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Faux Play.6104

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Everything posted by Faux Play.6104

  1. It is time to make mesmer great again! https://i.imgur.com/UA2f5BQ.jpg
  2. Only options 1 and 4 could be considered rigging the match maker.
  3. Things you could do: 1) if you are playing at low population times, figure out who you are playing against at your rating that you can't beat and wait for them to get in a match. 2) play at higher population times of the day. 3) Leave the queue and rejoin if your queue time is going much over the average. That will lower the rating differential in the matches. 4) Find someone to duo with preferably on a smurf account. Having someone with a lower rating will lower your team MMR which will lower queue times and stack the match in your favor if they smurfed their rating enough.
  4. Either get rid of duo que or don't let people duo queue with more than 100 rating difference. It is too easy to get favorable matches by queuing with a friend on a smurf account. The majority of the imbalanced matches I'm seeing this season are a result of duo queues. The duos are either 1) people that are try-harding and really aren't at the level they are queuing at, or 2) they are two good players one on their main account and one on a smurf. If those two end up on opposite teams you get 500-80 matches. Also, forcing longer queue times would encourage the top players to play at the same time vs. ducking each other in queues.
  5. I would say neither. The most important is to get a larger player base. No algorithm will be able to make good matches when the player base is low, and people are allowed to play a wide variety of builds. To me that is on the community to grow itself. There are a variety of builds that are effective, so I don't think that is an issue. The way the system is now you can make completely ineffective builds at any skill level as well as very effective builds that are very easy to play. They could "improve balance" by limiting build choice to vetted balanced builds, but people won't like that. There are already sites that give build advice so people should be able to choose effective builds if they put forth some effort.
  6. That is not factually accurate. If you are getting around 12 pts for a win loss you are playing teams at your ability level. If you are consistently winning or losing at that point differential you are either better/worse on average than people at that rating. If you placed too low at the start of the season you will end up with a positive w/l ratio. If you placed too high it will be negative. If you are better than the rest of the population, you will consistently be getting less points in your matches e.g. 4-8 for a win and losing much more. If you belong at that level you will have a higher than 50% win rate. Opposite thing if you are playing much worse than the rest of the population. You will be loosing 4-8 pts and winning much more.
  7. I'm pretty sure verbal abuse is the only thing that gets accounts suspended from the report feature.
  8. The new patch has had me and others crashing a lot. It takes way to long to restart. that crash window wants to stay up to send a report but if you don't end task or immediately close it it takes way to long to get back in your match. From my experience it seems like engineer gernades and theif bow are going off when it happens.
  9. this. They need to be so broken you have to buy it for raids, wvw, and pvp.
  10. It is pretty strong in WvW blob vs. blob. Make it much harder for more skilled/organized smaller blobs to take out the larger less organized/skilled blob.
  11. Have to agree with this. Matchmaking that puts 3 gold players vs. a bunch of legendary and pro leaguers should get this kind of reaction.
  12. Make all alt accounts use the same rating as the main.
  13. Only way this gets fixed is for someone to post videos of them speed farming raids with it.
  14. mesmers sure complained about it a lot, and P/P thiefs. Guardians could spam it pretty hard.
  15. The link below has a high level summary of the rating system. As you play more matches your rating deviation will go down enough that when you are playing teams at your rating level you will gain/lose around 11-13 pts per match. Since ratings can change fairly quickly, and there is the reset at the beginning of the season there will be people that are outside their rating level in some matches. When I ran the numbers from the wiki, the rating deviation settles at around 60. It is equivalent to a standard deviation so that means that the system is 95% sure your rating is +/- 2 deviations or +/- 120 rating pts. PSA how placements work - Page 2 - Player vs. Player - Guild Wars 2 Forums
  16. if only there was a skill that did a small amount of damage back to someone every time they hit....
  17. The meta right now is based on needing lots of boons to do enough damage to kill people and being able to quickly rez people since damage levels got nerfed so much. What makes the blood support build strong is it counters all the boon spam, and provides strong rez support. If you look at the build on metabattle it only has one stun break. What makes it strong is all the boons people spam. It is literally an anti-meta build. It feeds off others boons to buff itself. Either don't use boons and it doesn't get buffed, spam stuns, or have your scourge drop a well of corruption on it when it when it is booned up from corrupting others. I had just as much success playing the lower rated tempest build as I did scourge. It is easier to port and avoid damage, has safe stomp with mistform, and better rez support with signet. I was literally playing elementalist to get the magus PvP title and move on to the tile for another class I never play.
  18. You are grossly understating the effort 1 and 2 would take. If you were a programmer which of the 3 bullet points would look better on your resume and which would you volunteer for? Read through a bunch of PvP players complaints to see which were legit reports and which were just rage induced salt. Provided knee-jerk hotfixes within an hour of the first complaints showing on the forums. Program, run, and employ a sophisticated full community of AI robots to teach gameplay tactics to lesser experienced players.
  19. Boons for days, phantasma hitting for 10k, evade frames for days. Don't think having to fight a scourge in a phone booth could compete with that. https://i.imgur.com/UA2f5BQ.jpg
  20. The only thing that needs to go is the ranger roots on a passive, traited skill. I'm Ok with it being on the elite, but no where else.
  21. Don't forget people that want animations for their legendaries need to win AT matches.
  22. First off I'd like to commend Anet's AI team for their efforts. For a long time the PvP community has asked for better tutorials for new players. Their new automated combatants are a big step-up in both effective skill selection and mechanical play from the automated combatants in the PvP lobby. Not only that, they are the perfect solution for transitioning PVE players to the PvP game mode. They promote a non-hostile environment to learn and they teach good game play habits both in 2v2/3v3 and conquest. Historically, one of the entry barriers to PVP is lack of acceptance and in some cases outright hostile behavior to players new to the game mode. With these automated combatants, people's first experience with the PvP game mode will be with teammates that are very businesslike. They don't trash talk, they don't rage quit, they just shut up and play. With that problem addressed, we move on to teaching good game play tactics. The automated combatants react well to pressure, have solid builds, and are likely more than a new player can overcome if they try to fight them outright. However, in conquest, the automated combatants take fights in bad locations, and sometimes send multiple players to free cap the same node. This teaches good rotations, and in the low tier game mode, and one can advance but just looking at the mini-map and prioritizing the key objectives. In the 2v2 game mode, this is a little more subtle, but it does do a good job of showing what not to do at the end of the timer. As many know a cloud will slowly shrink on the arena. Standing in the cloud will quickly kill you. Once the timer runs down the automated combatants will just freeze in place allowing you to run to the center and claim your victory. Finally, the automated combatants emphasize kiting techniques. Even if you run a bruiser spec, you need to learn when and how to effectively disengage. There are a lot of jumping puzzles, and port tricks you can use to get away. The automated combatants are intentionally programmed to be less efficient than most people at this important skill. While I think this a great addition to the PvP scene, I think Anet can do better. So I'd like to know what you think they should focus their efforts on going forward.
  23. Get rid of duo queue, and force people to authenticate to a phone number to play ranked. Multiple alts with separate ratings is the best way to manipulate the match maker. Tank an accounts rating then queue with your buddy that is working on the account they care about. You get matched with a lower rated team that you can easily dominate.
  24. I am glad I could help. (reference: https://en-forum.guildwars2.com/discussion/119200/so-many-mm-necros) When you are in gold, you are playing one match with low tier silvers and can have the next match with plat players. I literally had one match where i went 25-0 on kills and could win 1v2 fights. My team barely won. I got 8 points. A couple matches later I had a a match where I was hard focused all match and had to play super conservative. I got 19 points for that match. After your rating stabilizes, if you get 11-13 points per match the team is close to your rating. If you are getting 6-10 points the other team is rated significantly lower than you. If you are getting 16-20 they are rated significantly higher. You should be getting some indication of what to expect before the match starts.
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