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Paradoxoglanis.1904

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Posts posted by Paradoxoglanis.1904

  1. PoF specs are way too power crept which makes boon application and support pretty trivial. With chrono you have to maintain complex rotations and keep track of a lot of different cooldowns. And try to imagine this, you actually have to pay attention to your characters position and where you place your skills. With FB and Renegade (and a lot of other PoF specs) its all just passive and aoe spam.

     

    I dont think there is any easy way to fix the playstyles of the objectively overpowered elite specs. Making arbitrary nerfs or buffs just ends up making a bigger mess of balance and class design. If people want to move away from the mindless aoe gameplay then a lot of elite specs need to be completely overhauled.

  2. > @"Sodeni.6041" said:

    > > @"Paradoxoglanis.1904" said:

    > > A large portion of people still playing pvp are salty veterans who dont seem to realize that there isnt any real competition anymore. It also doesnt help that the meta for the last half year has been absolutely awful.

    >

    > I don't know why there is so much toxicity, especially against new players or players that try to learn a class/build. Unless you are a complete pro (and probably even then) people just hate on you. Also, the bots are a real problem in PvP, there's so many of them! Why doesn't arenanet act and ban those bots?

     

    There are a bunch of reasons that all accumulate together. People who have played 1000's of games expect teammates to have the same experience, and most dont want to bother teaching the basics to new players. Secondly, the population has been declining for years, which has been decreasing the matchmaking quality and making leaderboard position more volatile. Conquest is a very team oriented gamemode and requires constant communication and strategy to play properly, something you only rarely see at high ranks. Also the meta since February has been very bunker and cc heavy, which makes team coordination and proper rotations even more important. So playing a neglected gamemode, low population, not having proper teams outside of AT's, and being stuck in one of the worst metas yet makes people pretty salty. And bots arent being addressed because anet doesnt really look at pvp anymore, though you can avoid them if you get above silver-gold rank.

     

     

  3. > @"wevh.2903" said:

    > > @"JusticeRetroHunter.7684" said:

    > > > @"Dantheman.3589" said:

    > > >Are these even good questions to ask or do we just keep applying blanket nerfs?

    > >

    > > These are precisely the questions people should be asking.

    > >

    > > Right now the problem with Gw2 Balance, is mainly that the concept of balance is fundamentally misunderstood. I've brought this up in a number of posts, going back almost a year now, and we are seeing predictions made over a year ago play out in real-time, because those that applied critical analysis to the issues of balance at a fundamental level questioned the validity of the "nerf everything" stance that was taken by CMC, when it was announced last year, and implemented in February. The consequences you've laid out in this post, is exactly what a small minority and I predicted would happen. The reason for this is because achieving balance is very complex. There are entire branches of science that are required to even begin the discussion, and that's why we don't see it being talked about on the forums...most people don't even know what questions to ask.

    > >

    > > I've done a lot of the digging and the dirty work, and I've been able to lay-men-ize it to the point where we can discuss it here on the forum without going too deep into the science. But at it's heart, the problem with balance is a fundamental one that starts with dispelling what balance even means.

    > >

    > > The assumption for most people is that balance is thought of, in the sense that one can "balance" an equation, or "balance" two objects on a scale. Ability A and Ability B when put on a scale, should weight the same amount right? Turns out this assumption is fallacy, and i'll explain why.

    > >

    > > When you put two objects on a scale, you are using a single metric to define what it means when two different things are equal to one another. For Object A and Object B, Weight is the metric we are using to determine whether those two objects have equal weight.

    > >

    > > But the problem arises, when you require more than one metric to determine whether two objects are equal. Object A and Object B might have the same weight, but what about it's density? or it's shape? or it's refraction Index? Or it's radioactivity? The more metrics that are required in order to determine the "equality" between the two objects, mean that as each metric becomes equal, so are the description of the objects. So if you have an infinite number of metrics that are equal, it means Object A must be completely identical in every way to Object B.

    > >

    > > Here is another way to look at the above example, where we have a bar of soap and a hammer, being related to Skill A and Skill B -

    > > ![](https://i.imgur.com/4Z0tjVr.png "")

    > >

    > > As you can see, the more metrics we add to each one to determine it's balance, the more the two skills will converge to just being the same skill... In reality, the bar of soap and the hammer can NEVER be exactly the same, and this is because if we had an infinite number of metrics, means that the quantum states (the positions and velocity vectors of individuals atoms) have to be identical...which is impossible to attain. In the same manner, Skill A and Skill B can have exactly the same attributes given an infinite number of metrics, but then they are just the same skill, where nothing differentiates one from the other.

    > >

    > > So the generally accepted perspective on balance is actually just nonsense. Simple number tweaks to try and get two or more things to be balanced with each other in the above manner is impossible to do without annihilating diversity. This is just addressing the first issue of the multi-faceted issues on the topic, which if you follow logical analysis, you will find that the inevitable solution to the problem, is actually the reason why we can explain that the above pointed out fallacy causes balance issues in the first place, the ones we observe in gw2. The solution requires an explanation in and of itself, but to put it shortly, it's because of lack of diversity, is the reason we have poor balance. That's another post and wall of text all together. But i'll be happy to explain it in detail for those that want me to explain it in depth.

    > >

    > Dude too much text to read

    >

     

    The issue with gw2 pvp isnt balance, its class and combat design which is a much more complex topic.

  4. > @"Dawdler.8521" said:

    > But again, repopulating EoTM means depopulating WvW.

    >

    > Is that what we want?

    >

    > Players dont grow like magical mushrooms, they got to come from somewhere and it probably wont be from sPvP, PvE, fractals or raiders.

     

    Keeping the gamemode stale is the main factor in depopulating wvw. Making changes and incentivizing people to play in EotM might actually keep people playing longer.

  5. Has anything been said from CMC or others at anet? I know they rarely say anything, but this balance is arguably the worst its been in years, and not a lot has changed since February. The meta is still full of builds that are horrible to play and play against, but they seem to think everything is fine just because there is some diversity?

  6. If you see your team wiping in mid, then dont join them. Look at the map and pick a rotation based on your role. Does home need help? Where will the next teamfight be? Can you go decap or cap and hold far? The last thing you want to do is enter an outnumbered fight with your team staggering respawns.

  7. > @"Ayrilana.1396" said:

    > > @"Paradoxoglanis.1904" said:

    > > > @"Cyninja.2954" said:

    > > > > @"Ayrilana.1396" said:

    > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > @"Cyninja.2954" said:

    > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > @"Cyninja.2954" said:

    > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > @"Cyninja.2954" said:

    > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > > > > > > Why does this argument always turn into a debate of afk farming and buying your way through content? If you actually play the game like a normal person it takes much less time to get the pve gear. But by all means if you want to argue that flipping camps for 500 hours is an easy way to get legendary armor then try it out yourself. Personally I would find raiding a couple times a week to be far easier.

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > > Typically only raiders are able to do full raid clears and it’s not something a random player can expect to do. If they do go the raid route, you have to account for all of the time it takes for them to gain experience on how to do each raid encounter.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > > I would expect that someone trying to get pve legendary armor would become a raider though. Just like its not recommended to play wvw entirely solo just flipping objectives, its not really recommended to do raids casually in pugs. Raids become much easier with a guild, both in learning the fights and then efficiently farming them.

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > Yes they would probably eventually become a raider but there’s still time spent getting to the point that they can participated in experiences clear group. Some may get lucky and join a guild’s clear group who will carry them as they learn and eventually pull their weight. However, sPvP and WvW do not require this “learning period” as you can jump right in earning your time-gated rewards are the same rate you would if you were a veteran in that game mode.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > I dont think anyone is questioning the time spent learning raids. And besides, most new pvp and wvw players arent able to play nearly 400 games a season or finish the skirmish reward track every week. If its a question of obtaining legendary armor as someone who is dedicated to the gamemode, pve is far quicker. If you then assume the player is a veteran of the gamemode, pve is even faster.

    > > > > > > > > > > > >

    > > > > > > > > > > > > It’s not about whether people are questioning the time but them ignoring it completely. Getting armor through raids is quicker only if they’re already an established raider. Someone brand new is not going to immediately be off doing full clears. They’re going to have to spend time learning the mechanics for all of the fights as well as their rotation(s). This learning phase makes it take much longer to obtain legendary armor than from the other modes.

    > > > > > > > > > > >

    > > > > > > > > > > > Again I have to disagree that the time spent learning raids is a significant factor when comparing the total time. Many raid bosses are very simple for beginners with a decent understanding of their class, so right from the start they are earning a fair number of LI. It might not be the weekly cap but its still significant. As for wvw and pvp if we are assuming someone is brand new then its very unlikely they are going to spend 20 hours a week in wvw or play 400 games a pvp season, so all three methods have their initial barrier to start earning materials. The main factor is the time gating. Pve is 6/12+ weeks, wvw is 22+ weeks, pvp is 3+ seasons. You can get all 3 sets semi afk if you want, but that is completely beside the point.

    > > > > > > > > > >

    > > > > > > > > > > Ahm no.

    > > > > > > > > > >

    > > > > > > > > > > Please don't compare 6-9 experienced raiders carrying, I'm sorry: "teaching", 1-4 new players with actual raid progression. Most players take a significant time to learn to do raids, especially bosses which require dedicated roles. This goes double for W5-7. I have been a part of and/or have gotten to know groups of players who actually "recently" got experience on many bosses, 1 group end of last year, the other early last year. Both groups took a significant time to master fights, especially the first few kills were the longest until a basic raid understanding and approach was developed, again: these players started from scratch.

    > > > > > > > > > >

    > > > > > > > > > > The moment you are not at the weekly cap, you are also not at 12 weeks per legendary armor. If you "only" drop the weekly cap from 25 LI/LD to say 20 (let's say skipping Wing 5 and Qadim 2). You are already at minimum 15 weeks for an armor. If you drop the LI/LD per week to W1-4 only, you are at 20 weeks per armor.

    > > > > > > > > > >

    > > > > > > > > > > All the while having failure states for PvE, and group/squad management. Any person who has ever managed a raid squad or guild or regular trainings for an extended period of time, knows that you need to constantly fill up your roster, and occasionally retrain new players. None of this is present in WvW or PvP, where the only failure state is not putting in enough time.

    > > > > > > > > > >

    > > > > > > > > > > Thus the acquisition methods are rather balanced. The "fastest" one has rather hefty failure states and requires actually cooperation. The other 2 just need you to show up and thus take longer. I'd call that pretty much balanced.

    > > > > > > > > >

    > > > > > > > > > New players can get pve legendary armor in a minimum of 6 weeks with 150 LI. If you are making your second or third set you should be experienced enough to get close to the weekly cap without too much trouble. Im not sure how else to say this. You can cheese the system and farm legendary armor in all 3 modes by playing semi afk. You can buy your way through raids, you can find a guild to carry you, you can flip camps in wvw, you can afk and throw pvp matches, whatever. This is besides the point. In all three modes the average new player probably wont hit the weekly/seasonal cap. Most dedicated players will probably get close, the main factor is time gating.

    > > > > > > > > >

    > > > > > > > >

    > > > > > > > > No. I have to disagree here. I know a lot of players who have even completed their 3 armors. Most of them are no where near clearing all 7 wings weekly, or even within 3-4 hours. If you are lacking experience or exposure to more casual raiders, then that is something you might want to look into. In fact I'd make a claim that most raiders do not full clear weekly beyond W1-4, and definitely not wing 5 or all 7 wings.

    > > > > > > > >

    > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > If I need to give an example, look at wvw. It takes roughly 20 hours each week to finish the skirmish reward track. Im assuming that most people dedicated to the gamemode play in a guild, and that is a lot of time for an organized group to commit to every week. Its rare to even find a guild that plays that much, and even rarer to find one that keeps up that pace for nearly half a year. The argument that "you can just play solo and farm afk" Is often just telling people to play in a way that doesnt interest them. I could say the same thing to pve raiders, "if your guild doesnt hit the weekly LI cap, then just join some pugs or join/buy a clear with another guild".

    > > > > > > > >

    > > > > > > > > There is a vast difference between just afk flipping a camp and raid clearing content. Sorry but this is bs.

    > > > > > > > >

    > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > Some people hate small scale fighting and roaming just as much as some people hate pugging. The fact that pugging raids might be more challenging doesnt change the fact that in both cases its up to the individual person to decide whether or not its worth putting up with something they dislike to get rewards. The effort involved in actively playing the different gamemodes is roughly the same.

    > > > > > > > >

    > > > > > > > > Well we will have to disagree then. You are vastly misrepresenting how difficult it is for players to clear raids. I could link to the hundreds of pages of threads on this issue in the fractal, dungeon and rais forum, but let's keep it simple and just disagree.

    > > > > > > >

    > > > > > > > And I have known players who are very average skill-wise yet still get the maximum LI each week. This just the same argument of "wvw and pvp takes no skill so it should take longer". Legendaries have never been about skill. They have always been long term rewards for dedicated players. So once again I need to clarify that im not trying to argue about the theoretical effort it takes. There are "effortless" ways and challenging ways to get all 3 sets of armor. There will always be some people who afk farm in wvw, or bot/throw pvp games. If you argue that this is the reason why it should take longer to get legendary gear you are claiming that in game rewards should be balanced around people who are griefing or breaking tos.

    > > > > > > >

    > > > > > > > For hardcore players, time gating is undeniably the most limiting factor. Obviously casual players arent going to cap out on LI each week, just like how casual players arent going to finish the skirmish track every week or play 400 ranked games a season. So in most cases time gating is still the most limiting factor and it can even be more punishing for casual wvw and pvp players since they will rarely earn the final track chests which reward the most materials.

    > > > > > >

    > > > > > > There we have it. You want the content to be balanced around hardcore players, for which either approach is insignificant, since a hardcore WvW players has no problem in getting the tickets many times over. Once he is a higher rank even faster. Same applies to PvP.

    > > > > > >

    > > > > > > I don't think that hardcore players make up the majority of players playing either content. As such I don't consider balancing around that. It's as easy as that.

    > > > > >

    > > > > > Perhaps you misunderstood. Compared to pve, getting wvw and pvp armor is slower for hardcore players. Its arguably even slower for casual players depending on playtime vs how many bosses they can kill. Im not arguing for hardcore balance in stating any of this. All im saying is that in most cases it takes longer to get wvw and pvp legendary armor.

    > > > >

    > > > > Hardcore sPvP and WvW players will be earning more pips. What you, and the OP, have been doing is using the rate that a veteran raider would obtain LI versus the rate that a beginner WvW/sPvP player would earn pips. It’s an unfair comparison.

    > > > >

    > > > > You compare the rates that hardcore players would earn doing either of those modes or you compare the rates of casual/beginner players in each of those modes. You don’t mix and match rates so that it benefits your narrative.

    > > >

    > > > Pretty much this.

    > >

    > > I seem to recall stating multiple times that casual/new players will likely not be earning the max number of weekly/seasonal pips, while hardcore players will. I also seem to recall saying that hardcore raiders will likely earn the LI cap while casual/new players wont.

    >

    >

    > Yes. You have stated that. The problem is that you mix and match the rates across the game modes. You use the rate that an experienced player, within an experienced raid group, would earn LI versus that a new player, or whatever you consider to be “casual”, in WvW would earn pips. It’s an unfair comparison.

     

     

    Perhaps you misunderstood. Compared to pve, getting wvw and pvp armor is slower for hardcore players. Its arguably even slower for casual players depending on playtime vs how many bosses they can kill.

  8. > @"Cyninja.2954" said:

    > > @"Ayrilana.1396" said:

    > > > @"Paradoxoglanis.1904" said:

    > > > > @"Cyninja.2954" said:

    > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > @"Cyninja.2954" said:

    > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > @"Cyninja.2954" said:

    > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > > > @"Ayrilana.1396" said:

    > > > > > > > > > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > > > > > > > > > Why does this argument always turn into a debate of afk farming and buying your way through content? If you actually play the game like a normal person it takes much less time to get the pve gear. But by all means if you want to argue that flipping camps for 500 hours is an easy way to get legendary armor then try it out yourself. Personally I would find raiding a couple times a week to be far easier.

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > >

    > > > > > > > > > > > > > >

    > > > > > > > > > > > > > > Typically only raiders are able to do full raid clears and it’s not something a random player can expect to do. If they do go the raid route, you have to account for all of the time it takes for them to gain experience on how to do each raid encounter.

    > > > > > > > > > > > > >

    > > > > > > > > > > > > > I would expect that someone trying to get pve legendary armor would become a raider though. Just like its not recommended to play wvw entirely solo just flipping objectives, its not really recommended to do raids casually in pugs. Raids become much easier with a guild, both in learning the fights and then efficiently farming them.

    > > > > > > > > > > > >

    > > > > > > > > > > > > Yes they would probably eventually become a raider but there’s still time spent getting to the point that they can participated in experiences clear group. Some may get lucky and join a guild’s clear group who will carry them as they learn and eventually pull their weight. However, sPvP and WvW do not require this “learning period” as you can jump right in earning your time-gated rewards are the same rate you would if you were a veteran in that game mode.

    > > > > > > > > > > >

    > > > > > > > > > > > I dont think anyone is questioning the time spent learning raids. And besides, most new pvp and wvw players arent able to play nearly 400 games a season or finish the skirmish reward track every week. If its a question of obtaining legendary armor as someone who is dedicated to the gamemode, pve is far quicker. If you then assume the player is a veteran of the gamemode, pve is even faster.

    > > > > > > > > > >

    > > > > > > > > > > It’s not about whether people are questioning the time but them ignoring it completely. Getting armor through raids is quicker only if they’re already an established raider. Someone brand new is not going to immediately be off doing full clears. They’re going to have to spend time learning the mechanics for all of the fights as well as their rotation(s). This learning phase makes it take much longer to obtain legendary armor than from the other modes.

    > > > > > > > > >

    > > > > > > > > > Again I have to disagree that the time spent learning raids is a significant factor when comparing the total time. Many raid bosses are very simple for beginners with a decent understanding of their class, so right from the start they are earning a fair number of LI. It might not be the weekly cap but its still significant. As for wvw and pvp if we are assuming someone is brand new then its very unlikely they are going to spend 20 hours a week in wvw or play 400 games a pvp season, so all three methods have their initial barrier to start earning materials. The main factor is the time gating. Pve is 6/12+ weeks, wvw is 22+ weeks, pvp is 3+ seasons. You can get all 3 sets semi afk if you want, but that is completely beside the point.

    > > > > > > > >

    > > > > > > > > Ahm no.

    > > > > > > > >

    > > > > > > > > Please don't compare 6-9 experienced raiders carrying, I'm sorry: "teaching", 1-4 new players with actual raid progression. Most players take a significant time to learn to do raids, especially bosses which require dedicated roles. This goes double for W5-7. I have been a part of and/or have gotten to know groups of players who actually "recently" got experience on many bosses, 1 group end of last year, the other early last year. Both groups took a significant time to master fights, especially the first few kills were the longest until a basic raid understanding and approach was developed, again: these players started from scratch.

    > > > > > > > >

    > > > > > > > > The moment you are not at the weekly cap, you are also not at 12 weeks per legendary armor. If you "only" drop the weekly cap from 25 LI/LD to say 20 (let's say skipping Wing 5 and Qadim 2). You are already at minimum 15 weeks for an armor. If you drop the LI/LD per week to W1-4 only, you are at 20 weeks per armor.

    > > > > > > > >

    > > > > > > > > All the while having failure states for PvE, and group/squad management. Any person who has ever managed a raid squad or guild or regular trainings for an extended period of time, knows that you need to constantly fill up your roster, and occasionally retrain new players. None of this is present in WvW or PvP, where the only failure state is not putting in enough time.

    > > > > > > > >

    > > > > > > > > Thus the acquisition methods are rather balanced. The "fastest" one has rather hefty failure states and requires actually cooperation. The other 2 just need you to show up and thus take longer. I'd call that pretty much balanced.

    > > > > > > >

    > > > > > > > New players can get pve legendary armor in a minimum of 6 weeks with 150 LI. If you are making your second or third set you should be experienced enough to get close to the weekly cap without too much trouble. Im not sure how else to say this. You can cheese the system and farm legendary armor in all 3 modes by playing semi afk. You can buy your way through raids, you can find a guild to carry you, you can flip camps in wvw, you can afk and throw pvp matches, whatever. This is besides the point. In all three modes the average new player probably wont hit the weekly/seasonal cap. Most dedicated players will probably get close, the main factor is time gating.

    > > > > > > >

    > > > > > >

    > > > > > > No. I have to disagree here. I know a lot of players who have even completed their 3 armors. Most of them are no where near clearing all 7 wings weekly, or even within 3-4 hours. If you are lacking experience or exposure to more casual raiders, then that is something you might want to look into. In fact I'd make a claim that most raiders do not full clear weekly beyond W1-4, and definitely not wing 5 or all 7 wings.

    > > > > > >

    > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > If I need to give an example, look at wvw. It takes roughly 20 hours each week to finish the skirmish reward track. Im assuming that most people dedicated to the gamemode play in a guild, and that is a lot of time for an organized group to commit to every week. Its rare to even find a guild that plays that much, and even rarer to find one that keeps up that pace for nearly half a year. The argument that "you can just play solo and farm afk" Is often just telling people to play in a way that doesnt interest them. I could say the same thing to pve raiders, "if your guild doesnt hit the weekly LI cap, then just join some pugs or join/buy a clear with another guild".

    > > > > > >

    > > > > > > There is a vast difference between just afk flipping a camp and raid clearing content. Sorry but this is bs.

    > > > > > >

    > > > > > > > @"Paradoxoglanis.1904" said:

    > > > > > > > Some people hate small scale fighting and roaming just as much as some people hate pugging. The fact that pugging raids might be more challenging doesnt change the fact that in both cases its up to the individual person to decide whether or not its worth putting up with something they dislike to get rewards. The effort involved in actively playing the different gamemodes is roughly the same.

    > > > > > >

    > > > > > > Well we will have to disagree then. You are vastly misrepresenting how difficult it is for players to clear raids. I could link to the hundreds of pages of threads on this issue in the fractal, dungeon and rais forum, but let's keep it simple and just disagree.

    > > > > >

    > > > > > And I have known players who are very average skill-wise yet still get the maximum LI each week. This just the same argument of "wvw and pvp takes no skill so it should take longer". Legendaries have never been about skill. They have always been long term rewards for dedicated players. So once again I need to clarify that im not trying to argue about the theoretical effort it takes. There are "effortless" ways and challenging ways to get all 3 sets of armor. There will always be some people who afk farm in wvw, or bot/throw pvp games. If you argue that this is the reason why it should take longer to get legendary gear you are claiming that in game rewards should be balanced around people who are griefing or breaking tos.

    > > > > >

    > > > > > For hardcore players, time gating is undeniably the most limiting factor. Obviously casual players arent going to cap out on LI each week, just like how casual players arent going to finish the skirmish track every week or play 400 ranked games a season. So in most cases time gating is still the most limiting factor and it can even be more punishing for casual wvw and pvp players since they will rarely earn the final track chests which reward the most materials.

    > > > >

    > > > > There we have it. You want the content to be balanced around hardcore players, for which either approach is insignificant, since a hardcore WvW players has no problem in getting the tickets many times over. Once he is a higher rank even faster. Same applies to PvP.

    > > > >

    > > > > I don't think that hardcore players make up the majority of players playing either content. As such I don't consider balancing around that. It's as easy as that.

    > > >

    > > > Perhaps you misunderstood. Compared to pve, getting wvw and pvp armor is slower for hardcore players. Its arguably even slower for casual players depending on playtime vs how many bosses they can kill. Im not arguing for hardcore balance in stating any of this. All im saying is that in most cases it takes longer to get wvw and pvp legendary armor.

    > >

    > > Hardcore sPvP and WvW players will be earning more pips. What you, and the OP, have been doing is using the rate that a veteran raider would obtain LI versus the rate that a beginner WvW/sPvP player would earn pips. It’s an unfair comparison.

    > >

    > > You compare the rates that hardcore players would earn doing either of those modes or you compare the rates of casual/beginner players in each of those modes. You don’t mix and match rates so that it benefits your narrative.

    >

    > Pretty much this.

     

    I seem to recall stating multiple times that casual/new players will likely not be earning the max number of weekly/seasonal pips, while hardcore players will. I also seem to recall saying that hardcore raiders will likely earn the LI cap while casual/new players wont.

     

    If you really want to go into the details of average pips/match or pips/5mins then I suggest looking at this:

    https://wiki.guildwars2.com/wiki/Skirmish_reward_track

    https://wiki.guildwars2.com/wiki/PvP_League#Rewards

    https://wiki.guildwars2.com/wiki/Special:RunQuery/WvW_skirmish_pip_query?

     

    In pvp, the platinum bonus only gives 2. Nearly all people (hardcore veteran or not) will never get to or stay in legendary. Most games are not within 400-500 score.

    In wvw, even as a gold rank it still is roughly 14-15 hours each week. Getting to that rank can take years, and getting higher than platinum pretty much requires you to have played wvw consistently since launch.

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