Showing Posts For Yasi.9065:

Looking for advice from experienced players

in PvP

Posted by: Yasi.9065

Yasi.9065

Commit to one, max two different professions. Hit unranked until you feel competent at winning 1v1, or in case of support professions -> not dieing in under 3 minutes per fight.

Then go back to ranked.

Guard/DH is complete and utter trash

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Posted by: Yasi.9065

Yasi.9065

Seen quite a few support/bunker dh, and they are quite revoltingly endurable with their blocks.

So, maybe you are just running the wrong build.

Remove profession achievements in ranked

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Posted by: Yasi.9065

Yasi.9065

These achievements are absolutely detrimental to competitive pvp. They are one of the reasons pvp seasons is so horrible.

IF you have to keep them, restrict them to unranked, so players go there to test out new professions.

Ranked should NEVER have players with less than 10 matches won on the profession they are trying to play.

Better even would be to have to play professions in unranked to “unlock” them for pvp, but Im not hoping for world peace either.

So please, for the love of everything that is holy… remove the achievements from ranked.

Conditions too powerful

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Posted by: Yasi.9065

Yasi.9065

I think stuns and dazes are too powerful, lets nerf all of them so they only hit 1 out 5 times.

This would be just as asinine as nerfing all condition dmg.

How about this solution instead:
Reduce cooldown on purity sigil to 2-3 seconds, maybe adjust hit chance to 50% instead of 60%.

Add option for "real" soloqueue

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Posted by: Yasi.9065

Yasi.9065

Hi,

I absolutely detest getting matched with premades. Even more so than getting against premades.

And Im pretty sure, Im not the only one.

I want a real soloqueue.

But… I get why this would make teamqueue difficult and rather… obsolete because of long queue times.

So, how about giving as few, that just DONT want to fill up for some obscure premade an option to not get put in with premades during matchmaking process?

Tbh, with OW out, and other mmos on the horizon… this would probably be one of those things that would keep me playing gw2 pvp.

Problem of FEEDERS was solved in Warframe

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Posted by: Yasi.9065

Yasi.9065

Its kinda funny how everything “will be the death of pvp” that makes this gamemode the slightest bit competitive.

PvP is NOT PvE. There should be a direct penalty for dieing twenty times in one match. Hell, even dieing more than five times makes it more than obvious that you need way more training and shouldnt even look at the “ranked” button.

While I dont agree with limiting respawns per day, since it would only result in players playing less pvp, there absolutely should be a penalty in form of less mmr and less rank points if you die most in a match. Especially now that real bunker builds arent a thing any more.

I dont think many players actually realize what a negative impact dieing (and respawning) more than 5 times in a match on the outcome of said match has.

And reason for this is that Anet doesnt penalize it directly. Sure, indirect penalty is there (+5 for enemy team and respawn timer), but it is absolutely obvious that this is NOT enough to teach (casual) players the full brunt of dieing in a match repeatedly.

/edit:
Ithilwen, the population in pvp does NOT lack pve players. It lacks pvp players. And there’s a direct correlation between those two statements.

(edited by Yasi.9065)

Anyone actually playing Guard/DH this season?

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Posted by: Yasi.9065

Yasi.9065

I really love the class, but for PvP…ugh.

If anyone is playing it competitively I’m all ears as to what you’re doing.

Me. I am. I do the following:

First I log in my warrior, play until around 400 points, then I log my guard to get the win there. See? Its quite easy to win with guard this season. Im not even using a dh build, just plain old mediburn guard.

Problem of FEEDERS was solved in Warframe

in PvP

Posted by: Yasi.9065

Yasi.9065

Personal score. And score should be able to be negative, though I imagine it might be a bit more difficult to implement this.

Tbh, the whole score table at end of match is lackluster.

It should be way more detailed. Something like a list containing deaths, kills, (de-) captures. For each player. To be seen by each player. A breakdown of the match.

Instead we get some number that doesnt even really show …. anything.

Someone just running to fights, hitting enemies a few times, dieing, respawning etc will end up with 150+ score, whereas that roamer that actually won the fight doesnt get even 100.
That rallybot will look at endscore, see his “points” and think: “I did good, bad thief nearly cost us win by not helping fight”. Dont laugh, theres quite a lot casuals out there that think like that. And why shouldnt they? Anet tells them they did good with that ridiculous score table.

Problem of FEEDERS was solved in Warframe

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Posted by: Yasi.9065

Yasi.9065

Nothing so drastic is even necessary.

If Anet would just let deaths reflect in stats and… Im loath to say… in score, this would sensitize casuals to the negative impact deaths in pvp have.

For every death -10 score.

Top stats: Death -> resulting in less rankpoints and a penalty on mmr adjustment after match if deaths > 5.

Scaling in lowlevel maps

in Bugs: Game, Forum, Website

Posted by: Yasi.9065

Yasi.9065

Doing Vic the Iron today showed me how absolutely broken scaling for newbie maps is.

My healing skill (Wash the Pain Away) would barely heal enough to heal up one – ONE – of Vic’s 6 stacks of bleeding ticks. Overload water not even close.

Wash the Pain Away -> 211 healing done in three waves
Bleeding tick -> 200

Also, instead of healing skill healing up roughly 50% of my health pool as is normal with that skill, it barely makes a dent.

Health -> 1087
Healing done -> 20%

It feels like playing with 80% reduced healing challenge.

Not to mention… if you solo or duo Vic, he constantly, really CONSTANTLY uses his whirl skill, making this fight just hugely annoying.

DPS is way below my usual also, the whole fight took forever even though its a champ of same level, which I usually can kill before my earth elemental dies. But not in tier1 maps.

Attachments:

Hot specific materials

in Guild Wars 2: Heart of Thorns

Posted by: Yasi.9065

Yasi.9065

Dear Anet,

Im scared.

While I really enjoy doing events on the new expansion maps, Im really really scared to open those chests I get all those nice and shiny keys for.

Why?

Because, dear Anet, Im scared of drowning in those map specific crafting materials.

Crux of the matter is, Im also scared of deleting them, because past experiences showed me that I will be at a more or less severe disadvantage when I delete them.
So everytime I open one of those chests and I see a “10 XXX” blink up on the side of my screen, I cringe, because even though I have 1k crafting material storage, it fills up so fast…

And so, another character of mine gets put on vault duty instead of enjoying a full pve life.

Attachments:

nerf revinant and nice trick matching!!

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Posted by: Yasi.9065

Yasi.9065

Is that asura rage-speak?

My Powercreep Experience Today

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Posted by: Yasi.9065

Yasi.9065

What you guys describe isnt a problem with “power creep”.

Its the problem that hot introduced WAY too many aoes. Thats fine in pve. But for pvp its toxic.

In the past it was the cause for more and more bunker builds. Now anet scrapped those (good thing too) but without reducing amount of aoe.

Small capture points + no bunker builds + tons of aoe → makes for bad conquest matches.

64bit without flooding RAM?

in Account & Technical Support

Posted by: Yasi.9065

Yasi.9065

Hey,

I ran into the same trouble as you. 64bit client just kept up eating my memory until it exploded and took down windows with it

Solved the problem the old fashioned way. I wrote a script that would basically force data from ram to hdd, using “SetProcessWorkingSetSize” windows function as soon as gw2 used up more than 2gb ram.
Thats however NOT a solution you should employ for long, since your hdd will start to really hate you for it.

So, I pretty much gave up on 64bit client, until today. Today I expanded my 4gb ram to 16gb.
Now that the 64bit client has enough “space”, it actually stops at < 2gb, which is kinda funny, considering it ate through to 3gb ram when there was only 4gb available.

What I would suggest, is, that if you also have “only” 4gb ram (which is btw enough for gw2 anyway), you shouldnt use 64bit client.
If the memory “creeps” slowly towards full ram domination, using a tool to “empty” it once in a while (hourly, tops) isnt that bad tbh. Its not the best, and you WILL loose performance over this, but its okay if you gain a lot by using 64bit client otherwise.
If you dont gain anything by using 64bit client (no fps increase for example), dont bother.

As long as anet supports 32bit client, and that client runs as smoothly (or more so) than 64bit client, keep on using 32bit client.

(edited by Yasi.9065)

[Video] The Comeback is REAL!

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Posted by: Yasi.9065

Yasi.9065

I should have watched to the end, I see.

I like to switch in first 5 minutes of the game, when I see that my teammates are absolutely NOT behaving like I predicted they would.
(Thieves that only teamfight, necros that 1v1 etc.)
Its just such a HUGE disadvantage, if your team doesnt have a roamer or doesnt have that one teamfighter that will win the fight.

So swapping per se shouldnt be disabled imo. Not until there is a real soloqueue. Im all for character swapping being disabled in 5 random players vs 5 random players.
But as long as there’s teams in the mix… nope. Character swapping balances a bit of that huge advantage teams have in ranked arena.

But… swapping character to get to lord faster… thats just… Idk… it reeks.

Maybe anet could add a debuff on character swap, that keeps you from entering the lord area. Same for stronghold.

Because… for me, on my computer… I can swap characters in < 30 seconds.

Soooo... I was really hyped...

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Posted by: Yasi.9065

Yasi.9065

“It would be too confusing for players” kek

Actually, it kind of would lol. Think of all the threads the community has made about how they don’t belong in a specific Division. Then think of the rage numerous players would be if they realize their MMR has tanked incredibly… they’ll bring up MMR Hell all over again and rage more… because every player suppose to have high mmr, apparently.

I would love to see my mmr but… I don’t think Anet would want this kind of drama on a milk shake that already has a cherry on top.

Uhm… and how is your described situation different from status quo anyway?

If anet shows your mmr, team mmr, enemy team mmr you cant really talk about “mmr hell” when you see that those three only differ slightly.

The only thing left is that players would say that their mmr doesnt reflect their skill. And thats already being done without mmr shown. So nothing new.

I mean, mmr is THE variable the matchmaking is all about. It defines your progress in gw2 pvp.
Showing those three mmrs:
- personal
- team
- enemy team
would imo actually stop all those “mmr hell” “matchmaking hell” “pvp hell” “whatever hell” threads.

Because there is not much arguing about those numbers. They are fact. Everything else is subjective.

Why are players so focused on the badges? Its because they dont see any other indication on how they are being matched/measured.

Soooo... I was really hyped...

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Posted by: Yasi.9065

Yasi.9065

I can handle it, anet. Promise. Im a big girl.

Soooo... I was really hyped...

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Posted by: Yasi.9065

Yasi.9065

… when I first read that we would get league stats.

I thought “OMG WE GONNA SEE OUR MMR FINALLY” <jumpjumpjumpjump>

Nope.

We see… things that every non-casual player already knows by heart anyway.

Sigh.

[Video] The Comeback is REAL!

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Posted by: Yasi.9065

Yasi.9065

How can you see any animations with those character models? Its all way too bright, I only see two bright auras fighting each other ^^

Malicious Sorcery/Dual Wielding SPvP Bug(s)

in Bugs: Game, Forum, Website

Posted by: Yasi.9065

Yasi.9065

I thought it was fixed on malicious sorcery some months back when they first introduced the changes to that trait?

Please, a clear statement re: AFK farming.

in Guild Wars 2 Discussion

Posted by: Yasi.9065

Yasi.9065

I would rather us fix the underlying issue with this rather than band-aid the issue by enforcing rules and punishments that don’t solve the issue at all.

The core issue here is we don’t want to have players feeling that their main source of income is generated while they are not at the computer. We have already started to see the impact of this in-game and within the community. Not only does this behavior impact players in the world when they run across a pack of unattended farmers, but also the players who are performing the unattended farming. Eventually these players spend less and less time actually playing the game, and more time unattended farming.

We see the same trends in players that use bots, macros and cheats. It eventually leads to players falling out of the game (from both encountering the impact in the world, or by participating themselves).

While there is an economic impact of having a large number of players farming like this, I’m more more concerned about behavior trends shifting than anything else.

The 3 rules above aren’t just for your protection, they are for everyone’s protection. GMs have been trained to identify and handle these situations, it’s one of the first things they learn. GMs are overly generous on the amount of time that players are given to respond.

As for how we intend on fixing that, some of us had a meeting today to talk about that. While there are some systems working against each other here, we all agreed that we didn’t want to make any changes that anyone would actually run into unless they were no longer at their keyboard for an extended period.

Rest assured, we aren’t going to take away auto-loot in the world, or remove your ability to auto-cast. Everything we implement will only impact players who aren’t actually performing actions. I’m sure when we do implement something, it’ll be in the patch notes to read about. Until then, follow the 3 rules above. After that, they won’t be relevant anymore.

(Automation is still against the rules, unless you are using it to play music in-game)

Suggestion: Bind autoloot to player-action. Player doesnt move, cast, chat, jump, whatever → no autoloot.
Pet kills, player afk → no player action → no autoloot.

The other solution I see that fixes this issue quite easily, is incorporating an afk timer that disables autoloot on 2min or longer afk, enables it again after player action. Gw2 is rather lacking in that regard anyway, compared to other – older – mmos with automatic “away” status etc.

Sure, both suggestions can be easily circumvented via macros, but I think thats not what this is about, right? Someone using macros knows what he does is wrong. Someone that comes back and finds his inventory full after afking for one hour might not realize that he took advantage of a design flaw of autoloot and will most likely be tempted to do it again.

Cleansing ire + Scorched earth bugged

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Posted by: Yasi.9065

Yasi.9065

Nope.

/15charsrestrictiondoesntkeepspamfromhappening

Ad Infinitum achievement issue

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Posted by: Yasi.9065

Yasi.9065

Could we get at least some kind of confirmation? Is it supposed to advance or not?

Tarcis- A Veteran Warrior- Build Share

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Posted by: Yasi.9065

Yasi.9065

Love the new hambow. Though the first build is even stronger. The only thing I have trouble with on that build, is good necros.

/edit:
Btw, Im swapping EP for whatever seems more suitable according to team roster. Only using it with 2+ revs/thieves

64 bit client question

in Account & Technical Support

Posted by: Yasi.9065

Yasi.9065

At client start the 64bit client bloats up to 3-4gb… which is kinda bad since I only have 4gb ram. Windows doesnt like that, especially because gw2 starts encroaching on non-existent memory… so it crashes. For me at least.

I can work around that by running a loop that checks if gw2 client uses up more than X gb memory and then force everything into virtual memory. If I do that long enough – often enough – at one point the ram usage settles to what the 32bit client uses, even without forcing it.

BUT… loading screens take forever, they even “fade out” with the typical windows7 “program crashed how do you want to proceed” message. It still finishes loading, but takes up to 5 min. My fps is around 15 and drops below 5 fps at every big event.
The fan of my computer starts sounding like a jet engine.

On 32bit client on the other hand:
- short loading screens (10-30 seconds)
- 70-90 fps, 30 fps on big events
- quiet computer fans

I tried reducing graphic settings to absolute minimum, but predictably that didnt change a thing for 64bit client. I tried running it with vm, same result. I tried running it with everything but necessary services disabled, same result.

64bit client and my computer setup do not mix well together. I cant really tell why, Im just not interested enough to reverse it to the degree I could point out why the client bloats up like crazy. Probably some functions are used that dont work well with older sytems.

Fact is, 32bit client runs smoothly with high settings. 64bit client runs like I try to force 32bit client onto a winxp laptop with 1gb ram.

Maybe setting the automatic switch to use 64bit client to 6gb ram instead.

64 bit client question

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Posted by: Yasi.9065

Yasi.9065

Since 32bit client doesnt run into those problems at all, Im not gonna change my system settings.

Thanks for the command line, this will make patches less stressful for me

64 bit client question

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Posted by: Yasi.9065

Yasi.9065

Nevermind, fixed it myself.

64 bit client question

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Posted by: Yasi.9065

Yasi.9065

“The 64-bit client is no longer in beta. The 32-bit client will now automatically switch to the 64-bit client if the conditions appear favorable.”

While this might be a nice idea on PAPER. My computer is NOT “more favorable”. And still I am forced to use 64bit client, even though I have to forcibly hold memory usage small to even get the client started.

If I start without running SetProcessWorkingSize in a loop to restrict memory consumption, my computer crashes.

I want my 32bit client back, right now.

mercenary needs to go asap

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Posted by: Yasi.9065

Yasi.9065

Why?
Only mesmers and warriors use it – warrior doesn’t seem too strong with it at all and with reference to mesmer it’s not the amulet which is the root of the problem.

Case in point, Im not using mercenary on my mes, and I usually win 9 out of 10 of my 1v1.

Crashing since update 19 Apr

in Bugs: Game, Forum, Website

Posted by: Yasi.9065

Yasi.9065

  • Error Logs <—*
    Model ‘0×082239’: Failed to resolve AimIK bone indices.
    Model ‘0×08223f’: Failed to resolve AimIK bone indices.
    Content is referencing a propID that doesn’t exist propId=‘1975204248209621670’
    Content is referencing a propID that doesn’t exist propId=‘1975204394238509735’
    Model ‘0×08223a’: Failed to resolve AimIK bone indices.
    Model ‘0×080b24’: Failed to resolve AimIK bone indices.
    Texture missing mip chain: 0×0f8c78
    Model ‘0×123674’: Permutation ‘boworange’ not found, auto selecting permutation
    Debug token ‘0×000266FA’: Lightning ran out of space for new bolts.
    CtlText::Markup() ERROR: Invalid tag name detected. Tag: “<” Text: “<”.
    CtlText::Markup() ERROR: Invalid tag name detected. Tag: “<” Text: “<”.
    CtlText::Markup() ERROR: Invalid tag name detected. Tag: “<” Text: “<”.
    Model ‘0×082241’: Failed to resolve AimIK bone indices.
    Model ‘0×082239’: Failed to resolve AimIK bone indices.
    Model ‘0×080b24’: Failed to resolve AimIK bone indices.
    Couldn’t find missile launch point for gadget ‘’.
    Debug token ’0x000266FA’: Lightning ran out of space for new bolts.
    CtlText::Markup() ERROR: Invalid tag name detected. Tag: “<” Text: “<”.
    CtlText::Markup() ERROR: Invalid tag name detected. Tag: “<” Text: “<”.
    CtlText::Markup() ERROR: Invalid tag name detected. Tag: “<” Text: “<”.
    Couldn’t find missile launch point for gadget ‘0xed79’.
    Couldn’t find projectile effect for skill ‘KIWQR.8+KHW’
    Couldn’t find projectile effect for skill ‘KIWQR.8+KHW’
    Couldn’t find projectile effect for skill ‘Zz5tK.FNVfN’
    Couldn’t find projectile effect for skill ‘Zz5tK.pGPgw’
    Couldn’t find projectile effect for skill ‘KIWQR.8+KHW’
    Model ‘0×08223f’: Failed to resolve AimIK bone indices.

Doesnt sound good, Anet

200k on so called "pros", why?

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Posted by: Yasi.9065

Yasi.9065

11.5k viewers…. very much esports…………

Impossible to get past Diamond T7

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Posted by: Yasi.9065

Yasi.9065

Problem is that you get teamed with players that dont want to win. They treat ranked matches as hotjoin games as soon as they hit legendary. Trying to get professional achievements, slacking, fighting offpoint.

No clue really why so many players want to kitten over their mmr, but hey… apparently, if your ride to legendary was easy enough than thats not a concern I guess.

Anyway… remove division lock et voila… only those queue that actually want to win.

mesmer nerfs better be in order

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Posted by: Yasi.9065

Yasi.9065

Ah yes, I forgot… everything below legendary is fodder…

But… YOU made a rant thread complaining about double mesmer team… even though you got one mesmer on your team yourself… thats actually more than I usually get… and still Im not getting outrotated by them… legendary, diamond or ruby.

mesmer nerfs better be in order

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Posted by: Yasi.9065

Yasi.9065

Typical rant from legendary that rode the lucktrain.

You know, us plebs… we’ve had to content with mesmers long before hitting legendary… which is probably how us plebs know, what to do to win those matches.

Where is this MMR Hell?

in PvP

Posted by: Yasi.9065

Yasi.9065

Haven’t there been enough threads by now proving that MMR hell only exists when you queue at a weird time?
(…)

Thats so not quite correct, mmr hell exists always . If you queue outside primetime, the chances of sliding into mmr hell are bigger however… but you can also get there by trying to do professional achievements for example, or simply not playing your A game.
Basically, what happens is, you lost matches you should have won. This lowers your mmr, which in turn puts you on worse teams, which in turn makes winning harder and you loose more matches, until you hit rock bottom. You dont have to actually go on a 100 matches loosing spree for this to happen… even l-w-l-w scenarios can drag you down, if those losses are matches you should have won.

To get your way back out of this situation, queueing outside primetime is a no-no. Why? Because to get your mmr back up, you have to win against teams with slightly higher or roughly the same mmr. Winning against lower mmr teams just keeps your mmr roughly the same level. But encountering teams with same mmr or only slightly higher mmr during low playerpool times is pretty much impossible.
Those teams you have a so much higher chance on fighting against during primetime. And thats the matches that will slowly increase your mmr back to your actual rating.

MMR hell itself is a big discrepancy between actual player skill and mmr. And while season1 and unranked matchmaking would be hugely more forgiving towards fixing that (after all, bad mmr would put you on a team with good mmr players in 50/50 matchmaking), season2 matchmaking makes you work hard for it, throwing more difficult matches at you.

(…)
The risk is shared equally by all. How is it unfair? As it is, the risk of having a good team or a bad team rely on MMR not luck. It is a systemic and systematic bias that make ppl compete under different conditions.
(…)

The risk is higher for good players, because they are less and their chance on getting another good player on their team is a lot smaller than to get bad players.
It would result in good players duo-queueing and just destroying every team that gets put together randomly out of a pool of average to bad players.
Random might work if the distribution of skill level were evenly, but it actually really isnt.

(…)
Also, you say it wasnt fair for good player to have it harder in season 1 but you are ok with lower MMR people having it automatically harder this season? That is IMO even worse since their carrying potential is even less.
(…)

Uhm, yes? Because players with lower mmr are usually not as good and why should they get an easy ride to legendary? Pity for being so bad?
And those players that for whatever reason have a lower mmr than their actual skill… it is possible to get back your old mmr. You just have to work for it. But then… loosing that mmr in the first place was kinda their own fault… so having to work for it might sound harsh, but even I had to accept that I deserved it.

(…)
Like he/she is dragging a 200 pound crucifix while being whipped.
(…)

Haha, thats EXACTLY how it feels.
When you get three enemies downed in that first teamfight… and then stupid noob necro runs in without lifeforce and just… rallies them all up again. God, I hate rallybots with a passion.

But I did notice that it gets easier. Im currently at a point again – with only 1-3 matches played each day btw – where I get at least one good teammate that helps me carry the other three.
Less definitely was more for me over the last few weeks… Im gonna keep on taking it slow and just try to maintain my winning streak now for as long as I can.

(edited by Yasi.9065)

Where is this MMR Hell?

in PvP

Posted by: Yasi.9065

Yasi.9065

It is a step in the right direction. Good players shouldnt have a more difficult time reaching legendary just because they are good, while bad players get the easy road. Thats just plain wrong.

And yes, the current system has the drawback that every good player carries several bad players to positions in ladder where they dont belong. Winstreak and mmr exaggeration make it possible.

Solution would be a mix of season1 and season2 mechanics, as pointed out already numerous times. Placement matches during pre-season would be a huge step forward. So would be removing failsafes. Removing winstreak and comeback pips, reverting to season1 pip mechanic instead since it promoted fighting until the last. Season2 matchmaking with added brackets to allow lopsided matches, yes, but not too big a difference in mmrs between teams (to keep blowouts to a minimum).

Benefit of season2 mechanics, is that players that clearly belong into legendary, can get there fast.

@Sirbeaumerdier
Random team generation is NEVER fair. Dont delude yourself into thinking that. You are thinking that by randomizing teams, at least one or two “good” players will end up on each team. Thats just not correct. Im not really in the mood to get into that in detail, but since there’s WAY more bad players currently in leagues than good players, your chances of getting 4 bad teammates are actually higher than getting 1 good player.
Also, good players would just team up and stack the cards in their favor by doing that.

(edited by Yasi.9065)

Where is this MMR Hell?

in PvP

Posted by: Yasi.9065

Yasi.9065

Having to fight every match uphill because you have high mmr – starting in amber all the way to legendary, while players with average or below average mmr get easy to win matches…. thats what was wrong with season1.

Basically, good players got legendary niveau matches from the start… while bad players could grind their way easily to legendary.

@Shala
The last couple of matches I had on my mainaccount are all pretty close wins. The last match I recorded yesterday had my teammates rallybotting every 2nd body I put down… still won. If you just keep the pressure up, at one point the other team crumbles. And of course find the right mix of rezzing and stomping…
Funny, I just re-checked… but there was a rev there called “Shala Prochina” that wouldnt have been you by any chance?

how to shave reaper chill uptime w/o nerfing

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Posted by: Yasi.9065

Yasi.9065

Remove Hydromancy because ONE class has traits affecting chill? Why affect builds for ALL classes because of ONE class???

Because most on weapon-swap sigils are kinda a bit OP atm. Theres a reason why nearly every build uses them.

how to shave reaper chill uptime w/o nerfing

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Posted by: Yasi.9065

Yasi.9065

Superior Sigil of Ice
30% Chance on Hit: Inflict Chill (2 Seconds)
(Cooldown: 10 Seconds)

are you kidding? who the actual kitten uses this sigil????
(….)

I am. It is quite strong when playing with viper amulet since you seldomly want to stand inside a lot of enemies without any defensive stats. So for me, using hydromancy is actually a waste.

Not everybody is running metabattle builds.

Reaper form needs a bigger tell, longer charge, higher cooldown, and nightmare runes removed.

Lets see, that big fat icon appearing above your head… and the long warmup of reaper5 are apparently not enough for you. You want to add some warning flash messages? Something along the lines of having an onscreen message flashing “WARNING WARNING REAPERSHROUD”?

Im sorry, but if you cant see reapershroud… then thats on you. Theres a kittening big SCYTHE there. Jesus.

And the only two builds that currently really profit from nightmare runes, thats terrormancer and condi mesmer.

@ OP
I think chill uptime isnt quite as much of an issue as you think. The bigger issue is the amount of conditions a necromancer can generate in quite a short amount of time with traits. Take mediburnguard as counterexample. Burning really hurt, and having 10 stacks on you for any kind of length of time just kills you… but guard didnt have access to 6 other conditions to cover those burning stacks with.

Where is this MMR Hell?

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Posted by: Yasi.9065

Yasi.9065

I would actually argue that full glass ranger like the one I was playing might be one of the best carry options. You can single handedly slay a team fight, you can save teammates with search and rescue. Sure, druid is really strong, but if your teammates aren’t killing people you probably won’t be.

I felt the same way you did about your Power Ranger when I solo’d my Viper P/P Grenade Engi up in S1. It would just crap on anyone unfortunate enough to eat Grenades while reviving/stomping.

Lost builds like Condi Engi and Power Ranger definitely are fun to see at work in the hands of someone who feels comfortable using a mere mortal build aka, surviving without a ton of sustain or unavoidable damage.

Sigh, now I have pre-HoT build nostalgia.

I think this is actually one of the reasons I’ve been progressing so well this season doing solo Qs as thief. It’s a build that may not be optimal for PvP leagues, but it can jump in any fight where an enemy is relatively low HP, burst them and land a stomp before the enemy can rez. Impact Strike is amazing once you get the timing down, especially with all the necros that are around. When the other 4 people on my team are often tanky builds, playing the glassy, burst build can give my team the edge.

I love that we have MetaBattle and I think it does a lot of good, but it’s one shortcoming is that it’s often very focused on pro league premade team PvP builds, which a lot of solo Q players tap into and the result is missed opportunities from builds like viper engi, glass ranger, etc.

If you are good at positioning yourself, have fast reactions to avoid getting jumped… then in this current meta, the more dps, the easier the carry and the easier the wins in soloqueue.

BUT… the majority can not, for the love of god, position themselves… not to mention even dodge the right skills. For those players, mercenary amulet, paladin amulet… you know, the current “meta” builds on metabattle… are the only thing that keeps them from getting slaughtered 100% of the time… I found the metabattle builds to be rather quite forgiving to player-errors.

Which in turn gives players a sense of “being good” without actually being good. Until they reach a level when just running on point, dropping all dps and hoping everything dies before they die… just doesnt work anymore.

Long story short… I think what a lot of players think is “mmr hell”… is in reality a mix of the current, rather unforgiving, meta… and the inability to drop divisions back to their “comfort zone”.
Mind you, not saying mmr hell doesnt exist… but I think a lot of players reach that threshold where mercenary/paladin stops smoothing out rather big mistakes… they stop winning and start loosing… and instead of contributing it rightly so to their own mistakes, they blame the system for giving them bad teammates… and pitting those against good teams.

Be honest! How many of you that think they are stuck in mmr hell manage to not die more than twice in each match?

Lets change exalted legend

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Posted by: Yasi.9065

Yasi.9065

How about “Legendary Grinder”. Because thats what it would be for the vast majority that reaches legendary in season1 and season2. Cant wait to see the grind necessary in season3.

ANet has upset the 'filthy' casual

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Posted by: Yasi.9065

Yasi.9065

Anet should have made the wings available through a seasons-only reward track. Adding those professional achievements just was added insult to injury.
Of course ap hunter then go and try to get that last 1 ap… kittening up matches for four other players.
Stupid, just plain stupid.

Remove Mercenary Amulet

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Posted by: Yasi.9065

Yasi.9065

I havent used mercenary amulet on my reaper since I stopped playing the chillomancer build.

But if you take away mercenary, players will just go for carrions next… 29k health is quite a number if you are not facing 2 good revs.

Where is this MMR Hell?

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Posted by: Yasi.9065

Yasi.9065

Diamond t2, and its roughly two wins to each loss. Its a slow climb and you have to be disciplined about it… no grinding matches, queueing straight after a match is a big no-no as well as playing outside primetime.

I also have a list of players that I have to avoid at all costs. If they sit in hotm, Im not queueing, period. Those players are so unbelievably bad, you cant carry them. No way, no how. They run into 4v1 situations repeatedly and just feed points. You actually would have more chances on winning a 4v5 match, than winning with those players actively playing.

Its really not as easy, but its possible. You have to stick to one build that can carry (hint… dps meta…) and play 110% each match.

What makes me angry, is that I even have to do this. And that Im always carrying someone to wins that that player does not in the least deserve.

Game Breaking downed sliding bug

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Posted by: Yasi.9065

Yasi.9065

But butter stains are so difficult to wash out of my pretty dress

Where is this MMR Hell?

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Posted by: Yasi.9065

Yasi.9065

Oh yasi let’s just clarify some kittens here. Last I read from you was you were in ruby and complaining about your teamates. Just today you were saying that you log your main account in and lose repeatedly. Again quote you said you are a “good player”. So enthrall me by explaining how you, as a good player, clawed your way out of MMR hell and are still in a losing streak? Kittens.

I was mocking you with the 50% thing. And I think you know why. Yes you struggled to maintain a 54% winrate. Happy?

Its fascinating how you can read posts and just ignore what you dont like and doesnt fit your view. But hey, Ill humor you… the key part of said post is:
“If I play during a low playerpool time”
Oh guess what… I just dont do that anymore except if I want to make a point.
I play during primetime, I carry matches that look hopeless after first teamfight to a close win, I dont re-queue immediatly after but wait around 10 minutes for new teammates… and because I increase my mmr steadily by consistently doing this, I get “rewarded” with better teammates after each close win.

3,4,5 necro teams

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Posted by: Yasi.9065

Yasi.9065

Split necros up… meaning, play sides.

Start by opening with a 2-3 split… let them cap mid… they will nearly always split up and you get max 2 necros on one point, which you should be able to handle.

KreatE, btw… Im usually doing the same tactic when facing stacked eles/rangers. They eventually split up and then they die. Or they stick together but the rest of the team leaves them, then the rest of the team dies.
And Im sorry to say this, but… I have only met one condi mesmer that managed to outplay me (reaper) in teamfights…. rest usually dies to their own conditions… unblockable marks are such a nice thing.

Divide and conquer… works every time.

have you tried playing reaper yourself ?

good reapers will still melt average reapers quickly.

and there are lots of average reapers out there.

So true.

(edited by Yasi.9065)

Where is this MMR Hell?

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Posted by: Yasi.9065

Yasi.9065

Oh you had difficulty maintaing a 50% winrate last season but you were carrying other players which was impossible to do. Prepare your thoughts before making other people read them.

Also you’ve been complaining about being in the same situation as everyone else for weeks now. Even just 3 hours ago in this very thread. Do I need to refer you to that post again?

Where did you read that I had difficulty maintaining 50% winrate in season1? I did NOT have any problems with that, please read more careful.

Also, what you read as “complaining about being stuck in mmr hell” was, and again… please start to read more carefully… the acknowledgement that there IS a mmr hell. That players CAN get stuck there. But also that good players CAN get out of it.

Where is this MMR Hell?

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Posted by: Yasi.9065

Yasi.9065

I had this tempest yesterday in two matches… first one against him, second one with him… and he kept telling how he always gets matched with the worst players. But then he kept overrotating all the time, running from fight to fight and letting me – a viper necro – defend mid. He wasted skills, he kept shouting in teamchat how bad we are for letting them decap mid – yet again. I mean… yeah… as a viper necro I kinda have to leave point if there’s two DH incoming. I still managed to not die and get the cap back, those DHs were that bad
I was soooooo tempted to throw that match, just go afk… but well, I didnt.
We won 500 to 200.
And even though he ran from fight to fight… mainly overloading air and fire…. he had only a score of 65, whereas the rest of us had 170+.

So yeah, self deception is a thing.

But that doesnt mean there is no mmr hell. Some players are legitimately stuck in it. Be it because they cant drop down due to division lock… or because they started on the wrong foot.

Where is this MMR Hell?

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Posted by: Yasi.9065

Yasi.9065

@Eura’s title question of “where is this MMR hell” ?

Did you really expect to hit it while playing Ranger? Hahaha. To find it, you have to first off, not care about winning – non-meta build isn’t enough, you have to not be in a carry mindset.

Second is to play at the tier/division start of Emerald, Sapphire, or Ruby, and lose most winnable matches because you’re heavy, instead of carrying.

Seeing as you didn’t lose Pips for all the matches you didn’t care to win, now your MMR is pretty out of place in the PIP range you’re in.

From here, you play at off peak hours, repeatedly get instant pops with the same baddies in the same boat as you, or worse, say to hell with it, and try to get some Thief/Warrior wins for your achievements.

Then your account is officially gonna take the sudden mindset of carrying in order to get out. The same person who screwed up this account so badly will have to struggle for a long time to repair this.

Tldr, you can’t really find MMR hell as a high level player, because you reach out and grab the winnable matches every time.

You’re having a laugh aren’t you? There is no carry mindset.

None of you pro players could carry (the way you are describing) last season all the way to legend in an even competition. Why not? This is why you all b****ed. You can only “carry” if anet hands you the wins on a platter. Ridiculous.

It hurts me to admit it, but he has a point. I started climbing out of mmr hell on my main account when I started running a build with maximum carry potential.
Im a good player, and some stupid “rescue fails” beside, I usually dont get downed easily. So I changed from supporter to max dps, build in as much cheese as possible, et voila my winrate is climbing again.
But of course, I was able to do that because Im a good player to start with. I just chose the wrong way to carry in this meta and thats what kittened me over.
I dont think you can “get good” under those conditions, because there really is no room for trial and error. The only thing you can do, to “get good” and climb your way out of mmr hell, is pick one meta build that suits your playstyle —>
if you are
- a point hogger → df aurasharetempest
- overrotater → mesmer
- overextender → scrapper
- backpaddler → druid
- overly cautious point avoider → reaper
watch streams to get the playstyle down perfectly, train skill rotations against golems, then play unranked matches until you are confidently winning most of those unranked matches. You cant do that in ranked, because it will just kitten you over more and more.

Season1 was hell for me. Constantly stuck with 2-4 bad players, everytime I got close to 55% winrate I would get the worst of the worst, resulting in one loss after the other, until my winrate again was 50%.
There really was no way to carry. Or rather… the only ones profitting from me carrying were those that grinded their way into legendary. In that season2 is an improvement.
And btw? Carrying in a support bunker meta is not as easy as in a dps meta. Dont forget that.