As has been stated numerous times, the people who desire 5 man are an extremely vocal minority. 5 man would benefit a microscopic group of players at the expense of legit everyone else.
The only way 5 man can ever be OK is if it was 100% impossible to be matched against anything other than other 5 mans. The moment 5 man is allowed to go up against solo queue is the moment matchmaking becomes completely broken.
LOL, No.
The people who want solo queue are a bunch of whiners who blame everyone and everything but themselves for losses.
By removing team queue, ranked has turned into a cesspool. Players have “solo queue mentality” where they run around trying to kill other players on their own and ignore teamwork and coordination and almost always try for a triple cap. And when they lose, one of those players yells at his/her teammates and blames them for the loss.
The “teams have an overwhelming advantage” line is just another fictitious excuse by the “blame everyone but myself” crowd. Unless you’re at the very top, most teams can’t coordinate past picking a decent roster of builds. And your split queue team has 1.5 minutes to communicate and swap team comp, making you on par with that team queue.
Yeah I don’t get why those whiners don’t get the bots on their teams to play better.
I found that trying rocket boots out on my engi had the side effect of being stuck in a few odd places. Like in Forest of Niffel the stone wall you go through with the stairs beside it (lowest flight). A kind opponent offered to kill me.
@Zin
You get it. More cleanse just makes it a burst vs burst meta. I’m glad people are catching on to the paradox of buff cleanse = more buffs for condi.
Also, before you removed condi on down. Now that doesn’t happen to speed up kills but I’d support removing all conditions on rally. That makes more sense to balance the rally mechanic for power and condition users.
But wouldn’t “slowing down” kills for condi and making them more bunkerish just allow for disengage… you know the old wah wah the theif can run away, the engi has too much sustain complaints of yester year
I think they did a moderately better job with the Engi and Condis. Ideally for engi you need high precision for condi. This is because the trait line that synergizes to make Condi’s effective relies on a critical hit mechanic. It’s not mandatory, but its sorta there. They could try doing this for the other classes, make Condi’s get more effective with crits and tone down the non-crit application of them.
It tells you from your own link
… for instance…
Usage
DPS Rotation
Engineer has a lot of skills, the DPS rotation depends heavily on your alacrity uptime. Though the general idea of a good engineer rotation can be boiled down to using your highest damaging skills off cooldown.
Priority Skills
Orbital Strike
Grenade Barrage
Acid Bomb
Flame Blast
Electro-whirl
Thunderclap
Rocket Charge
Shock Shield
Shrapnel Grenade
Freeze Grenade
Poison Grenade
Use these skills whenever they recharge.
There is no content I’ve tried that I couldn’t do with my PvP scrapper build in PvE. Which includes the lvl 100 Fractal in challenge or whatever. To be fair, I haven’t done raids yet as getting 10 folks together takes more effort than I’d like.
sigh, yeah asked for since forever. And while we’re at it the flame thrower ball o fire that only shoots where your looking as well please.
Its like playing the lottery, who knows if your going to accidentally end up rank 1
It can’t. At least not in NA. Top tier players really don’t want much to do with lower tier players and in some aspects I can’t blame them. There is this mentality on the NA servers of “I do what I want, you can’t tell me how to play.” All the help top players have offered just falls on deaf ears. I have told so many people in my non-PvP guilds that they should learn to play something besides thief but they refuse. No matter how many times you try to give tips on things people won’t listen.
“Don’t stomp that guy who is off point, let him bleed out. It makes it longer until he can be helpful to his team.”
“I’ll stomp him if I want to, don’t tell me how to play the game.”“Thief could you cap home since you have the most mobility?”
Me: Watches as the thief goes far to die and the elementalist goes to cap home“We don’t need 3 thieves, can two of you change?”
“I paid for the game I’ll play what I want.”And the list goes on…
I don’t find theif take home is always a good call at higher tiers of play. Send someone with some swift access and some anti gank potential.
I find auto proccing elix S a detriment. I would rather have the blasts, CC, Blind, Area control, shooting through walls for kiting, of FT then S.
Surviveability is provided by:
stability – Elix B and on Dodge
Mobility – Hammer 3 (evade), Acid bomb, Constant Swiftness
Blinds – Trait Auto Defence, Smoke Vent
Impairement – Chill Mortar, ok technically EG but that’s meh
Healing – mortar fields + many blasts, EG
Toughness – Adaptive Armour
Higher Vitality – Exuberance
I would swap the accuracy sigil for something like blood. You have good access to fury, so the 7% won’t make that much difference I suspect. If you take blood you’ll get an extra damage proc and some healing.
How do you make use of the quickness? IN general I’ve found it doesn’t seem to provide me with much advantage. Is it more useful because you utilize the Rifle auto attack?
My current build is also exlixr based. But to avoid using S which I dislike, I use hammer.
http://gw2skills.net/editor/?vdAQFASlcThatY1VwdLQ7FLTGF9fn37dY/0dhl4zcABAA-TJBFAB/XGggLAAAPAgg3fAA
Sigh . . . If they’re going to keep the stupid ‘on swap’ sigils why not add some interesting normal damage ones. Some examples are:
One that removes blindness on weapon swap
One that increases the damage of your next non-critical hit by 50%
Your next attack deals maximum weapon damage.
Swapping weapons gives you immunity to enemy Sigils for 3 seconds.
And some Passives for normal damage:
One that deals 5% more damage if the enemy is ABOVE 50% health. This way you can have a player whose job it is to bring the enemy to under 50% HP and one that uses Sigil of Exploitation to finish them off.
One that deals 5% more damage to stationary foes.
Deal 5% more damage to foes within 300 radius of you
One that gives nearby allies 3% more damage (not self)
ALSO: I think the Sigil of Enhancement is sill kind of weak. In order to get a decent bonus, you need every boon in the game. Only Eles and maybe engis could reasonably get close on their own. Maybe make is .7% per boon? That, or maybe do .1% increased damage per STACK of each boon on you. Maybe have both as different Sigils?
I actually looked at my gameplay as an elixr engi, and honestly it is very hard to even keep 6 boons going for any length of time and that would only give 3% bonus. I’d probably rather have something like vuln stacking on hit… if that’s still around. As efectively its a condi for cover and would represent the same damage increase. If I couldn’t have that I’d rather have plain might to increase my condi’s that I’m stuck with and my power which I focus on.
Could you link me a mine build? Interested.
this one for example
BTW I use mine build just for example. Not that only mine builds use accuray sigil. Instead. But simply adding the sigil increases precision from 24 percent to 31 percent. with fury. without the sigil i’m guaranteed that on average 1 out 5 are crits. with 31 percent 1 out of 4 on average is atleast a hit. It gives me that extra pressure without me having to sacrifice anymore sustain by taking an rune that focuses on power. by me using soldier runes i have 4 condi cleanse+diamond skin. when i meet necros or condi heavy builds i can add even more condi cleanse. Bassically it actually has decent sustain to fight on point without having to blow through cooldowns or go obsidian flesh right of the bat. Something u don’t often see on builds used outside of auramancer in pvp.
Thanks for the information, so I guess the argument is that 7% is significant if you need to proc within a certain cooldown period and are counting on a no precision amulet, but have fury or some other kind of bonus to crit. For instance an engineer with firearms can have 10% crit from being close, I think 10% against bleeding foes, and 20% from fury. At which point this would give them a 47% crit chance vs. 40%.
Could you link me a mine build? Interested.
I’ve updated the original post with some updates. Please take a look!
Sigil of Enhancement
Unless you plan to greatly reduce boon spam with profession changes, this is essentially a straight 5% damage sigil.Sigil of Ruthlessness
Please no on-interrupt sigils. Interrupt/CC spam from certain abilities is already a pain and they could stack this sigil insanely quick. An ele could wade through a group with shocking aura and trigger this sigil multiple times just from incidental cleave. Pulmonary Impact spam thieves will do even more damage.Sigil of Absorbtion
Doubly bad. It has on-interrupt design and is boon steal, something which should be left to profession abilities.+1
Removal of Sigil of Accuracy is not ok.
This we need accuracy to stay.
+1 again. This sigil is so important for a few niche builds.
Which build relies ont he 7% bonus to accuracy so much? It seems like such a minor thing.
He’s saying that his score went backwards. Team comp irrelevant.
yeah it was fine to change the ascended armour for season 2, but people whom had already accumulated in the old system should have been grandfathered. That was unacceptable
And it should never be assumed that everyone playing needs to read the forum every week to find out if things they were promissed are being taken away. Just not cool at all. Again find to change for the future, NOT FINE to screw people whom accumulated on the understanding of a rate of exchange. They should have started a new currency if they made the error.
(edited by shion.2084)
I had many good courtyard fights. The snowballing only really happened if a huge mismatch, otherwise group would regroup and come out together close to spawn
A good condi war whom is intent on just tanking the spot and using up blocks / resistances / invulns can hold an engi off for quite some time. I am not convinced an engi is a hard counter to that.
Well yes you could, because even it if the system was working ideally there could still be network drops where one team lost all but one of its players.
Again, is not about if game is close or not, s1 what have the correct aproach, but unfortunately got xploited by teams via smmurfing acounts, sets a point objective for loser team and a limit to the points that enemy can achieve for winner team, and you are “rewarded” to get that or surpass it, you are “rewarded” for doing that the system expects or better that their calculations, not for a static point threshold
Just because something was not implemented right does not inherrently mean the idea was wrong. What is the logical flaw in arguing that a 499-500 match should not see the same change to MMR of the participants as a 10-500 match?
the logic is that mmr is a implementation of glicko that is a variation of ELO and the mmr variations should be based on “strength” of rival(you win against a high mmr rival great mmr “reward” , you win against a equal skilled rival normal mmr reward, you win a less skilled rival low mmr reward, you lose agains a less skilled rival big mmr penalization …) no in achieving a static objective even if you are expected to do better, other thing is in case your team is the weakest rival implementing a consolation prize for surpasing their expected match outcome losing for more than X,“you are paired against a superior team you are suposed to lose for more than x points but you performed well and lose by minus than x points(you have wined the match in some abstract way), you get a personal victory against the odds and your mmr variation should be compensated in some way”
If you are arguing that all or nothing can not be accomodated by any variation of Glicko, then it is not that my point is wrong, it is that the Relative Ranking we are using is based on something made for chess where close wins didn’t really factor in and so the system can’t handle it.
Even applying Glicko to the outcome of an individual whom participates in a team that changes with every match is fundamentally flawed as it was designed for individuals, and abstractions handle teams that stay more or less the same. When you shuffle the team every game it obviously looses validity.
So yes if your saying it couldn’t be MMR that is adjusted because MMR is literally a property of glicko, then I’m saying I was using MMR in the generic sense of a reltaive rating of an individuals capability and this relative rating should not then be an MMR (if MMR is so inflexible).
lol at 15 matches for whole season. its 15 per week of the season. So if you wait till last week, get your Red Bull ready for a marathon session of matches if you intend to fight for the Top 250 rewards.
I predict a whole bunch of form complaining when folks figure this out. (3 days before)
Again, is not about if game is close or not, s1 what have the correct aproach, but unfortunately got xploited by teams via smmurfing acounts, sets a point objective for loser team and a limit to the points that enemy can achieve for winner team, and you are “rewarded” to get that or surpass it, you are “rewarded” for doing that the system expects or better that their calculations, not for a static point threshold
Just because something was not implemented right does not inherrently mean the idea was wrong. What is the logical flaw in arguing that a 499-500 match should not see the same change to MMR of the participants as a 10-500 match?
technically if it really was all working ideally, when you hit your proper place you’d also get a roughly 50/50 rut. Ironically people just don’t like that much though its the goal of the system
Sorta funny really.
I agree, had already argued that delta match score should be considered in rating change. Would encourage people to fight till the end. But winners should also get a bonus for exceeding so that they don’t just go easy on the other team and let them stay within a hundread. A 500-499 game should not have the exact same mmr adjustment as a 500-10 game
So just got done with a match, I’m pretty curious about anet’s stance on this.
Pre-Game:
https://puu.sh/uIjam/8c7a316cfc.jpgResults:
https://puu.sh/uIjOe/fea84fbbc1.jpgTeam Make-up:
https://puu.sh/uIjOI/36cae3065c.jpgNow, not only is an 1800 ranked player (currently #4) beying matched against a <1500 player (not even present on the leaderboard), but its double duo (with other leaderboard present players) against all solos, I thought this was addressed. Despite winning that match, and it was a decent match, I wouldnt say a good one by any means, this feels abusive to soloqers; you (anet) have still not addressed your failure in providing a fun and healthy environment for your soloq base, which I believe was the whole point of making the queue solo/duo.
I thought Evan said this sort of thing wouldn’t happen in his response to me hear that the system “wasn’t out to get you,” Which was in response to my worrying that their algorithm might reward success by being paired with more and more inferior teammates rather than to get better opponents.
“No, the system is not out to get you. If you have the highest MMR in the queue, I believe the absolute worst outcome is 1,4,6,8,10 vs 2,3,5,7,9.”
https://forum-en.gw2archive.eu/forum/game/pvp/Season-5-MEASURING-SKILL-MATCHMAKING/6432717
Did you get the “worst case” possibility here or something worse… if so then you should point out there’s a flaw in the expected behavior.
To be fair if you won and were not on the team with the best player then it shows that match making did seem to predict correctly in this case, which is a bit of a testament.
(edited by shion.2084)
Wierd cause I didn’t have 30 but was still on leaderboard, I thought a week had passed. This would be good then and how it should be. It will stop people from specifically trying to avoid the match making, they’ll be forced into it which will actually help the match making algorithm. Of course they may still try to marathon 200 games in the last 3 days….
Although the bonus per boon works well for me as an engi, I’m worried that other’s whom aren’t as boontiful would find this unfair. The really interesting aspect is that you could provide support by applying boons to the group and it would have a damage impact. That’s really a sort of neat way to further mesh the support role. Of course the folks being helped would be having to run this sigil, so maybe better for premade teams, or swap in the 1 min before the match if its discussed there’ll be a boon giver.
Although the bonus per boon works well for me as an engi, I’m worried that other’s whom aren’t as boontiful would find this unfair. The really interesting aspect is that you could provide support by applying boons to the group and it would have a damage impact. That’s really a sort of neat way to further mesh the support role. Of course the folks being helped would be having to run this boon, so maybe better for premade teams, or swap in the 1 min before the match if its discussed there’ll be a boon giver.
Population will be lower for ranked play becuase there is a disincentive to actually risk the match making if your going for leaderboard. See my Post titled why there seems to be fewer people. It was all explained to me
ehem match requirement would be more than 100 matches by the end of seasons so I don’t see it
Alright maybe 1 a day net… so 7 a week? not unreasonable if you want to be on leaderboard. And yo ucan make up a weeks worth in 3hrs on a weekend? I’m willing to wiggle on the numerical factor, but 15 for the season is not sufficient to be on a leaderboard.
I’ve updated the original post with some updates. Please take a look!
Did my other suggestions almost make the cut at least??? Come on the lame zerg sigil had to have inspired some ideas
“Maybe a sigil of the lone wolf “+5% damage when not within 1000 distance of an ally”
:)
Sigil of the lame zerg “+5% damage when within 300 of an ally”
:)"
I’ve updated the original post with some updates. Please take a look!
“Sigil of Punishment is now Sigil of Enhancement and deals .5% damage per boon on yourself. We didn’t like the idea of a damage bonuses based on something you didn’t have direct control over.”
Thank you for considering my criticism to this with an open mind.
From earlier Posts:
“Maybe if you make it per boon applied by others. Then at least you could try to avoid it instead of auto procing yourself into more damage”
"
Wait a sec….
“Sigil of Punishment
Deal 1% extra damage per boon on your foe.”
Some classes have traits that can’t turn off their boon generation. And some classes are balanced around having boons. What is the %damage increase against classes that don’t rely as much on boons to survive? (and unique to those classes)
Are you going to give me a 5% against people in a stance? Using a kit? having a pet?
I’m fine if you add damage because of something I do to an opponent. But for them to get to punish me for turning on regen when I need it because that’s the tool my class was given to survive is a bit silly.
"
Hey,
I found this enlightening.
Context: I was in PvP and debating whether I should risk another Ranked match and the random luck I’d get (I think I was at rank 118 at that point and didn’t want to risk starting a loss streak). So decided to have a convo.
Found a guy in map chat whom explained that most folks he knew were simply waiting till the end of the season to start playing. He’d played 9 of his placement games and was simply going to log in a few days before end of season and play for earnest.
He explained this is why there weren’t many good players in ranked at the moment and honestly I should not be consistently in the low 100’s so I sort of agree.
His argument was that you do well by minimizing your exposure to the bad match making. And if you finish your placement early you are forced to risk games because of decay. So simply run your alt accounts till you get 9 straight wins, with that one log in shortly before finish and play as few games as possible starting from high gold or plat.
I argued that now you had to play 15 games a week to be considered for leaderboard, and he pointed out we were in the second week, so clearly the 15 minimum was for the WHOLE SEASON. Sigh, I expect the last 3 days will be rather chaotic when a whole bunch of new folks start suddenly popping up.
Now if they had insisted that for leaderboard placement it was say 10 games per week in the season we might have been able to mitigate this.
In any case he and I teamed up and had some wonerful unranked matches where I got squished against premades whom apparently were all also not dumb enough, like I was, to have completed their placement matches.
Sigh.
Incendiary Powder ? That procs only every 10 seconds and can get cleansed instantly worst case… I’d rather stay with juggernaught and perma stability + might stacking. But that makes no sense on a condition flamethrower anymore.
There was a time when the kits swapped back after a fixed amount of time , but I have not yet seen that …I’ll keep an eye open I guess
Do not underestimate IP. With Hoelbrack you can hold 20 stacks of might easily with FT and its fire blast. So with exlix B you get stability, which means that actually the IP is far more effective in some circumstances than juggernaut. At 20 stacks of might its damage is decent, and it forces people to waste cleanses cause they don’t know how effective your burn is at a glance. In addition you reapply burn with AA with flame blast and with the fire wall thingee. So pretty much constant burn. My PVE engi uses flame legion runes to get the damage bonus on burn
(plus they were free from running dungeon).
But IP is underestimatedly good in PvP. With firearms you get bleed and vuln stacks on crit. pluse extra crit chance when bleeding, and with it burn too.
A great use of IP is to let someone attack into your shock shield, then hit it while SS is up. They take vuln, burn, bleed and sig of air / sig of blood procs
Plus you’re blocking.
I would actually say that for PvP IP is in general a far better trait than jug.
Tell me about it, idk what to do now either, tried tons of changes but nothing fits even remotely close to the flamethrower power build I ran for the whole last year.
There is NO sPvP Amulet with Condition, Toughness and Power. Instead, there are ONLY condition amulets which have PRECISION on it…. since when is precision needed for a condition build !? Anet, please open your brain!Hammer -> Power
Bombs -> Power
Nades -> Power
Wrench -> Power
Mortar -> Power
Flamethrower -> was perfectly fine with flameblast being power based. Juggernaught and all scrapper traits harmonized with that power based version, allowing to spec into tanky stats. But now ? I either go condition and my toughness/vitality drops from 21k to 14k and I’m doing about the same dmg as before, or I’ll just tickle the enemies and have my 21k+ hp and 3k toughness.Going condition forces the use of the (unreliable as bunny!!) pistol 3 and 4, and then I am allowed to use flamethrower which hopefully fires 2,5 seconds to apply another burn. I can slot the trait that gives 33% duration on burning and every sec a crit that burns as well. Loosing juggernaught due to that. But what other kit besides this is worth using as condition engi ?
Engineers often use precision for Condition builds because of the firearms trait line and its procing on crits.
I’m still using it for blast alone. If I get lucky someone will waste a cleanse on my burn is what I have to hope for now. I used to use it as a big finisher along with acid bomb
no longer strong, just burn.
engis also have to take precision… so since crit sigils are gone they are extra disadvantaged by these changes.
Removing on crit sigils makes condi builds even stronger. Where as power needs precision and power, condi only really needed condi. At least if you took precision there was the benefit of on crit sigils, now those benefits will be equally available to those who don’t take precision. This makes the disparity even worse between the classes.
Furthermore there are classes that are keyed around precision, and since they pretty much have to take it to get their class trait effects you’ve taken away one of the compensations for them having to go precision instead of just conid, power, vit. Basically you are hosing the classes which typically take precision.
If you want to eliminate precision and randomness being a chance then make power do 25% more all the time and be done with it. But half hearted measures will just throw those who were balanced around them out of whack. Its poor planning.
Well it is called sigil of punishment for a reason
But really I think its fine as long as its capped. I rather like a previously mentioned idea of it being 1.5% damage per boon on your foe, capped at 6% extra damage.
Maybe if you make it per boon applied by others. Then at least you could try to avoid it instead of auto procing yourself into more damage.
Why though? Conceptually as long as this is capped how is it any different from sigil of force? That’s a flat 5% damage increase, and originally sigil of punishment was capped at 5%, and it looks like it will stay capped. How is it any different than sigil of force is?
Answer: Its weaker, because its not always a guaranteed 5% bonus to your damage. Its fine as it is, and as long as it remains capped I don’t see too many builds using it in the first place
If ther will be a force that’s fine.
Well it is called sigil of punishment for a reason
But really I think its fine as long as its capped. I rather like a previously mentioned idea of it being 1.5% damage per boon on your foe, capped at 6% extra damage.
Maybe if you make it per boon applied by others. Then at least you could try to avoid it instead of auto procing yourself into more damage.
Wait a sec….
“Sigil of Punishment
Deal 1% extra damage per boon on your foe.”Some classes have traits that can’t turn off their boon generation. And some classes are balanced around having boons. What is the %damage increase against classes that don’t rely as much on boons to survive?
I’m fine if you add damage because of something I do to an opponent. But for them to get to punish me for turning on regen when I need it because that’s the tool my class was given to survive is a bit silly.
It’s a next to nothing issue really. If this existed in game and coupled with DotE still does little to counter Protection Boon. At a mere 1% per type, it’s basically a no-brainer mathematically to take Sigil of Strength in every instance instead.
Yeah that should go too. Some classes are predicated on using boons. Corruption is a bad enough counter for this. Its not like I get bonus damage because someone has sigils.
Plus the problem is compounded cause it works in conjunction with the linked trait. What if the boon you have isn’t protection. I’m already taking a hit to use leadership, or water, my stats won’t be as good. this just punishes you after you’ve made the trade-off. Can I do 5% more to people using a mele weapon?
Maybe a sigil of the lone wolf “+5% damage when not within 1000 distance of an ally”
:)
Sigil of the lame zerg “+5% damage when within 300 of an ally”
:)
Wait a sec….
“Sigil of Punishment
Deal 1% extra damage per boon on your foe.”
Some classes have traits that can’t turn off their boon generation. And some classes are balanced around having boons. What is the %damage increase against classes that don’t rely as much on boons to survive? (and unique to those classes)
Are you going to give me a 5% against people in a stance? Using a kit? having a pet?
I’m fine if you add damage because of something I do to an opponent. But for them to get to punish me for turning on regen when I need it because that’s the tool my class was given to survive is a bit silly.
(edited by shion.2084)
Not Required, but you probably have to work harder. I mean you could try condi engi with pistols. But that’s not exactly the lowest skill floor. And with all the randomness there will be a percentage out there who just hit the right matches and will get carried unless they are flat awful.
Matchmaking isn’t based on your decayed value but your value before decay is applied I thought. So you don’t get easier matches. Was my understanding.
“Giving -100 per day of decay, bring too many good players in a bad bracket… it’s kinda an easy way to smurf your own MMR to get back a couple of day before the end of season to make it really good.”
Let the sub-optimal match making continue….. Sigh.
The things you could have done if you’d known what profession someone was playing and how they did on certain maps with that profession and against certain compositions and with certain compositions.
I think the problem is noone trusts the algorithm writers for match making to have actually made good use of the data, so there’s no point in choosing to restrict ourselves as the sacrifice would not have resulted in the potential benefit actually manifesting. Last season was kind of disastrous.