It’s really easy to say the game isn’t balanced for 1v1. I’d be more interested in comments that intelligently described why / how it isn’t balanced, and I’d be even more impressed by comments that suggested what direction balance could go to improve a dueling gametype.
In any game that has more than one character, there will be favorable / unfavorable matchups for each, but that’s just a reality of having more than one character. The original Street Fighter was perfectly balanced, because you could only play two characters, and they were exactly the same.
That game was boring.
Sure, there’d be over represented and under represented characters at first, but we could address that. The community can ban certain builds or even classes in community-run tournaments, and we can solicit balance changes from the developers.
There are certainly on-paper favorable matchups between the current metabuilds. That, by no means, predetermines all of the duels that can occur between all the players of Guild Wars 2. Like I said before, Mime gained notoriety for consistently winning the unwinnable Thief/Mesmer matchup back in 2013—even against top Thieves.
- we like to stream to promote this game, but we have only fiew viewers because the game is harder to watch than to actually play it.
The spirit of this conversation is exploring ways to make the game easier to spectate. I genuinely believe that in order to become a popular and successful competitive game, Guild Wars 2 needs to address this head-on.
With just a few changes: lifebars, timer, dynamic camera, arenas — the game suddenly becomes something that anyone can immediately understand, at least on a basic level. From there, the entertainment value only goes up. A hero-tier player in a bad matchup can generate serious hype.
Bah, not main language, i demand a satisfaction!, lets duel to death xd.
Yeah but hardcounters are too much of a difference imo.
Now you’re talking! xD
I’m not gonna pretend there aren’t inbalance issues. We finally saw a PvE/PvP split last balance patch, which is a great sign of things to come. Surely, we’d see some builds presumed stronger than others. But think about this.
Mime gained infamy in NA dueling servers playing PowerShatter against Thieves back when that matchup was 10-0 Thief. Back in 2013, Thieves could basically farm Mesmers for free. How cool is it that you could sometimes see him in dueling servers just destroying Thieves all day.
Think about the entertainment value that comes from a matchup that should have an obvious outcome, and doesn’t.
That classes are countered by others and if theres no mayor rework you could end with duels you absolutly will win or will lost.+ the typical: game its not balanced in 1vs1.
I’m mainly mocking your grammar and spelling choices.
Perfect balance is overrated, not to mention impossible; look at fighting games. That 5-5 Utopia we all think we want not only can’t be attained, but I’d wager it’d be boring to watch.
fractals of the mists? what does this mean?
It stands for Flavor of the Month. A lot of arm-chair experts like to tout facts like CondiMesmer always loses to PowerDragonhunter, but that’s only on paper.
And they’re forgetting that in a duel-environment there isn’t a small point that a scrub can spam AoEs on. The current meta goes out the window when you drop the points.
The bottom line is, saying oh it won’t be balanced doesn’t address the fact that dueling would be easier to watch, easier to rank and faster to queue.
so i either get aniquilated by the dh or change to my dh in a 1020 vs1520 skill rate match.
Dude I have no clue what you even said.
You’re forgetting that each season starts with an MMR reset.
ANYWAYS, I think sanctioned dueling gets us to the end goal we all might not really understand we want:
The game has to be easy to understand for a spectator.
1) A spectator mode that shows both life bars like a fighting game
2) A camera that actively hovers between the two players to keep the action centered
3) Simple arenas can be beautiful, but should remain relatively small and flat
Only once that’s achieved can we start to imagine fun things like a massive player-base and genuine attention and love from the developer team. Currently, it’s a mash of flurry effects — even if you know the game well, it’s pretty hard to understand anything that’s happening in a team fight.
Forget about what you think you know about balance and meta builds.
We’ll adapt to the FotM stuff and the stronger players will emerge — people still solo roam in WvW with all sorts of builds. When you think about why people stay with GW2, they all say they love the combat. Strip the combat down to its purest form and make simple tweaks that let the audience know exactly what’s going on.
Could you imagine a queue-system in Lion’s Arch where you could line up to duel in a coliseum that other players could watch from the stands? People in-game would sit around watching that all day. It’s totally streamable and castable.
I could really see a shake up in the meta if dueling was a sanctioned activity in Ranked play. Sure, the players with fewer mechanical skills would lean on FotM builds for a while…
But I betcha the meta would evolve as we discovered how to fight them. Look at the Blade and Soul model, it’s closer to a fighting game. Ranking would actually matter if it came down to solo play.
Sure, people would kitten and kitten about matchmaking still, but ULTIMATELY they’d have no one to blame but themselves. If build X or build Y is so OP, then just play it — bet you’re still getting crushed by better players that have more wherewithal than just copyspamming metabattle.
And I bet hipsters and top-performing players would enjoy playing the less-than-OP builds (hey power shatter, long time no see) and still wiping the floor with scrubs.
Dude, this would work. It would be fun. And ranks would matter.
Surely the developers know about most or all of these problems.
I would feel a lot better about the game going forward if we heard a real vision of PvP for the future from the team. Maybe an AMA from the PvP Lead could work, but at the very least:
a layout of problems of which they’re aware, possible solutions
and a general direction they’d like to see the gametype go — could probably fit in definitive news about the future of GW2 eSports.
And not just some dreamy article from the comms team about how fun and exciting and full of fresh ideas the game is. Like, an honest attempt to address the issues we have with the game.
The toxicity in this game feels -to me, at least- to be at an all-time-high. And I think that’s just a symptom of an unfinished gametype that hasn’t gotten enough love from the developers. We’re looking for simple fixes, and a schedule of implementation – or at least an honest appraisal of how little effort PvP really gets – I think that would get us out of the limbo.
I’d much rather the money was spent on PvP and/or LS.
Samesies. And since ArenaNet has spent so much time building a game that we play alone, together, maybe we’ll see a shift towards 1v1 or at least 3v3 combat over ring-around-the-pointy.
I’d rather have quicker games that require just ME to be good than games that required my reliance on strangers that aren’t even incentivized to win (see: I’m just here for my raid gear, Season 5) in a team environment that voted to ban team-queuing (HOW?).
Gimmick builds and rock, paper, scissors – OR – inept MMR and skyrocketing toxicity during a pro-player exodus: Oh, the choices!
Maybe we could see balance for 1v1 instead of Conquest – it’d be a lot easier on the devteam.
Devs! You may have this idea for free. Save your gamemode with a simple change.
I’m actually more wiser
Spoken like a true savant.
I’m sorry but it just sounds absurd that in a competition of conquest people are afraid to play. I’ve heard it so many times now. It makes no sense….
It’s so funny that in NA, the League system actually discouraged a lot (even pros) of players from playing the game. Seriously, what kind of culture are we in, where we’d rather avoid the game we love than face an imperfect system labeling us lower than we think we are?
Dude, who cares if you’re Gold instead of Platinum? Who cares if you only got Silver this season? They’re still fixing the system. Why would you actually be afraid of playing?
And it’s not like you get to keep your rating. They soft-reset every season now.
“First, every season will start with a soft reset of the previous season’s rating. "
Me and my little sister both play in the same house. If it were limited to one IP address it would mean that only one of us could participate per season.
I just mean limiting one IP address per spot on the Rankings. Neither you nor your sister are in the Top 250, so you’d be unaffected.
I’m also annoyed by the fact that these top players aren’t actually even playing, this whole season has been match dodging and match manipulation. PvP is meant to be a contest of players playing each other, not hiding from matches and playing lower ranks in off peak hours.
Couldn’t agree with you more. It’s the weirdest NA phenomenon that players would rather avoid the game than maybe face the fact that they’re not as Legendary as their mommies told them.
I dunno dude, make an EU f2p account and see if the ping is playable from where you live. Or just try another gametype until Season 6. Or maybe just try another game.
It’s a video game, it don’t matter.
C’mon buddy, we can still converse about improving the experience for those of us that are invested in the success and improvement of the game we like.
What would the implications of limiting Rankings to one per IP address be?
I suppose that could harm a small group of players that are both roommates and fall into the top >1% of PvPers? Certainly, there are work-arounds, and you know we’d see them in NA.
I guess you have to wonder why we Americans (and probably Canadians) are more willing to seek out exploits and game the ranking/rating system than we are to improve our gameplay in a casual PvP game with as few as makes no difference cash payouts.
Yup. My lovely necro often uses this skirt because of the sort-of-bare leg look that can be done. I love it.
What skin color and dye are you using?
Those of us who rolled human (or Norn) females might have dabbled with this.
If you use Magician Legs, you can create the effect of wearing nude or no leggings by matching the skin tone with certain dyes.
I use Shy Peach with Mid 4. It works well under direct and natural sunlight, but not so well under other conditions (Snowblind Fractal comes to mind).
Other “nude” dyes include Peach Tint, Orange Frost, Peach Ice. I’d be interested to hear if anyone uses other skin color / dye combinations to achieve this effect.
Also, I’m jealous of Sylvari characters that simply don’t have the leggings included on the same armor skin. I want that!
Photo from gw2style.com.
Other wise, why not make it so that in pvp only, core players can use specialized abilities as well. If anet cared at all about cyber bullying, they would try to fix the root of the issue.
Ugh, I hate to agree with someone that uses the term “cyber bullying”, but you’re right that sPvP should include Elite-specs. On the other hand, can you really not spare the $25 for HoT? From your forum history, it seems you’ve been playing the game for years.
Dream Scenario
Hello, Tyrians! Big changes are coming to PvP Leagues for Season 6, and we’re excited to reveal what we’ve been working on. Our goal for Season 6 is single-fold: we’re eliminating passive-procs in PvP in an effort to create a more competitive environment. In short, expect to see major nerfs to automatic stun breaks like Tempest Defense and Retaliatory Subconscious and passive defensive skill traits like Self-Regulating Defenses and Defy Pain.
Sure, these nerfs will be felt hardest by players with less skill, but KITTEN ’EM!
Also, we took PvE Rewards out of PvP.
even if that means ruining their pvp environment
Bro, I think it’s time you find a new game.
https://forum-en.gw2archive.eu/forum/game/pvp/Disconnect-2/first#post6479245
“Victories after gaining desertion status will be granted assuming you are still connected at the end of the match after the next update.”
I lost 14 points the other day after a fail to connect on our team. We were 4v5 the entire match, and I still lost points?
Called up ArenaNet about our points and dude said they’re in the mail.
#CmonAnet
I dont do that, (well at least i dont think i do) but im currently in plat, was rated in the old solo que and team que. Played in a few AG tourneys and i simply take everyones comments and try to break it down.
Hey man, I feel ya. I probably resort to sarcasm on the forums more often than I should.
I completely agree with you though. I think we should have vastly more transparency in the sPvP game than we currently do. I was a great fan of the old Leaderboards, because we could compare ourselves to our peers.
I’d like to see our true MMR and deviancy, maybe a season summary at the end of each season loaded with statistics
I’d like be able to easily see other players’ Skill Ratings, win rates, main professions, etc.
I’d like to see infographics from each season for participation, breakdowns of how the player-base was distributed into the leagues throughout the season, current numbers of active players in Ranked Conquest
Basically, the more information the better – but I’m the type that oogled at gw2efficiency for probably way too long.
Great Change!
But while it probably wont affect me much (average Platinum Player here)
I agree with this guy:you have to make it per division . Lower divisions don’t play that much. Higher will if they want to keep their rank. So time deviates comparing the rank your in.
Players in Bronze and Silver usually are in Bronze and Silver because they just dont play that much PvP and thats why they are unexperienced at it
So a kind of decreasing requirement could work:
Less Games required the lower the division isI didnt give much thought in how to do it best yet…
But i think some way of making it less punishing/demanding for lower divisions would be good
Since probably 90% of Bronze players just wont play that much and you cant just make every bronze player land at 0 Rating xD
Within their Bronze Division they can be “competitive” with less gamesDoesnt mean there should be 0 requirement in Bronze like it is right now
Just less than what Legendary, Platinum need to do
I think a lot of people are confused about this. She said the Leaderboards have a minimum game requirement. Bronze and Silver players aren’t in the Top 250, so they would be unaffected by this change.
In order to ensure the league leaderboard maintains a display of healthy competition, we will be enabling a new minimum games requirement.
Excellent news! This is a change I think a lot of us were looking for in NA.
@ Evan … what about the bonus mmr per game when decayed ?
This exactly. Coming back from decay was discussed as a viable strategy for climbing through leagues this season. Will this be addressed for Season 6?
500 rating is too far, even 400 is. Anything above 250 should be scrapped, there’s a massive skill difference between someone at 2000 and 1750.
I’d rather see something less drastic as the player-base’s Skill Ratings come closer in line with their actual skill level.
I guess you have to form an opinion on how close the majority of players are. If most people are where they should be, then a drastic shift in league segregation could work. If they aren’t, then it might unfairly keep people in a league where they don’t belong (that works up and down).
And I’m still a little weary of starting new accounts (or players new to sPvP) at 1200. A brand new player most-likely doesn’t have the average set of skills that an active PvPer does. And I personally think alt-flipping is dumb, because gaming the system doesn’t help the developers.
ArenaNet definitely dialed matchmaking toward the faster queue times / less closely rated players for this season; I usually don’t wait more than 2 minutes.
I’d be willing to bet we’ll see a “shave” towards more closely rated players / longer queue times for Season 6. I’m behind a change in that direction.
The game needs voip.
I’d be really interested to hear ArenaNet’s official stance on this.
It opens up all new ways for us to verbally abuse each other, but it also lets a lot of players help and get to know each other.
It’s also really easy to just drop a discord link into /t before the match.
I think you skipped over the point of our (Exodore and I) conversation… He said Placements is a whole lot more accurate than I make it out to be. I was proving him wrong with facts.
I said in my original post that achieving an accurate Skill Rating takes about 100 games. Now who’s skipping?
I suggest you refrain from replying if you can’t follow the conversation we were having.
You’re not gonna bully me out of my post. I’m sorry the soft-reset and (maybe) unfair placement matches didn’t park you and a lot of people where they felt they belonged. But the system only works after people play dozens of matches.
I highly doubt we’ll face another soft-reset in Season 6, so you can probably relax.
I much prefer Overwatchs division split
I don’t think they divide the leagues. We’ve seen plenty of anecdotes in the forums about Silver players matched with / against Platinum and higher players.
ArenaNet stated they’ve shifted more towards the quicker queues than… hmm evenly matched queues for this season. I guess we’ll see a popular push for more rigidly segregated leagues, even if it means longer queue times.
I’m sure some people remember S1-4 queue times becoming nearly unplayable after reaching the higher leagues.
Placements placed me no where near where I was suppose to be (Plat Division)
But you got there. After about 100 matches, your Skill Rating more closely aligns with your Matchmaking Rating.
I hit Legendary in S2 through S4
Translation: I played a lot of games. I don’t think anyone agrees that’s a smart measure of your skill.
That was one game at my doing, but I’ve had plenty where I was one of those 3 allies just tryin to play the game for the win. Completely out of my control and completely unwinnable and THAT is unfair to a personal skill rating for anyone regardless of division or skill.
Bro, you stated a complaint about bad players and admitted to being one on purpose for fun, in the same breath.
I think your Skill Rating is accurate.
It’s not a reflection of your best intentions, when you feel like trying. It’s an estimate of future performance, based on past performance.
In your case, inconsistent at best (or average, being generous). I hardly think that was your first, or last, afk.
If you consistently support your teammates more than you don’t, you’ll rise in Skill Rating.
I guess you just have to ask yourself why you’re so emotionally invested in a PvP Badge from an MMO. Is getting that Platinum or Legendary badge really so super-duper important that you’re willing to purposefully set out to ruin a group of people’s experience?
Excellent insights into what has been one of the toughest match-ups for me since 2012! I learned a lot.
More public player information would be great, but let’s be honest.
We’d only use it to shame others:
“You’re only T3 Silver. Anything you have to say is moot. I’m Platinum, look at me.”
It’s 5v5 and you can’t queue with a team but you are rated only on team performance. That’s 80% of the effort and decision making on your team that is entirely out of your control. That’s 80% of your rating that is not derived from your actions.
This is the argument that just about everyone (myself included at times in the past) deploys when they’re dissatisfied with their Skill Rating.
It takes an exceptional player to consistently support their team through wins. Only those players (as stated, the top 10% of thousands of players) rise out of the majority of the player-base into Platinum/Legendary.
These statistics and ratings are derived from aggregations of experiences. You can’t get a few bad matches and cry, “Foul! ArenaNet isn’t supporting my belief that I’m better than everyone!”
I think the average player is way more willing to poopoo on their teammates for mistakes and cry “MMR is broken, I didn’t get good teammates again!” than they are to examine their gameplay and get better.
If you consistently support your teammates more than you don’t, you’ll rise in Skill Rating. I think the numbers prove that. I think a lot of the stories of climbs through the rank support that proof.
Example- I have a 1300 rating, i go on vacation and am gone for 2 weeks. I receive -700 from decay.
If you’re willing to take a two week vacation during the season, then you’re not really serious about PvP. So, the Bronze SR accurately reflects your level.
#AirTightLogic
Also, sitting at 1300 – you’re pretty much an average player.
I think the biggest complaint with the current (and in my opinion way better) badging system is that only a few players get the shiniest badges.
I don’t like the idea that if you’re average, you can get silver. Being slightly better, you’re gold. You have to exceed top 10% just to get platinum, I think the gaps are just too far.
“It’s not fair that only the top players get the top badges.”
C’mon guys, do you really all want participation trophies? Doesn’t that completely remove the prestige of earning the top badges? Maybe there are ways to game the system, but let’s tackle those instead of taking steps back to S1-4 where everyone could grind to Legendary.
It’s not really Legendary if anyone can get it.
What’s a bilis?
Do you know how this chart scaled decayed players because it looks like it decayed a player and he played 1 match and said no more for me.
It’s unclear whether gw2efficiency registers decay when they provide the stats; maybe someone with decay can check their account on that site and see?
I’m still not sure how much decay affects the statistics. I would figure the majority of players with higher Skill Rating are active enough to not suffer from it.
Then Anet simply needs PvP rewards for the PvP players.
I agree with you 100%. The BL Chests started to include Guaranteed Wardrobe Unlock items that thematically agree with the original sPvP rewards which really only unlocked skins and finishers (you know, sPvP stuff?).
I think a return to that reward philosophy would be a good compromise, going forward. All players would be happy to get more skins, but I think most dedicated PvPers aren’t really interested in crafting materials, etc.
Thanks for taking the time to share your experience; I wonder how many other new players share it. This really highlights the need to improve the “new to sPvP” player experience.
I think veterans of the game easily forget that they were clueless at first as well. Since the game is in its fourth year, a lot of us assume everyone should know what they’re doing.
gw2efficiency.com pulls data from around 24k accounts and shows that as we near the end of Season 5 the average account sits right around the stated average Skill Rating of 1200.
The top 10% of accounts cited are Gold T3 or higher, the top 1% are Platinum T3 or higher. I feel like the rating system in aggregate is working as intended.
Maybe the only people who post their API-keys to gw2efficiency are PvE Carebears. Maybe polling EU/NA accounts at the same time, in the same group affects these numbers. Placement probably still needs some tweaks.
If these numbers are representative of the player-base as a whole, doesn’t that mean the leagues represent -in general terms- the skill level of each player? Does it make sense to believe that the average player sits somewhere in Silver League?
A popular EU Thief Streamer said online the other day that Skill Rating is usually accurate after about 100 games. He also said Ranking shouldn’t apply until after about 200 games.
I agree with him.
Sources cited: gw2efficiency.com, wiki.guildwars2.com
Also easily distracted by the shiny map mechanics.
I laughed too much at this, because I read it in the Skritt voice.
Can the mistakes of a single individual guarantee the defeat for the whole team?
Entirely this.
I think the biggest problem with Guild Wars 2 Conquest is that one player can indeed throw the match for their team. If we had gametypes that didn’t so heavily rely on all five members of a team being at least semi-competent, maybe we’d see less frustration.
Deathmatch
8v8 Conquest
1v1 / 2v2 / 3v3
I know it’s a pipedream, but hey. What are forums for? I guess my solution to the It would dilute the community issue is to follow Overwatch’s model and just randomly select the map/game for people in the queue. Could even promote build diversity — what even is that?
Something is seriously wrong
The QQ in here is hilarious. You snowflakes just need to…
I would abuse the kitten out of this feature. Even when I’m wrong, I still blame everyone else on my team.
Lets be honest and realize that technically you don’t need anything in sPvP. Therefore there should never be any rewards of any type and sPvP players should just be copperless toons in starter gear.
You forgot about the rewards system at launch (inb4 memberberry) where we got skins for our lockers and certain skins held prestige, because they were linked with the PvP level grind that used to be an actual grind.
I memmmber the first time I saw a Shark finisher, because we faced Good Fights in a team queue and freaking out, because it was so awesome and they had coordinated bursts we’d never seen before.
Btw, gw2 efficiency only use the data of the people registered there?
Yes, it is not the complete database of players. Only anet has that.
gw2efficiency is pulling data from 24,550 accounts for PvP League Rating statistics; don’t you think that’s a large enough sample size to deduce trends like OP is attempting?
One great thing would be if players had access to MMR before / after a match and players in that match via the API. We could then see what the hell is going on a lot easier. There has got to be a reason so many one sided. BLow out matches are occurring ATM.
Do you think players would feel any incentive to try if they knew they were destined to lose pre-match through a shown rating system?
Maybe showing the before / after ratings, team average MMR and win/loss prediction from the system after the match would help some people feel better about how the system works, but telling people they’re in a game that they should lose doesn’t seem like it would work with this community.
I’m not saying everyone would AFK, but I know I’d feel super frustrated running out of the gate into a kittenshow mismatch.
These statistics are really fun to scroll through, and I wish ArenaNet made more of them available through the game. If I got to visit their office in Bellevue, I’d only want to see the seeeeecret data they have about player numbers and true MMR.
Great catch, thanks for posting!
I missed the Wide Rim Glasses the one time they came back while I was on a break from the game. My hipster beard is so incomplete…
Thanks everyone for replying, even the haters.
You were right, I’m missing the normal distribution instead of uniform distribution.
So, let’s adjust. Still assuming a range of 600 to 2100 and an average of 1200. The top score is view-able on the leaderboards, the low-end is assumed and the average was stated in devnotes during the “soft reset” of the MMR.
In a normal distribution, if the mean is 1200 and the top end is 2100, the standard deviation is 300. Since the top 250 players fall into the range of 1749 to 2108, we can place them a little less than 2 standard deviations away from the mean.
That still means the top 250 players make up around ten percent of the active player base. And since we’ve seen a lot of alt-accounts taking advantage of the MMR-reset…
I’m still right. There are only 1000 PvPers. #AirTightLogic
I did some maths. Feel free to rip me to shreds if I’m wrong, but here’s my work.
I figured a Skill Rating range of 2108 (the top ranked account) and 600 (conservatively figuring the lowest, though my lowest friend is at 959).
The top 250 players range from 2108 to 1749.
So, I took the difference of the two ranges, 2108 minus 1749 and 2108 minus 600. The range of the top 250 players and the range of all the players.
Dividing the difference in the ranges, 359 over 1508 is 0.238.
If 250 players make up 23.8% of the available range, that means there are only 1050 active players. This doesn’t account for alternate accounts.
Am I missing something?
We’re all sick of the “broken” MMR, but there isn’t a clear solution out there, until now. I think what it ultimately boils down to is that we DON’T want to play with toxic players, quitters, newer players, or unskilled players.
If blocking another player made queuing with/against them impossible we could see a real drop in saltiness. The added bonus would mean that super horrible players and quitters would see their queue-times increase exponentially as the system struggled to find ANYONE for them to play with. They’d quit eventually, and the community would be better for it.
I genuinely don’t believe that reporting quitters, AFKers, or toxic players leads to any action against anyone. If we could block the people we don’t want to play with, and it actually worked, we could all see an improvement in the games we get into. And truly negative players would be ostracized into obscurity and hopefully leave the game for good.