You guys are derailing this thread with all your personal insults and conspiracy theories. Take it down a notch.
I think it is pretty well established:
- The current system doesn’t work too well.
- Can’t have Solo Queue only because this is an mmo and the game mode is 5v5.
- Can’t have Team Queue only because this discourages casual players (not saying that in a bad way) from getting into sPvP.
So with those parameters, again I suggest splitting the queues again back to Solo Queue and Team Queue, but this time offering better rewards to Team Queue to give incentive to play Team Queue. This provides Solo Queue players a fair place to have their matches, and encourages more people to try Team Queue thus reducing Team Queue wait times.
Esports are an admirable and ambitious goal but that just means they should really polish things up before pushing it. Their competition is League of Legends, Overwatch, Street Fighter 5, and lots of others with polished, up to date code and server tech resulting in a smooth relatively bug free experience. Even when Guild Wars 2 was released it still felt somewhat dated but the combat mechanics showed lots of signs of potential.
Having an incentive would be a really good idea. A legendary item for the teams to gun for would be good, but I get the feeling we’ll see complaints from solo PvPers saying they want the team reward and it should be available for solo queue :P
Just respect that it’d be a team queue prize and try finding teams.
Unfortunately we live in a very entitled society. The current legendary backpiece has caused a lot of complain threads. Imagine the threads we’d see if it were locked to a team based queue lol.
I imagine there would be less complaints than the people currently complaing about getting farmed by teams while playing solo.
If the queues were split again with greater rewards given to team queue, they would just have to accept that it is the fairest option for everyone. In a way, this already exisists with raids and higher level fractals providing greater rewards than dungeons and low level fractals.
Without greater rewards given to team queue, everyone will just solo queue since they can get the same reward without having to put in the effort of finding other people to queue with. They will also have easier matches because they won’t be fighting organized teams. Greater challenges should offer greater rewards, and they would get the benefit of having their solo queue back.
Yeah, Necromancer/Reaper relies heavily on proper postioning. A well placed wurm can work wonders for getting out of a bad spot.
I’d loke to see either Hammer or Torch next.
If the split the queues then yes team queue would go right back to having high queue times. This is why they would need some sort of incentive, such as better rewards, to encourage people to play in team queue. In doing it that way, everybody wins. Team queue will potentially have reasonable queue times, and solo players and can play without fear of being farmed by teams.
I thought this was a joke thread when I read the title. Now that I see it is real…
Absolutely ridiculous suggestion. Oh and btw, you can avoid melee attacks and aoe in stealth if you have any idea at all how to position yourself.
Yeah, the current system works great. Kudos to Anet on it really. It gives the fairest chance for everyone to play the maps they want to play. I don’t see anything wrong with that.
@Pyriall and Ruru
You both missed my point completely. I’m a pretty proficient dungeon runner. On a good day, I can dodge Alpha indefinitely and one-shot Lupi. ( To “one shot” in this case means to defeat her without a team wipe.)
Despite that, showing up on my alt, I couldn’t even get on a party. She was deemed unworthy .
Fractals and raids have similar issues. Elitist groups will kick without any notice or explanation.
If ANET chose to make PvP team only, the elitism would quickly exclude most players.
As to grinding versus skill. I have my dungeon master. I’ve successfully completed every path in every dungeon. At times, I have even taken very low level party members through dungeons as a challenge to myself.
No I am not asking for a handout. In raids, I don’t even get the chance to try. In high level fractals the story is the same.
I can see it now: "What? You can’t get on a PvP party? Well git gud! "
You can’t “git gud” without practice and you can’t practice without convincing someone that your are “gud.” CATCH 22 Team only would cause severe damage to pvp which is already tottering.
And a solo queue only would prevent players from being able to play with their friends on an mmo. Which is why I made the following suggestion:
The best option to appease everyone wouls be to split the queues, but provide greater rewards for team queue. I know solo queue players might find this unfair. Better rewards for team queue is completely fair though considering it would be a more competitive environment that requires more effort to get in to, such as having to get a team together.
This way, solo players can have their mode without getting farmed, and team players can have their mode and hopefully the increased rewards will draw more players to try team queue, thus reducing team queue times.
It is strategy that sees thorough application in this game, so of course I am going to call it what it is regardless as to any contrary personal disagreement that you may or might have with reality concerning the fact of the matter. Your attempt at a rebuttal (if you want to call it that) cites further preexisting strategy that also already sees thorough application and is thus a moot point altogether that does not serve your agenda. If you want to argue with me, then I suggest that you first present an actual argument. Cheers!
It’s more akin to smart theorycrafting that exploits the lifo system. For the most part there is very little strategy to it. You condi bomb, and then take it for granted that the 1 stack of vuln gets cleansed first. There is perhaps some strategy if you condi bomb, then weapon-swap to a weapon with geomancy or doom (assuming your respective big guns aren’t bleed or poison). Also, yes condi-bombing after cleanses is currently existant, however in many cases it behooves one to condi bomb on cool-down as condi application > condi cleansing overall. This system may better condition players (pun fully intended) to condi-bomb after cleanses rather than on cooldown.
Like I said, I am ok with what you are suggesting, since it could quell some complaints and replace our current strategy with a more engaging strategy, but only if the number of cleanses in the game is greatly reduced. If it is not, the current amount of cleanses in the game on the system you propose would make condi builds in pvp obsolete.
The best option to appease everyone wouls be to split the queues, but provide greater rewards for team queue. I know solo queue players might find this unfair. Better rewards for team queue is completely fair though considering it would be a more competitive environment that requires more effort to get in to, such as having to get a team together.
This way, solo players can have their mode without getting farmed, and team players can have their mode and hopefully the increased rewards will draw more players to try team queue, thus reducing team queue times.
I agree. I think removing solo queue was a huge error.
There’s no way I know of to convince anet of that though. They are apparently intent on creating “group” content. I think that too is a mistake.
My perception is that what is said in forums, stays in forums.
Since when did promoting group content on an mmo become a bad thing?
I really hate that everyone thinks it’s ok for solo players, which are the majority, to have unfair matches against organized teams where the solo players usually get slaughtered JUST so the few teams that are out there can have faster queue times. That’s just not right. Fair match or no match. ( a lot of people go afk in extremely horrible matches where they just get continuously slaughtered anyways) I also saw a post where people said sometimes they don’t even try to win in ranked, most likely because they have a premade team so it won’t be hard for them to raise their tanked mmr back up whenever they feel like it or to win since they have a reliable team to do that with, so some 4 person or under premades make solo players that end up on their teams lose which really makes it difficult for the solo player to win from that point on since they will be getting put on worse teams because of lower mmr. So yea team queue and solo queue REALLY needs to be split otherwise solo players will never get fair matches, and what’s the point in playing in unfair matches where you are just gonna be some one’s crop to be farmed so they can advance while you never will, there’s no point in playing matches like that idc if they offered you a million dollars to compete in such matches, you’ll never be able to win so there is no point in it.
Well the population can’t support both team queue and solo queue. And if the rewards are the same for both, people will take the easiest/fastest route and go solo queue, creating ridiculous queue times.
You also can’t remove team queue, because telling people they can’t play with their friends in a mmo 5v5 pvp match is just plain ridiculous.
So given those options, what do you propose to do?
Like I said many times before and like many others have also said, split them like they were in the beginning, if people want to play as a team and there’s not a lot of others playing as a team then they’l just have to wait longer or join solo queue, at least matches would be fairer which is a lot better than they are right now. Have you ever wondered why the pvp community is so small? It could have something to do with non fair, non competitive, non fun matches, or at least partly to do with that. I know there’s many other things but that definitely is a part of the reason.
Can’t do that, we’ve already established the population can’t support split queues. And PvP population was small before they split the queues.
Interesting to test sure. But Anet doesn’t have a great track record at reverting changes they made no matter how bad they are. Which means if it doesn’t work, we could be stuck with something worse than we have now.
Also, longer durations on condis wouldn’t be much of a compensation at all, considering most condi builds don’t bother trying to go for a lot of condi duration due to the frequency of condis being cleansed.
But from how you described it, it sounds like the condi player will just constantly be apply conditions on the target, waiting for him to use up all of his cleanses, and then burst him when he uses his last cleanse. Which of course would only work if that player’s other condi cleanses are not off cooldown by then, and of course if the condi player hasn’t died before then.
Maybe it could work if resistance and condi cleanses were heavily reduced, because again in the situation you explained, a power Scrapper would be able to destroy any condi build without worry.
I really hate that everyone thinks it’s ok for solo players, which are the majority, to have unfair matches against organized teams where the solo players usually get slaughtered JUST so the few teams that are out there can have faster queue times. That’s just not right. Fair match or no match. ( a lot of people go afk in extremely horrible matches where they just get continuously slaughtered anyways) I also saw a post where people said sometimes they don’t even try to win in ranked, most likely because they have a premade team so it won’t be hard for them to raise their tanked mmr back up whenever they feel like it or to win since they have a reliable team to do that with, so some 4 person or under premades make solo players that end up on their teams lose which really makes it difficult for the solo player to win from that point on since they will be getting put on worse teams because of lower mmr. So yea team queue and solo queue REALLY needs to be split otherwise solo players will never get fair matches, and what’s the point in playing in unfair matches where you are just gonna be some one’s crop to be farmed so they can advance while you never will, there’s no point in playing matches like that idc if they offered you a million dollars to compete in such matches, you’ll never be able to win so there is no point in it.
Well the population can’t support both team queue and solo queue. And if the rewards are the same for both, people will take the easiest/fastest route and go solo queue, creating ridiculous queue times.
You also can’t remove team queue, because telling people they can’t play with their friends in a mmo 5v5 pvp match is just plain ridiculous.
So given those options, what do you propose to do?
@Chaith
This dispute is about 3 players being unable to beat a lone Ele. At least one of those was a Ranger who somehow failed to cc.
For the rest, that’s a different issue.
Pro league Elementalist scum using a smurf account to cheat the system, more like!
This gave me a good laugh. Thank you Chaith.
Ithilwen, I agree with you on the reward track. Anet put the prize out there to draw in PvE players. Anyone who plays enough games and tries for the prize will eventually have it, regardless of skill level. So it basically already is just one big reward track, just overly complicated. The backpiece in no way represents a player’s skill level, so it might as well be on a reward track.
As for solo queue only, that can never happen. Just as some people can’t be bothered to form a team, other players prefer to team up with friends and play together. You also can’t seperate the queues, because then queue times for team queue gets out of hand.
The best solution is team queue only for ranked. If Anet facilitated the use of the sPvP LFG tool it would be as easy as forming a dungeon group, which would be helpful to people who are only used to solo queueing. However, a lot of solo queue players protest this so I doubt this will ever happen.
So as you said we keep the same merged queue we have now. As for matchmaking, I’m with the idea they should ditch the pip system, show everyone their mmr, and match them based purely on mmr. Take a player, match him with 9 people out of the full pool of players queueing that are as close as possible to his mmr, then divide the 10 players into 2 teams while attempting to keep the average mmr of both teams as even as possible. If mmr is any indication of skill, that should provide the most balanced matches possible.
The Hero argument is getting kinda weird. Sure the definition of hero emphasizes a singular person, hero is a singular noun after all. The plural of which being heroes, which would refer to a group of people. I think what Pazzakull was trying to point out is that just because someone is deemed a “hero”, it doesn’t mean they tackle the world alone. If 5 people go into a cave and slay a dragon, when they come out people might consider them heroes. Saying you have to be some sort of lone wolf to establish yourself as a hero and using that in a counter argument against team queue pvp, well, that’s quite the stretch.
The only legitimate argument against team queue I’ve seen is that some builds/professions may find it difficult to get into a group because they are not “meta”. And this is a pretty legitimate concern, because we’ve already seen this happen in dungeons and fractals in the past.
However, swapping to solo queue only in sPvP, that would be completely ridiculous. Like it or not, deny it all you want, sPvP in it’s current form is a team game. It is 2 teams of 5 players going against each other. Solo Queue does nothing but pick your teammates for you. And from what always shows up on the forums, nobody likes the teammates they get in solo queue.
Let me summarize the thread:
OP: Condi dmg builds are too strong, nerf it.
Rebuttal: Power builds are just as OP as condi, don’t nerf condi.Truth: “Meta” power builds and condi builds are both OP and both need nerfed.
Well actually your Truth there was included in the rebuttal, but yeah that’s basically it. Pretty much how every one of these condi threads turn out.
From this post for the June 2015 overhaul:
https://forum-en.gw2archive.eu/forum/game/gw2/June-23-Specialization-Changes/firstBoon to condition conversion and condition to boon conversion has been standardized and its functionality changed. Skills which convert boons and conditions now randomly select from all boons and conditions on the target instead of taking the last applied.
This doesn’t explicitly list condition removal or boon strip – only conversion – but players guessed that they would all share the same mechanics and after some testing found that all boon and condition removal was random. There may be discussion in that threat somewhere.
Yeah I’m aware the conversion was changed to be random. Everything I have looked up so far though shows nothing official, but suggests that certain conditions have priority, and conditions of the same priority when removed are removed based on last on – first off. Gotta keep looking through this stuff though since I can test anything out right now.
I will have to test it out when I’m back in the states then, but to my understanding it has always been that way. May be able to dig up patch notes on it somewhere though.
You seem like you’re looking for a fight so I’ll try to make this as delicate and non offensive as possible.
To start, yes there are ranged power builds but the difference between ranged power and condi atm is almost every ranged power builds is projectile based while almost every ranged condi build is field/aoe based. Take condi necro for example, they have 1 projectile on their entire build so they aren’t at all countered by things like reflect while say a dragonhunter or ranger with lb are hard countered by the massive amounts of reflect present in the game atm. The issue that comes from this is that ranged condi is literally the safest type of build you can play in this game, you can’t be melee’d if you are smart enough to use the skills to keep opponents off you and you can’t be countered by projectile reflect or other ranged defenses. It takes more skill on a power build to time bursts through reflect than it it does to just spam condi without a care in the world.
Now to address why conditions need to be changed. Condi was introduced as the DoT style for GW2 back when the game came out and it was maintained up until the freestacking change when condis got a massive buff to their damage. Now conditions act as a safe burst. You can’t cleanse enough to keep up with the insane pressure and because those builds often come with heavy cc and tanking abilities you can’t just burst them out. All that needs to happen is a damage reduction to the conditions in the game to give them a more attrition based type of play that excels at drawing out fights and draining the enemy slowly until they succumb to your pressure. Right now it’s “kill your enemy in a matter of seconds while you remain extremely tanky and have loads of defensive cooldowns”.
There are multiple changes that have to happen in order to achieve balance in the game and condi changes are part of it. If you continue to falsely believe that condi is completely 100% balanced and in need of 0 changes then frankly, you are wrong and need to discontinue your posting on these forums or learn some concept of balance before you speak on it.
Looking for a fight on a game forum? That’s just childish man.
First off, not every ranged condi build is based around non-projectiles. Let’s take the Engineer as an example. It is a very projectile based condi build, suffers from the very same projectile issues. What you have a problem with here isn’t condi damage, but projectile hate in general. Also, while Necro may lack projectiles, it is also extremely reliant on proper positioning in a fight or else they are easily burst down…….by power builds in fact.
Also, claiming that power builds require more skill than condi builds in general is laughable. Well actually, saying that any build requires some great skill is laughable, but not the point. I’ve played power Scrapper quite a bit, much much easier than my condi Reaper. Hardly ever have any issues fighting condi builds on my Scrapper, cause I know when to use my cleanses and when to save em. Also I don’t have to worry about my positioning so much, I can just jump in a fight as I please. You wanna say that it is harder to play a projectile based build more than a non-projectile based build in the current meta, then sure I agree with you. Alot of projectile hate going around. But that has nothing to do with condi vs power.
You talk about condi builds being tanky and doing damage? Pretty sure I’ve seen constant complaints about Scrapper doing the exact same thing on a power build. Again, this isn’t a condi issue, this is a build issue. If a build is broken, fix the build. Currently in the meta we have three condi damage builds, three power damage builds, and two support builds. Poor, Guardians, they need some love. Anyways, point is, balance the professions instead of nerfing condi damage for professions that already can’t use it well.
Also, at some point everyone is going have to accept that condi damage is just an alternative to power damage in this game. The majority of this game does not support the slow attrition based style of condi damage that exists in other games, and is also part of the reason why Anet made the condition damage changes in the first place. You avoid condi damage with the exact same tools you avoid power damage with, and in addition to that each damage source has additional methods of avoiding/mitigating it.
So again, condi damage is not your problem. Your problem is some builds that have too much access to condi application, and some builds that lack sufficient condi management. Just as some power builds have too much survival and other builds lack sufficient disengages. Fix the professions and stop blaming condi damage for everything.
Oh and fyi I’ll speak as I wish on these forums, thank you. ;-P
Yeah no problem. It is always interesting reading these Elite Spec idea threads.
Yes, those kittens did steal our shroud from us. The catch is, it didn’t replace their pet mechanic. So in that sense you could introduce your pet summon mechanic as the F2, but still keep a shroud for the F1 that maybe has skills that interact with the pet in some way.
I get that you may want something other than shroud, but the shroud is the necromancer mechanic. Elite specs change mechanics in some ways. What you are suggesting is swapping our mechanic with the ranger’s mechanic.
As for hammer being slow, I have no issues with that with the theme of a minion build. Also, just as we already have a slow weapon, we also already have a fast weapon, the dagger.
I mainly dislike ditching the shroud mechanic in favor of a minion. In the other thread, a suggestion came up of making a shroud that summons temporary minions, that you could then buff with meditation skills outside of shroud. I feel that is an incredibly interesting play style for a minion build and would love to play it.
Also, though I may not agree on the specific hammer skills suggested, I feel a Hammer much better fits the theme of this build rather than a Sword.
If you don’t bother it’s your attitude. I do use them and maybe many others too (who knows).
honestly you must be the only one
the same topic reappears every month or so. The problem exists for years, yet nothing has been done because
1) it may be difficult to program something like that without breaking something else (just speculation, no idea)
2) having trouble with space may drive you to buy more bags, thus spending gems, thus greater probability to use real money (you get my point)last couple of months I also find myself destroying the small runes cause it is just faster than finding a vendor. Specially in multi-loot Tarir the problem is real, you have to clear inventory at least twice. Oh well…
He is not the only one. When leveling new characters I use weapon sigils all the time. I also have no problem at all with bag space or selling runes to a vendor.
Best suggestion I’ve seen here though is to make the runes and sigils salvageable. But completely removing something that even a few people use just to make things easier for people that don’t pay attention to their bag space and plan accordingly is a bad way to go.
You’ll have much more fun on Flamethrower Burn Engi.
Per gw2 wiki:
“For generic condition removal, the most recently applied condition or conditions will be removed first. The condition is removed independent of the intensity, so 3 stacks and 250 stacks of bleeding are equivalent when considering condition removal.”
I get that Boon stripping and Condi/Boon converting is random, but condi removal has been and still is last on – first off. This is why cover conditions are placed after damaging conditions.
You may not agree with the OP’s suggested ordering, but any known order is better than random.
It’s not random right now though iirc. Cleansing prioritizes last on – first off. The only random thing is converting condis/boons.
There is a thread like this called Grave Keeper that has some really great suggestions. I really like their approach at this sort of Elite Spec more.
Pretty much this.
You are asking for some of the strategy to be taken out of condi play just to make cleansing more brain dead. That’s a balancing step in the wrong direction.
Now cleanse skills that cleanse specific condis, I’m all down for. That helps to provide more skillful condi cleansing.
Can’t say I agree with this. As it is right now, there are so many instances where cover condis are cleansed seemingly because of luck, or how the original skill was designed (applies deadly condi first, then weaker condis later) rather than because the user applied condis in a certain order.
Contrary to what you said, I think such a system would involve a lot of strategy for condi builds. For instance, playing as a condi build, you would have to decide when to keep low-medium amounts of condis on and when to condi-bomb as opposed to just constantly condi-bombing on cool-down knowing that your single stack of vulnerability is going to get cleansed first. A condition build is not meant to be an alternative way to burst people down. It’s an entirely different play-style, and a priority system like this actually has the potential to reinforce that if designed properly.
Anet seems to want condi builds to be an alternative way to burst people down, so I can’t agree with you there. If cleanses prioritized damaging conditions, my Scrapper would never die to condi damage, period. I played Engi for so long that I know when to best use my cleanses and how to prioritize. When playing a condi class against someone that knows how to properly cleanse, I have to bait out cleanses and defense skills, then condi bomb at the right time and then lay on some cover conditions. This proposed change would mean no matter what I do on a condi build, the enemy can negate my damage any time he wants.
I suggested this awhile back so I agree. Different priorities should be set from character to character so chill could be top priority on a druid but second tier on a rev or elementalist due to Riposting Shadows and Stop, Drop, and Roll while last on a daredevil due to dodge cleansing chill and cripple and a sigil that refills endurance.
I disagree. This is something that should be the same for everyone, especially because of PvP. If I see you with multiple conditions and know you have a condi cleanse ready, then unless the cleanse is not random I should know ahead of time which condi’s you will cleanse. This allows so much more potential for strategy for condi classes. For instance I would then avoid blowing any CDs that would apply more stacks of what you are about to cleanse and save them until after you use your cleanse. If I can’t predict what you will cleanse then this goes out the window and doesn’t promote thinking on my part
Pretty much this.
You are asking for some of the strategy to be taken out of condi play just to make cleansing more brain dead. That’s a balancing step in the wrong direction.
Now cleanse skills that cleanse specific condis, I’m all down for. That helps to provide more skillful condi cleansing.
(edited by Shaogin.2679)
Shaogin what are u talking about. Most power builds have to get up close & personal for them to do their dmg while their target has plenty of tools to negate that dmg. A condi person can fire from the safety of his/her living room, stack 4-5 condi’s on u, go grab a cola from the frig come back to watch u bleed out.
Also did u forget that some condi abilities apply direct dmg as well?
Conditions are out of control & need a rework in pvp & I hope the devs have a good brainstorming meeting to address it.
Wow…….just…….wow. First off, there are ranged power builds just as there are ranged condi builds. That makes no sense. And if you don’t cleanse those measly 4-5 condis in the time it took for that guy to grab a soda, you deserve to die to those condis.
And, just to clear up this real quick, you do realize that by saying there are condi abilities that apply direct damage, then you are also acknowledging that there are power abilities that apply condis as well. Are hybrid builds a bad thing now too…..I mean….just….wha…..?
If you guys expect to get some dev attention and have changes made, you’re gonna have to step it up.
This would never fit with the necromancer’s design and trait system.
What are you guys talking about. Condi is fire and forget but power isn’t? You get hit by a condi attack, it deals its damage over a period of time. You get hit by a power attack, it does its damage all at once. If anything, power damage is hit and forget. Like how a thief can jump someone, deal damage, stealth and reset, then come back to deal more damage.
And not being able to do anything when you have condis on you? Bring cleanses. If you happen to run a class with pathetic cleanses (Mesmer maybe and not sure who else) then that is a balance issue that should be addressed. But again, when I get hit by a power attack there is truly nothing I can do there. The damage is done, the health is gone. If someone hits me with condis, depending on your class, you can cleanse them or convert them or use resistance. This means the bulk of that condi damage can be negated.
You should not be able to cleanse every single condi on you all the time, that would destroy condi builds. You can avoid conditions being applied on you the same way you avoid direct damage. You have to be hit to get condis on you, same as power damage. Power builds in no way require any more skill than condi builds.
If you guys wanna argue that certain classes need better condi cleanse options then sure, makes sense. But using these same old arguments that have been proven false time and time again makes this look like nothing more than another condi qq thread, and nobody is gonna take that seriously.
Yeah, just minions. There is an option for enemy player, friendly player, npc, and all nameplates. You’ll want to disable npc nameplates.
You can remove their nameplates yourself though…….
It’s in the options menu……
The sooner you get “Condi builds should only deal damage slowly over time cause that’s how it is in every other game I play” out of your heads the better this will all be. Condi builds are just an alternative to applying the same damage power builds already do. People just have it in their heads that condies in this game should work like they do in other games, which is incorrect.
At least with condi builds I get the chance to cleanse the condies and prevent the damage done unlike power damage. If a specific condi build is over-performing, then balance that build. It’s like saying all power damage should be nerfed because some thief got a high crit on you.
P.S. – This whole thread could’ve been avoided had someone done a simple google search for one of the other 1000 threads on this topic.
Yeah, when you wind up on a good team, add those people to your friend list and ask if they would like to party up. Eventually you’ll have a decent friend list going, so that no matter when you log on there will be people you can hit up to party with.
I love this idea of using Shroud to summon minions. Would be very interesting to play.
like ive said, i think it looks cool but it feels a bit like it could be refined and maybe focused into something that you could really have fun with. that’s just me though
Maybe i tried to do too many things at once, but i tried to make this elite in such way, that every build would still be possible:
condition build
power build
condition minion-mancer
power minion-mancer
Yeah, alot of it sounded cool, but alot of it feels out of place and I think that is why. It is a great concept, but lacks focus. Also, conditions that just randomly proc from traits, especially in such large quantity as you have proposed, are generally a bad idea.
You may be able to control the corruption by awarding the winning team with something. You take bets, a percentage of those bets pay to keep the show going, another percentage is rewarded to the winning team, and the remaining amount is paid out to the winning betters.
I thought the change was only that 5 solos could not be up against a 5 man premade. that was 5 solos vs 4 man premade and a solo.
This is exactly correct. Seriously guys, it’s not like they have an unfair advantage. You have the ability to queue as a team just as they do, you just chose not to and decided to come here and complain instead.
Real issue here is people limiting themselves to 4-man teams because the queue time for 5-man teams is too long. But I know, shame on them for wanting to plan ahead and make a reliable team before playing in a 5 vs 5 team match right?
People astonish me.
Seems to me YOU don’t get the real issue. People CAN team up and not limit themselves but what the hell does that accomplish? Don’t solo players get a say in this? Oh and for the record, solo players DO have an unfair advantage…AS A WHOLE. (Some solo players are good enough to influence games in their favor.)
PvP is a solo AND team game. Let’s get that straight. There is room for both, just like it was in the past.
It is not a solo and team game. Even if you solo queue, you are still on a team, you are just allowing Anet to pick your team for you. And there has never been room for both in the past, it’s why the two queues were merged. It’s why people don’t queue as full 5 man teams much. Solo queue is easier and requires less effort, but offers the same potential rewards.
Queueing as a full 5 man team places you against only other 5 man teams, which are not common, creating absurdly long queue times, much like the old team queue. It has nothing to do with wanting to farm solo queue players, it is wanting shorter queue times. The current solution is to queue in teams of 4 or smaller.
The ability to queue as a team will never be removed, and as long as solo queue and team queue offer the same rewards, people will go with the fast and easier method of solo queueing despite constant complaints of getting matched with bad players or having to go up against other teams. Either the matchmaker must significantly improve, the rewards must be split, or queues must be limited to teams only. Oh and the only instances in which a single player can carry their team is when there is a large skill gap between the teams, in which case matchmaking has failed.
Yeah, don’t see this ever being implemented in game. But you could always implement this via Twitch stream. Make your own little tournament using private arenas. Take a percent of the bets to pay for arena time. If people like it, it could do well and be a popular Twitch show.
I thought the change was only that 5 solos could not be up against a 5 man premade. that was 5 solos vs 4 man premade and a solo.
This is exactly correct. Seriously guys, it’s not like they have an unfair advantage. You have the ability to queue as a team just as they do, you just chose not to and decided to come here and complain instead.
Real issue here is people limiting themselves to 4-man teams because the queue time for 5-man teams is too long. But I know, shame on them for wanting to plan ahead and make a reliable team before playing in a 5 vs 5 team match right?
People astonish me.
I note Chaith’s response and……..agree.
Well you could always make a team to guarantee you get a good team comp and decent players…..but yeah yeah yeah I know that takes too much effort, want Anet to perfectly hand pick teammates for you so you can put as little thought as possible into grinding out this whole league mess…..I get it.
Pretty simple really, they searched the 15 pip range for players. If 10 could not be found, they expanded the search until they found 10. Once 10 players are found, the higher mmr players go on one team and the lower mmr players go on the other team. This has been explained to death, quite amazing how you people still don’t get it. But please by all means, open a new thread everytime you get a bad matchup, that’ll fix everything.
Hi all,
You probably think, here we go again… some random kid QQing about MMR. I used the MMR title in the hope I can get peoples attention.
I am currently looking for some active PvP players or active PvP Guild in Diamond++ who are trying to get Legend, but w/o luck.
My current frustation;
Went from T7 3 pips to T5 2 pips.
Punch kitten in my desk.
to be continued…Oh yea, I am from EU
PM me ingame.
I’m pretty sure ANET takes most of this into account (I don’t think taking ping into account makes much sense for them) their unraked matchmaker should be very similar. Ranked works differently because of the pip system and there is a problem on how the pip system should work (grind vs skill for example).
Is everyone here just trolling the OP or do you guys really lack the ability to comprehend what he posted? This is really mind-blowing right now. Johny, kudos to you for making such a great thread.
This thread is incredible already. Clickbait title from someone needing a group for pvp, and the very first poster is either a troll or someone that has no idea what is going on here. Lol. Gave me a good laugh.