Showing Posts For BlaqueFyre.5678:

Helseth carries bronze 4v5

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Oh look if you aren’t supposed to be in a lower division because you are supposed to be higher you can carry.

Losing MMR

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No you are not saying how the system works, you are saying how you think it works.

When you have 2 players with MMR at around 4,000 and then 3 players at less then 4700.

Without knowing the rest and taking the final score into account no its a issue.

Also bringing in peak times/off peaks has nothing to do with +/- of the winning and losing of matches.

We both agree that both teams MMR should be shown but you are trying to explain something with generalities that are not even true.

There were many forum pics of 2-2-1 teams dominating 1-1-1-1-1 teams so even your last sentences are only assumed and not factual.

Off peak does explain the huge differences in losses and wins since the player pool is so small during those times the system struggles to balance teams one side can be grossly lopsided. Also there are lots of forum pics showing 1-1-1-1-1 teams dominating 2-2-1 teams interesting how that works. the system punishes Duo Queues as stated by Devs. My “generalities” are back by Dev statements yours are not.

Im taking into account my games and the other peoples comments.

For instance on the thread from a top 5 player. Multiple people from the top 10 said they only duo que.

In the thread about God of PvP is a joke they duo que.

Ive been saying that in all your statements that even though Anet says thats the case for Match Making. It isnt true and you cant say these things to make your argument.

You might as well be the tobacco industry in the 70’s saying Cigarettes are not bad for you. Any you being a enabler agreeing with them because they say something and why would they lie?

They use to show us players PvP levels, they use to show us other players ranks. Its pretty obvious why we cant see anything anymore and why all the top players have 75% + win rates.

Yeah and the top players are better than the majority of the PvP population your point being? They duo because they would rather limit the randomness and actually play the game competitively and do what it takes to place high, funny how that works they probably don’t have to Duo Queue it’s just stupid not to…

Hard MMR Reset Petition

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Well, to be honest I actually expect Anet to say “Ok… we screwed that up” in this situation about matchmaking of this season.

Hard MMR reset for all accounts is the only way out of this hell. I am sorry but it is more than an option at the moment. It’s more like a mandatory action. Every day from now on that Anet spends with not considering to initiate Hard MMR reset, is just another day with full of depressing, exhausting and pointless time to be wasted for players. Because this will eventually leads to death of pvp and losing tons of loyal players in gw2 pvp community.

Mark my words.

Thing is they have done a hard MMR reset before and from their own admission it was terrible.

How will a hard reset NOT make even worse match ups for months?

There hasn’t been a single hard reset during ANY of the league seasons. Hell I don’t even remember if they have done one before that. The problem is that they have been changing their system DRASTICALLY throughout the last year so that past MMR values impact the new ratings in a negative way. Players that got very high MMR during previous installments might not be suited for that rating in the current one and vice versa. We are already burdened with bad matchups due to volatile ratings, placements having too much of an impact and no restriction for the top spots of the leaderboard, so why not have a fresh start without the leftover discrepancies of the mess which is the hidden MMR?

The hard reset happened a couple years ago iirc it was 2-3 years ago. It messed up a lot with the old Ladder system, since it zeroed out everything. Soft reset is almost as good they just need to tone down the volatility on the next season when the next reset happens.

Losing MMR

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No you are not saying how the system works, you are saying how you think it works.

When you have 2 players with MMR at around 4,000 and then 3 players at less then 4700.

Without knowing the rest and taking the final score into account no its a issue.

Also bringing in peak times/off peaks has nothing to do with +/- of the winning and losing of matches.

We both agree that both teams MMR should be shown but you are trying to explain something with generalities that are not even true.

There were many forum pics of 2-2-1 teams dominating 1-1-1-1-1 teams so even your last sentences are only assumed and not factual.

Off peak does explain the huge differences in losses and wins since the player pool is so small during those times the system struggles to balance teams one side can be grossly lopsided. Also there are lots of forum pics showing 1-1-1-1-1 teams dominating 2-2-1 teams interesting how that works. the system punishes Duo Queues as stated by Devs. My “generalities” are back by Dev statements yours are not.

Reasons players are unhappy with PvP

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Personally my MMR has gone up and down since the season started. The total range is greater than 200 MMR points so I don’t see what the issue is. I’d say the accuracy of the system isn’t’ any better than +- 50 to 80.

From my understanding if your mmr has settled you shouldn’t be constantly fluctuating that much, however it is still happening. This only exacerbates the issue really. One of the guys on my team was 900 or so in a match where the average player is around 1300 or so. Now if that guy’s rating is also fluctuating that much, he could actually be a 700 player most of the time.

In many matches, the difference in mmr created by the two teams isn’t enough to notice, in other matches though it makes a blowout match. What gets me is that this wouldn’t even be such an issue if the system balanced out both teams so that their average mmr was as close as possible. Currently though, each match has about 2-3 outlier players, and the higher outliers get placed on one team and the lowers ones on the other team. This method just makes no sense at all.

You keep going back to that one match in every post about it, you also stated you were playing off peak hours on a Monday morning, you also stated that the 904 player was paired with a 11xx player you don’t know which by your own admission, if you knew how the system worked you would understand why the other team had a higher Mmr that being the Duo Queu you were paired with gets punished for queuing together by being placed against Higher Mmr teams since Duo Queue can be considered an Advantage. The other team had no Duo Queues by your own posts using that match as an example. So far you have only posted two match results with basic info and no supporting screen shots, you need more context and substance to your “analysis” so far you have an abysmally small sample size to make generalizations about.

Reasons players are unhappy with PvP

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

  • 1) What Anet thinks works doesn’t actually work. Meaning, allowing a game mode that’s supposed to be competitive shouldn’t reward losing. You effectively have two different types of players being combined into the same game mode: Those who don’t care about the competition, and those that do. Rewarding losses keeps the players who don’t care about competition around, and that causes problems.

I really disagree with this point. Why should average/below-average players be punished for being sub-par? Everyone should be rewarded for playing the game to some extent, but your progress climbing tiers shouldn’t be tied to rewards. IMHO let them stay in bronze and get their mats it doesn’t hurt anyone. That way they don’t feel like they are being punished for playing pvp instead of doing their daily pve farm run or whatever it is people do to get money.

Besides competitive players don’t play for rewards. They do it for prestige and because they enjoy competition, so why does it matter? If competitive players did care about rewards then why is Ranked play in Overwatch popular? I guarantee you they aren’t playing it for the loot boxes. People want to brag that they made it to the highest tier (whatever they call it). Or at the very least they want to see how they stack against other players. Because of this the current ranked GW2 system is a huge step in the right direction. (The implementation of a real in-game leaderboard is also a huge boon)

Also in reality the current pip system isn’t all that different from Overwatch and their loot boxes. Win or loose you will continue to progress towards the next reward.

You can stop rewarding losses and not tie the rewards to division like you think he is talking about…. you win a match you get rewards, you lose you don’t it will stop the ago players and make players want to win.

Losing MMR

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No, it all depends on who you win and lose against.. if you lose against a team with a lower Mmr than you then you lose more and so on, maybe Anet should show the Average MMr of each team so people can better grasp this concept. When I play in normal peak hours my wins and losses wash out since I am being paired with similar Mmr teams so it’s very small deviation where I win maybe 11-15 Mmr and lose the same

I dont like when people say this, when Darek was number 1 on the leader board i faced him twice and i know for certain i lost 18 on 1 of them. I am some gold 3-platinum 2 player and the teams i was on had no chance of winning.

So him losing 50 from 1900 hurts alot just like me losing potentially 36 from 2 losses against teams i had no chance of winning against. Yet it will take both of us 5-8 wins to get back what we lost in the 2 matches.

Yes you may have faced him and so on but you are only thinking of the individual Mmr not of the Team Average, everything is determined by the two teams average Ratings, nothing more nothing less, potentially the closer the average of each team the better and same with the closer the Mmr of each player the better, but it all falls down to the average of each team so even if a pro league player is on one team the average of each team won’t be too far off. Caveat if playin during off peak hours the disparity is exponentially higher due to lack of population queuing so the system puts teams together and they may not be close averages but that isn’t a problem of the system.

He was duo queing with another person i assume in the top 50.

I friended 2 people on my team to see there ratings and later unfriended them. ( i saw the crazy builds they were playing and thought whaaa in platinum)

So he was over 2000 and i was right at 1700, the 2 people on my team were under 1600.

At that point i can say i dont believe what you are selling. I dont know the other 2 players MMR but we lost 500-40. The next time i played it it was much closer like 500-300 but it doesnt change anything.

If what you are saying is true then Anet should be showing us both teams MMR. There is a reason they dont.

And that’s what I just said was to show both teams Mmr…. and if averages are still averages if they are close to each other then technically both have similar victory chances or closer chances. But taking what anyone says on the forum without context is next to useless. Was your example during peak? Off peak? Where’s the proof? Some many things are omitted that really know one can accurately say anything. Especially when you don’t know everyone’s Mmr on either team to even get a approximation of the two Teams average Mmr.

I am just telling you how the system works, also if they were Duo Queued and you didn’t have a Duo Queu your team would have had the Higher Average Mmr since that’s how the system works, punishes players that Queue together by placing them against teams stack higher Mmr.

Losing MMR

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

That’s the issue then. It shouldn’t be like, “Oh, their average MMR is lower than your MMR, so you lose 25 MMR.” They could have some beasts on their team. I know my enemy team did…

Doesn’t matter the average is the average they had equally worse players on their team to compensate. And if you go off of what most people complaining about the system on these forums say no one can carry a match Solo, so that shouldn’t be a problem..

Losing MMR

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No, it all depends on who you win and lose against.. if you lose against a team with a lower Mmr than you then you lose more and so on, maybe Anet should show the Average MMr of each team so people can better grasp this concept. When I play in normal peak hours my wins and losses wash out since I am being paired with similar Mmr teams so it’s very small deviation where I win maybe 11-15 Mmr and lose the same

I dont like when people say this, when Darek was number 1 on the leader board i faced him twice and i know for certain i lost 18 on 1 of them. I am some gold 3-platinum 2 player and the teams i was on had no chance of winning.

So him losing 50 from 1900 hurts alot just like me losing potentially 36 from 2 losses against teams i had no chance of winning against. Yet it will take both of us 5-8 wins to get back what we lost in the 2 matches.

Yes you may have faced him and so on but you are only thinking of the individual Mmr not of the Team Average, everything is determined by the two teams average Ratings, nothing more nothing less, potentially the closer the average of each team the better and same with the closer the Mmr of each player the better, but it all falls down to the average of each team so even if a pro league player is on one team the average of each team won’t be too far off. Caveat if playin during off peak hours the disparity is exponentially higher due to lack of population queuing so the system puts teams together and they may not be close averages but that isn’t a problem of the system.

Losing MMR

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No, it all depends on who you win and lose against.. if you lose against a team with a lower Mmr than you then you lose more and so on, maybe Anet should show the Average MMr of each team so people can better grasp this concept. When I play in normal peak hours my wins and losses wash out since I am being paired with similar Mmr teams so it’s very small deviation where I win maybe 11-15 Mmr and lose the same

Do you go for any stat treshold in wvw?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

MOAR POWAH!!! In all honesty, you do what’s comfortable for you some play full each other’s use a mix of both neither is wrong it comes down to what you are comfortable with.

Hard MMR Reset Petition

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

A common misconception players have right now is that a hard reset will magically make match making better, this is a false hope because everyone’s Mmr will be reset to the zero value of 1200 which also removes the information from The information gathered over the years causing huge volatility in the Player’s Mmr, also it will make all games even more random and you will have to still be grouped with all the new players/low tier players for even longer since they have the same Mmr as you.

Again this will make your PvP experience worse, not better you will just have the illusion that it helped.

Reasons players are unhappy with PvP

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Show me a pvp game where you dont have blowout matches at all tiers of play, but especially at the lower brackets.

What youre asking for has not been done in any other pvp game, in games much larger than gw2 with much more people crying, how can you expect the gw2 team to do it?

I think its an awesome step that we got this and not the fake ranking system of before.

I actually had several great matches that were very close while playing in gold 1. These matches were great, had no idea who was going to win throughout most of the match. Also had some blowout matches, but in most of those I could plainly see where mistakes were made.

Then I had a day off work and played on a Monday morning, and noticed an insane difference. You could tell when the match started who was going to win. There was a highly noticeable skill gap between the teams. Nobody enjoys these types of matches.

So you can’t tell me that every match is going to be blowout and nothing can be done about it. That simply is not true. People simply want to stay at the rank where they have great matches. A blowout here and there is to be expected, and people know that. But entire streaks of blowouts that launch you into divisions you don’t belong due to matchmaking creating bad match-ups is what people hate. And it happens, I’ve seen the mmr of all the players in these matches, so I know for a fact these matches were stacked in favor of one team.

Thus has been the best season so far, but it clearly still needs work. You people quickly dismissing and insulting people with legitimate complaints isn’t helping the game get any better.

Monday morning on off peak ours when the player population is very low, you should have expected the horrible Matchmaking, the gamemode has a very small population while at peak hours, what did you expect during off peak?

Yes there are issues ranging from Shoe Horning Solo Queuers into a Organized team gamemode/rating system, to rewarding players on losses so some players don’t even try, and a few others. It needs some refining but that’s what happens when the system gets completely changed, repeatedly. But there is absolutely no way for the community to see that the complaints are even all valid when it comes to the Mmr Holes and so on I hear about all these huge loss streaks, some of which were proven to be false by the Devs, I have yet to see any actual win or loss streaks, majority of my matches have been win/loss/win/loss I am around a 54% win rate for this season alone, and I can say that it is possible to get where you should be as a Solo Queue with no luck from Placement matches and other excuses, yes there will always be exceptions to the rules but the way this system is designed it’s self corrects to try and accurately place and match players.

Partial Fix For Ranked PvP: Disincentivize It

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Speaking for myself, I think the move to give pips even on a loss was a FANTASTIC move. One of the big problems with the old seasons was that, once you’d reached as high as you could go, there wasn’t any more point to playing Ranked PvP, because you weren’t getting any rewards for your time aside from the stock standard reward tracks (and then you might as well just go play Unranked or Hotjoin). This meant that as the Season went on, more and more players left until numbers were so thin by the end of the Season that you could wind up facing the exact same people match after match. (If you thought Player X was a terrible player, hoo boy, are you gonna HATE getting put on his team for 5 games in a row!)

Sure, maybe this means that you attract a bunch of players who aren’t exactly inspired to give it their all each match, but logically, as time goes on, these players should fall down the ranks and cluster in Bronze or low Silver, where they can play against other players who similarly aren’t really bothered about losing. Meanwhile, the players who genuinely care about winning should (in theory) wind up on the higher divisions because they care enough to practice and refine their builds. As the people who are blase about PvP fall lower, you should wind up getting matched with people who are more like you in terms of skill and dedication.

That’s not to say I don’t believe there are genuine problems with matchmaking (I hate blowout matches as much as the next guy, and I really do wonder what’s going on behind the code that results in some simply astounding blowouts like 500-50), but I still believe that ditching the “pips on loss” system would only do more harm than good.

Only one problem with your comparison between last four seasons and this season, the rewards aren’t tied behind Division like they were in the first four seasons, as long as you keep winning in ranked you get rewards regardless of your division you are in this seasons, you should never be rewarded for losing period.

Pips no longer determine Division so no pip loss is needed pips are there for rewards only nothing else.

What ruins pvp?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

The biggest things that ruined PvP The blatant Powercreep, frontloaded skills and all the passives implemented. Remove those and it would be something respectable. No one should be rewarded by failing to dodge or be aware of their surrounding or to defend against an enemy.

Question about cultural skins/transmute

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Yeah no way around it… at least Transmutation charges are free

Nerf trap damage already

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No Devs play DH, and you comment made the troll thread obvious.

Karl Plays DH and he is the Guardian Dev…..as well as the head of the balance department. DH is his baby. Let that sink in.

Karl HAS a DH and he is the Guardian Dev, but all accounts is that he mains a thief. If any dev actually main’d a Guardian they would have fixed or at least addressed core Guardian issues. DH power is a Learn to Play issue. If you know 90% of guardians play traps and are blindly running toward the guardian and dying the traps isn’t the classes fault.

Prove that by all accounts Karl Plays Thief. I have found more videos and posts about him playing DH and if he was a Thief Main then he would have fixed all the bugs facing Thief….

Reasons players are unhappy with PvP

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@JTGuevara and Smooth Penguin

By everything you two say no one in Bronze or low silver should progress. Yet people do, and in those tiers if you are skilled as you think you are you should have no problem against the enemies skilled players. Unless you think that the system only pairs you with unskilled players….

Reasons players are unhappy with PvP

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

You say it yourself, youre an average and midrange player.

So youre in silver, thats average / midrange mmr.

Stop crying over your team mates, they are like you.

My problem is that I’m being dragged toward Bronze, and that’s unacceptable. You’ll understand this when you stop getting teams that carry you.

Don’t worry, Smooth. He’ll be converted soon enough, mwahahahaha!!

We’ve had the apologists since league season ONE. Once the MMR system gets him and he tumbles and can’t get back up, he’ll come around!

Then what if the players that started in Bronze and low Silver and are mid to high gold now? Funny how that works. This system works to place players where they belong, sorry to say.

(edited by BlaqueFyre.5678)

Wish: Cowboy like armor pieces

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

You already have those in game they are trench coats and wide brimmed hats… also boots lots of boots…..

Can someone help with the math -please?

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

It’s virtually impossible to tell since with Placement Matches all Mmr stats were hidden i.e. What you gained or loss as well as your previous, Mmr. As well as that of your teammate and your Opponents ratings, now you could see if Evan would PM you your old Mmr but I doubt that since I have seen people request and received no reply.

NERF Thieves Too much damage WVW

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

LOL ok since no1 believes this. I went and tried it out.
This build is so easy, a monkey can play it. I hit more than 22k on a guardian on my first couple tries. Removed rage pm from victim, but WOW the hardest thing on this build is to hit 2 buttons at once!

http://imgur.com/fDDftSP

Nerf plz!

Yep and it still dies to anything that even looks its direction and has to be in melee rane and is easily countered by almost anything in game, can’t stack stealth so the player has ample time to see the Thief coming and has to dedicate the whole build to that one hit wasting Utilities for those numbers wow!!!!…. unlike other classes that can put up similar numbers from 1200 range.

Suggestion : Condi, Boon, and CC new system

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Why did you swap Swiftness and Quickness? Seems unnecessary.

Nerf trap damage already

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No Devs play DH, and you comment made the troll thread obvious.

Karl Plays DH and he is the Guardian Dev…..as well as the head of the balance department. DH is his baby. Let that sink in.

About a year ago, thief was his baby (see Twitch), when did this change lol?

It’s been that way for a while more than a year, the only time I have ever saw him on Thief was the Daredevil Spotlight for HoT Launch.

Let us choose how we activate glider! =(

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@ Just a flesh wound.3589

Thank you for proving my point that I’m not the only one having an issue with glider.
I hope ArenaNet can seriously fix the problem.
I played this game for such a long time and this gliding system still causes issues for me. If it’s so hard to add simple basic options that lets us keybind glider, then at least give us the option to disable it entirely. (Though that would be bad when you need it while falling) but I’ll take that than nothing. “Go for the Gold” Achievement jumping puzzle doesnt have glider disabled and certain jumping platforms I always mess up because of the dumb glider getting triggered. It’s frustrating. This isn’t something I can just “L2P” this is something that mechanically interferes with gameplay and can be avoided if the option to keybind glider was available.

Is it because you refuse to try to not trigger the glider? Because you’ve never mentioned that you have any of the mentioned reasonable excuses to not be able to reliably tap the spacebar to jump; just that you’re set in your ways from other games where holding the spacebar means a longer jump. And that reason is a L2P issue. Please explain in better detail how you don’t fall into the “has L2P issues” crowd with this.

Because if it was the game’s code, everyone would have issues with it. And considering the forums aren’t flooded with comments on it, a majority of players do not have the same issue. Which means many keyboard and many internet connections are able to handle it. Which means for a majority of players, the issue you describe is an L2P issue. So do you have a bad keyboard, a bad internet connection, some physical disability that makes single tapping hard for you?

I have tried and I am still trying and I still have issues with it mechanically. Again a lot of people have issues with this I am not the only one. There should be no excuse to not improve on the gliding mechanics by giving us options to keybind it so that it wouldnt interfere with gameplay of others. This is clearly a mechanic issue that can be fixed by giving players the choice/option to keybind glider. If you don’t want the option then you don’t have to use it but at least people like me have the option to switch our glide activation method that better suits our needs when playing the game.

Why is it so hard for people to understand that some things you can’t L2P because mechanical interference? It is ridicuous if you think this is a L2P issue when clearly this issue did not exist before gliding was introduced. Now it effects people and while some can adopt to the changes, not all can because it still gets in the way. We shouldnt have to worry about “Will I accidentally glide if I make that jump?” when making jumps… We should just be able to jump and not worry about glider accidentally possibly activating… I want these 2 mechanics separate keys… Is that so hard to just add that option?

You hadn’t come across as one of those who do have a reasonable excuse for not being able to not be able to reliably single tap.

I hope one day, that options are added for those of you with issues. However, I don’t think there are enough of you with issues to warrant it to be high on the priority list for QoL items.

See Bolded,

Idk Anet Sure was quick to hop on a QoL non-issue when a certain streamer complained and was the only one to ever complain, next day had official response and next update it was implemented……

Sometimes lower priority items get fixed because they take a very short time to fix and test. And can be done while they’re in between steps on higher priority items.

Yes but that was an issue only one person had, only one! It was fixed in about one weeks time. This one has a handful of people that would benefit from it that are vocal and possibly more that won’t yet no words. I just believe the Priotity system they have in place is pretty bad. Especially when something like my above post happens.

NERF Thieves Too much damage WVW

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Lol. I think the point is that it’s okay for both of them. Also the same image was posted on the rev forums…we all did the math and for the to do that much they needed lots of help from a necro.

They don’t need that much help from Necros, in my Marauder/Cav build I can achieve up to 16k-17k on CoR Crit Solo now imagine what a pure glass Revenant could do.

Nerf trap damage already

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

No Devs play DH, and you comment made the troll thread obvious.

Karl Plays DH and he is the Guardian Dev…..as well as the head of the balance department. DH is his baby. Let that sink in.

Let us choose how we activate glider! =(

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Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@ Just a flesh wound.3589

Thank you for proving my point that I’m not the only one having an issue with glider.
I hope ArenaNet can seriously fix the problem.
I played this game for such a long time and this gliding system still causes issues for me. If it’s so hard to add simple basic options that lets us keybind glider, then at least give us the option to disable it entirely. (Though that would be bad when you need it while falling) but I’ll take that than nothing. “Go for the Gold” Achievement jumping puzzle doesnt have glider disabled and certain jumping platforms I always mess up because of the dumb glider getting triggered. It’s frustrating. This isn’t something I can just “L2P” this is something that mechanically interferes with gameplay and can be avoided if the option to keybind glider was available.

Is it because you refuse to try to not trigger the glider? Because you’ve never mentioned that you have any of the mentioned reasonable excuses to not be able to reliably tap the spacebar to jump; just that you’re set in your ways from other games where holding the spacebar means a longer jump. And that reason is a L2P issue. Please explain in better detail how you don’t fall into the “has L2P issues” crowd with this.

Because if it was the game’s code, everyone would have issues with it. And considering the forums aren’t flooded with comments on it, a majority of players do not have the same issue. Which means many keyboard and many internet connections are able to handle it. Which means for a majority of players, the issue you describe is an L2P issue. So do you have a bad keyboard, a bad internet connection, some physical disability that makes single tapping hard for you?

I have tried and I am still trying and I still have issues with it mechanically. Again a lot of people have issues with this I am not the only one. There should be no excuse to not improve on the gliding mechanics by giving us options to keybind it so that it wouldnt interfere with gameplay of others. This is clearly a mechanic issue that can be fixed by giving players the choice/option to keybind glider. If you don’t want the option then you don’t have to use it but at least people like me have the option to switch our glide activation method that better suits our needs when playing the game.

Why is it so hard for people to understand that some things you can’t L2P because mechanical interference? It is ridicuous if you think this is a L2P issue when clearly this issue did not exist before gliding was introduced. Now it effects people and while some can adopt to the changes, not all can because it still gets in the way. We shouldnt have to worry about “Will I accidentally glide if I make that jump?” when making jumps… We should just be able to jump and not worry about glider accidentally possibly activating… I want these 2 mechanics separate keys… Is that so hard to just add that option?

You hadn’t come across as one of those who do have a reasonable excuse for not being able to not be able to reliably single tap.

I hope one day, that options are added for those of you with issues. However, I don’t think there are enough of you with issues to warrant it to be high on the priority list for QoL items.

See Bolded,

Idk Anet Sure was quick to hop on a QoL non-issue when a certain streamer complained and was the only one to ever complain, next day had official response and next update it was implemented……

Reasons players are unhappy with PvP

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Just because players play along time doesn’t mean that they are good….

I’m sorry, but THAT’S wrong. See, this is one talking point among the community I’d like to kill off mercilessly.

Experience matters, it needs to be respected. If you do an activity for a long time, you develop skill. This works in everyday LIFE. Basketball, surgeon, bus driver, plumber, carpenter, programmer.

Let’s kill that myth If you do an activity wrong or don’t learn to improve it doesn’t matter how long you have played. Period. Time spent in game doesn’t equal skill.

Oh yes it does. How do you think you learn to improve then? By doing it for a long time!

No, working to improve and learn is different than doing something for a long time.

But it requires time to improve at things. Sure it’ll take less time if you do it right, but it still requires time.

But Time doesn’t automatically make you better if you do something wrong for ever doesn’t mean you will improve. Time=/= skill never has never will.

Partial Fix For Ranked PvP: Disincentivize It

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Ignoring all of the other “issues” with Ranked PvP (arguments about the MMR, etc.), a big fix for Ranked PvP would be to disincentivize it. The only incentives for Ranked PvP should really be the rating you earn – and maybe a title. The only exclusive rewards earned from Ranked PvP should be items useful to, usable by/in, or centric to PvP. Why? A significant issue (problem) with Ranked PvP is that there are players, who would otherwise never played Ranked PvP, that queue up for Ranked solely because of/to grind the rewards offered via playing Ranked (ascended armor, minis, etc.)

Because of the PvE rewards earned via Ranked, we do have players that only play Ranked because they feel they must or want grind out and earn this new armor, or a back piece, or a mini, etc. They aren’t queuing for Ranked because of their love for PvP or the esteem they get from their rating – they’re only queuing to farm the latest PvE items. These are often the same players that really don’t care if they win or lose; or how their skill affects their team; or even if they idle through or manipulate a match. We need to remove these incentives – the rewards – from Ranked PvP to Unranked or All PvP.

The League Rewards are now only, really a limited-time rewards track. They don’t really need to be attached to Ranked anymore. They could be an achievement category completed in Ranked OR Unranked; or even a festival reward track. This would help alleviate the “playerbase” issues in Ranked PvP; disincentivize Ranked for players that would otherwise not queue for it.

Or maybe just don’t let people lose to get rewards. Whoever’s idea it was to reward losing needs a reality check and to never touch PvP rewards again.

Why AP for the top 250 titles is not cool

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I’m sorry but I fully disagree with removing the AP from these titles.

I’m in top 25 for the AP leaderboard aswell.

It sets a bad precedent for people complaining about these kind of issues in the future.

You cannot get everything in this game and that’s whats nice about it but some people feel entitled that they should for some reason.

Yeah I fully understand it’s for 250 people only. but if you are going to go that route then re-release all the non-permanent AP from living stories and other events/festivities that people cannot get anymore. That is just plain hypocrite because they would complain about that too. (I haven’t missed a single one since game release so I’m not biased)

On the contrary, there should be more AP like this that only few/certain people can get to make some diversity and competition in the rankings because as it is right now it’s more about playing since launch and not missing anything so other people will never be able to compete with the top players.

In the end, a decision has already been made and I respect it but I still wanted to share my opinion.

“It sets a bad precedent for people complaining about these kind of issues in the future.”
It only shows anet has decided what AP system should look like and set it in stone. That is something good and not bad.

“But if you are going to go that route then re-release all the non-permanent AP from living stories and other events/festivities that people cannot get anymore.”
Yeah they should. And they should stop introducing more mess to it. That is what they did now.

“On the contrary, there should be more AP like this that only few/certain people can get to make some diversity and competition in the rankings because as it is right now it’s more about playing since launch and not missing anything so other people will never be able to compete with the top players.”
With other people you mean new players? How should they even compete with top 250 players? That sounds more like you found out a way to get higher in the AP ratings but whining becasue someone took it from you. Definitely not like you care about “other people”

How should they compete when there are already a lot of AP. O longer achieves le? They will never be able to compete on the leaderboard unless one of those players stops play so…

Wvw, Mauraders, and CS traitline discussion

in Thief

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

CS does marginally more damage per hit, but DA provides way more utility via on-steal weakness and poison, good damage on Mug, and a pretty persistent 10% damage modifier. It’s worth noting that ferocity gains are less-substantial nce they’re additive rather than multiplicative (when at at 200% critical damage, a 10% damage modifier = 300 ferocity).

good info thanks. yeah def can’t argue with DA’s utility~ I also find myself struggling to find even a marginal damage increase between the two. Was def stronger before ferocity kicked in. the curiousity that stemmed the question was I was curious if it would start to out-damage DA considerably, with a 100% chance to crit.

Now to be fair if you run a P/P or S/P multi Hit build the CS traitline is a lot better than DA but when I run those Builds I use a Core Thief build instead of DD.

Reasons players are unhappy with PvP

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Just because players play along time doesn’t mean that they are good….

I’m sorry, but THAT’S wrong. See, this is one talking point among the community I’d like to kill off mercilessly.

Experience matters, it needs to be respected. If you do an activity for a long time, you develop skill. This works in everyday LIFE. Basketball, surgeon, bus driver, plumber, carpenter, programmer.

Let’s kill that myth If you do an activity wrong or don’t learn to improve it doesn’t matter how long you have played. Period. Time spent in game doesn’t equal skill.

Oh yes it does. How do you think you learn to improve then? By doing it for a long time!

No, working to improve and learn is different than doing something for a long time.

No it’s not! It’s the same thing!

If it was you should be In Legend Division, since you have doing this for 4 years but you aren’t.

Reasons players are unhappy with PvP

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Just because players play along time doesn’t mean that they are good….

I’m sorry, but THAT’S wrong. See, this is one talking point among the community I’d like to kill off mercilessly.

Experience matters, it needs to be respected. If you do an activity for a long time, you develop skill. This works in everyday LIFE. Basketball, surgeon, bus driver, plumber, carpenter, programmer.

Let’s kill that myth If you do an activity wrong or don’t learn to improve it doesn’t matter how long you have played. Period. Time spent in game doesn’t equal skill.

Oh yes it does. How do you think you learn to improve then? By doing it for a long time!

No, working to improve and learn is different than doing something for a long time.

Reasons players are unhappy with PvP

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Just because players play along time doesn’t mean that they are good….

I’m sorry, but THAT’S wrong. See, this is one talking point among the community I’d like to kill off mercilessly.

Experience matters, it needs to be respected. If you do an activity for a long time, you develop skill. This works in everyday LIFE. Basketball, surgeon, bus driver, plumber, carpenter, programmer.

Let’s kill that myth If you do an activity wrong or don’t learn to improve it doesn’t matter how long you have played. Period. Time spent in game doesn’t equal skill.

Reasons players are unhappy with PvP

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

there’s just one reason players are unhappy with pvp: they think they belong to higher rank than what they actually deserve

4 year vet stuck in bronze thanks to this joke of a system.

Dam right I deserve it.

Just because players play along time doesn’t mean that they are good….

No I am not saying I am an amazing player, but you can’t just say you are good because you played a long time..

Now back on topic.

They need to remove getting rewards for losing, that is taking things to the other extreme from gating rewards behind Divisions, they should only reward wins. Would solve quite a few problems since it will help stop Afkers and force people to somewhat learn the game mode.

Wvw, Mauraders, and CS traitline discussion

in Thief

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

To at onto DeceiverX witH DA and Panic Strike as well attributes a lot to more damage since it can negate Dodges and allow ou to keep Pressure more easily.

Anet a possible idea to fix condition meta

in WvW

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

The idea may be interesting, but there’s already a stat that governs condition duration. Moreover, your point has a major flaw : condition do damage over time, and their efficiency lessens should they be cleansed (or resistance up).

Just imagine it the other way : you just got, let’s say, a zerk rev hammer CoR crit you for 5k HP. And now, you use utility skill #7, and voilà, damage nullified. That makes no sense.

To me, and as I stated in another thread, condi dire and trailblazer are not “meta”. They’re as should be. The issue is power builds don’t have enough access to vitality stat that’d allow them to handle both direct and condi damage.

Only referencing the the Bolded.
You mean like popping a heal skill??voila damage completely nullified! Bahahaha jokes aside conditions wouldn’t be too bad if they couldn’t do massive spike damage on some classes, if they were solely just DoT then they wouldn’t be an issue but they are not solely DoT when you have classes that can almost instantly pop 12-15 stack of multiple conditions on you in a very short time period that’s no longer DoT. They need to address those cases.

Hey revs, i need help to find this out...

in Revenant

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Although a single 21 / 22k hit is unusual, it may be that Cruel Repercusion (+ 50% damage) was gained by striking for more than 8.5k. But the seal that increases 25 active damage charges and Speedy End also Been effective on only 1 hit?
I am main rev and I never remember hitting 20k with hammer, maybe 15k full zerk, full asc with scholar runes. We do not have enough info in the attachment and neither do we see the damage multipliers so it’s hard to know what happened to receive that absurd amount in 1 hit

I do know that you don’t need full Zerk to above 15k plus CoR with my Mara /Cav set using Furious Maintenance oils I can achieve those numbers but the 21k I would love to find out how because this would delete a lot of players and would bypass all the passive defense procs from 1200 range lol

Hey revs, i need help to find this out...

in Revenant

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I think you had bad luck, + 50% additional damage after blocking an attack, next to max rank, next to vulnerability, next to zerk foods and zerk armor pve plus 20% damage increase when your hp is less than 50 % … I think you were just in a bad place at the worst time.

He said he was full health at 19k so no 20% while under 50%breally not a enoughinfo from the picture but it is possible, on average you see more 16-18k CoRs

Hey revs, i need help to find this out...

in Revenant

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

I have seen these numbers before, it’s not to far fetched they do have to run “Glassy” for these numbers, it can get worse if an attack was blocked.

Does anet actually play their game?

in Necromancer

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

They nerfed Dragonhunter though… what they did buff was base guardian virtues and staff skills. Let’s be real though, base guardian virtues are trash when compared to Dragonhunter and buffing them won’t really do much except maybe bring back a support guardian… and base guardians don’t even have the annoying traps… traps….. which now won’t even daze you now. Hallelujah.

I hope what this means is that they are looking at base specs so hopefully Deathshroud will receive buffs as well. Putting down a bet – if Deathshroud does get buffs next patch, I will give everyone on this forum 1000 gold.

(just kidding, maybe 1 copper?)

They’re slowly nerfing most OP things, which imo is a good thing. The process took a long @$$ time (1 year lmfao).

I wouldn’t exactly call traps losing daze and gaining slow a “nerf”. it’s basically the same thing, except now i can’t ignore it with stability. honestly, I find it to be more annoying than the daze

Uh what of course it’s a nerf, a quite big one at that.
In PvE this means the breakbar-damage of traps is gone besides what they’d do anyway, in PvP this means you’re losing interrupts with short to no cast-times which were able to be used to interrupt vital enemy skills and shut them down. Meanwhile slow can be thrown back at the source or cleansed before its duration runs out and does not interrupt you, not to mention that the duration is rather low.

Slow is a soft cc that does Break bar damage …….

''Invisible tag'' inclusion (roaming)

in WvW

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Roaming is 8 people now?

If you are on BG or Mag 10-20 is Roaming, 4-8 is Scouting……

Make PvP rewards only for winners

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Oh and last, i believe that it would be very interesting to remove duo que from ranked !
YES ! solo que for everyone ! no more pro duos but each on his own, that would measure the “skill” of each individual player more accurately on the leaderboard !

Or they could remove all the Solo Queue whiners from an Organized Team Game Mode and make it Duo/Trio Queue only, because you know the game mode is designed around Organized Team play not Solo Queue pugs…

The Legendary Journey (sanity check)

in Guild Wars 2 Discussion

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@OP

You can do the WvW reward track without fighting a single player, just by capping Sentries, Flipping Supply Camps, Killing Dolyaks, Running Dolyaks into bases, repair Walls, claiming Shrines, on top of the Daily WvW reward potions. It takes about 10-20mins to max participation this way.

And if you have boosters and keep your participation up at 195 you will have it done in 4.3 hours without fighting a single player.

The intent of Legendaries is to play along a Gamemodes, just be happy they removed WvW map completion from the Gift of Exploration.

Yeah that’s how I got 8 of those gift of exploration, sometimes I get them just for the fun of it.

I love how you describe WvW though, it’s as if you’ve completely deleted the very concept that an enemy even exists on the map anywhere, while you’re busy running about doing all that do you really think the other teams are going to be all ‘ok’ with that, of course not they are going to send someone to take care of you and your efforts, my guild last night was doing missions for some reason or another I couldn’t tag along but I found them and ran spy missions.

Seeing how I know from first hand experience if you want to avoid the enemy it’s easy. You are just making excuses to complain about it, I am in T1 the most highly populated matchups and when all I want to do is scout/flip camps/run yaks and not run into players it’s easy. Especially if you do it on the Dessert BL no one goes there unless you assault one of the Keeps leaving everything else for easy taking.

At least you have the easier end of the stick and only need to spend 4-8hrs in WvW for one gift vs the 20+ needed for PvE that WvW/PvP players have to slog through to make one.

Let us choose how we activate glider! =(

in Guild Wars 2 Discussion

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

To the QOL section
Dodge:
[ ] Double tap to Dodge Roll
WW = no dodge
[X] Double tap to Dodge Roll
WW = dodge roll forward

Glide:
[ ] Double jump to glide
Jump and hold spacebar = glider
[X] Double jump to glide
Jump and hold spacebar = no glider
Jump and press jump again midair = glider

Author’s note:
I’m making this suggestion after reading what felt like the thousandth topic on how the glider messes up jumping puzzles and other traveling menial tasks. I personally do not experience these problems, but I would fully aprove of the setting as mentioned above

You mean like this?

Double-Tap to Evade — Double-pressing a movement key will make your character roll in the same direction. When disabled, you can only evade by binding a key to the Dodge action. Many players recommend disabling this option for those who use non-standard input devices or who find themselves accidentally double-tapping (and thereby wasting endurance), and especially while completing jumping puzzles.

An option that has been in the game since Launch or Close to Launch.

I thought Gliding had a similar setting but I never checked since it never bothered me.

Why do you lose more points than you win?

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

blah blah blah…
…you are for sure on the rank that you deserve :-)
blah blah blah

The biggest mistake you can make this season is doing your placement matches solo. The system is clueless and can place you anywhere. That’s true.

If you want more points for winning than loosing dual queue with a smurf friend who is unranked or in bronze.

I dual queued with my buddy (who barely every plays PvP) during his placement matches and he ended up in T1 gold. Meanwhile my smurf was placed in t2 bronze because I was farting around and solo queued my placement matches.

My main was pure solo queued and placed in t2 gold. The placement matches don’t work. The matchmaker is getting quick matches by pulling players with disparate skill levels and tries to keep a 50% w/l ratio with beginners.

If you want to do well, be skilled and play with a similarly skilled friend. Don’t do placement matches solo.

The bolded shows you don’t understand how the system works, if you Queue with someone of a much lower Mmr you gain next to no points between 2-6 points per win and if you lose you lose anywhere from 20-30. And this could be as small of a gap as mid Silver and high Bronze to have the point disparity.

The Legendary Journey (sanity check)

in Guild Wars 2 Discussion

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

@OP

You can do the WvW reward track without fighting a single player, just by capping Sentries, Flipping Supply Camps, Killing Dolyaks, Running Dolyaks into bases, repair Walls, claiming Shrines, on top of the Daily WvW reward potions. It takes about 10-20mins to max participation this way.

And if you have boosters and keep your participation up at 195 you will have it done in 4.3 hours without fighting a single player.

The intent of Legendaries is to play along a Gamemodes, just be happy they removed WvW map completion from the Gift of Exploration.

Badge Loss?

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

He’s talking about badges, not MMR. ANet have correlated them, but one could envision a system where MMR decays as it does now, but badges show how high you got during the season (it’d be different from a division then).

The badges are representative of the player’s Mmr/“skill”, if that player can’t maintain the Mmr they don’t get the badge pretty simple.

Badge Loss?

in PvP

Posted by: BlaqueFyre.5678

BlaqueFyre.5678

Because it’s an actual ladder system you have to play every three days to stop decay and you have to actually progress. This is perfectly fine.