Phaatonn, London UK
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Until we develop AI further we cannot artificially remake Teldo. His engi build however, whilst boasting some of the greatest build depth of anything in GW2, is not currently viable.
His build relied heavily on combo fields, and really struck at the heart of what the Engineer class was initially designed for.
Not this passive hammer scrapper nonsense. Blinds, combo stealth’s, and lots of smart kiting.
I stopped posting suggestions on the forums about a year ago, but thought of this trait the other day and felt obliged to post about it.
It would likely go in the explosive line, as this line has no place in any meta build post -HoT. It could replace any of the three GMs there (they’re all pretty much worthless atm), and would go something like this.
“Blast combo finishers activate twice”
This could then be combined with a change to the minor trait ‘Explosive Powder’, which could look something like this.
“Your Blast Combo finishers remove a condition”
This trait line can’t be used on builds because engineers lose sustain and condi removal from otherwise taking either Alchemy or Inventions. What this trait does is provide extra non-passive sustain (double water combo finishers) as well as double stealth finishers for a more viable stealth off of smoke bomb.
Bearing in mind with these traits current scrapper builds would gain nothing at all. All this would allow, is the return of a comparatively much higher skill cap set of builds reliant on bomb kit.
I’ve got hundreds if not thousands of hours PvP on every class in this game, so please don’t see this as in any way bias. I’d just love to see higher skill cap builds like this one returning to the game, without buffing their more brainless cousins.
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1% are complaining about QQ threads
Also to the posts above; the game struggles because the developers think they made the game too hard at launch (the only logical explanation for dumbing it down)
The truth is that they lowered the entry level at the cost of depth. That’s a big no no if you’re looking for a truly high level experience.
bump. Hope this is addressed for next season (along with some better rewards for repeating Legendary!)
just make all unranked conquest map – revenge of the capricorn.
then we can test the map properly.
In a perfect world..
.. they could put a third tick box on the pvp UI
[x] Conquest
[x] Stronghold
[x] Beta Maps
So people could filter down to it without splitting the pool..
id ban w/e class u main
This guy gets it
They shouldn’t be buffing DH traps. It’s a crappy mechanic for pvp.
They should just improve other guard builds, and make them less passive.
The problem is passive mechanics need to be removed across the classes. Guardians thrive in a meta where aegis actually matters.
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The gameplay from Elite specs is just really bad.
The skill ceiling has been lowered unilaterally in sPvP since HoT.
This games pvp has regressed to just rotating through ‘utility’ based HoT skills.
Seasons may be appealing to carrot-on-a-stick MMO fans, but frankly it’s irrelevant for those that came here for the combat system.
I’ll just leave this here…
https://forum-en.gw2archive.eu/forum/game/pvp/sPvP-needs-its-own-business-model
He means dishonorable but he obv has no idea about any of the abbreviations for gw2…
In gw2 we don’t abbreviate dishonorable… DH = dragon hunter
DH stood for dishonour before it stood for Dragon Hunter
But I will try harder for you next time Sir.
aaaaand I just got a 36 min time out for missing a q pop in unranked.
Well I wouldn’t get it – took a break through the first season as the tedium was too much!
I just went from 8 mins to 40 mins DH when your server kicked me.
I swapped IP and was back on in 2 mins, won the game, and got 40 mins DH for my efforts
You should punish ppl for afking matches.. but clearly a ~ 2 min DC is not what an AFKer is going to do..
Once you get into any Legendary Division of x2 or higher, the scrore panel always displays you have no pips in your current tier.
On the PvP panel however it shows the correct amount of pips you’ve earned in your current Legendary Division.
Not a big one, but it is a pretty glaring UI bug to those that see it so thought I’d make a post…
If pvpers got exclusive capes, the Universe as we know it would cease to exist. We would descend into a Never-Earth; our hollowed out souls forever revisiting the demise of our existence in an endlessly recurring sequence of regret and sadness. Each moment that passed would gently suffocate us, steeped in the black swell that binds the vastness of space. The tar would freezes around us as we took our final glance out into the past; to picture a world that would never bear the horrors of this place, with the mantle of pride that birthed it thrust to the ground, only to sink and be forgotten.
But yeah it’s a nice idea OP, defo worth a mention to the devs
+1
But no, Rev doesn’t need improved condi clear. It’s strong with a counter. That’s ok.
They should nerf mesmer’s inspiration line, and the condi application on warrior’s (rage) skull crack.
Oh and rebalance every elite spec. That too.
man this thread is so salty!
@lilth that world completion tho. If you’re not a troll, understand there is no differentiation between you and an obvious troll!
They won’t because it would ‘split the community’
In the real world, however, (the one that knows this statement to be misleading) it would be a very good thing to see in the game.
+1
1. When you have an ele on your team
2. When your only bunker says ‘I go far’. Oh wait.
How about making the entire game turn based with rock/paper/scissors/lizard/spock as to who does the next action?
oh my god.
that’s it.
everyone, the problem is solved. This man, right here, has the answer to all our problems. We need only support his motion and guild wars 2 can become the perfect game.
Thank you my dear, I also suggest always including a third player as a refereee on every PvP battle, and this person would then overrule the rock/paper/scissors/lizard/spock winner and decide the fairest outcome of every battle based on a completely objective evaluation of individual skill through viewing the players chat and browser history.
You know, who even needs the rock/paper/scissors/lizard/spock? let us simply have the two players argue as to who would win between a rock and a lizard! There could be whole metabuilds based around constructing the perfect argument! Entire communities would form around the two sides! The forums would be filled with not vitrol about the state of this ability or that, but instead enlightened debate about the finer points of abstracts concepts behind the idea of the rock and the idea of the lizard! We can redefine the face of modern MMORPG PVP with this daring and bold strategy that will take the face of gaming as an entirely new genre.
Not a new genre. Isn’t this how a D&D / Pathfinder game is played :p
I think he’s talking about more rock/lizard focused discussions.
The thing is, a lizard can die and rot away, and in that scenario the rock wins. I’d probably focus on the temporal element – perhaps even bring in v^2/c^2~1 frames of reference and how they could factor in (we’re only assuming these two objects are traveling at normal speeds).
Lizards would lose in a vacuum though, so the scenarios would be somewhat limited here realistically.
This must be what boredom feels like.
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People leaving? Not on my overwatch!
Also was it just me that found (LB) ranked solo q fun?
Banning TS is unrealistic since it’s a third party program.
Preventing humans from talking is easier than implementing in-game voip though.
+1
Don’t want to jinx it though
Last season’s legend div player here. So far 10 matches: 4W-6L. Most matches with scores around 400 on the losing team. Looks like we are going to spend a lot of time climbing to legend.
Honestly this seems so much less messy than last season. This is the point where matches should seem most one-sided
season 3 we get both
i.e.red – blue
8 – 8
8 – 9
9 – 8
8 – 9
9 – 8something like that maybe.
otherwise, one team gonna have slightly higher overall MMR.Season 1 would have been closer:
6 – 7
6 – 5
5 – 5
5 – 4
4 – 4Your season 2 example is accurate, though could be closer in some circumstances.
Season 3 will be like a sorted version of season 1:
4 – 5
4 – 5
4 – 6
5 – 6
5 – 7
If S2 was that extreme, then yes S3 looks like it makes more sense. Essentially ‘average’ mmr for a division should have a 50/50 w/l, provided the continuum is even?
why not
4 – 5
4 – 5
4 – 6
5 – 6
5 – 6
Is that to force players if move up over time?
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I dont understand the shield change. What does it mean?
https://wiki.guildwars2.com/wiki/Persistence_of_Memory
This was the nerf to shield CD on the phantasm build, haven’t checked out what it feels like yet though.
They had to make one troll fix so you knew it was anet :p
They look thoughtful at least. We weren’t hit with 100 tooltip spelling corrections.
I think there was a little too light a touch with the ramifications of these changes to what we know will become OP and UP, but at least the overall approach was right in toning down some HoT skills…
Mesmer
Echo of Memory: The recharge of this skill will now begin when Time Echo’s effect ends.
Persistence of Memory: The cooldown reduction of this trait has been reduced from 2 seconds to 1 second.
Mental Defense: The recharge of this trait has been increased from 25 seconds to 30 seconds.
Well of Calamity, Well of Action, Well of Recall, and Well of Precognition: The visual effects of these skills have been restored to their original state for the player. The previous effects are now used as the lower level-of-detail versions.
Personally I thought that whole OP shield/phantasm mechanic took away much of what made Mesmer fun (and tricky) to play.
Buuut will it be playable now vs the crazy post HoT power creep? I know some shatter players were running torch before condi Mes exploded, but will it be viable?
On the flip side, Rev will be less punishing to them… but thieves aren’t going to have a hard time…
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Both of them seemed well placed tbh. People may actually be able to run away from a rev now, and P strike was a nightmare for stealth classes..
A message from the PvP Team:
Hi all,
PvP League Season 3 is just around the corner, and with that we’d like to let you know about a few upcoming PvP amulet changes.
The following changes will take effect on May 17:
- Mercenary Amulet will no longer be available for use.
- The cost for Viper’s Amulet will be eliminated. Anyone who had purchased this amulet prior to May 17 will be refunded the full purchase price via in-game mail.
On a related note, the balance team has been keeping an eye on how things have settled after the April 19 release, and you can expect some adjustments to some outlier skills with the launch of PvP League Season 3. More news on that front next week.
Hi Gaile,
Is there an ETA on this, and will the balance patch be simultaneous with the merc ammy removal?
Thanks,
Omg this necro thread. That’s more shocking than me being on the forums at this time.
FYI we know all the builds now. And it’s got so much worse since HoT. I really hope the new management can turn things around…
No new management on balance team.
This isn’t about balance. It’s about direction, structure, and the people they trial pvp gameplay with before putting it live.
I dunno.. that seems to be substantial change; he even mentions drawing on aspects gw1
It could be too optimistic – but it’s not unfounded.
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Omg this necro thread. That’s more shocking than me being on the forums at this time.
FYI we know all the builds now. And it’s got so much worse since HoT. I really hope the new management can turn things around…
A year ago, I wager there probably would have been only two responses, bad or abysmal.
A year ago, I would have voted average. It wasn’t amazing, but still interesting to watch for people who played PvP.
Today it’s abysmal. HoT power creep is ridiculous and killed diversity. It’s the same 6 HoT builds over and over, and they practically play themselves. Why bother watching top players?
Everyone knows this, so why discuss it?
AN doesn’t know this, or is trying to ignore the facts.
We’ll see what they do for season 3. Even if they just started taking pvp into account when tweaking character classes, it would be a huge step forwards to where we’ve been post – HoT.
We’re still being told ‘The balance team and the PvP team are two separate teams’ , like the lack of apparent design direction with regards to PvP is explainable and excusable.
The truth is, this design philosophy of game-mode convergence has been cooked up in a boardroom, and forced on the competitive game despite the fact that it’s clearly not improving gameplay at a competitive level.
DS 2 was just announced as being the best selling game last month. Lets stop kidding ourselves that dumbing the game down to the point that, as you said, “it plays itself” is excusable for some abstract commercial reasons.
There are people in this community who know your game very well, and are prepared to work with you collaboratively for free to improve it. We know what classes have been most enjoyed by the community over the last 3 years – bringing those back alone would be a huge step forwards.
Despite not playing this much any more, I’m still very passionate about Gw2. There needs to be some directional changes though.
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A year ago, I wager there probably would have been only two responses, bad or abysmal.
A year ago, I would have voted average. It wasn’t amazing, but still interesting to watch for people who played PvP.
Today it’s abysmal. HoT power creep is ridiculous and killed diversity. It’s the same 6 HoT builds over and over, and they practically play themselves. Why bother watching top players?
Everyone knows this, so why discuss it?
When will anet realize, that amulets are not the (main) issue?
As mentioned in the OP, there will be a few balance changes coming next week as well, but runes/sigils/amulets are one of the things the PvP team can change on our own without impacting the rest of the game. To be clear: the PvP team, just like fractals/raids/wvw/etc, does not handle profession balance – there is a separate team for that.
Class design has shifted substantially since launch. It seems far better suited to PvE now – especially post-HoT.
Is there a strategy in place to bring back more PvP-friendly mechanics now? There’s a wealth of fan-favourite builds to choose from (that were enjoyable in a meta), have these been considered for future patches?
In some alternate universe they shaved HS by 20%, one months after initially buffing it.
GW2 is esports there; but it could still happen here.
Believe.
Another joke nerf they don’t care.
I think this is a sign they’re doing better at caring. If they did small nerfs/buffs like these more regularly, the game would be a lot more interesting!
Most hopeful thing to happen to the game in 2016
Long may it continue..
Kyhlo is fine Hugh.
We need fresh maps with fresh ideas. Built for competitive conquest.
Swing factors are certainly a good thing to focus on. That point were the shoutcasters and viewers all know its gg. That needs to be as short as possible.
Another way of minimising snowball mechanics is to reduce the distance from spawn to home point.
Please just make more competitive conquest maps.
the match is done by +7 to -7 pipe range
so ruby was close to diamond and diamond was close to ruby
why the game didnt match it better -easy they want diamond to go further with thier mmr.
i have also had it as 4 ruby+1 diamond versus enemy 4 diamond +1 ruby
we won
Stop disrupting this echo chamber with your considered, informed responses please.
Thanks.
Just want to bring this up for discussion again. Still seems like a good idea to me.
There’s been a lot of ‘discussion’ recently on the forums about season 2 divisions. this post here is especially good at talking about ways to improve match-ups.
But divisions are fun when you’re in a division of equally skilled players. And that’s simply easier to do with more players in the mix.
It’s often used in F2P games, because it takes a lot of players to make it work well.
Going back to the ‘new player experience’ though, most of the guys who are trying to play ‘for free’ will be currently getting squashed in amber/emerald (which are probably the most one sided, uncompetitive divisions for many reasons).
They’ll have to buy the game having never experienced conquest at any enjoyable level.. its just not a great route to market in its current state.
do you dumb LoL kids even know what word “Elo” means?
Electric Light Orchestra silly
There is an alternative to removing the tier system altogether, which is to introduce placements at the start of the season, coupled with growing the player base substantially.
Divisions can be fun, and have a proven track record on other (bigger) pvp games.
Mesmer is the only viable class left that isn’t brain dead to play
And they want to nerf it
K
That build is not brain dead? Compared to what other build exactly?
Because Inspiration Mercenary is the only low(er) skill floor variant of this Mesmer build, and it’s not actually that good, or at least appears to be worse at high levels to more offensive variants.
That can’t be said for just about every other class in the game. Condition Mesmer is actually not in a bad spot.
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Mesmer is the only viable class left that isn’t brain dead to play
And they want to nerf it
K
As many other PvPers I’ve been thinking about the new algorithm that has submitted me to countless ridiculous losses (funniest I had was something like 500v24) and equally ridiculous wins.
As I said in a previous post, the matching algorithm should accomplish two objectives:
1. give rank based on actual skill (ie discriminate/classify players)
2. make for fun matchesThe actual algorithm probably accomplishes #1, at least based on very competent players who got endless winning streak and climbed very quickly. However, I feel that matches are less fun because they are either very easy to win or not even worth fighting. The situation has improved slightly (I feel) the last 24-48h, but I don’t know if this is going to continue and how it is going to end.
My input, as a PhD bioinformatician, would be to consider two additional elements:
1. matches that are very well balanced are most informative at the end: if your prediction algorithm is worth anything at all, then a match ending 500vs100 is probably a huge loss of time for both teams. The algorithm probably already knew what was going to happen and did not gain significant knowledge from this match. However, if team A vs team B is ranked 50% win probability, then the actual output of the match will matter, because the algorithm has no idea what is going to happen (this is what it means to predict 50% win probability, ie flip of a coin). Obviously, one should integrate some degree of luck/flexibility, meaning that a win at 500vs498 is not the same as a win at 500vs440 (clear win, but balanced match). So, my argument is that closely balanced matches will be fun AND provide more information where it matters, ie between teams that are quite close in skill.2. The evolution of skill measures could be based on a bayesian “learning” framework. The divisions are built a posteriori after the skill has been computed with reasonable confidence. This is a bit technical, but the basic idea is that players start with a broad range of expected skill. Say their MMR is 2000 /- 2000 (ie from complete newb to pro player). Every match contributes to the refinement of our understanding of a player’s skill as an average but also as a variance: what is the “minimum” skill we expect this player to have at 99% probability and what is the “maximum” skill he could possibly have? So, progressively, this becomes finer to something like 1650/-500 then 1973+/-30 etc. In order to calculate divisions you just give bonuses and “tiers” every time the minimum at 95% (ie average-variance up to 95%) goes over some preset value or over some quantile (percentage) of the population. Also, you can give out a “pvp present” every day based on where the player stands, for example, so that low ranking players get some daily bonuses after their first daily match or every time their average increases (or their variance decreases). The advantage of this solution is that there is no need to actually fix tournament dates: a bayesian framework progressively improves the quality of the prediction over time, so you can reset it to zero, if you want, or just let a “perpetual” leaderboard and distribute titles or whatever every month.
Anyway, there is a rich literature on the subject of machine learning for classification and bayesian models but in the end I think it should be feasible to make for tight matches between teams of comparable skill AND also put every player where he belongs.
Let me say otherwise that GW2 is a great game. I hope you’ll find a fun and fair solution!
This is a very good post.
However, you’re overlooking the fact that the division system is there to prevent players from moving up, as well as good ones from being pushed down. It divides.
If anything is to be ‘improved’ it will be from looking at the objectives in terms of player experience – the matchmaking algorithm is secondary here, unless it can reflect not just even matches, but relate the way players aquire pips/alternate progression.
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