Showing Posts Upvoted By OIIIIIO.7825:

Too many instants, not enough telegraphs

in PvP

Posted by: BlackBeard.2873

BlackBeard.2873

So I was thinking about my experience playing recently, and realized I only occasionally even bother trying to read opponent telegraphs too much anymore. This is even after trying to actively work on paying attention to telegraphs and not waste dodges. Of course, there are some skills that are very important to dodge, but these are few and far between. Most of the big bursts or cc’s (to set up that burst) nowadays are straight instant cast or essentially instant, and every class is an offender. There aren’t many specific skills where you say “oh, I need to pay attention to X, that really led to my death.” Fights used to rely more on dodges, requiring close attention for key skills. Nowadays, it seems fight are about simply positioning and proper rotation of skills, with a few random dodges sprinkled in (hoping to predict when your opponent is going to use that big burst).

Not only is the issue of too much instant damage frustrating for players, who have a hard time diagnosing exactly what led to their death, it is also an issue for viewers. As a viewer, when big plays come from piling up a bunch of instant and no cast-time skills, the combat becomes very hard to follow and cast. I am no expert at LoL or Smite, but I can watch these games and watch the character models go through large telegraphs at the same time casters are going “HERE COMES THE PAIN TRAIN!!!” With GW2, casting is usually left giving after-the-fact analysis “HE JUST ATE THAT INSTANT CC, THEN HE GOT SHATTERED!” Viewers aren’t witnessing the action unfold while someone commentates in real time, they just see stuff flash on the screen before the casters interpret what just happened.

Therefore, say no to all the instants, procs, and poor animations that plague pvp after a few years of power-creep. Support a return to “large effects have large animations.” It will make the game both more fun and more viewable.

(edited by BlackBeard.2873)

Skill Timing on live

in Guild Wars 2 Discussion

Posted by: Purple Miku.7032

Purple Miku.7032

Please please make sure you let us know if you will be fixing the many dungeon bugs introduced in the last patch too.

https://forum-en.gw2archive.eu/forum/game/dungeons/Dungeons-changes-bugs-on-March-31/first#post4936915

Player cheating in PvP

in PvP

Posted by: GhOst.4019

GhOst.4019

Anet will figure it out when reviewing. The proper report is ‘Looking for group abuse" (think that’s what it says). They are violating the terms of agreement and ‘fixing’ PvP matches.

#1 Player Granada
#1 Player Comoros

The Reality of New Leaderboard Algorithm

in PvP

Posted by: Chaith.8256

Chaith.8256

Hi folks. As you know, the leaderboards reset on Friday, and a new algorithm was implemented that reflected: “a much stronger focus on wins, with less weight given to the sheer number of games played over a period of time.”

Immediately that sounded like great news to me. I thought the 2 or so individuals equipped with in-chair toiletry and an overhead feed dispenser tube would be finally be overcame as the holders of the Arenanet given titles, “leaders of PvP.”

So now it’s Sunday morning, and there’s been 2 sleeps since the leaderboard reset, I check it out to see how things are progressing.

So, the #1 guy on NA has logged 104 games at the time of this post. If you factor in the two, 8hr sleeps we’ve had, that means for every waking hour, they’ve completed 5 games that hour. Impressive. The guy has 61 points. 55 wins and 49 losses, and 52.88% win rate.

I look at the very close #2 guy on NA, and he has 59 points. 56 wins, and 26 losses, for a 68.29% win rate.

There is not a darn thing that the #1 guy has over the #2 guy, besides twice the amount of losses, of course.

How is this explainable by the language used to describe the new Algorithm? There is a disconnect between reality and expectations here. This is not a focus on win ratio (maximizing wins, minimizing losses) at all. This is still just a focus on farming wins.

After a little research, what was changed was the ability to gain points from losses was nerfed.

What needed to happen to give any credibility to these leaderboards are for losses to affect you negatively.

Having more points than you have wins? How does going 50 wins and 50 losses in a low MMR bracket result in 60 points? Shouldn’t it be slightly closer to um, 0 points than 60 points? (Not saying it should be zero gain, but just a very very very slow gain.) Am I the only one taking crazy pills here?

Since losing games still doesn’t matter at low MMR levels, it’s still simply a matter about how many wins can be farmed, and losses are disregarded. Look at the #1 and #2 players on NA leaderboards to see this is true.

At low MMR, any amount of defeats are never going to negatively affect accumulated points. If you repeatedly lose, sure, you’re not getting wins, but fast queue times allow you to do 4-5 per hour intead of 2.5-3 at high MMR. On a model that’s still 100% based on how many wins you can grind, now instead of how many wins and losses you can grind, it’s really not changed anything.

That brings me to touch on the experiences of a high MMR players.

  • As a high MMR solo, or duo in Ranked queue, you’re a beacon that pulls all middle to high tier teams against you, magnifying the imbalances that matchmaking can’t account for, teamspeak/coordination, high performance comp. High MMR solo queue has a severely handicapped win rate. Personally, I find it unplayable due to the extreme pressure/frustration to shepherd players with widely fluctuating experience and effectiveness, against a coordinated foe.
  • As a high MMR four queue, the 5th player is often going to be the equilivant of an assassin’s amulet 6/6/0/0/1 Staff Elementalist who’s taking their first baby steps of the game, creating frustration for this one player, and essentially a 4v5 scenario. It’s a handicap that is quite annoying, and will always be a clear decision for the group to simply picking up a competent 5th.
  • This leads to the realization that medium to high MMR players can only attempt to achieve quality matches, with a competitive win rate representative of their skill, without severe handicaps, when they queue as a full group. This further limits group playtime to a couple hours a day, where a group of 5 competent players can be organized and continuously play. This creates a further disadvantage in win farming compared to low MMR solo queuers.
  • High MMR gameplay in any size incurs a 6-10 Minute queue time. This drastically reduces leaderboard point generation. We’re talking like, low MMR players can fit 4-5 in a leaderboard update, and high MMR players can fit 2-3. It’s cut by around 33-40%. I can’t stress enough that this is an entirely unfair and imbalanced mechanic that nearly ruins the balance of who can farm more wins, which the current rankings are now based on.

If I could make anything clear from this wall of text on my matchmaking / leaderboard thoughts, it is that:

It’s wrong that rapid fire, low MMR, low quality, imbalanced matches, are the optimal way to progress towards mastering the leaderboards. It’s so completely backwards and nonsensical. High MMR players are punished in almost every way, unless they form a premade which is the other extreme, totally circumventing all balance handicaps, often facing non-premades with only a few good players, who have to carry ridiculously hard to win. Leaderboard progress at no point ever, will reflect the progress in mastering the game, or becoming stronger.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

(edited by Chaith.8256)

In game VOIP/VoiceChat a good idea?

in PvP

Posted by: tronjeremy.5820

tronjeremy.5820

I was wondering if this would boost pvp. Many don’t have TS and those that do have a huge advantage. I believe adding ingame voice or at least if GW2 promoted some TS/Mumble/Vent plugin that it would help boost pvp players to learn good practices faster.

Best Teef NA – http://twitch.tv/tronjeremy_
S/D Condi Build Video – http://goo.gl/bYGs9n
Stronkhold Beta Gameplay – http://goo.gl/IMb8qb

How would you make challenging content?

in Fractals, Dungeons & Raids

Posted by: Wethospu.6437

Wethospu.6437

On PvP your opponents also learn and get better. Which would be comparable of having new instanced content once in a while.

How would you make challenging content?

in Fractals, Dungeons & Raids

Posted by: Quickfoot Katana.8642

Quickfoot Katana.8642

Underworld GW1

AngryJoe Interview - HoT Questions for Devs?

in Guild Wars 2: Heart of Thorns

Posted by: Lazaar.9123

Lazaar.9123

Are there any plans for future dungeon content?

Found dead: the 'Zerker meta?

in Guild Wars 2: Heart of Thorns

Posted by: Conncept.7638

Conncept.7638

Have you ever read the text for defiance? It already treats blind as a control mechanic, reducing it to a 10% chance of missing an attack, and the blind is still removed in the very likely event that the attack hits.

fractal discussion

in Fractals, Dungeons & Raids

Posted by: Dub.1273

Dub.1273

definitely on their radar.

you mean … table?

Trashcan?

Dub | [rT]
#LoveArrows2013, never forget.

[suggestion] bring gw1 /resign to gw2

in PvP

Posted by: JeffHardisty.1926

JeffHardisty.1926

It would be nice to bring back /resign like there was in gw1.

I only bring this up because today I have had a few 4v5’s and it would be great if we could just /resign like in gw1 and get on with our lives.

TC [CERN]

Please take a look at Flank/Larc (boon strip)

in Thief

Posted by: Viprek.6730

Viprek.6730

First I’d like to post the Flanking Strike / Larcenous Strike update history to make my point a bit more clear.

Game-Update-Notes-April-30-2013
Larcenous Strike: Deliver a quick strike that steals up to two boons from an enemy. Costs 1 initiative.
Larcenous Strike, Stab skills: Reduced aftercast by 0.5 seconds.

Flanking Strike skill:
Now evades and delivers one strike instead of delivering two attacks.
Removed boon removal.
Reduced initiative cost from 4 to 3.
Now toggles for 5 seconds to a second skill, Larcenous Strike, if the attack hits an enemy.
Improved reliability of flanking strike.

Game-Update-Notes-June-25th-2013
Larcenous Strike: Increased the initiative cost to 2.

Game-Update-Notes-October-15-2013
Larcenous Strike: This skill now steals only 1 boon.

Game-Update-Notes-September-9-2014
Larcenous Strike: Initiative cost of this skill has been reduced to 1.

Flanking Strike: This skill now must successfully hit a target before giving the thief access to Larcenous Strike. Initiative cost has been increased to 4.

To summarize the initiative changes
Flanking strike
- From 4 to 3 (4/30/13), from 3 to 4 (9/9/14)
Larcenous Strike
- 1 (4/30/13), from 1 to 2 (6/25/13), from 2 to 1 (9/9/14)

Initiative costs were reverted back to how they were in their initial implementation on the patch risk was added to the skill.

Larcenous Strike was weakened by removing only 1 boon from the target because it was possible to use the skill on missed Flanking Strikes, hence it was too strong and there was no risk to it.

On the 9/9/14 update however, risk was added to the skill, initiative costs were reverted but no change was made to the amount of boons the skill removes. Given: the risk of missing the skill, the current high boon state of the game and the lack of boon stripping I believe it should at least be considered to revert the skill to its original potency, while still keeping the added risk to it.

-Seikir

Ready Up - Episode 27, Recap & Follow-Up

in PvP

Posted by: Chaith.8256

Chaith.8256

Watch the VOD here:

http://www.twitch.tv/guildwars2/b/618175059

Highlights:

  • February 13th was noted as the day where Stronghold, Borderlands, and Revenant/Specializations mechanics that interact with the competitive side of GW2 will be discussed in greater detail, featuring Hugh Norfolk.
  • Stronghold teaser was teased. The Stronghold teaser will take place on the WTS Quals, taking place February 7th.
  • Call of the Mists (magic find) buff for days around the WTS Quals, hold your PvP chests for then.
  • Future change to the leaderboards confirmed: They will take into account higher weighting on overall performance, as opposed to an emphasis on grinding.
  • Question posed to viewers about Revenants & Specializations, from a PvP perspective: “If a deep-dive is done, a technical theorycraft on the Revenant & Specialization mechanics, what would you like to have discussed?

I specifically want to know how the Revenant’s ability to channel legends will affect the 6-10 skills, and also how they overlap with specializations.

Put your questions on Revenant & Specializations in PvP below, please keep it constructive and don’t talk about how ‘this Ready Up sux’.

Forum Lord Chaith
Twitch.tv/chaithh
New Twitter: @chaithhh

Guild Chat bugged

in Bugs: Game, Forum, Website

Posted by: UncrushablePigeon.8760

UncrushablePigeon.8760

This bug still exists lol. Logged in today. “You are not in a guild.” Logging out of the game completely and back in doesn’t help. Turns out it was because I was set to Invisible status, so I’m mentioning this here in case someone else has that problem.

might on thief

in Fractals, Dungeons & Raids

Posted by: OrionXnAsh.3064

OrionXnAsh.3064

How will the expansion affect PvP?

in PvP

Posted by: witcher.3197

witcher.3197

PvP in GW1 was just as accessible, but you had to buy the expansion if you wanted the new skills and I think it’s fair. Also, expect a price drop for the core game once the expansion hits.

Relevant to your interests: Upcoming Balance Changes

in PvP

Posted by: Supcutie.2538

Supcutie.2538

Interesting, many of these changes are close/related to the leaked patch notes, in addition to some the matchmaking/queueing stuff that was implemented on Tuesday. I wonder if they actually weren’t fake, but just early thoughts? If that’s the case, there are many good changes they still need to put in.
If anyone would like to see the leaked notes pm me and I’ll send the link.
I feel like seeing more potential changes will spark discussion in the right direction. My current thoughts are that these changes are not enough.

My Guide: http://bit.ly/SupcutieGuide (Easy link)
Mega link: http://bit.ly/mesmerguide

(edited by Supcutie.2538)

What is the current difference....

in PvP

Posted by: Rising Dusk.2408

Rising Dusk.2408

Ranked…

  • …doesn’t have Skyhammer.
  • …doesn’t have Spirit Watch.
  • …doesn’t have Courtyard.
  • …does support generic character models.

Those four things are why I always do ranked.

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

Damage Meters??

in PvP

Posted by: Novuake.2691

Novuake.2691

Is it possible to write the log into a file?

DIS PLEASE!

Retriever Iiat – Asura Engineer
Private retriever of runaway NPCs
Mistband[MIST] – PVP Training guild EU

Damage Meters??

in PvP

Posted by: Lupanic.6502

Lupanic.6502

Is it possible to write the log into a file?

How do you dictate how you lost a match?

in PvP

Posted by: Cynz.9437

Cynz.9437

most loses come from:
- people not defending points
- people not defending points
- people not defending points
- everyrone rushing far and feeding enemy at spawn
- everyone rushing animal
- nobody capping home ever
- nobody ever focusing dps on enemy team
- nobody ever defending points
- lord….
- pro team wipes the floor with your pug team

All is Vain~
[Teef] guild :>

(edited by Cynz.9437)

Profession Pie

in PvP

Posted by: Flumek.9043

Flumek.9043

Thieves are orange,
Engineers are yellow,
Wait engineers are yellow?
Why are engineers yellow?

Cheese

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

Leaderboard inconsistant with game objective.

in PvP

Posted by: vincecontix.1264

vincecontix.1264

Our bunkers normally don’t enter the match as their bunker character, and also experience disconnect. We normally take care to make sure if someone disconnects they atleast earn points before the match ends but could there be abandonment penalties for swapping or DCing?

Yes, disconnecting or changing professions will count as desertion, and give that player dishonor. They will also be scored on the ladder as if they had a full loss, meaning as if their team had scored 0 points.

Justin in the 1.30sec period b4 the match starts can I switch character not profession(still same prof) and not be penalized in any way?

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

Prestige Mode

in PvP

Posted by: TheBlackLeech.9360

TheBlackLeech.9360

As sPvP sits currently in the game, lvl 80 happens way too soon.

If all pvp rank does is show how much you play, why is it capped at level 80?

Let us prestige and do it all over again. Give us some sort of shiny badge or other method to show what prestige we are on…. and let us rank up all over again!

Please change Feline Grace

in Thief

Posted by: WyldKat.4712

WyldKat.4712

I agree with your statement that the trait is powerful, and yes, Vigor makes it even stronger. However, you have to consider cost in addition to its risk/reward.

Thief survivability depends on not getting hit, either using stealth or evades. If you trait for Feline Grace, you can only get one GM trait outside of Acrobatics. The more you set up for defense, the less traits you have for offense. Thief have two traits to get Vigor. One is an Acrobatics Adept and the other is a Trickery Master on-steal.

I don’t agree with your take on the trait and wanting to see it be more "active". There’s a huge difference between spamming dodges and having the experience/skill to use them to deliberately evade certain moves while staying in to deal your damage. It can’t get more active than that.

I’m not that good. When I see someone who is, it makes me want to learn to play better.

Zestee, Cryptician Zetti, Zissi The Jack, Zi Mao,
Ziffy Snidehide, Zadie Hawkkin, Zannie Oakley, Zuulja
[ODIN],[NaCl] – Tarnished Coast

"Revealed" skills game breaking for thieves.

in Thief

Posted by: Geiir.7603

Geiir.7603

To make it fair we should have a skill that sends their pet away for 6 seconds or prevent the engineer from using any kits for 6 seconds.

ANet didn’t want any hard counters. Yeah right… That is pretty much all this game has evolved to. The fact that they give skills to other professions that completely shut down the professions main defensive and offensive mechanic as well as an ENTIRE TRAIT LINE is just so kittening stupid I don’t even know where to begin!

/rant

Melder – Thief

[BUG] Whole team gets serious error all game

in PvP

Posted by: Forsaker.9213

Forsaker.9213

Disable starndard models

Rly? Do u even play necro??!!

in PvP

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I am going to post a seperate thread about the concerns, miscommunitations and general view of the developers from the community’s standpoint as they are out of touch, but for now I will help a brother out by clarifying his point;

Dear Anet,

This is where I have to draw a line and say that what we, Necromancers, got after 6 months is just plain awful. We got the same builds, of which one of them requires to survive via passive procs (Reaper’s Protection and Runes of the Nightmare), and a Power option that has been outclassed by many power builds within the game – without any changes that will incentify us to change our builds accordingly to make them fit a role better.

Changes were made, this much I will give you, but most of them are not regarded useful or do not have the desired effect we wanted.
You’ve also hidden nerfs from us untill patch-day which we would’ve been able to give feedback on if they were stated earlier – this has created a deep feeling of betrayal, think of Plague Form which has lost it’s toughness
Well of Blood also fits within this; the nerf was completely uncalled for and random. It is a healing skill that was already undervalued within the Necromancer’s community, and has only made it worse.

When you peform an action and cast Deathshroud after it will interrupt the skill
This will sadly not allow us to create new builds which could benefit from it, think when stomping and ressing with Foot in the Grave – which is sad, considering it would change a lot for the general combat within the game.
Now i can interact when in DS , to bad that going into death shroud after interacting with something still interrupts the action.

There is a consistent bug within the game which has not been fixed as well; When your lifeforce depleted and you proc Plague Form directly after, you will be kicked out immediately – Latency issue or not, this is just awful and should be fixed

Unholy Sanctuary also did nothing for build diversaty, as it is still incredibly underwelming

The only positive things are the changes to Spectral Armor/Last Gasp and Dagger Cleave, but neither of these are worth a 6 months wait

With regards,

Forsaker

Guild channel with PvP uploads
Lost? Confused? [TCS] – A guild for every state of body and mind

Ready Up is Bad Quality

in PvP

Posted by: wwwes.1398

wwwes.1398

To put it in nerd terms:

Karl stacks tons of Int and Wisdom because that’s what he needs for his role, so don’t get all bent out of shape just because he’s not rolling on +Charisma gear.

/thread.

Ready Up is Bad Quality

in PvP

Posted by: Harbinger.8637

Harbinger.8637

Karl is the best.

#believeinkarl

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Heavens Rage