To she’d some light, once a change requires text, the minimum turnaround is 4 weeks on translation alone. As for mine vs bomb one was brought to our attention first and it was tight to even get the bomb fix in that quick. Mine is fixed locally now and hoping to arrive in the next hotfix if it passes testing.
We had a fix that appeared to solve the issue in this build but it may only be solving it for new characters. A more comprehensive fix is being worked out on our internal servers and we are working towards getting this live asap.
Glicko will still be used to calculate ratings, we will simply properly be using deviation to match people up because glicko matchup was not accounting for the the fact that all matches were simultaneously created, and simply matching the same teams every single time.
I have a couple of serious questions.
1. Did the person that came up with the math for this graduate from high school.
2. To prove it, please upload a copy of your high school diploma.
How about just a copy of their resume. I don’t see his high school experience on there. Hopefully the other stuff can count as relevant experience for your assessment.
This is excellent and would be true if our rating currently had significant meaning. Once this new randomization is in place for a while we expect both ratings and deviation will stabilize a bit more. If at that point our simulation is still generating bad match-ups we can absolutely look at lowering the range.
I think the kittenumptions that everyone is making are:
1) The current ratings of servers are valid. They are not because we are not getting enough varied match-ups to even generate valid data. Trying to judge the quality of a server based on their current rating is much like judging the quality of people’s Reddit posts by the average # of up-votes they get.
2) How big a spread will make a game a blowout? Is 400 rating points even a significant difference? Really its just a number with very little meaning right now. Once this system starts working (based on the math of the system the idea is that a rating +/- deviation is in fact an accurate measurement of the range of what their rating might be in a perfect world so this is technically the way this whole thing was supposed to work from the get go.
I don’t want to do all of the probability math right now, but with absurdly high certainty there will only be a small amount of randomization each week as in order for a situation like Kaineng moving up to T1 to occur, every server from Blackgate to Maguuma would have to roll a lower range number than Kaineng, and some of them would literally have to roll almost -100% while Kaineng rolls almost +100%. As the blog post stated, at the end of the day we are really just going to see a bit of nice slight subtle movement so that match-ups are less stale, and eventually ratings are more accurate.
Let me also add the game does not work without some sort of minimal queing. We will continue to improve the queue to make it unobtrusive as possible as we believe the game should feel more like an action game, but due to its online nature and infrastructure some amount of queing is necessary.
Ok we found a good repro case. It has to do with how death shroud and downed used to interact. I will get someone on it today and try and get a fix to you all asap.
This video is actually great. Thank you. I see that you have 1/3rd the health. This is not happening to my necromancer on live nor am I seeing it on test. Is this only happening when downleveled?
The 4 hits do not always happen if the IZerker is far away from the target it might only get 1 strike in because the animation generates 4 attacks. Saying it only hit a static target 3 times doesn’t really tell the whole story. Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.
Thanks for the update Jon, but I would urge you to check up on the iZerker again as multiple people have confirmed that something went wrong with it after the 26th of february patch.
So I would really appreciate it if you could check it out again because there’s definitely something not working as intended. And even if this behaviour was intentional (like with the Ranger SB ‘animation fix’) we would also appreciate it if you just come out and tell us instead of making stuff up as your customers are going to find out anyway (like with the Ranger SB ‘animation fix’).
Thanks!
(Or, give Mesmers a Mainhand Pistol and I’ll be too happy to complain about anything)
As far as we know something did go wrong. We can’t reliably get it to display all of he damage floaters, but we have tried to test if the damage is lower or it just doesn’t hit and we have never seen that error I our debug setup which shows attack areas. I may try and make a bad pic tomorrow to show what I mean.
The 4 hits do not always happen if the IZerker is far away from the target it might only get 1 strike in because the animation generates 4 attacks. Saying it only hit a static target 3 times doesn’t really tell the whole story. Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.
Ok Necro staff is 22% faster than this skill. I think we just missed upping this when we did our pass to up projectile velocity on skills that were absolutely too sluggish. That being said it looks like you can fire one of these orbs every .8 seconds whereas Necro staff fire rate is 1.3 seconds. Grasp does pass through targets in a line so I feel that differential is fairly warranted. I can’t promise when this is going to be fixed, but I can say I WILL fix it.
I think the passive might need to come up in non-healing builds. If I run a clerics tactics build this signet can hold its weight, but it currently has NO place in a berserker build. Not sure it should be as viable in a seeker build, but it needs to see some play in soldiers, and certainly Valk and Shaman builds. Really signets are still going to have a hard time without a stun breaker (particularly in PvP and WvW). Obviously Dolyak signet is the most likely candidate here. Our next balance patch will absolutely be looking at stun breakers and spreading them out on all professions to make more categories of utilities viable. I’ll probably post this in general later as well but this was a larger balance pass and we will likely let this meta sit a bit longer than previous ones while we work towards taking time to push more less effective builds towards viable status.
I’ll take a look at how it compares to Necro staff auto. I will say that when this does hit it is the highest DPS #1 skill in the game. We wanted it to feel this powerful but difficult to land but the effect may be too exaggerated. I’ll play some PvE and PvP scepter Guardian later today.
I added an image for reference. It doesn’t really show it off in motion, but I’m not skilled enough to make an animated gif. I will say the new one is cooler looking IMO and does have a cool “glowy” membrane on its head.
It has come to my attention that this uses a different model than the blue Jellyfish that happens to look Kitten EXACTLY the same. I am planning on fixing this within the next month but needed to get some feedback from rangers about their feelings about their HoM rainbow jellyfish pets changing how they look. I can assume that they will be happy, but you know what happens when you assume.
Post your thoughts on this internet forum thread and I will read them.
As we have stated many times we have tried many modes and there is a reason we ended up where we did. This is not to say we will not introduce new modes at some point, however a few notes on death match.
1) You can obviously have it without a healer.
2) Even games people consider to be DM have tons of secondary objectives (Quake 3, counter strike, Starcraft, etc.)
3) Objective based games tend to be both more total noob friendly AND more esport observer friendly as players/watchers can go/look at where the action will likely be.
Deathmatch without other objectives lacks things like a reason to engage, a way to break stalemates, and a tie breaker. It also creates much wider blowouts when someone on your team doesn’t know what they are doing (does this ever happen to you that you get a clueless teammate? Heh)
Hopefully that clears up some of our reasoning for future discussions.
This is a percentile. Like when you went to the dr. As a kid an you would be in the 40th percentile for height it means you are taller than 40% of the population of kids your age.
In our case it means you are in that percentile among people who have played enough tournament matches since the most recent reset to be on the Leaderboards. If you search and don’t see yourself listed you have not played enough tournament games to qualify. Currently it is accurate to within 10%, but the goal is to get this to 1% or less eventually.
There are more Leaderboards features still coming as well once we are sure the current feature set is stable.
As we played with the stealth changed mentioned in the SotG, we recognized that in conjunction with the change to culling this was an unpredictable change to make. We also felt that it was too big of a hit to these stealth professions, so we ended up pulling that change in favor of just increasing revealed duration by 1 second.
There are some updates missing from the notes. We are tracking down those, but some changes to the D/D and S/D ele build are in this patch despite not being in the notes.
On mind stab we are aware there are two skills with this name. We are renaming one of them for the March build but for now we did indeed buff the mainhand sword end of chain skill for slot #1 called mind stab from 1 target to 3 targets.
No it just means that the entrance to a portal must be on the opposite side of a wall from the exit in order for players to portal past that wall. Used to be you could put both inside and then jump in from the outside without having to create a portal on the outside.
I can tell you its actually fixed in this build, so I suspect that the patch notes are just missing this information. There are a number of bug fixes whose notes never got through the patch note process. We will try and get this list and update the notes, but for now this trait works in PvE so patch and enjoy!
The description of this update was pretty unclear, so let me clarify. The change to portal made it so that you can’t interact with a portal that is on the other side of a wall from you, but that a portal whose entrance and exit are on opposite sides of a wall will still function.
I’d be happy if you’d let some of my conditions work on Objects, like Burning for Example….I can understand bleed/poisoning..but if hitting something wooden, I’d think my Burn would do damage.
This is a second problem as well that we are also addressing. Thanks for bringing it up here.
Actually this is not true and is something we are actively looking at. We have a number of solutions that we are talking about and when we are able to figure out which one will have the least impact on balance, performance, and testing we will put that solution in place as soon as possible.
To quote caffynated:
“I liked what the devs had to say for the most part. The problem is that they’re only talking to tPvP players who see everything through their gun fight in a hallway meta. They whine about things being OP that are weak anywhere outside of a shoe box. These SOTG talks really need to include people from WvW who have a better handle on how classes interact in a more complex environment than a 12’ radius circle.”
To be fair, I think this SotG thing is for sPvP. If some enterprising WvW players started something similar for WvW we would come talk about WvW. Expect the balance part of these discussions to focus on sPvP because that is who we think the audience of that stream is. Same thing goes for PvE, and at one point Jonathan did mention those formats and that we are working on balance issues in all these areas.
I don’t really think it is a matter of right vs wrong. Separating the queues is technology we haven’t developed. Bracketing them so that when you queue you play as 5s,4s,3s,2s,solo you tend to queue vs those is something we are working towards because its part of a robust single system. It also is the version that solves everything except the edge cases without fragmenting the player base and creating long wait times in certain brackets. This is why this is the right system for the game RIGHT NOW.
It isn’t that the points Teldo, et al. make are invalid they are just more valid for a more mature game like LoL, a game which has been out 3 years longer than we have.
This is not true, skills have a cast time and after cast based on the animation they use. To ease any thief worries we are not limiting back to back skill use on purpose. This is in fact the point of initiative and why thieves feel different than other professions.
just curious, are you happy with and is it your intention for moves with no cast time to be able to be used in the middle of a move with a cast time? For instance lightning flash during churning earth and steal during cloak and dagger.
This is not true, skills have a cast time and after cast based on the animation they use. To ease any thief worries we are not limiting back to back skill use on purpose. This is in fact the point of initiative and why thieves feel different than other professions.
Because Jonathan knows more about what we are doing with PvP, and because we don’t say we are doing X until we are 100% doing it or else we get a lot of you said X, I wants it NOW!!!
Jumper is pro, you can’t argue with him. l2keybind.
On topic, kitten – won’t be able to forcebug the 14k mind wracks and blame the game while people scream for exploit. 1/4 of a second is really nothing, minor change that will affect only the bug.
Funny thing, Anet didn’t fix the bug, they just made it impossible to execute. Always better to add something new instead of fixing the old kitten.
I think it’s a temporary bandaid until they can actually figure out what the problem is.
It seems they can’t identify what is causing it,so they added a preventing measure.
Better than doing nothing imo.
We have a winner! This was an especially bad problem so we did what we had to do given the resources we had to solve this while the studio was closed for the new year/holidays.
Jon
Can you kindly confirm that the .25 second GCD is temporary and will be removed when you fix the exploit?
That was the plan but fixing it for real is going to take some time so no timeframe right now.
Jumper is pro, you can’t argue with him. l2keybind.
On topic, kitten – won’t be able to forcebug the 14k mind wracks and blame the game while people scream for exploit. 1/4 of a second is really nothing, minor change that will affect only the bug.
Funny thing, Anet didn’t fix the bug, they just made it impossible to execute. Always better to add something new instead of fixing the old kitten.
I think it’s a temporary bandaid until they can actually figure out what the problem is.
It seems they can’t identify what is causing it,so they added a preventing measure.
Better than doing nothing imo.
We have a winner! This was an especially bad problem so we did what we had to do given the resources we had to solve this while the studio was closed for the new year/holidays.