Showing Posts For Aberrant.6749:

Serious question

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Matchmaking is complete random though, like if two players from same lb rank que at sametime they wont necessarily be on same team, it was disproven a long time ago.

Nothing new for me in this post. Better tell me how they match people in a team, thanks.

If you already know that than you already know your answer.

Do you really want to stay in a que for hours because no other rank 1-100 leaderboard player is playing?

Or should the game assign you to random team based on whoever is queing up, even though chances are a 1-100 leaderboard player will be assigned to play with or against someone that’s like 95% on leaderboard.

Even though it takes 12+ straight wins to get from 95% to 1-100 on leaderboard.
So the gap isn’t small, that’s a huge gap even though it appears small. That’s a lot of consequective wins you have to make happen.

However, I’d rather have the game assign me with bunch of random people than have to wait hours in que. It’s not the game, its nobody queing up to make it so the system can work as intended. When you have less than .2% of the population that watchs MAJOR GW2 tournaments, that tells you about the population of PvP. Don’t forget, theres a lot of PvE’ers in watching too, which makes that % of population even less than how small it already is, .002 or .2%, 2000/1000000. ALSO, some of that is from European players, which don’t count towards NA player pool, so EVEN MORE small.

I have better things to do rather than wait in que for hours for the game to assign me a perfectly matched game.

I still don’t understand why can’t it try to average the rankings as best as it can on both teams though. Instead we get high ranked players vs new ones. It would take hardly any time for the game to say ok this person should go to this team and this one to the other to instead of two high ranks vs two lower ones on the same team and try to even it out a bit more. I don’t think anyone is asking for perfection, just better.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Foil-Wrapped Candy

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

170 isn’t a lot considering how many players there are around, so I wouldn’t get mad if you don’t get one.

Depends what you consider a “lot”. During Halloween I played at least 200 PvP matches and I earn’t around 20.

Even if 20 tickets was average (I doubt it’s that low though since I got at least 200 just doing the daily stuff in PvE and some people farmed that) 170 isn’t going to be a lot just from the sheer number of people that play this game. The chances are going to be against the OP getting anything.

It would be better to not expect it and then just have it as a happy thing instead of somehow thinking that you deserve it and being disappointmed/angry if it doesn’t.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Foil-Wrapped Candy

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

170 isn’t a lot considering how many players there are around, so I wouldn’t get mad if you don’t get one.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Serious question

in PvP

Posted by: Aberrant.6749

Aberrant.6749

One of the inherit issues with the matchmaking is reaching an equilibrium, between best possible game and the wait time.

I don’t see how this leads to massively different levels on two different teams. I would think that it would get 10 players, then allocate them to each team so that it’s better balanced. This does not seem to be the case though.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?

Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7

Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.

My fascination is explained in all my posts above.

If players can’t pick the winning team manually, you will have:

  • no best player hand picking other best players team
  • no team switching when players get the chance
  • more players that actually get there for pvp instead of spectate gambling (so more motivation to win from the start)

To name some from the top of my head.

So, essentially, you want to turn hotjoin into soloqueue. And we go back to the original question: Soloqueue and teamqueue aren’t enough?

So, ultimately, you are being zerged in hotjoin. But you can’t see the obvious problem described ten times in this thread? Then I will ask my original question once more:

What the hell are you trying to accomplish in this thread? Protect the current state of hotjoin?

Why don’t you try and find the most fundamental problem that exists in hotjoin right now, and present us with YOUR solution to the problem (if you manage to find it all by yourself)..
And if you don’t, refrain from protecting the problem that you fail to see. And absorb our time and effort.

It’s fine to not see any problems with hotjoin (although I find that there are). Let him/her give his/her reasons. These boards are here for discussion and I wouldn’t want anyone to feel that they need to be silent just because they disagree.

Discussing different points of view may lead to a recommendation of a better solution in the end.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

hotjoin is terrible

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Posted by: Aberrant.6749

Aberrant.6749

Oh, I didn’t know the only reason I do pvp is to allow you to have more fun. Would it be better for me to stand there, so you can kill me faster? I just stayed on a losing team, and the winning team basically zerged me the nanosecond I tried to do anything. What fun is it to get annihilated by 3 people? Where’s the skill? Where’s my motivation to stay?

Thats the exact reason why team selection should be removed. Because then you wouldn’t get zerged 24/7

Yes, and then what happens when you get a runaway lead on the other team, which this one had. Once you’re close to 200 points ahead, you can basically camp the other team’s home area, and zerg them if they try to do anything. What’s your fascination with removing team selection? It’s not going to make people join the losing side anymore than they already do. I think the only way to reduce the “problems” in hotjoin is to reduce the penalty for losing to 100 points.

My fascination is explained in all my posts above.

If players can’t pick the winning team manually, you will have:

  • no best player hand picking other best players team
  • no team switching when players get the chance
  • more players that actually get there for pvp instead of spectate gambling (so more motivation to win from the start)

To name some from the top of my head.

So, essentially, you want to turn hotjoin into soloqueue. And we go back to the original question: Soloqueue and teamqueue aren’t enough?

No, because there needs to be an unranked area for new players/testing/casuals/etc. Hotjoin has become an area where people often go to abuse the game mode for ap/finishers/PvE rewards and is no longer good for those things.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

New recipes cost too much to use?

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

I haven’t seen Magic Find on utilities before. Maybe they think it’ll be popular (hence the 78c minimum sell price), but since Magic Find is such an unknown, purposefully obscured factor, I suspect people won’t bother.

How magic find works might be debated but now that I’ve gotten mine up to 147 I’ve started getting rares drop more frequently and I even got an exotic drop from a random low level mob. I think the last exotic I’ve gotten from a mob was over a year ago before they nerfed the old farms in Orr.

My base magic find went from 91% up to 166% over a three month period, thanks largely to the Halloween event. Rare drops do not appear to have increased for me.
Same with magic find boosters, whether it be food, magic find boosts from guilds, magic find boosters from black lion chests, bonfires, sharpening skulls & crystallized nougat.
Often wondered if the magic find boosts are bugged or have very limited impact on drop rates for rare, exotic & precursors.
Fact is I have had better drops without the extra boosts.

I notice MF has given me a lot more t5/t6 mats. Few more rares/exotics as well, but the chance to get those is far lower so it’s not as noticeable. More MF certainly does help.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

At least for me it’s not so much taking hotjoin seriously, but rewarding bad behavior and deterring people that have an interest in pvp. It’s not healthy for the game if these XvX-1 team jumping games are the first experiences people have with gw2 pvp.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

You obviously haven’t read any of my posts, or the OP.

  • I’m not bothered by 5v4 in hotjoin
  • Preventing people to join the winning team is a must (not much to say about this if you really missed this point)
  • You don’t do SoloQ, you are playing pvp for rewards and you never stay on a losing team. You reply with: “So, Teamqueue, and solo queue aren’t enough?”
  • Its funny that players like you seem to be the only problem for my Fix. At least players like you will now leave the match instead of autobalancing and joining the winning team again and again…
    So to answer your question: my fix will slowly remove players like you from hotjoin, to give room for players that actually want to play. And don’t autobalance the teams each day, every day.

Currently, any fix would be better than its current state. Even mine (which was a 1 minute iteration).

Wasn’t the OP complaining about 5v4 in Hotjoin though?

Becka has a good point; preventing players from joining the winning team will not fix the core issue, which is to encourage players to join/stay on the losing team. Otherwise you’ll just get ragequitters, and then what are you going to do? You either need to allow Autobalance (which puts us back at square one), or one team has to play understrength and basically get stomped the rest of the match because nobody is willing to join the losing team. (And that’s if you don’t simply get a cascading effect where every single member of the losing team quits. I see this alllll the time in online competitive shooters.)

If you kick one member of the winning team back to Spectate, you’re guaranteed to kitten off that unlucky player too, because now they lose out on their chance for rewards/playtime.

The OP is saying that allowing players to force autobalance through spectate and freely choose teams has ruined hotjoin. The 5v4 situation is partly due to this, but is not the main issue.

In the past, before spectate and the forced autobalance meta, if a game went 4v5 there was a reasonable chance that it would become 5v5 within the game or by the next game. Now in nearly every game we have to put up with people manipulating matches by forcing auto balance, as well as pre-game stacking.

If people quit because they have to go do something else or just out of frustration that is totally cool. That is exactly what autobalance is designed to fix. What is not cool is when players move to spectate, force the game to auto balance and then join the winning team. When that happens in nearly every game it is just terrible.

The 5v4 situation is what causes this to happen in the first place. They wouldn’t even have the option to auto->swap if the game wasn’t imbalanced. It’s not just the person who does the swapping rubbish that’s at fault. It’s the people who mash on the join button to set up the 5v4 in the first place, the person doing the swapping, and a-net for rewarding this behavior. It’s all part of the same problem (bad hotjoin behavior being rewarded). There are few players who even out the 5v4 otherwise we would still be seeing them become 5v5’s, but a lot of games never reach that point even without some one doing the spectate->swap at any point in time.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

I’m not sure that would be a wise move, Aberrant. Removing rewards from Hotjoin is more likely to result in the following:

1. All those autobalancers/team stackers currently in Hotjoin just move into Solo/Team Queue instead. If you think the two modes are bad now, imagine how much worse it would be with even more afkers, quitters or IPHIW types in there.

2. The Hotjoin players just leave PvP altogether. You might think that’s a victory, but it also deprives newbies to the PvP scene of a place to get their feet wet and learn without real consequences, while also still leaving players feeling like they’re being rewarded for their time. Events in GW2 over the last year have made it abundantly clear that players will only stay in a map or game mode if they feel it is profitable to be there.

1. Fine, let them get punished for their bad behavior with dishonored and be unable to play then.
2. They don’t care about pvp, they just want to abuse 5v4 to get PvE rewards. People seeing constant 5v4 etc. does more harm to people actually interested in pvp.

1. Dishonored only kicks in if you quit the match, right? So afkers (the ones who play juuuust enough to avoid the afk detection kick. You know the type I’m talking about) and “rubbish players” would be entirely unaffected.

And once somebody quits, you then have the problem of 4v5/3v4 anyway. Correct me if I’m wrong, but I was told that Autobalance does not apply in Solo/Team Queue? So the people on the shorthanded team have a lousy experience anyway through no fault of their own.

2. Unbalanced teams is a big problem, yes, but I think it would be more effective to encourage people to join/stay on the losing team rather than punish leavers. People stacking teams so that they have the numbers advantage is only one half of the problem; the other, more insidious reason people wait in Spectate is because after a match, you pretty much know who are the good players are. (It’s not hard. Just watch and see who has the Dragon/Phoenix/Shark finishers, or who have “Champion X” as their title.) You then wait next round until you see the skilled players join one side, and then quickly join their team. You are thus pretty much assured of a win, even if you don’t have an initial numbers advantage.

That’s why I’ve suggested in the past including a new buff that gives you double the match rewards (capped at the winner’s usual reward) to anybody who picks “Random” when starting a match. When coupled with the fact that rewards are handed out based on how long you’ve been in the match, this means that if you’re after PvE rewards (as you call it), the smartest thing to do is just instantly hit “Random” when the match starts and then see it out to the end. Teams don’t have to suffer through 4v5 or 3v4, and people who play for the thrill of winning can still make their best effort (and possibly carry their team, depending on how good they are).

1. Was saying if they were to go try the same rubbish in solo/team que and just leave whenever (since they can’t do things like spectate->join the winning team or purposefully set up an outnumbered match) they would be punished for it. AFKers are a problem as well I agree and could use some more.

2. It shouldn’t even be an option to choose your side initially in hotjoin. Just random, que people in 2 at a time in hotjoin to try to keep teams even. A bonus for joining a team that has become imbalanced sounds fine to me as long as people can’t just go back to spectate then rejoin to get a bonus (etc.).

I find that outnumbering in hotjoin is the biggest problem currently.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

gem bought skins

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

If you need transmutation charges, I highly suggest you go and do PvP. Reward tracks give them out like candy.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

what is your OP list of classes?

in PvP

Posted by: Aberrant.6749

Aberrant.6749

What is the point of this thread? People who play certain classes have listed the classes that somewhat counter their class/build combo and soft/hard counters should be known by most anyway.

A lot of these threads are very…

Dear A-net -

Please nerf rock
Paper is fine

~sincerely scissors

Tbh though, celest + might is a little bit too strong (too much damage while still having a strong defense).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Simplest fix is go back to 8v8.

What this person said.
A 7v8 is less dramatic than a 4v5.

Also, whoever mentioned remove hotjoin. That also means to remove custom arenas because that’s what a hotjoin is. Be stupid to remove hotjoin since they put so much work and effort into it.

Than again, these developers are known to remove hard work and effort they put into things such as QP, glory, glory vendors, etc.

8v8 won’t teach you how or what will work in a 5v5 match, so I agree with them on removing it.

I agree, I don’t think that it needs to be removed altogether. It’s good that there is an unranked area to play/test/learn in. It’s just the current form of hotjoin that’s horrid because of the achievement/reward PvE abusers that have come in specifically to do this outnumbering team rubbish that needs to end.

I have no issues with the new rewards themselves, it brought in new people. That’s good. Unfortunately hotjoin currently encourages/rewards bad behavior and that behavior turns away people who might have had an interest in pvp.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

If you have an idea that lets me:

  • Spectate when I’m bored.
  • Enter and leave whenever I want without getting punished.
  • Lets me join with my friends without punishment.

Then I will support your idea.

5v5

Click “Ready” to join a random side. (Or the side with the least players)

Click “Spectate” to spectate.

Click “Ready” to join the same side you were on. (Can’t switch teams)

Right click “Join friend in PvP” to join friend in his PvP map. (Not his team)

When your friend is in your party AND your friend is on the team with less OR equal number of players, you will join his team. Otherwise, you will spectate untill you;

Click “Ready” which will do the exact same as line 1.

//—-This was my first attempt to fix hotjoin, let me know if something is missing.

Players should enter into the game in pairs (one on each team) to help keep the teams even. Without that the “random” part would be far less meaningful as it would already be determined that you’ll be joining the team with the fewer number of players.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Even if they altered the teamswap, there would still be the initial outnumber team stacking strategy (which is often the cause of people to feeling the need use teamswaping antics). Just changing that wouldn’t solve the problem.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

I have a question about hotjoin: Why is someone obligated to sit there, and lose so that you can have more fun testing builds?

If I’m understanding what you mean correctly… it’s not even that people leave games that become even and then imbalance the numbers, the vast majority of games are 3v2 4v3 5v4 etc. with multiple “spectators” who won’t join unless they can get a number advantage (at which point they mash on the join button for the winning team).

Ah. But why would someone want to join a losing team? Maybe the difference between winning and losing should be less? Like, maybe 100 points instead of 300. I wouldn’t care then. And yes, I’d actually play, and not just afk, because I always try when I get autobalanced.

I agree that in hotjoin it shouldn’t matter much who wins or loses. It’s hotjoin… a testing/beginner area. Glad that you try and don’t afk/leave the game when swapped Idk why the latter happens, but it happens frequently right after a player is team swapped, my only guess is that they don’t know that it still counts as a win(?)

On a related side note the few games where I have gotten to play games that started outnumbered and ended as 5v5’s have often had 200++ point comebacks and the initially outnumbered team often winds up winning. People that just outnumber for wins tend to be lower skill and will probably remain that way as they are not learning how to play pvp what so ever. Just zerging doesn’t work in a real match since you won’t have the extra weight or an additional player (as well as communication in a real match would help punish this). But this is what’s getting taught and rewarded to these players in hotjoin. Something should be done for the health of pvp.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

I have a question about hotjoin: Why is someone obligated to sit there, and lose so that you can have more fun testing builds?

If I’m understanding what you mean correctly… it’s not even that people leave games that become even and then imbalance the numbers, the vast majority of games are 3v2 4v3 5v4 etc. with multiple “spectators” who won’t join unless they can get a number advantage on the winning team (mash on the join button for the outnumbering/winning team if anyone happens to join the losing team). It’s unusual that games even out at any point for longer than a few seconds. This behavior either shouldn’t be allowed or shouldn’t be rewarded.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

I’m not sure that would be a wise move, Aberrant. Removing rewards from Hotjoin is more likely to result in the following:

1. All those autobalancers/team stackers currently in Hotjoin just move into Solo/Team Queue instead. If you think the two modes are bad now, imagine how much worse it would be with even more afkers, quitters or IPHIW types in there.

2. The Hotjoin players just leave PvP altogether. You might think that’s a victory, but it also deprives newbies to the PvP scene of a place to get their feet wet and learn without real consequences, while also still leaving players feeling like they’re being rewarded for their time. Events in GW2 over the last year have made it abundantly clear that players will only stay in a map or game mode if they feel it is profitable to be there.

1. Fine, let them get punished for their bad behavior with dishonored and be unable to play then.
2. They don’t care about pvp, they just want to abuse 5v4 to get PvE rewards. People seeing constant 5v4 etc. does more harm to people actually interested in pvp.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Nerf Autoattacks. SAY NO TO RNG !

in PvP

Posted by: Aberrant.6749

Aberrant.6749

chaith why are you even talking when you play the 2nd most broken spec in the game? and btw the first most broken spec also uses neither air nor fire sigils. like seriously I’m trying to understand why youre complaining about it but i really dont know.

You seem to never get tired of making bad points. I’m posting because I wasn’t going to let that “use stone heart” gem pass by. It’s got nothing to do with the fact that my builds are perceived as broken or not. Also if you read, you’d know I don’t complain once about fire/air. I think in light of incendiary powder, nightmare runes, etc, fire/air raise zerker builds so there is a similar component of damage that can’t simply be dodge rolled.

IP was put in there to make up for the rubbish aa damage and can be cleansed. Nightmare runes fear you can stunbreak out of. Fire/air not so similar other than it’s RNG.

I don’t personally have much of a problem with fire/air, but I can understand why others don’t like it since it can be so much of a random immediate burst.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Nerf Autoattacks. SAY NO TO RNG !

in PvP

Posted by: Aberrant.6749

Aberrant.6749

This sounds fine, but there would need to be a re-balancing of attacks to make up for the dps loss in some cases if traits and sigils didn’t proc from auto attacks. Or they could just revert back to the single sigil procs since that was working fine before.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

This game is nothing more than money grab

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

For a game that pride itself for not having a gear treadmill, and that ur end game was suppose to play dress up. Why is majority of the skin lock behind gem store.

I have no problem with skins in the gemstore, where I think it’s a money-grab is being charged multiple times to use the armor I bought in the gemstore (transmute charges).

I like keeping a specific look on a character throughout their levelling. With the green transmute stones i could cheaply keep the same look from level 1 to level 79. With the change all those greens were turned into a 1/3 charge so now it’s 3x more expensive to keep the same look on a character, actually moreso when you consider how few free charges you get in-game compared to the stones.

EDIT: Since ArenaNet says they like solutions offered to problems we see, here’s my proposal;

All gemstore skins should be free to re-apply on a single character in your account (the one who first uses the skin). For all other characters, it costs one charge per piece the first time and then is unlocked as a free skin for them as well. We already bought the skin, we shouldn’t have to keep paying to use it.

That’s is totally a greet idea. Let’s make the system even more complicated, I am sure Arenanet will be down for it, NOT.

This will not be the case when you can have your cake and eat it.

Yes, because it’s really fair that we have to keep paying over and over for something we already bought! Honestly I’d have the gemstore skins free to apply account wide. At 800 gems per skin ($10.00) they’ve made their money on the skin.

With transmutation charges normally priced at 25 / 600 gems, thats $7.50. That mean every time my character levels enough for me to change armor and weapons I have to pay $2.40 (8 charges) to get the look back. Yeah, that’s fair.

But… you don’t have to keep paying for transmutation charges… you can get them free from pvp reward tracks (how I got more of them than I know what to do with and keep getting more) or exchange gold→gems. It’s not like rl $ is the only way >.>

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

hotjoin is terrible

in PvP

Posted by: Aberrant.6749

Aberrant.6749

Only allow 2 players in at any one given time (one for each team). 5v4 teamstacking would be solved for the most part.

If this is too difficult for a-net then remove the rewards from hotjoin (leave them in solo and team). It’s a testing/fun/whatever area and doesn’t deserve even the small rewards that it gives now since apparently it’s enough for people to be willing to abuse it. This will remove the reason why people do this constant 5v4 rubbish.

Even teams should be the norm, not XvX-1 mash on the join the winning team’s join button as it is now.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

This game is nothing more than money grab

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

There are plenty of skins outside of the gem shop. If you have your heart set on something in the gem shop you can convert gold to gems… and gold is not hard to acquire.

Transmute stones of all things? Get those easily enough from doing PvP.

If you don’t want to earn it in game for whatever reason then you can use rl money.

I fail to see how it’s a money grab.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Arachnophobia/The Crossing/The Mad Moon

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

Nah, it would start a lot of issues. At what gold cost do you put these expensive weapons at ascended? Should expensive BL skins turn weapons into ascended weapons (plenty of those are more expensive than the crossing)? etc. etc.

Better to skip all that and leave them as is. If you have the funds to be able to create these things then you should also have the funds to make an asended weapon and move the skin over.

Grats on making it none the less op

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

How to deal with max magic find?

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

It would be nice to have another use for them for the people that don’t care about MF or have maxed it (other than maudry).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

How do you interpret the term "exp" from LFG?

in Fractals, Dungeons & Raids

Posted by: Aberrant.6749

Aberrant.6749

exp = know your stuff, if i sense something is wrong i’ll kick you out.

Pretty much this. Just don’t be bad and have done it enough times to know where to go and what to do. If we need to have a talk, something is wrong and some one is probably getting kicked.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Giant Eyes are too rare.

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

I’ve seen a couple from heavy moldy bags… but yea they are ridiculously rare. An increase in the chance to get them from bags or adding in another source would be nice.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Immobilize OP

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Still a horrible idea as I see it. Say I and one or even two other players are heading to a supply camp. We stumble across a player killing the guard. Then we are punished if more then one of us uses an immobilize within your concept of immunity. Why should the single player be given such a strong advantage? If they use a mobility skill that also breaks immobilize, as several due, now they have a gap on us, they broke immobilize, and they are now immune.

Nothing you have mention, would even remotely convince me that my skills deserve to be devalued, simply because someone else finds being immobilized to be “inconvenient”.

3+ an AI Vs. 1, that 1 person now has an unfair advantage. This reasoning…

I would just revert the immobilize stacking and work on fixing the rooted while in air issue. I doubt the prior will happen at this point though. It’s not as if they weren’t warned this would be a bad mechanic, then shown how it’s easily abused after.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

To salvage or not to salvage?

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

Thanks for the info

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sadly every class is imbalanced

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Even in conquest turret eng isn’t amazing… it’s kind of like a minion mancer necro with minions that can’t move…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

IMO, engineers are OP

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

PvE = very easy as is, idk of any encounter where 1,500 range is needed.

So your suggesting nerfing grenade range based purely on the fact that you feel PvE is easy. I feel we would need an actual substantial reason to implement yet another grenade kit nerf.

Please read my other posts and the thread as a whole more carefully. This is quite obviously not what I’ve been saying. Heck, I haven’t asked for a nade nerf at all. I’ve just been pointing out that 1,200 vs 1,500 range on nades isn’t a big deal what so ever because of the limitations that the speed of the nades etc.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

IMO, engineers are OP

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

I always find it comical how posters try to throw the word “spam” around when they are trying to put down another profession in the “X profession is OP” threads. As if you are not constantly spamming weapons skills, heals, utilities, elites, and dodges, on every single profession in every fight.

Except in certain classes case (Engi, ele, thief) there is literally spam. Engineers always have something available to them, and for some reason this ability to consistently toss everything out and repeat makes them a “high skill” class.

Maybe players who have played engi extensively can actually weave these skills together efficiantly and get the most from the class, but when I pick up my engi and spam grenades on point and down 3 players it’s not because the class is high skill.

There are a lot of games where you can just spam and win vs bad players. Against some one that knows what they are doing though… it doesn’t work. I’m fine with that.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Ele strongest prof in the game Spvp

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Dear a-net:

Nerf rock
Paper is fine

~Sincerely Scissors.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

IMO, engineers are OP

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

If you nerfed IP you would have to increase the damage of every weapon and skill the engie has to make up for it as offensive engie would not be possible. It would take a major rework.

It is so powerful, the best solution might be to make it a GM trait.

you wanna talk about weak weapon sets? let’s talk about thief ranged options, shall we?

would you like some thief shortbow maybe?

IP shouldn’t proc from any fart engi makes and should be moved to GM

So are you here to cry about thief P/P or talk about engineer. You should actually play the engineer sometime. Clearly you have not, or you would know MH pistol on thief is certailny stronger damage out put as MH dagger on engineer.

It’s pretty niche to use them at 1,500 outside of WvW and wouldn’t be a big deal if it was lowered to 1,200.

Niche? Hardly. It is used extremely often on mobs, world bosses, dungeons…………Defending and assaulting keeps in WvW, and in large battles in WvW. What information do you base your presumption that it is “niche” when it is valuable in more cases then not?

Consider its effects doesn’t sound like they are considering it equally. There are massive changes that would need to be done to start to balance WvW. It seems to be by far the lowest priority. I would be surprised if it’s given much more than a cursory glance in that direction

No not really. Again you make assumptions about what the devs do or think, and post them as if they are fact. Particularly after they specifically stated recently that balance changes should take PvE and WvW into consideration.

Are you one of those tin foil hat presumptuous guys who believe this?

PvE = very easy as is, idk of any encounter where 1,500 range is needed. WvW = imbalanced as all kitten, changing it to 1,200 would make very little difference overall because of that, but I did mention that it’s used there, so idk why you brought that up… also re-read the post you took the snip from. There are reasons why tossing nades around in WvW at max range isn’t a great idea.

“Seems” =/= posting as fact. If you look at the balance changes though, what do they seem to be mostly balancing for? PvP. Feel free to go look up all of the PvE/WvW based changes then compare it to the number of PvP ones.

Guess it’s time for you to try to make personal attacks since you don’t want to discuss the issue though : /

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

IMO, engineers are OP

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Nades fail against a decent/aware opponent at long range though. I highly doubt they balance based off of poor/unaware players. It’s not just 1v1 open field where this comes into play.

Whtehr it was balanced in that context is irrelevant. The fact that it function well and is used very often, in that context is relevant though

If they are unaware of you at 1,500, they probably won’t be aware of you at 1,200. Players on walls can easily move out of the aoe before they land at max range. To hit with nades at 1,500 your target would probably need to be tied to poorly placed siege. This game isn’t exactly balanced based on WvW anyhow though. There are far larger balance problems in WvW than these sorts of things. It really wouldn’t bother me much to have the range reduced to 1,200, but I don’t see how that’s a necessary change due to how slow nades move through the air and how easy they are to avoid because of that either.

You are incorrect. This is why it is considered one of the best weapon sets in the game to use at maximum range against large forces. No one said we should base anything around WvW. Although in all of the recent skill bars, the devs stated specifically, that when discussing the changing of professional aspects that we have to consider its effects on the profession in WvW, PvE, and PvP.

Sorry, didn’t understand your first reply.

“Large forces” seems to imply WvW, but I guess large is vague enough to where you could mean 4-5. If you have a “large force” in one spot in PvP that would mean that other points are wide open. This can happen but it’s usually not a good idea/is pretty rare, comes with other issues, and is thus not a big deal. Against more numerous targets things like retal will hurt like a kitten because 3x projectiles times however many of them hit a target = ow ow ow stop hitting yourself. AOE cleansing of conditions also becomes an issue. It’s still not the best thing to use nades at max range even in that situation when you consider everything involved. You will technically hit something if there are enough things going on and they can’t walk out of the area due to other factors though (mentioned this in another thread and thought it was this one, so my bad there). It’s pretty niche to use them at 1,500 outside of WvW and wouldn’t be a big deal if it was lowered to 1,200.

Consider its effects doesn’t sound like they are considering it equally. There are massive changes that would need to be done to start to balance WvW. It seems to be by far the lowest priority. I would be surprised if it’s given much more than a cursory glance in that direction

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

To salvage or not to salvage?

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

Mystic where does the 128 exotic/782 rare forge attempts per precursor come from?

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

This is why we hate that profession

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Everyone hate something of at least 1 profession. I made 1 video x profession to quickly show (hopefully in a fun way) something annoying for each one of them (in WvW environment).
Some videos are few months old, so some stuff is outdated (like warrior’s banner on npc). You can find more infos in each video description.

This is why we hate insert profession name here playlist:
http://www.youtube.com/watch?v=XXlxr-KNPCI&list=PLVyX12JX_UzY2bmckfEDiCN437PO9R5Fd

These are purely for fun videos, done casually during free time, meant for entertainment ; no one should feel “offended” or w/e by them. I play all classes and i think they all are both fun and OP in some ways. Peace.

Like them? Share with friends then. Check the other videos in my channel for more fun/tips&tricks for WvW if you want.

Very entertaining, nj

I hate no professions

I applaud you good sir.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Sadly every class is imbalanced

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

So anything that is challenging to fight against with your chosen build/profession isn’t balanced. Anything you can easily beat with your chosen build/profession is balanced…

Pretty much sums up every thread on this forum doesn’kitten

Unfortunately yes. I wish people wouldn’t choose a specific class to identify with as much as they do. Seeing the bigger picture is very important.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

IMO, engineers are OP

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

@coglin

Nades fail against a decent/aware opponent at long range though. I highly doubt they balance based off of poor/unaware players. It’s not just 1v1 open field where this comes into play.

If they are unaware of you at 1,500, they probably won’t be aware of you at 1,200. Players on walls can easily move out of the aoe before they land at max range. To hit with nades at 1,500 your target would probably need to be tied to poorly placed siege. This game isn’t exactly balanced based on WvW anyhow though. There are far larger balance problems in WvW than these sorts of things. It really wouldn’t bother me much to have the range reduced to 1,200, but I don’t see how that’s a necessary change due to how slow nades move through the air and how easy they are to avoid because of that either.

@sinject IP has already been nerfed multiple times despite it being there to make up for the poor auto attack damage. It wouldn’t be justifiable to move something like that up to a GM trait without increasing eng’s other damage sources so that it’s no longer the reason it exists. At that point they should just replace IP with a new trait as it wouldn’t be necessary. It would take a lot of work, but I’m sure it could be done if they felt it was necessary (which doesn’t seem to be the case).

If you really want to learn a class I highly suggest playing it for a while. You’ll gain far more insights that way compaired to just playing against whatever class you’re having problems with. It really helps with predictions since you can quickly think “what would I do here?” That knowledge is invaluable.

Even with that knowledge an eng will be a tough matchup for your thief though. When you play against your class’s counter a lot, you start to get a distorted view of their overall balance. Should eng’s be asking for necro nerfs? Nah, necro is fine despite how they rotflstomp eng harder than any other class rotflstomps their easy matchup.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Essence of luck crafting (Artificer)

in Crafting

Posted by: Aberrant.6749

Aberrant.6749

I find spending 3x more gold (as much as the most expensive legendary) not worthwhile in comparison to salvaging thousands of blues/greens for a profit (some of the time).

Agreed. I made a large profit while maxing out my MF instead of salvaging ectos and losing gold. I’ve heard from a few people that there is a lot more competition for those profitable blues/greens now unfortunately.

You could salvage for JC related mats and hold onto them in hopes they’ll go up in price if/when they add in ascended jc-ing, but it’s been a while since they introduced the previous crafts so idk if they’ll be doing that (they did say all crafts would be 500 at one point though).

Ulion – have you actually looked into the Ecto Salvage method? It’s possible you can actually MAKE a profit as T6 dust as well as luck is generated. Most player report breaking even or coming close….it’s not nearly as costly as you seem to think (tho it does take a bit more starting capitol than your “cheap Green item” method).

That’s gotta have some high rng risk involved…

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

what i hate about playing necro

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

This game has so many hard counters. Dia skin is great vs a full on cond, but fails vs everything else. Necro’s roflstomp eng but have issues with other classes. That’s why 1v1 is a poor way to judge a class. a team mate can deal damage to the ele and break the dia skin which would allow you to drop conds on him, etc.

WvW talk in a balance discussion = what is this?

At the same time though, if you balance death shroud for survival when focused in a 5v5, it’s going to be op for the 2v2’s etc that happen all the time in PvP. I really sympathize with the dev’s trying to get the balance of this right.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

Combine WvW and Spvp balancing together.

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

WvW and PvP are very different. Saying they’re both pvp anyways…

Some people want to use their PvE gear against another player. If you don’t, then there is PvP. It’s a nice way of giving options to both types of players. Yea WvW is not nearly as balanced, but the gear is one of the lesser reasons why WvW is imbalanced (numbers and coverage > gear).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

what i hate about playing necro

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

for all of you people who seem to be thinking necros are just fine they way they are , do yourself a favor for arguments sake please i beg of you before commenting on this topic

make a necro , it does not matter what race it is , your choice , go to pvp , and when you do game browse servers that are 1 vs 1 okay . and ask for a duel with someone with your necro . do this and have about 3 to 7 duels at least . and then come back with your response . okay . i guarantee you that you will not have the same opinion anymore about necros once after you have done this .

other wise please explain why you choose your class you play mostly over necro in the first place and please explain why you prefer that play style compared to necro .

1v1 in pvp is a poor way to judge if a class needs a change. I’m not against changing things, but that shouldn’t be the main criteria without many changes to all the classes.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Please nerf this condi engi spec

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

‘Cause I would say it’s more semantics that nades have a 1,500 range since you’re not going to hit much at 1,500 range with them.

Your displayed aggression suggest your taking this a little too personal. I am not sure semantics means what you think it means. It is quite literally a fact that they have that range when the grenadier trait is in the build. Besides, you can very often hit folks at that range. If they are making effort to avoid your lobs, you now have control of the movement in battle to at least some extent. You should use this opportunity to herd your opponent in directions that favor you in the battle. given the range on grenades, the 1200 possible range on rifle, the 1200 range on pistol MH 1, and 1050 on the subsequent other 2 MH pistol attacks, a wall that stops or reflects projectiles, the low recast of gear shield, 1500 range attacking kit, 1200 range pull, reflect and block on the shield, a full invulnerability, access to perma-vigor, a 900 range gap closing or making leap, and so on, I hardly call “ranged” the engineers weakness. Granted the engie has more reliable damage out put at mid-range, I do not feel dealing with range is the professions weakness. It may not be a strength, but I certainly do not call it a weakness.

Displayed agression? I’m fine man, but thanks for the concern Wasn’t trying to make anyone feel defensive either.

Sorry you didn’t understand the point I was making. Yes technically the nades fly 1,500. You can use that to move people around a little, but that’s the most you’ll probably get out of it. If some one wanted to they could simply move left after the first toss, then back right again for the next. Not much of a gain (even for herding) unless something else is preventing them from doing that. You’re probably not going to hit an aware target at 1,500 with nades… they are simply too slow for that to happen reliably when you can walk out of the aoe radius before they even land. “Very often” is a vague overstatement. It’s slightly easier than trying to hit something at 1,200 with a guard scepter. Sure it’s technically possible since they travel that far, but it’s probably not going to happen and certainly not reliably.

I didn’t call it the professions weakness. What I said was “outranging an eng also can work”. If you’re able to keep the eng away he’s not going to be hurting you very much so IP shouldn’t be an issue. Magnet has a long obvious cast time and shouldn’t be hard to avoid at 1,200. It’s uncommon to trait for rifled barrels and take a rifle in a cond build, some celest builds do use it though. Blocks can help close the gap agreed. So yea… eng is a close to mid range fighter and if you’re able to keep your distance you can use that against the eng because they are weaker at longer distances.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

what i hate about playing necro

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Shroud being a 2nd hp bar is a close enough analogy to where it doesn’t bother me and I understand what people mean when they say it. I doubt they mean it 100% literally.

I actually don’t like the analogy since it makes people imagine their own non-necro characters with their own damage migitations and then double the hit points. The statement does not show the inherrent weakness death shroud has like: no healing, no utilities, no elites, automatic degeneration, no regeneration out of combat, … and forget the sacrifices that are made in the necromancer design for said class mechanic no invulnerabilities, blocks, stealth,… .

If people don’t understand the basics of a class they shouldn’t be posting about it at all… but I guess there are people that do that… and I mean you can generate life force while in death shroud so that’s kind of a heal but not really… Idk, I’m still ok with it as a sort of short hand unless the person obviously has no clue what in the world they are talking about.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Suggest fixing the 1 copper raise problem

in Black Lion Trading Co

Posted by: Aberrant.6749

Aberrant.6749

There are indeed bots on the TP. They are the problem, not the ability to raise an offer by 1 copper.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Please nerf this condi engi spec

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Coglin, just because the devs don’t state something, doesn’t make it wrong/false/whatever.

So… semantics =‘s reality in this situation I guess? ’Cause I would say it’s more semantics that nades have a 1,500 range since you’re not going to hit much at 1,500 range with them. Eng is a close to mid ranged fighter and I’m ok with that. I don’t know if you take offense to that or have something to say to the contrary or ???

Shim I don’t have an inherent problem with burning. It’s well balanced in that it stacks in duration and not intensity. Other conditions can deal more damage than burning because of this. IMO it really just depends on who has the burning. I find it fine on eng.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

what i hate about playing necro

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Shroud being a 2nd hp bar is a close enough analogy to where it doesn’t bother me and I understand what people mean when they say it. I doubt they mean it 100% literally.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

Please nerf this condi engi spec

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Coglin I would love to see you actually hit an aware target at 1,500 range with nades. Yea they sped up the nades a little bit a long time ago (about when they nerfed nade damage by 33% iirc), but they are still very sluggish and extremely easy to avoid beyond close->mid ranged fights, especially by a half decent player. Eng does well in close->mid but unless the target is already occupied/unaware of the eng you’re not going to hit much until you close the gap. You can litterally just walk out of the target area before they land.

They were talking about how eng were forced to back off too easily when they were cond pressured and they wanted to fix that (the point was brought up by grouch). I’m not going to go searching through and finding out which video it was in, but it was one of their official ones semi recently (not long before this recent balance update).

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

what i hate about playing necro

in Profession Balance

Posted by: Aberrant.6749

Aberrant.6749

Necro must be a pain to balance for the dev’s. If you balance deathshroud hp for larger fights, it’s going to be op in smaller fights.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa