Except its a game, we arent here to invade someones land, pillage their coffers, and have our way with their women. Games are about having fun, and wvw is heavily reliant on population. If people dont have fun and feel discouraged and demoralized, they will leave. Some people are unfortunately ok with this and are content to pvd empty maps all day. But not everyone gets excited by the site of hard wooden gates.
Yeah I generally agree. I’ll do it during seasons or if I just hate another server but otherwise I won’t spawn camp.
I think it’s the kind of thing you do to break another server’s morale. It’s a total war tactic and not the sort of thing to be done unthinkingly.
Tier 2 doesn’t seem like an easy win to me. Nor did we think it would be easy like Yaks Bend was.
Really? You guys seem to have coverage for all the timezones and I’ve noticed TC picking up a lot of points during EU. Even with DB and FA in a sort of truce you’re still winning. It seems like it would take some serious measures taken by both FA and DB to have a chance of stopping you. Is that what you’re hoping for?
We didn’t hijack Tarnished Coast. We tried to contact as many of the leaders as possible before we moved. TC even had 2 meetings on it. Both of which favored The alliance. We were accepted with open arms and no hostilities.
I thought some people left TC were they at these meetings?
When TC fell out of Tier 1, they chose to not care if they did or didn’t. I was the one trying to convince them otherwise.
Weren’t you simultaneously trying to push YB into t1?
okay. Good fights.
Yeah the fights were alright but after a night of trying to fend off one of the biggest blobs I’ve ever seen we were only able to keep TC contained for a couple hours before we didn’t have the people for it anymore. We didn’t have the power to take all of TCs stuff and then spawn camp. So the most we’ve been able to do is sort of stop TC for a few hours. Oh and last night we managed to help flip a t3 SMC. Not such a great resistance in my opinion.
I think my ethics are fine. I think you are accusing me of a lot without knowing my side or the full story however. But I always try to improve myself.
Please tell us your story. I made this thread because I’m trying to understand the reason behind your actions. Thanks for taking the time to personally respond.
Considering everyone on TC is happy to constantly fighting DB in Tier 2 anyway. If our alliance screws up tiers by playing in them, then keeping us in Tier 2 is counter productive anyway.
I find that hard to believe as it seems a very easy win. I don’t think anyone is trying to keep you in t2 as much as people just want to show you that they don’t like what you’re doing. You keep hijacking servers to make the game more fun for you and your friends. Do you not see how selfish that seems? It would be nice to stop you and your alliance dead in your tracks but I don’t know if there are enough guilds left that can really do that.
This move was in preparation for us to play together on a server we wanted to be on.
But why Tarnished Coast? Why pick the server you previously worked so hard to push out of t1? Why not just spread out amongst the remaining t1 servers or stack BG and/or JQ to bring down YB? Why go back to t2 and ruin things again?
The rebellion or counter alliance aims at making our game experience not fun or enjoyable and they aim at stopping our plans. However, our plans are finalized and you’re giving us the time of our lives.
They just lack the strength to really shut you down. On reset night we were able, with DB’s help, to keep TC relatively contained for several hours but it wasn’t sustainable. If FA and DB could consistently keep all your stuff capped and your keeps waypointed and keep your people spawn camped 24/7 I think a lot of the members of your alliance would lose interest. But I don’t think it will happen and I don’t think you think it will either.
We don’t mind if we are villainized, it seemingly gives communities goals and a greater will to fight. That’s all we can ask for from our counter parts and that’s what you’ve provided us with. A means of breaking up the staleness and giving us a reason to fight hard once again.
Well at least you’re willing to admit boredom was a strong motivator.
I do not try, to “run” servers or have a monopoly over a tier(s). The only thing I do, is look out for my guild and my friends at this time. OnS’s movement was based off OnS’s health and is different than the goals of the alliance. Each guild within the Mad Court has the right to do what’s best for their own guilds.
Whether you try to or not you do seem to run things. People look to you for guidance. You may not want to acknowledge this but you’re the face of this alliance.
All players and by extension guilds have the right to move to whatever server they want but I think when you have an alliance like this you have a lot of power and when you have that kind of power people will hold you to a higher ethical standard. I think that right now you’re failing to live up that ethical standard and that’s why you’re being “villainized.” But I guess that’s not an issue for you if no one has the power to really stop you.
The balance was better than season 1, not by much, but the match making was so unbearable, to the point where I no longer play the game
Pretty much this.
T2 was still in the process of stabilizing and now it’s turning into a mess again.
T2 is a better match right now than T1 or T3 due to The Rebel Alliance. Transfer to FA and fight for the Balance of the Force!
I am on FA and it’s a mess. DB looks to be having a rough time of it too.
Ah another git gud post, wonderful.
Yes but it’s an ironically worded get good post.
So exactly how many legendaries should there be?
I’d argue that all power specs get destroyed by condi builds, not just revenant. That claim doesn’t hold any worth.
So then why play power anything?
What else these two leaders (or more) and their followers could do? Other than stop playing or just play the same mindless-stale-maddening (go on, describe in your mind) what WvW became.
I think that if they’re this bored with the game that they should just quit. Or at least accept that they can’t make it fun like it used to be by just scattering the pieces around.
They asked themselves: “I wonder what a t1 YB would play like?”
The answer: pretty much just like t2 YB played except with more people and better coverage.
The turmoil they’ve created in t2 has ruined genuinely fun matches. T2 was still in the process of stabilizing and now it’s turning into a mess again. If they get TC back into t1 then that means someone has to come down and they will probably dominate for a time. I think it’s highly likely that once Onslaught and TW get what they want from TC that they will once again hop servers.
It’s like they’re addicts forever chasing the high that they used to get from WvW.
Holy convoluted reasoning Batman.
Cause Malevolent’s ego needed stroking again, he needed to feel relevant again.
This is what I deeply suspect is the real reason. A combination of boredom and power drunkenness.
Yet it still proves to be more survivable than these classes. That’s hilarious. Give it condi cleanse see what happens.
More survivable in what context and at what level of play?
I’ve watched power revenants get blown up very quickly by condis even in pro league.
Time makes matchups grow stale. People leave all the time and the faces of the servers change. What was once fresh with the YB/BG/JQ matchup has turned into the routine staleness of a months long fight.
By “rotating” TC back into t1, they hope to bring in new faces and new people to change the scene and freshen it up.
This is pretty funny if it’s the actual line of reasoning they’re following. Move the same servers/guilds/players around and hope the matchups become more fun at some point.
So I was around when Onslaught and TW decided to take YB to t1. I kinda got the motive then. Seemed like a combination of spite and curiosity.
Right now I’m just confused. What is the reason for taking TC back to t1 after working so hard to kick them out in the first place?
Yes I’ve been wanting solo q back since it was originally removed.
I love Shiro and for me it’s the legend that makes the class playable and fun. It took me some time getting used to using Enchanted Daggers though.
I actually wish that more people would focus on learning how to team fight. I have lost so many games because I’ve gotten too many duelists who just want to try to 1v1 far the whole game.
I tend to bank more on the mid team fight or the side point 2v2s/3v3s than 1v1s.
Because they can.
I’m sure many of them will say queue times as it’s an answer we can all sort of feel sympathetic to. It sucks to wait 20+ minutes for a match. I still think it’s wrong though. Ultimately there’s nothing any of the players can do about it.
Someone made a really good point earlier that MMR Hell was essentially players who were better (even if just slightly) than where they are stuck. As a consequence they aren’t yet good enough to really make up for the lack of their teammates skills.
I imagine this is likely to be the case. These sticking points appear to occur in MMR ranges where players are probably better than their teammates but not better enough to consistently make oversized contributions to the final outcome aka “carry the game.” This is a crucial juncture point. If they win they maintain their MMR momentum. If they lose they risk having the MMR momentum carry them in the other direction where losing snowballs them further and further into an MMR hole (the so-called MMR hell) and where it becomes more and more difficult to crawl out as their oversized contributions need to be more and more oversized in order to carry their games. It’s a self-reinforcing cycle where winners get it easier and easier over time while losers get it harder and harder over time. So much seems to depend on just maintaining momentum through the tiers and quickly overcoming sticking points where they occur. Once that metaphorical loss snowball gets rolling it’s going to be tough for anyone as I think Archon’s post demonstrates quite well.
I think Chaith put it well as basically a solo queue mentality, over time you just know where to go, where the other team will go, which teammates you need to baby sit in order to succeed which ends up being a lot more impactful than a player who just goes far and wins a 1 v 1 over and over. So these players who are stuck are in a sense, are somewhat where they deserve to be, yet it appears that these players believe that they deserve to be stuck somewhere where their teammates aren’t making the terrible mistakes every game (like 1 guy who comes to your point for no reason) but in fact they are the ones making mistakes. I think there is a lot of validity to that claim because, as these players have stated, this is where their hard work can be seen to pay off. Instead of having to carry their team they instead are able to just focus on improving themselves. Unfortunately, with the current system it appears to be forcing players to simultaneously improve their personal play and their solo queue awareness/team play, understandably a frustrating thing for them to do.
There might be a point early in the snowball process where a certain mentality shift could turn things around. This is assuming that it’s just a few crucial team plays that are making the difference between their wins and losses. But what happens when it’s a lot of crucial errors being made map wide throughout the entire game? No one player can be everywhere at once. I think that’s where players start to feel like they’re in “MMR Hell.” What they’re really experiencing is the loser’s snowball effect where their oversized contributions need to be more and more oversized in order to win their games. At the same time there’s a psychological snowball effect to losing. Players become less and less inclined to try to go that extra mile to help their team because they become less and less confident that their efforts will be rewarded. So losing doesn’t just deflate MMR it deflates confidence.
I was genuinely curious when I started on this alt account to see if I would get stuck in MMR Hell. There are so many threads about it that it seems it is an inevitable outcome of queuing through tiers. Yet I never experienced it. Through the discussion on this thread it seems that yes, I am not one who would likely fall into MMR Hell and I have gained a better understanding of what is really going on and it is that mentioned in my previous paragraph. Players are not good enough to carry their way out of MMR Hell and they also feel that they should be somewhere where they are the ones who need the most improving and not their teammates. In an ideal world I would hope that sometimes players at their appropriate places should feel both ways. Sometimes they should have to carry a little but I think that also comes with solo queue awareness things like a body is down and your teammates is stomping and you realize they are stomping too so you need to swap targets interrupt the stomp so you guys can get your stomp first, or stealthing your teammate. Quick little plays that you can do that can end up making a big difference. A won fight often creates a snowball effect. Other times they should be the ones who need to improve in order to really carry forward, but hopefully they are only making small mistakes, like a player deciding to stomp a body instead of cleaving it out, because of this decision the other team got the stomp first and won the fight.
I find it pretty hard to imagine a scenario where someone like you or Chaith would ever find yourselves on the losing side of the MMR snowball. For one thing you guys are some of the best (if not the best) players in the game just from a mechanical and awareness standpoint and secondarily because having you guys on a team fills people’s metaphorical confidence bars. I know I always play better when I get someone like Zoose or Muffins or Chaith on my team because I believe we will win and that gives me the confidence to attempt plays that I might ordinarily shy away from. I’m sure this is true of other players as well although top tier players may take the psychological effect for granted as it’s just the norm for them.
I think it’s a gross overgeneralization to assert that everyone who hits a sticking point is getting exactly what they deserve full stop. You simply do not have the data to support that broad of a statement. You would have to be watching all these people’s games to see if any of their complaints are legitimate.
You’re not a good test subject because you’re not really in a position to hit a sticking point in any division below legendary and probably not even in legendary. You’re not just a pro league player but arguably one of the better pro league players and to my knowledge the best and most experienced ranger player in the game. Your proper placement might actually be so high that you won’t even get there because there may not even be enough players playing regularly at the levels below it to get you regular matches.
To just flatly dismiss everyone’s complaints as being a l2p issue without having any data whatsoever to back it up other than because “it didn’t happen to me” is so obviously foolish that I can’t help but wonder if you’re really even serious.
(edited by Israel.7056)
Their statement is an obvious case of cherry picking. They are considering only one type of extremely disadvantaged matchup when there are in fact several possible disadvantaged scenarios. They do not, for instance, say how many matchups were 4+1 vs 1s or 3+2 vs 1s or even 2+1s vs 1s. The logical fallacy is in fact theirs.
This assumes that the only way to quit a game is to completely afk it. I can effectively quit a game while still running around the map.
I’m not sure what we’re ranking them based on but if it’s the ability to take and hold points I’d put Reaper, Scrapper, Druid as a close 123 followed by Herald as maybe 4th or 5th.
(edited by Israel.7056)
I do not like the change. I am in favor of “neutral pip scenarios.”
I do not think that this change will always cause any one particular type of behavior all the time but I do think it will change the way people play the game and evaluate how much effort they’re inclined to put into a game at any given time. I think the win streak feature will have the same effect. People chasing a win streak may be more inclined to put more effort into a game than people who are not.
Giving up doesn’t have to involve afking. I will often just stop trying as hard if I feel a game is unwinnable or if the effort required to achieve said win is above and beyond what I am willing to contribute.
I imagine that for most people the cutoff will be between 100 points and 250 points before they simply write a game off and take it easy.
We all know the Mesmer is really useless in PVP since a long time.
Wrong. Unless you’re talking about base mesmer but every base class has been eclipsed by elite specs.
I’ve played 200 Matches PVP in the last 3 Days and I’ve counted 8! different Mesmers. There are only scrapper, necros, trapguards and thiefs.
So what?
Removing amulet stacking changes very little practically while adding another condition to the matchmaking. If there were 5 amulets that were all functionally distinct then it might be worth thinking about. However many amulets are effectively redundant or allow for a roughly similar build such as Viper/Sinister/Merc, Berserker/Marauder/Paladin. They’re different but they’re not distinctly different. Moreover there are some doubles that can still work very well with two different amulets i.e revenant.
The rock/paper/scissors issues of counter-comping can be more easily addressed through class balancing while the issues brought up by class stacking are much more difficult to balance away. Removing class stacking fixes the issue of class stacking full stop. To me it seems to be the simpler and more obvious choice.
They never seemed to know what they are doing with combat, with or without Johnathan Sharp. I believe it was Johnathan that decided to have immobilize stackable up to 5 stacks and Dhuumfire (on release).
Say how bad combat is now, nothing compares to the immobilize buff. It was by far the worst thing to happen to GW2 combat, it not only took away fun from PvP but it make it frustrating as all hell.
Yeah, even with him there has been utter PvP breaking disasters.
Yeah that was a bad change. I don’t know why they did that.
I’m with you on everything except the stream activity. To me that seems irrelevant in the grand scheme of things. But I admit I don’t really enjoy watching other people play video games.
They just don’t seem to know what they’re doing. Anyone else notice a drastic drop in dev enthusiasm since that Sharp guy left?
I don’t have an issue with removing class stacking from ESL tournaments. My issue is, what about SoloQ classes stacking together? A team with Double Druid healbots are the new bunker mesmers prepatch. Teams are going to move up the upcoming ladders abusing stackable druids.
Honestly, we need to remove stackable traits or amulets on a class per team. Only 1 class per team should be allowed to use the same grand master traits, or, have that stackable class share amulets so that they can’t have the same build/playstyle. These are better than completely removing stackable class’s all together, imo.
Your idea adds a lot more conditions to the matchmaking algorithm than just removing class stacking.
Please, enlighten me on the fixes to WvW since inception…
Not “Additions” – no one really ever cared nor petitioned for “more kitten”. All we’ve ever wanted was fixes – to which they’ve only ever done one: Culling.
1) Balance of populations / maps
2) Night-capping / population
3) Blobbing vs Tactical Play
4) Havoc Squad and hard rezing vs blobs
5) GvG ~wvw~ scene. (wait what?)list goes on and on and the sad part is, we’re still here asking for the same stuff….
Oh wait – they did finally fix the commander stuff (sort of)… but it took 2 years for them to take their head out of their sssssss
1. They can’t balance population with as many servers as they have and servers set up the way they are. They can offer incentives for players to try to balance population themselves. But why not just pay a little extra to transfer to a winning server?
2. They can’t fix night capping without either doing something politically sensitive or fundamentally changing the way the entire scoring system is set up. Either way probably just seems like a huge risk to them and this company seems to prefer to play it safe.
3. Blobbing works in large part because there’s no player collision and a small AoE cap. They’ve said before that the AoE cap is a limitation of their hardware or something and I don’t think they’ve ever addressed the player collision issue.
4. The no res in combat feature is a decent step towards fixing the “outressed” scenario. Still the problem of AoE caps makes taking on 40 with 5-10 a losing proposition unless it’s 40 completely inept players.
5. I haven’t personally given much thought to making GvG an official game mode. Perhaps they’re worried it would compete with views for pro league. Perhaps they’re worried that officially supporting GvG as an official game mode would necessitate balance discussions centered around it which would even further complicate the balancing process. I’m only speculating though.
So you’re saying that there is no conceivable build for any other elite spec that has any kind of potential conceptual advantage in a 1v1 against any conceivable scrapper build? Can you please explain your reasoning?
If they wanted to add more game modes they wouldn’t have to “start from scratch.” There are other games with different modes and map layouts that they could effectively copy. I imagine that the problem from their perspective is that more game modes mean more separate queues.
It wouldn’t really make sense to have all this language about “seasons” if ranked arena was always available. That being said I’d be fine with ranked play always being available.
I did a simple search on the forums and reddit. Forums didn’t turn up anything at all. But it seems someone may have had an encounter with me. I honestly don’t remember it, but that is my character.
Here is the story. https://www.reddit.com/r/Guildwars2/comments/2daqet/pvp_i_think_i_just_played_with_the_best_gw2/
I actually think you wrote that.
Yes I can touch type but I use a Naga mouse for most of my actual inputs.
OP you will get posters who will undoubtedly suggest that it’s mostly your fault but I’m inclined to give you the benefit of the doubt and assume that it’s not. At least not entirely. You might be making mistakes but as long as they’re not catastrophic mistakes that result in a thrown match then I think it’s safe to say that you’re just unfortunate with the teams you’re drawing.
One of the most frustrating things about solo queue is that you can ping the map, you can call targets, you can tell people where you want them to go in team chat but none of that can guarantee a win. You have to be able to trust the other people on every team you play on to get things right. That’s a tall order with strangers. Just try to focus on doing your job well. If you do that and you still lose then you tried your best and that’s all anyone can ever ask of you.
What do you mean they’ve said they won’t do that?
That’s just one isolated change. He’s talking about balancing everything separately.
A lot of “literally.”
I also would like to see Anet split PvP off and balance separately but they’ve said that they won’t do it.
I think you make a fair point about the central issue being alacrity. It’s possible that just nerfing alacrity would be enough by itself.
I was surprised to see that they decided to nerf the blind from chaos armor rather than put an icd on chaotic dampening though.
This changes moves the heal more into the territory of an anticipatory heal like Enchanted Daggers.
I don’t think I really like it but it’s sort of in line with the general direction the devs seem to want to push the game. They want people to die easier, they want people to have to put their cards on the table faster to speed up games.
I don’t understand what the screenshot is supposed to be showing.
I’ve wanted solo queue back since they removed it but I get the feeling that they’re still far more inclined to focus on reiterating their matchmaking system than split queues.
Some nice changes but please consider adding Solo Queue.
There’s always someone predicting the doom of GW2.
Define “skill” within the context of GW2.
The only thing rank reliably indicates is how many pips a player has accumulated. It doesn’t tell us how well they played while accumulating them or whether or not they exploited the system.
I dunno I prefer Niflhel or Khylo. I rarely vote for Foefire.