At the moment many people farm for their beta key so PvP is even less populated. Lesser population means fewer matchmaking options.
Just buy a new account. You’ll get dozens of precursors. Mine did.
If every new account get dozens of precursors, why didn’t I got a single one as I started the game? A friend of mine bought a second account a few weeks ago, no precursors too.
If the theory that every new account get tons of high valuable loot were right we all must have gotten tons of high class loot as we started. I didn’t and I am sure must of us didn’t.
But my ferocity capping was basically get ferocity, come back to point being attacked, but not turned
If it was already decapped you may have lost more points till you cap it back as you get as bonus for kills trough ferocity.
But I never realized how much everyone hates ferocity. So I should only take that when we are getting lots of kills?
It is not really hatred, you just get frustrated if you see many times your teammates fight for this buff while you lose point for point.
Ferocity gives a short bonus for kills. In the time while you have this bonus you have often no or very little kills. So most times you get a small profit from ferocity. If you lose a point to get it, most of the times this is a much bigger loss then the win of ferocity.
So you should only get ferocity if you are sure that no point is in danger and your help is not needed anywhere else.
So what IS the measure of skill then? If you take neither the time played into account, nor the number of matches won, nor the MMR, then how on earth one supposed to know?
I think after enough games played MMR = Skill
Anet should change it so that every new player get a very low MMR. So he get easy matches to start with and is not demotivated right from the beginning.
I don’t think it is a good idea to show the MMR of the players. I think many would blame the low MMR Players for the losses.
He was able to hold mid AND cap ferocity without losing his mid point and without his team needing him to help take a second point. You can’t really do it better than that.
This could have been good timing or pure luck. Without more information this is impossible to judge.
AFAIK new Player actually start with a mediocre MMR.
I believe new players start with an average MMR
I don’t know if I used mediocre here right, because English isn’t my first language.
I meant mediocre = middle-rate = average.
High ranked players have been feared a lot more than low ranked players.
People get impressed easily and fear what they don’t understand.
I play much with guildies of different level (skill and experience wise). Many of them fear people which are high in the current leaderboard or show dragon finishers. I keep and keep telling them that I have fought top players of the grind-list eh “Leaderboard” and R80 which were really bad. Leaderboard Rank used to mean something before anet changed it. Rank was always an indicator of how much you play and not how good.
I would like MMR to be displayed. We need something to say: “hey, this player is more experienced”.
MMR =!= Experience
AFAIK new Player actually start with a mediocre MMR.
don’t think there would be any “discrimination” towards lower ranks, because there hasn’t been any in the days where PvP rank actually mattered (before “everyone” got a bump to 80).
Rank =!= Skill
maybe simply putting the total number of tournament games played should be enough.
Have you played with or against some of the top players of the grind-list eh “Leaderboard” lately? Some of the “Top”-Players are really bad. So the count of matches played is not really a measurement of skill.
Should I have just let the enemy have mid?
No
Should I have done something completely different?
Ignore ferocity
Or is everyone just salty because rangers?
Not everyone, but some are.
Some people really do get 1 pre a day be it from the MF or a mob drop.
I‘m absolute sure you are getting trolled.
Not everyone who pings a pre in map-chat or tells you about his hundreds of pre is honest towards you.
Of course if you throw thousands of items in the MF each day you get a pre each day. But this is just a numbers game.
Not just the PvP game. They removed any possibility of Turrets ever being viable utility choices in any game mode.
Turret Engi were nearly exclusively used in PvP, because they were bad in every other game-mode. So there is no real collateral damage here. Instead of removing Turrets “completely” from the game anet should have taken a bigger approach and completely rework turrets to make them viable and skillful but not OP in all game-modes.
(edited by Shylock.4653)
and no amount of “skill” will will be required to defeat a Turret Engi.
A build which requires no skill to play it can be beaten with no skill. Sounds quite balanced for me.
AFAIK profession MMR is partly avtive. A dev has told something about that in the forum a while ago. I don’t know if this has changed since.
… you bother securing near when the 4 others leeroy mid/far, get wiped repeatedly, and ask on chat if you’re afk.
The question here is are you actively defending it or are you doing nothing because it is never contested? Sitting on home doing nothing while the rest of the team can’t win 4v5 isn’t very helpful.
Bad in every other game mode for those that had no clue how to use them.
Please show us this great Turret-Engi Build for PvE and WvW. Last time I checked MetaBattle
http://metabattle.com/wiki/MetaBattle_Wiki
the only viable Turret-Engi build was this
http://metabattle.com/wiki/Build:Engineer_-_Turret
for PvP.
…a Mesmer in your team uses the signet-heal
Countless is using this. I wouldn’t say he is an auto lose for your team. ;-)
http://metabattle.com/wiki/Build:Mesmer_-_Condition_Clone_Death
i lose a rank point cause 4v5
You don’t lose rank points if you are not in a party with the deserter.
if game.result == ‘desertion’:
finalScore = 0
https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm#Pseudo-Code_2
- Listing Fee (5%) — This nonrefundable cost covers listing and holding your items for sale.
- Exchange Fee (10%) — After a successful trade, the item exchange fee is deducted from coins delivered to the seller.
You are missing my point.
Honestly it is hard to get your point. Turret Engi were nearly exclusively used in PvP, because they were bad in every other game-mode. So there is no real collateral damage here. Instead of removing Turrets “completely” from the game anet should have taken a bigger approach and completely rework turrets to make them viable but not OP in all game-modes.
to play at least 1000 h of roaming
Someone played a Turret-Engi as roamer in WvW? Really???
Every enemy with half a brain could just walk out of the reach of the turrets. The only reason Turrets were strong in PvP was the fact that in PvP you have to stay on the point to cap it.
No one really speccs into more than 2-3 traitlines in the current trait system. Some builds are spread out but that is mostly because of the stats. With stats removed from traits it’s no longer needed.
So the Staff-Elementalist Build is meta because no one really uses it? Good to know. ;-)
http://metabattle.com/wiki/Build:Elementalist_-_Staff
And no, it is not spread because of the stats. It is spread because of the traits.
Nevertheless I think the changes aren’t that bad. We get 3 GM –Traits and the system is getting easier to balance for anet.
Far as I know there are no complete bar heals
There are full heals. Light of Deliverance is capped at 50,000 which should be enough for every player.
(edited by Shylock.4653)
the major difference is extra levels dont count, and no skill point scrolls.
i think they could come up with something to appease older players, and possibly to help WvW players who are willing to spend more time in wvw than they would spend in pve,
Not only for WvW-Players although for PvP-Players, otherwise this changes will divide the player-base even further into the different game-modes. WvW-Players are forced to play PvE to be able to play WvW. PvP-Players are excluded from any other game-mode unless they are willing to spend hours and hours in PvE.
its way less work.
Yes it is less work than the actual system. But the actual system has replaced a far better system in which you only had to spend a few gold pieces for the unlock. The actual system has caused literally thousands of complains in the forum. So we are going from a big mess to a smaller mess.
I wouldn’t mind if I had to do this with one char. But to do it with each and every char really sucks. Especially after we were told it would get better for people with many chars. I can’t see any improvement for players with multiple characters. You still have to do all unlocks for all chars.
Anet are you trolling us?
One of the biggest complains about the trait system was that you have to do the unlocking/buying with each and every char. Now we have to do skill challenges with each and every char.
In your news you told us:
“The new, more streamlined unlock system is friendlier to new players and much less of a burden on players with multiple characters.”
https://www.guildwars2.com/en/news/specializations-part-one-a-primer/
How exactly is this “less of a burden” when you have to do the unlocking with each and every char?
…you get 18 map votes.
Ah, that’s the reason why Turret-Engies are in every match. ;-)
Quating myself in another thread:
Nope, same thread.
…or make profession dailies randomised per account and not rotating globally for everyone.
That wouldn’t help much. Instead of 3-4 people of the same class who don’t know how to play these class you would have 3-4 people of different classes who don’t know how to play these classes.
Many occasions of class stacking are because of class dailies. Changing the dailies would significantly lower this pain.
The Scoreboard is meaningless because it does not represent the value of your contribution to the match. For example a bunker holding mid for the complete match and ensuring his team the win has a major share in the win but has most probably the lowest score in the Scoreboard. So fix it or remove it, because it only give new players a false impression of their contribution to a match.
At the moment every game mode (PvE, PvP and WvW) has its unique Rewards. I think that is absolutely OK. If you don’t think so the solution is not to don’t allow the PvP-Players their little rewards. The only rightful solution would then be to give all modes the same reward (same in type and amount). But this would mean PvE-Players get much less rewards, or PvP-Players and WvW-Players get much more rewards.
he will just run away and then coming back with his full hp.
So he gives the cap point to you for free.
I had guys who went afk before the game even started.
PVPers tend to be fine with “hard to obtain” so long as you know… Being good at PVP is what makes it hard.
I would love to have skill based leaderboard. Last year’s leaderboard had a few minor problems. I don’t know why anet decided to make a total new leaderboard instead of fixing the few issues with the old one. I my opinion this new leaderboard is a total failure.
Nevertheless I don’t see any reason to complain. The last test season was 100% grind. There were only a few changes in these test season so it is no surprise that it is a total grind too. Anet stated that the amount of games played are a factor for the ranking:
So everybody should have known that you have to grind all day long for a top position on these leaderboard.
Except rewards (some exclusive) will be tied to this “grind list”, so yeah, people care. They just hate how its handled, and rightfully so.
There is nothing wrong with rewards which are hard to obtain. Ascended Armor, Legendary Weapons, Luminescent Armor and so on are all much work to obtain and these skins are much rarer then a legendary weapon. Rewards and length of the test season were all well known. So I see no reason to complain.
Change your build to something applicable to TDM and enjoy.
We definitely need a way to save different builds. Constantly changing build before matches really sucks.
Nobody forces you to play for a god position in this grind-list. Get a life and play for fun. Nobody cares for the rankings in this grind-list anyways.
Luckily I have not seen more trolls lately. The matchmaking in ranked during the last two days was awful but I think that was because of the even lower player base while the stronghold beta. I hope this will get better today.
Daily should come from ranked and unranked only and if you can’t win, make and team and work with people to accomplish your goals.
Hell, no!!!
The class dailies hurts sPvP right now. Limiting them to unranked/ranked would hurt sPvP even more. Even more players who know nothing about a class and only want to get carried to “earn” there dailies would remove the last bit of skill from unranked/ranked and would turn it in to pure RNG.
and the win probabilty of the match for each side
The win probability should be shown after the match. While the match it could discourage some players and lead to more players standing AFK or to desert.
but that would help spectating tremendously:
- Heavy Armor —> Charr
- Medium Armor --> Human
- Light Armor —> AsuraJust as an option for spectating.
Well that doesn’t help much. For example there are 3 totally different classes which wears light armor.
Optionally use “Standard Enemy Models”
https://www.guildwars2.com/en/news/pvp-visual-and-reward-updates/
for spectating would solve this problem better.
Thank you for this detailed feedback.
Sadly I have to say this sounds more like an PvE speedrun competition than like actual PvP. :-(
I hate to tell you but GS-Warrior is by far not the best PvP-Build for Warrior and for sure not OP. If you have problems with that build or warrior in general you should calm down, analyze your battles realistic (without exaggerations) and adjust you playstyle.
I wasn’t talking about Stronghold. I was talking about conquest.
I would love to have a pure PvP map. No beasts, no lords, no gimmicks just an interesting map layout and Player versus Player.
Like Courtyard?
Courtyard is TDM, OP is talking about conquest.
But jeah basically like courtyard just with an interesting map layout an three points.
I would love to have a pure PvP map. No beasts, no lords, no gimmicks just an interesting map layout and Player versus Player.
Afaik they are partly active.
Really???
We have dozens of turret engi threads each week and you feel the urge of necroposting?
(1) Take down/remake the Conquest maps at HoT launch
Even if I have to play Champion’s Dusk all day long, so be it. But in my opinion most existing conquest maps have the potential to be remade and be reborn as a stronghold map. Take them down at launch, and let people focus and practice on the entirely new PvP experience which I can safely say makes Conquest look like pre-Alpha.(2) Re-release remade Conquest maps as Stronghold, 1 at a season
Hell no!!!
While I am also happy to see a new map I am a little bit skeptical about these new „pvp experience”. This map is full of NPC’s (archers, doorbreakers, guards, heroes, the lord) and gimmicks. As far as I remember PvP means Player versus Player and not Player versus NPCs or Player helping NPCs to open Doors. Every week there are dozens of threads from people complaining about the much AI (turrets, minions, pets, illusions …) in PvP and this map is full of AI. So I think we should wait and test the map before we go crazy and convert everything to stronghold.