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Tridentuk.1625

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  1. I can recommend thief. If you like having map awareness, high kill participation, very low deaths, and having decisions to make- thief has a very low skill floor if you do your research and spend your first games experimenting to get to grips with the roaming playstyle.. but like others have said it's supposed to have a very high skill ceiling.. So in terms of continuous improvement (which I was also after, as a newer player also only been playing 7 weeks) it's got it. You say you want to break a skill barrier 3+ times in your time- I've transitioned my playstyle and understanding about 5 times already after 70 games because the decision making is really the crucial point and that involves a wider awareness. It's not much of a duelist/fighter though (or at least if you are dueling a lot you're playing the class wrong). Some of the really high level players who really know what they are doing will duel from time to time but it'll take months if not years to get to that level, I don't care what gaming background you have. The core of improving on thief is map reading and situational awareness. You might, if you have a background in competitive games, get sucked into duels because they're so easy to win against mindless noobs in your first batch of games, but once you get placed and start playing ranked you will have to readjust and play the role properly.
  2. @Avatar.3568This is fantastic, thanks for going through all that effort
  3. Indeed.From what I notice in guides and such most classes are likely to be 1 or 2 roles (elite specs taken into account ofc) if they are playing to meta, apart from rev which I hear repeatedly "can do everything".
  4. Hi, I'm currently working on furthering my understanding of team synergies and how to adjust playstyle. Not sure how to communicate exactly what I mean, but let's just say I put a list down like:What to do if... Your team has 3 teamfighters, a duelist/roamer - and other team has 5 strong teamfighters (so basically you know there's a high chance you'll lose most even teamfights)Switch that around, your team has 4 teamfighters, theirs has a defensive duelist and 2 roamersYour team has another roamer, enemy team has only 1Their team has 2 roamers and duelist, your team only has youI guess some of these overlap, but just in general what are some common scenarios in terms of team comp and how you react to them in terms of anticipating how you will have to adjust playstyle? (noticed every guide from plat players takes these things into account).
  5. Hey, Coming from Dota, a huge part of my game was in the picking stage and basing how I was going to play the game based on what "heroes" everyone else picked (and therefore the overall synergy between myself and the 9 other players in lobby). I notice in guides from plat gw2 players that they always look at the icons at start and try to determine what roles the other 9 have, and therefore how they need to play. This is especially important as a thief main I would think. So I've been studying a bit, and I've got the basic concept of the 4 referred to roles- DPS/Sup/Duel/Roam.. I get that this pigeon-holing is a little bit simplistic with some builds being hard into a particular role, and others having more license to improvise depending on the situation, but at this point I just want to get a handle on this first part. In order to do this, I need to first figure out what the general meta notion for class -> role is so that I can put that downtime to good use like I used to do in Dota. The generalities I've picked up are things like:-thief is almost certainly roamer-necro is almost certainly dps-guardian builds are usually some form of teamfight (either dps or sup, or blend of both) The others I have some vague notions but far from certain. I haven't finished my qualifiers yet for ranked but I suspect I am in high silver / low gold meta based on guildies I've played with and their ratings.
  6. Every single competitive game is the same deal.Go to league forums, dota forums, sc2 forums- whatever ones you want, there will always be posts about crazy win streaks followed by loss streaks or vice versa. Also people just have good and bad days, you may not be able to feel it but there should be days when your concepts are clearer, reflexes sharper, etc. You probably also experience this at work, but because the margins are so much tighter in matchmaking competitive games the results are more noticeable.
  7. Except that by this argument more, and more players would get frustrated with this mode and leave, driving the population even lower. All other matchmaking systems with 5 man teams work like this.. the only reason some are better towards the middle of the bell curve is if that they have more people playing. MOBAs for example DOTA you can get to around 3.5-4k (top 10-20%) with relatively even distribution of ranking/skill, but pro players if they aren't scrimming and playing random pubs will be 9-11k and get 4ks in their teams sometimes and in general will get like 6-7k average games. The alternative is massively increased wait times (in DOTA this is an adjustable option, some high tier players take it and their wait times are like 20-80mins for a game). My problem with your post isn't that you're saying it sucks, obviously it's far from ideal, but that you're blaming Anet without suggesting a reasonable alternative. I've had this debate countless times in other games and if you're a logical reasonable person the conclusion is always the same- either leave, make the point that you would prefer to wait an hour for a decent game, or see carrying games better than the opposition high ranked player as an extra skillset and challenge to take on. The reality of it boils down to that and no amount of finger pointing at Anet will ever change that. There are some things that Anet could realistically change for the better (like the WvW world matching system), then there are things like this for which gamers have been having debates on various platforms for decades with no solution where you just have to accept the reality.
  8. @kash.9213Thanks,this is why I made this, cos there are mechanics I don't know / didn't think about yet.Throw Gunk is actually sick now that I looked up the finishers haha
  9. Was wondering if people had their opinions about stolen skill and their rankings in terms of usefulness?So let's say it looks something like this:Very Useful- Iceshard Stab : 6 seconds of chilled (jesus), makes it really easy to land skills and adds 4 seconds to their CDs, and obviously if someone is running away it's game over.Consume Plasma: 2nd just cos of ease of use, can be used in stealth or before initiating at no real inconvenience.Blinding Tuft: free stealth and blind, what's not to like? gives me an extra burst on pd or backstab on dpMace Head Crack: can be used before shadowstrike pd, or after backstab on dp, always kinda useful.SituationalSkull Fear: up to 2 second fear, can make it easier to land skills and useful impactful dense teamfight situationsHealing Seed: heal is pretty minimal but can be useful against conditions if in teamfightsVery Situational / RubbishEssence Sap: 0.5 sec casttime for 1 sec slow... can see how it could be useful for very niche outplays but currently I don't even bother with itWhirling Axe: can see it being situationally useful for power thieves but it's just going to be too underwhelming to bother on my condiThrow Gunk: Not even close to worth 0.5 sec casttime for very minimal damage even on my condi
  10. Have you checked here yet?https://www.peuresearchcenter.com/benchmarks.html Also reference gold per hour, or mention how many hours you've played to get 50 gold. If you say "can't get past 50 gold per day" that naturally sounds like you've literally stayed up 24 hours and you just can't manage to break 50 gold. I think I probably end up with like 25-30 gold per day off 5 hours average (obviously quite abit more if you consider the value of alternative currencies). I'll do one run of icebound chests and winterberries, dailies, then play pvp and fractals, then do whatever. It varies though cos I tend to hoard my mats and sell a bunch at once when they overflow my 500 limit. If you just grind all of the most valuable maps (and do tricks with switching characters and maps to reset) the benchmark would probably be something like 90-100gold/5hrs.
  11. i haven't quite figured out how they get the little people inside the screens yet, but my best guess so far is a willy wonka-ish setup I heard from my auntie's neighbour's friend that it's ghosts.. what you do is get a very experienced shaman to perform a ritual and the pictures come to life.. That's just what I've heard though.
  12. @AliamRationem.5172Beginners luck then.. maybe they recently programmed that in to try to incentivise new players into wvw who knows.Thanks, saves me wasting my time trying to grind out asc gear from it.
  13. I came here for the moving pictures. My mind has indeed been blown by what technology is capable in this day and age. I thought still pictures were amazing, but now THIS
  14. I was looking at drop rates for fractals and such, all the way up to t4, and they were complaining about "oh it takes weeks to get a weapon box/armor box or useful trinkets to drop"...Meanwhile I've played WvW for basically a full single reward track's worth (half the Orr track I think? and half the warclaw) which is a really short time really.. I've had an ascended pistol drop, ascended heavy armor which I can't use, and 3 asc rings that were crap but still.. I never hear about WvW being a great source of asc drops, but if I were to average even half that rate it would be pretty good no?
  15. @Armen.1483Thanks,I just think "screw it" I'll stick with thief to complete regular fractals and raids. My original plan was to have 3 different characters so I could be meta in all game modes but I'm starting to realise I'm still quite far away from hitting a wall where that's actually very important yet. This is my thing- whenever I get into anything new I dive at it and try to learn everything as fast as possible, when actually I still have a lot of natural progression left to do.
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