(edited by Quickfoot Katana.8642)
Here’s a couple links to help you get started:
http://intothemists.com/articles/spvp/tournament-comp-roles-guide/
http://intothemists.com/articles/spvp/spvp-techniques-and-tips/
Only thing PvErs would push is for more forum whining (“omgz anet now i haz to pvp to get decent stufzz”)
/resign /resign /resign /resign
Oh god don’t you dare forget about /resign, now that punishes are in place there needs to be some sorta surrender option asap.
Ive won a couple 4v5s, thats probably the main reason why I didnt put it but yes, it should be an option.
@Authority
In the open world, dungeons, PvP, and WvW, the new effects-culling system will slowly start reducing the detail of each effect in order to increase combat visibility when many effect types are overlapping.
Ive read somewhere this option is only on by default on PvE, its titled as Effect LOD if Im not mistaken
EDIT: Added resign command to sugestions
Since PAX fight is not happening on their test servers, they will probably only roll out changes after it.
Authority thats because of the low ammount of games played across the board. As soon as that reaches a matured level, the rankings will be homogeneized and, climbing up, and down, will be much smoother.
By matured level, people need to play more frequently or if the overall playerbase increases.
Keep in mind most of the people havent actually done SoloQ due to vacations and what not.
If at any given time the sample is low, then I am willing to wait for 10m or simply don’t put me inside the game. How many games I need to experience this 100-0 games until the miracle happens (from either side)?
For me and the average Joe is not about winning or losing is simply HOW. Trust me the last thing I do when its 100-0 for my group is to go “get owned baddiez”.
I am one of those players that if we had a great MMR and i.e I was out of Soloque Leaderboards at 1% I would sit down and work my kitten off to get back. I don’t lack fighting spirit. I lack passion and motivation.
Also their w.e algorithm does take into rank. If it didn’t you would never see ranks being homogeneized like that and you would obviously see a huge variation of ranks.
If it does account for ranks, which I doubt, then it plays a much smaller part than you would think. I am anti Hotjoins so my Rank is naturally lower than most. I do however have a steady 60% win ratio. I was rank 23 and being constantly matched with and agaisnt Ranks 40-55. I had no problems whatsoever playing agaisnt them and won the majority of the fights. So the system considered me not being a “true” rank 20 but rather a much more efficient player in ways that I was always playing with leaderboards folks and doing okay. So it definitely wasnt considering Ranks but rather ELO in my situation.
Hum, clearly a very objective thread, with logical and coeherent arguments being fully thought and expanded upon, resulting in a clear state of the art “QQer”.
Well if they loose a lot they better tighten up their game
Agreed. Either instanced or party-specific (only counts the damage you and party members deal), in case you want to test some bursts with a partner.
Yes to make a larger pool before launching the match.
Yes to flagging last match’s teammates to avoid further syncing.
No to matching people by ranks.
No to matching people by professions.example you think is fine:
R30 necro
R40 necro
R60 necro
R40 guard
R20 guardVS
R10 thief
R20 thief
R15 thief
R5 ele
R 50 warrior
seeing you say no to balancing ranks and professions this is your result.rank shows the experience you have in pvp.
atm the hidden rank used is purely based on how lucky the person is to get a good group.
If those matches happen really often, which they dont in my experience, then the problem is not of the matchmaker but in the class balance, leading to an overflow of X class due to Y.
The new system did need a rudimentar matchmaking to get things started (eg. Based on PvP Rank, just for the 10 placement matches). They made a mistake by not doing so, that’s corrrect, but I can imagine the nightmare it must be to create two entirely different matchmaking algorythims and mesh-bond them together in a progressive way. There could be a lot more of weird mathcmakings if they decided to go that road. Matchmaking systems aren’t as simple as people paint them. So regarding this SoloQ drama, I cut them some slack.
Put the SoloQ pitchforks down for a moment and let’s look at the larger scope of things.
They just gave PvP a massive Quality of Life improvement, things like:
- PvP being acessible from everywhere on the world;
- SoloQ;
- Visual Effects option now available to tone them down;
- Animations are starting to see some work in order to make them clearer;
- Permanent Finishers;
- Character Lock;
- Some maps are being constantly reviewed and improved upon;
- Visual indicators like the number of blocks on Arcane Shield, etc and Signets’ actives;
- Random map generator;
- Seeing the spectated player’s target;
- And probably more stuff I forgot.
Contemplating on what’s been done, should we compile a list of what needs to be done next:
- PvP rewards
- Better tutorial introduction to PvP for newcomers
- Trait templates
- Sugested templates for each class (great for new players to dive in to the scene)
- Improved deathlog
- Improved targetting (prioritizing players over minions)
- Especific trait tooltips ( could be a toggled feature in options if the intention is not to overwhelm):
I think I speak for most of us when I say I dont want to see this kind of vague information in traits anymore: “Increases damage” “Heals you”. You got the numbers on those things, present them to us directly instead of we having to lurk wiki or testing each option to get a sense of how much damage it really does after all. - /Resign : If you are already down 1-2 players why should you be punished for having to play through an already lost match?
- Skins/rewards unique to PvP (Ill create a topic about lack of new weapon skins in PvP)
- GW1 Master of Damage making a comeback to the Heart of the Mists, very intuitive and does all the maths for you, instead of we relying on grabing a calculator and suming up every damage tick that appears on the combat log
http://wiki.guildwars.com/wiki/Master_of_Damage
Master of Damage’s concept could even be expanded upon by allowing us to set his toughness or if he uses light, medium or heavy armor, giving him a X condition to test some traits regarding that condition, etc.
- More free trials only for the Heart of the Mists and PvP (preferably after introduction of better tutorials and templates), so we can introduce our friends to PvP without them having to pay for a full game they may not like.
- Cast bars.
I know, I know, Anet wants GW2 to be animation focused instead of UI driven and thats a good thing for the players for the most part, but not for the spectators. This is probably worthy of its own thread, but I wanted to consolidate this idea right away:
My sugestion would be first introduce cast bars for spectator mode, where they are absolutely required for improved readability and overall increase in understanding whats going on and whos doing what. Then, judging by the feedback, to evaluate the feature and either keep it to spectator only or move it to the rest of PvP aswell!
______________________________________________________________
We need to know when to complain and when to give them our congratulations. Knowing what we liked is equally good feedback on where to focus on the next patch. This topic was mostly on what they got right. I am not a fanboy-sheep if you care enough to look at the topics Ive created, this is about showing due credit to the good stuff aswell.
Wraping things up: regardless of the constant forum outcry (of which I admit to having participated on multiple occasions, but thats only because we want the game to succeed just as much as you do), regardless of SoloQ and Skyhammer spam threads, things are actually moving foward (
) and I believe they are now worthy of a PvP applause and I look foward for the bar being raised even higher for the next PvP updates.
Feel free to contribute with your own sugestions and/or refute my own’s
Thanks
(edited by Quickfoot Katana.8642)
Yes to make a larger pool before launching the match.
Yes to flagging last match’s teammates to avoid further syncing.
No to matching people by ranks.
No to matching people by professions.
Yes delete this map. Only kittens enjoy it.
Kittens are wonderful and majestic animals. Whats wrong with giving them a map to play around?
Authority thats because of the low ammount of games played across the board. As soon as that reaches a matured level, the rankings will be homogeneized and, climbing up, and down, will be much smoother.
By matured level, people need to play more frequently or if the overall playerbase increases.
Keep in mind most of the people havent actually done SoloQ due to vacations and what not.
There was already a thread with several Dev posts about targetting, go there.
Jesus christ. All I want is an automatic thread trasher that deletes topics the moment it reads the title and it says either of these words: SoloQ or Leaderboards.
Arent you all sick of posting the same kitten over and over again? Look at the kitten frontpage.
Because, if you even bothered to use the search function, you would see this was actually discussed several times, even with a dev post.
Keep in mind that, as a general rule of thumb, people come to the forums to biitch or to see other people biitching about something. As a result, from an already negative title you will also have negative feedback, and not actually a representative of what the majority of people feel about it.
SoloQ seems good. Just needs probably a flag system preventing you to have the exact same teammates on your next game and this so called sync’ing will slowly fade away. Now on to incentivizing players to come back and repopulate PvP
Note: In LoL, the whole forum outcry about Elo Hell and "SoloQ always manages to get noobs on my team and not on the enemies! Buah cry buah " lasted two kittening years. So get confortable because they wont shut up.
Just look at these images:
Img1, Dreamer#1 (July 2nd)
Img2, leaderboard decay knocked Dreamer off top 25 (July 7th)
Img3, Dreamer plays 1 game and becomes #2. (July 31st)
All he has to do is play 1 game a month and he’ll stay top 5.It took me 23 straight wins to gain 3 ranks. ;-;
By premading vs solos aswell.
PvErs have more access to those rewards than PvPers, I wouldn’t call that a considerate aproach.
I have one question about all of this. If I duo with a friend, will I face other duos, or will I face full premades?
LOL! Poor Asura merchant looks oblivious to her doom!
I’m sure they’re used to this by now, Achievement rewards almost saved her… Almost. Now for real spvp fixups!
Achievement rewards did nothing if you consider that the pvp rewards from there are just generic tournament win chests…
Character locking doesn’t happen until the game start countdown. You still have the ready time to switch. This decision was made specifically in consideration for solo queue. We can always move when character locking begins, but when the feature launches, it will happen at the countdown. This feature is intended mostly to stop exploits where people would switch characters for different skill setups or to reset cooldowns.
Personally, I think it should lock the second you get in there OR you shouldn’t be able to see what you are playing against until the game starts.
I agree there is still the problem of counter picking after joining a match. I’m sure we’ll find a middle ground with these issues.
I don’t think there really should be any type of counter picking at all. It just creates a cheesy kind of system in my opinion. You joined with this team and see their team so now you want to switch to a class that will counter their team? Sorry. Maybe your team should be more diverse in the first place. It is possible that if we didn’t have counter picking, it would significantly change the meta.
Nah, its about joining this team and trying to switch to a class to IMPROVE YOUR team. If counter picking is your source of trouble then the sugestions made address this case while still providing the team adjustament option
Stability should have a visual indicator, maybe some stone-ish effect to indicate unmovable position?
Since asuras are so small it would make more sense if they took more damage.. right? Just to make up for their “being tiny” advantage.
http://imageshack.us/a/img35/6795/xj0l.jpg
Not even that cute little armor will save you from my hammer of justice!
No that doesnt make any sense lol.
Character locking doesn’t happen until the game start countdown. You still have the ready time to switch. This decision was made specifically in consideration for solo queue. We can always move when character locking begins, but when the feature launches, it will happen at the countdown. This feature is intended mostly to stop exploits where people would switch characters for different skill setups or to reset cooldowns.
Personally, I think it should lock the second you get in there OR you shouldn’t be able to see what you are playing against until the game starts.
I agree there is still the problem of counter picking after joining a match. I’m sure we’ll find a middle ground with these issues.
There were a couple of sugestions for adressing the counter-picking issue in this same thread
Character locking doesn’t happen until the game start countdown. You still have the ready time to switch. This decision was made specifically in consideration for solo queue. We can always move when character locking begins, but when the feature launches, it will happen at the countdown. This feature is intended mostly to stop exploits where people would switch characters for different skill setups or to reset cooldowns.
Thanks for the clarification!
Does this also include weapon and skill choices? As in, will Necros still be able to start matches with Life Force and Eles be able to give their team swiftness with staff before switching weapons?
The life force should be fixed, but the swiftness through other weapons should definitely stay as I think it provides a neat little strategy with some risk involved aswell if you happen to not swap out in time
It will probably be locked after the game starts. /thread
Then we need a Dev Confirmation
It’s strange when you got a leaderboard without visible ratings. This leads to the following question: Why invisible rating, when the system works proper? I come to the same answer as Authority: Something in the system is flawed.
The leaderboard is obviously extremely flawed. There are people who are sitting there for months without having played who move up the leaderboard by not even playing the game. A guy on my team looked up a friend who apparently has 70% or so win rate yet is at 45% or so with a good deal of wins, yet you have accounts with 14-3 in the top 10.
People can move up the leaderboard without playing if the surrounding players drop down. Its quite simple really.
Locking is fine. The situation the op mentions can happen in reverse. Thats what makes it balanced. There will be times where you can be potentially helped by this or hurt by this randomly. The moral to this story is play what you think is best and deal with the consequence. No cheese stacking thanks. If you think having a bunker is so important queue as one every time.
Except Jax’s suggestion is 100 times better. It allows 5 random players to work out what works best for them without being “Cheesy” at all because you can’t see the other teams comp. Why deny people the ability to work together just because its solo q?
I did state somewhat the same thing as Jax right here:
https://forum-en.gw2archive.eu/forum/pvp/pvp/Character-Locking-and-it-s-Problems-in-SoloQ/first#post2526971
Locking is fine. The situation the op mentions can happen in reverse. Thats what makes it balanced. There will be times where you can be potentially helped by this or hurt by this randomly. The moral to this story is play what you think is best and deal with the consequence. No cheese stacking thanks. If you think having a bunker is so important queue as one every time.
That’s what makes it’s nature Random and just bad design.
It’s GW1 Random Arenas monk-syndrome all over again.
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They should create a lobby for our Rooster where we can call-out roles and stuff before going into the match and seeing the enemy team.
This way there is no “back-and-forth” character switching as you pointed out.
Moving the “I am ready” button to the Rooster UI and being able to talk to your Rooster members in chat would go a long way to improve SoloQ.
When everyone is in agreement and press “I am Ready” then they are moved from the Heart of the Mists to the Tournament Map, and then character locking takes place.
(edited by Quickfoot Katana.8642)
You dont know which class is running which build. That assumption is a hyperbole. What we do know is the current balance requires a guardian bunker because it provides way more advantages for teamfights and CC.
Not having one in your team heavily crushes your chances of winning.
What? Do you even know what kind of disadvantages you are put up if your team has no bunker and their team haves? You dont get to chose your team in SoloQ so theres no way you can guarantee you will have a bunker.
If character locking is passed-on into SoloQ most of the people won’t risk and will mostly play bunker.
It’s GW1 Random Arenas all over again. So, character locking for SoloQ is a bad choice.
Zarock regardless of some players getting there without resorting to Premading, most of them did, and that means the curent rankings are heavily inflated.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Solo-Que-August-6th/first#post2523103
Character Locking is coming on August 6th. This raises some unecessary difficulties for SoloQ:
If you Queue up for Solo Arenas and your team has no bunker guardian but their team does, how will you address this now? Because I used to swap out to a bunker if we didn’t had any because I can play one just as good and it helps the team composition.
Character Locking for TeamQ I understand but Im afraid this change will negatively affect SoloQ.
Players with class-versability should be rewarded and not limited. Just take a look at League SoloQ for example. If you can play several roles your chances are highly increased!
- Are you throwing away the current leaderboard PvP ranking and creating 2 new ones?
- Are you keeping the current ranking and moving it to TeamQ and fresh start for SoloQ leaderboard?
Look at that! https://www.guildwars2.com/en/the-game/releases/august-06-2013/
:)
JP can we have DuoQ in SoloQ? That’s what most games do anyways and if you just wanna queue ofr some tourneys with a friend why should you be matched agaisnt highly organized 4-5 premades?
Allie the problem isn’t the hitbox it’s the animations/telegraph. For example compare a Larcenous strike animation on a male sylvari vs a male asura
Nah. Current leaderboard means jack kitten of atleast 50% of the players in it. After the SoloQ TeamQ leaderboard split, then we can talk about rewarding the very top. Not by exploiting current matchmaking.
+1 for HA.
Bot to the other parts..
And to have issues understanding the very few PvP titles we have.. it takes 1-2 days of playing pvp to learn them.
Takes 1-2 days to get the Champion X title? What?
Please for the love of god make Tab targeting actually select the nearest player! I don’t care where my mouse is looking. When I press tab I want to target the person attacking my side not the person 50 ft. away.
This would be a separate bind called ‘Target Nearest’. Tab targeting is meant to cycle through targets with some priority that may or may not start with your closest target. For instance, tab could prefer targets towards the center of your screen, and not necessarily the closest.
Evan, since we are at it, a few months ago you were right about to implement a fix, so that when interaction windows popped up on your screen (like a tournament match), you didn’t get kicked out of your chat windows interrupting whatever you were in the process of typing. For some reason this never went through and I wonder what happened.
Any chance for this to be happening anytime soon, because it is still as annoying as it ever was.
This fix is done on a case-by-case basis. If there are more windows that need to not do that, just let me know. I applied the fix to the death breakdown (no longer relevant), the scoreboard, and the overflow redirect.
It’s when you are typing in chat and someone prompts you to join their tournament rooster, it stops the chat typing and you open all sorts of UI windows associated with each key, like B, G, etc.
EDIT : While we are it Evan, we PvPers have to a hell of a lot of salvaging, if you could change it the system so that we can click “Enter” key to “Accept” the UI window that asks if you want to salvage it or not. If not possible then a way to select a bag to salvage every item inside said bag. That would be such a GREAT Quality of Life Improvement Evan
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The 50% increased damage with less than 4 boons would certainly provide somewhat of a resemblance to axe burst skill, Eviscerate.
I think they want 100B to be chained with other skills rather than through the same weapon-set, which promotes playing only 1 weapon-set.
Teams allrdy change their setup towards having at least 1 necro, while avoiding to have a mesmer in it. Today I will try bunker-nec instead of guardian, just to see how effective high-health pool of the necro counters this condition-nonsense (50khp with DS + Plague-form). I think I can solo a bunker-guardian meanwhile being tank on my own.
Definitely will be funny.If people started having one necromancer in their groups then Anet did the right thing. I don’t see how you can have issues with conditions, when if you got a traited shout Guardian + Necromancer built for conditions cleansing in your group, you should barely have any conditions around for sometime. Enough time to destroy your opponents.
Not when he completely replaces 1-2 classes, regardless of situation. Class balance is a tricky thing.
Disable right click to interact and you are good to go.
It just seems that you just can’t win with people. They’ll always cry for nerf against builds they don’t want to adapt to or builds they don’t know how to counter. I just really hope ANet doesn’t change ANYTHING within the next months so that they will give players the opportunity to adapt. If they keep changing classes, it will be right back to the nerf QQ this community loves to delve in. In a sense, ANet has sort of encouraged this behavior indirectly given how apt they are at listening to the community. Bit of a Catch 22, innit?
In the opinion of this humble warrior, I strongly feel there shouldn’t any balance changes for a good, long while.
I really don’t mind this warrior CC-lock build. But we should be able to cleanse the CC (knockback time where the guy sits on the ground for a bit; launches; interrupting pull mid-air because u popped a stun-break).
Why isn’t this happening?
Because the major problem with that warrior build is that you can’t cleanse some of the CC so you get thrown around. Thats the main issue with it
New Arcing Slice:
Arcing Slice: Interrupts an action. If you have more than 4 boons, the interrupted skill is disabled for an additional 2…10 seconds and this attack deals less 50% damage. If less than 4 boons this attack doesnt interrupt but deals 50% increased damage.
(Numbers are up to balance, just put them there to provide an example of adrenaline scale)
Besides providing different skill usage according to the situation that you control, it sinergizes with confusion on interrupt traits aswell.
Would you be interested in seeing this replacement happening?
(edited by Quickfoot Katana.8642)
Soft reset is a type of reset that gravites everyone’s rating towards the average / starting rating. I think this would be the best solution. Can a Dev explain us what are they thinking of using?
One necromancer did a good job of digging up this thread
List your TOP 3 Ways to Balance – sPvP (applicable to both Tournament and Hot-Join
Just stop please. This isn’t even remotely about Tournament. This is about you, and the hotjoin heroes trying to balance a casual feature that offers way to many rewards for the effort spent. Auto-balance all you want, people will still zerg because they are farming glory/rank there.
Hotjoin’s rewards are the cancer of PvP.
And the value of your post is??? —- Get real please.
Do you still prefer to play out a tournament that is 5v4 ???
You don’t think adding Superior Sigil of Generosity and reducing the cool-down on Superior Sigil of Purity to 5 sec would improve tournament balance ???
Come up with your own ideas as well (ideas don’t have to be profession specific to affect game balance). — Thanks.
Playing a tournament 5v4 is the lack of leavers/afkers report function and the dishonorable system which was datamined so it’s pretty close. It is also the consequence of not having a separated SoloQ from TeamQ.
I also think buffing that sigil is just pidgeonholing everyplayer to use it so it’s not a feasible solution. You fix the problem from it’s root not by finding a workaround that would only agravate the problem on the long run.