so here is the builds you wanna try out in pvp
meta build
http://gw2skills.net/editor/?vhAQNAW8encfClph1qBeoBMrhlnjqeQP0F9sACgDDdxynHD-TJRHwAILDE4iAA4JAYe/BA
the safer approach with inspiration line which heal and cleanse. so if you dont what you gonna face and afraid of condis just role with it.
portal is not must unless you and your team know how to use it. but it helps with rotations either way if the enemy team has a thief
signet build – the main idea dmg buff through vulnerability
http://gw2skills.net/editor/?vhAQNAW8ensIClphVoBeoBMrhFYjiMAugcDN5upmrOYL2kF-TJRHwAm3fAZZgAXEAAPBAA
if the enemy team has only 1 necro you can go ahead with this one. more dmg and team dmg buff with vulnerability so the design if small fights 2v2 and 3v3
the signets give you distortion, reflect and condi cleanse. so use it wise base on situation.
it takes time to adjust but you will get the hang of it.
the cover condi will give the enemy harder times to cleanse so if you shatter good you will win much faster as your direct dmg and condi dmg will be buffed nicely
condirupt build – the main idea sieze and control
http://gw2skills.net/editor/?vhAQNAW8encfClphFpB2oBEgilTjiMAWggqeav2tFd7SqvD-TJRHwAAeCAILDE4iAYe/BA
this is another fun build design to control your enemies with cc and lots of it.
if you remember the powerbuild, cleanse are not mandatory but i put in mor just in case
even necro shouldnt be a problem with so much cc and rip boons so if you chain your cc combo right you should be fine.
this build design to handle and soften the ranger meta build and also play in a team fight 2v2 or 3v3 with boon removal and also guards (but remember blocks thus you have to watch for aegis and block abilities before you cc)
(you also wanna try delayed reactions trait…)
blind build
you know the concept
http://gw2skills.net/editor/?vhAQNAW8encfClphFpBeoBEgilZjqeX/1htMAqtcDd4ipiA-TJRHwAAeCAILDYe/hAXEAA
blind and share the confusion with gw and tot. works best with necro and minions and ranger if the pets close to him. also in small points as it much easier to group cc.
the problem with this build is the stability proccing so you have to w8 and time the cc wisely.
the blind really helpful in many situations especially in 1v1 versus melee classes (rev, warrior, theif)
hope you find it helpful
Dueling instead of Domination? That would kinda seem to kill the idea of the Signet build though?
I had a very hard time with Thieves in this otherwise fun build. The damage is very nice though. It was especially fun when I had a decent team where the damage output could really shine, but it was also quite difficult when in a poor team and pretty squishy overall in team fights.
i meant no signet build rather woe blink mantra and soi with dueling line so instead of distortion and reflect you have blind to support you little bit
yes 1v1 versus a thief is always hard (against good thieves)
in inspiration you have little bit of healing
with domination you have distortion which is less the the healing compare to sustain
with dueling it seems you have better sustain through blind so you can interfere with thief combo rotation
good thief will usually try to blind you to prevent the phantasm spawns and if pressure disengage and reengage later after couple of seconds
either way the moment you manage to do 2 shatter which hit he will disengage so either build may work
Can someone explain the shield 4 + jump thing…I really don’t get it…
If someone dodge the end of my shield 4 he will avoid my clone generation..but if I jump i generate it? why?
and if i jump and he does not evade then no clone ? why ?if you just use shield and your enemy attacks you and you block you create a phantasm
but if you blind, evaded than no phantasm like any other skill
because the shield create the phantasm after the end of the blocking its easy for some ppl to anticipate it and dodge it, blind it, evade, block itthus if you jump you create another action which delay the phantasm creation a little bit so if the evade, block ends before the action your phantasm will spawns (unless you blind)
so now the enemy had to think when to evade/dodge. does he waits for you to jump or not….
more useable in 1v1 as in team fights its easy to block
ty missiah..i understand that jumpingbcreates a delay…more clear for me….but then if i jump and thebennemy does not evade at all…i still create a phantzsm …right ?
yes
so far boring map. nothing to do with its all hugeness around which is useless
small cap points which are closer to each other again not making use of this map area and range
buff which usually needs to ignore if you hold the mid point and another.
not many place to teleport for mesmer with PR . only blink and also we see bridges , pillars and all not accessible
if you look for some old and new coliseum movie you could see
1. animals which attacks anyone who get closer to them
2. unique weapon getting handed to the warriors to fight with
3. fight on pillars and the one who falls take dmg from arrows stuck in the surface
4. chain ppl
5. flower handed to the winners by lovely ladies and the king
Can someone explain the shield 4 + jump thing…I really don’t get it…
If someone dodge the end of my shield 4 he will avoid my clone generation..but if I jump i generate it? why?
and if i jump and he does not evade then no clone ? why ?
if you just use shield and your enemy attacks you and you block you create a phantasm
but if you blind, evaded than no phantasm like any other skill
because the shield create the phantasm after the end of the blocking its easy for some ppl to anticipate it and dodge it, blind it, evade, block it
thus if you jump you create another action which delay the phantasm creation a little bit so if the evade, block ends before the action your phantasm will spawns (unless you blind)
so now the enemy had to think when to evade/dodge. does he waits for you to jump or not….
more useable in 1v1 as in team fights its easy to block
maybe if they add bonus points to the team who have the buff but also give points if the other team manage to kill the person who took the buff …. it will drove off point the teams
here is the video of woe+cs after cast trick
thanks guys and helseth
remove the capture point from the side and make only mid point
create 2 flags red and blue
the flag has unique skills set
dropping the flag make it unuseable for 10 sec
the winning team it the one who manage to get more seconds holding the flag
for every 20 second holding a flag inside the cap point you gain bonus 25 points
the flag has 5 skills
1 AA doing cripple vulnerability and bleeding
2 aoe dmg – 15 sec cd
3 block for 2 sec – 15 sec cd
4 remove 3 conditions from allies around you – 25 sec cd
5 buffing your team dmg for 5 sec by 25% – 45 sec cd
this will give you more builds diversity and unique team composition
much safer approach is with dueling line as blind give you more safer dueling ability
My concern is the lack of portal. This would work fine in SoloQ, but with coordinated teams, I can’t see not using portal being viable. I suppose you could replace Signet of Illusions with it. Signet of Midnight I think would have more use with its shorter CD and stunbreaking ability.
you right but how many coordinated groups are out there to use your portal and use any portal strategy … common…
only groups who train together might use it
I would say a group that trains together is coordinated! :P
But yeah, of course portal is useless with an uncoordinated group, including uncoordinated premades. But which signet would you replace for portal?
Also, I think stun on dazing is a better trait. Only one stack of vuln per illusion is just not enough. But with the other trait, you have increased stun duration, and the first daze of Chaos Storms will likely be a stun on an unlucky foe! Plus Diversion stunning is also handy.
I like the thinking of this build. It works with condi just as well as power with all the vulnerability stacking, and Mind Wrack hits pretty kitten hard too. It also have some condition cleansing. It would certainly take more skill overall to play though because of the lack of the PD and no healing and condition cleansing on shatters. Have you tried it in ranked or with a premade?
so far mostly soloq ranked or unranked with 3 allies.
is i see 2 necros i would change to healing well and mantra to cleanse and sometime even dueling over domination for more blind and confusion . as in solo q is bit hard to get help from your friends who leave you in 1v2 situations or not +1 in 1v1the biggest part in most part i am the stomper as i got blind and distortion oh demand
also the vulnerability stack up very quickly so the dmg of my team is 25% strongeri had 1v1 versus DH and thief came to help me . i saw the thief using basilik and use the f2+f3 combo to stack vulnerability. the guard was down in 2 sec from the thief. and cc chain by me .
Good point on the vulnerability. It doesn’t just increase my own damage.
Have you tried Signet of Domination? I don’t really think it’s better than Illusions, but with Confounding Suggestions, it’s a 3.75 second stun with only a .25 second cast time! It’s a pretty big drop in sustain though without the Distortion reset. On the other hand, it ties in better with CS. You can do that nearly 4 second stun twice in a row!
dont forget i drop insp line so have much less sustain. the dom signet is nice but you got shield and f3 to cc when you need it. so i need to be more bursty when i can to put the enemy on defense so soi is much better as it recharge also my offense shatters.
thief will make you hard time and sod wont help much and shatter much more cause just 2 confusion, torment vul cripple on them and they reset themself giving you time …
got it thanks
manage to do so but its so tricky and fast well of eternity is 0.25 cast. so not always it happening so during fight manage only once
My concern is the lack of portal. This would work fine in SoloQ, but with coordinated teams, I can’t see not using portal being viable. I suppose you could replace Signet of Illusions with it. Signet of Midnight I think would have more use with its shorter CD and stunbreaking ability.
you right but how many coordinated groups are out there to use your portal and use any portal strategy … common…
only groups who train together might use it
I would say a group that trains together is coordinated! :P
But yeah, of course portal is useless with an uncoordinated group, including uncoordinated premades. But which signet would you replace for portal?
Also, I think stun on dazing is a better trait. Only one stack of vuln per illusion is just not enough. But with the other trait, you have increased stun duration, and the first daze of Chaos Storms will likely be a stun on an unlucky foe! Plus Diversion stunning is also handy.
I like the thinking of this build. It works with condi just as well as power with all the vulnerability stacking, and Mind Wrack hits pretty kitten hard too. It also have some condition cleansing. It would certainly take more skill overall to play though because of the lack of the PD and no healing and condition cleansing on shatters. Have you tried it in ranked or with a premade?
so far mostly soloq ranked or unranked with 3 allies.
is i see 2 necros i would change to healing well and mantra to cleanse and sometime even dueling over domination for more blind and confusion . as in solo q is bit hard to get help from your friends who leave you in 1v2 situations or not +1 in 1v1
the biggest part in most part i am the stomper as i got blind and distortion oh demand
also the vulnerability stack up very quickly so the dmg of my team is 25% stronger
i had 1v1 versus DH and thief came to help me . i saw the thief using basilik and use the f2+f3 combo to stack vulnerability. the guard was down in 2 sec from the thief. and cc chain by me .
That’s basicly how you do the common quickness rotation. You don’t cast CS before the first skill, you cast it during the aftercast of Time Warp / Well of Recall, so you extrend the CS duration by the cast time duration of said skill.
The full double heal is neat though.
how you manage to do it as the cast time is 0.5 sec . when is the aftercast exactly?
i am getting only the second healing part and not the first one as i am back in time to lower health
(edited by messiah.1908)
but what does it means what he saying
he used moa+blink+F5 to reduce the after cast . but i didnt notice anything
if i use moa and weapon stow i cancel the moa and not the after cast
same with healing skillcheck his vid and tell me what am i missing
No what he did was cast CS while in moa aftercast which meant it counted the moa as if it was cast in CS. If you slow down the video you will see the golem turns into a moa, the signet appears above his head, then he hits CS so it goes on cool down during CS. When he comes out of CS he has Moa again.
The point behind that is people see CS and think “Ah he’s going to moa me, I’ll dodge!” but this trick moas the target then CS mote appears during aftercast when they are already a Moa.
No idea what he’s talking about with the heal though.
ok thanks but thats what i do always mostly. probably that’s why i didnt get him
i cast moa than CS before it ends when i see the signet sign . only done if i have no illusion mainly for fast moa while the enemy aint rdy for it.
regarding the healing . its 0.5 sec how can you do 0.45 sec CS after cast to get the full 2 ticks… i have never manage to do so.
My concern is the lack of portal. This would work fine in SoloQ, but with coordinated teams, I can’t see not using portal being viable. I suppose you could replace Signet of Illusions with it. Signet of Midnight I think would have more use with its shorter CD and stunbreaking ability.
you right but how many coordinated groups are out there to use your portal and use any portal strategy … common…
only groups who train together might use it
but what does it means what he saying
he used moa+blink+F5 to reduce the after cast . but i didnt notice anything
if i use moa and weapon stow i cancel the moa and not the after cast
same with healing skill
check his vid and tell me what am i missing
for me it still the same beside the crowed
if it was real Colosseum every 2 min new few weapons would respawn giving the players who hold them unique skills for 30 sec
also this map favor the thief sb which is nice . wish you could open more locations to reach like fight on pillars, etc…
other than that still burst the enemy spawn
It’s kind of funny. Forum complains that esl is burst meta and that is boring and it also complains that soloq is bunker meta and fighting dh, druids and engis is no fun
now you see the problem?
elite players dont need bunker comp to win as they have communication, good skills and know how and when to burst
pugs dont have it so they play it safer
we complain about them both cause we dont have counter builds
assume i play with pugs and i see DH i will change to rev (how many does it – none in pugs)
assume i see druid … there is hardly good counter to it or engi the same
now if there were good counter builds which create diversity you would see more good fights
i dont know if you saw helseth youtube about mesmer tricks
he talked about the shield block phantasm spawns. when you jump it spawn bit later
so if the enemy dodge usually the phantasm wont dodge but if you jump it can spawn bit later
so now players have to think how to counter it. should i w8 for the mesmer to jump and than dodge or not. mind fights
more diversity more mind game more options more fun fights and entertaining ones
helesth talked about it on youtube
he said you can get doable healing with F5 with aftercast canceling she aftercast
if i cancel the skill its get 4 sec cd so i wont benefit the healing with F5
what am i doing worng?
also i wrote boring ESL not the worst ESL
lol actually you wrote “worst boring” so i think its a good way to talk about both.
which mean that bunker meta by me is less boring (but still boring) the burst meta as you can see some flips , good skills and not just BAM BAM kill.
anet can make it better by creating build diversity which counter other build
lets say you can build mesmer to condi, power or powerlock
no the enemy team see a mesmer but dont know how to react to him
so each play must now to be better to know hot to handle a power mesmer or condi mesmer or powerlock mesmer
but now if you see a mesmer you know for sure its condi and know which build exactly – boring
you miss the element of surprise we saw like tcg took GS carrion warrior
also if druid has no counter it will become boring cause you cannot do good rotation against him
lets assume warrior is counter to condi mesmer. if you send them to 1v1 the mesmer will ned help and now you starting to have rotation game. you will nedd a thief or rev or ranger to support and so on
now we have only 4v4 2v2 3v3 and the team which kill necro first and stomp it wins …. boring
thanks to you all
so far this build works nice duel and team fight
down side other mesmer with inspiration they just sustain better most of the time
most of my fight my direct dmg is higher from the condi dmg… weird or the enemy has better cleanse than block…
i start to feel that insp line is not mandatory if you know your limits
also i wrote boring ESL not the worst ESL
yes it as fun but boring and as helseth said EASY
burst boring meta and the one who burst first mostly winsAnd to think not long ago it was
“Bunker boring meta. No one dies!”
Can’t please everyone I guess.
its not about pleasing . i also didnt like the bunker mesmer meta or the ele meta
but when you have a game which design to burst ppl fast to win without any consideration or rotations at all anet needs to look for it
is seems that the fights design more to the courtyard and not conquest. you can actually see teams wait on the gate of the enemy to respawns. common
and even if the enemy had 2 cap it didnt matter as lets kill 3 of them and decap it later as killing is more rewarding than capping
i saw some rotation where one team had 2 point and leave it to try to kill the other team instead on staying on the point. is means something. they gave more meaning to fighting than holding the cap… which means more bursty meta
this is why i said boring . cause anything else isnt important now
you cannot send 1 guy the bunker a point so the enemy have to think should i spend 2v1 or try to go someplace else. so you end with skirmish fights which more appropriate to the courtyard map
if anet is reading i have the perfect easy solution
do 3 fights
1. conquest design
2. courtyard design
3. new design map (you introduce and we have to w8 and see)
than you can surly stay with what ever builds and group will have to adjust the builds according to the map role.
so bunker can be buffed little to fit in the conquest map and so on
not at all
i remember tactics and rotations etc..now it all about pure dmg 4v1 mainly the necro or moa ranger fast
no, you must of missed alot of the 1 vs 1 that turned into 2 vs 2. Like NL vs TCG in the kylo map. You see kitten run off to decap cap far and Rom is in a full 3 vs 3 and he leaves the fight to run to where kitten is. With a player from mid going to where rom was since that mid fight is where kitten just left from.
It had maybe 5 sec of air time before they started talking about the fight. These are huge rotations and adjustments in game for fights. There are alot of these movements happening alot and most of the people watching dont see it.
These are still the same teams from previous big events, the same players who dominated solo que and the same players who have put more time into PvP then most of us have done all game.
Literally nothing different here from previous events other then of course a new meta which IMO is the worst meta other then season 1 and maybe the D/D god era. These games are being played like chess, moving players to not only win this upcoming fight but to hold it and win the next fight and hold that point without giving anything up.
i dont say there is no tactic at all but most of fight were like this
every one start with stealth stacking
target necro and 4v1 burst
try to kill more or disengage
if you manage to kill more than wait on their respawn and kill them 1 by 1 (hot join) denial ele for example who port back but walk down and got killed
almost no comeback fights as we used to see this season (maybe only 1 or 2)
ele moving only with group so mainly druid doing rotation which where i needed to heal
yes it as fun but boring and as helseth said EASY
burst boring meta and the one who burst first mostly wins
not at all
i remember tactics and rotations etc..
now it all about pure dmg 4v1 mainly the necro or moa ranger fast
for me i was like watching a hot join fights
the first team who kill the necro wins and can stand near the enemy spawn
no rotation game at all (most of the time to be exact)
only burst dmg 4vnecro
do they need stealth ? no worry they dont need a thief they have ranger and engi
your thoughts?
Host: “How was it?”
Helseth: “My view of GW2 has totally changed (Emphesis: For the better)”
Helseth: “It was easy.”
The Take Away
- When the game was hard, when Helseth lost, the game was trash
- When Helseth had an easy time, it’s the greatest game ever!
XD
~What you saw on the stream
Mark: 7:46:50
What were you expecting
He now get paid for winning do you want him to pee to the well he is drinking from
the only problem is condi mesmer and necro if i go 1v1 on them
necro is doable via moa and dodge the marks and block the scepter at the right moment
all the power build are ok as you dont need much condi cleanse thus the 25 vulnerability adds up especially in group fight
sure signet is not mandatory but with out them and domination line you must take mantra so cleanse our disenchanter so you can go with the well healing blink mantra and soi or portal.
the signets gives me more way to stomp with the blind and distortion and another stunkbreak
if you being burst from conditions the only viable way to cleanse is to use F5 with all the signets …. clunky but doable
will continue to explore ….
i use to play with this concept long ago and its nice especially the CPC utility
death magic line offer you only 10% dmg reduction mainly combine with another 10% if chill. but other trait are subpar as you got no minions out side of elite and 1 utility which you cant command to explode on the right moment . so they can be juke around like disengage and they follow the enemy who teleport to you till they come.
you dont have much condi cleanse only with 1 signet and healing skill which is easy to cc
thus i would drop spite and take curses for another condi cleanse and more bleed stacks or soul for more defense with protection and life force abilities
also you marks are now blockable so no 1v1 for you pretty much
watch you video and you hardly did that much poison stacking versus other necro builds so why to focus only on 1 condition where necro got almost all of them to stack around …..
take stun break…
there is no tactic how to rotate
there is some strategy to follow by
first your class and role – stick with it no matter what. if you are a thief you +1 and rotate to decap or cap. try not to go on even match unless you know you can down fast. try to juke about your location with stealth
if you druid try to hold 1 point even in 1v2 home or far, on mid help with res and bit healing or hold mid if your team change rotations
and so on
now for opening rotation. usually most group send 4 to mid and 1 to home . so try to use it for your advantage. if you think your group had better dmg and cc to kill fast on mid do so. if the enemy team had better sustain on mid send 3 on far for fast kill… and so on
dont try to overextend when you see that your team cannot decap mid. send couple to far and some on mid to prolong the fight while you decap or cap far
dont send support to fight with other sustain or support. always dmg dealer should fight with those. so if dmg dealer come to +1 and you are sustain switch with him if the enemy team also has the same sustain and support and you needed else where
i tried to do video tutorial about rotations but it last 1 hour as there are about 8 team fight variations and about 8 map rotations
so i had fun time with power signet build but atm the condi variation is just too good atm
so this is the build i am testing with very good success.
http://gw2skills.net/editor/?vhAQNAW8ensIClphVoBeoBMrhFYjqOYL2klMAugcDN5upmD-TJRHwAAeCABuIAILDYe/BA
the main difference is domination versus inspiration
i lose all the defense with condi cleanse and get more vulnerability and condi cover combine with distortion , blind, reflect, and phantasms recharge utilities
tutorial video will be up soon and also 2 unranked fights
tutorial
https://www.youtube.com/watch?v=QTZdBeC9ZSg&feature=youtu.be
unranked
https://www.youtube.com/watch?v=JyuVKFWkIBQ&feature=youtu.be
fyi i did so many mistakes with combos and skills deactivation but still manage to do good
also new baby come to our life this week
(edited by messiah.1908)
The counter to DH, particularly medi trapper is power rev.
i would like to mention warrior counters dh fairly well also. if you play around the traps and blocks and his team doesnt outnumber you. ill wreck a single dh all day on my power warrior. as ive always agreed stacking is the issue. moreso with gaurdian than any other class atm
if you fight long enough that his team come to help or if you didnt manage to decap his point than you are not counter his build
pu mesmer can counter all build mostly but it will take him one day to kill someone….
the problem with some classes and build is that they dont have a unique counter
mesmer counter rev
thief counter mes
thief counter rev
guard counter thief
etc…
dh has no unique counter same as druid most fight if they want is stalemate fights
engi used to be stalemate due to its passiveness traits.
ele used to be stalemate and now it balance (but have no other builds to play with)
now if there was a counter to DH you would see ppl changing to it when they face one or four
this is the problem
Let players put positivism into the game. Encourage that behaviour. How?
1. In PvP matches when they end let teams pick an MVP based on healing/rezzing, point protection things that are crucial to a game.
2. Let players spend the points they gain from their teammates on something special that is hard to get. Or, give an extra pip= 10 teammate commendations.
3. A title or grading system that also gave you some type of reward, that let people know you were a distinguished helpful player. Either from teammate positive commendations or from good deeds done across tyria.
Just a thought but trying to incorporate something like this across the board in every aspect of the game from PvP to PVE would be instrumental in giving the community a boost.
nice ideas but hard to implement
mpv system – if ppl are grouping together they probably honor each other so it can get to be abuse system. the game must choose mpv. and it already do so by giving us the final statistics and combat.
all its needs to do is to publish it to the other 9 players and maybe add few more statistics to know who….
who play the better defense – add also the times you were killed
who play the better offense – add the times you kill
who play the better support – add the times you ress
each top category will yield a point . when you gain 10 points you gain a pip. thus even when you losing you can gain a pip as long as you play well
u really think so…
this thief hit him from stealth and didnt revealed
also the stealth duration is longer and the dmg from steal is much higher
lol
first as said before its a cap game thus the trap is a winning
thief has trap and also ranger ? why they dont use them – cause its useless for thief and semi useless to ranger when you know he is condi….
for guard they play better role why is that?
is it thier dmg? maybe bit too much?!
is it their sustain from blocks?! blocks hardly change beside the trap which was added as a trait and utility
is it their health?! F2 now heal about 6k? and also twice with RF combine with trap heal for another 10k and 2k fro trait with low cd
i think the dmg part is ok also from symbols.
i think the block is ok too. maybe hunter determination needs some nerf to do only stunbreak and stability for shorter duration
the healing scale needs to tune down . virtue of resolve gave 2.4k healing but with wings of resolve is doubled to 5.1k why???
the trap heal is 7.5k common must to too high so need to tune down to 5k to be total of 7k healing (like most classes with mender amulet)
the problem with tutorial is it dont teach you rotation, which class you can fight, when to do 1v1 or 2v2 or +1 or 1v2 , when to die and where to die, which combo to use, when to cc lock, when to burst, when to res or just cleave, and many more
we need the community to help itself by better players
to do so we need to give them something back for their time, patient, knowledge etc…
like in pve the is a special tag you can give something to pvp along side armor, weapon, mini pet, title and gold
i used to do lots of teaching from ppl who address me . i by no mean skillful player but i know somethings about pvp, builds, rotation etc…
to see nube becoming better and thanks you later when he reached legendary…
just an idea about death penalty
when you get killed you lose 5% from you amulet state. you get it back when you kill an enemy
it will give more meaning to res allies and help them kill an enemy to get back the 5% so smarter rotation will be needed
Rangers have been the most neglected class in the game since launch. In the past the only attention they received from Anet was NERF’s. Now that people just cant face roll rangers (druids), it’s all QQ. There really is no OP class at the moment, just a few OP skills which most classes have, all of which can be countered if you know the mechanics. As it has been said before, it’s just a learn to play issue.
I’m sorry but rangers have always been top tier in 1v1’s. The problem is in PvP they were having issues during conquest game modes. Instead of helping the class excel in conquest they completely over tuned the 1v1 capability along with giving them the healer role in group fights.
Ranger is a lower skill class that performs too well for what the player has to put in. DH, Scrapper, and Warrior are also in this boat tbh, but this thread is about Druids.
I would personally tie pet damage stats to the actual ranger, and shave 20% off base pet damage. This will make it so if you want your pet to hit hard you have to build glass, but still stop the insane pet burst. I would then remove all stealth from the class with exception to the smoke scale smoke field. Top it all off with a nice nerf to Staff #1 damage.
There fixed.
+1
Thanks for the feedback, everyone.
This thread has responses pointing out issues in the current iteration of leagues and using those flaws as reasons why a rating and point (pip) system cannot both be used in tandem as I suggested in my original response. The issues mentioned include restrictive matchmaking based on pips, small tier sizes creating a large sense of loss when dropping pips, and a lack of prestige because of win streaks and rating-based matchmaking.
With that said, I’d like to clarify my original comment regarding using both pips and MMR. Our goals for leagues are still the same: create opportunities for skill-based prestige, give rewards for effort, and keep a low barrier to entry. We’ve tried to hit these goals with different iterations of a catch-all pip system; each emphasizing a different goal at the expense of the others. Pips are an easy to understand system for delivering rewards, but we understand that rating is a more accurate display of skill. We are now looking at how we can leverage the strengths of these systems individually to better succeed at reaching all of our goals. Both pips and rating can be used within the system if they are focused on solving specific problems – not all of them.
if you want both system to work together you must need the pip system to be measured by self score and not team win/lose. only than you can combine mmr and self score
what is self score ?
no matter if you win or lose the base point you get is by your score you did . if you win you get more score and if you lose you get less score but either way you get some advance
like
self score and win = 2 pip
self score and lose = 0 pip
no self score and win = 1 pip
no self score and lose = -1 pip
self score should be by your role /class/build
so if thief didnt do much dmg he didnt do good etc…
It’s not only teaching rather also playing with better players see them talk to them
I had few experience with top players
One yell at me when I did mistakes while other were patient and nice
But playing with them give much more experience compare to watching videos
I think it is a good idea. Honestly the hot join is the best place to “teach” the game so no one needs to worry about tanking their precious MMR. You have a lot more uptime there between fights. People can observe, and provide feedback. Depending on the options, you can change your builds around quickly in the middle of a match to experiment. Right now, there is a crude system that could work, but all the incentives in the game are for winning tournaments, not spreading the word on how to play the game.
Incentives for maintaining a popular hot join server would be a start, better advertising for it in game, maybe even links to guild twitch/youtube channels that broadcast coaching sessions/camps.
cool idea hot join dont effect mmr
so now anet needs just to publish our mmr rating so ppl can group up together and provide to the top MMR incentives to play with low MMR
the problem is the holy trinity
when non healer build is around you have to make every class sustainable in unique way
DH have F2 and heal well which give too much sustain. the block is the unique way to sustain not the heal part
DRUID have good skills rotation to sustain and disengage (even some pro thief said they shouldnt run after ranger…) so some few cd adjustment need to be made and maybe pet dmg (buff the old ones and nerf the new ones)
thief hardly use stealth rather dodges now but this is the unique part
engi the same in good spot just the easy might stacking need tune down a bit as it got nice passive trait proc and defense modes so easy sustain while doing good dmg
rev and mesmer in semi good spot – no build diversity at all. rev is power mesmer is condi.
necro – has always suffer from the need to have babysitting on the form of ele which now has gone
ele and necro need more build diversity and necro little bit more self sustain
ele cant play power build as it too squishy so the squishier you are you need better burst fast dmg which can be problematic OP
We need better “group” / “guild” / “teams” incentives to what we have right now. (guild leaderboard is trash, having a chance to pro league through it is not enough for most spvp players)
On big problem we have with many spvp guild is leader do guild to go Legend, then drop the game to play other things. The guild with 12-15 players got shafted out of it, they help him got Legend but he is not helping back those around.
So your system could give them incentives to stay and play. But… not many high mmr players will rekt their mmr for the sake of others TEAM to learn.
I had done that many times myself, to my own sake. I did “sacrifice” some MMR to players who stop playing a long time ago. So… yes, we need more system to actually have good goals for a spvp guild to matter more than 1 season.
To make it happen, i think a “teacher” should click a button “Teach” that those games will not affected his MMR and will not give him any “normal queue” rewards. (so he can’t game mmr immunity with it) A teacher / coach reward system could be created to let people have incentives to do that.
The thing is, most Mentor/Coach/Teacher will simply roll F2P account to help newbies around. So no impact on MMR.
It’s hard when you are ranked 300 on the board (pre-2015 one) to enter a group at 80%, because your 300 is compute giving that 80% team… team in the 800-500 bracket.
Not sure if that make sense, but I agree that we need more “incentives” to play spvp in team or guild.
you right it may effect high ppl mmr if they lose . also new f2p account wont help as they wont have high mmr yet.
so we need to design a match role which wont effect high mmr ppl while group up with low mmr ppl. by grouping up i mean actually group up with them before fight and not randomaly by the matchmaking system
sure player may abuse it what for what cause? to get other higher mmr. this is the point
to play without losing mmr with low ppl what is the point ….
There’s a whole lot more toxic communities out there, GW2 is a breath of fresh air in comparison :p
As much as I would love a new wardrobe, what you’re suggesting isn’t very realistic. In part that your suggestion would have to be a ‘voting’ system for any one player to receive acknowledgement that they “helped” another playet. That type system can be easily abused by friends and large guilds.
Apart from the competitive aspect and complaints that comes with, I have yet to see a player not receive help when asked. I think that’s something this community does really well in.
i dont get you. if there are more toxic it mean anet cant do better?
you dont need any voting system just high mmr player to group up with low mmr ppl and play with them thats all. this way more ppl will have the chance to get higher mmr
sure it depands on them also to learn
you can abuse it as the matching is random and if you lose you wont get anything
i hardly seeing high ppl grouping with low mmr ppl
this is the main toxic ppl complain about but what if it give you the chance to achieve something by playing with low mmr ppl …
in real life if you want a better community the way to do it is by helping and inspiring others (at least one way)
in this game it can be achieved also
we lack scholars, teachers and if they are out there we dont know them
i am sure there are plenty of ppl who good at this game and willing to teach others
i want to know them, learn from them, acknowledge them and more
yes some top players put some videos and its nice
some even make tutorials and its better
but what if they also give lessons and play with you and teach you
so my idea if anet willing to take it is to give special icon of scholar in pvp system also a unique armor and weapons and money or diamonds for the time spending learning others
i think to be a top players is nice but to make other to be better is much nicer and harder
how you do it – this is the hard part
top MMR players who group up with low MMR players and win games
1 good player should group up with at least 3 low player to get the achievement
the problem players dont know their MMR this should be fixed either way if anet wants more players in pvp system
now to win the good player need to ping as it hard to carry with out doing nothing or just winning 1v1.
is this secure a learning curve by the low mmr players – not necessarily as high mmr player can take 1v2 while the other 3 low mmr will fight on other location but if the team win at least i hope it will show them some rotation, targeting, focusing and more. and for sure low mmr need to want to learn and not just being carry as the win itself dont get them anything special
now assuming anet take this challenge and make it so
if we wont see much icons around we know we have bad community and bad design game and idea
but i am sure we dont thus we gonna see many out there which will show everyone how this community is so wonderful