None of that is true, get better at the game, and you will go up in rating. Even at the current pinnacle of ratings, ive seen even certain “pro” players barrate and harrass a new player, so saying at silver people start playing nicey nice is delusional at best.
This is actually true. In Gold tier I had a team that just did not want to play that match. The end score was 20-500. They didn’t even try, they just sat in map chat joking away. Nothing you can do about random players, especially since we can’t pick our own teammates now.
But…..new people don’t start in Bronze. Unless they had really bad placement matches. Anet stated new players would start with mmr of 1200, which puts them in silver.
Well, played about 20 games so far, won 11, currently sitting in Gold League. Matchmaking has still been kinda weird, but I"m just gonna assume it is due to the season just starting and everyone’s mmr’s not settling in yet. I’ve had some good matches, but I’ve had some pretty bad blowouts too. Hoping this improves.
On a side note, really still wish there was a team queue. Occasionally getting matches where mmr just can’t account for the human factor. I had one match where the score was like 20-500. My team literally did not even try to win. I lost 30 points for that, simply because I got put with a team that didn’t even want to try. This is the kind of thing I wouldn’t have to worry about in a team queue.
Let the solo/duo queue remain the same, but please in the future add a separate 5v5 only team queue and actually put some work into it to provide players the incentive to play it. If you just throw up a solo queue and team queue with the exact same rewards, people are going to go solo because queues are faster and they don’t have to put in the effort to get a team together or fight more organized opponents. Just like raids vs fractals, you really think just as many people would be doing raids right now if it gave the same rewards as fractals? Hell no. You have to provide incentive to play Team Queue if you ever want it to work.
AP are for completionists. Not being able to complete something ruins the motivation on the long term – and Anet could remove AP at all then.
Top PVP is for people who love competition. Mixing both concepts results in “competition rewards” mixed with “meaningles aspects”. 6 AP? Less than a daily.
But obviously handing out 10000 AP is also no solution.It’s better to seperate both concepts.
APs as realistic achieveable goals for completionists.
For competitive people exclusive titels/emotes/skins. Or hand out 10.000 Gold for the top players. A pink/golden emote. Or whatever. They probably care more about this than they would care about 6 AP.
If AP is just for completionists then why care if someone has more AP than you?
I’ve only played one match so far, but it was a pretty close game. My team was doing pretty bad at first and we were falling behind, so I just had to start rotating everywhere to pick up the slack. I love how it shows who got what top player achieve on the scoreboard at the end, because next to my name at the end of the match was every single top player achieve possible. I am guessing I was matched with a bunch of low skill players, and that this will get much harder as I progress. I am really looking forward to this season.
Getting in the top 250 is an achievement. I don’t get it, are you wanting AP to represent someone’s achievements in the game or just how much time they spent in the game farming AP?
If someone makes it in the top 250 and that gave him more AP than you, then that is completely fair. He was better than you or more determined than you in a particular game mode.
And if he is just someone that doesn’t farm AP and doesn’t have anywhere near as much than you do, then what does it matter? He wouldn’t be competing at all for some fabled top AP slot you people seem to be fighting for.
I guess my point is, I get that your goal in getting top AP is like a pvp player’s goal of getting to the top of the ranked leaderboard. But it seems with your AP goals, you believe anyone who puts in the same amount of time into the game, regardless of skill, should be able to receive the same amount of AP. At that point I just can’t help but wonder, what’s the point. If all you want to do is flaunt how much you smash your head on the keyboard in the game, just share screen shots of your /age.
Except that’s the selling point of FT. Do you think Anet just accidentally made FT AA a 10x hits over 2.75 seconds? I don’t. It’s intentional and if you use it intentionally, it works great.
This had me laughing pretty hard. Cause you know, we all know Anet would never make a useless skill on accident or bad balance choices.
Lol. You guys gotta stop feeding this troll. Obviously some adjustments need to be made, just doubt it is high on Anet’s priority list.
What would make sense is that when one of the puddles knocks someone down, it gets consumed. In this way, it would go back to being very effective in raids, while still not being OP in pvp.
Also Engineer Acid Bomb on Scrapper is unblockable. Point being though, putting break bars on blocks is the wrong way to go. Would be much more efficient to add in more unblockable cc and attacks to counter blocks. Also, it’s a team game. Every class doesn’t have to have easy access to every form of damage and cc.
I was actually able to use it well for both team fights and 1v1s. In team fights I run in to place my traps on point to deal aoe condi damage, then I stay off point and attack with shortbow until my traps are ready to be placed again. Placing healing trap on point works good too cause it helps my teammates and builds Astral Force pretty quick.
1v1s are also possible due to the stealth, super speed, and immobolize. I’m able to adjust my positioning often and safely thanks to rune of the trapper, and I’m often anle to burst opponents down by using cc to lock them in my traps.
The biggest thing is knowing when to use your traps offensively or defensively. The traps are what allow you to reposition yourself so well, and you don’t want to be caught in a bad stun without having your Astral form ready.
How would this be more skillful or introduce better counterplay than using unblock able cc? I mean you’re saying, as opposed to using an unblockable cc to interupt the block and open the enemy up for attack, you feel everyone should just keep pew pewing to cancel out the block? So instead of bringing unblockable attacks/cc and using them properly, we would should just be anle to keep mindlessly spamming out damage until we break a block? That sounds like much less skill involved actually.
No, we know exactly what is going on with guild leagues. There is none for season 5. It is strictly solo/duo queue.
I can’t wait either. Dissapointed about the lack of a team queue, but I mostly solo queue anyways and I am looking forward to the league system updates and rewards.
Yeah, I’m actually excited I can get ascended gear from pvp.
Yeah the movement speed bonus rune isn’t really necessary for Ranger/Druid. Druid normally has traited shouts, and Condi you have permanent swiftness on shortbow.
Yeah, was looking at that Deadshot Amulet. But I think I’d rather try it out with my Condi Engineer now.
Revs nerfed = whole season ruined? That is quite the stretch. Guess I’ll just enjoy the season and you to your panicking.
Here ya go, this is what is being done.
Guardian
We’d like to give the guardian some core buffs to encourage non-elite spec play, ideally pushing them towards a potential support role. As for Dragonhunter, we’re seeing a disproportionate amount of play across all skill levels. We’re mostly happy with their damage output, and have decided to instead shave some of their utility.
Piercing Light: This trait no longer causes traps to daze enemies and will instead inflict the Slow condition on enemies for 1.5 seconds on the initial ‘trigger’ of a trap.
Virtue of Justice: Increased the Burning duration of the passive effect from 2 to 4 seconds in PvP only. Increased the amount of burning of the active effect from 1 to 3 stacks in PvP only.
Virtue of Resolve: The cooldown of this ability has been reduced from 45 to 30 in PvP only. The healing contribution of this ability has been increased by 87% in PvP only.
Virtue of Courage: The cooldown of this ability has been reduced from 60 to 40 seconds in PvP only.
Shield of Courage: Fixed a bug that allowed this ability to grant benefits without going on recharge.
Detonate Orb of Light: The healing contribution of this ability has been increased by 67%.
Line of Warding: The cooldown of this ability has been reduced from 40 to 30 seconds in PvP only.
Signet of Courage: The cooldown of this ability has been reduced from 180 to 120 seconds in PvP only.
They did say new players would receive an average mmr of 1200 or something like that in one of the threads on this page.
Looking forward to trying out the Deadshot Amulet. Are there more changes coming for Warrior, Necro, and Ranger though?
As others mentioned, you can still play kitten man teams in unranked. I do all the time and I’ve had just as much fun doing that.
This change was something recent and was voted on by the community. They did care which is why they had the poll as opposed to just making a sweeping change.
It is also not a change set in stone. When I started pvp they had a queue that was exclusively for teams. For various reasons, that went away but it’s possible we could see it’s return.
ive seen countless threads about why people are leaving pvp forever. My class got nerfed, don’t like this matchmaking or that, issues with team composition, etc. etc. nature of any game layout means some people don’t always get exactly what they want. Also that way in real life. Nothing wrong with making suggestions or offering criticism but can we please have enough of these “im leaving forever” tantrums?
Everyone is aware of the vote, some just didn’t realize they would remove 5v5 entirely. Also, it’s really not fair to the people wanting 5v5 that they can no longer participate in this league as a team just because solo players outnumber them. And as previously mentioned, unranked does not offer the same matchmaking or rewards as ranked nor will it guarantee him that his 5 man team will be matched up against another 5 man team. There has also never been a separate 5v5 Team Queue. The old Team Queue that existed allowed teams of any size, and was one of the reasons people did not enjoy it. And again, the lack of people wanting to make teams and compete in a 5v5 Team Queue is due largely in part to Anet never making an effort to facilitate or promote Team Queue.
Of all the “I am quitting the game because of X” threads, this one has pretty solid reasoning. Anet is preventing the OP from participating in this entire League season with his friends.
Just wanna clear some things up and drop my opinion. OP clearly just wants a separate queue for 5-man teams only. This would not effect solo queue players in any way, and the fact that Anet has chosen to not allow a team of friends to compete in this pvp league in a game mode constructed around 5-man teams in an mmo is just mind blowing. On the subject of the ancient split queues, there was a solo queue and team queue. The team queue allowed for teams of any size to join, that was it’s fault. It pushed away players with less than a 5-man team because they were getting destroyed, and there weren’t enough 5-man teams to sustain adequate queue times. Then the queues were merged, and we are all aware how that turned out. Now we have solo/duo queues only.
So now there is no option at all for 5-man teams to play competitively, in an mmo. Now on the argument of there not being enough teams for a team queue, OF COURSE THERE ISN’T! Anet hasn’t made a single attempt to promote Team Queue at all. You give the option of Team Queue and Solo Queue, provide the exact same rewards and incentives for both, of course the majority of players are going to take the easiest route possible and play Solo Queue. Why go through the trouble of finding 4 other players to team up with and wait through longer queue times when you can just hop in as a solo player and progress much faster? If Anet is curious as to why Team Queue isn’t popular, they have only themselves to blame.
As a primarily Solo Queue player, I’m glad there will be a Solo/Duo Queue. However, long queue times or not, I just really can’t believe they would remove Team Queue completely. Solo Queue is fun and all, but a truly competitive environment can only be found in 5v5 Team Queue, and personally I will always feel that is what they should focus on when implementing these Leagues. At the very least let these teams have somewhere to compete in the Leagues too, I mean, just, wow.
Honestly I don’t know why 50/50 matchmaking gets so much hate. Maybe because of the pip system and how it was implemented in past. But in an ideal matchmaking system, you would have 2 teams of equally skilled players matched up against each other. By simple statistics you will average a 50% win rate in that scenario.
The hate came from 50/50 matchmaking going against how the pip system worked, and the fact that it felt like the system was forcing wins or losses on players due to just about every match being a complete blowout. Blowouts, whether you win or lose, just aren’t fun. So yeah, pretty easy to understand that frustration when people are trying to gain pips and they just keep getting alternating blowout wins/losses. From the sound of it though, the 50/50 matchmaking should work out better this season.
Hey everybody let’s have a fun thread!
No! This is the PvP forum, we must only speak of how bad the game is!!!!!
I laughed, thanks for this!
No problem. ^.^
It’s a bit offtopic but when they allowed gliding in heart of the mists, I thought it became allowed in arena matches.
Why would they allow gliding in an area where you are supposed to train and test your skills before going into PvP?
Obviously to let people have a little fun while they wait for a match? No idea why you would think they allowed gliding in PvP matches. I mean, they did explicitly explain the areas that you would and would not be able to glide in.
Not to mention there are a ton of Hotjoin servers that are just about always dead. Too easy to hop in one of them and duel a friend if you are having issues with dueling servers for whatever reason or can’t afford a private server. Also, extremely easy to just join a guild that already has a guild hall.
Also concerning the practice dummies, who dropped a giant boulder and killed the Thief and Warrior practice targets?
Name: Gandorpheus
Server: Gate of Madness
Game Type: PvE/sPvP
Speaking of Messer portals, occasionally I find a Mesmer portal off point and drop all my traps on top of it. Then I go on point and help my team focus the Mesmer, then laugh as he ports away into all my traps and dies.
I’ll try dropping a trap and using Sage’s amulet. I’ve considered Lightning Reflexes, was just worried I’d lose too much aoe condi pressure. But an extra stun break/evade would be helpful. I’ll test it out.
Hey everybody let’s have a fun thread!
No! This is the PvP forum, we must only speak of how bad the game is!!!!!
I don’t think these types of skilled plays are relevant any longer. It’s an opinion and this is a public forum. Sorry you disagree.
The way I see it being positive only rewards inept devs who have already deluded themselves into thinking everything is ok.
Never said you couldn’t speak silly, just commenting on how you were bringing the hate into one of the few threads in the PvP forums that is just meant for fun. I can do that, cause it’s a public forum. But carry on Captain Downer, you make sure those devs feel your rage, I’m sure they care. ;-P
Hey everybody let’s have a fun thread!
No! This is the PvP forum, we must only speak of how bad the game is!!!!!
I’m not seeing the point here really. I see you’ve put together the maximum time a profession can avoid damage , but only by taking abilities and weapons that would never be used together in a competent build. Not really understanding what you are trying to accomplish here.
Some of these builds are very competent builds actually
For example these builds were actually used in Pro league by some the Pro league players.
:
Many Herald players used Sword/Sword instead of the Sword/Shield.
http://gw2skills.net/editor/?vlAQNAW8sn3guNSuQ7JRboVlsP0rS4IaWJ4EdskEAAwGA
Herald with Staff + Sword/Sword + Dragon Stance + Assassin Stance
:
And this one was used by few Thief players
http://gw2skills.net/editor/?vZAQFA2m0MBFmiFOhEAAYGA
Daredevil with Staff + Bandit’s Defense + Signet of Agility + Withdraw
:
And this build was used alot in Pro league and this build was used by the Pro league champions
http://gw2skills.net/editor/?vJAQNApehGtkilhgEAA4FA
Berserker with Mace/Shield + Greatsword + Shattering Blow + Endure Pain
I forgot the name of the team but the Pro league champions used this build
:
If you actually watch Pro league.
Even the pro level players like to use these builds with so many evades.
Evade-Evade-Evade builds are not noon thing at all.
Evade-Evade-Evade builds are used by even the pro level players.
But again, still not true for all the classes you listed. If you were listing damage avoidance uptime of meta builds specifically I could see the point in that, but doing it in this way just doesn’t really make sense. It doesn’t accomplish anything. Also, you have things like Ranger’s Signet of Stone listed, yet that still leaves the Ranger completely open to condi damage and thus shouldn’t really be included.
Mine currently is very simple and works great on bad Thieves. I play Trapper Druid, so I enjoy simply placing all my traps at my feet and pretend that I didn’t see that Thief stacking stealth, and just laugh as he hits all my traps and is down 2 seconds later.
I’m not seeing the point here really. I see you’ve put together the maximum time a profession can avoid damage , but only by taking abilities and weapons that would never be used together in a competent build. Not really understanding what you are trying to accomplish here.
Inb4 they add it to a pet with a 130 radius, 6 sec cast time, 2 min cooldown, and then nerf it repeatedly in the next 3 patches
actually I think a 600 radius, insta cast, 25sec cd, 3stack aoe stability to 5 allies on a F2 pet skill is very reasonable for one of the jellyfish.
Best thing I read all day. That was quite entertaining man, you got me.
Pretty sure Reaper Shouts work underwater. Not sure about the rest. But yeah, noticed this too and it is really annoying. I think it’s more just Anet feeling it is not worth their time since they have chosen to neglect underwater content for the time being.
So lately I’ve been playing a Condi Trapper Druid, and I gotta say it’s been going great. Been using this build:
http://gw2skills.net/editor/?vNAQNAV8YjMqQ7K2tCmrAVLWcEsmvVsqCAnUfqZVmAwkryVizTD-TpRFABJcEAOvMwCHEgr3fAgLAQyPAAA
I got tired of trying to support other players that couldn’t get the job done, and the Power Druid build I was playing was too easy to focus down. So I took the Stealth Trapper build from the WvW section on MetaBattle and decided to see if I could make it work for sPvP.
First thing I noticed was that I couldn’t build Astral Force efficiently at all, and that was a huge issue since it provided a large chunk of the build’s condi clear, the only stun break, and a great disengage along with more cc. The second thing I noticed is I never really needed Axe/Torch to down an enemy, and it didn’t really provide me with any sustain options.
So, I swapped out the heal for the healing trap. Just that alone made a huge difference. Astral Force is now much easier to generate, I have another option for condi cleanse, and it gave me another disengage tool.
Then I swapped out Axe/Torch for Sword/Dagger. I was reluctant at first since it lacks any real condi pressure, but it works great since it provides me with 3 extra evades and a leap finisher to combo in the healing trap’s water field or the Smokescale’s smoke field.
So altogether, despite it being off-season right now, the build has been working amazing. I wind up with plenty of cc, great condi damage burst, and great disengage tools so I can reposition myself in a fight. The build does rely heavily on good positioning, but that is nothing new to me since I used to play Necro. So far the only class I am really having issues with are Warriors, due to their high Resistance uptime and gap-closers. But even in group fights this has been working great.
Has anyone else been playing something like this in sPvP and made it work? Also, I’m not satisfied with the sigils on my Sword/Dagger, any suggestions there? And last thing, would a different amulet work better, or is Wanderer’s pretty fitting for this build?
After seeing it work rather splendidly in ESO it’s really puzzling to see Anet so far behind in their features.
I guess they’ve been focusing on the real stuff that defined their brand, like GvG.
It worked well for eso because they completely lack any sort of structured PvP scene. The only pvp over there was in the form of wvw. And still, people complain about the non-stop cluster of Pvp duels in the cities at way shrines. Seems like an unnecessary option in gw2 where other options already exist, especially when we all know it’s just going to cause more complaint threads on the forums.
wow… i played with you before, i knew you were good but wtf, 900k on a necro with straight dmg and hardly condi… what spec are you running omg… please tell me ill kiss your feet
Look at his damage received and you’ll see. Pretty easy to throw wells on point and rack up high damage when the enemy team doesn’t bother to focus down the Necro. Looks like that match had a bunch of mindless zerg fights but red team knew that you need to hold points to win and out-rotated blue team while red was trying to 5v4 mid.
emm…druid was hit super hard in pve builds….meta druid (Edit:pvp) seems ok
This is why Anet needs to do a PvP only balance. Hell, PvP is already it’s own game mode, so why not have all the skill changes make sense for only this game mode.
This is probably something we’ll see far far in the future. They have just started toying with splitting skills a bit more recently. It’s almost as if they are scared of splitting skills between game modes for some reason though, cause it feels like they would rather risk destroying a build in PvE for the sake of Pvp rather than doing a skill split.
DH’s blocks are so OP they even blocked the nerf bat.
kittening Epic! You get a +1 for that one! LMFAO.
DHs only thorn in their side however, Druids gets the nuke.
We didn’t really get nuked though. I’m still playing with shout bow druid and having tons of success.
Omg, how will you ever manage to get that heal off now? If only your class had access to an abundant combination of stability, blocks, and projectile defense to help you get that whopping .75 sec cast time off.
Anyway, every class got means to block with elite specs.
Reapers would disagree with that statement. Lol
Like someone else said, I do pretty good with the old power ranger build, just with Hot pets. Without the pets, it wouldn’t work too well.
Balance is actually very simple. The effects of every skill can be simplified into a damage, sustain, or support effect. Some skills have multiple effects in one skill. In order to achieve balance, one build should not do exceedingly well in more than one area (damage, sustain, support). Most of what we have now, is high damage builds with high sustain and/or support. You have to force players into choosing a more defined role. You have to force players into doing things like sacrificing damage if they want more sustain. The best way to start that is to make builds in general more reliable on their stats. For instance, there is no reason why Dragonhunters and Scrappers should be healing for as much as they are without investing into healing power.
I dropped a druid in a matter of seconds on my base Power Necro. Was hilarious, guy was so confused cause he thought he was about to fight another condi reaper.
Literally just happened to me, except only one team got the loss.
Game came down to the wire… Red team held 1 point, blue held the other 2. Both teams reach 500 at the same time. Blue is given the win, red is given a loss and has a pip removed.
I had this same exact thing happen to me tonight. Except it was on Unranked so no pips involved. Was a glorious win though.
The map looks interesting. It also looks like it would make a good capture the flag map.
Love to see a dual capture the flag mode, 2 flags, one on each side. Flag carriers have limited skills and no speed boosts. Need to capture the enemy flag and run it back to your base to score, multiple caps required to win. If yours is stolen kill the carrier and run it back to your base. Points for flag captures and kills. With having dual flags players need to be decide attack or defend. Players that like the objective style games have something to focus on, people that are in it for the kills also have a role, and people that like to take/hold or defend have a bit for them as well.
So WoW capture the flag style? Yeah, I miss those matches too sometimes.
Didn’t play WoW but yes if its like that. I enjoyed this style of game mode from the Halo series and as a youth in RL (without the killing part of course).
Yeah in WoW it is pretty much exactly how you described, except the flag holder still has access to skills and what not (which is a bad idea since some classes are god mode when it comes to carrying a flag). But really, CTF mechanics are already in the game on the Spirit Watch map. Now Anet just needs to expand on the orb capture mechanic from Spirit Watch, give it a nice map, some pretty flag animations, tweak out some details, and we’d have a new game mode!