Mesmers are anoying, but not OP. Its one of the classes like DH that gets weaker the higher skilled teams are. Clearly you can tear bad to average players appart with a well played mesmer in a way the victim feels helpless. But someone that has learned his own class well and can target the mesmer and not his clones, most mesmers don´t live long …
Well as usual. More flexibility would please players. But also make it harder to react to balace issued. But i don´t see a problem in spliting stats into armor and trinkes.
Either you give one primary and one secondary in each and pack it to avoid something like primary toughness and healing being combinable or split the amultets.
So we would propably have 3-5 armor and 3-5 amulet pieces each with two stats which will make a good number of combinations available leaving out the extreme bunker options.
I personaly did game balance for another game and diversity is a key for me and many games. When doing this i did read every post in the forums each day! Its a dedication. A dev has to listen, filter and put all together. Of couse its impossibe to please everyone and giving players what they cry for is often a bad idea. But there are always good ideas hidden in the posts and there are a few players that realy understand what to do, at least in some areas. So a dev uses his superior overview and the input in the forum to build a stable system that also pleases most. He learns from the comunity but makes his own decisions.
What i feel is that there is not enough manpower dedicated to this. And for a large and great game like GW2 this would be a pity and not understandable for most of us.
Especially because there would be players like me being pleased to contribute in game balance.
Totaly easy to beat the classic meditrapper ….
DH is a very nice class and good to play for average players or even beginners and it beats down bad players. I personaly prefer a varaint without dragon´s maw and CoP. Test of faith and the healing trap are the realy good ones and judge intervention is so great ….. Just puting down traps on a point and wait is not successful against good players…. I personaly keep a dodge for the traps or true shot (better reflect the last ^^). Watching his traps and reactive play to his bow wins you the fight ….
would love this five stat one but douped it comes.
This would be some i take:
1050 Condition
1050 Power
560 Toughness
560 Precision
1050 Condition
1050 Healing
560 Toughness
560 Precision
1050 Condition
1050 Healing
560 Toughness
560 Expertise
Or just wanderer that swaps Toughness and precision :-)
1050 Condition
1050 Toughness
560 Precision
560 Expertise
Hmm the match today was an exception for me. Eles are not very common. Necros on the other side are like 50% in each match ….
If this is used, then only a full 5 player vore should end the match. But even then. Encourage playes to fight not to give up ….
no. Rewards or the no pip loss possible when fighting hard should be done so players won´t throw a match. I would even go for dishonour when AFK ing …
2-3 h a day is huge ….. That´s not casual anymore.
NP with it have fun. Had a match today in the morning. Got paired with two ele´s (me also ele) + rev and necro ….
Non of our team went down during the match. Enemy necros were helpless…
….. I would prohibit any build and class swap after map roll ….
Easy fix. Look at class numbers pick the most used class, take out what is to much and pack in 5:5 class matches. Que the rest normaly.
So if you play necro maybe 50% of your matches will be 5:5 necro fights and the rest normal.
Also using hambow with a variant of medi trapper in paladin + scrapper. Hunters fort for shure in current environement but no CoP. Judge instead is realy funny. Use rage sigil in hammer for initial rampage!
well class and build balace would be the better solution…. But will we ever get diversity and balance?
well a simple rule would be nice. Not more then two of a single class on one team ….
I also thought good ele. Let them case you. Three away from points is nice :-).
:-/ if you wait 5 sec then you are indeed lost … I understand that you might not like the mechnic, but i always did see it as an aditional option. And it realy pays off as stunbreaker, or down cleaver and more. Its situational. Well if you never try to autoattack and want to rotate using arcane traitline fast, then overloads will be misplaced …
I lost the fist two. While i do get good teammates, first i got 4+1 pemade obvious on com. One of us Akitten when recognizing …
Second was close but loss.
But i did not go completley down more. I am at about 2/1 wins and now got balanced matches. For me very challenging. Was not used to get such hard matches after all the steamrolling in amber but still keep my positiv 2:1 with the last matches very close.
If you feel that your team is worse then you, the only way out seems to make a premade.
You won´t make it up in solo Q reasonable regardless of you personal skill when your MMR is already low. After an eavening, winning as a team, you can try again.
Or as mentioned sit it out and come back … Ther is unrakend …
i also have the fear of a downspiral. I lost the fist two. While i do get good teammates, first i got 4+1 pemade ovious on com. One of us AFK es when recognizing …
Second was close but loss.
But i did not go completley down more. I am at about 2/1 wins and now got balaced matches. For me very challenging. Was not used to get such hard matches after all the steamrolling in amber but still keep my positiv 2:1 with the last matches very close.
Too bad the season only last 2 months. So if it takes 2 weeks for the system to work thats 25% of the season wasted with bad games which make a lot of people give up on pvp.
This is the point. Yes its Ranked and people should expect seeding out competition but they will play it and get frustrated.
The downspiral mechnaic is cruel. Till now i can hold me up. But i constantly fear that i loose some in a row, then go on a loosing streak and after 20 i am hoplessly lost even when i propably can stand ground in diamond when on com. The only way back would be teaming.
this was one of the most cruel nerfs on non meta eles. It was very strong on the D/D ele with cele last summer and was nerfed because of this one build. It nearly destroyed my non meta F/E/Ar build as side effect. Instead of nerfing water sustain Anet tends to destroy traits non meta eles need more and so bring the class down to use water or die.
Agree. Menders is a more offensive option. But its much weaker to focus fire. So if you are not targeted you shine in support and do damage, if 3 target you to remove support first you die fast …. I tested it with sage and while i like the combination it can be blown off the feet a bit too easy for my taste …
I play ele for over half a year (started GW2 last year). Startet PvP with HOT.
Support is not overpowerd in the current environement. Shure tempest support outshines all basic classen. Thats the direction. HOT classes are more powerful also called power creep….
But as said in high competative play, support seems the best and unfortunately only good option for elementalist. I try a semi support and its good till now but i did not reach top level. I won most in the season2 and now feel competition. Hard focus fire and that i can´t stand 1:2 very long annymore. Its good for me beause now real training starts. One mistake now can whipe the party ;-).
I will see if i can keep a diffrent build or i have to go full support. While i always enjoy healers i realy prefer offensive support not 100% bunkering. So i am tempted to use sage, currently run mercenaries and wanderers plays realy good for me. I now always run soldier rune and i am not happy that it seems to outshine evrything else when playing tempest because this means low diversity ….
I have a problem with ele builds. I always hated to trait water and dislike cleric amulet ^^. I used settlers for a bunker setup which was the only full support setup i liked and it was hellish anoying ;-). Never used cele except a few tests.
So i am fine playing non meta. Yes i play a lot support which is strong on ele and pure damage builds won´t work well enough.
(edited by Wolfric.9380)
I tend to win, but i am for shure not top tier. I play GW since last year and PvP since HOT.
I traind in WvW roaming before. I play nearly only ele to get at least good with one class.
I tend to be very good in building an try to play non meta and construct good new things an develop my build. I also don´t go metabattle. So i can beat top players but don´t play each day for hours to reach some esl level. I just don´t have the time in RL and i am 46 ;-). But i gaming in diffrent forms was always part of my life. I developed myself bordgames, had been 1,5 yeary Nr. 1 in Magic the Gathering in my country over 20 years ago and did beat a GM in chess and so on. My focus is more on strategy games and i use tactical play and building in Gw2 to compensate the lack of reflexes.
No wories. I enjoy and i have a very thick fur :-). I just feel other don´t enjoy the stampede roling over them …
Nice post.
Well i can´t do point 11. Its against my character XD …. Oh wait i did break the meta already in other games and did it last summer in GW2 …. Hot screwed all and it starts again … :-). I am always seriously concerned with balance. It´s my nature..
well its a varaint. It can fully keep aurashare synergy, but it looses cleanse. As option it can use lyssa or leadership.
According to the season 2 announcement, matchmsking is primarily based on pips not mmr
apart from that, if the amount of players available at a certain time is so low at you have the same players over and over again that is not an issue of matchmaking but in that case i’d rather have teams in which the players are of equal skill instead of forcing ‘balanced’ teams and a 50:50 win/lose chance for both teams, because that is exactly what we had last season and is exactly what made the last season a bad joke. In a league system that is intended to represent player skill, it is fundamentally wrong to put the best players on a team with the worst ones that are currently available in order to obtain a 50:50 win/loss ratio. If there are only 10 players available, then the best 5 of them should be put into a team and win to get to a higher division. I know, that sounds arrogant (and frustrating for the bad players), but it is necesarry if you want leagues to represent player skill.
You are right, but without dividing known good players from the rest and ranking new players average so they can drag down others, this leads to a lot of frustration and booring matches. This is a very bad thing for player motivation an will lose players.
And in addition this will continue in all divisions. It results in a challange system and is focused on teams. High MMR will always be at an advantage especially in solo Q.
(edited by Wolfric.9380)
Complaning about damage this variant might help a bit.
Shure you will miss soldiers but thats the tradeoff.
Can go for more aura share then the shouts or cleanse.
(edited by Wolfric.9380)
I also wanted to report but where … OK bot …
Give us a kick option …. Like a party. If all other 4 vote then its a kick and if he was say below 20 points he gets dishonour …
Without mixing teams can have very long wait times. Fast scheduling is a top priority.
yes as i and other said. Just divide known players from last season acording theit divisons. and don´t rank new average.
Ontop of that, conquest is a gamemode that can be very snowbally, plus people are giving up a bit earlier than before, or are simply tilting (just lost 10 games in a row and now you just lost that middle fight AGAIN!!??). This alone is a big factor in being able to win games 500-100 +-.
This is a big issue at the moment. It was already mentioned before leaguage start imminiateley after system details got shown. Currently there is a lack of motivation to fight hard to the end. This motivation comes from the following:
1.) A player must feel he has an impact on the game. (positive and negative!)
2.) A player should have challenging games (not constant steamrolls to either side).
3.) A player should be rewarded for fighting to the end like the 300+ point mark last .
We have lost all 3 points in the new system. 1 is also a spiraling result of 2 + others giving up.
(edited by Wolfric.9380)
Did you end the match? If not then i think you loose a pip annyway.
If you are teamed up with the DC then you also loose a pip.
You should not loose a pip if you played the match till end + are not in the DC´s premade team.
Yeah and we have a huge number of Bob´s now, even some that actually can play well. Many will give up … Its hardcore driving off non highly competative players from ranked.
Even some very good one´s get bored from constant 500:xx.
The suggested sollutions are the right one´s. BUT: Manny solo Q players don´t have the option or want to team up with friends. They log into the game for half an hour (just when they have time between RL. So no coordiantion with others) and want to play two matches, sort out inventory and complete daily´s. They are not dedicated to this game …
There is a high possibility that these players now loose nearly all matches and after a week we won´t see them again. the new system focuses on real ranked play and this will automatically loose most casuals and discourage new players. It´s a logic result i see evrywhere.
(edited by Wolfric.9380)
Great post and explanation. I also already said the solutions that will ease the pain especially 1+2 would have prohibited the extreamly rough start.
It seems i didn´t fall till now even with two bad matches at start getting top 4 premade and AFK´er on my side. I usually get paired with OK to good players an win. But 80% of the matches are total slaughter. It feels like people are discouraged to fight hard and this ruins the fun of the game and doesn´t make good matches!. I had two close matches one won one lost. The rest: win´s felt like we can´t loose and the losses were i can´t do annything because of unwilligness to fight from my team.
They sem to do it on all classes. 1-2 builds in focus rest ignored.
a think more complicated ^^.
But of couse a lot of simple improvements can be done. You are right pair and mix again after it would statistically reduce the unbalance …. Good idea.
i am even not shure if cronomancer is the best choice for building a mesmer. Shure usually elite are better but after the alcatricity nerf i am not convinced it is the same for mesmer.
For fair matches you have to match teams in a close total MMR range… If you have to build two teams out of 10 players then pick something like: 1 + 4 + 5 + 7 + 10 v.s. 2+3+6+8+9….. But whatever you do it will have flaws. It will get a lot more complicated and you have to mix systems if you want it better. This can lead to high que times… So decide …
You are paired with teammates in your MMR range (if same division/tier).
I you loose your MMR lowers and so the skill of yout teammates will also lower.
since you are fighting more or less random other teams, it will get harder and harder to win.
Well most players get frustrated from long loosing streaks being steamrolled or bored from winning constantly 500:100 or even below. Resulting in a lot to quit …
The start is one of the most important parts. Its like you start in formula1 with a mass crash. Shure the race goes on …
I am quite neutral on it. Both systems have good and bad sides. ANet indeed wanted to make it better. Its a perfect example how small things you forget (or underrate) can have a huge impact. Here the impact is frustration of a lot of players and they are often even not bad ones. Most good players have a walk through in this system.
I even can enjoy unfair matches. I learn from being scheduled against top pemade … I accept that i loose with a 5 player solo pug against a 4+1 pemade on com ….
It was so visible that its the fast coordination. (I paly ele, go up front to set up sirling winds on the edge of the middle to protecht my team … The team spreads out and i get focus fired … all i could do was swap earth, cleanse condi bomb, put on invul and try to get out but dying 2 sec after invul ends and my team not being able to focus as a response … and as result one AFK´ed writing: I am AFK enjoy loosing).
I think most do understand now. The system is just plain unfair and frustrating to some and should do things like starting new players at lower MMR or putting diamond/legendary from last season a division higher from start …. That would have helped to avoid this starting mess …
Had only 4 matches time. It was one close win. The other three were all steamrolls.
Last yesterday the oposing team wasn´t to bad. They came in a group of 4 and tried to get the point and not solo sacrifice them excep trying to decap fast solo. But no way. We controled the map. Two of us could hold against the 4 till 1 or two more joined and not even one of us got finished the whole match. From chat it was totaly clear despite all solo my team was top…
The other side must have been frustrated ….
And my first was to forget. Got matched against good coordianted premade 4+1 with 5 solo and one of us AFK´ed after 20sec when seeing what we fight….
(edited by Wolfric.9380)
Some say get better… This is not the problem. the prlbem is the inbalace in advancing.
People with the same skill advance extreamly diffrent decided by their starting luck …
I will even out in the long run but is just plain unfair how you get up.
For me? I rarely give up… What bothers me most is build and team diversity. I play because of this this and while i won´t quit due to WvW maps or pvp matchmaking i propably will due to lack of diversity.
apart from that, if the amount of players available at a certain time is so low at you have the same players over and over again that is not an issue of matchmaking but in that case i’d rather have teams in which the players are of equal skill instead of forcing ‘balanced’ teams and a 50:50 win/lose chance for both teams, because that is exactly what we had last season and is exactly what made the last season a bad joke. In a league system that is intended to represent player skill, it is fundamentally wrong to put the best players on a team with the worst ones that are currently available in order to obtain a 50:50 win/loss ratio. If there are only 10 players available, then the best 5 of them should be put into a team and win to get to a higher division. I know, that sounds arrogant (and frustrating for the bad players), but it is necesarry if you want leagues to represent player skill.