I’d really like to see a training game mode in off season, something to prepare you really well to the season.
For example arena 2vs2 would be great, people would improve in teamfight situations.
Unranked is basically a waste of time, Anet needs to fix this month break.
I’m not against a month break but like others said, we need something different.
- druid brislte/smoke damage
- necro corruption/condi pressure (something in this area)
- scrapper ratio damage/sustain
This is a bit too much and need attention.
Dh/reve are really good and a better option than thief/mesmer right now.
Thief has insane mobility and mesmer has always portal/moa so until their mobility skill is so high their power in fight should be lower than other combinations. Thief is a bit in a better spot than Mesmer but not really so much.
War damage and condi damage is ok but lacks of sustain
Ele is meh
This is not based on hot join experience but (un)ranked and Skirmishes
I’d start to shave the first 3 points before buffing anything, is pretty clear there is something broken in that area.
(edited by Phil.8901)
There could be different alternatives like
1) move stronghold only in unranked and replace it with a soloqueue for ranked
2) soloqueue + teamqueue with duo trio full team
Honestly I’d really like to see soloqueue again, with the new pvp league system i think it would be amazing.
The alternative would be having really balanced games in ranked queue and not full premade vs soloers or duo/trio esl players against duo trio with not the same skill
Like in the old season test, can u readd the glorious hero armor for the 2nd season?
Dunno for example 1 piece = 100 tickets (like all wings)
Thx
Good changes, well done.
Dude, i don’t want to be an kitten (probably I will ) but every your recent topic/reply is a complain about how people reached diamond/legendary “cheating” (lol), how bad matchmaking is, how bad the world is, how bad this, how bad that etc.
Have you considered the chance you’re just bad at pvp and there is not a conspiracy around you?
I’ll tell you a secret, there are people better than you, so less complain and try to improve yourself instead of crying on everything
Deal with that or simply play something different.
Really good topic
Stuff like this should be IN THE GAME
Sadly, only few people read the forum.
Ps Gratz for legendary, welcome in a world where solo queue doesn’t start
My changes
1. Soloqueue
2. Team queue duo,trio,5men with 5men with a great favor in winning odds
3. Less correlation between division and queue time (for a faster queue)
Like it
+1
I don’t see the point to have a shorter queue if i get a game i can’t win and i lose pips for this.
People would be always mad if this happens
So I agree with OP, the right way is to lower the chances this can happen and with this separation for sure this can happen less and you have more quality games and more challenging.
And a very good solo experience.
Another way it could be add a solo queue but put more restrictions (=filters)on roster composition in team ranked queue to avoid full premades against soloers (or similar) and modify odds when you face a full premade (basically almost always no pips loss).
I don’t see the point to have a shorter queue if i get a game i can’t win and i lose pips for this.
People would be always mad if this happens
So I agree with OP, the right way is to lower the chances this can happen and with this separation for sure this can happen less and you have more quality games and more challenging.
And a very good solo experience.
I like this
/bump
Yes, no, why
Yes, because (in the past) the insane mobility and stealth (superior capacity to disengage) created too many balance issues in conquest mode.
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what about the Protector of Verdance ?
I didn’t find the event
Pls Anet, don’t start pvp league with these jokes in the actual version.
Really embarrassing.
I feel bad for every other profession.
Thx
Let me say I’m very happy about this new Anet attitude to quickly fix stupid/op stuff in the game, and I think it’s the right way.
They removed the Minstrel Amulet and I think is really good for the game, cuz was totally brainless and requires brainless rotations and a super effort to remove the immortal bunker from a node.
Now
Speaking about stupid stuff, the Mesmer capability to use f5 + stealth + double elite + portal needs some attention.
I can understand with the Minstrel amulet and rune of svanir you needed some stuff equally brainless to kill a bunker but now it’s gone so it requires some adjustment.
Not mention to use this combo with engi slick shoes to exalt some brainless combo.
Thx
2 things:
1) replace tomes instead of transmutation charges
2) Black lion keys should go with reward track repeatable once for week (like personal level 10) and not one shot.
^^^
I like this suggestion, i used a lot scrapper in this bwe3 and honestly wearing marauder and be more tanky than the actual rabid (considering we have more protection too on healing turret + trait) is a bit too much.
This doesn’t mean other profession tankiness like Necro is fine eh, other classes need some tweaks too.
I’m always for an active form on strong skills/utility/traits.
Honestly the biggest issue is to think higher badge = more skill.
In a grinding system doesn’t work in this way.
I’m pretty sure the “perma” quickness is not intended and they’ll fix it soon.
I think honestly we only need to wait.
Now is all random, no meta, no tactics defined, no 3 years of experience on a game mode.
Did you remember conquest at beginning? And Stronghold is imho more complicated, more objectives, more stuff to do.
There will be a lot of new things with HoT, dedicated healer and other stuff, so I think it needs some times to understand really if there is some major issue
Maybe with HoT you will find the issue guards can’t die because druid e ventari heal too much and stuff like that and there will be new counter tactics.
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Honestly I always see his sustain untouched and always an high capability to stack a lot of might
And Necro now will have more difficult to kill it.
At the end, always Meta ^ 2
would you like an iwin button?
Just an alternative at the same level + o -
It’s not the case for now, it’s too much dominating.
Honestly I always see his sustain untouched and always an high capability to stack a lot of might
And Necro now will have more difficult to kill it.
At the end, always Meta ^ 2
This makes no sense at all, how do these changes make it MORE difficult for a necro to kill an ele?
Because the change of Ring of Fire
Necros used to walk in and out in the previous version, gaining super high burn stacks and transferred them to Ele with transfer skills
Now Wall fire is only 1 burn stack so less damage to transfer.
Honestly i Think the new Ring of Fire is more a Buff than a nerf.
Phantaram basically said the same thing during the streaming.
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1) Herald
2) Reaper
3) Chrono
4) Druid
5) Scrapper
6) Berserk
7) Tempest
8) Dragonhunter
9) DareDevil
C’mon Karl, you can do better
Honestly I always see his sustain untouched and always an high capability to stack a lot of might
And Necro now will have more difficult to kill it.
At the end, always Meta ^ 2
Didn’t they say 4 seasons per year?
Yes, they’ll try to do 4 Seasons in 1 Year
From Reddit:
Sinyr
Another thing to note is that their current plan is to have 3 seasons per year, which means that the seasons will be off more than they’re on (24/52 weeks per year).
[–]Joshua_DavisGrouch
I think it’s more like 4. Depends on how the schedule lines up.
In www with my pu I could run half of the map, without go out of the stealth.
Nerf is fine, honestly i think it will be always superstrong in 1vs1In www.
In spvp is fine too.
So roughly every 4 months, down from “6” months.
I think something like that:
Balance patch + 2 weeks + PvP Season (8 weeks) = 10 weeks
3 weeks break
Balance patch + 2 weeks + PvP Season (8 weeks) = 10 weeks
3 weeks break
Balance patch + 2 weeks + PvP Season (8 weeks) = 10 weeks
3 weeks break
Balance patch + 2 weeks + PvP Season (8 weeks) = 10 weeks
3 weeks break
Tot. 52 weeks, 4 seasons
But we need to consider the pvp season duration.
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I think this is the real news of the day, besides some balance notes they gave us (not a complete list), this is “the buff” we wanted:
From Dulfy note:
Before every competition season, there will be a balance patch. There is a delay of 2 weeks before the PvP season starts. The season will last for 8 weeks. There are plans for 3 seasons per year.
Imho, I think is a decent frequence, considering PvP Season Leagues duration.
Kind of sad thief is still kitten tier in terms of combat.
Makes up for it in other aspects though, there’s a reason why you still see a thief on every top team.
So what’s the plan, waiting for ShorBow #5 nerf and the Reveal rain skills in HoT and we can finally start to redesign thief?
No idea, I don’t play thief, ask a thief who plays in a top team.
I know already the answer.
BTW the best news is the balance patch frequency decreased to 2 months every PVP Season.
I think the Balance patch – 2 weeks testing – PvP Season is a good frequence
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Kind of sad thief is still kitten tier in terms of combat.
Makes up for it in other aspects though, there’s a reason why you still see a thief on every top team.
So what’s the plan, waiting for ShorBow #5 nerf and the Reveal rain skills in HoT and we can finally start to redesign thief?
My personal belief is there will be people who dont’ pvp at all. Or stop pvping because there isn’t solo queue.
So when anet are considering queue time or people who queue in different size, I also want to point out Anet might loss potential pvp players because they are forced to queue with premades.
Weather solo queue is a good idea or not. Anet probably knows better than most of us since they have all the data. But it seemed most people want solo queue. And premades dont’ want to fight solo players anyway.
I think the same
Look this scenario:
Go in soloqueue, 6min + in queue doing nothing in the MIST, other 1 min and half before the match. Bad matchmaking, bad roster sizes matched (more solo in a side and solid premade in the onther side) and bad prof compositions = bad game.
Ofc game lost and Time wasted 17 min more or less.
In like 2 hours of game this scenario can hapen a lot. This is a common scenario with the soloqueue experience with this matchmaking.
Final result: quit or just do something else + complaints.
We’ll see but I think complaints will be super high.
I hope i will be wrong.
We’re on MMO game forums. People will complain no matter what happens.
The problem is when complaints are focused on major issues
This is good to know but it’s also the confirmation we won’t see the soloqueue come back in the first pvp league season, cuz it’s obvious you’re trying a different way.
I think we could give it a chance but I’m not really optimistic about soloqueue experience without a pure soloqueue.
We’ll see but I think complaints will be super high.
I hope i will be wrong.
That’s typically the problem with the current MMR. Matchmaking isn’t giving enough credit to Player A because MMR is mainly based on the Glicko system – a system based on wins and losses. Player A is actually reducing the score gap but Glicko doesn’t look at that.
Glicko does support score-ratios, but in our tests we found it causes MMR to move so glacially slow that you end up having more bad matches because your MMR can’t keep up with your true skill level. This is due to the fact that most losing teams still get around 300 points.
We could have a configurable range to rescale the win ratio to help mitigate this (per game mode, unfortunately). We would have to run simulations first, though, because making any changes that affect glicko can be very dangerous.
For curiosity Evan, you tweak something in the matchmaking formulas for the pvp leagues or it is basically what we have now?
I think after 2 beta seasons you have more data to stabilize the matchmaking better.
I assume the Teamq model will remain 1, 2, 3, 4, 5 people can enter? Just be aware if the number of 1 players decreases (joining Teamq) too much it will be pretty frustrating for 2, 3 and 4 man groups.
Queue times will increase BUT with HoT coming out and F2P there probably isn’t going to be a better time to hope volume of players helps out.
I don’t know how easy it is for Anet to swap and change the queue systems but if they wanted to experiment I guess now is the time. If not I can’t blame them.
This is the reason why soloqueue won’t come back in the first season.
With a soloqueue many other combinations in ranked queue are kittened, no 2-2-1, 4-1,3-1-1, 2-1-1-1.
Basically anet should remake the queue system with soloqueue and full 5 men team only, to not create issues.
I’m not saying is a bad idea, probably full team queue + soloqueue is the best thing for this game right now to avoid matchamking complaints, considering, the actual matchmaking can’t match properly roster size every time.
But I’m really sure we won’t get soloqueue for the first season, maybe for the second season if the complaints will be huge.
PS I voted for soloqueue.
Having Soloq and 5manq then really shrinks the 5manq to a very small set of people – I don’t think they can go for that option. Its a very difficult situation to balance access and legitimacy.
The alternative is what we have now, different roster size matched in the ranked queue with a lot of unbalanced games.
Before we had soloqueue and team queue with a totally different matchamking,no map voting, no team leaderboard and no pvp leagues.
It would be a big difference a soloqueue + a teamqueue right now. Full 5 men teams are really incentivated to go on teamqueue, They have an elo leaderboard, different rewards and access to major tournaments.
People need to accept that not everything is going to perfectly synergize. No matter how useful SR might be, not everyone uses it. In sPvP yeah sure! but PVE, WvW? Not necessarily.
Designing the new dodges to accommodate a skill that not everyone uses makes no sense, especially when said skill (SR) does little to compliment the Daredevil playstyle.
It’s very simple guys, if you want to use SR and be able to pull off reliable dodges within the circle, don’t take Dash.
If you take the other 2 dodges, the dodge damage will reveal you if there is someone is in the range.
So no, gm traits are all bad options with SR.
Btw if you want to drop SR, thief needs a completely new source of defense to survive.
The old broken s/d with the old feline grace needed SR to survive.
Every meta thief build in the past and in the present needed SR.
Without SR, thief is pure garbage.
DD, with acrobatics too, can’t survive with only dodges without SR.
And we have also bandit’ s defense with more 5 s on cd.
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I assume the Teamq model will remain 1, 2, 3, 4, 5 people can enter? Just be aware if the number of 1 players decreases (joining Teamq) too much it will be pretty frustrating for 2, 3 and 4 man groups.
Queue times will increase BUT with HoT coming out and F2P there probably isn’t going to be a better time to hope volume of players helps out.
I don’t know how easy it is for Anet to swap and change the queue systems but if they wanted to experiment I guess now is the time. If not I can’t blame them.
This is the reason why soloqueue won’t come back in the first season.
With a soloqueue many other combinations in ranked queue are kittened, no 2-2-1, 4-1,3-1-1, 2-1-1-1.
Basically anet should remake the queue system with soloqueue and full 5 men team only, to not create issues.
I’m not saying is a bad idea, probably full team queue + soloqueue is the best thing for this game right now to avoid matchamking complaints, considering, the actual matchmaking can’t match properly roster size every time.
But I’m really sure we won’t get soloqueue for the first season, maybe for the second season if the complaints will be huge.
PS I voted for soloqueue.
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I’d like to know if Anet had ever considered to put amulets in the matchmaking formula
Classified amulet like for example bunker amulet (celestial/settler/soldier etc.), burst amulet (marauder, zerk) condi amulet (carrion rabid etc.) and try to balance the games like with 3 bunker/2 damage amulets (burst/condi) or 2 bunker/3 damage amulets.
I mean, finding a perfect balance is almost impossible but the result would be better for sure, comparing what we have now many times (like all bunker on side and all burst on the other side).
Ofc in a soloqueue design this variable could have a very good weight.
I honestly think this is a very strong variable for the final result, many times stronger than skill level.
Sorry if I use your topic but I’m looking for a guild with the same characteristics ^^
I’m really surprised there are a lot of “general” guilds and only guilds interested to raids are dungeons guild who requires trials in old dungeons (like you, I’m not interested to old dungeons).
But maybe is because is a little early, probably the situation will change after HoT.
The new league icons we get with HoT next to the character name should also be visible in the forum. I feel like this would be way better than rank.
Obviously just incase the new league system works (high skilled players in high leagues, low skilled players in low leagues, no insane grind)Not really. Higher league = play with team. Lower league = solo
It is much easier to win as part of a team (and therefore gain MMR) than as a solo player.
I agree, with a Soloqueue could have sense but in this state is only who has the better team.
Re: Dash update!
The original reason we had removed the extra distance on Dash was that we lacked the tech. Since that post, it’s been resolved. Thus, the distance of Dash is back, with a fervor. Now you’ll travel a full 450, up from the 360 previous (~300 base dodge), while moving at a faster-than-running speed. Swiftness duration increased to 10 seconds, up from the 8 we talked about originally.
This thing’s about solid movement, so we’re going to push it in that direction for this BWE. Please check it out and let us know how you feel about it. The animation’s going to remain as your character’s run for now.
We are aware that this new distance will cause some de-sync in synergy with Shadow Refuge, but feel that the open-field movement capability for daredevil needs to take precedence over this abliity. note: You can still dodge from edge-to-edge and remain inside the field, but it’s pretty tricky.
I appreciate your work Karl but i think We need to consider the real thief and DD status.
New dodges are a nightmare for the synergy with SR, New dodges are GM traits and basically are nerfing the SR usability. Honestly GM traits that nerf one of the best thief skills + Anti-reveal meta on HoT will be really too much.
Basically i don’t think you’re buffing the open field mobility in the right way.
Our open field mobility is super linked to SB#5. That’s all.
You need to give us an alternative to SB#5 if you want to buff open field mobility.
Vault is a good candidate (at least staff would make sense) if it could work on vertical axis with and evade frame + more range (ofc less damage). This + a dodge with 450 range could be interesting like mobility, considering they are GM traits that nerf SR usability.
But in the current Vaul state a dash like this is only a pure nerf. The other alternative is making damage during the dodge, so the synergy with SR is always bad.
Pls consider this point, Thief future scenario is already really bad, we really don’t need auto-nerf.
I voted yes (like many of you) but this only means 1vs1 and 5vs5 basically, compositions like 2-2-1, 3-1-1 and 4-1 with a soloque are cut off.
Imho is better to please the majority of people for every match, instead of risking to create sometimes bad games and sometimes other decent games with no properly roster size composition matched.
In this way ofc you please only 2 extremes of roster size composition but honestly for this game and for the community in general i think is the best option.
This will not gonna happen with the first season, maybe with the second season if the complaints will be really a lot (like i think).
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1-3-5-6 are ok, other stuff not.
2 is necessary to survive from Stealth mega burst (mainly Mesmer). If you nerf stealth opening burst, we can discuss about it.
4 is the main reason (with shortbow #5) because thief d/p SA are meta. This doesn’t mean a longer CD is a bad idea but it needs to be compensated with an overall thief strength improvement.
7- Necro are really tanky but it’s a combination of multiple reasons, not only one.
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With Thief you have Steal available during the mist from, i didn’t try with other professions but probably something with the patch reverted this already fixed bug.
Re-fix it pls
I’m not sure but probably we’ll have stronghold available in CA with HoT Release.
I’d say 99%.
And probably some hot join servers will be converted to stronghold.
Only speculation for now.
It takes multiple skills applying just burning to deal high damage per second, giving you multiple opportunities to use condi removal to mitigate any kind of burst that would be attained from multiple stacks. 3 stacks of burning is not burst, 1k damage ticks aren’t burst, 10k mesmer combos in an instant, 20 stacks of burning on you at once, that is burst. Difference is, you have an instant to avoid the mesmer burst, but the burn burst had to be built up over time.
Yeah, for this reason, because 3 stacks aren’t spike damage I suggested a cap.
You don’t need 20 stacks burning. 6 stacks are a LOT of damage, 6stacks+ is too much damage for a single condis.
BTW We’ll see what Anet will do, probably they won’t change the general burning value but they will change something in some builds.
Again its not burning its the frequent application of burning that is the proble. Look at guards. They have only one Damaging condi which is burning and they have to blow pretty much all their cooldowns (which includes one of their meditation heals) to burst you. Its immediately on a 36 sec CD. Purging Flames when traited is a 28 sec CD.
If you cant clear one stack of burning every 30 seconds or so then you really need to take a look at your build.
The problem comes with Eles that can apply burn stacks in many diff ways in rapid fire mode.
You play burning guardian and i understand you want to defend it.
But honestly the burning guardian application is kittened, you don’t have the same sustain and mobility of a Cele DD and for this reason is not at the same level, but the burning application and the capability to reach an high burning stacks in broken on guardian.
The problem is always the same, a single condition who can deal massive spike damage with few stacks in few secs.
Sigils like geo and doom can add more condis to a condi build so you can cover better burning.
We had a lot of topics about burning and how much kitten it is in this state, there were different suggestions (lower stacks, lower damage forula, both of them, cap etc.) but Anet said they are thinking some fix for ele and other classes, we’ll see, at this point is useless talk about it.
Need to wait.
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With more than 3 burning stacks you have spike damage, not condi damage. This breaks the intial design for conditions. Not other condis in the game can reach the burning damage with only 3+ stacks (luckily)
With 3 burning stacks a condi build can deal more than 850 damage, is more than the old value (with the old unique stack) with 1000 condi damage.
If you want to do more damage in 1-2 sec with a single spell, use a power build, not burning build.
Same value, burning can stack but at least we have a cap in pvp.
Considering 3 stacks with a condi build (and celestial with high might) is always a really good damage (850+).
In this way you shave ele dd cele damage and some other condi builds who can stack a ridiculous burning quantity in a short time.
You can modify the burning duration in relation to this tweak
/discuss