I really don’t understand these things.
The double Gravity Well is so OP.
But DH and the invisible, instant cast traps are OK?
The ONLY reason that ChronoBunker was selected was for the quickness rez/stomps. As soon as that goes away. You won’t see any more Chronobunker in high level play. Has nothing to do with CS and double Gravity Wells.
Ruby/Diamond/Legendary players would pair up with Amber/Emerald to LOWER thier MMR so they could play easier matches and thus march up the ladder.
If you where on the same team as these guys, you also gained/moved up from this. You moved up “along with the ride”.
NOW, those players are Ruby/Diamond/Legendary and are having to hold their own.
Doesn’t matter how you look at it. People were taken advantage of WHILE they climbed the ladder. And now, people are being taken advantage NOW that they are up at the top.
The system was broken. Asking it to go back to the same broken state isn’t going to do anything except maybe help YOUR situation. There are still people out there who are clawing their way up and have been stomped on enough.
Throw this season away, use the rest of it as a beta to get the kinks out and move on.
(edited by SlimChance.6593)
No, you’re missing the point. Since most people farmed their way to Diamond and Legendary illegitimately, matching them with other people in Diamond results in horrible matches, since they are placed significantly higher than position they would otherwise have had. These guys should probably face lesser skilled opponents than what they are getting now, since they cannot compete- making the game pretty awful for whoever gets matched with them.
Before the changes it was “good” to get matched with these people. (BAD for the players that got matched “AGAINST” these people, but GOOD for their teammates.)
NOW, its “BAD” to be matched up with these people, but GOOD for those that are AGAINST them.
So whats the difference as far as this season goes. Its been a failure balance wise, league wise, etc. Hopefully, with these changes they can at least get more of the “bugs” out of the MM system, so that Season 2 will actually be worth it from the start.
Let me get this straight.
1. Manipulate the system to climb the ranks is “fair”.
2. Removing that ability is “unfair”.
That Tempest is OP!
His amber level friend lost when playing Thief and Necro, but were able to win against Diamonds/Legendary as a Tempest/Ele.
At least, thats what i got out his post.
64bit client doesn't work with Nvidia Drivers
in Account & Technical Support
Posted by: SlimChance.6593
In the last couple of weeks, I’ve noticed that GW2 is taking longer to “fully load”. What I mean is I can go into the game and move around..but there’s really weird “sound” and graphic lag.
If I jump into a PvP match right away, my character is doing fighting but the screen is not showing whats happening. Its like theres a 2-3 second delay to both sound and graphics. I’ve learned to wait about 3-4 minutes after the game launches before doing anything to make sure everything gets loaded.
Also, when I leave the game, I’m getting the “Guild Wars 2” crashed screen displaying for about 5 seconds and then it closes itself down before I can enter anything. So something is going wrong when the game loads and it seems to eventually correct itself.
With Windows 10, you don’t know if the system “updated” itself and changed some drivers or something. At least this is what I assumed. I’ve done a -repair and downloading the latest Nvidia drivers and we’ll see.
Since GW1 the whole Mesmer concept has been THE profession I’ve enjoyed. Basically, if I can’t play Mesmer, I don’t play.
But it truly is depressing about the seemingly “double standard” that happens with it.
- Adding a 1 second delay to “Into the Void”, but yet DH get high damaging instant cast traps AND grant them stabilty AND lets give them an “unblockable” pull to utilize said traps.
- Add a delay & bug fix to Sword #3 clone into Illusionary Leap. Meanwhile lets give Thieves and Revenant and instant “shadowstep” that can pass thru walls and stone, ignoring immobolize effects AND doing damage in the process
- And still to this day.. Consume Plasma is still a thing. How about letting Thieves steal Consume Plasma from Elementalist? You know the profession that ACTUALLY has accesss to all those boons. Maybe then Ele’s wouldn’t rule the roost so much.
Sorry, my frustration with this game is getting too much. Not sure how much longer I’ll be around. Tired of all the disappointment.
(edited by SlimChance.6593)
Aside from skill adjustments, another way we can adjust balance in PvP is by looking at the runes/sigils/amulets that are available for use through the customization panel.
I would be interested in hearing thoughts (with the high-level goals from the blog in-mind) on adding/removing various sigils/amulets/runes. In general, our goal for PvP is to be faster-paced with a higher-level of lethality than what we’re seeing in S1.
I know we’ve had this conversation a few times before, but it’s always important to have this discussion with the correct context in mind.
It would be nice to be able to customize our amulets instead of being stuck with static amulets. This would open more possibilities for players to make more unique builds. Allow for the amulets to be either 3 stat or 4 stat combos.
More variety in stat combos can definitely be a thing – but I don’t think manual stat allocation is in the cards currently.
How about restricting sPvP amulets only to 3 & 4 stat combo’s? Now, your forcing players to “give up” something. Instead of allowing certain professions to strength across the board.
This will help “diversity” in sPvP builds without affecting the rest of the game (PvE, WvW.)
What the hell has happened to the PVP in this game? I’m an old player who has just returned and the introduction of the elite specs has completely messed up my beloved pvp… the hell…
Guardians are insta killing with TRAPS! Now I’ve seen everything… And Necromancers are just some devil spawn of pure aggravation to fight now.
I remember when warriors with a hundred blades was bad… this is a whole new category!
Can someone explain to me how current PVP is balanced?
That’s just it, Its not.
Now why would we want something like that when we can have more like: Sigil of Fraility, Sigil of Ice, Sigil of Water or Sigil of Purity?
You want us to actually “work” to get something? You talking crazy! [/sarcasm]
This just confirms what I’ve always known. The GW2 community is the “friendliest” and nicest community out there. SO many players playing and helping “friends”. It just warms my heart as I lose pips to these “stand-up” players.
HOT was balanced around one thing: “Raids” – the new “end-game” challenging content that was added. WvW and sPvP are suffering because of it.
And that’s why, when ANet does finally do some balancing, there won’t be any big changes. Because then the raids will be TOO challenging and the PvE crowd will scream.
Did a Phase Retreat with Mesmer staff, and fell thru Foefire.
Doubt that. I play on a laptop and last night I was definitely the last to enter the map. And it was still Team Echo Oread.
What’s the criteria behind having the team named after your character?
I thought at one point, a dev posted that its the player with highest MMR, but what I’m seeing I hope that is not the case.
I just got into Ruby and have played about 15-20 matches since. And I’d say since hitting Ruby, 70-80% of the time its been Team Echo Oread (my character). Before that, I’d say it was a 1 in 10 chance that the team got named after my character. And it usually ended up badly when it did.
That can’t be because of MMR ranking? I just got to Ruby.
Just hit T4 in Sapphire and yesterday, I was in a match where 4 of us went mid straight off. We won the fight and ALL 4 split and NOBODY stayed to capped the point.
It was on Niflhel, and I was up on one of the upper ledges, heading to steal their beast. Had to stop and go back to cap it.
Or the Mesmer’s “Mirror of Anguish”, BOTH the Mesmer and the caster are CC’d and its on a 60 second cd. No protection/boon or “benefit” to the Mesmer.
That was just an "example’ of my point.
What should have been done is this:
Take one traitline from each profession and convert that to an “elite”, so that it cannot be taken with any other “elite” traitlines And go from there.
Take Mesmer for example.
1. Take “Dueling” and make it an “elite” so it can’t be taken with Chrono. Modify/Add the traitline so that its comparable to Chrono. (i.e. Make Deceptive Evasion a minor.)
2. Make the offhand pistol, the Dueling Elite weapon.
3. Make “mantra’s” tied to the Dueling line.
4. Create a “mantra” elite skill tied to Dueling.
4. Make one of the shatters, tied to the Dueling line. (i.e. F1- Mind Wreck)
Now, if a Mesmer chooses Chrono, they actually do give up something. Shield instead of pistol, Wells instead of Mantra’s, Gravity Well instead of Mantra Elite. Continuum Shift instead of Mind Wrack
Of course, its a little too late for this.
(edited by SlimChance.6593)
You know, before the June patch, the best you could do was a 6-6-2 split across your traitlines. Yes, some builds went across more, but you could only “max out” 2 traitlines.
I always wondered why they let us max out 3 traitlines with that patch. Wouldn’t more diversity be obtainable, if you only could do the 6-6 split(2 trait lines). I understand that they were planning on more and more new “elite” trait lines being added. But spreading traits over 1 elite and 2 base traits sure “homogenizes” your builds. By going to just 2 trait lines, your build now surely become more “1” dimensional and diversity is more likely.
I think this would also, help minimize the impact that “Elite” specs have over the base professions.
Just thinking out loud.
(edited by SlimChance.6593)
One of my favorite lines from the casters…
“And they almost got him down, yet again!”
Since there is no “balance” forum anymore, I’ll just put this here.
Last night, I was perusing thru the wiki trying to figure out how Engineers are immune to all my CC when something popped into my head.
Burning was changed to stacking in intensity back in the June patch, bleeding has been in in the shadow since then.
What if “bleeding” remained a condition and has all the benefits/con’s of a condition, BUT its damage was scaled off “Power” instead of “Condition Damage”? Since bleeding is applied mostly from “projectile” skill or “physical” attacks, it kind of makes sense that the amount of bleeding would depend on how hard you were hit.
Obviously, the damage algorithm would be tweaked, but it would “separate” bleeding from burning. Making it more unique?
Again, this is just a “What If?” kind of thought.
Is it something to consider or is it too “out of the box”.
Also, its about the AOE spamming. which Warrior & Thieves lack.
The problem is that ALL bunkers/bruiser are TOO freaking strong in this game. Its not JUST 1 or 2.
My first solo’q match last night was up against 2 bunker Tempest, 2 DH and a bunker Eng/Scrapper.
The Tempest’s split between thier home and mid and the DH’s would just go back n’forth between thier home and mid. If we tried for either mid or far, the Tempest could easily last long enough for the DH’s come in for support. We simply could not out damage them fast enough.
Meanwhile, the Eng/Scrapper just would run to our home and run around in circles. It would take 2-3 of us to do any measurable damage. If his health got below 50%, he’d just run back to mid and get support from the Tempest/DH there. I play a lock down Mez and he was totally immune to stuns, cripples, dazes.. nothing I threw at him stuck.
Worse part of it was that it cost me 3 pips. Spent the rest of the night, getting those 3 pips back.
People are screaming about ChronoBunker’s, when Tempest and Scrappers are far worse.
(edited by SlimChance.6593)
Until ANet puts methods/code in place to prevent this, there is nothing wrong with it.
No call…..No foul.
If you want to make Conquest a fun game to play and engaging for spectators, you don’t make bunker builds the strongest and best option for players.
Conquest is exciting when the points go back n’forth. Watching bunker fight bunker on point is not appealing at all.
I’m sorry, but this is LEAGUE play, not the company basketball league.
You want to play with your friend. You wait till he climbs the ladder like you did.
You still have Unranked and Hot Join to “play with your friend”.
How about a simple solution.
FOR LEAGUE PLAY, players are only allowed to group with other players 1 Division above or below their current Division.
Amber players can only be in a group with other Amber/Emerald players.
If there is a Diamond player in the group, other member have to be in Ruby or Legendary.
I’m sorry if this still results in long que’s, but in time other players will eventually populate the upper divisions.
People have been saying that about Cele Ele for the past 1 – 2 years.
Or how about the other way? Remove all amulets BUT the 3&4 stat amulets. Would that help with “diversity”?
Splitting skills between PVE/PVP won’t do a thing.
What makes you think that there will be MORE balancing if the skills are split. They don’t do any balancing NOW. How would doubling their workload make it better?
After several hours of win/lose, up/down matches at Emerald, Tier 1. I finally hit Tier 2. And the only reason it happened, is because right after getting a 2 pip win, The next match, the other team had a disconnect.
This is how you climb the ladder.
I haven’t been able to put much time into the leagues so far, but this is what I’ve been tweaking since HOT. I guess you could call it the Chrono version of my Echo-Rupt. Just haven’t figured out a catchy name for it, yet.
I’ll usually switch between GS & Staff depending upon what the other teams composition is or what I feel like playing at the moment. Same with Gravity Well/Time Warp. I’ll even switch shield for offhand pistol for a round or two just for some variety.
People said the last meta was bad too. And the one before that.
I sense a trend.
And I agree with this is worse meta. There is zero back n ‘forth in the fights. Its immunity, immunity, then CC’d n’ down in 2 seconds. Or just carpet bomb the point and let the condi’s do the rest.
Not to mention:
Heavy Light – Longbow arrows knock back when enemies are within the range threshold. Gain stability when you knock an enemy back.
So even if you avoid the first trap, DH’s longbow’s AA can knock you back. And allow for those “instant” traps to be dropped right on top of you while you are knocked down.
Hey, its in the game. You use what you can to win. But don’t tell me is “balanced”.
…
But in general DH traps are balanced, still anoying but balanced.
That’s your opinion.
Actually I heard they’re abusing it like this to bring awareness to the issue. EU is no different, with Car Crashed claiming the top 3 spots.
I think Anet will be forced to address it before the end of the season.
That’s noble. It’s similar to why I do meth: To bring awareness to how bad it is for you.
+1
I went over to the wiki page looking thru past patch notes, but I couldn’t find exactly when, but from memory its been at least a year or so.
Initially, Mesmer’s offhand focus skill “Temporal Curtain/Into The Void” was an instant pull/push. It did no damage it, but as soon as the curtain appeared the Mesmer could “instantly” trigger the pull/push.
Players raged because there was no counter.. they wouldn’t even see the curtain before being pulled. So a 1 second delay was added. So now the Mesmer has an 1/4 second “Temporal Curtain”, the curtain appears (red box around a transculent curtain) and after a second delay and skill changes to “Into the Void” and enables the pull/push.
Now we have the DH with high damaging traps(Invisible and instant cast).
Sure sounds like a “double standard”. Its like ANet doesn’t even remember its own patch history. Aren’t they discussing this stuff with each other?
“Hey Joe, I got a great idea for a new trap!”
“Whoa, hold on there Bob. We had something like that years ago. It didn’t go well. We had to change it like this?”
Why is it NOT OK for one skill to be an instant CC, but another to be a invisible/instant/high damaging trap?
(edited by SlimChance.6593)
I really like having the history there, but I was hoping that there at least was some indication on how each match affected my MMR?
Like a simple arrow that that pointed up when my MMR trended up, down when trended down, or dashes for no change.
So if I’m in a match against a higher MMR team and I still lose but it close, my MMR may or may not change. And the other side, maybe I was matched up against a lower MMR team and just barely won and my MMR dropped. Right now, I have no idea from match to match whether that lose/win affected anything.
I had one match last night, it was a close game all the way. And ended up winning 500-498. And I got 2 pips. Why was that? Was the other team a higher MMR and we weren’t supposed to win? What was so different in that match?
Its a simple formula, really. Force players to play every class, and “balance” is achieved.
My only comment is that maybe your putting a little too many eggs in one basket.
Between CS, PowerBlock, Furious Interruption, Chaotic Interruptions AND Delayed Reactions, I’d say you could maybe swap some of those out and pick some other stuff up to help you on other areas.
Like Silverkey said, dropping FI for Shattered Concentrations is a good idea.
You could also switch out CI for Bountiful Disillusionment. Or CS for Rending Shatter. Switch some out and see if you notice a difference.
Since your running staff, I’d also probably go Chaotic Dampening. Protection is nice to have and since your running wells, you’ll get some additional Chaos armor processes AND more protection.
A person is smart. People are dumb, panicky dangerous animals and you know it.
:)
Great kid! Don’t get kitteny.
Sounds more like you just had a bad streak.
Usually when I lose 3-4 in a row. I stop queuing for awhile. When those losing streaks happen, I tend to notice that the same 2-3 players in every match. (Sometimes when a winning streak happens, same thing. So it goes both ways.)
And so, I usually take a break and try later, try to get out of that “common batch of players”. If I lose a couple more, I call it a night. The MM is just not working for you with the current player base.
Has anyone “tested” the fix to “Into the Void” yet? (We’ve been here before with this offhand.)
Last week, before HOT released. There was a post or a comment by one of the Dev’s that there was going to be some “visual cleanup” with all the skill animations with HOT. I think your seeing the result of the changes.
I can’t find the post that mentioned it, but I know I read about it.
I haven’t seen this in game yet, but if you copied the tooltip correctly…
The “when YOU cast a well” part seems to me that ONLY you receive quickness AND it is triggered “when the well is cast.” That’s how I read it anyway.
I think your reading too much into “apply” and not enough into “when you cast a Well”.
How is combat camera activated?
I’d do anything to improve targeting. So annoying when you have target, use your skills then it lands on a clone/minion/pet
Go into your keybinds and add a hotkey to “Action Camera”.