I’ve stayed at this party entirely too long
I’ve stayed at this party entirely too long
You get 20 gold every time you complete the Byzantium track during the season. Not to mention the Wintersday Gifts you can sell on the TP. As well as the Unidentified Dyes that are in everything. I made a ridiculous amount of gold this past season without even trying to.
It’s ridiculously easy to earn gold in PvP
I’ve stayed at this party entirely too long
The rewards were made uniform with the rest of the game for one reason only: to attract players from the other areas of the game to PvP in order to bolster queue times. What you see today is the result of that choice.
I’ve stayed at this party entirely too long
Chrono Mes is a strong duelist that doesn’t have to rely on stealth to survive every engagement like a Thief does. Mes doesn’t have to take home, but they are definitely a viable option. Unlike Thief which has no chance of holding a point from attack without giving up the point.
If you are a Mes and you don’t bring portal to the match, then you don’t understand the game your playing, your role in it, and are basically doing it entirely wrong.
I’ve stayed at this party entirely too long
It’s 5v5 and you can’t queue with a team but you are rated only on team performance. That’s 80% of the effort and decision making on your team that is entirely out of your control. That’s 80% of your rating that is not derived from your actions.
This is the argument that just about everyone (myself included at times in the past) deploys when they’re dissatisfied with their Skill Rating.
It takes an exceptional player to consistently support their team through wins. Only those players (as stated, the top 10% of thousands of players) rise out of the majority of the player-base into Platinum/Legendary.
These statistics and ratings are derived from aggregations of experiences. You can’t get a few bad matches and cry, “Foul! ArenaNet isn’t supporting my belief that I’m better than everyone!”
I think the average player is way more willing to poopoo on their teammates for mistakes and cry “MMR is broken, I didn’t get good teammates again!” than they are to examine their gameplay and get better.
If you consistently support your teammates more than you don’t, you’ll rise in Skill Rating. I think the numbers prove that. I think a lot of the stories of climbs through the rank support that proof.
I’ve already risen, and fallen, and risen, and fallen and rise and fallen and I don’t need to do it again. I’ve played more than 16k matches in this game, including against the Pro’s. I have nothing to prove to you or anyone.
I think the standard pleb is more likely to come here and try to disagree and kitten on people like they know what their talking about just to reinforce their own flimsy validations.
I’ve stayed at this party entirely too long
“Skill rating” is accurate??? lol
It’s 5v5 and you can’t queue with a team but you are rated only on team performance. That’s 80% of the effort and decision making on your team that is entirely out of your control. That’s 80% of your rating that is not derived from your actions.
Accurate he says… ROFL
I’ve stayed at this party entirely too long
Entering the season late, I was placed low gold initial match ups were a challenge, no biggie. I made my way up solo q to mid/high platinum. After this week I’m now low silver.
I know how to rotate, I win my 1v1’s and hold out during 1vX/disengage when appropriate. My teammates on the other hand are seemingly straight outta Best Buy with their CD keys. Yeah I make mistakes too and I’m well aware of them, but man, oh man.
I’m no pro leaguer who can carry his team on his shoulders and I’d be kitten ed if I said this was frustrating, because its not. I just can’t care anymore, though I care just enough to post here venting my frustrations. I can’t care about this matchmaking system that for some ungodly reason pairs me with people who do something reminiscent of drinking bleach in the corner of the room.
This season has mentally drained me, and it’s just not fun anymore.
I feel ya. It’s so depressing to carry a bunch of scrubs to a close loss and get nothing for it. Specially in situations where the win is in the bag and you only have to defend your caps to win but one (or more) of your teammates goes full Leroy Jenkins to far point or Lord or creature or some kitten while you beg them in chat not to.
Don’t listen to these forum trolls. None of them are any good anyways. The rating system is beyond flawed and is the only thing they have to validate themselves, so don’t expect them to agree.
I’ve stayed at this party entirely too long
Simplest way to beat a condi thief spamming evades on the point: get off the point and make him cap it. Seriously. He’s a sitting duck and you can pot shot away while he recognizes his mistake. Sure it gets your point decapped but you just cap it right back and you get 5 pts for your trouble.
No need to balance here.
I’ve stayed at this party entirely too long
You can kill anything in this game… Unless you approach it blindly and just fling your skills at it without thought of countering their actual moves.
Tip: bring some poison and interrupt their heal (its the one where they yell and put their arm in the air)
I’ve stayed at this party entirely too long
I’d agree except that until we can see everyone else’s stats for comparison there is no way to tell by why margin you had top stats. It could’ve been by 1 pt or 1 million pts.
We need a real scoreboard in addition to finding the right way to gauge individual contributions
I’ve stayed at this party entirely too long
I like how you typed ALL thieves are bad at rotating. Like 100% of thief players are bad, every.single.one.of.them. You should change the title if its possible.
Why change it? He’s not wrong.
I’ve stayed at this party entirely too long
Even accounting for match results, there’s more than 100pts in rating separation between these team’s average ratings. Even looking past the Duo queuers (which I don’t believe is a factor at all, but that’s another argument for another time), how is that an acceptable matchup?
I’ve stayed at this party entirely too long
On top of which none of what you’re saying is a reason not to do these things. Just because there are problematic variables doesn’t mean they can’t be accommodated and addressed.
No, I honestly don’t think they can be adequately addressed — I’d gladly be proven wrong though.
It’s nothing but code, of course it can be addressed… Remember when Anet said “Oh well, we can’t implement outside PvP Queueing because of the [eye candy] we implemented. We don’t have the tech for it.”
The bold is what they said word for word in that regards. Yet here we are, able to queue without staying in HotM to do it.
As for making Matchmaking better, they can implement criteria that literally make MM think more when allocating players on a team… ya, it can be done. Matchmaking is so concentrated on the numbers on paper that it doesn’t even look at the individual class comp. It doesn’t notice that Foefire’s Middle is 3x larger than other maps. It doesn’t notice that there’s a Lord that gives 250 points when winning.
Other than player population… all these other items are very, easily, addressed. It just takes man hours.
Exactly
I’ve stayed at this party entirely too long
Nade’s used to be a great skill shot before they nerfed the range. Fast Cast Ground Targeting is the key, and getting the hang of the flight time for leading your target. Don’t do that bullkitten that just sends them to your target, you are giving up the major strengths of ’nades which is aoe control and denial. You can launch ’nades from range and switch to rifle and literally attack in tandem. So much you can do. Or used to do, back before it was nerfed.
I’ve stayed at this party entirely too long
Simple fix to prevent gaming the point capture contribution: it only counts for the first person to step onto the point – which more likely than not is the person intended to capture it rather than the person who ran back to perhaps cleave a corpse then stay for the cap.
Xter’s ideas are right on the money IMO
I’ve stayed at this party entirely too long
How do you get to a “low population” from a large population? You have to have decline…
This must be what it feels like trying to teach chimps to read…
sPvP has never had a large population, except for the influx of reward-farming PvE players at the start of each season. So yes, in that sense, there is an ebb and flow to the population… but you said “continued decline”, so that’s clearly not what you meant.
Also, you’re still here? I thought you “bowed out”.
Prove it.
Present your facts that PvP has always had a low population going all the way back to launch.
I’ve stayed at this party entirely too long
Anecdotal?
Yes, the “proof” you presented is anecdotal. Do you know what it means?
They’ve said as much on numerous occasions that the rating deviation on match ups is so large in order to improve the long queue times due to low player population.
It’s funny how you originally said “continued decline in population” and then changed it to low population. There’s a difference.
This is about the furthest thing from a reasonable discussion, so I’ll bow out here.
That’s the first bright idea you’ve had today, I think.
How do you get to a “low population” from a large population? You have to have ’decline’…
This must be what it feels like trying to teach chimps to read…
I’ve stayed at this party entirely too long
No Proof of low player population?
Why else do you end up with matches taking minutes to pop and yet end up with the same players as the previous match?
And when the match finally pops, why is it do you think that the players in the match that took so long to pop are all wildly different ratings? Perhaps because ANet had to make it possible in order to ensure matches popped more frequently than every 20 minutes?
Yeah, like I said, anecdotal evidence. What you’re saying is entirely possible, but we don’t know if that holds true across all timezones on both NA and EU servers and across all rating ranges. Only ArenaNet has the entire picture.
Let’s try this another way:
2 + 2 = ?
Yes, your condescension is funny.
Anecdotal? They’ve said as much on numerous occasions that the rating deviation on match ups is so large in order to improve the long queue times due to low player population.
You can go look at the algorithm and formula yourself. It’s right there on the wiki.
I’m sure its fun to be contrarian but at some point it helps to know what you’re talking about and what’s implied within the specific context.
This is about the furthest thing from a reasonable discussion, so I’ll bow out here.
I’ve stayed at this party entirely too long
That’s why we need a voting system. Majority vote to kick player from team results in Dishonor for player and 4v5 scenario ensues.
To address 4v5 I’d suggest a queueing option (check box) for players in queue willing to jump into a 4v5 and fill the roster hole. That player will not run the risk of any rating loss. Essentially a free chance to get a win and help a team in need.
I’ve stayed at this party entirely too long
No Proof of low player population?
Why else do you end up with matches taking minutes to pop and yet end up with the same players as the previous match?
And when the match finally pops, why is it do you think that the players in the match that took so long to pop are all wildly different ratings? Perhaps because ANet had to make it possible in order to ensure matches popped more frequently than every 20 minutes?
Let’s try this another way:
2 + 2 = ?
I’ve stayed at this party entirely too long
(edited by hackks.3687)
What exactly are you advocating for?
I think the system is fine as it is, provided they add more aggressive decay to the top divisions and a x number of games played requirement to place on the leaderboard. So I guess that’s what I’m “advocating for”.
You want a system that protects you from having to play kittenty matches, but not everyone else?
No, I don’t know where you’d get that idea, but strawmen are always nice I guess. I was merely remarking on how your suggestion seemed driven purely by spite.
And you’re reason for not doing anything apparently is because it’s hard and not as easy as copy/paste? We don’t have metrics for our game? Reliable stats that point to winning behavior? Kills/Deaths/Revives/Caps/Decaps/Defense? Just because ANet isn’t using them correctly doesn’t mean that can’t change.
We have metrics, yes, but that’s exactly the point; we have a lot more metrics than CS:GO, which is why making a system that accurately reflects the impact a player has on a game is much harder. Furthermore, you can’t game CS:GO’s metrics (except for hogging the bomb I guess?), whereas you can definitely game the GW2 metrics you listed.
Ultimately it’s up to ArenaNet if they want to try or not, but in my opinion it’s prohibitively difficult to get right and needless when wins/losses are a good enough metric already.
What is this point of this post? Have you ever made anything????
I’m not sure what you mean. Have I made anything? Like what, woodwork?
What I’m asking is if you’ve ever contributed to producing a product for mass consumption. You’ve already made it clear you don’t as you’re advocating for a status quo that diminishes the quality of the end product and there by wastes any investment for reaching this point in PvP’s life cycle. It makes no sense to stop the product changes here, which is your suggestion essentially – do nothing.
On top of which none of what you’re saying is a reason not to do these things. Just because there are problematic variables doesn’t mean they can’t be accommodated and addressed. You simply want to perpetuate an unhealthy system that benefits you even though it’s obviously faulty and the continued decline of the player population is your proof – not that you’re interested in facts or reality – and will likely drive you from the game eventually, too. Yes, I’m saying your suggestion and viewpoint are self-destructive and not even for your own benefit.
The irony is that you, as well as large portions of the player base, would likely benefit from these changes as well. If you were a truly skilled player, you wouldn’t care about the weighting of the system, you’d just want good match ups. I sense that’s not the case.
Thanks for your self-centered and myopic viewpoint, though…
I’ve stayed at this party entirely too long
Now if you think ANet can’t apply some criteria to include individual contribution then I kindly invite you to take your ignorant kitten elsewhere, because these systems already exist. Go play any other competitive game and you’ll find out pretty quick just how ANet’s system is deficient.
Please, enlighten me, because I barely know of any game that uses any other criteria than wins and losses. And yes, CS:GO has an MVP system, but it’s also easier to implement in CS:GO since the only real metrics it uses are kills/assists and plants/defuses (and even that system isn’t entirely accurate. You’ll get MVP for planting the bomb even if someone else carried hard and killed 4 guys solo to get you to the bomb site).
It’s simple: Everyone places into bronze. Period. Now everyone has to play to climb. Not just those of us who didn’t get the fortune of great placement teams.
Well, that’s the silliest suggestion I’ve seen in this thread so far. You’d basically condemn everyone to two months of awful matches out of spite, because you feel you’ve been wronged by “the system”.
What exactly are you advocating for? You want a system that protects you from having to play kittenty matches, but not everyone else?
And you’re reason for not doing anything apparently is because it’s hard and not as easy as copy/paste? We don’t have metrics for our game? Reliable stats that point to winning behavior? Kills/Deaths/Revives/Caps/Decaps/Defense? Just because ANet isn’t using them correctly doesn’t mean that can’t change.
What is this point of this post? Have you ever made anything????
I’ve stayed at this party entirely too long
This is primarily drawing from my experience in PvP since that’s basically all I play but there are some functionality issues I thought could use some polish to improve the feel of the Engi game play.
1.) Rocket Charge – this skill has become increasingly unreliable given it’s tendency to change directions according to small changes in terrain. Like VERY small. In PvP I have used this skill to disengage only to have the second and third leap take me straight back to where I started.
Suggestion: make less susceptible to terrain changes
2.) Gyro’s – their ability to keep up the player is hindering the ability to make use of their traits. For instance, if you were kiting away form a dangerous situation and wanted to use the Super Speed from Final Salvo, you couldn’t merely summon and detonate to gain the Super Speed. You in fact have to stop, summon, detonate, and then are free to commence running or your life again. It goes without saying that this is impractical.
Suggestion: keep Gyro’s at a fixed range regardless of the player’s speed unless sending the gyro to attack.
3.) Elixir F: the worst skill in the game. It rarely, if ever, hits. When it does it’s rarely even noticeable.
Suggestion: increase damage, bounces, and projectile speed.
4.) Elixir Gun Skills: remove pre-skill animations. The skills are too slow to fire because of wonky needless animations.
I know I’m forgetting some, feel free to contribute.
I’ve stayed at this party entirely too long
Now if you think ANet can’t apply some criteria to include individual contribution then I kindly invite you to take your ignorant kitten elsewhere, because these systems already exist. Go play any other competitive game and you’ll find out pretty quick just how ANet’s system is deficient.
Yeah! Just look at League of Legends, the most successful eSport of all time! Their matching system….Oh wait, their matching system actually works exactly the same.
The player pool in LoL is MASSIVE compared to GW2 and can draw from much narrower range of skill ratings as a result without sacrificing queue times – which is why it works, and also why it doesn’t in GW2…
CS:GO has MVP system.
Get informed. You just sound stupid.
I’ve stayed at this party entirely too long
I started in Bronze 2 after abysmal placement matches, climbed to Gold 2 quickly, then within the last weekend the match making went to complete kitten and now I just can’t buy a win. I call all the targets, all the rezzes, all the rotations, enemy numbers and movements, I win 1v2’s even. But what I can’t do is win the other fight for my teams second point, too. As soon as I rotate, the fight is lost and my team respawns and scatters to the wind even though I ask them to regroup. Matches have turned into blowouts regardless of my effort. And even when they remain competitive, it’s inevitable that someone will make a wild mistake and throw the match.
I don’t have this problem to this degree in any other game. Any of them.
What’s wrong? As OP states, the player draw is from too wide a range, which skews the actual skill rating for each team. Worse than that though, I’m sharing a rating with the people who are making the horrible mistakes ONLY because I can’t gain enough rating separation from because there’s no criteria for individual contribution.
Now if you think ANet can’t apply some criteria to include individual contribution then I kindly invite you to take your ignorant kitten elsewhere, because these systems already exist. Go play any other competitive game and you’ll find out pretty quick just how ANet’s system is deficient.
Also, there is a way to make sure the progression is positive rather than negative and to keep people from tending to their ratings by only playing the minimum number of games to prevent rating decay. It’s simple: Everyone places into bronze. Period. Now everyone has to play to climb. Not just those of us who didn’t get the fortune of great placement teams.
I’ve stayed at this party entirely too long
Showing rating isn’t necessary. Showing everyone’s stats and contributions though would be rather informative and helpful. Specially pointing out how many points from deaths players have contributed to the other team as well as assessing performance within roles.
I’ve stayed at this party entirely too long
This is why we need to be able to vote to kick players from the match. A unanimous vote of the other 4 players and the offender is gone.
Works in other games. Why not here?
I’ve stayed at this party entirely too long
To be raged at over voice? No thanks
Spoken like someone who’s never played an actual competitive game. In-game voice is ubiquitous in online gaming – specially with competitive games. You know what they all come with? An option to mute or even disable.
I’ve stayed at this party entirely too long
I’m losing by 100 or less every time. It’s not that I can’t win, it’s that I can’t stop my team from losing
I’m gonna go play some CS:GO and feel better
I’ve stayed at this party entirely too long
I just told my team to hold our caps on mid and home to get the win, with the score tied at 450 to 450.
2 of them ran to far and died and we lost both our caps and then the match.
You can’t keep people from losing the match even when you tell them how to win.
Give me my individual rating. AND give give massive rating loss for deaths. AND give us the ability to vote players off the team when their detrimental play has cost the team the match. AND get your PVE rewards out of PvP. AND stop rewarding losses.
This is not competitive.
I’ve stayed at this party entirely too long
How do you carry teams when matched with players who ask things like “what does ‘rotate’ mean?”
You need a bigger barrier to entry for Ranked matches. And remove the rewards for losing.
I’ve stayed at this party entirely too long
Yeah being able to lose your way to max rewards in a week or of losing is definitely not how you foster a competitive environment
I’ve stayed at this party entirely too long
Losing matches in Silver and Gold because people don’t know what “rotate” means???
Also chastised for communicating in chat. “It’s just a game it doesn’t matter if you win or lose” … even though it’s ranked and wins and losses are counted????
I left for a week after climbing up to Gold from Bronze 1 and it’s like all the nubs I left behind caught up to me while i was gone
I’ve stayed at this party entirely too long
I don’t have a problem with the damage. The Block is entirely too long and subsidizing their survivability dramatically. The uptime is just too high by half.
I’ve stayed at this party entirely too long
Tell me, how do you practice 5v5 Conquest in WvW?
Game Knowledge means you understand the nuances of the game mode, not just the basics.
That means:
• common build’s, their strengths/weaknesses, and how to prioritize them as a threat
• common team compositions, their strengths/weaknesses, and how to counter them
• map mechanics, strategies, and how to prioritize movements
• the ability to read the map and make a tactical choice even when you’re in the middle of a fightIt’s basically all the stuff your teammates are yelling at you about when you start making huge mistakes and throwing the match.
It’s very simple. Mechanics are very hard to learn. Learning how conquest is played can be picked up very quickly compared to mechanics.
You can’t win the game without these things. You don’t learn them anywhere else.
Bullkitten. Not only is it very easy to pick up, but I’ve spent hours outside of the game watching streams of top rated players to see what they do both mechanically, but most importantly, what they do within the conquest game mode.
So in your mind practice and knowledge are not required for success…. ROFL
Must be some of that millennial logic
I’ve stayed at this party entirely too long
I am too tired to tell my teammates this. But they still love to +1 me so much.
Condition chrono is a strong 1v1er against many classes. But 2v1 is pretty meaningless unless you are a thief who can capitalize on a moa. Chrono is not good at chasing down and burst down targets so you won’t be able to guarantee a kill by +1. This will be bad for your team in general.
Evening a fight to 2v2 with chrono is even worse. It is easy for chrono to kite 1v2 and portal juke. But if you even a fight to 2v2, it makes life much harder. The build is simply not strong in a 2v2. It doesn’t have enough damage when there is support. 2v2 also means much more cleave to eliminate clones. It is simply a unwinnable fight when chrono is facing healer tempest, druid or DH in a 2v2.
As I mentioned earlier, the only exception is probably thief. Even revenant is not good enough after the damage nerf.
What makes you think your team wants or even needs a strong 1v1er?
What most teams NEED is an advantage. +1 is an advantage.
1v1 is just a stalemate. Which leaves 4v4 on the rest of the map. Still a stalemate. You did your team a favor by engaging in a stalemate? I don’t think so.
2v1 is an advantage that can remove an opposing player from the map. That means 5v4. That’s an advantage
Where are you providing an advantage? Because from my experience, players like you – who leave their team shorthanded to go 1v1 on a point they don’t really need, and then never rotate form that spot – have NEVER been advantageous to a team.
I’ve stayed at this party entirely too long
1. No. How many games you played has no correlation to skill.
2. See #1.That’s bullkitten. Game experience = game knowledge. Game knowledge is crucial in PvP.
But I roamed and did small scale things in wvw for most of my time in gw2. This is my first season that I’ve actually participated in, and I only have 600 games played. (Ranked+unranked.) I’m rank 212 right now (1,762 rating) with about 200 ranked games played this season. What does that tell you?
(I’ll answer that for you. Game experience can be earned in places outside of spvp, therefore improving someones rating because of time spent in spvp will make ratings more in-accurate!)
Tell me, how do you practice 5v5 Conquest in WvW?
Game Knowledge means you understand the nuances of the game mode, not just the basics.
That means:
• common build’s, their strengths/weaknesses, and how to prioritize them as a threat
• common team compositions, their strengths/weaknesses, and how to counter them
• map mechanics, strategies, and how to prioritize movements
• the ability to read the map and make a tactical choice even when you’re in the middle of a fightIt’s basically all the stuff your teammates are yelling at you about when you start making huge mistakes and throwing the match.
You can’t win the game without these things. You don’t learn them anywhere else.
This games fairly static. The rules of conquest here are simpler than many other games. You already know the threat level of classes mostly if you play wvw.
But still game exp is not equivalent to game knowledge. I was inactive for 2 years, I return and the same people have been there the entire time making the same mistakes.
So by your logic we should be all be great basketball players if we just go outside and kick the soccer ball around.
Great advice.
…….
I’ve stayed at this party entirely too long
1. No. How many games you played has no correlation to skill.
2. See #1.That’s bullkitten. Game experience = game knowledge. Game knowledge is crucial in PvP.
But I roamed and did small scale things in wvw for most of my time in gw2. This is my first season that I’ve actually participated in, and I only have 600 games played. (Ranked+unranked.) I’m rank 212 right now (1,762 rating) with about 200 ranked games played this season. What does that tell you?
(I’ll answer that for you. Game experience can be earned in places outside of spvp, therefore improving someones rating because of time spent in spvp will make ratings more in-accurate!)
Tell me, how do you practice 5v5 Conquest in WvW?
Game Knowledge means you understand the nuances of the game mode, not just the basics.
That means:
• common build’s, their strengths/weaknesses, and how to prioritize them as a threat
• common team compositions, their strengths/weaknesses, and how to counter them
• map mechanics, strategies, and how to prioritize movements
• the ability to read the map and make a tactical choice even when you’re in the middle of a fight
It’s basically all the stuff your teammates are yelling at you about when you start making huge mistakes and throwing the match.
You can’t win the game without these things. You don’t learn them anywhere else.
Edit: That being said, I don’t think ANY of OP’s ideas are worthwhile. We simply need to account for individual contribution the similarly to CS:GO’s MVP system and allow for the better performers (in most cases the veteran players) to gain faster rating separation. Easy.
I’ve stayed at this party entirely too long
(edited by hackks.3687)
1. No. How many games you played has no correlation to skill.
2. See #1.
That’s bullkitten. Game experience = game knowledge. Game knowledge is crucial in PvP.
I’ve stayed at this party entirely too long
Kitten fluff, just play a match or two and it’s back wtf stop whining!
I did. I netted a -100 rating loss a result.
Read.
I’ve stayed at this party entirely too long
If I remember correctly, the decay just effects your post on on the leaderboard. It still uses your rating prior to decay for matchmaking purposes, meaning you’re not being matched with bronze players. I left the game for a bit for Christmas, came back, lost a match, won a match, recovered all of my decayed rank.
Scroll up
If rating decay is intended to reflect skill “rust” from time away, then why would it place me against players at my original rating? Why change the rating at all then and just let me lose?
And you cannot tell me that it’s intended to keep active players at the top of the leaderboard when the “top players” have only played 13 matches.
I’ve stayed at this party entirely too long
Don’t leave your points undefended. The only value to their build is to stall capture or retake of the point, which is predicated on your team not having the point already capped. If you have the point, they can’t take it. So don’t leave it undefended. Problem solved.
You can’t play every match the same way. You have to adjust to your opponent’s strengths and weaknesses.
sure thats true but you could easily have 2 team mates that do damage go over and kill the people cap it and leave the guy that doesn’t die there to keep it. i have seen people do this in every season. i am no fan of these builds but some people are just excellent at not dieing and are not very good with power builds. it does take skill to do what they do they have to time ever skill right or they could die because something they need is on cd. becouse more time then not they end up on an endless 1v2-3 because the other team wants their home back and just doesnt watch map
It’s not being bad at playing a damage build. Damage builds require support to be successful. If you’re only solo queuing you don’t know that you’re going to get the support you need. There are a variety of alternatives, and a high sustain build is part of that. They have their weaknesses, too.
There needs to be more than one way to play the game. Just because you don’t like a play style doesn’t mean it’s bad.
I’ve stayed at this party entirely too long
My “League” Experience so far has been to get kittened in my placement matches and dropped into the bottom of Bronze, only to climb basically all the way out and up to Gold, only to get pegged back by another 100 rating for not playing for a week… ???
What the kitten is that? Do you not want me to succeed at this? It’s hard enough to get rating separation from the people who are detrimental to your team’s outcome, why do you keep pegging me back, ANet?
I’ve stayed at this party entirely too long
After decay I lost a total of roughly 100pts off my rating.
If rating decay is intended to reflect skill “rust” from time away, then why would it place me against players at my original rating? Why change the rating at all then and just let me lose?
And you cannot tell me that it’s intended to keep active players at the top of the leaderboard when the “top players” have only played 13 matches.
I’ve stayed at this party entirely too long
Don’t leave your points undefended. The only value to their build is to stall capture or retake of the point, which is predicated on your team not having the point already capped. If you have the point, they can’t take it. So don’t leave it undefended. Problem solved.
You can’t play every match the same way. You have to adjust to your opponent’s strengths and weaknesses.
I’ve stayed at this party entirely too long
It seems a bit excessive to me that you should lose an entire Division(!!) worth of rating in a week. There’s no need for such steep drop off. The +100 you get per/win is too much as well, but necessary only because you made the decay so steep.
Adding insult to injury is the fact that the placement matches kittened me over and dropped into the bottom of Bronze, from which I climbed all the way out to just a couple games shy of Gold before I left town for the holiday. Now I have to play with Bronze and Silver players… again? Come on.
The dynamics of your placement mechanics are just too extreme.
I’ve stayed at this party entirely too long
I’d like to see Team Tournaments again. Like it was at release. 8 Teams 3 Rounds.
They should make it Round Robin format though. Each team plays 3 times on 3 maps. Winner has best record, and so on.
Also, I think this season is a great step in the right direction. Let’s build from here rather than back to square 1 again.
I’ve stayed at this party entirely too long
The placement matches are too heavily rated and no one should be starting above Gold. Add individual contribution so players can gain rating separation faster. Duo’s is no big deal. Fix the scoreboard to show everyone’s stats, not just our own.
That’s about it. This is the best it’s been so far.
I’ve stayed at this party entirely too long
PVP Protips- Team Handicap Assessment
Player(s) complaining about rotating before the 100 point mark = -1
Player(s) going far for a triple cap after winning mid = -1
Player(s) back pedaling in a fight= -1
Player(s) that speak more than 3 lines in team chat before the 250 point mark are probably continually dead at spawn = -1Conclusion- assume you are entering pvp in a 1v5 situation unless u duo queue.
You call these “Pro tips”?
You sound more like the problem than the solution. Team communication and coordination is crucial to winning. If you’re ignoring or dismissing team chat then you are definitely doing it entirely wrong.
No one wins a 1v5 in this game. No one. If you leave your team all you’ve done is divide your forces and reduce your chances of winning substantially. This mindset is so wrong it actually contradicts any notion of winning in this game.
I’ve stayed at this party entirely too long
These are all things you learn by playing the game and working with your team. You need to learn the criteria for assessing situations and making winning decisions. Because as the list indicates there are a wide variety of variables that could be relevant… or not. The only way you learn is by playing and actually trying to learn.
I’ve stayed at this party entirely too long