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Not to be too negative but when the “class balancing expert” does not know the names of all the skills or whether a skill already has a blast finisher or not, it’s a bit worrying…
If it’s your job to balance, then know your kitten. He’s like a doctor who doesn’t know the names of the most common medications and their functions trying to help a patient.
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Lol… Sceptre is gonna be OP!! Can’t wait hahaha
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Pain inverter is amazing! love it
thanks for that!
Update Added a new video: “A Troll’s Cave”
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streaming right now for those that are interested
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Since defender’s getting a bigger “heal”, it must be a % heal which rules out sigil of water.
Nothing heals for a % of base hp from my memory so it must be the signet bug as Krispera mentioned.
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oh right sorry, didn’t pick that up in your OP.
HMMMM. No idea… can’t see anything haha
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What runes are you using?
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Ah ok, my bad – just read your posts in the wrong tone then.
Thanks for letting me know though I prefer to stay on SOR… was hoping to find a group to muck around with in WvW.
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Team Paradigm does it? They arent quality pvpers?
Because when you get bored of spvp its a lot of fun to go stomp WvW kids, its very easy. lol
Exactly… so I’m doing exactly that, looking for people who want to have fun. What’s with the hate?
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Team Paradigm does it? They arent quality pvpers?
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@deuswebs – Thanks
I use Fraps but it’s not very good… files are large and it eats up the computer’s resources like a kitten. Heard there are better programs out there but I’ve been lazy to look for them.
Anyone have any suggestions?
@Fallen – Definitely have tried Undead and it’s great for condition damage and more toughness. It would be better than Lyssa in most cases.
However, against a heavy condition enemy, e.g. necros or pistol thieves, I find that Lyssa’s 6 is just too good to let go. Since this build has 0 condition removal and I don’t like slotting them in my utility, Lyssa runes really helps out. It’s also perfect with mass invis because this combo literally makes it a “get out of jail free” card. Having said that, even necros and pistol bleeding thieves give me a hard time.
For those running my build, I realised that although this build works as a solo roamer, it REALLY REALLY REALLY REALLY REALLY shines and makes your life easier when you partner with a D/D elementalist. I’ve played with quite a few different classes and this build works best with a partner. Having played with a few D/D ele’s though, it really works best with them.
3 Reasons:
1 – D/D’s are melee range and tend to draw the focus of enemies. They also can’t go invis and therefore are relatively easier to target and hence they indirectly increase your survivability. Because they are also in the middle of all the enemies, enemies tend to spam more spells and therefore take more confusion damage.
2 – If traited correctly, they are tanky which means they can survive and tank more hits for more confusion
3 – They have aoe attacks which helps with the aoe confusion you put out. Their damage is also power based and quite bursty which goes really well with our condition damage
So if you’re using my build and have not partnered with a good D/D ele, go find yourself one. It’s amazing
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Oh and timezone is GMT+10, Australia, Melbourne. Usually on after 6pm on weekdays and earlier on weekends. Time right now is 11:47AM if that saves you the trouble of converting
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Oh and timezone is GMT+10, Australia, Melbourne. Usually on after 6pm on weekdays and earlier on weekends. Time right now is 11:46AM if that saves you the trouble of converting
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Oh and timezone is GMT+10, Australia, Melbourne. Usually on after 6pm on weekdays and earlier on weekends. Time right now is 11:44AM if that saves you the trouble of converting
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Attack of the Clones!
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Currently looking for a guild (or some people) in SOR to roam with in WvW. By roaming I mean small-scale pvp and not following the commander. If you’re recruiting or interested in simply roaming with me, hit me here or send me mail in game
Cheers,
FLIMP!
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Currently looking for some people (or guilds) in SOR to roam with in WvW. By roaming I mean small-scale pvp and not following the commander. If you’re interested, hit me here or send me mail in game
Cheers,
FLIMP!
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I did an asura back flip in real life after it hahaha. Thieves are pretty standard but that was my first mist form stomp xD
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I enjoyed it
that is all! + it looked cool to land ontop fo the ele lol
It’s a standard trick but it’s rare for it to work on ele. Don’t rain on my parade~
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Do any of you guys roam a lot in WvW (i.e. small scale pvp and not not following commanders) and recruiting or simply just want to roam with me?
I know this is not the WvW or guild recruit forum but I’m trying to find some quality pvpers to run around with hence why I’m here in the spvp forum.
Cheers,
FLIMP
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RIGHT? >:D
http://www.youtube.com/watch?v=uVIVkcvrpcw
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STOMP OF THE YEAR!!!!
http://www.youtube.com/watch?v=uVIVkcvrpcw
:D
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Hey guys. Thanks
Really appreciate it haha
Let me know if you want to see more of something on the streams and I’ll see what I can do.
@Wookie – Yeh sigils of energy are great and you’re probably right! It’s a better choice on the pistol over the hydromancy – I haven’t played that build much cos it’s a bit too squishy for my liking so I haven’t tried to improve on it.
Currently Streaming! – http://twitch.tv/flimpgw2
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@Cascade – My shatter build is full bezerker
@Palu & Libertine – I might give it a shot, it won’t hurt I guess lol. F2 is a confusion shatter, so they would get 2 stacks of confusion per clone due to the trait. F1 only gives 1 stack and does some damage but since we’re condition damage focused, it won’t be that much.
@Fallen – haha. glad you enjoyed it as much as I did
Currently streaming….
http://www.twitch.tv/flimpgw2
lol. Let’s see how this goes!
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@Jedge – The new torch update is great. Perfect for stomping people especially with prismatic understanding since you have a 1/3 chance to get aegis, you blind people around you and you’re also in stealth long enough to finish the stomp. People might say they “nerfed” the torch with the whole blast finisher thing but I rather have only 1 blast than go back to channeling. Also, most of the time I use torch to run away so it’s not often that I combo it.
@Libterine – Thanks alot! Haven’t been playing as much but i’ll get Vol.8 out as soon as I can
1. Veil is great but the cooldown is a bit long for me – not sure if it’s worth the investment. Sure you can rotate it in between your other stealths but I feel 90s is too long given that you have other options on a lower cd. Having said that, signet of inspiration is the utility that can be swapped and played around with. Each to their own with this one slot. Decoy + Blink is a must though.
2. Shattering is something that you just do depending on the situation and it’s not something that can be “set” as a rule. In this build, shattering is all about stacking confusion so F1 and F2 is your main shatter. F3 is for stomping or dazing and F4 is for staying alive/stomping. Common situations when I would F1 or F2 shatter are:
- they are standing in the middle of all 3 clones when:
- hey are about to burst me
- hey’ve run around a lot and my clones are too spread out (this makes it easier to find out who the real one is so it’s better to start again)
- I realise they spam their skills so confusion would do more than the natural bleed > I get
- I feel like it!
3. Well since channeling is no longer an issue, you can simply go in stealth, wait 2s, pop chaos storm or any field and done, you have blast finisher. If you time it right, you don’t really lose that much “stealth”. It’s up to you how you’re using the torch at the time, is it to run, to attack or to just drop target.
4. Definitely no! Confusion is a core component of this build, taking those 15 and putting in the inspiration tree would make it even worst. You won’t be able to kill many people.
- You lose longer lasting confusion
- You lose shatters that confuse <— core skill
- You lose the bounce which makes you do half the damage with staff
- You lose 150 condition damage
You have high toughness, HP should not be an issue. I’ll chuck in a few 1 v 1’s in the next video so you can see how I go.
In regards to streaming, I don’t think I’d be good enough to do that. Maybe if there’s a high demand but that’s unlikely :p
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yeh i have problems all the time… i think also if you switch targets and immediately press 3, it also fails (possibly lag?)
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maybe they should have a cave with a node inside and once you enter, it’s pitch black like the dark area in jumping puzzle. blind fighting, woo!
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confusion > 1 auto attack
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Go go go Osi! Keep up the good work
Thought this would also be relevant… (no I am not a one direction fan)
http://www.youtube.com/watch?v=Lbs_8otZRuY
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i just meant swiftness. you can have that up 100% without having to slot stupid runes or pray for random procs lol
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necros and eles are good. Consistent aoes and high mobility – something we dont have lol
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This is a bad idea and is more theorycraft than actual logic.
There is no way to put a value on what advantage a team of 5 will have over a collection of 1’s simply.
I agree that the determining a value for the “advantage” over players would be hard but it’s definitely not impossible – just as hard as it would be to fairly determine one’s rank, e.g. bunker vs bursty dps in conquest mode.
solo/duo que fits a playstyle
Most people who want to play solo/duo que are wanting the different play style that comes with that. (less organized casual play vs less organized casual play) Its not that these people are not competitive, they simply may not have a schedual that allows them to log on at the same time as another 4 people having a more spontanious allowance of time when they can log on. Solo/duo que allows people to play a competitive match, see their score adjusted for it and feel rewarded but not require them to feel overly invested or dedicated to the point they have to grow with a group of 4 others.
The proposed will still allow people to play competitively. Like I said, if a proper value is set, it is unlikely that you will face a premade unless they are a premade of lower skill level.
Most importantly its what people want
But essentially, solo/duo que is what people want. Most people do not care about why you or anyone else thinks it should or shouldnt exist, its what they want. Announcing "we have solo/duo que’ is all arenanet has to announce and suddenly a large population of players will regain interest and want to log on and play. Its simple! they understand it… its what they want. Putting out an advertisement or blog that says “we are not putting in solo/duo que BUT heres a long explanation of why we think an alternate system we’re putting in should be probably as good or better but even if its not will make EVERYONE able to log into the same ranked system regardless of team size!!” will NOT bring people back because even if it was better, they’ve never heard of it, its not what they want, it still will result in premades going against solo ques. Thus most will not even care to give it a chance and see this as arenanet putting in what THEY want as a company and not what the community wants.You want population and health for this game? Put in solo/duo que and premade 5’s. Give the people what they want.
THISSSSSSSSSSSSSSSSSSS You deserve a gold medal for this because I admit defeat lol. Although I’m 100% behind my solution, your point here is valid. Unless I can convince everyone (which is unlikely), a solo/duo queue system would probably bring back more players than my proposed system (even if it’s better ;p)
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https://forum-en.gw2archive.eu/forum/game/suggestions/sPvP-Some-proposed-ideas/
If you read that thread you’ll understand that your solution is flawed and unnecessary. I’ll explain why.
The reasons we need separate queues:
- Sometimes people want to try hard.
- Sometimes people want to chill and maybe dick around with a new build.
- Sometimes people want to play with their team against other team to see how their comp does against other comps, etc…
For example, if I’m playing with my team of 5, I am mostly disgruntled when we faceroll and PuG. That’s not to say my hypothetical team will beat all PuGs—we might run into an All-Star PuG—we will get more satisfaction out of facing not only people at a similar skill level, but other teams that will potentially try to counter our comp with theirs (which is something you will likely never see out of a PuG).
As I stated, this will be an add-on to the current system – that means all systems in place will still be functional. People who want to chill and muck around with a new build can go to hot-join. Anet already have stated there will eventually be custom arenas so until then, people can muck around here.
For premades, based on my proposed system, having a team of 5 would give you additional “points” to your team value. If this additional point system is set HIGH enough, it would potentially and naturally generate a separate 5 v 5 queue system (if you don’t seet his, I can explain) However, If it’s too high, you might not be able to find a game and if too low, you would get one-sided games. Setting these “additional points” is the key to this system.
In regards to people who want to test their “comps” – I’m not quite sure if you read my proposal in detail. You won’t be facerolling any pug. Your premade team will only be matched against pugs of higher skill (all-star pug as you called it) OR premades of equal skill (unless there are insufficient players queueing).
Note: I read your thread and not quite sure how that relates to mine and how my solution is “flawed and unnecessary”
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I have no problem with some mild matchmaking help for solo players. It could potentially make it difficult for friends who were new to PvP to try it together, but I don’t think that’s too dangerous if the change is not too big.
Well I’m sure like any other game, you’d practise and get use to the map before entering the tournament. Even then, you might lose the first few games, the match making mechanism would soon kick in and you should be matched against people who are also new or “bad”.
I don’t think it would effectively solve the ladder problem. A completely separate solo queue is nice because it’s another way to develop top-tier players. For example, I believe that currently most of the truly great players are those who were on a paid-level team under the original paid system. It was simply the only place to play against very skilled opponents.
That I agree. Although I’ve suggested a ladder system (mainly because people want it so badly), I’m not quite sure how a ladder system would work in a solo/duo queue system. With the current game mode of conquest, how does it rank you? Based on kill v death ratio? Number of points capped? How does it rate an awesome bunker compared to someone who is a bursty dps?
I also agree with your example which links with my opinion of a ladder system – that it would only work in a premade 5 v 5 tournament system, i.e. the previous paid system. Ranking “points” here would be provided to the team overall and not to the individual players but this would go back to the initial problem of having 2 separate queues. Having said that, if it was implemented, would players have to be locked into a specific group of 5 to be ranked?
The ladder system is a complicated one and probably the reason why Anet is taking so long to implement it and the reason why current individual rankings are hidden – if they were to reveal what someone was ranked and how one’s ranking was determined, some people would cry (surprise surprise) and call it unfair because of X or I’m better than X, why am I ranked below him/her, etc.
Until the player base increases, there’s no benefit in having 2 separate queues. There have been a few suggestions to increase them, e.g. making spvp/tpvp free to play to the public. Once there is a sufficient and large player base, then we can implement a premade 5 v 5 tournament system and a separate system for teams of 1 – 4. For now however, my solution would be a major upgrade to the current system and would help to salvage/retain whatever is left of the tpvp community – optimistically maybe even help expand it until it is large enough to split.
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“voip”
“practice”
are 2 parameters of how premade vs mixed won’t be “fair and competitive”
Thanks for your input – the system deals with this and I’ve stated it more clearly now.
Edited this section:
“The same could be done with teams of 2, 3, or 4 with arbitrary additional points of 20, 30 or 40 points (or some suitable value under Anet’s current system). Justification of this system is that because they are friends, have played/practised together before, have VOIP or simply better composed (LFG Pugs), it is most likely that will have an “advantage” over the other team. In a way, these additional points could be used to represent a team’s “team work or coordination” skills.”
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Proposal:
A lot of people are wanting solo/duo queue and a team queue due to the current system where mixed players are matched “unfairly” against premades. However there are problems I foresee with adding a solo/duo queue system:
1. Queue times would increase overall due to splitting of queues, especially for teams that queue as 5
2. “Competitive” teams of 3 or 4 would have to find extra members, be matched “unfairly” against premades (if they pugged the remaining members) or possibly quit if they are unable to source additional members (<— fact)
3. In a way it’s a step backwards into the previous system – the solo/queue would be treated like the free tournament system and the team queue (of 5) would be like the paid
From what I understand, the current system aggregates the individuals members “invisible points” to make a team value and this value is then used to find another team within its range.
Say there are 2 teams of equal skills where 1 is made of mixed players and the other a premade. Both teams have a match making arbitrary “value” of 100 based on their individual skills. Under the current system, I assume they would be matched against each other because their values are similar but in reality, this would be considered “unfair”.
What if you were to put in a rule or system where any parties of 2 or more, gain additional “points” to their team “value” based on the number of people in the party – in this case, the premade team would receive an additional, arbitrary value of 50 points for joining as a party of 5. The 2 teams now have team “values” of 100 and 150. Under the new system, it would be highly unlikely that they would be matched against each other because of the difference in points.
The same could be done with teams of 2, 3, or 4 with arbitrary additional points of 20, 30 or 40 points (or some suitable value under Anet’s current system). Justification of this system is that because they are friends, have played/practised together before, have VOIP or simply better composed (LFG Pugs), it is most likely that will have an “advantage” over the other team. In a way, these additional points could be used to represent a team’s “team work or coordination” skills.
With this new system, unfair fights would be removed, e.g. mixed teams against premades of equal skill as explained above.
This system would ALSO open opportunities that the current system would not have allowed, e.g. skilled mixed teams fighting against premades teams of lower skill level. Under the old system, the skilled mixed team may have a score of 100 and the premade 50, but due to the additional 50 points the premade receives, they are now matched against each other.
The key in whether this system works is based on the values assigned to party numbers. Since a duo is less likely to have an impact compared to a team of 5, the additional points should marginally increase as party numbers increase.
E.g. Party points could be:
2 = 4
3 = 8
4 = 20
5 = 50
Obviously, these numbers are just an example and it would be up to Anet to decide what values are suited to the current system. Overall, if a similar system to the one I propose is implemented to the current system or at least a similar idea is implemented, I believe it would be beneficial to the game and make the match making system more fair. A fair system also means a solo ladder system can be added
Note again that this is a system that should be ADDED on to the current system so all benefits of the current system will be left untouched, i.e. quick queue times. This system is NOT an absolute system, i.e. if there are not enough players, unfair matches may still occur.
Let me know what you guys think?
Oh and 1 round tournaments should have the map rotated but that’s another topic :p
Cheers,
FLIMP
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I’ve seen a lot of posts and requests for Solo/Duo queues and realised that the two main reasons are:
Problem 1: A lot of people are being matched against premades and therefore it’s “unfair”
Problem 2: People want the solo/duo system because they want a solo ladder system – the current system does not allow for this because it is considered unfair based on problem 1.
Below is a proposal that IGNORES the solo/duo system but would solve the above 2 problems.
An ANET DEV HAS READ this proposal and it was AGREED that this would solve problem 1. Whether it would rectify problem 2 was questioned and so I’m here for your opinion:
If all matches were “competitive” and “fair” and an individual ladder system was implemented, would you still want a solo/duo queue system?
TL:DR – SOLUTION
If a new match making system (details below) was implemented which made all matches “fair” and “competitive”, regardless of whether you queued as a party of 1/2/3/4/5, would you still want a solo/duo system?
Having a “fair” and “competitive” matching system would solve problem 1.
This then naturally leads to solving point 2 – if all matches were “competitive” and “fair”, would it be safe to say that it would also be fair to add an individual ladder system to the the above system?
Summary of proposed system benefits (given that there is sufficient players queueing):
Terminology:
Mixed Teams = teams made up of random players who queue as a team of 1, 2, 3 or 4.
Mixed Players = individual players in the mixed team
Premade = team of 5
- System takes into consideration teams who queue as a party of 2, 3, 4 or 5 and adjusts accordingly to ensure ALL matches are “fair” and competitive (i.e. less one-sided games)
- The proposed system would only be an ADD-ON to the current match making system and would only affect the “unfair” fights.
- Mixed teams are less likely to fight premades unless the individual skills of the premade teams are LOWER than that of the mixed players.
- Premades are more likely to fight premades of equal skill or mixed teams of higher skilled individuals.
- Since most matches are now “competitive” and “fair”, a solo ladder system can be added
- Since there is only 1 queue system, queues will remain “quick”
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Hey guys. Since I’ve been mentioned a few times (kitten flex), I thought I’d pop by and say the mage sucks as a phantasm and pretty much shatter fodder. Having said that, I wouldn’t summon it to shatter but I would never hesitate to shatter it if I wanted to shatter.
Prestige is the only reason I use torch and that’s to drop target and escape against large numbers. After the new update, it’s perfect for stomping downed people.
If I knew I was going to be fighting small numbers though, I’d probably switch to pistol which is great even if you’re a condition mesmer.
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Yup. Definitely OP if it was to be “fixed”. So they should fix it
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I agree with the others. I’m pretty sure leap cancelled blurred frenzy… Though blink might work? Never tried to be honest.
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For me I guess I feel it’s locked in because it feels like a waste not to use it in a blurred frenzy combo hahaha. This is because after blurred frenzy, you’re in their face, which means they are either gonna start attacking you immediately or heal themselves from the small “burst” in which case they would take a nice 9 stack confusion to the face and I might even swap traits to persona just because I’m using sword…
Of course you’re not locked into it but the synergy with mind wrack is quite good and I started off playing as a shatter mesmer so it might just be me being silly
Inspiration I feel is great. It feels like I can survive longer with it. Because there are so many “random” sources of boons, adding another one makes the boons a bit more “consistent” you might say. It’s not that great with other builds but it just feels like it works for this build. Maybe it’s just me. Give it a shot and see how it is?
+40% will help no doubt. It’s a great buff and I used it before I found out a -40% existed. I just prefer -40%
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@EarthlySaint – Yo! np. I’m using rabid gear gear
@Davrollen – haha cheers. yeh I do a bit of hot join here and there when I get bored though the build doesnt work that well when trying to cap points :/
@Embolism – Someone asked me this question previously so I’ll sort of copy and paste. Sorry if it’s a bit long lol.
Sword, Scepter, Torch, Pistol – They all work well with each other and I can most of the time achieve the same outcome but the key difference is the choice of utility that goes well with the weapon. In my case, it comes down to inspiration vs mirror images. If you use scepter, you have the option of picking mirror images OR signet of inspiration. If you use sword, you’re almost locked into mirror images as it’s a no-brainer choice.
The reason why I like inspiration is because it has great synergy with my current build which has a strong focus on boons.
Boon sources:
Healing = random boon from Lyssa runes
Chaos storm
Chaos armour
Mass Invis = all boons from Lyssa runes
Critical hits on clones = vigor
Signet of inspiration
Decoy, Prestige = defensive boons from Prismatic Understanding.
With my gear, I have high toughness which makes me tanky. Everytime I get aegis, protection or regeneration, I’m even more tanky. With illusionary membrane, I pretty much double my chances of getting protection from the random boon sources. Coupled with all the stealth, staff 2 leaps and blink skills, my survivability is extremely high.
Now we move over to offensive which is focused on precision and condition damage. Random boons = chance of fury or might. Might = direct increase in damage. Fury = higher chance my clones crit = more bleeds and more Vigor for myself from the dueling trait. More vigor = more dodge rolling = more clones = more shatter = more confusion.
So in a way, it’s because I choose signet of inspiration, that I choose scepter. I could use sword + signet of inspiration but I feel like mirror images would be a better choice given that you’re gonna be “in their face” most of the time with a sword.
In regards to Pain Inverter, never tried it before so I might give that a shot tonight
The reason I use -40% is because this build has no condition removal except for the elite. I dunno about your server but I’d say 20% of the people I fight would be condition specced so it helps a lot for me. If you wanted to go offensive, +40% would help but our conditions dont last that long for it to really make a difference. It doesnt help our clones either so… yup.
Hope that helps?
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I loved torch before and now I love it even more! (oh look at that rhyme~)
What kind of a build are you running? I LOVE torch now… but struggling to find an ‘effective build’ for it
You can try my build in my signature if you want.
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Terminology:
Mixed Teams = teams made up of random players who queue as a team of 1, 2, 3 or 4.
Mixed Players = individual players in the mixed team
Premade = team of 5
Summary of proposed system benefits (given that there is sufficient players queueing):
- System takes into consideration teams who queue as a party of 2, 3, 4 or 5 and adjusts accordingly to ensure ALL matches are “fair” and competitive.
- The proposed system would only be an ADD-ON to the current match making system and would only affect the “unfair” fights.
- Mixed teams are less likely to fight premades unless the individual skills of the premade teams are LOWER than that of the mixed players.
- Premades are more likely to fight premades of equal skill or mixed teams of higher skilled individuals.
- There will be less one-sided games
Proposal:
A lot of people are complaining about solo queue, duo queue, team queue, etc and having “unfair” fights against premades.
From what I understand, the current system aggregates the individuals members “invisible points” to make a team value and this value is then used to find another team within its range.
Say there are 2 teams of equal skills where 1 is made of mixed players and the other a premade. Both teams have a match making arbitrary “value” of 100 based on their individual skills. Under the current system, I assume they would be matched against each other because their values are similar but in reality, this would be considered “unfair”.
What if you were to put in a rule or system where any parties of 2 or more, gain additional “points” to their team “value” based on the number of people in the party – in this case, the premade team would receive an additional, arbitrary value of 50 points for joining as a party of 5. The 2 teams now have team “values” of 100 and 150. Under the new system, it would be highly unlikely that they would be matched against each other because of the difference in points.
The same could be done with teams of 2, 3, or 4 with arbitrary additional points of 20, 30 or 40 points (or some suitable value under Anet’s current system). Justification of this system is that because they are friends or have played together before or simply better composed (LFG Pugs), it is most likely that will have an “advantage” over the other team. In a way, these additional points could be used to represent a team’s “team work or coordination” skills.
With this new system, unfair fights would be removed, e.g. mixed teams against premades of equal skill as explained above.
This system would ALSO open opportunities that the current system would not have allowed, e.g. skilled mixed teams fighting against premades teams of lower skill level. Under the old system, the skilled mixed team may have a score of 100 and the premade 50, but due to the additional 50 points the premade receives, they are now matched against each other.
The key in whether this system works is based on the values assigned to party numbers. Since a duo is less likely to have an impact compared to a team of 5, the additional points should marginally increase as party numbers increase.
E.g. Party points could be:
2 = 4
3 = 8
4 = 20
5 = 50
Obviously, these numbers are just an example and it would be up to Anet to decide what values are suited to the current system. Overall, if a similar system to the one I propose is implemented to the current system or at least a similar idea is implemented, I believe it would be beneficial to the game and make the match making system more fair
Note again that this is a system that should be ADDED on to the current system and is not an absolute system, i.e. if there are not enough players, unfair matches may still occur.
Let me know what you guys think.
Cheers,
FLIMP
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Pick a build from the build list in the sticky page. Find out what the rotation of the build is and try it out on the golems. As you’re testing it out, make adjustments to your keybinds as you need until you are able to very quickly and smoothly execute your rotation. After that, you can try the class dummies on the other side of the map or you can jump straight into spvp and practise until you get the hang of it.
Just make sure you pick a build that actually works and suits your play style
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NOOOOOOO!
Don’t ninja fix it yet! Not until I get home :’(
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Small Scale Roaming in Tier 1 – Mesmer perspective
http://www.youtube.com/watch?v=JVx6FWuWYjk
More videos in my signature
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Hey what’s that helmet! It looks cool
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What is your build anyways? I’ll be able to provide more useful comments if I knew a bit more about your build rather than make assumptions and make random comments that may be incorrect.
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