I’m 5 pips away from diamond right now, full solo queue since hitting ruby, hoping to make it there today. I’ll report back later with how badly it goes.
Did make it to diamond after 12 games, pip changes were +1 -1 +1 -1 +1 +1 +1 +1 -1 -1 +2 +1. The only games that weren’t +1 wins or -1 losses were the +2 win against a 4man premade near the end, and the first game which was a close game but a +1 loss. Partially thanks to Tarcis and Trackful for a couple carries in the middle there.
I’m 5 pips away from diamond right now, full solo queue since hitting ruby, hoping to make it there today. I’ll report back later with how badly it goes.
According to the recently updated wiki matchmaking article, to get 3 pips you have to win a match that the system predicted you having over an 80% chance of losing. As for why they’re so rare, I would guess that the system doesn’t actually put you in matches you have over an 80% chance to lose unless there simply aren’t enough people in queue for a fairer matchup. I’ve seen had 2 3 pip wins so far this season, but I mostly play off hours, so that might have something to do with it.
Bro you forgot rev mallyx elite changed to pulse resistance and stability while stripping boons from all nearby enemies every second. And the part about Diamond Skin threshold being changed to 50%.
can we get a red to answer on this?
thanks!
Best bet might be sending a PM to Evan Lesh and asking if he could update the table on wiki.
I lost a pip from a ~470-500 loss earlier, so yes it appears to have been changed.
Please balance the game during league seasons and re-add solo queue. PvP is not fun right now with this insane power creep and regular full solo vs full team on ts matches.
You have a 2 core account MMR values (one for unranked, one for ranked), as well as 2 MMR values for each profession (again, split by queue). Your effective rating when queuing is 1/4th of your specific profession’s MMR and 3/4ths of your core MMR. Ranked matchmaking seems to take your league division into account, but I’m not sure if it takes the tier your on or how many pips you have into calculations.
You for got to mention stab on stab on dodge and 4s passive taunt when finally CC’d m8. 7/10.
The profession achievements don’t count towards the meta beyond the first 2 (or 3 for the part 2/3/4 sections). Unfortunately, this means you have to complete the 15 day timegated one to finish the meta (and open up some of the part 2 achievements).
+1, HoT power creep is just plain ridiculous. The [lack of] balance and this annoying league system have really been sucking away my enjoyment of PvP.
Honestly, I just feel like quitting now. Between the lack of balance and the league disaster, it’s just not fun anymore.
I would pay good money to be able to play pre-core specs GW2 again.
1. Balance the game
2. Balance the game
3. Balance the game
Seriously. Everything else is secondary.
balance patch is kill :(
cool story WizardBro
Buff engies, because engies. :D
I’m always open for static discharge buffs if ANet is wondering what to do ;)
On topic, it looks (sadly) like we’re going to be getting 7-8 month breaks between balance patches again, but with regular patches reducing visual noise becasue #espawts. Looks like it’s time to roll a rev.
Free rezz every 45 seconds? From what?
Radiant Revival turns all your nice cleave damage into an easy/free res, and basically the only counters to it are timewarp stomps or CCing all revivers/moving the downed body with launches. I would be very surprised if the trait remains untouched with the next balance pass.
Or, instead of adding more amulets that either invalidate or are invalidated by previous amulets, we could implement a 3 or 4 item stat system and have some real stat diversity.
I wouldn’t mind going either; afraid I can’t record with decent settings right now though, FPS drops way too low since they made the FoV changes.
4 actually. Sucks that ANet would rather nerf AMR into oblivion than fix it.
i dont think that is the intention at all and i think its shortsighted of you to say so
k
4 actually. Sucks that ANet would rather nerf AMR into oblivion than fix it.
It was 90s when it was a minor trait. Basically a bonus you got for going into inventions— and no one back then went into inventions for AMR alone (hardly anyone went into inventions at all actually, with the exception of some bunker/turret builds). Now it’s an major trait that you have to choose over other major traits, and quite frankly a 90s cooldown for a major trait is horrendous.
As you said, it was 90 seconds before and went to 10 seconds with the core specs patch. The tooltip stated 10 seconds as well— so someone on the balance team obviously took the time to look at it and thought changing the cooldown was a good idea, instead of just cut/pasting it from its original location. Yet apparently 10s was so broken that they had to move it all the way back to 90s—but if so, how did this not get caught during testing?
“Instead of reworking this trait into something always useful, we’ll increase the cooldown by 800%! That’ll show ’em!” ~Devs
I remember the first necro on this thread fooling me. It certainly has been a while.
We have a balance team?
Well, there goes the use of any heal skill that wasn’t healing turret. #balance
It’s very useful when disengaging or kiting melee players, as well as for clearing blind (use it when you expect a thief to shadow shot to you, so you can overcharged shot the thief right away afterwards). It’s not really something you should be using off-cooldown, but it’s nice to have when you need it.
Build swapping isn’t allowed in pvp because counter-comping isn’t fun and it never ends when both sides start doing it. Fighting thinking players is a hell of a lot different than fighting AI, no matter how much some people would like it to be otherwise. They’re very different game modes and you can’t really draw comparisons between them.
I am very much against being unable to change skills/trait. Nothing sucks more than thinking, “wow skill/trait X would be really great here” and then not having access to it. It would also remove the use of a lot of fun skills that are already niche, and force players towards ‘one size fits all’ builds and the feeling of staleness that goes with them. A lot of the fun I have in dungeons now is constantly switching things around so I always have what my group needs on hand, even if they don’t notice it or ask for it.
Mortar is great— it gives you high reliable AoE damage into teamfights, excellent downed cleave (the poison is so good), and an extra safe stomp option or panic blind field. Not to mention the high unblockable damage on Orbital Strike. I wouldn’t want to go without it on an SD build, unless you’re only planning on fighting 1v1s or something.
Skill queuing has been borked since the spec updated, and there are several threads on the bugs forum about it, like this one.
Some rudimentary testing came up with a coefficient of approximately 1.25 for AARocket with the 1.1x mod from being an explosion included (or that could be the base coefficient and the damage mod could be broken and not applying, we’d never know and devs don’t tell us coefficients anyway). So it’s an additional .125 cps (and a free short vuln stack, possibly proccing on-crit or on-hit effects as well). So in order for the 5% modifier, you’d need to be doing around 2.5 cps or higher.
2.5cps was entirely possible with PvE rotations and broken Grenadier, but it should be much harder to achieve now that it’s disabled and soon to be fixed. I haven’t done the numbers on optimal rotations though (mostly because testing and timing rotations is such a pain in the kitten, so I could be slightly off here though, but I don’t think 2.5cps will be possible for more than the first 10 or so seconds of a fight even with a perfect rotation because of cooldowns. That said, if you’re given an ice bow you should easily be above it and would benefit more from the 5% mod.
In PvP/WvW you will almost always get more damage out of AARocket than the 5% mod though.
Some tests I did on Takedown Round shortly after the core spec update seemed to suggest around a .95 coefficient without explosives, ~1.05 with, but I think there were a couple of flaws with those tests (and a relatively low sample size) and those numbers might be a little off.
(edited by Sins.4782)
What if instead of blast finishers healing, combo fields of ours would instead pulse healing to allies within them?
As much fun as trolling thieves is, I really can’t live without the stealth plays and extra defense Elixir S offers for squishier builds. There’s just so much stuff you can do with even 5s of stealth, and it all really helps when facing other burst builds.
You can find the SD build I’ve been playing here.
I’ll probably get around to filling out the Usage and Notes sections with all the gameplay details and quirks tomorrow, been rather busy lately though.
I’d like to see both bombs and FT become viable hybrid damage options, actually. Engineer seems to be a versatile hybrid class at heart, and we should have more than one weapon kit option that respects that.
I’ve got no problem with the rest of the build remaining after the damage mod stacking is fixed. Easy mode builds already exist, and are balanced by being slower than organized min/maxed comps. Unless 5 guards still manages to outdamage 2-3 ele comps after the fix, I really won’t care.
I told grouch about this in a match 2 days after the core specs update, so the devs know about this. It should be getting fixed. The only question is, fixed in what way?
I was really looking forward to other damage kits than grenade kit becoming good, but it looks like it just hasn’t happened. FT lost a lot of its potential with the loss of its -cd and +damage traits, and bombs seems limited to condi with how weak cele is for us atm with all the burst damage going around. Mortar kit is good on power, but you can’t use it for main damage unless you’re up against zergs in wvw or something due to the slow projectile speed. It really does feel like we’re forced into going nades right now-- even more so than before.
On the bright side, Static Discharge is stronger now, and pretty fun to play too.
You can also hide it pretty well by using it on the lower end of a hill, stairs, or other terrain, then moving above the obstruction as the cast finishes. Other obstructions can be used as well, but are much more hit or miss.
For me, Engineer is by far the most fun class to play. It’s very active, with a lot of movement and actions, and you can do a ton of stuff with it if you know how, with loads of interesting/niche combos. I usually play marauder’s static discharge with toolkit/rifle turret/elixir s because I enjoy playing it more than most other specs. I have seen a few engineers queuing that are quite obviously only playing engi to abuse the broken grenadier trait, but they’re very easy to kill.
Skill queuing is buggy as hell right now. If you’re playing engi with the static discharge trait, skills won’t queue up after (and maybe before?) using a toolbelt skill with a cast time. I believe other professions have similar issues right now as well. Not really sure what they changed, but it’s really annoying.
I’d rather just have a 2, 3, or 4 item stat system instead of a 1 item stat system for PvP…
Well, it does say ‘Weapon Kit’ on the skill…
Personally I was hoping Mortar Kit would be good enough to shift some importance away from our utility skills, and thus let many of our underused utility skills (and most of them are underused, lets face it) find their places in builds. It doesn’t look like that will be the case right now though.
Did you hear that? That was the sound of my mortar SD build dying off in the distance. Just when I thought it might be useful in teamfights.
Could be additional burns from Burning Precision and your fire aura from fire swap if you got hit. Still seems a little too low unless you’re running condi gear though, unless they broke the ICD on burning precision or something.