Win/loss is the best reasonable factor for ranking. Good players will inevitably have a noticeable impact on their teams’ chances of success over long periods of time, and the better the player, the larger the impact.
true but the matchmaking ruins this because you get low rank players with huge volatility that the MMR has no idea how good they really are, but they put them on your team and the enemy teams, so their volatility makes everyone’s rating very volatile, and even after a thousand games played, you can still go up or down hundreds of ranks in just a few games.
i should add that this question is regarding the current meta which I am relating to tPvP at high levels. i’m not really thinking of soloq as part of this discussion.
Solo q is run by condi’s. Engy kitten s there.
yea this is true because soloq is like…. 2 metas behind usually. not to mention all the newbs.
i should add that this question is regarding the current meta which I am relating to tPvP at high levels. i’m not really thinking of soloq as part of this discussion.
it has nothing to do with how well you play. it just whether you win or lose. score 5 points and lose 500-20 is exactly the same as score 300 points and lose 500-499 in Anet’s eyes.
We used to be in a condi-heavy meta and so everyone shifted to include lots of condition clearing in their builds. This forced most of the condition based classes out of the meta and we’re back into a power meta, however we are not at full power because we still carry so much condition clearing on our builds. Is it necessary still for every warrior to run cleansing ire? for every ele to run 30 in water? for every guardian to run soldier runes and pure of voice?
why not use sigils of purity and generosity and a simple condi clear utility or lesser clearing trait and free ourselves up for dozens of new build options?
Is there a good reason still or should we shed some of the condi removal and push this meta further into power?
This is my stupid opinion
At high levels of play you don’t see mechanical skill being the deciding factor in match-ups. Most high level players are hovering around the cap of max efficiency skill usage, and so the deciding factors become rotation and build synergy – forcing fights where you have the advantage more often than not.
Warrior plays into this very well because it is relatively easy to play compared to other classes, which allows the player to devote more of their mental concentration to awareness of the map, allies, and enemies. Sure, they could play a more mechanically intensive class and maybe gain a tiny bit more utility in combat, but that comes at the cost of a devoting a lot more of their concentration to the mechanical aspect of the fight, which means reduced awareness of the map and their allies’ situations.
As a bad example, the warrior could go another class and may get that enemy downed faster, but was focusing too much on his skill to do it and so it took him too long to realize his ally was getting stomped behind him and rallied the guy he just got down.
Obviously 5 warriors is not a good idea though because there is no synergy and too easily hard-counted.
more games than not on skyhammer someone is leaving creating a 4v5. probably half or more of the 4v5’s I get are on this map. People are quitting because it’s not fun, ruining it for everyone else. The people who enjoy this map are trololol’ing and this sort of gameplay should be contained in hotjoin where it belongs.
but removing the map from soloq isn’t the solution because then there will be our daily “remove spirit watch” thread. many have suggested, and most agree, that a simple update/modification to this map can make it perfectly fair and viable again. Specifically, the glass panels removed or re-worked, and the skyhammer dodge/blockable would be enough.
I don’t really play engi or mesmer much so every time i get this map I go warrior with balanced stance, fear me, and stomp. I am not playing to counter the enemy like I should be. I am playing to counter the map. This is not PvP this is PvMapvP
i also think its important to know how to play several classes well.
being able to swap classes to get a better team comp is a very valuable ability. keep your toons in the mists and have the builds ready. PvE zones take too long to load. if you’re a guardian, thief, mesmer, or ele and your team has 2 of the same class as you, swap. If you can at least play guardian, warrior, and thief, then you can almost always ensure you have a class that will improve your odds. bunker guard isn’t great in pug games though because rotations are bad so your effectiveness is greatly reduced.
engi on skyhammer, otherwise warrior with balanced stance and dolyak signet and probably even last stand trait (unless enemy team is glassy then go defy pain).
i say this simply because warrior has the most stability to make sure you get all the stomps. In fights of bad-ish teams usually there are players going down on both sides, and whoever is getting the stomps/rallies is usually who wins.
plus warrior can hold a point as well as 1v1 kill.
condition warrior is good settler amulet undead runes sword/sword LB with something like 0/4/6/0/4
so is a burst’y build soldier amulet strength runes 2/0/6/0/6 longbow with an axe and either shield or sword.
condi engineer is a close 2nd on carrying bad teams because it’s harder to deal with for newbs than a warrior, but you just wont be as good at stomping as a warrior would be so you might find your downed enemys getting rallied and snowballing against you.
i think it was a D/D ele and the water 5 (as well as dodge roll in water) LOOKS similar to a blasted water field even though it isn’t one.
i have been playing D/D ele in solo queue again it is very survivable. with knight’s amulet it’s very hard to kill. celestial is squishier but has more heals and vitality.
another ally DC mid game when winning and now everyone is having issues with the queue. tournament timeout messages etc.
halp
Valid points, but isn’t some of this L2P?
Has 2 less heals (one small, one unreliable) than if I had staff, but I gain 2 AoE blinds so as long as I can master how to use the blinds effectively I can mitigate enough damage to offset that.
I do lose line of warding which is the one thing I really feel like I’m missing.
As far as healing power with no healing skills?? Shelter, virtue of resolve passive and active, aegis heals on removal, dodge rolls heal (with 2 energy sigils and vigor on crit), ray of judgment, symbol of faith, and mace auto attack….. That’s 9 sources of healing, only 3 of which are personal heals.
Condi removal – purging flames and ray of judgment are nice, but the biggie is cleansing flame. AoE curing a bunch of condis on up to 3 allies with 12 sec CD. Since it’s targeted AoE, it takes more skill than just a 1-click shout, but much lower CD, and does good damage.
I just think the build is harder to play but has potential to be possibly even more effective if I can master the timing of aoe blinds and cleansing flame.
Plus, I’m burning all the enemies nearby with nearly 100% uptime no matter how many times they clear it.
Yesterday I fought a necro 1v1 in Lich form on a point and killed him without going below 90% health or using any utilities. I’m sure he was newb though >.<
i dont think its reasonable to limit to “no more than 1 of each profession” however I do believe it is reasonable to assign light armor = 1, medium = 2, and heavy = 3, and every team must have a combined armor rating of between 8-12
Where is your CC to take your opponents off points?
And is PF enough condi clears for your team and yourself with this condi meta?
No projectile reflects?
How do you fight ranged opponents w/o getting off the point?
Well I lost line of warding but that was my only CC on the standard 0/0/2/6/6 build anyway. I only had 1 stun break before and now I have 2. I never had projectile reflection before, just blocks, which I have more of now. I never could leave the point before but now I can up to 1,200 range because I have judge’s intervention to port to it if someone tries to contest it. I lost condi removal from shouts which is 4 clears total, but I gained 3 clears from purging flames, the passive clear of purity trait, and the purity sigil. There is a little bit less AoE clearing for allies though so I guess that is a drawback, but purging flames works for allies and so does cleansing flame.
edit: this is the build I was running before
http://gw2skills.net/editor/?fVAQRApd7flsApVo1CxeI8DNBFBldHS/6xOCLYCXFAA-TZRDABH/AA0qMAT7PAwRAQiTCAA
(edited by Solstice.1097)
+1 they should do this, however they should also fix MMR so that new players start lower and it doesn’t change as much after matches. That way if you wanted to ‘smurf’ your way to rank #1 you would still have to win at least 50-60 games, not some 12-0 crap.
the matchmaking system is fine, it’s the MMR that is broken and wrong. If people’s MMR was somewhat accurate the matchmaking would do a fine job. MMR is so INACCURATE because new players start too high and there is too much post-match MMR change.
They could just have a new utility that when activated “turns any combo field at the target location into a water field”
forgot to say I have tried this in some 1v1s and it was very powerful. still have more testing to do but I was really surprised how effective it was, even though I don’t know the skills really well yet (have never used sword or torch on guardian til now)
some of you aren’t reading the OP just the subject title.
I’m saying it should be changed to 8 seconds now that runes of the warrior make weapon swapping 8 seconds instead of 9 like they used to. So runes of the warrior actually make weapon swap sigils LESS effective.
http://gw2skills.net/editor/?fVAQRApd8flsApVoNDxcI8DNhARZZA0AYfC1wceZEkBA-TZhAwArLDYd/hRPAAAHEgOnBAA
So I made up this build yesterday. It’s a bunker guardian with 3.4k armor, 16.8k health, and 1k healing power. BUT this build kills things as well by having almost 100% uptime on burning. By using runes of the guardian with defender’s flame and searing flames, every time I block an attack I cause almost 3 seconds of burning and remove a boon. Add to that purging flames, zealot’s flame, and judge’s intervention, and the burning never ends. It doesn’t matter how many times they clear condis because the burns re-apply all day. I fought the svanir NPC and he had well over 20 seconds of burning stacked on him when he died!
5 on demand active burns
4 on demand blocks (3 of them can block multiple attacks, every block is 2 burns)
1 passive block (virtue of courage passive aegis)
Every burn removes a boon 10 sec ICD
2 teleports
2 stun breaks
3 on demand AoE blinds
Several condi clears
good team support 3 AoE condi removals, 2 regens, protection, retaliation, stability, plus AoE virtues when activated
just kite and dodge and time your blocks well. use your blinds and dodge rolls if blocks are on CD. Use your teleports and torch #5 to pressure. Use shelter around 2/3 health but make sure you block as many attacks with it as you can because the burn-on-block has no ICD. In an emergency pop all your virtues and use renewed focus. Remember never, ever, ever dodge-roll during renewed focus cast I’ve facepalmed so many times seeing a guardian do that lol….
norn mesmer OP I can’t see anything with all those giant clones around
At least the mesmer won’t see anything aswell. It makes harder for one player to outplay the other.
the mesmer is on my team. WTB option to make friendly AI translucent
norn mesmer OP I can’t see anything with all those giant clones around
the main issue that I see is the starting MMR is just too high, and the post-match variation is just too high. reduce both of those significantly and you’re probably in good shape.
So say example A of your algorithm failing:
List at start for a 3v3 (20, 5, 4, 4, 2, 1)
According to your algorithm the team comp would look like this at the end:
Team A: (20, 2 ,1) = 23
Team B: (5, 4, 4) = 13Seems fair right? There has to be more to your algorithm for Solo Q because this one seem awfully barbaric…
That’s the team shuffling algorithm. Which happens after 10 players are gathered using the matchmaking algorithm.
Obviously the matchmaking algorithm should try to prevent that scenario from happening at all but if for some reason matchmaking fails so bad as to create your scenario, do you see any other combination that would be more fair?
yea in this scenario the only remotely fair setup would be a 2v4 >.<
i did suggest this. first of all it wouldn’t kick in until 1 minute of 5v4. next, the 5th player who “sits out” would be the first one who died. this means it would stay 5v4 unless you kill one of them, and there is a good chance the first one to die will be that team’s lower rank player. The person sitting out would instantly rotate in upon an ally death, meaning the team with 5 would not suffer from respawn timer.
After 1 minute of 4v5 you are probably losing and once it kicks in you have a chance to get a kill and make it 4v4 and try to catch up but still going to be quite difficult to do so…. but at least not impossible.
Because it ensures that you proc the sigil effect every time.
yea but 10 seconds would do that too so the only reason I can see it is 9 instead of 10 is to account for warrior runes which have been changed now to 8 sec swap.
Why are swap sigils’ ICD 9 seconds instead of 10 which is standard swap time? Well it’s probably because the old runes of the warrior had -1 sec on swap and they didn’t want those runes to ruin ICD of swap sigils. Now that rune of warrior has been changed to -20% instead of -1 second, shouldn’t the ICD be changed to 8 seconds? I’d like to experiment with those runes but they are utterly pointless if I can’t synergize them with weapon swap sigils.
if they have the same points the tie SHOULD be broken by who won when they played each other, and if that was also a tie then by the combined scores of their matches, and if they haven’t played each other yet then and only then by their overall rank/seed.
I would also think you should use your stun not to land 100b but instead to make sure you land eviscerate, and focus on using 100b to get people out of your face and cleave necro and ranger pets, people who are downed or stomping an ally, and enemy’s that are CC’ed by your allies.
“they’re firing on our position”
you have to be somewhat near the treb fire that is incoming or you won’t hear it. but you should hear enemy grabbed a repair kit, enemy repaired their trebuchet, etc. only reason with those settings i can think of is if somehow your sound is coming out in mono, either left or right channel only, and the other channel is where the voice was coming from?
bunker turret engi is a PITA to fight on a point if you’re not a DPS ranged class.
i would personally make a few changes such as this
OH shield instead of axe I think is a better choice because:
A) the stun makes it much easier to land burst
B) more survivable with shield stance
C) frees up a utility slot since you don’t need throw bolas since you have stun
You’re very fast already with GS and signet of fury so you can go a different rune – I suggest the OP rune of strength for a nice big DPS boost overall. Also if you’re putting 30 points in the last tree with zerker ammy and mainhand axe, you should use burst mastery. Using 33% less adrenaline makes up for not getting the extra adrenaline on axe crit, plus you get a damage boost on burst.
If you wanted a physical skill instead of the dolyak signet I added, I’d suggest bull’s charge instead of throw bolas, or even stomp or kick. Immobilize is nice, but hard CC is better.
leave trebuchet, go 5man on map. Your job was done, you probably hit someone with the trebuchet and forced a player to move to the treb. If you go to help your team you will have 1 additional player on the map while thief is busy killing it (30sec).
If you are using sword mainhand and scepter mainhand your build is weak and you will struggle with all half decent players.
actually scepter/sword + sword/pistol if he is phantasm build is very good against thieves. just pull out sword 5 and pistol 4 when he is visible, and use scepter 2 and sword 4 to block in anticipation of his burst out of stealth – can use sword 2 and dodges if they are on CD. once you have your phtantasms out the thief can’t really come out of stealth or he’ll get melted.
ignore him and keep firing the treb a few more shots. if you are taking too much damage then leave the treb alone and go mid or somewhere.
it always breaks it for me if I use a movement skill
must learn to read map even while fighting and learn to go where you will have the most value such as turning a 1v1 into a 2v1 or capping an empty point etc. for example don’t sit on a point with no fight for extended time – be watching hte map and when you can account for the enemy 5’s locations you can decide if its safe to leave the point etc. if you just afk then you’re losing 4v5 on the other 2 points
thnks locuz i’ll have a look to it
The team that won the tournament of legends had a dagger dagger ele that ran with this build:
http://en.gw2skills.net/editor/?fFAQJAoYhcMKc25wxBd0AiAB5ukqRBlfHTB-TJhIwAAOBAX2f47DAQYZAA
Vod with footage of the finals:
http://www.twitch.tv/guildwars2/b/523635495
Notice how at 2 hours 32 and 20 seconds the DD ele is forced to prefent a cap against a mesmer and a thief. 15 seconds later he not only survived but managed to get the mesmer in downed state, in a 1v2. The guys he faced are the current rank 1 and 2 on the teamq leaderboard, so they are top tier.
Notice how he not only has the dmg to kill stuff + is able to survive vs some of the best bursters in the game + add a lot of support with condicleanses and 25 migthstacks on everyone in bigger teamfights.
that alone hasnt give u any doubt that maybe something is wrong with a spec that is surviving and killing ppl undermanned? and esp fast i want notice.
its not OP spec unless its played by OP player. people forgot how to deal w/these eles and will learn again. Most the damage is from might stacks which thief can steal and burst him down, or ele with AT…. even the shatter should remove dat might but if you let him get those stacks up he’s a killing machine.
really i mean really? thats your explanation?
so u wanna tell me nr 1 & 2 from teamq dont know how to fight a ele and on top of that the ele player was so gooooooooooooood that he was winning an undermanned fight with unviable spec.. interesting!i smell smoke! where smoke is there is fire.. i hope u know what that means.
unviable? it’s very viable i said its not OP as in it doesn’t need a nerf. of course they know how to fight eles but this is a very new meta and so is this build – I mean it’s concept isn’t new but the re-worked skills and heal and celestial ammy and strength runes make this a new build that takes practice to fight no matter who you are.
if anything needs a nerf in that spec its the strength runes.
good engineers are extremely difficult to kill. but so are “good” (insert class here)s
Power Ranger’s are far from weak… and if you run eagle eye you have 1500 range with great accuracy thanks to read the wind.
you’ll also kill yourself more than any other class. You can’t see reflect skill animations from 1,500 range. Be careful out there
This should be for all maps not just PvP. Maybe there should just be an option when logging in to load a “generic” map which for all I care could be just a floor – anything that loads really quickly – so from there you can load your PvE location or WvW or, in this case, it would auto-load you back in to your PvP match.
thnks locuz i’ll have a look to it
The team that won the tournament of legends had a dagger dagger ele that ran with this build:
http://en.gw2skills.net/editor/?fFAQJAoYhcMKc25wxBd0AiAB5ukqRBlfHTB-TJhIwAAOBAX2f47DAQYZAA
Vod with footage of the finals:
http://www.twitch.tv/guildwars2/b/523635495
Notice how at 2 hours 32 and 20 seconds the DD ele is forced to prefent a cap against a mesmer and a thief. 15 seconds later he not only survived but managed to get the mesmer in downed state, in a 1v2. The guys he faced are the current rank 1 and 2 on the teamq leaderboard, so they are top tier.
Notice how he not only has the dmg to kill stuff + is able to survive vs some of the best bursters in the game + add a lot of support with condicleanses and 25 migthstacks on everyone in bigger teamfights.
that alone hasnt give u any doubt that maybe something is wrong with a spec that is surviving and killing ppl undermanned? and esp fast i want notice.
its not OP spec unless its played by OP player. people forgot how to deal w/these eles and will learn again. Most the damage is from might stacks which thief can steal and burst him down, or ele with AT…. even the shatter should remove dat might but if you let him get those stacks up he’s a killing machine.
is this normal? i mean the dmg i take is only in 2 sec
i’m 0 2 2 6 4 in traits rune of earth and soldier amulet
i’m tired of being on shoted by wariors, engi and sins…
this was a zerker thief crit’ing you and proc’ing both sigils of fire and air. he hit you 4 times in a row assuming you didn’t dodge or anything? with soldier ammy that did not take all your health you must have been not full to start with.
I think it comes down to 5 teams…. gf, apex, outplayed by children, pz, and team lonely….Everyone else will get stream rolled… gf got a free ride to final four bc they only play random teams… outplayed vs pz could go both ways, the winner will play and beat gf.. advancing to finals… lonely will fight apex in final 4 and idk who will win but they will both lose to pz or outplayed
uhm…is there somone still playing at decent levels in NA?
confused
I would like to see EU versus NA, sort of a SuperBowl for GW2.
From 1934 to 1976 every year in football the college all star team would play a game against the pro Super Bowl championship team.
College all star teams won 9 out of 42 games.
That’s probably about how NA vs EU would be currently…. but I’d watch it
l o l w t f
So yea a single target ranged DPS max would be zerker longbow ranger
Not saying it’s a good idea though.
You’d want to look into shatter mesmer I think.
They could easily just reward time spent alive + in combat + on a point, with bonus points if it’s a neutral point, bonus points for capping/decapping a point, and bonus points for kills/stomps/rezzes.
shouldn’t get much points for AFK on close, but if you’re in combat on it defending it for 5 minutes you’d get a lot of points.
when it pops up and says “go now” or “wait” it’s too late.
prior to that, you can leave the queue the same way you entered it.
i’ve never had an issue cancelling queue unless i already had a match ready.
off-topic but since you are the Scorpin Wire King can you help me understand why most of the time when I used Scorpion Wire on someone who does not see me coming, has no stability, and no aegis, I hit them with Scorpion Wire and they just fall down where they are at but it does not pull them to me? It happens nearly every time it seems.
They have to be in COMBAT.
Stealth > Stand on ‘Glass’ > Bow 1 (Immobilize) > Pull
well glad I asked! another tooltip needing fixed lol (i don’t main a thief)
off-topic but since you are the Scorpin Wire King can you help me understand why most of the time when I used Scorpion Wire on someone who does not see me coming, has no stability, and no aegis, I hit them with Scorpion Wire and they just fall down where they are at but it does not pull them to me? It happens nearly every time it seems.
TCG kept taking ELE’s mesmer out of the fights really quickly but the same did not go the other way around. TCG’s thief was nearly untouchable w/so many evades and outlasted ELE’s thief every time. TCG’s guardian did a better job of preventing damage to allies rather than just healing it.
From my simple-minded point of view those are the 3 (biggest) factors that gave TCG the upper hand on ELE. Despite those, there were a few times ELE made strong pushes for comebacks and it almost seemed like when they got behind they stepped up their game a notch, and had they been on that level throughout the entirety of each match they could have pulled it off maybe?
Grats to both teams
