(edited by Siric.3589)
Showing Posts For Siric.3589:
I’m assumming ur queueing for 1 round tourny and not hot-join right?
We of course understand that solo players would prefer a separate queue from premade teams, and it isn’t off the table as a future improvement. The trade off here, besides the extra development time, is that high rated solo queuers would get a better experience (never facing premades), at the expense of all team queuers getting a worse experience (longer queue times)
This boils down to a quite easy quality over quanity debate.
Any serious 5 man team is not going to enjoy mindlessly crushing pugs, its the same reason there was a huge issue with free only tournys to start with. In many ways a 5 man team getting matched up with a PUG is worse than not getting matched up at all as you are pulled out of the queue so you miss a chance to play against other 5 man teams. These other 5 man teams can then be matched up against other PUGs meaning they are not in the queue when you requeue.
From the PUGs perspective it isn’t any fun losing rating for fighting a premade you honestly didn’t have a chance against (unless the MMR compensation for pugs is DRASTIC).
It just doesn’t justify the downsides at all, both sets of players come out worse off than if there were two queues.
I think its about time the rose tinted glasses come off Anet.
As a player who was putting in 10+ hours a day with one of the top 5 NA teams the first few months of the game you really are giving the impression that you don’t understand how bad balance really is. You did a decent job (slowly) cleaning up some of the grossly imbalanced problems and have since all but stopped balanceing the game.
Even Riot understands the need to still do massive balance and itteration on a game that has been an established e-sport for years. Their bi-weekly patches are much larger and impactful than your bi-monthly ones (evn ignoring the season 3 mega patch).
You often throw around the term that balance is “good”, and sure, for a MMO it is pretty decent, but with all this talk of e-sports you need to take off the glasses and reevaluate things, the changes that need to be made to get a decent amount of build varity are not minor number crunches here and there.
The older maps are grossly in need up updates (made bigger, FF and Legacy 2ndary updates, maps made symetric). The trait system is FAR more limiting than liberating with traits in the wrong line, traits in desperate need of being combind, and traits in total need of rework because they bring nothing to the table (see 90% of warrior minor and t3 traits). But to top it all off you continue to ignore problematic skills and “apex” builds patch after patch.
One of the best examples: Shatter mesmer kills mesmer diversity and needs to be reworked heavily because it just does what any other mesmer build could do better. Buff mantras, buff phantasms, buff whatever you want, without serious trait and elite swaping and oginization it will remain the dominant mesmer build with no competition, the freedom it brings in utility and elite choices is too vast.
Another example (more broad): AoE being too strong. As long as heavy AoE is a viable option, on the current 4 maps (the oldest 3 in particular) it will be the only viable option. It is too easy to force team fights, to force fights on cap points because 2ndary objectives are too weak, and on top of this you have to ball up to res if your broken res utility is on CD. All this and more simply leads to the best way to play being amass as much AoE as possible. The new map looks promising, but I feel as it is “figured out” it will fall into similar patterns, it’s just not big enough and still promotes balled up team fights.
You have a player base who loves this game, but you fail to take advantage of them, you have players who did and some still do play 5-10 hours a day, who would be more than happy to help you get the game moving in the direction it needs to go.
You often speak of LoL so take a few pages from their book. There is a reason Morello (I’m sure you heard of him
) hands balance over to diamond level players after giving them a general direction he wants them to go. He understands that he needs to take queues from players who are the best in the game.
The glasses need to come off, you are burning your last twigs. A strong monlthy patch with a bi-weekly “tune up” if needed is FAR from “whack-a-mole” at this stage in the game. Please show us that itteration that you love to talk so much about.
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Pylo says “lol”.
Squirtle better player ? bad example
And the players who won a paid with a ranger tank weren’t?
So many people have absolute no idear whats going on in the meta.. ranger and warioir and engi not viable ? .. yea of course… last time i checked a team won some paids in araw with rangers as their mid point deffer… And not a gaurdian.. because their guardian was a glqss canon super mobile (1200 teleport gap close + 2x 600 gap closer teleports) roamer…
There is at least 2 viable builds for paid tpvp for each class…
… epic thats why we need observer mode… people dont have a clue
And Squirtle beat Nerchio with Carriers this weekened at IPL, clearly Carriers are a fine unit and not the most underpowered and underused unit in all of Sc2. Like you said, “So many people have absolute no idear whats going on in the meta”.
The meta is about as healthy as a kid with the chicken pox. Sure he isn’t dying but it sure as hell isn’t fun and there are going to be some big problems if you don’t get on top of it.
The problems are deeper than just class balance though, the format needs more adjustment and maps need some major improvement. Small maps with bad secondary mechanics that are all but ignored in combination with small capture points leads to heavy AoE pure team fight based comps; as long as that is a viable option it will be the only option without map/format changes.
You mean axe/shiled axe/mace I’m sure. The build I ran BW1 through the first month of launch. I’m sorry it’s not viable at high level play, win some paids and maybe you will understand why
.
No time to deal with an angry hotjoin hero, gl in game.
I didn’t say anything about the strength of 100blades, only that pure glass 100blade warriors are the only viable spec as they are effected the least by heavy aoe cc team comps as they are all compressed burst damage and not damage over time like many other warrior builds.
The thing is axe/shield GS really is the only viable build at the moment at high level play. I have tried others, with out a reliable stab you are shut down too much by the combination of both AoE condi cc (cripple, chill) and AoE hard CC (guardian/engi bubble, pulls, fears, ect). Warriors need a way to deal with one or the other a bit better or all you will see is burst and movement heavy 100b warriors for the reasons you listed above about my team.
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I’ve been wanting to write a very tl;dr balance post for quite some time too, however I enjoy playing game and theory crafting far more than I do writing long analytical forum post, and TBH I don’t see a lot of point in posting a huge thread only to get flamed by rank 10 players who feel personally attacked when I suggest that their build is a little too strong. Instead I just want to write down a few quick blurbs regarding some changes that should make more builds more viable.
A quick WHO AM I?!?! Hi I’m siric, I play warrior and guardian for Last Resort, we were (and are-ish) a high tier team since release (we recently have take an extended break while we try to find a 5th). I play a lot, and I have good results, and thus this post is purely from a high tier perspective with little to no regards for low rank and hot join play. Sorry.
First: Warrior
Warriors have issues with the over the top amounts of AoE and CC (condi and stun/fear/kb ect). They can handle the heavy AoE and splash damage due to their high base hp and toughness and pre-launch had the tools to deal with high AoE CC decently well. The Frenzy and endurepain trait nerfs hit warrior hard as now the only high end viable utility build became bulls (rarely bolas), frenzy, endure. Endure is needed to counteract frenzy’s + damage leaving no room for b-stance. Because of their new lack of ways to deal constant DPS the only viable warrior builds became full glass 100blades warriors, something I feel most players would agree is not good for the meta (regardless of if you think it is OP or not).
The problem: due to pre launch nerfs warriors have no way to deal with the abundance of CC in this game and can not do their job thus forcing the only viable builds to be pure glass.
Solution: Two Ideas.
1. 3rd Tier Defensive lie trait – Reduce slow of cripple and chill by 50% (25%?) and movement skills (bulls, shield bash, ect.) ignore cripple and chill. (That last bit is key)
2. New elite skill, most likely a stance, gives stab and cripple/chill immunity or something similar to idea 1. Could do 1 or the other or both depending on the strength of each. Replace rampages form with this, or rework stability into banner or SoR.
Also for the love off god make quickness not reduce the range of movement skills and fix fast hands, it is unbelievably annoying when you weapon swap only to be stuck in it for 10 seconds when planed it to be only five (this is huge at high end play and has screwed me over countless times when I plan a swap around a CD that is coming up). I read the post where you said it was hard to fix, but it also happens more than once per map when you claimed it only happens the first swap.
Second: Mesmer
Mesmer builds at a high end are all variations of shatter mesmers. It is by far the best. The real strength of the build though comes from the fact that its functionality comes purely from traits leaving your unities and elites open for anything. Other builds can not compare to it as they require certain “weaker” utilities that a shatter mesmer just does not have to take. A good example of this is mantra mesmer.
Solution: Put some of the shatter functionality into utility skills.
My idea: Elite Signet – Passive: Shatter effects trigger off yourself, Active: Recharge all your shatter skills or Active – Summon 3 Illusions. CD 60(90?). Remove the shatter effects trigger off yourself trait. Replace mass invis with this that way mesmers can not take their powerful moa or time warp elites and still have powerful shatter builds. Possibly buff some alternative traits to make other builds more appealing as well.
Third: Guardians
2 things here, Shelter is insanely strong, a heal that you can not interrupt or dps through is crazy strong. The problem with is ATM is that for its effect the cool down is too short. The heal per second is good, but there is not enough time to often punish bunker guardians between heals without large burst from 2 people. I would keep the hps the same but increase the cool down.
Second thing, guardians have no good offensive elite or passive move speed increase like warriors, necros, eles, ect. traits. This makes offensive guardians hard to work into a build. Replace the offensive tome with something similar to Signet of Rage or RoA giving them the swiftness that guardians really need.
Fourth: Rangers
For a class that revolves around hybrid condi/physical builds due to its skill sets it really REALLY lacks the ability to gain might. RoA isn’t that good as pets are buggy and do not attack quick enough. I feel like the inclusion of a trait similar to warriors “gain might on greatsword/spear crits” would very helpful. Other than that I am sure there are many other ways to work it in, but rangers really do need more means to buff their physical and condition damage at the same time.
If the swap is made back to wave timers please implement a minimum death time. Something like LoL Dominion has (had?), spawn waves every 10 sec but you have to be down for at least 10 (aka if I die 1 second before a wave i skip that wave and spawn 11 sec later or if I die 1 second after a wave I am down for 19). That way there is waves and a min down time.
Learn when to disengage instead of super streaming points. All the complaints are really knee-jerk in here. It’s a BIG change, but once people get used to it I’m sure it will provide much more interesting matches.
We run 4 glass?! =O. Good to know.
I agree that bruiser DPS is in, pure burst and bunker comps are out. This is a good thing.
I fail to see how it takes skill out of the game, it’s not like timering was some mysterious thing that only 5 teams in the game did, it’s almost rudimentary. New system punishes mindless streaming and poor decision making MUCH more, how does that not bring more skill into the game? Kills mean something now, it’s a step in the right direction, if things are still snowballing too heavy in a week or two when people are used to the new system then an adjustment somewhere else should be made to compensate.
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Tank builds don’t win the fight, they win the stream-in. Personal timers destroyed the stream in. This change hurts bunkers just as much, if not more, than glassy builds.
O.O
New timers are AMAZING. It KILLS the ever so popular tank-stream comps that just stream into neutral points all game scoring 1/3 of the kills of the other team but winning because they can out last. The new system puts much more emphasis on kills and opens up the map for much more roaming as you are not going to get spawn-wave crushed.
People are now punished for dying without punishing the killers further by having to wait for timers thus giving them more time on the map and being able to instantly down someone on a point – not letting them hold it neutral for an additional couple of seconds just to get a timer.
All this “it takes less skill” nonsense needs to stop. It’s like saying workers auto mining in Sc2 kills the game because it “takes less skill”, sure its a bit more pug friendly but it defiantly wasn’t something that separates top teams from the rest, it’s a trivial concept that anyone with 1/2 a brain grasped.
It does snowball Khylo extremely hard, something that may need to be adressed, but over all it has proven to be a great change thus far.
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5v5 hotjoin alone makes it worthwhile. Thanks, Anet!
It doesn’t just for the simple fact 8v8’s are listed first. Also baddies will always prefer to play 8v8 so they can hide their lack of skill and brains behind numbers of the group.
Go troll somewhere else.
So don’t play 8v8? I know I won’t be. I don’t understand your point in calling what I said trolling. The “baddies” get to keep their 8v8, and people like me get 5v5. It’s win/win.
That’s what we were thinking. Lets people have the best of both worlds. Glad you like the 5v5’s!
We can watch the servers to see which players use more. If 5on5 is seeing more play, we can change the order and put them at the top of the lists. We’ll just keep an eye on it and see what the players gravitate towards.
Small problem with that, 8v8 is listed first so many people who do not actively follow the forums will just auto join 8v8 and I believe the Play Now also puts people right into 8v8. Going to skew the numbers quite a bit.
This thread is silly. Not actively ranting and raving on the forums =/= not "complaining" about thieves. The class in its current state is broken on so many levels (most of which should be getting fixed in the next patch *fingers crossed*) but there isn’t any point in posting on these boards only for inbred kids who are missing a chromosome to tell you to "l2p".
Low points for kills and short neutralize times are what makes bunker team builds viable. There isn’t enough incentive for roaming, collapsing, and killing because it leaves you far to open to a bunker flailing to your point to force a neutralize only to force your to bring back 2 DPS to kill it quickly to regain your point flow.
The idea of having a bunker on a team to allow you to force uneven fights is fine, its when 3-4 players all build super bunker and just stream points that it becomes a problem.
Put more emphasis on roaming and killing while nerfing the hyper abusive offense builds and the game is in a good spot.
The most of the problems do not diminish at all in organized PvP… in fact they are often worse as organized teams can abuse the strengths much more effectively.
I wanted to elaborate a bit on what I said in the first post:
A great example is the Assassins Signet nerf last past patch. The reasoning behind the nerf was sound but it only took a night or two of playing to see that it did not fix the issue at all. The small nerf itself was fine, the problem is a week later there is no patch attempting another small patch. Instead we are told that the next balance patch will be with the “next major update” whenever that is… Small adjustments are fine, just not 2-3 weeks apart when they don’t resolve the issue.
Also without large scale tournaments I imagine it is very hard for the arena nets devs to understand some of the higher end issues with the game right now. Most of what floods the forums is from a casual hotjoin or free tournament pug perspective… not that it is wrong in anyway, but the reasoning is sometimes warped or it is easy to attribute the problem to a player skill issue. It would be amazing to see Anet step up their game like LoL does and interact the active high end players to try to reach a better state of balance, after all the talented people playing the game right now get to spend far more time playing than Anet does it only makes sense that the best players will have a equal or better understanding of the current meta; why not take advantage of this?
All in all there have been far worse balanced games… but Gw2 has (had?) the potential to be HUGE in the esports arena. Poor balance adjustments are deflating the scene at a rapid rate. Actions speak louder than words, and while it may not be the case, the message the devs are sending right now is that either A: they have a delusion that balance is much better than it is; or B: balance right now is not a priority.
We don’t expect miracle overnight balance, we just want to see steady progress, the things plaguing the game right now are, for the most part, very obvious imbalances (though the solution may not always be so obvious) it does not take weeks and weeks to see how the meta game adapts to slight nerfs to these builds.
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The topic of this thread shouldn’t come as a surprise to many people, it had been discussed many times in many other threads but I felt at this point it deserved its own. This is more a open letter to the devs about the rate of balance than a discussion thread, but I’m sure it will somehow be blown off topic and end up being another bunker/thief/mesmer thread with 0 sustenance.
The rate the game is being balanced at is painful to say the least. I understand the ideology behind wanting to make small adjustments over a long period of time to ensure that the best possible balance is achieved, and I understand wanting to let the metagame evolve before hitting something new and strong with the nerf bat. However, most of what was a problem 4 weeks+ ago is still a problem now. Ignoring all of the bugs and broken mechanical issues (portal repair) there are still huge balance issues that I will not go into detail about in this post. In recent patches the devs have tried to make a minor adjustment to these builds in line with their balance philosophy.
The problem is this, alone… slow does not win. It is slow AND steady that wins the race. I agree with making small changes one at a time, I don’t think many experienced competitive players would disagree, the problem is when there are many extreme cases of imbalance these small changes ever 2-3 weeks do not cut it. At this rate I doubt we will see balance in a good spot for 3-4 more months, this is an issue. There is a good base of balanced builds to build from but as long as there are several imbalanced ones that out class these other builds it does not matter that 95% of the game is balanced when only the imbalanced 5% is played.
If Anet continues to be this slow at adjusting simple class balance I am scared to think how slow they will be to make adjustments to bigger picture things such as class design or minor format modifications.
I respect the want to take your time with balance, but a bit more pressure on the gas pedal would be appreciated, either weekly minor balance patches or not so minor bi or tri weekly patches would be appreciated.
Thanks
The problem with portal is it persist inactivated for 60 seconds, this is far to long. It allows it to become a safety net for back points that is always there rather than teams actively having to keep track of the other teams position. The problems with portal repair only make this worse. 20-30 second time to activate is more than enough and you shouldn’t be able to portal repair.
The problem with shatter is that it requires no utilities to run, it the effectiveness comes all from traits and that leaves utilities open for things like portal or pure defensive utils whereas mantra or even phantasm mesmers have to dedicate utils meaning that cant take multiple things like portal, illusion of life, blink, thievery.
It shouldn’t persist inactivated for the full 60 seconds. Players should chose when to portal intelligently not have it be a safety net essentially making them in 2 places at once.
20-30 second duration to activate the portal seems appropriate, could adjust the CD if you don’t activate it then if it needs compensation.
Also, you shouldn’t be able to portal with bundles.
You can’t weapon swap bug it and you can’t easily cancel cast it now, as of last night at least. That or I just messed it up like 10 times in a row against svanir NPC. I hate the bug so every update regardless of notes I go and test it lol.
Agreed, its bad and ruins games, it’s getting better though.
@Herak, I see no reason to not take mace because of the bug as long as you dont actively try to exploit the bug. The weapon is essential to many builds, Saika runs it on FF and Forest but he never forces the exploit, I’m sure it might happen from time to time unfortunately but that can be said about many bugs in the game atm.
They removed the easy and reliable to bug it over the last few patches. It can still happen, but I would venture to say most of the time it happens now it is not intentional.
I understand the frustration though, some teams got quite good at exploiting it every chance they got. Hopeful anet cleans up the rest of the bugs with the skill soon.
Glass thieves came as a response to the bunker meta, not vice versa.
It’s not as much of a problem with bunker builds being too strong and more of a problem with the format favoring them too much in its current form.
When teams lose a close match to a bunker team even though they have 3x the personal scores there is a problem. Kills need to be worth 10 points again, and it needs to be harder to neutralize side points (something like 6 sec neut – 12 sec cap, or other more creative solutions). This way bunker teams can not just cap 1 point and stream the other 2 for the entire game till they get a 2 cap.
These builds should be viable, but there should be a weakness to them. As they are running heavy defense they should (in theory) have trouble capping points and being mobile, but thanks to weapon swapping out of combat and how easy it is to stream into neutralized points the strategy does not have the weaknesses that it should.
“Bunker” builds do need a bit of balance tweaking, then again so do some hyper offensive builds (in fact many of them are worse); but more than anything else the format needs adjusting to take the edge off bunker builds.
It’s not fixed FYI, you can still cancle cast it and get 5 sec of block bug.
Still not seeing an issue with staff Eles. I have yet to see any staff Ele not get gunned downed in a heart beat vs. a good player.
You must not see many good staff eles.
The meta is 0.5% of the playerbase
You seem to not understand what the term “meta” means.
Also LoL balanced for high end tournament play first, just like any good competitive game does.
The avid theorycrafter in me has wanted to write a long winded post about top level SPvP balance for quite some time but I always find myself discouraged by the general lack of high level discussion and understanding on this and many other fan forums. From time to time a dev pops into a thread and comments about them “keeping an eye on” build X or skill Y but in general there is very little info being release. With Paid tournaments coming in 7 days today would have been an ideal day to push out a decent balance patch fixing some of the blatantly abusive builds in the current meta. The lack of one is concerning.
Let me start by saying that yes, balance is alright. Alright balance though does not keep teams from abusing grossly overpowered classes and bugs match after match. I understand wanting to take your time but the meta hasn’t shifted for a good 3 weeks at high level play. Staff eles, Shatter+Portal Mesmers, Bunker Guardians, BackStab thieves make up a good 80% of all teams. In some cases the “fixes” to these builds is not black and white, but in others (such as backstab thives) the problems with them are quite apparent.
I really could go on for pages about balance and its current state only to be told I’m wrong by those of you who play 2 pug matches a day but it doesn’t seem like a good use of my time so I’ll cut that short.
The big question here is, @Devs, when are we going to see bug fixes to bugs that ruin high level spvp and when are we going to see the builds that are clearly too strong nerfed? Would this week not have been a perfect time? At least in that case you give the current meta a week to settle some BEFORE paid tournaments.
Is it really that hard to look at:
Guardian Mace #3 InfiniteBlock exploit
Guardian Greatsword #3 3 second leap exploit
Backstab Thives (and the steal does damage trait)
Portal Repairs (and how overly strong they are on back point defense on certain maps)
and see how much they negativity impact high end play? These issues listed I have listed thus are is only the tip is the iceberg as you guys would like to say. I understand reservations when looking at how to balance things such as the overreaching problem with “bunkers” but there are some very clear cut exploits and builds that HAVE to be fixed before paid tournaments come out.
You guys are weeks behind the meta at high end play, pistol whip and phantasm mesmers were a good two weeks out of the high level meta when you nerfed them; and while it’s good that you at least did something (the protection runes were a good start) you are dropping the ball in so many other cases.
It is becoming a chore to log in and practice against these builds, I had high hopes of a good patch tonight so things could have time to adjust before paid tournaments. What a let down it has been.
Please, for the love of god, fix the bugs and builds that are having an actual impact on high end play for once.
EDIT: In before random trolls about getting better, XYZ not being too strong, comments about no high end play, ect. ect. ect.
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Thank You Anet…. took you long enough
We have not heard from you devs in well over a week, could you please update. Thanks
Can we get an update please? Wasn’t this supposed to be fixed last week?
fingers crossed….
edit: post server maintenance, still can not queue for tournys. What a joke, this is getting way out of hand.
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another patch, still bugged, update?
Still going on
Still can not join as of 7:52 EST 9/14
Tried all the usual, multiple characters, world change, ect.
And… 1 week. I have not heard anything about any of the multiple tickets I have submitted, nothing from devs on twiter, nothing on the wiki, and certainly nothing here.
Will someone please PLEASE just post something, anything, so i know this is being looked into. 1 week with no response is absurd.
Still broken, any updates plz.
I have now even tried switching Home servers to a Euro home server and back. This still does not resolve the issue.
I remember this happening to friends during betas and the problem was only solved when accounts were wiped clean, this most likely has something to do with effected accounts being stuck in some queue and the game thinking they are already part of a tournament roster when in fact they are not. I am sure you guys have a way to look at this and see, please fix this it is keeping us from playing the game. This is not some quest bug, or a minor graphics error, this is preventing us from playing a huge portion of sPvP, fix this or at the very least respond so we know what is going on.
Still happening after tonight’s update, are you devs even paying attention? Or are you to busy fixing PvE to give akittenabout your PvPers.
Still no fix? This issue is on going, have not been able to AT for over 24 hours.
Edit:
Still happening even after tonight’s maintenance. This is making the game nearly un-playable for me, I have submitted bug request, posted here, I am SURE there is something that can be done to remedy this please for the love of god fix this.
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While I have no idea what could be causing this, it seems as if the game almost thinks you are already part of a different roster and will not let you accept or create new ones.
Some things to mention: My brother logged into his account on my computer and it works fine, this is account based not my client or computer. Also before the bug happened I was creating a roster (not submitted) no on in the roster but myself, swapped characters and got a disconnect error; I had to close out my client 100% and when I reconnected I could no longer accept or create tournaments.
This is preventing me from playing the only part of the game I have interest in, I was hoping tonight’s server maintenance would solve the problem but it has not. Things like this have been happening since ATs were introduced in BW2 I have had 3 friends who had the same exact issue and reported as such. Fix this.
PvP Runes of the pack are not giving their 4set bonus (%5 chance furry might swiftness on hit). This has been going on since BW3, how is this not fixed yet.
Starting around 4 today if I attempt to create a tournament roster I click the “create roster” button but no follow up UI pops up to let me invite other players or sumbit.
Also if someone else creates a roster the UI pops up to accept or decline however if I click accept nothing happens, I am not added to the roster and the dialog box does not go away.