(edited by NevirSayDie.6235)
There is actually a penalty system already in place. I believe it works like this, iirc:
—if you leave a match early or fail to show up, you receive one stack of “dishonor”
—stacks of dishonor last for 72 hours, then disappear
—if you have three stacks of dishonor, you can’t queue for arenas at all until one of the stacks disappears
So basically, everyone is allowed one free disconnect or ragequit every 36 hours. Any more often than that and you will get locked out. The current system is actually much, much more severe than the one you’re suggesting.
I don’t think you need to state your profession when you say you’re looking for a guild. Just describe the kind of guild you’re looking for as you did in the OP and see who’s interested.
If necessary, bring a dungeon meta build your first run with the guild, and wait until the second run to bring your engineer. Use your tomes of knowledge from PvP to create a second level 80 character, slap an easy build on him, and go to work. Of course gear will set you back a chunk of gold in PvPer’s terms, but from what I understand you’ll gain it all back in a few runs. You won’t have to spend any time learning your new build because…well, you know.
In this game if you are 2 or 3 there is no option. There is soloqueue (1 person) or Team queue (5 men). And joining a team queue with 2 or 3 people is really bad.
A new game mode for 2 or 3 people would be perfect, it’s not an alternative for 5 men but a new space for people who had no options before.
And if this mode was successful, very new groups could be created for Conquest.
Duo and trio queuing team arenas is a blast!
But I agree, 2v2 or 3v3 (probably not both) would likely be a nice addition. I wouldn’t make it ranked at first because there would likely be balance/meta issues that would need to be addressed. But I think courtyard is ready for the next step.
2v2 and 3v3 is already pretty balanced in this game (not 1v1, though). There’s tons of diversity in both~ This is from experience, there’s honest to god more viable comps for 2v2/3v3 than ALL of conquest… So that’s not the issue.
The issue is: ANet waited too long to do anything with PVP, so most of the PVP population has migrated away. The game doesn’t have the population to take another split like that… Both would just end up dried up, but specifically Conquest. Conquest ques would basically stop going, which would look like a MAJOR fail for them. Ques would all be 10-15+ minutes and end up being rank 80s versus rank 1s because it eventually just took who it could get. 2v2s/3v3s would fire pretty frequently because it takes fewer people, but all of their resources and “balancing” has been around conquest which would basically stop existing. As much as the community would love it, it’d make them look bad and break half of their PVP.
I agree that 2v2 and 3v3 are now fairly well balanced. I don’t agree that most of the population has left. If I were a betting man, I’d put money down that concurrent player numbers are higher in May 2014 than any month in 2013.
I also don’t agree that conquest would cease to exist. 2v2 and 3v3 are fun but conquest has some advantages. Hotjoin conquest is more casual-friendly than 2v2/3v3, because you don’t have to pull your weight. Solo queue conquest is in some ways easier to carry bad teammates in than 2v2/3v3 (what do you do if you solo join a 2v2 and your teammate is useless?) And of course, team conquest has more strategy and variety than a 2v2/3v3 (i.e. there are teamfights at mid, there are 1v1s at sides, there are 1v2 survival situations, there are secondary objectives…)
(edited by NevirSayDie.6235)
Well then is a good thing you are not a Dev, and also maybe you don’t know but they do see the ideas on the forums and implement them in their own way.
Also I really doubt you are a PvPer.
Definitely, the devs take suggestions from the forums all the time. I just don’t think they will take this one.
If you’re wondering whether or not I’m really a PvPer, it’s very easy to check. I was making a gentle jab at the thread as a whole, nothing more. Carry on!
If I were a dev reading this topic, the extreme use of the word “carebear” would be enough to make me vow never to implement PvP in PvE areas. Ever.
Urban dictionary’s sample sentence for “carebear” is—and I kid you not—
“Me and the boyz [yes with a z] used to gank everybody at the crossroads, before the d—-ed carebears got the rules changed.”
Yes, that is the word being used here.
I don’t PvE because I don’t enjoy it. I like PvP. So I play in PvP areas against other PvPers. I’d advise anyone who enjoys PvPing to do the same. Because the devs certainly aren’t going to be listening to any ideas presented in this thread.
I think skyhammer has issues with client/server interaction. It may be possible that his screen showed you falling, but the server recorded you using judge’s intervention in time to escape. Then, his screen “caught up” with the server and you appeared to magically teleport up from the depths.
I’m not really knowledgeable about it, but I know people have reported stuff like this happening before.
Sorry, I was trying to exaggerate, I suppose I shouldn’t have (I sometimes forget sarcasm is impossible to convey properly in text. It has an additional 20-30% stat bonus depending on the amulet your comparing it to. It’s significant by any measure.
Edited to remove the unnecessary hyperbole from the OP.
I think the point is it’s not the amulet’s fault. As Chaith said, there’s only one top-tier celestial build, and a second pretty good one. That’s…hardly gamebreaking. If celestial eles are too over the top, adjust traits or skills, not the amulet.
How about PvE servers for the carebears and PvP servers for us?
The thing is that all the PvP players already play PvP in PvP matches. If we were out in Queensburg or wherever, we wouldn’t be PvP players.
I’m not sure whom open world PvP would benefit, honestly. If you’re a PvPer, you’re already playing PvP. If you’re a PvEer, you probably don’t want PvP in your PvE area. There are some people who do both, but I’m not sure why having both in the same area is so important.
Game slightly better,
Community slightly worse.
Interesting. TY for info. With their increase in popularity, I could be looking at multiple users elites. However one immobilise, one flame, one heal and when traited one rifle+6 additional bandage= Control, condition, heal, DPS..that is basically the modern trinity in one elite. That also creates 2 second stun and can be ground targeted at 1200 range. In any 1 vs 1 or even 1 vs 2 situation this is one hell of an elite to drop on your side. Unlike minions/spirit weapons they take no condition damage. So good luck to the necro using there scepter to wand spike each one down.
Definitely. As I said, I have no interest defending the build. Supply crate is a monstrous elite—with traited turrets it’s likely the best 1v1 elite in the game.
The stun itself is a bit slower and weaker than a single earthshaker, so nothing too gamebreaking there. However, if you don’t stunbreak+dodge immediately, you will definitely get hit by the net turret afterward, turning a 2second lockdown into a 4+second lockdown.
It’s really getting out of hand with people who think they’re “bunkering” home point. All you’re doing is making your team out numbered in every single fight.
But but…conquest is about bunkering on points! I read it on the forums!
Sirlin has quite a bit to do with it. There’s too many people who think the game is focused on 1v1, or that their random, off-the-wall build should be viable, while they have no concept of what it takes to make sure all of the classes remain relevant in an MMO.
Thing is, nothing is stopping people from running hot joins and solo arena with their random build (hahahaha). Should you wish to create a build outside the meta that you enjoy, then feel free, and explore all the joys that would entail. Who knows, you may even discover a unique team synergy of your own that’s effective!
However, you can’t complain and say the game didn’t give you options to be viable and competitive when you blew right past them. If you choose a suboptimal build that wouldn’t mesh with any arena group, then that’s on the individual. If the individual didn’t take the time to focus in and research what kind of build is competitive for what role in arena they’re aiming for, then again, that’s not on the individual. You can’t fly an off the cuff “super sweet 1v1 condi/healing build” and expect to win in arena. You play it if you want, but you only play it under the understanding that you’re not being the best contributor to the team that you could be. There’s no award for losing, and you don’t get bonus pvp glory from “losing in the most creative manner possible.”
That’s essentially what the TC is trying to get across.
Yeah…but I never talked about any of that. That’s why I don’t understand what Sirlin has to do with it. I get it, play to win, don’t complain if you’re using something sub-optimal.
But that is not the extent of a fun game. That’s why I think words like “fun” or “mandatory” are much better than “OP” or even “options.” No one cares how many options there are if they’re not fun.
Games are about money, not winning. From the developer’s perspective, the only thing that matters is making the game fun so that people will spend money on it. The only line of reasoning behind any balance decision is whether or not people will like it, and in turn keep spending money.
Also, winning is about more than using the “best” specs. The people who insist on using only the “best” specs often find that by the time they learn a new “OP” build, the meta has already moved on. Often, it’s the theorycrafters, outside-the-box thinkers, who win. A top tournament last year featured one team relying heavily on spirit rangers—considered the most OP build in the game at that time—losing to a team featuring warriors using some crazy hammer/longbow build.
Judging from the forum
I find it more helpful to use words like “enjoyable” or “not enjoyable,” “mandatory,” etc than “imbalanced” or “OP.”
However, “balance” feedback in general can be important. Granted, 90% of the feedback on these forums is not, but it can be. Balance decisions are important, even if “balance” is subjective.
I’m not sure what sirlin has to do with any of it. Yes, playing to win is fine, but no, that is not an end-all argument: “I disagree with your idea on how to make the game more fun because of Sirlin!” It’s a little weird.
Yup, all sigils work together except two of the same. You can’t use two sigils of battle in one weaponset, but you can use battle/energy in both weaponsets.
crate is a ridiculously strong elite especially when compared to other elites, and is one of many things i view to be wrong with engie. just another source of mindless gameplay for a profession that already largely overrewards mindless gameplay through aoe spam.
just because engie has crippling weaknesses against one or two professions doesn’t mean it’s balanced. this hardcounter mentality is destructive to balancing period.
That’s fine but I didn’t say anything about any of that. I was merely responding to someone who thought that crate turrets lasted indefinitely, when they actually last 1 minute.
I also didn’t say anything about hardcounters. Engineer is hardcountered by condi necromancer in a 1v1, but that doesn’t really matter. I agree that that is no reason to be overpowered in other areas. I hope I didn’t imply otherwise somehow.
If you feel that engineers are overpowered, roll one and find its strengths and weaknesses. They’re super fun to play, and most builds are very active, high apm, all around enjoyable builds.
Turrets all have 7.5K ‘health’ each and can’t be critical hit. They take a disastrously long time to destroy if you’re a condition applier. A full zerker warrior with 100 blades may be able to take one in that channeled time. ( I know this because I have out of interested seen what hundred blades does to phantasms/turrets) That is one down, another 2 to go and that’s the elite dealt with..good luck with the big ol’ bomb that’s coming your way or nade spam while you take the 10 seconds to not focus on the engi.
Any engineer can drop up to 3 turrets, not including another 3 from elite. The elite drop is the only elite in game that has no duration. They will continue to do what they do perpetually until destroyed. This means that the engineer has at least 4 multi direction sources of damage. Most other professions only have one. To evade or block pistol/rifle fire, while negotiating flame throwers, net turrets whilst having to duel in their regen water field, while they have access to block and reflect or push/pulls while vigor and swiftness and usually protection is running, while they placing big ol’ bomb so stability will be needed as well..and if worst comes to worse, they combo the water field, or engage stealth.
Yeah..they’re perfectly balanced. They enrich the game. Everybody likes dueling them.
Another well designed profession that makes Pvp rewarding.
I’m not defending the build (it’s not OP, but cheesy) but the elite turrets certainly have a duration. I believe it’s one minute if not destroyed. The bandages disappear after the set time also.
(edited by NevirSayDie.6235)
It’s not about needing “special” builds to fit the map/objectives. It’s that those “special” builds are really lame and everyone feels dirty using them.
Do people feel dirty using MM necros, spirit rangers, hambows?
There is nothing more satisfying in this game than firing the skyhammer at a point with a MM necro on it. Watching those pets melt away in one shot is beautiful.
And you can almost hear the reality slapping that necro in the face when he realizes that drooling on the keyboard while the pets do all the work is not possible on this map.Or the mighty hambow, coming to the skyham platform, doing his little CC combo that works so well everywhere else, only to be blown away with a nice timed push.
Skyhammer. Is. Glorious.
Yup. I agree, builds that are OP on other maps don’t stand a chance on skyhammer.
But notice why you still enjoy the map: because other people are playing their normal builds. Your enjoyment would be gone if those builds that you hate so much stopped joining, and were replaced by a flood to stealth pull builds from the three professions that have stealth and pulls.
In other words, the better players are at the map, the less fun it becomes.
Since joining team arena solo or in small groups has become very popular recently, I wanted to give a PSA about the way the team queue works for solo players.
Unlike solo arena, the team arena matchmaker begins by finding four teammates for you close to your MMR. After it has found four teammates for you, it puts them into your roster and then begins to search for a team with a similar combined MMR to yours.
Because of this, if one of your teammates drops out of the queue after your team has been selected, the queue will stop. Your match will never pop until either the designated “party leader” re-submits your roster, or until you drop out and join solo again.
There’s nothing wrong with the system, necessarily—it was designed with groups of five friends in mind, so it’s logical that the queue stops if one person disconnects. The solo queue matchmaking and queuing system is way better for solo players, obviously. But solo queue unfortunately contains some undesirable maps.
tl;dr if you solo/duo join team arena, check your queue status to make sure the queue has not stopped.
Your answer sounds good
Thank you.
But I am still surprised that you can get top 16 with 20 victories. In the screen you have another guy who is rank 12 with 21 games (17 won). Is soloqueue population soo low ?
Also, the leaderboards use a glicko2 rating system. So there aren’t any extra parameters, like number of matches played or points scored or anything like that. It’s a good system, but sometimes causes issues because average players can possibly get 6-8 lucky wins and shoot up the leaderboards very quickly.
Of course, they always fall back to a suitable ranking after another few games, but for a few matches they might get put against players out of their league.
Last November, the leaderboard rankings were all reset. However, the history of matches played, and win percentage, remained.
So it is probably an alternate account, and he probably got like 10 wins and 23 losses last year. Then, this year, he got 12 wins and 1 loss. Or something like that. So his “real” record is something like 12-1.
I was just playing my Guardian, ended up in Skyhammer. I banished some charr warrior through the air at point C, he ended up falling down. So I look at my targets status to find out he’s at half health. Except he’s nowhere to be found. I walk to the edge, look down, and wonder what the hell is going on. That friggin hero is just walking around way down there as if he’d only just tripped off his stool, and proceeded to fight some wurm.
How the hell is this possible?
It happens sometimes. He could maybe have had the reduced fall damage trait equipped, although I believe it bugs out and keeps you alive by mistake sometimes even without it.
It’s really bad when it happens. There’s no way back up so you have to let the wurm kill you slowly, and then bleed out, before you can respawn on the real map. In all you’ll be out of the fight for over a minute if this happens to you.
One problem: I always play as tanky as possible on skyhammer. Why? Because I know good and well I don’t need to damage people.
I would fully support a system like this for hotjoin. The playerbase has really grown a lot, so I think it would be reasonable to keep one player on the “bench” for a few seconds until either another player joined the other team, or a teammate died.
In solo or team queue, it could become frustrating. Let’s say you’re in a solo queue and your team is awful. Like really awful. It’s okay though—you’re wrecking it over at far point, taking on two enemy players alone. Even though you’re playing perfectly, it’s still a close match because your team is just that bad. At 450-450, you manage to down and kill one of the enemies in a 1v2 before dying…
…and then you’re forced to sit on the bench and watch your team lose. Not cool.
GW2 combat is pretty dynamic, and that means that your effective dps will increase dramatically as you gain experience in the game. You’ll begin to save big damage cooldowns for after he dodges or blocks, and you’ll figure out how to interrupt his heal, or AoE a downed player as the guardian tries to rez, or bait out his powerful defensive cooldowns.
So the correct answer is that you don’t have enough dps to down him in a 1v1 yet. But you will.
That said, support guardians are very strong in teamfights. It doesn’t have anything to do with conquest, as there are builds that are better at simply staying alive on a point for extended periods of time. Support guardians are absolutely critical to any organized WvW group, or team deathmatch community-organized event.
Edit: it also has nothing to do with the crit damage nerf in PvE, since PvP crit damage was not lowered.
The issue is two-fold, frankly.
1) Everyone wants this map to be manageable.
2) The creation of this map incorporated ideals from other games to create a different kind of sPvP experience.
For first point: The cannon is a super-treb. This was discussed ad nauseum about how it should be dodgeable and/or deal less damage.
For the second point: Sorry your trainwreck builds don’t work on all the maps.
It’s not about needing “special” builds to fit the map/objectives. It’s that those “special” builds are really lame and everyone feels dirty using them.
Here’s my 2c:
I’d assume the main time you’d face off against a turret decap engineer is if they push into your home point and you’re stuck defending against it. Your best bet in this situation is to engage the engineer as far away from the node as possible and to deal damage to them as you chase them to the point. Their strength comes from having their turrets down in a confined area, and they’re not going to waste them by dropping them in roads somewhere. Just make sure you don’t get CC’d in roads and then decapped for free.
If you’re solo pushing far and trying to get a node from a decap engineer who is playing backpoint…well, you’re both doing it wrong.
This is really, really good advice. The forums have unfortunately perpetuated the harmful idea that you must stand in circles to be good at conquest. We’ve also unfortunately made new players believe that one person should “bunker” home point and never leave it. Because bunker meta.
And in the middle of all that misinformation, no one has learned simple strategy lessons, such as don’t get sucked into a 1v1 over a point you don’t own unless you’re built to. For example, if you’re a double melee war, don’t push far solo.
Proof that conquest encourages real fights.
i hope you’re not serious when conquest lets AI/aoe spam builds become much much more powerful in the context of the game mode.
engie for example is much more broken in conquest because to really beat it you have to kite them thanks to turrets (ai) and aoe spam, and when anet designs a profession to be balanced based on this there’s obviously a flaw in that classes’ balancing in a gamemode that renders that weakness almost null.
this is another reason why i think IP is broken as all hell, it overcompensates this weakness by giving them the second strongest condi in the game on auto attack proc plus it’s added strength from balthazaar runes.
conquest also makes spirit ranger, longbow on warrior, and MM necro much stronger to the point where they’re overpowered.
I’m dead serious. Spirit rangers and MM necros are currently off-meta at best, but even if they were OP, they certainly don’t get any help from conquest—back when spirit rangers were actually strong, they got used in 2v2 deathmatch tournaments quite often. They were used because they were good, not because of the game mode.
Longbow on warrior is good for a variety of reasons—ranged pressure, AoE, uncounterable condi cleanse through CI. If top teams started playing 5v5 annihilation in the courtyard map, hambow would be just as strong as in conquest. Actually probably stronger.
Engi has a couple of unfortunate oversights right now, mostly balthazar runes. But turret knockbacks are fairly troll as well. IP needs a rework but trust me, it’s just as strong in WvW. There’s nothing about conquest that makes IP better.
Everyone ever, aside from the people who get on the forums to complain. The map is brilliant and many people love it. And I play an Ele so don’t dish out that, “you must be an engineer” crap.
The map is great, just not suited for competitive matches. All anyone is asking is for it to be unranked only.
Honestly I’m surprised the poll has such a clear outcome. The map is really fine for every situation EXCEPT the top five or ten percent of solo queue. Below that, no one has discovered the truly troll builds yet, or they have the decency to not run them.
There are some very nice no-kit or one-kit turret builds for PvP floating around.
I am rank 322 at the moment and I played yesterday (I was around rank 400) 3 games at EU prime time (9 p.m.). In 2 of this games the matchmaking system gave me the possibility to play with or against Sizer. Sizer is rank 2.
Maybe the player pool is very small. Maybe the system has a problem.
Matchmaking isn’t perfect, but 320 ranks should be about .3% of the EU solo queue player pool. I’m not sure we can expect the matchmaker to be more precise than that. Are we saying that each match should contain ranks no further than .2% apart? I think that’s a little bit too much to expect.
Excellent build, good enough in zergs and also does well solo.
You might want to pick up healing turret instead of med kit. HT gives some nice support with two water fields, plus condition removal and regen for your solo/small group situations.
Carrion is fine but you might consider some rabid or celestial for the crit chance. Incendiary powder is an incredibly strong trait in small groups right now. If you build celestial, you’ll end up tankier than carrion with better direct damage but less condition damage.
Yep, sigils were recently changed so that you can use two of the same class of sigil at once now. Energy and battle is an excellent combination.
Only a terribad dies that fast, they have a leap with elixer gun and rifle, a shield block, high vigor uptime so ~10sec on dodge roll recharge + energy sigil so a dodge every 5 seconds, aoe cripple with toolkit for kiting, strong cc with rifle 2/4, and don’t forget about the chill and blind nades. Also they have a stun break on a 35-40 second cooldown thanks to elixer gun and dont forget about 4 seconds of prot on a 5 sec icd when they are cc’d.
With 2400 base armor and prot buff they take less physical damage than a warrior while healing for twice as much per second, on top of that they get vigor, 2 leaps, the best shield block, 2 low cooldown kiting skills and are meant to be in teamfights so condis won’t be a problem thanks to all the staff eles.
Engineers are also approximately 4.5x more fun to play than warrior. Trust me, I tried to enjoy playing warrior and it was just…boring. It’s like one action per second.
With all the benefits you describe, it’s a wonder tournaments aren’t filled with five-engineer teams. 
Every week in the PvP forums:
“What’s that EZ-mode faceroll engi build? I want to abuse it!”
Later:
“Uh, this is harder than it looked…”
But on topic: engineer easy mode currently means abusing Balthazar runes/incendiary powder. You’re probably looking for a build like this:
https://forum-en.gw2archive.eu/forum/professions/engineer/Nap-s-Condi-Turreteer-Tpvp-and-1v1-build/3981694
Diminishing returns on CC or a cap would probably be useful in GW2, since cooldowns are generally very short and there are no resource costs.
However, “get-out-of-jail-free” cards are already running somewhat rampant. It might be wise to increase cooldowns or reduce effectiveness of some of those escape cards while nerfing lockdown.
So name me all the meta builds that are viable using Soldier’s.
Hambow and axe/intelligence sigil warriors, correct? MM necro is also a contender. I’m not aware of any meta thief, engineer, mesmer, ele, or ranger soldier’s amulet builds.
I’ve been told about some Engineer decap builds that have been using but not sure how viable they are these day’s with the which of Celestial Amulet.
Hmm, good thought, a turret decap engi might do well with soldier’s. Although healing power is nice on an engineer.
Still, that’s a total of two warrior builds and an almost-meta necro and engineer build. I’m not seeing a huge reason to remove soldier’s amulet.
No winning 1v1 dosent do kitten, can confirm. Fight a bunker on a fully capped point, take 1 min to kill him. The dead guy gets 60 points and you only 5.
Capture points tick once every two seconds. If you have a build that takes two full minutes to 1v1 a bunker and also can’t decap him in that time, you are also a bunker.
But back on topic—getting kills is huge in GW2. A single kill can swing the entire match.
Try establishing a baseline relationship with the other players in your solo/yolo queue before the match starts. In my experience, people are less likely to react negatively to constructive criticism if they feel like they “know” you. I say this in every thread on this topic, but the #1 best way to start each solo/yolo queue is to say hello to your team. If they don’t respond, you know you won’t be able to say much to them; if they do respond, you’ve established a baseline relationship with them and they are much more likely to respond to advice you give them.
I do that literally every single game. Doesnt seem to work on new players.
Hmm, well that’s unfortunate. I haven’t solo queued enough recently to really understand how bad it is, so it could be much worse than I know.
Awesome, glad you like it. I was also thinking that this way it’s not so easy to stack vigor AND sigil of energy AND other endurance refill traits. Currently, the baseline 1 evade/10 seconds can be taken to 2/10 with vigor, 3/10 with energy sigil, and higher with certain profession traits. Having over three dodges every 10 seconds is crazy, especially combined with weapon skill evades.
So yeah, you can use Vigor and Energy Sigil, or other effects with Energy, but you’re capped at 3 dodges/10s unless you use skills or traits that refill a % of endurance (like Feline Grace).
At any rate, I think I’d be okay with Energy granting vigor instead of flat endurance gains – it’d be a minor nerf to the remaining high Vigor uptime traits that are often taken with Energy for crazy dodges, but without actually reducing potential Vigor uptime for players who take these traits.
Right, that’s what I meant. You can stack vigor with instant endurance refill items and traits such as energy sigil, feline grace, that engi minor trait, runes of adventure…uh, I think there might be some others I’m forgetting, not sure. A thief or engineer using all the appropriate gear/traits should be able to sustain 4 dodges per 10 seconds.
So name me all the meta builds that are viable using Soldier’s.
Hambow and axe/intelligence sigil warriors, correct? MM necro is also a contender. I’m not aware of any meta thief, engineer, mesmer, ele, or ranger soldier’s amulet builds.
Voted engineer. The class plays by itself and any apparent complexity is overwritten by engi’s ridiculous strengths in every single situation.
Autopilot faceroll overpowered.
I chuckled.
Keep vigor. Make energy sigil give X seconds of vigor on swap instead of instant endurance refill.
Really solid idea.
Overall (in cases where endurance regen is not modified by traits) adding 5s of vigor has the same effect as +50 flat endurance every 10s. Though, this way, it adds counterplay through boon strip, better use of weakness, and counting dodges becomes more practical.
+1
Awesome, glad you like it. I was also thinking that this way it’s not so easy to stack vigor AND sigil of energy AND other endurance refill traits. Currently, the baseline 1 evade/10 seconds can be taken to 2/10 with vigor, 3/10 with energy sigil, and higher with certain profession traits. Having over three dodges every 10 seconds is crazy, especially combined with weapon skill evades.
This does not justify any negative actions from the PvP community. Be polite, patient, and persistent with them and they will eventually listen.
How long does it take tho? Ive been trying for months and all ive been getting in return is a lot of trolling and flaming.
Try establishing a baseline relationship with the other players in your solo/yolo queue before the match starts. In my experience, people are less likely to react negatively to constructive criticism if they feel like they “know” you. I say this in every thread on this topic, but the #1 best way to start each solo/yolo queue is to say hello to your team. If they don’t respond, you know you won’t be able to say much to them; if they do respond, you’ve established a baseline relationship with them and they are much more likely to respond to advice you give them.
We did have a very nice community and if we keep pressuring people to be nice we may get it back to how it was.
I agree! Not to mention that friendly players fare better in random matches than ragers. It’s a win/win.
try to anticipate an interrupt of combustion shot with magnet or supply drop
Teach me your ways. I would love to be able to interrupt a 3/4 second cast with a 1+1/4 second cast cc. What you’re saying is that you can anticipate combustion shot and start casting magnet 1/2 to 1 second before he uses combustion shot?
Join a Solo / Team Queue game, grouped up with three Light professions against a sensible composition. Announce Home bunker, 3 other team members run with you and stand on Home to get the “capture credit” for their personal score. After that, they spend the rest of the match collectively chasing a Thief in circles around the map.
Your Ranger eventually breaks off by himself to play with their Bunker Guardian on Mid for 5-6 minutes, which concludes any offensive action against actual capture points ever undertaken by your team, and then the game ends 500-90 with plentiful “GG EZ EZ” proclamations from the winning team.
Yeah that type of stuff is really frustrating. I know that loss wasn’t your fault, but have you considered some of the following?
—Try a more all-‘rounder build that can bunker/duel on home point if necessary, but also has the mobility/dps to get to mid and far and be effective there.
—Try saying hello at the start of the match to gauge your teammates’ communication ability. If they respond, work out an opening strategy; if not, be prepared to change your own strategy as soon as the match begins.
—Try to manipulate your teammates’ actions without necessarily telling them what to do. For example, if they’re all chasing a thief and being useless, you may need to quickly cc the thief for them so that he dies and they stop chasing him. More commonly, two teammates might be failing to kill one tanky far point assaulter. You can drop in and provide 3-5 seconds of dps, giving your hopeless teammates the ability to move to a better fight.
Don’t take this the wrong way—sometimes there’s just nothing you can do. But stuff like this can be the difference between winning 55% of your matches and winning 60%.
I think the real issue here is that PvP used to have a better-than-normal community. I think a lot of us just didn’t realize what we had until it was gone.
The community is probably about average in terms of friendliness these days, nothing special but not really worse than any other PvP game/area.
- all grenades
- all bombs on the initial explosion
- fire and smoke bomb on pulses (not glue)
- all mines
- detonating turrets
- thrown elixirs when traited with Acidic Elixirs (don’t know if R toolbelt pulses explosion traits)
- rocket turret
Interesting, thanks for the correction!
Thank you.