.

Anyhow, wouldn’t mind seeing it somewhat returned to where it was previously, or at least for the projectile to have some a little more “mass”. I would imagine there is some kind of middle ground where it has less visual noise but still looks like you are throwing a fireball.

64-bit Client Beta FAQ

in Account & Technical Support

Posted by: Zargoon.9835

Zargoon.9835

Just tried this, seems to be working well. Noticing a small performance increase as well as big performance increase when I come across zergs of players. Normally if I turn my camera really fast the game will shudder hard for a second while it loads all of the new models but that seems to be significantly improved now.

Change to HoT Story Gating

in Guild Wars 2: Heart of Thorns

Posted by: Zargoon.9835

Zargoon.9835

found a fix!

choose 13….then re-choose 14….char select…log out….log in

Worked for me too, but I also had to change regions from LA to auric basin to get it to trigger. Thanks!

Change to HoT Story Gating

in Guild Wars 2: Heart of Thorns

Posted by: Zargoon.9835

Zargoon.9835

Would love to get an ETA on this, very excited to continue the story. Thanks!

New stats on new amulets do not work

in PvP

Posted by: Zargoon.9835

Zargoon.9835

I’ve been having the same issue where my tooltips update to show expertise, but once I apply the boons their duration is not increased.

Any Tempest build?

in PvP

Posted by: Zargoon.9835

Zargoon.9835

This is phantaram’s build. It’s been working nicely for me. I’ve also used it with scepter/warhorn.

http://en.gw2skills.net/editor/?vFAQJAodn0XC9XidOAWYCcYilHAzdymZ/sDngMQHUIAcA2gA-TJRGwAAeAAg2fwwJAYZZAA

Help I'm stuck in a PvP Match!

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Posted by: Zargoon.9835

Zargoon.9835

Our whole stronghold team is stuck in the map, and none of us can escape to heart of the mists or get out even if we log.

Match Lag

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Posted by: Zargoon.9835

Zargoon.9835

The pvp game servers use different addresses than the default maps is my understanding. I had a friend who was having a similar issue and he fixed it by changing some of his firewall settings.

Sorry I can’t be more specific :-/

Mist Champions if pre purchase HoT?

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Posted by: Zargoon.9835

Zargoon.9835

After HOT we will have to unlock the other champs other than turai. Currently it doesn’t look like we can use any hero other than turai for this event at the moment.

Updates to Matchmaking

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Posted by: Zargoon.9835

Zargoon.9835

So I usually attribute complaints about match making to just general whining about team mates, but it looks like there were some legitimate problems here.

My question is, how do we know when we are getting unlucky with match making versus when there is a real problem? I guess what I’m asking is…. how do we give realistic feedback that’s meaningful on this issue, as opposed to complaining about the MMR system each time we get a bad team? Seems tricky.

Crashes HOW do you do this every patch?

in PvP

Posted by: Zargoon.9835

Zargoon.9835

Software is extremely complex. Cut anet some slack.

Ranks per Class, NOT Account

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Posted by: Zargoon.9835

Zargoon.9835

My understanding is that the glicko2 mmr algorithm they use does factor in profession ranking. When I log into a new toon I haven’t pvp’d on, I have noticed that I am placed with substantially lower ranked players.

That being said, since I have played a lot of pvp, I’m always placed with higher people than I would be if I my account had never pvp’d before. I think this makes sense… as someone mentioned you don’t want to make it too easy for people to exploit by logging back into their main and getting matched against new players.

Usually I’ll do hot join, or play some custom arena with guildies to learn a new profession so it’s not quite so punishing.

BWE 3 Tempest Specialization Changes

in Elementalist

Posted by: Zargoon.9835

Zargoon.9835

Love the changes to rebound. I think this is a really strong way to make the skill have greater versatility (and make it more interesting to use), while keeping it’s core purpose in tact.

Upsetting First Experience-Mac User

in Account & Technical Support

Posted by: Zargoon.9835

Zargoon.9835

Deimos, I also have a retina and I’ve been wondering what to set my values to for the config file. My defaulted to 128 for both, and I changed them both to 1024 and the game was noticeably smoother. I have not tried setting AGP to half of video ram though, so I will have to give that a shot when I get home.