You can tell them apart just by paying attention. If you’re going through all enemy targets looking for the one with buffs, you’re doing something wrong.
ability to see which class is most played on all leaderboard players.
Neatbidea, shouldn’t be a priority, though.
Making a thread that’s not well-thought-out is one thing. Everyone flocking together to point that out is another. It reminds me of how proud top-tier teams are when they beat the pugs I’m in. Could we get a mod to shut down the thread? I don’t see it fostering any useful discussions in the near future.
I think when someone gets around to actually testing it and sharing the results this thread could provide some useful information
The point here is, it would’ve taken him 30 seconds to do the test himself and find out. Instead he makes a dumb, lazy, question that any remotely skilled warrior player should already know the answer to. For the record, the answer is no. And godkitten , you kids are lazy.
You could go test it out yourself…
How do you “test” crit %? You can’t..
This right here man. The epitome of problem solving, critical thinking, and analytical skills.
A prime example of what it takes to be a top player in the GW2 PvP community, ladies and gentlemen. Take notes.
Solo Queue:
- ranks 1-20 should not be allowed to queue up for this. Instead they can do the newly improved 5v5 (coming soon?) hotjoins (or even better remove hotjoins and add Normal/Unranked queue)
- New players should be placed in a spot that is consistent with their W/L ratio in Unranked play. Nothing else. Basically a hidden MMR.
Team Queue:
- Remake the roster&queue in the following way:
- Make a new NPC in the mists to “Create/Manage a Team” (much like the one in major cities in PvE)
- A team may have up to 10 people.
- A player may be in up to 5 teams at once.
- In order to queue up, at least 5 people in your team have to be online.
- Make a new NPC in the mists to “Create/Manage a Team” (much like the one in major cities in PvE)
- Once that’s in place, make it so that Team Queues are only Team A vs Team B.
- Track teams in the leaderboard, as opposed to the individuals in each team.
/discuss
This isn’t a problem with peak and non-peak time. Same bullkitten happens all the time because of the following:
- New players are freely allowed to hop into rank.
- They are placed in the 400-500 range of the leaderboard when they first start.
So yea, you’ll see a rank 10 kitten-t-e-r in every “high rated” match because of how dumb the system is and has been since release.
Ranks 1-20 need to not be allowed to Queue up for ranked play. Period.
A player without a leaderboard rating should be placed in the 75 percentile range, not the kittening top 500 range.
And before you tell me rank=/=skill, we all know what. But if you’re skilled beyond your rank you’ll rise out of the 75% in a couple of games. So enough with the algorithms and the internal testing and all the secret research to reinvent the wheel. Do what has been proven to work in countless of other games, and do it right.
(edited by Acandis.3250)
Http://gwshack.info
New players should be placed in the 75% percentile or lower.
The problem with changing the default is all you end up doing is moving the center of the curve. We’ve been talking about other metrics we can use as a proxy for skill and game knowledge that we can use to then place players at starting MMR closer to their actual skill level. E.g. PvP rank, PvE level, achievement points, time played, etc..
There no reason to do that. Just put all the new players in the same range and they’ll settle accordingly. If you take dumb things into account like pve level, PvP rank, or otherwise it’s going to be very unbalanced.
I’m going to try to make this point again.
New players should be placed in the 75% percentile or lower. It’s not hard to get out of that range if you’re good, but running into new players in the 1-500 range is unacceptable.
I honestly don’t think either rank should be displayed. Also amount of glory farmed that match? Why not just show KDA?
some more feedback here:
4 games played so far this morning.
- the first 2 we won something like 500-100.. (l0l)
- third i got matched with 2 people not even on the lboard http://imgur.com/FPtw9AE (keep in mind i’m not that low on it (like 300ish)) against a bunch of rank 40+ all ranked <300, 1 of them was rank 26 at the time of this match (lol again)
- fourth the match was closer but still got matched with a rank 20 not even on the board vs. 5 rank 40+ all ranked 400ish. tbh we wouldn’t have won if they didn’t have 2 thieves playing dumb builds http://imgur.com/7cJ13j8. it also helped that they were trying to 3v4 us on our node for what seemed like 7 minutes while our rank 20 ranger just ran around decapping nodes lol
Edit: all matches were 5v5, the 2 screenshots that i got were after people left postmatch
Edit2: I want to note this isn’t a QQ reply, i don’t care about losing a match cause i know i win way more than i lose. it’s more about these new unranked players getting placed in places they clearly don’t belong and they’re not benefiting from it in the slightest.
(edited by Acandis.3250)
I think what’s happening is the algorithm is matching 2 teams with average similar rating but often how that turns out is 3-4 high ranked players with 2 people off the board vs. 4 mediocre players and 1 decent player, so the average mmr of both teams is similar but it’s not true matchmaking.
This goes back to would you rather wait longer to find a good match, or just play right away.
( I haven’t bothered to read the post)
Don’t reply if you haven’t read the post.
For the record, it hasn’t.
why were they even allowed to queue for RATED Solo Q.
True, I’m guessing with the changes to hotjoin and leaderboards, they are preparing for a change like you’re suggesting. Solo Queue at rank 20+ and Team Queue at rank 30+ seems logical.
I don’t think there needs to be a rank floor for Team Queue as long as they change the way teams can queue up. It should only be 5 premade vs 5 premade. Always.
Also, there need to be “team rosters” not guilds, so a 5v5 leaderboard tracks rosters, not individual players. It’s dumb to track the latter.
The original problem with decay wasn’t the rate at which you decayed but rather that it was an imaginary decay.
People would decay from not playing, then play a game 3 months later and go back to the spot at which they were. So you’d see people going up the board from losses.
It makes no sense to have imaginary decay. If someone decays from inactivity, they should stay where they are if they come back, not go back to where they were before they started decaying.
I find it hard to believe that getting matched against really low ranks.
Well, you’re right on the curve where we stick new players.
We’ve talked about putting the default MMR to a lower number, might be something we want to do for the upcoming MMR/leaderboard reset.
I have to agree with Ken, I think putting new players so high is a problem.
I do understand that there probably aren’t that many active players but considering I’ve gotten matched with some <100 people in this range, I’m really concerned about putting new players in that range.
Reminds me of when I used to play with torch just to set myself on fire so people couldn’t see my banish animation ^^
Nice matchmaking…
jk, nothing changed. it still sucks.Watching your rosters. So far you’re being put into reasonable matches based on your MMR.
I appreciate your response.
On average, you could say that, but there have been a couple games that were completely lopsided. I find it hard to believe that getting matched against really low ranks and being able to 1v2 them without having to pay attention to animations is reasonable.
I’ll admit the system is slightly smoother, but more tweaks are needed.
The algorithm seems slightly better, but there are still matches that are completely one sided. Part of this is because we are not putting level of entry for new people.
I don’t want to be matched against rank 6s and just steamroll them. Rank 1-20s should be in their own division.
(edited by Acandis.3250)
No, just no. This would make some conditions “useless”, this would make covering conditions useless, etc.
Condition cleanse should simply be LIFO.
For the uneducated, every single condition removal/boon rip skill has its own priority table that it follows. For example, ripping booms with bountiful theft will always prioritize Aegis and Stability, but corrupt boon will never take stab, if there’s other 5.
That being said, I don’t agree the different tableechanic there is, it makes cleansing conditions an absolute kittenshow.
Furthermore, I support the idea of cleanses being LIFO. It creates the possibility of actual counterplay at a high skill level. But I think the current system for boon rip is fine.
I’m really confused why the general public seems to think that Guardians need a buff. They are easily one of the strongest classes in the game.
Like every other class it has strengths and weaknesses.
Strengths:
- Survivability through well timed blocks/blinds and burst heals.
- Strong AoE damage.
- Short range-short CD gap closers to stay on target
Weaknesses:
- Unreliable damage if not next to target.
- Low constant mobility.
- Will die to conditions after long CDs are down.
With this you should understand that guardians are going to be dominant when fighting on point, but really weak if you force them to fight off node. If you want to beat a guardian, make him blow CDs before he hops on a node, if you’re going to try and fight him on a node, you’re going to lose (unless you’re really really good).
It is currently * way too easy to kill the Lord* giving teams that are very behind, but just in range of a lord rush, a very easy way out.
I suggest we buff the Lord statically, and dynamically based on who holds each home point.
Full details:
- Lord is immune to transformation effects.
- Give Lord 100% more HP and 50% more damage.
- Give Soldiers 200% more HP and 50% more damage.
- If your team holds homepoint: Lord takes 50% less damage, all CC is reduced by 50%.
- If enemy team holds your homepoint: Lord takes 25% increased damage.
With these changes, Lord isn’t as easy to kill. Specially when you just send your theif or your warrior to solo it.
Additionally, it puts more importance on actually holding each respective’s side homepoint.
Please for the love of all that is holy make sure the following are turned off or to the lowest:
- Shaders
- Postprocessing
- Check Effect LOD
- Uncheck Mute when GW is in the background
- Uncheck Enable Camera Shake
These are the settings you need to have to make the game more enjoyable and understandable. Otherwise it looks like a gigantic clusterkitten.
I can’t speak for others, but I myself don’t mind when I get queued into someone that clearly has no clue what he’s doing. We all started noobs once.
I’m also not gonna be telling you what to do, unless you’re listening to the commentary on my stream.
just gonna leave this here…
http://www.twitch.tv/guildwars2pvptv/c/3206647
I see, like an unranked queue… could be used for practice etc. I like this idea… however I dont think this games spvp community is big enough for that and…
the reason I think that is (being a relatively new player) is that spvp has too much of a learning curve, there needs to be a mode where noobs learn to just kill each other and win – > no fun to lose every game cuz u didnt cap the shiny circle.
This is part of why in my original proposal (many many months ago) I suggested that 3 queues were added, and from rank 1-20 you can only queue up for Normals, not Ranked.
Just FYI, you can reach rank 20 inside a week, if you really try.
I also would love to hear the game you’re playing where guards are these super powerful DPS class. That (hahahahaha) sticks to their targets (i actually laughed out loud).
Guards are good in pvp (key word is good) they are very good bunkers (though bunker guards do slightly more than 0 damage…slightly). They are one of the most solid sources of supports (mostly meaning AoE stability).
Hybrid guards are okay, very useful in a teamfight. Doesn’t do enough damage to really kill anything alone, or have enough survival to outlast other classes damage, the definition of balance
DPS guards (both power and their much worse counterpart Condi) are laughable on a good day. Yes they have sword 2 and 3, and maybe even secpter 2 and 3` and 1 meditation but not only maining a guard but also fighting against them with almost every class i can easily say Guards are the easiest to counter and shut down (taking the spot that warrs use to be at).
I mean how many spirit guards do you see in pve or pvp?
His ideas may not all be spot on. But many of them, and yes many, are very good and would be an amazing first step in the right direction guards should be in.
You clearly only play hotjoins. Either that or you’re in the bottom 10% of the MMR ladder where clearly it’s unbelievably hard to play a class anywhere near the skill-floor.
DPS guards have the potential to win almost every 1v1 matchup, which makes them excellent homepoints, or farpoint agressors. Some top competitive teams took DPS guards because of this.
The fact is, every class has a unique playstyle, and that of the guardian is to fight on point, not on the road. Whilst on point, a DPS guard has a incredibly high stick potential and the highest AoE physical damage in the game, other than 100b warriors.
updated with confusion+retaliation formulas.
I think there’s some confusion here – the PvP Team is an entirely separate entity from the Skills and Balance Team.
The PvP Team’s main focus is improving the infrastructure of PvP – meaning features, rewards, etc.
The teams do often consult each other on various ideas, but they have separate projects.
I think this is a huge part of why SPvP hasn’t been successful.
There is a clear lack of communication between the SPvP community and the balance team. Most of the balance patches that have been released the past year have fixed very few issues, and only created more.
I strongly suggest that 3-4 people per class get selected to aid the balance team in successfully achieving balance within SPvP.
The place to “screw around” is Custom Arena. The volume of players that are in Hot Join now coupled with no matchmaking would make queues pretty close to non-existent.
And what would be stressful about unrated play? People who rage about bad play in Hot Join servers are fools, and so it would be in unrated play. The only “stress” you could possibly feel is from yourself or buffoons that you shouldn’t take seriously anyway.
I want to reiterate what you said.
If all the population in hotjoins were funneled into Solo/Team/“Unranked” Queues, most of the lower MMR queue times would be very low.
Keep in mind, custom servers would still be around, so it’s not like all “hotjoins” will disappear.
Hotjoins, have forever been a place were people go to grind, and many of those people come back to the forums and complain about how OP the 8 of 1 class they ran into is. Hotjoins, have been toxic to the growth of SPvP from the start.
What do I mean by “Normal Queue” ?
I mean a queue where you can queue up by yourself, or with up to 4 other friends, and get matched against another group of 5 players.
This Queue will take into account your Solo Rating, but the outcome of the match will not affect your rating.
There is the alleged concern that the SPvP population cannot be more split into different queues or the game will lose more popularity.
What does this entail?
This would mean that instead of 2 queues (solo AKA sync queue, and tryhards vs casuals queue) we would have 3 queues.
- Solo Queue: queue up with the idea that people won’t be able to sync queue anymore. Affects Solo Rating
- Team Queue: 5v5 ONLY. Affects Team Rating
- Normal Queue: Anything goes. Doesn’t affect any rating.
Edit:
This “Normal” or “Unrated” Queue would be really fitting if hotjoins disappeared entirely. The ever-diminishing hotjoin population could be simply funneled into unrated queues, just for people to have fun. As an added bonus, there would be no more complaints about 8thieves OMG nerf pls.
(edited by Acandis.3250)
Zealot’s Speed: Change it to 5s of swiftness on weapon swap, 1s if its already on you.
It allows guardian to keep up w/ targets, support dps specs
That’s too strong of an effect, spammable swiftness would put our mobility on par with an ele’s. We already have extremely strong stick potential with the right weapon sets. Though, I do agree the trait is very underwhelming. I would suggest this effect to be “Gain 15s of Swiftness and 10s of Retaliation when you fall below 50% health.” 30s ICD
Kindled Zeal: Make it block every 4th condition when virtue of justice is not on cooldown
There should be reasons to go 30 zeal other than just for a laugh
Interesting suggestion, though blocking 25% of conditions is REALLY strong. That would just be stupidly overpowered given how much pressure power guardians can put out. I agree there’s no reason to go 30 up Zeal, but that’s because there’s no reason to even go past 10 in that tree. The entire tree needs to be reworked.
Signet of Wrath: Change the active effect to 3s of quickness
Immobilize is unnecessary since there is a signet that knocksdown
Quickness doesn’t really belong in the Guardian kitten nal and having an immobilize signet works well with the kit that we have. I still wouldn’t ever take signets over meds until they rework the Radiance tree.
Shimmering Defense: Change its effect from burning to symbol of judgement
at 25% hp, symbol of judgement would help a lot more than burning
This would be way overpowered, given how SoJ works, currently. I agree that the current effect of this trait is rather overwhelming, but an actual solution to this problem could be “Burn and Blind nearby foes for 7s when you are struck below 50% health.” 30s CD instead of 60s.
Inner Fire: Make it give fire shield when burned for 4s with cooldown of 12s
Seriously? This trait does NOT need a buff, it’s already pretty strong.
Strength of the Fallen: Make it give 2s of stability when a spirit weapon is commanded or killed
Spirit weapon users need a way to stay on capture points without getting cc-ed off
Guardians don’t need more sources of stability, and you know you can dodge CC abilities, right? There’s a trade-off you take when you move away from shouts. Again, I agree that this trait is worthless in SPvP but an actual solution could consist of something more like: Move the trait to Master tier, “Regenerate 5% hp/s while downed.” This heal can be tinkered with, but it would need to be large enough to not get timered, and small enough to not be unstoppable.
Eternal Spirit: Swap it’s position with Spirit Weapon Mastery
This would allow spirit weapons to survive longer, justifying their stupid cooldowns
I think instead, this trait could additionally give Spirit Weapons +33%hp, and maybe immunity to damage conditions (not CC). That way they feel a bit more eternal.
Healing Breeze: Make it’s skill type consecration
This would shave its cooldown, and increase the healing
Hey! You had a good idea! clap
Smite Condition: Change remove condition to transfer condition
Stronger effect for only removing one
No need. This skill already does stupid damage, and you seriously underestimate how much removing 1 condition can do, when done at the right time.
Binding Jeopardy: Make it trigger on blind, apply immobilize instead of vuln, cannot affect same target twice within 10s
Allows greatsword and sword to stick to targets better, more cross trait/weapon synergy
Again, no. Binding Jeopardy is already a very strong trait. Reworking it this way, would just make guardian burst unavoidable, which isn’t what we want. There needs to be room for counterplay.
Guardians can already stick to a target extremely well, if you use your gap closers correctly. Not to mention the amount of damage they can put out is absurdly high if you time it correctly.
Overall, you seem to be more interested in making DPS and Spirit Weapon Guards unstoppable behemoths, rather than actually focusing on balance and counterplay.
(edited by Acandis.3250)
updated with new feedback ^^
updated .
With all the changes to come, I want to keep a list of skills and traits that have different behaviour in SPvP than they do in PvE and WvW. I only know a few off the top of my head, so I would appreciate it if people could pitch in so we can have an accurate compiled repository for new players to be able to look at.
Skill: <brief description> (PvE effect) (SPvP effect)
General
- Status Effects
- Revealed: You cannot gain Stealth while you have this effect. (3s duration) (4s duration)
- Boons/Condis
- Confusion: You take damage every time you cast a spell; stacks intensity. (130 + 0.15xCondDmg) (65 + 0.075xCondDmg)
- Retaliation: Deal a small amount of damage every time you are attacked. (198.45 + 0.075xPower) (130.55 + 0.05xPower)
Guardian
- Traits
- Selfless Daring: Heal allies at the end of your dodge. (129 + 1xHP) (129 + 0.5xHP)
- Skills
- Save Yourselves!: Pull conditions from allies onto self and gain multiple boons. (10s boon duration) (5s boon duration)
Elementalist
- Traits
- Cleansing Water: Remove a condition when you apply Regeneration. (no ICD) (5s ICD)
- Evasive Arcana (Water): Your dodge roll casts Cleansing Wave. (1302 + 1.0xHP) (1302 + 0.5xHP)
- Skills
- Signet of Restoration: Gain health when you cast a spell. (202 + 0.1xHP) (168 + 0.08xHP)
Necromancer
- Traits
- Dhuumfire: Apply Burning on crits (4s duration) (2s duration)
- Skills
- Grasping Dead: Cripple and Bleed foes in small AoE. (3 bleeds 7s) (2 bleeds 7s)
- Mark of Blood: Bleed foes and grant Regeneration to allies. (3 bleeds 8s) (2 bleeds 8s)
Warrior
- Skills
- Whirling Axe: spin and deal damage while channeling. (tons of damage) (+50% dmg)
Ranger
- Skills
- Search and Rescue!: Your pet owl finds a downed ally to res. (CD 85s) (CD 180s)
I know there’s a bunch more, but I can’t remember them right now, I’ll be editing this list as I remember/people point them out to me.
(edited by Acandis.3250)
For everyone who’s ever told me that .25s reaction time is impossible.
http://img15.imageshack.us/img15/9453/2xif.png
That was my first try. Give it a go: http://www.bbc.co.uk/science/humanbody/sleep/sheep/reaction_version5.swf
Seeing as how you’ve shown me that maybe like 3 months ago. And that screenshot is pretty recent, I’m gonna have to say that was not your first try ;D
Team Arena random map pool:
Kyhlo, Forest, Foefire, TempleSolo Arena random map pool:
Kyhlo, Forest, Foefire, Temple, Spirit, Skyhammer
I’m crying virgin tears of joy.
thank you for keeping those maps out of team rotation <3
Here’s a thought: Ask the teams to lock down their builds and submit them to the shoutcasters (or ArenaNet) the night before the match. That would give people time to put together some intelligent commentary about the builds and team comps before the fight.
(Assuming your shoutcasters are trustworthy)
I am not in favor of this. Countercomping is a HUGE part of this game.
I would be ok with them showing my build if the stream or the spectator feature had a delay on it. Until that happens, I expect builds will not be shown on stream so there’s no streamsniping for builds.
neat idea but…
We dont need more conditions
- Will final be Bo5 or Bo3?
- Will brackets be randomized, seeded, or unfairly matched so other teams have an advantage over others?
- Will there be at least 30 minutes break between group matches and finals?
- If so, it could be used for community events, interviews, or something.
man.. thank god necros got buffed this patch, i was really worried they were gonna fall out of favor after the June patch.
Does the age and region restrictions apply to the qualifiers too? If so it’s going to be a 4.5 team tournament.
Yes.
I know there’s been a lot of drama going around because of the released restrictions. However, I would like to say a few things…
Keep in mind that this PAX live tournament could be the potential start of your “Esports era.” You will only have this chance ONCE. Don’t screw it up by not wanting to process the legal paperwork required to a) host minors, b) distribute cash prize to minors, and c) host people from other countries not covered in your current ruleset.
Not to mention that you are barring the TOP TEAM IN EU and the 2 TOP TEAMS IN NA from entering this tournament with their current roster.
This honestly just makes it look like you’re desperate rather than the very precise and careful process that this should be.
If you’re okay with not wanting to go through the necessary legal paperwork to make your very first LAN event as successful and enjoyable as it can be, then good look to you making this game an esport.
All that being said, make sure you are putting all your resources into the right places. This tournament could go really well and mark the start of a good era for you guys. (Or it can fail miserably and gw2 pvp will RIP)
Undodgeable, unblockable 10k nuke… i don’t even see the point in playing this map
I just want to know when Purging Flames will be fixed.
(Don’t move this thread)
Hey guys, many of us were used to seeing tournament announcements, and the like, being announced on this sub-thread, but quite recently, the general PvP sub-forum got divided into 3 sections:
- LFG
- Events
- General
Keep in mind, tons of tournaments are still being planned! They are just being announced in Events (https://forum-en.gw2archive.eu/forum/pvp/events) sub, not in here. They are also being announced in http://www.reddit.com/r/gw2esports
Keep checking that sub, and signing up for tournaments, so we can keep the scene growing!
(edited by Acandis.3250)
1 step forward 2 steps back meng.
Any response ?
How should i say it again, THIS IS GAMEBREAKING .
Not for guardians, but especially for classes with little to no access to vigor ( like necros).
FIX PLS
upboat.
I actually didn’t notice this too much until this patch… That’s quite annoying.
Immediate attention is required… but, RIP energy sigil until next patch.