Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
I’ve been running into a lot of matchups where there’s players on one side or the other that simply out comped.
Typically this entails one side having more Celestial’s and DPS guards than the other. Not a big deal if you can coordinate, but in non-premade situations it causes heavily skewed matches.
Especially when you throw a build like a condi ranger on the side that doesn’t have the celestials.
Basically what I’m getting at is it’s okay to have a comp with a lot of sustain builds, but whether these are premade or not don’t pit those vs non-premade comps with noticeably less sustain in the comp.
If y’all could sift through some of your higher MMR data and look at matches (even by profession) just look at the comps and can guess who’s going to win by comp and are right, there’s probably something that can be changed in the matchmaking.
How would they handle premades?
How would they handle premades?
only matching them against other premades in a separate team queue
You’re absolutely right, but I imagine that it would be tremendously difficult to code. For example, if amulet is the criteria, two DPS guards are a better combination than two mesmers. How would the system sort this out. Furthermore, it relies a lot on the current meta, so it wouldn’t be a long-term system. If someone at Anet can code an algorithm that can keep track of the meta and find out which compositions work and which do not, I’m pretty sure they’re gonna get rich!
For the rest, do like I do: play your best with the people you’re paired with. Soloq is actually more relaxing for me, since I know the outcome of the match is mostly in the hands of Fate.
Please don’t let things like this happen ANet.
You matched up a thief with group having a thief vs 4 turret engineers.
Completely one sided matchup in this situation, because you can’t have 2 thieves on the same team.
You’re absolutely right, but I imagine that it would be tremendously difficult to code. For example, if amulet is the criteria, two DPS guards are a better combination than two mesmers. How would the system sort this out. Furthermore, it relies a lot on the current meta, so it wouldn’t be a long-term system. If someone at Anet can code an algorithm that can keep track of the meta and find out which compositions work and which do not, I’m pretty sure they’re gonna get rich!
For the rest, do like I do: play your best with the people you’re paired with. Soloq is actually more relaxing for me, since I know the outcome of the match is mostly in the hands of Fate.
Not everyone runs meta and specific specs are hard counters to meta, I doubt they can value them out so the encounters are balanced on top of MMR if they could the game would be balanced , PvP here is quite messy.
There are some professions that can swing wildly depending on build (bunker guard vs DPS guard, condi ranger vs LB ranger, shout war vs GS zerk war). Thief and mesmer are not in that category and never will be. There should be an extra rule discouraging thieves and mesmers from being on the same team.
There are some professions that can swing wildly depending on build (bunker guard vs DPS guard, condi ranger vs LB ranger, shout war vs GS zerk war). Thief and mesmer are not in that category and never will be. There should be an extra rule discouraging thieves and mesmers from being on the same team.
Thief mesmer and engie i would say. I think most players out there will agree that in these classes the builds are kind of set and most people only run one or two builds.
Thief its d/p or s/d (and then the minority of venom share or condi or p/p or cheesy p/d)
Mesmer its s/t shatter or staff shatter (and then minority condi or maybe PU?)
Engie its cele rifle or turrets (and then a minority on condi)
Thief and Mesmer people really don’t want to see more than one on their team because the classes dont do well holding points and are better at roaming. Also they require a higher skill level to learn to play properly
Engineer people love to see on their team because the class does well at killing and at holding down points. It is sometimes a guaranteed win when you have a ton of turrets and its not too hard of a class to play (well not really but its more forgiving than teef and mez)
If these three classes were prevented from stacking it’d probably be fine (or maybe also throw in ranger into that mix)
but personally i would wish they would just try to prevent any class from stacking as much as possible. Yes you cant guarantee what build a person is running nor should they spend their time figuring that into their algorithms, but certain classes have a nature of play and it can get boring and frustrating to play against a team of the same class.
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