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rng.1024

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  1. This is a actually a good suggestion. Let's say we cut rating gain on a win by 10% per player in your party, meaning everyone can queue with up to 4 friends and duo's will be the least punishing.
  2. To be honest I prefer the engie version of the Moa skill: "Toss Elixir X" with all traits you'll have it on a 60 sec cd and you can hit 3 targets with it, shure, it will only last for 3 seconds instead of 6 and you have to deal with projectile hate. But overall it feels better to me. Couldn't agree more ^^
  3. Yeah it's not easy when you are the only one thinking about them :astonished: Don't be afraid try another strategy if you are on a losing streak: Try to help in fights insteadAvoid fights where the enemy has equal or more players than you.Take as many 2v1's as you can (you are 2 against 1 enemy).Make sure you entirely kill downed players before moving on.Winning fights means your team needs something to do and chances are they will capture nodes. Give it a go for 10 games ^^
  4. Would be interesting if they ever removed the 50% damage reduction of shroud and replaced it with immunity towards crits. To counter conditions aswell they should make it reduce 50% of incoming condition duration instead. These changes would mean using shroud at the right time would provide way more defense than it currently does without having to resort to blocks/evades or invulns, coupled with better life force scaling and sources of course. Always made sense to me damaging an enemy would build some life force regardless of skill used.
  5. I'm glad you found it of some use, reading through all that require some dedication :astonished: I quite enjoyed these, so if you have any ideas for how to make it less obnoxious next time please share. My plan pretty much is to start streaming while I explain things so you can see hands on what it's like, and maybe make a more thorough "guide" (what ifs leading to what ifs and stop when you are in a winning position) down the road should people be interested. You are absolutely right that most games teams will rotate under par, which is a shame. But on the other hand it gives low ranked players more chances to climb because of enemy mistakes. For new players especially, who play it like deathmatch and can't understand why they keep losing. Also gold players who do well on their profession but can't seem to stay in plat long. But most off all show people how much they can actually carry - that it's not about 1v2 at far, get the most resses and having a good team - something I feel alot of players never realise even being veterans of the mode. Thanks alot for the kind words and feedback :)
  6. If there was to be a stat, it should be one that provide scaling health regeneration while afflicted with atleast 1 condition. Might stacks should counter some of this stat. I am all for splitting cleanse sources into damaging and non-damaging if the symbols differ (green instead of red f.ex if non-damaging). Only big cleanse skills, only small cleanse traits. Remove cleansing sigils/runes/food.
  7. Necro is tricky like that, you get focused alot and you little blocks/evades/teleports to deal with it. From the silver games I have seen they tend to fight anywhere on the map. Chances are your team isn't paying enough attention to the nodes, luckily this applies to the other team aswell. In these tiers you should probably try to fight on the nodes as much as possible because of this. Do you have a duo partner? A friend is a great way to help you win more matches and climb together :)
  8. Hmm that's alot of variance. Still playing necro? If you enjoy core you might see more success if you try to hold/defend the mid node the entire match - the paladin variant gives alot of life force and toughness to help with that.
  9. I think my time in the sun has come to an end my friends :'( I will be traveling soon so my forum presence would fade regardless, so might aswell let these scenarios sink in - for now. There could be many reasons these topics don't gain much traction on the forum, and some of these I believe are: It requires you to be humble. If you already feel you are a god of pvp, of course you won't give threads like these the time of day.Not knowing my merits and ranking. I intentionally left these out to let the logic of rotations speak for itself, also so you guys can see how they are self-evident or "obvious" for better players chiming in. If I wasn't anonymous things might have turned out different.I also believe my method of taking the role of "asura genius" might have annoyed quite a few, because they feel they know better and I come off as obnoxious. It's hard however to take the role of teaching if people don't think you are fit to teach, so in some form it's necessary.Maybe some are playing the game to improve instead, which is AWESOME! :blush: The thread grew above my wildest expectations! Next time I need to come with a simpler format that allows more ease of navigation and gathering of replies. Right now it's f.ex not easy to find which solution fits which scenario causing some to not bother participating I am sure.Atleast I hope you learned a thing or two about the importance of rotations, how to handle common scenarios and maybe think a little about your own plays - best of all if it inspired you to play a few games :blush: To all who participated and gave feedback - thank you so much, really made my week :heart: As always, if you have any questions you can always post in this thread and I will help you as best I can as soon as I can. Have a great summer everyone ^^
  10. For those who wonder, there are a few assumptions you have to make when deciding optimal rotations. The most important being: Outnumbering a fight means a win (node capped).Outnumbering with more than 1 player is an over-rotation.The enemy team follow the same rules as you doIf they don't you will always outrotate them by following this method because you play optimally and they don't resulting in them lagging behind having to react to what you do. Notice how this doesn't take player skill into account.
  11. Solution: This means the opposing team will either match or outnumber you on any given node. In order to avoid this you have to play only 2 nodes. Another thing you need to know, is how the distance between home-far can be used to your advantage. In order to force a rotation of the enemy team, you need to send 2 players far. These players will have to carry (take an unfair amount of responsibility) by not going down and kiting (using mobility and line of sight to survive while outnumbered) on that side of the map. The rest of you must go close. Why close? Because you are creating distance, spreading the enemy to both extremes of the map which at this point is 100% necessary. The other team now has a choice to make (to outnumber you): Send 3 players to their homeSend 4 players to their farNo matter what they choose they will lose one of the nodes because you outnumber there. Once that happens and the kill is confirmed, you need to act quick. Let's say the opponent chose to send 3 people close. With only 2 people they can't risk pushing the rest (3 of you) on your close and you get that for free. Now you can all push to mid. If your teammates on far have done well they will still live. A 3v2 is about to happen at mid so the 3 players who went far in response now need to make another decision; Stay here to try and get a killGo mid to outnumberEither way you will come out of this with 2 nodes! Once you have those it's necessary you snowball to the last node. Why? Because if you force that decap then the other team can't just zerg to mid. If they still do, which is a suboptimal rotation now, you can simply trade it for sides - which allows you to repeat this process from the start.////////////////////////////////////////////////////////// It will not be enough against a good team, but by doing this you can slow down their score-gain drastically until the afk see you are still doing great or if you have an unfortunate dc on your team - all it takes is 1 mistake by the enemy team and you can lock down 2 nodes by staggering, bleeding and outrotating whenever you can for the comeback victory. Never give up until the timer runs out! Notice how in this scenario you need to think 2 steps ahead at all times, use the map structure and double guard yourself with situations that will benefit you either way ensuring the enemy has to face an ultimatum every time - your rotations are therefore incredibly important when at such a disadvantage. Top stats compares you to everyone else in the match, it does not tell you how crucial you were to winning since conquest is a game of score - not stats. Doesn't matter how much you try to cap a node if you never get it since only having it gives points. (Can you deduct what would happen if the enemy team chose to send 4 players to their far instead? ;) )
  12. Great read ^^ No substitute for playing and building experience, so for all the beginners out there - now you have the basics, time to queue! :astonished:
  13. Quiz #7! Scenario: You just had a full team wipeIt was the first mid fightYour duelist (side noder) decides to afkHow do you deal with this? Bonus question:Why are top stats unreliable when it comes to measuring your match impact?
  14. Solution: This is the point in games where most players give up and think it's unwinnable, don't be one of those players. Because I assure you you have the best possible chance at this point in the match to turn things around. You can see on the enemy team composition (profession representation within a team) if they have a strong teamfight, simply by checking if they have both a teamfighter (Necro/Revenant) and a support (Firebrand/Tempest). If you don't have a duo of these to match, chances are you will be outsustained if you try to teamfight. You can check this before the match even begins by pressing B to open up the Scoreboard. Now here is why you can win this on rotations: Duelists builds have above average mobility (over time)Teamfighter and support builds only have average mobility (short bursts)Let's set up a strategy now. Teamfighting is off the table, and the best position for their duo is to hold mid. In other words side nodes is the play here. You start by all going to claim your home node if you don't own it already. If the teamfight-duo stays at mid, you push for far next leaving 1 player behind. If they come to close you as a thief can easily decap mid - which is going to be your job from now on.It's important to note playing sides doesn't refer to home or far, it refers to "whichever node the teamfight duo isn't on". They are slower than you and have to stick together, so if you see them coming to your node you move to the next making them waste not only 1, but 2 rotations since they are now stuck there to cap to make up for a dead rotation. What you are doing here is called outrotating (where your rotation is way more valuable than the enemies) your enemy, and they are doing an over-rotation (lowest value rotation). The moment they leave mid you force them to play 3 nodes with essentially 3 players since the teamfight duo is always arriving late, giving you a dream scenario as a roamer to always outnumber and always have a 3rd point to decap. ////////////////////////////////////////////////////////// Take a look at what you're doing here(!). You are essentially denying 2/5 players to play the game, because the 1 node they can hold together is not enough to win. You are using your teams strength to hard counter theirs, and it's possible in conquest solely because there are 3 nodes to play for which is what allows for hard logic to dictate which action nets you most reward. Your team needs to understand what is happening and not feed (running into an already lost fight and dying) into mid, so often it requires either some experience or communication. Luckily it's easier to do the higher rated games you get. But you should always be the one to push first, this way your teammates will follow most of the time. Take initiative and take responsibility for your wins, this is how you win matches like these.
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