Rank: Top 250 since Season 2
#5 best gerdien in wurld
I can set the CPU to 6 and occasionally defeat even Rashid in training mode so I know I’m at least decent. There are times when I could get a perfect KO in survival mode and only lose because I don’t have a good health refill option.
Looking at the picture I can identify my mistake: I was too stingy with my V-trigger so even if I started with bad HP and where Ryu’s HP bar landed if I went into v-trigger I’d have gotten in those hard hitting combos and on stage 26 he’s quite aggressive.
Why do I mention this? Because my standard of play is higher than T2 sapphire. Then again where we land at the end is accurate not where we are now and there are so many factors to consider for accurate placement.
That doesn’t pertain to a single point this thread is trying to make… i’m talking about how matchmaking is picking pools of players on a team not… .. what ever it is your talking about.
15 pips difference unfortunately crosses divisions. So those ruby players you had might have Ruby T4/T5/T6 and opponent Diamond T1.
It’s not 15, its +/- 7 pips.
And i’m fine with either-or but i’m curious how this explains why players are constantly being matched with the people from their previous game. Which isn’t a bad thing mind you, as the team u were on previously can be good and you’d want to keep them. It’s just… it’s either matchmaking grab a pool of players and splits them on separate teams to balance mmr or it’s picking players 1 by 1, placing them on a team in a first-come first-serve basis.
For some reason Matchmaking will add a Diamond player to a team with 0 Diamond players. Then Matchmaking will consider that a ‘team’ and match that team’s highest tier player with what ever Division the player is on.
So.. this leads me to believe that matchmaking picks individual players to a team 1 by 1 rather than picking players in a division Pool (picked by mmr in a certain division), then dividing them up on each team based on mmr (or class stacking, which ever has higher priority).
The above 1 by 1 matchmaking “glitch” is why certain players tend to be on the exact team of people they played with the previous game… because they ended the match together and queued at the same time thereafter, essentially letting matchmakimg pick them back up 1 by 1… instead of picking them as a Pool and dividing them up thereafter.
So either the above is happening as described, or matchmaking really is dividing players up in their division “pool” and its working as intended… thoughts?
(edited by Saiyan.1704)
Matchmakimg could definitely be better but, your 500 to 300+ score pic was a balanced game, needless to say.
In that game your team simply had poorer rotations than theirs. Also, don’t use Division position as a measurement of skill. Though there is a skill gap, there’s a slight difference between Sapphire vs Ruby and Ruby vs Diamond players.
He was probably speed hacking but it has nothing to do with Latency.
… they don’t work.
Is a whole lot different than,
You have to work twice as hard to make them work.
I’ve been on teams that utilizes a Mesmer comp and their Portal play Zerg strategy, or just backcaping and winning side nodes in general, can work. Granted it takes a lot more strategy and effort compared to any other comp but Mes can still be viable.
In any other soloQ environment however, I agree with you. They’re hard to make work and is often a 50/50 chance whether or not they will.
Why do people use this argument to belittle those who complain about matchmaking?
This kind of logic would make sense in games like LoL or Dota because in those games, when you get kills, you progressively get stronger due to item purchases. That means yes, one person can solo wipe the enemy team because they are exponentially stronger in terms of stats than the enemy.
This is parallel to EoTM or WvW, where level 80s (+/- elite specs) can solo wiperally botsup-levels.But it doesn’t work for PvP, where your stats are constant. Even if you get a kill, you won’t be able to kill them faster in the next encounter.
To carry, you should be able to play 1v2 and win? Again, it’s easier in LoL to double kill than it is in GW2. You both have the same number distribution of stats, so even if you play perfectly (which would award you a win in a 1v1 situation not counting class counters), in a 1v2 situation, your enemy must play worse than you. It gets increasingly hard to 1v3, 1v4, and nearly impossible to 1v5.Say you can 1v2, that means you now rely on your teammates to win the 4v3. That’s not carrying at all, that means you need to have competent teammates.
Not to mention not having competent enemies who can also 1v2.
+111
I was hoping Steonghold was a mini moba game where you can earn utilities and/or traits as you progress
I posted my Comments on a few traits. Wasn’t able to read the rest of your suggestions. I’ll finish up this weekend :P
Zealous Scepter
A very interesting concept. However cool on paper, I much rather prefer a low damaging aoe effect (20% of original orb damage) around a foe when an orb lands. Reason being: The trait change could promote build diversity for those who want more F1 procs in a group, rather than something that just effects a single target. Just my own desire for the trait but an AoE effect rather than Single Target idea is still there.
- I imagine some type of damage reduction needs to be done to make this happen.
I do agree that Might stacking with Scepter hasn’t exactly change the playstyle of Guardian or better him in any way. Maybe if this was prepatch but enter ANY team scenario with a scrapper and rev… you will always have high, if not full, stacks of Might.
Kindled Zeal
I agree. Kindled Zeal was always a “why do we still have this” trait ever since Amplified Wrath was added. It’s a bit one-sided and miss placed in a tree that’s meant for “zealing”; focusing on aoe or direct damages.
I personally like the 10% crit idea. Almost every amulet has Power so it’s not one sided and Guardian absolutely lacks crit chance in his builds.
Shattered Aegis
I recommend shatter aegis grants health to self rather than health to allies. Other classes like Rev, Engi and Ele already have extraordinary passive heals. I personally like this trait change because it some what replaces the healing factor from Zealous Scepter + Altruistic healing, of which, was a niche combo to use.
I think it’s a perfect example of give (this new aegis factor) and take (removing scepter might stacking)
Symbolic Avenger
I like the Cripple effect considering our Condi Guardian promise (trap bleeds) was never delivered (darn it Grouch!)
I’m liking the idea of Symbol’s applying condi (vulnerability on cripple effect in dh line + burns) considering Symbols are underused due to their ineffectiveness due to Symbols can be out played by a competent player.
Symbols applying additional condi pressure via attrition damages/cc, may actually lead to more build diversity with Symbol usages.
Right Hand Strength
I don’t think nerfing a trait, then adding an additional effect to seclude other weapons just to make Sword look good, is the right approach here. Also, Sword is more defined by its initial burst effect instead of a Finishing Move burst effect, your suggested health threshold of 25% burn proc isn’t exactly what Sword is all about.
Considering the Inner Fire trait you suggested getting buffed to a 2 burn stack threshold, the 20% fury is basically going to be up 100%. This completely dominates Right-Hand Strength, making it underwhelming
This will give Sword its “Burst” effect while also allowing people to choose exactly what trait they prefer based on their weapon selections, as usual.
Wrath of Justice
A bit too much emphasis on Scepter#2 Smite, some what singling it out compared to other guardian weapon skills. I’d honestly be fine with Signet of Wrath actually activating your Signet of Wrath on the utility bar, much like how Radiant Fire activates Torch#4’s flame so you can throw Torch#4 twice. Signets needs the love too. (and honestly, I feel this was its original intent but never fully implemented)
This puts more emphasis on Signet builds, getting a double activation for something that’s already limited with “Line of Sight” issues (Signet activation needs that error to be remove imo) as well as defining single target Signet skills vs AoE trap or sustain skills.
Perfect Inscriptions
My suggestion on Wrath of Justice already activates a signet on the utility bar, I recommend to just change Perfect Inscription’s Retal Aura to Fire Shield Aura instead and keep the rest of the trait values as is.
Why fire shield:
Radiant Retaliation
The trait needs to increase Retaliation damages by 25% but ONLY for the Guardian. It does not apply for allies who receives Retal from the Guardian. However, Spirit Weapons can (should) also receive this bonus effect. Approx Retal damage would be around 312, about the level of Engi’s retal damages with his perma might stacks.
Reasons:
The trait no longer singles out just Condi build variants.
Removal Perfect Inscription’s Retal Aura for Fire Shield means Guardian wont have perma retal by any sense of the word, making room for increased retal damages for the guardian himself.
Finally a legitimate post over the usual “Pvp sucks fix plez” QQ rants thats in the forums.
Absolutely agree OP, even other games have a rating system so that even though you “lose” your individual skill goes up.
It’s what the game lacks, amongst other matchmaking balance issues currently.
I’m still waiting for necro zero cast teleports, necro blocks, necro evades , necro invulnerabilities, elementalists boon corruption, necro aura sharing,… .
Necro has three health bars and king of boon removals. Should be glad he’s not like, nor plays like, every other class.
Does too lol ( that’s about the mental level were at now)
No, the people who are complaining are stuck in a division and are not advancing. That’s where they are being told they are leveling out to their true MMR. If you are advancing you aren’t leveling out.
On that point, I question exactly how “low” the mmr is in the player population.
If some one is stuck in a losing cycle and their mmr is low and getting lower, would he not be playing with other low mmr players – or – the lowest mmr group of players that are currently on?
I’m pretty sure the low mmr bottleneck has been reached and there’s either not enough “low” players for them to get matched with, or they’re already matched with low mmr players but still losing these games.
My point is, there’s more of a team comp imbalance that’s skewing matchmaking rather than a mmr issue. I.e, stacked necros vs stacked dh, stacked mesmers vs stacked thieves, etc.
The only major strategical decision you have to make in GW2’s conquest style pvp is rotations, ie. deciding which node/objective to go to at which time, to make sure you have the right people in the right fights, and thats it. When you delve into the actual combat of a team fight, the tactical depth falls apart. In larger fights, the action devolves into skill spam, and sustain spam. Copious AoE, cleaving melee weapons, and frequent gap closers on many classes lessens the importance of tactical positioning.
What do you do when you’re in a fight? You try to win control of the point, often by killing any enemy whoever is on the point. This is fine, but what do you do tactically to win that fight? You spam.
I agree that some classes have more spammy skills but this does not apply yo DH. Not my style of play anyhow.
Scenario:
Last game I had 2 necros, scrapper, mesmer, dh on the opposite team. I was constantly switching between them all depending on situations.
Additional strategies that’s a must.
It’s not all spam baby.
Yeah, you heard me. Even though I find it super hard to admit. WIhtout them, druids, DH and eles would be running rampant and we would have a bunker meta again.
Scrappers, Revs and Druids is what’s keeping DH at bay. Not Necros. Necros are easy in comparison.
Not sure why so many DH are finding necros difficult. Than again, most go full traps so that’s prob why.
1050 Condition
1050 Power
560 Vitality
560 Precision
and/or
1050 Power
1050 Precision
560 Vitality
560 Condition
There is no 560 Vita + Condi dps amulet. I don’t want vita with healing stats or vita with toughness stats. Give me just 560 vita + dps stats please.
What would it clear up?
it would show all the bad players how bad they really are when half of them think they’re the best players out there
It’ll show players how bad they are while seeing that 1 random high mmr in a group of 5.
Players don’t want the world to know their bad and they don’t want to be asked.
Players will rage when their mmr keeps lowering due to “their team being bad” and “bad matchmaking”.
I don’t see anything possitive for mmr being available for players, whether it be private or public. If anything, it’ll show how inaccurate the MMR/Glicko/Matchmaking algorithm truly is in GW2 PvP so it’s really not in Anet’s best interest to do so.
Initial picture looks like blue is stacked in mid with 1 maybe at Blue’s home.
One Scenario
Blue Chief was stolen as a group while red team proceeded to mid, 1 Red decapping far, 1 red reaching mid. Blue Ele crossed below mid and trolled 4 Red players all the way around top right of map leading back to mid. By the time Ele got to where the pic is now, Blue took chief and was already in mid to 4v1 the Necro who only has 5s to live.
There’s no real excuse for that many red players to group up on that part of the map, with 1 Necro in mid vs 4 others. That Red group is doing something wrong, the Necro who’s 1v4ing mid does not have enough map awareness to know he’s doing something wrong. That or the point is contested, and necro is trying to keep it that way. Either ways, the Necro shouldn’t be there if his team is no where on point as he’ll die quickly.
This picture shows all kinds of bad decisions on Red’s team, except for who ever’s on Far who may actually cap the point, assuming he can 1v1 who’s ever there. Blue has a chance to recover by sending 1 to Blue’s home to contest/take the point the moment they kill Necro.
I don’t see how DH can be viable in the current environment. It dies far too quickly to focus fire. All it has going for it is trueshot spam from off-point.
Thief, Druid, Condi Mes are all better choices.
- Thief has far great mobility and burst is huge. Has to stay out of team fights.
- Druid is great in small fights and can help out in team fights on the side with SnR
- Condi Mes is great at 1v1 and forcing decaps. The invuln sharing on team fights can be a game-changer when you need to stomp/res.
Dragonhunter’s only strength is spamming traps on a node in a small fight. It can’t handle ranged pressure well, not does it offer amazing support.
This is pretty much how I feel about it. It’s strange to me, a little bit, how squishy DH is. Doesn’t feel super thematic, and the build is fairly selfish outside of control. Most of the base weapons are pretty outdated at this point, and Virtues get totally screwed by random/lucky interrupts.
Hate to say it, but I don’t think we’re totally there while we have to chose between being effective and being able to even stay alive with a tiny bit of focus, which most of the classes except thief/warrior can do significantly better.
I’m inclined to agree as well. Though, warrior is no where near the performance level of DH or any other class for that matter :p
You’re right Mesmer and Thief takes a higher skill factor (in the higher tiers) to make work but I didn’t include them because of that reason. They don’t do so well vs guards on point and most teams will struggle to rotate these classes around the map effective, especially if their opponent already has 2 owned points.
Mesmer could work if their moa + focus target is successful and they use their portal rotations across the map to its full effectiveness. Especially on Foefire. Biggest downside with Mesmer is he will always lose side nodes due to his stealth, but mesmer will likely win his 1v1s. A strange trade off.
Thief’s bursts are often unpredictable ( a good trait) and could down any target at 50% assuming at least 1 other Marauder/Dps class is on the target as well. If the push fails then thief could get downed himself or best case scenario, gets pushed off point for another chance to burst/rotate in 5s.
If you don’t or can’t backcap with these classes or burst effectively with moa etc, then their potential is wasted. I was looking at team fights and DH is bettet at that than them both.
If I see a mesmer or thief, I’d likely class switch to a DH to counter them rather than an Ele. Assuming DH can survive the initial thief burst.
In soloQs, a good thief is closer to third tier level. I’ve been on teams where they carried the game, backcapping nodes and single target a person to down state. They just lack considerably against a sustainy comp who knows how to survive the initial butst but.. i imagine they didn’t make ur list because you haven’t seen a good thief
In higher tier pvp, the top three are rev engi ele in that order. Then Necro and probably dh/druid as a 5th.
As a long time thief main, I beg to differ. In top tier its easily the worst class to have on a team. They provide absoluley nothing. I shouldn’t have to go into detail why that is because it should be obvious to you.
In higher tier, Necro, Engi, Rev and Ele are straight up beasts. Hands down best class to have. Mesmer, Druid and DH are all really close to the big 4, especially Mesmer. Surprised it isn’t Meta. Had a Mes who ported between home and mid nodes all game long while holding and even wining 2v1s with the condis they spit out. Warrior sucks. Thief is bottom of the barrel.
That’s exactly what I said.
My notion on Thief in lower tiers differs to the original post where op said teef was bottom tier in soloq, that’s not the case. But yes, higher tier pvp, I agree 100% with you.
Assuming Rev, Engi, Ele & Necro are in question top 4 picks, that leaves
Druid, DH, Mes, Thief, War
Out of these 5, Druid and DH has the best chance of being 5th picks.
Druid is the safer bet to sustain nodes for a better snowball effect, can 1v1 a DH and is a better point holder in general.
DH is more risky in the above meta considering the only class DH can effectively 1v1 is a Necro. He has a chance to turn over mid fights but is just as susceptible to get bursted down himself.
Thoughts?
(edited by Saiyan.1704)
In soloQs, a good thief is closer to third tier level. I’ve been on teams where they carried the game, backcapping nodes and single target a person to down state. They just lack considerably against a sustainy comp who knows how to survive the initial butst but.. i imagine they didn’t make ur list because you haven’t seen a good thief
In higher tier pvp, the top three are rev engi ele in that order. Then Necro and probably dh/druid as a 5th.
(edited by Saiyan.1704)
Players are on a 10+ win streak and calls it fine and working as intended.
Players are on a 10+ losing streak and calls matchmaking broken, blames anet and blames their team.
I’ve had a loss streak and knew exactly why. 99% it was all due in part of bad rotations and organizations. Won majority of games solely on telling my solo/duo team what to do via mapchat.
My point is, players who take initiative, play their class and play the map effectively, including communicating with their teamates, should never have a loss streak of 10 or more. There is always a way to better your odds of winning that doesn’t have to result in “taking a break”.
How does one get 10K achievement points solely through pvp?
I definately did not get it solely through pvp. 3000 of my ap is dailies only. And this is my point here, achievement points are an indication of how long you have played for and how well you understand the game.
I specified achievement points because I’m looking for long time players. I’m sorry if you took that as me being elitist.
The only people you’re going to attract with an AP points requirement are pve heroes. I’ve been playing off and on since launch and have 4k ap points but 3,450 games played at 2130 ranked games played.
If you want to attract “long time players” then go with a games played requirement rather than an AP (pve trait) requirement.
It’s balanced up here in Sapphire league. Last 10 games has been a rotation issue on either team, rather than a player skill issue.
So I realized a few days ago that there’s quite a long list for The Ascension legendary backpiece. Notably the “Multiclass” achievements needed in the Competition tab – Year of the Ascension. You basically have to play Ranked with every class to earn these 1 through 5 (long list) of achievements.
You only have to complete 2 class achievements for part 1 and 3 class achievements for part 2-4. While it may be a bit rough to get those, personally I’ve had very little trouble getting my P2 achievements playing relatively oddball specs (PU mes, Juggernaut Scrapper, Venomshare DD) supplemented by my main (Power MM).
These multiclass achievement forces players, most notably PvE players, to choose classes they don’t normally play (or ever play) for Ranked PvP. Granted, they’re all in Amber & Emerald Divisions but players who stick to one class grinding it out to Legendary are forced to queue with these players who normally don’t main a certain class due to The Ascension achievements.
Firstly, the Ascension is not targeted towards PvE players. While that isn’t to say they can’t participate, they should be required to follow the targets that are set for PvP players.
Secondly, if someone is playing one class ad infinitum in low leagues, then they should very swiftly get very good at that class and the matchmaking will give them enough matches in their favor or balanced matches that they can quickly push through to Sapphire and Ruby.
So we’re literally seeing
Well, yes.
unbalanced matchmaking that’s often lopsided due to class stacking as matchmaking tries to double up classes vs a duo, etc. More importantly, the results is equivalent to the initial release of the Class Daily Achievements where matchmaking was unbalanced because players were using classes they don’t normally play just for the sake of completing dailies…
While I’ve seen more wild class matches, I don’t think it’s been too egregious.
Secondly, people will eventually either stop grinding against the wall with their bad builds or they’ll learn good builds. And again, you don’t even need good builds; I used B-C tier builds to get mine.
Sure certain players/teams would overcome this by passing the early divisions with their win streaks but a lot of SoloQ players are stuck playing with these baddies due to the Ascention achievments; of which, is basically a buffed up Class Daily system but never ends….
I am a solo queue player and I have had absolutely no trouble pushing into Emerald even though I was one of the bads who was playing alt classes.
Instead of pouting and QQing, I recommend changing these achievements completely by separating the multiclass requirements into a more in depth single class requirement. Instead of 7 wins for your main class, increase it to 15, 25, 30, etc etc.
Is that actually better? Why not just strip the specific class achievements entirely and instead add more wins to the win achievement, or why not add a 12th option for the meta so that players can either take the alt class achievements or the new suggested one?
I suspect that once people start reaching legendary on their main, they’ll switch to the other classes as it wouldn’t matter. This only worsen’s the matchmaking system…. because I know i’m going to do exactly that once I grind it out to Legendary.
IMO, the best strategy is to push your alt wins while you’re in Amber-Sapphire, before switching to your main to push Sapphire-Legendary. You’re facing weaker competition so you get more wins, making your achievement go faster, and your losses are countered by the low league no-pip-loss and no-tier-loss.
+1
My idea wasn’t the best suggestion, just a suggestion.
I just didn’t realize The Ascention achievements until recently so i’m going to grind to legendary first then switch classes because… i’m already sapphire and I don’t want to lose any pips. I’m going to lose more regardless… might as well start losing where it doesn’t matter.
Also didn’t know about those other details regarding the achievements so, thx for that.
the muti class ones are just like win 5 games on 3 different professions its not hard.
There are only 2 that are hard. Cross 3 divisions and get enough league tickets. In fact u can get the legendary back pack probably in 3 seasons and never have to go further than like saphire.
It’s not about difficulty, it’s about skewed matchmaking due to players choosing classes they don’t normally play. Sure matchmaking, MMR, all that will balance out after a few days but promoting players to change to their under performing class during the leagues is just non-sense.
I suspect that once people start reaching legendary on their main, they’ll switch to the other classes as it wouldn’t matter. This only worsen’s the matchmaking system…. because I know i’m going to do exactly that once I grind it out to Legendary.
So I realized a few days ago that there’s quite a long list for The Ascension legendary backpiece. Notably the “Multiclass” achievements needed in the Competition tab – Year of the Ascension. You basically have to play Ranked with every class to earn these 1 through 5 (long list) of achievements.
These multiclass achievement forces players, most notably PvE players, to choose classes they don’t normally play (or ever play) for Ranked PvP. Granted, they’re all in Amber & Emerald Divisions but players who stick to one class grinding it out to Legendary are forced to queue with these players who normally don’t main a certain class due to The Ascension achievements.
So we’re literally seeing unbalanced matchmaking that’s often lopsided due to class stacking as matchmaking tries to double up classes vs a duo, etc. More importantly, the results is equivalent to the initial release of the Class Daily Achievements where matchmaking was unbalanced because players were using classes they don’t normally play just for the sake of completing dailies…
Sure certain players/teams would overcome this by passing the early divisions with their win streaks but a lot of SoloQ players are stuck playing with these baddies due to the Ascention achievments; of which, is basically a buffed up Class Daily system but never ends….
Fix
Instead of pouting and QQing, I recommend changing these achievements completely by separating the multiclass requirements into a more in depth single class requirement. Instead of 7 wins for your main class, increase it to 15, 25, 30, etc etc.
TL;DR
Multiclassing is a great PvP trait to have competitively, but not everyone caters to it. When it comes to SoloQ matchmaking, players are seeing a surplus of users changing classes for the achievement but this only skews matchmaking. There has to be some type of change to the system so matchmaking isn’t as flawed for the early Division soloQ players.
My 2 copper.
Issue of ranked is not only AFK but, bots. There are legit reasons why some people AFK. realize this, if I am disinterested in continuing a game because of any reason when I am solo queuing, no punitive measures can extract anything productive out of me. Hence, AFK report function is just wastage of data and extra work for ANET as they will have to review and verify the reports to act on. And none of that adds any extra revenue for ANET.
tl;dr – Not gonna happen.
That’s a Report function, but an in-game voting function acts differently but with the same end result of dishonor or even a temp ban.
Every conpetitive game, moba, cs:go, starcraft, etc has an in-game Voting option that “reports” players. After majority votes win, the system will disciplin the user based on his previous infractions or simply dishonors him if its the first infraction. Doesn’t send a report for devs to read. There are no other resources, other than coding this program, for devs to spend on.
Tl;dr – This can and should happen.
I think Shield is fine, imo. I’ve been using it for awhile now in TPvP.
Any more buffs and no one would use a Focus or Torch. Granted, since hot Torch’s effectiveness lowered due to burn guard’s performamce lowered, but all the same.
Am I the only DH that has no issues vs a 2+ necro comp?
(Or any necro 1v1 for that matter)
I’ve won every 4man and 5 man necro team. Leads me to beleive that they don’t stack very well pass 2man duo.
I find that DH runs best with a burst thief and maybe rev as a third to complement said bursts. Thief comes in to cc + 7k burst while you trueshot+F1+Smite Condition + ToF dmges and cc. 9/10 they wont be able to come back from it.
DH Pros in Rank PvP
Can single target burst well and aoe bursts with ToF, as well as occasional aoe cc with lb#5, F1 and trap stuns. Performs very well in team fights but is often reliant on your team to focus target appropriately. DH has to manuever well so he does’t get downed himself.
Cons
Will often lose to a rev, scrapper and druid 1v1. The DH will sustain long enough for a +1, but should never beat these classes unless they’re bad or you have stacked traps (heal and tof) on point.
(edited by Saiyan.1704)
But “it confuses people”
yup thats it and force you to read your traits and kills
What I’m saying is, iirc a dev stated this as one of the main reasons why pvp/pve/wvw balance split isn’t going to happen which is… well.
Sheesh.. last I read, they were going to split PvE and PvP.. but that was more than a 1 1/2 years ago :P
How is nerfing a skills damage ratio “confusing for players”? ….
PvP
Guardian really is in a good spot among the power creep of Rev, Necros and Scrappers, tbh. If you nerf anything on Guards, you’d have to look at these three classes as well and nerf them too. I don’t mind a small shave if it means other classes will receive one as well.
PvE
I don’t play pve so idk…
I’m up to 22-0 now solo queueing. Playing with and against ESL players now.
If a solo player is losing all his games, there’s bound to be some one who’s winning all of his.
Players are more susceptible to rage on forums if they’re irate. Only Anet knows player performances in the new League system. I imagine it’s a 50/50 ratio among solo players while Teams are a bit more linear (and rewarding).
You adapt. That’s why its a game. If you are not expecting curve balls then maybe try something else in the game that is more scripted.
Why didn’t you:
- Go far
- Decoyed some back to your team
- Lured one off to fight solo
- Regrouped
- Stalled
- Go for different objective
Why was going in 2v4 and losing the fight your only option here? You are trying to justify your action as a correct one and you can’t in the example you provided. You get teamed with a known hacker and don’t want to assist them with a win, different story. You have a real life issue, different story. People playing badly, it sucks, sorry, but still doesn’t justify going AFK.
Well first, I’ve never said we lost 2v4 at mid cause we ran away. Then one dragonhunter noob came after me and like you said, I lured him away and practically 1-shot him. Then two rangers went far and got killed by the one revenant who was defending home (yes he 2v1 them). From there they kept doing stupid crap. Again my question is, Why should I bother doing something, if the match start with three people capping home¿ We all know that when something like that happens it will not be the only stupid thing they do. So why bother¿ I rather ask my wife to scratch my back a little instead of wasting my time on a 100% lose… You people seriously would not do the same thing¿
Ask her to scratch your back during your game That’s true luv!
All seriousness, have you tried taking control of the situation? More often than not, i’m telling people where to roam at start and coordinating their rotations throughout the game. A bad start does not mean a bad finish.
People are so worked up at their starting performance that they don’t think to try controlling the situation (not that you didn’t, i’m speaking in general… most people prefer to autoafk and trash talk rather than helping their team).
If these Rangers got 2v1’s, I would have split them up and/or tell them to not far. You nearly 1 shot the Guard, I would have told the team to explicitly attack the DH – placing a focus target on him 100% of the time and coordinating Ranger’s pet CCs on that target.
There’s some things you need teamspeak for, but other things like start of game rotations and map pings, you do not. You’d be supprised how far a little comunication goes, even if it’s asking “who’s going home” at start.
Well that’s quite harsh. I’d never wish death towards another person… its just a game afterall.
Oh um, get gud son l2p plox
SYG definitely isn’t needed as you gain 2 sources of stability in DH and 1 stability source in Virtues lines – the meta trait builds.
Therefore you can switch out SYG for medi for a better performance boost because your team, unless specifically called for, shouldn’t need more Stability. If you’re needing a stunbreak then CoP and Judges should suffice, not SYG.
Pack runes still offers huge dmge boost, I can’t imagine any other rune performing better unless you’re going for QoL.
I got turned on to Sword/Shield a couple weeks ago actually. Shield is more than a defensive utility if used properly.
Shield#5 can be very rewarding when used in combination with ToF trap; its biggest potential.
F1 pull + ToF + Shield#5 makes for a strong and damaging cc. You can also make clutch plays like preventing a stomp or knockback neutralizing a point.
Things I much rather prefer,
I feel like a large amount of the issues in pvp could be resolved by having separate soloqueue and party queue option for unranked and ranked, has anet ever regarded or talked about this as an option?
We had a Hotjoin/SoloQ/TeamQ option.
When soloQ was merged with TeamQ the casual player base definitely didn’t take it too positive. Their were a few reasons for the merger. One of which was to have a single ladder system in place for all of PvP instead of a “luck of the draw” solo ladder system. That and TeamQ players would literally wait 10m for a match… so at the time it seemed like a good idea to merge the two.
Lastly, Anet wanted to heavily push ESL Tournaments. Their intentions were to promote players to form a team and compete competitively.
Smaller Arenas like 2v2 or 3v3, heck even 1v1 would not make it to bad to watch. It’s just to daem hard to follow what’s happening in a conquest match. I really tried watching the Pro Leauge this week but for me it was to hard. The camera just jumps around and you’re missing to much.
It gets hard to highlight a play someone did and so on, do you follow my tought?I watch alot of Esports and the conquest just seems like all over the place from a viewers perspective.
I might be wrong tough, just my 2 coins.
You really hit the nail on the head. There’s just so much cleave, AoE, random CC, boon and condi spam that makes watching this game just dreadful, no thanks to the badly utilized camera system. We need to be seeing the PoV of the players themselves to see the skills they’re using. Highlight exact plays. Hell, even have a slow motion replay showcasing how a certain played used X move to counter Y and change the game. They have to do so much better for this game to be accepted as Esports because as of now it just seems like a joke. I often wondered when the shoutcasters were getting all excited if it was just fake hype because they too didn’t seem to know what was even going on.
“OH! They got downed, they over extended. I don’t know if they can come back from this one!”
Just seems really generic to me.
Most shout casters are generic tbh. Especially Moba tournaments that i’ve seen, generic was their definition. Shout casters have to keep it simple for the audience as anyone could be watching it.
MMORPG is the reason this game is as complex as it looks. instant burst skills, random procs, we have Necro/Engi/Revs needing an automatic shroud/Invulnerability/heal proc at 20% so they don’t get bursted down too fast, etc. It’s just the nature of the beast.
Simplicity and viewership is what makes an Esports game. Everything else just falls into place. Anet would have to completely give this game a huge mechanic makeover and that’s definitely not going to happen.
I would like to say that DH, imo, is old turret engi. They are not ESL material but they are certainly too effective for amount of (little) effort required in normal ranked.
DH is 3x more esl material than turret engi… such a silly comparison.
While we’re at it, we’re also 3x more esl material than war mesmer and thief.
They already made it exciting by removing bunker meta.
And lol is not broken?? They even have tier for that matters. Strng tier god tier ect… or are just being selectively biased against GW2??
No, its a matter of proportion, lol has now what over 70+ playable characters, there are bound to some marginally stronger than others and it is mostly due to a rock papper scissors situation where you counter what you expect to run into the most.
In contrast GW2 has 9 clases, not even double digits, and of those there are a constant 2 or 3 meta builds that obliterate every thing that comes their way.
So no, i not biased against GW2, but you are willfully ignorant it seems.
Willfully ignorant?? Ah how nice of you, but let me ask you this if Lol dint have the ability to ban , out of those 70 toons, how many do you think we would have seen during the world?? Or better yet if Lol didn’t have a system where each team cant pick the same character, how many profession we would have seen at the world’s? ?? Uhm??
So this has nothing to do with classes/ balance; it just that Riot, due to their large pool of players and characters, can implement rules that Anet can’t. Had Riot not had those rules, their world’s would totally mirror ours.
On that point, it’s funny seeing people calling Anet lazy for removing amulets or preventing class stacking when Riot has been banning entire classes for quite some time.
I think esports is necessary. It tells us what builds needs a nerf or not.
Not in the slightest, because some classes are overpowered in PvP matches, while these strengths are meaningless in the actual game, while others are very weak in PvP, and so get buffs, but these buffs make them OP in the PvE content. Balancing for one is meaningless to achieving balance in the other.
Esport Leagues have shown the highest potential a class can have on a game. Random SoloQ Heroes have shown how easy a class’s effectiveness can be in lower tiers. Ranked Leagues, a mixed of competitive and casuals, show more or less where balances lie.
Every game has this trinity.Anet needs to completely seperate PvE from PvP. Nerfing Symbol dmg multiplier to 10% on Guard in PvP because it was OP in Pve? Are you serious Devs?
Lol at stuff being OP in pve, Anet shouldn’t separate pvp from pve or wvw for that matter. I’d learn to adapt guys!! separating both mode would make it harder I’d not impossible for pve er to transition ot pvp or wvw or vice versa. I had to have to relearn my entire class just because I wanted to farm gold. And finally, some skills have different effects in pve.
I’m not talking about an entire change of a skill’s mechanical effects. Strictly numbers here. What’s “op” vs stationary npc critters is hardly op against players with a brain. Symbolic Avenger’s 20% dmg multiplier getting nerfed to 10% was just 1 example of “too op in pve, nerf!”
I think esports is necessary. It tells us what builds needs a nerf or not.
Not in the slightest, because some classes are overpowered in PvP matches, while these strengths are meaningless in the actual game, while others are very weak in PvP, and so get buffs, but these buffs make them OP in the PvE content. Balancing for one is meaningless to achieving balance in the other.
Esport Leagues have shown the highest potential a class can have on a game. Random SoloQ Heroes have shown how easy a class’s effectiveness can be in lower tiers. Ranked Leagues, a mixed of competitive and casuals, show more or less where balances lie.
Every game has this trinity.
Anet needs to completely seperate PvE from PvP. Nerfing Symbol dmg multiplier to 10% on Guard in PvP because it was OP in Pve? Are you serious Devs?
I have no idea how you think it wasn’t great to watch. There were so many kills, there were actually some comebacks (including one absolutely incredible one that even if all other games were awful it would have made the finals worth watching), and there were close matches. I also loved seeing the search and rescue play in the second semi final(I really don’t want it nerfed now just because of how awesome it was to watch in the pro league even though I did before). I will admit that the first semi final could have been more exciting and close but the other 2 matches were awesome to watch. Maybe people say they don’t like it because they simply don’t like the concept of gw2 e-sports but as someone who does really like watching the e-sport events that are held, the finals were amazing and I quite literally can’t wait for season 2 which will use the same meta.
Question for you, what happened to that caused the come back?
The one on temple? Vermilion got a load of kills on abjured players and managed to decap all their points so with about 1 minute left it was 1 cap to 0 in favour of vermilion and they also got tranquility and held a 3 cap for the rest of the game to win 500-477.
In total it was about a 200 point comeback.This is exactly what I mean, you have no idea what exactly caused the come back.
What skills did they use during that key moment? How much was the damage? How much was the sustain? Was it good positioning? Was it bad positioning? What mistakes were made?
The majority of the MOBA audience can’t answer that question either! You really think they’re all pro players of that genre? Many are guests, excorting their bf or gf or friend who happem to grab tickets. All they (we) care about is who dies, what player got the kill and to what effect did it have. Visual stimulation means a lot but GW2 is no CS:GO or Moba game.
Yes, these items are easier to see in other Non-MMO games (because this is an mmorpg game) but an experienced player will tell you exactly what happened. It’s not hard reading the mini map. It’s what I look at the majority of the time in these tournaments.
I’m more curious what people’s perception of “balance” is.
As for what i’ve seen, only a few things needs a change.
With the exception of Mesmers, Wars and Thieves in a bad spot in esl, everythings not “fine” but balances are lots “better”.
(edited by Saiyan.1704)
There’s a HUGE area (many considered out of area) in HotM where we can reach Anet’s logo emblem. This area could be a jumping puzzle, Free For All Dueling, playing tag with an endless horde of Zombie Chieftans. The possibilities are endless!
There’s a plethora of ideas we can add to HotM so we have something to do while waiting for queue.
You just gave us like, 400 retal damages… considering we can apply it AoE, that’s quite OP.
You gave us perma might stacks. A DH running Altruistic Healing just became unkillable.
Might as well remove Traveling runes and “Retreat” from the game as they’re not needed anymore. Give us two Gyros and the ability to fly while you’re at it :)
Ele’s are mainly used for their team support+mobiles+sustains.
Necros are mainly for their team aoe condi cleanses, little cc and occasionally bursts while having some sustains. They’re in the same boat as Guards are when it comes to getting pressured down.
Guards have good focused bursts, little cc, and occasionally support with F3 4k heals, cleanses and aoe blocks. Our bigger plays consists of interupting stomping or downed players.
Guards could replace Ele and Necro with little difference in team performance imo. We just don’t have any Guard mains in the higher tiers. That’s all.
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