Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
I don’t understand why this is happening at all
It’s also missing a Guild bank
Just idea for improving the defiance system.
I’d like to see the system changed to be something with different levels of defiance.
I believe the system is already like this inherently.
But I’d like to see this reworked slightly.
A decay should be added to defiance, so that after a certain amount of time passes the defiance level drops.
For example maybe defiance level 0 only takes 1 CC to interrupt.
Maybe for defiance level 1 a visible defiance bar is added similar to a healthbar or event progress bar.
That bar resets after it completley drops and a visual indicator of the defiance level incriments.
Additionally a timer could be added to the defiance level and when that timer expires, the defiance level drops by 1, but the progress carries over between levels.
Finally I’d change the impact difference CC’s have on the progress bar. So a daze would have less impact than a stun, which has less impact to the defiance bar than a knockback, which has less impact to the bar than a knockdown, which has less impact than a launch.
Or maybe instead of the different types of CC the impact to the defiance bar could be based on the duration of the CC, so that Headshot does a little bit, while a Judgment does a whole lot.
Or maybe make it a combination of these two things impacting the defiance bar together.
I don’t know what the right balance is, as I just had the idea 5 minutes ago and haven’t had time to think about that, but I’m sure it wouldn’t be too hard to tweak the numbers once the logic is established, similar to how you guys designed the new matchmaking system.
Signet’s you can’t really do anything about except make the passive weaker and the active stronger.
I’d like to see withdraw behave like hornet sting, where it would have 2 parts. The beginning part which removes the conditions upon activation but can be interrupted during cast, and the roll for initiative distance evade as the second part, which would heal upon completion of the first part’s cast.
Shelter I don’t take issue with at the moment, since guardian is struggling at the moment in conquest.
Healing turret I’d like to see be 3/4 of a second
Healing spring is fine in my opinion
Ether Feast is fine in my opinion, honestly it could probably use a buff of something like “Remove a condition for each active clone (max 2)” and trigger the condi removal with Illusionary Persona as well.
Consume conditions I like as is.
In Smite, to play ranked you have to master X amount of Gods. I think that is a good thing.
I hate to offer exclusionary sounding suggestions, but it’s more key because we don’t have a big playerbase or any league type system in place.
I would think the system would be much improved if Ranked matches were unlocked on a per profession basis, only available when that profession has reached the 200 match Achievement: (Magus, Genius, Paragon, Phantom, Illusionist, Hunter, Shadow, Legionnaire)
I would then support upping the Reward Track & gold contribution for ranked gameplay, as well. This would add a small carrot in front of progressing through PvP, getting the Titles for each profession.
This is such a short sighted suggestion I find it hard to believe it came from chaith.
The logic of a player base being small and requiring a gate to play for the leader board makes no sense.
“We’re going to gate you out because our community is too small”
What? You want to limit growing an already small community?
Why? Cuz logic.
Also the suggestion of players needing over 300 hours of pvp matches on a profession before they can play a profession for the leader board is another nonsense notion.
If all the good players are playing in ranked and you have to play unranked how are you going to learn to play against good teams? Also this is again restrictive which is bad for building up numbers in the community.
Edit
Read the 200 part incorrectly. It’s matches not hours. Still restrictive but not nearly as much.
(edited by Shockwave.1230)
The meta would be in a constant state of flux with changes every 2 weeks, but maybe it’s better to get the playerbase used to something like that instead of shock changes every 6 months.
Idk, but it’s an interesting idea.
You can maintain a custom arena by spending 200 gold and 2 gold every 2 weeks. If there’s a day you need to use it just spend 2 gold.
I spend about 4 gold per week maintaining mine, at most it would be 14 gold per week.
Dear ANet Balance Team,
I am of the opinion that the current decision to do balance updates every 6 months is no longer a good policy to follow.
Perhaps at one time it was, maybe. However, now your player base has such an intimate knowledge of game mechanics that we can quickly adapt and identify things that are clearly superior to play.
NA has been aware that Celestial is superior to play for over 6 months, and this became clear to some in EU for a while, but very clear to the whole player base after the first WTS leg.
With the upcoming WTS legs regional Qualifiers and ultimately finals, players will be clearly seeing what works globally after each major balance update.
I’m not suggesting doing major balance changes more frequently. I am suggesting a higher frequency in shaving the meta though. I don’t know what the right frequency is, maybe it’s doing shaves once 3 months after a major update, maybe it’s 2 small shaves every 2 months after the major balance patch.
Ultimately I think everyone underestimated just how much impact the"big" and even “small” changes being made would impact the meta. I feel like it’s important allow yourselves more opportunities to make adjustments for the sake of players and allowing various playstyles to shine.
Points per game is a better indicator than points per win.
Custom arenas solves your Guild’s problem.
I like your analysis Zoose.
On swap sigils being so heavily used and the professions that can trigger them the most efficiently being heavily used probably isn’t coincidence.
Instead of implementing global changes to on swap sigils overall mechanics though, wouldn’t it simply be more efficient to target the strongest sigils and apply a straight nerf.
Regarding might stacking, perhaps it would be better to have a PvP version of Might that applies 25 stats instead of 35, this would close the gap between professions utilizing heavy might stacking and professions that hardly use might at all.
If you have 25 might stacks the difference between 25 and 35 per stack is:
25: 625 total to power/condi
35: 875 total to power/condi
This would impact Ele and Warrior more than the engineer, as the change would be 62.5 burning damage per second at max might, and engi only tops out at 9 might.
The strength of engineer is it’s rifle and tool kit skills having high damage coefficients.
It’d be an intelligence sigil nerf or nerfs to those coefficients and IP that’d most easily bring engi in line.
I’ve been away from Guild Wars 2 for most of the past week and a half and have been able to watch the camera in other games, games without 3rd person over the shoulder camera views too.
I have to say it is immediately distressing when I see the camera issues Guild Wars 2 has. Objects close to the camera such as tree tops blocking out the whole screen, the harsh zoom that happens as you run by walls.
I would love to see these fixed in the game’s next major release.
Maybe they should think about reducing the cd on portal and/or making it ground targeted like flesh wurm.
I’d like to see the cool down of portal reduced but not below 75 seconds. It’s such an interesting ability for players to deal with. But the biggest reason I’d want it buffed is for viewers of the game, portal is one of the major skills that is easy for spectators to see utilized.
I’m not mudslinging you, I’m just pointing out ,if it wasn’t already painfully obvious,
You don’t have the slightest frame of reference.
As you yourself stated “I Never tried to play on a team”
Your opinion is irrelevant,Thanks for bumping the thread with"Get good like helseth, he can beat cele" Spam
You assume I have none, you’ll be seeing me and my teammates soon in the upcoming January weeklies.
We have Mesmer in our team comp, and we’re working our play around the strengths and weaknesses of shatter Mesmer. We see in what situations it’s good and in what situations it struggles.
That’s neither here nor there though, and you’ve derailed the thread enough. The point is, even with the struggles Mesmer has there is only a few that have shown to be good enough to compete in major tournaments of the last couple months. And only 1 has shown to be good enough to consistently make finals appearences.
This isn’t me saying people need to get good, it’s me simply pointing out the facts. That doesn’t mean Mesmer doesn’t have strengths and can’t be viable, it just means it’s challenging to make it shine, which is what the whole thread is about and we’re highlighting why it’s challenging.
I wondered what puts you in the unique position to critique high level play,
So I looked you up on the leaderboards from when leaderboards actually had some semblance to them, Sure they weren’t perfect, but you could sortof tell the skill of a person if they never even broke the top 100.Then I remembered who you were,
the
completely
below
average
Thief who solo’qued a lot.Never having achieved a high rank in either Solo or Teams I can see how it would be easy for you to tell us to get good, and on the level of Helseth.
(EVEN THOUGH He lost to Cele-engi/ele team.)It also demystifies your amazing understanding of the meta and balance from such a high level never having actually played on it.
I have no wish to engage in mudslinging with you, but I’m quite flattered you know me considering I never previously tried to play on a team and used to just be a yoloer. Thank you sir.
there are tons of good power and other spec rangers out there. I find it laughable that it’s narrowed down to a few, most of which don’t play the game any more and therefore don’t understand the new builds and meta. I also fail to understand what you hope to achieve by talking to someone 1 on 1…just go on the ranger forums and metabattle, explore the builds and come to the conclusions on your own. you need at least 1500 hours on a single profession to become proficient at it.
no you need like 100-200 once you know how to play one class
/agree
The first X hours of the game are you learning the game mechanics, conquest, your profession, other players professions, the meta, etc.
When you start picking up another profession to learn you still know what other builds are capable of, you still know the meta, you still know everything you knew.
Yeah Shockwave those are good points. Also I think there are good mes on NA! Maybe even better
There are some really good Mesmer’s in NA, but in terms of playing conquest, you Mime and Mide (who’s been MIA recently) are the top 3 that I’m familiar with. And as good as the three of you are, I think we can agree that Helseth plays conquest noticeably better. No offense meant, as I’m sure numerous Mesmers are better than Helseth at various aspects of Mesmer. Helseth is a shot caller on his team so he can help them rotate to compensate for what Mesmer lacks, so that probably helps keep him in favorable positions. TCG has also evolved their play around Mesmer and Thief, which definitely helps.
Part of the issue may be that players don’t necessarily want to play around the strengths and weaknesses of a Mesmer. Thief being in the Meta basically requires Mesmer to be baby sat in matches where the enemy team has a thief. Perhaps teams find this too restricting to play around, since S/D Thief is often what they have to contend with, and S/D thief is very difficult to lock down and can quickly swap targets it wants to engage on.
But I would say that it’s not just the combination of Necro and Thief that push the Mesmer out of the Meta, even if Necro weren’t viable, in a team setting I feel like it’d be better to take another Celestial Rifle Engineer (possibly rabid) over another Mesmer. Even though it loses that matchup in a 1v1, on a Node with LoS engi doesn’t have to lose that fight especially if he’s potentially willing to give up the neut. This keeps that point even and gives plenty of time for people to rotate the fight into a 2v2, which immediately puts the team with the mesmer at a disadvantage in that fight.
So I’d argue it’s Thief, Necro, and Engineer that push Mesmer out of the Meta for that 2nd Roamer spot on teams. However, because of the sustain Engi has it’s technically considered a brawler.
It’s difficult to really find the problem. I think if we knew exactly then it would have been solved. It’s something like a combination of:
1. Power classes needing to stat for power, crit, and ferocity to be seemingly on the same level of effectiveness as condi who can have success with 2 or maybe even 1 offensive stat.
2. Power damage being arguably mitigated more easily than condi damage, like with what Swish said about spammable condis. And the condi classes being able to stat defensive like in the previous point because they need to invest less in their offense.
3. In the current meta, celestial builds simply being more cost-effective than the alternatives. Hence bunker guards being out of meta, and even rangers along with mes.
I think I’m forgetting some good points but that comes to mind off the bat.
Some base condi cleanse might also help a bit.
I think the difference is pretty obvious between celestial and zerker.
1) Sustain is forgiving, zerker builds (aside from S/D thief and warrior) lack sustain, celestial builds do not lack sustain.
2) Zerker damage comes in bursts, meta builds have a lot of counters to burst, be it blocks, evades, CC, blinds, invulns, teleports. Good players on meta builds can often avoid burst.
3) Zerker’s don’t have low risk sustained damage.
4) Celestial has low risk sustained damage
5) Sustained damage isn’t mitigated as heavily as burst damage is by Blocks, Evades, CC, blinds, invulns, teleports etc.
6) The meta celestial builds have greater range than melee. Ele is 300 range (still bigger range than melee), but has perma vigor, mobility skills, more healing, and heavy protection uptime to compensate. Celestial Engineer is ranged. Celestial Warrior swaps between range and melee, and has heavy sustain to compensate for when it’s in melee.
Basically celestial is low risk high reward compared to zerker builds. Even though Shatter mesmer has range to compensate for it’s squishiness, celestial has range and sustain and sustain damage. Mesmer can’t stand on a point and be effective in the same way celestial builds can.
Since the optimal comp currently revolves around having 3 brawlers and 2 roamers or 4 brawlers and 1 roamer Mesmer is competing with Necromancer and Thief for those roles. Thief mobility keeps it viable in the meta, and necro’s condi lock and 2nd life bar keep it viable. All three have boon removal, but the other two have more to offer arguably than what portal offers. Also Necro and Thief have condition removal, which Mesmer does not have.
All that said, Mesmer has the potential to be in the meta currently. However, I defintely don’t see any mesmer’s near Helseth’s level in NA.
Eura and Kizos in NA are who you’d want to talk to.
Tany was probably the best Ranger the game has seen though now retired, not sure if there are any VoDs of Tany’s play around anymore though.
In EU, the only ranger that comes to mind is Niah, but I’m not sure he plays anymore.
D/P is always better as far as I’m concerned.
It has interrupts, blinds, and Free Roaming stealth outside of SR.
P/D has conditions, in combat stealth, and a gap creater.
Additionally, P/D is weaker with shortbow.
Also in that matchup D/P wins.
All that said, P/D is easier to play effectively.
There seems to some usage of macros going on in spvp lately. It isn’t that hard to spot. Not going to name names. Curious as to if Anet actually checks into this issue or not.
I’m not sure how anyone would be able to see a macro in use visibly by the naked eye.
Unless people are admitting to macro use, the only way to definitively tell is gathering details on the milliseconds in between game inputs.
For macro programs that that provide an input variance, the way to detect those is to search a larger data sample of input times and see if the averages are consistent at a small interval of milliseconds.
In a team fight I think staff Ele has it easier, but in 1v1s D/P thief would definitely have it easier.
It’s all situational as to what’s better when though
You have dodge first then jump within (100?) milliseconds of the Dodge. Can’t recall the exact time in milliseconds. But it looks simultaneous, but it’s really dodging slightly beforehand.
Also to be fair the rabid engi on Abjured was replaced with Celestial engi, and OE is now playing Celestial engi for his new team, and that new team has 3 Celestial builds as well.
There’s a body desync issue that’s surfaced over the past few months. It perhaps has always been happening, but has been happening with a lot more frequency.
The easiest way to reproduce it is to go down as you fall off a ledge.
Sword Dagger sounds more like what you’re looking for. But Dagger Pistol could be what you prefer.
Both play hit and run, but S/D is easier to play that style with.
Since mobility is important to you, I’d say try 2/0/0/6/6 S/D, but also give D/P a try with Pack runes.
If you try D/P without pack runes you probably won’t feel as mobile as you’d like unless you ran acrobatics with D/P.
However, if you are going to be acrobatics you may as while play S/D for the point presence the evades from flanking strike offer.
Hopefully that helps a bit, but you can’t really know what you’ll prefer until you try playing the builds a bit.
Tbh,if the thief has reset the fight,you won.Gw2 pvp is not about 1v1,and ppl always forget this.50% headstart is really your fault,either you are squishy as the thief,or cant tell when thief is nearby.l2p on this.staff eles on point are IMPOSSIBLE to kill by thieves. you just sit on point spam aoe and the thief wont even dare to step in and backstab you.full zerk staff ele can do 3-5k dmg on meteor shower every sec to a thief.
Well, your reply only make sense if we only look at pvp otherwise I disagree. It only mean the fight continue and that the thief still has it’s chance. He made a mistake and he has the luxury to correct himself and try again until he gets it. As a staff ele I can’t. If I make a mistake I have to live with it til I hit the ground or he does because he made an even bigger mistake in the following attempts.
As for my build being my fault I totally agree and I assume it perfectly. I have no problem being a free lunch to thief. My problem is having someone telling me I have it easy because I have AoE. Like I said before, let’s switch places and we shall find out how easy I have it.
BTW, I mostly play WvW and I do agree there is a difference with S and tpvp but that changes nothing to what I said. Sure you can MS a point in pvp, and I do, but the 30 sec cool down makes it far from spammable and the thief, unless an idiot or locked in place, will not get killed by that. It’s the main problem with a staff ele. You have to use your cc to make your AoE do anything worthwhile and be a master of anticipation. Sure, in pvp the cap is making our job way easier, but in WvW it is a completely different matter.
You should watch Josre play staff Ele. It’s a pain to fight him, because he kites so well and uses his CC so well.
He’s easily the best staff Ele in the game right now, IMO.
Ask him questions, because his staff Ele is not a free kill to thieves.
Does he play Celestial or Zerker? I don’t play Zerker because I can’t play Celestial. I play Zerker because I like the challenge to do as well as possible with it. I also tend to ignore meta. If everyone play one way it becomes stinking material to me. I’m like that. When I initially adopted the 00266 staff spec it wasn’t me going on forums and meta websites and stealing others ideas. It was after naturally testing builds until I struck a balance I was comfortable to play and where synergy was maximal.
I can kite many thieves for a long time when I use my cc well. The problem isn’t there. The problem is some people apparently think other professions necessarily have it easier than a thief because of AoE. Don’t tell me you agree with that too? I’m absolutely certain the guy you talk about would loose to a thief that has as much experience in his thief as he has with his ele. It’s not a question of l2p. It’s a natural rock-paper-scissor case like it exist for pretty much everyone.
Rock paper scissors exists between various classes. Dps guards for example have it easy v thief. Same for Cele engi, same for Cele Ele, same for condi engi, same for condi necro, etc. The game isn’t balance around these 1v1 at chips exclusively though.
Since you’re zerker Ele, I’d imagine you can be just as be bursted down by a Mesmer if not more easily. I’d imagine you can easily be bursted by a power Ranger that catches you out of earth as well. It doesn’t really make sense for you to be arguing the points you’re arguing on the basis you are using.
Tbh,if the thief has reset the fight,you won.Gw2 pvp is not about 1v1,and ppl always forget this.50% headstart is really your fault,either you are squishy as the thief,or cant tell when thief is nearby.l2p on this.staff eles on point are IMPOSSIBLE to kill by thieves. you just sit on point spam aoe and the thief wont even dare to step in and backstab you.full zerk staff ele can do 3-5k dmg on meteor shower every sec to a thief.
Well, your reply only make sense if we only look at pvp otherwise I disagree. It only mean the fight continue and that the thief still has it’s chance. He made a mistake and he has the luxury to correct himself and try again until he gets it. As a staff ele I can’t. If I make a mistake I have to live with it til I hit the ground or he does because he made an even bigger mistake in the following attempts.
As for my build being my fault I totally agree and I assume it perfectly. I have no problem being a free lunch to thief. My problem is having someone telling me I have it easy because I have AoE. Like I said before, let’s switch places and we shall find out how easy I have it.
BTW, I mostly play WvW and I do agree there is a difference with S and tpvp but that changes nothing to what I said. Sure you can MS a point in pvp, and I do, but the 30 sec cool down makes it far from spammable and the thief, unless an idiot or locked in place, will not get killed by that. It’s the main problem with a staff ele. You have to use your cc to make your AoE do anything worthwhile and be a master of anticipation. Sure, in pvp the cap is making our job way easier, but in WvW it is a completely different matter.
You should watch Josre play staff Ele. It’s a pain to fight him, because he kites so well and uses his CC so well.
He’s easily the best staff Ele in the game right now, IMO.
Ask him questions, because his staff Ele is not a free kill to thieves.
VeeWee! Hi!
You should ask Nos who wins between skill capped necro v skill capped elementalist.
He’ll tell you phantaram wins in their duels.
Would be relevant if Nos’ job in the Abjured was to duel. It isn’t. His job is to +1 fights, and that is where Necromancer demolishes especially Engineer.
Why are uneven fights relevant to a discussion about Celestial builds v condi necro?
Any uneven fight with a burst build, be it condi burst or power burst is in the favor of the side that has the +1
VeeWee! Hi!
You should ask Nos who wins between skill capped necro v skill capped elementalist.
He’ll tell you phantaram wins in their duels.
Question to people that hate the Cele bruiser meta. Why? Can anyone please articulate their thoughts on the toxicity of Cele bruisers for the enjoyment of the game.
I feel that it is simply because people want to play whatever they’re used to playing regardless of what has more winning potential.
A few people may say Cele builds are too easy, to them I say: the builds are still complex as far as builds go in GW2. Do you know what is not complex? Mashing one button for 20 seconds in your elite form. Running around on a Revive Warrior mashing the ‘interact’ button on everything he can.
Occasionally on the forums someone says that Celestial builds make it so your mechanical skill is less of a factor. To them, I say the ceiling on Celestial builds for mechanical skill is plenty high. There’s a huge difference between Cele Engineers who have lethal damage combos and who don’t. Huge differences between Cele Eles who have their might stacking and cleansing/healing priorities right, and who don’t. There’s an endless list of things you have to improve on when you have a Cele playstyle, because the time to kill on your enemies means you need to play as flawlessly as possible for extended periods rather than win or lose based on the jackpot crit gank.
I’ve always had a big interest in power bruiser builds in MMOs/MOBAs that fall between assassins and tanks, and I’m definitely not alone.
So whats your guys’ gripe with the backbone of the meta comp being Cele Ele and Cele War instead of a Clerics Guard and a Soldier’s War from the last Metas
I seriously doubt people have issue with there being hybrid builds.
People have an issue with these hybrid builds being so strong they push things that were viable out of the meta.
The other thing is that Celestial only works well on 3 professions, from what we’ve seen at least.
Chaith, in your opinion do teams glmp themselves if they run less than 3 Celestial builds in a comp?
I feel like that’s true, if you agree doesn’t that show an imbalance?
People want builds to be viable, not clearly optimal. They want choice and build diversity, not a build that does everything extremely well.
Are you still argueing that this isn’t a bug when it clearly is? :/
It’s a texture error and this can be confirmed in spectator mode, where you are instantly destealthed.On the Player’s screen you are also destealthed.
This isn’t super smash brothers, when we find a bug we don’t say OH LOOK this is a way for the player to enhance his skill!
On Mesmer mass invis wearing off when mixed with another stealth removes the transparency as well. Mesmer torch wearing off when mixed with another stealth does the same thing even when it doesn’t deal damage.
The bug is that the transparency goes away, not that revealed is not applied.
(edited by Shockwave.1230)
One thing that I hope ANet is considering is changing the way healing power scales.
For the Cele professions of Ele, engi, and warrior, healing is a part of what carries a Cele build, but really everything is carrying a Cele build since that’s what they do.
By increasing the base healing of these abilities slightly and reducing the scaling of healing power on skills like Signet of Restoration you’ll be reducing the effective healing for the Celestial builds and increasing the effective healing for builds that don’t take healing power.
If there is a concern about impact on healing power amulets besides Celestial, then ANet can change healing power scaling on certain skills to be curved instead of linear and give greater returns on healing after 400 points or 700 points in the case of the elementalist.
I’d like to see a chart of the meta shift over time. Power meta was much fun, but yes I agree with this chart we are definitely in a Celestial meta currently. There is still a place for a power or condi build on the team though, but Celestial is the core and backbone of many people’s team comps.
are you talking about how you can backstab with shadowshot which is basic knowlegde to like the entire pvp population?
edit: nevermind I just tested it and they definitely reverted a change to shadow shot. strange you can cancel the damage portion again when I swear they changed this. probably a mistake by some updater.
For as long as you’ve been able to backstab from shadow shot you’ve been able to weapon stow from it.
Yes; and this ability Does damage, but by canceling the animation you are able to use half of the ability( But really it shouldn’t be in two parts in the first place)
If that were true, you wouldn’t be destealthed in spectator mode.
The game isn’t balanced around you weapon stow canceling for the blind/teleport effect,
The problem is the game counts it as 2 hits when in fact it’s a single projectile.
So your actual issue isn’t with shadow shot, you have a problem with players knowing how to enhance their own play with weapon stow.
No one needs weapon stow to avoid dealing damage with the attack portion of shadow shot by the way.
You just don’t like that you can be blinded from stealth in addition you don’t want to have to deal with people who utilize weapon stow.
You’re using shadow shot as a scapegoat in an attempt to justify calling things you don’t like unfair.
I’d be fine if they made shadow shot deal damage with just the shot. It’d be an awesome buff to be able to basilisk through blocks. It’d also allow thief to deal more damage more quickly since there isn’t that clunky extra attack to deal with if just the shot does damage.
I’d be careful what you wish for though buddy.
It’s not a bug, stealth only drops if you hit foes with a physical damage inflicting action.
This is in-line with the game’s mechanics.
It’s exactly like using caltrops or the dodge caltrops from stealth and not being revealed.
It’s exactly like using steal on your opponent from stealth and not being revealed if you aren’t traited for mug.
It’s exactly like foes running through a choking gas that’s already down and you not being revealed.
There’s numerous abilities you can apply from stealth from being revealed, all that follow the games mechanics, and none are bugs, since you aren’t connecting with a physically damaging ability.
(edited by Shockwave.1230)
How do you determine who places 5th, 6th in a scenario where previously qualified teams or teams that can’t qualify occupy spots in the top 4?
To further complicate the situation, what happens when a team perhaps like the reforming outplayed by children that can’t participate in the wts place 1 or 2 in a weekly?
Or what happens when 3 teams that can’t participate in WTS are in the top 3 out of 4 of a weekly?
I feel it’s extremely unlikely that the WTS Qualifiers would only have 2 teams in the brackets for NA.
Unlikely maybe, but still possible given what we currently know, meaning everything wasn’t communicated or perhaps there was an oversight.
So the blog post says that if you place 1st or 2nd in a January ESL weekly you are invited to the qualifier, and this is how 8 teams will fill up the qualifier.
1 problem. The same 2 teams can consistently place 1 and 2 each week. Meaning the qualifier would only have 2 teams in this situation.
For NA if the same 2 teams sweep the weeklies there is effectively no qualifier necessary for our region in the WTS event.
Looking forward to this being clarified as it is extremely likely to happen at the moment.
Edit:
The initial scenario has been answered. The invites go to the next teams in line that haven’t yet qualified.
The current missing details are regarding the following scenario due to tournaments only determining who places 1 through 4.
How do you determine who places 5th, 6th in a scenario where previously qualified teams or teams that can’t qualify occupy spots in the top 4?
(edited by Shockwave.1230)
Unranked and ranked have different MMR based upon what has been said by Justin in these forums.
Ranked MMR initially was in large part carry over from the old system. In addition to separate MMR between ranked/unranked, there are separate MMRs per profession. It may be that there is a general MMR and profession specific MMR for both modes, that much has not been communicated.
Forfeits and byes do not impact something based on that post, it’s likely MMR. However in ranked your rank points don’t have their behavior changed from byes and forfeits.
Edit
I think I just figured out that MMR stands for match making rating, so yes byes and forfeits don’t impact MMR.
Happened to my friend last night as well.
If someone DC’s or the client crashes they have no incentive to come back currently, so it’s likely you’ll lose by a large margin, and your loss margin doesn’t take into consideration that someone isn’t playing is isn’t in the game based upon what they’ve posted on the wiki.
Dagger Thief is in an interesting place at the moment. The meta currently is stacked against it.
Sustain comps and random damage from aoe can make it challenging to find proper openings that ultimately end up meaningful, but there are still plenty of openings that happen.
There’s no easy advice I can give, other than be aware of cool-downs, numbers, and positioning. Don’t put yourself in positions where you’ll get focused easily, but simultaneously keep yourself in position to be dealing damage.
Dagger Pistol thief IMO has been the most unforgiving meta build for a while, but if you play right it has some of the highest payoff in the game.
Check out Caed’s stream for top tier D/P play
twitch.tv/narcarsis
Rank is only an indicator of time played, not skill.
You’re effectively saying you don’t want to play with accounts that don’t have a certain amount of time in PvP.
D/D ele is heavily favored assuming they know to stick to you like glue.
It’s not unwinnable on D/P thief but you don’t have the advantage.
6 minutes is too harsh. If someone in your party forgets to click while you’re talking to each other you all have to wait.
Make it 30 seconds. Then 1 minute. Then 3 minutes. Then 6 minutes.
There is definitely more than one way to look at this.
Maybe melee isn’t rewarding enough or maybe range is too rewarding.
Pvp, standard D/P is what I would sub it into. The extra initiative is what I want to play with more of.
The value is more to finish with or getting a quicker infiltrator’s arrow to escape on top of condi cc clear.
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