Showing Posts For megilandil.7506:

The Invincible Ele Meta is back

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Posted by: megilandil.7506

megilandil.7506

I’m in that range too, I’m not seeing too many trash players. Maybe folks with different non-coordinated strategies, but not a lot of insta kill fodder. I’ve also noted that eles seem annoyingly effective with their seemingly spammable area CC, then rock glidy mode then back to area CC thing. If one is speced into defence I literrally draw it on point and cannot take it out with my engi. I guess I could go marauder but then I’d be spike bait.

Even that is no guarantee. The only thing I’ve seen work is spammed, hard CC — which guardians used to provide with their traps. Power Revs can provide this as well.

If I had to provide a solution? Reduce ele self-healing. They would retain their usefulness in group fights, but would be unable to sit in the thick of things and soak up all the damage.

this is exactly the main isue whith the kiten eles, the system that their healing works that makes a healbot a bunker too, for a equilibrate game that cant be, in an equilibrate game if they are healing others they dont selfheal and if selfheal they dont heal others, because in this status of game, not precoordinate teams, who wins the ele lottery wins the match because focusing the ele means the other teammates of ele having freekills and nnot focusing them also freekills

[Season 5] MEASURING SKILL & MATCHMAKING

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Posted by: megilandil.7506

megilandil.7506

For all TIME, I applaud the PVP team for the revamp.

Their new league seems to kinda have listen to a skill based system.

I had put extensive effort for this to happen.

Here we go:
https://forum-en.gw2archive.eu/forum/game/pvp/Skill-based-or-Grind-based-rank-system/first#post6285847

Then, I want to Cheer UP Evan Leesh that tried so many things to make us HAPPY. He work hard and know that if what he do is not good enough, he don’t fear to look at it and make it better.

So Tribute to Evan Leesh:
https://forum-en.gw2archive.eu/forum/game/pvp/Tribute-to-Evan-Lesh/first#post6265263

Those two link are my best rate by the community.

I want to go out a bit further and ask Evan to take great care about the PVP only pack proposal many players did here:
https://forum-en.gw2archive.eu/forum/game/pvp/sPvP-needs-its-own-business-model/first

Evan:
Thank you very much. I really expected to have a great time in the League Season 5.

But… please, make something for TEAMs, so new team form up with goals in mind. The auto-tourney at released was a strong vector of team creations (who doesn’t want to try their best to earn GEMS???).

Even, a copy cat of the season 5… where SOLOQ Season 6 and TEamQ (for duo or more) Season 6 would be awesome to help people have goals to make teams.

We definately need more goals for TEAM.

yeah, nobody is saying that had not to be a team mode, the problem is that in anterior leagues forming a team, a real team(not geting a bunch of pugs and q as a team), is a way for farming soloers, not for playing “competitive” againts other teams

[Season 5] MEASURING SKILL & MATCHMAKING

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Posted by: megilandil.7506

megilandil.7506

What I am saying is:

  • Is this system just another long grind to the top?
  • Will it be a fair, “good players will be ranked high as they should, despite their solo W/L ratio”?
  • Will the godly PvP players be 100% subject to the luck of the “unknown forced 50%” matchmaking algorithm?
  • Is top 250 simply based on W/L luck streaks?
  • You will absolutely not be able to grind to the top of the Skill Rating leaderboard.
  • Good players will be ranked highly. They already are. We’ve had MMR for years and track it constantly.
  • No one is being forced into an unknown system. See below and read this: https://wiki.guildwars2.com/wiki/PvP_Matchmaking_Algorithm
  • Sometimes players can overshoot their ‘true’ rating by chance, but it will not be by far and not last very long. They certainly won’t reach the top 250.

I don’t mean to pick on you specifically as the “dreaded 50% matchmaking” conspiracy has a lot of the community in its grips. Ratings obviously can’t be known unless matches are played to generate data. Do you want to play random matches and have a chaotic experience with an inaccurate rating? Or have balanced, competitive matches with an accurate rating?

Sure, we could have zero matchmaking, but two things will happen: First, your teammates will have random ratings and your opponents will have random ratings. Did you lose because you are less skilled than your opponents, or because your teammates are less skilled than your opponents? There is no easy way to tell without a lot of complicated math. “Make a system to figure it out, then!” you say. Well, Glicko does this for us already. Matchmaking assumes its data is correct by pairing opponents that appear to be evenly matched, then Glicko does its job to adjust ratings in case the outcome wasn’t what was expected. Second, random matches make your rating update verrry slowly. Every match won against a much less skilled opponent won’t make you go up because of course you were suppose to beat them, your rating must already be accurate. Every match lost against much higher rated opponents won’t make you go down because of course you were suppose to lose, your rating must already be accurate.

I honestly do not know why people think 50/50 matchmaking is a bad thing. My best guess is that people just want want something to blame when they lose.
EDIT: I agree 50/50 matchmaking sucked for the pip-based league. My comment is more general, regarding desired match quality and rating accuracy.

its sounds good… but… to adjust to get fine matches it should have a way of traking classes, a player can be good with one, two… classes but suck with others and they are things (dayli class achiev, ascencion class achiev, pvp class achiev) that makes players go on matches whith non her optimal classes and getting a suposed your level player whith a class that they dont know imbalances the match.
If making a class rank is to heavy it can be considered taking in some way the deviation of win loss ratio on hiss “main class” versus the one he is queuing of course it needs a class block on q that forces to play whith the class you q

I've Cracked Anet And You Don't Care

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Posted by: megilandil.7506

megilandil.7506

The losing team’s overall score is higher. You get points by killing players and capturing points and objectives. So how did Blue lose when it appears that they got more kills and captured more points? Did red get two artifacts at the end of the game or did you suddenly snowball? There are only a few situations in which a team that was playing better than the other can lose, and all of them result from being outplayed in some way.

it is very simple, zerking, viewing the other team points the two that score the high probably was thief mesmer caping points while the other players get continuosly zerked by the entire losing team, result red had alwais 2 points and sometimes a tricap, and points from blue are only from kills

How to nerf condis in PvP/WvW

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Posted by: megilandil.7506

megilandil.7506

Power can also be countered by dodges,blocks,evades,protection,weakness, and other skills that reduce temporarily the incoming damage, what’s the point?

dodges, blocks, invulns … counters also condis

the problem with condis in that moment is not the amount of damage they deal, the problem is the diferent condi spam , some clases whith one traited hab ,plus sigils, plus kitten can aply a bunch of low stacks of condis covering a medium stak, condi play must be about making constant preasure of 0ne or two condis maintaning contant low staks of it or building high stacks of one max two not spam bombing alot of low stacks from multiple condis.
in my opinion changes in condis have to be:
-create more types of condis
-limit the number of condi acces per toon( one signature per character and one per weapon set) making a total of thre aplying only two in a determinate moment
-remove sigils of condi apliing
and finally separate damaging condis from “annoying” condis and create diferent ways to clear them

(edited by megilandil.7506)

Should ESL be a reference for balance?

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Posted by: megilandil.7506

megilandil.7506

“Balance should be based around top level play/that spec is popular in ESL so its fine”, etc. We all heard these arguments before, but knowing that teamQ will be removed in the following season, do you still believe that team oriented builds seen in ESL should still be a reference for what’s balance or not?

Take necro for one of the best example, its a popular choice in ESL because teams can coordinate its survival and best utilize its team-fighting potential without excessive worry of dying. However, with everything going soloQ this may change. If you Q with necro you often are at the mercy of your teammates. And frankly not every player queue with expected obligation of keeping the strange necro alive. Same goes for more glassy classic builds that may require team assistance to survive (though most HoT builds has decent survival).

On the other hand, top builds shown in pro scenes still define the highest skill ceiling possible. So there are still merits in seeing how far a build can go or how little it goes.

So it comes down to the question I’ve been asking in the beginning, what do you guys think? Can you justify why you believe its the case?

balancing over top, medium or lower players is not the main issue
the main issue is mixed q
majority of players are not build crafters, they only take metabuilds and in some ocasions make a minor change to them for adapting a bit to theyr playstile, and meta builds are for team play not for soloq, soloq need a diferent meta , you dont get balanced comp teams, you cant expect getting support or fast decapers or pure dps or any other role for a balanced team, you get a random comp and you have to play whith it, this is the problem, builds for solo q need to be more self dependant and be able to play a little all roles, pure tank builds are useles , pure dps squishi builds are useles etc, solo q is kingdom of jacks of all trades not for high specialized builds.
and this is the cause of all kittens that happends on ranked and unranked (blowouts etc) when rmm decides to put a kitteny comp againts a balanced comp that can do their job because they had all team roles covered

I can't AB Multimap!

in Guild Wars 2: Heart of Thorns

Posted by: megilandil.7506

megilandil.7506

That does not indicate that it needs to be fixed. Ultimately, that is up to ANet. But if you’d like to know why it should be fixed, forget about “inflation” and just answer this question: Is it generally good design to provide vastly more loot for one event than other, similar events? If you know the answer (and you do!) , then you know why this doesn’t work in the long run and why AB multi should be (and likely will be) fixed at some point.

You seem to have some kind of tunnel vision about AB. “vastly more loot” =/= AB must be fixed. What I know is, other events are too UNrewarding, which is a problem people have been talking about since HoT came out and Anet themselves tried to fix. So, the answer is not that “AB multi should be fixed,” it’s that rewards should be balanced across the board or at least diversified enough for different types of activities that there are incentives to do different things.

“In the long run.” AB multiloot has not been detrimental to the economy at all. Ecto has stabilized for a while at ~33-35 s, which was the price before rumours of leg armour drove it up to~60s. The elder wood price drop coincided with the release of BF, and has little to do with AB. Prices of other mats have also remained stable. You can imagine without AB, leather prices would most likely have skyrocketed by now. Lower prices for crafting is much better to retain new players, I hope I don’t have to explain that to you.

AB multiloot is friendly to people without a ton of playtime, is not boring like SW, and requires cooperation and coordination among a large number of players. That’s why it’s so popular and why Anet haven’t and won’t nerf it until they want to hard pull population to where they want us to go.

this is so stupid and the only what can came from this argument is a circular loot scaling

AB multilloot is too rewarding —-—>increase the other metas reward——→ AB single(legal) loot is too unrewarding —-—→increase the AB loot———————>AB multiloot is too rewarding

rewards are balanced in metas , the only thing that breaks the balance is the multiloot thing, and its easier for balance think fix the multiloot xploit than go to a multiplicative scaling of loot for metas

Questionable solution for quitters/afkers.

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Posted by: megilandil.7506

megilandil.7506

I was wondering the potential repercussions of having a system that allowed people to volunteer, or to vote members of your team to the bench.

For example: player on Red team disconnects, the game pops up with a “volunteer” option similar to hotjoin for the Blue team, but accepting it will send you to the bench to even up the teams. If the disconnected player returns, the benched player is then added back into the match.

To deal with AFKers, Teams having the ability to vote players onto the bench, and subsequently the opposing team would have to bench a player as well, to a maximum of 2 players benched per team. Perhaps a voting system to add players back into a match after issues are resolved. Along with a system to swap out benched and active players depending on how the match turns.

There is potential for abuse with this system, and I’m curious what the worst that could be done despite the fact the teams would “Always” be evenly matched. (until you get into build match ups, which might actually be examined more closely if this became a thing.)

I’m not really suggesting this be an option, but I am curious on people’s thoughts.

mmm…
it can be a new game mode for a posible teamq allowing quad and full team q, 4 v 4 and the posibility of one man in bench quad teams only get the disadvantage of not having situational swap for a better momentum but in field they are paired whith the full team, ofcourse the option of changing toons or builds midgame not allowed , dc plyers accidental or “volunteer” forced by sistem to log whith same toon and same build that start match and ofcourse making the swap can only be done in respawn point, player swaped had to run to respawn point exit and activate a swap button

for a solution of soloq dcers had a big problem, they are soloquers that want all to play no one grants the benched player swap or the simply question of who goes to bench and what they get for their “sacrifice” a vote sistem generates a loot of salt, and a random selections can generate big imbalancements in metas whit crucial clases like the healbot ele in anterior meta or simply losing the better player of team for the worse of the other or viceversa

PVP is dead - Long live DH meta

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Posted by: megilandil.7506

megilandil.7506

An equally skilled meta DH > equally skilled meta (insert any other non-dh class) > lesser skilled DH > lesser skilled (insert any other non-dh class).

Why even bother playing any other class. Sword+Focus/Bow meditation meta DH for days.

DH’s blocks are so OP they even blocked the nerf bat.

blocks arent OP, blocks block one, two, thre… attaks, during a short time gate, invuln blocks all incoming attacks in the same timegate

guardians are the heavy class whith less HP pool , their true hp pool is hidden in blocks amd heals and guards are designed for being a front line tank, without blocks and heals guardians are a glass cannon whith weet powder

Base HP

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Posted by: megilandil.7506

megilandil.7506

It was ok until anet gave all classes the ability to one shot thief base hp. This needs to be fixed for the sake of thief build variety. They are a glass cannon class that can’t use glass canon amulets. Fancy that.

this is a ok feature, a class what cant burts down everione 100 to 0 in 2 seconds had to die eassy if caught

Class limit

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Posted by: megilandil.7506

megilandil.7506

My suggestion is to allow to que the MM only by roles. healer,dps, and tanky.

So when the match pops. Both teams will have 1 healer 3 squishy dps not tanky like in current meta, squishy like a focused necro and 1 class that can do tanking stuff. Class swap disabled. Changing role you queue with inside the match disabled. Thats how the matchmaking should work in my opinion. After that change we shouldn’t end up playing against close to unkillable comps with too high dps. Currently we have matches where: Team A: Unkillable + high dps Team B: Squishy + 0 dps.

this game had no trinity sistem
and almost every profesion can do 2 or 3 of the roles
a ranger can be a healer, a tank or a squishy dps (the clasic powerranger)
a guardian can be a healer(not the best but can) a tank or run a burner in viper and be a very squishi dps
a warrior same a bad healer going whith a shout build, a tank or a dps
etc etc
how you implement the suposet role restriction

PvP Druid needs balancing

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Posted by: megilandil.7506

megilandil.7506

Completely remaking my post.

On the subject of making pets scale with the rangers stats. I feel you should think a bit more before pushing for this change.

The change would involve pushing pets and by extension the ranger himself to further extremes in either direction.

Either creating hyper burst builds. (Think bursts on the level of 23k+ plus every 15 seconds in a dps build)

Or Bunker builds that might as well have multiple heal skills (Imagine if moa’s aoe heal healed as much as heal as one. You think druid sustain is good NOW?)

The real downside is that you would cripple pet choice for both dps and bunker builds. MASSIVELY lowering the pet diversity. And completely removing most of the pets that are barely competitive choices. (with your suggestion a wolf would simply be too squishy for a dps build to take and wouldn’t have significant purpose in a bunker build except as a CC Bot. Meaning there would be better options)

Not only that but your suggestion would likely involve reworking the base damage of scaling of most if not all damaging/healing pet skills. And there still trying to get them working with the current system.

I feel like adding a pet trait line would be more realistic than what your suggesting. Just from a sure workload perspective.

extremes yeah, all clases if spec for healing/tank loses hab to do significant damage, except ranger/druid that can take a dps pet and let the IA kill for them while they only are concerned by this own survival, and this is the major problem of druid they are to tanky and can kill( the IA can kill for them), im not saying the scale of atributes of pet depending on master atributes have to be major or minor(the thing is if you go dps and take a dps pet the final result is the same of now ,base+stat modifiers, and if you go tank/healing whith a dps pet, the pet get more health/thoughness and less damage and viceversa).this is only a idea for balancing things, a pure healer dont have to had a high dps mechanic and a pure dps a high sustain mechanic

(edited by megilandil.7506)

PvP Druid needs balancing

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Posted by: megilandil.7506

megilandil.7506

A message from the Skills Team:

One of the most notable changes being made is to the healing values of the Druid as a primary healer. Base values for the Celestial Avatar heals will be reduced, while the healing power contribution will be enhanced significantly. The reasoning for these changes is that while we are excited about the Druid being an incredibly strong healer, we would also like to see that role as one of many choices in your attribute build.

I’m thankful the Devs realize the problem with Druid healing. But even with the planned CA heal nerf, how does “healing power contribution” buff factor into the changes? Does that mean Druids who spec for healing will get even more benefits? Or will the healing be the same as previous base healing should a player spec into healing?

Considering the meta Druid runs +1050 healing power…

making healing on druid more stat dependant is a good move but also needs another to balances ranger/druids, make the pokemon stat dependant a full healer whith a critter hiting like a train is what makes the druids really op they can outsustain and kill whit the ia controlled pokemon, the stats of pets must in some sort be modified whith master atributes

The Poll.

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Posted by: megilandil.7506

megilandil.7506

A few thoughts & concerns regarding this proposal. (haven’t been able to vote on the poll because it is not working for me)

  • Ranked season is not the time or place to be testing things. Anything to be tested should be done in Unranked & preferably during off-season
  • Eradicating teams from Ranked play (even if it turns out only to be one season) is madness. The entire concept of Conquest is based on 5-man teams.
  • How does Anet propose to encourage team progression to ESL if teams are unable to compete in Ranked?
  • I can see no reason why there can’t be solo/duo queue AND team queue. Have it as a settings preference similiar to Conquest and Stronghold.

ranked is for ranking players as individuals, (playing as a team, and more as a stablished team gets an idea of team “skill” not individual “skill”,best form of adjusting to individual skills is aoloq placed whith randoms sometimes better than you sometimes whorse….)teams need a system to be ranked as a whole team, and farming soloqueurs is not the sistem to get a team progresion, teams may confront teams
and eliminating teams from ranked play it put all on the same q and aplying simply a mmr restriction that they say they aply yet(but all know that is not true), full teams dont confront soloq teams ,they can get and exact idea of the q times of a posible new teamq

Extended Off-Season and Other Updates

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Posted by: megilandil.7506

megilandil.7506

Hi all,

An overwhelming majority of players already play as solo/duo in leagues, but that doesn’t mean we’re not thinking about the groups and the guilds.

The Match-making Min-Maxer all known that your system is best played with 2 players.

Adjust your system to favorise premade and many would take the time to create some. But actually, the flaw of the system… is not enough team compete, so full casual premade are pit versus pro-team party.

Dropping the ball on full team ranked Q because your MM is designed to duo Q for the win, is not a proper solution.

the system favorises premades, the system puts premades againts solo players, the system dont give premades a suficient overweigth in mmr to compensate the suposed superior coordination and practice that have “real premades” to balance whith a competent pug group(whith more individual skill to compensate the “team efect”), the statistic of premades losing 50/50 is only caused by “false premades”(lfg premades, mist premades, “we win last match, repeat” premades, and “we dont play pvp but go pvp for guild misions” premades )

promoting casual premades forcing players to do 5q only gives more farm to “real premades” and the delusion they are wining games more fair
if they want a full team mode they had to promote a full team game, whith ranking as team and rewards acording your progresion as a team not individual

promoting casual premades forcing players to do 5q only gives more farm to “real premades” and the delusion they are wining games more fair

It’s why the system is minmax with a duoq.

Take two guyz that can 1v2 of an owned cap and wins.

Pug team versus team that practice each night, is what made the actual RANK Q games better be played with 2 or less people.

Cause 3 or 4 queues, will artificially raise your pug MMR to meet “real team”.

hey, hey , hey …. im againts duo q aso , because anet havent find the maner to adres their to fit correctly and are xploitable or and harrasment to other players, 1st league they put in rank of the worse player of duo, trio, quad, team and they farm ranks whith one sacrifiing and going in a fresh new alt acount whith a lower rank, latter they put in rank of better guy, and the ones who play whith a low rank friend to carry them are the major ofenders for the most players, and if they try to make a balance another time the xploit of fresh new acounts, not so blatant as first season but doable another time

the only way is separate pure solo of full team. duo, trio or quad are a mess

Extended Off-Season and Other Updates

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Posted by: megilandil.7506

megilandil.7506

Hi all,

An overwhelming majority of players already play as solo/duo in leagues, but that doesn’t mean we’re not thinking about the groups and the guilds.

The Match-making Min-Maxer all known that your system is best played with 2 players.

Adjust your system to favorise premade and many would take the time to create some. But actually, the flaw of the system… is not enough team compete, so full casual premade are pit versus pro-team party.

Dropping the ball on full team ranked Q because your MM is designed to duo Q for the win, is not a proper solution.

the system favorises premades, the system puts premades againts solo players, the system dont give premades a suficient overweigth in mmr to compensate the suposed superior coordination and practice that have “real premades” to balance whith a competent pug group(whith more individual skill to compensate the “team efect”), the statistic of premades losing 50/50 is only caused by “false premades”(lfg premades, mist premades, “we win last match, repeat” premades, and “we dont play pvp but go pvp for guild misions” premades )

promoting casual premades forcing players to do 5q only gives more farm to “real premades” and the delusion they are wining games more fair
if they want a full team mode they had to promote a full team game, whith ranking as team and rewards acording your progresion as a team not individual

Extended Off-Season and Other Updates

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Posted by: megilandil.7506

megilandil.7506

its not the problem of pre-made vs soloQ. There was a statistic that proves out of all 5-man vs full soloQ, only 51% wins (or something like that).
I think the problem is the calculation and lack of transparency about your MMR that makes people mad AF and rage quit, especially when you were match with same group of players for 10 straight games and had a 10 full loss streaks and you wonder if you should keep playing or not. If you know your MMR, and know that you are at the bottom barrel, you wouldn’t even try and just go find something better to do rather than waste another 10 depressing games for nothing.

false
this statistic count as premade the pug ones joined after a few matches and the ones created in loby, those are not “true premades” , these are only a bunch of guys joining because they are on a win streak and have the same team cordination of a full solo q, or avoiding the problem of random class staking making a bunch of pug ones whith a “ideal” team comp but normaly the same fault of team mechanics of full solo q and also they arent “true team premades”

Extended Off-Season and Other Updates

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Posted by: megilandil.7506

megilandil.7506

A 5 men only queue risk to have super long queue + unbalanced games because too few teams will play it.

If full team wants to have their space to play together and have fun unranked is the right place.

Solo / duo queue is a really nice idea, to be honest I dunno if it is better only a pure solo queue instead of duo. An ESL duo queue can make a huge difference in a game if there isn’t another ESL duo queue (with similar skill) on the other side.

This is more a problem for high tier, in low and medium tier there is basically no difference.

problem whith duo are the same that brokens the previosus seasons, how the matchmaker adress their score to put in a group whithout umbalancing the match, using the lower(first season) put top players in low rank matches and is xploitable, using the upper puts low players in higher rank matches disturbing the other team players, ponderating the two aritmetically can put a high and a low player in mid rank games and if the higher is so higher can be xploitable so.
the only solution is pure solo or pure 5 man prmade,

Extended Off-Season and Other Updates

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Posted by: megilandil.7506

megilandil.7506

2 queues, team an pure solo
but in solo queue implement gw1 sistem: winners stay and win increased reward for their wining streak and losers are disbanded

Why do the devs want elite spec power creep?

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Posted by: megilandil.7506

megilandil.7506

Contrary to what most people would like to believe, it doesn’t make sense to think that the devs are purposely trying force each class to only have one viable build (or no viable builds if they get overshadowed by something else). This means there is almost no uncertainty in what somebody is running, just look at their class and you can predict every aspect of their build since it is so rare for people to try any other builds. They also added a lot more utility to the elite specs so they feel more powerful right away. However, this also make them easier to play. Therefore, I simply want to know why the devs chose this route. They could have just as easily made the elite specs have the same power level as the core specs and market the elite specs and another cool option rather than an entry ticket to PvP. Now of course that meant more people bought the expansion, but it also made a lot of the PvP community very unhappy with what the game turned into. This also seems very problematic for the next set of elite specs as those too are going to have to be a bit stronger than the HoT ones, otherwise the PvP players wont buy the next expansion.

This plan of power creep and build limiting just seems so backwards for a game that once tried to be an esport game. I would just like to know if there are any reasons that the devs have for this decision as it has drastically reduced my enjoyment of PvP.

in first term : they are “elite” not another build line, if the only word not says it suficient to you
second: this is a mater of release time, as every mmo gamescompany they pretend to have a game whith a high lifespam and, if they dont change plans, launching new elites every xpac they throw to marked, the build limitation is only a “temporaly” hindrance, but is “temporaly” for 2 or more years long
third: new elite not must to be stronger than HoT ones, must be only diferent. promoting a truly diferent game style for the class, making build diversity real and using one or another depending only of player game style and/or the current meta

Delete this build...

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Posted by: megilandil.7506

megilandil.7506

You will never see this build in top-tier play. There is a reason for that. Find that reason, and put it to good use.

yeah top tier gamers know the exact casting time of their atacks etc etc
but this permaevade build not only plays against the player , plays againts tech limitations of mid gamers that dont have a top tier computer and a top tier net conection etc etc.
if you get an average player that dont know by incstint their casting times and have a slower reaction time, adds a medium computer and a medium net conection landing and attack in the frames betwen evades is a lottery, in resume playing againts “perma evade” is not only a “git gud” matter

Are you suggesting being a mid tier player or having high ping, latency or a lower tier rig is something a thief player not restricted by? I assure you that under those conditions it even more difficult for a thief as they have to time their own evades perfectly. This unlike throwing a 3 second block up or having a passive kick in.

Being a mid tier player or having lag and latency issues is NOT limited to every class but thief. When there lag in the game I pull my thief out and put in a warrior or scrapper or mesmer because those builds are more forgiving.

By the way there is no such thing as “perma evade” . There are vulnerable frames in every evade and the thief still restricted by initiative and or endurance. That evade animation can in instances make it easier to hit the thief as he locked in the same.

Just as example skill 2 pistol on theif is a slow projectile. If facing a player with swiftness up that projectile can be sidestepped or avoided without dodging at all. On the other hand If I see a DB thief and time my shot right, it all but certain to hit him .

The same applies to wells traps or other such AOE effects. If you see a thief spamming evades such as those death blossoms, you know exactly where he will land. Plan accordingly.

As to whether this perma evade “promotes” unskilled play another non arguement. All professions have the same types of builds . Passives flying up every time one gets in trouble is hardly “skilled play”. If a skilled player can beat said build every time than thet palyer using “unskilled play” will either die all the time to the same or will have to get better.

The only time a build can be called OP is if better then average or more skilled players have no way of dealing with it. If a skilled player can beat it than how is that not promoting skilled play?

im not sugesting it im saying it,“permaevade” xploits this.

Thief players can also had this isues but they had a build that xploits this isues in another players, other builds whith blocks blurs and other stuff arent not so timing dependants to beating them.

And that players walked the pasives aoe way is mainly fault of thieves. being jumped by an enemy apearing of nowhere taked the 50-75% of your health and having a very small time window to respond or they finish you imediatly causes this, a big weapon race that finally thieves losed.

Delete this build...

in PvP

Posted by: megilandil.7506

megilandil.7506

You will never see this build in top-tier play. There is a reason for that. Find that reason, and put it to good use.

yeah top tier gamers know the exact casting time of their atacks etc etc
but this permaevade build not only plays against the player , plays againts tech limitations of mid gamers that dont have a top tier computer and a top tier net conection etc etc.
if you get an average player that dont know by incstint their casting times and have a slower reaction time, adds a medium computer and a medium net conection landing and attack in the frames betwen evades is a lottery, in resume playing againts “perma evade” is not only a “git gud” matter

New Dark Magic Class instead of Necro?

in PvP

Posted by: megilandil.7506

megilandil.7506

There is nothing wrong with necromancers. We simply don’t do well in spike metas, which is what this meta is.
We do extremely well in bruiser and bunker metas, which is why we did so well in season 1 and 2.

The meta will change as it always does and we will be fine again.

Actually there is alot of things wrong with necros. And a lot of it is tied to shroud. It is kinda ironic the thing i like the most about necros is the thing that is mechanically the most troublesome, namely thier shroud. And the problems are not spvp specific it is a problem for all game types.

And to name the biggest one, it is the interaction between healing and shroud. Honestly a from that a profession assumes as often as necros do with their shroud shouldnt prevent healing. I can understand that they are hestitatent to change it because simply allowing all healing while in shroud would change the balance drastically. But it is frustrating that regneration (a boon necros actually have good access to) wont do anything half the time not to mentions traits like Parasitic Contagion and blood bond (though in the case of blood bond i think it is a bug since the SoV active works though shroud).

But honestly that are topics discussed in the necro forum to death and only after 3 years they realised that it was a bad idea for the siphon traits not to work properly in shroud. I can even remember the time when necros couldnt stomp/rez in shroud…
And the best part about those were that there were always people who would say those things are op but look now none of them are.

you may thank anet not to take that is a consensus in many fantasy games:
healing damages undead beings
and shroud is a sort of undead form

Implementation of repeatable hearts is bad

in Living World

Posted by: megilandil.7506

megilandil.7506

yeah hearts take a few minutes(minus the mursat fortres) etc etc, but if you dont keep a register you dont see whith toons had the map completed, pls a-net make a record of first completion of hearts for map completion and keep it in map stats.
an idea is hearts completed today can be marked as red as usual, hearts done once but not today in light pink and not reseted from map completion stats

(edited by megilandil.7506)

Don't let low ranks in higher tier queues

in PvP

Posted by: megilandil.7506

megilandil.7506

The way to improve solo queue matchmaking is to have an actual solo queue.

Personally, I think that leagues should require a FULL team to play. It’d smooth out some issues with balance that occur due to uncoordinated teams. Most importantly, it’d help reduce the gigantic gap between those at the top of the game (proleague / actual teams) and everyone else. This is something that simply NEEDS to happen if they’re legitimately trying to push the game into a more competitive direction, or at least a competitive direction that’s actually a healthy one for the game. Having this kind of system allows players to engage in learning, much more so than what we currently have.

Then have an ACTUAL solo queue outside of league play, with a bit better rewards than Unranked. Maybe even with a solo queue ladder.

no, its more simple, full team or full soloq, no duo, trio or quadq, if you in your full team want to put your newby friend for fun is your problem not ruin game of others

and clearly separate leagues a long league for teams whith rewards/valoration tied to team not individual and the actual short leagues for solo players

Full team or full solo without a choice of having a team of less than 5 queuing together would be terrible, shameful is what it would be. So you want to play GW2 with a friend, either Soloq and hope to be in the same team or pick up 3 random players?
Its an MMO, you play with others online, it’s even in the title, Guild Wars. Guild, I’m sure a lot of people who are friends in the real world are members of the same guild. Not enough Guild members online for a party of 5, lots of people would be annoyed if they couldn’t queue together.

TBH Division is to me not a reason to refuse to queue with someone. Especially if you know the person. Kind of like when Dungeon teams have the 5k+ rule.
I am in ruby just now, my best friend is in emerald, skillwise I’d say we are pretty close but I play more. Wouldn’t be much fun when I’m visiting if because of us being in different divisions we played separately. People want to queue with their friends, they play to have fun. Why should 2 friends be forced to for a pick up group of 5 just to be able to queue together?

simple, duo trio or quad q ruins the mathcmaking sistem, firts season they tried to put the “team” in the division of lower player resulting in an exploit for teams, they get an alter and farm victories easily. rest of seasons they put the “team” in higher player division creating salt when players saw that had one or more lowers div players in their comp and match result in a blowout.

Game breaking skill for necros

in PvP

Posted by: megilandil.7506

megilandil.7506

Hopefully the next elite spec will have support talents like this because mobility and support is where necros cannot spec into atm. I like the idea though, creative.

Since a Necro is a Scholar of Life Force, I hoped the Dev’s would be creative and give us the light side of the art. A new shroud, call it… idk.. Life Shroud or something. I think the profession would really be interesting if we could chose a light or a dark path. Don’t get me wrong I like Reaper but, I don’t want a third specialization going down the same narrow theme. It just wouldn’t be as interesting as a light life force wielder. One without the tired Necro green and black animations and hud overlay. New minions for it would be awesome as well. Of course, I wouldn’t hold my breath after what they did to poor Jory… Still shake my head that someone in the art department thought that was a good idea.

For the original idea, OP it would be trolled all day long.

https://en.wikipedia.org/wiki/Necromancy
Necromancy (/?n?kr??mænsi, -ro?-/12) or nigromancy is a supposed practice of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily – for the purpose of divination, imparting the means to foretell future events or discover hidden knowledge, to bring someone back from the dead, or to use the deceased as a weapon, as the term may sometimes be used in a more general sense to refer to black magic or witchcraft.

Don't let low ranks in higher tier queues

in PvP

Posted by: megilandil.7506

megilandil.7506

The way to improve solo queue matchmaking is to have an actual solo queue.

Personally, I think that leagues should require a FULL team to play. It’d smooth out some issues with balance that occur due to uncoordinated teams. Most importantly, it’d help reduce the gigantic gap between those at the top of the game (proleague / actual teams) and everyone else. This is something that simply NEEDS to happen if they’re legitimately trying to push the game into a more competitive direction, or at least a competitive direction that’s actually a healthy one for the game. Having this kind of system allows players to engage in learning, much more so than what we currently have.

Then have an ACTUAL solo queue outside of league play, with a bit better rewards than Unranked. Maybe even with a solo queue ladder.

no, its more simple, full team or full soloq, no duo, trio or quadq, if you in your full team want to put your newby friend for fun is your problem not ruin game of others

and clearly separate leagues a long league for teams whith rewards/valoration tied to team not individual and the actual short leagues for solo players

PvP Thief

in Thief

Posted by: megilandil.7506

megilandil.7506

in advance, i dont play thief in pvp.
theres a litle question to thieves theoricrafters:
thieve must be alwais a burst duelist? others clases moved their role trought the diferent metas but thieves no, ¿the real problem of thief is no viable build or closed minded thief comunity that not explores the other roles?

class for carring in solo

in PvP

Posted by: megilandil.7506

megilandil.7506

Which are the classes better for going in solo and try to carry a team ? I played only engineer, my main , chronomancer and elementalist. In this season i find
- chronomancer ( strong in 1 vs 1 … good mobility , good support and great tactics with portal.. if well used you can support 2 points )
- scrapper ( always great even if after all the nerfs it is not so simple to win some 1 vs 1 .. for me condi warriors with all their cc remains hard ( at same level of player)
- elementalis ( in this meta i played only some matches with freshair for fun … not the best build for carry imho )

warriors and dh , from what i see , are really in good spot and if not stacked, i prefer a warrior in my team rather than a dh .

carrying a team is a delusion, only and only if you can win a match whith the other 4 members AFK you are truly carrying the team.
you can be the MAN, the MVP or the name you prefer but not carrying a team.

this is someone who doesnt understand common definitions

words implies things and the word carrying implies the pseudopro doing all the job, i know it is the word used but the implications of the word are very negative for the other four players doing their job and a more correct term if players are doing their job and one player is the one that make the diference(example : holding the point until the pro thief +1 and makes all the kills) is MVP

class for carring in solo

in PvP

Posted by: megilandil.7506

megilandil.7506

Which are the classes better for going in solo and try to carry a team ? I played only engineer, my main , chronomancer and elementalist. In this season i find
- chronomancer ( strong in 1 vs 1 … good mobility , good support and great tactics with portal.. if well used you can support 2 points )
- scrapper ( always great even if after all the nerfs it is not so simple to win some 1 vs 1 .. for me condi warriors with all their cc remains hard ( at same level of player)
- elementalis ( in this meta i played only some matches with freshair for fun … not the best build for carry imho )

warriors and dh , from what i see , are really in good spot and if not stacked, i prefer a warrior in my team rather than a dh .

carrying a team is a delusion, only and only if you can win a match whith the other 4 members AFK you are truly carrying the team.
you can be the MAN, the MVP or the name you prefer but not carrying a team.

Tomes of Knowledge

in PvP

Posted by: megilandil.7506

megilandil.7506

So once upon a time, I loved getting these.

But now i have 10 lvl 80 characters and over 400 tomes of knowledge. Is there any use for these besides leveling a character?

Can we get mastery experience from them please???

Not sure if this is the right forum, but since i get them all from PVP reward track i figure you all know what i’m talking about.

make bl keys one for week

Rational propositions for balancing DH

in PvP

Posted by: megilandil.7506

megilandil.7506

the ONLY problem whith DH is class staking, DH are one of the unique class that staking is incremental not decremental for team(mid low tier, in higher tiers is to static and can be outrotatet easily, but in mid low soloq game ourotating a heavy positional comp is a dream) . and it can be more than 3 viable dh buils combining: meditrapper, simbolic dps, simbolic bunker, burning etc

Moa on warrior's rampage

in PvP

Posted by: megilandil.7506

megilandil.7506

Moa is broken an even dont fit whith the mesmer theme (illusions) or chrono(time mastery) portal also dont fit but its another theme
a little suggestion for reworking it, move to chrono elite and remake it as time suspension:
objective player is timefreezed a few seconds (they dont move, dont receive damage, dont get contrib to cap etc etc) change the “i win” button for a more strategic version to win a momentany numeric advantage or increase decrease cap bar of point or simply a few recovery seconds for the mes

GW2 = Guardian Wars 2

in PvP

Posted by: megilandil.7506

megilandil.7506

Traps are NOT the problem, apart from possibly the healing trap (which heals too reliably given that its supposed to be a TRAP and IMO heaks for too much). This is readily confirmed by the fact that the meta builds usually only take one offensive trap – test of faith. The problem is how out of balance healing, block and invuln are.

Let’s just count the heals for fun. The meditrapper build gets about

2k heal from smite condition every 16 seconds AND
2k every 20-30 seconds from triggering smite with the trait AND
2k every 36 seconds from judges intervention AND
4k from wings of resolve every 26 seconds (actually less because renewed focus)

This is all with zero healing power and without even taking into account the actual healing skill (purification gives between 8 and 9k MORE on only a 24 (!) second cooldown). Add to this the fact that DH has some of the best access to blocks, ivnulnerabilities and condi removal and you should see the real problem here.

AND?

clases are designed whith a role in mind.
role of guardians are frontline damage absorvers. it can be doned whith an insane health pool and an insane toughness(pasive) or whit a frequent acces to healing and blocking (active), they prefered the second way . or¿you prefer guard designed whith a base health of 30k or more and a base toughness of 2k or more ?

Nerf Guardian PVP

in PvP

Posted by: megilandil.7506

megilandil.7506

this thread is very funny and can easily be resumed in:
The pas seasons guards are cannon fodder for my X and this season they can survive my atacks and even kill me. this is a blasphemy…

and yes, i main a guard in PvP and i did in s1,s2,s3 and s4

Feeders in Ranked PvP huge problem!

in PvP

Posted by: megilandil.7506

megilandil.7506

No megilandil… dieing is NEVER helpful.

Loose that mindset asap.

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

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

you dont get the point, diing bad ok… in skilled teams etc etc ok
but in mid low game whith pug teams many players had a tendence to cap mid and stay 2-3 for all the match not rotating etc if you left it alones and play sides they in a moment of match will realize that they are doing nothing in mid and go to presure your points, and for that dont hapens someone have to go to presure the point making they think they are doing a good job bunkerizing that point, if this can be done by a thief who can disengage quick and rince and repeat whithout diing or a heavy bunker taht can stall the fight for minutes better but someone have to keep them in point. going whith a character who dies instanly and repeat just respawning is bad you give they a continuos source of points(and ind this case you and Op had the reason) but in pug teams you dont have all times a reliable heavy bunker or thief to maintain this presure in point and keeping these 2-3 players in point whithout die fast, that only is reasonable if the other teamies of you can control the others 2 points . strategies are dinamic and sometimes you have to do a “sacrifice” to win not feeding them whit a continuos source of points but keeping the ilusion of their point is in danger

Feeders in Ranked PvP huge problem!

in PvP

Posted by: megilandil.7506

megilandil.7506

and what is a “feeder”?, sometimes the “feeder” keeps 2, 3 players on point and make posible than the other 4 teamies control rest of the map.
a lot of time i have see in mid-low ranks(saph-low ruby) people that stays 2-3 in mid and continue being useles in this point if you feed them a little cause they thing they are doing great bunkerizing midpoint and are fault of the other 2 players not having a 3 cap againts 4 player

not losing tiers till ruby is a joke

in PvP

Posted by: megilandil.7506

megilandil.7506

Yes, but division crossings are required for the shiny. So, preventing crossings counters the value of the shiny.

On the contrary, that would actually increase the value of the shiny. Less people able to obtain it, higher prestige value.

In addition there have been avalanches of complaints that fellow players are too weak and opposition players too strong.

ANET was clearly trying to get a separation so that super teams didn’t go around noob stomping/farming for fun.

You speak with such authority. Proof please?

Safe pips are the crutch that was meant to counterbalance uneven matches and speed players apart. Unfortunately, that’s been circumvented by two things; The matchmaking is creating matches so extreme that the separation never happens and people are subverting the system by re rolling to new accounts.

Again, proof. And really, how many people are going around buying $50 accounts to redo the very fun and thrilling leagues? And if you’re being stomped by a bunch of F2P core accounts with unviable builds, then that’s just sad.

unviable builds?…. only if they are the same skill level but that is not the case. last week playing whith my friends (rubi, saphire) got stompet by a premade team of 4 amber whith core builds and a rubi whith HoT build, and the ruby one are whith diference the worse player of team . this only means one thing legendari or pro level players in alternate F2P acounts carriing to legendary a less skilled friend and stomping trough lower divs whith their superior skill

Bunker Ruins the Game

in PvP

Posted by: megilandil.7506

megilandil.7506

have you stopped just a moment to think why metas gravitate to bunkers when it is posible and people uses the many defensive automatic procs that are posible… just for a simply reason: glass canons are not allowed to exist because of thiefs, a class whith a broken by design sinergic mechanic (stealth+high movility/ports) what can chase down glass canons in a few seconds apearing off nowhere and banishing in air after down you apearing only a few seconds after to take the stomp.

Best of a Bad Lot

in PvP

Posted by: megilandil.7506

megilandil.7506

I think going all team PVP and completely getting rid of MMR in ranked is the way to go. Solo players would have to start using the LFG to make teams
You would face off against the team closest to your pip range

Fail, a league sistem is for estable teams, not for pug teams
they have to find the way to incentive the two modes, a team mode for estable teams and a random solo queue, not mixing. or go only for one (random solo)of the two and leting the team mode for high competition if it exist

Bunker Ruins the Game

in PvP

Posted by: megilandil.7506

megilandil.7506

Some classes and some builds are forced out of higher end PvP because bunker outclasses them.

These leads to build inequality and forces you to play bunker meta instead of having more choices.

Bunker needs to be tapered down a bit so that other builds are more viable.

Some classes/builds have way too much defense.

problem is not bunker, problem is that bunkers are good at suport role .

bunkers cant resist until +1 and in that moment you get a bunker and a dps bunker (the dps that +1 bunkerized by bunkers support) defending that point

bunkers had to only be bunkers, suports only suports and dps only dps, or a mix not good in any role

Why is it ok for eles to be unkillable?

in PvP

Posted by: megilandil.7506

megilandil.7506

in my modest opinion the isue on eles are the way healing works in the game, they are big healing suport and bunkers at the same time, this is the problem, in an ideal way if they are heavy suporting they had to be fragile and get protected by team, and if they are selfhealing to bunker they cant heavy suport

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: megilandil.7506

megilandil.7506

The easiest way to adjust this, given the limitations of the mega server system, is to reduce the number of keys given for events.

No reducing key drop harms normal players, the fix of the problem is making the chest numered ,acount wide locked and locked to a timetable of 2 hours, like world champ boses bonus reward
you opened chest number 1 you canot open n1 chest until two ours in any map instance whith any character of your acount

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: megilandil.7506

megilandil.7506

It’s not an exploit and you can do it on other maps… should probably rewrite those facts.

its an exploit, ab chest have a respawn rate of 2 hours and loked to doing an event this farm ignores these two restrictions to loot these chest
for who calls about that is the same of sw chestfarm sw chest have a respawn time and no event condition . sw chestfarm optimizes routes to take profit of these respawn time (but respect it)anet had a problem whith the amber chest farm (to low respawn time and too many currency from chest)… but let the respawn time of the other chest and nerfed the currency from them in the actual way , equivalent it was if the respawn time of sw chest are doubled, triplet or more having multiple squads in multiple maps to do map rotation to ignore these respawn time and in those moments swcf becomes an exploit mechanic

Premades in ranked shouldn't be allowed

in PvP

Posted by: megilandil.7506

megilandil.7506

Ranked is a team format and should be played in premades. Those who don’t want to face premades, should better go and play Unranked or PvE and farm loots. For the sake of a team game mode, stop creating such stupid threads.

false, ranked is equal to unranked in format , the diference is ranked “ranks” you keping a log of your “git gud” or “git bad”
a “team format” have to keep a log of team advance giving a kitte of individual advance

Premades in ranked shouldn't be allowed

in PvP

Posted by: megilandil.7506

megilandil.7506

So sPvP which is a team game mode should not allow teams to play…….

premades have voice com that makes unfair the match vs pugs (whit no voice com obviously)premades should only face premades and pugs should play only vs pugs

MMR heaven - are you a believer?

in PvP

Posted by: megilandil.7506

megilandil.7506

simple ,me, a medium-low player, past season reached only saphire last pip after a lot of matches (almost the full season only doing pvp the 2-3 hous daily i can play) this season reached saph t4 the firsts 2-4 days in a few matches whith a win ratio of 75%-80% after this the rating decayed fast to 50% and until now

Condi bomb=no skill.....

in PvP

Posted by: megilandil.7506

megilandil.7506

It takes the same amount of button presses to condi-bomb someone as it does to burst them in this game. Don’t fool yourself into believing that power builds require any more skill than condition builds. There is very little skill to either.

Mashing buttons and running away while the condi does it’s thing doesn’t seem the same to me.

2 errors, one for each
1)in the current state of the game aka meta there are too many clases that put a lot of low staked condis whith a single attack
2) power builds are mashing butons and instakill, condi builds are mashing butons and wait a seconds and they die, the less skill is only a delusion because whith a power buiild the enemy is dead and condi users must survive a few seconds more while condis take effect

the problem is, in my opinion, the amount of conditios bombed in a low stack when condi playing means building a stack of a condition to make dmg, the reasonable thing is that 5 condis in 1 stack<<<<1 condi in 5 stack. the firts is that we have now and is no job to put because they can be aplied whit a single atack the second must be build up whith skill landing multiple atacks

Nerf Warrior

in PvP

Posted by: megilandil.7506

megilandil.7506

that they have to nerf is the condition acces to all classes
every class have to had a damage condition tematized for the concept of class
and acces to others damage condition depending of the armor set( one per set)
and acces to two or trhe more of cc conditions (stun, cripple, inmobilize)
they had to remove condi aply sigils

Nerf CONDI

in PvP

Posted by: megilandil.7506

megilandil.7506

Please can we have some nerf of this sh*t? Currently almost all builds are condi builds. Expecially mindblowing reaper and condi warrior. Just wth happened to this game? No power builds, no prec builds just condi condi condi aaaaaand… condi ;/

problems of condis now is there are to many clases that can apply too many diferent condis in a too easy way, and cleanses are limited.
and the condi sistem is made for that a clas aply one or two and had to work to build a stack to do decent damage, diferent condi presure that we have now only can be ideally reachable whith a team of diferent condi builds, not one spaming a lot of diferent condi