Showing Posts For Deimos Tel Arin.7391:

MMR Tanking in Parties, the considerate way

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i did remind them that if they solo q, they might be getting low MMR team mates too if we do this.

MMR Tanking in Parties, the considerate way

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

yeah thats what i did.

i grab 4 guild members from my casual pvp guild, then we zerg around, training their fighting skills.

we had 4 loses yesterday night, everyone’s happy.
they still need more combat training though.

in the first and second game, they (my 4 other team mates) got wiped very fast in group fights.

in the 3rd and 4th game, we stood a better chance in the group fights.

yeah our MMR is dropping steadily.

Lost 2 PIPs 499-502 and 478-501

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Lost 2 PIPs 499-502 and 478-501

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

if your team lost with 400+ team score you should not lose pips.

unless they changed something.

What is strong about Durability runes?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

durability runes is fine, it is similar to pack runes except it is a bit more defensive.

the protection, regeneration granted is only 3 seconds while the resistance is only 1 second.

Lowering MMR by losing on purpose

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

btw, only the lesser skilled pvp players in our casual pvp guild agreed to test this together with me.

the other better skilled pvp players said its easier to solo Q and did not want to participate in this lowering MMR thing at all.

Lowering MMR by losing on purpose

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

well, it kinda works.

i took 4 not very skilled pvp players with me, then we played 4 games.

well, we zerged around, as they really need the group fight experience.

our first and second games were kinda hard.
in the group fights, we got wiped very quickly.

in our 3rd and 4th games, the group fights are better, we can kill them.
got a better fighting chance.

i say our MMR is dropping nicely.

Lowering MMR by losing on purpose

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

its working as intended.

plus, if too many people do this, they will run into other smurfs team as well, then it is a test of actual skill then.

give us more legendary gear

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

give us more legendary gear that can be obtained in pvp only, well, mainly.
the back item is a good start.
next, introduce weapons, trinkets (amulet, accessories, rings) and armor too.

the pvp obtainable only legendaries can have not too special skins, i just want the on the fly stats changing ability.

them pve purists can get their “beautiful” pve legendaries in pve.

give us more pvp only legendaries!
thank you!

discuss!

Leagues are too luck-based

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

so according to 50% win rate thing MMR thing.

if we lose 100 games to lower win rate and MMR, then the system may attempt to match against against matches that we may have a better chance of winning?

stronghold only guild team ladder

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

can we have a stronghold only guild team ladder for the next season?
the competitive conquest only guild team ladder will remain for the pro level teams.

would be nice for casual stronghold teams to have a separate stronghold only guild team ladder and in game rewards. dun need pro level esl cash prizes thingie.

pretty please with ice cream on top?

well, after a few games, our casual pvp group kinda came to a conclusion that we, as a 5 man casual guild team, find better success in stronghold than in conquest at the moment. rotations, meta builds kinda feels a bit hard for us in conquest but stronghold, we felt like we have a better fighting chance.

discuss!

Why does everyone need to see my division?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

can i have your stuff?

thanks!

Possible to reach division 3?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

well you can form a group of 5, then keep losing matches to lower your MMR to rock bottom, then start farming at odd hours where the better players do not play.

Leagues are anti-casual

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

sam,

you forgot about casual players who just simply parties together, not using voice communication, but simple in game text before the match begins, in game call targeting, some simple text, 2 home, 3 mid etc.

casual players can still group up together ya know.

PvP Divisions Help

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

or you can lose 2 pips if you win the match 4v5

anet pls

ow that’s really kitten.

5 man teams vs solo queue

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

it is fair.

my casual guild team of 5 get rekt by good 5 man pug teams every now and then.

the match making does a good job.

PvP Divisions Help

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

you might get two pips if you are supposed to lose.

u get one pip if win
you lose one pip if you lose

you may lose 2 pips if you are supposed to win that match.

Leagues are anti-casual

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

casual players will graduate from amber division eventually.
they just need to get 15 wins.

as for emerald and sapphire, if they manage to get 5 wins in a row, they can climb a tier.

after 5 tiers in emerald and 5 tiers in sapphire, they will eventually graduate into ruby division. where it kinda gets hard, as they need to win 30 games in a row to graduate from ruby into diamond.

and as mentioned by Teutos.8620, upon reaching ruby division, start losing matches as a 5 man team until MMR hits rock bottom. then farm those 30 wins in a row at odd hours where pro esl teams do not play. add all those pro esl players to your friends list, then only queue if they are not afk-ing in pvp lobby.

then do the same when reaching diamond division.

Guild Challenger League!!!

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

o wait it does show our rank and rating.

my team rating is 1,208

ranked 364 haha.

it will probably go down further as we get more loses.

Guild Challenger League!!!

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

It’s on the Guild window, Team tab.

But how do we see our own team’s rank / ELO? And why are you only showing the top 5?

aaah i see! thanks!

hmmm aw kitten we can’t see ours if we’re not at the top?

Guild Challenger League!!!

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

where do we check this?

Any Success from Ranked SoloQ?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

well i just got my first win earlier.
plus one pip yay!

i haven’t played much games yet.

Durability is the new Vamp

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

the new durability rune is fine, working as intended.

its healthy and we need more runes such as that.

currently there are only two such runes.

pack: 175 power 125 precision
durability: 175 toughness 125 vitality

we need more 175 xx 125 xx runes

PvP League

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

playing against premade group (a party of 3 – 5 players) does not exactly mean instant lose.

my casual guild team of 3 – 5 players get our rear end handed to us quite often by teams full of pugs (5 individual players, not in a party)

so stop blaming “premade groups” for your loses.

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I think celestial just needs a flat nerf across the board, and it could be updated to include expertise/concentration to make the power and condition damage stats even smaller.

hmmm but its 560 to all 7 stats!
unlike others which gives 1200, 1050 or 900 stats!

Want do something good for PvP?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

pve purists doing pvp dailies will join dailies only room.

casual hotjoin players will do their dailies in the official anet hotjoin servers via the “play now” button. for myself, i will server hop until i find a room i like.

people who want a fair 5 vs 5 fight or guild teams doing pvp guild missions will play in unranked arena.

if you queue solo, then try not to have too high expectations of the other 4 members that you get.

revise berserker spec

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

hmm no more feedback?

all right i’ll post some request to buff traits.

some berserker traits revise:

Always Angry
“Gain adrenaline every second. Gain increased damage and condition damage when you enter or exit berserk mode.”
Always Angry: 7% Damage, 7% Condition Damage
Adrenaline: 1
Interval: 1s

(edited by Deimos Tel Arin.7391)

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

maybe celestial could be revised a bit?
as mentioned by Caine.

Celestial (current)
+560 Power
+560 Precision
+560 Toughness
+560 Vitality

+560 Ferocity
+560 Healing Power
+560 Condition Damage
——————————
say if 10% boon & condition duration
we remove 30 from each, we get 30 × 70=210 surplus, say we buff it to 300 surplus, then give 150 (10%) to both concentration and expertise

Celestial (+10%)
+530 Power
+530 Precision
+530 Toughness
+530 Vitality

+530 Ferocity
+530 Healing Power
+530 Condition Damage

+150 concentration (10% boon duration)
+150 expertise (10% condition duration)

a small shave (-30) to overall stats, and a 10% increase in both boon duration and condition duration)

or introduce new celestial amulet?

maybe call it

Astral Amulet
+530 Power
+530 Precision
+530 Toughness
+530 Vitality

+530 Ferocity
+530 Healing Power
+530 Condition Damage

+150 concentration
+150 expertise

this is such a stupid idea and such an obvious buff to celestial amulet. Anet just might hire you

thanks but the overall stats are reduce by 30 how is that a buff

Condi Reapers = Really Not That Great

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

but how warriors counter necro or reaper

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

maybe celestial could be revised a bit?
as mentioned by Caine.

Celestial (current)
+560 Power
+560 Precision
+560 Toughness
+560 Vitality

+560 Ferocity
+560 Healing Power
+560 Condition Damage
——————————
say if 10% boon & condition duration
we remove 30 from each, we get 30 × 70=210 surplus, say we buff it to 300 surplus, then give 150 (10%) to both concentration and expertise

Celestial (+10%)
+530 Power
+530 Precision
+530 Toughness
+530 Vitality

+530 Ferocity
+530 Healing Power
+530 Condition Damage

+150 concentration (10% boon duration)
+150 expertise (10% condition duration)

a small shave (-30) to overall stats, and a 10% increase in both boon duration and condition duration)

or introduce new celestial amulet?

maybe call it

Astral Amulet
+530 Power
+530 Precision
+530 Toughness
+530 Vitality

+530 Ferocity
+530 Healing Power
+530 Condition Damage

+150 concentration
+150 expertise

(edited by Deimos Tel Arin.7391)

revise berserker spec

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

It seems you misunderstood the berserk mode. Even if there is only 10 adrenaline, all bursts count as 30 for traits. So for example you get the full healing from Adrenal Health on each primal burst use.

no, i understand it completely.

the problem is, with 10/10 adrenaline, we do not benefit from level 1 and level 2 adrenal health.

plus, once we hit 10/10 adrenaline, we will spend it immediately on primal burst.

and adrenal health is bugged in berserk mode, it only ticks at level 1 adrenal health at 10/10 berserk mode adrenaline.

revise berserker spec

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

- berserk mode adrenaline 30/30 instead of 10/10
(so we get 3 bars of adrenaline instead of 1 bar. this will make adrenal health still viable while in berserk mode)

- triple adrenaline gain from all sources while in berserk mode
(normal hits gain 3 adrenaline instead of 1, berserker stance pulse 9 adrenaline each second instead of 3, versatile rage gain 15 adrenaline instead of 5, etc)

- primal burst skills require 30/30 adrenaline to activate
(with adrenaline gain tripled, this will be exactly the same as of now. except that when we exit berserk mode, we can have more than 10 adrenaline, even 30/30 adrenaline)

- burst mastery includes primal burst skills as well.
(primal burst is still a burst skill so this is only fair and just)

discuss!

update:
some berserker traits revise:

Always Angry
“Gain adrenaline every second. Gain increased damage and condition damage when you enter or exit berserk mode.”
Always Angry: 7% Damage, 7% Condition Damage
Adrenaline: 1
Interval: 1s

(edited by Deimos Tel Arin.7391)

balance patch on 1 dec 2015

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I bet on tool tip fixes.

Maybe they ll nerf warriors too.

tool tip fixes would be nice. XD

hmmm aw kitten no! warriors need buffs!

Nerf for Druid for sure, since Druids are nerfed even with PvE patches. Obviously, those nurfs would be called “fixes”.

hmmm i dun mind some druid nerfs.
i dun enjoy fighting druids that cannot die.

for some reason i can’t seem to make my druid cannot die.
i’m doing it wrong probably.

balance patch on 1 dec 2015

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

would there be one?

i know its definitely patch day, since ranked arena, or the seasonal leagues are starting on 1st december 2015.

but would there be a balance patch as well?

what do you all think?

Will Reapers be getting a nerf?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

i hope not.

i’m enjoying my reaper at the moment.

plus, there are other elite specs that need nerfing.

Too much condi spam, game is unplayable

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

All we need is toughness reducing condi damage.

maybe
toughness can reduce condition damage
vitality can reduce condition duration

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Other than Celestial/Marauders which are utterly dominating the meta, there is a lack of functioning condition or tanking amulets. We see occasional Carrion on Necromancers, but that’s about it.

There needs to be more 4 stat amulets with some toughness and vitality, as well as more hybrid-type amulets that allow for builds that can’t use all of celestial’s stats to do well. We already have all the burst type amulets we need with Sinisters, Berserkers, and Marauders.

New more useful amulets that would help in making viable options aside from Celestial and Marauder:

Medic’s Amulet: Basically a Cleric’s amulet but exchanging some toughness for increased Vitality.

+1050 power
+1050 healing power
+560 toughness
+560 vitality

Wraith’s Amulet: Just a nice cross between Carrion/Rabid

+1050 condition damage
+1050 power
+560 toughness
+560 vitality

Mercenary Amulet: Standard balanced power damage amulet, has been needed for ages.

+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 Vitality

Occultist’s Amulet: An improved Rabid amulet for classes with very low HP.

+1050 condition damage
+1050 toughness
+560 vitality
+560 precision

Seer’s Amulet: More balanced Settler’s type amulet with less toughness.

+1050 condition damage
+1050 healing power
+560 vitality
+560 toughness

Raider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitality

Good luck seeing any of the amulets below ever in serious builds due to serious stat conflictions or redundancies. Very bad amulets which could most likely be removed:

Barbarian
Cavalier
Magi
Rampager
Vigilant

Seriously, I just made a thread about this and it was delete because of some troll. Anyways, Amulet are as useful as the trails that back them up. Without a revamp of all core specs, a of amulet will be usable.

what was your deleted topic about?

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Other than Celestial/Marauders which are utterly dominating the meta, there is a lack of functioning condition or tanking amulets. We see occasional Carrion on Necromancers, but that’s about it.

There needs to be more 4 stat amulets with some toughness and vitality, as well as more hybrid-type amulets that allow for builds that can’t use all of celestial’s stats to do well. We already have all the burst type amulets we need with Sinisters, Berserkers, and Marauders.

New more useful amulets that would help in making viable options aside from Celestial and Marauder:

Medic’s Amulet: Basically a Cleric’s amulet but exchanging some toughness for increased Vitality.

+1050 power
+1050 healing power
+560 toughness
+560 vitality

Wraith’s Amulet: Just a nice cross between Carrion/Rabid

+1050 condition damage
+1050 power
+560 toughness
+560 vitality

Mercenary Amulet: Standard balanced power damage amulet, has been needed for ages.

+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 Vitality

Occultist’s Amulet: An improved Rabid amulet for classes with very low HP.

+1050 condition damage
+1050 toughness
+560 vitality
+560 precision

Seer’s Amulet: More balanced Settler’s type amulet with less toughness.

+1050 condition damage
+1050 healing power
+560 vitality
+560 toughness

Raider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitality

Good luck seeing any of the amulets below ever in serious builds due to serious stat conflictions or redundancies. Very bad amulets which could most likely be removed:

Barbarian
Cavalier
Magi
Rampager
Vigilant

Seriously, I just made a thread about this and it was delete because of some troll. Anyways, Amulet are as useful as the trails that back them up. Without a revamp of all core specs, a of amulet will be usable.

what was your deleted topic about?

Adjusting daily capture for stronghold

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

maybe we can remove daily capture for good, make everyone happy?

say, replace daily capture with

daily
- 200k damage dealt
- 200k condition damage dealt
- etc

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

we need more actually useful amulets!

Enter the Vigilant Warrior

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

ah, thanks for sharing!
btw did they fix concentration and expertise in sPvP?

it was not working, and the patch notes did not say anything.
felt like they did not even acknowledge this bug at all.

Bring back consecutive wins (from RA Gw1)

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

first, they should make the games shorter.

consecutive wins only works for
annihilation game mode
totally random match making
means, no match making causing 20 minutes queues for 10 minutes games

where the game ends after the first team skirmish

not 10+ minutes sumo ring fights.

Next Balance Patch ?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

none of my fights lasted more than 3-4 seconds with Knight Amulet and Dolyak Signet , it started to get really boring. Do you know if armor ratings dropped with HoT ? because I prepare my builds in online build editors first than applied it to the game but right now numbers doesn’t match in builder I have 3.5K armor but in game it’s only 2.9k and I’m sure they were exactly same before HoT

stop playing warrior.
please.
just stop.

if you wish to feel tanky,
do consider to try play the following:

reaper (knights amulet + soldiers runes) with 5 shouts (including “rise!”) if you want to feel tanky.

scrapper (knights amulet + durability runes) with bunker down and HGH.

yes, i do feel like post healing signet buff, pre healing signet nerf warrior again when i’m playing the above 2.

i’m a warrior main btw but now i play reaper and scrapper.

just do everyone a favor and stop playing warrior.

so how do you farm silverwaste shovels?

in Guild Wars 2 Discussion

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

shovels are a possible reward for every event you complete in silverwastes. take a keep, defend a keep. escort a dolyak. take or defend the skritt cave. kill a mordrem veteran boss that roams around. kill a legendary mordrem. gather rubble to rebuild a keep. vinewrath events. the only silverwastes events that DON"T reward shovels are the hero challenges, and maybe the donate bandit crests for a NPC merchant (bank, trading post, merchant) in the main Pact Camp.

ah, i see! thanks!

so how do you farm silverwaste shovels?

in Guild Wars 2 Discussion

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

hmmm so the shovels are very rare?

the guild hall mine upgrade needs 50 shovels.

so how do you farm silverwaste shovels?

in Guild Wars 2 Discussion

Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

so how do you farm silverwaste shovels?

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

I want this
+1050 power
+1050 precision
+560 ferocity
+560 toughness

Call it ‘the medium armor medium hp classes wet dream amulet’

ah yes exactly!
another marauder variant!
lets call it bandit’s amulet perhaps?

Bandit’s Amulet
+1050 power
+1050 precision
+560 ferocity
+560 toughness

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

yes please!

i want a marauder variant!

Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitality

replace ferocity with toughness!

This one looks good, I’ll add it to the list.

yay thanks!

well we need to keep on making noise.

hopefully we’ll get better amulets eventually.

Can we get some functioning amulets?

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

yes please!

i want a marauder variant!

Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitality

replace ferocity with toughness!

Delete the guild missions !!!

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Posted by: Deimos Tel Arin.7391

Deimos Tel Arin.7391

Ah yeah, the rank points ones, as those aren’t awarded until match completion. Makes sense. Not sure how they could fix that to deincentivize throwing matches.

Maybe PvP missions shouldn’t have time limits, but rather match limits in stead?

So you start the mission and que, the mission has an effectively infinite time limit but automatically cancels at the end of a match?

queue times can be from 2 minutes onwards to 4 minutes or even longer for full 5 man guild teams. plus there is a 2 minutes warm up time before the time even starts!

that is like waiting 5 minutes at least to play a 10 minutes game!

they could just simply increase the time limit.
simple to code and change.

they could freeze the timer until one team gets into a game, not counting the 2 minutes warm up time.

but i think they could be too much trouble for them.

increasing the time limit would be a good start.