(edited by Acandis.3250)
1. Nothing lingers except for 5 point minors. Stone heart will not linger. 10% damage buffs from attunements do not linger. If they mentioned this will change then I stand corrected.
That’s why I suggested they add lingering for non-minor traits.
2. Arcane precision is plenty strong if you go a fresh air build. Perhaps its not the greatest in a cele build but that’s fine. Maybe up the proc rate to 15% on crit at most.
Sure.
3. I don’t like that Attunement and Evasive are choices between eachother. They are both really cool group utility that take a lot of skill to optimize and removing one from our kit just makes it a whole lot less fun. I have a lot to say about this issue but I’ll keep it short here.
I’d like to hear what you have to say on this issue as it is definitely a controversial design choice. As you said, optimizing the group utility that you get from having both of these is definitely high skillcap, but from another perspective using them non-optimally also presented very favorably outcome. (Even bad eles can faceroll their way through a lot of matchups because of the high sustain these 2 traits provide together)
Overall the ele takes a buff to passive defense with geo defense (earth GM minor), and with soothing ice (water adept minor) + elemental shielding (earth minor). In return, ele gives up active defense (choosing between elemental attunement or evasive arcana).
—snip—
This is actually a pretty solid analysis of what’s happening. Though, I disagree with a couple of things…
Fresh air builds are taking a pretty big hit as they’ll do at least 10% less damage, -20% from Bolt to the Heart. I don’t think this is a bad thing that’s being done, since currently Fresh Air eles have the potential to 100-0 many other classes in a fraction of a second. This really isn’t ok, and I’m glad it’s being addressed slightly. To keep the glass cannon feel of the build, I would go Water/Earth/Arcana. Like you mentioned the bonuses you get from Earth don’t synergize that well with the build.
Furthermore, I don’t think eles are being pigeonholed into any 1 specific role with this. With what’s been shown so far, I can think of at least 3 different builds (I will post these later) that could be effective, each of which serve a different role.
Some suggestions:
- Make “One With Air” a minor trait, and make it trigger on “Successful Evade,” with a duration of 1s. (Dodge an attack => get to reposition yourself). Zephyr’s Speed is 100% worthless. Add new air adept that converts power to precision or something.
I like the idea of giving this a more skillful trigger. It would reward skillful play with better kiting uptime.
- Make elemental attunement baseline, but nerf the boon uptime, or make it self-only. Make lingering elements restore elemental attunement to current functionality
I think having to choose between Evasive Arcana and Elemental Attunement is a good rebalancing. It opens up a couple other possibilities for builds rather that pigeonholing
every support build into taking both of them.
- Soothing Ice is probably strong enough to be a master or GM trait, especially given how well it synergizes with Zephyr’s Boon and Elemental Shielding. I’d swap it with bountiful power. So now you can choose between giving yourself more auras, or being able to give allies auras via powerful auras, or cleansing water.
This is an interesting suggestion. Rather than having to nerf the skill so it doesn’t have crazy OP synergy with other traits, it could be made a GM. In that case, it could still use a slight duration reduction, because 40% uptime is still pretty high. I would suggest lowering it to 3s, maybe even 2s.
Wait ?!? do they change aura share to proc through auras that arent applied through weapon skills?? How else will you be able to share that aura from soothing ice?
If they do change aura share like that.. that would be broken :O
Yes, they mentioned this was a nerf they didn’t like and are going to revert.
New Aura-share will not be limited to weapon skill Auras only.
Well, I definitely don’t agree with Zephyr’s speed being good, it’s pretty worthless. I would like too see some change there, too.
Also, they did say that Soothing Ice will have lower duration.
Keep in mind, I didn’t expressly say they are good, I simply said they are fine as they are. Could they use a slight boost? Sure
Are they absolutely worthess? No
And on Soothing Ice, I can’t stress enough how broken it would be to give a player a Frost Aura every 10s, no matter the duration. This is potentially an AoE Frost Aura + 3s Protection + 5s Fury + 5s Swiftness, every 10s. Any sort of Aura effect with that low of an ICD like this would be way too strong.
what you miss out on soothing ice is that it replaces some of the lost protection from not taking elemental attunement on berserk builds as you want damage (air), cleanse (water) and now the damage mitigation from earth.
you already have the 100% uptime +20% reduction from the earth minor gm so you will go for evasive on d/d.
i agree on minor air, the 3s superspeed is awesome.
fire shield spam is fine imo as the damage has been tuned down anyway and it was always possible to get a high prot uptime with signet aura builds, if you go into fire that’s what you wanna do, problem is just that nobody will go into fire i guess, even if blinding ashes is 3s icd now the rest is just not worth it.
I agree with fire line just not being worth it.
Air line is ok, but Water and Earth are just too good.
And I really don’t think Arcana is as bad as people think it is, it got nerfed where it needed to.
That being said, on the topic of Soothing Ice, if you want protection when you get hit, you can take Elemental Contingency. I really don’t see a reason to give the class a skill that’s generally on a 40s CD for free every 10s.
Reserved for future theory crafting section.
I am only going to talk about the specialization traits, since they are what has been more concretely covered on stream.
Elementalist
Arcana
Minors
- Lingering Elements – which the changes that are being done and the fact that it will be literally impossible to trait for all the linger traits I would highly suggest to revamp this trait to include the passive traited buffs, reduce duration to 3s.
- You have the reduce the duration since streamlining attunement recharge to 10s base makes 5s uptime ridiculous.
- Eg, if you trait for Stone Heart, it will linger for 3s after you swap out of Earth.
- Arcane Precision – this is a very weak minor, since the proc % is so low. Maybe give it a bit of a boost. The output condis are fine, though.
Adept
- All of these are fine.
Master
- Elemental Contingency – the ICD is a bit long for how low the duration of these boons are. Considering nobody is going to be lingering in an attunement for that long, I would suggest lowering this ICD by a little bit.
Grandmaster
- All of these are fine. I particularly liked that there is a big choice to be made between Elemental Attunement and Evasive Arcana. To be quite honest, I see Elemental Attunement being picked over Evasive Arcana in 80% of builds. The boon durations, along with the new ~8s attunement recharge, is too good.
Earth
Minors
- These are all fine.
Adept
- These are all fine.
Master
- I would like to see Rock Solid Give 2 stacks of stab instead of 1. Otherwise these are all fine.
Grandmaster
- Diamond Skin – I can’t give any informed judgement on that at the moment, but this might be dangerous depending on how the stats have been redistributed.
Water
Minors
- These are fine.
Adept
- Soothing Ice – You cannot, CANNOT give this trait Frost Aura, no matter how short the duration, the consequences are catastrophic. Frost Aura gives 10% damage reduction and 2s chill, 1s ICD. If traited, with other aura traits, it will also give 3s protection, 5s swiftness and fury, and don’t even get me started on aura sharing this.
- I strongly suggest this becomes something like “Gain regeneration and chill your attacker (2s) when you are critically hit,” and even that is kind of strong. The original Soothing Wave is perfectly fine.
- The rest are fine.
Master
- There are all fine, though I’d suggest potentially lowering the HP threshold on Aquamancer’s Training (presently Vital Striking), depending on how stats are adjusted.
Grandmaster
- These are all fine, though I’m slightly impartial to Bountiful Power being a major trait now—and a GM at that. Even at 9x, +18% damage isn’t that significant considering you have to trait into Water for this. Just my 2c
Air
Minors
- All fine.
Adept
- I like the slight buff to One with Air, some people might actually take it now. You briefly mentioned maybe going another direction with Ferocious Winds (which is a good idea seeing how bad Ferocity scales with small amounts). Fine otherwise.
Master
- I really like that you finally put Tempest Defense in a place where it’s worth selecting over other traits. These are fine.
Grandmaster
- These are fine.
Fire
Before I go into these, I want to mention that there is a LOT of Fire Shield spam potential. It should probably be toned down.
Minors
- Largely fine. Though, I would suggest reducing Flame Barrier duration to 2s, down from 3s.
Adept
- Conjurer – Interesting boost to this trait, though, without a serious revamp of all conjured weapons, it is still not a good enough incentive to ever take them over cantrips or signets.
Master
- Burning Fire – This is one of those traits that you should’ve done away with and reworked entirely. Nobody in their right mind will ever take this, it is just too ineffective.
- The rest are fine.
Grandmaster
- These are also fine.
Overall, I think ele changes are mostly good, though there were a couple crazy things cough Soothing Ice cough that should definitely get redacted.
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Who will be my Celine Dion? I have my recorder ready, lads. https://www.youtube.com/watch?v=X2WH8mHJnhM
I cry every time.
Lets be real here. None of you are losing nearly as many games as you need to, to be top 5 material. Step up(down?) your game.
lil Bitty sounds more G. yafeelmedawg
This has never been an issue, specially if you’re playing hammer Guard.
you can still hit them with banish, and you will know exactly were they land so long as you pay attention to where you’re pointing it.
Black Lion Tickets / Ticket Scraps / Black Lion Keys…
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I don’t think you understand how bad low MMR is….
Having grinded 3 accounts to high MMR, I can tell you: the first few games at starter MMR are all full of surprises.
You have not seen true terror until you play in those games. I suggest you don’t tank your account.
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I only noticed this for the Thief and Engineer stolen items. The other classes function just the same, with no delay with animation and no skill lockout.
Confirmed.
Still bugged.
After today’s patch, thief bundles have a ~.5s delay between end of animation and activation as well as a 1.5-2s period of skill lockout after activation.
G_G
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What about Irishman with distant relatives that fought for Mexico, during the Mexican-American war? Could they have a shot if provided with an Ancestry.com family tree report?
Unfortunately, Mexico is considered North America, I think you’re sol. Sorry bud
I’d like to go on record here and say that I am one of the people that has flamed you in the last couple days.
Since you play a turret engineer, when you were asking for advice in /map chat, I assumed you were just trolling, to get people worked up.
I’d like to apologize for my behavior, as I didn’t mean to belittle your efforts at getting better if it truly is your goal.
If you like playing engineer and you want to get better at the game, I suggest watching some streams and taking notes on their gameplay. Most notably:
http://www.twitch.tv/ostricheggs
http://www.twitch.tv/chaithh
http://www.twitch.tv/hibify
They’re all engineer mains that stream quite often.
As for the leaderboard, as I’m sure you’re aware by now, it’s a total joke. And sadly because you’re #1 and people don’t actually know you, they’re gonna flame you for playing turret engi :/
Thanks for all the feedback so far!
I’d just like to say that I have exams the next few days so I’m not actively working.
That being said, I have read all the suggestions and I will have an improved version by the end of next week with at least the following things addressed:
- More emphasis on games played.
- Ex, A player with QI of (x) and (y) games played will be below a player with QI of (x +/- epsilon) and (y + delta) games played.
- Comparing Rank, Wins, Losses from last update.
As data isn’t changing too radically every hour, I’ll still be updating this every few hours when I’m awake.
Again, thanks for all the input so far. I will continue to monitor this thread for continued feedback.
Honestly here is proof.
1, if you are good you have a high mmr
2, If you have a high mmr you have ling queue times
3, if you have long queue times you cant play a ton of games
4, if you cant play a ton of games you cant get high on the leaderboardIs this the only leaderboard in history where it is mathematically impossible get highly ranked if you are actually good at the game?
you left out:
5, if you have LOW mmr, you score more points for losing.
I for one, would like to see a series of 1v1s before declaring a true victor.
http://www.twitch.tv/acandis19/c/6282024
I’m opening myself up to a lot of flaming here since my casting was terrible, but….
There wasn’t an official stream of this cup so I did my own ghetto-rigged cast, for those of you who missed it.
If you have constructive criticism, I’d welcome it.
I’d like to keep this discussion alive.
It’s a very serious issue especially now that the game is getting more exposure.
Sitting in queue for 10+ minutes not being able to do anything but hit golemns is not only boring, it’s driving people from doing PvP.
I think the key to keeping the game healthy is to add more incentive for casual competition. The best way to do this, is to rework the leaderboards so there is a concrete sense of progression.
I think one of the old LoL ladder systems would be quite suitable for the medium-low population this game exhibits.
This is roughly how it worked:
- When players reached level 30 they were allowed to start queuing up for Ranked Solo/Duo.
- At that point they start off at base Elo of 1200. Their first 10 games are placement matches.
- Placement matches grant (or deduct) more Elo than normal matches.
- After placement matches —>
- Elo < 1200 => you were unranked (you can see your Elo in client, but you have no position on the ladder)
- 1200 <= Elo < 1450 => you are Bronze
- 1450 <= Elo < 1600 => you are Silver
- 1600 <= Elo < 1850 => you are Gold
- 1850 <= Elo => you are Platinum
These numbers can differ, but this kind of tiered ladder is a much better way to incentivize casual competition for end of season rewards. For example:
- At the end of a season players get a Bronze/Silver/Gold/Plat trimmed cape.
- Another option could be weapon skins based on what tier you ended on.
- Glorious Hero Armor should be reserved strictly for major tournament placements.
Thanks for reading,
Ac
The only issue (and it was pretty minor in the big picture) with the old solo queue was the way the leaderboards were calculated. I still have no clue why it was removed altogether.
If we’re necro’ing this thread. I’d like to point out that the best system to bring it would be to implement tiered leaderboards.
Start out with 3 thresholds,
Start out unranked (this can be the equivalent of %X on the current LB)
T3 and above = Bronze
T2 and above = Silver
T1 and above = Gold
and then if you really want, the top 100 (or so) can be Master/Dragon/whatever Tier, and that’s always the top 100.
End of season = Get rewards based on what tier you ENDED with.
- Reward can be something as simple as a Cape.
- Reward for winning tournaments should still be reserved to Glorious Hero armor pieces.
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All those of you that are claiming I didn’t read this.
If HoT brings a lot of new players into the game, then the current system might start working properly, and solos wont meet full teams as often.
The reason why solos meet premades currently is probably because matchmaking can’t find anyone else to match against.
The current system allows for a lot more flexibility (solo players filling gaps in 3/4 player teams, etc.) so it’s premature to want seperated queues for HoT.
Might as well wait and see if PvP gets a higher population and the matchmaking starts working properly.
READ THIS AGAIN
This is actually a good point. The only problem with not separating queues is leaderboards become meaningless in mixed queues.
I don’t think it’s possible to have both leaderboards and mixed queues. With the system I’m proposing, leaderboards would have value.
Granted the boards would have to be reworked slightly so that there’s some sense of individual progression, and Team Queues should get their own Guild/Team based board.
I guess really, the biggest issue is that there’s nothing to play for but hordes of PvE chests that don’t even stack.
If HoT brings a lot of new players into the game, then the current system might start working properly, and solos wont meet full teams as often.
The reason why solos meet premades currently is probably because matchmaking can’t find anyone else to match against.
The current system allows for a lot more flexibility (solo players filling gaps in 3/4 player teams, etc.) so it’s premature to want seperated queues for HoT.
Might as well wait and see if PvP gets a higher population and the matchmaking starts working properly.
This is actually a good point. The only problem with not separating queues is leaderboards become meaningless in mixed queues.
I don’t think it’s possible to have both leaderboards and mixed queues. With the system I’m proposing, leaderboards would have value.
Granted the boards would have to be reworked slightly so that there’s some sense of individual progression, and Team Queues should get their own Guild/Team based board.
I guess really, the biggest issue is that there’s nothing to play for but hordes of PvE chests that don’t even stack.
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What happens with teams of 3 or 4 people?
Play unranked, or custom Arenas.
Dear ANet, I would appreciate it if you guys give this some very serious thought…
We NEED to separate solo queue from team queue.
There are way too many games which end up being premades vs solos, and it is not okay.
I agree, it can’t happen now, population won’t support it. But there’s no doubt there will be a huge influx of new players during HoT, so it can definitely be restructured then…
When HoT comes out:
- REMOVE hotjoins from game.
- Leave Unranked Queue as it is (Any sized party can go here)
- REWORK Ranked Queue into following:
- Add Ranked Solo/Duo Queue (Only solo queue, or duo queue—if you want to play with a friend)
- Add Team Queue (Only 5 man rosters)
Thanks for reading,
Ac
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I don’t really care if the queue time is long or what, all I care is that I can’t even do anything else while waiting for the q pop. This is so stupid and it is pulling me away from playing this game.
Yes, this is an issue that deserve much more attention than it’s currently getting. I think one of the biggest reasons less people arebqueuing is because they don’t want to be stuck in the mists being able to do absolutely nothing while they wait for a pop.
There are easy solutions to this issue!!!
This is not a rage post. This is a 100% objective and constructive criticism post.
Under the previous iteration of leaderboards (before Dec 2), I could always tell there was a solid algorithm behind the matchmaking system. Games were close and I could very distinctly see my progress as I got better. There was a very distinct corrolary between skill and elo. There were a couple ways to game the system (ie. Abusing the bad decay system or just paying off the enemy team), but I’m large it was a very reliable skill ladder. The only people that complained about that system were people in really high elo (top 50~) that were clearly getting matched against people in much lower elo. And of course people in “elo hell” that were convinced they were so much better than their teammates and they deserved to be higher on the ladder.
During this just-passed preseason, we all saw people that weren’t even top 1k in the last leaderboard, quickly make their way to the front page just by spamming games. So, in a system were the virtual skill ladder is climbed by just playing more than others, there is no actual matchmaking. I repeatedly saw myself get matched with and against people that had absolutely no clue how the game worked, or even how their classes worked, but they had a similar number of games played, relative to me.
It very quickly became clear that no matter how many games I’d won, I wasn’t being placed with and against people of similar skill. I was quite simply being placed in a group of 10 players whose only common factor was games played.
Under this system rank points mean absolutely nothing. When you are awarding rank points indiscriminately, except for dishonor cases, and maybe deducting a fraction of a fraction of a point on a loss, it’s very easy to see this matchmaking will almost never actually match equally skilled players.
So if I can’t control who I’m being matched against by my win ratio or my skill, what I can do is control the people that I get matched with by just inviting them to my party. Either way, I’m not going to be watched against people anywhere close to my skill level and the games will be boring. So I’d rather secure the easy W rather than play the new Russian roulette of a system that is currently in place.
That being said, I think rather than reinventing the wheel, you should look at your old system and fix it’s flaws (which were very few).
As quite a few people have said recently, balance is probably the best it’s been in quite a while. However, it is now quite perfect, yet.
That being said, current top issues in balance are: (in no particular order):
- Nightmare run. (6) Bonus is too strong. This is essentially a 0 counterplay feature. And I mean 0. This fear will proc through, blind, evade, or block.
- Fix: make it blindable and blockable. Reduce base duration to 1.5s (down from 2.s)
- Might stacking is able to give classes with low stats but spammable might re-application too much power for little trade-off. Making celestial amulet even more effective of a choice for those classes.
- Fix: reduce stats granted per stack of might to 25 (down from 35).
I think these 2 are the biggest class-unspecific issues in the game, and they both have very easy solutions.
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For anyone that was in the chat room for the entirety of yesterday it was a lot more than just making fun of players. In general people were being incredibly toxic toward each other to a point where it was almost kittening me off. Everyone knows Twitch chats during large events can be bad, but the only time I have seen Twitch chats get that incredibly toxic toward each other was during other GW2 events. It’s even worse considering some high tier players are the ones instigating it in certain cases. At this point I’m just considering flicking the sub mode switch on during those events.
Or you could just ban bkpk…
But once somebody missed a queue because they were in a loading screen, so that makes it okay.
Yea but there’s an easy solution to that. Drop them from the queue, and don’t give them dishonor. There should seriously not be a dishonor stack for missing the queue. Am I expected to hold my pee til I see the queue pop when it could be anywhere from 10s to 10 minutes?
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By not letting us do anything other than AFK in the mists while waiting for a queue to pop, you’ve essentially gutted the concurrent PvP population by a significant portion.
There are many people that previously enjoyed doing PvE, WvW, or even hotjoins/dueling servers while waiting for queue to pops. Now we can do none of these things. It is 100% shortsighted and only hurting your competitive game model.
Look, it boils down to this. All of us started out from being complete noobs at this game, not much different from you, I imagine.
The few people that made it to top tier teams and are actively, and consistently, winning tournaments didn’t do it by QQing. They did it by learning from their failures and getting better.
When we lost to a particular class or build, we rolled that class, played that build for a few games, figured out its weaknesses and learned how to beat it with our existing knowledge of our favorite class. Nobody is telling you to reroll indefinitely, people have clearly told you how to get better at the game. Look at the present mechanics, and learn how to counterplay them.
As a point of reference, in any game of mechanical skill, there will always be player skill disparity. For example, I’m sure if I ran into you in a solo queue (or a hotjoin) I could play a sword/fist warrior and still beat you. It’s not because you’re bad, it’s not because sword/fist is OP or cheating, it’s because I have played every class extensively and I know how to counter them.
That being said, with enough proficiency, certain players adapt a different playstyle that masks the weaknesses of the class and highlights its strengths. As such, you can see some really good players playing non-meta builds and still eating noobs for breakfast.
So yea, you can keep typing 4 paragraph essays every other hour and MAYBE you’ll get a dev that feels sorry enough for your stupid kitten to post a metric that isn’t even relevant to how the game works… Or you could spend that time rolling the other class, reading its skills and hitting a light golem a few times to figure out how those skills work.
Up to you, either way, this QQ isn’t helping anybody, least of all, you.
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What do you think about adding a Lord HP Bar on the top right corner of the UI? Would be especially helpful when defending, not to mention for casters/spectators.
In all seriousness, this is all being done in good fun.
I am taking shots at everyone in the scene.
If any of you feel truly insulted by any of my content feel free to bring it up and I will moderate it.
I think any ranking system needs a couple things:
- Solid MMR, I think in the past you’ve done well with this. Hard to say how well your current iteration of this MMR is doing, since we’re all all getting matched up with total noobs. But we know you have it in you.
- Small tiered division. People/specially casual gamers, need small reachable goals to show off their progress. Currently seeing only our “rank points” does really give anyone too much incentive to play ranked a lot. Other than just grind a ton of games and by law of large numbers, get rank 1, eventually. Not very exciting…
I think it would be good to have, for your starter season, something like:
- Unranked (until you play 10 matches)
- Bronze (starting MMR->top 50%)
- Silver (top 50%->top 25%)
- Gold (top 25%->top 5%)
- Platinum (top 5%->1%)
- Masters (top 1% +)
- This would be a good tier in which you could keep something like the current latter iteration, where people are set apart by the number of rank points they earn. Or something similar…
I don’t understand the point of hard resetting all the previously earned MMR.
Why not just do a soft reset normalized towards default MMR? I suspect most of the matches for the next 3 weeks are going to be complete blowouts because of this.
so from what i gather, new ladder is simply about grinding points. so…… most games played = rank 1
Under this new system, these 3 players in top 1% realize…. I could either take my chances with the MM algos, or i could just hit up the other 2 homies and farm the ez wins. This is exactly what is happening now, and will continue to happen in a system where teams and solo players get dumped in the same low population bucket.
In Ranked Q if you do this now, you just won’t get a match if there are no other teams of your skill to play against.
That’s what the long Q times are about today.
They’ll get a pop… after 30 minutes. So instead of waiting forever, they’re just gonna go do unranked and curb stomp nabs there. Back to issue in OP, this is boring for both teams.
lol the only problem with necro right now is nightmare runes having no counter. fix that fix game.
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When we had them together everyone hated being stacked (which is understandable) and wanted a solo queue. When we had solo queue everyone hated how it was random and the ladder meant practically nothing.
The only time matchmaking seemed random in the previous system was when there weren’t enough people in my tier logged on. But when we had more than 5 people in high elo queuing concurrently, we had great games.
I don’t think the previous iteration of MM algos were bad, in fact I think they were the best you’ve had yet. They only seemed bad because population (specially at higher elos) wasn’t large enough, so a lot of the time 2-3 high elo players end up curb stomping unloucky nubs.
With this new (and 2 generations old) system, you take the same (and only problem) you had last iteration, and making it worse. Take this scenario for example…:
Suppose we have 10 players, 3 in top 1% and 7 in garbo/who_cares elo.
In the previous system, 1 team would get 1 good player, the other team 2, and then it would spread around the other 7 as it best saw fit to try and make it a closer matchup. Most of the time this worked really well. In fact, 90+% of the games in the last MM system were really close. There weren’t any stomps unless someone was smurfing, or playing a match out of decay.
Under this new system, these 3 players in top 1% realize…. I could either take my chances with the MM algos, or i could just hit up the other 2 homies and farm the ez wins. This is exactly what is happening now, and will continue to happen in a system where teams and solo players get dumped in the same low population bucket.
Population simply isn’t large enough to sustain this mixed system. I’m not against revisiting it in the future, when the game has much a much healthier active population, but right now it simply isn’t an option you should consider.
PS: This is something a lot of us could’ve said if there had been a CDI Topic on this subject… but no….. let’s just drop huge changes to a system that already works just to watch the world burn.
@Justin, since you’re being kind enough to read through this. What’s the word on letting players do something other than running around HoTM while waiting for a queue pop?
I know many people that enjoyed PvE, WvW, hotjoins while waiting for a pop that have all together dropped PvP because they can’t do their favored activity while waiting for a pop.
I’d honestly say there are a lot less people playing PvP now that they can’t PvE or roam WvW.
I think that’s the true kicker right there..
IMO the only threshold should be PvP rank. Rank ~30 should be fine.
Having to wait 10-15 minutes for a pop only to get matched with 4 other solo players vs premades is not fun. It’s also not fun when you’re the premade thrasing 5 solos.
Nothing about mixing team and solo queue is fun.
You guys already tried merging the queues a year ago and the same kitten happened: everybody hated it.