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[Suggestion] Improving Pistols and Shield

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Posted by: Novuake.2691

Novuake.2691

Hi guys! Some suggestions for engineer 1 handed weapons that are in serious need of love.
Most of these are PvP orientated while keeping the PvE side intact and functional.

The goal of these suggestions are as follows.
Disclaimer: these suggestions are based of rudimentary understanding of balance and to preserve counterplay but may be over/undertuned. Please do not shoot the ideas down because of these numbers that could be adjusted to allow for balance.
1. Solidify the identity of each of the main and offhand weapons.
2. Establish synergy between engi main and offhand weapons whcih is currently non-existent.
3. Slightly alleviate the PS/PP build on kit reliance without making PS/PP overly oppressive when running kits as well.

Now for the skills themselves.

Pistol 1 – Fragmentation shot.
Increase power scaling by to 0.6(up from 0.4).
Bleeding duration increase to 5seconds(up from 3seconds).
Increase explosion radius to 150(up from 120).
Pierce is baseline, and all targets hit creates the explosion.
Decrease effective attacks per second to 3/4 of a second(down from 1.208 per second).
Possible change to preserve balance, remove projectile finihser chance, more on why with skill 2.

These changes solidifies the pistol auto as a basic attack that can compete with grenades at medium range with a bit more reliability. It also differentiates it as a more offensive option to the previously stronger elixir gun auto which has a 4sec blled, weakness 1sec and a similar 0.4 power modifier and is only single target.

Pistol 2 – Poison Dart Volley.
Increase power scaling by to 0.6(up from 0.4).
Reduce poison duration per shot to 2seconds but the final hit applies 10 seconds of poison.
100% projectile finihser.
Increase cooldown to 12seconds(up from 10).
Reduce cast time/channel to 1 second(down from 1 3/4).
Normalise projectiles to remove RNG at 400+ range, attacks will not miss for no reason the way they do now.

Some changes to it to preserve balance, overall damage will be about the same assuming all your attacks previously hit, but the final hit will ensure counterplay is present. This skill is the cornerstone of the synergy i am trying to create between mainhand pistol and offhand weapons.

Pistol 3 – Static Shot
Power scaling remains 0.4.
Damage increases on each bounce in increments of 25%. Base damage before power scaling 142/178/222/277.
Third and fourth bounce both daze for 1 second instead of blind.
Increase cooldown to 16seconds(up from 12seconds).
Retains 3 confusion per bounce per target.

This skill has always been mostly utility, I have augmented it as a skill that excells at outnumbered fights while keeping it balanced in a 1v1(without considering pets/clones/minions).

As you can see the mainhand pistol now functions more as a hybrid(higher power damage than before and similar condi damage)while having MUCH better utility.

Now to the offhand weapons.

Pistol 4 – Blowtorch.
Reduce power scaling to 0.75/0.50/0.25 depending on distance (down from 0.1/0.66/0.33).
Possible balance preservation change, revert cooldown to previous 14 seconds rather than current 12.
Increased reliability on moving targets by allowing it to cast in a larger arc (180degrees infront of your character instead of the current only forward facing), will miss less often on moving targets as long as you are facing them.

The pistol will have quite a bit more power so I don’t want it to be overpowering when combined with offhand pistol.

Pistol 5 – Tormenting Glue (change from Glue shot).
Remove aftercast.
Increase projectile speed by 50%(this might be overtuned.)
Now is a dark field.
If the target is directly hit it applies 5 stacks of torment for 6 seconds, additionally it will pulse 1 stack of torment every second for a 2second duration inside the dark field.
Reduce cooldown to 24seconds(down from 30)
Unblockable skillfact might need to be removed to preserve balance.

I made this a field to promote synergy between the main and offhand. The projectile finisher on P2 and this dark field increases the sustain possible(projectile+dark = life leach) on this weaponset in a unique way that engi does not currently have access to, allowing it to compete with sustain that other builds and elite specs currently have.

These offhand changes solidifies offhand pistol as an offensive CONDITION weapon with a little bit of utility while reducing the power scaling a little.

Shield 4 – Magnetic shield
Reduce duration to 2seconds(down from 3).
Decrease cooldown to 24seconds(down from 30).
Melee attacks will immediately trigger the knockback and blast.

Small changes to allow more frequent use but more reactive gameplay.
These changes are to differentiate the skills and foster smart skill usage rather than spamming.

Shield 5 – Static shield.
Reduced cooldown to 32seconds(down from 40).
When attacked it will not automatically proc but instead allow you to reactivate it up to 1 second after the cast to complete the daze.
Upon activation it creates a Etherial field(4seconds) that does not do anything but can be combod(obviously).

Once again a field on skill5 for consistency and synergy with mainhand pistol. It can be combod with P2 to apply confusion.
The activation changes is to have consistency with other skills of similar functionality.

Right so what do you guys think?

These are a boatload of changes that would help PP and PS in the PvP scene without making it too strong in PvE as it already is in a good position.

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Help! New lvl 80 Engi - feeling very squishy!

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Posted by: Novuake.2691

Novuake.2691

Abuse blinds. You have so much of it at your disposal using the metabuilds.
Remember to blast water when you get low, lots of that too.

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Vee Wee's Scrapnado Build!

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Posted by: Novuake.2691

Novuake.2691

Nades spam also condition. Why not trying with celestial for having also a little more condi damage ?

No incendiary powder, so condis from nades are poor.
Not worth running into firearms.

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(edited by Novuake.2691)

Vee Wee's Scrapnado Build!

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Posted by: Novuake.2691

Novuake.2691

VeeWee, your months late. :P

My variant :
http://metabattle.com/wiki/Build:Scrapper_-_Marauder_Explosives

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Does anyone use Blast Gyro effectively?

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Posted by: Novuake.2691

Novuake.2691

macro it.

What?

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Does anyone use Blast Gyro effectively?

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Posted by: Novuake.2691

Novuake.2691

Yeah, Blast Gyro works best in melee range. It’s hard to spot with all the other carp flying around.

Yeah I have defaulted to using it in melee and popping it immediately.

Still kind of annoying that it bugs out though.

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Does anyone use Blast Gyro effectively?

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Posted by: Novuake.2691

Novuake.2691

This thing is dumb as dirt.

Tag target, he spawns next to me and looks at me funny… Does nothing…

I am like okay MOVE (give him superspeed with toolbelt), hes like nope.

This thing is buggy as hell.

EDIT : Oops wrong forum, sort of.

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(edited by Novuake.2691)

Bunker meta - almost atleast

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Posted by: Novuake.2691

Novuake.2691

Zephyra.4709 and flog.3485

I have no words for how little common sense you just displayed, neither one of your posts were remotely relevant.

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Bunker meta - almost atleast

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Posted by: Novuake.2691

Novuake.2691

Really feels like we are moving back to a bunker meta, guess its still too early to tell, but everything is super tough.

AMulets were never the issue, but I guess we (by we, I mean ANET, since I knew this) learnt that now.

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Will there be more stronghold maps?

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Posted by: Novuake.2691

Novuake.2691

hope not. it’s a failed game mode. i hope they re-allocated resources to creating more unique conquest maps, with different mechanics.

Failed game mode? Why?
I have more fun playing stronghold than conquest.

Maybe on a competitive point of view you are right,
but in that case they should do the same with pve,
dungeons, fractals, raids, etc.

Not all game modes have to be focused on being competitive,
they can be focused on being fun too. Don’t you think?

Its failed if the overwhelming majority of PvPers don’t touch it.
Which seems to be the case.

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Ok Bros, What Are We Doing About Chronos?

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Posted by: Novuake.2691

Novuake.2691

“double blink” hahaha this is funny.

I don’t disagree that mesmer is pretty strong and a little overtuned, but OP doesn’t understand the class one bit.

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Engi changes analysis and conclusions(condi)

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Posted by: Novuake.2691

Novuake.2691

Running this build at the moment and feel pretty well:

http://gw2skills.net/editor/?vdAQFASncoCtbhlcBGpCkfhlJjS8ZGvAg+vr79e8Dqg4D-TJBCAB5s/g7lBw4CAAwDAAA

Best part is the second moa with Kinetic Battery. Tool kit adds another huge burst skill, block and magnet (! <3)
Switched away from the inventions line since the heal reset below 25% health is less worth with the new cast time of healing turret. Bunker down is a huge miss, but somehow the surviveability seems solid with tools and tool kit. Give it a try!

I have used something similar. Its okay.

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Problem with Mesmer

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Posted by: Novuake.2691

Novuake.2691

Besides condi spam power mesmer has very few weaknesses. You should try wvw roaming sometime, gives some perspective of what power mesmer can do without fearing conditions.

Balance around roaming? LMAO

Funny thing is we don’t see much power mesmers in PvP, I’d hardly call it very few weaknesses. Current power mesmer lack the burst to punch through ele and anyone healed by ele, due to fact that decent burst can only be achieved every 10s. More than sufficient time for ele to heal back their allies.

Note this is also assuming that all obvious animations and illusions hit without dying, which is unlikely when you see AoE spam and attacks with blocks/evades. And we’re also ignoring accessible protection, passive procs when health drops below 25% etc.

To top it off power mesmers can easily get eaten alive by meta revs because Shiro and sword skills can track old school “hit and run” power mesmers, part of the reason why thieves are shun out by rev in the past seasons as well. Hence you see every mother of mesmers spec maim the disillusioned and run mercenary because rev can’t handle condition.

I completely disagree.
Power mesmer is one of the few things that can deal with ele sustain and tankyness at this point just by virtue of boon strip and cc chains alone.
The point behind my roaming comment was that mesmers are not forced to deal with so many condition users, which means they can rely on their very good forms of damage mitigation without needing to go inspiration for that much condi cleanse.
If you were to give mesmer more condi cleanse tied to dueling, domination, chaos or even illusions staff and sword/shielf could make a vey strong resurgence.
Hell i would even support those changes if mesmer actice defences were adjusted.
Ad mentioned the major issue with these defences is how frequently they can be use when used witj signet of illusions and continuum split.

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Problem with Mesmer

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Posted by: Novuake.2691

Novuake.2691

The build has a single stun break, zero stability, and zero stealth for target drop.

Try using an interrupt/lockdown power build.

“Your condi spam meta builds have no powa’ here, Grayscrub Stormcrow.”

Besides condi spam power mesmer has very few weaknesses. You should try wvw roaming sometime, gives some perspective of what power mesmer can do without fearing conditions.

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Problem with Mesmer

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Posted by: Novuake.2691

Novuake.2691

You know signet of illusions does not reset continuum split, right..

I think the cooldowns of elite spells need to be respected, make Mesmers use continuum split for damage/healing/utility combos instead.

Fully aware, however continuum does reset signet of illusions, which is almost as bad.

Like I said, small adjustments to mesmer would be sufficient.

I assume you don’t disagree that mesmer Get out of jail free cards are the problem?

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Engi changes analysis and conclusions(condi)

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Posted by: Novuake.2691

Novuake.2691

So how does the engi feel in PvP now? Too easily killed?

Its not that bad to be honest. But the slick shoes nerf essentially deleted that skill from all game modes.

With some adjustment engi will be fine.

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What warrior need

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Posted by: Novuake.2691

Novuake.2691

What warriors need to be decent again.

Fast hands baseline.
Warriors sprint moved to defence minor on top of thick skin.

Other suggestions welcome.

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(edited by Novuake.2691)

Problem with Mesmer

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Posted by: Novuake.2691

Novuake.2691

Too many get out of jail free cards.

Not the damage, not the mobility. Simply they have way to much damage mitigation in PvP thanks to Signet of Illusions + Continuum split.

They need slight nerf. Not much, just a small CD increase on Continuum and Signet of Illusions and they will be in the perfect spot.

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Unblock-able marks need to go

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Posted by: Novuake.2691

Novuake.2691

What happens when you whirl finish an ice field? So Reaper shroud 5 then 4…
How often does an ice field normally tick?
How much chill application does necro have and how often can he proc chill?

With a slight build adjustment, necro can burst condis harder than ever before.

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Unblock-able marks need to go

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Posted by: Novuake.2691

Novuake.2691

Please for the love of all that is holy, lets get rid of these…

Yeah, let’s nerf necro even more cause why not..it’s not like you can dodge and avoid taking damage from marks anyhow right? Because let’s face it marks do so much damage to begin with especially after the deathly chill nerf.

The latest changes wasn’t a nerf mate.

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True shot got compensations why not Gunflame?

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Posted by: Novuake.2691

Novuake.2691

For those wondering about a better build and one that actually is strong in duels, sucks in teamfights for though, but that goes for warrior period.

http://en.gw2skills.net/editor/?vJAQRApe8fnMdAtkilkCWhAEliFjADZEsCWeGBgNYO7d4ucfuA-TZBHABA8AAsvMwQ7PUwBBQgzAAA

Is a very good farpoint pusher.

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Unblock-able marks need to go

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Posted by: Novuake.2691

Novuake.2691

Please for the love of all that is holy, lets get rid of these…

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Deathly Chill needs an internal CD

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Posted by: Novuake.2691

Novuake.2691

Yeah, necros complaining about this being a nerf, it isn’t a nerf, not even close to a nerf.

Even if you make it 3 second, hell even 2 seconds would be nice, that would be sufficient to keep them in line.

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(edited by Novuake.2691)

True shot got compensations why not Gunflame?

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Posted by: Novuake.2691

Novuake.2691

It was cancerous design. Now warriors have to actually play a build that can contribute to the team. Thanks ANET.

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Engi changes analysis and conclusions(condi)

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Posted by: Novuake.2691

Novuake.2691

Foreword : Some of the scrapper nerfs were VERY warranted. Yes, necro needed nerfs too, but alas necro will be top of the roost alone this time around with engi a bit below god tier.

Necro saw some pretty substantial nerfs as well id expect mesmer to be top

The damage was just redistributed. Really don’t see them as significant nerfs.
Yeah mesmer is pretty good.

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Amulet request

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Posted by: Novuake.2691

Novuake.2691

Power 1050
Condi 1050
Precision 560
Vitality/tougness 560

This would be great for condition hybrid engineer.

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Back to shoutbow?

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Posted by: Novuake.2691

Novuake.2691

Either way warrior is still likely to be extremely weak.

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Engi changes analysis and conclusions(condi)

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Posted by: Novuake.2691

Novuake.2691

Hi guys, as an engineer main I would like to give you my feedback and breakdown of the engineer changes we got today.

Foreword : Some of the scrapper nerfs were VERY warranted. Yes, necro needed nerfs too, but alas necro will be top of the roost alone this time around with engi a bit below god tier.

Lets jump in! I will be glossing over some of the more irrelevant changes and bug fixes.

1. Fragmentation Shot: The damage of this skill has been increased by 14%.
Really does not matter one bit, the weapon has some of the lowest power scaling in the game, achieving hybrid status means the weapon almost needs a complete rework.

2. Static Shot and Blowtorch are a basic buff.

3. Whole bunch of very welcome elixir CD reductions.

4. Healing turret nerf! This is very unexpected but once again a healthy change to the game! 0.25 longer cast actually means skilled thieves can interrupt it!

5. Gadget CD reduction and added functionality, all of which don’t matter in PvE, PvP or WvW. So yay for that.

6. Slick shoes is the one gadget this patch that will have a huge impact on engineers in game.
This skill is extremely weak if it can only get one knockdown, and now it will not strip stability or deal well with breakbars at all. Slick shoes was the only CC engineers had that was competitive with extreme breakbar stripping like revenant staff 5 and the like.

I would have expected them to keep the functionality the same when it comes to stripping breakbars and stability but only allow 1 knockdown per player.

With this change slick shoes will see zero use in any game mode, another useless gadget.

7. rocket charge now 2 leaps. Good change, needed.

8. Hammer auto buff, not really amazing, but I guess its okay.

9. Rapid regen reduction in base healing. This is a tiny nerf to the swiftness and about a 25% reduction in superspeed regen. A good change. Although I would have nerfed the swiftness one a little more.

10. Sneak gryo cast time! Good change!

Now all of these changes as a whole mean the current meta build has seen some serious nerfs, yes its still playable, however my guess is that slick shoes will see a swap for most likely toolkit. This means we may see inventions being swapped for tools but to early to say until further testing.

Something that I find frustrating is that they appear to be pushing more conditions in pvp, at least for engineer.
While the pistols buffs are welcome, the problem with condi engi is the investment required in traits and utilities make it almost impossible to get a decent balance between damage and survivability. The major problem being condition clear.
ANother interesting problem is the lack of a hybrid set taht works well for condi engi similar to how mercs works for mesmer and warrior.

We NEED precision for semi decent condition damage, so a good set would be Power and condi mainstat, precision and vital/toughness secondary.
This would allow us to have decent damage output without needing to invest in a terrible PvP line like firearms and still have decent condi and power pressure when using nades instead of FT.
We need new traits in firearms or explosives to make condi engi work in PvP again.

EDIT: God I want to see more shield changes that give it synergy with pistol.

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If all of ANet had but a single neck...

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Posted by: Novuake.2691

Novuake.2691

Ruby is the first real hurdle that people have, everhtjing else has too many checkpoints and can be grinded out of everyone and their mother are in ruby thanks to that.
On the other hand winstreaking through the lower divs could easily boost you all the way to legend if you are lucky enough.

In short stop trying to correlate league to skill it just isn’t.

You could be a typical ruby baddie, or you could just be in a badluck run, who knowz

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Certain builds Counter Certain builds.

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Novuake.2691

The guardian’s main counters are Rev/Reaper… Just wanted to point that out. I know this is all based on your personal experience, but Reapers should dominate DHs.

You’ve got it backwards. DH counters reaper.

If the reaoer has the foresight to hold at range DH will lose.

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Certain builds Counter Certain builds.

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Posted by: Novuake.2691

Novuake.2691

Revenant and thief can solo auramancer eles. Auramancer ele, in a 1 v 1, can almost afk on the point if they own it against condi shatter Mesmer.

If the ele uses his reflection properly then a rev can never kill, thief would jave jard time interruoting as well.

Eles are just bad most of the time.

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League =/= skill

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Posted by: Novuake.2691

Novuake.2691

Words

OK, I think I see where your confusion comes from. In S1, you didn’t have to carry games if you had a low MMR. Having a low MMR meant that (1) You were more likely to get high MMR players on your team; and (2) You were more likely to get low MMR players on the enemy team.

In other words, tanking your MMR helped you get carried to legend.

In S2, it’s the opposite: having a low MMR now makes it very difficult to advance.

Accurate, but not the only issue this season has

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League =/= skill

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Posted by: Novuake.2691

Novuake.2691

@Fivedawgs.4267

Winrate doesn’t correlate to progression if there are so many checkpoints.

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Posted by: Novuake.2691

Novuake.2691

Did I say at any point that only good players are in legendary? No I didn’t. I am only disagreeing with 2 of the points that you made in your post.

Read again. Your disagreeing made your entire argument invalid.

Sometimes I wonder if people really don’t think past their own experience.

I suggest you read my post again since you took it out of context. Feeding after losing a teamfight is irrelevant due to the fact that at that level of play, the match is usually lost at that point due to players not understanding how to comeback. I like how you completely ignored the second half of my post regarding the opening fight.

And you are basing your argument purely on people who complained about MMR hell on the forums, which in itself is a tiny percentage of forum posters when you look at the number of people who shot down those posts, even smaller when you consider that most people don’t post on the forums if they are happy with the game.

And your claim was that one person can always win a match on his own merits no matter his team. Or did you forget that part?

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League =/= skill

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Posted by: Novuake.2691

Novuake.2691

Did I say at any point that only good players are in legendary? No I didn’t. I am only disagreeing with 2 of the points that you made in your post.

Read again. Your disagreeing made your entire argument invalid.

Sometimes I wonder if people really don’t think past their own experience.

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League =/= skill

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Posted by: Novuake.2691

Novuake.2691

This only happens at low levels of play where both teams are going to be clueless about rotation.

I see this in consecutive games from legendary players, because once again. Skill =/= league.

So I gave you an example and you dismiss it as irrelevant because low level play? LOL do you not realize how bad that is?
Not to mention that not just higher levels of play matter, decent low tier players should be able to differentiate themselves from terrible players, but they can’t as an individual.

Your entire argument just fell flat because you disregard lower tiers of play.

Sadly I don’t record, but I wish I did.

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(edited by Novuake.2691)

League =/= skill

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Posted by: Novuake.2691

Novuake.2691

Except that it’s mostly a mentality problem. Every single video that has been posted on the forums claiming “mmr hell” had been completely shot down as a winnable game if the poster had actually put a reasonable level of thought into it. Show me a video pf 3 consecutive games that you lost and were unwinnable (afks and dcs don’t count because the system can’t predict these).

Other than this being extremely hard to believe! Ill play along.

The simplest example would be that your team losing first teamfight and commence running in 1 by 1.

There is nothing an individual player can do in a situation where the moment you spawn the previous person that spawn is already running to their death in a 3 or 2v1.
You are essentially hoping your enemy overextends in cases like these to create equal fights again. Its not winnable on you as an individual.

Sure you can wait for next spawn and go in with 2, but where assuming enemy has far and mid. Lets say they are split 2/3, you go far, you are still hoping your enemy makes a mistake and does not rotate. Or you go mid and its the same story, you hope the enemy does not rotate to create 4v2.

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(edited by Novuake.2691)

League =/= skill

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Posted by: Novuake.2691

Novuake.2691

Funny that guy is actually pushing his anecdotal experience against the facts; lol of course you can win after losing 20 games in row, the facts are it’s X vs X . So you never know what might happen … it’s not like the system was pitting you against High MMR players all the time.

Funny how thousands of experiences over thousands of players disagree with your “facts” that are based on a framework(Glycko) that isn’t fully applicable to matchmaking in GW2 PvP because it of the way matches are formed.

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Posted by: Novuake.2691

Novuake.2691

Also leading 2 people in a wild goosechase doesn’t automatically make it a good thing to do.

And that’s exactly my point…
It can contribute heavily when it allows your team to easily win the map due to the number advantage, but in other situations it can also be better just to regroup with your team.
There is no way for the system to differentiate the two unless someone manually codes in every possible scenario including the position/heath/cds/etc of every player in every scenario.

No way for the CURRENT system.

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Posted by: Novuake.2691

Novuake.2691

I’m 100% against contribution scores. It will undoubtedly, guarantee that players will find a strategy to efficiently farm contribution in a way that’s a detriment to the gameplay, and also leaving playstyles dead that don’t contribute on paper as much.

Scrap it

It wouldn’t be easy to get it right, but how would you do it otherwise? How else will would you promote individual players out of lower tiers in the short period a season lasts?

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Posted by: Novuake.2691

Novuake.2691

As for glicko, you can’t deny winstreaks and lsoing streaks are common, this isn’t some sort of conspiracy.

Yes and I have had large losing streaks followed by large win streaks multiple times this season. According to your logic, this is impossible because my MMR would be so screwed by the losing streak that I couldn’t possibly get a win streak right after.

Try something out – go find a random number generator and generate random numbers between 0 and 1 and look at the large streaks that you can get just from randomness. Must be conspiracy right?

Except this isn’t a case of 1s and 0s.

You can look at recurring teammates with and against you, same people for many games on end that very rarely swap to your side or vice versa, you can look at score disparity in these streaks are rare anywhere near 250 to 500.

Comparing apples to donkeys really is pointless.

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Posted by: Novuake.2691

Novuake.2691

Of course there’s a correlation of skill. It’s not perfect, but there’s a reason that pro league players are all legendary.

It’s also the same reason why you can watch low tier games and see huge mistakes. I mean, I steamrolled through amber, sapphire, and even most of ruby doing things like winning 1 v 1s on a thief and capping an undefended mid point. There’s still plenty of dumb stuff that happens, even in legendary games, but not nearly to the same extent that you see at lower tier games.

Is that why people in low legendary that ive seen still have no concept of rotation?

Obviously the pros will climb out, they roflstomp poeple, just because they are in legendary+ does not mean the system isn’t flawed.

The average player shouldn’t be in ruby in the first place, which is how it is now.

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Posted by: Novuake.2691

Novuake.2691

@Random Weird Guy.3528

I honestly don’t believe thats the case. It won’t be easy, sure.

Also leading 2 people in a wild goosechase doesn’t automatically make it a good thing to do.

As for glicko, you can’t deny winstreaks and lsoing streaks are common, this isn’t some sort of conspiracy.

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Posted by: Novuake.2691

Novuake.2691

Leagues still have zero correlation to skill, we all know this, but some very obvious things need to happen before leagues correlate to skill.

The reason for this issue is manifold, but the major ones are :
A. Too many checkpoint and safespots on the ladder.
B. Per player in game evaluation isn’t considered nor is there a system in place to do this.
C. Teams can often carry singular players because of lack of B.

Now these are my proposal to implement a way that leagues ACTUALLY correlate to skill, some of which will likely never happen for various reasons. But the goal of this post is to get leagues to correlate skill and this is how I would do it.

1. SoloQ/DuoQ and teamQ, this avoids people being carried. But also creates a team based competitive environment that is competitive.

2. MMR needs re-evaluation, it adjusts way to drastically based on 2 losses or 2 victories in a row. This leads to streaks that are extremely unhealthy.

3. Match contribution needs to be evaluated and reworked so that you can gain pips based on contribution. This will encourage people to play to the end. A loss and almost no contribution is a 2 pip loss. A win and major contribution should be a 3 pip gain. A loss but close score should award 1 pip at most if major contributer, 0 pips for above average and -1 for average and below.
Match contribution rework is what this entire suggestion hinges on, it needs to be done properly and tested extensively.

4. To accommodate the above you need to greatly increase the total pip requirement for rank climbing and slightly increase tier pip requirement.

5. Pre-season seeding. Using a certain amount of games + previous season MMR + rank to determine a starting league where the MAJORITY of players start in emerald, good players seed to sapphire and the best of the best seed to ruby, new and bad players seed to amber obviously.

6. Tier loss should be implemented from emerald and up. Rank loss should be implemented from ruby(so you can drop down to sapphrie, where the average players should be after a season). You could drop to a lower rank if you lose 3 consecutive games with below average contribution after reaching zero pips.

Yes, some of these are pretty unspecific, but i am terrible at match, so ill leave the to the people that know better.

Feel free to discuss and improve on my ideas. In a perfect world we might get this.

EDIT : I want to add that this system would mean you climb if you play well, instead of climbing by streaking.
So if you win 1, lost 1 constantly, which is HEALTHY, you should still climb if you played well, which is extremely important.

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(edited by Novuake.2691)

Another closed map AB

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Posted by: Novuake.2691

Novuake.2691

Still nothing by the devs… Good job ANET, gamebreaking bugs, zero interest in letting us know if thye even care about it.

Honestly losing faith in this company.

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Another closed map AB

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Posted by: Novuake.2691

Novuake.2691

I find it shocking that we have zero dev communication about this after so long. This and the reddit post has yielded nothing this time around either.

Guess Monday would allow them some time.

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Another closed map AB

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Posted by: Novuake.2691

Novuake.2691

Why would the third map close and but not the fisrt one? How is it any different?
And we did fill up the map.

Tellme your secrets to keeping your maps open oh magnificent one. /s

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(edited by Novuake.2691)

Another closed map AB

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Posted by: Novuake.2691

Novuake.2691

The solution is NOT to move map- taxi people into your map.
I have successfully preventing HOT Maps from closing many times by doing this.

Accepting the volunteer bonus usually results in a unstarted map.
The thing with AB is after the Octo meta people flood out so it often incorrectly marks maps for a potential closure.

The key for all the HoT Maps is to get those taxis going and ignore the volunteer bonus in many cases.

Ill be concise in answering you. Bullkitten. If you reread the post you will see we ignored the popup the third time and fikled the map completely well before octovine and still got kicked. Ive seen many maps close and in my experience if the popup shows,the map WILL close afterthe hour is up. No matter what.

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Another closed map AB

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Posted by: Novuake.2691

Novuake.2691

Get into an AB map, start progressing the meta, charge up a pylon or 5 across the map with 20 or so people. Get popup to move map because “empty”. Knowing how this turns out we decide to just move map and start over.

We start over on another map and get a popup again with 20 odd people on map, so we move again.

The next map we are in is pretty great, we suddenly had 4 commies and around 50 people on the map based on squad numbers. After about 20 minutes and at least half the pylons being charged up, we get another popup. At this point its not worth swapping maps, the timing(1 hour to map close) is exactly in the middle of the Octovine and we are HOPING megaserver doesn’t screw us over, so we stay on this near full map, taxi people in and just hope.

Halfway through the Octavine, lo and behold we get kicked.

How is this not fixed 6 MONTHS after launch?

2 hours wasted.
This problem is getting old.
Would the system have force us to skip maps until Octovine started? With zero participation.

Don’t even know what to do about this anymore. Stopped counting the times this has happened.

This is game breaking… In case you were not aware.

Despite this being game breaking bug we have ZERO statements from ANET about this issue besides a vague “megaserver is a bit problematic”. Yes I am paraphrasing.

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AFK player latter half of a game, lose a pip

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Posted by: Novuake.2691

Novuake.2691

Second picture to prove he was AFK. This was taking right at games end. No he didn’t leave as the game ended.

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