thanks for the great response. Just to clarify, I didn’t buy 60 golds worth of exotics. These were all drops or things I got from the mystic forge. My plan moving forward is to Sell my rares, not drop them in the mystic forge and then buy cheap exotics at about 1 gold or less.
In terms of the BLSK, I’ve only gotten one in my daily chest. I’ll use it strictly for exotics if I do get one. At some point I’ll have to sit down and do the math as to whether or not its worth it to buy them from the gem store at an approximately 10:1 gem:gold ratio.
To safe you some time: As I have written earlier in this thread, it is definitely not worth it to buy BLSK from the trading post. If you need dark matter urgently and don’t have a BLSK available, use a mystic salvage kit.
This is my conclusion from 100 BLSK vs. 100 mystic salvage kit uses on level 80 exotics.
Can’t provide you with precise numbers though, as I did this about half a year ago.
I’m sure there are some trading bots in existance, but I am also sure that there are much more people playing the market (or at least trying to) than one would think.
There are certainly a few exceptions, but most people won’t get rich by the trading post as is always claimed here.
Then there is a whole bunch of people that think they are smarter than they actually are (usually the donators of profit). E.g. people that always undercut, no matter how the niche market they are participating in looks like.
And then there are just quite a few casual traders like myself that fill the time waiting for a dungeon run, a world boss or a pvp match with some trading.
A couple hundred fractal runs.
Not one fractal skin.
But I’m being extremely well compensated for it with a bank overloaded with rings and ascended boxes with useless stats, so I’m thoroughly happy.
More updates/new profession:
I don’t think that you are aware how much effort the introduction of a new profession means. Furthermore, weekly – even biweekly – updates are simply not possible unless they are very, VERY small steps. They actually had this and most people didn’t like it, so they decided to change it. There are various official statements about this.
New game mode:
I fully agree with you that new game modes would spice up things considerably, although I can’t vote for any of your suggestions.
Transparency:
They have a rollout in China, so there are resource contraints for obvious reasons. I mean no offense, but I really think that you have no idea about the effort for such an enterprise.
More events, sponsors etc.:
The eSports ship has sailed. Given that we consider there ever was one…
From my point of view, there is one thing that needs to be addressed urgently for pvp, and that is a new game mode. Something to break the mold.
Just my two cents though.
You don’t. You open the chests. Done.
Or you choose 1 or 2 paths to reduce chest variance – from a gold-farming point of view, there clearly is a best path anyway.
1st note: Spamming one button won’t win you duels against any remotely decent player.
If a built is easy and effective, surely people will play it. This means you can dedicate more of your attention to the enemy anticipating his skill usage, positioning etc.
Basically, I attribute the bunker meta to the sole existance of one game mode – conquest.
There is no attack/defend-map, no capture-the-flag, no payload etc. (2nd note: I would love to see a map in the style of SWTOR’s Huttball or a “mmo translation” of TF2’s Badwater).
I do not know why they don’t add other game modes, as the eSports ship has sailed quite some time ago anyway. That would certainly shake up the bunker meta too.
D/D eles are strong again. If you consider it not viable in pvp, it is not the class that is lacking.
The materials should not be sellable, adding them to the wallet would be nice, but most of all I would like to get some conversion options for dragonite<>bloodstone<>empyreal to make ascended stuff somewhat less grindy.
I highly doubt that this is ever gonna happen though…
To put it politely: Thinking that the gem to gold ratio and vice versa stays untouched by Anet is rather naive.
I can’t help it, but to me the OP seems to be one of the kind that gets burnt by a hot coffee cup and then complains that there was no warning sign on the cup that it was hot.
Yet he refuses not to get burnt again by being careful but insists on getting a warning sign on the cup, as it is not his fault for being careless but much rather the coffee cup’s for being hot.
Ascended zerker for pve and wvw zergs, an optional exotics carrion set for small groups in wvw.
Use BL salvage kit for the exotics, as the salvaging rate IS better than with mystic/master salvage kits. Do not buy the BL salvage kit from the TP though, as it is not worth its costs.
Salvage spare exotics from dungeon runs.
If you do some smart buying from TP, you can buy exotics for very little too (as mentioned in above posts).
I wouldn’t call a win ratio of 55%/60% “most of the matches”, but perception is subjective as we all know…
U know that 66% already suggests you won twice as often as you lost?
Given the insane matchup lottery that would mean already you are extremely good.
Once a statistically relevant number of matches has been played (lets say >100, more is better) >60% is top 100 worthy.
If you seek the leaderboard a player having >100 matches and >70% is a very very rare occasion. Most of the top ones have something between 55%-65% .
Do you know that 55% =/= 66%?
But let’s be real here in acknowledging that the leaderboards for soloQ are utterly free of any value. For teamQ it is merely an indicator if you are part of a good team or not (which of course consists of good players).
Leaderboards that actually would have full teams ranked would be much better for obvious reasons. Will not happen though, as teamQ is soloQ v2.0 for most of the players.
To sum it up: SoloQ is lottery and means nothing. TeamQ is only relevant when the ranks start to fill with people playing in full groups.
For my part, I can’t take any GW2 pvp ladder serious as long as Anet keeps the variables in the calculation scheme hidden from us.
I win most of my team and soloq matches so I never experienced this problem. I would suggest choosing a more viable build and adjustic your tactics in a way that will give you more chance to achieve a victory.
I wouldn’t call a win ratio of 55%/60% “most of the matches”, but perception is subjective as we all know…
please that is no excuse not to have them. if they were serious about the clipping they would fix it.
You clearly have astonishing technical background knowledge.
Actually, the farm servers are a good thing, as weird as it may sound.
People only interested in ranking up and getting ahead on the reward tracks will go there. The reward tracks are limited for custom arenas and rank doesn’t really mean much.
I prefer designated farm servers very much to the possible alternative of having people from there move to “real” matches just to stand around.
So much crying about afk’ing. Maybe sometimes people should ask themselves if there is a reason for someone to go afk. Hasn’t been a problem before the patch, aka before the great new player influx.
Necromancers not being in top tier tpvp does not mean in any way that they need adjustments. Almost all pvp happens outside of top-coordinated groups and there the necromancer is still strong, especially the MM (for obvious reasons).
There are threads that address this issue.
Keep in mind that it is MUCH easier to make gold now that it was a year ago.
Therefore getting the gold is for the trait unlocks is rather easy.
The new traits unfortunately suffer from the megaserver system in a way that almost all temple events you can do for them (instead of buying the trait) are constantly not available.
Note: The intention of purchasing the new traits is to get pvpers to try some pve, but I disagree with this decision by Anet and think all traits should immediately be free for pvp. To me, it feels a bit like the grindy approach to ascended gear.
TL;DR: There are threads, but why bother? Nothing is gonna change anyhow. /fatalism
The AI damage is currently out of line, therefore you will get hit extra hard by those professions (e.g. mesmers). There already is an official statement on this by a dev.
For starters, I would recommend MM necros, as they are very easy to play decently.
PvP has a steep learning curve, so you might lose quite a lot at the beginning.
That is absolutey normal though and nothing you should be worried about.
You should also have a thick skin, as people tend to get rather emotional during or after matches.
The megaserver works fine.
Given that you factor out horrible lags for players with rigs that ain’t up-to-date.
Given that you factor out that megaservers punish alt players with dragonite shortage (no more golem farming with alts).
Given that you factor out that doing temple events is nothing but a lottery now (is it open? is it closed? is it open? …)
Given that you factor out all the other issues mentioned in all the other threads.
The megaserver works just fine and is a great improvement.
Given that you factor out everything that is wrong with it.
Reporting for afk’ing has been discussed quite often recently.
I do not think that it needs yet another thread.
If you search for it, you will find plenty of other threads to add your comment to.
Afk reporting should not be implemented as it opens the door to massive abuse.
Going afk sometimes is the better solution. It is legit. It should not be changed.
From my point of view (as I have already mentioned in various other threads), the main reason for the somewhat toxic environment it admittedly currently has is that new and veteran players are thrown together. This just doesn’t work out.
The matchmaking needs rework. E.g. mixing a rank 10 with a rank 80 is just not right and most likely a bad experience for BOTH sides.
The way it works now I feel that the only thing that keeps players from moving away from pvp (to a large degree) is the rewards.
It does seem that mesmers do significantly more damage since the patch.
I played against them with a slightly modified bombardier engineer build and I get much more heat from them since the patch.
Quite frankly, I waved it aside as a new fotm build incoming which required some adjustments to counter it as I haven’t really noticed any difference from the other pet classes.
But it might be that some sneaky damage adjustments went off the tracks.
Both maps are fine and bring a much-needed change to the other maps.
It is a l2p issue. Nothing more, nothing less.
The new map is the fine little braindead slashing you might like.
Pre-patch info:
In an ideal setup scholar runes were better than ruby orbs.
I think Nike from DnT did some calculation on that quite a while ago.
If you pug, I’d stay with ruby orbs unless you are very confident that you can keep your health above the threshold long enough.
Post-patch:
Maybe someone will bother to do the math, but I’d be surprised if anything really changed.
Ruby orbs are an excellent choice since pre-release and they certainly still are.
And they are by far cheaper than some runes out there.
Note: Those statements are only valid for PvE of course.
Not sure if this is the right thread for it and if even anyone at Anet reads this, but anyhow:
If you change between tPvP and PvE, you always have to change the equipped weapons.
This gets rather annoying for people like me that do some farming whilst waiting for another tPvP-match to open up.
Example:
You play 4 tpvp-matches in one hour.
You have 4 weapon slots to change before and after each match.
This results in 32 changes of weapons per hour.
Admittedly, this is close to a worst-case example, but even if it is a few changes per hour, it is rather cumbersome to have to change it.
Given that this was not necessary before the patch, it might be an oversight or even an intentional change.
Whatever it was, please change it back as soon as possible, because this really leaves a bitter taste to what is else a very good and welcome feature patch.
Bump for the potential new influx from the feature patch.
Pretty sure that next Tuesday, the Titles will be scaled to the same rate as ranks.
Meaning: Everyone that’s in the mid 50’s will become a Dragon, and a Legendary Champion title. (Score 14,973,500 points in sPvP)
(Ransacker -> Marauder -> Ravager -> Reaper -> Mist Walker -> Legendary Champion.)
So this means that we’ll all be catapulted right to the last title, in addition to Dragon.
EDIT: Please check my facts, I recall the Lesh Prince mentioning that the titles ‘would scale’ the same way, which is open to interpretation.
I think what joonasp is meaning is not actually an adjustment of the rank point requirements for the titles, but a bugfix for all the bonus rank points we received for winning spvp/tpvp matches. That leads to a rather high disparity of titles vs. rank if you compare it with hotjoin farming.
The overall rank point requirement for pvp titles will certainly change, as any other decision would simply be crazy.
As I posted in various other threads: I highly recommend shortening posts to the essence and providing a tl;dr.
This is just too long for a forum post to bother reading – no offense.
It would really help to shorten it – one good way is to check the first sentence of each paragraph (as it usually contains the message) and delete the rest – keep it short and simple.
Taugrim has a few posts on keybinds, one of them being about GW2 keybinds:
http://taugrim.com/2012/06/27/guide-to-guild-wars-2-keybinds/
Those keybind suggestions are for right-handed people of course.
Given your post I assume this fits – if you are left-handed, let me know and I will detail you my settings.
Note: Taugrim’s blog also has some other pretty good reads about GW2 and MMO’s in general.
A lot is practise, but at least for thieves I can agree that macros can help a lot to perfectly time your attack combo. Tried this about a year ago with my thief.
But I consider myself an old-school gamer and therefore deemed this cheating so I stopped using it. (Which again everybody could say, no way to proof anything.)
I use a razer deathadder for gaming, and using macros on it is ridiculously easy.
But there is hardly a way for Anet to forbid and execute controls for macro usage, so it will be used.
The reason why i play solo q is to fight skilled opponents in order to increase my skill, something i would never be able to achieve in team q ( mostly because i solo q even in team q) due to them playing with their teams, and also due to knowing that i wouldn’t be able to compete with my current “team” because we mostly play for the lulz and never really tryharded.
Now there are no more good players left in solo q, it’s pure desolation.
The outcome is totally random matches where there’s really no way even to carry, because current scrubs are even STUBBORN in their bad decisions ( mostly due to hotjoin habits).
it’s not really only about skilled players leaving, it’s more about people having no idea how conquest and rotations even works: aside the few ones who used to tryhard when this game has been released ( before quitting) and learned the game properly, newer players have no idea how to play correctly even after 50+ ranks.
There’s no new fresh air, no renewal.
This goes beyond the simple " good players leaving": if good players suddenly all left LoL i can assure you a new generation of skilled players would arise in less than a week.
This problem has deeper roots than this.
Speaking for EU servers here: I also mostly queue solo in team queue and I hardly ever oppose a full team. It might be 2 players of the same guild, but even that seems to become a rare occasion nowadays.
New players hardly ever listen. This is something not exclusive to pvp (try dungeon/fractal runs with new players – also a rather interesting experience).
I do understand this somehow, as there is no indicator if the person explaining stuff is actually knowing or just talking flat-out nonsense.
(By the way, this is one of the reasons why I think the possibility to view each team members rank at match start would help.)
And often it is not what you say but how you say it which leads to the message recipient not listening.
What I do think would be very helpful is – just as a quick fix of course – to have e.g. ranks 1-20 in a separate bracket for both, solo and team queue.
On the bright side: The reward system is reworked and we get our reward tracks.
And the pvp reward system until now basically screwed everyone doing pvp anyhow.
As the forums are well aware, next patch is bringing free dragon to all! …
This is where I stopped reading and realized you were qq enough to create a new post. There are several threads already open and active for you to qq in. Please go there.
I dont think there’s any single thread made to point out that rank 70s are legitmately being punished because they aren’t being rewarded as much as a rank 55, regardless of how they’re already being screwed out of being ahead of the pack.
The differences in chests gained from 55-80 and 70-80 is an explicit mistake and something I think is thread worthy.
I have to agree here.
And I am not even close to being affected by the 55+ issue.
From my point of view, the chests should be awarded retroactive for all pvp levels, as anything but that punishes pvp players.
Everybody had more than enough time to adjust.
If you have excess materials – as almost everybody else – keep them or delete them.
Won’t make a difference.
The changes are fine and much needed for the vast majority of players.
And for those that think it is unfair that pvp players don’t get retroactive rewards, they may be reminded that everybody did receive rewards for pvp’ing up until the glory removal incident.
There is a rank fiasco and it will be solved on April, 15th.
Or they make it like fractals and everybody starts from scratch again.
So yeah. During wintersday, i did PvP a lot. i REALLY enjoyed myself. Got me into serious PvP (well i have a more serious mindset because i understand it)
So what i want to ask is this.
Waiting on a match sometimes takes a while. I dont like Alt Tabbing because i dont want to miss a match.
How do we fix this? add more things to jump on! back in wintersday, all the presents were a blast to jump about. I think a small jumping puzzle, or even a small sky path with holes to jump over.. THAT WOLD BE AWESOME
Why don’t you fill the time waiting with doing all the jumping puzzles?
I like to farm ressources, play the TP a little and do some jumping puzzles.
All nets you a bit of coin and shortens the time between matches rather well.
You don’t have to wait in the lobby…
I like Skyhammer in SoloQ, I do not want to have it removed.
Not trolling, I really like it. Adds some flavor to the map rotation.
For our 9th episode of Ready Up, we’ll be talking about the next phase of PvP rewards. On the show, we will have Evan Lesh and Hugh Norfolk along with our Champion Genius host, Josh Davis.
When & Where:
March 28th, 12pm PDT
Official Guild Wars 2 Twitch ChannelWe’ll see you there!
If you happen to read this: It would be helpful if you could add the schedule in other timezones too. I know that we can check which local time 12pm PDT is with an online converter, but it would just make things easier.
Did you tell your “video game economist wizard” that the skins acquired in pvp are not going to be sellable? Or did I miss something somewhere that said they would be. To me this would have no impact on the “game economy” at all….?
Think of all the pvers that wouldn’t need to spend hundreds of gold for some skins, if they could just farm tourneys and hope those skins to pop up from chests.
If it took you a year and a half to amass your dye and skin collection, why would it take pvers less than one month?
Because most of our clicks were spent to salvage repetitive skins instead of unlocking new ones.
It’s not hard to get most of the skins the first time. Most of them come from tourney chests, or from the first 1-21 ranks.
There were almost no skins from tourney chests that were any kind of valuable in pve, in fact most of them were dungeon skins. And if they were getting the skins from pvp instead of the dungeons, they werent getting the gold rewaard from doing the dungeons…. So i’m still failing to see the game economy impact here.
You should poke through the PvP Locker and have a look-see. There are several skins that are worth 200g+ on the TP atm. (Dwayna’s bows, PvP Fiery Gladius, etc..) I think that’s where the concern comes in in regard to skins.
Again, the skins (though superficially the “reason” for the removal of glory) weren’t the real issue. The issue was dye manufacturing. They could have simply removed Consumable Tokens, and left glory as it stood until the implementation of a new reward system.
Exactly that. Dyes skyrocketed beyond belief with a price increase of up to 10.000 % for once cheap dyes. Yet they didn’t see the impact of a refund of double dyes with unidentified dyes.
Example: You have one character for each class, so overall 8 toons. Now you buy a cheap dye for the cost of 50 copper for each toon. Let’s assume you did this for 50 cheap dyes (and there were many more). This means that you will get a refund of 350 unidentified dyes (7*50), as each double dye will be refunded. Unidentified dyes will rise in their value due to increased difficulty to get them. If you assume that those dyes sell for a net of 30 silver, you have just made a profit of 29,5 silver per color or 103,25 gold for this example. Or you could just sell the dyes you bought earlier now with a profit of up to 10.000 %.
I do understand why they removed the pvp rewards early on (which does not mean that I agree), yet I do ask myself how their economics experts could overlook that.
If I were free of timely restrictions and RL responsibilities, I would immediatley have gone berserk on the dye market (as quite a few did).
From my experience as a bunker guardian, the better player is the hard counter.
But mesmers and thiefs in general are somewhat annoying too.
We removed glory and match reward chests early to prevent a flood of PvE players from coming into PvP just to fill their wardrobe. While the our team would LOVE everyone playing PvP, some super smart economist peopleguys said it would have negative repercussions on the in-game economy or something.
It’s really unfortunate that we had to do this, but we explored other ways of handling it and nothing was really feasible except holding wardrobe back until the next feature pack (which also meant holding back lots of other PvP changes) or removing some of the PvP rewards for a month.
Edit: Tune in this Friday for news about the next phase of the new reward system.
Finally a dev comment that officially explains some changes.
I do understand that some spoiler protection was necessary and therefore limited info could be released.
If only someone had mentioned that the glory removal is a necessity due to upcoming changes and why this step had to be taken (technical issues, economy protection etc.) and not just removed it without any further info, I think a lot of the beef could have been avoided.
While I definitely agree with you… What about this scenario would keep SoloQ from essentially being hotjoin? The mentality would essentially become parallel to hotjoin with no consequence for losing.
Hotjoin features such things as maximum player capacity of 16 (on small gw2 maps this is zergfest), ability to choose team (if at the beginning of the game blue has 10 lvl player and read has 45 – be sure game will end as 200:500, every experienced player will go into second team), ability to switch teams and ragequit w/o dishonarable debuff, games that start without full teams, skyhammer and capricorn and much. much more.
The only part of “hotjoin mentality” that comes from the absence of ranking is people using fun builds and being much less stressed and agressive. But is that bad?
SoloQ is already becoming the new hotjoin anyhow.
As there are apparently not enough players to have a gold/silver/bronze league system, I still think that Anet should simply at a layer in soloQ and teamQ where they give new players their own playground; e.g. have ranks 1-20 queue separately from the rest.
Would spare us much drama especially in soloQ.
Well, well, well… seems the dye changes open a nice little portal for chef 500…
No one knows for sure how the system works, but I find it rather confusing that people with a couple of matches are ranked higher than people with thousands of matches.
As Bheezem already said, this system really seems to be messed up – and I doubt it has even remotely any form of ELO logic behind it.
Whilst it might open the door to some “ladder exploiting”, I think a detailed explanation how the ladder works would be beneficial. Yet I highly doubt we will ever get that.
Minion master hand down due to the insane number of availlable control ability the spec possess not to mention its damage wich is good enought to take down players and lay tanks to ruins. Sadly either your good at it either you suck at it. Condimancer is the most popular because most people dont like AI and think condi stacking is epic wich is somewhat true because its easyer to play a good condimancer then a good MM but MM is one notch above it when it comes to survivability and damage combination.
Again its all about your purpose, if you want to make a sustain character with maximum control you should go minion master, if what you aim for is a condition glass cannon then run condimancer, funnily enought its 100% possible to run conditions as a minion master as well. Ill just remind that the main mechanics wich makes condimancer interesting in the first place aka Epidemic is totaly useless in a 5 v 5 match because of the simple fact you will close to never end up doing a fight against more then 1 or 2 target at best.
Sorry, but this information simply is wrong.
MM is only good against inexperienced players.
Against experienced players, terrormancer is the best pvp build from my point of view.
And whilst I won’t deny that there are certainly good players out there that will vaporize me with the MM, I have never had troubles yet taking down a MM with my terrormancer in 1vs1. Powermancers are more difficult in that situation.
Frame of reference is approximately 300 spvp/tpvp matches with the necromancer over the last 2 months.
The real decap engi is hard to beat as we currently only have one game mode that greatly benefits this build. The second factor that helps this build is that for SoloQ (and partly even TeamQ), the groups are just thrown together and therefore evidently lack the required amount of coordination to take down an engi.
We will see changes some time after the feature patch.
In the end it all boils down to adjusting AR.