Somehow the top players seem to know the “next likely move” of all the other classes and builds they typically face.
Another thing seems to be: top players do not generally look at their KEYS. They look at the screen at all times in a fight.
You must be closely watching your opponent to see the little animations that the opponent does before using a skill…and you have to be able to instinctively counter that skill or dodge. If you are looking at your keys, you miss it and get hit…or destroyed if it is a big CC combo and smash.
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Thanks, AshinDreidon.
As more (but a minority) of people team and group now, are the queues getting longer and longer?
Are there mostly a few winning teams playing, and waiting to devour soloers?
If all the solo people go to hotjoin, will the teams have long queues anyway?
Can we add a Solo Q that is all 1×1×1x1x1 vs 1v1v1v1v1?
You are really asking “How good am I compared to everyone else”.
People with high MMR would agree with their number.
People with low-side MMRs would tend to say MMRs are incorrect. 
I tried a dual-pistol glass/stealth thief that could hit 12-15k in 10 secs that I would use to help team fights. I would also throw poison/weakness on mid fights. Then I’d be off to cap something open.
Is that helpful? I suck at 1v1.
Thanks for the thoughts so far! I am learning a lot reading this thread. I am sure others are as well.
Thinking of a far point holder/delayer to help the team at other points.
Staff with super heals and toughness, great condi cleanse? Is that the ticket?
Any build/play suggestions from the experts?
It’s not listed in the algorithm they posted, as far as I know.
Would a full heal and toughness staff Elementalist with great condi cleanse be able to hold a point 1v2 for quite a while?
Brannigan,
I get it about the wait.
But, blowout matches where you crush people who do not know what they are doing?
That’s the PvP version of taking your level 80 PvE and questing in level 10 territory. Seems embarrassing to view it as actually, you know, playing sPvP.
What build can hold off the most people for the longest time, in general?
Still a guardian? Turret Engi? Regen ranger?
I am considering trying a far point “time-waster” to help the team on other points.
There is a guy who is 13 and 22 that is #10.
Losses on this leaderboard are too generous.
Depends on who you lose to.
Small number of people in the queue, ya gotta eventually put somebody together with somebody.
Here’s the thing too. Right now skilled, low MMR players will probably surge ahead because they’re winning matches they’re not expected too. Eventually when MMR adjusts, their scores should stagnate, and only players with consistent high winrates and high MMR will succeed.
The balance between win rate and games played on leaderboard rank just can’t be analyzed until some time has passed. Way too soon to pass judgement.
MMRs have been “adjusting” for a couple of weeks. There was a big surge in playing for the first 7 days or so, and then when matchmaking was greatly relaxed, it seems people stopped playing as much.
But yes, if the MMRs are not really a strong predictor of your ability, then we’d see ladder point totals that do not make sense:
1) the “expected win” calculation would be a weak predictor, and 2) the ladder points would then be awarded incorrectly.
How long is this test season going? Until February? It will be interesting to see what we learn.
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You always get at least 1 point for winning, and lose 1 point for a loss.
If X top team had played 15 matches and losing none, they would be rank 1-5.
I don’t get the point of your post, if nothing it shows how flawed the system is.
Well, look at Cover Girl. She’s been getting more than 1 point per win, clearly.
I find it so interesting to see how the new system is grading people’s skill.
These people are consistently winning matches that their team is expected to lose, I guess. Mostly they have wins.
None of the typical names appear in the top 10, unless I am missing someone well-known.
It looks like you cannot climb the leaderboard fast just by crushing people you are expected to crush.
Maybe some of the top players would do better playing solo and carrying weaker teams? Just sayin’
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Win/Loss is not relevant when you can be placed against teams where your team as no reasonable chance of winning.
It’s like we had brackets but they are all mixed into one.
We’re currently playing “cross bracket”, meaning platinum bracket teams are sometimes matched against bronze level bracket members.
So win loss is not relevant under this system.
Personally as a solo player I am going to wait until peak playing time. More people in my “bracket” to be teamed against.
Right now it’s going to be the premades “workin’ it” for the leaderboard, I would guess.
Dishonor. Credits you with a loss, I believe.
I think its questionable that longer queue will improve the quality of matches in any meaningful way because you can’t be matched with what is not there.
Yes, true. But lets just say that 2 or 3 minutes is better than 21 seconds and a blowout.
Counter is probably not the best word, but as anyone who has played this game for any amount of time will tell you after a kill or team wipe what have you, people are predictable to which place they will go, I try to go to the last place they think anyone would be dumb enough to go, it is a solo que thing sadly that is gone now and i will not be able to do that any longer
I see. Thanks for sharing your thoughts.
Again though: Win/loss record means nothing as long as the matcher tends to always give you games you can’t reasonably lose, or can’t reasonably win.
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I just play for fun, I play about 6 basic ranger builds from power ranger to traps and BM regen, I like pvp and I don’t care about winning. When i play i play a lot i frequently change builds and usually i try to counter rotate, to the dismay of many teammates. One note about leader boards, first it is not about winning it is about points, the system as it is now makes more and more difficult to get points if you win a large percentage of your matches.
Lexiceta,
Thank you for your thoughts. What do you mean by counter rotate?
Yes, I made a special note to remind people that win/loss is not what the ladder is all about, since the matches cannot be made even all the time.
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Win/loss record means nothing as long as the matcher regularly gives you games you can’t reasonably lose, or can’t reasonably win…and tends to be on the “win” side if you are top skilled and play with a top skilled team.
I mean, what value is a college football team’s win/loss record if they played against 8th graders?
That’s why points are awarded for losing, but not losing as badly as expected.
Sure, more experienced players ALWAYS win in matches against people who do not yet know how to play Conquest, or play their classes well.
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Why is there such a large emphasis on effort! Why is it that someone who has 3000 games played with a 40% win rate can be higher on the leaderboards than someone who has 1000 games played and an 80% win rate! It doesn’t make any sense at all! It defeats the whole concept of a leaderboard!
Wahoo! Bye frands!
Because the 100 games and 80% win rate might not be from their personal skill as much as 1) the teams they played against, 2) The combined skills and communication of the team they played on.
Everything in the GW2 scoring for the ladder takes into account that as a solo player especially, you WILL be put into matches on a team that is EXPECTED to lose.
If the matches were always more or less even, with everyone on voice communication (or not on it), then win rates would mean something.
I do not of any scale that represent the “best”, it is kinda why you have tournaments is it not?
Lexiceta,
What are some of your thoughts about your #1 showing on the leaderboards?
What has your experience been? How many games did you play per day? What kind of teams were you placed on, and what was your strategy.
I congratulate you on your top position. Seriously.
And I would love to hear your experiences.
Yes, it would be nice to be recognized by teammates for a job well done.
“don’t put me against that player because I’m a 2 star playing and shouldn’t be facing any 5 star players”
Well, yeah, but strict matchmaking does that already. Right?
This is good news. Thanks.
The matchmaking system currently is very “loose” and allows most anyone in the queue to play against each other if that’s all the people who are available when it looks to create a match.
I’ll be interested to hear the reply.
But I doubt the scoring parameters change once the game has begun.
Interestingly, a leaver and an “virtual AFK” who is running around not participating… are the same thing.
If you could see exactly who was in queue, their MMR, and who they are grouped with, and who is solo and their MMRs…
It would all become crystal clear to you. You would see what the matcher is dealing with and how it “solves the problem” to create the matches.
If matchmaking was turned on, you would see the top teams waiting because no matter who they were lined up against, the quality of the match would be below the threshold and that match would be rejected. This would go on for a very long time as the lower MMR solo people played against each other in acceptable matches.
Personally, I suspect that the game design team has decided to favor teams.
That’s why they prioritized the matching for teams to not have very long queue times.
The combat system and the maps are designed for coordinated teams. They are hoping for ESports, and you have to have teams for that, not solo players.
Justin O’Dell is the person who just happens to be the guy that physically sets the matchmaking parameters. But he does what his entire team decides. And I think his team has decided to set the matchmaking to favor people grouping and teaming when the queues are small.
Only at peak playing time when the queues are full of a variety of MMR skills, will the solo people now find a good match (because the matchmaking will be more strict).
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Well, they give dishonor now for leaving your team 4×5 if you play using a computer that tends to disconnect.
So, sorry… you’ll have to just deal with it now.
When your computer connection disconnects you from the match, it destroys the chance of your team.
If you drove a car with unreliable brakes, and you had an accident that hurt others, you cannot blame your brakes for hurting them.
You chose to drive it.
Holy Hyperbole Batman!
This is a terrible analogy in fact it doesn’t even make sense because most of the time you have no prior knowledge of an incoming disconnect, and it happends sporadically.Dishonor for disconnecting is bonkers, awarding a loss and drop in ratings for a disconnect(EVEN if you win) is just Backwards.
We’ve been through this before in GW2 early last year. People disconnected repeatedly, ruined matches, and shrugged that it was not their fault, and EVERYONE on the team can suffer with them ‘cause they didn’t do it on purpose.
My analogy is about the principle involved. It’s not hyperbole.
And your point about prior knowledge only applies for the first disconnect. Arenanet hardly punishes at all for one disconnect.
When your computer connection disconnects you from the match, it destroys the chance of your team.
If you drove a car with unreliable brakes, and you had an accident that hurt others, you cannot blame your brakes for hurting them.
You chose to drive it.
“but if you check the blog post from anet, where they explained how the new system worked, i think you’d be good to go.”
If you read the blogs you’d see that they have basically turned off the new matchmaking because the queues got too long for top-level players and people grouped together.
They will be trying to turn it back on after the 16th. But in off-peak hours it will still be more or less turned off if the queue times for people on teams gets too long.
Gump, I agree. It turns people away from GW2 PvP who might end up being on top teams some day if they had fun, stayed, and worked on it.
Interesting post. Thanks.
Just tell us how many points we need to score I order to get at least 1 ladder point for the match.
Maybe the other team is just too strong to beat. But we can still work hard, for the point.
Yeah i agree with that – if you know your playing a team way more experienced, if u know this at the start, and know that u only need say, 350 to score a point or 250 not to lose any pts, you will be more determined to fight to the last and not afk
Yup. Makes sense.
Yes, if you are bunkerish, like a turret engineer, keeping them busy at far is a classic strategy.
I usually say what I am going to do, and ask who wants to defend home (if I am bit playing a defensive build).
I asked her what ranger build she played and she said she plays 7 different ranger builds. I never thought that it could be friends using the same account.
Here are some main points. Other people can chime in.
Let’s assume you are with a team that is playing to win against another team that is playing to win.
Every team should strive to hold their home point (the one closest to their base) for most of the game.
The far point is tough to hold because the enemy spawns there constantly and will just retake it as they spawn. Especially if you are not standing on it.
The mid point is the point that is fought over. Any team holding mid and home is getting all the score points as it ticks.
Always try to fight where your team has more people in the fight. If you see 3 of them fighting one of your team members, do NOT go to help. It will still be 3v2 and you are unlikely to win. Your team member is probably low on health already anyway.
These are the kinds of decisions you have to make constantly in GW2 conquest.
I use hot join to see how well a build I am testing can stand up to 3 or 4 enemy players beating on me.
Just tell us how many points we need to score I order to get at least 1 ladder point for the match.
Maybe the other team is just too strong to beat. But we can still work hard, for the point.
All excellent points. I’d like to see this as well.
Wait two more days. That’s so annoying?
butch,
The question is, why not set it stricter over the weekend.
Top players don’t even like blowouts.