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Elementalist Owner.7802

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Everything posted by Elementalist Owner.7802

  1. If you've played PvP for enough time, you should know that the ranked matchmaking algorithm seems to heavily promote profession diversity when creating matches. For example, if there are exactly 2 necromancers placed in the same match, they will always automatically be put on opposing teams, regardless of how their skill rating factors in. It is long overdue for this to be removed from the algorithm. It makes no sense to include it because people can and do swap professions while waiting for the game to begin anyway. In fact, it only promotes cheesing the system, as is the case when a duo team queues up on non-meta professions so that the enemy team will have these weak professions, only for the duo to swap to meta professions. To create fair matches, skill rating is THE most important factor, followed by amount of duo queues per team... But for some reason, the algorithm seems to promote profession diversity above all else, which can negatively affect the quality of matches.
  2. Do you play on NA or EU? NA What team were you on during January 12-26? Stonefall What team were you on during January 26-February 2? Phoenix Dawn If there is a day of the week and time of day you usually play, what are they? NA EAST prime time Did your world restructuring matchups feel more or less balanced than your regular WvW Server matches? More balanced ๐Ÿ™‚ Did you select a WvW Guild for the beta? Yes Was your guild part of a larger alliance guild? Yes Were there usually commanders around during your normal playtime? Usually Which week felt most balanced and enjoyable for you? Can't say for sure. What part of world restructuring felt the most well executed? Creating fun teams to play with/against. What part of world restructuring feels like it has the most room for improvement? Not really a world restructuring thing but skill lag was pretty bad, I assume due to the influx of players
  3. Well I looked up the video because I thought I was going crazy. I knew this used to be there so I was shocked when I couldn't find it in-game. And this post took me like 10 seconds to make lol
  4. Why does Anet remove cool stuff like this? Do they hate fun?
  5. Please make it so that your PvP rank badge can be seen in WvW. I swear I'd have played every season just to show people in wvw that I'm better than them. This is the easiest way to get more PvP players. You're welcome for the idea
  6. Here's the real downstate rankings S tier: Ranger A+ tier: Necro/Guardian A tier: Warrior B tier: Ele/Mesmer C tier: Thief F tier: Engi/Revenant
  7. Sorry to tell you buddy, but you're in ELO hell. See my topic on the matter:
  8. In this post, I am going to explain why the matchmaking system is rigged against you if you are in the ~1450-1550 rating range. We all know that GW2 is an extremely skill-based game, and thus the skill discrepancy between players can be astronomical. This has led to the existence of a small group of elite GW2 players who play the game at the very highest level. These are your MAT winners, your top 25 leaderboard spots, your former esports players... Going forward, we'll refer to this class of players as "the sweats." Sweats are in a league of their own, and are untouchable by the rest of the scene. As the population dwindles, that small group of sweats has gotten smaller. It's gotten so small that outside of prime-time, there is a high chance that only one duo of sweats is queueing for PvP. In this scenario, the game isn't going to wait 2 hours until another sweat queues up. It's going to expand the search until it eventually finds the next highest rated player. This player may be 100 rating lower, and nowhere near as good as the sweat, but he will *always* be placed on the opposing team because the game is trying to create "balanced" matchups. To demonstrate, let's walk through a scenario where 10 players are queueing for PvP: 1 and 2. Sweat duo (both 1600+) 3. 1520 <-- ELO hell 4. 1490 <-- ELO hell 5. 1450 <-- ELO hell 6. 1430 7. 1429 8. 1428 9. 1425 10. 1425 The matchmaking system is going to use these ratings try to create the most balanced match possible. People of the jury, would you like to see what the absolute most balanced match is? TEAM 1: 1 and 2. Sweat duo (both 1600+) 8. 1428 9. 1425 10. 1425 TOTAL RATING: 7478 TEAM 2: 3. 1520 <-- ELO hell 4. 1490 <-- ELO hell 5. 1450 <-- ELO hell 6. 1430 7. 1429 TOTAL RATING: 7319 And that's it. Even when putting all of the next highest rated players against them, the sweaty team will still have 159 rating over the poor ELO hell bastards. There are just not enough sweats to create fair matchups. Some possible solutions to this problem: 1. Remove duo queue in ranked - this would help the situation a lot, and honestly there's no good reason why duo queue should still exist. It's pretty much exclusively used by sweats 2. Put hard limits on the rating discrepancy between teams and/or individual players within a match - this would increase queue times, especially for sweats 3. Have the system stop trying to balance teams. Just find 10 players with the closest rating possible and then randomize the teams. - this would turn our previous scenario into a luck of the draw, but would at least stop punishing players for having higher rating
  9. This is a population issue more than a bot issue. The reason you notice so many bots is because there are so few people playing PvP that the player-to-bot ratio is getting out of control. It's the same reason why the absolute best players in the game who have won global championship tournaments can't even reach legendary division on NA. A matchmaking system needs a decent amount of players to work correctly.
  10. I mean... the last few betas have worked. Can't they just turn the beta on as they continue to work on it? Sure it's unfinished and there are a few bugs here and there but it's still better than what we have right now.
  11. Just release alliances already. DR has been linked to boring servers for at least half a year, and out of principle I will not pay you another cent on transfers.
  12. The roaming playstyle has been an important part of WvW since the launch of the game. Without roaming, the game mode would be nothing but zerg vs zerg (or zerg vs gate) fights , which can get stale after a while. Roaming brings much-needed variety into the game mode and introduces different types of pvp encounters into the open world. The excitement of never knowing who you'll run into is what makes open world pvp so great, and WvW nailed this at launch. Since the launch of the Warclaw mount, the roaming experience has had the enjoyment sucked out of it, particularly in populated maps like EBG. Some of you might read this and think, "Oh he's just mad because he can't gank players who are running back to their group!" but this is not true. While I do think that ganking should be a valid part of the open world pvp experience, that is not the main reason why the Warclaw is so harmful to the roaming playstyle. I define roaming as playing WvW solo or with a small group while looking for fights, kills, or taking objectives. Before the Warclaw mount, what made this playstyle possible were the types of builds that roamers use. They typically use builds with stealth and/or superior mobility, so that when a bigger group comes along, they can hopefully flee. When the Warclaw mount released, that all changed. Roamers can't escape from bigger groups anymore because everyone runs around at maximum speed with the Warclaw. I'm sure everyone is familiar with the situation where a roamer is locked in combat with an enemy, whose mounted teammates catch up and zerg the roamer down. Roamers will always get zerged down and there is no counterplay. Big group eats small group every time. That's just boring. I think that we can all agree this is a problem, but the question is how do we solve it? I want to hear your suggestions, because quite frankly I cannot think of any. What can ArenaNet do to save roaming?
  13. "well suited confused emoji for this one" ๐Ÿค“ If it's currently available in the gem store then the wiki has it wrong. Either way it shouldn't be this complicated to figure out when the pass goes on sale. That's the whole point of the post.
  14. Lol tbh the McDonalds example was used for comedic effect. I guess the point is they wouldn't do that with one of their core food items like the hamburger - They do it for niche items. I don't think the Armistice Bastion Pass is a niche item. It is the definitive lobby for WvW players.
  15. Am I being trolled? I've been waiting for the Armistice Bastion Pass to return to the gem store for a while now. I made sure to check the gem store on Black Friday to see if it was there (it wasn't.) Then I later find out that they decided to put it there the Sunday after Black Friday (???) but it only lasted a day. Well kitten, guess I missed it, and looking at the gem store history, it looks like it won't come back for another few months. I'll just keep my eye out for the next weeklong sa- WHAT?! It was on sale this past sunday for only a day again?! I get it, people at Anet are looking at the trends in gaming and it seems that a rotating MTX shop generates the most revenue. But to me it makes no sense to put an item like this on a rotation.. It's the kind of quality of life item where you either want it or you don't. It's not like some skin where the "limited edition" aspect makes it more valuable. In fact, you're just losing money from people like me who want to buy it but can't. Do you think it would be a good business decision for McDonalds only sell hamburgers on 3 random freaking days out of the year? OOOO BUT IT'S A LIMITED EDITION HAMBURGER YOU HAVE TO BUY IT NOW! Smh.
  16. Was it really necessary for you to create a separate thread to provide general feedback rather than just reply to the official thread? ๐Ÿคจ Maybe it would make sense if you were a well known player but that's not the case.
  17. Overall I like the direction that the team is moving in. The revisiting of elite spec tradeoffs is long overdue in my opinion, and I was literally CHEERING when cmc said that some tradeoffs make the specs feel clunky. I've been feeling that clunkiness for a long time and I'm glad to see it get addressed. As a warrior main, the berserker buffs are exciting. The defense traitline seems very powerful now -- the endure pain for 2.5 seconds on headbutt trait in particular could be a bit busted. Berserker did need the sustain though, and it's a super fun spec to play so I love to see it in the meta. (Side note: Earthshatter getting damage is awesome. Finally getting some damage back on cc's is so exciting to me.) The soulbeast change is super exciting. Being able to swap pets while melded adds a lot to the profession mechanic, and I think it will be very fun to play and experiment with. Vindicator changes are solid. The speed of dodging definitely feels slow in the live game, and the dodge tradeoff feels too oppressive. I can already tell vindicator will be much more fluid and satisfying to play after the patch. Chrono/virtuoso getting distortion is a good change. Don't know if it will be enough to bring either back into relevance, but it's definitely a good start. The people complaining about Scrapper need to understand that it was nerfed because scrapper is so dominant in WvW. The other game modes kinda got caught in the crossfire because you can't split the functionality of a skill. Idk if this change was the best solution but it definitely did need to be nerfed in WvW. Super excited for the future. The team has restored my hope with this preview ๐Ÿ™‚
  18. The February 2020 balance patch should've never happened. There were a few overpowered PoF specs at the time and their solution apparently was.... to nuke literally everything?
  19. I don't know what level you're competing at but if you look at the highest level of GvG I'd estimate most rounds are ~1-2 minutes which I think is the perfect amount of time. Meanwhile in PvP you had tournament finals games where players would legit afk on nodes because it was just stalemates all over the map. (not sure if it's still like this because I stopped playing PvP long ago)
  20. It's the opposite actually. That patch made large scale fights much more interesting, as it forced groups to coordinate in order to get kills. It turned small scale pvp into a snooze fest of spamming your pve rotation on an enemy who never drops below 50% health WvW died because of skill lag, lack of updates, and trolls.
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