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Nerf Search and Rescue

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Posted by: Yasi.9065

Yasi.9065

Keep in mind where ranger stands, only a few rangers actually move before using SnR… as soon as someone gets downed, run to ranger and cleave + cc. Kill downed, kill ranger, kill ranger-pet… SnR operation failed.

What really annoys me though, is when there’s TWO rangers… or even three… they just port and port and port… so much leg-work hurts my little asura legs…

Revenants are breaking the game

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Posted by: Yasi.9065

Yasi.9065

No clue what you are talking about… one projectile hits me for about 300 to max 800.

Revenants are breaking the game

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Posted by: Yasi.9065

Yasi.9065

Taunt gets you stuck. ./sit to get out of it… or ./dance if you feel like it…

And sure, precision strike should not ignore range limits/obstacles. But it does… quite often… but then… one stray projectile wont kill you, so I dont see it as a gamebreaking bug.

Taunt-stuck and milehigh knocks however… are gamebreaking bugs.

Is anyone "good" in "MMRhell"?

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Posted by: Yasi.9065

Yasi.9065

To judge if you really “rotate good”, we would need to see gameplay… but here’s a few hints:
- if you are not holding a point, leave as soon as its clear that the rest can handle stomps … never ever stay for cap score
- react to what your team decides to do… if 2 are running far and only you and another dps are left -> dont go mid… split between close and far (3-2) its not perfect, but its better than dieing on mid… if you are support and have a dps with you… you can try to go for mid, if you feel confident you can keep that dps alive
- never ever go for pve mobs first thing

So. From your post I can read one thing quite clearly… you are trying to compensate bad positioning with tanky amulets/minions. You have to stop doing that and learn to disengage/position properly.
For necro… run as glassy as possible (viper, carrion, mercenary) and always stand more towards the back… only run in for cleaves on downed/low hp players… and make sure you can disengage if you get pressured. Dont run minions… AI is dumb. A good player can kite your minions around a corner and kill them / kill you quite easily… only bad players let themselves get confused by the amount of enemy targets.

Tbh, Id advise you to stick to one, max two professions and learn them perfectly in unranked…. after that you will see improvement in your ladder position again when going back to ranked.

Watch streamers / videos of that profession… make mental notes on how they position themselves, what they engage and when they disengage.
Not engaging a hard counter is just as important as killing something.

Division based lounges in the lobby.

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Posted by: Yasi.9065

Yasi.9065

It would get old pretty fast, tbh…

Dont get me wrong, the idea has merit… but after you have seen everything in divinity’s reach… did you ever go back for a repeat? I didnt.

Is anyone "good" in "MMRhell"?

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Posted by: Yasi.9065

Yasi.9065

Its rather the other way around, there are quite a lot of ruby players that should be in amber/emerald.

I mean, seriously… running for beast first is NOT something I expect to see in ruby. Or dieing instantly to a reaper.

So yeah, I also rather doubt that anyone that actually belongs in ruby, is stuck in emerald… after all, you can grind your way there, if you really have the ambition for it.

If you get matched with higher mmr players, that means that you havent yet reached your maximum, thats why they “take you with them” on their way breezing through lower ranks.

If you get matched with a good player several times, that means he tanked his mmr and has to earn it back. Better he does that in emerald than have a kittenty mmr in ruby, tbh.

So… and on topic:
Yes I think there are quite a handful of good players stuck in ruby hell. But I also think the majority of players with loosing streaks are stuck there too… just in the reverse. They should drop down because they overshot their position in ladder and now are stuck there thanks to failsafe.

Which makes me kinda mad, tbh, because this ruins ruby for everybody except for those few that are really good and can just winstreak through it.

W/L Rate, stop the nonsense.

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Yasi.9065

If I remember correctly, logging out just before match ends results in a desertion in account history, not a loss. It is a loss concerning your pips, if you are longer than 2 minutes logged out.

Not quite sure why someone would prefer to have a high desertion rate instead of loss rate, but well…

I think mmr is downadjusted no matter what. But maybe thats the actual goal? Dunno. Never seen someone log out just before a loss… only ragequit in the middle of a match.

Experiment

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Posted by: Yasi.9065

Yasi.9065

Feels like kicking a puppy, doesnt it…

Tbh, amber/early emerald matches are the most fun ones atm… as soon as you get in range of sapphire… it gets weird… as if people forget what they learned… and just die instantly.

WTH can´t we see our MMR/ELO

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Yasi.9065

I dont even wanna see others mmr, I just want to see my own… to see how it is progressing…

Legend Speedrun

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Posted by: Yasi.9065

Yasi.9065

Oh please, spare me… the new amulets and bm rework make pretty much every necro build atm very powerful.

Even my old retal build makes players cry.

Experiment

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Posted by: Yasi.9065

Yasi.9065

If you tank your mmr now and start in amber, sure, its possible to get to legendary. Enough matches to get your mmr up again until you hit ruby.

If you tank your mmr in sapphire on the other hand… I predict you wont be able to get past ruby.

Legend Speedrun

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Posted by: Yasi.9065

Yasi.9065

And let the system stay volatile until season end !

But lets be honest here… if you had done this last season, Id have been impressed… this season? Its just… yawn… boring.

Have fun ! Im gonna go watch buffy reruns… more interesting.

Is anybody actually happy with Season 2?

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Posted by: Yasi.9065

Yasi.9065

Extremely happy with the results of Season 2. Players are exactly where they belong but I suggest allowing players to lose divisions. This might fix the problem of bad players getting a lucky win streak and somehow managing to get to ruby.

Losing divisions will make it more enjoyable to play? I’m sure that might make it feel better for some, but overall I think it’d make the experience even more tedious.

I dont think so… because then people would get paired with and against players of their own mmr again, they can recover and gather momentum (winstreak) and maybe cross further than before. Players would distribute themselves more evenly along the ladder, instead of all congregating around one point (sapphire t4 to ruby t1).
And I mean what is so terrible about dropping a division? you made it across, it counted for your achievement… so yeah… whatever… you get better matches this way… and you get room for improving…. so maybe next time you start a winning streak it is because of your own accomplishments and you can keep it running beyond ruby t1.

Even if I am the worst ever

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Posted by: Yasi.9065

Yasi.9065

This is what I get every night. Even if I am the worst. Aren’t “good” players supposed to carry? MMR hell.

Is it just me, or is his minimap awfully small? I could never play with such a small minimap.

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

I wonder if all the people complaining here have posted gameplay vids.

Why would we? So we could have some self proclaimed"pro" that we need to " get good" and “carry more” please. Take the arrogance somewhere else.

There’s been at least two occasions that i’ve seen in which players, much like you, claimed they were being paired with terrible teammates and that matchmaking was screwing them over only to see the video and notice that the OP is actually bad too (in one case, the OP was actually the one being carried). Yet the OP was convinced everyone else was kitten and he wasn’t.

Maybe a lot of people complaining about their matches have a serious case of over inflated sense of competence?

There was this thief yesterday on foefire… that kept going for 1v1 and 2v2 situations, not disengaging when being focused and constantly dieing… even loosing a 1v1 against a hammer rev… in short, he was a pain in my butt
End of match, we dunno… 420, they 440… we hold 2 points and beasts are about to spawn… so I yell at him for him to go steal beast on far and I go close that was being zerged to keep from point getting uncapped and stomps from happening there… and to steal our beast if necessary…
We won… it was close… thief managed to get the beast… thank god…
And then he wrote something along the lines of “I carried you” in teamchat.
He was mostly ballast the whole match, then he does ONE thing right… after I yell at him to do it… and suddenly he’s the reason we won? ^^ I found that hilarious.

So yeah, there really is a lot of ego going around. Nevertheless, there are legitimate problems being pointed out.
Problems like that you cant just “get better” steadily because you get 4 teammates that drag you down and hold you there – if you are lucky.
Or that there is a bottleneck in ruby that drags players down, that most likely belong in diamond due to division lock and winstreak mechanic.
Or that winstreak mechanic places players way ahead of their skill… in pips and mmr.

Don’t you still lose pips if you change characters?

You only get dishonored and lose pips if you’re out of the match for longer than 2 minutes, and the pre-match countdown period doesn’t count towards that at all.

Yeah, but pips are account bound so what’s the point of switching characters? I’m confused as to why you’d switch characters in the pre match period for any reason beyond going to a different profession, which i do all the time.

But he doesnt want you to do that… he checks the teamroster and gets all giddy because he found a profession he can hardcounter… and then that players switches to something that hardcounters HIM ^^
Btw, boys and girls… hardcounter only means that if both players are equally skilled… the hardcountering one will win. If I notice a dh just sitting in his traps and firing longbow…. then I still go for him with my mesmer… and most of the time win… even though dh is one of the most annoying professions to fight as a mesmer.

(edited by Yasi.9065)

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

The system now doesn’t incentives fighting a losing battle. If anything it gives incentive to lose faster, rather then trying to keep fighting.

Funny, people told Anet that this would happen but they still went through with it. You used to not lose a pip if the game was close. Not anymore though.

Id love to see that again… not loosing a pip for a close loss just felt more right than this loosing streak mechanic, that just cries for one more loss on purpose. Maybe it could be combined? Winstreak mechanic and not loosing a pip when 400+ was reached against higher mmr team?
But probably it screws with the mmr then.
Which brings me back to my idea to not downadjust mmr so severly, if it was a close (400+) loss against a higher mmr team.

League Reward Structure

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Posted by: Yasi.9065

Yasi.9065

I agree with most of what Trevor Boyer posted, BUT dont give out items that can only be achieved by gaining legendary rank, except for stuff like minis, gemstore stuff, or things that can be obtained in pve (like the new raid weapon designs etc).
This would cause too much discontent otherwise.

I really hate those profession achievements. They make people play professions they have no clue about and can ruin a match so fast, no matter what mmr. And they feel so out of place, nothing to do with backpiece or season at all… just… as if someone ran out of ideas.

Annoying Skills

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Posted by: Yasi.9065

Yasi.9065

Nah, was as a mesmer. I find plague signet pretty annoying too, tbh… if your team “lets” you cap close on khylo and you want to run up the clocktower afterwards, you are guaranteed to get snared, feared, chilled until you are up…. no matter if you are in combat or not…

But meh, Im not complaining… it is one of the best utilities necro has. This little downside doesnt want me to change a thing ^^

Annoying Skills

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Posted by: Yasi.9065

Yasi.9065

And here I was thinking I was imagining things…. I was standing on close and got hit by a precision strike projectile from ramp up to mid on foefire. Its not much damage, so not really gamebreaking… but it IS pretty annoying to get chilled out of nowhere with nobody around….

I want to add pulsing stability… Ive been abusing this myself, corrupting it over and over with my terrormancer, but it cant really be working as intended…. I mean, I can fear some at least 4 times if they dont boon up before they use it. And if they drop out of it, I have my staff5 fear ready to interrupt the heal/block.
That HAS to be annoying.

League Reward Structure

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Posted by: Yasi.9065

Yasi.9065

I actually like nr. 1 best, its a great idea.

It makes up for longer queue times/matches in legendary and gives a little extra.
At the same time, casuals dont get punished for not making it to legendary. They just dont get the little extra, which they can make up for with grinding – if they want. Without however grinding up the ladder.

I like the reward tracks in pvp, I think they are a great incentive for new players to give pvp a try, and I think its kinda sad to have a flat progression there.

If you just make a buff for pvp, like the call to the mist one, that increases reward track gain according to division rank… this solution is actually pretty easily implemented.

It might however affect the tp quite a bit, especially in regards to coarse sand.

/edit:
The more I think about it, the more I think its really the best solution. It caters to both, casuals and pros. Casuals can grind if they want to, pro’s get a badge and buff to show off, in addition to actually getting rewarded for putting in time in pvp.
Maybe add some more exclusive pvp items gainable via league-only reward tracks to the game, like the balthazar backpiece or the heroes for stronghold. Mini pets, outfits.

(edited by Yasi.9065)

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

(…)
By your logic all team based competitive games do not work properly then. Seriously DOTA2, LoL, CSGO are all TEAM games and yet they use MMR just fine to match people of equal skill. I can tell you 100% that your MMR in DOTA2 has ZERO bearing on the specifics of any given match, all that matters is the W or L at the end of it.
(…)

Lets look at this statement a bit closer. Dota, CSGO cant be compared to gw2 simply because professions dont matter there. No skill diversity either. A win says a lot more about the pure skill of a person there since it doesnt get diluted by skill and profession balance. Its like comparing dragon ball arena to spvp. You should see that yourself.

LoL has softresets and promo games to solve their issues with mmr getting inaccurate the longer a system is running. Also, they dont allow players too far apart to team up and they dont start new players on an average mmr.

Ruby division makes people hate PvP

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Yasi.9065

They said that “everybody” would be able to finish wings this year, and they are correct. If you play every season for a bit, you get your wings.

But, tieing wings to league progression wasnt that good of an idea… why not make it into a multi-tiered reward track that only progresses in league matches?

Legendary players get their title and their badge, it is after all a prestige thing. In addition, maybe convert the ticket system into a new currency which offers access to minis, outfits, fluff. Tickets should be earned for crossing prestige league divisions also.
Also, I was kinda “meh” about the prestige level not showing on the badge… would it be possible to put in the number there somewhere… or make it bigger, more glowy the higher the prestige level?

As to rubyhell… I think its safe to say there are two main problems:

1. No division loss
The system is based on the assumption that a winstreak will settle you exactly where you belong. Reality though is, that based on your luck, and on your mmr which can be a direct result of luck instead of skill, you can overshoot that target by a lot. The system then starts downadjusting, which is painful for the one experiencing it (loss streak). It also will result in others being downadjusted with him that actually belong there or a bit higher (w-w-l-w-w-l scenario). It is after all, a team based game.
So, the streak mechanic lets some overshoot, other just simply grind their way into ruby. If you play enough matches, you will make it into ruby. But not beyond. These players cant be downadjusted anymore, and they just congregate there. Which means, instead of settling along the ladder, these players will cause the system to stay volatile. They can still climb, if they are matched with someone that is good but has a bad mmr, or if they team up with good players. Which means, ruby hell can expand well into diamond, my guess is something around diamond 5 atm.
It can be solved by increasing tier size in sapphire to 6 (4×6 pips), and adding “can loose division” starting with ruby.

2. Team-based mmr instead of performance-based mmr
So, you are good, your mmr is bad. For whatever reasons. Doesnt matter. But, you are good enough to slowly climb. That means you are good enough to carry or motivate 4 other players in your team to a win. Now you carried that double-axe warrior just running onto close and instantly dieing there to a win and elevated him thereby. He gains a pip he shouldnt get, his mmr gets upwards adjusted, which shouldnt happen.
His mmr now reflects a level of skill he doesnt have, he gets into a pip-range he doesnt belong. The system will probably settle him down again which, if you are unlucky, will be alongside yourself. So you carried him to a win, maybe even five wins, and as a thank you the system says “he doesnt belong, begone”. Your bad luck is, that you are still in the same mmr range as him and you get dragged down with him.
Why? Because you can only carry to a certain point. The closer you get to your own limit, the less you are able to carry…. now you might think… nobody can be that unlucky… to get the same guy over and over… but the thing is… there are other teams, other players that carry, and even more players that get carried. Winstreaks exaggerate this problem by a lot. It inflates mmr of genuinely bad players.
I dont really have a solution for this problem, tbh. There is no sure indicator as to what makes a player ballast, and what makes him a carrier.
Maybe, not adjusting mmr quite as severly when loosing closely might work, or maybe looking at topstats might work too. But the system is just not suited for soloqueue… for changing teams.

(edited by Yasi.9065)

Guide: How to win Solo Q by Zoose

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Yasi.9065

Gravedigger has not only a graphic HUGE warmup… you can even hear it clearly above all game effect sounds. Its one of the worst skills Ive ever seen.
Might look nice on paper, but that huge swing and loud noise just scream for someone to dodge it…. quite literally tbh.
The only reason you can kill people with it atm, is that nobody expects it.

The only good thing is the spreading blind pool, especially if you combine it with whirling finisher and bloodmagic. But thats for pve, and you can get a well for that also and take a “real” weapon like dagger/X instead of gs.

Sorry, but necro gs ranges somewhere below axe :/

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

There’s absolutely no reason to be rude about it, Peteris.

If the system really worked you would start hitting a wall when you are in piprange to a lot of players that are just more skilled than you.

There are several problems with this.

One problem is, that this system exaggerates mmr. Its like the gap between rich and poor. Someone with an average mmr will fall at one point on one or the other side of the “gap”.
The longer the season runs, the more the gap will widen. You can probably already see trends in the data. MMR dropping for most, mmr rising for some… mmr staying pretty much same for those that left rubyhell behind them.

Another problem is the streak mechanic itself. Thanks to streaks, players will not settle were they “belong” but rather a bit beyond. The system then downadjusts them, but they will take 2-3 others with them.
Add to that, that the system cant downadjust players in ruby t1. They cant drop below ruby. This creates a bottleneck. Now someone with a good mmr will just fastpath around that. Someone with a slightly damaged mmr will get stuck there and his mmr will drop each match he plays. Thats a downward spiral that is nearly impossible to break. The worse your mmr gets, the worse your teammates get, the more you have to work for a win, the more often you will loose, the worse your mmr gets….. at one point this gets unrecoverable.

The most glaring problem though, is really bias. The system settles you where it thinks your mmr belongs. This in turn makes data look nice, because well yeah, of course that player is legendary, he has a high mmr. And of course this player is only ruby, he has only average mmr.
So, the outcome is fixed. You can influence this only by improving your mmr. Getting good alone doesnt work though because you get 4 teammates that arent good. You have to carry them to a few victories. Which in turn means, THEY advance on the ladder by pure luck (getting teamed with someone that “got good”). So now we get 4 teammates again some where they dont belong… well, you see how this will stay volatile for a long, long time.

(edited by Yasi.9065)

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

I know why the difference. Because I learned pvp on one account, my mmr there was not nearly as good as on the other account. But instead of being able to climb, the system sets me up with people of the same mmr against teams with higher mmr. Over and over, because until ruby, those players can grind their way up.

I know this because I actually see the difference. I log in with one account and get players that rush close, cap, run beast, run mid.
On the other account I get teammates that actually know what a sidesplit is and can hold a point against a +2. Of course you can climb more easily with that kind of teammates. And this works until legendary, because everybody can make it to ruby and diamond with grinding and luck, meaning there’s enough fodder to get a winning streak started every time you have the bad luck to get matched against a better team.

/edit:
To be perfectly honest… I wouldnt complain if there were the slightest chance to get my mmr up again in soloqueue. If my carrying a team to a close loss would actually count for something for my mmr. But instead the only thing left for me is to stop playing so I wont absolutely ruin my mmr for next season.
That cant be really what you want?

(edited by Yasi.9065)

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

Getting ‘stuck’ in ruby is a very important topic regarding how best league should operate. We changed matchmaking to make the ladder more prestigious and so far it has done that. Divisions are aligning with skill level much better than season 1. The product of this change is that the bulk of players who hover around the middle of the mmr curve should stay in sapphire and ruby. Win rate will level out at 50% because there are plentiful players of similar mmr in the same division.

Should average players be able to climb out of the middle divisions by grinding? This removes prestige and can make matchmaking worse within a division, but always allows a sense of progression.

Should average players stay in the middle divisions because that’s where they belong at their skill level? This retains prestige and only improving skill will allow climbing, but rewards and progression stop at some point through the season.

Is there an incentive that could be added to league games for players who have reached their appropriate division and can no longer climb?

Please add mmr brackets big enough for lopsided matches, but small enough to not let blowouts happen. This would give players actually a chance to improve instead of just getting them stuck because of bad luck. Atm, as soon as you get a bit better and feel like you are on an upward trend, a blowout kills your starting winning streak and sets you up for a downwards spiral.

(edited by Yasi.9065)

Ruby division makes people hate PvP

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Posted by: Yasi.9065

Yasi.9065

Im sorry Evan, but if this is supposed to be where the majority of players should be, then why are at least 70% of the matches totally frustrating to everybody?

And please, tell me, why did I get to ruby on one account and got stuck there, whereas on another Im now nearly through Diamond?

Where exactly am I supposed to be now… ruby hell or nearly legendary?

/edit:

My build on revenant doesnt handle conditions well so if I get a match where my teammates dont have party cleanses or the other team has too many condition builds, I am at a serious disadvantage and can only get through it using sheer force.
(…)

This might be a wild idea, but… did you ever try swapping glint for dwarf/mallyx stance and adjusting your traits a bit when facing like at least 3 condi heavy professions? No sarcasm there, rev is the profession besides dragonhunter that I dont know in and out.
Of course you loose some offensive potential, but doesnt give mallyx and dwarf good support?

(edited by Yasi.9065)

How do you kill a condi mesmer?

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Yasi.9065

I might let you in on a little secret… if you die to confusion dmg, you are really bad.

Zenos put it quite nicely, even with complete descriptions what to look for.

If you're good you can carry any team...

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Posted by: Yasi.9065

Yasi.9065

Considering the fact that he was against four rubies and a sapphire and had mostly sapphire and an emerald on his team I’d say he did really good to only lose by 20 points. As the sole ruby on his team he likely was carrying somewhat.

And what exactly does he get for that?

Best case, the enemy team was a lot higher in mmr than him and so he wont get downadjusted by a lot.

Worst case, the enemy team was only slightly higher in mmr or even below, and his mmr will get downadjusted by a lot.

If you get a handful of such matches in a row, your ticket to ruby hell is guaranteed and without a mmr reset you will need A LOT of good matches to make up for that. But you cant, because your teammates get worse and worse → unrecoverable.

Guide: How to win Solo Q by Zoose

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Yasi.9065

No.

This is how:

1. Equip a broken build everyone knows is broken, but won’t admit it because they exploit the broken build and know they will lose without it.
2. Get lucky with matchmaking. That is, get more people with broken builds than the enemy team.
3. Get to points, stack and spam. It doesn’t matter what skills you use. You can just mash buttons with your elbows. It will work.

That is all.

Thats exactly how 99% of the people I get matched with play, and is exactly why I loose most matches.

Legend Queue Times

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Yasi.9065

So you fast tracked players to legendary and they now complain about long queue times, wasnt that one rather obvious to predict?
On the other hand are players quitting because constant uphill battles. Also easily predicted, since the majority of players is… surprise… average. So that is causing long queue times in sapphire/ruby too.

Its quite easy to solve though…. either pips or mmr. Not both.

Either you only pull people from a range of pips and RANDOMLY put them in teams.

Or you put players of same mmr on a team against players with a better/worse mmr and reward/take away pips accordingly. For this there has to be a soft reset of mmr after each season and there has to be a pre-season (soloqueue only, random team placement) to determine starting point for each.
Everybody not participating in pre-season and not having a placing above ruby in last season starts in amber. Amber and smaragd are the only divisions with training wheels failsafes.
Everybody participating starts emerald, sapphire or ruby.

Both ways solve your long queue times problem, IF you manage to adjust piprange / mmr brackets accordingly (fine-tuning).

Mixing both ways has created only frustrated players, cheating (season 1) and long queue times.

Stop mixing different matching systems, it is NOT working. Pick one, stick with it, refine it.

And btw, if you show every players mmr, nobody will complain about the badge anymore… wanna bet? They will complain how they are underrated and others are just lucky and get overrated all the time… but hey, thats pvp forums for you…

How do you kill a condi mesmer?

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Posted by: Yasi.9065

Yasi.9065

Dodge his shatter. Srsly, if you see 3 clones up and running, just use block/evade/dodge.

Uneven Matchmaking

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Yasi.9065

I have way more ranked matches… and what do I get for it? Nada.

Lots of good players have < 1k ranked matches, they did their share of unranked and hotjoin games. Got good there and only touched ranked when either streaming, or having a good build all set up.
So, they have < 1k matches but a winrate of >70%, which makes for a really nice mmr and former leaderboards position.

No clue really why you guys think the amount of ranked matches actually says anything about being good or not. But hey, whatever floats your boat I guess?

Is anybody actually happy with Season 2?

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Yasi.9065

It also doesn’t even try to class balance the teams. The opposing team has three necros and two engis? Good luck with your two mesmers, warrior, thief, and DH! You can tell before the match begins 99% of the time whether it will be a win or loss. And most games are blowouts.

…I would probably put my chips on the balanced team, or at least call it an even match. The necro/engi team has very little support. Warriors aren’t so hot but there’s that rifle build that mulches people. Having thief and mesmer allows you to +1 with huge benefits.

The only way to win with that comp against 3 necros is going for a sidepoints split in the beginning.
Whoever gets more incoming bails and caps mid.

BUT… sidepoint split is never optimal, especially in the beginning…

Sure, if you face good players and your necros arent good – or are even running mm builds – you are kittened with 3 necros on your team.
But if those necros are slightly good… you will have a really hard time pulling the win off, because they just need to keep sitting on two points, with 1-2 necros running to outnumber…

Especially in uncommunicative teams, the more necros and rev you get… the less you have to worry about loosing.

Here’s the thing though… if you remove those from meta, you get back to a bunker meta. So, you cant really do that… you cant even really tone them down… the only way to solve this, is for Anet to implement no-stacking in ranked.
Which isnt easy.
Until then… we will have to live with one or two professions getting stacked and tbh… Id rather have 3 necros facing me than 3 bunker chronos from last season’s meta. In that regard, Im quite happy with the current meta…. just not the rest.

(edited by Yasi.9065)

Uneven Matchmaking

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Posted by: Yasi.9065

Yasi.9065

Funny thing is… the only thing anet would have to do to save this season… is to bracket teams according to their mmr. Not make it 50/50 wl chance… bracket it so that the lower team at least has 30% chance to win.

Still lopsided but with the chance to climb out of mmr hell.

Nothing else would have to be changed.

But nope, they are busy re-designing skyhammer – an unranked map. Shows you quite obviously the priorities.

How many losses it takes to screw your MMR?

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Posted by: Yasi.9065

Yasi.9065

Since mmr should be adjusted according to the mmr of the team you lost against, it really isnt something that can be defined.

If pausing for a few days doesnt work, you are kittened. Just give up on it, or play with a team.

Is anybody actually happy with Season 2?

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Posted by: Yasi.9065

Yasi.9065

Sorry Anomaly, but “getting” anyone to do something, even if nicely asked… usually doesnt work. Either I get a “stupid/arrogant/whatever <insert swear word here>” answer… or I get no answer at all because nobody is reading chat.

Id love to get someone sitting on close, but I think you understood that backwards… my team is the “4” and they try to kill for example ele and engi/ranger. Ive had this situation several times already and no matter what I do… go mid and try to push one into downstate to end this endless fight… or try to cap sidepoints… try talking… pinging… make cute little pictures on minimap… they just keep on going…

90% of the players I have to deal with atm are zombies. They run 4-1 no matter what (and if I dont go close, nobody goes there… Im serious about that)… they dont look at enemy comp and see “oh, they have 3 necros, lets push sides instead”… no, they run mid, they die mid, they respawn and run over close of course again to mid… if they didnt get farmed at close first… of course they dont rally somewhere together, no… they run in solo. Zombies.

If I try to sneak far, they follow me to far and die on the way. If I try to win the teamfight, they dont stomp even though I drop gravity well on it… the examples are endless.

No, Im extremely unhappy atm in ranked, which is why I quit playing ranked on my main account. Unranked with all its noobs is way better atm, at least they somewhat listen… or if they dont, at least the enemy team usually doesnt have good players too.

The really really sad thing is… on my second account I have the opposite. I get easy matches in ranked thrown at me, with teammates that know exactly what to do, nobody rushing far after mid cap etc.

THATS actually what makes this even more frustrating. Seeing both sides… and seeing how screwed up it really is.

Swapping Mid-match

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Posted by: Yasi.9065

Yasi.9065

2-3 minutes… for you maybe… for me it takes 20-30 seconds.

I swap if match is basically lost and I might be able to turn it around with another profession.

Is anybody actually happy with Season 2?

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Posted by: Yasi.9065

Yasi.9065

There is NO way to recover atm. You get on the loosing side, you stay on the loosing side.

Why? Because as soon as you get on the loosing side, you get matched with players that are worse than you. The system keeps matching you with those players against teams with 2-3 good players and 2-3 luckers. Now, some matches you get 3 luckers and you can carry 4 against 3 luckers. Thats when you break your loosing streak.
Most matches you get 3 good players (and I mean by good in NO way ESL niveau… just people that know to watch sidepoints) and it is impossible to carry 4 players against that.

So, as soon as you lost too many matches, this season is OVER for you in anything but 5 man premades. Because the system simply does not let you recover. It is designed to not let you recover. Get good? Sure, maybe if you instantly get to the level of an ESL player. But I dare any ESL to try to carry the teammates my mainaccount gets. Try to “carry” if your team fights a 4v2 on mid all the match and no matter what you do (+3ing that, which is just plain stupid to even have to do, or pushing side points, or pushing map extras, YELLING at them) you cant get them to start rotating.

So, you got hit by a loosing streak in the beginning, when all the “better” players blew through amber? Might as well stop playing immediately. The highest you will get is ruby, and only with tons of work.

Want to keep playing pvp because you love it so much? Just make a F2P account with a fresh mmr and ride the luck train all the way to at least diamond.

Thats how you get “happy” with this season’s mechanics.

(edited by Yasi.9065)

Is anybody actually happy with Season 2?

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Posted by: Yasi.9065

Yasi.9065

I’d really love to know what the formula is for “carrying” a team of 4 people against 5 other people in a game that requires you to be in 3 other areas capping points. These people constantly insisting they’re “carrying” their team must be pretty skilled to be able to be in so many places at once and take on entire teams of people.
(…)

Play mesmer. If at least 3 other teammates have half a braincell left, its a win usually.

But I get usually matched with players that cant even stomp if I put a gravity well on it…. or two…. or daze + shield stun… or… well, you get the picture… so again, no… this season makes me want to quit.
Im getting matched with players of similar mmr, true…. but as to experience or – dare one to hope – skill? Nope.

And you can tell me all you like its because Im bad and exactly where I belong. I made it through ruby on a breeze on a second account…. without hot…. with about half of the amount of games played…. so much to “mmr represents skill”. According to anet, Im a good player on one account… and a bad one on another.

(edited by Yasi.9065)

Is anybody actually happy with Season 2?

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Posted by: Yasi.9065

Yasi.9065

I like the meta. And still Im not happy with season 2 at all. Im considering buying another game to do pvp there, and for me… a diehard fan… thats a huge step.

Season 2, and all the carrying I have to do all the time… never a single easy match on my main account since I hit sapphire… it just burned me out and pretty much destroyed this game for me.
So yeah, I have lots of games played on my main account… so yeah, my mmr was only slightly above average because I played with guildmates sometimes, or tested new stuff… I mean, Id never have thought Id get so severly punished for this.

Yeah, no… even though the meta is moving in the right direction… the gamemode is dead to me.

Team Balance

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Posted by: Yasi.9065

Yasi.9065

I know people are in awe of 5 necro teams… but… every time I get more than 2 necros, I loose, because those necros just plain suck. They die on first engage so fast… they are made out of paper.

And then they try to run far… which takes ages compared to any other profession… Idk…

Id be more scared of 5 mesmers… or even 5 rangers :/

The reason for so many huge losing streaks

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Posted by: Yasi.9065

Yasi.9065

Luckily there are more than 10 who play GW2 PvP. Also saying that it is impossible for the lower MMR team to win against a team with slightly higher MMr is wrong. As long the difference is not too big, everything is possible.

Sorry to burst your bubble… but I get the same players in both teams over and over and over and over….

Wishful thinking has it that there were at least 20+ players in everyone’s pip range… but nope. Not enough players anymore.

Either.... or.... Anet. Not Both.

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Posted by: Yasi.9065

Yasi.9065

… snip…

Make your seasons MMR based, matching players of relatively same mmr together in one team, pitting them against another team in an adequate mmr range against another team.

MMR has to be reset after seasons for this, and there has to be a pre-season for people to play and create their mmr anew. If they dont play, they start with BELOW average mmr and have to work their way up.

Reward pips accordingly (2 for winning against higher mmr team, 1 otherwise, loosing against lower mmr team, loosing 2 pips etc.) and make the pip system into a result instead of using it for matching.

For this you HAVE to show each players mmr. Otherwise people will whine how they can have an amber on their team against full legendaries.

Please… stop asking PIPS grinding to reflect SKILLS. Grinding wins will never show skill. To Show SKILL you need to WINS versus people that have a better MMR than you.

You are right in wanting a skill based rank system. You are wrong in asking to grind it.

Either make it FULLY SKILL based (with MMR and without grinding) or make it fully GRINDING PIPS (without MMR, so we can have strong carry mixed with low players) ride.

Please +1 this and add your own thing in it:
https://forum-en.gw2archive.eu/forum/game/pvp/Skill-based-or-Grind-based-rank-system/first#post6036443

I am NOT asking to grind pips.

The second solution – which you probably thought was grinding – is more according to a leaderboard. Sure, you cant just get to legendary with 20 games (exaggerated, but you know what I mean). BUT, if the mmr margin is wide enough between the two teams (hence “adequate”), you still get lopsided matches, you just dont get total blowouts anymore.
Last season’s 50/50 matching was just wrong, but thats NOT what Im asking for.
Basically, the idea is… keep season1’s matchmaking system with at least two notable differences:
1. Teams are matched with similar mmr
2. Difference between the two teams’ mmr is not bigger than X

Or just make it randomly and pips are the ladder (option 1).

NEITHER is grindbased. Matching teams of similar mmr against each other IS grindbased. Thats what was wrong with season one.

Either.... or.... Anet. Not Both.

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Posted by: Yasi.9065

Yasi.9065

Dear Anet,

please stop trying to mix mechanics.

Either make your seasons purely pip based with pips being the mechanics, and RANDOMLY choose players from a certain pip range and put them RANDOMLY on two teams.
Always matching the teamsize +/-1 if there are teams queueing.

OR:
Make your seasons MMR based, matching players of relatively same mmr together in one team, pitting them against another team in an adequate mmr range against another team.
MMR has to be reset after seasons for this, and there has to be a pre-season for people to play and create their mmr anew. If they dont play, they start with BELOW average mmr and have to work their way up.
Reward pips accordingly (2 for winning against higher mmr team, 1 otherwise, loosing against lower mmr team, loosing 2 pips etc.)
and make the pip system into a result instead of using it for matching.
For this you HAVE to show each players mmr. Otherwise people will whine how they can have an amber on their team against full legendaries.

Mixing both systems has resulted in:
Season1 -> mmr tanking
Season2 -> MMR hell and luck streaks that overrate players immensely
And both seasons have now long queue times, so it didnt change that at all.

Please, for the love of this game… stop mixing these two systems. Pick one and stick with it.

No matter what parts of pvp community say…. just pick one…. and stick with it… make it better each season instead of making a new system each season.

/edit:
I love this game. Im passionate about this gamemode. But Im scared as kitten that season3 will be the next experiment and will fail even more than season1 and season2. Causing this gamemode to be totally abandoned after everybody has grinded his backpiece.
Season3 is your LAST chance. Even better would be changing things NOW, to show the direction for season3. Because if season3 is anything close to season2…. players will just stop bothering. Hell, lots of players have already given up, only playing max 3 games each day for daily – if still necessary.

(edited by Yasi.9065)

Legend Queue Times

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Posted by: Yasi.9065

Yasi.9065

Once you hit legendary you should only get matched with other legendaries anymore… randomly…. its kinda where the ladder really starts after all,…. no mmr should be involved anymore.

That would even be worth to watch streamers for.

Suggestion: The S3 fix

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Posted by: Yasi.9065

Yasi.9065

No piprange in matchmaking, pips are only the result and not the ladder. MMR is the ladder. So removing division locks is necessary.

Atm, its the other way around, which is just confusing everybody into thinking if you are ruby, you are good.

Suggestion: The S3 fix

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Posted by: Yasi.9065

Yasi.9065

Take season1 matchmaking, increase mmr range of teams chosen to compete each other, decrease mmr range of players chosen for one team.

Higher team wins → +1 pip
Lower team wins → +2 pip

Higher team looses → -2 pips
Lower team looses → -1 pip

MMR adjustments based on how close win/loss was.

Remove division locks.

Divisions 1+2 are training wheels for everybody that didnt reach ruby in season before or didnt participate. Everybody else starts in sapphire.

Share your exp why you lose/win a match

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Posted by: Yasi.9065

Yasi.9065

I’ve lost matches because of:

MM necros
(…)

If you have trouble with MM necros, here’s how I handle them.

Pull pets with some aoe, run around a corner, kill blood fiend and then kill necro.

They are AI, you have to handle them like mobs.

There’s only very few good mm necros that dont hug some defensive amulet and runes, but rather go full force and kill you why doing the above mentioned.

To kill those… well… pull pets around corner, turn on necro and kill him.

Share your exp why you lose/win a match

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Posted by: Yasi.9065

Yasi.9065

I call them pvp zombies. They walk like zombies to mid, click something, spam some skills, die, rinse repeat.

Lost quite a few matches on foefire to dragonhunters and scrappers good enough to take down lord solo fast. Those are usually very close matches.

Won quite a few matches by playing sides and playing smart, getting beasts on foefire with ranger lb2 and/or necro condition spam. Also close matches.

Way too many <300 losses though where I just have to scramble because as soon as I leave one point, it gets stolen. As soon as I help to win a 2v2, other players died. As soon as I go after map extras, all hell breaks loose and my team starts playing 3 points.

Ive start to write A LOT in teamchat, to try to coordinate players better. To write what I am going to do next. Still, some players accuse me of being arrogant and wannabe for it, others just ignore everything and happily keep running in 4 man zerg with not even one point capped.

Tbh, Im at the end of my wits, which is why I stopped playing soloqueue on my main account. Just stopped it, started up on my second account… and getting a whole different side to see… the easy side… where you can write in chat that you cap close and nobody tries to stay on close for score points…. where if you say “defend lord” the team’s ranger is already on his way to make sure lord doesnt die before we ticked to 500 and/or got their lord.
You know, the good side.