Showing Posts Upvoted By wasted.6817:

Shatterer Discussion [merged]

in Guild Wars 2 Discussion

Posted by: Randulf.7614

Randulf.7614

You say that Andrew, but old Shatterer regularly had bulging zerg groups and this fight will get easier as ppl learn new methods. If it is being beaten so easily and so utterly now, it will actually be worse ( easier) long term. That is something we have learned with almost every encounter since launch and the map will still be full long term. Achievements, dailies, collections…they all help ensure that as you increase your new playerbase.

Great job in finding the time to get this update in, it was needed and it clearly resulted from years of feedback, but I personally think it needed just a bit more challenge to give it uniqueness.

(edited by Randulf.7614)

Shatterer Discussion [merged]

in Guild Wars 2 Discussion

Posted by: TheRandomGuy.7246

TheRandomGuy.7246

Old loot pinata learned how to tickle.

Matchmaking explained

in PvP

Posted by: Nova Stiker.8396

Nova Stiker.8396

Snip

Snip Snip.

This would explain that team match making is nothing short of being a total nightmare.

The question is, why bother with team queuing? At this point it causes more problems than it helps.

One time I queued with a player that was low rank (he wanted advice on how he can improve his game) and we won every match with flying colors, one match we even got two pips. Yet, if I soloQ matches are significantly different. I can completely understand why players take advantage of this, you can go from 50-60% win rate to 100% just by having the right ally.

Ironically I can tell the match making is trying to work, pitting an emerald-rank warrior and a diamond tempest against rubies. I’d have to be carrying the warrior through 2-tiers, but the thing is, the skill difference between some tiers really isn’t that large. In the end it doesn’t matter, as long as my team pulls some weight we were able to win matches with much ease. Even won matches that “favored” against us and gave 2 pips. I stopped playing rank after that, I cannot take PvP with any amount of seriousness anymore.

It also makes me not appreciate anyone who has legendary rank.

(edited by Nova Stiker.8396)

Should Divisions represent player MMR?

in PvP

Posted by: Trevor Boyer.6524

Trevor Boyer.6524

Divisions should directly represent MMR. Why?

  • #1 – Would immediately stop pip farm match manipulation
  • #2 – Division would have meaning and give community direction of command
  • #3 – Promotes focusing on learning and getting better to progress.

The system could use the exact same glicko. Just make divisions & tiers directly represent where players actually stand within the MMR ladder. Ambers are lower end MMRs, Legendaries are high end top MMRs. If your MMR starts to lower, so do your pips. This way people won’t be afraid to lose games! It’s simply more about maintaining your skill factor for rewards, not farming with match manipulation tactics. I’m pretty sure that everyone could agree that this change needs to happen during season 2.

I use the name Barbie on all of my characters.

The ONLY time when personal score matter

in PvP

Posted by: Saiyan.1704

Saiyan.1704

Talk about working the map! GJ guys lol

But yea, personal score means absolutely nothing… it’s only good for figuring out whether or not you’re winning team fights – knowing who’s dying more.

The personal score needs to be revamped to statistics only. More emphasis on Statistics please…

aka FalseLights
Rank: Top 250 since Season 2
#5 best gerdien in wurld

The ONLY time when personal score matter

in PvP

Posted by: Vapour.7348

Vapour.7348

Can’t believe there are people in the forum that believe personal score is an indication of skill or a measurement of contributions made for the team.

I’ve said many many many times, especially in-game that it was amateurish for the devs to even post personal score. You’d expect developers to spot that error and eliminate or at least alter the stats presented. It just confuses noobs to over inflate their score by zerging/double capping and what not. It just confuses noobs to do what they’re NOT supposed to.

Only one event must take place for personal score to matter. And it’s something that hardly ever occurs and hasn’t happened to me in over a year – a tied score when timer expires.

Attachments:

Mini Unagi – Iuther – Iiq – Trend – lancaster

Soloq and Team q (duo,trio and full premade)

in PvP

Posted by: philheat.3956

philheat.3956

For the next season:

I think Anet should simply sacrifice the 4 men queue (honestly it’s kinda meh) for an amazing general improvement.

Ranked queue

Solo queue
Team queue (duo,trio,5 men)

With 5 men basically can only face other premade with a super high priority or a 3+2 (if there is no other premade in the same mmr/division tier and queue is starting to be too long, with odds in premade favor)

What do you fix in this way?

- A really good solo experience against only other solo players
- not possible to group with people to different divisions to lower mmr in soloqueue
- good solo streaming content
- no casual maps like the old soloqueue with skyhammer/spirit
- very hard to syncro after anet shuffled roster size
- more challenging for premade cuz they face other premades or probably good 3+2 compositions (with always priority for another full premade)
- more fun for everyone

I really hope Anet can take a decision to do a similar thing for the next season.

It would be really great and super fun.

Pls Bump this topic or make a copy/past for Reddit if You agree with this.

(edited by philheat.3956)

Why having thief in team = loss

in PvP

Posted by: crouze.3078

crouze.3078

Hi,

i was wondering why everyone says that having a thief in your team results in a guaranteed loss.
But I figured out what the reason is, that teams with a thief often lose.

Just had a game in which the thief got flamed hard, that the thief should reroll and that it’s necessary because they know the enemy team is a premate team.

One from the team said he would go afk since there is no reason to play and he did so for about 2 minutes.
In addition, almost everyone in the team was to busy writing instead of playing,

The result was that the enemy team won with a great lead.
And in the stat window at the end it was revealed that the enemy was NOT premade but were only 1 two-man team.

tldr: Teams lose because players go afk or dont play serious when they have a thief in the team

match predict plz change 20-39% into 20-49%

in PvP

Posted by: Laraley.7695

Laraley.7695

I just wanna say I don’t get why people are losing pips in games where they have 0% chance to win, that’s ridiculous.

Why Glicko2 is bad in Guild Wars 2.

in PvP

Posted by: Stilk.6312

Stilk.6312

Glicko-2 is the MMR used by Arenanet in pvp. It is most commonly used in chess. The problem in GW2 : it does not include the number of games played.
Thus, if you are a good player with a volatile RD, or a medium player, well you can always have a fresh player into your game.
It literrally happened to me two games ago, my MMR is maybe medium, but I don’t really wanna have players saying “what happens if we kill lord” in my team.

Losing pips is horrible

in PvP

Posted by: SPESHAL.9106

SPESHAL.9106

The problem is that you can solo que…get matched up against a 4 man guild premade on TS…lose the match…AND…lose a pip.

That’s just ridiculous and will not sustain a viable PvP playerbase. Nobody is going to put up with that and keep playing for very long.

Magnetic and Shocking aura

in PvP

Posted by: Kicker.8203

Kicker.8203

The new aura effect are a good idea because most of them didn’t require counterplay anyway and now there is less clutter. However magnetic and shocking aura are too important to be invisible effects, please change these 2 back!

Outfit Bundles... Please Split them up.

in Guild Wars 2 Discussion

Posted by: DanAlcedo.3281

DanAlcedo.3281

I realy want the outfit … but 2000 gems ? nope !
I dont need a glider skin and the immortal weapon are to girly…

pls let us have the outfit only!

Outfit Bundles... Please Split them up.

in Guild Wars 2 Discussion

Posted by: skullfaerie.7203

skullfaerie.7203

I couldn’t agree more. These bundles are awful. Why am I being forced to drop significant amounts of additional cash on items I don’t want and have no use for, when all I want is a 700 gem outfit?

Please offer the items separately anet, this is not okay. Please Anet. Make me open my wallet through the quality of your items, not by forcing me to purchase stuff I do not want or need and for which I have no use.

Outfit Bundles... Please Split them up.

in Guild Wars 2 Discussion

Posted by: zorokai.1486

zorokai.1486

I’m by far not the richest person on the planet, nor do i own millions of Ingame currency.

My issue is with all these outfit bundles coming out I’m left unable to play my fashionWars 2. Joking aside why are all these bundles coming out? why are players forced to buy all the other things in the bundle if they only want the outfit (which going by previous outfits costed around 700- 1000 gems). It just seems rather silly to only offer the bundle option.

My request is that you allow options for players to get specific items from the bundles so i don’t have to buy all the other things that i do not want.

example – make it so i can buy the glider on its own, buy the outfit on its own – Or i could Buy the bundle. But don’t limit my choices to just having to pick up the whole bundle because i only wanted 1 thing from it.

Baldur [SL]

(edited by zorokai.1486)

Bunker Guard is Dead

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

My agenda is to play GW2 in a way that whether it’s me or the enemy, there is going to be a conclusion to a good amount of fights. I absolutely do have a dislike for slow paced games where there are very few kills. Give me a high damage slug fest any day.

I’m definitely not alone on this either. Some just either don’t know the cancer it brings, or play Bunker Guard.

You mean like in WTS where you just suicided off tanks on all nodes and won by stalling out the games because all your builds had to be 1v2ed, like Minstrel’s Druids? Ohhhhhhhh

But wait, Minstrels Druid/Guardian couldn’t even kill people or decap nodes 1v1

Ranger//Necro

Revenant Changes 28/10

in Revenant

Posted by: fluidmonolith.3584

fluidmonolith.3584

I like the suggestion in this thread that Staff #2 should be just plain daze, without flip-over skill. Would make it worth using.

That is a good point. The flip-over nature of the skill makes it really unreliable to use as an interrupt. I get that it would lose some of it’s unique flavor, some damage, and application of weakness if it were just a daze, but on the other hand it would actually be useful as an interrupt.

The question is, what would we propose for the energy and cooldown of a 1/4 sec PbAoE daze?
Currently costs 15 energy and has minimum 5 second cooldown. I wouldn’t like to see the cooldown too high, because I think the high energy cost would minimize too much daze spamming. Maybe keep the 15 energy cost and cooldown somewhere between 5-10 seconds?

Maguuma
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: Narrrz.7532

Narrrz.7532

it should’ve just been changed to “if used on a target outside 1500 range, incurs a 5sec CD”

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: Artaz.3819

Artaz.3819

it should’ve just been changed to “if used on a target outside 1500 range, incurs a 5sec CD”

This or if the attack does not hit the target, then and only then, it has a cooldown (i.e. reuse Elementalist Ride the Lightning code)

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: Seigfried.5938

Seigfried.5938

Phase traversal is the reason i bought the expansion

Gandara → SoS → BG → Gandara → SFR

New bunker meta sux

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: Kastiel.1947

Kastiel.1947

Give it back Roy, for the love of God! This stupid cd removes so much flavour from the class, as well as severely damaging our mobility – from king of chasing, to nothing special, atleast make it 2 sec, 5 i simply ridicilou – specially counting its our only port spell, compared to the wid selection of lets say – thief.. Wasn’t this talked about during beta – and the conclusion was reachd that it was all good due to enrgy cost? Give me back my master of portals, feels like you guys took a kitten on my rev, and it feel like its only the begining ..

Revenant Changes 28/10

in Revenant

Posted by: HEDRO.2345

HEDRO.2345

I actually can’t believe they nerfed staff 5, A skill you truly had to get a solid angle with or you would hit less than 3 times (OUT OF 9). Yet they keep unrelenting assaults FREEEEEEEEEEEEEE DAMAGE the same.

Do you just never want us to use staff? I hope at least the condi removal on it is fixed…?

What. A. Joke.

Remove phase traversal cd

in Revenant

Posted by: Burtnik.5218

Burtnik.5218

Admit that it was a little op… You was capable of teleport to 2400 range in two seconds and having 30 energy at the end…. Need a little cd to me.

Little op? It sorely main reason why i would pick up Shiro. To make sure nobody will run away and kite me. You competely missing the whole picture here. Thief has many ways to gain mobility depending on what they run;

shortbow 5 – shadowstep 900 range
steal – 1200 range, require target
sword 2 – SPAMABLE 1200 range teleport with return ability, partially require range
shadowshot – spamable 900 range shadowstep, requires hit
heartseeker – you may laugh but it cover quite a bit of distance when spammed
staff 5- another spamable 600range leap
shadowstep – 1200 range teleport with ability to return back
Infiltrators signet – 900 range shadowstep

On top of that stealth so prevent you from chasing. Tons of way to have mobility. And then we have revenant..

Axe 4 – 900 range shadowstep, require to hit
phase traversal
…? That is? Do we have any other way to gain mobility?

Tell me. Whats the point of energy again? Well give you freedom in ability to use your utility skills without cd, all balanced around energy management.. Oh but you still have to manage cd’s and be a sitting duck. We like to double punish people, so why not.

Lets slap cd on everything, starting from 10cd on riposting shadows. Instead of balancing around energy, all we gains is slapped cd. The “balance” is real.

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

Remove phase traversal cd

in Revenant

Posted by: apharma.3741

apharma.3741

I don’t see the point of having an energy resource as a balancing point if they’re just going to slap small cool downs on everything.

The least they could have done is make it a 30 energy cost in PvP only and the skill would be in a perfect place in my opinion.

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: Burtnik.5218

Burtnik.5218

5sec recharge completely breaks this skill. Might as well just unequip Shiro and never look back. Where is nerf to infiltration arrow which doesnt require any target? At this point phase traversal has to become insta cast and soon tm i will show something funny.

What is up with these cd’s in general tho, whats the point of energy anymore?

Salt, salt, moar salt. So salty like fries from McDonald!
Playing Smite since mid s2, f broken gw2.

(edited by Burtnik.5218)

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: tyler.2569

tyler.2569

Bummer
I had a feeling it would get nerfed, but dang did I like this without the cool down. It was the first thing about Rev. that wowed me.

"Phase Traversal: Added a 5-second recharge"

in Revenant

Posted by: Vyce.2014

Vyce.2014

Bummer
I had a feeling it would get nerfed, but dang did I like this without the cool down. It was the first thing about Rev. that wowed me.

This.

My favorite skill in the game. Now it’s something else.