If you guys would just kill off marjory and kasmeer… we could have them both as a mist champion… a dynamic duo sort of thing. One supports while one goes offense…
I hate to post a “ME TOO!” but…
I posted at the end of last season how I was making steady progress to the end of div 4 and then ANet changed the matchmaking system. At the time, I was 10 wins from div 5. After the change, I was stuck. I played 100 more matches and never got closer than 7 from the end. Now, it’s even worse. I’ve made it into div 2 and it’s blow out after blow out. The ones I do win give me 2 pips, which suggests that I wasn’t SUPPOSED to win it.I really hope ANet is not happy with this system. I don’t personally know anyone who is.
the two pips thing is because you broke your losing streak, not because you were supposed to lose
I just tested it with combat log actually
Also, changing from sigils of fire and air to sigils of leeching and blood on weapons
Results:
Regen healing for 283 per tick
Steadfast rejuvenation healing for 573
Invigorating flow working for 393
crystal hibernation healing for 1,233 per tick(4,932 total)
leech heals for 975
envoy of exuberance heals for 2,233
So, if everything procc’s, and we use both envoy and hybernation, we end up with a burst-heal of 9,106, but wait, we need to add in the regen working over all of these cast times.
Crystal hybernation + Envoy of Exuberence + unrelenting assault has a total cast time of 4.5 seconds, that, multiplied by the regeneration healing per second, equals 1,273.5 healing from regen over 4.5 seconds, bringing our burst heal up to 10,379.5
However, the entire idea of this build is of passive healing, so let’s look at that.
assume that we are doing our normal rotation, chaining as many blocks, invulns, and evades as possible. That is equivalent to our dodges, unrelenting assault, Crystal hibernation, and duelists preparation. The total cast times of these add up to 8 seconds (double evade, skills, evade), which-multiplied by the regen numbers, is equal to 2,264, all of which your opponent can do nothing about, seeing as you are invulnerable the entire time. We aren’t done yet.
Because your rotation will be proccing traits and sigils, we need to add those too.
Invigorating flow will proc one time, for 393, and steadfast rejuvenation will proc twice, for 1,146.In addition, leech heals for 975. So passively, without taking into account active heals, you will be healing for 4,778 over 8 seconds, during which you cannot be hit.
(edited by InsidiousWaffle.7086)
there has to be a problem somewhere, because the effectiveness of the healing as I observed is much higher than that. Im omw home now, I’ll come back with soldid numbers
I can when I get home later, but when I was using it earlier(last night) I was getting numbers of over 1k per second. my example of this was getting spiked down to 14-15k, and then using shield 5 and sword 4, healing back up to full, which is 21k.
Because of the block duration, which is 5 seconds, I can figure that I’m getting around 1.2k heals per tick of regeneration.
I’ll do more testing when I get home, but for now, my logic is completely solid
mouse over the tooltip, each stack of regen from the heal gives 666 healing. Facet of nature activation gives regen with a total effectiveness of 2k.
actually its 666 heal per tick of regen,
more if you have facet of nature on.
(edited by InsidiousWaffle.7086)
I’m not taking cleansing channel because I’m not switching legends. I don’t switch legends because this build is based completely off of sustain provided by the glint passive heal, m8.
I mean, boon currupt/consume/transfer has been the entire idea of necromancer for the past 3 years of the game… maybe it just needs a “shave”? hehueheuheueheue
This is an outlier case
Please tell me you can quantify that and is it statistically significant?
Um, when you are playing against the top rated guild challenger team you are going to lose. You can’t possibly use this as an example of other matches, because of the circumstances under which it occurred.
[PvP build(Conquest)]
Ok, so when I saw the Glint heal, I wondered to myself; “How far can I take this?”. The result of my experiments is this build.
last time I checked, it heals around 1.2k per tick, and has crazy damage negation(while you have protection it has 63% damage negation). It also can chain blocks and evades for 8 seconds, and because your healing is based on stacking regeneration you heal through your block and evade spam
for weapons, I have sword/sword, sword/shield, for the blocks, and its always useful to have easy access to unrelenting assault. Protection from the shield is also useful when combo’d with facet of nature.
For legends, you can take glint and whatever else you want. It doesnt matter, because you shouldnt ever really need to swap out of glint(It usually gets you killed). Just keep up your heal(passive), and use facet of nature on cooldown, as well as shield 4.
For sigil, I have grove, because it increases your protection uptime as well as giving you additional healing power. I took menders for the vitality and healing power, and it might allow you to deal enough damage to finish off a weakened foe.
Remember that with this build you will not be doing damage you will be able to sustain like a god, surviving 1v2’s basically indefinitely. The weakness of this build is condis, which I still need to look into. On one hand, you get so much healing from the passive that it negates the conditions, but on the other hand it wont heal you for more damage than you take, meaning that damage you take sticks with you until the fight ends.
Your role is a bunker, and a kitten good one, so remember that and you will be fine.
I’d love to hear some feedback, so thank you for your time.
yeah, for most people the games are competitive, the oulier cases are the people who come to forums to complain
lol, Check the guild challenger leaderboard… Angelic harmony is the top rated guild team, undefeated so far. This is an outlier case
(edited by InsidiousWaffle.7086)
you just just necro’d a 4 month old post… GG
bump for hope…
I’m sorry, but there isnt any way for another player to control the status of the point without either being on the point, or by having direct acsess to the server
Might have been a glitch, or you had a spike in ping… the only way for the enemy players to control points would be if they were manipulating the servers themselves
Debateable. people who are good enough to reach diamond and legendary arent going to see a large skill disparity, so they wont be effected. Players who reach ruby should generally have an idea of mechanics, and generally be around the same level.
The problem is in sub-ruby ranks, in which the serious pvpers are mixed in with the bads, which this system would fix.
The best improvement that they could make would be preventing party stacking(2 queue and 3 queue versus full pug), and closing the range of MMR used to create matches
for the two weeks leading up to ranked season, allow players to compete for placement in the actual league season, being placed in amber, emerald, or sapphire. This would prevent the majority of early-season stompings that happened this year, and it gives competitive pvpers something to do instead of hotjoins or unranked.
Thoughts?
I mean, no legendary should be casual to obtain… fractal and legendary pvp are the only 2 that you can’t buy the majority of with gold, and PvP is the only one that effectively puts you on a timer, albiet a year long. Honestly it shouldnt be hard to either grind your way up to ruby, or buy a PvP team to carry you there, for around 2000 gold
The more you play, the better your mmr becomes and the better matches you get… although I do agree that a change needs to be made. Perhaps a good solution would be to place sub-ruby players in amber, ruby in emerald, and diamond/legendary in saphire?
That might solve the problem with good players curbstomping bads.
I mean, the toughest class for me to fight has gotta still be elementalist, dragonhunter, and good scrappers.
I mean, I’m playing a thief, so I’m forced into melee, which is why DH’s are so hard for me to deal with, and elementalists are good at sustaining, as are scrappers. However, necros are easy mode to deal with… you just need to play around their shroud
Yep, that’ll do it… you cant just make accustations ant try to smear a players name like that…
Proper protocol is to report for botting and move along
2v1ing the lord is easy, but 1 player plus the adds plus the lord itself should easily be able to hold off the push
Basically, the title says it all. Allow players to make a list of finishers that they want to use. For me, I want to use anything that isnt a rank finisher aside from the phoenix and dragon finishers.
Thoughts?
you shouldnt have been infracted for not saying the name of the player…
Exploitation and farming? More like “You are being placed against players with more skill than you, and you need to wait for them to progress past you in order to find players of similar skill to play against”
Fantastic solo queue vs team. Nice job Arenanet.
I mean, technically because you have the duo queue on your team you arent all solo’s
4Head
Anyways, I wish people would stop complaining about this. Anet already said that it was a problem, and that they would impose more restrictions on queuing against premades of all numbers if they could keep queue times significantly low
AOE’s are good on khylo and niflhel, skillshots and single target users are good on foefire, it’s a mix on temple IMO
He’s just saying that you should have to be skilled at pvp in order to get the backpiece, and, in fractals, you need to be good in order to get that backpiece too, right?
IMO if the team has less than 300 more points than you the game is still winnable, but after that I dont get mad at afkers
yeah, after the diamond and legend players moved on I started winning more games. Basically you just have to either get better or wait for the more skilled players to move past you
I got queued with a dev from customer support today, I was told to report it under botting for now, and that it was actually a really good question. This implies that it might be looked at… And maybe we could eventually end up seeing a “match manipulation” option on the report drop down menu
Gonna get hate for this, but traherne? I mean, recently killed off, check, necromancer, so he can summon minions(no minion or at based champion yet), check, can tie up a few loose ends with story maybe, check. Also, “I have a bad feeling about this” could be an effect that causes your lord to gain an enrage timer. If timer ticks down, friendly lord enrages, regening to full health, and gaining high might stacks. Traherne would have to stay alive the whole duration of the timer…
Anyways, I think it would be cool, but at the same time, I don’t think that there is a single anet dev who could survive the wrath of twitch chat long enough to announce it on guild chat.
this might be good in 1v1’s, but teamfights are already hard enough to watch.They need to cut down on auras and light effects, as well as increasing the effects on important skills(rev glint elite is a great example)
the thing is brannigan, it doesnt take into account my mmr when building the other team. This means that we could literally be queued against abjured for the forst game of pvp. We would lose, and as a result our mmr would drop, resulting in garbage situations such as this. Basically if you get lucky on the first match, and get queued with a good team, you get started on a track in which you get queued with better teammates, and then you start curbstomping people, and the opposite is true if you start off queued with a bad team. How is this hard to understand?
lol… I hope you are joking.
On the off chance that you are serious right now- 1. See a doctor, immediately.
2. Matchmaking doesn’t effect custom arenas, it’s just whoever chooses to join.
I mean, when your first game you loose 500-0 Because you got queued against 4 reapers with voice comms and 2 teammates d/c, and then you get placed with idiots who full rush beast for every other game, there might be a problem there…
I queue and play against diamond and legendary players in unranked(in premades that we make before matches), but I only made it to emerald last season because I started halfway through, and all the good player had moved on, so it was literaly 50/50 wether I won or lost games, regardless of if I played my best, which I did every game.
As a result, I start season with low mmr, which means that I need to try to carry people. When I loose a game, my mmr drops, so I get paired with consistently worse players, repeating the cycle until all of the good players are one and I’m stuck in the same place as before
Can’t tell if sarcastic…
First game of season, came across a group of 4 reapers that claimed to have voice comms… nothing to be done. Add to that that 2 teammates immediately d/c’d and I couldnt leave without dishonor. Gokitten.
or classes that are forced into playing full melee
although, reverting feline grace nerf and bringing back ricochet…
I agree with the idea of guardian buffs, and im glad that these changes seem agreeable. Its just incredibly frustrating that a guardian can just sit on point and kill me over and over, regardless of my own skill, simply because im playing a thief.
Are you sure? Full trap wouldn’t be viable anymore, so they would be run less, which would result in less people being spiked to zero, which would result in less complaints and more balance
1. Kuya What rank are you?
2. Yes, changing the cooldown would make a drastic change, beause it would allow fr a 10 second attack window in which skilled combat can happen
yeah, condi reaper is powerful in all tiers, thief is good in mid level, dragonhuner hard-counters thief
I mean, when I was new, I came from PvE, and I gt curbstomped. Like, absolutely kittening destroyed. I left, assuming that I didnt know enough about the game, and I should come back after I it 80 and learned rotations and weapons. I was right. I came back, played dragonhunter, and had fun with my homemade build. I think that mst people who go int pvp have a general expectation that it will be harder and more complex than PvE, and im sure that the gains of people who try pvp and those who stick with it is quite high