Highest ranked reached 28 soloq
Isle of Janthir
Op I found this enjoyable to read.
Plz Be sure to send notifications to players after a lose that they can still get better MMR even if they lose. If they dont know how it works they will still give up in the middle of the fight thinking its either win or lose when its not since the points u have at the end of the match matters even if u lose
We can also help by just informing players via map chat when we are in Hotm.
Short version
Swap profs before match starts (2 min.) = good
Swap profs during the match = bad
Punish leavers who leave the match = good
1 sec. Dc (and people can come back fast) = -3 ladder points + dishonor buff always = very bad
This^^
If you DC and reconnect immediately and your team wins I don’t see why you should have a loss on your record.
Dishonor isn’t really a big deal, its the auto loss that is the issue. Lately there has been an increase in server lag and dcs. All I am saying is if you DC but reconnect quickly and your team wins you shouldn’t have a loss on your record.
Your current timeout is now inside the PvP panel, and players are warned with exactly how long their timeout will be when they try to decline or leave a match.
Is dishonored now changed in any sense, so for example that you don’t need 3 stacks of it that it really punishes you?
So how exactly would it play out if we say you get a dc, and in the game after that you get another one and so on. How is the scala?There is no ‘3 strikes and you’re out’ anymore. The timeouts all happen immediately, they just get longer each time. Your first match disconnect is about a 15 minute timeout. If you disconnect immediately a second time, the timeout is about 45 minutes. However the more time between disconnects, the less harsh the timeout will be because the dishonor is slowly wearing off in the background. If you consistently leave back to back at every opportunity, the timeouts can get very extreme.
Evan, this seems a little on the harsh side. If you disconnect in the middle of a match, that means that, after the match is over, you won’t be able to queue for another match immediately. Think about who this is punishing: it’s not just the player who disconnected, but his 4 teammates, who’ll have to queue up without him or wait around for his dishonour to expire!
Let’s face it, in the past few months the connectivity quality of this game has gone down. It’s not as bad as it was in September, when it was practically unplayable for several weeks, but it’s still worse than it was last year or 2 years ago. Making the punishments for disconnecting harsher when your servers have become less reliable seems like a very ill-advised move!
Why not have a short grace period like you do now? If you rejoin within, say, 2 minutes, no dishonour is applied. Surely that will sift out most of the accidental disconnects, while ensuring that the ragequitters are still punished?
.This^^people are still getting random dc while there is not issue with there net. Also if one reconnects and still wins I really dont think you should get a loss.
I dont not agree with this, given how many players get dc for no reason. I think if you come back with in 2mins you should not get a dishonor. Esp if your teams still ends up winning the match.
From what I have read so far if you que solo and lose to a premade it won’t effect your rating much. Though if pug team beats premade they get more rating for the win.
The Glorious Hero’s Armor is a skill-based reward. I’d wager that the players who top the ladders are all skilled players in some regard.
If you don’t think they are, you have until Dec 2 to knock them out of the top 20.
Just for some clarification if we are top 20 at the time of the update we will get the reward?
With the PvP revamp announcement, I thought I’d necro this thread with a different suggestion – how about a sPvP fractal track that rewards pristine Fractal Relics and fractal relics?
I would play the heck out of sPvP if it meant that I could get pristine relics without needing to set foot into FotM and deal with those kitten-ing, kitten-y jumping puzzles.
Nope no way, it that was to happen no one would every do fractals again.
The first of the official blogs is now out:
https://www.guildwars2.com/en/news/announcing-improvements-to-pvp-and-the-ladder-test-season/
It might fall short of what many are expecting but I for one am looking for to the improvements, thank you.
Full condi guardian. Er, I mean- Anet is advocating for it, so it must be a real thing, right?
Condi guards are actually quite scary I’d rather vs a medi guard.
There are lots of option you can make work for celestial engi in wvw its really cool.
In all videos I are running celestial armor
1. Krait
https://www.youtube.com/watch?v=OBhfkJ1J3MY
2. Traveler
https://www.youtube.com/watch?v=vyXEr-C65g8
3. Melandura, Traveler and Vampirism(lol)
https://www.youtube.com/watch?v=khFMcw2guIs
You could also go Balthaza, Fire, Perplex, Nightmare, Monk, water, Undead, Pirate, Strength, Hoelbrak, Flame Legion I could go on and on I have done some many combos and so many things work great. Just really depends what role you want to excel at. Making new builds and set ups is really enjoyable, only due lack of time I have stopped doing it.
Its a great idea, btw your link is broken.
Gtfo! refuge has cast time, thief can be knock/pull out of it. Its also an indication of where you need to place aoe to kill said thief. The skill is fine.
At this point the only really must have is dd ele after that all other profs are worth considering.
Ele vs Necro is even, just like Ele vs Engi is pretty even too. But engi hard counters everbody else after that. We have 8 profession, you only get hard counter by 1(necro). So you see, it is a good thing to point out regarding how OP the engi is. He’s able to hard counter everybody else except Necro. Perma swiftness, Supply crate, Gear shield 16 sec cd traited + exilir S, 5 sec stealth, IP, balthazar runes, strength runes, celestial Amulet. Best 2v1 class in the game, gets away with so much crap. So yes overpowered by a lot.
Actually engi has multiple hard counters and some soft ones. SF ele and necro hard counters, condition ranger is pretty good soft counter. All those evades +high condi burst with wolf fear and multiple immob options make them a pain to deal with.
Then you have specs that can have 50/50 chance celest else dd or staff. Celest might bow/x wars can do alright though odds are a bit towards engi in straight up 1v1, but wars are just as impactful in team fights.
Also I could easily argue that a mes+thief comp is stronger than double engine comp. Lots of hyperbole in this thread.
Also running a condition build or Celestial hybrid can give engi a very hard time.
From pve perspective it easier to get ele dps rotations off. In spvp they both provide a variety of builds. Ele has dd celest, staff celest bunker/support, sf zerker burst. Engi has rabid condi p/x or celest rifle/nades.
Engi has successful condi build for pvp though ele has less weakness when compared to engi. Both are great classes, its kinda hard to get an unbiased opinion when posting in a class specific forum. Better off just choosing which one you enjoy the most.
I am getting some good laughs from this thread.
Op when I am on my engi sometime necros can make me wanna cry as well.
http://m.youtube.com/watch?v=jxnsNysvq9w
http://m.youtube.com/watch?v=4Jc8WeRStOc
I also run them with hoelbrak
Can someone summize the show please.
Sorry necro is busy eating engis souls
Add sf ele and condi ranger to that list. Ele dd is still considerable stronger with more group support, more mobility, more heals, more stun breaks, stability, more condi cleanse and better might stacking ability when compared to engi meta builds.
What if you stealth as a thief? Being that thieves only have teleports and stealth, I don’t think they should be disabled since it is the most effective roaming class and would be widely popular for this. Just make the orb re appear when you exit stealth.
The orb is used in spirit watch in spvp and no one can stealth when carrying the orb, it works that way.
Celest rifle or ps engi with TK, GK and Elixir S has good offense but has one stun break on 60sec cd and almost no condition removal. Its survivability is not on same level as ele and without fire fields its doesn’t stack might like an ele either.
It also has counters Necro, sf Ele, and freaking sb d/x condition ranger are good against them aswell. Also I am starting to see condition mesmers doing quite well against them since the buff to torment on shatter.
S/D thief vs. Elementalist
Thief vs. Mesmer
Power Ranger vs. Mesmer
Med Guard vs. Warrior
Diamond Skin Elementalist vs. All pure condition builds.
Necromancer vs. Engineer
Necromancer vs. Elementalist
Moa Morph Mesmer vs. Minion Master Necromancer
Staff Elementalist vs. Turret Engineer.
Stunlock Mesmer/Warrior vs. Necromancer
Bunker/Condi Ranger vs. ThiefThese are just my opinion, but I always feel like I’m at the advantage if I’m playing in these situations. :P (or disadvantage if I’m the one on the right)
This pretty much cover it though I disagree about stun lock wars and mesmer countering necro. Sure they could win but in 1v1 nothing really counters necro.
I would also add sf ele vs engi or any class that is really heavily dependent on projectiles.
(edited by vincecontix.1264)
Well you’re wrong already
Med Guard does not counter the entire thief class and all the thief builds
Condi Thief > Medi GuardThe best S/D thieves beat medi guards also
In a duel or in a spvp match? Between medi guard and condi thief in spvp its about even. Though a medi guard is much more useful.
One word:
Hackers
“In the November 1st, 2012 update Orbs were removed from the game, due to hacking and balance issues.”
As long as the hacking issues remain, they will never implement something like this again, I’m pretty sure.
Don’t get me wrong, I’d love such mechanics, but yeah, what can you do.
Though surely hackers can just be banned? As long as players have definitive proof (video footage) I am sure they will get banned.
Since the orb event cant be trigger by a server with a larger lead it was never my intention to have the server trying to stop the orb get anything, other than stop the event. Though your idea sounds good aswell it would really encourage team to fight aslong as possible.
I was just thinking as a fight-oriented player (PPT is well.. most of the wvw players don’t care about it already, as it’s purely based on coverage.. ), so you have to make some gain for the 1st server beside PPT ^^
But it’s just theorycraft as anet will not implement anything.. Even the old Orb would be nice at this point imo if they could spare some GM’s to Hammerstun the "skilled" players.
Yea I understand what your saying, I am hoping maybe this will give Anet some ideas.
The basic idea is bring orb from south spawn to north place of power while holding atlest one of the ruins at all times. The parameters beyond that could be anytning.
Good point how about instead enemy team has to retake the orb and hold it for 5-10min? This would give room for more counter play even if you lose or you can take it back and vice versa. Could also encourage open field fights away from structures.
Capture The Flag style?
f.e. if you kill the carrier the orb got dropped, you can pick it up only outside of combat (so only the blob-winner can move it again), but to win the event you have to take it to *your* "point" (so the closer you’re to the enemy’s point the greater the risk they will win)
And some reward for it, be it PPT or something else.
Since the orb event cant be trigger by a server with to large lead it was never my intention to have the server trying to stop the orb get anything, other than stop the event. Though your idea sounds good aswell it would really encourage team to fight aslong as possible.
(edited by vincecontix.1264)
As long as it can create open-field fights without sieges, it’s good.
But if more numbers = enemy fail, it will not really affect the score.
(You have to kill the orb carrier to prevent them? Bring a 60 man blob there and he/she will be dead in 10 seconds.
You have to recap BL to prevent it? Bring 10-15 man to every BL point and you’ll get it.)Well this will be in addition to everything else that is going on so if you have to blob to stop the event, it leave room for your team to cap stuff. You might also have people build specifically to carry the orb and help support the orb carrier.
With siege disablers, the time spent on killing the carrier is not enough to cap a keep with ~5 player inside.
And any map jump force can spare ~5 min to kill the orb carrier every hour or soHealing stuff: The only way to outheal an 50 man blob is to blast waterfield all the way.. not impossible, but need coordination from eles and a lot hammer guards to blast it constantly ^^
Good point how about instead enemy team has to retake the orb and hold it for 5-10min? This would give room for more counter play even if you lose or you can take it back and vice versa. Could also encourage open field fights away from structures.
As long as it can create open-field fights without sieges, it’s good.
But if more numbers = enemy fail, it will not really affect the score.
(You have to kill the orb carrier to prevent them? Bring a 60 man blob there and he/she will be dead in 10 seconds.
You have to recap BL to prevent it? Bring 10-15 man to every BL point and you’ll get it.)
Well this will be in addition to everything else that is going on so if you have to blob to stop the event, it leaves room for your team to cap stuff. You might also have people build specifically to carry the orb, a guard that is built just to survive is not easy to kill add other healers and support classes and it could tank for days.
Though it could be changed that the event doesn’t fail unless the enemy take the orb and holds it for an X amount of time. This might change things up, you might have people spec to be ultra tanky to carry/support orb or player spec ultra dps to kill the orb supporters.
(edited by vincecontix.1264)
Zerg the orb carrier = win
Oh, there is a zerg protecting orb carrier? Ok, we zerg their structures then while they carry the orb = win
Conclusion: Zerging still wins.
Well the orb carrier need supplies to move so camps could be fortified with siege and traps. Also if the zerg loses all blood lust caps the event will also fail a skill havoc group or roamer could take back all the ruins to stop event.
Since the orb is visible to everyone you will have eyes on the zerg and can use tactics to stop them. Also maybe a stealth group of thiefs/mesmer could assassinate the orb carrier to stop the event. Many things can be done to stop the event since the person with the orb is visible to everyone. You can see the person with orb but the orb group doesn’t know what plans are being made to stop them.
Also the man power would have to be divided between holding all ruins and protecting the orb. so if you have all you zerg protecting the orb the enemy group can just go take ruins.
Moving at a reduced speed from one side of the map to there other while have to take detours to camp can take awhile so it wouldn’t be easy.
Leaderboards are a rough approximation, they are not highly accurate. But they are not ‘meaningless’. Find someone who is ranked high on the leaderboards, especially extremely high (top 25) and odds are they are a good player.
Remember the leaderboard rankings are based on MMR. Or elo, or glicko, or whichever way you want to call it.
Well if they have played a couple hundred of games and hold/float around the top yes they probably are good player. That is why to an extent the leader is a reflection of skill.
Plerplex runes isn’t the go to runes for most small man/havoc squads. They are great for solo roamer but they aren’t the only rune of choice. I have seen and heard lots are running Krait, Balthazar, Strength, Hoelbrak, traveler, Nightmare, Ranger Rune, Ogre, Pack, Mad King, Melandru, and Torment.
Every hour at your spawn in the enemy Border your can trigger an orb event by holding all blood lust caps. The event can not be trigger if you have a leader greater than 20k.
To complete the event you must run the orb from your spawn to the place of power. The orb carrier will run at a reduced speed and movement skill and ports will either be disable or drop the orb. Carring the orb uses up supplies so you will need to cap camps and resupply along the way. The orb will be visible to all players on the map friendlies and enemies alike.
To stop the event the enemy must retake the orb and hold it for an X amout of time(5min?). Should all bloodlust caps be retaken the event will also fail. Upon completion of the event your can steal 1-3k points from the leading server. All that participated will get 1-2gold and a bonus chest.
Something like this would add another mechanic to the game and require team work on a large scale It would spit up the zerg and could make wvw a lot more fun. You need players to guard bloodlusts and you will need players to cap camps and protect the orb carrier. Also would give more of a reason for players to fight in the ruins
Edit: Extra rewards if you can complete the event while holding all bloods lusts and being outmanned.
So what does everyone think?
2nd Edit: Since people have made some good comment about it being to easy to kill the orb carrier to stop the event. How about the enemy team has to retake the orb and hold it for an X amount of time (5mins?). This would encourage some counter play and encourage open field fights.
(edited by vincecontix.1264)
Definitely tanky hammer warrior in WvW… My warrior is full ascended nomads and with food, sharpening stone, wvw buffs, and sigil stacks, he ends up at-
Power- 2100
Health- 30k
Healing- 772
Armor- 4kI had a Warrior Hundred blade me for 1k and a thief hit me for ZERO on four consecutive attacks…
Take all of that and throw in he is a CC machine and I deliver tail whuppings on the regular in zerg battles…
Edit- Please note I am not even including might stacks which bump the power to in excess of 3k… and yes I know you wont have those stacks all the time but in a zerk battle before you engage an enemy it’s EASY to get 25 stacks of might…
Lol you troll.
I dont, but they can be an issue on a point, like a turret eng, you basically have to leave if a point is covered in them. And they can repeat ad nauseaum.
Choking gas was a well deserved nerf, caltrops doing some direct damage would be as well; either that or remove the bleeds and have it only apply cripple.
So now your argument is when you are versing a non viable/terrible spec(condi thief) in spvp. Pointless thread.
It’s not the servers, you are being DDoS’d. Protect your IP.
Could be both servers and ddos. Sometimes I only get lag when going against certain players. When I die I log out change my IP then lag is gone so being ddos’d is a possibility.
Though some times on certain maps I get major lag spikes(not just me). I end up reloging and most of time it clears up.
The map is ok now.
Great vid, I am glad most wars I face don’t play half as well as you in wvw
Necro one of strongest 1v1.
So much QQ on turret engi. I never usually have problems against turret Engis myself. And as far as phent was saying about the turrets ceasing to exist if cele ammy and might stacking was gone, that is a dumb statement because I see a lot of turret engineers who run Valkyrie amulet and clerics. It’s just an AI build just like MM necro. Yes it is a little unfair to strictly melee classes because they have to be in range but most builds have certain classes they are strong against and weak against. Me myself can smoke a turret engi fairly easily on all of my characters, engi -non turret by the way, mesmer, ele, theif, and ranger. Maybe it’s a L2P moment? Or maybe it’s just that I know how to fight turrets better than most. But I did run turrets before it turned all big and got lots of buffs. But I only ran it cause players said it was the worst engi build and I had to prove them wrong. Anyways I’m done ranting. Take care peoples ~Midna~
if an engi turret is smart , he puts the turrets in strategically place and it’s hard to take turrets down and then kill the engi , but the part who i find op it’s the fact that a mm has his minions around him , the same for spirit ranger , otherwise an engi can leave turrets on close and then go mid/far and be active on 2 different point at the same time…
You only need to really kill the rocket turret. If engi is all turret with no kit just condi bomb him and he dies fast.
How da hell are you standing long enough in caltrops for it to be an issue. Also zero condi removal vs a condi build? gtfo with your nonsense.
(edited by vincecontix.1264)
Being able to out think your opponent is also skillful(Prediction=Skill).
Rifle 4 is melee range, it requires a target, can be blocked, dodge, blinded, absorbed by AI, and is self cc. The skill itself is quite balanced.
If you where to change instant cast skills(Thief steal, Ele air burst, Mes daze powerlocketc...)it would make things feel clucky and ruin the pace of the game.
Ive played with the OP before….and even if he plays with and vs top 50 players (guys that will always be higher rated than he is) he will spam chat how he is getting matched with new players or pveers.
His behaviour is also known as the dunning Kruger effect:
“The Dunning–Kruger effect is a cognitive bias manifesting in two principal ways: unskilled individuals tend to suffer from illusory superiority, mistakenly rating their ability much higher than is accurate, while highly skilled individuals tend to rate their ability lower than is accurate. In unskilled individuals, this bias is attributed to a metacognitive inability of the unskilled to recognize their ineptitude.”
Typical behaviour that is widespread amongst lower rated individuals.
This made me chuckle ty.
First off op thief only counters full glass (shatter) mesmer, not all mesmer specs. Mesmers built to duel/roam are the strongest kitten things in the game. The reason why you might find vsing other classes fun is mesmer has the advantage.
Also I know lots of people that hate vsing a mesmer.
(edited by vincecontix.1264)
Hammer is now almost useless bunker guard can sit on point all day.
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