I’m tired of getting in to matches with people who refuse to play. Reporting idle players doesn’t seem to do anything. Please let use choose who we play with.
You can queue with a 5-man premade, in unranked.
In ranked, you need to climb the ladder with your own skill. 5-man premades have the advantage over solo-queuers, so the leaderboards would not reflect actual skill if they were allowed. A solution would be to have a separate queue and leaderboard for premades, but there aren’t enough people playing to have that unfortunately.
Why tell people to go play Unranked as if that is a legitimate solution. First of all, the leaderboard is never going to accurately represent your personal skill so long as the game mode is 5v5.
Yes, the queues should be split. Ranked should be for 5 man teams only, and Unranked can be for solo players. I’m sure solo players wouldn’t mind this change at all since that is where they tell team players to go as if it’s all ok.
Sadly though, any hopes for actual competitive PvP in this game is dead, at least for the time being. PvP is now just casual battlegrounds with random players and a leaderboard attached to it to give people somewhat of a reason to keep playing. Unless massive changes are made, you should look for another game if competitive PvP is your thing.
Alveen, others have already told you, no icd is needed. The only issue is in WvW, where Deathly Chills applies 3 stacks of bleeding. In sPvP, Deathly Chills still only applies 1 stack of bleeding and it isn’t an issue. All that needs to happen is for Anet to split the skill between PvE and WvW (alread split from sPvP), reducing the stacks applied to 1 stack in WvW, and then problem solved. No sense in breaking stuff simply because you don’t understand it.
-Snip-
And that change is one of the reasons why its broken for PvP. Achieving high stacks of burn is to easy as it is, which is why burning over duration is better. Working as a team to keep the burn active is what should be what the focus.
Completely get rid of the condition damage aspect of it. Make it work for duration exclusively.
So people should work as a team to maintain one source of power damage? Why should a players capability be dependant on someone else if they built their character around one thing?
You cant remove the condition damage aspect of it since its the burst damage condition. comparatively speaking burn has shorter duration that any other condition in game. If you removed the scaling aspect then anyone would and will end up doing high damage with burn.
Nobody likes negative feedback but the idea is just bad and full of holes. If the Balance team wanted to reduce the effectiveness of burning they already have so many options.
Why should a damage over time condition be bursting anyone?
Does Teamwork really bug you that much? Its not like it requires much management as there are classes that proc burns with no problem, on top of other conditions I must add. Burns as with most conditions have long duration also. Not sure why you think they have some of the shortest, are you speccing for Expertise?
If burn is cleansed then they will have to reapply it, in which it starts to re rack up on damage afterwards starting from 200-400, and gradually increases over prolonged duration. Burn should just be flatout damage across the board with this change.
Does it bother you THAT much that condition in this game arent classical slow damage? You can have power or condi burst, sustain etc etc. There is no difference between what they cant do. You are only limiting yourself and the game if you think one has to conform to anything in particular. People need to stop being locked in the paradigm that damage over time means slow.
No teamwork doesnt bother me but why should a player be constrained in what they can do based on their team? Why should player A, who has specced for condi damage and burns be denied the full use of their build since someone else applies weaker burns on auto, on field etc etc.. Imagine not being able to land a back stab/killshow/eviserate/gravedigger/executioners scythe/ maul/true shot etc etc because someone is auto attacking..people would go nuts. Read my post carefully. I said and imply that by comparison burns as a group on average tend to have shorter durations than any other condition in the game ;bleeds have the longest overall as a group . Its a fact because its how they were designed.
If burn was flat damage then it would have WAY to many problems. Similar to might stacking builds of the past.
What are the many options of making burn damage better besides tuning the numbers on it?
- Duration (trates, sigils, base )
- Condi damage scaling
- Base damage ( because unlike power with is total multiplicitive condis have a base )
- Number of stacks per skill
- Trait/skill counters ( looking at you stop drop and roll / hide in the shadows and the like )
- Visibility of skills that apply burn ( seen what happened to pin down, point blank shot, air blast etc )
- Cooldown of skills/traits that apply it
etc
If things wanted to kill quickly then that is what power/precision builds are for. Conditions should not be able to go toe to toe in that position for fastest TTK.
Alright, no point in listening anymore. Just another guy that hates dying to conditions because they don’t work like they do in other games and wants them nerfed.
No idea why you all just don’t stuff your complaints and “ideas” (lol) in a single thread instead of constantly opening new ones.
Btw. burning used to stack in duration, it was horrible design, they changed it, perhaps you weren’t around for that eh?
The only thing I can agree with is Torment shouldn’t deal much damage if the target is standing still, but they changed that due to PvE. They could split how Torment works between game modes I suppose.
As for the rest, I see no attempt to make conditions more unique, but rather to unnecessarily nerf conditions across the board. Thankfully, these are the types of changes that will never make it in game.
as far as wells go this one is terribly outdated.
I would like for it to change to a dark field to allow siphoning via whirl finishers, and its pulls effect to change from a ghetto regen (that does not work in shroud bdw) to this:
heal yourself and conjure a well of blood that enables allies standing within it to siphon health from foes.Basically make it pulls out a buff (similarly to how well of power works) each second that last for 1 second which gives allies life siphon, numbers are up for debate but something akin to what vampiric rituals trait gives except without any icd (so it would work the same way the vampiric trait works).
this would make it in to a healing skill that can actually support allies and increase their damage a bit as well as combo well with any rapid attacks which reaper has plenty of. And since we are talking life siphon it would be able to heal you while in shroud as long as you stand withing the well and land attacks.
Alright, screw the water field, I love this idea. This would be a big enough change to make me actually take Well of Blood. Love it.
I was pretty sure it has been 15 games per week from the start. The above quote sounded like he was just throwing out 10 as an example since it is easy to calculate and comprehend multiples of 10.
Pretty easy to get top stats playing Druid, I do it all the time. Sure it means you contributed, doesn’t necessarily mean you carried. A Thief roaming around de-capping can contribute plenty but never earn top stat. A player that wins all 1v1 fights and helps hold side nodes won’t get top damage against someone fighting in large group fights. A Necro most likely will never get top healing or revives.
Doesn’t mean that any of these people contributed less. When I play Druid, especially Shout Bow, I can easily get top revives and kills since I can easily stomp and revive people. I can get top damage by pew pewing from range. I can get top healing, defense, and offense when I move in on the point to heal players up or bunker the point.
Not trying to say you don’t get crappy teammates all the time and you are the only person with a brain on your team, although unlikely to be the case all the time, just saying you can’t really judge the rest of your team simply because you got all the top stats on a Druid.
Well, I’d say it is possible. Anet has been doing something with the old underwater practice area.
I’m all for duels in a designated zone in PvP and WvW, but trust me, PvE players are highly against dueling in PvE land.
Remove immobilize would be nice but being immune to cc might be a bit much. It already blocks projectiles, and we have access to stability in Reaper Shroud if you are worried about cc.
The suggestion was really clear, not sure why you brought up the other stuff about cc and stab?
Pretty simple really, knockdown is a cc. Most of the time when Anet wants to implement a skill that, as you suggest, is immune to knockdown or whatever, they attach stability to the skill. This then prevents the skill from being interrupt by any cc, so long as a stack of stability remains.
So you see, I mention all of this because I don’t think I have ever seen Anet make a skill that is completely immune to only one form off cc. As I said, they instead go with attaching stability to the skill.
Now with that in mind, I can’t really see them adding stability to a skill that already destroys projectiles, does decent damage, has an aoe blind, is a leap finisher, and can be traited to corrupt boons. Especially since we already have pulsing stability from RS3.
Hope that clears things up for ya. ;-P
What you need to do is reread the suggestion…
This ability should remove imobilize and go trough enemys knoking them down like rev staff.
1. Remove immobilize.
2. Knock down enemies.
Does that clear it up for you? Are we on the same page now?
When you break it down like that it is much clearer. The way it read it sounded like you wanted the skill to be immune to knockdown such as the revs knockdown skill. All in the wording man.
That brings up a whole new issue though, since that Rev skill was nerfed due to providing too much with it having good damage, an evade, and strong cc. Doubt they would then turn around and add an immobilize clear and multi-target knockdown to Death’s Charge. It really is alot to stack on one skill. Other aspects of the skill would have to be nerfed/removed to make it happen, and I’m not sure it would be worth it.
You’re delusional if you don’t think burn, or any condi burst is a major problem.
I literally cant exit shroud and cast my cleanse fast enough when i get hit with 20 burn stacks because i attempted to rez someone. They stopped the rez. Okay, but now i’m punished by taking 50k damage in seconds because i attempted a rez.
I played burn guard for a while. It was fun seeing everyone die to 20 burn stacks, all at once. But honestly burn is a kitten mechanic and should be difficult to apply if it’s going to be so lethal. I literally face roll my keyboard and the burns pile on.
The only thing that really can contend with burn guards are auto-cleansing classes, like Ele and guardian (go figure).
Ooh ooh ooh, lemme try. You are clearly delusional if you think burn, or any condi burst in general, is a major problem. Yay! Look at that fact that I just used right there. Go me for helpful contribution to the thread! ^.^
On a serious note, why are you trying to rez when you are being focused down on a necro? Also, how is that any different from a power based burst build taking you down while you are trying to rez? You see the bias here? On a Necro of all classes, if you can’t condi cleanse/transfer at the proper times, you are doing it wrong.
Now for your burn guard….lol. I’m sure you had a bunch of fun thrashing some noobs with a burn Guard, and for some reason you now think burn Guard is a prime example of an overpowered condi class. According to you, only Guardians and Elementalists can beat them. I will take your personal experience and counter it with my own personal experience, burn Guard is a one-trick pony that is easy to counter. In fact, I have done so with my Engineer, Ranger, and Necromancer. When you know what to look for and stop doing stupid things, like hitting the Guard when he is blocking or taking the bait and blowing your cleanses on weak condition stacks, then it is real easy. And sure, my Necro will have an easy time with just about any condi class, but my Engineer and Ranger have far less condi management and yet I still find the burn Guard to be an easy fight.
Again, just accept the fact already the condi damage is an alternative to power damage and can actually kill you.
P.S. – I would love to see this footage of you pwning noobs on a burn Guard by simply rolling your face across the keyboard. You know, since you literally do it. ;P
(edited by Shaogin.2679)
See now I have to check the top 10 tonight to find out who you are talking about.
Well judging by the icon on the build editor, it looks like it is meant as a WvW build.
Remove immobilize would be nice but being immune to cc might be a bit much. It already blocks projectiles, and we have access to stability in Reaper Shroud if you are worried about cc.
The suggestion was really clear, not sure why you brought up the other stuff about cc and stab?
Pretty simple really, knockdown is a cc. Most of the time when Anet wants to implement a skill that, as you suggest, is immune to knockdown or whatever, they attach stability to the skill. This then prevents the skill from being interrupt by any cc, so long as a stack of stability remains.
So you see, I mention all of this because I don’t think I have ever seen Anet make a skill that is completely immune to only one form off cc. As I said, they instead go with attaching stability to the skill.
Now with that in mind, I can’t really see them adding stability to a skill that already destroys projectiles, does decent damage, has an aoe blind, is a leap finisher, and can be traited to corrupt boons. Especially since we already have pulsing stability from RS3.
Hope that clears things up for ya. ;-P
All wells should be dark fields. That’s something a necro can make use of in a variety of situations., and has value both in and out of shroud. It also fits thematically with the class.
Failing that wells should be poison or ice fields.Remind me, how does a core Necro make use of dark fields?
Blast and Whirl Finishers are not a thing for core necro. Blowing minions is not a thing because it requires actually wasting a utility slot on those things. Flesh Wurm is the only blastable minion you’d ever take, but you’d never use it for fields because the teleport use has more value.
Although core necro does have practical access to projectile finishers. And it should be noted that projectile finishers in water fields don’t work. But projectile finishers in Dark fields always have value.
Also dude wells are not restricted to core necro. Reaper can use them too. (I sometimes take WoP on my Pnec in pvp for the boons, and when I do I’ll RS#4 combo to dark field as it is opportune)
I am well aware wells are not restricted to core Necro. I am also aware that balancing core Necro skills on the assumption that the Reaper spec is being used just makes Reaper that much more mandatory.
Also, as I have stated numerous times already, making Well of Blood a water field isn’t about benefiting the Necro himself, it’s about increasing the utility of an underused heal in a group setting where it was designed to be used.
As you pointed out, the Necro can’t make much use of a dark field at all, and it doesn’t have much group value either. Reaper has nice synergy with dark fields, but it’s not like Reaper doesn’t already have plenty of access to dark fields.
Just curious, who here is actually using Well of Blood so they can combo the light field?
If you’ve played any MMO before even GW1 you know conditions are not supposed to burst at all,
If you played any MMO you should know that MMOs should be vertical progression with gear grinds.
wait
Precedent is not a rule. The idea that DoTs can’t burst is not a rule. Anet chose to be innovative rather than shoehorning everything into decades old tropes.
So… using a decade old balanced system is not ok because it’s better to be different for the sake of being different? Nice argument. You should apply for ANet lol.
All I’m saying is condi should have ramp up time, not bomb someone instantly.
I’m kinda saying the same with different words. It makes no sense to have conditions burst as much as raw damage; and the loss of build variety for classes like the elementalist demonstrate that failure in design.
It’s also extremely frustrating to die simply because conditions piled up faster than your cleanses cooldowns and not because you didn’t time a dodge right.
It removes skill out of the fights and turns it into a build wars game.
If you are dying to a condi burst and you’ve used up your cleanses, you probably didn’t time a dodge right.
^Pretty much this. If you died to conditions, fact is you were either hardcountered (such as Engi vs Necro) or you were outplayed. The sooner you accept this, the less frustration you’ll have.
And all of these comments saying conditions are cheesy or broken simply because they shouldn’t be able to burst someone down like a power build can just supports my statement that the issue isn’t with conditions, the issue is with players unable to accept the fact they died from condition damage.
In GW2, condition damage is an alternative to power damage, it’s time you guys start accepting that. It’s no more cheesy than being burst down by a power build. Could some classes use some more balancing? Sure (both power and condi). But are conditions cheesy or overpowered? No.
You guys on NA or EU and what division? I’ve been playing in Gold 1-2 and I can say, every time I check out the ranks of the other players, it’s just about always been a pretty even matchup. I still get a few games here and there that are just completely hopeless, either for my team or the enemy team, but that doesn’t seem to happen very often for me. Maybe I’m just really lucky?
Remove immobilize would be nice but being immune to cc might be a bit much. It already blocks projectiles, and we have access to stability in Reaper Shroud if you are worried about cc.
All wells should be dark fields. That’s something a necro can make use of in a variety of situations., and has value both in and out of shroud. It also fits thematically with the class.
Failing that wells should be poison or ice fields.
Remind me, how does a core Necro make use of dark fields?
People seem to have the idea that Conditions aren’t supposed to be lethal.
They supposed to be but bot in seconds, condi burst is a dead idea and should have been never implemented.
4k a second is not ‘burst’ because you are SUPPOSED to cleanse it. a power build that hits you with huge spikes of damage is however not ‘normalised’
You can’t compare these. Conditions stack up and tick every seconds while you can keep attacking. A cleanse only cleanse a few of them and if you’re out of cleanse you can’t use dodging skills to survive, you just die because someone used a cheesy lame build.
Power burst happen once and then everything is back on cool down. A block usually blocks everything for a few seconds so you don’t get piled up with attack damage like with condi. This is what made WvW playable for squishy classes in the first 2 years. Because of the condi buffs it’s no longer possible to play zerk d/d ele for example (was viable even in WvW zerg fights), one of the most fun builds GW2 has been gone for years. Build variety went way down as cheesy condi builds took over.
Yeah, conditions stack up, meaning you were hit multiple times to allow those conditions to reach high enough stacks to be lethal. Conditions tick while players can still attack, so what? Can power builds not crit you for 4-8k or whatever in a single hit and keep attacking? My Ranger can, my Necro can. What’s the problem here? You say when you run out of cleanses you can’t dodge and avoid the damage from the conditions already on you, dear god that sounds so broken. Tell me, after you take a 4k power shot to the face, do you dodge and magically get that health back?
Power burst goes on cooldown after the burst, what do you think happens after a condi burst. When an Engi drops a bunch of burning on you with Incendiary Ammo, you think because it is a condition damage attack it magically has no cooldown? And blocks, why even bring that up? You do realize that you have to be hit by an attack to have conditions placed on you right? It doesn’t just magically happen. You can block, evade, invuln, los, etc on condi attacks just like you can power attacks.
In PvP, how many professions are running condi meta builds? 2, maybe 3? Everything else is power. WvW, that’s always been a hot mess, however power roaming builds still coexist with condi roamed builds just fine.
The bulk of the issue here isn’t that conditions are overpowered. It’s that players hate dying to conditions. Now if you want to argue that maybe specific professions/builds have too much condi application, then sure I can agree with that. But that isn’t an issue specific to conditions in general.
If we were still in launch GW2, I would agree with you, but we aren’t.
Light Fields have become much more valuable now, not only because of the better Leap and Blast finishers, but also because conditions are much more prominent in all game modes. Is it better to blast heal for 1.3k or wipe off those 10 burn stacks? I’d generally prefer the burn to be removed, as that “heals” far more. Or the immobilize so I could dodge. There are many, many times when a condi cleanse is more important than 1.3k health.
Light and Water fields are both supportive in nature, and both are valuable now because of how the game has changed.
For what it’s worth, I agree it would make more thematic sense for Well of Blood to be a Water Field, but I don’t think that would actually improve the skill.
Over all blasting waters are taking a major back seat to full on healing builds something that just was not there when gw2 first came out. Also necro cant be healed in DS why would it have a field that dose not effect it most of the time?
Again, it’s about group utility, not personal healing. And let’s be honest here, no one is taking Well of Blood to combo it for condi cleanses. If you want condi cleansing, you take Consume Conditions. And again, a light field makes much more sense on Well of Power anyways.
Well of Blood synergizes better with what finishers Necros do have as a Light field rather than water.
Mainly because two of our best finishers are both in Reaper’s Shroud where healing gets totally wasted. Mass condi clear/light aura are both better.
Necromancers already have plenty of options for dealing with conditions. Also, factoring in the Reaper’s synergy with a light field (especially when you know we’re going to use those finishers in either a dark, poison, or ice field instead) as a reason for keeping it a light field isn’t all that helpful, since we’re talking about a core Necro ability here. The Necro doesn’t really get any use out of Well of Blood being a light field, it doesn’t benefit allies anywhere near as much as a water field would, and placing a light field in the way of more useful fields can be detrimental to a group.
As for the thematic issue, blood is about 50% water.
For the guy that suggested Well of Darkness could be a smoke field, omg that would be awesome. Imagine, Necromancers getting stealth.
Also, I feel Well of Power is far more fitting as a light field than Well of Blood is.
Edit: Just to clarify, the reason I prefer Well of Blood to be a water field is because it would make it a better aoe healing utility than it currently is. It is thematically doable, wouldn’t make Necro any more op since we can’t capitalize on it much ourselves (the purpose would be to provide more group support), and it wouldn’t be nerf so there isn’t really a downside.
(edited by Shaogin.2679)
Thx with 3k matches behind me i never thought about this, man thank you u changed my life…
No problem man. Just glad I could help another player realize how conditions work.
Should be a dark field not a water field. We don’t have convenient enough blast finishers to make a water field work.
We already have access to dark fields. The water field can be easily blasted with Bone Minions, though I understand no current build utilizes Bone Minions and Well of Blood. However, with it being a water field, it could be a useful group heal that would allow allies to blast it for extra healing. It’s not just for ourselves. And again, we have plenty of dark fields.
Forum bug still a thing because apparently it is impossible to fix?
Every amulet back except Cele amulet (it allows to much hybrid stuff, while we need more non-hybrid builds) wouldnt be bad I think.
u WANT merc reaper/mes again? u WANT cleric ele back??
Please think before agreeing with crazy suggestions, ty!
I wouldn’t mind the return of some amulets, but definitely not all of them by a long shot.
Don’t listen to this guy, he is clearly insane. Bring all the amulets back!
Muhahahahahaha!
The title says it all, if we cant which im 100% sure cos evry thing in this game takes half a year, anyone can recommend me a non Asian good mmo focuses on pvp?(so no big melons plíz)
Also Eso population, talking about cyrodil, any of you playing it, opinions?
Condition burn is already spread evenly over the range of the burn duration (as apposed to spikey dmg from power dmg) so what do you mean by normalization?
Not dealing 4k / second
Yeah, you should just cleanse that.
+1 for automated tournaments.
Yeah, I always understood EotM to be a WvW overflow zone. I still go there when the WvW maps are dead and I feel like doing a bit of zerging.
Can we make this a water field already? While we’re at it, could we possibly make Well of Darkness more useful as well?
The title says it all, if we cant which im 100% sure cos evry thing in this game takes half a year, anyone can recommend me a non Asian good mmo focuses on pvp?(so no big melons plíz)
Also Eso population, talking about cyrodil, any of you playing it, opinions?
I play Cyrodiil AvA in ESO. Tho I will say. Just to get the gear and Champion Points to become competitive in Cyrodiil is a very long road in it’s own right. ESO is a MMORPG that harms the causal and I can’t be bother to get gud type players. It empowers the players who put forth massive time and effort into improving. ie. 8v100 and winning, the 8 being dedicated try hard PvPers and the 100 being the casual no skill, just spam numbers zerglings.
If you are truly looking to open up a dialog. On the topic you can find me on this Discord server https://discord.gg/QX4HM
ESO and GW2 are polar opposites far as which players they invite to compete.You probably didn’t hear about ESO xpac. They have new pvp battlemodes on the way: 4v4v4. I think there is still hope on that side.
Yeah, for those that don’t know, You can get ESO for free until April 18th, so now is a good time to give it a try. Then in June the expansion will hit and ESO will have 4v4v4 battlegrounds. If you’re looking for a replacement to GW2 PvP, ESO will probably be your best bet.
To repeat; I have a 50% win rate on the season in ranked. I’m hardly an incompetent player.
While I appreciate the advice, my point was and is; Players are turned off by long losing streaks.
I suspect that the deliberately un balanced matchmaking chased a lot of people away. I personally experienced 68 straight losses at one point. Another player reported 100.
The lack of population is now forcing matches between very different stratum of players. That essentially repeats the issue of s2-s3.
By implication; ANET needs to be very careful to present even matches and even classes. Past balance decisions have left classes either too weak or too strong. In some cases, they remained so for years.
Your 50% win ratio in Ranked doesn’t really mean much if you’re playing in bronze. Players may be turned off by losing streaks, but Anet can’t fix that for you. You have to improve. I mean, you’re playing in unranked, during an active PvP season, with a non-meta core mesmer, with no interest in learning the mechanics of other professions, and yet you feel as though Anet is somehow responsible for your loss streak and that they need to fix it.
Oh and btw, your suggestion of Anet feeding you an easy win to compensate for your losses, did you think that one through? How is that fair to the other team that is getting stomped just so you can feel better?
Isn’t that pretty much what ANET did is s2-s3? They more of less fed easy games to “high rated” players so they could win streak and fell like pros.
No, that is your conspiracy of what happened, not fact.
No conspiracy theory here. ANET told us during s2-s3 that the games were deliberately skewed. One side was made with ratings significantly higher than the other.
Winning teams got even more rewarded and losing teams got even more punished. It was a matter of considerable debate and acrimony.
S3 was toned down and after s3 that system was finally abandoned, (I think. I wonder sometimes if that system is still in place.) In my opinion, it caused considerable damage to PvP.
ANET would have done better to stack members of losing teams into compositions intended to win.
It was set up to force players into a 50% win ratio. It didn’t just grant winning players with endless wins and losing players with endless losses as you like to claim. Of course the system was horrible, received a bunch of backlash, and was scrapped.
The system is not trying to keep you down. You are playing unranked, at a bronze league skill level, with a core non-meta build, with poor understanding of other professions, during a time where anyone who is playing seriously is playing in ranked, and you think the game should feed you some wins because people hate losing streaks………
To repeat; I have a 50% win rate on the season in ranked. I’m hardly an incompetent player.
While I appreciate the advice, my point was and is; Players are turned off by long losing streaks.
I suspect that the deliberately un balanced matchmaking chased a lot of people away. I personally experienced 68 straight losses at one point. Another player reported 100.
The lack of population is now forcing matches between very different stratum of players. That essentially repeats the issue of s2-s3.
By implication; ANET needs to be very careful to present even matches and even classes. Past balance decisions have left classes either too weak or too strong. In some cases, they remained so for years.
Your 50% win ratio in Ranked doesn’t really mean much if you’re playing in bronze. Players may be turned off by losing streaks, but Anet can’t fix that for you. You have to improve. I mean, you’re playing in unranked, during an active PvP season, with a non-meta core mesmer, with no interest in learning the mechanics of other professions, and yet you feel as though Anet is somehow responsible for your loss streak and that they need to fix it.
Oh and btw, your suggestion of Anet feeding you an easy win to compensate for your losses, did you think that one through? How is that fair to the other team that is getting stomped just so you can feel better?
Isn’t that pretty much what ANET did is s2-s3? They more of less fed easy games to “high rated” players so they could win streak and fell like pros.
No, that is your conspiracy of what happened, not fact.
Would love to see this.
What do you suggest instead? That ANet artificially end losing streaks?
Truthfully? Yes. An ideal rating system would make games easier after a loss and harder after a win.
Since that doesn’t seem to be achievable. ANET would do well to start awarding gimme games after say.. 5 losses.
Yes, yes I know … that’s not competitive etc etc. Consider this though; The ultra competitive system of S2-S3 probably seriously reduced PvP population.
After nearly a year of trying the ultra competitive approach, it clearly hasn’t worked. The rational choice is to try something significantly different.
Just wanna say, this right here, this mentality, this type of people, this is what the game is catering more and more too. Ranked PvP these days is just a slightly better Hotjoin with a reward system attached.
Eventually PvP is going to decay into a competition of who can kill PvE enemies the fastest (just reminded myself of Stronghold lol) with everyone getting plenty of loot at the end whether you win or lose.
To repeat; I have a 50% win rate on the season in ranked. I’m hardly an incompetent player.
While I appreciate the advice, my point was and is; Players are turned off by long losing streaks.
I suspect that the deliberately un balanced matchmaking chased a lot of people away. I personally experienced 68 straight losses at one point. Another player reported 100.
The lack of population is now forcing matches between very different stratum of players. That essentially repeats the issue of s2-s3.
By implication; ANET needs to be very careful to present even matches and even classes. Past balance decisions have left classes either too weak or too strong. In some cases, they remained so for years.
Your 50% win ratio in Ranked doesn’t really mean much if you’re playing in bronze. Players may be turned off by losing streaks, but Anet can’t fix that for you. You have to improve. I mean, you’re playing in unranked, during an active PvP season, with a non-meta core mesmer, with no interest in learning the mechanics of other professions, and yet you feel as though Anet is somehow responsible for your loss streak and that they need to fix it.
Oh and btw, your suggestion of Anet feeding you an easy win to compensate for your losses, did you think that one through? How is that fair to the other team that is getting stomped just so you can feel better?
Engineers aren’t forced to bring a bar full of kits in PvP
Putting aside that for most of the game engy used two kits in PvP (cele engy, Teldo build, etc), it isn’t simpy about kits, engy needs to make up for that missing weapon bar with whatever goes in those utility slots.
Every class makes a decision between taking a better utility skill for damage or for stun breaks.
Except on every other class it is an easier decision, every other class (eles get 20 skills from one weapon) gets two weapon bars, and from that can get damage, CC, blocks, condi clear, mobility, heals, boons, evades, etc, hence, engi with their one weapon provides less of those things (even with their OP hammer, let alone how little p/p, p/s & rifle give out of that lot) so there is more pressure to obtain those things in the utility slots than on any other class, (which is why engi has kits to aid in that).
Which is why even back before they went mad with the passives (and pretty much everything else), engy still had certain passives to help deal with being stunned, assist in dealing with condies, etc to reduce the pressure on the utility slots, the devs understood this, even if you do not…
Engi makes up for that missing weapon by bringing a single kit. Anything more than that is just for extra utility/damage. Passive procs for Engineer aren’t there to compensate for only having one weapon, that compensation already exists in the form of kits and toolbelt skills. Everyone has passive procs just like the Engineer’s, despite having access to a second weapon set.
Point is, if they got rid of many of the passive procs and did some balancing, Engineers would be no worse off than any other class.
snipped for brevity
For as long as I’ve been playing pvp, I have seen the OP complaining. I would hate to be as crass to say “l2p” or “git gud”. But after all this time, I would think the solution is obvious. Put less effort into forum posts and more effort into actually learning the game mode you choose to play.
FYI. I have a 50% w/l ratio in ranked this season, my best by a wide margin. I have worked my kitten off just as you have. Perhaps it’s time to stop blaming the player and fix the system?
What system needs to be fixed and what changes are needed? All your posts seem to be about unranked but…….welll…….it’s unranked (during an active PvP season at that) so I don’t really get your complaint.
you take the worts example, enginers can have more than one weapon skillbars, they trade utilities for weapons(kits), and enginer can do many thinks with one build. because of this engi whas one of the cele monsters
No, I chose a fine example, it just apparently went over your head, hint – that cele engi was OP or that weapon kits are a type of skill that goes in the utility slot on engy, changes absolutely nothing about what I said in relation to the pressure on utility slots and how that relates to stun breaks on engy, in fact that engies “trade utilities for weapons(kits)” only highlights my point.
Not really. I play Engi, Ranger, and Necro and the stun breaks I bring are pretty much the same. I slot 1 or 2 stun breaks. With Engi the most common ones are Elixir Gun and Elixir S. With Necro it’s Spectral Shroud and Plague Signet. With Ranger it is Protect Me and the condi signet. Engineers aren’t forced to bring a bar full of kits in PvP like they are in PvE. Every class makes a decision between taking a better utility skill for damage or for stun breaks. Engi doesn’t need passive stun breaks or protection on stun to be viable, especially if further balance was implemented alongside removing a large amount of the passive procs.
So you want to kill off the last thing attracting players to PvP? No thanks. If you hate it then don’t play it, but there isn’t any logical reason to take it away from those that still enjoy it. Sure it’s not great, but it is better than nothing at all.
What a polite and respectful post. I’m sure they’ll drop by in here any minute now to respond. Either that, or……I dunno, they’ll disregard it as an angry player ranting and just ignore it.
Lol….too funny.
“Check out this video and tell me what you think”
“Well here is some constructive criticism…”
“No! You can only express your opinions here if it is to tell me how much you liked my video!”
“Wow, um, ok.”
“Why you all mad and hating on OP? Omg I love the OP how dare you say anything negative about the video!”
“…………..what?”
This is the summary of this thead, was entertaining to read. I’ll have to check out the video later though, as I do enjoy Ranger/Druid roaming videos.
Your first sentence of the previous post was the strawman. And for some reason you’re against anet forcing standard models on naked people, which would only be the trolls anyways.
I’m afraid you’ve misread then. Also, never said I was against anet imposing standard models on naked players. I stated I did not want to have to turn on the standard model option, which shows every player as a standard model, to avoid seeing naked players run around in matches.
Even if Anet made it so that you didn’t need to wear armor at all in pvp, those trolls would still find another way to troll you. I’d rather it stay as it is now so I don’t have to play pvp with a bunch of naked people, which would happen far more often if people could play without armor with no consequences. Also, using the standard models option is a horrible solution since I do enjoy see other players’ armor and even recognize some players by the armor they wear.
So, I’d say Anet did a good job on this one, and would love for it to stay the way it is. Again, if they change it the way you want, then the trolls will troll another way, only then there would be an increase in naked players and my only option would be to tolerate naked players everywhere or stare at boring standard models……no thanks.
That’s a strawman argument. They have a plentitude of ways to enforce wearing armour, yet they choose the absolute worse. Could’ve stopped someone from queuing if not wearing armour. Nope. Flat armour rating for nude players. Nope.
I’ll say it again. Worst of both worlds. Naked players and hand ruining.
Not a strawman argument at all. Now if the proposed change would involve forcing players to wear some form of armor in a match then sure, I’m cool with that. But the proposed change was to have it to where players have the armor stats by default without the need to equip any armor at all, which would fix the immediate issue of naked players dying easily in matches while creating the new issue of allowing players to run around naked in pvp with no consequences. That, I am against.
Even if Anet made it so that you didn’t need to wear armor at all in pvp, those trolls would still find another way to troll you. I’d rather it stay as it is now so I don’t have to play pvp with a bunch of naked people, which would happen far more often if people could play without armor with no consequences. Also, using the standard models option is a horrible solution since I do enjoy see other players’ armor and even recognize some players by the armor they wear.
So, I’d say Anet did a good job on this one, and would love for it to stay the way it is. Again, if they change it the way you want, then the trolls will troll another way, only then there would be an increase in naked players and my only option would be to tolerate naked players everywhere or stare at boring standard models……no thanks.
Remove all Solo Queue players, Coquest PvP was solely designed with 5 man Premades, this is evident at every single level of the gamemode, from MMR to Class/Skill balance.
Solo players shouldn’t be allowed to queue since the game wasn’t designed for that and skews the competition and forcing players to have horribly lopsided matches instead of matches being made on accurate MMR
There wouldn’t be much PvP at all then. Been playing since launch and I don’t think the population has ever felt this low to me. Ranked PvP is a casual game mode now, and we have to accept it for what it is and either enjoy it or move on.
That said, I still want to see 5v5 in game tournaments between seasons.
MVP reward is a horrible idea. We’re not having some popularity contest. Although, it would be funny to see the forum rage if someone were to carry the team the whole match while another teammate just trolls, and then that troll gets voted MVP. Or the all new forum complaints when people complain that duoq players have an advantage in the MVP system.
Hmmmmm, you know what? Let’s implement this MVP system. Sure it would just be a bandaid that doesn’t actually fix anything, but man the forums would be even more entertaining.
I would never queue for pvp without duo.
1) dealing with pug RNG is asinine.
2) the social experience makes pvp more enjoyable. Solo just feels like a grind.ranked is for personal rank, any form of “team” q in ranked mask truly personal rank behind the “team”
Ranked is not personal You’re projecting.
Ranked is competitive. Pugging is not competitive. Ranked ought to be 5 mans only, but that’s never going to happen.
You’re wrong though, the leaderboard is a PERSONAL stat, you don’t share it with teammates therefore ranked play should also be personal otherwise it doesn’t provide any accuracy to individual skill level and it makes trying to balance with algorithms full kitten when you have people manipulate seasons with duo-queuing and second accounts. These two things should be discouraged by encouraging people to play a high volume of games on their main accounts through a competitive structure and incentives.
Making it soloq only wouldn’t make that rating you see any more meaningful. What we have is a casual battleground system with a shiny leaderboard thrown on top. The only way that personal rating would be part of a competitive system is if it was part of a 1v1 game mode. Queueing up with random players is not a competitive game mode, it’s for casuals.
It could be a good thing if you can’t see the enemy team comp before a match. Would be an easy way to fix your problem, but I suspect many players would hate this just as much as they hate the idea of restricting class swapping.
On a side note, you had two revs on your team? Dear god why did one of you not switch in the first place?