This might explain why the same people are topping the leaderboard every time. Truth is, every system has its flaws. The community wanted duo queue because 5man stomps are no fun, just reverting to 5man queue is not going to fix all of these problems, surely you must see that. Every “solution” would introduce new problems.
Like people have said, that is a hell of a lot of work for just a title. That’s it. Just enjoy the game and do what’s fun for you.
the comunity not wanted duo q, the great amount of players wanted pure solo, duo are introduced by anet cuz a minority of top vocals wanted it, thus they can retain in some sort control of matches playing with a asured other top(the “legal ones”), and cheat most others
50% aprox win rates is natural thing when you are arround your “real mmr score” the probability of being matched againt better or worse teams in this case are equals and 50% is natural
The issue is called class balance
For a better clas balance they need to implement the class mmr( as an internal number only if they want).
only this way they can harvest numbers of “real” impact of some clases like eles or thief in game
in the actual maner they cant have proper numbers, cuz they cant know the real impact of that impactfull classes in game cuz they only have general numbers that says thinks like ele vs no ele is only 58% or thief vs no thief is 55% but they cant know if ele or thief are second or third roll character for the player and they dont play at full “acount mmr” value, having class mmr will give them those real numbers and let know the real impact of classes
(edited by megilandil.7506)
It’s a real shame people have to cheat in a video game to get ahead. Messes up things for anyone who wants to get some enjoyment out of their playing time.
Some are so self entitled and dont want to lose their “status” by any way
other are here only to enjoy themselves like me, a poor “silver scum”, and for me ratings only means compared to some known friend and some unknow pug ones that i find problematic to fight againts or hardcarring and added to “f-list” to track
After some season , they change the algorimth so if you have a low + High MMR duo/full party, then the lower members get the same MMR as the higher ones
This is no longer true. It was the case after season 1 but unfortunately i believe its been reversed and now it averages the 2 MMRs. hence allowing smurfing again.
Any patchnotes about that ? I dont remember .
But i am preaty sure , that in season 1-3 the smurfing was avilable , because ppl where moaning TROLOLOL
No patch notes(changes on calculations in seasons rarely where published in patch notes), the past season a dev recognized in this forum that duos are managed with the average mmr score again
well they have to use the higher MMR for both players in a duo.
this solutions the problem of smurfing but creates another problem for the 3 other on the party, brings a low level to a higer rank(asuming legit players)
there is only two solutions:
1- only pure solo
2- if duos, duos have to be tight in rank (maybe 150 mmr spread max or the amount devs asumes is the wide of a mmr"balanced" match)
The Smurf thing has been fixed since Season 2…
no:
- alts are allowed
- queuing whith a far away ranked friend are allowed
smurfing is not fixed, they fixed for full team, but reintroduced with duos
and another thing:
[img]http://imgur.com/tPevxPO[/img]
this, full random vs double duo… why????
(edited by megilandil.7506)
solo must be solo
and team must be full team
any other hibrid thing as allowing duos in to the mix breaks game balance
and anet guys
have you put you any sort of caps in duos or there is another time the great “i can duo with my friend on smurf acount 1000 ranks away from me and stomp players in lower ranks”?
duos breaks balance amd allowing, as past season, diferent rank duos getting matches in midle of their ranks breaks it more
It’s not discrimination. It is rewarding those who’ve played wvw for years. Why should new players, who might leave wvw altogether when they have their rewards, get the same amount of pips as those loyal to the game mode?
I welcome everyone new to wvw, and hope you find it fun, but you have to earn your ranks and rewards like the rest of us. Wvw has been neglected for ages, so it is past time for those of us playing this game mode to get something from it.
Please remember, someone else’s rank doesn’t take away from your fun and rewards. Stick with wvw and you’ll get there soon enough yourself!
yes, it is discrimination.
Veteran players should be awarded, but no in this maner that they get more for doing the same of new ones.
A good maner to put a reward for veteran ones is like achievements system, make a armor skin (wvw xclusive) unlockable by ranks: you get a certain rank you unlock a piece of armor or weapon.
Again you are making claims with no proof, i.e. Video or otherwise of such, as you stated being this is being repeated frequently. And if as you said they are stealing your reward… because your outnumbered buff goes away, then they wouldn’t be receding any reward either because outnumbered buff is gone.
yeah, i can mark a player (whith generic name) that leaves and enter the enemy respawn to view them reapear, LOL
and they receive the normal reward or the outnumbered reward if they jump to a map where they are outnumbered, the bonus is for outnumbered players not for who outnumbers
another time: i observed this curious phenomenon(outnumbered bonus only banishing few seconds before tick time and reapear few seconds after), repeated various times in a time frame of and hour, and this is a call to who can trully get the facts (anet)to investigate and if so fix it to a more apropiate form of giving that bonus
But you have zero proof of this abuse actually going on…..
a founded suspicion based in:
-repetition of phenomenon
-know the “try to abuse mechanics” nature of much players
and this tread is a call to:
-other players if they have observed the same phenomenon
-anet to investigate and fix if so
Bahahaha return a few seconds later? Most maps are Perma queued even early in the morning, doubt they were gone for a couple seconds I have yet to see queue drop below 25+ at any given time. Since the patch hit.
in this time frame my server is not permaqueued(only a small 4 queue in EB), and we are outnumbered in some maps.
And yes, otnumbered status disapears few seconds before tick and reapears few seconds after, and the next tick the same and the same
Or players from your own server are hopping onto the map.
if so(they are really stupid and not get the reward, but not “the public jumping tag” dont show on map), problem is still the same, people abusing the outnumbered reward mechanic
Steels your rewards? Seriously? You’re in for a rough WvW experience if you think that is why people are flipping maps. I’m sure a few are doing it but small wvw populations have to swing between maps to defend structures or stealth an objective and they’re not looking at the timer to make their moves.
yeah, every time at reward tick…? exactly at reward tick? and return few seconds after?
Im not a harcore WvWer i tried years ago to raid whith my old clan but get tired of the “who have the bigger blob wins” mechanic but i play sometimes in not prime time hours to do some casual roaming and increase my wvw rank.
Today i observer some abuse playing arroud 12:30-13:30. i played in and enemy frontier where we was outnumbered and have to strugle whith the big enemy blob defendig the map but when time to get rewards come the enemy population drops instantly and outnumbered bonus disapears and after when new timer starts we get another time the outnumbered “bonus”, people are changing map for few seconds during reward time to get the outnumbered bonus that dont deserve and steals it from whom legitimately deserves it, this abuse have to be fixed in some way. 2 posible solutions:
-you need to stay in and outnumbered map a minimum amount of time to get it
-reward the points in a time base (now is five points in and aprox 5 minutes time frame) reward 1 point per minute outnumbered
last hit is ok, only have a problem when condis are involved and kill become pure RNG
In the first two seasons, and pre-HoT, necros where the quintessential selfish bruiser. Necros where slow moving but tough. However a year ago necro’s role was flipped on it’s head. Necro was changed from a self-sufficient bruiser to a support-dependent ADC. Necro went from being one of the tanky classes to the squishiest.
Now at that time the change to being support-dependant ADC (that specialized in killing supports) wasn’t all that bad because much of the meta revolved around teamfights and support duos. However the combination of repeated nerfs to supports and the enforcement of solo/duo has killed the teamfight meta and the support duo.
Necros as they stand now, are a class that is designed for a meta that doesn’t exist. We are designed for countering supports that don’t exist anymore, and are dependent on having those same non-existent supports on our team.
What are you doing with our class Anet?
dont exagerate, necros are not the squishiest class, necros are the most dangerous class in a team fights(not only have a good amount of aoe dmg, they turn defenses(boons) into dmg) cuz this the strategy is “kill necro firts” and no class cant resist a focused spike, and a focused spike is the thing necro gets when apears in the big team fight cuz not doing so is losing the fight
@ Magnito Sorry but since launch of gw2 conquest has just been eh pvp. Non competitive just there for fun. Each map using some sort of pve help or bonus. The only real map they had a chance with competitively (courtyard) was laughed out because teefys were raging since it made them almost useless. Added on anet never took it seriously.
You could explain roles and i could debate your ideas and views or others will, so i could write a novel also kiddo. In the end the failure of anet has been conquest. It can’t be made into a competitive map because the mechanic of circle dancing is flawed.
In circle dancing conquest run teefys and 1,000 block/burn point hold trap guards reign (Or add in a previous meta since launch that sits and holds a point) but in Stronghold not one class has a advantage.
In TDM no one has a advantage its pure strategy,.
Hall Of Heroes in gw1 is probably considered the best ever pvp. Having random groups fight guilds or others all over the world for domination was epic. Notice no circle dancing?
https://wiki.guildwars2.com/wiki/Structured_PvP The tournament section is dead and never really got going on most.
courtyard was bad for:
1st be in the same q of conquest maps, if you are queuing for conquest getting a complete diferent mode that needs a total reajustment of comp, builds and mindset is annoying. and more when its in a mixed q and you get it cuz you are in a pug team in front of a premade ready for deathmatch that voted for it
2nd not having and anti snowball mechanic, win the first fight win the game
3rd being a crappy map design for deathmatch, deathmach maps have to be clean maps whit a few obstacles/ramps for los , movility classes, positioning but clean maps
when talking about balance or x class countering y class time is not a measure, the matter of it is the final outcome and the odds of it
In the terms of conquest the time it takes to clear a node is very much a concern. However thieves also tend to ridiculously exaggerate the time it takes to do things.
in term of game mode strategy yes, they could be in other place to take better profit of time etc etc, but not in terms of interclass balance, time is not a measure. this is estrategy not class balance
And class X will be equally a counter of Y if ever can win over class Y takes only few seconds or all the match time
We can also take some fights against Necro’s and Warriors, but they take way too much time to actually be worth it.
this is the worse and more recurrent argument that thieves uses: fights againts x last so long
when talking about balance or x class countering y class time is not a measure, the matter of it is the final outcome and the odds of it
in thief users view seems that if they can instagang other class that clas is a harcounter to them when in most cases that class only had capability of resist thieves atemps to instakill them and recover faster when thieves try to reset the fight, but not any capability of chasing down the thief if they run out of the combat, a hard counter is that one that can make the thieve invisible and meaningless in the match and there is only one , other thief(that also is soft-countered in some way cuz they only hunts the other thief having litle time to decap/+1(his main role))
Hotjoin is a horrible place to learn anything unless they were to completely restructure it. But then it would just be another Unranked, which we already have. No reason for a rank requirement to be placed on Unranked matches. As for Ranked matches, if players are bad they get a low rating and play with other bads. If they are good they get a better rating and play with better players. No reason for restrictions in Ranked either, at least nothing so high.
there is a reason for a greater level limit to ranked, and this reason is not purely bad or clueless players, the reason is alt acounts and their match manipulation nature, a bigger level limit discourages creating miriads of alt acounts to ensure your duo gets lower skill adversaries
the level req structure have to be similar to :
1-10/20 play a tutorial against bots (farmeable for daily hunters)
20-60 play unranked(but unranked with equilibrated mmnot a frustrating newbies vs team of pros )
60+ ranked
(edited by megilandil.7506)
naw i disagree.
HOT made ele a heal bot and 6 seasons later its a heal bot.
Warrior for 2 seasons was the worst class and then for 2 seasons the easiest class to play.
For patches would help the overall balance of the game but it wouldnt change build diversity, team comps, or create a competitive scene.
This is a PvE game and the game gets PvE patches, more PvE patches doesnt fix the game.
How would more frequent PvE patches be bad for the game? We’re not asking for entire overhaul patches every month, just little changes. More frequent but minor changes is going to be far healthier for balance because they can be more precise. The way they’re doing it now is like guessing how much you need to cut something to make it fit into a space well, instead of using a ruler and marking where to cut for a cleaner fit.
PvE could benefit from more frequent patches also because going months on end with something like pre nerf ele is bad, plain and simple. With more frequent shaving nerfs instead of large nerfs, anet can perfect where ele dps should be. And if they need to take more time to figure out those changes in a way that won’t impact other game modes negatively, then they can wait for another patch. And there’s another advantage. If they need 4 months to figure out the proper change and to program it, then that’s 4 months of waiting. But every 3 months means that if it only takes 4 months to fix, then then they have to wait 6 months to ship it. That’s 2 unnecessary months of waiting.
So in the end, there’s less waiting for good changes with more frequent patches. Something that could be shipped out after a month now needs to be waited for by an extra 2 months. And it’s very easy for players to get bored of something in 2 months.
pve dont need balance, high end pve need that clases can fill eficiently their roles
pve dont need frequent patches, frequent patches are bad for pve, equiping toons for pve has a cost, players that do high end pve (top fractals and raids) want/need the most proficient builds and shaking the “meta” often( also a minor change can make some builds/classes be prefered to others for groups of high end pve) is bad for them(players that do open world content use watever they want, including nomad)
that is the reason pvp need a complete skill split, cuz pvp need frequent skill patches and a balancig phillosophy behind them
all passives (activate X at 50% HP etc , or activate Y when stunned etc) should be removed from the game. Its pure casual player crutches that makes everyone look better than they are.
the kittenload of passives are anoying, but there is a reason why they have to exist, thieves, all that passives are needed for granting a window of reaction when jumped by a stealthed thief,removing all that passives pvp will become the reign of instaganking thieves, to remove all that passives first had to remove stealth and tone down the thief ports.
Bahahah Megalindil’s witch hunt continues. You know Thieves damage came because of all the Passives and high defenses in game right?
who have talked of burst damage?, classes able to do high burts are ok, problem is when burst comes from “nowhere”
Which most classes can do high Burst from almost nowhere.
yeah all classes can nearly cross a entyre map in a pair of seconds and start a big big burst from stealth.
the thing is if passives are taked away, thieves need seriously be redesigned cuz the hard nerfhammer they need to restore equilibrium with no pasives will let them as a pure joke or game will become the reign of thieves hunting players at respawn, a “very funny game mode”
all passives (activate X at 50% HP etc , or activate Y when stunned etc) should be removed from the game. Its pure casual player crutches that makes everyone look better than they are.
the kittenload of passives are anoying, but there is a reason why they have to exist, thieves, all that passives are needed for granting a window of reaction when jumped by a stealthed thief,removing all that passives pvp will become the reign of instaganking thieves, to remove all that passives first had to remove stealth and tone down the thief ports.
Bahahah Megalindil’s witch hunt continues. You know Thieves damage came because of all the Passives and high defenses in game right?
who have talked of burst damage?, classes able to do high burts are ok, problem is when burst comes from “nowhere”
all passives (activate X at 50% HP etc , or activate Y when stunned etc) should be removed from the game. Its pure casual player crutches that makes everyone look better than they are.
the kittenload of passives are anoying, but there is a reason why they have to exist, thieves, all that passives are needed for granting a window of reaction when jumped by a stealthed thief,removing all that passives pvp will become the reign of instaganking thieves, to remove all that passives first had to remove stealth and tone down the thief ports.
If you want to toned down Unblockable skills is ok! pls remove all block skills and passive def skills first.
and evade frames, and dodges, and …
block is a form of damage mitigation that some classes relies hard on it, existing a kittenload of unblockables but no un- evadables or un- dodgeables makes that form of damage mitigation worse than the others
They had that. It was the Pro league. All the best players got on the same team, the league became non competitive because of it, and the game mode died.
Actually game mode didn’t die until it was pure solo queue so…….yeah.
pure solo? they are duos, this is unfortunatelly not pure solo
Ranked is to achieve a personal ranking any type of group (duo included) makes personal rank not true it shades your personal rank behind your team rank.
any sort of team tournament or whatever have to be introduced, but ranked is not the place ranked have to stay solo random arenaYou’re still playing on a team, regardless of whether you picked the team or anet did. If you want personal ranking, ask for a 1v1 game mode.
Not is the same, in pure random mode you get a personal evaluation trought multiple games(team ranks) were you are the comon denominator, if you can pick a team you can play all games with the same team and that hides your personal rank behind team rank(only one team rank)
they have to be a type of group content but it is not ranked.
Ranked is to achieve a personal ranking any type of group (duo included) makes personal rank not true it shades your personal rank behind your team rank.
any sort of team tournament or whatever have to be introduced, but ranked is not the place ranked have to stay solo random arena
In my view traps cause frustration to novice/average players because they
- can be concentrated around the same area (serious issue for an area domination objective based game),
- are automatically activated and
- have serious adverse effects if not avoided.The problem was a bit similar to engineer turrets in the past and the approach there was to make them utterly useless, essentially deleting them (and their accompanying elite skill) from the engineer toolset. Apparently the main thing that has saved DH traps so far from the nerf bat is that they belong to an elite spec, and therefore must remain “untouched” for the time being.
Sadly Turret Engineer was also a l2p issue. The Engineer was completely defenseless. As a power build, you were supposed to destroy the paper turrets and then proceed to wreck the defenseless Engi. As a condi build, you were supposed to condi bomb the completely helpless Engi directly. Sadly, condi users were trying to take out turrets and power glass cannons were running right into the fight without thinking and dying. The result, turrets became completely gutted.
Not sure what the hell people are doing in silver, bronze, and platinum, but I’m working my way up gold as a solo Necro and have no issues with Dragonhunters at all. I’ve played through many DH builds to understand how they work and what to look for, and had no easier of a time on DH than I do with most other classes. This is all whining for the sake of whining. Soon as DH gets nerfed to oblivion, all this whining will just shift to the next target.
also the same, a “secured point” and a range weapon with knockbak
Yeah, seems to be enough to take out any clueless noob. However, we shouldn’t balance around clueless noobs.
but this is the big problem giving a point bunkering spec a ranged weapon(long ranged) to not have to go chase enemys out of “safezone” or be “defensles” to ranged enemis
Dh’s a “bunkering spec”? I lold. This is probably the one class in this meta that is the squishiest outside of thief / necro.
point bunkering spec =/= of bunkering spec
bunker spec= build that via sustaint, thougnes or any other damage avoidance mechanic can soak a lot of damage
point bunkering spec= build that have a lot of area interdiction skills that make hard to stay in capture point
(edited by megilandil.7506)
I’m aware of this soft reset, but how do you soft reset people that make their first step into the game? Or people that got lucky and got carried in their first set of placement matches? It’s amazing how bad some people are in silver, which makes you wonder how bad people must be in bronze; and to contrast that, I’ve seen good players losing their kitten on map chat because their was a clear gaping hole between their skill and skill of clueless people that they got paired with. Same goes for higher tiers. Just watch some higher ranked players when they stream. Some people in their matches are worse than people I encounter in my silver matches. This isn’t how it’s supposed to be. But that’s how it is due to placement matches.
And more on the faultiness of this soft reset of mmr; last season I basically started PvP, and I got placed in same tier after my placement matches. Now, this season I can safely say I play much better and understand rotations much more than I did before, yet I had the same luck of being placed at exact same spot in low silver. All because I happened to have ‘luck’ of having 6:4 win:lose ratio in placements in both scenarios.Whatever the case is, this system is really faulty and having someone’s season be determined solely by placement matches is a really bad system and needs a change.
Placement needs to be dynamic throughout the whole season or everyone starts season at same rating. There needs to be some system implemented that can quantify someone’s gameplay and maybe give boost in rating point gain if he/she excels at lower tiers or some penalty if he/she is bad at higher tiers. Volatility at start of season will always happen, but toward end of season people need to have something to grasp on, and seeing some people get away with 1600 rating and worse win lose ratio than yours while you’re on 1300, just leaves people salty and not want to compete any more.
this :
“and seeing some people get away with 1600 rating and worse win lose ratio than yours while you’re on 1300”
demostrates that you dont understant the system
and for the streams of the top players you say, y saw one vid from one top duo the 1 and 2 of EU, and one of the “bads” on his teams was a member of my ex-guild i know them they are not so bad, surely they can beat you, but hi not have the level of a legendary, hi is not legendary hi is gold. the insta pop q this season puts players of so diferent skill in a match a gold in a team with number 1 and 2 of EU ranking and surely others players in this team are gold(you can imagine how clumsy will resemble a gold player fighting a legendary one). This is not a placement matches problem this is a low population problem
(edited by megilandil.7506)
a lot of misconcepts here
firts: placement matches are not absolute, they depend on you previous mmr.
before the season starts they make a soft reset of mmr(the formula are: (your mmr + 1200) /2 and placement are to restore partially to your “place”
second: it is not about “climbing” is about geting your place and climb only if you improve your play
third: to huskyboy, this is a skill calculation system and because of this the points win or loss have to be determined by the enemy team not a fixed amount
we had this MM in place during season 2 and 3. and the MMR HELL believers called it STACKING. because they get place w/ other newbies in the same team and start having lose streak. (unfair for them not to get carried by good players i guess) some say they just wanna win to feel good. (wtf) but once again anet listen to the cries. its the same people who will argue that division doesnt mean anything yet they cry out not getting out of bronze or silver.
Anet recognized it, system had the intended tendence to pick the 5 best and put in the same team and the five worse in the other during those seasons, and this is a bad system creating preset winer matches, teams have to be or balanced or pure rng shufled, as said mm have to be or pure random or with a balancing intentions, others mm behaivours are crappy
The matchmaker does this because the population is too kitten low, for various reasons.
Until Anet does something that can get a much larger population back to PvP, then matchmaking will always have problems like this.
Anet’s president is too focus on PvE and that’s what he’s good at. He doesn’t have enough experience in PvP games to get that GW2 Ranked needs major changes. But like you said, there isn’t a lot of players because people keep leaving.
Ranked PvP is a snowball going downhill. Problems from early seasons made people not happy, so they leave. That lead to new problems with less players. The problem is still bad because MMR isn’t hard reset. Then you have people who use alt account to help their main. Not sure how you prevent that.
It’s similar to when new Living Story comes out with bugs. Anet fixes the bugs, then 10 more show up that break something. It’s one thing that leads to another. I’m scared that PvP will end up just being a side project.
a hard mmr reset will be the worths thing they can do, weeks and weeks of bad RNG games cuz top ones and deep bronze ones will start at the same point and every game untill the mmr sets up another time will be pure random
As a regular PvE player I wanted something new. Tried WvW, pretty clear what to do there. Then an attempt for the “other” PvE at an island with a lot of people hanging around and an NPC offering battles. Signed in for a 20 men thingy.
A very short experience, seemed to be kicked.
Later on I read some comments, ehm, rules:
- All swapped start and end
- Volunteer for +25 bonus
- No attack, don’t use lavafont, minions, pets, and so on -> else kick
- Use finishers and you get banned
What to swap?
What kinda bonus?
Why not use good (DPS) abilities?!?
Who makes such rules and even threads with ban? (kittened).
Could anybody give some explanation or an url where to find explanations?
Even PvP must be fun, isn’t it?
this is “rank farm” in “private” arenas not pvp:
that “rules” are for all get their reward
and rules are set by “owner” of arena
if you will try pvp click the swords icon and join a unranked match when you get familiarized whith the game mechanics and get confidence withyour skills try ranked
In my view traps cause frustration to novice/average players because they
- can be concentrated around the same area (serious issue for an area domination objective based game),
- are automatically activated and
- have serious adverse effects if not avoided.The problem was a bit similar to engineer turrets in the past and the approach there was to make them utterly useless, essentially deleting them (and their accompanying elite skill) from the engineer toolset. Apparently the main thing that has saved DH traps so far from the nerf bat is that they belong to an elite spec, and therefore must remain “untouched” for the time being.
Sadly Turret Engineer was also a l2p issue. The Engineer was completely defenseless. As a power build, you were supposed to destroy the paper turrets and then proceed to wreck the defenseless Engi. As a condi build, you were supposed to condi bomb the completely helpless Engi directly. Sadly, condi users were trying to take out turrets and power glass cannons were running right into the fight without thinking and dying. The result, turrets became completely gutted.
Not sure what the hell people are doing in silver, bronze, and platinum, but I’m working my way up gold as a solo Necro and have no issues with Dragonhunters at all. I’ve played through many DH builds to understand how they work and what to look for, and had no easier of a time on DH than I do with most other classes. This is all whining for the sake of whining. Soon as DH gets nerfed to oblivion, all this whining will just shift to the next target.
also the same, a “secured point” and a range weapon with knockbak
Yeah, seems to be enough to take out any clueless noob. However, we shouldn’t balance around clueless noobs.
but this is the big problem giving a point bunkering spec a ranged weapon(long ranged) to not have to go chase enemys out of “safezone” or be “defensles” to ranged enemis
In my view traps cause frustration to novice/average players because they
- can be concentrated around the same area (serious issue for an area domination objective based game),
- are automatically activated and
- have serious adverse effects if not avoided.The problem was a bit similar to engineer turrets in the past and the approach there was to make them utterly useless, essentially deleting them (and their accompanying elite skill) from the engineer toolset. Apparently the main thing that has saved DH traps so far from the nerf bat is that they belong to an elite spec, and therefore must remain “untouched” for the time being.
Sadly Turret Engineer was also a l2p issue. The Engineer was completely defenseless. As a power build, you were supposed to destroy the paper turrets and then proceed to wreck the defenseless Engi. As a condi build, you were supposed to condi bomb the completely helpless Engi directly. Sadly, condi users were trying to take out turrets and power glass cannons were running right into the fight without thinking and dying. The result, turrets became completely gutted.
Not sure what the hell people are doing in silver, bronze, and platinum, but I’m working my way up gold as a solo Necro and have no issues with Dragonhunters at all. I’ve played through many DH builds to understand how they work and what to look for, and had no easier of a time on DH than I do with most other classes. This is all whining for the sake of whining. Soon as DH gets nerfed to oblivion, all this whining will just shift to the next target.
also the same, a “secured point” and a range weapon with knockbak
sorry to see so many people disagree with this, yesterday I went for my third profession achievement in pvp for ascension. I rank at silver this season having solo’d druid and deciding to switch my main to mesmer half way through the season. when i face them i always proceed with caution and now with mesmer i can 1 v 1 the average dh no problem but i still have to play perfectly to do it.
my point anyway, yesterday i thought i’d take dh for a spin just to get 5 wins for the achievement. the balance on this class is a joke. i did 1 unranked match to get used to the skills then in ranked i bunkered mid the entire time on most matches getting pretty much all top stats save offence. easiest 5 wins ive ever had solo, idk what the higher tiers are like but i should have had a harder time, i shrugged off any focusing with the elite and f3 no problem, my 1 trap ate people alive feeding mid every game. people in silver arent complete idiots it wasn’t a 1 at a time brainless thing. i felt so dirty and sick with myself after i had to go take 3 showers.
needs either a damage nerf or longer cool down on the traps, the longbow had amazing cleave and utilities were great at keeping me sustained through any hard focusing. while each thing isnt necessary op on its own when it all comes together even a brain dead noob to the class like me is OP let alone in the hands of someone familiar with the class, some things need to be touched on for sure.
people are obsesed whith traps, but the problem is not traps problem is LB, giving a longrange weapon to a class that could “safe” a point is the think that “breaks the game”( play im siting in my “safepoint” hiting you whith mi LB and if you reach me boom traps)
i main a guard , im also silver, but i dont like trapper and LB i play my “stupid” variant of simbolic
Not even sure why you guys keep saying they will deal no damage when they add duration ontop of the already burning stacks. 4 seconds of burn would basically be 1.2k dmg, constantly going up by intervals every second. Basically what we have now but with more counterplay to counter condition spam in pvp. The “me me me” mentality is ridiculous these days.
LOL a big LOL to this
Duration dont matters on actual pvp, a kittenload of cleanses are available for everyone, if duration means somethings ppl will equip duration amulets but they didnt, if you cant burst you do not condi dmg
Making condies staking duration requires a full rework of dmg mechanics:
1-increase the flat dmg of all skills
2-make power only crit relevant not base dmg multipier
This way condi users will not be weet noodles in normal dmg, and condies and crit become mechanics for the “extra dmg” .you have to chose:
- power: high extra instant crit dmg
- condies: high extra overtime dmg
- bunker: no extra dmg
condi duration does a kitten in pvp too many cleanses, active and auto proc, for making it.
a rework for condies have to be around condi aplication and cleanse, limit the kittenload of diferent condies bombs aplied by only one atack, warriors mace f1 cof, cof, limit the kittenload of masive cleanses(ele cleanse bot cof, cof, druid CA cof, cof), remove condi sigils(on swap and on critical), limit the number of condies aplied by a single toon, normalize damage and side efects and make if you want to spike burst with condies coordinate a condi team spike
only if it is done its posible to talk about balancing around duration
It’s true that these systems are not designed to have these placement games. Real rating systems start everyone at exactly the same rating and they play, with the same volatility calculation.
However, all of these systems are also not designed to find matches base on “average team rating” which is just trash for actually knowing what’s going on.
Example
Team A: 2000 + 4 × 1000, = 6000 rating
Team B: 5 × 1200 = 6000 rating
It’s very likely that the rating 2000 player can’t carry vs all 5 people alone. And all of the 1200 rating players should easily kill all the rank 1000 players.The game will compare his rating 2000 to their avg rating 1200 and say “why did you lose bro?”, boom -30 rating.
terrible example:
mm tries to get players of the same interval a such extreme match only will ocur in a very low ppulated our and if the 2000 player is duoing with one of the 1000, and the “punishment” in this case is so low for forcing the system to put them in “easy” matches
and losing
2000+1000 / 2 =1500
the system will try to find players arround 1500 for the duo and for the other team
it wouldnt matter if team que had better rewards or not…. you pick your teammates in that….so no matter the motivation you would just end up playing against these people which is fine lol
You’re missing my point. sPvP has been in decline since Season ONE. We had Team Q then. It didnt help bring people in. The game mode was losing players every season.
Im just pointing out that blaming the death of PvP on Solo/Duo Q is not accurate.
no i agree with you there have been underlying issues for a while now and that predates solo/duo for sure, however its declining at much sharper rate now id say as it seems pretty evident… i dont blame solo duo for kill spvp lets be clear…..however id say bar none the game was in better shape with team que’s and honestly believe it would help to return it….people just arent buying into solo que its boring to play by yourself….if you want to do that there are FAR better games to do so with….
no, never more mixed qs, team q only team vs team (if pplation suports it)
im totally ok with separate ques! !
your in a new car and its on fire but you wont get out because your not going to walk again!
fruit for thought
issue on pvp is not no team q, issue is that when they implemented a ranking system that matters for some ppl(seasons) they have issues with mm(some for incorrect implementation some for player xploits), and not one of the hotfix they aplied works correct, and ppl concerned with their ranks becomes tired of the messy mm, and this seasoncontinues equal with not good reward, ppl have no incentives to fight against the system
it wouldnt matter if team que had better rewards or not…. you pick your teammates in that….so no matter the motivation you would just end up playing against these people which is fine lol
You’re missing my point. sPvP has been in decline since Season ONE. We had Team Q then. It didnt help bring people in. The game mode was losing players every season.
Im just pointing out that blaming the death of PvP on Solo/Duo Q is not accurate.
no i agree with you there have been underlying issues for a while now and that predates solo/duo for sure, however its declining at much sharper rate now id say as it seems pretty evident… i dont blame solo duo for kill spvp lets be clear…..however id say bar none the game was in better shape with team que’s and honestly believe it would help to return it….people just arent buying into solo que its boring to play by yourself….if you want to do that there are FAR better games to do so with….
no, never more mixed qs, team q only team vs team (if pplation suports it)
the sistem proposed is useles, S1 system in a pure solo q environement(without smurf acount manipulation kitten whith mixed q) is more suitable:
1 evaluate team
2 system guess a expected outcome
3 reward team who performs better than expected not only winer
Game needs a competitive full team mode, but this is not ranked, ranked is for personal ranking, and playing ranked in full team or duo or other partial team hides your personal rank in a sort of “team rank”.
ranked should stay solo q(not duo)
full team competive mode should rank full teams, not individuals. if population cant suport permanent team mode it should be seasonal leagues or competitive events to concentrate team players in a “short” time lapse
Power Damage: Can be reduced by toughness, weakness condition makes it a joke, protection decrease it by 33% or 40%, without precision it isnt a real deal, without ferocity it wont be a burst, you need a LOS or target for them to hit.
Condition Damage: Cant be reduced by stats (no primary or secondary), resistance boon reduce its damage by 100%, most of the conditions apply a special effect next to their primary damage, no primary stats needed to buff its damage furthermore, duration can be extended by expertise stat but not a must stat, in wvw it is advised however because of the foods, you dont need a target or los after u applied them
A big LOL to this, the tipical misconception of biased people:
Power damage aplly a big amount of dmg in the moment of the hit
condi dmg aplies the dmg over time but you have to hit
condi dmg needs condi power to do dmg, presicion for “on crit” procs and sigils, and condi duration for staking, condi duration is not critical cuz the big amount of condi clears(most classes have also automated condi clear procs) but is needed to presure properly
condis whith a side effect have reduced dmg if side effect dont triggerthe only big problem with condi builds is mass combat(wvw and pvp big 3vx or more ) where you can get big stacked condi without great animation telegraf cuz majority of condy classes aplies it whith ranged attacks
What if told you not evry power build kills you in a milisecond?
What if i told you that not all power skills kitten you hp?
What if i told you however 1 bleed stack(6s) is still 582 damage no need to crit, no need to use one more stat to increase that crit damage, cannot be reduced, and basically 1 bleed is nothing in terms of conditionsIm so biased…
PS: My fav damage type is condition damage
I just know when its hialrious and when its need a nerf, i dont want nyenyenyenye but Test of faith does 4k too IDC both should ne nerfed power and condi creep too, stop this power is stronger dont nerf condi bullkitten.
condi dmg cant be reduced yes, but can be negated after aplication( condi clear) power dmg not, this is the reason why there are not reductions, if they can be reduced and negated after they will become a joke
Power Damage: Can be reduced by toughness, weakness condition makes it a joke, protection decrease it by 33% or 40%, without precision it isnt a real deal, without ferocity it wont be a burst, you need a LOS or target for them to hit.
Condition Damage: Cant be reduced by stats (no primary or secondary), resistance boon reduce its damage by 100%, most of the conditions apply a special effect next to their primary damage, no primary stats needed to buff its damage furthermore, duration can be extended by expertise stat but not a must stat, in wvw it is advised however because of the foods, you dont need a target or los after u applied them
A big LOL to this, the tipical misconception of biased people:
Power damage aplly a big amount of dmg in the moment of the hit
condi dmg aplies the dmg over time but you have to hit
condi dmg needs condi power to do dmg, presicion for “on crit” procs and sigils, and condi duration for staking, condi duration is not critical cuz the big amount of condi clears(most classes have also automated condi clear procs) but is needed to presure properly
condis whith a side effect have reduced dmg if side effect dont trigger
the only big problem with condi builds is mass combat(wvw and pvp big 3vx or more ) where you can get big stacked condi without great animation telegraf cuz majority of condy classes aplies it whith ranged attacks
I suggest some change to these 2 maps.
Forest of Niflhel: Change the beasts to go into downed state like lords do and use downed skills to try and prevent their death. They could also rally.
The reason for that is to reduce beast stealing as some classes are better at that than others.
yeah change beast stealed by thieves or everyone with a luky strike for beast stealed by engi drones… great
Battle of Kyhlo: Change the trebuchets to work in a similar fashion to how Skyhammer works. Just that they would be limited to the middle control point alone and will not affect the other points. So, at certain intervals during the match both trebs will unlock and you’d need to capture them, upon capture they will fire a big volley at the clock tower that will cover the entire area and not just the point, the impact will neutralize the point.
Alternative Battle of Kyhlo: Keep trebs as they are but with one change. Make each impact of the Treb alter the control point by 25% control for the team shooting the treb.
No
All passive procs will be removed-
Passive procs promote bad gameplay. They carry those who aren’t skillful enough to properly dodge and avoid cc and punish those who set up their combos and cc well. Auto stunbreaks, counter cc, invuln, damage, etc. It’s all too much and causes major imbalances. The removal of passives will reward proper timing of skills and will punish those who spam their stuff in the hopes of someday hitting something.I’ll just pick this as an example, you basically have no understanding of game design, now don’t get me wrong this game has too many passives, but the idea there should be none is nonsense.
The design of some classes necessitates some passives, take engy for example, it has the most pressure on utility slots out of any class in the game, because they are trying to make up for the damage, mobility, condi clear, etc that the class is missing from only have access to one weapon bar.
This is why for example engy has always had passives to either break stun, to reduce damage whilst stunned or reduce the durations of stuns, there simply is not enough room to fit stun breaks along with trying to fit everything else they are trying to make up for with only have one weapon bar.
The only way to have no passives is to have classes that are much, much more similar so they are on a level playing field.
But then why bother, this game would still be low skill without any passives, it is low skilled because it is tab targeted so aims for you (passive play right there
), it is not particularly fast, so those two combine to it being relatively undemanding mechanically for an alleged action game. (look at how low skilled it is to interrupt in this game with something “active” like traited steal, a 1200 range interrupt that is instant and aimed for you, it couldn’t really get any easier and still require a button press)
Then on top of that you have there is virtually no resource management and what little there is fast regenerating like endurance or initiative so doesn’t require any meaningful management, then the game has generally shortish cooldowns, which when combined with the general lack of resource management results in a relatively brainless spammy game.
Then to top it off you have a game where you are supposed to react to animations, yet teamfights are a clown fiesta of effects that make your eyes bleed and even ESL “Pros” complained were largely incomprehensible.
If you want skilled gameplay you are playing the wrong game and frankly the wrong genre.
you take the worts example, enginers can have more than one weapon skillbars, they trade utilities for weapons(kits), and enginer can do many thinks with one build. because of this engi whas one of the cele monsters
Try +2s ladies and gentlemen. I have to win more than 10 games in a row to make up for 1 loss. Holy kittening kitten. I got more points on average near legendary last season.
(1780 rating as of this post)
you play solo or duo?
if duo: rating of your teamie?
Time, and zone you play?
in the answers of those questions are the answer of points you get
Burn shood not stack or has to be nerfed down or accessibility has to be nerfed some guardian skills apply 11k worth of burning
If procession of blades hits 3 targets 10 times all 3 targets get 10 stacks of burning worth 14k for all
9
they get 3 from procession of blades , burn activates every 3 atacks
and if they are in the blasting radius of permeating wrath(they are, have the same radius of procession) 1 more for every activation of trait , 6 more in total(3 for each other target)
but this build you post is pure suicide, all trais are ofensive, unique defense are focus 5 and elite
and no OP is not fichting burn guard, for a burn guard only 77K of damage after 200 plus hits is ridiculous