Actually no, the red team did not gave up. They continued to spawn rush far 1 by 1 and getting owned by the ele and engie there. It didn’t helped that blue was a 5man premade.
Teutos.8620, in the past I’ve provided more then enough info for Justin to look at, but it does not help at all. But whatever, will do it again:
1) EU
2) this account, yes
3) the match ended few minutes before I post
4) now that I’m not sure of. Playing ranked with only 3-4 unranked games, but I misclicked once tonight and not sure which game was the unranked one. It doesn’t matter, because my ranked expierence is pretty much the same. I eather stomp the enemy with 500:150 or they stomp me 150:500. Win:Loss ratio is fine, just the matches themselfs are not fun at all. I get a fair and balanced (and fun) match 1 out of 10 times…
Oh no, I completley do understand it.
The default starting MMR for new players in PvP is set too high and for that the new players are matched with the good players (I considre myself well above the average player). And because with these new changes the influx of new players is noticible high, we all are mishmatched “correctly”.
Allowing r1 “just-bought-the-game-10-mins-ago” player joining Ranked games, is a huge mistake too.
Solo queing not working as intended; (i.e. low odds of being matched vs premades).
Profession stacking; (and now because of the new “daily X-profession winner” achievement)
Disabled dishonor system;
Do I have to continue pointing out obvious problems with this “correct” matchmaking system?So your completely discounting the possibility that you were against a team of random players who were not in comms. You feel the fact that you guys were a premade team with communication had nothing to do with it?
I’ve being playing ranked solo.
But this only proves you are posting only for the sake of posting, without any thought behind it.
Oh no, I completley do understand it.
The default starting MMR for new players in PvP is set too high and for that the new players are matched with the good players (I considre myself well above the average player). And because with these new changes the influx of new players is noticible high, we all are mishmatched “correctly”.
Allowing r1 “just-bought-the-game-10-mins-ago” player joining Ranked games, is a huge mistake too.
Solo queing not working as intended; (i.e. low odds of being matched vs premades).
Profession stacking; (and now because of the new “daily X-profession winner” achievement)
Disabled dishonor system;
Do I have to continue pointing out obvious problems with this “correct” matchmaking system?
OK, I see you were winning. Either way, who says the MMRs are correct?
Justin. Quoted him in the third post of this thread.
He said the match-up was correct (based on the data). Nothing else.
And what exactly is correct about match finishing 500:50? (Based on real data)
OK, I see you were winning. Either way, who says the MMRs are correct?
Justin. Quoted him in the third post of this thread.
Oh, I see now. You got your butt handed to you. And you are clearly, too skilled to lose to someone of similar rank. Therefore, your lose, clearly was the games fault.
Is that the route your going?
Kinda ironic saying “Oh, I see now”, when you have to look at the screenshots and realise its, acutally it is exactly the other way around.
I’m WINNING, for kitten sake…
Is it so hard to look at the screenshots (I’m Swnny, for those of you seeing scoreboard for the first time and not knowing what the only yellowish name means)
http://i.imgur.com/dXEo7Mp.jpg
http://i.imgur.com/h1tVjf9.jpg
http://i.imgur.com/msUxaid.jpg
http://i.imgur.com/RO5N4FL.jpg
http://i.imgur.com/zSeFBeo.jpg
(+ the one in the first post)
Also, just as above, look at the screenshots and then talk how every match was “normal”, fun, and fair.
Again I ask. Are you suggesting you lost those matches 100% because you were matched a vast amount about your head?
And I ask you again (for a last time) – look at the kittening screenshots. 5 out of 6 games I’m winning, and by 500:50 at that.
Clearly you do not want to have a serious discussion, because you are being clearly deceptive, dishonest, and misrepresentational of others.
How to make a serious discussion with someone like you, who just types on automatic, without reading the posts or looking at the screenshots provided.
And I’m posting screenshots for a reason – more data for Justin to review.
“So dont try to blame me on “loser QQing” “l2p” etc.”
I didn’t. Please reread my post.
Well, if winning 500:50 is not " playing up to my skill level" I do not know what it is.
(edited by savov.3712)
savov.3712,
As I interpret it, Justin reported that your teams were the same size and the average team MMRs were about equal, so it was an even match and your team had as much of a chance at winning as the other team did.
As I interpret it, you didn’t even take the time to look at the picutres from the previous thread. Despite that makeing stupid excuses.
Look at them, all of them are blownouts 500:100.I understand. Justin answered your complaint that by telling you the MMRs were right for an even match. So the implication was that it was your problem of not playing up to your skill level, not the problem of the MMRs being inaccurate. I am not saying I agree. I suspect the MMRs right now do not reflect skill level accurately in all situations.
Seriouysly… don’t act like one of the kittens flooding ranked pvp. Look at the all the screenshots again and think a little. Out of all 6 (one here and 5 at the other thread) screnshots I’ve posted, I’m on the lossing team only once.
So dont try to blame me on “loser QQing” “l2p” etc.
Being serious here. Is English not your first language?
No, it is not. I am sorry if there are some things wrong and incomprehensible, but I don’t have the previlage of being a native speaker and Chrome’s spellcheck doesn’t work in this forum’s text boxes.
As far as guesses go, your’s is no better then mine. You say they have a full-out team working on PvP. Sure, let’s say so. Then why, since release, the game’s PvP is so stalled, it hurts? Hmm?
Also, just as above, look at the screenshots and then talk how every match was “normal”, fun, and fair.
savov.3712,
As I interpret it, Justin reported that your teams were the same size and the average team MMRs were about equal, so it was an even match and your team had as much of a chance at winning as the other team did.
As I interpret it, you didn’t even take the time to look at the picutres from the previous thread. Despite that makeing stupid excuses.
Look at them, all of them are blownouts 500:100.
If it is a full team, like the living story stuff, and not just him, Evanm Grouch (cuz you know, Chap left) and that one kid that is on his place (Team lead or something), why did it take them year and a half to launch a borken matchmaking and another useless ladder, with no seasons or any kind of inniciative. And they can’t even fix the known issues, like que leaving not leaving the que…….
Fun fact, exactly a year ago they ran a twitch livestream, showing off prototype gamemodes. So it takes this full 50+ men team even more to actually release a new game mode.
And if his data, can’t show off the issues, well the data itself is wrong too.
If you check out most of his responses on such problems (even my other thread) you will see that, according to him and his data, everything looks normal. Or if I have to quote him
Not sure what to tell you.
The lowest rank you played against with today was a rank 30. The majority have been 70-80. You haven’t had any roster size mismatch issues, and MMRs have all been in range for each match.
So, if I have to reprise him – he just doesnt see any. Which means, for him, everything works as intended. And we all can see it is not. And that’s denying.
And him being the only one responding as red on these parts of the forum, and talking in singular, it looks exactly like he is on it alone.
The first step of attempting to fix a problem, is to actually admit there is a problem. (like the anonymous alcoholics)
So, with half of the forum being flooded with all sort of matchmaking problems, when we will see Justin come out and say “Sorry for the broken matchmaking, all the headache and bad experience it caused”? And then get full team(because one man is not enough) and actually fix this thing?
Here, take a screenshot (one of the hundreds):
No coockie for you, until this is fixed all I will give are bad examples of the Matchamaking, and that’s like 90% of the matches.
(edited by savov.3712)
Seriously, this is getting ridicules. Screenshots of my last 3 ranked matches, like 5 mins ago:
http://i.imgur.com/D7WBMMq.jpg
http://i.imgur.com/pGFkFpD.jpg
http://i.imgur.com/XjdJNVY.jpg
What’s going on? Every kittening match is a complete blowout, one of the teams can’t even get to the 100 point mark. Is this what you consider as
MMRs have all been in range for each match.
What other data you want me to give you to fix this already? It’s unplayble, not fun and not fair!
The beta ladder is an experiment for one piece of a larger whole. The reason we call it beta is because it isn’t the final product.
Like the whole PvP mode in the game since its release more then 2 years ago. Or back then it was (pre)alpha? Maybe in 2-3 years from now, we could see the gold version of your “product”.
I know what to tell you:
Before the new matchmaking, I was in the top 100, in prime time EU I was playing with and against really good players. One of my last matches in joining alone team queue was with Helseth, who raged at me for being a crappy ranger(mostly playing ele/guard) and winning despite me failing a bit too much. It was only close games, mostly 500:450. Fun times.
And now, all I get are pve kittens, running around in circles like chicken, zero communication, getting tripple capped 2 minutes into the game.
Just check my last game. 500:80, with me being the only one having more then 10 personal points. How the kittening kitten is that “MMRs in range for the match”. Seriously HOW?!
Get your kitten togheter!
Thank you for the quick response.
I’m playing only solo ranked, since the leaderboard started, like 3 hours ago(?). All my games from today, are all solo ranked and all are since the leaderboard started. Haven’t played anything else. And I’m yet to be placed in a fun, fair and competitive match. Till now, all feel like playing low-level hotjoin…
Since the today’s patch I have around 8-10 mates. All ranked and every time I’m matched with or against bunch of PvErs. 2-3 players capping 1 point, mindlessly running in and out of teamfights. AFKers or leavers (4 out of my 10 games were 4v5). Everyone is running with guild banners for magic and gold find. Most games ends with scores like 500:50 or 500:200 at best. Looks and plays exactly like hotjoin.
I’ve attached few screens for you to see.
http://i.imgur.com/dXEo7Mp.jpg
http://i.imgur.com/h1tVjf9.jpg
http://i.imgur.com/msUxaid.jpg
http://i.imgur.com/RO5N4FL.jpg
http://i.imgur.com/zSeFBeo.jpg
I’m not sure what the problem is, because it all seems so random. But most likley becayse a lot of new players are joining PvP now, and the default mmr value is set too high, or it was not carried over correctly, now we are all matched
So, Justin, I know you are all alone on this. We all apricieated your hard work at trying to keep this kitten up, we really do. You are the only one who shows some kind of activity from Anet.
But, please look at your kittening data, do your kitten right and fix this stupid matchmaking already. It’s being half a month now of complete blownout matches, unfair matchmaking, solo vs teams, leavers, dcs, bugs,… EVEN A DUDE POSTED A SCREENSHOT OF HOW HE QUEUED WITH A PARTY AND ENDED UP IN THE OPPOSING TEAM!!!!!
P.S. Most of the time I’m on the winning team. I’m not crying because I’m loosing, but because it’s really frustrating to play matches with players who do not know the basics of the maps….
We are not talking about anything MMR or skill related. Just Ladder points (and respectivly from this – ladder position).
Math is simple here.
Lets say Player.X and Player.Y are of similar, very close skill level, but X is playing 20 games per day, while Player.Y plays 10 games.
With the current system, Player.X will climb the ladderboard much faster and will be at a higher ladder rank/position Player.Y, despite both of them being great and skillful players. Thats unfair and inaccurate for the Player.Y, who just dont have the time to play as much as X.
The bonus pool of a fixed amount of points per season (please, read the detailed info) there won’t be any inflation, because the bonus point do not generate infinetly, only to a set number. With such bonus points to the regular points gained after match, Player.Y now have a chance of catching up to Player.X.
Before the start of the test season or shortly after it, I think it is a good idea to introduce a pool of bonus points for players that join mid-season.
If you played competitive games like StarCraft 2 with brackets, ladders and seasons, you are familiar with this mechanic. For others – here is the idea.
With the start of the season every player is granted an individual “Bonus pool”. At first the pool is empty (0 points), but with each passing day of the running season, an amount of points are added to the pool.
After each match, the player is rewarded with bonus ladder points from the pool, until it runs out and from then on, the player receives the regular amount of points from the matches.
The idea is to help players that are late to the season (join half-way through) or cannot play as much as other players, to actually have a chance of “catch-up” on the ladder.
This also provides an solution to the issue in the " Time Played = Highest Leadership??" topic.
here is additional info how this works in SC2:
http://wiki.teamliquid.net/starcraft2/Battle.net_Leagues#Bonus_Pool
Is it really that bad to have both NA and EU pvp lobbies/servers play togheter? It was like that in GW1 and even here, in GW2, lots of NA people play on EU servers and vice versa. It’s not noticible laggy. (or is it for you? share thoughts) And it will help with the player population overall and at different times of the day. (which is the big plus)
Can’t we get at least a test period on such a feature?
Haven’t seen any questions or additional info about the incoming improvements and upgrades to the game’s performance. I’m interested to know what we can expect in different parts of the game, like large WvW battles, loading times and overall performance. Someone red from Anet willing to step up and shred some more light?
Every time there is a discussion about the dishonorable system, I bring up the question "Why reinvent the wheel?! – http://wiki.guildwars.com/wiki/Dishonorable " But still, there is no reply from Anet… I guess ignorance really is a bliss.
Comparing the rewards system of GW1 to GW2 is an insult. The reward system of GW1 was a thousand times better, you could actually make tons of gold and unlock expensive PvP skins for doing GvG.
Also gold capes!
Yes, I completely agree with you, and that is why I’m not stating GW2 is near as good as GW1.
I only compared them to illustrate better what the IDEA is, but how this idea is implemented, is another question (and we all know the answer – it’s implemented poorly).
i dont play pve, i play pvp omg-.-
Cut the crap mate, you’ve being farming Tequatl 24/7 for the past few weeks.
Jokes aside, the skill point cost for new traits is high, true. But that is a way to give some sense of progression to your character. GW1 had similar system, where you had a core set of skills available from the beginning and the rest you unlocked through playing PvE or using Balthazar Faction (kind of PvP only currency, like Glory).
The difference with the GW1 system is that GW1 was like that from the beginning and players were used to the way it works. For GW2 we had one system, which was replaced by entirely different one, and with high cost and less unlockables to make it valid. Because one thing is to have tons of new skills and traits waiting to unlock, and a whole different thing is to have 5 new traits(per profession) and 2 new amulets, that would be better given for free.
Happy birthday mate!
According to Grouch, it will be best if you open and salvage all your pvp reward chests.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Do-we-need-to-spend-all-glory-by-tomorrow/first#post3893790
I did mine the other day and got an average of 4000luck for each stack of chests. Not much compared to PvE, but it’s something. Of course, get ready for some hardcore clicking. ^^
No one?
/Message Body length must at least be 15.
After the feature patch hits next week, what will happen with the X amount of unopened reward chest we have?
I mean will they just be removed as with the other arcane forge materials, or we will still be able to open them and salvage the items? Wouldn’t it be better in the second case, where we can salvage the items without the chance of getting arcane materials?
That way, the luck drop rate will be at least some how more on pair with the PvE side. Or are we just screwed again and will have to open 500 chests (before the patch) to get the same amount of luck, I will get from a single champ train run in queensdale?
Well, I’m not expecting DX11 and/or 12 to be implemented in the game anytime soon. I’m just curious what is the current statement from Anet on the matter.
On a performance note, I played the ChinaGW2 beta this weekend and the performance overall was noticeable better then our “west” client. Maybe by at least 20 or so percents, based on the frames taken from the same spots in both games.
Here is hoping in the Feature Pack we will see some improvements on this front as well.
With all the talk from last weeks reveal of DirectX12 on Game Developer Conference and how it will help CPU bound games, I was thinking, What happened to the DirectX11 implementation for Guild Wars 2? It was hinted long ago, before the release, that a team is working on it, but since then I have not seen any info on the subject.
Question is, are the developers following the hardware tendencies and is such an option still “on the table”?
My two cents are, if half the hype around DX12 is true, it could really help the game performance wise. (which is known to be heavy cpu bound)
Actually, GW1 did it great with skill unlocks. It sure was rewarding and not grindy at all.
But in the case of GW1, we are talking of hundreds and hundreds of skills (1319 skills to be precise), which took time to unlock and/or cap, without it crippling the build diversity. For GW2, we are talking about only few new skills/traits (atm 1 skill and 5 traits) per profession, which is just not enough to be a consistent progression, and in the case of traits it limits the already limited build diversity.
So, may I ask, why are we even keeping the ranks?
Because rank points will be retroactive for that title bug and if exclusive rewards are tied to either titles or ranks or both plus ladder’s then the structure will be complete.
Ladder for skill rewards
Ranks for duration played rewards
Sounds fair enough. But is this really going to be the case, or it’s just wishful thinking?
I know the title track will be fixed, but what about the reward being tied to titles/ranks?
With constantly boosting Rank points gain (like with this weekends +500rp) and no retroactive rewarding it’s really hard (I don’t want to say ‘impossible’) to distinguish a bad player from a good player only by their rank. Thus, except for the finishers and higher number next to your name on scoreboard, the rank system is absolutely useless and no one cares about it in its current state (which only worsens).
So, may I ask, why are we even keeping the ranks?
1. Elementalist
2. Warrior
3. Ranger
To follow up, the client optimizations that I mentioned before went out with the build today. Let me know if you saw improvements. Feel free to list your specs too!
-Bill
No improvements what so ever for me and 3 friends of mine.
We all have decent (even high-end) specs, yet the game still runs with unacceptable frames! Both CPU and GPU usage are terrible!
My specs are FX-8350 CPU, with 8GB of ram and a GTX 760. Battlefield 4 runs perfectly smooth with constant 75fps (vsync on, esle it will go even higher, resulting in annoying for me tearing) at 1440×900 and ultra settings. Of course cpu and gpu usages are at 90% and more.
In GW2’s case, we are talking about ~30% CPU*(only one core going above 70%)* usage and GPU usage of no more then 50%, resulting in choppy, unconsistant and overall crap framerate, dropping from 60-70fps to 20-30fps just because of rotating the camera around…
There is something terribly wrong with your game’s “optimization”. I’m dying to know what are the average PC’s specs in Anet’s offices and with what frames are you guys playing the game there…
BillFreist, if you are interested, I can provide you with tons of screens with my specs, graphs of usages, frames and temperatures. Both from GW2 and other games as well. Just tell me what you would like to see.
P.S. And in before the “techsupport crap” – Yes, I have updated every driver. Yes, the temperatures are more then fine. Yes, everything with my system is top-notch.
As for my friends, they have PC’s from 2nd gen I5 to last gen i7 and from 560gtx to R9 290X.
Or is it considered normal for the game to run with 20-30fps on a latest of CPUs and GPUs?
(edited by savov.3712)
Just did a quick test and made short video, which I may upload later.
Salvaged 34 PvP items and ended with 280luck.
Salvaged 34 PvE items (17 of them being for 20-25lvl and 17 for 75-80lvl) and got 440luck.
That’s almost twice as much. And on top of that blue and green PvE items are way, way more easy to acquire.
Given that at 90+% magic find we need like 3000luck per magicfind%, it’s going to be really rough for PvP only players when the new changes to PvP rewards get introduced (which will be affected somehow by magicfind%)
I bet, when it’s released and everyone realize that we are screwed over again, this will be a hot topic. But today is not that day.
Is noone bothered (or haven’t noticed) the huge difference between luck from pvp and pve salvages?
Title says it all. Or it’s normal to get ~10-20luck from 15 salvages, while in PvE/WvW you get 500-700?
A month ago, I posted few suggestions about skill changes. I’ll repost it here:
Ride the Lighting D4 air – should be reverted back to it’s original form, ie flat 20 sec cooldown.
Originally, ele’s were outshining the thieves when comes down to roaming, so the change to RTL was made to cut down their roaming ability. Now, that thieves have perma evasion and constant shadowsteping, there is no reason to leave ele’s roaming cut down so much. Also there should be some sort of fixing the bug that you “self-stun” yourself when using RTL while immobilized!Frost Aura D4 water and Flame Shield F5 fire – bring down their cooldown to 25s, to be on par with Shock Aura, Magnetic Wave and Magnetic Aura.
Churning Earth D5 earth – reduce it’s casting time to about 2 or 2[sup]1/2[/sup]. 3[sup]1/4[/sup] is too much of a time to be stationary, because for that time the ele will be downed even only from the AoE. Plus, it’s a skill that is easily dodge-ble anyways, reducing it’s effectiveness even more.
Dragon’s Tooth S2 fire – reduce drop time. Unless it’s cast right after Updraft, it’s highly unlikable that you will hit the target, making a waste. Maybe reducing the damage done or fire duration a bit, to balance the quicker drop.
Shatterstone S2 water – reduce cast time and/or explode time. At the moment it takes 3 whole seconds to use the skill and due to it’s small radius it’s practically useless and really hard to hit a target with it.
Fire Grab D5 fire – it’s about time this skill have it’s cone range fixed… it’s really annoying to cast it right in front of your target, only to get “out of range”…
Updraft D5 air – like thief’s Withdraw, Updraft should cure/brake from immobilize.
Gale F5 air – seriously? 2 sec knock down on 50(!) second cooldown?! Warrior’s Backbraker is also a 2 sec knock down, but it does a good deal of damage and have 30sec cooldown.
Signet of Restoration - get the passive healing to it’s previous state (like it is in PvE/WvW now). The passive was split for sPvP and it’s healing reduced, but now, when almost every profession have a passive healing that are way better, at least make it fair and up it a notch for eles.
Arcane Brilliance - up the base heal and/or make it scale better with healing power. To counter(if needed) – reduce the healing effectiveness per target hit.
Cleansing Fire - make it stun breaker again. With the current condi and stun meta, having the stun breakers so spaced out in useless skills isn’t helping at all.
Glyph of Storms - have it’s cooldown reduced to 45seconds to be on pair with other glyphs. Also bump up the damage and/or duration, so it can actually be useful to equip it.
Glyph of Elementals and Glyph of Lesser Elementals - increase the Elementals’ health. With all pets, minions, clones and spirital weapons getting their hp increased, so they don’t die instantly in the aoe, the ele’s elementals should receive some love too.
Conjure skills - long, long ago, in one of the State of the Game episodes, the devs stated that they are looking into ways to rework all Conjure skills. Well yea – rework them in some useful state, because right now they are (maybe except for the Frost Bow/Conjure Ice) competently useless in every game mode, not only sPvP.
And few words about traits – with the recent changes, Anet said they want to reduce power creep on eles, but dispite that they moved 2 of the essentials traits (Cleansing Wave and Elemental Attunement) to higher tier, forcing investing 20 points in the respective trait lines…
https://forum-en.gw2archive.eu/forum/pvp/pvp/Ele-Skill-changes-that-should-help-us/3383290
I’ll keep it nice and short:
- Retroactively rewarding for previous sPvP matches, after the new reward system is in place;
- ETA on said new reward system;
- Templates to store our builds (skills, traits, runes, sigils, armors);
- Guild capes/trims;
- Your thoughts on balance as it is now. What you are and not happy with? What’s in store and when?
Responding to this thread with thinly veiled ‘bump’ posts is not doing your cause any good. We don’t make decisions based on how often someone bumps a thread.
We’ve responded with our current take on the matter – if something changes, we’ll let you know.
In the meantime, feel free to provide constructive and thoughtful comments.
I’ll step on Dojo’s comment in response to yours.
For the past 3 pages, totaling well over 100 comments/posts we (the “vocal minority”, as someone pointed out) discussed and lay out good number of reason why this is a good thing to do. All we got was a long version of “nope.avi”, with zero reasons as to ‘whats’ and ‘whys’.
Now, do I have to dig out my posts about your “listening to feedback” and “communication with the players”? What exactly discussion do you expect
after all the arguments in thread were cut down with a single “no”?
Some food for though on your “communication with the players” PR: For any sort of communication to be, there is a need for something to communicate about.
As for the fellow players here, I’d suggest you guys drop by the ReadyUp Ep2 thread and ask about retroactive rewarding rank points there. As they cannot just ignore a frequently asked question. It will be a bad thing for they PR mentioned above.
A whole lot more than that is gonna be needed to bring eles up to par with all the other classes
But it is a start.
Hey mates, I haven’t abandon the thread or the idea!
I’m still trying to gently point out to the devs ingame, that this thread have enormous support.
Unfortunate, my last post in here (before Johns response) got me banned for too much negative feedback. I wasn’t able to keep in touch here, but now I’m back and hopefully we will be able to make them see what’s fair by Friday (when the next episode of Ready Up).
Because of the lack of specific thread, I’ll go ahead and create one more thread about Eles in the current meta. As stated countless times, eles ain’t terabad, just other professions do everything better. Here are few suggestions about skill changes, that I think should bring eles on par with the other professions.
(edit: Added short description about the skill’s weapon slot. Like D4 – Dagger 4)
Ride the Lighting D4 air – should be reverted back to it’s original form, ie flat 20 sec cooldown.
Originally, ele’s were outshining the thieves when comes down to roaming, so the change to RTL was made to cut down their roaming ability. Now, that thieves have perma evasion and constant shadowsteping, there is no reason to leave ele’s roaming cut down so much. Also there should be some sort of fixing the bug that you “self-stun” yourself when using RTL while immobilized!
Frost Aura D4 water and Flame Shield F5 fire – bring down their cooldown to 25s, to be on par with Shock Aura, Magnetic Wave and Magnetic Aura.
Churning Earth D5 earth – reduce it’s casting time to about 2 or 2[sup]1/2[/sup]. 3[sup]1/4[/sup] is too much of a time to be stationary, because for that time the ele will be downed even only from the AoE. Plus, it’s a skill that is easily dodge-ble anyways, reducing it’s effectiveness even more.
Dragon’s Tooth S2 fire – reduce drop time. Unless it’s cast right after Updraft, it’s highly unlikable that you will hit the target, making a waste. Maybe reducing the damage done or fire duration a bit, to balance the quicker drop.
Shatterstone S2 water – reduce cast time and/or explode time. At the moment it takes 3 whole seconds to use the skill and due to it’s small radius it’s practically useless and really hard to hit a target with it.
Fire Grab D5 fire – it’s about time this skill have it’s cone range fixed… it’s really annoying to cast it right in front of your target, only to get “out of range”…
Updraft D5 air – like thief’s Withdraw, Updraft should cure/brake from immobilize.
Gale F5 air – seriously? 2 sec knock down on 50(!) second cooldown?! Warrior’s Backbraker is also a 2 sec knock down, but it does a good deal of damage and have 30sec cooldown.
Signet of Restoration - get the passive healing to it’s previous state (like it is in PvE/WvW now). The passive was split for sPvP and it’s healing reduced, but now, when almost every profession have a passive healing that are way better, at least make it fair and up it a notch for eles.
Arcane Brilliance - up the base heal and/or make it scale better with healing power. To counter(if needed) – reduce the healing effectiveness per target hit.
Cleansing Fire - make it stun breaker again. With the current condi and stun meta, having the stun breakers so spaced out in useless skills isn’t helping at all.
Glyph of Storms - have it’s cooldown reduced to 45seconds to be on pair with other glyphs. Also bump up the damage and/or duration, so it can actually be useful to equip it.
Glyph of Elementals and Glyph of Lesser Elementals - increase the Elementals’ health. With all pets, minions, clones and spirital weapons getting their hp increased, so they don’t die instantly in the aoe, the ele’s elementals should receive some love too.
Conjure skills - long, long ago, in one of the State of the Game episodes, the devs stated that they are looking into ways to rework all Conjure skills. Well yea – rework them in some useful state, because right now they are (maybe except for the Frost Bow/Conjure Ice) competently useless in every game mode, not only sPvP.
And few words about traits – with the recent changes, Anet said they want to reduce power creep on eles, but dispite that they moved 2 of the essentials traits (Cleansing Wave and Elemental Attunement) to higher tier, forcing investing 20 points in the respective trait lines…
(edited by savov.3712)
Hey Guys,
A week ago we were ready to cut ranks. Last week, due to our discussion on the CDI thread, we decided to keep them.
Right now we are trying to determine in what form we are going to keep ranks and how they should be balanced so attaining the rank of dragon is something that you have a reasonable chance of achieving and not a quest that you pass on to your children and your children’s children.
Because we agree with most of you that ranks are too difficult to attain and because it was a very easy change for us we also decided to give players a bonus to players in Solo and Team Arenas.
I’m sorry you didn’t get a response sooner but we didn’t want to jump the gun and say yes or no to this thread. What you are asking isn’t something that we can just turn on so it would have to come in a build later if we decide to do it. At the moment we don’t have a plan to retroactively award points for wins but many of you have brought up some interesting reasons for it so it is something we will take into consideration when we are discussing how to adjust ranks.
Thanks again for your feedback.
John
Thank you for the response!
And I will ask one more thing of you – when you are discussing this matter, please consider if you want to treat your ordinary, “loyal” player base the same or even worse then the exploiters and skyfarmer and which players you want to support and expand the game on. And this is not only about the ranks and the points, but as the direction the PvP is heading.
Right now players, who exploited the birthday booster in skyfarm, are now converting millions of glory into gold, while the rest of us can’t even brag with rank, because it’s meaningless after the skyfarming.
Hope we will hear of you again. With or without your response, we will have our answer by the time a new such “dilemma” comes to us.
I will never forget this thread i will bump this thread til i die
Now that’s some dedication!
Guys, do not forget to bring this question up for the Ready Up live stream next weekend. We may get our answer there.
Let me try this again.
Here is a list, summing up why so far the PvP rewards revamp are not good enough for previous players and why it won’t hold the new coming ones, too.
- Zero retroactive rewards for any kind of PvP player. Be it rank points, glory, gold, skins, titles, finishers – nothing. So much for 1000s of ranked games, across 1000s of hours.
- Zero incentive to spend glory in the new vendor.
- Armor sets in the new vendor are in kitten boxes. What if I want a mixed set of skins? I have to buy the complete sets first!
- The mystery coffer is nothing more then another win/rank chest, and we have stacks of them.
- No glory to gold conversion of any sort. Except for the wintersday gifts, but that’s temporally and it’s doubtful if Anet won’t consider it an exploit.
- Small gold/silver rewards for rated play. Waiting good 5-6 mins in a queue, for mismatched game and get 15-20silver out of it? No wonder there are so much trolls lately and we have no means to report them…
- No proper tutorial or a way to teach the new players joining the mists, because of recent changes and they have no idea how to play. They will get flamed and hated on and will just go back to whatever they were doing before.
- All pvp game modes are now infested with players, who just afk, so they get gold for doing nothing.
- The ‘Luck’ from savaging PvP items is extremly low. 90luck out of 60 salvages! In PvE/WvW you will get ~700 luck out of 60 salvages.
- Based on the above, glory to magic find conversion rate is laughable at the moment.
So, there goes the wasted glory and glory boosters. I wouldn’t open all my chests just yet, because the drop rate of Luck is terrible.
The income of “new blood” to PvP will come and go, as there is no proper ways to teach them the game and with some many questions regarding the upcoming unified gear, there is little to no incentive for them to stay in the mists.
And given how things are going, the final system, whatever it is, will be in huge favor for the newcomers, leaving the (small) active pvp community crying in the corner.
Try hard savo
:p
A quick update – this topic is definitely something they “cannot talk about just right now” sort of thing.
Karl, didn’t wrote back a single word, even after I spammed him hard.
I asked Grouch if he have a quick minute and he was immediately like “sup, what is it”, but when I pointed out the thread with question if we will get a ‘red’ comment on it, he went silent and shortly after that – offline.
Then luckily, I saw Chap is online as well, so asked him the same question. The short responds were “Cool.” and “Nods.”, followed by a quick discussions why I prefer chatting directly with a dev, then waiting for no response in the forums.
I haven’t made any screenshots of the chat with him, because I do respect any sort of privacy, altho I warned him about me trying to get an answer for the thread.
So, the way I’m seeing it, they won’t comment on this anytime soon, due to their policy. And given that this is sort of time sensitive matter (after all, we continue to play ranked games, which increase our total number of games every day), it may be too late for us, when they finally have an answer.
Title says it all.
Out of 60 salvages, my total luck was 90 (4*10 and 1*50). Comparing that to the PvE/WvW equivalent, 60 salvages gave me around 700 luck.
Way to go with your “same loot/drop tables as in pve”. So, my advice will be not to waste your stack of chests just yet. Stick to them for a few more years, they might figure out something… “soon”.