Gradually as my wins and rating increased, I started having newer and newer players on my team, and the teams I was assigned to started losing at games with scores like 500 to 250. Every game.
Also I saw we were often up against coordinated teams that were very efficient.
SO…do I now stop tourneys until an actual solo-only queue is implemented?
I am obviously not going to win any more. I cannot carry an entire low team with my 35 ranking alone.
It’s honestly not that I run into premades.. It’s that I get queued up with rank 10s against premades.
@Devs.
There have been several reported instances of people not being able to play tournaments since last patch. They will get stuck in queue and will never get a pop. I know for a fact this is not a population or MMR problem.
This is literally ruining the game for many players.
We need to know that you are looking into it and it needs to be hotfixed.
Thank you for reading,
Acandis
I just think there need to be different leagues like… ranks 1-10 get matched with 1-10s. 11-20s get match with 11-20s. and 30+ are in open league.
I noticed the same thing a while ago. Nobody had any idea. All I know from asking around was that it used to do normal damage in sPvP (e.g. the same in PvE), but when it changed I have no idea.
I just read through that, that’s interesting I’ll update my thread. Thanks!
Retaliation previously did damage = 198.45 + (0.075 x Power).
After some testing, I have concluded that the new damage formula is = 130.55 + (0.05 x Power).
Update: It looks like NPCs take full damage from Retaliation while players take something like 2/3 of the projected damage.
Sounds legit.
Thanks for reading,
Acandis
(edited by Acandis.3250)
I dunno about numbers but maybe the class symbols would be nice.
Like my engie teammate is at far point fighting the enemy ele would be Green Bomb (engie symbol) and Red Flame (ele symbol).
Did you see any rangers breaking the game with their 5 trait point quickness? Cause I didn’t. Most rangers were under performing even with quickness on pet swap. I saw lots of people building guardians and eles, even glass thieves, but rangers never reached FotM and yet they still get nerfs.
Please tell me more about the depths of the MMR ladder.
Shelter is the most susceptible heal to unblockable interrupts.
Having it go on full cooldown denying you the 2seconds block and the heal, it means you will probably not survive the next 30seconds, which is huge.Some say use stability when you are going to heal,but if you have to use stability you may as well use the signet of resolve that heals for double the amount and if it gets interrupted you only get 3-4seconds of cd, not to mention the passive condition removal.
So… because there are 3 skills in the game that can interrupt it and you don’t know to look out for these animations, the entire spell should be changed so the game is easier for bads? Sounds legit.
Actually the only problem was time-warp. Other things never had such a great impact (frenzy, haste etc.)
Even time warp wasn’t that big of a deal IMO, the CD is pretty big. But even if it was just timewarp that was the problem, it doesn’t warrant a nerf for the whole quickness effect.
Just for you, Silven.
http://www.twitch.tv/acandis19/b/382966000
I think quickness kind of needed a nerf, most of it was telegraphed completely and when burnt it meant you gained the advantage if you kept majority of your hp.
But they definitely need to improve the other skills so that the classes still retain the dps.
I’ve already expressed I didn’t think quickness needed a nerf in SPvP, I think the only thing this nerf has accomplished is making Eles even harder to kill.
This shout will not have any effect on Fear with the trait Pure of Voice. My guess is because fear acts as both a condition and a control effect.
(edited by Acandis.3250)
You missed the entire point of this thread because you got too butttthurt over one comment. Good job.
I mainly play Guardian and Ele and this is my view on the recent nerf.
From the wording on the patch notes, it seems like Quickness was a big problem in WvW which I can understand. It’s hard to see what’s going on in a huge zergfest.
Quickness was not a big problem in SPvP. The only complaints I ever heard about it in SPvP was about Rangers having access to quickness on pet swap with no punishment.
In order to make my point clearer I’m going to list out every way to gain Quickness in SPvP.
Utility Skills
- Frenzy – Warrior: Lasts for 5s and you take 50% more damage for the duration.
- 60s CD.
- Elixir U – Engineer: Lasts for 5s with a chance to gain Frenzy (take 50% more damage) or Haste (cannot regenerate endurance).
- 60s CD.
- Quickening Zephyr – Ranger: Lasts for 5s and you cannot be healed for the duration.
- 60s CD.
- Haste – Thief: Lasts for 5s and you cannot regenerate endurance for the duration.
- 60s CD.
Elite Skills
- Time Warp – Mesmer: Lasts for 10s.
- 210s CD.
- Zealot’s Fervor – Guardian: #4 skill on Tome of Wrath. Lasts for 3s and can be cast twice in the duration of the Elite Skill.
- 15/180s CD.
Traits
- Last Chance – Warrior: Gain quickness for 4s when you strike a foe with less than 25% hp.
- 90s ICD.
- 30 trait points required.
- Critical Haste – Thief: 10% chance to get quickness for 2s on a critical hit.
- 30s ICD.
- 20 trait points required.
- Instinctual Bond – Ranger: When you are downed, y our pet gains quickness for 5s.
- 50s ICD.
- 30 trait points required.
- Zephyr’s Speed – Ranger: You and your pet gain quickness for 2s when you swap pets.
- No ICD, however pet swap is on 20s CD.
- 5 trait points required.
Other
- PvP Superior Rune of Balthazar (4): Gain quickness for 5s when you fall below 20% hp.
- 90s ICD.
- PvP Superior Rune of the Orrian (6): Gain quickness for 5s when you fall below 20% hp.
- 90s ICD.
- PvP Superior Sigil of Rage: 10% Chance on critical to gain quickness for 3s.
- 45s ICD.
All these CDs are raw (no CD reduction traits accounted for).
As you can see, most classes that have access to quickness either have a substantial CD on the skill/traits, have to make a big tradeoff to get access to quickness (such as a large number of trait points, taking runes of Balthazar/Orrian over something more useful, or taking more damage/no endurance regeneration), or both.
This is not the case when it comes to Zephyr’s Speed. This gives Rangers quickess for 2s every 20s for only 5 trait points when other classes have to spend at least 20 trait points to get quickness for a short amount of time on a long CD.
As you can see, the problem with quickness wasn’t that it was too strong in SPvP, but that rangers had extremely easy access to it with no repercussions.
Now, I don’t WvW so I don’t know if quickness is that big of a problem in there—though I’d imagine it’s hard to avoid really telegraphed abilities when all you do is PvE all day and you follow the blue-marked commanders—but reducing ALL quickness just like that without changing anything else is a huge hit to classes which currently revolve around access to quickness such as the Warrior.
I would like to suggest that the quickness stays the way it is in WvW/PvE and is reverted back to what it was for SPvP. After all, you have to balance separate aspects of the game differently. And please, for the love of all that is holy, don’t wait a full month to do this. There are certain game-breaking things that you cannot wait a full month to change.
Thanks for reading,
Acandis
(edited by Acandis.3250)
You mean to tell me that you’d be okay with:
- Shelter, a skill that can block everything (except the unblockable) for 2 seconds, to be on a 4s CD?
- Ether Renewal, a skill that can clear 8 conditions in 3.5 seconds, to be on a 4s CD?
- Healing Breeze, a skill that scales 1:1 with Healing Power, and has a base heal of 6,525 (to self) and 1,725 (to allies) over 2s, to be on a 4s CD?
Your thinking is too shallow. These skills go on full CD for a reason if interrupted.
Suppose they had 4s CD on interrupt. Any half decent player would realize that it’s better to cancel-cast these spells right before the channeling ends and repeat this in 4s when the spell is available again.
Somebody please close this thread.
Cleansing Water works as intended. Runes of Dwayna bonus 4 only activates on “Healing Skills”.
While Cleansing Water does heal, it is not a Healing Skill.
Healing Skills are only slot 6 skills.
i miss vyndetta he was a cool dude
wich one is more ops?
cuse i was in the matches, and i face so many stopid mesmers. they spaming stealth using burst no advantage disadvantage i try and kill but they doge me al time. they also has to many invulnrable abilitis. theyre so op they illusions do alot of damage to
also the thieves they hit me one shot i dead dead nochance.
i doge but they spam swoosh swoosh swoosh agan and agan i die((.
they have permannt stealths and they run away wen i try and hit and then wen out of stealths they has full hps.im sry but mesmers and tieves are op. pls fix this becase i dunt lik plying game and not just me lots people. D;
L2P u fk sk nub
hi vain nice to see you
remember folks: google img search “qt vain” to see just how cute vain really is
Yes, the top of the players base should be the only ones that get any say in balance changes.
Why? Because we are the ones that know how to play the game the best. We are the ones that have spent countless hours learning about every class and how to counter them and how to play against them.
Classes should not be nerfed to the ground because you refuse to put in time to L2P.
Keyboard warriorssyndrome.
I’ve ranked upto lvl 30 in hotjoins alone. Why? Cos I play late at night in aust which is 4-7am in the US. Total dead zone where zero tourneys would pop. Does that mean I have no right to an opinion? kitten off, u have no idea
Honestly, it’s ANet’s fault for implemention hotjoins in the first place. If hotjoins weren’t around the hundreds of people that play hotjoins would be in tournaments and they would pop a lot of frequently.
If Custom Arena’s existed, people would play CA.
Tournaments aren’t for everyone.
I agree but competitive balance changes should not be made based on the opinion of casual players.
Keyboard warriorssyndrome.
I’ve ranked upto lvl 30 in hotjoins alone. Why? Cos I play late at night in aust which is 4-7am in the US. Total dead zone where zero tourneys would pop. Does that mean I have no right to an opinion? kitten off, u have no idea
Honestly, it’s ANet’s fault for implemention hotjoins in the first place. If hotjoins weren’t around the hundreds of people that play hotjoins would be in tournaments and they would pop a lot of frequently.
MM seems dysfunctional cause there aren’t enough people playing GW2 PvP right now.
Why aren’t there enough people playing it though? because no incentives, no goals to aim for as a player/team.
This. You’re losing all your loyal players because of this.
Its quite possible the team you went up agenst was a pre-made team, ever consider that? So that wasnt a fault in the match-makeing system, and I think the system is more of getting you into the game itself, rather than waiting for an approate level of team-mates to balance themselfs out which would take alot longer to get in, but I agree with you also, the match makeing system does seem to be abit unbalanced in terms of real pug v pug groups, I often have Pug v Pug matchs where the enemys have 3+ level 30’s while my team is bearly pushing 20’s (im level 9 myself, so I cant talk much, but im pretty good for an r9 I think)
Yes, it was against a pre-made but they’re not that bad that they should get matched against a level 3.
Update: Solo queued again, different team same bullshiiiiiiiiit.
ANet, I am one of your most loyal PvPers but this is absolute h-o-r-s-e-s-h-iiii-t.
What is your excuse for MM working like this?
I don’t even care that much that I lost the game, I know I can grind up my MMR easily. But why should low levels get matched against this? This is the reason PvP is dying.
Low levels are still getting discouraged from playing this game because your MM is still dysfunctional. There is no reason for this to still be a problem.
This has been said a thousand times before, and I will be said a thousand times again (if you don’t fix this): there needs to be a reliable Solo/Duo Queue with functional matchmaking. Until that happens this aspect of the game will continue to shy new players away and into the zerg-fests of hotjoins.
This will never host a competitive environment until these changes are made.
(edited by Acandis.3250)
yea if hotjoins are gonna stay they need their own subforum.
Yes, I’m sure. This is only something that’s been happening since the last ninja patch. But it doesn’t always happen. I haven’t been able to pinpoint the exact event that triggers the bug but I do have footage of it happening.
I haven’t been able to narrow down the specifics of the bug but it seems that if you have a weapon set with an Energy Sigil on a weapon, and Stacking on the other, when you weapon swap you don’t gain any energy.
I’ve noticed this with Healing and Precision sigils, not sure about power.
Stop playing hotjoins!!!!!!!
I run a guild dedicated to introducing new players to the tournament system. Message me in-game if you’re interested in joining.
i had playing like over a mouth and i feel that im not learning much, i did till some point but know im struck in a mediocre level of play
Hey, if you’re in NA send me a message in-game. I run a guild dedicated to helping new players improve.
What is SOK? A new (NA based) SPvP guild devoted to teaching people that are either new to SPvP too shy to do tournaments.
How will we run this guild? Our current setup is the following:
- Team Leader: Team leaders are in charge of leading a team and teaching them basic tournament rotations along with objective control and team-work mechanics.
- Class Leader: Class leaders don’t always have time to run a group but are available to help anyone learn their specific class when they are representing the guild.
To start things out this week, we are recruiting at least 8 people to fill up 2 teams. We will run 4 games a day, scrambling teams every round.
Requirements to be on a team:
- Be skilled in at least 1 class.
- Have an open mind and patient attitude.
- No raging.
Requirements to join the guild:
- Have an open mind and patient attitude.
- No raging.
If you are interested in joining please reply to this post or send me an in-game mail with the following information:
- Your main class.
- A brief explanation of why you want to join us.
Tryouts are on-hold until further notice.
Some additional info:
- We are currently playing 4 nights a week (Mon-Thurs).
- Our play-time is usually fom 7:30pm-12:00am EST but we are generally flexible about the start time.
You may also contact me anytime between now and Monday night, if you have any questions.
(edited by Acandis.3250)
Q does pop…if you have an hour to spare.
And then another half hour to actually play through the tournament.
OR when they add a visible ladder/ranking if it showed that. That’d be legit.
I like your idea, too.
This isn’t WvW. People are generally more skilled.
9 times / 10 a thief will lose a 1v2.
It would be nice if you could make Spirit Watch the first map in the hotjoin rotation, much like Temple became the first map when it was introduced.
Would make it easier to go in and test stuff.
Thanks,
Acandis
Go ahead and add me to tournaments, Folly.
It’s good to see you’re still doing this, despite your disappearance :P
@yawn,
If you’re still around you need to update this list and remove all inactive streamers.
If you are no longer around, I will create a new one soon.
Not really sure what the point of this thread is other than QQ.
I wouldn’t consider stealth/quickness/blind stomps unstoppable. That’s just player skill issue.
That being said a couple fixes…
- Elementalists also have Obsidian Flesh, from Earth focus 5. 4 sec Invulnerability, 50 sec CD.
- If you traited Indomitable Courage (on guard) it’s a 75 sec CD, not 90.
Additionally, Stability stomps are not unstoppable. There are several classes that have access to boon removal.
- Punish those that leave or DC or die IRL before the queue pops. You don’t want to “punish those with a legitimate reason they left queue” yet, you punish 3 or 4 other people instead because they are now partaking in a 1 map molestation.
[/quote]
I don’t think they need to be punished, just booted from roster.
If you want to carry the orb, change your build. I have seen good thieves do it.
Why are you trying to pick up the orb as a mesmer? Peel for your team.
PS. Guardians don’t have bonus movement passives, either.
Yea when you have a high MMR and you want to solo queue you will get matched against premades 99% of the time.
This is a huge disincentive to queue up as a solo player.
I have no enjoyed this Join Solo option.
Zoose doesn’t even play in NA anymore :P
Also [NN] is an EU based guild.
Not at all. Thank you. I am annoyed, though, that this thread got moved to a subforum with abundantly more activity than the sPvP subforum so now it will get buried and discussion will end.
Mods, I would appreciate it if you moved this back to sPvP so this discussion can continue.
Thanks,
I really like the target dummies that WoW has in major cities. You know can’t kill them but they work with DPS meters. I always thought that was neat.
Since this thread is being read ive got some suggestions regarding the solo Q debate.
One of the primary concerns about it , is that it would divide the community. It’s obviously linked to what the OP is talking about here, as funnelling hotjoin players into proper matchs is really important. And for new players like that a solo Q might be very important.
For people to learn the game, and for it to be an esport people have to learn , at least a little, the meta and how the game is really played. Not like what you have with the come and go almost deathmatch experience of hotjoin. That way they will know enough to want to watch what better players are doing.To wit.
Solo Q , should really be solo or duo. That way its not entirely 1 or 5 only.
And to help out with the ‘wait time’ on real teams quing for ranked matchs, here are some incentives ideas that would be easy on the development time.1. Unique titles for winning ranked team games. and winning X number of them with certain classes. Somewhat like how we have tourny titles now.
2. A tiny cash prize for ranked team games, like 10 silver a win. That way someone can make gold in spvp. ( why not, this would be trivial compared the money people make in pve, and might drag players into doing team games).
3. As a consideration, consider the 1vs1 tourny implentation with ticket cost and 5 man team requirement? The pops that where happening where still fast. Teams will definately Q.
4. By allowing solo/duo Q, the only groups left out will be groups of 3. As a 4 man group can either, easily grab a fifth from map chat. Or split into two duo teams of 2 till they have more log on.I myself am not dying for a solo q. But the community is, and these are i think good ways to help it happen that would invovle very little investment of dev time relative to other suggestions.
I like these ideas. One thing I’d have to say is if you want to separate teams from solo/duos I would take the the sytem LoL has implemented and just have a solo/duo ranked, a team ranked, and an all goes normal modes.
That’s just me, though. I’m sure there are other ways to go about it.