Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
ppfff if anything GW2 has a kitten ton of button mashing and it has not made pvp any more successful for it.
A message from the PvP Team:
Hello everyone,
A few weeks ago we posted a small update on this forum about how we intend to make a number of system changes to improve the PvP league experience. While the bigger changes we’ll be making to leagues won’t be ready in time for Season 4, we’d like to let you know about a change that will be in effect for this upcoming season.
With the start of Season 4, we’ll be returning to Season 1’s style of matchmaking which focuses on creating the most balanced teams from the players queueing within your pip range. This change may widen the skill range of players in each division, but we feel that increased match quality is worth the trade-off of reduced prestige for this season. During Season 2 and 3 we added two league features that greatly impacted your ability to climb: start-of-season division placement based on previous season performance and win/lose streak pips, and both of these features will remain enabled for Season 4.
We’re not at a point where we’re able to discuss the changes we’ll be making to PvP Leagues for future seasons, but making rewards more accessible for casual players and making divisions prestigious and a more accurate indicator of skill are among our highest priorities.
Thanks,
The PvP team
Until we see Solo Q, this means exactly NOTHING.
For this release, we wanted to take support down a notch and increase the pace of combat.
Exactly when has this actually worked or made gw2 pvp any better?.
Combat needs to slow down, A LOT, more skill and less button bashing, this is not Street Fighter. You are confusing the overall combat speed with the damage vs healing/support differential.
Srry to tell you but it is only going to get worse. Devs have not managed to have a decent season since at the very least the expansion. Damage Spikes are MASSIVE in this game, Too much kitten happens at the same time and the visual ques are lacking to say the LEAST.
There IS a reason pvp is next to dead in this game, and much of it boils down to what you experienced.
Have to agree with the guy, the lack of solo queue trumps any mediocre attempt at balance arena net might pull.
I know that is why i dont really care about ranking up.
People are not interested in tournaments period. Last weeks ESL video has a grand total of 1.350 views world wide. That says a lot about how popular gw2 pvp is.
This is a perma +495 HP/s assuming you have 0 Healing Power.
Its so easy to maintain 3 stacks Adrenal Health all time. much easier than sitting on full adrenaline bar as used with old Adrenal Health.
With healing signet +381 HP/s
thats 876 hp/s = 26,280 hp every 30s.
What do you think ? will we see QQ posts about warrior again ?
Doubt it, While the change is nice in deed, PVP is about bursting (to its detriment). Steady over time skills are much weaker than 1 off high impact skills.
Yes its true that no class is currently so above others, that it would be worth stacking it.
On the other side, the bottom 3 classes arent even considered viable.
And the top 6 classes power creep in defense has gone so up, that were only killing with dots making it a cooldown war, while the crowd always enjoys power zerkers oneshoting each other at any moment.
So yea, its not horrid zzzz meta of 10x rezz and 99% resistance uptime, but its just not the exciting one and a thrid of classes are left out ( or two thirds need more shaves rather).
And yet again, the classes that can sustain the most damage while remaining moderately offensive rise to the top. Cant we just agree once and for all that WE DONT ACTUALLY LIKE EXPLOSIVE AND FAST PASSED META?.
Who are you to tell me what I don’t like?
Somebody that actually looks at what is meta, what has been meta and what hasnt, and it has never been meta classes that are glass cannons.
The only exceptions are decaping classes that dont actually fight or insta give shatter Mesmer that did not gave the chance to fight thus avoiding damage all together.
Other than that the meta have always been bruisers or tougher classes.
So how about we focus on balancing the clases instead of trying to turn the meta into something most players dont actually enjoy or play.
Can we please cut the crap about players liking the “faster meta”, we dont, if anything we like blowing people up with them not having a chance to come back.
Consistently the meta classes are the ones that can TAKE and dish the most punishment.
Necro, Rev, Engi.
Before that, Ele and Engi.
So on and so forth.
It is always the classes that do NOT get blown up in a second that become meta. Back when thief was broken the meta was not thief vs thief vs thief, because we do not like being blown up in a split second.
Its good, you get a port that hits like a truck and chills and a disruption, yeah it does damage but that will be negligible on a power build.
To “keep” a population high, you need it to be high to begin with. At this point they only need to focus on balance, balance, balance, pvp population is next to non existent.
Out of curiosity, what is the population like?
Not very high at all if all they can gather for the ELS finals world wide amounts to 7k concurrent viewers.
We are already there dude, been there for a while.
To “keep” a population high, you need it to be high to begin with. At this point they only need to focus on balance, balance, balance, pvp population is next to non existent.
In all honesty given the fact that Anet keeps screwing up the meta, now we are back at blow you up meta pre season 1, i just dont care, i hop in, kill a few get killed a few and screw around the map. Thats it.
There you have it.
That sort of thing SHOULD be in hotjoin. But people do it in matches, ruining it for other solo players who are trying.
Today you really need a team.
Until Anet does ANYTHING beyond wild stabbing in the dark attempting balance, it is very hard to take pvp seriously, and it shows in it population or lack there of.
-Balance is all over the place.
-Fights that end in a split second.
-Balance patches that shuffle what are viable builds instead of addressing issues.
-Solo queues vs Team Queues.
These are all things that kill and inclination to take pvp seriously, and with ANET they are apparently never ending issues.
(edited by Apolo.5942)
In all honesty given the fact that Anet keeps screwing up the meta, now we are back at blow you up meta pre season 1, i just dont care, i hop in, kill a few get killed a few and screw around the map. Thats it.
Agree with the OP, we are back at square 1 in S0, blow you up meta. It sucks, i want to play an mmo rpg not a moba, if i wanted a moba where everything dies with 4 skills and a couple of attacks i would play LOL.
Why does it feel that every balance attempt by ANET is a shot in the dark that rarely if ever hits the mark.
If you can blow up revenants, scrappers, mesmers or thieves who rune glass in a few seconds while +1 ing you are the god of +1rs my friend. a 1v1 should not last more than a minute I am sorry!
pff 1 minute? dude you are 54 seconds short.
Agree with the OP, we are back at square 1 in S0, blow you up meta. It sucks, i want to play an mmo rpg not a moba, if i wanted a moba where everything dies with 4 skills and a couple of attacks i would play LOL.
Why does it feel that every balance attempt by ANET is a shot in the dark that rarely if ever hits the mark.
Nerf Damage ALL AROUND. Well may be not warrior.
Lets see if someone with a BIG audience, bigger than anyone streaming GW2 exclusively, even the ESL events, can get the point across.
Why would i care what happens in an event with less than 10k concurrent viewers world wide, some of Total Biscuits Videos have more views than this ESL stuf.
I care about what i play every day on my regular queues and the fact is Necros and Thieves run over everything they come across and it shows in the ratios of classes we come across.Sounds like an L2P -issue.
Yeah based on the excellent track record of the balance team.
Why would i care what happens in an event with less than 10k concurrent viewers world wide, some of Total Biscuits Videos have more views than this ESL stuf.
I care about what i play every day on my regular queues and the fact is Necros and Thieves run over everything they come across and it shows in the ratios of classes we come across.
When ever we run into a season finale that involves more than half the clases of the game, i will agree with you, till then, yeah BS, balance in this game is a train wreck.
Yeah, or its simply people calling BS on those numbers given the simple fact that coordination is a big advantage in any team endeavor and the devs refusing to separate the queues, something that has been requested for as long as i can remember.
No business model in the world will fix the train wreck that is the pvp balance in this game.
Classes used in Unranked now:
-Scrapper
-Dragonhunter
-Thief(mostly high burst power, some decent condi builds sneak in)
-Bunker ele(High End pvp because bad players get punished now)
-Reaper
-Rev(both condi and flat damage)
-Killshot warrior, wildfire warrior is “Safer” because it cant be reflected, but both seem viable in low-tier pvp(amber-saphire)
-Druid is good in teamfights, but isnt used very often
-Mesmers are really challenging to fight (if they are good) in 1v1’s, when outnumbered they tend to get focused down quite quickly
Not my experience.
What you say about those Revenants,Engineers,Druids?
That they dont match 6/10 ratio of necros and thiefs i run into.
So much damage flying around its not fun to play, even when i win.
(edited by Apolo.5942)
Is there a chance we might get 1 balanced season before the servers go offline?.
way too much damage flying around, liked the previous meta much better.
And lol is not broken?? They even have tier for that matters. Strng tier god tier ect… or are just being selectively biased against GW2??
No, its a matter of proportion, lol has now what over 70+ playable characters, there are bound to some marginally stronger than others and it is mostly due to a rock papper scissors situation where you counter what you expect to run into the most.
In contrast GW2 has 9 clases, not even double digits, and of those there are a constant 2 or 3 meta builds that obliterate every thing that comes their way.
So no, i not biased against GW2, but you are willfully ignorant it seems.
It is downgrade because it dictates what I should play, not what I want to play, for a thing that %95 of the population does not care.
And that is Anet fault. I used to play GW1, MTG, LOL, and so on competitively, i would not say i was a pro, but i cared. What did those games have in common? there was a real strive to balance the game and they where not blatantly broken. GW2 has been broken beyond belief from day 1, i just dont care any more.
Is there any point to pretending this is worthy of being a competitive game any more?.
Here is a novel idea, make solo queuers, fight solo queuers.
You are using different queues to address a population issue, and it is not only not working it is also killing your population.
Want to fix matchmaking?
-Separate solo and pre made queues.
-Match strictly on tier rating
-If time threshold is exceded match with lower tier and remove opposing teams penalty for loosing.Presto, matchmaking solved.
Everything was good until you went with “loosing”.
It should only be the exceptions, and you HAVE to compensate players that fight at an undue disadvantage.
This way those rare (im going to assume they are rare) situations where there is not enough population of a given tier to match 10 people together, and on side is given advantage, that side still has the risk of loosing a pip but the side playing with the disadvantage doesn’t.
Again, this would be for the extreme cases mentioned above, if Anet seriously cant put 10 people together at any given time, they flat out need to reconsider the tier system.
Want to fix matchmaking?
-Separate solo and pre made queues.
-Match strictly on tier rating
-If time threshold is exceded match with lower tier and remove opposing teams penalty for loosing.
Presto, matchmaking solved.
See this is why we PVPers get so angry. The elephant in the room here is why being a solo player immediately puts us at a disadvantage by matching us against premades (and by giving premades such a huge advantage themselves). And yet despite your glued eyes to the feedback on forums and social media websites, you continue to ignore what the community sees as a very serious problem.
Im of 2 minds about this, first you are completely right in what you stated, on the other hand i just dont think this game is popular enough to support 2 queues, as a profesional programmer my self i can tell you that separating the queues is trivial technically if the soft has any cense to it (which given anets track record is a big if), so its not a matter of whether they can do it, but whether the population can support it.
Dragon Stance heal WAS too accessible. It was probably the strongest heal in the game, and remains quite good.
Say wut, warrior has had the same heal for ages and with a bigger hp pool and never used it.
Well if the sword being the “PRECISION ASSASSINATION” weapon and having both its skill strike RANDOM targets, did not shed some light on how kittened up in the brain anet devs are, i dont know what will.
As Scattershot Shotgun is to Precision Sniping.
The first 2 daredevils were god awful players.
Changes to PvP are good, otherwise we will get bored.
Never understood this reasoning, baseball is the same it has always been, same for every sport, changes are minor if they change at all and people never come up with this.
+1050 power
+1050 precision
+560 toughness
+560 ferocity
pls pls plsI second this plzzzzz Josh make it happen
If we are going to have yet another round shifting things around that dont work, might as well get this.
Why would it not work? It is like saying marauder is not working, it will work for ranger, mesmer, warrior, necromancer, revenant, and engineer. It is a variation of marauder.
Because real problem is balancing around amulets, not the stats on them.
It would be easier balancing the game based on specialized amulets like the ones they added. This way, they removed what was already unhealthy to the game while also promoting build diversity to a team.
Let’s not pretend that there wont be a balance patch after this one, though, it’ll likely be after S2.
Yes im am sure it will work THIS time.
4 months between patches is not an attempt at balance, is an attempt at keeping pvp from flat lining.
You are talking about balancing a class.
And you can do it without passive stackings.
The balancing patches history does not support your argument. Every patch has had as part of its justification adding high impact activated and removing linear passive skills, and the game has not gotten better for it.
I will state thou that i do consider say banners with regen as a passive skill.
(edited by Apolo.5942)
Maybe warriors will stop using the outragious passive signet for an active healing skill.
Still sad the buffs re not enough to bring the warriors back to spvp, but really happy about “to the limit” buff.
Hope it will be the new warrior spvp heal.
Hope not, this game needs a more lineal damage model and burst skills either healing or damage dont help with that, what we actually need is less spiky numbers in either direction, more sustained DPS, AND more passive linear healing.
Warrior
Warriors are getting a more defensive buff via more healing and cooldown reductions.
To the Limit had its healing increased by 40%. Other heals similarity had their heal increased by a certain margin. Signet had its HP increased by 20 HP per second. Adrenal Health also has about a 15% increase.
Some damage increases and some aftercasts removed so you can activate skills quicker.
Cyclone Axe was previously split between PvP/PvE with it dealing less damage in PvE. We unsplit it now so it deals more damage in PvE.
Rifle rework: Crackshot no longer grants piercing by default. It will instead apply additional adrenaline per shot. Piercing is now default on a few select skills like Volley, Killshot, Forceful Shot and Repeating Shot. Brutal Shot (rifle #4) will now evade you back by 400 range and immobilize for 1.5s.
Aimed Shot will now applies 5 stacks of Vulnerability for 8s. Damage increased by 20s.
Berserker – King of Fires – Changed to give a fire shield on critical hits with a cooldown of 15s. Using a berserker skill will detonate any fire aura on you, giving 3 stacks of burning on nearby enemies for 3s.
And i Loled….
All combined Signet and Adrenal we get a grand total of about 50 extra hps sustain. Now we will certainly own the place.
(edited by Apolo.5942)
Dont step on them?. It is not like they are not telegraphed where they land.
The problem is that this game is just too explosive.
We need a more linear damage model, where you have passive healing that matters but not enough to count all damage and in turn damage just is not enough to blow you up in a second but is enough to chip away at your health through you passive healing.
That way you have have fights that end, but not out of nowhere in a split second the winner will be the one that over the course of the fight manged to avoid and do the most damage.
+1050 power
+1050 precision
+560 toughness
+560 ferocity
pls pls plsI second this plzzzzz Josh make it happen
If we are going to have yet another round shifting things around that dont work, might as well get this.
Why would it not work? It is like saying marauder is not working, it will work for ranger, mesmer, warrior, necromancer, revenant, and engineer. It is a variation of marauder.
Because real problem is balancing around amulets, not the stats on them.
+1050 power
+1050 precision
+560 toughness
+560 ferocity
pls pls pls
If we are going to have yet another round shifting things around that dont work, might as well get this.
This changes do not work nor do they help balance the game. You have 1 set of skills and 2 sets of gears for 2 environments.
You need to unify gear and rebalance.
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