Showing Posts For Solstice.1097:

Staff Elementalist duels

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Posted by: Solstice.1097

Solstice.1097

thanks for watching , but what should i change my keys ? do you wanna play with my account ? the keys are configured for my gameplay not yours lol

hes saying he thinks you move backward too much so make your keyboard no longer have a go backward button.

how do you defeat conditions engineer?

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Posted by: Solstice.1097

Solstice.1097

I have often asked the same question and people always advise me that the best course of action is to run. Except often they also have perma swiftness and can range, so just don’t go anywhere near them unless you have your zerg.

aye, running away from an opponent that we can’t beat in a 1v1 situation is always the better choice than the try to 1v1 anyway and die a horrible death.

As a war in this day and age your job is more to hold the hand of your damage dealers (necros, thieves, mesmers, engis). I’d advise not trying to 1v1 and engi on a hambow as they’ll be able to overload your condi management v quick.

hahah yeah i have changed to a more supportive role (regen tactics banner& battle standard) on my warrior. i’ll pop balanced stance and try to battle standard.

then pray they don’t rip my stability and interrupt my banner. >.<

our team is doing okay against average pugs or teams.
but of course we still lose to better teams out there.

if your goal is really to play that support role i would strongly suggest tweaking a couple things.

1. change banner traits to shout traits (shorter CD and they heal AoE)
2. use utilities of shake it off and for great justice (you can keep balanced stance)
3. switch to rune of the soldier
4. maybe switch to cleric amulet

banner regen is nice, but not every fight lasts long enough for it to matter. with these changes you can jump into any fight and AoE convert 2 condis to boons, give allies swiftness and vigor and enemies weakness, shout, healing AoE while removing conditions for each shout (3 conditions on yourself with shake it off) and give fury and might AoE.

with this build you, dare I say, won’t even need cleansing ire! which means you can use the trait spot for shrug it off – a passive stun break that AoE heals and removes condis on a 30 sec CD.

how do you defeat conditions engineer?

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Posted by: Solstice.1097

Solstice.1097

so how do you deal with condition engineers?

Surefire? Another heavy condi class. Terrormancer, condi ranger, condi warrior can all destroy a condi engineer without too much effort. If you’re not into playing condi, you have to play a bit more careful.

Engi is by far at its most dangerous at close range, and attempting to fight them alone 100% on point is a bad idea. If you’re on a build with a decent range option, use it.

Condi engi can’t do kitten over ~700 range in a 1v1, grenades are very easy to avoid if you’re even half paying attention.

Watch for them trying to close the gap and be ready to avoid the prybars and geomancy procs that are inevitably headed your way.

If you have on demand condi removal, watch for incendiary powder procs and cleanse burning ASAP.

You’ll win as long as you keep your distance and don’t eat any magnet+pry bar+geomancy+whatever combos to the face.

aaah! thanks for the detailed tips!

so lets say if i’m running a 00563 sword quick breathing warhorn longbow dolyak rune settlers banner regen warrior (balanced zerker tactics standard), i just need to keep my distance, avoid the red circles, plaster the point with level 3 combustive shot, cleanse burning, don’t let him deform my warrior’s face with pry bar etc.

and if they jumped me and my warrior is kissing the floor, stun break with balanced stance and activate zerker stance yes?

RANDOM THOUGHTS from your post

with 00563 banner regen warrior you aren’t going to kill much of anything 1v1.

you should be able to stalemate the fight, and it’s going to come down to whichever team +1’s the fight first.

if you’re having trouble doing that… the best thing you can do is call for help.

if you have berserker stance AND warhorn traited…. don’t waste zerker stance by popping it right away. if you do he will see it and wait til it wears off to unload his condi bomb. it’s best to pop it DURING his condi bomb. waste his CD’s – yea you’ll get a couple condis on you but just convert them to boons with WH then switch back to LB for kiting.

dont be afraid to step off the point if he isn’t on it either.

also dolyak runes are pretty weak. the regeneration isn’t worth it – it’s like ~60 HP per sec with settler amulet. if your health pool is 20k, that rune would take about 5.5 minutes to heal you from none to full. there are a lot of choices. one could be to go rune of the soldier and lose the banner trait for instead the trait that makes shouts heal, and swap stances out for shouts. another option would be runes of melandru – obviously you want to be tanky so that gives you the toughness AND reduces condition and stun duration on yourself.

Mesmer is OP as kitten

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Posted by: Solstice.1097

Solstice.1097

how 2 kill mesmer?

1. know when to expect his burst and block/dodge it – be ready to pop that stun break + dodge if he start to lock you down
2. know how to quickly identify and target the ‘real’ mesmer including immediately when he comes out of stealth.
3. put condis on him or chain CC’s – he’s probably only got 1 stun break max and almost NO condi removal. sometimes he might have arcane thievery or the trait to remove condis on heal, but even if he does it’s still the worst condi removal in the game…..

Ranger Mobility for tPvP

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Posted by: Solstice.1097

Solstice.1097

so many longbow rangers out there right now. it is getting annoying already let alone giving them buffs.

why only some bags can't open?

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Posted by: Solstice.1097

Solstice.1097

how come some containers i cannot open in the mists? it seems random like i can’t open a personalized wintersday gift or unsafe wintersday gift. i go out of hte mists and open them and all it does is put other “loot” in my inventory. its not like an instance or cut scene or anything at all special happens that would make sense to block them from being able to open in the mists.

its mildly annoying. was wondering if there is a reason?

Logical flaws in MMR/Leaderboard

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Posted by: Solstice.1097

Solstice.1097

This is odly familiar…………..Oh that’s right you just triple posted this kitt. 3rd thread so far you posted the exact same kitt. Get over it? Who gives a kitt about the leader boards. You being top of LB’s isn’t going to make me think you are good. Maybe actually spend time in PvP to improve instead of constantly crying about it on the forums.

the only thing oddly familiar here is your attitude. glad to know you are at least attempting to read my posts. failing, but attempting nonetheless.

Logical flaws in MMR/Leaderboard

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Posted by: Solstice.1097

Solstice.1097

So basically you want the old leaderboards back, you want the old everything back. Good post I haven’t seen any like this yet.

your sarcasm is also extremely original and unique.

and No, you must not have read it. I want to keep the current queue system but inflate the MMR of people queueing as a team. And then revert back to old leaderboard system yes.

Logical flaws in MMR/Leaderboard

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Posted by: Solstice.1097

Solstice.1097

1. We know teams are stronger, but MMR completely ignores pre-mades

We ALL KNOW that when you form a group, you play better and win more. Because coordination and build synergy. Even if the group is just 2-3 people it makes a big difference over having 5 pugs.

We ALL KNOW this to be true, yet the Matchmaker does not take it into account at all. In a scenario of 5 Pugs with average X MMR vs a Premade 5 team with average X MMR, the matchmaker thinks its a perfectly even match with a 50/50 outcome, however I guarantee you the pre-made is going to win 9 out of 10 times when MMRs are equal.

And by now Anet certainly has this data.

2. The flaw is somewhat circular

Pre-mades are fighting pugs because as far as the MMR is concerned they are pretty equal. This gives pre-mades 80-90+% wins while keeping pugs at around ~48% average or so. But you can’t go back and forth. If you play in a pre-made and get up to a high MMR and then try to queue solo, you’re going to get a real bullkitten matchup because your MMR is based on your results achieved in a TEAM which you cannot possibly be expected to achieve solo without coordination.

3. Leaderboard doesn’t factor in MMR

This is so just… dumb. You can have the highest MMR in history and not be top 100, or you can have a slightly above-average MMR and be #1. Leaderboard is in no way an indication of how good the player is.

4. fixes should be pretty easy

Artificially increase MMR based on party size. Your party’s MMR is your average MMR + a percentage. Just being 2 people might only add 5-10%, where a full party of 5 might add more like 30-40%

The artificial MMR is used to determine the match making as well as the predicted results.

Keep the queues the way they are but each player has a separate solo MMR vs team MMR (with a rule that their team MMR can never be lower than their solo MMR)?

There would be a team leaderboard and solo leaderboard, but there would only be the same single ranked queue there is now.

This way when pre-mades face pugs, they are facing very good pugs who will give them a solid challenge. Also, you can solo queue without messing up your team MMR, and vice versa. Also, leaderboard can again reflect MMR like it should. When you queue as a team you will get stronger enemies than when you queue solo.

It’s really just a couple pieces of flawed logic that are throwing this whole system out of whack. Matchmaking and leaderboards were being done better by companies like Blizzard since the 90’s.

How to make a difference in Solo Q's

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Posted by: Solstice.1097

Solstice.1097

May I ask a noob question? How to win against a team with 4 turret engis?
Afaik, it takes two to kill one turret engi and decap, before they get more reinforcement. However, once they settle down on point, the fight is rather hopeless. So how should I rotate as the condi engi in the team?

zerg them and then spawn camp them. they’ll have to either waste their turrets in open field or die trying to get to point.

Rock-Paper-Scissor...?

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Posted by: Solstice.1097

Solstice.1097

i think warrior has the fewest hard counters to worry about.

Can you type which are those fewest hard counters?

depends what weapons, runes, sigils, amulet, traits, heal, utilities, and elite you are running.

lol

Rock-Paper-Scissor...?

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Posted by: Solstice.1097

Solstice.1097

i think warrior has the fewest hard counters to worry about.

MMR based on solo, but built for team?

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Posted by: Solstice.1097

Solstice.1097

the fact that i stay no matter what at 50% wins when solo’ing ranked queue is a sign that the matchmaking system is working.

for me.

i don’t think there is a real way for MMR to accurately apply to pre-made teams.

pre-made teams should have their own arena where you can see a list of teams queued for a match and choose one to challenge or something. you’d see their MMR and win/loss rates and choose one. the stronger the team, the bigger the reward if you win. you can pick teams in your range for better matches.

the MMR system itself isn’t designed for pre-made teams and it never really can be. coordination is just not something that can be accurately taken into account.

thoughts?

Is it me or are Engis LITTLE bit too strong?

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Posted by: Solstice.1097

Solstice.1097

engis go down to lots of condis and interrupt their heal/reset sequence.

if you aren’t built to do it, you’re gonna have a rough time in a 1v1 against them.

but i like them as a target because with team focus they do go down, and stability is all that is needed for a guaranteed stomp.

am i in a match right now?

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Posted by: Solstice.1097

Solstice.1097

yea i had played forest not too long before that.

am i in a match right now?

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Posted by: Solstice.1097

Solstice.1097

im standing in the mists. i’m not in a party. im not even in qeueue

The announcer says “You’ve seized the henge!” which it also says on my screen

wat?

Daily X Winner

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Posted by: Solstice.1097

Solstice.1097

this must be an unranked problem. i dont see any of this in ranked.

question about solo'ing ranked queue

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Posted by: Solstice.1097

Solstice.1097

weird i have 4 GB of ram

Stop putting solo against team.

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Posted by: Solstice.1097

Solstice.1097

its really impossible to say “i need help” to my team while i’m struggling to stay alive 1v2 or 1v3 on home.

i mean in team chat. voice coms are necessary for best performance.

Any players want to form a tournament team?

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Posted by: Solstice.1097

Solstice.1097

i am a condi warrior in [edge] so i wouldn’t be interested >.<

lol

question about solo'ing ranked queue

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Posted by: Solstice.1097

Solstice.1097

I am getting a lot of matches where I lose but not by much. just finished a match 457-500 for example. it seems like i am being given bad odds but im keeping the games closer than expected so MMR keeps rising even though I keep losing?

question about solo'ing ranked queue

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Posted by: Solstice.1097

Solstice.1097

It’s team whoever loaded I to the map first. It has nothing to do with mmo or ldr board rank according to ANET

do you know where i can find this quote from anet?

Fractal wep and backskin.

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Posted by: Solstice.1097

Solstice.1097

we don’t need non-PvP players forced into playing PvP. not fun for anyone.

they might like it and we desperately need to increase the community size to have smoother matchmaking.

you know well enough the logic behind wvw for map completion and how it drags some players in. the same would be true of pvp.

yea it could be a good thing if it was done well. for example, there needs to be an in game tutorial for pvp that is a requirement to play pvp.

question about solo'ing ranked queue

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Posted by: Solstice.1097

Solstice.1097

I’ve played about 170 ranked games on this current system and most of them have been solo queueing.

I stay at 50% wins.

But most games it’s Team ME vs Team whatever

Which means i have the highest MMR on my team, right?

im just wondering why am I at 50% wins and also high MMR? my high MMR is keeping my win rate at 50% by giving me plenty of baddies on my teams, as well as plenty of strong enemies.

i mean, i like the system overall because a lot of the matches are very good games. but i don’t understand why the game thinks i’m good, but my record says i’m bad?

Fractal wep and backskin.

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Posted by: Solstice.1097

Solstice.1097

We should have a Legendary weapon reward track while we’re at it.

Am I the only one that thinks part of the legendary weapon recipes should be something you have to pvp to achieve. I mean it’s meant to be the whole “master of all game modes” weapon thing with wvw and pve stuff.

we don’t need non-PvP players forced into playing PvP. not fun for anyone.

in wvw you can run with a zerg and usually not hurt anything. in pvp it just takes one played to ruin what could have been a good match.

pvp has been giving me most of the things I need towards a legendary. gold, ectos, clovers, shards, t6 mats, etc. i have the fractal and wvw tokens too. so if i keep pvp’ing enough, i will just need to do map completion to get a legendary eventually.

New Scoreboard - K/B/C/N/R

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Posted by: Solstice.1097

Solstice.1097

@ Chaith.8256
well, 480 radius is not very big and would require the team mates to be near the healing turret when the engineer activates the cleanse.

@ Cynz.9437
i think hybrids may have more evenly spread out numbers and not just focused on one.

@ sendmark.4731
damage done and healing can only be shown after the match is done, as the scoreboard does not have enough space to display so many numbers while the match is going on.

conditions removed and applied should also only be shown after the match is over.

stomps is already registered under kills.

if you do not give some recognition for neutralizing points or capture points then how will the deeds of fast efficient roamers be acknowledged?

what if only the first person who enters the capture point is acknowledge for neutralizing or capturing the point?

@ Mogar.9216
yes, that is correct, bunkers are favored, but damage is important as well. this revamped scoreboard will identify who is bunker, who is damage, who roams etc.

@ Solstice.1097
i already proposed that. did you read what i write up under “bunkers” as personal bunker points are given out if they contest captured points or neutral points (only if their team are holding 1 or 2 other points as well) so i got that covered.

the problem is, can they code it?

@ GhOst.4019
i think hybrids will have more evenly distributed score.

yes i read that. but my point was that’s the only thing i’d change. and i disagree with “only if you are holding another point as well” – the value of keeping a point neutral has nothing to do with what is happening at the other points.

New Scoreboard - K/B/C/N/R

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Posted by: Solstice.1097

Solstice.1097

If it were me I would just find a way to add points for contesting/defending nodes (in combat on a point that isn’t the enemy’s) to the current system.

Change something, Current state of the Meta

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Posted by: Solstice.1097

Solstice.1097

but they all have low cooldowns, so that’s why you will eventually get rekt on most builds

r u quoting me because i am speaking in general based on team make up not build make up

so i am not talking “most builds”…

i was adding to my post right before that. i should have just edited instead.

Change something, Current state of the Meta

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Posted by: Solstice.1097

Solstice.1097

but they all have low cooldowns, so that’s why you will eventually get rekt on most builds

Change something, Current state of the Meta

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Posted by: Solstice.1097

Solstice.1097

celestial warriors and eles do not do a “ridiculous” amount of damage, UNLESS you are letting them land all their predictable, readable, dodge/blockable, high-damage skills.

i really think this is a great idea

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Posted by: Solstice.1097

Solstice.1097

I mentioned it once before but did not realize the depth of my profundity at the time. Now I thought about it a little more and it seems really great.

It’s a very small change that would go a long way to balancing the meta!

New mechanic: When a boon is removed from you by an enemy player, that boon cannot be reapplied to you for 5 seconds (stability and aegis are exceptions).

Think of it as the way revealed works for stealth, but we’re talking about boons and specifically when they are stripped/stolen/corrupted by an enemy player (whether by sigil proc, trait proc, weapon or utility skill, or whatever)

This change would affect vigor, swiftness, might, protection, regen, fury, etc but not stability or aegis, because I think that would be too powerful and also no build really has enough access to those boons to abuse them anyway.

Right now the “OP” class+builds are heavily reliant on boons. Yet, we rarely see the best boon removal classes (mesmer and necro) in high level play, and when we do they aren’t winning in this meta.

Why? Because the “OP” class+builds can stack boons SO much faster than even the best boon removal can keep up. If the boons could not be reapplied so instantly all the time, I personally think it would result in the mesmers and necros returning to the meta, which would also reduce the 2-4 ele+engis we see on most winning teams.

Medi Guard vs Hambow/Shoutbow

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Posted by: Solstice.1097

Solstice.1097

dps guard is better against thieves and certain class builds but has some glaring weaknesses that warrior doesn’t have, which makes warrior always the safer choice.

Penalties?

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Posted by: Solstice.1097

Solstice.1097

i havent tried it because what i’ve read says you get a deserter status in the game (lose points no matter hwat happens)

The Celestial Meta - It hurts.

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Posted by: Solstice.1097

Solstice.1097

if i had to suggest a change for cele amulet i would increase all stats by about 7-10%, but then you only get to choose 6 stats and not all 7. you’d have to give up one of them of our choice. so you’d essentially have 7 different celestial amulets (cele without ferocity, cele without vitality, etc)

Best idea 2014

Ok that’s enough forum for this year, cya all Jan!!

We might as well get rid of amulets all together and have stat points only added via traits.

That is what the celestial meta has really done, made amulets uneccessary.

i always thought they should just give you like 2500 stats nad let you allocate them however you want.

but with restrictions such as

power precision ferocity cond dmg combined cannot exceed 2k
toughness vitality healing power combined cannot exceed 2k

no one stat can exceed 900

Yes…

Then the builds could be balanced based on their performance with actual proper itemization, and balance wouldn’t be thrown for a loop when a useful new (or buffed) amulet surfaces.

But it won’t happen because that would complicate the character building process.

yea but that’s not hard to overcome… can just still have pre-set amulets and a pvp tutorial (built like a story mission) that upon completion you ‘unlock’ the ability to choose your own stats instead of a pre-set amulet, if you so choose to.

[VIDEO] Zoose's proposed changes

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Posted by: Solstice.1097

Solstice.1097

good mesmer is like good thief. enters a 1v1 fight making it a 2v1 and big burst for the quick downed state then on to next fight. mesmer can do this from longer range than thief but is slower in movement, however then there is portal. mesmer just need more condi removal and a maybe an extra stun break without giving up all their important utilities.

The Celestial Meta - It hurts.

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Posted by: Solstice.1097

Solstice.1097

if i had to suggest a change for cele amulet i would increase all stats by about 7-10%, but then you only get to choose 6 stats and not all 7. you’d have to give up one of them of our choice. so you’d essentially have 7 different celestial amulets (cele without ferocity, cele without vitality, etc)

Best idea 2014

Ok that’s enough forum for this year, cya all Jan!!

We might as well get rid of amulets all together and have stat points only added via traits.

That is what the celestial meta has really done, made amulets uneccessary.

i always thought they should just give you like 2500 stats nad let you allocate them however you want.

but with restrictions such as

power precision ferocity cond dmg combined cannot exceed 2k
toughness vitality healing power combined cannot exceed 2k

no one stat can exceed 900

Cannot change weapons but ...

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Posted by: Solstice.1097

Solstice.1097

you get penalized for doing that. and you lose time. more time than if you had died, even on the fastest PC. If you swap right when you died, you lose not much time, but you still get penalized. i used to do it a lot, but i don’t anymore because of penalty.

Accurate ladder, ranked by "Pts per win"

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Posted by: Solstice.1097

Solstice.1097

Solstice,

That’s a problem for high MMR players. I agree.

The only thing I can think of is brackets where they can earn higher points for tough games against people of their level.

well the best players will KEEP their “almost 1 point per win” ratio.

the grinders will not be able to maintain that ratio once their MMRs increase.

Accurate ladder, ranked by "Pts per win"

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Posted by: Solstice.1097

Solstice.1097

you can only average more than 1 point per win in the beginning. once your MMR increases you can no longer average more than 1 point per win. if your MMR isn’t increasing, that means you are losing games you shouldn’t have lost.

nobody should expect their MMR to be accurate after playing 30 games. nobody should expect to be on leaderboard in 100 games. the people that have grinded their way to the top better enjoy their place while they have it, because over time the players who just play better will eventually have enough games played to overtake them.

Change something, Current state of the Meta

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Posted by: Solstice.1097

Solstice.1097

for one, boon removal is very limited. to make it balanced, any boon removed/stole/stripped would also be UNABLE to be re-applied for 5 seconds or something. stability would need to be an exception, it could still be re-applied.

i would like to see my enemy’s endurance bar along with their health bar. i would also think the endurance bar should be bigger, holding 3 total dodges, however vigor and other endurance boosts would be reduced. Instead of 50% maybe 25% (in the case of sigil of energy it would be 33% or still the equivalent of 1 dodge).

i think might shouldnt equally boost direct and condition damage. when it was designed I think the intention was classes would use 1 or the other, not really both equally. there are several ways to tweak this but the point is you should have to BUILD for damage if you want to do very much of it – and i dont mean just a sigil and a rune that also has other benefits. a sigil and rune providing good cond dmg OR direct damage would be balanced, but not providing BOTH equally. i think might should be split into 3 boons. might itself would give only +20 per stack to direct AND cond damage, with 2 separate new boons that give +35 per stack of EITHER cond or direct damage. Another alternative solution si make it not so kitten easy to stack might alone. Maybe make the skills that currently give only personal might into AoE might, but reduce all might stacks to 2 instead of 3 at a time, so in a team fight you still stack just as much might as normal (because ally sigils etc will also share to you) but in a 1v1 you can’t maintain 25 stacks.

AoE has always been an issue since there is no friendly fire or damage cap etc. the best solution I can think of would be a 5 or 10% damage reduction PER target hit by a skill. You hit 1 person it does full 100% damage, but if you hit 5 players it does 50-75% damage to each of them. certain skills could be left at 100% damage, but capped at 2-3 max people that it could hit.

Top 32 - Avg Pts Per Game (100+)

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Posted by: Solstice.1097

Solstice.1097

games with a 0-19% chance of winning are very rare. maybe in the lowest population time of day?

The Celestial Meta - It hurts.

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Posted by: Solstice.1097

Solstice.1097

Eles and Engis make good use of celestial because both of those builds have a lot more skills and CDs to manage, because if they don’t use all those skills then they aren’t making use of the amulet’s extra stats. It’s a higher skill playstyle that in return gives higher reward, which does technically mean that it is OP at the highest levels of play, however at that level of play those teams pretty much know how to counter it (but sometimes they choose not to change their comp to counter it – being forced to reactively counter a build is usually a sign it is OP)

but for most players the amulet is only 10% of the reason why you lost that fight – other 90% was you got outplayed.

if i had to suggest a change for cele amulet i would increase all stats by about 7-10%, but then you only get to choose 6 stats and not all 7. you’d have to give up one of them of our choice. so you’d essentially have 7 different celestial amulets (cele without ferocity, cele without vitality, etc)

Accurate ladder, ranked by "Pts per win"

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Posted by: Solstice.1097

Solstice.1097

points per win is pretty valid. that means regardless of your win/loss record ,the highest points per win will be players who only lost games they were expected to lose, and never lose games they were expected to win.

the problem many don’t seem to understand is that NO system will make much sense or be very accurate when the majority of players have still only played a few dozen games so far on it.

give it some time.

Mesmer phased out?

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Posted by: Solstice.1097

Solstice.1097

Glass canon warrior takes more skill. Even guard and powernecro. It’s another universe? Maybe in his little world mesmers have Feline Grace, dodge blind spam and take 3 phantasms when dodge? Oh yeah, i forgot – spams invulnerability. F4 with 10 sec CD.

i disagree that glass warrior takes more skill.

except if you mean it has more weaknesses.

by that logic, it also takes more skill to play with no offhand weapon.

after 120 ranked games in this system

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Posted by: Solstice.1097

Solstice.1097

its starting to make sense. im getting mostly competent allies and competent enemies. i am having to play my best every game to get every little advantage i can, because almost every game is very close for at least a good portion of it.

in my first 70 or so games i was getting a lot of blowouts going both ways, but the system has mostly evened out for me it seems.

TL;DR to everyone wasting keystrokes complaining about MM system – give it a little time and games played and see if it doesn’t get gud.

Mesmer phased out?

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Posted by: Solstice.1097

Solstice.1097

so what you’re saying is “bronze level loser braindead cant do jack braindead stupidly braindead it will always be that way” ??

PSA: Far Heroes, Pubs - Stop Going Far

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Posted by: Solstice.1097

Solstice.1097

as long as you at minimum prevented the cap for awhile and you didn’t die then you helped your team.

if you die at far it wasn’t worth it, unless you prevented cap for at least a full minute or two AND they had to send 1-2 more to far to kill you AND your team used that opportunity to gain upper hand at mid/home. then it was also good.

Byes / Forfeits

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Posted by: Solstice.1097

Solstice.1097

If you indefinitely get -3 every match, you can’t grind the Lb’s. LB’s require you to get + points. Meaning you still have to win the next 3 matches to make up for your desertion and win 4 in a row to gain positive points….This would mean you have to uphold a 100% win ratio if you DC 1 in every 4 matches (making it 75% win). So after 100 wins & 25 losses(DC’s), you will only have 25 points on LB’s for 125 matches.

no you are in a team of 5 and take turns doing it. so you get -3 then +1+1+1+1. and start over

You are right. It could happen. If you can actually ALWAYS win (which you won’t unless you are one of the best teams). So now lets look at point spread. To be in the top 250 RIGHT NOW (10 days in), you need 51 points. This means you would need to have (using a -3+1+1+1+1 formula) 204 wins and 50 losses. Yes that is 254 games played with a perfect scenario just to make top 250. That is a fraction over 25 games a day. If you do an average wait time + match time you could just say 15 minutes a match. That is 6 hours 15 minutes non stop play time. So yes if you can find 5 people with no jobs, no school, and no lives that are GOOD ENOUGH to maintain a 100% ratio for 254 games, it is possible. In real life, you are talking about a situation that will not actually happen. Possible yes, improbable YES.

yea in the beginning its just a games grind

but eventually as MMRs become more accurate (from more games played) then people will start reaching personal maximums on the LB because they will be winning basically 50% of their matches.

but if you keep your MMR from ever raising, you will never reach your personal limit on the leaderboards. so in the long game its very exploitable.

i’m not saying people are going to actually do it to a significant extent, but the system should not allow for it either way.

the only thing needed to fix this is if you win with a deserter on your team, your MMR should still increase technically it should increase MORE because you won against unfair odds but there would be no good way to determine that so just leave it as a regular win.

Byes / Forfeits

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Posted by: Solstice.1097

Solstice.1097

and you would get nearly 100% win rate b/c your MMR never goes up and so you keep facing baddies forever.

Byes / Forfeits

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Posted by: Solstice.1097

Solstice.1097

If you indefinitely get -3 every match, you can’t grind the Lb’s. LB’s require you to get + points. Meaning you still have to win the next 3 matches to make up for your desertion and win 4 in a row to gain positive points….This would mean you have to uphold a 100% win ratio if you DC 1 in every 4 matches (making it 75% win). So after 100 wins & 25 losses(DC’s), you will only have 25 points on LB’s for 125 matches.

no you are in a team of 5 and take turns doing it. so you get -3 then +1+1+1+1. and start over