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.
if your team lost with 400+ team score you should not lose pips.
unless they changed something.
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.
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.
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.
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 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!
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?
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!
can i have your stuff?
thanks!
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.
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.
or you can lose 2 pips if you win the match 4v5
anet pls
ow that’s really kitten.
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.
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.
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.
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.
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?
where do we check this?
well i just got my first win earlier.
plus one pip yay!
i haven’t played much games yet.
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
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.
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!
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.
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)
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 expertiseCelestial (+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 expertisethis 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
but how warriors counter necro or reaper
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)
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.
- 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)
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.
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?
i hope not.
i’m enjoying my reaper at the moment.
plus, there are other elite specs that need nerfing.
All we need is toughness reducing condi damage.
maybe
toughness can reduce condition damage
vitality can reduce condition duration
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 vitalityWraith’s Amulet: Just a nice cross between Carrion/Rabid
+1050 condition damage
+1050 power
+560 toughness
+560 vitalityMercenary Amulet: Standard balanced power damage amulet, has been needed for ages.
+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 VitalityOccultist’s Amulet: An improved Rabid amulet for classes with very low HP.
+1050 condition damage
+1050 toughness
+560 vitality
+560 precisionSeer’s Amulet: More balanced Settler’s type amulet with less toughness.
+1050 condition damage
+1050 healing power
+560 vitality
+560 toughnessRaider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitalityGood 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
VigilantSeriously, 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?
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 vitalityWraith’s Amulet: Just a nice cross between Carrion/Rabid
+1050 condition damage
+1050 power
+560 toughness
+560 vitalityMercenary Amulet: Standard balanced power damage amulet, has been needed for ages.
+1050 Power
+560 Ferocity
+560 Precision
+560 Toughness
+560 VitalityOccultist’s Amulet: An improved Rabid amulet for classes with very low HP.
+1050 condition damage
+1050 toughness
+560 vitality
+560 precisionSeer’s Amulet: More balanced Settler’s type amulet with less toughness.
+1050 condition damage
+1050 healing power
+560 vitality
+560 toughnessRaider’s Amulet: Slightly tankier Marauder’s amulet with toughness instead of ferocity.
+1050 power
+1050 precision
+560 toughness
+560 vitalityGood 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
VigilantSeriously, 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?
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
we need more actually useful amulets!
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.
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.
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.
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!
hmmm so the shovels are very rare?
the guild hall mine upgrade needs 50 shovels.
so how do you farm silverwaste shovels?
I want this
+1050 power
+1050 precision
+560 ferocity
+560 toughnessCall 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
yes please!
i want a marauder variant!
Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitalityreplace 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.
yes please!
i want a marauder variant!
Raider’s Amulet
+1050 power
+1050 precision
+560 toughness
+560 vitality
replace ferocity with toughness!
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.