I ask because I feel like leagues aren’t focused. I think that Anet, or Anet and the community, need to decide what ranked and leagues really are about. This needs to be decided in enough time so that structural changes can be made before the start of the next year (not season).
So, are ranked leagues strictly a competitive thing? Is it mostly competetive but with rewards (legendary backpieces, etc) limited to only highly skilled or extremely dedicated players? Or is it more casual based where most can get the rewards and less competitive?
The problem: we have both MMR and pips/divisions trying to do similar things but at cross purposes. My feelings are that the matchmaker is trying to do too many things (e.g. make teams with similar MMR and similar division rank and other things like avoid long waits and class stacking) and it ends up doing all those things badly, or at least compromising one goal for another and turning the experience into a bad one a significant fraction of the time.
So first lets clear up some terms:
MMR – simply a rating system that tries to judge the skill of a player. All else being equal (yes, big caveat) players with a close rating should provide a fair matchup when matched against each other. While the algorithms used are published on the wiki, the actual numeric ratings for players are not visible in any way to players.
Pips/Divisions – a progression/advancement system tied to leagues and PvP legendary rewards. Division rank is a proxy for skill – but due to mechanics (not losing divisions once obtained) a player of mediocre skill with a dash of luck can grind their way to top ranks, while people who are unlucky can be stuck repeatedly on poor teams and clearly outmatched by their opponents.
We also have a matchmaking algorithm that uses both of these ratings to put matches together. This is simplified, but as of Season 3, MMR is being used to form teams of similarly ranked players, but within a range of your pips. After the team is formed, it is placed against another team that was formed the same way. Since teammates are closer to each other in MMR than their opponents, this leads often to one team having a noticeable advantage.
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Before anyone replies that I’m only complaining that I can’t get to legendary rank when I don’t deserve it: I only consider that I’m an average skill player and I feel I’ve fairly reached the ranks I deserve so far. I feel I have good strategic sense and map awareness, but I’m hampered by my average mechanical skill level on higher skill cap classes/specs. I’ve had no trouble at all getting to Ruby in season 1 and 2, and I’m almost there this season. I nearly got to diamond in season 2, but went on a losing streak and didn’t have time to recover. So no, I don’t deserve to be in legendary without a significant increase in my skill level or by really grinding out matches.
That said, this is my reason for posting: I want better quality matches and a better PvP experience. I think Season 3 matchmaking is really the worst yet, and I want to see that improved. I want a focused and distinct reason for leagues.
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So some options and what I see as solutions.
If ranked is strictly competitive, then I see two choices:
1) MMR is the only thing that should be used to create matches. The matchmaker should be trying it’s hardest to get two evenly matched teams. All MMR should be visible (after the match is fine) to promote trust in the system. Pips/Divisions go away.
2) Only Pips/Divisions are used to create matches. Some type of pip and division loss must be introduced – there can be no safe plateau.
For these options we must recognize that current structure of getting legendary wings would not be suitable for all but the very top. Crossing divisions and PvP League ticket currency would be much more difficult. Personally, I am not a fan of this, but I recognize that many serious PvP players might be.
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Next option: middle ground – mostly competitive but rewards are easier to reach with sufficient play time. This is closer to what we have, but we need a different structure for matchmaking. The only way I see this as working is like #1 above, where only MMR is used to create matchups, and MMR is visible instead of pips. Matchmaker tries to make completely fair/even/50-50 matches. Pips do not determine matches at all, and are ony there as the reward structure. I would suggest putting tiers into Ruby and Diamond where once attained you cannot fall back. Perhaps 10 pips for Ruby and 15 for Diamond.
With this option, yes, getting to Diamond/Legendary is much easier. So what? Matches aren’t determined in anyway with pips, and since MMR is visible, the pro and elite can use that to show off. An Amber and Legendary player could legitimately be placed on the same team or opposing teams if their MMR is close.
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And finally, a more casual system. For this, we get rid of MMR entirely and use only Pips. I think the current Season 3 pip gain/loss would work fine here. Once MMR is gone completely, I think we’d get a fairer shake to both comeback after loosing a few times in a row, and not getting easier matches when you’re already on a win streak.
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My choice would be middle ground, but again, I only consider myself an averaged skilled PvPer. I spend more time in PvE than in PvP, but I do PvP in unranked nearly every day when leagues are not active.