Showing Posts For chungiee.8764:

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

You literally created a downward spiral for players with low mmr, while assuming that all high mmr players are automatically good, ensuring their pip gains.

There’s a reason why Anet left the PiP distribution system, based on mmr, was a terrible inaccurate system.

There’s no way to determine individual skill and because of how GW2 Conquest works (a lot of strategies involved), you can’t accurately predict player’s “success” in every single game which the PiP system tried doing.

This is not true. Players with low MMR will be put with players with higher MMR ensuring that games would be won (because of 50% w/l). Low MMR players would then increase their MMR thus gaining more pips in upcoming games.

However, If Anet deems this an issue – losing could be -0 pips and the system would still work since the idea is about rewarding skill rather than grind.

The previous MMR-based pip distribution system did not work because it took an average team MMR when it does not actually exist and easy to manipulate via smurfing.

Player MMR-based pip distribution works because it is a better indication of skill despite your assertion that it is not.

For example, the old Team Q leaderboard (while not 100% accurate) was pretty good. The top 10-20 players are generally the Pro League players of today while top 100 were generally decent Soloq players. A team of players down at 70% was definitely not going to be winning against these players.

The issue with the old leaderboards were that players could play very few games and abuse the deviation to show as very high ranked. This would no longer be an issue as they would need to play in order to gain more pips regardless of their MMR.

The other issue was that premade players generally had higher MMR because of more consistent wins – but again, one should be rewarded for putting in the effort to make a team. If they then want to venture into Soloq to carry, why should they not be rewarded if they are actually skilled enough to do so.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

Do they still give average MMR to new players? That might explain a bit if the system gives you a few new players that’s rip.

Not sure to understand the wiki correctly but from what I got, a new player is given an MMR of 1500 with a deviation of 350 (so his MMR range is 1150-1850) out of a total scale of 100-5000.
It may have been chosen as an average value based on player distribution, but since then the distribution is maybe different, centred around higher (or lower) value.

Also compared to OP scale of 1-10, I am not sure the algorithm authorizes a distance between highest and lowest MMR of 1200 (between the 6th and 8th minute) plus 700 from deviation, so a difference of 1900 in extrema of ratings. In a 1-10 scale it would translate to a max difference of 4, if the best is 10 nobody in that game should be lower than 6.

But again, I am not fully certain of this….

I don’t think there is a cap in MMR so in that sense, my example of having MMR between 1-10 is simplified. In my example, the numbers only represent relative MMR of the players selected in a game. As such, the number 10 could be replaced by any Glicko rating as long as it is higher than all the others in the team.

MMR deviations were something I had not thought about but I don’t think it really affects the proposed pip reward distribution. The only impact it would have is that your MMR would go up/down very rapidly and you may go from +1 to +5 pips very quickly.

In the short term, you may gain pips at an incorrect rate but eventually your MMR will settle along with the speed at which you gain pips.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

Alright so I’ve been losing like 5~7 games after winning like 1 or 2 inbetween and my season statistics say I’m well below 50% winloss ratio. However I still get such kittenty teammates that go afk at the end and loses the entire game because enemy back caps us while I do everything I can do defend one node.

What the hell is my MMR and what am I suppose to do to fix this dump? How low should my season winrate should be in order for me to get competent teammates who put poison on downed bodies or know not to camp home the entire time?

If anyone has answer please tell me because I am in hell right now developing cancer stage 3 and going straight for 4 and opting to pulling my lifeline

I imagine last season, you were in MMR heaven where you were constantly on the stacked teams. A lot of people had this and ended up with 50+ win streaks without trying.

As your MMR was artificially inflated last season, you are now struggling to carry as you are not as good as your MMR suggests leading to early season loss streaks.

Honestly, I’m sure a lot of decent players are in your situation.

I’m hoping future changes to rewards will actually provide incentives for having high MMR as the current system benefits low MMR.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

Bad players shouldn’t be gaining pips, so this is by design. Also the person who rages in team chat is typically not the highest mmr on the team.

Trash players talk trash.

It is so easy to carry in this game, you can literally 3v1 in the low mmr bracket so there is zero excuse for not being able to get out of it except get better.

The game needs “bad” players as much as good players in order to survive. If “bad” players don’t gain anything from playing, why would they waste their time? This would drive increasingly long q times. Good and bad are relative anyway.

Participation has to be rewarded but skill should be rewarded more…which has not happened in the past 4 seasons

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

This is how it should have been to start, though I’d probably go further and suggest that the losing team also get a varying spread that works in the same direction.

The whole point is to let pips catch up to MMR. If everyone on a losing team loses 2 pips, the effect would be slowed down unnecessarily. The best of the losing team shouldn’t lose more than one.

It’s also vitally important that pip safety nets be removed.

The problem with having a varying spread for losing is that it makes it ever harder for the people with low MMR to get pips. Imagine if they lost 5 pips for losing and only gained 1 for winning. I would personally quit very quickly as there is no progression.

Also, losing is a shared responsibility. For example, the top MMR guy shouting and flaming in chat is definitely not helping the team and should be punished accordingly.

I think it is fine for pips to be inflationary as long as better players go up quicker than worse players. This way, you could grind your way up (rewarding playing) yet get there in 20% of the time if you were good.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

I’m not sure that you fully or even partially understand how the MMR works.

Good players around a certain pip range gets put with bad players around a certain pip range.
vs
Better players around a certain pip range put with worse players around a certain pip range.

Like i said in my post, the numbers I used are just illustrations and real MMR is not 1-10

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Season 4 Ranked Matchmaking Change

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Posted by: chungiee.8764

chungiee.8764

50% W/L is great …if the people who carried the team to victory was rewarded accordingly.

I suggest pip-gains are not standardised across a team. Instead, players with higher MMR should gain more pips than those with less. After all, why should someone who won all his 1v2s only gain the same amount as someone who spent all game dying.

Example:

Edit: The numbers in the example is relative MMR for a particular game out of the 10 players selected… MMR is not really 1-10.

Team 1 MMR (total 28): 10 / 7 / 5 / 4 / 2
Team 2 MMR (total 29): 8 / 7 / 6 / 5 / 3

If team 1 wins, the post-game pip distribution should be something like….

Team 1: 10 / 7 / 5 / 4 / 2
Pips: +5 / 4 / 3 / 2 / 1
MMR increases for each player on the team

Team 2: 8 / 7 / 6 / 5 / 3
Pips: -2 / -2 / -2 / -2 / -2
Pips if score 400+: -1 / -1 / -1 / -1 / -1
MMR decreases for each player on the team

Why this works?
For the god with 10 MMR, he might have had to spend the whole game 1v3 while noscoping the Foefire Lord and generally dying inside… but at the end of it, he is rewarded with 5 pips. His MMR also goes up making it likely he continues getting +5 pips if he is ultragodly enough to win matches while carrying increasing scrubly scrubs.

For the poor soul in MMR hell on 2 MMR, he only get +1 pips while risking a possible loss of -2. However, his MMR increases as a result of the win. Eventually, his MMR would be high enough for him to no longer be the whipping boy and gain +2 pips on a win. Assuming this player is good enough, our MMR hell resident will eventually rise out of purgatory and start generating +3 pip wins.

For the losing team, the pip loss is standardised to -2. While this may be unfair for the 8 MMR pro who tried his best, a loss of -2 pips is no big deal (especially as win-streaks would no longer be a thing under this proposal) if he then carries the next game and scores +3 or higher.

For the lower MMR players on the losing team, their MMR will drop further (which hurts them on short term pip gains) but will make future matches easier as their chances of being carried in the next game increases. In short, this system will reward skill if you are genuinely decent (but have bad MMR) while reducing the positive impacts of being carried.

This system also encourages teams to try in matches as getting 400+ score minimises the pip loss to -1. By minimising the impact of close losses while maximising impact of wins, this hopefully reduces flaming and encourage players to try throughout the game.

How do Premades fit into this?
For premades, all players who are queueing together will be treated as having the same MMR as the best player for matchmaking purposes.

For post-game pip distribution, the pips they would have gained is averaged, rounded down and then distributed evenly to each player in the team.

Example:
Team 1 MMR: 10 / (9 / 8 / 6 )/ 4
Matchmaking rating (Total: 41): 10 / (9 / 9 / 9 )/ 4
Pips on Win: +5 / 3 / 3 / 3 / 1

When queuing with friends, you reduce the chance of losing due to bad randoms and winning more consistently. In the long term, being in a premade team will be beneficial as more wins = higher MMR = more pips if you decide to play solo. In the short term, pip gain will be slightly less than winning solo (as it should be given that winning in soloq is harder).

FAQs:
Won’t people reach Legendary in a few hours?
Yes – but if something like this was implemented, the current tier system needs to be reworked. I would suggest something similar to the Prestige level for legendary which gets displayed as a number next to your name. Rewards would be given at certain Prestige levels.

Using MMR for pip distribution is unfair as the highest MMR doesn’t mean they carried that game
Yes – but if you carry the game, your MMR increases which increases your future pip gain for wins. If a player gets carried by you and gets +5 pips intead of you, they may be unable to win future games #pipskarma.

As such, this is no more unfair than seedings at sporting tournaments.

What if multiple people have the same MMR?
This shouldn’t happen as MMR is not 1-10 as illustrated here. In the event this happens, I suggest giving the same pip higher level pip gain (i.e: 2 10’s gets +5 then next person gets +3).

This sucks for casuals as they would keep losing pips faster than they gain?
No because given 50% w/l matchmaking, you would get to a point where you could afk and your team would still win. It is then up to the player to improve and raise their MMR and/or join a team to get higher pip-gains.

Does this provide incentives for lower MMR players to team up to “abuse” higher pip rates for wins? (e.g: getting +3 for wins as a premade rather than soloing +1)
Yes – this is a good thing since they only get +3 if they win

Won’t I be stuck on +1 for ages even if I win once?
No – the +5 to +1 is relative compared to how strong your team is. You could have an MMR of 2 but if everyone is has 1, you get +5 for winning.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

MM still rigged

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Posted by: chungiee.8764

chungiee.8764

The problem is there are not enough divisions.

Last season, literally anyone who played enough could get to Diamond/Legendary. As such, there are huge discrepancies in skill despite being in the same pip range currently leading to ez win-streaks for anyone half decent due to MMR heaven.

This should improve over the next few days as all the better players and no-life grinders move into Legendary/Diamond and start fighting each other.

This will then get worse again after 2 weeks or so when the less-skilled players make it into legendary and become food for those players who want to get 100x Prestige this season.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

At first glance...

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Posted by: chungiee.8764

chungiee.8764

Patch notes look pretty decent and i’m pleasantly surprised.

Will need to see how new matchmaking/balance works but thank you for taking steps in the right direction.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Where is the balance?

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Posted by: chungiee.8764

chungiee.8764

Are the patch notes correct? Where are the nerfs for Mesmer, Eles and Revenants?

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[EU][PvP] Experienced player LF mates

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Posted by: chungiee.8764

chungiee.8764

Hey good to see you back in game. Danyk.

Me and a few friends have been trying to put together some regulars to play with (and potentially go onto ESL if it works out). It’d be nice if you can come join and see how it goes?

Our comp is currently Ele, Engie, Rev/Mes, Necro so i think you’d fit very well into the team comp-wise.

In terms of our experience, I used to play in the Go4Cups and the major ESLs. The rest of the team hasn’t played at that level but have enough brains to not do 0-0-0-5 man Svanir split. Last I checked, we were r4 (Quaggalicious) on the Guild Leaderboard although this is as accurate as Donald Trump’s manifesto.

We’re all currently mid/late Diamond at the moment and expecting Legendary soon.

In terms of requirements, I know you’re a good player from back in the good old days so all we ask is watch the replay before raging if we lose and be constructive. We normally start playing around 19:30 (GMT) on weekday but more often on weekends.

Will drop you a in-game message when I get on later after work.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Eles are pointless in pvp

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Posted by: chungiee.8764

chungiee.8764

Can confirm that Cleric Ele is going to be big… the only thing potentially keeping it in check is Reapers.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[PvP] Are non-scrapper builds finally viable?

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Posted by: chungiee.8764

chungiee.8764

Tools is definitely by and far one of our best trees now. Because necromancers have so much boon strip, it’s kind of pointless to roll with a Sigil of Energy or even combining Heavy Armor Exploit and Invigorating Speed together. I prefer taking Kinetic Battery for double stealth with all the burst builds floating around right now (which is normal to start for most balance patches), but I anticipate Adrenal Implant getting a lot of use in the future for that reason.

But what do you mean about Inventions? I feel like Mercenary is plenty tanky enough as it is, and a 3 second block on a 13 second cooldown is kinda OP levels strong.

Inventions (mainly Mecha Legs) is the only real defense you have vs Necros. In addition to reducing Chill (which destroys Engies), the 25% movement speed is a lifesaver. Speedy Kits in Tools is unreliable due to low CD of “Corrupt Boons” you get hit by. Once your 20s cooldown Swiftness is converted into Cripple (+Might into Weakness to reduce dodges), you are a sitting duck and will melt soon after even with a 3s block (which gets broken by marks).

I was watching Chaith’s stream from last night and saw that even he struggled when vs “noname” Necros when he was testing Tools/Scrapper/Alchemy without Inventions. I feel until Necros are nerfed or become less abundant, they will be keeping me locked into Alchemy/Inventions regardless of how low the shield CD is.

Saying that, he did seem to enjoy his new P/P Explosives/Firearms/Alchemy build so I could be overstating the importance of Inventions if you are able to stay far enough from Necro’s.

Edit: To be constructive, here a build I will try tonight when i get home.

with Paladins/Mercenary:
http://gw2skills.net/editor/?vdAQFAUlUUhSsY7Ww+KQ+FLvFl4F1EJx3QFhBQ4IGRpGA-TJBFwAAuAAWLD44BA0a/BA

Can potentially swap Explosives for Tools and take Toolkit over Elixir S/Slick Shoes.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

[PvP] Are non-scrapper builds finally viable?

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Posted by: chungiee.8764

chungiee.8764

I think non-Scrapper builds are definitely viable again but not sure about the build you posted.

I think Alchemy + Inventions are absolute staples in any build given the abundance of Necros. This limits build diversity a lot but I think one could have moderate successes by taking Tools in the last line and running Mercenary/Paladin amulet with Grenade Kits.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[EU][PvP] LF PvP team and guild for Raids

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Posted by: chungiee.8764

chungiee.8764

Hi there!

I’m an experienced Engineer player (can play other classes too although not as well) who has played since beta launch.

I am looking for a team to play PvP and climb ladder with. I have played over 5000 games on Engineer and have competition experience (winning 5v5/2v2 ESL & Go4Cup prizes with my old team Svanir Pushing Lord, SoloQ Rank 1 when it existed, currently Legendary x2 division by DuoQ only).

I am also interested in joining players to try Raids/Fractals.

As I live and work in the UK, I would like to join players who are active from around 19:30 GMT till late.

Please note that I would prefer a non-full rep guild as I normally rep my own guild or PvP team guild tags although I have no problem repping your guild for events/raids.
If you are interested in having me, please send me an in-game mail to chungiee.8764.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Absolutely disgusting

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Posted by: chungiee.8764

chungiee.8764

Meta build (with Elite spec) vs random suboptimal Ranger build… nothing really to see here.

Any half decent monkey with Cele Druid destroys Scrapper Engi 1v1 currently.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Anet banning ppl mid game

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Posted by: chungiee.8764

chungiee.8764

TIL Anet actually bans anyone lol.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Most hated builds

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Posted by: chungiee.8764

chungiee.8764

Based on my experience, i’m pretty sure it’s Decap Engies and Turret Engies.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Celestial Bomber Build - Might on heal!

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Posted by: chungiee.8764

chungiee.8764

Yo Jebro, been a while since we discussed builds so I thought i’d drop my thoughts :P.

The build actually looks very solid and I’d love to try it out myself (since I love the Inventions 3-point trait).

Without testing, my only changes would be to swap out Torment (as you aren’t running Rabid) for Energy and drop Enhance Performance for Short Fuse.

I realise based on your title the latter change isn’t one you would wish to make =p but something I recently realised (but should have realised a long time ago) is that by running Short Fuse, your cooldown for Healing Turret = Smoke Bomb.

This makes it a lot easier to time and means you can stealth up every 20 seconds without fail which increases survivability massively.

Of course, you do lose 3-6 stacks of might with this change so… maybe i’ll comment again once I’ve tried the build.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

More incentive to participate?

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Posted by: chungiee.8764

chungiee.8764

I loved what they did with Tournament of Legends / Tournament of Glory.

Those big tournaments really got everyone involved. Hopefully they could do more of those and replace useless Llama prizes with actual rewards.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Expert advice needed – new PvP team

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Posted by: chungiee.8764

chungiee.8764

As a player who regularly plays in Go4Cups and ESLs in EU, here is what I think.

You need to call numbers. At no point did you guys call out where all 5 members of the opposite team were and this led to some bad calls unfortunately.

You need to defend your capped points (with a caveat that you must match numbers if they push 5v4 on a point)

You need to stop going for NPCs. The only time when NPCs should be taken is if you know exactly where all 5 members of the enemy team is and you are not required on point defence. This only occurs when the enemy team has died or if you have really good bunkers on point.

Examples where mistakes were made:
- 1:00 = You chased the thief despite only seeing War/Thief on the map. This meant 3 unaccounted players – one of which was likely to go for a decap on close.
- 2:03 = Call was made to push far despite not calling where the enemy team was (which was most likely on the way to close). This led to full cap. Also, instead of pushing far with 2, one should have gone close asap to keep it neutral.
-3:59 = Again, close point was left open despite not calling numbers leading to a decap.
-4:52 = You were told to push far but there was a Guardian following you. This led to a 1v1 on their capped point. Although you pro’d it and won the 1v1, this is not good because it is risky, takes time and stretched your defenders out thinly. A top team would have collapsed 4v3 on Mid or Close and you would have lost it. You should have just stopped the far push and returned to defend Mid/Close.
- 7:42 = Your Warrior died leaving you 2v3. Instead of standing on the point awaiting certain death, your team should have either kited off point giving up the decap but surviving until your War returns or rotated out of Close to Far where you got a decap. Wiping was the worst outcome cos it means the enemy team can overwhelm a 2nd point while you spawn.
-8:27 = I think you realised but dont engage when 2 teammates are downed. It’s like suicide.
-9:23 = The call to go for NPCs meant you went from a guaranteed winning position to possibly throwing the game. It caused you to die on close, get Svanir stolen and lose far. A good team would have decapped far and stolen Chieftain.

Hope this gave you guys points to work on. Feel free to forum msg me or contact me ingame if you have any questions.

p.s: Congrats on the game-win.

Edit: Re comp, I think Power Ranger / Thief/ Mesmer is a bit too much burst and not enough survivability. Saying that, my team is famous for playing indie-non-meta builds so I fully advocate playing what you want but you will have to rotate very well with your bursts and focus targets down together.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Fixes/Balancing Wishlist BEFORE HoT

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Posted by: chungiee.8764

chungiee.8764

Kit Refinement – Drop the global cooldown. Increase individual cooldowns.

Static Discharge – Fix on non-damaging skills

A.E.D – Reduce activation time to 1/4 seconds

Elixir C – Instant cast & stunbreaker

Mortar – Make it more like a Guardian tome, turn it into another turret or make it a mini portable Skyhammer cannon cos everyone loves Skyhammer

Elixir R – It’s actually ok. Some top engineers like ‘The Nufrael (Toxic Community)’ run it and if HGH is back in meta, Elixir R would be very usable.

Elixir H – Shorter cooldown maybe? But again, low use is mainly due to Healing Turret being so amazing and low usage of Elixir builds.

Elixir U – Shorter cooldown required as Quickness is not that useful on Engineer.

Protection Injection (trait) – Fix bug which stops this activating when launched.

Fortified Turrets (trait) – Fix bug which stops the shield coming up randomly.

Flamethrower – Make FT4 (Napalm) grant 1/4 seconds of Fury to allies standing in the Fire field.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Engineer Builds good for 2v2

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Posted by: chungiee.8764

chungiee.8764

Based on my team’s experience in the EU 2v2 weeklys where Celestial is banned, most Engineer teams go Condi P/S Engi (Rabid).

I personally play my own Power-oriented build (Soldiers) with a Flamethrower and focus on CC.

Pre-celestial ban, most Engineers were Celestial Engi and the most commonly effective team was Rifle Engi (Celestial) + D/D Ele (Celestial).

Other class/build combinations i’ve seen/tried are as per below:
Engi + D/D Ele (Soldiers/Zerker/Carrion)
Engi + Spirit Ranger (Rabid/Celestial)
Engi + Condi Necro (Rabid/Carrion)
Engi + DPS Guardian (Zerker)
Engi + Engi (Rabid/Celestial)

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Fortified Turret Trait

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Posted by: chungiee.8764

chungiee.8764

bump for edit and attention

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Fortified Turret Trait

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Posted by: chungiee.8764

chungiee.8764

Cross-post from here:
https://forum-en.gw2archive.eu/forum/professions/engineer/Fortified-Turrets-bug/first#post4665400

The trait seems to activate every now and then. I’ve tested a few times but can’t seem to find a pattern for when the shield goes up or when the shield doesn’t.

Thanks,
Chung

p.s: The Protection Injection trait no longer works when the Engie is launched with Overcharge Shot or Updraft

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Fortified Turrets bug?

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Posted by: chungiee.8764

chungiee.8764

I’ve had this issue. It is really annoying for me since I love this trait =(.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[EU] Ironnical[Necromancer] looking for Team

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Posted by: chungiee.8764

chungiee.8764

Really nice guy and definitely one of the top Necros in game.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Do I suck or does necro suck?

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Posted by: chungiee.8764

chungiee.8764

I think it’s Necros in general.

I used to shake in fear at seeing Prototype or Ventari. Nowadays, I expect to win the matchup.

You should play more though Henry.

Edit: Just reading the comments above, there is definitely an argument to say the Necro does fit into the Engie/Ele meta quite well. Unfortunately, EU still seems to run Mesmer/Thief on many teams.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Why Change Pregame Buffing ?

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Posted by: chungiee.8764

chungiee.8764

Too confusing for new players.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Woo more Llamas

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Posted by: chungiee.8764

chungiee.8764

I do like the idea of titles.

And based on these posts… I am glad to see i’m not the only one dissatisfied with llamas.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Woo more Llamas

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Posted by: chungiee.8764

chungiee.8764

Following the Ready Up Livestream, I understand that ladder season rewards are as follows:

Top 250 will receive a mini Llama
Top 20 get 1 piece of Glorious Hero armor
Top 5 receive 2 pieces

Now I can’t speak for all other 249 players in Top 250 but I imagine many of us already have one or will get one from ToL, ToL2, ToG, December 2nd rewards and Giveaways.

Since no one can use more than one and they cannot be sold, I’d rather have no reward than being sent another Llama which I’d have to delete. As it stands, it is pretty much Top 20 or nothing.

Is it possible to put something else in as rewards? Maybe a piece of normal Glorious Armour or 1g? Alternatively, could there be a Mystic Forge recipe to recycle the Llamas into something useful?

Thanks.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

What happens to game that finishes on Timer?

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Posted by: chungiee.8764

chungiee.8764

Many thanks for the responses!

Is there a reason why losers follow the regular ladder points rules instead of taking the point difference (as Chaith suggested)?

For example, I’d be rather disappointed if I suffer rating loss despite losing a closely contested game at 200-199 or something.

Edit: This might also have implications on map selection since I’d personally avoid maps like Khylo due to higher chances of low-scoring games with points being easily decapped there.

Edit 2: Also, what happens in games which finish 501-500? I assume the loser drop back into the 400-499 category despite having 500+?

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

What happens to game that finishes on Timer?

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Posted by: chungiee.8764

chungiee.8764

Can someone explain how the final score works when games don’t reach 500 points will impact upon the ladder scores?

For example,what happens if someone wins 299-0? Does that mean neither team will increase in ladder scores and the only change will be the loser drops ranks?

Apologies if this is answered elsewhere.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

DC: No compensation for the 4 men-team?

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Posted by: chungiee.8764

chungiee.8764

I think the best solution is to recalculate prediction rules.

For example, I go into a TeamQ game with premade team and have a 81% odds of victory.

One of my teammates then proceed to DC with scores being 300-100 to my team.

After a grace period (maybe 1 minute) to allow for dc-er to rejoin, kick the dc-er from the game and recalculate odds of victory based on the player ranks and the current score for the team with 4 people. The team with 5 people should keep original odds of victory. In this example, the odds of victory for the 4v5 team now reduces to 30%.

The dc-er suffers full penalty (-3) from loss as calculated at the start of the game and gains dishonour to prevent an alt being used to boost teammate ratings through losses.

Assuming the other team wins, they receive full ladder points (+3)

The 4 players on the losing team receives a softened blow from the loss depending on how valiantly they fought in the 4v5 at at 30% win prediction.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Can I get a list of skills that drop orb

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Posted by: chungiee.8764

chungiee.8764

Some very general rules to go by is:
does this skill teleport you in any way
does this skill make you go invulnerable (0 damage taken from both physical and condition)
if your skill does any of those it probably drops orb.

Note that blocking doesn’t drop the orb however.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[sPvP]PvP Build Diversity Survey

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Posted by: chungiee.8764

chungiee.8764

What does viable mean?

Where does it matter if something is “viable” tPvP solo q hot join?

If it has never appeared in a tournament before is it not viable? example Survival Ranger or Medi guard with bunker guard falling out of favor – until recently Necromancer was not viable but a few high level players have started to play it in tournaments

This is too subjective IMO

Well, this isn’t going into hot join, but Solo and Team Que builds. Anything that you find is often used, that you find usable yourself, that you maybe saw once but it was good. It’s supposed to be subjective, however the amount that a single opinion, maybe a outlier opinion, will affect this will be made less and less as more people give lists, so I’m not worried about the opinions of single individuals. I’ll specify that this is not talking about hot join.

Surely this is a bit too broad? Many players could run anything in SoloQ and still do ok.

I could whip out a Gadget Engi build but i wouldn’t call it viable because it is sub-optimal and would cause many losses vs players at the same level.

Maybe specify it as builds which you would run in TeamQ only?

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

[sPvP]PvP Build Diversity Survey

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Posted by: chungiee.8764

chungiee.8764

Really depends on what you mean by viable since various builds outperform others but it doesn’t make them unusable in certain situations.

I only play Engi but based on what i’ve seen in TeamQs.

Engineer – buff gadget synergy, elixirs R/C and Mortar.
- Celestial Nades Engi
- Condi Engi
- Decap Engi
- Turret Engi

Guardian
- Bunker Guardian (Virtues or AH)
- Meditations DPS guardian

Mesmer
- Shatter Mesmer

Necromancer
- Condition Necro
- Power Necro

Thief
- S/D Thief
- Pistol Whip
- Backstab Thief

Elementalist
- D/D Cele Ele
- Staff Cele Ele
- Condi Signet Ele

Warrior
- Hambow Warrior
- Condi Interrupt Warrior

Ranger
- Spirit Ranger
- Survival Condi Ranger
- Power Ranger

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Weekly ESL Go4GW2 Cups with $500 Cash Prize

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Posted by: chungiee.8764

chungiee.8764

Where can I find the VODs and brackets for this?

I’d appreciate it if these could be made clearer for the future.

Grats to whoever won (MiM?).

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Remove rating/matchmaking from soloque

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Posted by: chungiee.8764

chungiee.8764

Unranked Q with no matchmaking so that everyone can get instant q-pops would be fantastic.

I expect lots of leavers/afkers/3v5s but if this comes with an overhaul of rewards to encourage players to finish the game, this would be a huge fix for pvp.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Engineer PVP guide by Backpack

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Posted by: chungiee.8764

chungiee.8764

This is the best Engineer guide we’ve had for a long time and there were some real gems of tips in there.

Thanks Backpack.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Engineer Rifle Skills

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Posted by: chungiee.8764

chungiee.8764

I do find using Accelerant-Packed Turrets before a Rifle skill very helpful personally. I personally try to not use 2/3/4 without blowing a turret up first or using FT 3 to knock them out of my face.

It’s something I shouldn’t really have to do though.

p.s: Just wanted to say Chaith’s diagram is awesome.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

the Toxicity is op

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Posted by: chungiee.8764

chungiee.8764

I kinda get where OP is coming from but I don’t think standard name plates will help. Implementation of this won’t make the toxicity go away… you will just be hiding from it.

People need to learn raging against a team-member before/during a game is the silliest thing you can do if you actually want to win.

As for raging from an enemy player…well i speak from personal experience when I say that kind of makes me happy as it means I’ve done well enough to thwart my enemies to that level.

I’d also suggest there is positives to seeing who are on your team as I have made many friends just from chatting to people on my team after a game.

To solve toxicity, there needs to be positive rewards for playing as a team. They need to reward players and teams for playing to the end (maybe through additional rewards based on team score even if you lose. This could be moderated through MMR difference between teams.) and they need to encourage teams to stick together.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

(edited by chungiee.8764)

Engineer Rifle Skills

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Posted by: chungiee.8764

chungiee.8764

I definitely get this issue. Its horrible to see Net Shot and Blunderbass misses 30% of the times for no explainable reason considering how important those skills are.

Please fix soon Anet!

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Leaderboard/rating????

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Posted by: chungiee.8764

chungiee.8764

“Solo going into team arena” has no name within the community simply because hardly anyone does it. Which also means hardly anyone complains about it. Which makes the flaw in “solo going into team arena” not that big of a deal.

I do this all the time instead of playing SoloQ and i imagine a lot of others do to avoid Skyhammer/Spirit Watch.

@Justin – Thanks for the multiple red posts. Would you be able to shed some light on how matchmaking works when you are DuoQ or TripleQ in Team Arena? For example, if a Top 100 player queues with someone around 50%, will the matchmaking system fit you with players around 75% (the average MMR of your team) or will it simply put you against other Top 100 players?

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Whose rank determines opponents in tq?

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Posted by: chungiee.8764

chungiee.8764

I suspect its the rank of the highest ranked player.

It would be nice to get a bit more info on this as it has put me off queueing with my friends as I know I’d get stomped for the next few games until my rank drops enough.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

CeiMash's [Guide/PvP] Knockback Overload

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Posted by: chungiee.8764

chungiee.8764

-

409 is explained in the video if you care to watch it but simply put; passive Elixir B passive Elixir S, toss Elixir S and Elixir S itself all function to remove those conditions that do affect you. PBR over FT is the simple fact that they have different mechanics; PBR knocks the person back and to the ground whilst FT just pushes them back, very different timescales for set-up for other abilities between the two. Watch the video and you’ll see what I mean.

So i took the time to watch most of the video.

Looking at your montage, most of your examples were Necros who kept missing with their marks and rather squishy Warriors. I believe your lack of active defenses will see you struggle against any half-decent Thief, Mesmer or Ranger.

All your defensive skills are on a long long cooldown leaving you open way too often. My suggestion of the FT vs the PBR goes a little way to address this as the FT cc cooldown is 15 seconds instead of 25 while also giving you a Blind to pop when Thieves come at you with Mug. You can also use the FT4/HT + Blast + Jump to gain Might/Healing increasing your overall damage and survivability on demand.

Going back to your point on the 409, passive condi removal is vastly inferior to active removal. Your examples of 409 removing a long stacked condition by itself is highly unlikely and given that you only have 4 skills which activate this (all of which has like 60-90 second cooldown), you might as well not have it at all.

My suggestion to you would be to take Rune of Hoelbrak/Sigil of Battle combination, take a Flamethrower (or even Throw Mine vs PBR) and change out 409 for something else.

http://gw2skills.net/editor/?fdAQFAUlUUpWr1Wx+KseNCbBByOsBRekO+5IEgWD-TJxHwADeAAAuAAi2fQZZAA

As you probably realise, the build is still far from viable in any competitive format as the Rocket Turret is kinda bad on it’s own but i suppose fun in hotjoin can be had with this build ^.^!

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Condi removal :(

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Posted by: chungiee.8764

chungiee.8764

Personally, I deal with Condis but taking Automated Response + Runes of Hoelbrak/Melandru. In conjunction with Runes of Battle, this forms the base of the meta Celestial Engineer build and is one of the main reasons I avoid playing a Condi build.

I think you will just have to adjust your play style to avoid focused pressure and use HT/Shield 4 + Smoke Bomb when you are focused (or disengage with EG4 + Blocks).

Try stay at a distance to shoot apply condis, dive in to drop Bomb 5, Big Ol Bomb, Bomb 3 and whatever else you can get off before you get focused, put up a block, EG4 away, repeat.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Please help with Healing Engi Build

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Posted by: chungiee.8764

chungiee.8764

Welcome back to the game OP.

As said above, all non-PvP builds generally require damage to be viable. However, I think the idea of a Cleric Engineer can work in PvE (or WvW)

http://gw2skills.net/editor/?fdAQFAUlUUpPrtbxWLseRiaBF6OuxAAqLIyrckPFBA-TJxHwAILDM4BAoZ/BAXAAA

The Engineer can perform massive burst healing by using the Healing Turret in conjunction with all its Blast Finishers. I personally don’t rate Elixir Infused Bombs very highly for healing but in conjunction with the above, it could definitely provide very potent support on demand. Deadly Mixture can be changed for Backpack Regenerator for higher self-sustain.

By blasting Might or Heal on demand, you can provide a lot of damage while potentially providing a lot of support.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

Juggernaut build that I'm enjoying

in Engineer

Posted by: chungiee.8764

chungiee.8764

Have you tried running Soldier Amulet + Sigil of Energy? I feel those changes would make you much more survivable.

Also, maybe taking Metal Plating over Energised Armour could keep your Thumper Turret up longer and is better than the extra power?

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard

CeiMash's [Guide/PvP] Knockback Overload

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Posted by: chungiee.8764

chungiee.8764

This build definitely wins the award for weirdest build i’ve seen today.

I feel you should really run the Flamethrower over the Personal Battering Ram (especially if you aren’t taking Static Discharge).

I also think Cleansing Formula 409 is very out of place given you only have Elixir S.

Chungie – Aurora Glade (EU)
Highest Rank: Team Q – 33 / Solo Q – 1 (27/07/14)
Team: Svanir Pushing Lord [solo] / Carried Ace to Rank 1 Esport Guild Leaderboard