The thresholds are now based on divisions and mmr of the teams.
got source?
………………………………… Final Score …………………………………
Win % | 0-199 | 200-299 .. | 300-399 .. | .. 400-499 | 500
0-19% | … -1 … | ….. 0 ….. | … +1 ….. | …. +2 …. | +3
20-39% | . -1 … | ….. -1 ….. | …… 0 ….. | … +1 …. | +2
40-59% | . -1 … | ….. -1 ….. | ….. -1 ….. | … 0 …… | +1
60-79% | . -2 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
80-100% | -3 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
the pips gain are always based on your winning % and final score.
the above table was the first introduced, then they changed something, as people were complaining about people gaining too much ladder points (now known as pips) for losing games.
personally, i think the first introduced one is more fair. if your team scored at least 400 team score then there should not be pip loss at all.
https://leaderboards.guildwars2.com/en/na/pvp
i think the old ladder board is based on this.
can we get a red to answer on this?
thanks!
We did 4k, 8k tonight but it is impossible to achieve 16k in 30 minutes with how much time is eaten up during ques.
It needs to be fixed.
i did thought of wanna suggest in forum for the mission count down timer to be frozen while we wait for queue, but then again, all is vain!
the 16k rank points can be done if we have enough people around though.
unfortunately, i could only round up 4 others yesterday, making a 5 man team to try the 8k mission.
in the end, we settled for the 4k mission and called it a night. XD
this week’s pvp guild mission is kitten.
4k rank points
8k rank points
16k rank points
done the 4k rank points.
not going to bother with the other 2.
kitten, u played 8 hours non stop?
quite good chance i think.
my team of 5 casual pvp players often get rekt by full pugs party.
5 good solos still rekt full 5 man teams.
Ever consider coordinating with a team of 3-5 with team speak?
you get much harder fights thrown at you. : )
Good
![]()
But, for others that didn’t know about it? (because there is no warning in game – only when you want to queue and you see there is no queue)
unfortunately, it seems like there is no solution for that.
: (
well, the solution was, we did pvp guild missions right away after its refreshed, before they disabled it.
You don’t see that the win System is a good one?
people are crygin because they give up. This is all.
They are not givinh their best and cry other 1or 2 pips lost.but yes strong hold may need a review
hmmm perhaps those people gave up when they saw the point difference is 100+ ?
come backs are still possible, provided that the leading team mess up their rotations.
I lost a pip from a ~470-500 loss earlier, so yes it appears to have been changed.
ah thanks for sharing!
perhaps it is something like this?
………………………………… Final Score …………………………………
Win % | 0-199 | 200-299 .. | 300-399 .. | .. 400-499 | 500
0-19% | … -1 … | ….. 0 ….. | … +1 ….. | …. +2 …. | +3
20-39% | . -1 … | ….. -1 ….. | …… 0 ….. | … +1 …. | +2
40-59% | . -1 … | ….. -1 ….. | ….. -1 ….. | … 0 …… | +1
60-79% | . -2 … | ….. -2 ….. | ….. -1 ….. | … -1 …… | +1
80-100% | -3 … | ….. -2 ….. | ….. -1 ….. | … -1 …… | +1
you lose pips if you are favored (at least 60% chance to win) or heavily favored (at least 80% chance to win) you lose 1 pip if you do not win?
though it may seem fair for 80% group but for 60% group it feels harsh no?
its okay, once you lose enough games, match making will start pitching you against opponents of lower MMR.
btw i thought reapers are supposed to be powerful.
what build are you running?
imma digging up my old topic
https://forum-en.gw2archive.eu/forum/archive/balance/Death-Shroud-Show-Skills-6-10-Cooldown/4062770
the original topic:
when necromancers enters death shroud, weapons skills 1 – 5 are replaced with death shroud skills while skills 6 – 10 are locked out and replaced with a padlock icon.
instead of the padlock icon, show the recharge timer for skills 6 – 10, if the skills are not on cool down then it shows the padlock icon as usual.
at least we will know our heal is ready when we exit death shroud, or other skills.
this will be a much welcomed feature of life upgrade for necromancer players.
edited a bit since now we have reapers
when necromancers / reapers enters death / reaper shroud, weapons skills 1 – 5 are replaced with death / reaper shroud skills while skills 6 – 10 are locked out and replaced with a padlock icon.
instead of the padlock icon, show the recharge timer for skills 6 – 10, if the skills are not on cool down then it shows the padlock icon as usual. or just show the counting recharge timers on top of the padlock icons!
at least we will know our heal is ready when we exit death / reaper shroud, or the utility skills, and elite skill.
this will be a much welcomed feature of life upgrade for necromancer / reaper players.
discuss!
Mine is 5/15 and I haven’t played since they disabled Stronghold.
aah thanks Morwath !
hmmm it seems like i may have missed out 2 days!
grrrr
aaah what day is it today?
mine is 4/15
i think i have not done today’s yet
after doing today’s , mine should be 5/15
did i miss some days?
i did not notice this achievement earlier.
thanks!
If so, it has to be changed, because of how points are gained in Stronghold.
hmmm true.
https://wiki.guildwars2.com/wiki/Stronghold
Scoring
250 points are awarded for a lord kill and the team is victorious
50 points are awarded for each gate destroyed
20 points are awarded for each channelled hero
10 points are awarded for each guard killed
5 points are awarded for each player kill
and i dun think they have told us the updated pips up and down system yet.
i recall that they have changed it so that people do not often gains pips from losing anymore. but which part was it?
https://www.guildwars2.com/en/news/finding-the-perfect-match/
scroll down to “ladder ranking”
………………………………… Final Score …………………………………
Win % | 0-199 | 200-299 .. | 300-399 .. | .. 400-499 | 500
0-19% | … -1 … | ….. 0 ….. | … +1 ….. | …. +2 …. | +3
20-39% | . -1 … | ….. -1 ….. | …… 0 ….. | … +1 …. | +2
40-59% | . -1 … | ….. -1 ….. | ….. -1 ….. | … 0 …… | +1
60-79% | . -2 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
80-100% | -3 … | ….. -2 ….. | ….. -1 ….. | … 0 …… | +1
is this still the same?
or they changed it?
good tips!
thanks for sharing !
Don’t bother with the achievements, and it’s avoided! Also you only need to win 5 matches on two classes to progress the meta achievement.
You can’t get the wings without the achievements though. I mean, sure, that would fix all the problems, but it’s not an option on the table at the moment.
You hear that ANet? Just fix that and nobody will care about all this PvP mess again.
don’t get the wings.
ah, you are diamond division, that’s why. XD
i think, not many diamond division players around yet.
perhaps, consider making new accounts then go feed other players to boost up their division, so you could have players to fight with?
bye means an opponent has disconnected or deserted from battle, and your team won.
i think they changed something.
when the ladder points (now known as pips) were first introduced, zero pips were possible if you scored at least 400 points.
Why would you even use score to consider who deserve how many pips, if one random Amber guy in your team who doesn’t care can make your match 100-500 against much worse team…
MM never should put Amber guys with anything above Amer in one team, they ruin so many matches with “I can’t lose pip anyway” attitude and careless gameplay.
well, thats why we are having this discussion.
to discuss, before things goes live.
anyway, this is just me.
they will never consider something like this.
well, ideally, the pool will only draw people from the same division.
i.e. when amber ppl queue, the enter the amber pool.
for example,
1q – peter (amber 1/15)
2q – lily (amber 13/15) , sasha (amber 6/15)
5q – may (amber 1/15) , janet (amber 1/15) , jessica (amber 1/15) , jenny (amber 1/15) , skye (amber 1/15)
2q – goku (amber 14/15) , gohan (amber 14/15)
the system would make teams like
red – experienced amber group (48 pips)
1q – peter (amber 1/15)
2q – lily (amber 13/15) , sasha (amber 6/15)
2q – goku (amber 14/15) , gohan (amber 14/15)
blue – newbie amber group (5 pips)
5q – may (amber 1/15) , janet (amber 1/15) , jessica (amber 1/15) , jenny (amber 1/15) , skye (amber 1/15)
match prediction would say red should win the match by a landslide. but since its amber they do not lose pips. but blue team may earn more pips if they won.
its okay as you lose more, your MMR goes down, then your future fights should be easier.
no feedback?
/15 chars
anyone have a link to the build thats really op? just want to see it
really?
can you share the build?i wanna test it out
In my opinion this is just one of them, there is also an extra tanky version also.
can you share the tanky one?
i really hate dying.
thanks!
there will always be seasons.
relax.
and rewards so i was wondering maybe you can’t buy all if the rewards are added each season and you don’t reach top division
who says you have to buy them all?
just buy the ones you want.
for the next season, since this season is already kittened.
since people are losing to lower their MMR in hopes of better chances to get pips, why don’t we remove MMR completely and replace it with pips?
might speed up queue time too.
how it should work:
1. when any solo, duo, tri, quad, full-5 queue, they enter the pool.
2. pool starts assigning teams when 10 people in pool.
3. attempt to assign players so that each team ’s total pip is equal.
4. match prediction is based on party size, total pips in team
5. repeat for next pool of 10 players
this will no doubt, eliminate queue time completely.
for example,
1-q – john (amber 5/15)
2-q – mary (amber 10/15) , susan (amber 13/15)
3-q – sharon (emerald 5/25) , jolie (emerald 1/25) , jane (emerald 23/25)
4-q – jess (amber 1/15), kate (amber 2/15) , patty (amber 6/15) , iris (amber 3/15)
whops? 10 people in the pool!
start assigning teams!
unfortunately, due to party size composition, the arranged team is as follow
blue – harem team (17 pips)
1-q – john (amber 5/15)
4-q – jess (amber 1/15), kate (amber 2/15) , patty (amber 6/15) , iris (amber 3/15)
versus
red – all girls team (97 pips)
2-q – mary (amber 10/15) , susan (amber 13/15)
3-q – sharon (emerald 5/25) , jolie (emerald 1/25) , jane (emerald 23/25)
as the emerald tri queue girls are in emerald, they have 15 pips each for graduating from amber division.
as 97 – 17 pips = 80 pips total difference, match predictions says red – all girls team ought to win by a landslide.
blue – harem team will earn 3 pips for winning, 2 pips for scoring at least 400 team score and 1 pip for earning at least 300 team score.
red – all girls team will only earn 1 pip for winning, -1 pips for scoring at least 400 team score, -2 pip for earning at least 300 team score, -3 pips for scoring less than 300 team score.
see? simple, easy, right?
people will no longer benefit by tanking their MMR.
discuss!
btw i said this before but no one bothered to discuss really.
there will always be seasons.
relax.
Last game i played with a 4 man party, one Dc ,we won the game but we all lost 2 points. Is this intented;
This is getting fixed!
thanks evan!
what about someone who disconnected right before their team won?
for example,
evan was in blue team, leading at 490 team points, crushing red team at 100 team points.the team score ticks 498 but evan was disconnected due to client crash etc.
evan gets a loss and branded as a deserter.now tell me, how would evan feel?
If Evan disconnected right before he won, he wouldn’t have been gone longer than the grace period and he would still get a win and a pip (but no rank points or reward track).
i see. that sounds a bit better then.
thanks!
oh please, the old hambow warriors were never this powerful like revenants of now.
really?
can you share the build?
i wanna test it out
1. Why does the whole team get a loss, if someone disconnected and doesn’t make it back in time even if they win the match?
2. The dishonor of missing the queue and of being afk should be separated. I got one disconnect and missed after that the queue and had to wait 30 min is ridiculous. Basically i had to wait 30 min for missing the queue pop. And this with queue times over 5 min.
3. Your system punishes players who play your game, cause you implemented it the way that it crashes around 1-2 times a day. 2 min. are very short, since your login server lags after a crash.
4. I don’t see the sense in having a dishonor system for premade teams.
1. This currently only effects parties, not the whole team. This is being fixed for victories.
2. The system is designed to discourage players from doing bad thing regardless of what that bad thing is. Match accept might be something to separate though since it doesn’t effect a match that must be played. Something to think about.
3. Not exactly sure whats going on here, but if you’re consistently getting crashes, you may be having OOM problems and could benefit from the 64-bit client.
4. Dishonor should affect the game result of premades so that 1 person can’t prevent a loss from affecting their friends. Only the person who disconnects actually gets a dishonor timeout. Otherwise see #1.
what about someone who disconnected right before their team won?
for example,
evan was in blue team, leading at 490 team points, crushing red team at 100 team points.
the team score ticks 498 but evan was disconnected due to client crash etc.
evan gets a loss and branded as a deserter.
now tell me, how would evan feel?
That’s great- shame it’s only addressing a symptom rather than the cause, but it’s something. Will your system protect people who are experiencing horrible streaks, or will they become collateral?
Being horrible, or being on a horrible streak will be protected
Being purposely horrible, or being purposely on a horrible streak will not
and how will you determine this fairly?
a group of 5 can team up and play as if they are trying their best but made some mistakes and lost the match.
thanks evan!
this is what they meant by, everyone can get their legendary back item, just that it will take more seasons.
everyone will graduate from amber division eventually.
if they can’t graduate from emerald, they will just have to wait for the next season.
You have 2 minutes to reconnect before getting dishonor. This duration is a fine balance between load times, and how long someone can be gone without causing a loss.
what about someone who disconnected right before their team won?
for example,
evan was in blue team, leading at 490 team points, crushing red team at 100 team points.
the team score ticks 498 but evan was disconnected due to client crash etc.
evan gets a loss and branded as a deserter.
now tell me, how would evan feel?
perhaps its time you join the others and start lowering your MMR as well?
does this mean division is taken into account when queuing ?
oh quite whining already.
just because a lot of people use it at pro level, does not mean it needs to be removed.
if it is so good, why are you not using it yourself?
it gives 560 stats to 7 stats
not 1200
not 1050
not 900
its fine.
i like it.
its good exposure for pvp.
might convert some pve purists into pvp players.
cele amulet is balanced.
have you actually tried using cele amulet yourself?
Is this a joke?
Celestial 19
Marauder 8
Viper 7 (or 8 )
Carrion 2
Berserker 2
Soldier 1
Wanderer 0 (or 1)There are the amulets for recent pro league
its used a lot, so?
it gives 560 to 7 stats.
not 1200
not 1050
not 900
whats a good chrono bunker build?
whats make them so good?
Theres lots of different ones floating around but most use either cele or sentinels and durability or chronomancer runes.
Basically the build can rez better than a guardian and CC better than one and share a huge amount of boons and alacrity. Its pointholding power in conquest is unparalleled because unlike a tempest who has to heal through and sustain through the damage, the chronobunker can use well of precognition, sword 2, and shield blocks to mitigate the damage on very low cooldowns due to all the alacrity and the build has solid healing and condition cleansing, on demand stability/quikness and good protection uptime.
Basically its a bunker build that can handle being focus fired better than any we’ve had before.
ooo! thanks!
what specs they are using?
chrono
illusions?
inspiration?
cele amulet is balanced.
have you actually tried using cele amulet yourself?
whats a good chrono bunker build?
whats make them so good?
toker your MMR is way too high already, you need to lower it to rock bottom then start smurfing your way up. XD
whats wrong with it?
why is it not proper?
btw the better skilled pvp players in my casual pvp guild did not want to lower their MMR as they said its easier to solo q.