(edited by Hendrix.9763)
I think what Ithilwen is trying to get at is that being competitive and being a jerk/salt dispenser are mutually exclusive ideas. You can compete and be competitive without being malicious to others.
There’s always going to be that one person who’s a jerk to everyone no matter what but for the love of all that’s good just at least be honest about it. Just come out and say “Yo I’m a jerk because I can”. Don’t hide behind the “competition” justification/excuse (or any other justification/excuse) as a reason to be a jerk to others.
There isn’t “a” reason for toxicity. There are many. Much of it stemming from the magical power of keyboard anonymity. Human nature. The fact the game is about direct confrontation and conflict. The fact that the performance of others impacts your results.
I’d start with those. The basic ingredients for toxicity.
The skill issue is the biggest reason I’ve seen rage, as others have stated. People who are oblivious to the map/rotating, can’t last 2 seconds in a 1v1 etc all plague higher divisions when they really have no business outside of amber/emerald.
Because A-net still hasn’t come close to figuring how to create matches consistently that put people of the same skill level and experience together. Too often you get stuck with a bad apple or two and it doesn’t even matter how well you play because of that the match is already decided. It is infuriating and happnes often. Its like a pick up game of basketball where you get stuck with someone’s kittened little brother versus a team of players where everyone else is roughly as good as you. You’ll get creamed.
I think Druids have just a wee too much bunker in them. With a Toughness and Healing Power build, Druids can contest points for the whole match solo. When I’ve been fighting 1 v 1 using my Engi, I get him down to half HP, then poof, full heal. 5 minutes later, I need to call for backup because he just won’t go away. IMO, Druids are more OP than Dragon Hunters.
Casuals seem to be a scapegoat for toxicity of this thread. Toxicity is the fault of the toxic people or persons.
In every team game, all the players are going to be salty if individual teammates are getting dumpstered due to poor connection, bad builds, talking on the phone, screaming kids/parents in the background, you name it.
I’m guilty of being salty @ bad teammates, but as per the unspoken internet code of conduct, don’t start verbally abusing people in GW2 team chat. If you do, you’re at fault.
Instead of alienating a significant player demographic by simply denying them the PvP Achievements/League progress, I suggest a positive sportsmanship program, and the ability to meaningfully rate players on their sportsmanship, (or toxicity) in a way that incentivizes shutting the hell up instead of expressing how crap your teammates are compared to you.
Toss in some serious reward track progress boosts for a clean bill of sportsmanship, and you have a happier playerbase.
+1 Well said.
Illustrious Exhausted Primordial Legendary Druid, and Mesmer for fun
PvE | PvP (1500)| WvW | Fractals | Dungeons
We’ve been talking about personal score a bit. I’m personally of the opinion that it isn’t representative of a player’s effort in a given match, and it also can be incredibly misleading and potentially lead to bad gameplay habits (5-capping home).
If you were to redesign personal score, what would you do? Does it track different types of stats? Would you want your personal stats displayed to other players?
removed the individual score at the end. not the stats. vet players even others understand the score doesnt mean anything, but other dont. to prevent toxic and bad plays of players. it should have been removed a long time ago. the only thing its good for before is that your point represent how much glory point u get back in the day. that has been long gone.
Black Gate
Ruthless Legend
bah we need a way to counter these rolfstomps 1 shot forms and heal to full skills.
@Yasi.9065: yes, team of good players would/should win, even with 3 thieves. Problem is, assuming both teams have decent players of similar skill, the team with stacked thieves is at huge disadvantage.
Switching does make sense in games like OW or LoL because characters themself are not so complex and many of them have very similar gameplay, where in GW2 classes are very complex in comparison. Certainly, we always have that faceroll class per meta, but generally gw2 classes is not something you can simply jump into and do decent with.
[Teef] guild :>
(edited by Cynz.9437)
I played necro since beta, so I know exactly how it feels being forced to re-roll due to bad balancing.
Nevertheless, I posted it several times already… I prefer a team with 4 good thieves to a team with perfect comp but bad players any day. And I can tell you… that team with good players will always win, no matter the teamcomp.
Because teamcomp isnt as important as people tend to think. Skill is way more important. You can compensate a lot with player-skill.
So you have 3 thieves on your team? Well, then you probably wont win by trying to hold 2 points the entire match. Instead you will have to go for kills, beasts, decaps/caps, always disengaging and keeping the enemy team running.
Lucred, please at least attempt to read the whole post you are quoting. What has class-stacking to do with role stacking? You can have 5 dhs and still get 1 roamer, 2 dps, 2 support. Why shouldnt they be all allowed to play together?
You are trying to solve bad balancing (op build is getting stacked) and lack of build diversity in pvp with some obscure no-profession-stacking-rule. You are only treating the symptoms, but not solving the problem.
I can tell you an easy way to solve a lot of complaints.
Hero builds.
PvP team creates lets say 3 hero builds for each role in pvp. The roles are fixed for each team… lets say 1 roamer, 2 dps, 2 support. You choose a hero build, queue with it, and get put in a team with always the same comp, since its fixed.
No role-stacking, pvp team has dominion over hero builds balancing, even mmr can be hero build dependent instead of general.
Of course, you also at the same time have to give up build diversity and general complexity in pvp.
Thats pretty much the only way to prevent role-stacking.
(edited by Yasi.9065)
Necro spammed scepter AA… It was super effective.
Precisely. Hop on a Necro and your view of Scrapper being OP and unlikable will change a bit.
Good idea.
I think the AR check at the lab is no longer there or I missed it somehow, but in the past I met a couple of people that when asked to check their AR, they received damage.
Being a level 100 Mai Trin run, I was not OK to proceed of course.
At that stage, people who were missing AR obviously, would start to talk trash and swear on all saints that it is not fair, that they do have 150 AR and…the most funny one I met, that they wear full vipers and I am out of my mind to ask him to have 150 AR.
So people will be…I guess people.
For this reason, AR check right at start would solve the problem of getting through the level only to find at the end boss or in middle way that some people in the party do not have the AR and in some cases (I met several) NO AR AT ALL while attempting T4s.
leeloo dallas multipass.
I like the idea of just showing the level of AR instead of the mastery level.
If you’re not 80, you most likely won’t have enough AR anyway.
I apologize in advance
*cough *cough
[rant]
So I was doing fractal 25 Mai Trin, (normally I do T3s, but I needed a few for the ‘do all’ achievement)
I make a party, wanna get through it quick, so I call it:
[ F25, Mai Trin Daily, exp ]
so next, four people join, all fine, they’re skilled as it seems, we kill the add champion pretty quick, good feeling about the boss.
So we run in.. all 4 drop dead instantly.. not losing health, not getting ticks, INSTANTLY
So I ask them if they have any AR, 2 of them reply ‘Whats AR?’ and one of them replies with ‘no, didn’t think I’d need it yet’.
So, to turn my rant into something more constructive:
To anet: I’d like to see a barrier check, if you enter a fractal, and your AR is so low you instantly die at the boss stage from the very air, you shouldn’t even be able to enter, you have no business being there. Block them at the gate, ask them for ID, and if their AR is below 18 don’t let them in.
Or at least, give people a way to see their AR, like, replace their level with AR, since everyone’s 80 anyway
To the playerbase: when you enter fractals check the suggested Agony Resistance in the level box. If you’re lower than the suggested level, let your party know. They can be fine with it, you won’t instantly be kicked, but people can be prepared. And if you’re more than 10 behind the suggested, I suggest you take a lower level, earn some tokens, and buy/craft more AR infusions.
[/rant]
(edited by Amaimon.7823)
It’s harder to damage after 50% because the platform vanishes and you cannot maintain proper melee rotations successfully. If you want to prove this to yourself, bring a Ranger to this fight and just Longbow spam the entire time. You’ll find that your numbers both above and below 50% HP are the exact same given the same buffs.
Just take an engineer, the turret explosions hit for the exact same amount all the time only affected by vuln(easily controllable).
This sounds a lot like DPS starts high ( initial burst, with the long cd, high dmg skills), then tailing off.. more so when additional mechanics kick in forcing people to avoid things.. ( or losing scholar buffs and such).
Sounds more like a group dps drop off than a toughness changing thing to me, though I could be wrong.. I don’t really pay attention to the thaumanova anomaly fight anymore..
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment
You can STILL grab another account and advance faster than a main account?
Are they gonna reset MMR anytime soon? This kitten is kittened.
I hope the devs get a pair of glasses and start watching what is happening in the game, Cuz Apparently They Are Blind.
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……( L ) <——-
If you dont use cleanses\resist up skills its just ur problem.
this is pvp section of the forum, not wvw
druid, dragonhunter, rev, thief, scrapper, ele “meta pvp builds” are using power based amulets (6 out of 9 classes) and you can also play war, mes and necro with a power based amu…, pls tell me more about condis breaking pvp, or condis being “meta”
The matchmaking doesn’t take classes into account either, so you have a chance of ending with a very bad comp.
I was just in a game where there were 3 DH on one team and 3 Rev on the other team,
Why isn’t the game mixing up the classes and placing guards and revs on both teams?
Just makes no sense to promote class stacking and then say on the forum it’s something you want to improve on 4 seasons in.
There are ways to create a system where matching creates close matches, queue times are low, and pips represent your skill level. If developed well, the possibility of a separate 5 man team ranking game mode existing without disrupting Q time issues could become a reality.
The major problem is that Anet wanted to create a system where mouse clickers could climb ranks and earn their achievements. They then damaged that system by throwing newbs into these MMR hell things that didn’t give them the option anyways. As result, we have a system that was designed for them, trolled for them, and caused major damage to the parts of the community who value prestige and competitive gameplay. They literally gave the finger to every type of SoloQ player one way or another within each season. Damage is occurring continuously. I recommend that Anet attempt to repair these issues as soon as possible.
The Wings
One of the biggest issues for many on the bottom end is concern over how they are supposed to earn the achievements. Anet’s solution was pip safety barriers. All that was necessary was to reach Ruby each season, a fairly easy task with enough luck as the safety barriers were plentiful up to this point. These barriers however prevented players from losing ranks. While allowing them to complete achievements related to crossing divisions, it distorted the placement of players in the appropriate matching brackets, the result being a major decline in matching quality.
To resolve this issue, it would be best to replace the achievement calling for division crossing to something based on a large number of games won (or played). The effort required would be the same. The type of player who would have reached this achievement would have been the same. The change allows better placement for higher quality matching while simultaneously permitting progression towards their achievements on the side.
The other option is to give wings prestige and say screw those complainers. They don’t play well, therefore don’t deserve the wings. The consideration at that point is moral, but I do personally think that giving such an item the requirement of skill on top of dedication may be inappropriate, especially now that so many have achieved the wings without actual skill. There’s room for more prestigious rewards in the future. The black star next to the name being one of them would be more than enough to satisfy me, but there’s nothing to say that 2017 won’t provide a new back piece for players who actually achieve high ranking. For now, I think it’s nice that there’s a back piece that stands for the dedication and endurance of all the suffering caused by these ridiculous matching systems.
Ranking Barriers
The next major issue is that ranks don’t represent player skill. This is a major deterrent to competitive gamers. The ranked system deserves engaging gameplay and accurate prestige within the ranks, all of which has been sacrificed to provide wings to the majority. That sacrifice has cost the community a large chunk of population and support and it needs to be corrected. The longer Anet waits to admit mistake and fix the issue, the more will be sacrificed until it is done.
As mentioned before, the critical part that needs to go is the pip safety barrier. They exist at every pip for amber, every tier for emerald and sapphire, and at every division break beyond. Players need to be able to fall back so they can play among people at their skill level. If they can’t, the chances they will have complete kitten s on their team, or super elite rapists on the enemy team, is going to be much higher. With the barriers in place, MMR tanking will always be a thing, paying the enemy to forfeit will be sustainable, and the mathematical evaluation of player skill will drown in errors. This can all be fixed by removing the barriers.
Ranking Placement
Another critical point is the rate of which players reach a pip value that represents their current ability. This value needs to move fast enough to keep pace with balance passes, and fast enough to reflect short term progress. Maybe a player decides to stop using combat cam. They need to be able to see progress because of it within 10 games.
As it stands, I think the MMR system works fairly well and works at an appropriate pace. All we need is a system that moves pips along with the MMR standing so I propose we change the way pips are rewarded.
Since it isn’t reasonable to base pip rewards on personal score within a match, I instead propose we base it on personal MMR. That means, of the spread of players currently in a match, you will either have the highest MMR, the lowest, or be somewhere in the middle. If you have the highest and win, you get extra pips. If you have the lowest and lose, you lose extra pips. It’s that simple really. It will push you into a bracket where players have similar rating values. Players who are too high for their division will move down so they don’t frustrate players in higher divisions. The same works for league players who log in to their alt accounts. It will also cause the number of pips you have to represent your rating.
In order for these changes to work, there will be an additional change required: That there be no divisions beyond legendary. No X2 X3 etc… Without an upper barrier, division ranking would have no meaning. There would also be no cap to prevent pip matchmaking spreads to reach too far. Queue times would expand or reach a point where matching is no longer optional.
Abuse
I’ve tried hard to consider in what possible ways these adjustments could lead to abuse. What happens if a pro league player duoQ’s with a vegetable? The best I can consider here is using a system that I believe is already in place. As a party, the MMR of the top player is considered to match the lower. Their party MMR is inflated as a result, causing the matching to put the better players on the enemy team. In that situation, the vegetable now has the lowest MMR, meaning a win results in the minimum rate of progression. The Pro-leaguer gets a large reward, placing him into more advanced brackets with his vegetable. I think the current system does well to disincentivize using vegetables for progression, or making a business out
of carrying vegetables to the iron throne.
Season 4
As we have it now, the player base is divided among 3 separate divisions, all of which each include the full spectrum of player skill levels and have little to no method of separation. People don’t want to play, populations are low, matching is now a mess and Q times are high because of it.
Seems relevant:
https://www.youtube.com/watch?v=rWVBPgL-iIA
=P
Between Chaos boss and Bloomhunger there is just too much going on at once, it’s a clusterkitten. There’s enough of that in raids.
It’s mostly that I feel like I’m working harder for the same loot though. If you gon’ buff the difficulty, up the rewards as well.
Anet_Ben:
“Bloomhunger is intended to be the most difficult fractal right now. There is a problem in Guild Wars in that there is no real stepping stone to raids.”
Another clear announcement that GW2 wasn’t made to only cater easy content to the playerbase (although I don’t call Bloomhunger that difficult after playing swamp)!
Another indication that if that’s the case then they need to separate the swamp out from every other fractal or buff every other T4 fractal to it’s level AND provide appropriate rewards. You want to cater to the psuedo-raider? Fine that’s okay, but don’t just lump it in with everything else and expect the playerbase to choke it down without providing appropriate time/effort rewards.
do you all realize you can click the “yes” button and then immediately click the “no” button and then exit the match ?
yeah but its just the point. The new team name with the team icon is lame as well as the join team party thing. I dont know why GW1 players had a issue with this but many times during the season people would see me in a match and whisper me if we wanted to party.
That was simple and yet Anet implemented a silly join party for PvP matches.
Second this… having to sit there and wait for to leave with a greyed out leave button and “no” button when you had a bad team is stupid and frustrating. If people don’t want to party let them leave the second the match is over.
These threads would be more interesting if condi-hating players didn’t open a new one each week to regurgitate the same blatantly false statements every time. But I guess they would open new threads seeing as how they hate reading all the logical replies that debunk their false “facts” on the other threads.
Again, my point stands. Condi builds have more options than power builds. Go and visit wvw and see what I mean.
Why this is spvp.
Blocks shield against direct damage. The conditions that were blocked were only because they were part of the direct damage.
So with your first line you admit you can block conditions because almost all condition attacks register a physical hit. Only a very few dont but they are either unblockable anyways or are a field, which cant be blocked but you can run out of it.
Conditions can still be inflicted in many other ways WITH THE BLOCK IN PLACE using on-swap sigils, transferrence, unblockable attacks and boon corruption. Blind doesn’t do much. Aegis can be corrupted and stripped.
On swap sigils, namely geo and hydromancy, register a physical hit and can be blocked. They register in the combat log as either frozen burst or earth ring.
Transferance…the sigil is on hit thus can be blocked unless used with an unblockable attack via traits or utility. Deathly swarm needs a hit to transfer and will miss/fail if it doesnt cause blind to be transferred. It also stops tracking if it misses and will disappear if blocked. so no bounces. Asking the other transfers not to work is like saying others classes removal skills should have a chance at failing since if you check necro don’t have a bunch of condition removal it’s mostly transfers.
Blind does a lot to both damage types, this is undisputable. Blinding a skill that applies 1 stack of something is like blinding an auto attack, same as blinding a skill that applied multiple conditions is like blinding a harder hitting ability. Ive also explained how it can cause condi transfers to fail above.
Aegis can be corrupted sure but corruption is truly random, unlike removal. If you have any more than the [insert skill limit here] of boons on you, boons are so common now you likely will, then there is a chance it wont be. In the case of necro scepter 3 and traited signets if the corruption fails to corrupt aegis the hit is blocked.
Power damage has unblockable attacks as well so this is a moot point and thus CAN BE APPLIED WITH BLOCK IN PLACE.
Your arguments just looks like you are blindly hating on conditions.
(edited by Sigmoid.7082)