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Trevor Boyer.6524

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  1. Alright, so all the competitive PvP/WvW Rangers need to be speaking out on this one because this is going to bury the class if it goes through. Take it seriously, this is going to be bad: ------------------------------ Here's the whole list of March 19 changes. As usual there are some highly questionable "just why" types of changes going on. But I had to post and speak up about this one Ranger change. The listed problem was vs. Druid specifically, but instead of targeting changes to vs. specifically Druid, this patch targets changes that will absolutely cripple non Druid builds that are already suboptimal, and it will place those builds into a spot where they are no longer viable at all. Right here: Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources & shortened ICDs on CCs. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. There is now such frequent heavy CC in this game, direct, passive, and even force effects like Spectral Ring or Ring of Ward ect ect, Ranger cannot deal with any of this if you keep removing Stability from it. The problem was listed as against Druid, not Ranger, not Soulbeast, not Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds. Arenanet, all you have to do is drop this idea of "Carnivore" and just simply move "Shared Anguish" into GM tier. That's all you have to do. Try doing the right thing for once. Maybe your fanbase will praise you instead of giving you a ratio 10 confused faces to 1 like.
  2. Here's the whole list of March 19 changes. As usual there are some highly questionable "just why" types of changes going on. But I had to post and speak up about this one Ranger change. The listed problem was vs. Druid specifically, but instead of targeting changes to vs. specifically Druid, this patch targets changes that will absolutely cripple non Druid builds that are already suboptimal, and it will place those builds into a spot where they are no longer viable at all. Right here: Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources & shortened ICDs on CCs. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. There is now such frequent heavy CC in this game, direct, passive, and even force effects like Spectral Ring or Ring of Ward ect ect, Ranger cannot deal with any of this if you keep removing Stability from it. The problem was listed as against Druid, not Ranger, not Soulbeast, not Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds. Arenanet, all you have to do is drop this idea of "Carnivore" and just simply move "Shared Anguish" into GM tier. That's all you have to do. Try doing the right thing for once. Maybe your fanbase will praise you instead of giving you a ratio 10 confused faces to 1 like.
  3. Empathic Bond: This trait has moved to the master tier, replacing Shared Anguish. This trait now cleanses conditions when swapping pets instead of when using a Beast skill. Carnivore: This trait has been added to the grandmaster tier slot previously held by Empathic Bond. Steal health from enemies when you or your pet disable them. This change will greatly harm several Ranger builds. Non Druid Rangers do not get access to Stability outside of "Strength of the Pack!" - Guild Wars 2 Wiki (GW2W), Dolyak Stance - Guild Wars 2 Wiki (GW2W), Forest's Fortification - Guild Wars 2 Wiki (GW2W). These are also extremely short lived Stability durations. The ability to play pet swaps with Shared Anguish to get a single stack of Stability to counter-offense in competitive modes against high levels of CC like from Spellbreaker or Holo or while playing into Shock Aura Share, is the one thing remaining that allows Ranger builds to remain viable. If you remove that Stability from Shared Anguish, Ranger will become entirely dysfunctional amongst a roster of classes/builds who are pumping more and more and more Stability & CC in recent patching. Everything else keeps getting buffed with Stability sources. Stop nerfing Rangers, especially in areas that you KNOW is going to cripple them detrimentally. The problem was listed as against Druid, not Ranger, Soulbeast or Untamed. Get your patching right and stop making changes that target already suboptimal classes/builds.
  4. That is not true at all. Fractals alone grant about 15-25 liquid gold a day, even for beginning tier 4'ers. Then casually running automated tournaments once per 3 hours is easy for even gold 3 players to average about 15g per AT with 1g on wins and a stack mystic coins to boot, which are now at 2g. Usually resulting in more like 18g on average for the average g2/g3 player. You run 4x ATs a day + a fractal run, you're looking at about 100g a day, and this isn't even considering other quick cash grabs that can be done daily with minimal time invested. At the end of a single month, that's 3000g obtained. And yes, many people go about this method, especially the competitive ones who run wvw all day and take breaks to run ATs in between. Liquid gold has nothing to do with what is being discussed here. It's easy to get in GW2 now, especially after wizard vault gold bags adding into the equation I listed above ^ Stop this foolish comparison as if ascended were soul-bound and could only be used be the one character who soul-bound it. The stats are even changeable, it's just tedious to do.
  5. @ArchonWing.9480 Let me take a different approach in explaining this, as everyone who responds in these discussions seems to think that people who say: "wvw skirmish ticket legend time-gating is too long" are all disgruntled players complaining about something that is difficult to get that they don't need that they should ignore and go achieve somewhere else. It's fine if you didn't mean that, but the guy prior to you did, and as much was quite clear from what he said. Imagine that I don't even play this game. Imagine I am some kind of designer or maybe even the CEO that runs the final say in what happens with this game's patching. So I'm reading through notes and I know how things work in the game's economy, a great deal of things about the game, although I don't actually play it. I know this from data. I see how quickly it is for people to build other legendaries. Gen 1 as example, could take a person a year or a week, depending on how much effort they want to invest. You start getting to gen 2s, it becomes more time-gated due to map meta currencies involved, but it's still a situation where you're looking at maybe a week of a grind if a person really wants to invest the effort, and then maybe a year if a person is casual playing and slow creeping towards it. I'm looking at legendary trinkets and they aren't that different outside of the ones that require pvp ascended shards or skirmish tickets. The legends tied to these currencies will take a substantially longer amount of time but the time-gating is actually reasonable and we aren't seeing many if any complaint threads about these trinkets. Then we get to legendary armor. The same thing, in pvp it's asc shard/league ticket based, and this requires at least 3 seasons to achieve for those who really want to grind. This is about 6 months time. For most players, this will take about 670 games to get the ascended shards. Each GW2 pvp game takes roughly 15 minutes total from the moment a player enters queue, the match starts, and then the match ends. Roughly 4 games can be played in an hour in GW2. So 670 divided by 4 = 167 hours of play. 167 divided by 24 "a full day" = 7 days. A player who wanted to grind their *** off could achieve the asc shards required with 7 straight days of play. Realistically they would need sleep, so we are looking at more like 10 to 12 days. The only real time-gating for the pvp legendary armor comes from the league tickets, which you can only get so many of per season. The shards themself are grindable. As a CEO I'm looking at this ^ and I'm thinking: "Seems like 6 months is about the right time-gate we want for people to crank out legendary armor. This is fine because the time-gate currency of league tickets is actually easy to achieve the limit per season. This is routinely casual to do each season, achieve max league tickets. It can be done in probably about 60 to 80 games each season, which is only about 15 to 20 hours of play each season, which seasons last 2 months. The player then decides if he wants to grind enough games for ascended shards each season, to be able to either get them all quickly and then only need to grind max league tickets each season, or to pace it out and play maybe about 220 games per season for 3 seasons. Even though there is a time-gate for the pvp legendary armor, It is something that can actually be achieved through 7 days worth of straight gameplay running back to back pvp matches, that can be sparsed out over the course of 6 months and allocated where the player wants that time to be. <- Keep this in mind. As a CEO I am then looking at notes on how pve legendary armor works, raids armors, and finally wvw legendary armor. I'm looking at time gates of 3 months, 4 months, 6 months. Even the wvw legendary armor is a time-gate of 6 months. However I notice that this is very deceiving. Because with the other legendary armor sets, players can achieve the maximum time-currencies quickly for the time-gate intervals, allowing them to go do other things, whether it is roaming maps or pvping or RPing or grocery shopping or going to work in real life and doing in real life things. The pvp for example, within a 2 month span, a player can grind out their maximum league tickets veeeery quickly per season, and then choose WHEN they want to run further matches over the course of 6 months to achieve roughly 670 games played. This is again, choosing when to fill 7 days worth of time playing pvp over the course of 6 months. Although that is time-gated, it is very convenient for a player to choose their play times in that time-gate, and 7 days of play isn't actually much within 6 months. Then I'm looking at wvw legendary armor progression and the way skirmish ticket time-gating works. I notice the difference here is that players are looking at 18 weeks, roughly 6 months of play just like pvp, however with the way tickets work, the player must grind 15 to 20 hours a week for 18 weeks straight, to even meet that time-gate of shortest time required to build the legendary armor. We are talking needing to dedicate time to Guild Wars 2 for 6 months, as if the person were working a part time job 15-20 hours a week for 6 months straight, to be able to achieve the tickets within 6 months. This makes it so a player can't do anything else. Not only is that an enormous amount of time to dedicate to the game in general, to the point that is unrealistic to ever achieve for players who have in real life things to do every day, but they can't do anything else in the game if they want to stay in wvw long enough each week to get maximum skirm tickets to meet the time-gate. This is insanely demanding. As a CEO, I"m looking at 6 month time-gate for pvp legendary armor and 6 month time-gate for wvw legendary armor. Again, I notice how deceiving this is. Because the pvp time-gate is very reasonable and it allows players to do everything else in the game they want to do or need to do in real life, while working towards that 6 month time gate, an it is very easy to schedule when they work towards it. Only 7 hours of straight play required in 6 months. But the wvw legendary armor time-gate of 6 months demands 15-20 hours of play a week for 18 weeks straight, 5 to 6 months, like a part time job. As a CEO, I'm looking at this, and I'm thinking: "What are our priorities here? Is the gated content to urge players to stay in modes for awhile to keep things active? Is the idea behind this demanding skirmish ticket thing to get players to play more? Can we even call this simply a time-gate at this point? Or does it need to be referred to as a time-gate/ability to no life a game check?" because this is unlike the other time-gates in that it seriously demands a ridiculous amount of in real life career like focus to achieve. As a CEO I'm thinking: "Maybe more people would be interested in working towards this if it weren't insanely demanding to achieve. Maybe more people would care if the skirmish ticket progression were more stable as in 10 per pip, 10 per pip, 10 per pip, instead of 1 per pip, 2 per pip, 3 per pip, and only getting 10s if you invest 15 hours a week. Maybe more people would come in and play for short amounts of time if they thought they could get reasonable progression with tickets in small doses. Because as of now, if a player can only find 4 to 8 hours a week to play, they identify wvw legendary armor and its scene as something to not even bother with." As a CEO I'm thinking: "This isn't good. Maybe the people aren't really complaining about the overall time-gate of 6 months, but rather they are complaining about how overly demanding it is to need to be play for 15-20 hours a week for 6 months straight to meet the time-gate or even to get reasonable ticket gains at all. This is awfully demanding and maybe it puts people off the scene. If we were to make this work more like the pvp legendary armor, in terms of ease of schedule within that time-gate, maybe the casual players would care more and participate more. I want our game to have obtainable goals even for normal people who go to work and have things to do. When normal people feel like they can obtain in-game goals, they play more. We should revise the way this works." -------------------------- Look, if they want to keep the time-gate of 6 months, which I get, they need to do it differently. It's not that people are really upset with the 6 month time-gate, it's that they are upset with how much time is required per week to benefit the ticket max time-gate. It's just too demanding to where it's ridiculous. They should revise the ticket gain progression. They don't need to make it grant MORE tickets, just make it consistent the whole way through. So each chest is granting the same amount of skirmish tickets. The way they have it now, all the tickets are at the end chests, requiring enormous levels of time spent per week in wvw to achieve, and there are too few tickets in the earlier chests for casuals or busy people to even realistically be able to ever obtain wvw legendary armor. It should be so casuals can play and get reasonable ticket gains when they have time. They shouldn't be punished for not playing GW2 as a part time job for 6 months straight. This ticket system is overdone my dude. I don't know how else to explain it. Even looking at the statistics of it as a person who isn't playing the game, you can see its progression is not really in-line with the rest of how GW2 legendary progression works. It needs to be revised.
  6. This right here ^ they ought to overhaul it and just put in ziplines. I wouldn't mind the bundles/mushrooms so much if weird buggy stuff didn't trigger so frequently with them. You have with the harpoon grappling hook, it'll just short jump you for no reason at all. You aim directly at the center of a platform where you're supposed to, it LOOKS like it connects, but then you randomly get pulled like only 300 range and fall and die. Stuff like that. I have no idea if it's ping that causes it or what the problem is but it's messy. Then the mushrooms have similar weird problems. You'll jump on a mushroom and somehow the jump gets bugged and it can toss you in any sort of weird direction. It does this same stuff in pvp in Sky Hammer with the jump pads there as well. Just put in ziplines would definitely be the answer for these particular problems. Those phases are hard enough getting back & forth avoiding the eye to begin with, or taking tether for supports, it doesn't need buggy travel mechanics on top of it.
  7. Yeah but no one said anything about "needing" anything. It was a simple feedback pointing out that wvw skirmish ticket time-gates create much longer legendary completion times than the other legendary content in the game. It was a simple statement. No need to read into it, assume things, or put words into anyone's mouth. For IE: I already have all my legendary armor for light medium heavy. I came here to vouch in a response that wvw skirmish time-gates are indeed too long to the point it's just unreasonable. It's a simple statement.
  8. Serious responses btw: Because patching massively flips usually about every 2 months now. As a person with at least one of each class, rearranging ascended gear to optimize for both wvw and pve with all the templates involved now, becomes not only very expensive in the long run, but extremely tedious and flat out obnoxious. It also feels very messy in bank/inv space to have an unbelievably large stash of ascended gear laying around that you're "not sure if you'll ever need these pieces ever again but you save them anyway just in case". I don't "need" legendary gear, but I "want" legendary gear so that rearranging around each meta flip isn't a ridiculously expensive & tedious chore to have to do. If one had all legendary weapons, armors, and even trinkets, the ease in readjusting builds would feel fantastic. This is of course why players work to build them, in conjunction with the obviously cool skins they want from the legends. Regardless of if anyone needs or wants anything, that is no justification for unreasonable time-gating of any content. You're talking to someone who has been here since day 1 release, who has over 30,000 games played in pvp, and an overall embarrassing amount of hours/days/weeks/moths/years/decade+ invested into GW2, including its pve. I know the game well and how difficult it is or isn't to build other legends. I used to work with Guild MM to build & sell them on a routine basis. And even someone like me is pointing out that skirmish ticket requirement for wvw tied legends is an awfully long & steep trudge. I mean comparatively to other legends, even other legend armor sets, the wvw skirmish ticket requirement is clearly greatly overdone compared to other sets. And enough of that "Do you need it? If you don't, don't worry about" stuff. Because that's like me saying to you: "Do you need to play this game? If you don't, then don't play it at all". The major point being thrown forth here, is that overly elongated time-gating is silly. Like do you realize how many gen 1 legends I could build and sell in 18 weeks? With mounts now and how many sources of mystic coins/clovers there are, you would be surprised. And this is the ultimate point, that with a great deal of effort invested, I could crank out casually probably 2 gen 1s a week if I really wanted to "being serious btw". That is gen 1 legends if trying hard, or maybe about 15 if being lazy while working for 18 weeks. That's over double the legends of 6x armor pieces while playing lazy, and over quadruple 6x armor pieces if trying hard to make gold. The problem with time-gating, is that it prevents lucrative players from being lucrative. Players who are wise should be rewarded in their efforts & knowledge of how to get things done with extra effort involved. An 18 week time gate is just obnoxious. It makes a game feel less like a game, and more like just waiting in line. When I can be smart about what I'm doing and expedite processes, that feels more like a game that is addicting. People get bored waiting in line man. I don't know how else to explain this to you. To get the asc armor pieces themselves have a reasonable cost in my opinion. To turn them into wvw legend pieces, the problem very specifically is right here: Legendary War Insight - Guild Wars 2 Wiki (GW2W) <- these things should be half the price that they are. That's an insane amount of tickets required to make those gifts. Like proportionately to all the other pieces required to make the armor, everything kind of adds up at an even pace for completion, except those tickets. By the time you have enough tickets to make 6x war insights, you could make all the other things required for the armor three or four times over or more. It's a disproportionate ridiculous amount of time-gated currency as a requirement.
  9. @Anasate.5408 I have no idea why this post has so many confused faces because you're absolutely right. The requirement of skirmish tickets vs. wvw legendary is unreasonably high. For example, building a set of wvw legend armor requires 18 weeks at full pips. This requires "5 to 6 months of play" about "15 to 20 hours a week". In all seriousness, it could be said that a person has to grind wvw like an actual part time job for half a year, to be able to get enough skirmish tickets to build a set of wvw legend armor. All of the people who stay home all the time and have nothing else to do are probably thinking: "HA laugh emoji or confused emoji git gud" but really though, for people who actually do have things to do with their day, this is waaaay too much of a raw time gate, especially with how the skirmish ticket progression works, getting low amounts at lower tier rewards. A person who has things to do, maybe can find 4 to 8 hours a week to play, but when it requires 18 weeks at 15-20 hours a week, with how the ticket progression works, only being able to clock 4-8 hours a week or maybe even a solid 10 hours a week, turns that 18 weeks into a full year or more before a person could realistically complete the legendary. But yeah, anyway, you are right. Too many tickets are required for the wvw tied legends. They should lower the amount of tickets required for this stuff, even if they have to up liquid gold costs, the sheer time-gate of this stuff should not be so high.
  10. I'll just sum it up without a big text wall: It honestly ebbs into your time doing fractal runs. People like to avoid it posting for "Old CMs/T4s/Recs" because it is a time hassle for what it's worth. Even for groups with Nightmare Aspect titles, the mechanics are wonky enough to where they are unpredictable enough, to where parties still wipe from singular mistakes from unexpected blunders in small movements. This is the kind of stuff that elongates the completion of the fractal run, which is why many players just like to avoid it. Vallun had said in his youtube video on this CM Fractal that "Silent Surf CM is more punishing than it is difficult" and I completely agree with that statement. It's not that the mechanics are overly difficult to learn, it's that they are incredibly punishing if you make a single mistake. Due to how sporadic some of these mechanics are depending on small movements, it is easy for things to go wrong in very unexpected ways. Good examples would be tethers bugging during 66% and 33% phases, players getting weird failed jumps to or from platforms due to lag or w/e it is that causes it, and then the party has to reset the boss fight. These are the kinds of reasons why many people just avoid this fractal even on normal mode, because it is too messy. While trying to help groups achieve Nightmare Aspect, it's just ridiculously difficult to get clears in this fractal without a single person dying. I've been playing GW2 for 12 years, running CM fractals nearly every night since they've existed, and I've never had such problems pushing people through completions as I do with Nightmare Aspect. It's like you have to just get lucky. Even most public LFG Nightmare Aspect groups will still have a death before the fractal is complete, due to the kind of wonky unexpected stuff going wrong that I've described here. You can for all intents & purposes be doing the mechanics correctly, and then something goes wrong, like a crossed tether or a weird short jump on grappling hook or a failed mushroom bounce. Then the party wipes when they were doing everything correctly and they have to start over the longest boss fight, again. They have to click and load out of the fractal and load back in and kill little monsters and listen to NPCs again, before they can even get down to attempt the boss, again. While trying to introduce new players or even teach older players how to do it, I find this sequence of resetting to be pushing players away due to the sheer boredom & frustration of the wait time in between tries. This is messy and unnecessary. We have a fractal that people are avoiding because it's messy and they feel like it's a waste of time. This guy here writes a thread discussing other messy problems within 100 CM -> 100cm is still a buggy mess - Instanced Group Content - Guild Wars 2 Forums A few things that could be done to enhance the quality of life of the Silent Surf fractal: Clean up the buggy stuff. It's an absolute mess. When you activate the challenge mote, it should immediately take you to the boss platform where you can there click the body on the ground to initiate the boss fight. There is no need for the time consuming NPC talk and tiny mob fights. The boss fight itself is long enough. The achievement mechanics for titles like Nightmare Aspect need to be overhauled. Right now, if a person dies, you have click exit the fractal, load into the lobby, go back into the portal, load the fractal again, listen to NPCs talk, fight tiny mobs, and go back to the boss for another try. This is an unnecessary wait time in between attempts. It's like if you went to the batting cages to practice your swing and there was a 5 minute wait in between each ball that the machine pitched to you. The way it should work, is that if the party fails and has to /gg, the achievement eligibility resets itself so you can attempt a no death run again, without needing to leave the fractal. <- This is just the way that it should be.
  11. But how do you know who's smurfing? How do you know who's win trading? how do you know who's alt phasing and throwing? How do you know who's being supported by the win trade throwing? And how do you know who's being thrown on for several games in a row? I mean in all seriousness this is ridiculous anymore and very little of it reflects actual player value but rather a display of social status concerning how much *** you kiss. When you go into low Gold 3 or lower, typically the ratings will mostly reflect player skill value, but at Plat+ levels this is how it works nowadays: The 1st tier is the main clique of win traders who always takes the top of the leaderboards "around 1-25 in NA". They are surprisingly organized in their scheduling, like raid squads. Through the sheer virtue of how many alt accounts they have to work with and how many people are involved, you will not surpass them in the leaderboards unless they have some kind of incentive to allow you into the network. The population is too low to realistically queue dodge or play around it anymore. The 2nd tier of plats are the guys who always ride just under the top plat win traders "around 26-49 NA". These are people that the 1st tier win traders like because these people laugh & smile & kiss *** and tell them how good they are. The 1st tier win traders will often queue with these people and organize win trades & throws for them. The 2nd tier plat actually has nothing at all to do with what's being organized for win trades but they do get to benefit it. Even though the 2nd tier plat KNOWS something is up, they keep their mouth shut and smile & laugh and tell the 1st tier plat how good he is, to maintain that good social status so he can play rating when that day comes that the 1st tier plat will queue with him. This is the 3rd tier plats "around 50-75 NA" who have this sort of neutrality where they aren't kissing *** but they keep their mouths shut and never say anything to anyone so their presence is kind of w/e and goes under the radar. What these players benefit is not being targeted by alt phase throwing. The 1st tier win traders do this thing where they have days that they mass queue all on alts and aren't even supporting mains at this time. They flog every queue with alt accounts and try to get catch people in games that they want to play down the leaderboards. This also turns into playing up certain people that they sort of like who they aren't directly friends with, when that person doesn't even realize it's happening. They will also throw on players just because they don't like them. The 3rd tier plats generally are quiet neutral players who can slip into these tiers with no real focus to knock them out. 4th tier plats "around 76-100 NA" are sometimes players like the 3rd tier who have neutral standings in the community that are barely able to play into this tier. But quite often the 4th tier plats are players who didn't keep their mouths shut. Regardless of how good the tier 4 plat might actually be, they are often the ones who were either too toxic and pissed off too many people over time, or sometimes they are the guys who called out the cheating for exactly what it is, who didn't kiss ***. Either way, these players get ostracized by tiers 1, 2, and 3. Tier 1 either hates them for who they are or hates them for exposing what they do, and they will punish them with throw griefing any chance they get. They tell all the tier 2s that patsy for them "We won't play with you anymore if you play with these players" so the tier 2s have to also ostracize them to maintain good standing with what they know is going on amongst the tier 1s. The tier 3s although neutral, also are aware of what's going on from tier 1 so they quietly avoid socialization with those tier 4s that opened their mouths. The tier 3s don't want to catch negative focus from what they know is going on from the tier 1s and so they also must ostracize those tier 4s who draw throw focus, although it comes in the form of quiet avoidance. There are a lot of very strong players creeping around in tier 4 plat but they'll never finish seasons any higher than about 1550 in NA anymore, due to the social dynamic I've described here. In other words what I'm trying say is that there are a lot of tier 2s who are every bit as good as tier 1s, just as there are a lot of tier 3s who are every bit capable of competing in those tier 1 environments, just as there are quite a few tier 4s who can form full MAT teams and contest tier 1 teams on equal grounds, often taking like 3rd place, but in ranked they'll never break into even tier 3 because they catch too much throw focus. At this point going into 2024, the cartel has so much control over the leaderboards, that a player's social standing with the cartel is actually more important than their personal skill level & actual player value. The system is truly broken and Arenanet just needs to remove ranked and shove all related rewards/achievements into unranked and remove all visible rating/badge/title clout display as to eliminate the incentive that drives players to create so much manipulation to begin with, and leave ATs for competitive. This would be the healthiest thing they could do for the gamemode going into 2024. Funnel all the population into just unranked so the algorithm can better do its job again, and relieve everyone of these incentives to create such disgustingly high levels of match manipulation, so we can all just relax and play and have GGs again.
  12. And I wouldn't be too far off the mark to say that some people actually enjoy participating in real game feedback/discussions beyond singular comments. Look man, if you haven't noticed in recent years, I don't insult or toss condescending ad-hominem stuff at anyone. If anything, I don't have the warn points left to risk it. I just make very straight forward statements with elaborate explanation behind it. If people don't want to read it, they don't have to. But what you said in your statement here is no justification for being a jerk on a consistent basis to forum users who are actually contributing content in the way it was meant to be contributed. It gets to where I have to wonder what is going on here behind this forum scene. I'll show up and post actual completely in-game related feedback that is neither negative or aimed at anyone, and that has extreme accuracy in all aspects outside of my own personal view of the topic. Then I'll get 30 confused faces which I'll sit and watch come in waves, where I'll see no emoji responses for 4 hours and then all of a sudden with no thread bump, 6+ users log in at the same time and go to read my topic. Within about 30s to 60s I get 6+ confused faces on every post I've made in the thread and then they log off simultaneously. This is usually followed by a plethora of responses from the same people who have to make sure to post something negative & aggressive to me, regardless of what I have posted. I'm the only person they do this to, and I have to wonder why is it, that if I post things like they do, I get suspensions & warn points, but when they post these things over and over and over continuously, there are never repercussions for them. It makes me wonder, am I really talking with players in here? Or is this some kind of campaign to get me to shut up because some group of people really just doesn't want actual balance discussions happening in this forum. It is also awfully strange that everyone shows up to attack & label me as some kind of villain for giving completely on topic nothing but game related feedback, but no one says anything at all to the people who show up who are actually being jerks, posting nothing but 100% insulting aggressive condescending completely off topic remarks. No matter how many heart emojis you put into what you say, no matter how smiley-faced you try to word things, and no matter how coy & funny you try to make it look so no one reports it, being a jerk is being a jerk. You know what though, for whatever reason it may be, no one wants to hear anything I have to say in this forum anymore. If no one wants me around, I guess won't be.
  13. You guys sling too much dirt at me lately. It's odd considering I'm the only person who actually uses the forum for what it was designed for, giving feedback that stirs real game discussion beyond dropping some one liner complaint. Anyway, I love you guys man, even if you hate me.
  14. @Vinny.7260 At first I laughed, and then it terrified me when I realized how accurate it was. Wait till this thing has access to game accounts and learns how to play. Imagine fighting it in something Street Fighter, where it in immediance, reads exactly what you're doing in a nano-second, and know exactly what to do to counter you. Then we'll see real ape rage come out in human gamers.
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