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Name the Worse Warrior Trait

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Good Traits:
Quickness when enemy reaches 50%
Damage on Dodge
Burst does more damage
2x Stance traits
fast hands
Warrior sprint and shield trait. Rest kind of disappoint me.

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Car Crashed vs TCG

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Maybe they should lower the score from 500 to 300 for a team to win. Matches going to timer…………….

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Why I won't watch Pro League today...

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Unfortunately, the path of least resistance dominates society. Thus, people look for the easy way out, or up in this case.

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Is warrior worth rolling ?

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Interpret Interrupt.3824

Play warrior to learn mechanics of dodge baiting and windows of opportunity. Because, the meta will change, but these concepts will not.

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Name the Worse Warrior Trait

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Interpret Interrupt.3824

Honestly, only like 6 good traits. Rest are meh.

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Why I won't watch Pro League today...

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Interpret Interrupt.3824

Maybe ALT accounts shouldn’t be allowed in ranked?

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Why I won't watch Pro League today...

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Interpret Interrupt.3824

People keep saying the system is broken, but it is very logical. It is a bell curve, and there is less percentage at the higher end of the curve. In order to get a good match you will have to wait. Realistically, there is no way to shorten this that will result in a fun outcome.

If you pull from the center of the bell curve, you will have weaker opponent. You have to take from the smaller top end of the curve. The only fix is to increase the overall PvP population.

Artificially inflating the center of the curve to the top end of the curve does not solve the problem. Deflating the top of the curve to the center does not solve the problem.

More numbers solves the problem. Specifically more numbers at each stage of the curve.

But on topic, watching ESL was fun when there was something to be learned from it. Now it is monotonous. I would imagine other players have the same sentiments.

“I watch ESL because there is this pro thief and when I grow up I want to be like him.” etc etc. What do you learn today? Maybe some rotations…But it mostly appears as skill AoE spam on nodes. I will watch ESL again when there is another warrior in it.

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Stop the fuzzing about "no war in pvp"

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Interpret Interrupt.3824

Warrior has some of the highest DPS, down body cleave, and rampage is still a reasonable skill.
Warrior works better in smaller fights, and is a counter to necro.
While most classes lose effectiveness in smaller fights, warrior gains it.

Similarly to a thief, you have to build a comp with a warrior in mind. It is not plug and play like the mindless top 4.

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Stop the fuzzing about "no war in pvp"

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Interpret Interrupt.3824

The fact that people believe a class has nothing to contribute just shows the limitations in your own ability to understand the game.

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Most Common Mistakes Made by SoloQers

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Not finishing kills.

Attempting to bleed out people when you could stomp and go plus something.

Always thinking home point is mandatory to win a match.

Problem is you can’t dodge out of a stomp and we’re waiting for people to use their downed interrupts before safely stomping. Stomps also root you and are vulnerable to interrupts and knockbacks.

You can dodge out of a stomp. And several sources of blocks, evades, and stability help you get the stomp. Most stomps now anyways are mesmers distortion stomping. Reaper shroud 3 stomping. Engineer gyro stomping. Elementalists invulnerable stomping. guardians using virtues to stomp.

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Most Common Mistakes Made by SoloQers

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Not finishing kills.

Attempting to bleed out people when you could stomp and go plus something.

Always thinking home point is mandatory to win a match.

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Improving Targeting to increase PvP depth

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Interpret Interrupt.3824

The point of the current targeting system is to just draw attention to something. You do not have to have the target above a person’s head the entire time that you are trying to kill them.

Having automatic targets for each player on the enemy team would prevent movement play. Currently, you have to see someone to target them, and you have to be within a range in order to switch to that target. Else, you could always know where every player was on the enemy team.

I would appreciate a two target system, but that is what the next and previous target buttons are for.

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Condi necro and diamond skin ele.

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Interpret Interrupt.3824

Lol diamond skin really went under the skin of necros so here my suggestions :

1) = Granting stab to yourself also grant 4s resistance 15s CD

2)= Condition damage reduced by 33%, condition duration reduced by 20% ( no CD, no HP reqs)

3)= send 60% of condition damage back to the source while ele is attuned to earth

These would make ele more resilient to condis while not making him unkillable and..you’d still require actually brain to win, “spamm and forget” is not a valid tactic

1) Plz not more resistance…..

2) just another dumb non-skill trait

3) interesting, but wouldn’t work, since ele doesn’t need more DMG (otherwise, ppl would maybe choose some offensive runes, but everyone plays full defensive.) So it would likely just be a 1v1 trait and revert Ele back to a very niche 1v1-roamer.

-> why not make a version that tied to attunements: every attunement grants immunity to a certain type of conditions. Damaging and impairing conditions should be spread out, so we don’t just have 1 attunement where all the dmg is negated. This would both reward skill of the ele and the opposing player.

This game stopped rewarding player skill a while ago. It is a good suggestion though.

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Stop the fuzzing about "no war in pvp"

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Interpret Interrupt.3824

I have gotten my warrior up to ruby rank, with some thief and necro games sprinkled in there. I will continue to main warrior up to diamond rank. Most warrior kills come from enemy players not knowing how to deal with constant pressure.

IMO the only thing that prevents me from killing people more consistently are the passive procs and heals. 8/10 players get baited into an eviscerate. But due to random class mechanics, the do not die as often. Plenty of times I have gotten classes below 30% for health bars to refill, teleports and disengages.

Warrior players just have to focus on mechanics and timing.

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Warrior Buffs wish list

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

When Berzerker was coming out, I was thinking it was initially going to be some sort of stance management.

I like the idea of fighting through blinds, sort of like a utility goggles for engineers.

I would like to see dogged march maybe reduce effectiveness of movement impairing instead of reducing duration. Would make it compete better with shield mastery.

Axe 2 I forgot it was 4 vuln when I wrote the post. I think the skill should net about 10 vuln on use, similarly to some engi tool belt skills.

GS4 definitely needs to either pull or KD at this point. cripple is so ineffective at this point in the game as most classes have natural movement speed increases outside of swiftness. Plus we now have a superspeed in this game.

I mention stance cd because right now you get like 15-20% single target uptime effects. The return for a once a minute skill cd is so low right now.

Good point about the baseline fast hands and brawlers recovery interaction.

The boon hate is walking a thin line I suppose. I am thinking we need a way to handle protection. The other 7 classes in this game put out protection.

Boy I would kill for a trait that did something like ignore blindness, weakness and protection. They are the real roots of our issues. I had several 1.9K eviscerates last night and I just shook my head.

My suggested change to Berserker’s power, is a nerf to your single person dps and a buff to your team dps. I think of it like I am marking a target for kill similarly to On my Mark. If you could give a deep wound debuff, reducing the healing is effectively the same as having done the damage. Please google GW1 deep wound. The mechanic was amazing for kills.

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Classes back to the basics

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I think a major problem isn’t just the class balance but the nodes seem too small. Dragonhunter traps and some ele skills cover the entire point so you’ll have to eat up some damage to avoid the node from turning towards the other team’s color.

This is a large part of the problem. Node size is more suited for single target skills.
This is why legacy central node is so key to success. It is large enough to actually kite and control the node.

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Warrior Buffs wish list

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I do not mind not having a ranged option if we excel at the melee option. However, I cannot say this is what we really excel at compared to other classes.
I would really like to stay away from passive procs, but create more active procs, if that makes sense. The dodge removing a boon was an example, actively requires your ability.
I do not want something like at 25% health remove some boons. Just another bad passive idea. If GS was not so good, I would use a hammer or a mace. But with the cc and stability present, no way you could effectively stun lock something that is not a ranger or a necro.

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Classes back to the basics

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

No. Since the beginning, there were no strong classes archetypes in gw2. Since start all classes were able to provide their own healing, speed, bufs, and deal some kind of cc, dd or condi damage. This absence of archetypes is actually one of the key features of gw2. If you like classic rock-scissors-paper archetypes, this is not (and have never been) your game.

And yes, elite specs are OP compared to pre-HoT classes, but that is working as intended. Elite specs are there to make users buy HoT, not the opposite.

I would disagree with this statement, as if you review some of the original meta, the roles were very dedicated and cut and dry. You had some central tank, some person capable of covering home, some one mobile dps and two middle ground damage and mobility. There was a reason that bunker guards were used for a while, because they were good at their job.

Now I would say everyone is capable of every job. Some classes will still excel higher at certain things, but the homogenization is the reason why you see people just reroll to whatever can do all the jobs plus one.

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People were saying to me nice build.

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Gives me some ideas.

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Warrior'd Out - What to reroll to?

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I found the change from warrior to necro to be pretty straight forward with the 1 f1 button. The difference is mainly getting used to better positioning since you are no longer a heavy and a melee unless in reaper shroud.

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Warrior Buffs wish list

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I have so many hours on the combination. I like to think I have a sense of its shortcomings. Who knows, I remember harping on some things a few years back and they slowly worked their way into the game. So I won’t lose hope yet.

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Classes back to the basics

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Mostly because no healers. But thats a different story.
Game is still much fun, I cannot stress that enough. It just needs some fixing.

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How To Nerf Bunker Mesmer

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Interpret Interrupt.3824

Mesmers survived without alacrity up until HoT. Now it is here and some of these replies seem like you can’t live without it.
If you reduce the alacrity uptime, maybe a slight reduction in the spell’s natural cd will balance it out.
Dang people so eager to recast that same spell again. So 3 less seconds of alacrity. If we math it out, at 1.66sec recharge/ sec, with 3 sec less, you miss out on 2 seconds of recharge. Is recasting 2 seconds later going to break your spells?

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Warrior Buffs wish list

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

These buffs are based on my playstyle. I think some may be too aggressive, but we can reach some middle ground.

So I play Strength, Discipline, Defense triple stance with gs, axe shield Rune of Durability, berzerker amu.
Strength b-m-t; Discipline m-b-m Defense t-t-t

Traits:
1) Baseline fast hands. I really want to shuffle my lines, but discipline is such a hand cuff.
2) Heightened focus icd reduced to 12sec. I would like this to proc ideally everytime I come back to gs set, but with so much pet/clone cleave, I get some wasted quickness. For a GM trait, I would like closer to 33% uptime or greater. Some classes have 5sec 5sec icd boon traits. And quickness is a direct damage buff without actually giving us bigger numbers to worry about. Here 4 ever 12sec is still kind of weak but 20% better.\

3)Now this one might be a little bit of a reach. Reckless dodge removes a boon on hit. As warriors, we just can’t handle boons. Frankly, this would synergize well with stance vigor Grandmaster. Plus removing 1 boons every dodge would not be a lot with the consistency of swiftness, might, fury, regen. And while you are dodge removing, you are not doing dps so its not a powercreep buff.

4) Balance stance needs an CD adjustment of about 20%. At 40secs, its just too low uptime. 30secs would be better, 28secs ideal for about ~38% uptime traited GM or 29% untraited.

5) Stances overall need a cooldown shave, not just balance stance. 60sec is so long. Wells, shouts, etc have AoE utility of boons and have shorter cd than individual stances. Seriously does not make sense.

6) Endure pain needs to apply maybe 1 stack of stability. Currently you cannot stun break with it out of certain skills because they are multiple successive stuns, i.e. gravity well or DH traps. Only 1-2 stacks of short duration to ensure you actually break the stun intended.

8) Thick skin and Adrenal Health still useless.
If my skin is thick, make condi do less damage while above 90% or 85%.
Adrenal Health coefficient needs to be raised. I am giving up a ton of damage and potential trait effects by not using a burst skill. And I got 300health every 3 seconds…
I don’t want heal signet 2.0, but the number does need a tweak.

9) Brawlers recovery should be 2 conditions. That way it could actually be an effective clearer. It is competing with DotE which is can be a 15% damage increase depending on the target.

10) I do not want a teleport. But even with warriors sprint, people just naturally outrun you. Increase eviscerate leap range to 600units.

11) Spiked armor I am on the fence about this one. Seems underwhelming most of the time, but in theory it is nice.

12) Berserker’s Power. This needs a rework. I am not a fan of flat damage multipliers, in an active game. This skill should be reworked into some utility. Burst skills are supposed to be fight changing. I propose the trait work something like this.

Berserker’s Power- When you land a burst skill apply a debuff that reduces healing effectiveness, damage output, movement. One of these three, and maybe it can change with the weapon. So say your pure power bursts can affect healing. Function like a deep wound mechanic. Like hit with eviscerate, debuff all incoming healing is 25% less effective.
Your utility burst skills could affect movement, so like all enemies hit with fire field arrow have 25% movement debuff
This debuff would scale with adrenaline bars used.
Would give your burst some more utility instead of just bigger numbers.

Skills
1) Axe 2 is very underwhelming at 4 stacks vulnerability. Should be at least 5% damage increase.

2) Axe 3 would be nice if it connects to have some pull effect associated with it on connect.

3) GS4 would be cool if the return blade pulled people. I would adjust the cd if that became live.

4) please fix Rush pathing. Could make rush remove movement impairing conditions all together. Need to stick to my target and rush is nice for that when it connects properly but then as soon as the channel ends, I am still impaired and cannot keep up.

5) I actually like the shield cooldowns when traited. 16sc and 24sec fits nicely.

6) Axe auto attack is in a good spot.

7) If GS auto was maybe 10-15% faster, it would be perfect.

This is all I can think of at the moment. Some of these are greedy, but I would love to see Berserker’s Power reworked into more utility and less numbers the most.

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Thief Conundrum

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Hi folks,

I could use some advice. I like playing thief, but don’t wanna get banned for tanking my MMR. What should I do?

Focus on decaps and helping your team get outnumbered fights. If you constantly pull players back from the enemy team to tend to a node, then the team will benefit from the reduced pressure.

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Stop Reporting Warriors!

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Interpret Interrupt.3824

Hello, I just wanted to say that mesmer and rev is fine and rampage should get nerfed. You guys should l2p.
This has nothing to do with the topic but well…

More double nerfs to rampage please. shorten the duration and lengthen the cd more.
I still manage to kill a target at 25% health with it so it must be OP still.
lol

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Classes back to the basics

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

All specializations did was cover the weaknesses of the professions. So now you could do even more of everything with no draw back.

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Stop Reporting Warriors!

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Thief is not nearly as bad as people make them out to be, it can wreck necromancers, do work to mesmers, etc. Warrior, on the other hand, has nothing.

Warrior has the best rez skill in the game, the battle standard banner. Warrior can also bring lots of cc, which makes them a decent counter to necromancers (once their pulsing stability is over) and revenants while they are in mallyx stance where they have 0 stun breaks. Still can use some buffs for sure.

Battle standard is a shell of what it used to be. It doesn’t even give stability like it used to do. I would argue that the well that gives blur is better because no one will take damage while you rez. Plus battle standard’s 240sec CD, gets you maybe 3-4 uses in a game if you use it off cd.
Most the time people get rezzed and immediately die to the AoE that was placed on their body.
Not to mention if the person is too far down banner does not rez.

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Classes back to the basics

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

PvE mob health could easilty be scaled such that the PvP changes do not adversely effect the PvE. Its all just relative numbers and the TTK would be the same in PvE.

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How To Nerf Bunker Mesmer

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Interpret Interrupt.3824

Every time I read a Countless thread, I just imagine a Ferrari at a stop light. And all these kids pull up in their turbo swapped Honda Civics like we going to beat you. And then Countless just go half throttle and put bus lengths on them.

The knowledge barrier be like that.

You clearly haven’t been in many countless threads then. He’s running roughly 50/50 on suggestions. Half the time it’s sensible stuff, and the other half of the time it’s so far off the deep end you’d swear it was two different people posting. This thread is an example of the latter.

I have known Countless for 3 years now and I have had many mesmer state discussions with him. I have seen first hand his knowledge and ability. And I know he knows what is very strong in the builds. He had the bunker mesmer build thought up back in HoT bw2 I believe, which ever event had the mesmer spec.

Regardless of whether or not it comes across in the thread, he knows some stuffs.

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Classes back to the basics

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Interpret Interrupt.3824

I think the biggest thing needed is class individuality. Specific strengths and weaknesses that are not simply masked by elite specs.

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Classes back to the basics

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

The current state of the game gives almost every class direct access to most, if not all the mechanics of the game. What I mean by this are boons, evades, invulns, etc.

When the game first started, each class brought individual sets of abilities to the table.
Wanted quickness, thief, warrior, or ranger.
Protection, elementalists, guards, or necros,
Invulns- mesmers, thieves, engi

List goes on and on.
I propose that to truly balance the game, and not just the PvP but it is certainly included, is that mechanics need to be reduced to the small subsets again.
Make players and teams make the hard choices about these things. If we want protection, we should consider x. Or if we want quickness stomps and rezzes we should consider y.

Right now there is too much of everything being able to do everything. So obivously players will attempt to min max and take the class that does everything the best. Hence the stacking of classes.
Classes no longer have pros and cons of what to take. It is more of this is > that in this meta. And the reason for this is all the power creep.
We really have to make a change now. Things should always be nerfed, instead of buffing other things. Imagine if countries just kept printing more money everytime they needed it. Money would be worthless and undervalued.

Same things apply to class balance. If you buff the second skill, now you just have 2 overly strong skills instead of one good and one bad. Lower damage and fights will last longer. Do not just give more damage and more survival tools simultaneously. Make me beat my opponent, not their passives and immunity.

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Stop Reporting Warriors!

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

The irony here is that we can still outplay the OP classes due to mechanical skill. But a lot of the new mechanics carry hard.
So many times I bait double dodges and eviscerate for like 1k due to some passive protection/weakness proc. GG counterplay.

I do not think I have been reported for playing warrior yet. I have had several players proclaim a loss before the match has started and then when we win, they are silent.

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How To Nerf Bunker Mesmer

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I support all AoE skill adjustments. Plus runes of Durability are too strong. I have seen them on thieves and I run them on my zerker warrior. Any run set that is not power that enhances a zerker build that much is much worse on bunkers and should see adjustment.

Honestly, toughness, protection, resistance, and vitality in one rune set. gg

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Remove Pip loss

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Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

The 5 individual MMRs for a team are combined to determine the team MMR. This is what is used when predicting the outcome of a match. Groups who que together get a slight virtual boost in their team MMR due to being in groups.

MMR accounts for approximately 50% of your matchmaking. The remaining half is calculated by your current division. The two halves are added and that is your TEAM RATING for the match.

This team rating is compared against the other team rating and the system creates a prediction of who will win and what the margin will be. Similarly to an Over Under Line prediction you see on sports. Depending on these values and the match outcome, you have the ability to gain/lose (-3:+3) pips.

I will use an example to help illustrate the points.

Red team: 1390 MMR average
5 individual players
a-1300
b-1350
c-1500
d-1400
e-1400

Blue team: 1330MMR average + team que inflation (15% for example)
Blue MMR is 1529
5 man que
a-1300
b-1500
c-1300
d-1350
e-1400

Based on the system, the game expects the Blue team to win. And because the MMR is higher by almost 200 points, it expects a 500-200 score. (Again just using numbers)

Now for scenarios:

Blue Wins, red team goes above 200 quota- each team will go 1 pip change
Blue Wins, red does not hit 200 quota- each team could go 2 pip change
Blue Wins, red does not do much of anything- each team could go 3 pip change

Red Wins in a close one 500-450. This is much different than expected, each team could go 2 pip change.
Etc for all red wins since the spread was so not in its favor.

This is how the system works. This is how the system should work.
You should lose pips else you will forever climb up the ladder over time, leading you to tougher matches than you should get. All matches should be relatively close in match making, as teams should really only go +-1 pip per game. When you find yourself going better than +-1, it means the match up was outclassed.
The point is to always face an equal opponent so as to make the most exciting matchup for the player. .

In the current system, everyone should climb out of amber and emerald, just at different rates, due to the tier barrier saving you. Average player should end up in sapphire over time. Players better than that should go higher up. Time gating the season with such a short league period you may not reach your actual final level in time.

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Disable Warriors & Thieves In SPvP

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Interpret Interrupt.3824

But I am halfway to sapphire, please don’t ban my class.

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Why solo que may not come back theory

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Interpret Interrupt.3824

I think a nice solo que random arena would be great.

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Why solo que may not come back theory

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Interpret Interrupt.3824

Ok so conspiracy theory time.
We all know ques were merged a while back to help reduce team que time.
So here is an outside perspective on why solo que may not reemerge.

So with the new ranking system, players can show off their ability to be the best in a match. Let’s say hypothetically there was a solo que arena with the current league system.
And suppose using this arena, that 5 solo que players made it to the legendary division without ever team queing.

What would this mean? Does it mean they are the 5 best players of the season? Could this group of 5 be formed into a team and added to the pro league? To make this even harder, what if they all played the same class or role? Their collective play would be a disaster.
Since this is a team objective game, the rewards are for teams. But what would having a solo rankings arena accomplish? Congrats you are the highest ranked individual in a team play setting in which we know that 5 people had to play well in order for you to win.

So what exactly are you rewarded for and what does this mean to the game? I think that is the biggest question which needs an answer.

Ok, so flash back to reality, teams and solos are placed in the same que. A group of 5 reaches legendary because the played together and got there. The accolades are for team playing and in theory, they could be given a chance to work their way into the pro league. Thus, the incentive is there from the developer side to force team play.

So now we have a problem of a vision of what the game should be by the developers and a vision of what the experience should be by the players. Who is more right in this case?

5 individually good players =/= 1 good team. And in a game where team play is desired and highlighted in the weekly streams, seems like the developer is more right in attempting to force the team aspect of the game. If you want to win, you need to make friends and win.

Now before you say I am crazy, let’s look back at GW1 for a minute. Random arenas of random teams was fun and exciting. This would be the equivalent of a solo que if you will. But the mode that brought in the money, the gvg and HA were team oriented. Now if you took the 8 players of individual skill and put them against the teams of the gvg and ha without any pre communication about builds, etc. they would lose.
But the point is and was, if you wanted rewards from those modes, you had to team up.

GW2 is no different unfortunately.
Now don’t get me wrong. I think solo que should exist as a quality of life feature for those who do not/ can not/ want not to do team play regularly. But is it fair to expect the same reward system as a team que or recognition?
This is a team game right?

TL,DR Due to the nature of the team game, solo que does not fit into the reward system or team progression system of leauges and therefore may not return to gw2.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

Is warrior really not worth playing in pvp?

in Warrior

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I would say thief is slightly better due to mobility. I would suggest playing a skirmisher build and choosing smaller fights.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

Dev forum presence

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I would rather the official forums get more communication then some off site like twitter or reddit. Makes no sense to me.

I have a gw2 account, so I have a gw2 forums account. I do not use REDDIT or TWITTER. Why should I get less information and communications about this game.

Its like having an official email list and then post a flier on a door or something to tell students about an assignment.

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I'm just going to report you for botting...

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I think you should report them for scamming. It is what I typically do. Technically, they are scamming you out of a chance to get your wins and rewards.

K Pop
The Warrior, The Necro, The F1 Connoisseur
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If you evade a trap

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

If you evade a trap, why do you still take damage?

For the target skills in the game, when you evade them they do not hurt you.
Now of course you can do ground targeted wells and such that if you walk through them you take damage. But why is it if I evade a trap activation, it continues with its field duration?

I’m just curious.

K Pop
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thoughts for my build

in Warrior

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I have been toying with a build that could use daredevil runes to get crits while maintaining the health/toughness. I think it would work better with a valkarie amulet. I would have to crunch the numbers though because I feel like you may lose dps just for a few single big attacks.

If you are running soldier amulet, I think you want the defense tree. It may be difficult to give up, but in order to take berserker line, I think you need to drop strength line.

Honestly, I’d be surprised if there’s any warrior build in which Daredevil runes would be a good choice, especially without an Energy sigil and either Signet of Stamina or high Vigor uptime. Even then, our cooldowns are such that an Intel sigil is more valuable than the runes, which opens things up to choose a better rune.

I would go as far to say that energy sigil is pretty mandatory for every class in this game.
Stances give vigor, which is why I would drop strength instead of defense first.
Intel sigil makes you more predictable. I probably eviscerate after a weapon swap 25% of the time. You can read intel swaps and at higher levels, its a dead give away. Plus chop double chop guaranteed crit good damage too.

But back on the original topic. An example build would be sword/ warhorn greatsword, with valkarie amulet, 3 stances, and daredevil runes. You can run warhorn clears and vigor, vigor on stances, and energy sigil on sword. crit final thrust is strong.

K Pop
The Warrior, The Necro, The F1 Connoisseur
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What, if any, vanilla GW2 builds are viable?

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I would suggest a stance warrior still. It still have very high dps, and frenzy is a very underrated utility.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

A problem with Warrior's design.

in Warrior

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I think the answer is very basic. Warrior skills are mainly single target while other classes can perform similar damage, buff, debuff, and CC on an AoE level.
When eviscerate hits two targets, I will be happy.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

thoughts for my build

in Warrior

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

I have been toying with a build that could use daredevil runes to get crits while maintaining the health/toughness. I think it would work better with a valkarie amulet. I would have to crunch the numbers though because I feel like you may lose dps just for a few single big attacks.

If you are running soldier amulet, I think you want the defense tree. It may be difficult to give up, but in order to take berserker line, I think you need to drop strength line.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

Ranked arena experience from day one

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Hi all,

K pop here again. Just wanted to comment a little on the ranked arena experience I have had thus far. Whether or not you know me or if you value my opinion is fine. See here for my current feelings on my skill level and play time.
Post Explaining my current perceived skill level

So I decided to go into ranked arena playing my two main classes: warrior and thief. I was expecting to be steam rolled given everyone’s complaints about the two classes power level in comparison to the remaining other classes.

Disclaimer: I am not disputing the relative positions of the classes here, just my experience. I do not want to get into that can of worms in this post.

Starting out with no pip in the league and what I am assuming is level match making, I first want to say every match seemed winnable. What I mean here is that matches were close and no team really had an overwhelming lead or advantage.
I did duo que with a druid friend who has pugquest experience, but does not have tournament experience, to put her strength into perspective in weighing in on the effect on the matches.

I did run into the occasional teammate / enemy saying something along the lines of “Oh there is a warrior, free kill” or “Oh we have a warrior, we are going to lose.” But you guys know K pop warrior OP so I don’t let that phase me.

But the point I wanted to make here was that all the lost matches except maybe 1 were due to poor overall team rotations. I will even attach the log to show the results. We came out about 40% win rate, which is frustrating to me, but we were trading wins and losses and games felt winnable.

NOTE: the last 3 games on the log, I did not have my druid with me. Love you Hyo. I even included my total gameplay log. Feeling Generous today.

So now for the elephant in the room. Like thief, warrior is viable in specific situations in a solo que setting. This probably could translate to higher team play, but why not use what is OP to achieve the same setting. I completely agree when money is on the line, what the other dedicated warriors have done.

So for all those warriors looking for a spark. Start by capping home node. In this meta, warrior is better in smaller situations. Also, switch to marauder amulet like Tarcis used to run. Here berserker will not cut it.
Favorable matchups are reapers and dare I say thieves if you catch on to their dodging.
Less favorable but fightable include your bunker druids and tempests, and dragon hunter. I may sprinkle some power revenant in here.

Avoidable matchups include condition based revenant and mesmer. Other condi based classes you can fight because you have berserker stance and heal signet.
The worst conditions for a warrior are confusion, torment, and chill due to melee setup. And the fact that reckless dodge counts as a skill activation for confusion.

Be smart about your rotations and pick your battles. DO NOT play a warrior if your team does not have some sort of support type sustain. You will feel really sad. But the same thing applies when you play thief without the right team support for it.

Proceed to bash now. I plan to push up the leagues with the warrior to prove a point that Eurantien made to me.

Good luck and honestly, feel free to pm me in game or post about warrior questions.

K Pop
Edits: I am bad at Textile so converted to BBCode lol

Attachments:

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The Warrior, The Necro, The F1 Connoisseur
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(edited by Interpret Interrupt.3824)

Caed | Brief Guide / Q&A

in Thief

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Unlike other classes, the thief builds are very specific to what the team as a whole is doing. Caed has presented a build and approach that works with a certain team comp to achieve a specific role. The D/P role requires a comp to set up that gank and stealth play.

If you are looking for a generic play and forget build, this is not the class for it. But you really have to tailor your skills and playstyle to your team to be effective.

Fine and OP and UP get thrown around so much nowadays there is not a balanced metric. Balance is perceived. Please stop calling things OP. Not even the most basic classic game of chess is balanced, because some one has to go first.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

Svarnir/Cheftain and conditions

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

Each player has their own ‘stack’ of bleeds, but what I don’t know is what order they get processed in. First person to give bleed? Last person to give bleed? Arbitrary ordering within an unsorted data structure?

It only took 3 years, but now people are going to start asking these hard questions. Condition damage in this game has always been ambiguous to the receiver.

Prime example, say a person with 0 condition damage puts 10 bleed stacks on me. And then another person B with maximized condition damage puts 1 bleed stack on me simultaneously, such that my total perceived bleed stacks are 11. On my screen, I see 11 stacks of bleed and 1 damage number appears every second for the total damage.
This number does not help me evaluate the potency of the condition or the urgency of the clearing. I guess unless I could read the number and divide by 11 really quickly and remember base bleed damage to determine the threat level.

But I guess we can’t have each bleeding source showing up as numbers on your screen or it would just be too cluttered.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt

Svarnir/Cheftain and conditions

in PvP

Posted by: Interpret Interrupt.3824

Interpret Interrupt.3824

They may actually tick at different times. When you apply a bleed, you see what is on your screen and the damage from your condi, but the total stacks may be different.
And if I apply a bleed say 0.5 seconds after you did. They would have different 1 second timer intervals.

K Pop
The Warrior, The Necro, The F1 Connoisseur
http://www.twitch.tv/interpretinterrupt