Important changes to ranked divisions
Agree on losing pips in all divisions/tiers. Don’t agree with number cap in legend. Problem is: legends would have very very long queues and it would be only filled with pro players. They already have pro league with limited spots.
[Teef] guild :>
Agree on losing pips in all divisions/tiers. Don’t agree with number cap in legend. Problem is: legends would have very very long queues and it would be only filled with pro players. They already have pro league with limited spots.
I mean there really aren’t that many pro league players to begin with… I think 80 if you combine NA and EU, and either way that is the caliber of player that should be in legend anyways.
In response to queue times, they would be allowed to compete with high prestige diamond players in the case that there are no legends online
Agree on losing pips in all divisions/tiers. Don’t agree with number cap in legend. Problem is: legends would have very very long queues and it would be only filled with pro players. They already have pro league with limited spots.
I mean there really aren’t that many pro league players to begin with… I think 80 if you combine NA and EU, and either way that is the caliber of player that should be in legend anyways.
In response to queue times, they would be allowed to compete with high prestige diamond players in the case that there are no legends online
What the point of having pro league then? Legend would be exact same thing.
[Teef] guild :>
IDK about losing pips in all divisions though. Anet still wanted the reward tracks to be grindable. I think losing it at ruby would be good enough, and it makes logical sense.
Amber – no pip loss.
Emerald – pip loss, but no tier loss.
Sapphire – pip loss, tier loss, but no division loss
Ruby-Legend – pip loss, tier loss, division loss
Assuming the placements work as intended up to legendary, maybe matchmaking could switch formulas starting at high diamond and legendary. And instead of matching based on closest MMR, it starts attempting to balance it out?
Theoretically no one with bad MMR would be reaching Diamond/Legendary and the games would be evenly divided. This would reduce queue times for the limited pool of legendary players, and the games wouldn’t be too low quality right?
+1 to Pipe Loss, Tier Loss, Division Loss.
In response to the comment by cynz, there would still be skill disparity, but it would actually mean something to make it to legendary, similarly to CS:GO, in which there are a very small amount of Global Elites, but even within that there are players with widely varying skill.
The changes detailed would make PvP more competitive overall, and competitive PvP would drive viewers to pro league, to see the best of the best
As an answer to Vicky, reward tracks can be progressed in unranked, and you don’t need to win to progress them.
I’ll assume that you are talking about rewards for progressing through divisions, and in that case the following is my opinion: Because the legendary backpieces will be obtainable every year, not just this year, players who want it, but lack PvP skill should still be able to get to emerald every season, and eventually get their backpiece over the course of several extra seasons. But I think that it is unreasonable for arenanet to attempt to cater PvP seasons both to people who actually care about PvP, and the prestige gained from doing well, and at the same time attempt to cater to casual players who want the legendary backpiece or the rewards assosiated with division progress.
Is that unfair?
Oh, did they actually confirm backpieces are obtainable every year? If that’s the case, I’m fine with division loss in everything.
It just seemed like Anet wanted casuals to be able to grind to ruby each season so they’d all have a chance of crafting it. Which was why they made ruby so easy to get to. If players can craft it eventually by getting to emerald each time, then it seems fair to me.
But this is dependent on how Anet plans on letting people get the backpiece after the season ends. We can’t actually brainstorm good ideas that will make everyone happy until we know what they plan on doing.
Amber – Pip Loss, No Tier loss.
Emerald – Pip loss and tier loss.
Sapphire – Pip loss, Tier loss and division loss
Ruby-Legend – Pip loss, Tier loss and division loss
“Buff my main class, nerf everything else. "
How do you propose capping the number of legendary players at 500? Whats to stop people from getting to legendary and never playing again during a season. They way leagues currently work I don’t see how it could be done. Also, your matchmaking suggestion really sounds like russian roulette to me. Quite a bit of luck involed if you are going to grab 10 players and put them onto two teams with zero considerations. For that to work those 10 players would have to be very similar in skill level. Even at the highest level of spvp we frequently see some players that are significantly better then some of there teammates.
(edited by brannigan.9831)
Allow all divisions to have pip and tier loss. No division loss.
Same matchmaking as season two except MMR is used for all players in a match instead of just who you get teamed with. This would prevent matches with a team of players that have a higher or lower MMR than you.
How do you propose capping the number of legendary players at 500? Whats to stop people from getting to legendary and never playing again during a season.
Implement a decay system for legend ranked players. They need to play X amounts of games per day for Y number of days per week or they lose pips.
Legends should be required to play to defend their title.
Cant be that hard to implement.
“Buff my main class, nerf everything else. "
I don’t care to much about pip losses but Division loss is a BAD idea in a game such as Guild wars 2.
As you whittle down your numbers more and more and make things further elitist, you will find yourself playing alone.
You do not understand the psychological ramifications behind changes where you lose divisions. You would fast find yourself with queue times of over an hour for the very fact that alot of people would get to the tier they want and stop.
There is no incentive actually to play past Ruby, and as it stands to make it so playing past ruby could cost you Ruby would mean most people will quit playing pvp or move to unranked.
I know many of you think this would be great I mean better matches right? You would find yourself among those that stop pvping well before a season is over.
Honestly Arena net would lose huge numbers in PvP from causing people in Sapphire to lose divisions.
It already became bad this past season with less people in diamond and legendary causing the queue times in those divisions to soar. This would intensify it but down at the sapphire level. Imagine getting to Sapphire and having 15 minute queues or worse.
Even good players would start throwing their hands up and moving to unranked just for fast queue times.
Amber – no pip loss.
Emerald – pip loss, but no tier loss.
Sapphire – pip loss, tier loss, but no division loss
Ruby-Legend – pip loss, tier loss, division loss
I like this proposal. Each tier adds one additional loss mechanic.
About the possibility of Division loss causing players to stop playing Ranked when they reach Ruby, I don’t think we can know for sure that that would happen unless we actually gave it a try.
If there is a way to change it to have division loss, but also a way to quickly switch it back to lossless if the player numbers were to drop, then I think it would be worth a shot.
This might solve the problem where players get stuck in Ruby who should probably be in Sapphire instead. This would let them hit Ruby, lose a bunch, and then get back to Sapphire where they can have closer matches again.