(edited by Locuz.2651)
If we look at a simple example from WoW:
If i choose to play with a 1300 rated player while being 2700 rated:
- i get matched vs teams around 2000 rating, which is the average of 1300 and 2700
- the lower rated player gains a lot of MMR/rating and loses close to nothing.
- the higher rated player gains next to nothing while losing a lot of he loses.
Lets translate that to GW2s system. If a legendary div player teams up with an amber:
- matches vs on average sapphire teams.
- The lower rated player gains 3 or even more pips untill he reached the avg mmr and loses close to nothing for losses.
- The higher rated player gains nothing untill the MMR + div are close enough to his own . While losing a lot if he loses.
Conclusion: pip/ MMR gains and losses should be calculated per teammate instead of teamwide. Its the only way to avoid MMR abuse.
Can you imagine what would happen if the GW2 division system would be “translated” in to wows system? The wow community would think that Blizzard devs are on drugs.
Its literally hilariously amateuristic. Shiny looks but Anets lack of experience in implementing functioning MMR/pvp systems shines through.
(edited by Locuz.2651)
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