Showing Posts For Zui.9245:

3x Thieves VS 4x DH Game - Buff DH Plox Anet

in PvP

Posted by: Zui.9245

Zui.9245

just because you win against someone doesnt mean they are bad. maybe youre just a lil better than them. or they having a bad day. i was in a match when i defending a home point but i decided to type something to my team then a thief came and burst me while im not looking and died. then he type in chat noob. did that make him good and me a bad player? we won that match also.

Thief never beats a DH that’s not kittened and who is paying attention. If you’re kittened, you’re bad. If you’re not paying attention, you’re probably bad. It’s a very safe assertion that any DH that dies to a Thief 1v1 is bad.

A Thief will never kill a DH if the Thief is just a little better than the DH. The DH has to be bad for the Thief to win. And honestly, most extremely subpar DH players will still manage to win against even excellent Thief players. You have to be REALLY bad to die to Thief while on DH.

In your case, you were not paying attention to the map and your surroundings, AND you were typing and as such practically “AFK” while being bursted. Maybe you’re not a bad player overall, but at that moment your play was indistinguishable from that of a drooling idiot with zero awareness and zero mechanical skill, which is synonymous with saying that at that moment, the ONLY reason the Thief won was because you were playing poorly.

If you weren’t playing poorly, you would have recognized that the Thief was or could be rotating to your position, and you would be watching for that. You wouldn’t have been caught unaware. You could have sent your message early, and actually pressed buttons instead of just dying. And of course, if those things were true, and you were good enough at DH to randomly press buttons in some random order (I’m assuming this is the case. It’s the case for virtually everyone.), you’d have a near-zero chance at losing to that Thief. The chance would be actually zero if you pressed buttons somewhat intelligently, which you probably can because you’re smart enough to post on the forums AND smart enough to be able to type in team chat during a game.

Pulmonary Impact doesn't work

in Bugs: Game, Forum, Website

Posted by: Zui.9245

Zui.9245

1. By any chance, was the target in the air when the Pulmonary Impact should have triggered? If so, this might be the cause, although it was supposedly fixed.

2. Does the damage occur as a floater number? Do you see the enemy health bar going down by roughly what it should due to Pulmonary Impact damage? It’s entirely possible that it’s just not showing up in the combat log. It’s even possible that the damage floater isn’t displaying. These aren’t new issues for a myriad of skills/effects, so it’s entirely possible that something got broken with respect to that.

S5 potentially rekt

in PvP

Posted by: Zui.9245

Zui.9245

Now that all of your concerns in the OP have been explained to essentially be invalid…

You make some post about how none of that pertains to class stacking, which you didn’t even mention in the OP…

Shifting the goalposts much, are we?

S5 potentially rekt

in PvP

Posted by: Zui.9245

Zui.9245

Two duoq’s syncing won’t be an issue.

GW1 Random Arenas had random matchmaking; it just threw players into a game as quickly as possible. It was an easy fix to add some random delay as to when players would be thrown into matches to resolve the issue of syncing.

GW2 has non-random matchmaking. It uses MMR. So seeing an issue where two duoq teams sync-queue and get matched together is very unlikely.

Furthermore, in RA, it was just as likely to be on the opposite team as the person you were syncing with. The reason it worked was because if you were on the same team, and won, you continued to be on that same team. This is not a factor in GW2, because you need to re-queue after every single match.

Desertion

in PvP

Posted by: Zui.9245

Zui.9245

Allow me to translate your post into honest:

I am a complete kitten, and intentionally ruin games because other people can vote for different maps than whichever one I want to play. PvP community who abhors such detestable behavior, want to help me figure out how to ruin the maximum possible number of games so I can be an even bigger kitten?

To which, the PvP community here replies:

GTKO and never play PvP again.

(K as in Kitten, of course)

Thieves! Don't lose hope, we still got it.

in PvP

Posted by: Zui.9245

Zui.9245

I’m sorry, but how does posting a picture of the scoreboard relate to the current state of thieves in the meta?

The scoreboard does a very bad job at representing player skill and player contribution in a match. It’s possible for a team to win the match, and everyone on the winning team to have lower personal score than the lowest scoring person on the losing team.

It’s also possible to manipulate your personal score, by engaging in actions that are not the most effective actions which you could be engaging in within the match, but which reward the most points. That’s almost certainly what happened in your match for you to get such a high personal score.

What to do with tomes of knowledge?

in PvP

Posted by: Zui.9245

Zui.9245

ask anet for a consume all button

Ive been asking every time a thread about them pops up. I have over 3k and i refuse to double click them all.

Consume all button!!!!!!!!!!!

Move so that the stack of 250 in inventory is in the same place as the accept button. Use autoclicker.

Come back in ~4 minutes minutes. Move inventory so next stack is in the same place as the accept button. Repeat.

Convert the spirit shards to gold via MF. Profit.

help stacked in a match

in PvP

Posted by: Zui.9245

Zui.9245

Try reading the stickies at the top of this forum.

queue time or matchmaking whats more imprtant

in PvP

Posted by: Zui.9245

Zui.9245

Both are very important.

However, if only one is possible…

Fast queues with games that aren’t worth playing are worthless. All this will do is cause the top percent of players to stop playing. And then the next top percent of players will stop playing. Eventually, basically no one skilled is left.

Slow queues with good games won’t cause massive bleed-off of players. However, you’ll almost certainly get slow bleed-off of players from all skill levels, because no one enjoys long queues. The ability to PvE/WvW while queued might help with this, but the queues are long enough that at least I want to change maps a lot of the time… But for some reason, that’s not possible, even though waypointing within the same map is okay (which kind of removes the justification of “some people load SUPER slow and might miss their queue, and those people aren’t smart enough to just not change maps while in queue so everyone must suffer”).

Premades vs Pugs!?

in PvP

Posted by: Zui.9245

Zui.9245

This is why Ranked/Leagues should be 5 man premade only (encouraging a lively PUG scene, as well as helping to bridge the immense gap between actual teams and everyone else), and there should be a soloqueue (literally, SOLO) with some rewards that are a step up above Unranked, but below Ranked in terms of prestige and rewards.

But obviously this can’t happen, because too much of the PvP playerbase feels entitled to play a team game all by themselves, and play team content in an MMO without having to group up.

[Buglist] gotta collect them all

in PvP

Posted by: Zui.9245

Zui.9245

Druid Staff AA has a coefficient that’s 20% higher than the coefficient from the tooltip.

Not exactly PvP only, but it’s only really meaningful in PvP. (As a Thief, Mender’s Druid Staff Auto HURTS.)

How does everyone win all these 1v2's?

in PvP

Posted by: Zui.9245

Zui.9245

No 1v2 match up should ever be won by the “1” player, at least under a system where everyone in the game is of roughly even skill and also not totally clueless. Stalled, maybe, but won? No.

Of course, it’s happening a lot this season because players of all skill levels are in all divisions. As a higher-skilled player, you get some tremendously bad players on your team, and the other team also gets some tremendously bad players.

I had a team this season, all in diamond, that lost a 1v4, against a 5 trap DH. Twice. How did that happen? Those 4 players on my team were utterly braindead, and would almost certainly be stuck in Amber if the league system was 100% skill based, that’s how. The DH in question was also utterly terrible (do good 5 trap DH’s even exist?); he died multiple times 1v1 to me on Thief in <10s each time (he moves out of his trap nest each time because ???, I bassy-bp-heartseeker-steal-backstab-fist flurry-palm strike him as he facetanks it all, and he dies.).

Matchmaking has never been worse

in PvP

Posted by: Zui.9245

Zui.9245

I think they know, and we all knew in the first <5 days of the season. They went back to S1 matchmaking, purportedly for increased “matchmaking quality”, but the quality drop from S3 was immense. We should hopefully see S5 changes that result in ACTUAL quality matches.

Legend 3 and get a diamond solo queue wtf

in PvP

Posted by: Zui.9245

Zui.9245

Given that division has literally zero prestige, and suggests almost nothing about the skill of the player this season, I’m not sure how this would be a legitimate complaint (outside of the fact you clearly don’t even know how the matchmaking system is supposed to work for prestiged legends…).

500-500 Everyone Loses?

in PvP

Posted by: Zui.9245

Zui.9245

If the scores are even, the first tiebreaker is the sum of personal score for each team. If one team has a higher summed personal scores, they win. If they tie there, the second tiebreaker is a coin flip. One team wins, one loses.

Don't let low ranks in higher tier queues

in PvP

Posted by: Zui.9245

Zui.9245

…If you had a friend, and wanted to queue, you could either pick up 3 players and then queue, or queue unranked with just your friend…

Don't let low ranks in higher tier queues

in PvP

Posted by: Zui.9245

Zui.9245

The way to improve solo queue matchmaking is to have an actual solo queue.

Personally, I think that leagues should require a FULL team to play. It’d smooth out some issues with balance that occur due to uncoordinated teams. Most importantly, it’d help reduce the gigantic gap between those at the top of the game (proleague / actual teams) and everyone else. This is something that simply NEEDS to happen if they’re legitimately trying to push the game into a more competitive direction, or at least a competitive direction that’s actually a healthy one for the game. Having this kind of system allows players to engage in learning, much more so than what we currently have.

Then have an ACTUAL solo queue outside of league play, with a bit better rewards than Unranked. Maybe even with a solo queue ladder.

The post bad matchmaking examples here thread

in PvP

Posted by: Zui.9245

Zui.9245

1. The moderators here don’t take kindly to posting match results.

2. ANET almost certainly has access to match data already. A biased subsection of that data which would need to be manually entered to do anything with is probably not worth very much. It would be much easier to find blowouts, class stacking issues, etc. via examination of the full match data.

Thief unfair advantage

in PvP

Posted by: Zui.9245

Zui.9245

You and the other two players on your team just played exceptionally badly. You may not be a bad player, but you’re clearly clueless as to why you lost (lack of knowledge, extremely bad play).

The last ~1/4s of Vault isn’t even an evade frame. Try timing your CC.

Suggestions for next league.

in PvP

Posted by: Zui.9245

Zui.9245

“If someone wants to reroll => 1 pip lost as punishment. If someone did this 3 times: 5 pips lost.”

Terrible suggestion. Given the way matchmaking doesn’t seem to consider class/role at all, allowing people to reroll is important.

Even if it did consider class/role, sometimes you want to change up your build to a different one before a match. Unfortunately, there are STILL no build templates in this game, not even just for PvP. As a workaround, many people have an extra character of the same class. It’s a joke that we’re at this point, but stopping people from swapping makes the joke even worse than it already is.

My favorite thing

in PvP

Posted by: Zui.9245

Zui.9245

Antigravity, the problem with a rally mechanic is that it gives a team that deserves to lose the game a fighting shot. Either that fighting shot gives them a higher chance to win (not fair), or that fighting shot prolongs a bad game but leads to the same outcome (the worse team loses, the better team wins)

Instead, it’d be nice to have an acceleration mechanic. No one minded horrible stomps so much in GW1 (GvG, or even TA) because they didn’t take very long. In GW2, it takes ~30s for match ready + match selection, plus ~1:30 waiting for the game to start, plus ~6-7 minutes for the game to end despite it being a complete and total joke. That 8-9 minutes, plus queue time, wasted. That sucks. If it was a lot shorter, it’d be better.

Of course, I have no idea how to implement an acceleration mechanic to conquest. It probably can’t be done.

Does Anet care about Match Manipulation?

in PvP

Posted by: Zui.9245

Zui.9245

Evidently, they do not. At least as best as we can tell as players.

Case in point, Stronghold is still available for Ranked Queue, and people are still using it in order to farm to Legend.

Dishonor effect not working properly

in Bugs: Game, Forum, Website

Posted by: Zui.9245

Zui.9245

You get dishonor if you’re gone more than 2 minutes. This is a (more than) fair amount of time; any remotely even game will be definitively lost by someone disconnecting for a minute or less, much less 2+ full minutes.

Show the MMR of every one.

in PvP

Posted by: Zui.9245

Zui.9245

I agree, MMR should be visible. Once upon a time, it even was.

We can only speculate as to why ANET removed visible MMR. Part of the reason may be that some fraction of the user-base are petulant children. Part of it may be the criticism they got regarding people who played 10 games and shot into the top 50 of the SoloQ ladder. Again, literally, who knows.

If you’re feeling like you want to kill yourself in real life, please find the appropriate number and call it NOW: http://www.suicide.org/international-suicide-hotlines.html

Why is Diamond like Emerald?

in PvP

Posted by: Zui.9245

Zui.9245

50/50 match making is not garbage.
Just as you get bad players in your team,so does the other team,as the MM tries to match the teams as evenly as possible.
If you can carry your weight,and if your team mates can do the same,and if the other team can’t do the same,you’ll win the match.
Apparently there are a lot of players that git carried by the fixed matches of seasons 2 and 3,and now that the odds are even seem to have difficulties in advancing.

Although it would be nice if tier and pip protection were removed completely,you still are not able to advance from ruby to diamond playing solo queue if you can’t play your class.
If you get carried by premades,that’s another story.

Having large skill gaps between teams does not lead to reliable prediction of the odds each team has of winning the match. This is one way that the matchmaking is garbage. Only having small skill gaps achieve this.

Playing with and against players who are downright terrible is not something that’s fun for higher skilled players. This is another part where the matchmaking is failing. And it’s easily solved by ensuring that all players in a game are of similar skill.

Due to S2 and S3 matchmaking, player MMR is presumably distorted. Some players have MMR that over-represents their skill (those who had MMRs high enough to benefit from S2/S3 matchmaking), and those players are getting especially shafted this season, because unfortunately they’re expected to carry more dead weight than they could possibly carry even if the system that creates matches could place high confidence on the odds each team has given the data it has (which, it can’t, and doesn’t even matter if it could because the input data is faulty). Some players have MMR that under-represents their skill and those players are cruising through divisions.

Essentially, we have a system where everyone gets garbage-quality games, and if everything is working perfectly (which, we know it isn’t) everyone regardless of skill advances at the same rate (i.e. zero prestige).

To say that matchmaking that gives garbage quality games, and results in zero prestige is not its self garbage, is insane. I have no idea how you make this statement, except through extreme ignorance.

Why is Diamond like Emerald?

in PvP

Posted by: Zui.9245

Zui.9245

It’s because of the way matchmaking works this season. This is possibly the worst matchmaking of any game that has ever tried to perform any sort of matchmaking. Even pure RNG matchmaking would probably be superior.

My favorite thing

in PvP

Posted by: Zui.9245

Zui.9245

We’ve been talking about personal score a bit. I’m personally of the opinion that it isn’t representative of a player’s effort in a given match, and it also can be incredibly misleading and potentially lead to bad gameplay habits (5-capping home).

If you were to redesign personal score, what would you do? Does it track different types of stats? Would you want your personal stats displayed to other players?

I’d keep the skeleton of the current personal score system, and then try to improve on it via some refinements. Some rough ideas:

Neutralizing and capping a point – Keep it the same as it is, however if multiple people cap/neutralize a point, award them all -5 personal score, unless they are in combat (or perhaps, unless there is an enemy within some radius of the point).

Defending a point – instead of just awarding this when a player is killed while you’re standing on the point, I’d suggest awarding this partially based on time in combat while on the point (e.g. every 5 seconds of combat, award 1 personal score), with additional points if they kill the assaulter.

Contesting a point – award some score for time spent contesting a point (e.g. every 10 seconds of contesting, award 1 personal score). Keep the +15 points for successfully assaulting this point and killing the enemy player(s) via Objective Assaulter.

Becoming Defeated – Award -5 personal score. Or at least, award -5 personal score if the player has not been alive for longer than a threshold value. Perhaps even increase the subtraction from personal score if the player dies VERY fast after respawning. This sends the message that near-instantly dying is not good gameplay, and is a detriment to your team.

Downing – Award -1 personal score.

Downing an enemy player – award +5 personal score. Alternatively, award fractions of personal score based on how much damage they dealt to the now downed player, so that if a guy just happened to cleave the player, but wasn’t focusing target, they will get basically no +score for the down.

Interrupting a foe who is stomping – award +1 personal score.

Interrupting a foe who is using their heal skill – award +1 personal score.

Missing a Trebuchet hit – award -1 personal score. Do not count evaded shots, or shots that destroy destructable terrain as “missing”. A player who is camping the trebuchet and isn’t coming close to hitting anything or anyone isn’t helping the team; maybe even award negative points for sitting on the trebuchet for a certain amount of time, but not firing at all.

x healing done to non-self allies – award 1 personal score. No idea what x ought to be.

z damage done to enemies – award 1 personal score. No idea what z ought to be.

Having a beast you engaged stolen – Award -25 personal score. Determine engagement by whoever has hit the beast while it is above 50% health and is still in combat with the beast (or similar).


It’s impossible to include everything that solidly contributes to victory (or defeat) included in the personal score system. For example, you could try to include some way to measure juking multiple enemy players around a point for an extended period of time, but it’s probably not worth it, and not clear enough to programmatically implement.

Let's do away with forced 50/50 match making.

in PvP

Posted by: Zui.9245

Zui.9245

Josh, although you’re attempting to create the most “balanced” teams possible, it just isn’t working very well. Perhaps this is due to low population, but my idea of a balanced game is one where my MMR is similar to that of everyone on my team, and similar to that of everyone on the other team. Another possibility is highly distorted MMRs from S2/S3 matchmaking style.

However, what I’m seeing is there are rather extreme skill variances. These extreme skill variances are not fun, and don’t lead to very balanced matches, even if 50/50 win/loss is being achieved as a byproduct of the matchmaking. There are way too many matches that are blowouts.

And the events that take place in the matches are often baffling, to say the least. I’ve had a match where the other team triocapped (? – they capped their home, and the other 2 players were nearish there and not doing anything else, so ???) their home and sent 2 mid; I capped our home, and by the time I was halfway to mid (on Legacy, as a Thief) our 4 players at mid were all dead. These kinds of matches, where you need to anticipate the mode of failure from your team being extremely clueless or otherwise bad at PvP in order to win, are unfortunately the majority of all matches I’ve played thus far in the season. And the flipside of this is, you also have to try and find the bad players on the other team and figure out how to exploit them in order to win, as well.

I’d really like to be playing against people of similar skill level to me, and with people of similar skill level to me. Creating balanced teams with such wide skill gaps simply isn’t fun, and it’s also not really helping me improve as a player in any meaningful sense.

Perhaps an MMR reset is in order? Perhaps expanding the player pool will help with this? I don’t know. But if the matchmaking system’s goal is just to create “balanced” games like it currently is doing, without regard to wide skill gaps, I fear that nothing will change. And if nothing changes, you’re going to bleed more competent players who simply cannot enjoy the current style of matches that are being produced.

Season 4 Ranked Matchmaking Change

in PvP

Posted by: Zui.9245

Zui.9245

How messed up is this matchmaking? I’m not sure that words exist to describe how bad it is.

What’s even more baffling, however, is that this change was made to produce increased match quality. Which is incomprehensible, given that the actual quality of the matches (due to matchmaking) is the worst of any season ever. Possibly the worst of any game that has ever tried to attempt any sort of PvP matchmaking.

Stronghold: The Road to Legend

in PvP

Posted by: Zui.9245

Zui.9245

The topic is misleading as you’ll be just as likely to get matched in Conquest with a full premade. Better to leave both Conquest and Stronghold checked and Q at the same time.

Yes, but people actually queue in teams for Conquest. So you’re much more likely to have queue pops that are not from your other team.

Additionally, it’s much faster to win Stronghold than it is Conquest.

If you’re doing this, there is literally no reason to have Conquest checked in your preferences, and every reason not to have Conquest checked.

Stronghold: The Road to Legend

in PvP

Posted by: Zui.9245

Zui.9245

Right, it’s a “slow” process, but not as slow as you think.

After the first round of 6 games, you gain a net 2 pips for every round after that.

Let’s say that every Ranked conquest game gives you a 50% chance to win, and after 6 games you net 1 pip on average due to how those wins are structured. So you have ~10 minute games, with 5 minute queues. That means you gain one pip every 90 minutes.

Let’s compare this to the Stronghold manipulation method. For 6 games, you’ll get a net 2 pips (after the first round of 6, anyway). Queues are, let’s say, 1 minute. Games are, let’s say, 5 minutes. That’s 36 minutes for 2 pips. And this is an overestimate of how long it takes to win Stronghold as a 5-queue with no opposition, as well as an overestimate of actual queue times.

Which makes this method 5 times faster than our Ranked Conquest example. Even if our Ranked Conquest example could be greatly sped up via luck, and via being underrated in terms of your MMR, I doubt it’d approach the speed of this manipulation. Especially since queue times (currently) get much longer as you approach Legend, but if you’re manipulating Stronghold with 10 players, your queues are still basically instant.

Stronghold: The Road to Legend

in PvP

Posted by: Zui.9245

Zui.9245

So there’s an incredibly easy way to get to legend at the moment, which involves match manipulation (I wonder if ANET cares, given it’s been around every season thus far). Not that hitting Legend is difficult this season (in terms of requisite skill) via conquest, but it does take a lot of grind and frustration given the current abysmal matchmaking (unless you’re underrated significantly in terms of MMR, then enjoy sailing to Legend).

Get 9 friends, and have two 5-queues for Stronghold. You’ll be matched against each other, since the game mode is essentially deserted, and a 5 man queue can only be matched against another team queue (so no chance of getting matched against the most common stronghold players, the random soloqers who don’t know they can uncheck Stronghold).

Win 3, Lose 3. Repeat enough times, and congrats on Legend!

And as an added bonus, you have short queue times!

I’m not advocating doing this, as it’s blatant match manipulation and (hopefully) ANET will take action. Of course, since it’s been possible for every single season up to now, I’m not so sure. At the very least, more people attempting match manipulation in this way will hopefully force those players to actually have to try and play some stronghold matches to win (which probably isn’t as awful as being banned, or having to play Conquest with this matchmaking, but at least it throws a tiny wrench in their plans).

(edited by Zui.9245)

Reconnecting = Dishonor

in PvP

Posted by: Zui.9245

Zui.9245

No. Guilt is not assumed. Nothing about guilt even matters here. It’s about incentives and disincentives.

Disconnecting, for any reason, is a “kitteny” thing for the other team and especially for your team. If you just lost a pip for disconnecting, that would not be enough disincentive for disconnecting. Hence, dishonor.

If you disconnect with extreme rarity, it’s not a big deal. The fact you’re making such a big deal out of it makes it seem like you disconnect and are gone for more than 2 minutes often.

Reconnecting = Dishonor

in PvP

Posted by: Zui.9245

Zui.9245

Here’s the thing, ANET doesn’t know why you disconnected. The point of dishonor is that disconnecting is a very bad thing for your team, and since some players are either oblivious to this fact or simply don’t care, ANET needs to signal that it’s a bad thing to those players, too.

That’s why Dishonor exists. To signal that disconnecting is a very bad thing. And honestly, they’re probably WAY too generous with their 2 minute time limit.

Please Abandon Matchmaking

in PvP

Posted by: Zui.9245

Zui.9245

I understand what the OP is complaining about. 5-10 minute queue times for insanely garbage games (which are largely DUE to the terrible matchmaking system being used this season) is pretty bad.

So I’d second dropping matchmaking (except for pip range) entirely. It may or may not improve match quality, but at least it’d drastically reduce the time spent waiting for bad games.

PVP Season 4 vs Season 1

in PvP

Posted by: Zui.9245

Zui.9245

No, none of the cons of Season 1 have actually been addressed in Season 4.

All Season 4 did was add more cons and remove some of the pros compared to Season 1.

How is the winning team determined?

in PvP

Posted by: Zui.9245

Zui.9245

I’d really love for them to define what makes a good quality match.

Because match quality this season seems pretty garbage, with most games still being blowouts in favor of one team or another, and having to play around incompetent teammates that don’t even understand what’s going on in the match half of the time.

How many Precursors have you found?

in Guild Wars 2 Discussion

Posted by: Zui.9245

Zui.9245

4103 hours. Zero precursors.

How is the winning team determined?

in PvP

Posted by: Zui.9245

Zui.9245

It’s very easy to determine who is a good player and who is a bad player with proper matchmaking. Forcing good players to carry bad players, that is forcing 50/50 MM, is not a good way to do this, nor is it a good solution.

They could literally just create teams of random players within a certain pip range, and voila, you have a better system than we currently have. And this system is one that sorts players by their skill level. Good players have a higher chance to win their games, and bad players have a higher chance to lose. Players that are better than average in a certain pip range will advance quickly, those who are average will advance more slowly (because comeback and winstreak pips exist), and those who are below average won’t advance.

What you end up with is, after an initial adjustment period, a nice even gradient of skill from Ruby to Legend. I don’t include anything below Ruby, because the safety mechanics mean anyone who plays enough games, no matter how bad they are, will hit Ruby, thus making it the first “real” division in terms of sorting players. Obviously, the gradient would be better if Amber-Sapphire were also real divisions.

Decapping as Thief: Full cap or just decap?

in PvP

Posted by: Zui.9245

Zui.9245

If you don’t have a good chance of retaining that point after you fully cap it AND there somewhere else more useful for you to be (i.e. plusing a fight, decapping another point), just decap and move on. If you won’t retain the point for long, but there’s nowhere else more useful for you to be (e.g. your team has just full wiped at mid), full cap it. If you will retain the point for awhile, and full capping isn’t a tremendously bad idea due to some other in-game factor, full cap it.

You generate rotational advantage for your team in two ways via decapping. The first is, Thief is very fast, so you have less time spent moving to and from the point compared the other team. The second is that it takes 15s to cap a point from nothing, but only 5s to decap the point: you’re guaranteed to waste a minimum of 10s of their time by decapping. In addition to the score advantage generated (minimum 7 points).

How is the winning team determined?

in PvP

Posted by: Zui.9245

Zui.9245

You can also occupy a spot where you play your best every match, but where MMR still doesn’t reflect how good you are (I’d suggest that many/most ESL players fall into this category).

There are also other ways to advance. Queue with friends, and make a concerted effort to dodge any other teams that may be queuing at the time so that you get matches against uncoordinated players.

Or queue Stronghold, and farm the randoms who aren’t smart enough to unselect it as a mode preference (and almost invariably have no idea what they’re doing in Stronghold).


I’m not sure intentionally tanking your MMR will even be very easy. I’d imagine that they factor in long-term trends, and those trends are much more impactful than short term trends. So if you have high MMR, tank it over a week of intentionally throwing games, and then start winning again, your MMR will probably raise back quickly to the high level it was at.


But of course, you’re right. Season 1 style matchmaking is pretty terrible, and it’s even worse when Season 1 style pip mechanics are not in place.

How is the winning team determined?

in PvP

Posted by: Zui.9245

Zui.9245

The system tries to force 50-50 win-loss via mixed-MMR teams. The only way to consistently be on the winning team is to be better than your MMR suggests, as it will then pair you with better players who are expected to carry your incompetence. However, you won’t be incompetent, and thus the match will likely be a blowout in your favor.

For an example of this theory, try and find the recentish thread here from the guy who inherited an account from his friend who was teribad at PvP. His main account is still in Sapphire and losing very frequently, while the bad-MMR account sailed to diamond with 80%+ win rate. Same player. Same profession.

Poor toughness signalling In Fractals

in Fractals, Dungeons & Raids

Posted by: Zui.9245

Zui.9245

So, if the original toughness is T, by what percent does T change once the boss hits 50% health?

You mention toughness changes, and you mention this in context of two healthbars, so surely you mean the toughness of the boss changes.

…But the toughness doesn’t change at all. So what are you on about? That the boss has phases that, like many phases on many bosses, introduce new mechanics once a certain health threshold has been reached?

I’m not sure how that can be “signaled” better. It’s tremendously obvious that new mechanics have been added to the boss when it happens. Dessa even has some dialog explicitly telling you this.

why do raid discriminate classes?

in Fractals, Dungeons & Raids

Posted by: Zui.9245

Zui.9245

It’s not about “discrimination”, it’s about having an optimum party composition. It’s been like this since forever. You don’t pick a class just because it can hit things, you pick them for a reason.

Why don’t you just have 10 full magi healers? Or 2 magi healers? Because it’s stupid and wastes X spots for something better. If you can only play Warrior, then sucks to be you. A lot of people have at least 4+ classes fully geared. Personally I have 9 classes fully geared, full ascended, food, ready to go. If a group needs a certain class, I’ll go on that class because I don’t get easily offended like the OP.

Here you go. 10 healers. https://www.youtube.com/watch?v=e9CKhI_g7ng

Whethers its full magi’s i dont know, but they are in fact running heal/support builds.

Unfortunately, you have missed or ignored the point that domness was making.

You don’t run 10 healers because there are much better things to run; literally any other class/role is better for a group of 9 healers than adding a 10th healer to the group. And that’s true for 8 healers, 7 healers, 6 healers, 5 healers, and even 4 healers. I suppose 3 healers could be justified in extremely conservative groups, but even that is a hard sell.

Of course, nothing prevents people running extremely suboptimal compositions like 10 healers “for the lulz”, but unfortunately that has nothing to do with the goals of the average raid group, or even the goals of a raid training group. In groups that have specific goals (i.e. teach people the fight, or clear the fight in a time-efficient manner), it doesn’t make sense to make choices that hinder those goals.

The new Swamp [Merged]

in Fractals, Dungeons & Raids

Posted by: Zui.9245

Zui.9245

While Swamp is currently the most difficult fractal, it’s roughly at where the difficulty of all fractals OUGHT to be. It’s also not THAT difficult; competent pugs are already capable of one-attempting it on T4 difficulty.

Your mindset here seems to be the primary issue. Instead of playing better and coordinating with your team, you seem to be expecting your gear and buffs to carry you.

If you’re having too much trouble, maybe you should be doing T2 instead of T3.

Things you saw today in unranked.

in PvP

Posted by: Zui.9245

Zui.9245

Today in Unranked, I saw two players who decided to rush lord at 13:30 on the timer, and also had a fondness for buddy-capping far and standing there while doing nothing.

Why is matchmaking so poor? Being matched with players who are clueless to the most basic aspects of the game is unacceptable.

Things you saw today in unranked.

in PvP

Posted by: Zui.9245

Zui.9245

In my two unranked games today (on Thief, then Warrior), I learned the following are apparently true (!?!?):

1. D/P Thief beats Mace/Shield+LB Wanderers Condi Warrior when fighting on point.

2. Mace/Shield+LB Wanderers Condi Warrior beats Staff Thief + Corruptionmancer + Trapper Guardian when fighting on point. In this same game, our Revenant announced that they were going to go for the enemy beast as soon as it spawned (but they seem to have gotten confused and went for our beast instead, as soon as it spawned).

The conclusion for #2, given #1, is that the Staff Thief should have been D/P, and the 3 side would easily win that 3vs1 instead of losing it. Right?

Either those must be true, or I’m getting matched against tremendously bad players, with teammates that are bad enough that the games are a difficult carry. RIP the dream of getting games where players on the opposing team are competent, and players on my team are also competent.

Bonus Stats for Legendaries in Open World PvE

in Guild Wars 2 Discussion

Posted by: Zui.9245

Zui.9245

1) Legendaries have no meaning except a shiny skin. Stat change is worthless, I have multiple legendaries and I never changed them for years. (Maybe once or twice.)

That’s the entire point of Legendary items. They’re supposed to be a shiny skin, and NOTHING else.

3) Players who crafted a legendary weapon/armor will finally feel the power of their weapons. Destruction of Legendaries will took the Open World Maps. Events will be more easy than past.

Legendary weapons are supposed to be identical to the top tier of gear, and no more powerful than that tier. That tier is currently Ascended.

Events are already extremely easy. Even the hardest things in the open world, such as Triple Trouble, have been very-low-manned.

4) There is no balance in open world PvE content. 5%-10% damage increase will change anything. Everything is dying so fast in Open World PvE at the moment. So, this change will not effect players.

So you’re simultaneously saying that events (i.e. content in the open world that involves killing things) will be easier in point 3, but there will be no effect on players. in point 4. Internally inconsistent much?

5) Players who can’t find a goal for crafting legendaries will finally have one. People will go for Raids more than usual Since this change will not affect other game modes, they can still be enjoy their casual life. As I said, a stat increase will not change anything in Open World.

But you also said the stat increase would make things easier in Open World…

As for people raiding more than usual because of having a goal for crafting Legendaries, I don’t understand. You said they wouldn’t have increased stats in raids, and raids are possibly one of the worst ways to play the game to be able to obtain a legendary weapon.

6) Farm bots still need a legendary to maximize their profit but in the world, nobody can give legendary weapons to bots. (Because they will be banned before reaching profit and owner’s of bots will lose more money.)

But you said the stat change wouldn’t impact anything! Make up your mind already.

If it wasn’t worth it for botters to use legendary weapons, they simply wouldn’t do so. As such, your idea here is tremendously ineffectual.

7) Open World Maps will regain their attention. Because killing stuff in maximum power will feel good.

Most people who don’t avidly play Open World don’t play it because it’s faceroll easy, and thus quite boring. Making it even more faceroll easy (…but didn’t you say it wouldn’t change anything?…) won’t help that.

People already play Open World a lot. Mostly to farm goodies. People would still be playing the exact same areas of open world, in the exact same way.


Before posting, next time, try to ensure that your reasoning is at least internally consistent. Yours isn’t, which makes your post even more facepalm than it otherwise would be.

Please move the Mist Singularity

in Fractals, Dungeons & Raids

Posted by: Zui.9245

Zui.9245

I realize the OP has created a bunch of threads criticizing mechanics (and I’ve explained in those threads why I don’t agree that the concerns need to be addressed). However, in this case I have to agree: the singularities are awkwardly placed.

Sure, be great if they moved them. But I’d rather they work on other QoL changes.

I agree they’re awkwardly placed as well, but I think that’s appropriate. Singularities are a crutch for those who don’t have enough AR or have a somewhat reasonable expectation of going down. Using such a crutch ought to be awkward, and it ought to be slower than not using said crutch.

anyone else not liking unranked?

in PvP

Posted by: Zui.9245

Zui.9245

No, Unranked is terrible.

Yesterday, I had a match where my team sent 4 mid, 1 home (me going home), and the other team send 1 home, 1 mid, 3 far.

My team didn’t win the 4 vs 1 at mid, and lost the 4 vs 2 at mid. They did this before I lost the 1 vs 3 at home.