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Rodzynald.5897

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Everything posted by Rodzynald.5897

  1. Of course there is toxicity. Even higher than in some other PvP games I've played so far. I am not proud of it but I've grown pretty toxic myself over these past few months after returning to PvP because I am apalled by how ramshackled this mode is compared to what it used to be. Pre-HoT all we had to worry about was celestial elementalist. Now we have to worry about whatever is the flavor of the season with top contenders always being strong: mesmer/thief/ranger/revenant varieties, for instance. Visual clutter, like untamed's fart aura that covers - in this case quite literally - 1/3 of my screen, can't read the animations, getting bodied with one well placed maul worth of 10k crits. Every class is overpowered, but some are overpowered-er. I can't speak for everyone, but I will give you a quick rundown on why I am salty and toxic. I've seen the game I love turn to crap because of overambitious devs who didn't plan well for E-sports, making overtuned classes to have them sell better, but some overtuned more than others to have some meta to shift. I've been playing throughout multiple seasons since season 1, my ranking used to be mid to top plat, I played both meta and non meta builds. I thought myself more than decent, but not enough to be a sixth-sense-up-my-bottom strong like top legendary players are. But I was a solid piece of work, playing some ATs from time to time and even winning them. But the matchmaking was busted. Always getting hard locked by some situations I couldn't break through, and that was okay... or would have been if not for the reason that the hard lock was met with lop-sided matches where I was forced to be utterly bodied because the enemy had to be the top of the top, but matchmaking didn't consider it fair to have top of the top in my team as well to make it, you know, fair game? In any case, matchmaking is so busted that during one season it broke for me. I say broke because there was no breakthrough in my own skill level, but the matchmaking suddenly deemed me worthy of ending up in spot 68 ranked in EU for whatever reason. If my memory serves me well, I had a streak of about 28 to 30-something won matches with only 2 or 3 losses. I really didn't know what busted the system but it made me farm bronze to silver players. There was no challange, they just fell down like weeds to my usual rotations - and that apparently was enough to be considered one of the top ranked players. After some time I had made a longer break from pvp, about a year or so. Got back a couple of months ago, picked a new class, spent some weeks reading meta and playing unranked to take off some rust, retain skill to the same level I once had on the new class and my main. I want to make a legendary armour, and PvP seemed as the quickest option for as I already have most of the currency. Man, is it bad. After playing 3 whole seasons (and mini seasons inbetween) it seems that matchmaking thinks me gold tier now. Despite my knowledge of the game (both environment and other classes), I have a really tough time to crawl out of the infamous "ELO hell". I didn't believe it when I was top plat, thinking that people need to "git gud". Well, I "got gud" and my reward for that is falling from my usual place in platinum, stuck to gold, left to cope and seethe because I don't know if I got worse, others got better or that matchmaking is F-ing me over. I even got to play some cheese builds that are supposed to carry games and even then it doesn't really matter, because if the matchmaking deems it so, the game is uncarriable even if I get to win every 1v1 on side nodes, help every teamfight out. Some of you may say "then stop playing". Easy to say, hard to do. When you really like something, you just don't drop it fortnight. If you do then you weren't really into it all that much to begin with, so this doesn't count. I don't flame in unranked because it's a fun game to goof around with other peeps. But ranked is something I believed would grant me some competitive sense. I like to compete and I don't really need every single match to be balanced - it's impossible. I just wish the VAST majority of all games I play wasn't pre-decided by matchmaking's 50/50 policy - I don't want my win/loss ratio to be forced into a 50/50. I want my players distribution in the teams to be as close to 50/50 as possible. I know it is not due to the player count. This makes me think why there are players who are in top ranking with a 52% ratio standing right on top or below players with 60%-65% win ratio? What is the trick here? I even saw one player who had the same amount of played matches as myself, the same amount of wins and losses, but he was top ranked and I was in gold - what is the math behind it? To summarise, yes, this is, at the very least, my reason for being salty. Fall from grace doesn't feel nice when you well know that your skill is waged by some algorithm to either win or lose. I am tired of pretending it is not the case. I know it, you know it. I didn't believe it when I was high and mighty, but now I see what an ordinary player who rises in skill has to deal with now that for whatever reason I ended up among them. Let's face it, the matchmaking is busted, we are either favored or disfavored by it, save for players who are so inhumanly skilled that they manage to break out of the cycle and keep their top tier spots (but even this is debatable for a multitude of reasons that we all know well enough by now.)
  2. According to the wiki, 300 PvP league tickets are needed to make the whole set. 3 pieces takes 150 pvp league tickets. But now that I read into it, I forgot that there are mini seasons between main seasons (which are around month and a half long roughly?). You can only get 100 tickets per season but I suppose the mini seasons in-between make the legendary armour making a bit faster, so I guess that's feasible to make 3 leggy pieces in 2 months.
  3. Maybe a little off topic but how the heck you managed to make 3 legendary armour pieces by playing roughly 2 months? With currency hardlock per season it is not possible 🤔
  4. I mean... yeah. We could use a lot of de-powercreep. Jokes aside, the issue with thief happened the moment GW2 first got released. The core idea of short mobility and invisibility cooldowns - the ease of application and no drawbacks. Isn't GW2 the only game with no drawbacks to invisibility? You can literally stroll through a WvW zerg without being noticed, even if something hits you it doesn't break stealth nor does it affect your mobility. And not only thief is guilty of this busted mechanic.
  5. I come to agree. I always had a feeling that something is fishy and I figure that one has to consider some special shenanigans to break the 50/50 loop (queueing during specific hours, duo with someone else, or just wintrade). But the worst thing about this tier are the, as I call them, the Git-gud-andies. Usually people in higher plat or legge that simply tell you to learn to play, being smug about it for whatever reason. For someone who is currently suffering from this faulty matchmaking, I can understand the frustration resulting in anger in some players who are unrightfully locked in a tier they don't actually belong. For a several seasons straight I've been to platinum 2-3, even as far as reaching my peak at 62 rank on EU, so I consider myself rather decent. I made a break from pvp for about a year and when I got back (I broke the rust off my bones by playing a lot on unranked beforehand) it seems that the matchmaking thinks me gold 3 now. The last season I even dropped to silver which never before happened to me, so it made me question my skills. After close evaluation of the meta and pinpointing my own shortcommings I have no other explanation than to believe that the 50/50 loop actually exists. I didn't believe it when I was high and mighty up in plat, when matchmaking caters to your winrate. In retrospect it is funny how I didn't believe in ELO hell, but nobody ever does until you end up there yourself. Gold 3 is like a race through thick mud that is also trying to push you backwards. No matter the hunders of matches at the end of the season, it will boil down to this cursed 50/50 P.S. Here's hoping that new players who show up to the game will cast some fresh air (no pun intended) into the PvP mode and the leaderboard ranking will spread out a bit more even and true. It should also help the algorithm as it has the same issues - there is a limit to how much it can carry 😥
  6. Catalyst sounds better that's for sure and I am eager to take it for a spin on the next beta run. However, if it is meant to be a bruiser/more tanky build, it really could use more passive traits that grants Catalyst unconditional buff to survivability, such as toughness and vitality increase. Ele as is is too squishy, and if Cata's main theme is being an upfront fighter then they better get around half of necro's tankiness, or Cata's will end up being shredded to pieces before unleashing all four elements on hammer #3 Although I am biased for hammers, a longbow would have been just as nice, as the only somewhat reliable ranged weapon that Ele's have is the staff. Perhaps it could be considered to give the hammer fire and air attunement the option to hit at 1200 range? Or, at the very least, have one of these two attunements 1200 range? In this way Ele will keep their viability to some extent whenever they are forced to back away from melee (be it in PvE or PvP), to make up for no weapon swap during combat.
  7. I am somewhat amused by seeing how nowadays PvP players point out things I used to point out years back shortly after HoT launched and ranked was introduced. This is good, becasue I thought back then that I am being unreasonable with my observations, but it seems that more and more players appear to see some gut-wrenching design issues. Sadly, we will see no such changes in GW2. It's core design and as far as we know Anet will not temper with core design - I assume this is because of spaghetti coding, lack of resources and flat out not wanting to do it in the first place. We have to deal with it, play around it or roll thieves ourselves. On a more serious side, as a MMO PvP veteran I can wholeheartedly say that the rogue/thief/assassin archetype is usually challenging to play, but has hefty drawbacks for its demanding yet rewarding mechanics. In other games stealth has what stealth in GW2 lacks - drawbacks. I've heard of no other game that enables any sort of stealth ability without taking something in return, or at the very least granting one strong trait while taking away other (for instance permanent stealth for slower movement). The thing is, GW2 stealth gives you all the pros and no cons. Not to mention the rate with which some may re-apply stealth. In this case, sadly, it is a combat design thing. We can't have skills that are combat-locked, meaning that they can be used once in combat and will start to cooldown only after combat, or that have tremendously long cooldowns to actually label them as "last resort/last stand, situational". Those who had their deal of games can agree that stealth is supposed to be a tool to be timed and used well, not spammed and abused in order to wear down an enemy whilst they lack the counterplay for it save for well timed dodges - and that is if you have luck or inhuman reactions to dodge an instant teleport and burst out of stealth along a whole plethora of CCs thrown in for good measure. Yes, there is initiative mechanic which makes you choose whether to use the resource for burst, CC or mobility and stealth - but if it did its purpose we would not have this thread, and many others before it. WvW and PvP (especially WvW) shows how irredeemably forgiving stealth is should you make a mistake. You can re-apply it with no drawbacks, reset combat as you wish or break the flow of combat to decide when and how to attack. Basically, winning a fight with a stealth user (thief is not the only one guilty of that) depends on them making a mistake, not you outplaying them which, at least in my book, is a sign of bad design. If you plan your heart out with bursts and CC chains only to have it all for nothing because someone can disengage from combat twice or thrice as often than you can actually burst or time your crucial cooldowns, then know that something is not done properly, period. Of course, the way mobility skills are implemented are also a considerable offender besides stealth, but that is an issue for a different thread in my opinon. To top it all off, powercreep did its thing. We know that when everyone is overpowered then nobody is, but it is not true in GW2's case. It's simply: some are overpowered better than others. Remember pre-HoT times of suffering ONLY cele ele builds. Remember and compare what it was like then and how it is now and you'll probably find and answer where did it all go so wrong, because stealth didn't seem to be THIS bad.
  8. Had a dual core necro fight. No matter how much you try to outplay them. They will simply outlast you with ease. Overall the balance is superb compared to what we had before. I only hope that devs will react quicker and do more frequent tweaks to classes before, whatever is meta, raises too much dissapointment and unneeded toxicity against players.
  9. It is considerably better. It will take time to see what is up and what will need some fine-tuning. I can already see that CC trains are going to get popular as I've had one match where I literally melted down in a second and a half, but it took about 3-4 players in a coordinated assault and still I felt like I had time to react to it if I were just paying attention. Still, rifle deadeyes are capable of nuking down players from afar and escaping fairly quickly. Now that damage and healing is lower, it would be worth to consider toning down stealth and mobility on the most mobile classes. This is the only thing that struck me, because with less heals it is easier for thieves to jump out of combat and re-think their combo before you have time to heal up. This might not be the case if thieves didn't jump out and into combat on demand every couple of seconds, playing the endless rinse'n'repeat.
  10. Spotted ranger main. Jokes aside, these are needed more than ever with how much chase'n'kill some classes are nowadays. I would rather fix the so called "no port spots" which can be accessed with ground targeted teleports but not target teleports. Moreover, mobility as a whole should be toned down. The rinse'n'repeat gameplay is tiresome to say the least. I am sure I am not the only one who does not appreciate when the only option to kill a given class is to hope for a slip on the opponent's side (or sheer incompetence/lack of skill), instead of outplaying them. Then, as a means of balance, mobility-based classes should be given some sort of durability boost so that they don't melt once they are out of mobility skills to jump in and out of a fight.
  11. Pre-HoT it was not that fast paced and it was quite fine. We actually had to think on when to use a certain skill instead of spamming skills all around and escaping (provided you play a mobility class) to reset cooldowns and repating the same. If only devs could untangle the spaghetti we could hope for real de-powercreeping to pre-HoT standards when player versus player combat was far more reasonable than what we have now.
  12. This thread made me log in for the first time in a year I think. Finally people started to notice what I've been talking about in HoT-times. But it's not just the stealth that is annoying in this game. It's the mobility along with stealth. Current mechanic of stealth has no drawbacks, save for no contribution to point capture. No speed reduction, no hit detection be it a simple attack or melee. Now let's add this terrific amount of mobility skills that allow you to change your position on top of that and we get what we see (or what we don't see, actually). Of course, stealth/mobility player has to pay attention to how best execute their combos, but compared to stealth/mobility application in other games, GW2 is way too forgiving, making mediocre players decent, and good players nigh impossible to beat under any circumstance - even if you manage to outsmart them, their gimmick-loaded class allows them to counter such situation in a way that is not considered skillful, but cheap. Thieves, mesmers and even rangers can rinse'n'repeat endlessly until they wear down their opponent sooner or later. If they screw up, they have it easy to disengage in a blink of an eye even if you manage to land immobilizes or stuns on them, because they always happen to have some sort of shenanigan up their sleeve just because the cooldowns are short, so even if you manage to peel them, the passive-saving abilities or active abilities, if rotated decently, give an option to escape every 20-30 seconds at worst. And this is only due to special skills such as those that give stability. With mobility on weapons or utility skills that grant stunbreaking teleportation/movement it is way faster and easier to poke and dodge every 8-10 seconds, while thieves can do it even quicker, making this class to be more capable than it should be. But to give it some justice, the same issue regards every class but on different levels. Disengagement options should be either toned down, shortened or once-per-combat locked to raise the skillcap and shave down the rinse and repeat playstyle to which some classes have such an abnormal access to, that it is simply nauseous and a sign of half-baked design. I would rather see thieves, mesmers and rangers be introduced with less squishy-ness, being able to shrug off more damage or mitigate it in ways other than jumping around every couple of seconds like a rabit with rabies. That way they could stay longer in combat and be more strategic in how to apply their stealth or when it would be considered a good move to use that one mobility skill to take best advantage of it.
  13. I don't think we'll get elite specs, but sooner or later I'd like to see what guard lacks the most. Mobility. Mobile half support, half power melee dps with high chasing capability. It's power creep, yes, but apparently this is what is happening with especs. They won't nerf things across the board, seems that power creeping it into oblivion is the only option now.
  14. It does favor LOS more, however I'm seeing a lot of platforms that require leap/jumping whereas shadowsteps will likely give "No Valid Path to Target". So basically I can put guardian back on the shelf and wait for buffs, or roll something else with easy access to quickness/mobility skills other than teleports.
  15. Well, I am of two minds about Colisseum changes. Mostly because mobility-heavy classes will have it even easier to be an even greater nuisance.
  16. As long as there are so many cases of wintrading, and all those weird unpunished shenanigans between players like "afk after losing mid" then those titles are not too appealing to me. EDIT:Actually, wouldn't it be better to give such titles in 2v2 setting instead for DUO or SOLO play in a FIVE VERSUS FIVE setting? Keep it consistent.
  17. Anet stated that they like for elite specs to change the way you play a class. Based on this, I would love for the next spec to fill in the gap of what guardian lacks the most. Mobility and bruiser-like utility. We have it all, you either go one way or another with guardian, but if you try to do a hybrid, you won't be that good at anything, while other classes tend to exceed themselves even more with a jack-of-all-trades approach. But putting that aside, let's just focus on mobility. A polearms as a two-handed melee weapon with lots of engage and disengage mobility to give guardians some zealous-aggressive playstyle, while being a damage-based support. The more power-ferocity-precision, the greater the healing %/boons to allies and to the guardian him/herself (that way healing stats make it pretty redundant). They have to stay active in combat for it to pay-off, relentless chasers who pin down their enemies with leaps, impaling them on their polearms. As for utility? I suppose glyphs would be nice, or a new symbol mechanic with ammo count which drops symbol-like fields which follow the guardian. Or perhaps "hands" - like some sort of monastic techniques of applying a touch to an ally or enemy to grant a boon/healing or debuff/damage.As for virtues, the attunement mechanic sounds quite good, perhaps some extra boons/debuff pulsing in intervals once in combat? TL;DRMore in-combat and out of combat mobility for guardians
  18. In this game it's more feasible to chase targets down rather than keeping them close to you. With the amount of condi cleanses and stability or access to mobility skills which completely bypass soft CC such as criple/chill/slow, the art of chase and escape is much easier to execute. There are two quick solutions, either butcher mobility across the board, or grant more pulls and immobs to slower, less mobile classes such as necro or guardian.
  19. We could use some more dope looking hoods for all weights. As I have suggested once, and I'll keep on doing that, primeval dervish hood in the same way Braham's wolfblood pauldrons, pretty please. That would be a good alternative for phantom hood, which has that weird face glowing all the time (if we could at least turn it off somehow).
  20. Now that I am sure that this is the right thread, I'll post the same thing I did before!I would really love to see the dervish hood. It's the only piece of armour that would finally finish my look the way it should be. The same way Braham's lone wolf shoulders, on every weight, that would be most amazing :D
  21. Let's not forget that it is also people who are the issue. You can have the best blender to mix up the greatest smoothies, but you won't get a good smoothie if you throw crap into the blender itself. So basically lack of skilled playerbase, lots of gimmicks and promotion of low skill floor gameplay.Matchmaking has no reasources to work better, at this point its just a struggling fish without water, flopping around trying to do matches that would at least have a tiny little spark of giving a fair chance to both teams. Still, why does it happen in such a volatile manner? I've been playing MMORPG's PvP game modes for over 12 years and this is honestly the first game in which I just had to leave PvP because it made me feel absolutely livid instead of granting me my well fed sense of challange after at least a semi-balanced fight, and a tiny taste of salt. It was pure salt and little to no satisfaction.I don't even play anymore despite forcing myself to it, I just can't stand the sight of mowing down scrubs without even trying, few times in a row. Or the same streak but having my bottom served to me multiple times due to sheer and raw overpower by the opposing team.It happens way too often for my taste. This is why I don't play anymore because it feels to me like a game of chess. I feel like a pawn in hands of MMR that will either let me smack down some randoms who have no idea how to play, or get rekt by a stacked enemy team. There is no test of skill anymore, no more joy in that, just a damn ordeal and a bitter taste.I just wish that PvP team actually had control over PvP balance and at least try to play the game itself, test it, instead of "looking at the data". As a customer, I am full of dissapointment, because I was told years back that PvP in this game is good (and it indeed was). At least before HoT I had a good taste of what PvP should have been. As a player I am just sad that it turned out to be a powercreep festival every single balance patch, and when I heard for the first time that PvP team does not take care of skill balance in their own gamemode, this is when I stopped believing that PvP will ever come back to what it once was.
  22. Hah! I never thought Anet had it in them to actually do this. Bravo, job well done. So? Now that the public is satisfied for now, will you try to keep it up or wait a couple of years for another 3 months of dishonor? I hope you won't stop here, it was a right thing to do.
  23. Well... PvE got harder content, raids. I thought I would have some quality gameplay in the PvP aspect, in ranked, but it's no different than unranked if it comes to people you meet and their mentality of not giving two fricks about improving themselves. Casuals who refuse to learn ruin PvP gamemodes. I always believed that and it is always true, at this point a universal truth, that you can't have good PvP with people who don't care about PvP for the pure sake of it, but for what shiny crap it gives. Because this game caters to casuals. I already gave it up and just play other games for PvP. I was supportive for far too long and it still goes down to the bottom, fewer and fewer players of true quality. Just play for PvE, this game is PvE.
  24. I don't know if this is intended but I don't think it should be that way. It works with every elevation on every platform and pillar you can jump on. However, I can teleport from near the skyhammer portal up to mid point even though it is also a huge difference in height, same with Kylo mid point.Because of that it is hard to take down those squishy eles or deadeyes who stay close to those platforms. Well, they can be taken down by ranged shots but many people do not listen to those tips and just melt down in teamfights. If we could teleport to those elevations with target teleports, we could at least have a fair chance to fight back.
  25. So this is what PvP community has become, trolls and memes.
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