Showing Posts For Yasi.9065:

Please change seaweed salad...

in Guild Wars 2 Discussion

Posted by: Yasi.9065

Yasi.9065

I’m really tired of playing my characters like a 5 year old waiting for the bathroom. Please either nerf this food or just give it a straight 10% damage.

I always feel like playing old amiga games… like Winter Games for example. Where you had to “paddle” left and right arrows to move forward on ski.

I started noticing that Im now even playing in PvP like that…. muscle memory I guess… and its really quite annoying and not helpful at all.

Wing 3 weird since the patch?

in Fractals, Dungeons & Raids

Posted by: Yasi.9065

Yasi.9065

Its not only wing3, we had matt yesterday not shooting any projectiles (and so werent able to reflect them to break his bubble -.-) several times, without anyone standing inside feedback.

Patch just broke raids :/

Suggestion: BF Collection

in Living World

Posted by: Yasi.9065

Yasi.9065

I read that title and I thought… a BOYFRIEND collection? wot?

Tbh, bloodstone fen is the first map I like for itself. The events are okayish, but mostly I like the lack of being forced to certain points on the map. If I want to spend hours doing nothing but gliding and catching unbound magic, while pewpewing mobs… I can do that.

Or if I want to just kill mobs, I can do that.

Or I can follow a commander tag to do those events.

I dont really think there’s anything “lacking”. The rewards are steadily flowing in no matter what I choose to do, so there’s enough incentive to come back for more.

Also, if you have that backpiece, that shows you spend days/weeks on that map… so it doesnt really need an extra reward, imo.

So I cant quite agree, sorry :/

Now… about that boyfriend collection…

What kills scrapper 1v1?

in PvP

Posted by: Yasi.9065

Yasi.9065

Shadowstep isnt the be-all end-all you are suggesting. I have wurm. I have a second health bar and shroud 2 for getting away/help.

Necro isnt a roamer, so the moments Im all alone and get jumped by a thief are really quite sparse. Mostly that happens, when my team forces me to cap close in the beginning. Or if I kitten up.

darn premades

in PvP

Posted by: Yasi.9065

Yasi.9065

That game mode is a TEAM Based Player vs Player.
Basicly, by the game mechanics logic, the one that is playing “wrong” is you that join solo.
(…)

Yep, remove all soloplayers from teamqueue. Im all for that.

Then put them into a soloqueue so they dont quit pvp.

Let those “teams” play against each other. Or not. Depends on how many queue pops per day they get then. I guess 2-3.

Not to your liking? Mine neither.

Or anet could be smart, and introduce a second mmr for each player when he/she queues in teams (meaning, every player has a soloqueue mmr and a teamqueue mmr… but its the same queue). This way, mmr would be accurate enough to improve match quality by a lot.

@ topic
Premades per se arent the source of the problems. Its the skewed mmr that is a direct result of premades. You can get a premade on your team, where two players are absolutely horribly bad… and one really good player. Those two really bad players are worse than afkers and will most likely loose that match for you, if the enemy team is remotely good.
On the other hand, you also can get matched with a premade of 3 really good players with 1 extremely horrible player. Then it would be extremely difficult to loose that match. But that doesnt make that one horrible player magically into a good one.
However, after enough matches, his mmr will suggest just that.
——> Skewed mmr, which results in poor matchquality.

To fix this, as I said, you dont need a separate queue. Just separate mmrs.

What kills scrapper 1v1?

in PvP

Posted by: Yasi.9065

Yasi.9065

But then… rise and carrion is for those that havent realized

Rise and carrion is for those that have realized that revs and thieves exist. You dont always have an ele babysitting you.

I dont need an ele babysitting me because if I get jumped by thief or rev, then my positioning was kitten.

But then… as I said… “positioning” is something most pvp players have no clue about.

What kills scrapper 1v1?

in PvP

Posted by: Yasi.9065

Yasi.9065

Scrappers are like DHs. If they sit on point, getting into melee with them as anything but warrior is simply suicidal. Every cap has a nice vantage point somewhere you can go up and nuke down from…. where scrapper will need a bit to get up and most of his skills dont hit you when he isnt up with you.

But there’s really no need for it. With CB and wurm on reaper Ive killed plenty of scrappers.

Of course… with a “defensive” reaper build, you dont have enough burst. But then… rise and carrion is for those that havent realized, that scepter isnt a melee weapon, and shroud 1 is only for cleaving downed bodies.

Things you saw today in unranked.

in PvP

Posted by: Yasi.9065

Yasi.9065

(…)
also in unranked when i see ppl with starter armor and weapon its mean bye bye to win and rotation game lol so i just play for fun

I love starter armor… casuals constantly under-estimate people in starter armor…. its so hilarious.

Add negative personal score for dieing

in PvP

Posted by: Yasi.9065

Yasi.9065

so if i fight someone for 20 points worth of time on a point my team owns, before dying, (so net 15 points), especially if holding it whilst re-inforcements are on their way. That is somehow worse than fighting off point when you dont hold 2 points? yeah…. i see why dying is always the worst thing you can do in conquest…….

Learn to disengage. Seriously. If there are even “reinforcements” on the way, then leave point, run up to them… in best case pulling whatever was fighting you on point into those “reinforcements”.
You get kill points, you didnt feed kill points and at the worst, you lost the capture but you can now re-cap it fast.

Btw… 15 points worth of capture points are 30 seconds… thats around the time it takes to get back into the match after dieing.

Think about it. Best case… your dieing didnt put your team behind, worst case… you cost your team points because of your respawn timer.

not necessarily true
my team had small lead and we need to hold the 2 points we had. the enemy team had better burst dmg so the job was to hold and die on the point as long as we can till another ally came to contest the point

so yes we die after the another but we manage to hold 2 points this way and win the fight

you can also see in top esl team that dies in each team fight but win the game with decaping tactics

Small lead… but then you go on and feed the enemy team 5 points for each death? And you “managed to hold 2 points this way”, this means you fed the enemy team at least 10-15 points every roundabout 10 seconds. While gaining max 10 points during that time.
You see the flaw there?

Correct strategy would have been…. committing to one point and winning that one point (-> you get the kill points)… disengaging and re-engaging to keep the capture neutral until your team arrives.

Reading these replys makes it even more obvious that players are trivializing kill points and kill disadvantage. And I blame the personal score for it. You might “know” that it isnt worth anything… but why is that? Because things like feeding, double capping… are NOT reflected in personal score.

So lets fix this and make personal score worth looking at.

(edited by Yasi.9065)

anyone else not liking unranked?

in PvP

Posted by: Yasi.9065

Yasi.9065

No, Unranked is terrible.

Yesterday, I had a match where my team sent 4 mid, 1 home (me going home), and the other team send 1 home, 1 mid, 3 far.

My team didn’t win the 4 vs 1 at mid, and lost the 4 vs 2 at mid. They did this before I lost the 1 vs 3 at home.

Its because they play for FUN, not to win.

You can easily solve this by being as toxic as possible. Not raging, just being sarcastic.
I like to count in chat how many times someone dies. It makes them ragequit really fast, and increases your chances to win

should skull grinder be rework ?

in Warrior

Posted by: Yasi.9065

Yasi.9065

Skullgrinder isnt the issue.

Smash Brawler trait → reduce to 25%.

Reduce bleeding duration of Shattering Blow by 50%.

anyone else not liking unranked?

in PvP

Posted by: Yasi.9065

Yasi.9065

I wrote this thread because i was unable to get my PvP dailies. I actually yesterday went back to meta ele so i could get the 2g and the potions.

I dont know, unranked has a mixed feel to it. When i am on warrior and i pop my shield and the P/P thief still uses unload. I dont feel like i should be playing. Yet i still lose the match big. It just becomes a bit silly i guess.

I remember someone posting on this forum helseths rage video on why he quit streaming gw2. He would just farm players in unranked because there was no challenge for him.

Now its completely different for me, just needed to write out my frustrations and wondered if others felt the same.

so according to other players, there’s a MMR at play during unranked. which means if u never taken unranked seriously and never tried to win. u could have tanked your unranked MMR and thats the reason your having such bad team mates. also a good note is that if MMR is indeed being use, u want to play during primetime because MM will have larger pool to select. my experience so far is very erratic, i get good match ups, or i get lopsided one. i get win streaks then suddenly lose streaks.

Actually, if you tanked your mmr in unranked, you get at least one carry-able body on your team. If that someone though doesnt want to carry (testing new build, seriously annoyed by your stupidity, whatever) then you have to step up.

Each time after season ended so far, the amount of trolls in unranked has increased drastically, until some PvE patch hit. After that, you get okay matchups again. Because all those “Im playing for fun, idc if I die 50 times per match because its FUN” players are then busy getting their achievements done.

Sooooo… only 8 days of horrible matchups left. Thank anet for small favors.

P.S.: The best profession for carrying bad rotations of teammates, is mesmer.

Add negative personal score for dieing

in PvP

Posted by: Yasi.9065

Yasi.9065

As the title says…. people are dieing left and right without personal score reflecting it, even though dieing is about the worst thing you can do in conquest. Not even fighting off point is as bad as dieing.

Dieing not being reflected in personal score trivializes this and makes people think they are doing okay, even though they absolutely do NOT do okay.

anyone else not liking unranked?

in PvP

Posted by: Yasi.9065

Yasi.9065

Ranked

  • I’m here to bring my A-game. I’m playing to win.

Unranked

  • “Loluwatmate? This is Unranked, wtf do you care about winning for-lol. Who cares if we’re terrabad team members. LOL.”

Yet Anet provides no other alternative place to play except with the uncaring terrabad “hardcore” unranked players

Playing with or against scrubs will never, never ever, never ever ever, be an enjoyable gaming experience.

This.

Testing builds in unranked is okayish, IF you tested them in custom arenas first… which most dont.

But doing bad rotations, fighting off point all the time is just plain ruining other’s matches, and that… in my book… is a form of griefing.

Crux is, you get at least one really bad player/griefer each match… which makes it horrible if you actually play to win. Because that one player isnt just afking, no… he goes out and dies like 20 times… feeding points to enemy without generating his own.

(edited by Yasi.9065)

I want to get good at PvP, but I have issues

in PvP

Posted by: Yasi.9065

Yasi.9065

Specifically, that it’s hard to tell what is going on half the time. Important abilities, buffs, etc, are hard to track because there aren’t very definitive animations for them that are clear. Buff bar is extremely small and most of the time things like might/regen/etc aren’t visually represented.

I want to get good at it, but in all honesty, I can’t even tell what is going on half the time until after it happens.

If you don’t think that is true, ask yourself, if you were a person who never played GW2 and watched the pvp in it, could you figure out what was happening, where damage was coming from, and what classes seemed to be doing?

I’m not saying you’d know the exact mechanics, but if you can’t tell what is going on in a game, it’s a good indicator that it is not well presented.

Visual clutter has been reduced already significantly. Use standard models. Use your mousewheel to scroll out and in during fights. Look at rotations of all meta builds.

But the most important part, actually, is… being able to play your own build blindly. Practice your own rotations on golems, until you can do them without having to look down at your keyboard (big nono) or at your skillbar. This frees up your eyes to check for skill-tells, minimap, incoming adds, etc.

How many are keen for S4

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Posted by: Yasi.9065

Yasi.9065

looking forward for season 4? NOPE, but will i play during S4? YES till i reach legendary then stop. aslong as ANET doesnt give legendary players a reason why keep playing at that level with lack of reward. dont even start with long Q’s. and i think it will be worst these S4.

Not going to happen. I made a thread suggesting a reward system for playing in legendary, but bunch of people raged and said that there should be no rewards for playing in the top league.
https://forum-en.gw2archive.eu/forum/game/pvp/Legendary-League-sPVP-reward-progression/first#post6234862

Funny how you distort what you dont like. Most that didnt agree with you said that there dont need to be even more shinies than there already are. That shinies are the wrong kind of incentive. Not that there should be no rewards at all. Please re-read your own thread.

How many are keen for S4

in PvP

Posted by: Yasi.9065

Yasi.9065

Hey folks,

It’s been a while since we’ve commented on leagues, so here’s a brief update.

There’s definitely room for improvement in the league system, and it’s safe to say that it’s the team’s highest priority now that we’ve signed off on everything going in for the July release. It’s still a bit early to talk about specifics, but I do think we can talk about some of the goals we have for the changes:

  • Improve match quality
  • Make divisions more reflective of player skill
  • Make leagues feel more rewarding after you’ve placed in your appropriate division

We’re still determining the scope of the project, but I do want to be clear that it’s unlikely that these changes will be in for S4. Once we get a bit further in the dev process I’ll see if I can give an update on our thoughts/direction.

-Grouch

Making leagues feel more rewarding is actually pretty easy. Increase reward track gain per division cross.
Make a leaderboard with detailed statistics for first 100 legendary players, giving the first 10 on that leaderboard the opportunity to advertise themselves with a short text and image.
→ Prestige.

As to the other two points, I have to say that without separate mmr and placement for premades, theres simply no way. Its not as if most premades are of the same skill level. Mostly its one good player, and at least one really bad player that tags along. But because of how the system works, the mmr of the bad player gets up adjusted until the carrying “limit” of the good player(s) is reached. The bad player now has an inflated mmr, that will place him on better teams in the future, where he either drags other players down, or gets carried further up.
-> Premades distort mmr of their players
And the result is poor match quality for everybody but full fixed teams.

And this is why Im not the least bit even interested in a fourth season. Because anet will never fix this. So next season would be just a repeat of season before. I tried it for three seasons, Im fed up with it. There are enough other pvp games out now that I can enjoy… no need to frustrate myself with crappy matchmaking in gw2. So… no, not keen, not angry, just… not interested anymore.

(edited by Yasi.9065)

Leather farming

in Guild Wars 2 Discussion

Posted by: Yasi.9065

Yasi.9065

I think it’s about time something was done to get this under control. Add a way to farm it, increase drop rates, adjust the recipes, anything to bring it back in line.

Go to Cursed Shores.
Farm events with lots of mobs.
Open Heavy Moldy Bags.
Have plenty of leather to use and sell.

It’s easy if you are willing to put forth the effort.

I tried that.

10 hours of pure stupidity and I got… 36 t6 leather sections.

Gave up on any new gearing plans and sold them.

As to using silver-fed salvage-o-mat… I tried that for some time, but there was no increase in getting t6 mats. Takes quite some faith to keep on believing that after hard facts suggest otherwise. I dont have that faith.

"plain" unlimited gathering tools questions

in Guild Wars 2 Discussion

Posted by: Yasi.9065

Yasi.9065

Don’t confuse “account bound” with “everyone can use them” without a swapping of tools involved.

“The tools will replace your existing tools on any character”

I was so hyped when I read that. I already had gem buy screen open… then I checked on dulfy to make sure → just plain account bound gathering tools.
The disappointment was real.

Season 3 ends, share your stats and feedback

in PvP

Posted by: Yasi.9065

Yasi.9065

Achievements, premades and PvE scrubs. They ruined the game for me. Byebye gw2.

-1 playerbase

Attachments:

The AFK problem.

in PvP

Posted by: Yasi.9065

Yasi.9065

(…)
In my opinion having the key parameters that determine matchmaking hidden behind the curtain so you can’t see how they are affected by your play creates a huge amount of confusion, frustration, and speculation. If they are going to continue to do that then they need to do a better job of advertising how the system works and correcting misinformation posted on their forums.

We might not agree on everything, but this… so much this. The information I have is pieced together from posts here, on reddit and on the wiki over the last 2 years, ever since I started playing pvp mainly.

Ill never understand why Anet makes such a secret out of mmr.

The AFK problem.

in PvP

Posted by: Yasi.9065

Yasi.9065

FauxPlay, you are quoting unrelated data.

Matchprediction and therefore the ladder arent used in season3.

In a certain pip range players with similar MMR are taken and put into a group of 5, then they get matched against a team of 5 of similar mmr +/- a certain amount.

MMR is calculated using Glicko2.

Matchprediction isnt used anymore.

And to be perfectly honest, reading and experiencing things like in attachment, dont make me want to come back for more. Id rather play Overwatch then this crap.

Attachments:

AFKers and match ruiners, oh my...

in PvP

Posted by: Yasi.9065

Yasi.9065

And if you look a few months back on this forum, a dev posted that it isnt correct.

AFKers and match ruiners, oh my...

in PvP

Posted by: Yasi.9065

Yasi.9065

(…) Now try to make your mmr low, and show your come back skill with 4 kittens in your team!

My mmr is kitten, has been always kitten, will always be kitten because I have over 4k ranked matches under my belt and learned the pvp ropes in gw2.

With current matchmaking and balancing, I can carry quite a lot… if I want to.

Your excuses for not even trying just show how bad you are.

You know the funny thing? Your mmr is probably the same as mine.

63% winrate and your mmr is kitten? sure man, sure.

This season. How about you dont pick only parts that you like?

FauxPlay, sorry to say this, but that part of the information on “ladders” is wrong.

AFKers and match ruiners, oh my...

in PvP

Posted by: Yasi.9065

Yasi.9065

(…) Now try to make your mmr low, and show your come back skill with 4 kittens in your team!

My mmr is kitten, has been always kitten, will always be kitten because I have over 4k ranked matches under my belt and learned the pvp ropes in gw2.

With current matchmaking and balancing, I can carry quite a lot… if I want to.

Your excuses for not even trying just show how bad you are.

You know the funny thing? Your mmr is probably the same as mine.

Option to report AFK and TROLLS

in PvP

Posted by: Yasi.9065

Yasi.9065

This rev gave up when we still had 2 points and about 15 score points lead… pathetic.

But then of course… he is legend already……. those are actually the worst griefers Ive ever met. They afk, they run around off point looking at stones, they throw matches on purpose, they run stupid useless builds they have no clue how to even use.

Attachments:

(edited by Yasi.9065)

What condi bunkers sacrifice for dmg?

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Posted by: Yasi.9065

Yasi.9065

Just ask yourself this devs, what do exactly condi bunkers sacrifice to reach that level of dmg?

(…)

More dmg, more often condi dmg. Depends on if you go for “bunker” traits or via amulet.

And this is why absolutely detest premades

in PvP

Posted by: Yasi.9065

Yasi.9065

http://img.pichoster.eu/ca4d273agw034.jpg

Loosing a winning streak because of THIS makes me quit the game.

Professional/Daily achievements farmer + premades.

GG Anet. You won.

You detest premades…..because you lose to them? You mean you have to go against teams while playing in ranked structured pvp?

Anet, you bullies.

No, because I loose BECAUSE of them. Idc if the other team is a full premade. Im good enough to still have a chance against them.

However, getting handicapped this severly… an amber player – and yes, he really played like one too – on top of daily achievements farmers…

This screenshot shows everything that is wrong with ranked matchmaking. The matchmaker actually calculated this would be a close match-up, with my team a slightly better mmr.

And why?

Because new accounts start with an inflated mmr that has to be downadjusted in most cases.

Because Anet thinks its okay to have someone at the END of the ladder team up with someone at the BEGINNING of the ladder, and then foisting those two idiots on 3 unsuspecting soloqueuers.

Because Anet thinks nothing about letting players play professions they have no clue about… no, actually ENCOURAGES them to do that with silly achievements.

Here’s what would have to change to make GW2 ranked matches anything but the farce they are atm:

1. Locked professions -> unlocking professions by playing 150+ unranked matches
2. Profession-specific mmr
3. Separate mmr calculations for soloqueue and teamqueue
4. More detailed algorithm for soloqueue mmr (kills, deaths, dmg, healing, caps, double caps, defends have to have an impact on mmr)
5. Preventing players from teaming up if they are more than X pips apart on the ladder
6. Adding pure soloqueue option (opt out/in on getting placed with/against premades)

And this is why absolutely detest premades

in PvP

Posted by: Yasi.9065

Yasi.9065

http://img.pichoster.eu/ca4d273agw034.jpg

Loosing a winning streak because of THIS makes me quit the game.

Professional/Daily achievements farmer + premades.

GG Anet. You won.

Attachments:

(edited by Yasi.9065)

AFKers and match ruiners, oh my...

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Posted by: Yasi.9065

Yasi.9065

The matchmaking is at fault. People know that one team is set up to lose. When that’s the case and you’re on the losing side… what’s the point in getting beat up? To make the other team feel good?

Sorry, but thats just plain nonsense. If you give up after 2 lost teamfights, then clearly you dont know much about conquest.

Ive won matches that felt clearly stacked against me (3 necros on my side that couldnt win a teamfight for their life and me as an ele) by adapting and going roaming. Either as an ele, or then switching to mesmer/warrior for it.

This season Ive had not a single unwinnable match. Doesnt mean Ive won them all, Ive lost my fair share, my winrate this season is 63%. But saying that one team is “set up to loose” is just not correct.

If you think like that, then your mentality is actually at fault here. If you think “loose anyway” and give up after one or two lost teamfights, then yes, you will loose.
If you start thinking about what you could do better or differently, how to win at least one point and hold it… then you have at least a 50% chance of snowballing the match to a win.

AFKers and match ruiners, oh my...

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Posted by: Yasi.9065

Yasi.9065

Take screenshot of chat/afking.

Support -> Submit a Request -> In-game Issue -> Specific issue: Report a player

Add screenshot(s) as well as a description of what happened.

Way more effective than making a forum post.

/edit:
And, in my experience less effective though, you can use ig-report function and report for botting. It was mentioned here several times, thats what you do to report afkers.

Is this a lot of condi damage for one game?

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Posted by: Yasi.9065

Yasi.9065

To be perfectly honest, it doesnt say much. We would have to see the amount of kills and deaths also.

Ive had matches with~300k condi dmg and 12+ kills as a necro. And Ive had matches with 600k+ condi dmg and only 4 kills.

Game Wide Reset

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Posted by: Yasi.9065

Yasi.9065

There are A LOT of players, that the system thinks are as good as me, that have zero map awareness, cant position themselves, and dont even know how their build works.

The reason for this is quite easy, though.

1. Getting carried
Up to a certain level, you dont need map awareness. If you have one good roamer on your team, you can really ignore everything around you. Of course, that good roamer has the match of hell for him. But still, if he/she wants to win, they have to carry.

2. Past bunker builds
They resulted in people never really thinking about positioning themselves. Mercenary necromancers are my favorite example for that. And before that… bunker guardians, bunker mesmer, bunker eles, you name it….
A lot of players still play positioning-wise, like they did before removal of bunker builds and increase of splash dmg and increase of aoe cc. Running on point, never leaving point, dieing to splash dmg.
You have to play smart in the current meta. You have to bail and leave a point if you get too much heat, you shouldnt pile up at all, best to rotate onto point one by one, fighting on edge of point instead of on mid of point.

3. Metabattle + Profession achievements
While it does help good players to switch fast betweent professions and gives a nice overview of current metagame…. it also causes bad players/new players to just drop in, copy build, queue for ranked. Without knowing the build. Without even knowing the profession. Most dont even think of trying rotations on golems first, then doing around 10 unranked before queueing ranked.

4. Premades
Being on voice chat while pvp’ing gives a huge advantage, especially to players with zero map awareness themselves. Problem with that is, those players dont learn map awareness by getting told where to go.
At the same time, that perfect teamcomp of premades gives another advantage, especially because you can create easier +1 situations by coordinating via voice chat. Resulting in players that arent really that good at their professions to win matches, though they cant win 1v1s at all.

Solution to all of this is quite simple actually.
1 -> personal statistics have to be reflected somehow into calculation of mmr at end of match, especially amounts of deaths, kills, dmg, healing and caps
2+3 -> Professions have to be unlocked for ranked by playing 150+ unranked matches
4 -> Separate mmr for premade-queueing and soloqueueing, with premade-mmr being calculated like mmr right now is, solo-mmr as mentioned above

And on topic:
Resetting mmr (soft or hard reset, doesnt matter) will only help accounts with thousands of ranked matches that got good sometime during the last few hundreds or so. It wont make players magically good. And it will not resolve the issue of getting carried to a high mmr.

(edited by Yasi.9065)

Game Wide Reset

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Posted by: Yasi.9065

Yasi.9065

Tanking mmr however, would then be a thing again.

Except if anet would lock mmr somehow, if you loose too many matches in a row…. or removes safety pips… or makes them crumbling, so that if you loose 3 times, you loose your safety pip.

Also, Im quite sure, piprange always was a thing, starting with season1… however I could be wrong there, since I missed start of season1.

Game Wide Reset

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Posted by: Yasi.9065

Yasi.9065

MMR grouping is when players are grouped with alike MMRs in the pip range, resulting in players rated 7, 7, 7, 7, 7 vs. 5, 5, 5, 5, 5 instead of randomized or equalled out MMR scores per side.

There was just never any need for it, nobody wanted this, just kind of created a flawed matchmaker when it was already hard enough to accurately predict & match odds of winning when the sides were even.

Thats unranked (or season1) matchmaking, and it resulted in quite some heat from good players on the forums, because they were constantly placed with bad players. If I remember correctly, Helseth was one of the most outspoken ones about that being bad and totally not suitable for a ladder system, since it allowed for grinding.

Please Explain This MMR Scenario

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Posted by: Yasi.9065

Yasi.9065

(…)
According to my reading, the more you win, your MMR should rise, and you should be more inclined to have teammates with high MMR.
(…)

Every win will increase your mmr, however… if you win against a team with way lower mmr, that increase is basically non-existent. If you loose against a very much higher mmr team, your decrease is also barely noticable. However, if you win against a team with higher mmr, your mmr increases quite nicely… if you loose against a team with lower mmr, your mmr gets downadjusted more.
So winrate per se doesnt say much about mmr, which is why I was utterly disappointed when they showed only won matches and praised this as “new season statistics”.

Also, we do not know how big the mmr bracket is from which the matchmaker chooses teammates. If you are placed on a team as highest, you might notice that. If you are placed on a team as lowest, you probably wont because you think you just did everything right. Subjectivitiy at its best. Which brings me to my next comment….

(…)
However, in my experience, whenever I get on a nice 3-5 game win streak, I get punished! For at least a couple of games, I’ll get placed in VERY lopsided losses.

I try to play at least 10 matches per night. After a 4 or 5 nights of 7-3 or 6-4, I’ve now had a vicious streak of 3 nights of 2-8 or 3-7, and I fear I am now on the “low MMR team” consistently! Consistently poor teammates, IE 4 rubies and 1 diamond on my team, vs. 4 diamonds and 1 ruby on the other team.
(…)

Now, imagine this scenario… you got placed on the slightly better team 3 matches. After loosing a few times, some of the not so good team give up. Now a new team of not quite as good players is formed, with you in it this time. Thats what being “average” mmr means. You can end up on both sides. Either as the worst on a good team… or the best on a bad team.

Of course, you can end all of this by getting your mmr above average. A winrate of > 65% should be sufficiently wins to place you more likely onto good teams.

Game Wide Reset

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Posted by: Yasi.9065

Yasi.9065

Yes they should change the matchmaker to get rid of MMR grouping.
(…)

You want to get rid of mmr? Or do you want to go back to unranked matchmaking? This sentence confuses me.

The current ranked matchmaking fits better to a ladder system, however it – at the same time – results in longer queues. So it kinda is a trade-off. For a big playerbase I think the current matchmaking is more fair overall during seasons. For the current playerbase however, maybe the long queues are causing too much frustration.

Getting rid of matchmaking all together would be foolish, its the only thing that gives soloqueuers a fighting chance against premades. If you want to get rid of matchmaking, you have to go back to team arena and solo arena. Which in turn will result in longer queues for premades (not that I care, but there it is).

(edited by Yasi.9065)

New pvp players should be low MMR.

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Posted by: Yasi.9065

Yasi.9065

I think, tbh, “new” accounts getting averaged mmr to begin with, is okay. I dont think thats the source of the problem.

Nono, dont hate yet, please continue reading

However… the gate to ranked matches (rank 20) is just wrong. Rank can be farmed without having played a single profession in a single match. Thats what is wrong with new accounts in ranked matches.

It should rather be something like having to unlock each profession by playing a certain amount of matches in unranked first. Lets say 150 matches played.
That gives even absolutely new players the chance to learn the ropes first.

And having to unlock each profession first, you will see a huge increase in skill for each match in low to average range of mmr.

/edit: Yes, I know Im bumping an old thread, no even though my main IS in fact a necromancer, Im not into thread necromancy However, I wanted to make a new thread regarding this, and here is one already opened by Jourdeloune which points toward one of the biggest problems of matchmaking in seasons already

When was last balance patch?

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Posted by: Yasi.9065

Yasi.9065

Nothing to debate, first balance patch was before first season. Sorry :/

Game Wide Reset

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Posted by: Yasi.9065

Yasi.9065

reset MMR = NO
ban f2p account = NO

there are way to better the game and none of this solve it.
1) a better MM would be better.
2) double the required rank to enter ranked matches to maybe rank 40 instead of 20?

Have to disagree with 1, sorry. Matchmaking itself is fine. Its actually pretty much perfect atm.

However, to get that nice matchmaking algo to work properly, EVERYBODY needs the right mm-rating. Which nobody really has, except of a few pro-leaguers.

Because of seasons we now have three gravitational pull zones:
Low – mid – high.

Tenacious grinders and long standing mid-rangers gravitate towards low.
Every casual player ends up in mid.
New accounts of old players end up in high.

This has several reasons, all already pointed out numerous times here on the forums. Im not gonna repeat them.

Solution →
1. Soft reset after each season and
2. Statistics should also be part of calculation of mm-rating, especially how often someone died, kills, double caps, healing, dmg.

As to your number 2:
Either rank shouldnt be able to be farmed in custom arenas, or… which would actually be way better… change to 150 played UNRANKED matches with profession, before allowed to play this profession in ranked.

When was last balance patch?

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Posted by: Yasi.9065

Yasi.9065

Between season2 and season3…. next after season3.

Dishonor System Adverse Effects

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Posted by: Yasi.9065

Yasi.9065

This is what it looks like in the queue section.

If I remember correctly, dishonor uses a three strikes system. You get dishonor three times for abandoning a match (dc, forfeit, whatever) in 72hours, you get locked out.

Havent had that happen to me yet, since I rarely get dishonor at all (mostly for missed queue pops at that), so not really sure if the ranked button disappearing is this being locked out.

Feeders in Ranked PvP huge problem!

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Posted by: Yasi.9065

Yasi.9065

The solution is quite simple:
-5 score for each death

Btw, there also should be no score granted for double capping empty points.

You already get 5 points per player kill. Same thing as taking away 5 from the team that had a player die. If thy did both I guess it would mean the difference between the two scores would be increased or decreased depending on whether the team that got the kill was winning or losing at the time by 10 instead of 5.

Double capping empty points, well I’m not interested in Conquest anyway but wouldn’t taking away the score for double capping be pointless? That could really be used against a team. Say if you see two players on the enemy team going to their close, inform your team, they avoid far for the match. Your close is easier to defend or retake than it is for them. If far is their colour but not scoring because it was double capped might as well just leave it, they are at a disadvantage as the point nearest to their spawn point will never score unless you cap it and they take it back.

Personal score. You know, that what isnt worth kitten atm because it doesnt reflect anything really… but its something every new player thinks is the goal.

Alternatively, just remove personal score entirely, so people don’t build any other bad habits by trying to get a high personal score.

Again please stay on topic or use another thread, to talk about other topics then what this thread was made to discuss.

Please do not derail this thread
Thank You!

Not every post not agreeing with your zealous overreaction is actually offtopic.

-5 personal score is enough of a learning experience for everybody just dieing constantly in pvp.

No need, absolutely no need to ban someone for being bad. Instead the system should teach them to be good. Which it currently doesnt.

Hence all those posts of people thinking they are good and deserve to be legendary, when the reality is, they die at least 5 times per match, are only mediocre at rotations and cant win 1v1s.

I mean, ask yourself… why is it that those people go and die so much? Its not because they want to loose. Its not even that they dont care about not winning.
Its because nobody they respect ever told them, that dieing is the worst that you can do in pvp.

What happens when they die? They get a respawn timer, a loading screen, and then they can run back in. Maybe someone yells at them in teamchat for rallying someone up, but most dont care about what others “rage” about in teamchat. They are just random players after all.

So there is zero awareness that dieing is actually really really really bad. Personal score is a good tool to teach them what is right and what is wrong.

Capping a point → good (+ score)
Killing someone → good (+ score)
Successful use of map objectives → meh, still good… (+ score)

All of these things are part of conquest and the system teaches them to you by giving you a small reward for doing good.

So, why not just use that system to:
a) teach also what is not good, meaning substracting score for dieing, double capping and
b) flag players with too much negative score

What easier way to automatically find those that grief matches, than just flagging someone for having -50 score. Flagging, mind you… not automatically banning them.
It also could be used to restrict someone’s access to ranked matches automatically.
For example, if you get -50 score, you have to win at least 20 unranked matches before you get access to ranked again.

Feeders in Ranked PvP huge problem!

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Posted by: Yasi.9065

Yasi.9065

Just remove soloQ and implement that Ranked games needs to be a premade system and you neither would see such situation nor these threads

Great idea. Good luck with your queue times then. That will kill spvp finally. You should be an Anet dev.

Actually, they tried that already and had to switch to ranked/unranked queues because nobody really queued for teamq. Or only proleague premades. Resulted in sync queueing….

Tournament Arena → Team Arena → Ranked Arena

Feeders in Ranked PvP huge problem!

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Posted by: Yasi.9065

Yasi.9065

The solution is quite simple:
-5 score for each death

Btw, there also should be no score granted for double capping empty points.

You already get 5 points per player kill. Same thing as taking away 5 from the team that had a player die. If thy did both I guess it would mean the difference between the two scores would be increased or decreased depending on whether the team that got the kill was winning or losing at the time by 10 instead of 5.

Double capping empty points, well I’m not interested in Conquest anyway but wouldn’t taking away the score for double capping be pointless? That could really be used against a team. Say if you see two players on the enemy team going to their close, inform your team, they avoid far for the match. Your close is easier to defend or retake than it is for them. If far is their colour but not scoring because it was double capped might as well just leave it, they are at a disadvantage as the point nearest to their spawn point will never score unless you cap it and they take it back.

Personal score. You know, that what isnt worth kitten atm because it doesnt reflect anything really… but its something every new player thinks is the goal.

Feeders in Ranked PvP huge problem!

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Posted by: Yasi.9065

Yasi.9065

No megilandil… dieing is NEVER helpful.

Loose that mindset asap.

Dieing = bad. Period. No positive side. No excuses. Dieing is bad.

If you made a mistake and cant disengage anymore, then prolonging death as long as possible is okay. But mind you… it started with making a mistake, so essentially, also bad.

Will i forever lose?

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Posted by: Yasi.9065

Yasi.9065

Every season should have mmr reset, i’m in the same situation as i’ve had to play 2 other diferent classes to get League – Profession which made my mmr drop a lot.

Resetting mmr almost rewards afkers, quitters, and people that purposely tanked their mmr first season. I happen to think this mmr matchmaking is great for punishing the tankers.

And as soon as you pop up your head out of that dark hole you just dug yourself, you realize… it also punishes those that have a lot of ranked games played because they learned spvp on that account.

There is a reason why LoL does a soft reset every so often.

Soft reset after each season, placement matches before season.
Only solution.

Feeders in Ranked PvP huge problem!

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Posted by: Yasi.9065

Yasi.9065

First off, as soon as you give up on a match, you are not any better than that thief that runs far x times and dies there.

Secondly, the term “feeder” is extremely rude. Most arent doing that on purpose. The system just hasnt taught them directly enough that dieing is VERY VERY BAD in pvp.

Thirdly, I know of nobody that makes an account and just goes dieing on purpose. Report them for botting, or even report them via ticket for griefing and they are gone.

And lastly, the main problem is, as I pointed out already numerous times here on this forum… that dieing isnt punished directly enough.

The solution is quite simple:
-5 score for each death

Btw, there also should be no score granted for double capping empty points.

(edited by Yasi.9065)

Why the current match making isn't fun

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Posted by: Yasi.9065

Yasi.9065

(…) the fun out of pvp is within close and contested games,(…)

What defines a close and contested game?

Close score all the time?

http://img.pichoster.eu/00274481gw031.jpg

You’d think that was the perfect example of a nicely balanced match.

But let me tell you something…. I was the warrior and it wasnt… it was horrible… That guy with 20 score? He was dieing like 30 times at least. The rest? Not too far behind.

Those 200 score? Mostly kills in 2v1 situations… me being alone against 2.. while defending close, capping mid, defending mid etc

So no, close matches arent fun if you are the one that has to do all the work to keep it close…

Fun is, when everybody does his/her job and doesnt die all the time. Idc if its a close match or not. As long as everybody knows how to rotate, how to not die…. thats fun then.

Why the current match making isn't fun

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Posted by: Yasi.9065

Yasi.9065

(…) nobody started pvp from launch and sat in pvp till today (…)

You are quite wrong there. Most die-hard pvpers I know only touch pve for express purposes (farming raids for legendary armor for example)… and they dont linger over unnecessary achievements there.

So, most pvpers have around 4-9k ap.