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Have 2 lists, one for the true MMR, and one for leader board rating.
After every match, do the following:
- leaderboard_rating += (true_MMR – leaderboard_rating) * 0.1f
This effectively means the volatility of the true MMR is guarded and can only get closer to the real MMR by 10% each game the player played. Leaderboard rating starts at 0, and is reset to 0 every month (season).
I personally really like this idea.
A goal we’ve had for PvP is to make the game very approachable and understandable. While I think this algorithm would solve some of the MMR leaderboard problems, it still uses hidden numbers (Glicko MMR) that people wouldn’t be able to really understand and calculate themselves. I think there are options that will probably give us the best of both sides, though.
Thanks!
So now the problem is hidden number. Let’s solve it the easy way too: unhide the number.
No, I’m not kidding, lol. Let’s make it so that only the signed in player can see their own MMR. Everyone can see everyone Leaderboard Rating. Only the signed in player can see the matches history, and how many Leaderboard Rating they gained or lose per match. No one will see how their MMR changed per match, only the latest MMR number.
Pros:
- No more bad effect of the hidden numbers. The wiki can say something like “Go to the leaderboard site, you can see your true MMR <insert some link to explanation>, and leaderboard rating. Here is the formula for them.” The whole scheme becomes much more easier to understand for players.
- Still keep the privacy of the player.
- Still keep both the MMR and LeaderboardRating separated (keeping all the pros above)
Cons:
- More code for the website. Maybe new APIs could be nice too
Let me know what you think
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(edited by Sunshine.5014)
Have 2 lists, one for the true MMR, and one for leader board rating.
After every match, do the following:
- leaderboard_rating += (true_MMR – leaderboard_rating) * 0.1f
This effectively means the volatility of the true MMR is guarded and can only get closer to the real MMR by 10% each game the player played. Leaderboard rating starts at 0, and is reset to 0 every month (season).
Pros:
- no more top of the leaderboard with less than 10 wins. If the const is kept low enough, the player must play at least ~20 games for the leaderboard rating to get close enough to the true MMR.
- can implement a true leaderboard decay, independent with the true MMR. The player then need to play more games to keep it closer to their MMR.
- no grind, except for about 20 first games of the season. After that, grinding doesn’t increase your leaderboard position much; it will just converge to the true MMR. If you play badly, and your true MMR drops, playing more losing game will make your ranking drops too.
- MMR based, encouraging the players to play more often, without grinding.
Cons:
- more code to write
- grinders are not gonna be happy
P.S:
- tips appreciated! If you find the idea helpful, maybe reward me some gems?
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(edited by Sunshine.5014)
I agree with all the counter play posts. On top of that, if you’re so concerned about the condition, you can take stop drop and roll. No more chill for no attunement swap. Nifty eh?
“Stop, Drop and Roll” has a 10s cooldown, and it will go on cooldown for any random Burning tick you have. Getting perma burning in teamfight is pretty easy, especially with Necro/Engi. Mostlikely by the time you dodge, it will cleanse a burning, and become useless for 10s, during which you will get chilled. The chance that your dodge will cleanse the chill is pretty small.
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May we have a mini postmortem for this? I’m very curious on how this happened to only a few accounts
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Hambow.
People think hambow is bad now, and shoutbow is the king. However, hambow is very effective now, especially against zerker/squishy team. They just don’t have enough stun break to avoid the number of CC I can put out.
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A lot of people like me don’t care whether it’s Ranked or Unranked queue. We just want to have the shortest queue time. It would help the gw2 pvp scene a lot if you allow us to queue for both at the same time. This is a small change that reduces queue time for everyone, and increase the match making quality by having a larger pool of people for both queues.
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It’s called far for a reason. It takes about 5 more seconds for the other team to reach it. Go to a custom arena and test it with a friend.
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I agree. Those random proc needs to go. Increase the base damage of the ability, then remove those random proc.
Make the game more fun, timing based, not proc based. Proc is bad.
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Hambow also wrecks them pretty badly. They only have 1 stun break on a 75s cool down.
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Instead of voice chat, they should implement a better system for pings, like the one in LoL.
Alt + Click on the screen opens a quick ping wheel, with 4 options. Drag up and release to ping “Need help here”. Down for “Dangerous, Retreat”. Left for “I’m coming”. Right for “Enemy missing”. All ping will have voice with it. Ping can work on either the minimap, or on the screen (which will creat a long right on the player)
This partially eliminates the need of TS3 for casual groups. You can notice that the enemies left their home open, and ping “Enemy missing”. A thief on your team can acknowledge that by pinging a “I’m coming” back on that point.
This is better than forcing everyone to use voice chat. This works for parties in WvW and PvE too.
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Chill right after water. Ele is actually very easy to counter. Mess with their attunement, and you reduce their effectiveness by 50%. As soon as an ele rotation is messed up, many of them go into panic mode and starts pressing any cool down they have.
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I hate it when people say ele has 8s attunement. That’s hyperbole, and not good for the class. It’s 8.7s, and even longer if you actually play the game.
Since you can’t swap out of an attunement as soon as you enter it, the overall cooldown is more. You have to wait at least 1s between attunement because we have a 1s cool down when ypu swap into an attunement too! Go from air to water, wait 1s, then water to earth, wait another 1s. Because of that, even if you try to swap all the attunements as fast as possible, it takes you at least 11.7s, or 12s accounting for human error (people can’t press as fast as that). If we want to talk about ele swap time, use the 12s figure, not 8s. That’s disingenuous, and actively harm the class.
Furthermore, if you rotate so that you can use burning speed once per fire attunement, then it’s a 15s rotation. Faster attunement cd just means more flexibility. If you want to switch attunement as soon as possible, then you have to skip burning speed/fire 4 at every other fire attunement. Since you will have to spend at least 1s in earth and 1s in water, and 1s in air, the overall combo will be one burning speed every 26s. That applies to a host of other skills too, like water 3. The trade off will be: more attunement, lower damage, or time the attunement to get more skills activation, less attunement swap per minute.
Conclusion: Saying ele has a 8s swap time is very misleading. Be fair and say that it has a minimum 12s (or if you really want, 11.7s) swap time for a rotation.
P.S: with chill, that will be a 20s attunement time. To save you a calculation. Also, that requires 6 points in Arcana.
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(edited by Sunshine.5014)
The elementalist now needs a serious buff if it wants to go head to head with a Reaper. The classes are so unbalanced together now it’s ridiculous.
Nope…all Ele will have to do is spec down Water and take a nice little trait called ‘Stop Drop and Roll’. We’re good…like the song says, Don’t fear the Reaper
Do you realize it has 10s cool down? Or did I miss something?
Dodging while you’re having burning will trigger the cool down. Then the necro can just stack chill on you. You’re gonna have near perma burning on you, so the chance that your dodge cool down is not consumed by some random burning before you get chilled is very low. Yes, you can say “oh don’t dodge until you get chilled”. Yah, that would be a good advice.
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I thought the Dragonhunter was bad until I watched the stream. Just reserve your judgment until after the stream is over.
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Always play a shoutbow if you soloq. Can’t really go wrong with that. You can be immortal in 1v1, and survive for a long time in outmanned fights, then become a support god in 4v4.
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I think B is the approach anet is taking, whether you or me like it….doesn’t matter, accept it or change class , it’s simple. Given the fact that I accepted this reality, I’ll use my energy to propose changes that will benefit ele accordingly to the class design, not according to people who expect ele fresh air to become a pseudo thief of any sort
With all due respect Supreme. I see that both of the sides here care deeply about Ele, and how to make it not trash. Both sides have different visions though, and for me, I see that the core difference between you and Laraley is:
- Supreme, you believe that the nerf is acceptable because you can “propose changes that will benefit ele accordingly to the class design”. That means the “nerf first, ask for buff later” approach
- Laraley and other people want to preserve what worked, and what has been fun about playing Ele.
I’m on Laraley’s side here, not because I have anything against you, nor that your idea is terrible. It’s just I lost my trust on the “we can just ask for buff later, ANet will definitely listen!” idea. It’s incredible naive, given all they did for the last few years.
In any case, I hope that you both can keep the constructive argument going
EDIT: also, saying d/d ele has more damage than a shoutbow is very mistaken T_T
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(edited by Sunshine.5014)
Do you realize the fact that dd won’t be viable anymore doesn’t mean there will be some new spec viable? What happened the last time they overnerfed ele? That’s right, no one played it for a year.
It’s like there is a double standard.: every class has OP stuff except the ele: Ranger pewpew, Ranger MoA, Thieves backstab, etc Then you get to the Ele and suddendly Anet is super worried that somewhere we can do some damage slightly high, even after ALL the MANY nerfs. Ele staff damage is ridiculously low on # 1 skills for example, they could buff them by 50% and nobody would even notice beside for the Fire attunement.
True. And look at scepter auto attack. It can’t even kill an afk warrior with Healing Signet in 5 minutes.
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Almost the same, except ele is falling out of meta, replaced by shoutbow due to the might nerf and breath burning duration nerf.
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+1 laraley, overnerf d/d doesn’t mean other builds suddenly will be viable. Look at Fresh Air, it is also got destroyed in HoT too. With conjure nerfed, fresh air nerfed, d/d will be the go to weapon again for ele in pvp (if there are still die hard fans staying with the class)
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I expect weapons with 600 range, and with a lot of CC
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The sub-80 open world is easy enough that you should be able to just kill stuff at your level in full damage gear and traits. There’s really no reason to bunker up in leveling open world PvE content at all.
It’s actually not as easy as you think for a lot of people. Ele is one of the hardest classes to level in pve from scratch for new players.
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+1
ANet should listen to this. EA should be baseline for ele, and has a trait for allies. The Bolt to the Heart change is really bad, and Air traits need a second look. Arcana minor traits are very terrible too. 10% on crit to apply a short condition? With 30% crit chance, that translate to a 3% chance on hit! <wat>. To add more insult to the injury, that trait even has kitten ICD, and is a grand master minor.
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If you think you’re good, go full berzerker. If not, go either Soldier or Cleric. I’m not joking about Cleric, I used that to pve straight from level 1 to 80. After you have the Arcana trait line and Signet of Restorations, you’re basically unkillable by the pve mobs, even when your gear is green and 10 levels behind. It’s the economic choice. Upgrade to the next green gear every 10 levels.
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No stealth for ele please. Other than that, your suggestion is good.
Arcane skill: have a trait to reduce cd by 20%, and each Arcane skill grant additional one stack of Arcane Shield, last 5s. This encourage active players and good timing, instead of the reactive play of Cantrips.
Arcana minor traits are pretty terrible lingering elements are almost useless, and should be baseline.
The Grandmaster minor is also terrible. Remove the ICD, or reduce the ICD. The price rate should be on hit, not on chance of crit hit.
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7v3 fresh air and you all died in a minute? :I
Fresh air is a single target. It can kill at most one person at a time. During that, you can have other people jump on the ele. If the fresh air ele can kill you that fast, then it must be full zerker. Any hug will kill it. You have more than double the numbers. I’m trying to find a polite way to say this, but it sounds like your team did no CC/damage at all.
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Hambow in the hands of me, easily the best dueler NA, beat everything. plz boiz. Hambow beats DD Ele 100/0, cele engi 40/60, shoutbow 80/20, SD Thief 50/50 if you’re actually intelligent enough to time the hammer skills on flanking strike after cast, Mesmer 70/30, Necro 30/70, Guard 50/50. This is assuming both are skillcapped.
+1, emphasized mine
A good Hambow should beat d/d ele 100% of time. There is no exception.
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No, old RTL was OP. Anyone that played when game came out knows this.
I feel the need to quote myself again
Ele was unkillable not because it’s good, but because:
- poison was bugged (yes, it was bugged—you heard it right),
- 15s 1550 range RTL used for running away.
- Immob was not stacking, so uunorganized people don’t know how to chain Immob to stop the ele from running away
- the meta was all about burst (Mesmer/thief/100b warriors) so they don’t have a lot CC to stop the ele from running away
- if they failed a burst, the ele could freely run away and heal to full, then come back. That annoyed a lot of people, so they complained on the forums, and ele was nerfed to the ground, until Celestial shows up in PvP.
- ele glory day was a bunch of videos from daphoenix showing people how to play d/d ele by… running away in wvw. He successfully trolled a lot of people though. Google it. It used to be sticky in the ele forums too.
After the poison fix, Evasive Arcana nerfed, chain immob, CC meta, RTL should be reverted.
And look, we’re not asking for the 15s 1550 range back. We only want 20s 1200 range instead of the blind/block/evade kitten cool down.
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(edited by Sunshine.5014)
Sorry for quoting myself :P, but I really like this idea, and I hope a dev can see it.
I think Tempest should be about speed and control. Zapping around the field with speed, touching the enemies here and there sounds fun!
Trait: instead of swiftness, you gain super speed. Only works if the source of swiftness is from the ele.
Trait: while you’re affected by super speed, attacking the enemies gives them 0.1s daze. If you gets hit, you’re dazed 0.1s.
Something like that would be really fun to play. Zapping across the field, and touch people here and there, and trying to avoid being touched. It’s like super speed heroes xD.
This rewards skillful play from ele with a lot of flair! It’s also fun to play against the ele because timing suddenly become very important
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I agree it needs to be buff too. It’s too weak in its current form. After the buff, your auramancer build will work, but it won’t be restricted to just S/X
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Tbh, I prefer the old MMR based leader board more. They just need to fix 2 things:
- only include people who played more than the median number of games played that seasons. For example, when the season starts, people play on median only 5 games, then anyone who has more than 5 games will be included in the leader board. But when the season is ending, and the median number of games is 67, only people with more than 67 games are included in the leader board. This actually solves the “low number of games, but top leaderboard” problem
- real permanent decay. This solves the “win once, top leaderboard again” problem
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Powerful Aura: Auras you gain from weapon skills are also applied to nearby allies.
Sorry, signets and conjured won’t grant allies aura. Even aura from traits won’t. Only the 2 aura directly from the weapons do that. It’s a meh Grand Master trait. Very meh.
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Nope, go zerker glass staff. Spam Fire 1,2,3, and sometimes 5 if needed
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Staff:
Water 2 if you hit your Ice Spike with Fireball it shatter in more wide range and give bleed stack. Trajectory of projectile just need to cross below Ice Spike or for more makro make it able to target only for us, but idk if with fireball that slow it will works properly.
Water 4 if you use Water 3 Geyser on that field it will change into mud field for 1s that imobilize and cripple.
Scepter:
Water 2 after it hit, there remains shards on ground for 1s that bleeds if enemy cross, if you use Water 1 Ice Shards on its extend duration by 1/2s.Syngery with everything you can, combomentalist.
Your scepter water #2 skill is brilliant! I like the idea that ele skill should interact with each other more. It should be kind of like a class mechanic for us.
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I think Tempest should be about speed and control. Zapping around the field with speed, touching the enemies here and there sounds fun!
Trait: instead of swiftness, you gain super speed. Only works if the source of swiftness is from the ele.
Trait: while you’re affected by super speed, attacking the enemies gives them 0.1s daze. If you gets hit, you’re dazed 0.1s.
Something like that would be really fun to play. Zapping across the field, and touch people here and there, and trying to avoid being touched. It’s like super speed heroes xD.
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Also, just repeating what others have already pointed out:
Give us Elite skills that are actually worth using!!!
-FGS is only used for its mobility and the damage buff to Skill 4 never made it into the game.
-Tornado is CRAP. It’s basically a huge “KILL ME” sign, and provides NO benefits for locking us out of our weapon skills. At the very least, it needs projectile destruction/reflection, increased movement speed and reduced cooldown. Or consider making it immune to conditions; how the hell do you burn, immobilize or poison a tornado????!
-Elementals are meh. All the non-Earth elementals need serious survivability buffs. The Glyph itself needs a much lower cooldown.
I agree. FGS is terrible. Look at Elites like Lich/Crate/Rampage, they are elite worthy. FGS should have a cool down of 30s to be elite worthy. It has low dps, and locks the ele out of other crucial weapon skills. Hardly elite worthy.
Tornado should be immune to conditions and reflect projectiles. It should also has a skill to pull in enemies.
Elementals should have toughness increase by 600, and HP increased 50%.
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Arcane trait should be like this:
Reduce cooldown for arcane skill by 20%. Arcane skills grant one stack of Arcane Shield, last 5s.
Arcane skills right now is too weak because people rather go defensive with cantrips. One stack of Arcane Shield is not OP at all, but it helps giving arcane ele a little bit more of the needed survivability
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If you’re in a good group, max dps is the way to go. However, in a bad pug, switching to cele or soldier can help.
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I like the idea of Shockwave extending unsteady ground duration by 2s! That’s creative
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I like this, it actually gives us a meaningful trait that’s worthy of GM level. You’d have to tweak the cooldowns since currently each attunement has an independent cooldown of 10 seconds each.
Make it independent CD and it becomes too powerful or do that and make it GM but increase it to 12 second independent.
Nope, if it’s GM it must be independent and 9s cool down. The duration can be tweaked, but not the cool down. If you think it’s OP, make it last 1s
If you make it 1s wouldn’t that make it worthless? They has to be a reason why people take it but at the same time, it cannot be just as good as their weapon counterpart. The weapon counterpart are only 5-7 second with an average CD of 25-40 seconds. (obviously the CD of the weapon aura are unnecessarily too long and all should be brought down to sub 30 seconds).
Then make it 2s? What I mean is the “independent 9s cd” part is not negotiatible, or else it will make the skill really bad. We can discuss how long it should last
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Omg, if they can make a king of the hill Pavilion (that people can watch from the bleacher) that would be awesome! 20s entrance fee, and each match win get a loot bag (mean value less than 20s). It’s gonna be fun, and a gold sink too!
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Check my post history, I rarely say l2p if I did at all.
But I have to say this to you OP: learn to play another mesmer build, it’s not that hard. Thousands of hours on that clone death cancer? I feel sorry for the players who had to play against you. That build deprived fun from the game, made people quit, and lost ANet a ton of revenue. Of course I expect ANet to nerf it. I’m sorry but your /cry doesn’t get more sympathy from me more than a l2p
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I like this, it actually gives us a meaningful trait that’s worthy of GM level. You’d have to tweak the cooldowns since currently each attunement has an independent cooldown of 10 seconds each.
Make it independent CD and it becomes too powerful or do that and make it GM but increase it to 12 second independent.
Nope, if it’s GM it must be independent and 9s cool down. The duration can be tweaked, but not the cool down. If you think it’s OP, make it last 1s
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The all shouts class is ranger.
But the thought of storm shouting ele sounds fun haha
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2 stacks of stab should be good. 1 stack like right now is too weak.
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Double moa and double time warp sound amazing (and OP too).
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Lingering Elements should be the baseline and Elemental Surge should take its spot. Give us a new GM trait please!
I agree, make it baseline, then move Elemental Surge there, then make a weaker version (-20% boons duration, solo only) of Elemental Attunement in it’s place. Then change Elemental Attunement to provide 20% boons duration, and AoE boons.
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Okay, I’m convinced that pulsing cripple on Eruption is not OP. It’s true that people barely notice the cripple from Churning Earth. Please keep the feedback coming. I’ll update the posts with your feedback! Let’s hope that ANet will implement the tweaks
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Mesmer/Thief/Warrior meta confirmed with today blog post!
Start attacking from stealth, and the duo can insta burst anything, including guardians, since guardians block are useless now with their unblockable attacks. Warriors will raise in rank because their 12s endure pain can counter the unblockable attacks.
Oh, if the guardian is still alive after that? The mesmer can refresh cool down double moa the guardian (lol). I’ll add two mesmers just for the lulz.
Thief/mesmer/mesmer/warrior/warrior
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(edited by Sunshine.5014)
Conjure needs to behave like kit for ele, which means:
- for ele, allow weapon swapping for the conjure
- for teammate, swap weapon lose the conjure
- still keep the time, so it’s not like kit.
- remove the number of charges
Then we would see conjures get used.
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