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Anyone know why i'm getting 10 point wins?

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Posted by: Yasi.9065

Yasi.9065

But doesnt that make it a self-fulfilling prophecy? When does it start to increase again?

Just a quick question to rating

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Yasi.9065

Then something really isnt working as intended. I lost against a guildie of mine that has around 120 more rating than me and lost well… a lot. Won next match against same guildie and won… less than the matches before. For that matter… my rating increase through wins has steadily decreased, while my losses are completely random.

Type of players in Each division (meaning)

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Posted by: Yasi.9065

Yasi.9065

Bronze: Worst players in the game or new players
Silver: Bad players in general not the worst but just bad
Gold: Average players, the average Joe belongs in this division
Platinum: Good players or above average but not pro material
Legendary: The best players in the game , top tier

I think the system is working as intended but the matchmaking still not perfect, if some people are stuck in a division that’s probably where they belong. If you lost a lot of matches recently that clearly means you did not belong there and should be lower. If you won a lot of matches recently ( long win streak) that means you were placed too low during your placement matches and belong in a higher division . If you have a 50-50% win rate right now you probably belong in the right divison.

Season hasnt really started yet, mmr is still settling, and you already make such posts? What the….? And people call ME toxic for telling them that their skill rotation sucks when they dont set up burst properly and just randomly press skills.

Just to make it clear:
Placement matches are a joke. Everybody knows that already.
Softreset means that everybody’s mmr is atm extremely volatile… and very inaccurate.
Without at least 250 (and thats the barest minimum) matches played by the majority of pvp players, NOBODY is atm where he or she belongs.
Pro league is team-pvp. Being able to win matches in duo/solo-queue doesnt necessarily make one a good team player. Think about it.

Id have expected to see such a thread mid-season on its earliest. But few days after season start? Very premature. In every sense of the word.

Just a quick question to rating

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Yasi.9065

Hey, I thought it was posted here somewhere, but I cant find it :/

If you win against a team with higher overall mmr, do you get more rating? Or is it always the same and just gets less the more matches you play?

Same for losses… do you loose less against higher teams? Or is it always the same, gets more the more you loose?

Thanks

You know the weekend started....

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Posted by: Yasi.9065

Yasi.9065

… when you look into PvP forums and the first page is filled with hate posts on how people cant win matches because of <insert random reason>.

Dear fellow complainers… its weekend… and more importantly… its the first weekend after season start. That means people with less time to play will now do their placement matches or will play a bit more matches with their still very volatile rating. So, lots of still mis-placed ratings. Lots of returning players that havent yet quite adapted to new meta, or are just rusty.

Give it time.

New division badges, why why why?

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Posted by: Yasi.9065

Yasi.9065

Preview /15chars

Very important fix. Very very very important.

Now, how about those afkers playing ranked matches to farm rewards….

The Invincible Ele Meta is back

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Posted by: Yasi.9065

Yasi.9065

(…)
You forgot about a whole year when Ele was unviable and totaly missed every competitive scene at all.

Im moved to tears… ehm… not. A whole year? Ask us poor necros, playing since beta, until the scepter AA change. Alas! I miss those days, when the most effective necro build was a build focused on keeping up retaliation ^^ Zero, where are you? :/

But back to topic. Ele is very susceptible to cc and boonstrip. Thing is, with current changes, we have less of both… and the change to ele arcane shield is insane. 40 seconds cooldown is too low, period. Theres only one map I wouldnt take shield over lightning flash, and thats forest. It just fits in so perfectly.

Not saying ele is unkillable, because it definitely is. But people posting here that there is “no issue” with ele being too bunky, and then justifying it with some imagined 1 year where ele was not meta… sorry, but… seriously?

Yes, ele is strong this meta again, very strong if you have someone with you that can kill stuff fast. No, ele is not invincible, just difficult to kill, and even more so if you arent coordinating stuff properly with your team.

Why are you putting in my mouth words that I never used???
I NEVER said that since Ele was out of meta his current state is ok… What do you smoke?
I correct someone who was saying Ele was always viable/metà/op/what you prefere, when it wasn’t for a lot of time before celestial amulet was buffed.

Highlighted important phrase for you…

The Invincible Ele Meta is back

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Yasi.9065

(…)
You forgot about a whole year when Ele was unviable and totaly missed every competitive scene at all.

Im moved to tears… ehm… not. A whole year? Ask us poor necros, playing since beta, until the scepter AA change. Alas! I miss those days, when the most effective necro build was a build focused on keeping up retaliation ^^ Zero, where are you? :/

But back to topic. Ele is very susceptible to cc and boonstrip. Thing is, with current changes, we have less of both… and the change to ele arcane shield is insane. 40 seconds cooldown is too low, period. Theres only one map I wouldnt take shield over lightning flash, and thats forest. It just fits in so perfectly.

Not saying ele is unkillable, because it definitely is. But people posting here that there is “no issue” with ele being too bunky, and then justifying it with some imagined 1 year where ele was not meta… sorry, but… seriously?

Yes, ele is strong this meta again, very strong if you have someone with you that can kill stuff fast. No, ele is not invincible, just difficult to kill, and even more so if you arent coordinating stuff properly with your team.

(edited by Yasi.9065)

Sniping top 10 on the last day

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Posted by: Yasi.9065

Yasi.9065

The fact that your previous MMR is factored into the soft reset, which we know to be:

(Previous MMR + 1200) * 0.5 = New MMR. From there on you do your placement matches and then you get to see it.

You have to have amazing MMR before hand.

You have to win every one of your 10 placement matches.

If you’re doing this with another pro player (and since you had pro-level mmr before) you’ll likely be placed in matchups against other pro-level players which means it’ll be much harder.

Interesting thought here. What if you do that with a pro player on an alt account that maybe even has kind of a low rating on purpose to begin with? Just speculating, I havent done the math yet, but the way premade-mmr is calculated is still a thorn in my side. Though tbh, with grpsize 2, its not as bad as before.

Flaw to Placement matches?

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Posted by: Yasi.9065

Yasi.9065

Lost more than half my placement matches on one account due to:
1. dc
2. afk
3. my favorite: a drunk norn thief player

Stupid and close losses that would have been quite easily winable without those things.

Result? I had to start at bronze, third tier. Out of placement matches now, Ive won every single match and climbed steadily through silver.

So loosing those placement matches isnt the end of the world. Its just annoying because you get to “enjoy” playing with noobs for a while longer than without those losses.

On the other hand, Ive got a friend that played all his placement matches with a quite good player as duoqueue. He now got placed just way too high and is on a loosing streak thats not fun anymore.
So winning your placement matches isnt the best for enjoyable pvp either

Basically, loosing all your placement matches just means more matches needed to climb to your correct rating.

I think, winning all your placement matches and getting placed too high is actually the more painful experience, because you will and have to drop down.

Friends and Guilds Leaderboard

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Yasi.9065

This would be awesome. Or maybe limit to the guild currently representing, idc… something to reduce the clutter.

Why AP for the top 250 titles is not cool

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Yasi.9065

Tbh, pvp should have had its own “AP reward system” to begin with. Geared more towards what really matters to PvPers (→ titles, badges, skins) instead of getting thrown together with PvE and WvW

Getting lumped in together with PvE/WvW just shows that Anet isnt seeing PvP as the separate gamemode it should be, which is kinda the source of a lot of problems.

Take the changes to wardrobe. Before, as a pvper having a certain skin was prestigious. Now? Not at all. Every hick can get the skin (and better ones!) in PvE and show it off in PvP.
While the other changes went in the right direction of that famous patch in 2014, making PvE skins obtainable and usable in PvP is what started a whole lot of problems, coming to a head with the “exclusive PvP legendary backpiece” – that was not exclusive to PvP at all.

Forcing PvE players to play PvP is a bad bad bad thing. Forcing PvP players to play PvE for skins, is equally bad.

Long story short:
AP reward should be scrapped from PvP. Instead it should be replaced by a system that rewards PvP-only and PvP-relevant stuff. Put it together with rank, to give rank back some meaning.
There should be a separate PvP version of each character’s equipment, complete with weaponset and different skins.

PvP players would still earn gold and PvE items from reward tracks, to not be forced to start from 0 when trying out PvE… and PvE players could still PvP, just not with their shiny armor from PvE.

@Slothking
I cant really tell if your post is sarcastic. Because all PvP players I know… dont give a kitten about AP. They want titles, badges and shinies…
If you let PvPers choose between an exclusive PvP-only skin or equally exclusive 42 AP… guess what the majority will choose? I give you a hint… its not gonna be the AP.

Someone DC during placement = loss count

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Yasi.9065

Hmm, I suppose it would still count up games played, but ratings are not adjust on forfeits. I suppose they shouldn’t count as a placement game either.

Why is this even a thing? Everything about dcs, match counting, when how which should get a loss… EVERYTHING was already SOLVED in the old league system.

Why then was this not simply added to the placement matches?

Update on PvP Map Achievements

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Posted by: Yasi.9065

Yasi.9065

Making these achievements permanent is is really lame. They should be a reward for beta testing your maps.
Also the requirements for these achievements (25 wins being the hardest part) is really low for a permanent achievement. If it is permanent all requirements should be at least 10 times higher.

Lets be quite frank here.

Whats ‘lame’ is that there are achievement goals in PvP for achievement hunters at all.

Its actually 1/3 of the current problems in PvP. Non-PvP-dedicated players hunting for achievements in a gamemode they neither like nor can play well.

Making those achievements only temporarily available amplifies that problem even more. So the decision to make them permanent helps some.

Thank you Gaile Gray, its good news.

P.S.: I have the achievements done, and Im not salty at all for them being re-introduced. Theres other PvP titles that you have to work really hard for and bring way more prestige than being online during 2 months time enough to get 25 wins on a map that gets chosen 9/10 times anyway during that time.

So... I wanted to craft Eternity....

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Yasi.9065

Supply /= Droprate /= Demand

Trading post has NOTHING to do with droprates. Its about demand and supply. Looking at the trading history for the last 24 hours and concluding droprates from that (tbh, concluding ANYTHING from that)… sorry… but thats just hilariously stupid.

I really didnt think Id have to point out something that obvious…. but there’s been a very LOW demand for t6 leather for the first 3 years of this game – mainly because you only needed 2 sections to craft a square, but also because medium armor professions werent very popular. In that time, a HUGE amount of supply accumulated.

Then came hot, with GH upgrades that increased demand. But obviously that wasnt enough for Anet. So they added t6 leather sections to around 50% of the collection they introduced where it was at least marginally feasible to use leather for it (GS need that protection of the hilt for example and so on). At the same time, they increased the amount of sections needed for a square to 3, AND added gossamer patches. All either in the same patch or shortly after each other.

So, all of a sudden, there’s a HUGE demand for it that isnt only one-time. While for example the collections are at one point done and the market can settle down again, changes like the increase of sections needed for squares and gossamer patches increase the long-term demand.

Anet basically went and increased the basic demand by x30 (gossamer patches), and added lots and lots of one-time sinks to add insult to injury. Its such a staggering mis-calculation that I simply cant wrap my head around HOW they could think that that wouldnt crash the market for t6 leather.

While the one-time sinks are a good way to use up old supply, the change to squares and insignias was uncalled for and just way too much. To balance this change, there have to be leather nodes added, as a non-RNG way to get t6 leather.

As for my drop research. Thanks to all for suggestions that didnt include the TP.

Here’s the result of my tests for farming t6 leather: (best to worst)
1. Mysticforging and salvaging white vendor armor.
2. Open World Zerg events with lots of mobs (labyrinth, event farming in hot etc.) with an engineer/thief/ranger.
3. Silverwastes meta event farming (sadly, mobs in lanes dont really drop loot, otherwise this would probably be nr1)
4. Dungeons (this includes salvaging the tokens)
5. Cursed Shore
6. Fractal lvl40 farming

Everything else has such a low overall droprate, that doing it simply to farm t6 leather will drive you crazy, but of course you can do things like silverwaste chestfarm to get gold and buy the sections either via tp or via vendor+mf+salvage (1.)

So... I wanted to craft Eternity....

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Yasi.9065

Sitting in front of a vendor, buying white leather gloves, putting them in mystic forge, salvaging result gets me leather sections to the same price as buying them on TP.

Im still trying out a few suggestions PMed to me, but so far, THAT is the best t6 leather farming method.

And if that holds true, thats just ridiculous, and sad, and… broken.

So... I wanted to craft Eternity....

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Yasi.9065

TP is not an option for me, rather I spent the extra time buying white armor from vendor to MF and salvage it than supporting an absolutely broken market.

Love quoting myself, strokes my ego.

Just to make this clear, atm the winner is:
Buying white armor, putting 4 in mystic forge, salvaging result. Price: 30s per t6 leather section.

Running all three CoF dungeon paths nets me 9x t6 leather sections, salvaging CoF armor worth 1.5k tokens got me 0 t6 leather sections.

(edited by Yasi.9065)

So... I wanted to craft Eternity....

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Yasi.9065

This thread is about t6 leather. Every other post I wrote about T6 leather. Im talking about t6 FANGS in the post you quoted. Excuses much?

Also, upgrading t5 leather is unprofitable. If you want to use the TP, its better to sell t5 leather and buy t6 leather. Upgrading t5 to t6 costs you around 40s per t6 leather section.

So... I wanted to craft Eternity....

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Yasi.9065

Then please, Wanze. Point me towards the content that will reward me with 95% leather drops instead of vicious fangs.

Oh, of course.
Killing Flame Legions for example, will reward you with Ritual bags that contain leather and you will get leather from salvaged medium armor they might drop. The Legions itself will drop Claws and the ritual bags only totems and vials of blood, so you wont get any Fangs.
You are welcome.

Only Heavy Ritual bags drop t6 leather and are actually worth “farming”.

Problem? They only drop in upscaled Fireheart Rise events or CoF. And CoF its rather abyssmal, the droprate. You get 95% Large Ritual bags, which dont contain t6 materials, only t5.

So... I wanted to craft Eternity....

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Yasi.9065

Thief or engineer. Mainly thief. Its also something I noticed early on. While the profession doesnt seem to do anything in regards to opening bags, I get definitely more medium armor drops on a medium armor profession.

Though I still get more weapon drops than armor drops, this is still something to keep in mind when choosing a profession for farming.

(edited by Yasi.9065)

So... I wanted to craft Eternity....

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Posted by: Yasi.9065

Yasi.9065

Then please, Wanze. Point me towards the content that will reward me with 95% leather drops instead of vicious fangs.

So... I wanted to craft Eternity....

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Posted by: Yasi.9065

Yasi.9065

You do realize, that if everybody bought t6 leather straight from tp instead of at least trying to farm, the prices for t6 leather are gonna be around 1g per section?

you do realize that some players dont have any demand for leather and therefore sell it on the tp?

But obviously its not enough players, otherwise the price per leather section wouldnt be higher than for, for example, t6 fangs.

And the reason for this is quite easily explained:
There’s not many items left that dont require leather. So if you want a new legendary, chances are at least 50% you will need a stack of t6 leather. Meaning, you should always hoard at least 3 stacks t6 leather sections. Better would be to hoard twice as much, or triple.

If you reached that point where you dont want to craft any new skins anymore, thats nice for you. But you are an absolute minority there.

And 30s per t6 leather section, shows quite graphically how much demand outstrips supply.
It could be worse, because in my experience, the accessibility of t6 leather sections is so low, that it can skyrocket even more.

Dont get me wrong, this is NOT a complaint about tp prices. Imo, 30s reflects the value of t6 leather quite nicely.

And THATS what Im complaining about.

Why is it, a base crafting material is rarer than a fine crafting material? Why is the discrepancy so high between gossamer scraps and hardened leather sections? Or even between ancient wood logs and hardened leather sections.

In t6 category, 1 leather section is:
40x gossamer scrap
8x orichalcum ore
5x ancient wood log

T6 Leather is always a multiple worth of the other t6 base crafting materials.

And thats because its in-accessible. It has lowest salvage rate and lowest droprate. While at the same time the demand especially compared to gossamer, is ridiculous high.

I thought, that maybe I just didnt know that good way to farm t6 leather. But this thread kinda shows me, there is no way. You hoard t6 leather while playing the game, and buy from others if you want something special.

In a way, that makes t6 leather even worse than Mystic Coins. I have my regular income of Mystic Coins. T6 leather is RNG on top of rare.

So... I wanted to craft Eternity....

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Posted by: Yasi.9065

Yasi.9065

This is quite simply a ridiculous complaint especially when u consider how much cost goes into the new legendaries such as the Eureka one. Amalgamated gemstones aside, take a look at how many shard of endeavors are required for precursor and legendary crafting combined.

That’s almost 300 shards, with each a base crafting cost of 2.5g by today’s market. You can figure out what the total cost is, I’m sure. It’s even worse than the problem u are having. Plus I didn’t get to buy any of them with laurels either, since I didn’t realise there was a cap of once per day. So I literally had to throw all that gold down the sink, had no other way out.

I’d you don’t wanna farm for mats then pls be realistic abt it. You don’t go trying to farm mystic coins, u buy them from tp. Solution: join a gold farm, make about 20g/hr on the lower end and that equates to abt 70 leather/hr. Stop complaining that leather is too hard to find

Lets answer this last to first.

As posted above, if everybody goes that way, prices will skyrocket even more. Because supply isnt even close to enough to fill demand.

No, Im not buying Mystic Coins from TP. I have several accounts and am quite flush with them thanks to that. Im actually one of the few selling them.

Eureka → 2560g
Hope → 2613g
Astralaria → 2666g
Chuka and bla → 2870g
Nevermore → 2850g
If you are talking about account bound legendaries, please keep this list in mind. Eureka is the cheapest and I found most easily farmed accountbound legendary. Complaining about Eureka in a thread about ways to farm leather, thats kinda… well… not gonna go there.

This is not a ridiculous complaint. Each of those accountbound legendaries I could – and some of them have – farm all by myself, without use of TP. Because those mats are accessible.
Leather on the other hand has a lower salvagerate than other mats, there’s no salvaging nodes and if you look at dropresearch on lootbags, you will see leather sitting always on last spot compared to cloth, ore, wood. Which is my experience too.

So basically, you come here into my thread, and start a rant about something that you can farm (and quite easily I might say), while this thread is about the very fact that you cant farm t6 leather.

So... I wanted to craft Eternity....

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Posted by: Yasi.9065

Yasi.9065

The TP is and will always be your friend. You can play whichever content you prefer while still working towards your goal.
Try to see materials as just another form of currency. Something that you can exchange for another currency for example gold.
Do the parts of the legendary you enjoy and simply buy anything else you are missing, that requires you to wait or to do content you don’t like and cheapest and best of all simply buy the whole legendary there.
If this won’t do for you, if you want to earn everything yourself then I’d suggest going with dungeons as people have mentioned or big farm maps. Salvaging leather armor works well while start adding leather from the TP with the funds you are making while farming leather.

Not a fan of account bound legendaries myself. Crafting Eureka was such a pain for me. I probably could have bought it for half of the price of all of the materials that went into it if it wasn’t account bound. Looking at how unpopular maces normally are.

You do realize, that if everybody bought t6 leather straight from tp instead of at least trying to farm, the prices for t6 leather are gonna be around 1g per section?

And please, Eureka… its only half a Nevermore. And I completed Nevermore without TP.

But at least, for Nevermore and Eureka I could go out and do something specific to farm the specific material Im still missing.

Leather? Ive gotten more t6 fangs than t6 leather. Which is – just as a reminder – the rarer material dropped by the same mob category.

Thats how badly unaccessible t6 leather is. And thats why prices are out of whack. I mean, I get the rarer material more easily than the base one? But I need 3-5x the amount of the base material for any kind of recipe? Just broken.

Dungeons is a nice idea, thanks. Will try to animate a few friends to run them with me.

So... I wanted to craft Eternity....

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Yasi.9065

… after finishing my Legendary Journey to get the precursors.

But Gift of Darkness needs 750 t6 leather sections.

And Gift of Light needs another 750.

Now, how do I get those 1500 leather sections? Ive got all other Mats already in storage. But Im always short on leather, even though Im not selling it.

I tried Cursed Shore. Would take me around 120 hours of straight farming.

I tried opening Champ Bags and green loot bags. Would take me around 30k bags (thats 120 stacks).

I tried vendor MF salvaging + MF upgrading, that costs me around 25-30s per section. To farm the gold, Id need something between 25 to 60 hours.

TP is not an option for me, rather I spent the extra time buying white armor from vendor to MF and salvage it than supporting an absolutely broken market.

Mad King’s Labyrinth update

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Yasi.9065

Ive noticed suddenly groups skipping the bosses entirely since they were being buffed, with players claiming they are too slow vs the rate of gain for bags.

Sometimes I wonder if Anet can ever win lol

They could force players to kill those bosses by keeping doors from spawning when a certain amount is active.

But tbh, even with a mediocre map, killing bosses is still fast enough.

(edited by Yasi.9065)

Mad King’s Labyrinth update

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Posted by: Yasi.9065

Yasi.9065

The amount of people that have never had a basics economics course is so evident in this thread and in game.

Increased DR = increased supply, increased supply = less demand = lower overall prices

They didn’t up DR as a “kind” gesture, they did it to kill the ToT money making market. These effects will certainly be seen over the off season where ToT bags can no longer climb in price before next Halloween because there will be a large enough supply that ToT prices will likely continue to be steady. Anyone who knows how to make money knows, dumping supply in the late off season produces the most money, as opposed to dumping it now while supply still exists. Most people don’t think about it long enough to care, but DR has kept several TP markets afloat and profitable for years, when you let large supplies flood the market, it just means less profitability over time.

At some point in time, prices will bottom and you will be making the same amount of money for selling more product, instead of the exact opposite. For those that sit in their basement, google oil market and WSJ, and then look at why it was a major deal for OPEC to put a cap (GW2 Version, DR) on production.

Theres a certain guild… made up of players with huge amounts of gold… that like to artificially tighten markets by buying up all supply for items that Anet has regulated via DR/salvage rate to keep the increase steady. And then keeping the price artifically high with huge buy orders at a positive RoI percentage, canceling those buy orders instantly when supply starts to overwhelm that barrier.

Basically, they take JS attempts at regulating the economy to keep it healthy, and turn it into insane profits.

Id rather have a flooded market, than THAT.

So, while I agree with you on the basic level… I cant fault Anet for the change at all. Good so Anet, more of that please.

As to DR increase before Halloween release. Are you sure Anet really increased DR? Is there are a source for that statement other than hear-say?
What I noticed was, that due to the powercreep from HoT release, mobs got killed roughly twice as fast than last halloween. Triggering DR faster. The per-mob DR didnt change imo.

I love Anet for this update. It shows that they listen to complaints, but dont jump to requests immediatly. I love this change not so much because now I can farm Laby all day long, rather I can farm it when I want to, for how long I want to.
Before the removal of DR, my time spent in GW2 felt very restrictive, due to having to stop farming Laby and then un-DRing my character for next Laby session.

The Poll.

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Posted by: Yasi.9065

Yasi.9065

(…)

This isn’t how it worked in Ranked since Season 1. At least not in Seasons 2 and 3. The MMR and pip range of the party were set to the highest MMR of the player in the party to keep people from doing that because top tier players were searching for people with the lowest MMR possible to drop their queue times.

You are confusing ranked badge with mmr. Please make sure you know at least the basics before stating stuff you dont know anything about.

I’m not confusing anything. During Season 1 they changed how parties work in Ranked matchmaking.

Before it looked like this:

(1 + 9 + 6)/3 = 5

Now it looks like this:

(1 + 9 + 6) = 9

And I’m not the only person who knows your analysis is wrong…

Read below. Highlighted for your convenience. Nothing about changing the way MMR for a team is calculated.

(…)
Shopping for Ambers
(…)
An example of this would be two friends: one is in Diamond and the other is in Amber. For Season 2, these two players will still be able to team up and play together, but they’ll be placed into Diamond level matches based on the highest division player in the party.
(…)

And this one →
Source: https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two

For players that queue as a pre-made group, the pip range that we’ll use to find you both teammates and opponents will be based off of the player with the highest division placement in your group (which, as a reminder, is a change that we’ve already introduced to the game prior to the end of season one).

Reasons to vote yes at the poll by Helseth

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Posted by: Yasi.9065

Yasi.9065

“Ranked is not the correct outlet for competing teams”

I think thats the first sentence I can agree with Helseth about. Ever.

The Poll.

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Posted by: Yasi.9065

Yasi.9065

(…)

This isn’t how it worked in Ranked since Season 1. At least not in Seasons 2 and 3. The MMR and pip range of the party were set to the highest MMR of the player in the party to keep people from doing that because top tier players were searching for people with the lowest MMR possible to drop their queue times.

You are confusing ranked badge with mmr. Please make sure you know at least the basics before stating stuff you dont know anything about.

The Poll.

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Posted by: Yasi.9065

Yasi.9065

At the current state the matchmaking algo is at, mixed queue is just toxic.

Since there’s been no communication on any changes regarding the matchmaking and how teams are matched against/with solo players, I voted Yes.

The current state is:
You can make any kind of team, mmr is averaged and then matched with/against players with similar mmr.
This works, IF the pre-made team’s players have similar rating to begin with and the ratings are a correct representation of playerskill.
Ah, but here’s the rub already. Mr Pro can invite his/her newbie friend without a clue how to even dodge, mmr gets averaged, and this small team gets matched with and against average players. So you can end up with the following:
Team A: 1-9-5-5-5
vs.
Team B: 5-5-5-5-5
So, my money is on Team A, since gw2 pvp is quite casual friendly with the right pvp build. Now Team A wins and all get their ratings up-adjusted. Rating now for that small newbie is a 2 instead of a 1. Has he improved really that much? Probably not. So his rating gets skewed the longer he plays with his big brother.

→ Toxic.

Now, me personally, Id have preferred for Anet to solve this issue with separate ratings for everybody when queueing as premade and soloQ. So theres no splitting of the playerbase.
But, alas, no acknowledgement, no peep about it. I guess, fiddling with the database and algorithm to that extent isnt something Anet wants to risk.

PvP: Season 5 Ranked Queue Poll (Closed)

in PvP

Posted by: Yasi.9065

Yasi.9065

For those the link doesnt work for:

Log out your account -> click link / type address -> log in -> wait for re-direct -> vote

The Poll.

in PvP

Posted by: Yasi.9065

Yasi.9065

Just to state the obvious:

Theres a Team Challenge in place for you know…. TEAMS.

Update on the Economy

in Guild Wars 2 Discussion

Posted by: Yasi.9065

Yasi.9065

So let me sum this up:

Anet leaves the market to those handful players heavily influencing the market. And call this then a “healthy economy”.

But I guess, its an american thing, that kind of logic. After all, americans still believe in trickle-down-theory also.

Here’s an easy fix to inflated prices, Mr Smith:
Limit the amount of possible buy orders per item per account to 1k.

Extended Off-Season and Other Updates

in PvP

Posted by: Yasi.9065

Yasi.9065

Introduce a 2nd rating for queueing as a team, limit the mmr range on premades during seasons et voila, most problems solved without splitting playerpool – again.

Both sides happy. No poll needed.

Btw, Im absolutely AGAINST premade/solo-mixed queue in the current system. Imo its one of the reasons MMR is so skewed, and matchquality is so bad.

Clicking on the wrong map

in PvP

Posted by: Yasi.9065

Yasi.9065

Not really, no. ^^

But Id also be in favor of “minimizing” the accept window automatically on clicking accept / reject. Show the “acceptance” status bar at top of the screen somewhere, maybe between menu icons and pvp icons panel.
Or as a transparent alert text message.

Matchmaking has never been worse

in PvP

Posted by: Yasi.9065

Yasi.9065

Score needs to reflect how often you died, and how long you defended a cap against equal or higher numbers. Thats all thats needed to fix scoreboard for conquest maps.

[EU] Looking for a solid raid team

in Looking for...

Posted by: Yasi.9065

Yasi.9065

Hey,

since my old raid guild kinda went the way of OW Im looking for a solid team to raid with max 2 times a week.

What Im offering:
- pretty much every build except chrono (hate chrono, sorry)
- good rotations
- very good mechanics
- 200+ LI
- no drama

What Im looking for:
- smooth runs (no endless wiping)
- but no speedclears (dead is dead, Idc if we needed 2 min longer than necessary)
- no guild representation, though I have one guild slot open for coordinating of course

Piqued your interest? Then send me a pm or ig mail with a date for some trial runs.

Jaz

Why does Anet gradually obfuscate info?

in PvP

Posted by: Yasi.9065

Yasi.9065

Hu, and here I was the only one giving up if the premade was on MY team? ^^

Enemy premades are usually easy. The ones on my own team like to double cap (or triple cap, no joke there… Ive seen it….) or they run around like headless chicken, where you can basically see the yelling for help going on on voice chat. You know… when you see someone doing the right thing… going for mid… and then just before reaching it, he diverts to far to die there with his other premade-loons.

Readd the personal contrib noloss pip

in PvP

Posted by: Yasi.9065

Yasi.9065

Wow.

The definition of “wall of text”.

I found it.

Matchmaking has never been worse

in PvP

Posted by: Yasi.9065

Yasi.9065

Everything has been said about matchmaking this season approx 1 day after season start.

Nothing changed.

For those hoping for better match quality next season…. havent you waited enough already?

Saiyan, your main was a thief, right?

Pistol thieves counter guardians

in PvP

Posted by: Yasi.9065

Yasi.9065

Your definition of “skilled” and mine seem to be on two different planets…

Scrap that, its more like two different galaxies.

Pistol thieves counter guardians

in PvP

Posted by: Yasi.9065

Yasi.9065

Sorry, but the words “skilled” and “pistol pistol thief” dont go well in the same sentence.

Coliseum & Capricorn Achivements

in PvP

Posted by: Yasi.9065

Yasi.9065

Finished Coliseum achievements before getting last two wins missing for capricorn.

Congrats Anet.

You constantly surprise me with your new and innovative ways to absolutely FRUSTRATE your playerbase. You really should get a reward for “least thought out achievements”.

(edited by Yasi.9065)

worst boring ESL ever?...

in PvP

Posted by: Yasi.9065

Yasi.9065

Anet went and did what Anet does. They made a huge change without counter-adjusting to lessen the blow.

Result → lopsided meta (dps meta now, bunker meta after hot release).

Sometimes I really wonder about the balancing process… and then I remind myself… its Anet. There is no process. They just go and nerfhammer or buffhammer stuff.

Hence, lopsided balancing. And hence… no big ESL follower crowd.

Because doesnt matter which side the meta favours. Too much burst is just as boring to watch, as too much bunker, too much condis… too much cc… etc.

To be perfectly honest, the capacity and skill Anet has shown regarding pvp balancing I highly doubt we will ever see real balance with the current team and state of the game.

The only way I see Anet could manage pvp balancing, is by locking builds into hero-based builds. Byebye build diversity. But then… the current open-build policy is so last century anyway.

Match Making - Losing Players

in PvP

Posted by: Yasi.9065

Yasi.9065

You can artifically inflate your mmr by only playing as part of a good premade. Doesnt necessarily make you a good soloqueue player, but the algo treats you like one.

Its debatable if you want to see premades as source of evil, or how mmr is calculated… but truth is, status quo makes for VERY inaccurate match calculations due to no separate rating for premade-queueing.

Btw, the reverse is true, too ! If you play with a guildteam that just plain sucks, you get punished for it hard, because your mmr will drop.

Class stacking is not the source of all evil btw, good players will either switch anyway, or they will be able to win with 5 thieves against 5 dh. Be happy you can at least switch. I remember RA in gw1 with 4 monks vs 4 warriors and no way out.

Preventing class stacking with the current queueing system will lock you into one profession you queue with, will lock you into playing certain builds and it will again decrease size of playerpool to choose from for matchmaking. Bad idea.

worst boring ESL ever?...

in PvP

Posted by: Yasi.9065

Yasi.9065

Too much aoe + small capture points → boring zergfights that only get interesting with a handful of 1v1 situations thrown in.

I watched first day, after that I quit following, because lets be honest… theres way more interesting things you can do with your time, than watching the same rotations over and over.

Best league ever

in PvP

Posted by: Yasi.9065

Yasi.9065

Dont knock pewpew thief !

Im always pleasantly surprised how many players just die to it without even thinking about LoS.

I noticed a certain trend in unranked… the higher the badge, the worse the player

Anet, please fix your network

in Account & Technical Support

Posted by: Yasi.9065

Yasi.9065

Screenshot speaks for itself.

High latency issues and packet loss occurs INSIDE NCSoft network. (“This IP address 213.71.135.138 is located in United States, Texas, Austin. ISP of this IP address is NC Soft Corp.”

Please fix, ASAP.

Stop telling me to blame my ISP, my ISP is NOT at fault. My ISP offers me a perfectly fine internet connection.

Attachments:

"Hearts and Minds" Rifts Issues

in Bugs: Game, Forum, Website

Posted by: Yasi.9065

Yasi.9065

Havent found a posting about this one yet, so here’s a new thread about our most hated story content….

1. Rifts disappearing without turning hostile npc to friendly npc, effectively stalling progress since Mordremoth stays immune, rift is gone and wont respawn.
If this happens you HAVE to restart instance, because it will keep on happening. I just wasted 4 hours of my life trying to get this to work, just to have the same thing happen every single try.

2. Last phase, rift disappears without eating up all of defiance bar
Same as above, this means you HAVE to restart the instance, since ALL rifts are now bugged.

This is, by far, the worst story content I ever had the displeasure of having to work through. The story instance is crapload long, with unskippable cinematics and annoying as kitten spawns/mechanics.
As a boss fight instance, this pretty much looks like put together hastily 2 hours before release.

Attachments: