Bumping because I must.
Might stick to this.
DPS Roamer S/D
http://gw2skills.net/editor/?fYAQNAsYVlYmaPHdy5E/5Ex2jeuTe6fgs9M4qVB-TsAg0CnIKSVkrITRyisFNoYZxsAA
Re-updated links, traits and utilities for all.
Let me get this straight.
1.First you buy a game.
2.You notice is an online game.
3.In fact it an MMO game.
4.You start off with X character.
5.You ask in game and in forums about different builds and different traits.
6.You get more experienced and you create your “own” build which is extremely similar to other builds out there.
7.You then come on forums and state that you should have the option of not “sharing” your “own” build which was build by asking in game and in forums.
8. You also claim “Outrageous privacy violation” when there is NOTHING unique about a single build in an MMO community which it was responsible for making it your build.
Say what?
To cut it short, your build is not your build but it was a build created via collective effort.
Critique my s/t pvp S/D build:
http://gw2skills.net/editor/?fYAQNAsYVlUmaOHdS4E95Ex2je6Te6pgsjtTBXtKA-TsAg0CnIqRVjrGTNyas1MoY9xECA
It is hard to say but since you are going to be quite squishy from what I can see it is going to be hard to support your team to the max if your role is to give boons as well. I still need to play around with some runes as a support S/D thief just to see if I can increase my DPS and Crit without losing too much in the long run.
Though it does look interesting. I will probably check it on Monday and might provide another version similar to yours.
I was hoping to mitigate a lot of the squishiness with the acrobatic traits for more dodges and evades via weapon skills… I have not played it at all so you may be 100% correct. I really want to like S/D but standing toe-to-toe is typically bad news for a thief – I guess liberal use of sword#2 is the key here. Could also go into the SA tree instead of healing on stealth which is always nice…
Well let me know how it i working for you so far. Some builds can work because players make them work so if your build works for you and your reasons for having it then keep on using it.
Re-updated builds and added new ones. Hopefully, we can get in here more feedback from other thieves as well.
Leadfoot this is what I would go with.
http://gw2skills.net/editor/?fYAQNAsYVlUmaPHdy4E/5Ex2je6Te6pgsjtTBXtKA-TsAAyCsIqRVjrGTNyas1MoYZxsAA
2.5damage
2.4armor
37% crit
62%crit chance
16.7hp
I think that is the most balanced stats you could get out of from your build.
Critique my s/t pvp S/D build:
http://gw2skills.net/editor/?fYAQNAsYVlUmaOHdS4E95Ex2je6Te6pgsjtTBXtKA-TsAg0CnIqRVjrGTNyas1MoY9xECA
It is hard to say but since you are going to be quite squishy from what I can see it is going to be hard to support your team to the max if your role is to give boons as well. I still need to play around with some runes as a support S/D thief just to see if I can increase my DPS and Crit without losing too much in the long run.
Though it does look interesting. I will probably check it on Monday and might provide another version similar to yours.
Support S/D.
http://gw2skills.net/editor/?fYAQNAsYVlUmaOHdS4E95ExWhe69gsjNsdP4qV1KA-TsAA1CtIuRVkrITRyisFNoY9xECA
Started to love this for TPvP to be honest. Quite good in my opinion. Not sure about what type of team comp it can work.
Advantages;
Tanky as hell.
Stripping boons.
Stripping boons and giving them to your allies every 30 seconds.Nice, this is slightly more along the lines of the kind of stuff I play.
One question- why do you run SoA? Sure, it’s nice for evades/condi removal, but you already have pretty good condi removal via Shadowstep/IoS/Shadow Return, and SoA is only any good for condi removal when you have a bunch of allies nearby. It’s also OK for evades, but remember that you’re stripping boons and applying lots of vigor anyways, so… Not sure that it’s so necessary for that.
Reupdated the link cause I forgot to change utilities.
What is SoA?
I just read that I got banned for 71 hours for inappropriate language so yeah I can’t really think straight right now. Quite hilarious.
Ah, I see.
SoA: Signet of Agility. But it appears that you’ve removed it with your update, so.
Lolwut
Well it might be the worst build in the world but if I can have fun with it so be it. Not feeling squishy is an amazing factor.
G-Unit style yo.
How are you doing my old time forum friend?
Hell no it ain’t. I love it. I never run any CS or DA traits any more, simply because of it. And it’s worked wonderfully.
Oh dear. I never much enjoyed that utility, I swear.
I’m doing quite well, actually, although a dear friend of mine passed away recently. :/ On a brighter note, though, here’s the build I’ve been trying out the past couple of days:
http://gw2skills.net/editor/?fYAQNAsYVlYmiP3eS6E95EBnCnaUvHgdkittenTxV1KA
Which is… Fun, I guess, but it really relies on those boons, which I’m beginning to dislike. Also, I always hated the /D offhand attacks, so I think I’ll be swapping back to D/P soon. It’s simply sturdier and overall more reliable… And how have you been?
My 15/30/0/15/15 was probably the strongest build for a Thief for TPvP for team utility. I would be roaming nonstop and countering easily most Full Glass Cannon Thieves (not killing them) because I would be able to surpass them in roaming and helping my team mates more effectively and more efficiently (swiftness, 25percent movement speed).
I started to realize that when I was TPvPing with a really good group.
Now that things have changed because mug is not criting, I wanted to move towards a more defensive build. Also noticed that the new “meta” is less DPS and more team fight endurance so probably write now 2 bunkers + one semi bunker does the job. Seemed to work quite well with two guardians, one ranger and one engie cant remember.
DPS with this build is not a problem because what is important is giving your team every 30 seconds 5-7 boons (depending what you steal) and stripping boons from targets of main threat. You would be surprised how easily main threats go down because they don’t have boons. Kinda of shocked at first because I didn’t think they would be so easy to go down without their boons to be honest. Wasn’t really sure whether some classes where that boon-relied.
But that is my opinion as an average thief really so.
How have I been? Well currently I am finally going to be quite a beauty [affordable gaming pc] which is quite exciting. Speaking of death, there was this guy I was talking to the other day and after 2m of silence, he randomly said “Well it is all good. I have got a funeral at 2pm so I have got lots of time before I get there” which made me burst into tears [of laughter].
(edited by Authority.6145)
I find this a funny topic for thieves… How can someone post a build when the Devs keep nerfing one or more aspects of the thief every month lol
Because I was born with a bullet in my head.
Support S/D.
http://gw2skills.net/editor/?fYAQNAsYVlUmaOHdS4E95ExWhe69gsjNsdP4qV1KA-TsAA1CtIuRVkrITRyisFNoY9xECA
Started to love this for TPvP to be honest. Quite good in my opinion. Not sure about what type of team comp it can work.
Advantages;
Tanky as hell.
Stripping boons.
Stripping boons and giving them to your allies every 30 seconds.Nice, this is slightly more along the lines of the kind of stuff I play.
One question- why do you run SoA? Sure, it’s nice for evades/condi removal, but you already have pretty good condi removal via Shadowstep/IoS/Shadow Return, and SoA is only any good for condi removal when you have a bunch of allies nearby. It’s also OK for evades, but remember that you’re stripping boons and applying lots of vigor anyways, so… Not sure that it’s so necessary for that.
Reupdated the link cause I forgot to change utilities.
What is SoA?
I just read that I got banned for 71 hours for inappropriate language so yeah I can’t really think straight right now. Quite hilarious.
Ah, I see.
SoA: Signet of Agility. But it appears that you’ve removed it with your update, so.
Lolwut
Well it might be the worst build in the world but if I can have fun with it so be it. Not feeling squishy is an amazing factor.
G-Unit style yo.
How are you doing my old time forum friend?
Support S/D.
http://gw2skills.net/editor/?fYAQNAsYVlUmaOHdS4E95ExWhe69gsjNsdP4qV1KA-TsAA1CtIuRVkrITRyisFNoY9xECA
Started to love this for TPvP to be honest. Quite good in my opinion. Not sure about what type of team comp it can work.
Advantages;
Tanky as hell.
Stripping boons.
Stripping boons and giving them to your allies every 30 seconds.Nice, this is slightly more along the lines of the kind of stuff I play.
One question- why do you run SoA? Sure, it’s nice for evades/condi removal, but you already have pretty good condi removal via Shadowstep/IoS/Shadow Return, and SoA is only any good for condi removal when you have a bunch of allies nearby. It’s also OK for evades, but remember that you’re stripping boons and applying lots of vigor anyways, so… Not sure that it’s so necessary for that.
Reupdated the link cause I forgot to change utilities.
What is SoA?
I just read that I got banned for 71 hours for inappropriate language so yeah I can’t really think straight right now. Quite hilarious.
Support S/D.
http://gw2skills.net/editor/?fYAQNAsYVlUmaPHdy5E/5ExWhe69gsjNsdP4qV1KA-TsAA1CtIuRVkrITRyisFNoYZxsAA
Started to love this for TPvP to be honest. Quite good in my opinion. Not sure about what type of team comp it can work.
Advantages;
Tanky as hell.
Stripping boons.
Stripping boons and giving them to your allies every 30 seconds.
(edited by Authority.6145)
I’ve already gotten some new builds going for me for this newest patch. Here’s my old build, though, if anybody wants to take a peek at it:
http://gw2skills.net/editor/?fYAQNAoaVlUmiP3eS6E95EB3Dna0m6fAs9MuqVB-TsAg0CvIwRhjDHDOScs4MKYVwUEA
Might, regen, and good damage. One of the many reasons I love these builds.
EDIT: btw, Authority, if you’re still testing D/P, you might want to try that build out. It’s probably not quite as hard-hitting as what you’re used to, but… Well, see how you like it.
Thanks Arga.
I am really disappointed with D/P right now. I might be going through a phase or something. Tried S/D. The only down about is that any DPS Thief will slaughter you.
No problem.
Yeah, I’m not even going to think about switching back to D/P until it gets a buff like S/D did. :/ I really loved it pre-patch, but right now there are just better options.
As for S/D… As always, running my type of builds, which tends to mean 0/0/x/x/x (I don’t know why, I’ve become addicted to this stuff recently
). Hopefully I can find some good methods to counter your DPS thief problem.
There is one build I will test tomorrow. I will try to see whether I could make D/P provide perma stealth + perma blind and test it on TPvP.
I’ve already gotten some new builds going for me for this newest patch. Here’s my old build, though, if anybody wants to take a peek at it:
http://gw2skills.net/editor/?fYAQNAoaVlUmiP3eS6E95EB3Dna0m6fAs9MuqVB-TsAg0CvIwRhjDHDOScs4MKYVwUEA
Might, regen, and good damage. One of the many reasons I love these builds.
EDIT: btw, Authority, if you’re still testing D/P, you might want to try that build out. It’s probably not quite as hard-hitting as what you’re used to, but… Well, see how you like it.
Thanks Arga.
I am really disappointed with D/P right now. I might be going through a phase or something. Tried S/D. The only down about is that any DPS Thief will slaughter you.
Updated as much as I can.
Added one more build just for the fun of it.
Probably the “support” should be tested while having another [full dps ofcourse] thief on your team.
(edited by Authority.6145)
Builds for TPvP and others
https://forum-en.gw2archive.eu/forum/professions/thief/Time-to-adapt-New-builds-for-30th-of-April/page/3#post1954622
(edited by Authority.6145)
Justification for TPvP only.
You could probably switch to Withdraw unless the enemy has got a heavy condition profession since you get a condition removed every time you go into stealth.
Might be wiser to invest into the trait of going to stealth and blinding enemies. On the other hand it might be riskier since you need to be able to maintain damage in team fights and more initiative regeneration means being able to utilize your shortbow to the max.
The reasons for changing my build is that since I wont be going the typical Full Glass Cannon and since Mug not criting has effected my quickdps gameplay I thought I need to find other ways of providing sustained damaged to my team as well as increasing my chances for survival.
I also think this build is a great countering anything full dps wise since you can abuse going into stealth endlessly and blow your enemies cooldowns or generally make them get tired of fighting you.
This is still raw observing mode so do not take my words to the heart.
(edited by Authority.6145)
Raw observations but;
1.Disappointed with mug.
2.Shortbow’s decreased damaged noticeable.
3.Might switch to S/D.
Might not use mug trait at all.
Something doesn’t feel right with D/P right now to be honest.
Experimenting with this build.
http://gw2skills.net/editor/?fYAQJAoalYmaPHdy5E/5Ey2jKsn4JOFGlT1p4qsKA-TYAigU54yxkjMHbOA
(edited by Authority.6145)
Will try to post later today if I find something worth changing/saying. If not, probably tomorrow.
Didn’t they also say they were looking at increasing base damage across most attacks as it seemed a little low? That wouldn’t be for this patch or the next patch as I understand it. Next patch is pure bugfix.
I could have sworn that they said for the next patch.
Don’t think so – it was just a future consideration. I may have heard it wrong, but I think it would be more talked about if it were more immediate. Who knows.
Was thinking of re-editing the moment I wrote that but will see that sotg again at some point.
We know the time of the patch?
Didn’t they also say they were looking at increasing base damage across most attacks as it seemed a little low? That wouldn’t be for this patch or the next patch as I understand it. Next patch is pure bugfix.
I could have sworn that they said for the next patch.
I cant see replies. What the f.
It is important which map you are playing. Some maps need more communication. I just noticed this when I started some days ago when Spirit Watch was in tournament rotation and started to play tPvP and then played a few matches every map(except Capricorn which is not in rotation).
I think the Kyhlo and Foefire need more communication. Foefire seems much bigger than the other maps. Too much running around in the wrong direction is hurting more than on other maps. Kyhlo has the trebuchet. Not helping if some players that are not good at trebuchet are using it(and you need at least to tell if the guy if he is hitting if he is trying to hit something he can’t even see. I think the far away capture point it is hard to see from treb location… clocktower is easy to see if you hit it.
Spirit Watch you should decide in which person to carry the orb but I think it also works on random if someone just takes if if there is an opportunity…. and that map is getting an update… really want to see the changes and I’m going to play a lot.
Nifhel and Temple of the Silent Storm also worked fine without communication the most matches I played. Smaller maps and you can see where the people are going and it is easier to decide where you should go even without communication.
Of course teams with communication and especially with teamspeak still have an advantage but I think biggest gap between communication and no communication is on Foefire and Kyhlo(and I heard a lot of “pros” like Kyhlo).
My personal experience leads me to Spirit Map in terms of the lack of communication playing a bigger role than in other maps. Simply because that is the map where score differences of winning and losing usually sky rocket more often than in other maps.
I forgot a few things in that news post initially, but I’ve added them in. Hopefully I haven’t forgotten anything else.
Good to know.
Even though my first reaction to mug change was raging hardcore about it, I have thought about it again in a calm manner and I would like to think I have got a couple of interesting ideas to experiment with which in fact motivates me to look forward to the patch.
Is your 10-30-0-15-15 build going to change?
In terms of raw theorycrafting I will experiment with two things when the patch comes;
1.To see how far can I go with reducing Steal’s Cooldown.
2.To see how far can I go with increasing Steal’s health return.Ideal situation being 3k every 30 something seconds.
It will suck. It’s a nice bonus but nothing worth building around.
How did you calculate that extra 1k?
I forgot a few things in that news post initially, but I’ve added them in. Hopefully I haven’t forgotten anything else.
Good to know.
Even though my first reaction to mug change was raging hardcore about it, I have thought about it again in a calm manner and I would like to think I have got a couple of interesting ideas to experiment with which in fact motivates me to look forward to the patch.
Is your 10-30-0-15-15 build going to change?
In terms of raw theorycrafting I will experiment with two things when the patch comes;
1.To see how far can I go with reducing Steal’s Cooldown.
2.To see how far can I go with increasing Steal’s health return.
I think you are over exaggerating because I don’t remember him asking a lot of questions at all and especially when it would be for thieves.
Because if you think asking “are you going to separate solo que from premade” is thought provoking then asking them why the haven’t adopted system ratings similar to other MMOs (leagues and tiers) is a question that can never be answered.
I will definitely see that SOTG again just to be accurate enough and not talking out of my kitten.
BIG Boost to my build
, totally will love the new mug steal
it will make it even harder to kill me now , whuahuahua
DD dodger build ( spvp/tpvp)
( fully adapt to any burst or stealth nerfs they would ever consider in the future)
https://forum-en.gw2archive.eu/forum/professions/thief/PVP-bunker-dodger-build-New-Vids-Part3/first
Glad to know. Been a while since I saw that thread. Probably two months ago or so I believe.
I like thieves that find openings in each patch to tweak their builds and bring more diversity.
That is what patches are for thieves – opportunities to overexploit other builds.
Petition to sign.
/Signed.
I forgot a few things in that news post initially, but I’ve added them in. Hopefully I haven’t forgotten anything else.
Good to know.
Even though my first reaction to mug change was raging hardcore about it, I have thought about it again in a calm manner and I would like to think I have got a couple of interesting ideas to experiment with which in fact motivates me to look forward to the patch.
i think match making are good now.
i hardely find solo queque when i play with my team but i would run anyway a solo queque where you dont lose ranking (i almost dont play anymore tournaments with out my team since there is leaderboard out).
so my question is :
Separate the Solo queque and change hot join with solo queque.
this actuallly would delete hot join that is pretty useless since you really dont train you new build in the right way and new players dont understand the right way to play tournaments.
hope you understand my bad english and i m sorry about that. i tried to do my best
cherrs
Godo Piu Io Team Flying Monkeys [TFM]
I think it depends on the time you play and or the days.
I have had i.e a day this week where we were being matched with 1s and 20s in 3-4 matches in a row.
Hot join needs to be replaced because it is a negative side effect transitioning from it to TPvP scenery and also because it has influenced more than it should in fact patch-decision-notes.
I am going to revolutionize this autoattacking end game profession before I quit.
Pros to that person who wrote this.
Thief
-Want the thief to be more survivable and versatile.
-Reducing their overall burst, but still wants them to be the best burst class.
-In the future, may increase base damage slightly so thieves can trait a bit more defensive
-Wants to increase thief mobility. Possibly cause steal to work as shadow step if nothing is targeted.
-Some traits may be compressed together in the future.
-Mug can no longer crit, but also heals for 2000 + healing power.
-Flanking Strike has improved animation that better tracks the target, now costs 3 initiative
-Larsonist’s Strike added as a follow up to Flanking Strike. If it lands, this hit will steal one boon from the target. Costs 1 initiative. May consider traits in the future to share this boon with the team.The Thief-related information is a little more extensive than that. I’ve summarized them on a news post on my site; http://www.blackwolfbrotherhood.com/news/april-30th-state-of-the-game/
Added.
I have got a couple of interesting things to suggest after the 30 patch concerning for D/P but I will wait for the patch first before posting.
Pros to that person who wrote this.
Thief
-Want the thief to be more survivable and versatile.
-Reducing their overall burst, but still wants them to be the best burst class.
-In the future, may increase base damage slightly so thieves can trait a bit more defensive
-Wants to increase thief mobility. Possibly cause steal to work as shadow step if nothing is targeted.
-Some traits may be compressed together in the future.
-Mug can no longer crit, but also heals for 2000 + healing power.
-Flanking Strike has improved animation that better tracks the target, now costs 3 initiative
-Larsonist’s Strike added as a follow up to Flanking Strike. If it lands, this hit will steal one boon from the target. Costs 1 initiative. May consider traits in the future to share this boon with the team.
When someone can be bothered, please summarize for me all the forthcoming changes in here.
Arga I replied to a statement you made (on another thread) on the thread Time to Adapt since some changes are definitely coming with this patch.
Bump.
I think it’s both a population and a design issue.
Right now the population is heavily splitted between hotjoins (which don’t have too much in common with the intended game-mode) and tourneys (which have too many veterans and premades). The transition from hotjoins to tourneys is brutal both in tactics and avergae player skill.
If you have one game mode, you should just put everybody in the same queue. The higher the number of players, the fairier the matchups you would get.If the palyerbase is still small for splitting solo and team-queues, then split ratings.
Make every new premade (duo, trio, full premade, it doesn’t matter) to be registered and asign a fresh team rating to it. Whenever this premade plays a game, it will be matched in base to the highest between individual rating and team rating, and whatever the score of the match is, only team rating would be modified.
This system should eventually bring team ratings above individual ones, so if a bunch a solo players is matched agains a full premade, then the first ones will be superior enough individually to produce a somehow fair match.Make the highest between individual and team scores to be displayed on leaderboards. Since the defining rating would probably be the team one, players that belong to a team won´t be afraid of playing solo, which contributes to a bettter population.
You could even make individual rating to be class dependant in order to not discourage experimentation and ensure fairier matches.Later on it would be possible to get real torunaments (the actual torunaments seem no more than a regular gameplay to me, with hotjoin being some kind of aberration where every player in the match is looking for something different).
This tourneys could consist on the same two teams fighting on 3 different maps and could include things like class turn-picking, etc.
They could only accept full premades with team rating above XXX score and could take place at exact hours (or half-hours) so every interested team would fill the same queue.
Population for Guild Wars 2 in beta was never about population. However, these days SPvP population is going up and down depending on days. Some days I have to wait for two-three or even more hours to find a group to TPvP with and usually that forces me to switch to other games and relog a bit later on. I really do not understand how some individuals can be on mist for 8-10 hours without TPvPing and either hot joining, being away from keyboard or practicing their builds with dummies.
For TPvP to grow it is not about numbers. Guild Wars 2 as a game and as a title can easily match other MMOrpgs numbers but first it needs to apply basics (from lfg tool tab) to different leagues of progression. You can’t make an argument that because TPvP population is low therefore improvements shouldn’t be made. TPvP population is low because some decision makings and delays made it that way.
I remember there was someone from Arena that stated just because other MMOs are doing it doesn’t mean that we should do it; that shows significant inexperience because if that particular person wondered why those MMOs are successful, esporting like and have got big numbers in their player-database he would then understand that MMOrpgs are not about reinventing the wheel when it comes to promoting a competitive scene.
some guy posted that revealed is reverted back to 3 secs in pve and pvp..
i sorta lold.. like any thief play tpvp these days.
I still exhaust myself with TPvP; to the point where you win as a thief but you are too tired to celebrate.
Might switch to another signet if there is indeed a mobility boost. And if Mug is nerfed then I will go to remove one condition.
@Arga
That’s nice, but there are a few flaws I’m noticing here. For one thing, if you rely on a single skill that is blockable, evadable, blind-able, etc. to do “35%” of your burst.
I’m just going to say that most of your paragraph showed why burst builds are dumb and shouldn’t be used.
Mobility is great for control, damage, ally support, range, flexibility, survivability, and aggressive ability.
While I do agree with your points and I have personally made some statements agreeing with previous nerfs while other statements have been changed (due to becoming more aware of builds and how they need to be executed), I still think that Arena needs to stop applying “nerf/balancing” patches that pushes us into one-sided direction.
While I remember having plenty of conversations with a large amount of thieves and some of them were downing my build straight away without letting me defend it at all, I really do not like the fact that with new changes and future coming ones, full glass cannon build will be a rare breed.
While it is true that I started to notice a month or two months ago that in higher TPvP level FGCB (full glass cannon build) never seemed either ideal or appealing to me and I was really wondering why would a thief invest into something of a hit or miss, it has only been reconfirmed with the upcoming changes.
I personally would like changes that emphasize build diversity rather than switching from one build to another.
and I have made in the past some controversial posts (i.e agreeing that permanent stealth should be changed)
(edited by Authority.6145)
Cheer.This is what I am looking for a long time. Mobs should tag this.
They are too busy trying to log in. Let us not make them work even harder.
Can I have your autograph?
it all depends on why you play. if you care about ranking in a game that pits randoms against pre-mades YOU are the one doing it wrong. If you like how the pvp plays in this game more than a ranking system that is obviously not representative of how things should be, then you should keep on playing. I play it because it is fun, ignore the ladder because it isn’t right yet and hope that they implement a better system in the future.
I see people all the time putting their chest out about ranking, but then say it’s broken. Why would you boast about being on a ladder that is broken?
Fun runs out without incentive. And fun with out incentive is pain.
This is bigger than me or you.
It is not about finding a good "group" in the future and being top50-100 because that self-centered.
It is about encouraging new players or players that haven’t played Guild Wars 2 since beta like me with tools and systems to form groups and teams without the fear of being punished for being part of an MMO culture.
Let me give you a practical example.
Someone creates an account today only for SPvP. He has never played Guild Wars 2. In fact it is his first MMO. In fact none of his friends play Guild Wars 2. When will he see what is "competition" like in Guild Wars 2?
Rank 40+ regardless of skill - So he is forced to hot join until forty because forty is the justified rank.
He reaches 40. No one knows him because the justified rank is 40, hot join is hot join and soloque is soloque,
I could go on and on but I think you should be able to see as well the factors discouraging that player from "belonging" somewhere or having a way to get recognized/respected as a player in order to be invited to more teams and better ones.
(edited by Authority.6145)
Can they please nerf thieves? This is getting out of hand.
Wait wot.
Sarcasm wot.
/Bored.
Can they please nerf thieves? This is getting out of hand.
Swagkillah for the list.
It has always trouble me that I have been facing sometimes the same people again and again. So I must agree with what Luthan said. I remember one time I was facing the same team in four out of five matches.
Hopefully they will do something about this terrible EU Lagspike Period that keeps popping predominately on the Weekend and sometimes over the week as well.
Also there was a person today who rerolled his thief into something else in the middle of the game. That is disrespectful to me as a thief and ArenaNet should not allow for rerolls after the match starts.
(edited by Authority.6145)
Best just ignore the leaderboards if that is preventing you from enjoying/playing the game
Alternatively, Anet could make the leaderboard more meaningful. Like instead of individual leaderboard have a leaderboard of registered PvP Teams. Sorta like how Arena system worked in World of Warcraft.
That means a player can be in multiple PvP Teams and the leaderboards will reflect actual team ability which I think is a better metric than solo rating.
There is only an amount of X hours that a player would enjoy “just” killing people over and over again. Take for example first person shooters that I have played plenty in the past; people still play them now and again for a few hours but you wont see people investing too much time in because there is no incentive. And my only incentive right now is the leaderboard.
It used to be rank but rank for me has wore off. I would really love the idea that each group formed would have to registered and matched with similar rating (average team rating) enemies.
Maybe implement a system for newly formed teams to play “unraked” matches in which in order to be able to play “ranked” matches they would have to win X amount of matches. There are many things you could do to encourage newly formed teams.
(edited by Authority.6145)
Yes, I agree. It’s soooo incredibly frustrating to get put with teammates time and again who will just go to one point with the whole group and leave it as soon as it’s capped…. Sooooooo frustrating. I’d really like to play with people of similar skill please.
That is the problem.
Keep in mind those losses happened with a group of top 200-300 people.
So something needs to be changed in here because currently ladder positioning does not reflect accurately an individual’s skill.
There’s a reason why games like League of Legends have tiered brackets for solo queue, on top of having a separated team queue mode. Along with producing a more accurate rating measurement, it ensures that similar-skilled players will be paired with similar-skilled players.
I wonder how many years it will take for game companies to embrace a rating system like LoL’s and accept it as the standard.
Anet, I give you the instructions to creating the best rating system ever. Read: http://leagueoflegends.wikia.com/wiki/Elo_rating_system
That is what I liked most about League and that is why I keep playing it now and again.
Not sure how the population is going right now but this week I have been waiting to find a group sometimes an hour or two hours long. So still waiting to see whether they will introduce an EU Global Search Group Tool or whatever.
(edited by Authority.6145)
So here it goes,
I started off as 520. I then soloqued for 2 days in a row and went back to 60percentile. Then I decided to give this whole ladder a chance and try to do this properly.
I was fortunate enough to find a couple of people to pvp with at my timezone. Managed to go back to 510 in a couple of hours and climbed later on to 470. I logged in today and decided not to wait for my group because they are usually on later on at night.
After a couple of losses I dropped back to 90percentile.
As a gamer and thus a GW2 player I think it is immoral to have a system that forces individuals to become elitists and also punishes people like me who actually want to group with new individuals.
What am I trying to say?
1.I really do not want to create a second account so I can play with new players without the fear of being dropped like that from ladder again.
2.I really do not want to play with dummies or go into hotjoin for hours until my group comes.
Getting back to the ladder is not the problem. This might not seem at first but it is not about losing.
It is about the idea that if you want to take this apparently competitive position system seriously enough, you would have to abandon allot of players on your friend’s list due to their rank or their leaderboard positioning.
It also means that you would have to depend solely on your own “special group” in order to play the game right and thus go higher in the ladder. Personally I do not want to become this typical nerd raging kid that I have seen plenty in other MMOs just for the sake of doing this “right”, “properly” and “competitively”.
I think better ways should be implemented to make TPvP Competitive without making it too inhumane in the process.
I would like to get an official response on this.

). Hopefully I can find some good methods to counter your DPS thief problem.
, totally will love the new mug steal
)