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N A T E.3108

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  1. This specific thing could actually curb alt account abuse. For example, a team of 5 with respective skillfullness ratings of of 30%, 40%, 45%, and a duo of 80% & 20% (likely an alt) would instead be read by the matchmaker as 30%, 40%, 45%, 80%, 80%, bringing the team rating up from 215 to 275. That’s a big difference in the way that matchmaker would balance that duo between teams. I think that could effectively remove the incentive benefits of duoing with a new account. Nice thought @Flowki.7194
  2. Matchmaking should ONLY take into account 4 THINGS: 1. The individual player’s number of games played 2. The number of games played on their current class 3. Their recent (#months) win/loss ratio 4. sPvP rank (if applicable) Since these 4 categories are already tracked numerically in-game, it should be simple enough to just assign weights to each and set the matchmaker to balance teams accordingly. For example, each individual player would have an allotted “skillfulness” rating of up to 100 pts (as a combination of the 4 category weights). Therefore, in a given game you may get a team of 5 with respective skillfulness ratings of 80%, 65%, 30%, 45%, and 40%, leading to an overall team skillfulness score of 260. For this to be the case, the opposing team must also have a comparable overall skillfullness rating. It should never be like it is now where that same 260 team is instead facing off vs a 350-400 team. P.S. I understand that workarounds could technically still be achieved and abused through the usage of alt accounts, but outside of IP tracking, there’s no matchmaking system I can think of that could account for this. ALIEN
  3. Matchmaking should ONLY take into account 4 THINGS: 1. The individual player’s number of games played 2. The number of games played on their current class 3. Their recent (#months) win/loss ratio 4. sPvP rank (if applicable) Since these 4 categories are already tracked numerically in-game, it should be simple enough to just weight each category and balance teams accordingly. P.S. I understand that this could still be worked around by the usage of alt accounts, but outside of IP tracking, there no matchmaking system that could account for this. ALIEN
  4. I'm afraid your attempt to call me (or anyone else on this topic for that matter) a silver pleb exposes your lack of experience in the spvp scene. I would recommend exercising some prudence moving forward as it's now clear what skill level you're speaking from. Let's take a look at the "nerfs" this build (condi untamed) supposedly ate: Signet of the Hunt: Increased cooldown from 25 seconds to 30 seconds in PvP only. Natural Fortitude: Reduced life siphon damage from 1,764 to 1,000 in PvP only. Let Loose: This trait no longer grants fury in PvP and WvW. None of these changes even remotely affect the build in question and nowhere above do I see anyone calling for nerfs to any other variant of Untamed. It's specifically this condi variant that has an overturned damage/sustain ratio. Although it should be obvious, I'm not personally calling for nerfs because it "beats my class"- I'm looking at its performance across the board and determining that it's oppressive in comparison to the rest of the meta. Same with BS. Your take on the situation is just blatantly wrong. ALIEN
  5. Definitely nerf worthy. Performs at a lower level than BS though… Zzz. Just remove the ability for classes like these to hit like trucks while being impossible to kill. Not to mention brainless. ALIEN
  6. In options main page there’s actually a checkbox that will cause all ground targeting to lock onto your target with no aiming required (snap ground target to current target). It works for all angles including backwards. Obviously, a pro likely would do better at farther distances with the ability to lead their throws, but, from medium ranges and closer, the spammability from target snapping is just considerably stronger & more consistent. At the very least, it makes nades strong without any needed practice. Again though, engi damage is currently balanced around nades and it’s still not performing at a real high level- so I’m not really calling for nerfs at all… I’m just saying if something HAS to go to appease the balance monkeys, first take away the spammability from snapping and leave the damage for those like you who want to put in the effort to play the kit well.
  7. I sincerely hate the grenade play style but engi is largely balanced around it. If it needs tuning, I’d rather the “snap ground target to target” option just be removed as an option for nades… literally would fix the problem with constant face roll pressure. Either way, even at current level, I still don’t see any form of engi really being oppressive in the meta. Yeah, okay, if you get a full stealth burst it can hit hard on glassy specs, but again, that requires setup dependent upon a 75s CD stealth. Honestly, even with support, scrap is very easy to target down or at least pressure away- ESPECIALLY if they already used their sneak gyro. I just don’t see this is being much of an issue, especially when you consider the current performance of all the A-S tier classes currently dominating the meta.
  8. I promise you, scrapper, regardless of build, can't facetank a chrono burst. It literally either dodged or blocked... or the chrono hard screwed up. ALIEN
  9. I've seen glassy Scrappers traited for full damage that can, indeed, do some decent damage... but it's usually paired with low sustain... and highly choreographed skills. The one exception being a Grenade Barrage burst from stealth, but that's generally on a 75s CD, and they're left largely defenseless afterwards... making it a meme at best. Recent nerfs to stealth gyro also make it harder to set up. I've not seen a single other Scrapper to date that really performs all that effectively in comparison with the rest of the meta. Fully-traited, it doesn't really do more damage or burst harder than any of the meta classes and it's reliant in large part on melee-ranged damage while being very squishy. I see some people complain about superspeed, but literally every other class can catch a scrapper if they want to. Superspeed doesn't contend with the gap closers available to most other classes. At most, if you really must nerf something, nerf grenade kit's auto-targeting ability- Take away "snap ground target to target" OR, when equipped, only let the snap occur when facing your opponent. From a L2P perspective, if you stand in the big red circle, watch it prime for several seconds and still don't dodge/react in a way to avoid the obvious melee-ranged burst... IDK what to tell you. Maybe take the massive red circle as a warning. An entire team of noobs sitting in mid and getting caught in an easily avoidable burst isn't a reason to call for nerfs. ALIEN
  10. I can confirm tempest, at the very least, is still A+-S tier. Just going to say, ele is still very very strong across the board. Anyone qqing about it is either entirely underskilled or just plain spoiled. Still sustains and damages at a very high level.
  11. A high-skilled Cata can't be beat 1v1. Certain classes can survive those encounters better than others, but you will need at least two high-skilled, high-damage players to actually kill it. Anyone who says otherwise is basing that opinion on limited experiences vs low-skill Catas. ALIEN
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