Can someone screenshot top 10 for me?
Consider urself lucky I haven’t gotten less than -40 per loss since December
Although my fights vs. warriors have primarily been as power-DH, I think the following advice will still help you:
- Don’t waste your dodges. Warriors beat guardians by wasting their dodges then throwing on resistance + might signet and bursting them down. Dodges are your only real defence against warriors who are running might signet + berserker stance.
- Start the battle off with blinds and blocks. It is unlikely they will immediately start off with berserker stance/might signet. This is a good time to sneak in those defensive measures that you won’t be able to use later on once they are ready to burst you.
- Always save at least 1 stun-breaker. If a warrior is in melee range of you and f3 and JI/CoP are all on cooldown you’re probably screwed (use RF if you find yourself in this situation). One headbutt and you’ll quite literally go from 100-0 hp fast. Even a shield bash burst combo will drop you a good 30-50% hp.
- Watch for might signet. As soon as you see that fist symbol of the signet appear above their heads, dodge (if they’re in melee range) and create some distance with a gap-opener. Don’t try and fist-fight a warrior who has both might signet and berserker stance up.
- Try to keep a distance of about 300-600 between you and the warrior. Warriors know that vs. guards, if they don’t keep their distance after all stances are on cd, they’ll go down fast too. At this point, they like to retreat out of your effective attack range and wait on some CDs. Don’t let them do that.
- Try your best to predict their f1 bursts. This comes with experience. If you can deny them the f1 bursts even every other time, you should be able to wear them down over time.
- Save your CCs: maybe throw a simple CC out earlier on if you have one to get rid of their passive balanced stance proc. Save your CCs until after they have blown berserk mode/endure pain. This may have to wait until much later into the battle (maybe 30-40s).
Some of the best advice I’ve ever seen. But seriously learn to react to skull grinder, predicting it will never be enough.
Whatever you decide try to stay away from the Metta crap. There are much better builds out there. I love my DH! Especially in WvW so much fun!
LUL
Better or worse than turret engy?
id say its less cancer than turret engi just cuz it is possible to kill and it has no effectiveness outside 1v1
Thank you Evan this is a big problem and has lost me several games.
Top twitch streamers are abusing this and it’s silly.
Either make it so people are still on respawn when they come back or lock characters once the match begins.
While we’re at it we can ban the cheaters who have their buddies purposely throw to inflate a bad players rating
I asked grouch about voice chat at lan and he said it would never haopen
I mean, this isn’t exactly a secret. Almost everyone on the leaderboards know that the top players are either 1. Bribing someone to throw the game for them or 2. Bribing their own team mate to leave the game when they are going to lose or 3. Have a friend that can do both on an alt account.
I thought everyone knew about this already.
there are two people who are cheating, jeffiEZZZ and ddongs. everyone in the top 50 lb hates these two.
for the record, you guys mixed up NA and EU. obviously not a big deal except your URLs are wrong.
can confirm that volatility increases a ton if you dont play a week even for top 10. I didnt play for 2 weeks and did my 7 decay games, i was getting +15 for EASY faceroll games (games I normally wouldve gotten +3 or 4). Even more games after that Im still getting at least +10 for 500-0 games and losing 50 for 2 top 10 duos facing eachother. apparently not playing is the key to not having to farm 20 games for 1 loss.
haha its the downstate auto
sometimes people are desynced and it basically ruins the deflecting shot. idk the specifics, never been able to replicate it well. it kinda sucks cuz dh v dh matchups usually comes down to who’s deflecting shot DOESNT bug.
also yea reaper #2 stopped unblockable projectiles. its a bug that anet sometimes does, like at hot release mesmer shield 5 would stop unblockables like deflecting shot. i think its been fixed now.
deflecting shot goes through zealots defense, AND gets bonus damage typically due to stopping the projectils that zealots defense does.
if you have a nvidia card get shadowplay with geforce experience. its basically always recording so you can save the past 15 minutes if you wanna record the previous game.
for the record this bad is not me
rn the top 10 in NA is:
katsumi – 4th in ToL (as a sub)
paul – 2nd in ToL
nos – 1st in ToL
toker – 1st in ToL
booms – 1st in ToL
toker again – 1st
ementon – 3rd in PL S2 (didnt play ToL)
nos again – 1st
zeromis – 2nd in ToLK
thermite – only rando whos been farming games on a stupid symbol build
seems pretty correct to me
Because the fact of the matter is your actual skill level isn’t enough to go higher than where you are.
Git gud.
nobody higher than me even q’s. at all.
Metabattle is cookie cutter man my build is already tweaked beyond that. Air provides more damage via single target however does it provide better overall damage than the Might stacks from Strength and Force? And out of all the runes I listed in my 2nd question which of those or maybe ones not listed do you find give the best overall benefit? Also Signit of Agility doesn’t out-trump Withdraw, SS OR bandits. You should never use that it’s a waste considering you should always have over 65% critical chance with the correct spec given you built yourself correctly. I really just want to know the questions I asked preferably from well experienced SPvP thieves that are using D/P to compete in the 2017 tournament. Thank you for your input though I really appreciate it, anybody else have a reply that can answer my questions? It would not only benefit me but I’m sure alot of other SPvP main thieves as well. Thanks again guys.
These are some interesting suggestions, and I really do appreciate the willingness to step beyond the meta and strive higher. I can see how these improvements are justified, and I’ll have to look at it more later.
Good luck in your games!
stop being nice and put this guy in his place
Maybe the only fault of the MMR or Matchmaking system is to create a “fair” game by simply sum up everyones MMR so it ends like:
2.000 (Esl Player) + 800 (PvE- Starter Kid) =equal= 2x lower Gold Tier players (2x 1400).
So if there are rating differences of like over 400 (or higher) on a Team, it ends in that crazy matchups people complain about.
In fact personal skill or game experience is NOT linear with MMR rating.
It’s in the 1st place the amount of games played + win-rating.And the difference between a Gold and a Legendary player is in 1st place the ability to read the game and to know where to attack/defend or support your team. The difference in mechanical class-mastery is just slight.
there is a massive mechanical difference between #1 and #100. its literally like 10x different between #1 and gold.
Losing quadruple the amount you gain is normal off prime time.
how about 6x?
If that is true you lost to a Group that had a Lower average Mmr than you…..
No, it’s because i have 2k+ mmr therefore every loss is -30 and every win is +5 PERIOD. its the most moronic thing ive ever seen. it literally does not matter whatsoever how bad my team is or how good the other team is. -30, every, single loss.
The only time I have ever seen Mmr loss and gains like those is when I helped a Guildy get out of Bronze where my Mmr was at 1500 while his was 700 and the losses were -20 and wins +4, if what you say is true and you didn’t have an outlier affecting the average Mmr then that is very weird.
Everyone is an outlier whan i play. that’s the issue. a freaking rank 100 player has over 200 less rating than me. if youre not top 250 you might have 300 or 400 less rating. that doesn’t mean that im not literally put with bronze players to compensate. some teammates are ACTUALLY impossible to carry, but the game still punishes me as if I shouldve 500-0’d the other team.
If that is true you lost to a Group that had a Lower average Mmr than you…..
No, it’s because i have 2k+ mmr therefore every loss is -30 and every win is +5 PERIOD. its the most moronic thing ive ever seen. it literally does not matter whatsoever how bad my team is or how good the other team is. -30, every, single loss.
I literally have less mmr after the last game than before the first game. How does this make any sense? Why do I even bother qing for 4 hours if its just gonna get screwed bc 1 player purposely trolls?
acount darek.1836
Hmm okay. So if i remember correctly there was a soft reset in mmr this season but they also factor your previous mmr in calculating mmr placement? Is that why some people was placed in higher division than me with the same win ratio or is it because they played better during their placement matches?
it is a mixture of their mmr in prevision seasons and how they did (as in who they beat and how much) in placements.
I wonder if there is any top 50 players that does only solo q. and didnt just get lucky with placement matches.
Most of them do duo. And very few of them “got lucky”. Most of the players in the top 50 are known ESL or AG players.
I don’t think anyone should have started in legend, it should have been Bronze, Silver and Gold. After that people should work on progressing to Legend.
Right now a lot of people instant jumped to legend or platinum, what if someone start at the end of the season and end up in platinum or legend? That doesn’t seem fair imo.
in NA only about 5 or so people started in legend, though some people started pretty close.
It’s strong in low tier and not so strong in high tier. Though it carries soloqs pretty decently.
was 100% nerf. we don’t win downed state fights anymore which really makes me mad. the slow does absolutely nothing. id prefer something like 5s cripple or 3s chill or weakneess.
If you left for 2 min you should get a lose and the rest of your team a win. Seems fair to me.
I think q times will increase actually. Later in the season there will be less hype and less players online.
(edited by ThatNAESLGuard.6238)
So you can put up super rude names for all to see? I KNOW WHAT YOU DID ON THE GUILD BOARDS.
character names that are bad, can be force name changed and give you a 3 day ban are not the same as a guild team which you can make at any point with no restrictions and you know it
Which patch before the season made balance better? Oh, DH player?
DH has been nerfed more than any other class since HoT launch.
Q times baby. I’m sure Evan can see legendary q times but for those who aren’t informed they usually pop around 5:30 to 5:45 sometimes up to around 7. The average q time as I write this is 57s but is sometimes at 1:30 or so. Let’s just say legend q times are about 4 mins longer than the average q time.
Here are my past 10 games including duration of games:
https://gyazo.com/5c4ecb15f7d54dbf55726f9e8a59a63d
Average time is 10:37 or just 10:30
We’re just gonna assume legend and average game times are about the same.
Qtime + gametime for legend: 16min
Qtime + gametime for nonlegend: 11:30 min
You get 10 pips a win and almost always have a top stat for a +1, while legend gets +4 extra pips; therefore:
Legend: 15 pips/16 min = 56.25 pips an hour
Non legend: 11 pips/11.5 min = 57.39 pips an hour
Ofc this assumes you’re winning your games. You could also argue that the very best players win way more than the less skilled players, but that was the case in previous seasons as well. This is to show that legendary players aren’t getting enough pips to actually say they’re getting more than non-legendaries.
pls fix
Balancing wise this season is the worst of 2016.
Anet finally needs to learn that “passives” don’t fit into any pvp environment. It’s stupid as kitten when passives save your kitten every time when you make mistakes – instead you should die or at least be forced to play defensively or run after making a mistake.
Condi pressure is too easily spread and it feels like there are 5 really viable builds while the rest of the classes and builds are merely playable.
Every single patch since Hot has made the balance better (except maybe when they put in mercenary). You’re completely delusional tot hink otherwise.
+1 this would be super sick
You chose some not-so top tier people over unanimously better players.
Such as?
me
invite me noob
jk im auto in quarters anyway
You guys are forgetting there’s no power dmg on deadshot… that’s a massive dps drop
signet of courage
/threadMy friend has a minstrels guard for WvW it pulses a nice 1.5k heal every 10s…
I would say tornado (for ele) and glyph of elementals is worse in a PvP/WvW environment. The ele version of tornado could do with giving 700 vit and toughness.
He’d get more heals with renewed focus and using it off cd to get another f2
another video of PvE level commentary on pvp
the blind is dodgeable and blockable as well as the daze. The trap heals 10k/17.5k. As others said the buff was to base guardian. Now the base virtue of resolve almost heals as much as wings, lolz
signet of courage
/thread
I’m thinking, why should we take deadshot? With carrion we can get over 50% crit chance with radiance.
JI PF and SC will be standard
rip u bud grouch sent mine already and hes not at anet anymore
What I am saying is:
- Is this system just another long grind to the top?
- Will it be a fair, “good players will be ranked high as they should, despite their solo W/L ratio”?
- Will the godly PvP players be 100% subject to the luck of the “unknown forced 50%” matchmaking algorithm?
- Is top 250 simply based on W/L luck streaks?
- You will absolutely not be able to grind to the top of the Skill Rating leaderboard.
- Good players will be ranked highly. They already are. We’ve had MMR for years and track it constantly.
- No one is being forced into an unknown system. See below and read this: https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
- Sometimes players can overshoot their ‘true’ rating by chance, but it will not be by far and not last very long. They certainly won’t reach the top 250.
I don’t mean to pick on you specifically as the “dreaded 50% matchmaking” conspiracy has a lot of the community in its grips. Ratings obviously can’t be known unless matches are played to generate data. Do you want to play random matches and have a chaotic experience with an inaccurate rating? Or have balanced, competitive matches with an accurate rating?
Sure, we could have zero matchmaking, but two things will happen: First, your teammates will have random ratings and your opponents will have random ratings. Did you lose because you are less skilled than your opponents, or because your teammates are less skilled than your opponents? There is no easy way to tell without a lot of complicated math. “Make a system to figure it out, then!” you say. Well, Glicko does this for us already. Matchmaking assumes its data is correct by pairing opponents that appear to be evenly matched, then Glicko does its job to adjust ratings in case the outcome wasn’t what was expected. Second, random matches make your rating update verrry slowly. Every match won against a much less skilled opponent won’t make you go up because of course you were suppose to beat them, your rating must already be accurate. Every match lost against much higher rated opponents won’t make you go down because of course you were suppose to lose, your rating must already be accurate.
I honestly do not know why people think 50/50 matchmaking is a bad thing. My best guess is that people just want want something to blame when they lose.
it was bad in season 1 and 4 because the pip system made very very bad players get to legend and then queuing in ranked was basically worse than queueing in unranked this offseason (which is really bad)
I heard a rumor that someone tried updating the dummies with HoT AI as a test and they started shreking devs.
im fairly certain a regular smokescale would beat every dev
you have to win a ToL lol
So are these extra pips only awarded to players with top stats on the winning team then?