Make condi rev great again.
Top 25 solo condi rev S7
Top 25 solo condi rev S7
So PvP leagues are the new thing that tries to represent how good (or bad) you are in sPvP. Each season you start in Amber division and you gain pips for winning and climb through the 6 divisions up to Legendary division.
So the Legendary division is meant to be high-tier play that means you’re fantastic in the game – right? Well, here’s why the league system fails to make it so.
Let’s start with the beginning of the season, everyone’s Amber. ESL players or relatively-high skilled players and/or parties will rush through Amber straight during the first day.
So let’s say that at this point all top-tier players are now emerald and a few mediocre players. What’s going to happen is the top players are going to win the mediocre players almost every single time till the top players are out of emerald, then the mediocre players start winning the players below them that start enter emerald.
After this the top players are in sapphire (the queue times get longer as there are less players, so they’re slowed down) and the mediocre players are slowly joining them, and the process repeats – the top-tier get to ruby, then lower-tier can eventually get ruby to.
Thing is, this can repeat all the way to “Legendary”. Because as a player can’t lose divisions, he can just smash the bottom of his division (or tier) untill all the better players are out of his MM range and then start climbing unless he really is a bottom-tier player.
This causes every player with enough patience and grind to be able to get top division. The system should as it implies put only the top-tier of the sPvP community in Legendary, and the rest should be spread in emerald-diamond. How else would having the legend tag title or wings mean you’re any good? At the moment, GW2 is the only game where I see people who are just bad players being in the top divisions. (see – any MOBA).
My solution to this is to make the league system more punishing – as it should be. I suggest the following change:
Amber – Have the current emerald/sapphire rules where you can lose pips but cannot lose tiers. Why? Because making a system over-forgiving does not encourage people to get better at the game.
Emerald – Have the current ruby/diamond rules where you can lose tiers as well. You still cannot drop a division back to amber nor back to emerald. IMO emerald is where relatively new players belong, and once they get better they’ll easily make it out, which is fine.
Sapphire through Legendary – You can lose pips, tiers and drop divisions. From each division the last tier is removed and replaced with a BO5 series where you have to win atleast 3 games out of maximum of 5 to climb to next division. If you are about to drop a division, You instead have a BO3 that if you win you stay in your division.
Those rules are meant to keep things competitive alongside trying to make it not over-frustrating.
Because this system is harder to climb the season length might as well be extended to allow players who simply play less to climb. No, this does not contradict my point as they still have to be good to climb, and the extra time won’t help you in this system unless you’re actually a good player.
A good season length would be around 3 months I think.
Along with this of course should come solo queue but this is for another topic.
To be noted I wrote this post as I believe that PvP is not another farming zone for PvE players. The legendary wings or titles are NOT meant to be accessible and available to all players. I don’t mind if I don’t find myself in Legendary again in such a system but at least I will know that if I do then it means something.
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