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vorpal.1497

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  1. It was pretty nice for 2-3 years, I mean balance was off but there was regular attempts at balancing and getting toward improvement. Around the time of PoF things went off the rails with intentional imbalance (elite specs, buy our xpac!) and we got vicious in our criticism, insults etc. I ate a ban for using the word "inept" iirc, I mean I get that pvp balance is hamstrung by policy (like balancing is verboten mid-season) and lack of pvp knowledge, but that's not an excuse and the harsh criticism is deserved. So yeah they stopped interacting
  2. What a pointless question. The only people who are capable of answering are people who began pvp in 2020 and got gud? In which case the answer to your question is yes as long as one person has done so
  3. Yeah that's how it used to function, pulse dmg every second with a 1 second burn. I think the pulses were increased because the build trees for all classes back then were pretty organized around "on-crit" effects, and so a warrior could keep up nearly permanent fire fields while cleaving and just getting ridiculous amounts of on-crit procs. Would be nice to revert that, now that on-crit has been mostly aborted, as a faster pulse with shorter burns would assist a weak weapon keep slightly more condi up on a condi-cleanse heavy meta.
  4. Support is unhelpful if it subtracts too much dmg output. All those full support eles and rangers guarantee a loss if the other team run dps centric builds with a handful of support functions apiece
  5. Sorry but if you did 15% of team damage you were objectively unhelpful
  6. Core war here (wont spend money on expansions since they intentionally imbalance pvp to make you want to buy them) Finishing this season off at position 141 (as of this writing), seems viable to me, and I'm not "very" good (never was able to get more than 1700 rank)
  7. It's not a strawman, he answered your question about what is the advantage of condi, and that is that it ignores damage mitigation mechanics and forces people to devote some (or all) of their skillbar to selfish cleanses.
  8. The condi vs power system is one of the few actually clever designs in the game (ignoring class specific broken mechanics like current holos). The power vs condi dynamic makes it almost impossible to achieve a build without a weakness. If you try to mitigate power via toughness amulets, you (since the amulet overhauls) expose yourself to condi (since you a) give up vitality b) condi ignores toughness). And vice versa, with the exception of Celestial I guess but even hybrid power/condi builds benefit more with specialized amulets. edit: to clarify it's clever I think because it prevents a good player from dominating, because an average player who counters the good player's amulet, can usually win. Great tryhard players exploiting [current month]'s OP build though, is another story, related to too-complex-to-fully-playtest-inhouse profession trees.
  9. It wasn't removed because it was "too spread out" or "too vertical", but certain professions had an advantage with the orb in terms of haste/endurance procs. That said I think now the orb blocks all buffs so this shouldn't be an issue anymore?
  10. This thread is about matchmaking in the ranked spvp system which hasn't allowed teams for... many years afaik edit: this thread is also not at all about "winning more" it's about the quality/enjoyability of matches (winning 500 to 50 is not even fun for the winners)
  11. When someone declines a match and there's 9/10 people ready I think it makes yet another concession among many (concessions for duos, concessions for classes, match history, dishonor history etc.) and shoves whatever is in queue into that slot.
  12. I think everyone has given up on the entire "e-sports" concept of GW2 so why do we even bother with matchmaking at all really, when the purely random matchups are much faster and much more enjoyable/satisfying/fun
  13. 2Gbps isn't an extreme number at the enterprise tier of things, on patch days that number is probably an order of magnitude (or two) higher, and I've never seen an impact on latency. Yes you're correct that patch server is almost certainly a different service than world server, but my point is that this heavy load isn't a problem for ANet (or their provider). As much as I've railed at the devs for balance issues, the network folks they have seem to be among the best in the business (I have only one memory of a server-down situation in all of GW2's history). Anyway a real world "high profile" match I would be surprised to see more than 200 spectators (more ppl will probably just find a stream rather than boot up the game and spectate), so we're really talkin 100Mbps or less.
  14. What data do you think is being transferred from spectators to other spectators (or players)? If we pull some numbers out of our butt, let's say a high number like 2Mbps (a rate this high probably only happens in WvW but hey) is being generated by a busy 5v5 match. Then let's say 1000 spectators (not gonna happen but hey) would be a strain of 2000Mbps (2Gbps) needing to be sent to the spectators. Nothing from a spectator needs to be sent to anyone, except perhaps a ping once or twice a minute from the server to the spectator to determine if they're even still connected. So anyway 2000Mbps seems like a big numbeer, but if you think about how fast you can grab a file from the servers on patch day (let's say 30Mbps, which would be a bad speed, say a low-tier broadband on a poorly transmitted wi-fi node) then that equates to the amount of load represented by 67 people downloading a patch. The real world numbers are probably way more favorable, I'm using nightmare scenario numbers - yet still, this amount of data you think would be crushing ANet's capacity?
  15. I can't understand your grammar, you are suggesting that spectators have a player model while spectating and that somehow impacts the server? You do realize 100% of all video data (character models, textures, world environments, spell effects, animations) happens only on the client right? That data does not need to be transferred, so whether the game is as good or badly programmed as you say, that isnt going to impact lag (latency of actions)
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