“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
Yak’s Bend website – yaks-bend.enjin.com (temporary) #YakForever #YB4LYFE
(edited by NiloyBardhan.9170)
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the same favor
Would love to hear from you regarding this.
(edited by NiloyBardhan.9170)
1rst point- How can you predict th3 future?? So it’s not gg since people can always comeback.
2nd – I am pretty sure that would only work during the first 3 minutes of the game; but that’s a valid point.
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
If you lose every game you are down by 100 in there is something wrong with you. Not saying I agree with the change but don’t exaggerate its not that rare to come back from 100 points down I mean really you going to give up down 150-50 for example? That can easily happen and be reversed.
1rst point- How can you predict th3 future?? So it’s not gg since people can always comeback.
I am not predicting the future but from my experience pug parties often stop trying and throw away the match in unfavourable conditions like trailing by a lot, due to ragequitters, etc
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
You don’t have to be in a party to offer gold to strangers. Also need clarification on the party member d/c part.
If you lose every game you are down by 100 in there is something wrong with you. Not saying I agree with the change but don’t exaggerate its not that rare to come back from 100 points down I mean really you going to give up down 150-50 for example? That can easily happen and be reversed.
Where did I state its going to happen in every match? I don’t throw away any match but what is stopping the random players I am teamed up with from doing so? Please read the whole thing and then reply.
(edited by NiloyBardhan.9170)
did anet delete the blog? the link isnt working for me
did anet delete the blog? the link isnt working for me
It was working just 15 mins back. Anyway, here goes:
FEBRUARY 18, 2016
Upcoming Changes for PvP League Season Two
With PvP League season two beginning on February 23, it’s time to sit down and go through all of the changes that you can expect to see in the upcoming season. We’ve gone over several changes that are coming to season two already in one of our previous forum posts, but we’d like to reiterate those changes here again, as well as go over some additional items that we haven’t touched on yet, in order to bring everyone up to speed prior to the start of the season.
Matchmaking
As we’ve mentioned previously, Ranked matchmaking in PvP during season two will now be based primarily on your current division placement and a predetermined “pip range” that extends from that spot. We’ll search for other players that fall within your pip range (which can extend outside of your division depending on where you’re currently placed) and pair you up with teammates who have a similar skill level to your own. Then we’ll find you opponents within that same pip range and pair them against you, regardless of their skill level. For players that queue as a pre-made group, the pip range that we’ll use to find you both teammates and opponents will be based off of the player with the highest division placement in your group (which, as a reminder, is a change that we’ve already introduced to the game prior to the end of season one).
There is an additional matchmaking change that we’ll be making which will affect a specific type of match-up:
Five-person premade groups will never be matched up against a group made up of five solo players.
Only 1% of all Ranked matches played in season one were a full five-person premade group vs. a group of five solo players, and even then, the win rate for those five solo player teams in those cases was consistently at or above 50% throughout the entire season. That being said, even though the instances of this specific type of matchup occurring were actually very rare during season one, we still felt that matchmaking would be improved overall if we made sure that this type of match-up was simply no longer possible in future seasons.
Lastly, we are pleased to report that matchmaking wait times have been reduced by an average of four minutes for both Ranked and Unranked play for season two.
Pip Distribution and Breakdown Changes
For this next season, we’ll be adding a breakdown at the end of each match that explains how and why players gain or lose pips. In addition to adding this pip breakdown, we’ve also made some adjustments to how many pips players can earn or lose in general. These changes are all being made in conjunction with the new matchmaking adjustments for Ranked play, which are all intended to make leagues much more reflective of individual player skill.
Beginning with season two, pips will be distributed in the following increments:
A victory will award a player with +1 pip.
A defeat will award a player with -1 pip.
Players who desert matches (such as by abandoning the match or disconnecting) will automatically be given a “desertion,” which counts as a defeat and will cost that player -1 pip.
If a player from your team deserts the match, and your team is then defeated, you’ll lose no pips for that match (and the match won’t count as a loss should you be on a win streak).
At the end of season one, our data showed that the vast majority of all matches ended in +1/-1 pip distributions. When you combine this information with the various changes that we are making to matchmaking (such as no longer using MMR as the primary matchmaking consideration) then the former pip distribution table simply is no longer relevant. In short, these changes to pip distribution are just one part of the ongoing direction that PvP Leagues are taking, and are ones that we feel will ultimately result in much better and clearer PvP League seasons moving forward.
Win Streaks & Comebacks
If you’re concerned about no longer being able to earn multiple points off of victories, then have no fear: we’re bringing a “win streak” system to PvP Leagues for season two! Here’s how it’ll work:
After three consecutive wins, you’ll be awarded an additional +1 pip for each subsequent win (including the match that you start a win streak on too).
If you lose while on a win streak, your win streak status will reset to zero, and you’ll need to win three more matches in a row again in order to start up another win streak.
Win streaks don’t have a time limit to them, so if you log off while on a win streak, and then log back in at any point later, you’ll still be on that win streak.
In addition to win streaks, we’re also going to be adding a system for “comeback pips.” If you find yourself on a particularly tough losing streak, then you’ll have a chance to gain an extra pip back as soon as you manage to break that streak. After three consecutive losses, you’ll be awarded an extra +1 pip on your next win.
Minor Tier/Division Adjustments
For season two, we’ll also be making some minor adjustments to the sizes of some of the lower tiers and divisions. In particular, we’re planning on making the following changes:
Changing the size of Amber tiers from five pips each to three pips.
Changing the number of tiers in Amber from three to five.
Changing the size of Emerald tiers from five pips each to four pips.
These are additional tweaks that we’ll be making in accordance with our larger matchmaking changes for season two, as we believe that there’ll be some particularly challenging matchups for players this season compared to season one. We’ve adjusted these tiers and divisions in order to bring this part of PvP Leagues in line with season two’s other improvements.
Counting Down to Season Two & Beyond
In addition to the changes above, there are several smaller updates that will be making their way to PvP on February 23. To name just a few:
Some minor balance tweaks will be coming for the start of the new season
All PvP Daily Achievements will be able to be completed in either Conquest or Stronghold
We are officially replacing the PvP League term “points” with the more commonly used “pips”
We realize that the weeks following the end of season one have left a bit of a gap for players who wish to continue to queue for Ranked play. We share your eagerness to jump back into the fray as soon as possible and we’re currently exploring some ideas for how future off-seasons will work. In the meantime, though, the countdown to the start of season two continues—so keep honing your skills and experimenting with new builds, and we’ll see you all on the battlefield soon!
Does this mean soloQing to legendary will be even harder than in season 1? It does sound like it
Does this mean soloQing to legendary will be even harder than in season 1? It does sound like it
It should be easier since your teammates will be of more similar skill instead of the team teams having player skill split between them. Imagine matchmaking as if it were trying to make a bunch of 1v1 matches by picking 5 players as similar as possible to fight another set of 5 similar players.
I love how he said keep experimenting with new builds lulz
My suggestion to amend the pip system by making it NOT to lose pips if your team score is above 400 (or a certain amount that will be decided by Anet).
(edited by NiloyBardhan.9170)
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”
and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
I see your point here, and I don’t disagree with it; however my concern is with how that did work in S1. It was entirely dependent upon your personal score whether you gained, lost, or broke even. It tended to encourage a lot more yolo play as opposed to actual teamwork. We need a little bit of a happy medium to encourage teamwork, and encourage the losing team to keep fighting instead of just rolling over.
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
I see your point here, and I don’t disagree with it; however my concern is with how that did work in S1. It was entirely dependent upon your personal score whether you gained, lost, or broke even. It tended to encourage a lot more yolo play as opposed to actual teamwork. We need a little bit of a happy medium to encourage teamwork, and encourage the losing team to keep fighting instead of just rolling over.
Maybe I don’t understand your post, but personal score is not a factor in the league system (season 1 or 2).
Not a word about obnoxious 50% winrate algorithm that makes this whole league/matchmaking system pointless~
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
I see your point here, and I don’t disagree with it; however my concern is with how that did work in S1. It was entirely dependent upon your personal score whether you gained, lost, or broke even. It tended to encourage a lot more yolo play as opposed to actual teamwork. We need a little bit of a happy medium to encourage teamwork, and encourage the losing team to keep fighting instead of just rolling over.
Maybe I don’t understand your post, but personal score is not a factor in the league system (season 1 or 2).
Then what were the factors used to determine who gained pips, who broke even, and who lost pips on the losing team in S1?
It certainly looked like the top 1 or 2 consistently earned a pip (sometimes 2), despite losing, and the bottom 3 either broke even or lost pip (more often than not, losing a pip). I lost a lot of games, and the only time I recall earning a pip for losing was if I had like the best personal score.
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
I see your point here, and I don’t disagree with it; however my concern is with how that did work in S1. It was entirely dependent upon your personal score whether you gained, lost, or broke even. It tended to encourage a lot more yolo play as opposed to actual teamwork. We need a little bit of a happy medium to encourage teamwork, and encourage the losing team to keep fighting instead of just rolling over.
Maybe I don’t understand your post, but personal score is not a factor in the league system (season 1 or 2).
Then what were the factors used to determine who gained pips, who broke even, and who lost pips on the losing team in S1?
It certainly looked like the top 1 or 2 consistently earned a pip (sometimes 2), despite losing, and the bottom 3 either broke even or lost pip (more often than not, losing a pip). I lost a lot of games, and the only time I recall earning a pip for losing was if I had like the best personal score.
u had a personal chance of winning or losing, and depending on team score at the end u had a personal chance of winning a pip or not losing one. but the personal score never had anything to do w/ it, just coincidence that what u saw w/ top players being the ones to not lose pts or whatever happened
there was a chart somewhere that showed ur expected chances of winning/lose and the pip gain/loss that results. after a match if u gained a pip but lost the match, u could look at the chart to see, well u were only had a 20% chance to win.
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
I see your point here, and I don’t disagree with it; however my concern is with how that did work in S1. It was entirely dependent upon your personal score whether you gained, lost, or broke even. It tended to encourage a lot more yolo play as opposed to actual teamwork. We need a little bit of a happy medium to encourage teamwork, and encourage the losing team to keep fighting instead of just rolling over.
Maybe I don’t understand your post, but personal score is not a factor in the league system (season 1 or 2).
Then what were the factors used to determine who gained pips, who broke even, and who lost pips on the losing team in S1?
It certainly looked like the top 1 or 2 consistently earned a pip (sometimes 2), despite losing, and the bottom 3 either broke even or lost pip (more often than not, losing a pip). I lost a lot of games, and the only time I recall earning a pip for losing was if I had like the best personal score.
u had a personal chance of winning or losing, and depending on team score at the end u had a personal chance of winning a pip or not losing one. but the personal score never had anything to do w/ it, just coincidence that what u saw w/ top players being the ones to not lose pts or whatever happened
there was a chart somewhere that showed ur expected chances of winning/lose and the pip gain/loss that results. after a match if u gained a pip but lost the match, u could look at the chart to see, well u were only had a 20% chance to win.
Makes for an interesting “coincidence” imo.
I knew that the overall team score, and whether or not win prediction was in your favor factored in. But I’ll have to see if I can find that chart. I’ve never heard it mentioned.
Edit: Found what you’re talking about. I guess I need to frequent reddit more. Everything seems to be on there.
I find it interesting that on a losing team: some could gain a pip, some could lose, and others would not move either way. All in one game. Based on that table, and considering its based on a team score, you’d think everyone would gain or lose the same.
(edited by LanfearShadowflame.3189)
Not a word about obnoxious 50% winrate algorithm that makes this whole league/matchmaking system pointless~
Did you even read? Match making is not based on MMR anymore. There is no more 50% force win rate.
there was never a forced 50% winrate.
its the expected value of the win rate of someone who has reached their true mmr and plays a lot of well matched games at that mmr.
Some people will say it’s still not a competitive system, but it’s fine for me. Because this system wasn’t meant to be competitive, it was meant to give players sense of progression and goals to reach and does it very well.
As for the changes, they look decent. We will see how they work in practice. I have also noticed there will be “Some minor balance tweaks will be coming for the start of the new season” and I’m looking foward to these. My predictions would be:
17% Nerf to Deathly Chill (because Anet has 1/6 fetish) or nerf to Chillblains aimed at reducing Chill from this skill by either less Chill or longer cooldown. Maybe compensated with slightly more Poison.
Bristleback bugfix (no free 25% more damage anymore).
Lowering the access to Stability on Scrapper line? Maybe?
Another minor buff to Warrior that will change nothing.
Tweaks to Precision Strike so it doesn’t do as much damage, but with slightly better projectile behaviour (hitting downed, maybe not flying to walls) and some extra like Vulnerability?
After Helseth said he found another Bunker Mesmer build I wouldn’t expect much for Mesmer.
Buff to Shatterstone for Ele Scepter. Here, I called it.
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
This is exactly the case. I posted this over in Reddit, so to help clairfy here as well:
“If you are in a pre-made group with a party member who abandons the match, and your group loses the match, then everyone in your pre-made group will lose a pip. That one person who abandons will not save your other pre-made teammates from losing a pip.
If you are not in a pre-made group, and one of your random team members abandons, then you will not lose a pip.
This is the exact same way that things functioned in Season 1. Nothing is changing here for Season 2."
Not a word about obnoxious 50% winrate algorithm that makes this whole league/matchmaking system pointless~
Did you even read? Match making is not based on MMR anymore. There is no more 50% force win rate.
Yeah, there is no MMR anymore, but there is so called predetermined pip range. Also, the problem is queue times. I wouldn’t be surprised if matchmaking would increase that so called range to reduce queue times.
As was stated in reddit. What happens when the one person in the premade leaves the group while in the match and then DC’s? Is the party roster saved when the match starts or only reviewed when the match ends?
If it checks when the match ends, then leaving the group will save the lost pip.
Not a word about obnoxious 50% winrate algorithm that makes this whole league/matchmaking system pointless~
Did you even read? Match making is not based on MMR anymore. There is no more 50% force win rate.
Yeah, there is no MMR anymore, but there is so called predetermined pip range. Also, the problem is queue times. I wouldn’t be surprised if matchmaking would increase that so called range to reduce queue times.
Pip range will be the same as season 1: +/- 15 point maximum. This did greatly impact queue times for people at the top, but now that MMR is removed as a limiting factor and players should be able to climb more reliably, there should be a healthier population to pull from in the queue.
As was stated in reddit. What happens when the one person in the premade leaves the group while in the match and then DC’s? Is the party roster saved when the match starts or only reviewed when the match ends?
If it checks when the match ends, then leaving the group will save the lost pip.
As Erik mentioned, party groups are remembered throughout the match process even if you leave your party manually. The premade brackets on the scoreboard at the end of the match also reflect this.
In general I think these should make for positive changes. I appreciate action being taken on the feedback given.
Make a system that falls division and tier since the beginning of the division, the game will be very easy so can make many pips ….
Does this mean soloQing to legendary will be even harder than in season 1? It does sound like it
It should be easier since your teammates will be of more similar skill instead of the team teams having player skill split between them. Imagine matchmaking as if it were trying to make a bunch of 1v1 matches by picking 5 players as similar as possible to fight another set of 5 similar players.
What is happening regarding dishonor being given for AFKers in a match? And I’m not talking about leaving the match but just going AFK at spawn.
Also take note:
Division <> Skill.
There will be plenty of diamonds like last season who were clueless, couldnt play etc etc… and it’ll still be a mess.
PIP Division does not guarantee good matchups either.
I predict AFKfest will be worse than was in Season 1 -the whole +1 / -1 pip chaos was tried before last year in a test season.
This is why we moved to 1/2 pips based on % chance of win/loss ratio.
So I can only presume that every match will be guaranteed 40-60% win/loss chance.
Anything else other than this the season will be a complete joke – more than the first season.
Does this mean soloQing to legendary will be even harder than in season 1? It does sound like it
It should be easier since your teammates will be of more similar skill instead of the team teams having player skill split between them. Imagine matchmaking as if it were trying to make a bunch of 1v1 matches by picking 5 players as similar as possible to fight another set of 5 similar players.
Also take note:
Division <> Skill.There will be plenty of diamonds like last season who were clueless, couldnt play etc etc… and it’ll still be a mess.
PIP Division does not guarantee good matchups either.
Except number of pips does not correlate to skill whatsoever!…dumb!
Does this mean soloQing to legendary will be even harder than in season 1? It does sound like it
It should be easier since your teammates will be of more similar skill instead of the team teams having player skill split between them. Imagine matchmaking as if it were trying to make a bunch of 1v1 matches by picking 5 players as similar as possible to fight another set of 5 similar players.
Frankly, this might sound good but it seems incredibly worrying when you think about it a bit longer. Doesn’t this mean that players who, due to randomness for instance, had a bad string of games and had their MMR drop will now get worse team-mates on their team relative to the enemy team? This sounds like the definition of elo-hell. Similarly, if you have a high MMR, you will get great players on your team, so that even if you have turned into a poor player, play terrible builds, etc., you will still be advantaged to win. I don’t get it.
From the way I see it, if I were to stick this in a simulation, I’m fairly sure this sort of system will lead to a convergence into two player groups. The first group of players will happen to get lucky initially or play slightly better, leading to high MMR and them getting better teammates, leading to more wins, higher MMR, and even better teammates. The second group of players will have poor luck or just happen to play a little worse the first few games they play. Then, they’ll get worse players on their team, lose even more, and get even worse players on their team.
I don’t mean to be a negative nancy, but I’m hoping that there’s more to the system than this, otherwise season 2 is going to be a gigantic mess.
(edited by Kevin.4209)
Bluxgore, I appreciate your efforts in trying to illuminate how everything works. The paincakes are delicious btw.
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
This is exactly the case. I posted this over in Reddit, so to help clairfy here as well:
“If you are in a pre-made group with a party member who abandons the match, and your group loses the match, then everyone in your pre-made group will lose a pip. That one person who abandons will not save your other pre-made teammates from losing a pip.
If you are not in a pre-made group, and one of your random team members abandons, then you will not lose a pip.
This is the exact same way that things functioned in Season 1. Nothing is changing here for Season 2."
I know this sounds like nitpicking, but what if you’re in a premade group of less than five, and one of the non-group people on your team drops?
I’m worried that if there’s a group of 3 or 4 in a match, and they start to lose, that their “best” option will be to try and pressure the non-group person to drop. By asking, begging, bribing, or threat.
Pip range will be the same as season 1: +/- 15 point maximum.
How does this function for players with Legendary x2 ranks and beyond? Would a Legendary x3 never be matched with a Legendary x1 because they are 30+ pips difference? Or is it capped at some point?
Any penalties for blatant griefers or AFK being considered?
Any chance of pip grace for the random (non-partied) players that end up on a team with a griefer or AFK?
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
if thats true then its a bad change, last season i often saw in teamchat things like:
“guys even if we lose , lets score as much as possible so maybe we wont lose a pip”and i think that was a good thing , i remember how when i faced proleagues players and i knew its unlikely that i win, but at least i can try to score as much points as possible to not lose a pip, or maybe even gain one , even if i lose
and if that is not possible anymore then i am sure ALOT of players will just stay in the base once the score hit 300-100, saying things like “well we lost anyway, doesnt matter how many points we score”
I see your point here, and I don’t disagree with it; however my concern is with how that did work in S1. It was entirely dependent upon your personal score whether you gained, lost, or broke even. It tended to encourage a lot more yolo play as opposed to actual teamwork. We need a little bit of a happy medium to encourage teamwork, and encourage the losing team to keep fighting instead of just rolling over.
Maybe I don’t understand your post, but personal score is not a factor in the league system (season 1 or 2).
Then what exactly is the point of having it? There seems to be more drawback than benefit to keeping this awkward arbitrary scoring system that is apparently completely irrelevant. All it seems to do is misdirect players as to how the game is played, and more importantly, won.
Can we please just have a regular scoreboard that shows everyone’s stats? Can we please be given the metrics to analyze our performance relative to our competition so we can kitten and improve?
https://competitive.guildwars2.com/en/news/upcoming-changes-for-pvp-league-season-two
From what I understood, you will lose 1 pip whether you lose 0-500 or 499-500 in a match. In other words, in a PuG party once you’re down by ~100 points its a GG for your team since there would be no benefit of making the match close anymore.
Another thing is that people may abuse by taking advantage of desertation system by either:
1) Helping their friend in the party by d/c’ing on purpose so that the team doesn’t lose pips.
2) Taking gold in exchange for the sane favor.Would love to hear from you regarding this.
I believe if you are partied with the dc, you too lose a pip.
This is exactly the case. I posted this over in Reddit, so to help clairfy here as well:
“If you are in a pre-made group with a party member who abandons the match, and your group loses the match, then everyone in your pre-made group will lose a pip. That one person who abandons will not save your other pre-made teammates from losing a pip.
If you are not in a pre-made group, and one of your random team members abandons, then you will not lose a pip.
This is the exact same way that things functioned in Season 1. Nothing is changing here for Season 2."
Thank you for the clarification.
I know that loss is a loss but losing 0-500 and 499-500 shouldn’t be the same. Can you throw some light into this as pugs will throw away matches and go afk once they think
they cannot win?
People are already afking in unranked if they get behind in points. Imagine how many more ppl r gonna afk in ranked where they explicitly go in order to win. Personally I like to play the entirety of the match to at least have fun playing even if we lose(which is impossible if 1-2 teammates already afk), if arenanet thinks otherwise they should add a /resign command like in gw1.
The system that used to reward players for getting more points even if they lose was a great idea except most people had no clue it was a thing because it was only mentioned in a blogpost.
Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.
When you changed matchmaking to not take MMR into account was not the perfect solution. Yes, it made good players have an easier time climbing the ladder but at the price of matching ppl up with players out of their skill level. IMO matchmaking based on MMR should have been kept but higher MMR would cause you to gain more pips on a win or something. Neither bad players enjoy getting farmed by pros nor pros enjoy not getting a challenge. (the division skipping for achieved players would also fight this)
(edited by Kicker.8203)
Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.
Need those divisions for the achievement and tournie badges. Skipping them would be more of the punishment, than reward.
We need the resign command – at least in GW1 it existed.
There were reasons for the existance of this command if you were outclassed and wrecking the enemy – its no fun for either side.
The winning team is bored how face roll it is.
The loosing team is demolished both in emotion and want to play.
Yes – I know we might get the red resigns/blue resigns mess to gimmic a system. This is unlikely if they are interested in real progression on the leaderboard.
You can always have a strict limit of how many /resigns an individual can request in a day. No-one wants to play matches which are face-roll 500v<100 (which is happening in unranked more often than not right now – so may as well AFK and enjoy the free rank points later).
Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.
Need those divisions for the achievement and tournie badges. Skipping them would be more of the punishment, than reward.
Then grant the rewards too… all people who earned something deserve to have a bonus for placing high in the previous season.
With your mindset i feel the only thing that keeps you moving is the rewards. I don’t think that’s what pvp is about. People used to play pvp when all you could get is fun and being respected for being good at the game.
People are already afking in unranked if they get behind in points. Imagine how many more ppl r gonna afk in ranked where they explicitly go in order to win. Personally I like to play the entirety of the match to at least have fun playing even if we lose(which is impossible if 1-2 teammates already afk), if arenanet thinks otherwise they should add a /resign command like in gw1.
The system that used to reward players for getting more points even if they lose was a great idea except most people had no clue it was a thing because it was only mentioned in a blogpost.
Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.
When you changed matchmaking to not take MMR into account was not the perfect solution. Yes, it made good players have an easier time climbing the ladder but at the price of matching ppl up with players out of their skill level. IMO matchmaking based on MMR should have been kept but higher MMR would cause you to gain more pips on a win or something. Neither bad players enjoy getting farmed by pros nor pros enjoy not getting a challenge. (the division skipping for achieved players would also fight this)
Omg … definition of ENTITLEMENT!!!
Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.
Need those divisions for the achievement and tournie badges. Skipping them would be more of the punishment, than reward.
Then grant the rewards too… all people who earned something deserve to have a bonus for placing high in the previous season.
With your mindset i feel the only thing that keeps you moving is the rewards. I don’t think that’s what pvp is about. People used to play pvp when all you could get is fun and being respected for being good at the game.
well if you are good at the game then you shouldn’t have any problem climbing up the ladder. Lots of people got carry to legends last season because of GOD druids and GODLY bunker mesmer.
Yes – I know we might get the red resigns/blue resigns mess to gimmic a system. This is unlikely if they are interested in real progression on the leaderboard.
You can always have a strict limit of how many /resigns an individual can request in a day. No-one wants to play matches which are face-roll 500v<100 (which is happening in unranked more often than not right now – so may as well AFK and enjoy the free rank points later).
No just no,first because you are supposed to play a rank game till the ends. This will encourage more people to just afk in game. The way the game is structured is good enough to keep players from Afk , who want to lose a pip?
Second with the new/rank match making system it’s every unlikely for game to be lost by 400 pts. And even if it was implemented because would still abused it, given that the resign was set to 1 per day. So no, we seldom had any problem with faker or on sided gane last season. So if it’s not broken why fix it?
(edited by Fivedawgs.4267)
Also why not let people who have went through Amber already to simply skip that divison? You can’t even lose pips it’s just pure grind. Legendary players should probably start in sapphire and ruby also.
Need those divisions for the achievement and tournie badges. Skipping them would be more of the punishment, than reward.
Then grant the rewards too… all people who earned something deserve to have a bonus for placing high in the previous season.
With your mindset i feel the only thing that keeps you moving is the rewards. I don’t think that’s what pvp is about. People used to play pvp when all you could get is fun and being respected for being good at the game.
And those “grant the rewards/achievements” would obviously bug, so I would have to make legend+2/3 to get to my legendary backpack.
And yes. Im playing pvp leagues only for rewards, because I consider today pvp to be extremely boring and even painful to watch. Once I get my legend 2-nd time > im finally free from all these “esports”
loosing pips when you loose a match is the only way to make your league position relevant in term of skill/gameplay/teamplay.
loosing pips when you loose a match is the only way to make your league position relevant in term of skill/gameplay/teamplay.
Not really…The winning team will get a pip so unless the loss is one sided I don’t see the point tbh. IMO, above 400+ losses shouldn’t result in pip loss.
i don’t mind about the changes, only when we see them live we will know if they work as intended.
However my only concern that i haven’t seen anyone mentioning it, is that what about matches that you end up losing with 500 vs 400 or similar scores. Will you still get a -1 pip or if you got more than X points you don’t lose point? (conquest and stronghold)
Not really…The winning team will get a pip so unless the loss is one sided I don’t see the point tbh. IMO, above 400+ losses shouldn’t result in pip loss.
Players have to try hard into win games and not loosing above 400+.
I don’t care about grinding shiny butterfly wings, i want matchs which worth to be played.
What happens if you DC and then reconnect?
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.