“Why PvP gets Toxic”
Besides the fact that every competitive game mode is somehow toxic Gw2 PvP fails in two core aspects – match making and balancing. Everything else is just a follow up imho.
For me it was the best final to watch so far. GW2 PvP is not the best game to watch but I feel it is improving. There was not so much switching from one character to another in matches. Showing builds of players was way to short as always. Players builds should be available via a web site at runtime. There were differences to meta builds that you cannot spot in 3 seconds casters show them.
Every event there seems something “special”. This time all matches were centered around necro playing one of two signed builds. Though I guess the more offensive necro variant is no fun in soloqueue. Other interesting thing I noticed was the absence of warriors and guardians.
In my experience matchmaking is not able to create teams of similiar skilled players. This can be frustrating and promotes a toxic environment. One issue I see is that there is no class based MMR. Whenever I test a build with a class I rarely play (in unranked) I don’t perform that good. I think this is the same for many players and leads to the impression you get noobs in your team. Another issue is mixing solo and team play. I once played an evening in a PuG team. We were winning everything and I crossed a whole division (ruby) in one go. Now I am heavely overrated. when I queue solo. Matchups are bad no matter if I am the strongest or weakest player.
i mean some games i do great. then most games i get wrecked by everything. esp warriors. im talking ranked pvp here.i try everything i give it my best. i try my hardest and yet it feels like other classes dont need to try at all. i feel like im dragging my team down.
Same for me. I already complained in another threat. If you play necro all time you will notice quite some deterioration in pvp.
Exactly my thoughts. As seasons started there was no issue because chill application and uptime compensated for weak death shroud more than it was balanced. Also shouts (rise in particular) were helping with scaling. First chill got nerfed which itself was OK but never got balanced. Now rise has changed in line with similar adjustments for other classes for the same type of skill. Together with amulett changes, persisting condition meta and all the buffs to direct damage classes (thief, war, guard) necro sustain can’t keep up anymore in PvP. In PvE this isn’t an issue. Get viper/sinister gear and you are doing fine. Without a PvP balancing team and low resources spent for PvP in general it will take ages for anet to do adjustments I guess. Warrior, Guardian, Thief, Necro (maybe all classes) where in the same weak state once and it took forever until they got fixed.
Not to forget that you weaken your team when playing necro. As free target you get down a lot. If your team mates try to pick you up it is a perfect opportunity for the opponent to concentrate damage. Even when winning it feels bad if your team had to carry you.
I have been playing necro in solo queue all seasons. It gets worse from season to season. You need support of a team because hp pool and death shroud don’t offer enough sustain after all the balancing. There is still condi spam and now direct damage comes back again as well. In most team fights you are target number one. Especially when the game starts. The fact (for example) that you don’t have any death shroud pool at start for a long time now shows that anet does not look into tweaks for necros.
This would have been an easy fix to help with the always focused at start problem. Having no pool is even worse than having blocks, evades, invul on cool down for other classes imho.
Kiting as a necro is not that great either as most other classes (if not all) got more mobility.
Warrior with all the cc, resistance and high burst damage -> no chance. Druid just outsustains you. Thief evade, evade, evade, damage. Revenant deals insane damage – similar to warrior. You are death before you can corrupt or apply your own pressure. I have not that much experience with guard. But I guess the new guard can outsustain a necro easily as well.
Sure you can play and win half of the matches as average guy. But it is less fun from season to season. Sometimes frustating if you see how weak you are because you have no options for counter play to almost all other meta specs.
The only thing you can do atm is to join a team that has a dedicated babysitter for you :-).
(edited by Marxx.5021)
If you solo queue you are out of any meta. As necro you get focused most of the time. Without support of your team you are a free kill. No mobility, no damage output, no sustain – the only strength is corruption. But a death necro does not corrupt anything.
For me this is the worst PvP map. It is to big and lags options for positioning. For a solo queue necro its just bad because you get easier focused down than on any other map.
You can do TT daily (EU: ts.gw2community.com). It is done 3 times a day and rarely fails.
You don’t need to know anything. Just listen on TS and do what they explain.
Started the season in Sapphire
Played only solo conquest (a few games with friends)
Alternated between Necro and Ele (about 80/20 split)
Played more than 400 games, highest was diamond tier 7 4 pips
Win percentage 50%
Longest loss streak 4-5 games, longest win streak 10 games
Worst season for me by far. Many unfair matchups, more than half the games were blowouts, AFK people, toxic environment, some bugs some cheaters (teleporting around) but no way to report (anet does not care i guess).
Class balancing has improved. Though no build diversity, no real pvp balancing, no new maps → no love for pvp in general.
I don’t think HoT ruined GW2. It is different because HoT maps are more replayable compared to the maps in the base game. This means it is a different gaming experience which not all player can enjoy. Another problem is the grind. You have to do the same things again and again. To much is based on gathering materials by harvesting instead of really playing content.
Lol and just as prove. My group 2 teams and me with players as low as ruby. Opponent team all legendary. Result: outnumbered in every fight because of a bad start. GG match making.
Another issue with matchmaking is that allows friends to queue together in ranked even with mmr as different as it could be. There are lots of such minor flaws in the system. Class stacking, balancing, mixing pugs with teams, bugs, afk ppl – you name it. In sum the whole pvp is unpredictable → not fair → often no fun when you queue solo.
Anet spends a minimum of resources to PvP – maybe in line with the amount of PvP players compared to PvE. More report options would only make players feeling a bit better. But as there would be nobody to check and investigate there is no need for more options.
One match after another thrown into matches against premade teams of 3 or 4 as solo player. And one match aftert another its a lost match. This unfair matchups aren’t fun. Knowing that your sh… system keeps this until 50% winrate is reached makes it even worse.
It just shows how few are left to play pvp. As a solo queuer I log off after the second blowout in a row from facing premades. Not worth my time I guess. GG Anet.
Matches are not fun when you have to play against a 4 ppl premade team with the highest of your opponents even one division above your pug highest. These frustasting matches end up with total blowouts. I just don’t get why anet implements bad match making on purpose. Highly uneven matchups don’t satisfy anybody.
Going AFK is also a result of match making as implemnted, If a real amber/saphire (level) guy teams with its legendary friend anet treats him as legendary player. Well that was easy to implement I guess.
It is 41% total. 48% for the season. The point is even though I have a less than stellar overall win rate lifetime, the system didn’t prevent me from advancing this season. I have spent time looking at what I can do better, and what people that are successful do to win. I am by no means a great player, but I have made quite a few changes in how I play, the builds I run, and how I play the maps.
Exactly the same for me. I made it into diamond with less than 50% win rate. I also adapted a bit how I play and improved my mental attitude. And I changed the time frame when I play from late afternoon to evening. The result was diamond with a win streak of 10+ matches after beeing stuck in ruby for the whole season.
Nos uses “Master of Corruption” instead of “Path of Corruption”.
Wrong forum. Balancing is done by PVE guys with slightly different priorities ;-).
With so many lost matches you wont get good matchups in my experience. Even if your opponents aren’t that good either I doubt you can progress solo. If you really want the wings you have to find a team. Improve yourself is always a good advice. It is just that you would have to improve so much that you could carry bad teams. This is not going to happen as average player imho.
I don’t think there will be any change with matchmaking. It is working as intended. And if not who cares. Apparently anet does not …
It would seem there are simply not enough players available. Only real solution is to do match making based on mmr only. But I can’t imagine anet wants to spend resources on a rollback to something we had before leagues. On the other hand doing nothing will cause even more players to stop queueing.
I think ranked is not that enjoyable because of the league/pip system. It would be faster and more balanced if the system would match similar skilled (mmr) players from the pool of all players queued up. And it should create only matches where it thinks both teams have about 50% win chance. And even with such basic rulez blowouts can happen caused by bad team composition and mixing solo and team queue.
They were in 11 pip range. This mean you are low in saphire and they are high in emerald. Marxx this saphire team was scaled up to their ruby friend. This prevents legends queuing with ambers to farm saphires. Go improve yourself guys !
This is neither a solo/team queue nor a pip range issue. I understand that the highest player league/pip value counts when a team queues up. I was low ruby with diamonds in the matchup. So pip range was at least 22 which is fine. What is an issue for me is that MMR doesn’t really count. Our class composition was OK but we were dominated in every aspect. There was not the slightest chance on keeping up. There is no point in “improve yourself”. There will be always better players. If the system rates pip range that much higher than MMR unfair matchups are a result. If I watch pro league players on twitch playing in ruby with another account after another I can see that the whole pip based match making is garbage.
Close matches eh? I really have played more than enough games that should allow proper match making. Matchups like this in prime time shall tell me “there is no place for you in GW2 PvP if you are an average player without team”. Well I got the message. Just took me a few games to realize :-(.
Necro is also weak in PvP. Normally the first target to get focused down because they have no sustain.
I think Reaper is very strong, but I was able to start beating it when I changed to long-bow on trap ranger. The thing is I have to land my full burst multiple times to kill one (takes a while), while most seem to be able to pretty much two shot me if I get caught close when they go reaper mode: actually that seems to be a theme with lots of HoT specs- high defence, high damage, brainless auto-procs, and lots of aoe spam.
Killable, but definitely not a free kill like most of the rangers I seem to come across.
Druid has more sustain than core Ranger I think. Though thats a problem with all professions having elite specs not ballanced with pre HoT specs.
Necro is also weak in PvP. Normally the first target to get focused down because they have no sustain.
why did you remove the chill damage and give us some kittenty bleed dmg instead. Necro been kitten since the start and when we finally got some dps you render us useless, way to go.
Warrior had to replace necro this season. This is part of the compensation for a weak season two they had.
After map selection before entering the map a window for another match pops up. Result is dequeue and dishonor.
There are not enough players that progress quickly into higher divisions I guess. Last season you could get to legendary division even as average player. Now for many (solo) players this is not possible anymore because of the 50% winrate. I would take myself as a sample. I have played 150 matches this season with exactly 50% winrate. I have reached ruby tier 4 and thats it. I think more than 95% of all players are average or bellow. So I guess you have to wait a bit more until more average players progress further ;-).
So based on this logic, I’m supposed to wait another 2 weeks for more players to grind their way up?
In what way is that fair or reasonable to me or other legend players? We have to suffer so others dont get salty when they see a legend in their game?I understand that there can be a massive skill difference between an actual legend and say a ruby. But that doesn’t mean I should have endless queue times.
I wouldn’t mind to see legend players even in ruby matches. The search algorithm just seems to have a limit in how far (divisions/tiers/pips) it can find players in a reasonable time. For sure this should be addressed somehow. But if only a few players have such long queue times it might not get any priority to solve.
There are not enough players that progress quickly into higher divisions I guess. Last season you could get to legendary division even as average player. Now for many (solo) players this is not possible anymore because of the 50% winrate. I would take myself as a sample. I have played 150 matches this season with exactly 50% winrate. I have reached ruby tier 4 and thats it. I think more than 95% of all players are average or bellow. So I guess you have to wait a bit more until more average players progress further ;-).
Matchmaking is not broken. It just got worse – as intended. Last season you got matched with similar skilled players in one team. This is gone. Maybe its better for beginners and bad players now.
One season warrior sucks. Another season warrior is OP. Anet has no clue how to balance classes.
Match making got worse for me. Half the games you get a decent team. The other half you have to play with beginners. Those are the games that can end up 0:500 or 8:501 for example. This is maybe in line with a 50% winrate. I wouldn’t call that an improvement.
Playing unranked is no fun because of match quality which is just poor compared to ranked. There is no PvP specific balancing which I think is a problem. Matchmaking has issues that it does not really resolve like switching classes at any time or mixing team and solo players. As for esports the game lacks key features such as replay functionality or a fun to watch mode (to attract more players). I don’t think Pro League is a problem as it is part of marketing. But not spending enough resources for better balancing, new PvP maps or improving the core game (build templates, replays, statistics, leaderboard) is.
Core issue is a not exisiting match making caused by merging teams and solo players togehter. Not considering classes doesn’t help either. The result are onesided matches.
As long as match making does not put players with similar skill together there is no match making worth the name …
There is no working match making in this game. My last match ended 0:520. And yes we tried. Getting such a result is simply wrong.
For me its more fun than before at the moment.
Same experience for me. Sapphire division last tier. I win “only” 30-40% of my games which results in getting stuck at that tier. Sure there are games I could perform better. But most lost games are because of team composition (daily) or judging teams to strong or to weak. As a solo player it is frustating that the matchup algorithm decides the outcome of almost all games no matter how good or bad I play.
I rather spend 700 gems for a shared inventory slot than another outfit. However I also think there should be some form of compensation for no longer required acount bound items. It should not be a refund but maybe a selection of other trading post items to choose from. After all the trading post is a good way to support anet. The company should value customers who show its support and dedication to the game by using the gem shop.
You cannot expect “good” matchmaking at the moment. Players try new builds/classes after HoT release. There might be issues with overpowered builds and/or adapting to it. You can even switch classes and builds at any time by logging in another character. How could a matchmaking algorithm handle that? It cannot.
For me there is no fun anymore since the mmr “bugfix”. My win ration went down to like 20%. Considering I have not reached 50% yet I am supposed to lose another 48 matches. No matter how good (or bad) I play the mayority of teams I get has no real chance to win. This is rather disapointing to say the least. Even more if those marketing guys of anet see PvP in great shape. So I don’t expect any improvment either.
I have to agree here. PVP gets worse with every patch.
I suppose match making is working as implemented. As a solo pvp player I see match quality is deteriorating quite a lot. There are so many games now with players that do not match in skill and experience. Either you have an easy win or you lose pretty hard. In the end it doesn’t matter how you play which is somewhat disappointing. I think pvp in GW2 is not for solo players anymore. Maybe it never was and it just requires a “few” games to realize …