Svanir Appreciation Society [SAS]
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To be honest I rarely get any ranked games against full premades, makes me think that PvP community pretty much has very very few guilds, which is true.
I assume you soloq? Because I teamq and I can’t remember the last time I had a match that wasn’t against a full premade team, I’ve bumped into several guilds. THis just shows that matchmaking isn’t nearly as bad as people say it is.
Just because you went premade, doesn’t mean you’ll win all the games, especially against solo que.
Lemme tell you, those solo que’ers in ranked would have good chances at destroying any kitten premade team.Lets see some pictures and lets determine if they premade your facing or not.
What on earth are you talking about? I never said anything about winning the games, I just said that my premade team was constantly being matched against other premade teams – which contradicts what you said about there being hardly any premade teams in ranked arenas.
As for proving I’ve been against premades, I’m sure Justin could arrange to show you my match history if you really need to see it…
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To be honest I rarely get any ranked games against full premades, makes me think that PvP community pretty much has very very few guilds, which is true.
I assume you soloq? Because I teamq and I can’t remember the last time I had a match that wasn’t against a full premade team, I’ve bumped into several guilds. THis just shows that matchmaking isn’t nearly as bad as people say it is.
I don’t think rangers should be nerfed. However, I do feel like rangers are polarized and need to be worked on to make them more well rounded instead of one trick ponies that they are currently.
It’s possible, just hardly anyone ever runs it. Dump 6 points into wilderness survival and/or nature magic, play about with utilities and have you a nice hybrid build. I see it occasionally in 1v1 servers.
You must be talking about rapid fire.
All you do is block for 2 seconds and there goes that attack.
I love having good rangers on my team, because it makes me worry less about those tanky kitten hp warriors eles and engineers.
I’ll kittening own all those necros thieves, mesmers for you, just take out those tanky motherkitteners for me is all I ask.kittening warriors all I see is 0 0 0 0 0 0 0 0 0 0 0 0 0
kittening eles all I see is hp goes down, and comes back up constantly, goes down to 60%, back to full hp.
kittening engineers, get them to 70%, something happens I’m stuck, I get them to 40%, something happens I’m stuck again, they get back to 80%, I get them to 70% something happens I’m stuck, get them to 20%, he runs in circles and uses terrain and makes me get stuck again and has too much utilities to reset himself and back to 80% hp again.
You appear to have a rather unhealthy obsession with kittens. You should see someone about that.
For the purposes of match record, it’s generally the class you were on when you won the game (presuming you actually scored something on it). Again, this is as far as I know
If you switch toons in a queue I believe you get -1 pts in ranked on leaderboards. Not quite sure how it deals with MMR.
Only if you take more than 1 minute to character select (including loading the map).
This is total time not being in the map, so if you take 40s to character select, then dc for 30 seconds, the match will count as an automatic loss for you.
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Its just easymode. Im feeling bad when im playing this because its so easy i would say its cheesiest build after minnion master If you learn to use terrain to you’re advantage , kite you’re enemy and snipe the targets you’re party mark its really strong. Its doing better on maps with less structures blocking you’re line of sight. I got champion hunter from sniping players with longbow using sword/dagger on swap its not a joke.
s/d is very very easy to counter, especially when that person doesnt now how to manage the animation locks.
Auto attack chain is very repetitive and obvious, slash slash leap.
Should be character based, as far as I’m aware.
Decide by the other bonuses. If you use might, go for pirate; if not, go for ogre.
No, it’s separate.
Im feeling bad when im playing this because its so easy i would say its cheesiest build after minnion master
Clearly you have forgotten our friend the turret engi.
That’s not a bug because his actual points went up. What that means is a bunch of people overtook him (possibly won matches against people rated higher than them).
ex: the other team has 3 necros so i’ll switch to my anti-condition build,
There is no such build that can counter 3 condi necros in terms of condiclear.
Yes there is, 3 condi necros counter 3 condi necros!
Can you imagine 5v5 all condi necros? Transferral wars!
I though it was about 5000 per tier, each box being 1000. I could be wrong, haven’t personally tried to calculate it.
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No matter what they do to AI builds, there’s always going to be a skill vs reward issue simply because the AI is doing most of the work (new players don’t have to worry about working to get both dps and survivability, experienced players can’t manipulate them to evade attacks or easily reposition them). They can either keep them as they are and put up with less experienced players flaming about them, or make them completely useless except for very bottom end pvp.
This is not the topic though, still waiting on a dev to appear and answer the topic.
Suggestion #1 Temple buff spawn times
The majority of players have memorised the spawn times of stillness and tranquility and their purposes. I think there should be a window at the start of the map with a ‘never show this again’ checkbox listing the spawn times, locations and effects of these buffs so that new players are more informed of the mechanics.
Another option would be to have countdown timers at the top of the screen for each buff.
Suggestion #2 Delay lord spawn
Rushing the Lord in the first 5 minutes only works if you were going to win anyway, but a lot of new players think otherwise. I would therefore suggest delaying the lord spawn and icon until 5 mins into the game. Gates may still be broken, but the NPCs won’t be there.
(ie, turrets get to be called objects so they are immune to critical hits and conditions too, hence they can be used in team fights where as mm Pets die in abiut 4 seconds and the MM can be trained down)
Ron, I’m quoting this specific part of your post because I feel this is an issue as well, albeit an entirely different one. I don’t quite understand why turrets can’t be critically hit from a balance/design standpoint. AI controlled minions/pets/whatever are common, and the majority of them do take critical damage. I get that turrets are immobile and in a different structure category, but I’m not sure why this can’t be changed.
Having moa destroy turrets rather than spare minions might be where this is headed, but moa elite problems only scrape the surface of the overbearing problems with AI. I get that pathing is difficult to refine and may not improve in this generation of gaming, but AI controlled profession mechanics need to at least be balanced to be on the same playing field. There really are a plethora of builds that infrequently or hesitantly used because of problems like these.
I can see the logic behind not being to crit buildings since they lack obvious soft spots (a person’s neck and their err… special area), but maybe they should be given another weakness to compensate? Could make them larger with 2-3 points that you can hit to make them susceptible to cleave damage and aoe, after all you would expect to take a turret down faster with a hammer than a bow.
Alternatively, give thieves sappers like in Team Fortress 2
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Lore answer: minions are creatures from dark magic that follow their master. When their master turns to a bird, he’s unable to control them. Turrets on the other hand are internally coded to attack enemies within their range. There’s no magical tie to their creator, but are independent entities.
But then why are they destroyed on player death?
While I personally dislike using games played as a rough estimator for experience, it wouldn’t be worse than using rank — which is being used in matchmaking now — because the people playing in guild arenas only would have neither matches played nor rank. However, games played should (not entirely sure) be a better estimator than what is currently being used.
The same concept applies to the offensive/defensive score (I think…). It shouldn’t be worse than what is available now, which is duplicate profession deemphasis.
MMR is weighted far heavier than rank, which is much more representative of skill due to not being able to grind MMR do to the deviation property, the fact that it doesn’t reset as well as other things.
I think thieves are mainly the reason for mesmers getting shut out of the meta. I haven’t seen top tier teams have too many issues with turrets, and it seems that supply crate is mainly used for the stun and secondarily for the bandages and turrets. With all the eles hanging around, I doubt those turrets last very long.
That’s not necessarily true, thieves have been part of the meta for a long time, but that didn’t stop mesmers – the shift away from mesmers wasn’t due to the introduction of thieves. Anyway, that’s a different topic completely :P
Mesmers are less played exacly because of Thieves.
Did you even read my post? If thieves were the ONLY reason that mesmers are being pushed out, they would have been gone over a year ago.
1. Match on offensive/defensive score
If you have access to each player’s stats from traits and amulets, you could roughly approximate whether a player is a dps role or a bunker role. One way to calculate it would be to use a function like this: <scalar> * (-|<offensive> – <defensive>|). This could be a replacement of the duplicate and unique profession matchmaking factors, as it works somewhat better than simple duplicate counts in the case where you have multiple players of the same class playing different roles (e.g. Meditation guardian and AH bunker guardian).
This is somewhat susceptible to abuse if people switch stats during the matchmaking phase to stack a particular type of role, but do so to the detriment of their own team. I’m not exactly sure how to defeat this potential degenerate behavior from players, though a median filter of previous match builds could work at the cost of a lot of server/database space.
I don’t think this is necessarily – for example team with 1 point holder vs a team with 5 could go either way, the squishy team can win by focussing targets down effectively and therefore staggering respawns amd giving them a man advantage, a bunker team can avoid or otherwise mitigate the burst and survive long enough to outsustain them. I’ve seen 2 thief 3 ranger teams win even in soloq due to this, as well as the opposite. It might be a good idea to leave this alone for the sake of match variety.
Also if you have a diversity of classes, you will have a diversity of counters regardless (dps guard counters different things to a thief or mesmer).
I also disagree with number of matches played. Some people learn faster than others. Some people have never played an MMO before. Some people watched 50 hours of pvp guides and practiced in guild arenas.
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I think thieves are mainly the reason for mesmers getting shut out of the meta. I haven’t seen top tier teams have too many issues with turrets, and it seems that supply crate is mainly used for the stun and secondarily for the bandages and turrets. With all the eles hanging around, I doubt those turrets last very long.
That’s not necessarily true, thieves have been part of the meta for a long time, but that didn’t stop mesmers – the shift away from mesmers wasn’t due to the introduction of thieves. Anyway, that’s a different topic completely :P
I swear, there seems to be a thread for each class that says they are overpowered.
Warriors/eles/engis are good at everything – OP nerf pls
Thieves can stealth – OP nerf pls
Mesmers can ‘shutdown’ for 10s with moa – OP nerf pls
Engis and necros have AI that require no skill – OP nerf pls
DPS guard has too many blocks considering its damage – OP nerf pls
And now power rangers that can supposedly do everything with no skill – OP nerf pls
Surely if everything is OP, then everything is balanced right?
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or destroys other AI controlled objects as well.
I vote for this one.
Well it would certainly give mesmers a slight buff in the current meta considering the number of engis about, destroy the turrets from supply crate (still have stun and bandages) + 10s window where they can’t gear shield.
Let’s face it, we either lose game quality or game quantity (queue times) no matter what system is used, unless we can get a much larger pool of players in PvP.
First off, this isn’t a QQ thread and I can beat both builds without moa – I simply don’t understand why turrets are given an obvious advantage over minions in this regard.
We won, but not fun.. I just wish there was a minimum entry to join ranked.
obviously someone swapped to ranger on your team… it’s in your chat.
still, 4 rangers is just silly. who seriously thought these dailies were a good idea?
edit: it appears you were all for them swapping to ranger as well… not really sure why you come on here complaining about a match not being fun due to team comp when you helped contribute to that comp being what it was.
Because it’s all about making anet look bad.
Since I only play one class I never finish my daily. Can we at least get another option besides daily profession?
Do daily gatherer or some wvw. We already have it better off than PvEers since we get 2 dailys from doing whatever we want in PvP, whereas a PvEer wouldn’t get a single one most days if all they did was dungeons and zerg train farming.
Condi Mesmer portals out to reset, changes build to power shatter, ports back in to finish target.
Why are we talking about wvw anyway? :|
The thing that baffles me is that there is no entry requirement for RANKED arena. That means I can buy a game today, have never played any mmos or video games before, make a character get into ranked arena and ruin games for everyone I am teamed up with.
Suggestion: you can enter ranked arena only if you have certain mmr rating or have played a minimum number of games, or have at least 100wins(just and example).
I myself haven’t played ranked pvp in a while and got around to play it only recently while practicing in unranked and I definitely wouldn’t mind if I’m not allowed to join ranked before I get better. Played 3 games last night( I realise this is very low sample size), got team mates that 3 cap 1 point, die to an animal or loose fights 4v2 or can’t recap a point 3v1 while I’m downing 2 players on my own (had a 3v1 that I’ve won) and they still manage to loose 2 points to other team. And all this happening in ranked.
Unranked arena existing for a reason, so you can practise and get better, why not leave ranked arena for people who at least understand the basics of pvp? maybe make 2 leaderboards so that people who are clueless and still feel the need to see the progress can check their points in unranked leaderboards. Maybe make both arenas give leaderboard points and rename them so it doesn’t confuse people.
I know I’m just throwing random stuff out there and not giving any real solution. And I’m sorry if it sounds like a rant, but this has to stop. pvp is not fun at this point.
There are already 3 threads about this in the past 3 weeks, read those…
https://forum-en.gw2archive.eu/forum/game/pvp/Suggestion-Restrict-ranked-arena-access
https://forum-en.gw2archive.eu/forum/game/pvp/Ranked-Arena-needs-to-have-a-limit
https://forum-en.gw2archive.eu/forum/game/pvp/Playing-ranked-should-have-requirement
What bug? I’m not trolling, I genuinely have never noticed any bug with immobilise.
they are pretty rare as a whole but for some people like high MMR solo queue’ers they are not nearly as rare. we are being punished it feels like even if not true.
This is true, but you aren’t in this category. -snip-
Justin ‘Truth Bomb’ O’Dell for post of the week.
Love your involvement here, I am a big fan.
I imagine he has a lot of fun looking at our MMRs to decide whether or not someone is being genuine or just flaming for no reason :P
I wonder if he predicts the outcome of tournaments for fun using the match prediction system…
No tiny asura animations, no skyhammer.
Enough said.
We need a seperate non-grindy leaderboard that will allow us to better identify where certain players stand in regard to skill level. It doesn’t need to have anything to do with reward seasons or anything, it’s purely there as a better indicator of relative skill levels since the current one says nothing about them (e.g. I haven’t seen a single member of TCG in the top 20 since the new system started on 2nd December when they used to spend a lot of time there before the change).
Because when teams were restricted to playing against only teams of the same size, threads like this were appearing so it had to be changed back:
https://forum-en.gw2archive.eu/forum/game/pvp/What-s-wrong-with-the-matchmaking/first#post4708564
And it seems like your first match was bad luck more than anything else, maybe some of their members just had a bad win streak due to dcs or something. For the second match, they obviously weren’t a very good premade so there probably weren’t any premades in the queue of their level, making it more fair to match them vs pugs and compensating with higher MMR.
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So you want to kitten the classes that counter builds requiring melee range? You realise that melee range classes include d/d ele and every type of warrior, even cele engis function best at close range. In other words, you would be making classes that are already complained about for their tankiness even more survivable.
Edit: How on earth is gim(p) an offensive word? It means ‘reduce the effectiveness’ >.>
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I like both your ideas.. What if ANET will also rank players based on the profession their playing. At least people with higher level can try new prof on much lower competitive level.
This is already a thing…
Believe it prioritizes stab and prot, not sure after that. could be mistaken.
Depends on what is doing the stripping. I know bountiful theft prioritises stability above all, but I don’t know the order after that. I believe larcenous strike and most other boon rip skills of other professions are last in first out.
Boon removal order seems to depend on the skill used – necro corrupt boon targets stability last as opposed to first.
Might be interesting to stage 4 teams against each other, kinda like in GW1 HA.
There are already at least two threads about this in the past month:
https://forum-en.gw2archive.eu/forum/game/pvp/Suggestion-Restrict-ranked-arena-access
https://forum-en.gw2archive.eu/forum/game/pvp/Ranked-Arena-needs-to-have-a-limit
20 games is too small to tell because you have no control over your teammates. Even if it was truly a 50% chance, you’d still expect streaks of 7 or so in a row of either losses or wins. Flip a coin a hundred times and watch it happen.
If you play 400 and have a record of like 50 and 350, then ya, it’s you.
If you have that kind of record, then matchmaking isn’t working properly since your MMR would be rock bottom and should match you against similar players (unless you afk in half your games or something).
Maybe for a player with some degree of logic, but unfortunately not all players fit into that category and will just spam the queue until they get a team that can carry them.
Seems to me you get that anyway and players have to start somewhere. It’s also much more taxing to try to get faceroll wins in a queue then it is in hot join. The nature of the queue, wait times, being forced to play a match or not play at all… those things definitely count as a deterrent of sorts.
I’m confused as to whether you are agreeing or disagreeing with me here
You are saying that it deters people from getting dailies in arenas, so from one perspective it’s good for arenas that people who only want the dailies are encouraged to get them in hotjoin?
EDIT:
Before we go in a full circle with this, my suggestion was to introduce a threshold after which players cannot join until the next game. This would mean that players have to put in a certain amount of time/effort to actually get the daily.
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Has anyone tried the newly buffed Invigorating Precision in PvP with the standard 26006 D/P build? Is it worth dropping Executioner for?
I realise that they serve different purposes, executioner being better for finishing off targets below 50% hp and ganking really squishy targets, where as invig allows you to be in a fight for longer before having to disengage, but in any match there will be situations where these would both be useful.
An easy way to get around this is to split MMR into 2-3 tiers, people can only play with/against players in their tier.
I guess it’s similar in a way to WvW tiers, worlds that clearly lack experienced/dedicated players are not going to be staged against higher scoring worlds.
I disagree with this. What would happen (and is already happening to some extent) is that people will wander into arenas on a class they don’t play and ruin the experience for the rest of their team by essentially feeding kills to the enemy team.
That may count for match participation but it wouldn’t count for wins or anything else. So if you want those daily achievements, you have to actually try.
Maybe for a player with some degree of logic, but unfortunately not all players fit into that category and will just spam the queue until they get a team that can carry them.
Also pushing far after winning mid is a very bad idea. The enemy team will be on respawn and if they see their home node contested, they will just zerg the point and kill you, which causes you to be outnumbered across the map temporarily. Instead you want to be in a position to see respawns while being able to reinforce both home and mid quickly, there are certain sweet spots on every map for this purpose.
The exception to this is that a thief is fast enough to neutralise the point then escape before the respawners arrive, since they can abuse shortbow 5 for mobility.
I disagree with this. If you’ve swiped them, they’re going to have staggered respawns and are likely going to trickle 1 by 1 into the point. If you send just 3 players to far, you can essentially spawn camp them whilst still having map coverage from the other two players and a 3 cap.
This doesn’t work so well against organised groups, but the pressure is always good.
You can in fact send 4 far and have 1 guard home/mid very easily on all maps (with perhaps the exception of Khylo, it’s probably best not to send 4 far).
I personally feel that this is a bit of a risk when running with pugs. From experience, many pugs will not look at the minimap or chatbox while fighting, most likely because they are staring at their skill bar as well as their target. This can lead to them happily 3/4v1ing on far while the enemy team snatches another point. This can be made worse by staggered respawns walking into far and keeping your pugs there until both other points are lost.
I realise that this may be an extreme situation, but like I said I prefer not to take the risk with a full team of pugs.
I disagree with this. What would happen (and is already happening to some extent) is that people will wander into arenas on a class they don’t play and ruin the experience for the rest of their team by essentially feeding kills to the enemy team.
A better solution is to fix the teams after a certain threshold (score or time) so that players can no longer join the match if the teams have even numbers. If the numbers are not even, a player can join the outnumbered side and tit will then lock.
Right now the only way I can think of to actually read my score would be to take a screenshot during the very brief time it is visible. Its really aggravating me because sometimes I just want to know why we won or lost, it would be nice to see how each team’s score breaks down!
Personal score isn’t a good way to determine why you won/lost since a roamer will almost always score higher than a bunker even if they contributed the same due to the nature of the role.
The way to determine why you won/lost is to keep checking the minimap throughout the game. Is your team pointlessly fighting 4v1 on home and leaving the other points open? Is your team losing 3v3/2v2/1v1s? Is your mesmer constantly being camped by the enemy thief?
Or if you feel like it, you can record matches. I sometimes do this when team-queuing in case something unexpected happens so I can reflect on it.
The secret code to determining the result before a match is played.
1. Count the number of engis on a team (add 2 points each)
2. Count the number of eles on a team (add 1 point each)
3. Count the number of thieves on a team not named caed, toker, or sizer (subtract 1 point each)
4. Count the number of shoutbows on a team (add 1.5 points each)
5. Count the number of bunker guardians on a team (subtract 1 point each)The team with the greater points wins
I’d like to see you personally enter the tournament with 5 engies and beating all the teams without 5, since according to you it should beat everything.
Confusion does 33% more in PvE.
Retaliation does 33% less in PvP/WvW (or 50% more in PvE).
I don’t know how everyone seems to be having such apparently horrible matchmaking, most matches I’ve had for the past few weeks have been somewhat fairly balanced regardless of soloq or teamqueuing – although I only play during peak hours since I have a regular daytime schedule.
So you want them to go into unranked where they can get facerolled by pre made Guild Teams, surely this restriction has to go both ways, if your are xx rank you cannot enter unranked matches.
That’s a horrible idea. The reason (and only reason) I would go premade into unranked is to try out a completely new comp for a couple of games before going into ranked without having to trash my rating. And I always end up against another premade when I do this, so I’ve got no idea how you’re managing to get unfair matches.
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