https://www.gw2pvp.de/profile/ab4bd8fa4c3f250ac9533c479b0b862b/
(edited by Talyn Sneider.1825)
Propositions:
1- Introduce diminishing returns to MMR gain/loss (percentages are just an example, ANET has better information to estimate these).
For each 3 consecutive wins MMR gain will decrease by 10%.
For each 3 consecutive losses MMR loss will decrease by 10%.
Reason:
This will mitigate some of the MMR manipulation I’ve seen in this season.
MMR can be easily manipulated (preferably at sapphire level) by queuing with a group of average skill players, you’ll get easy win streaks and increase your personal MMR to a decent level and then proceed to play solo, you’ll then get on the right side of Match Making and receive better team mates leading to easier matches all around.
2- Balance MMR gain/loss depending on team sizes
MMR gain example (percentages are just an example, ANET has better information to estimate these):
Solo player: bonus of 5% to MMR gain
Duo queue: bonus of 3% to MMR gain
All others remain unchanged
MMR loss example:
Solo player: Decrease of 5% to MMR loss
Duo queue: Decrease of 3% to MMR loss
All others remain unchanged
This will soften MMR impact of facing premades, making solo and duo queues a little more fair imho.
Hope this helps
Edited: To fix broken English, sorry it isn’t my primary language.
(edited by Talyn Sneider.1825)
It’s not easy to manipulate MMR at all.
It’s not easy to manipulate MMR at all.
Try finding 2 other decent players at sapphire level (hard part – easier at start of season ), group with them, you’ll have a very large advantage and thus will win more often that lose. This over time will increase your MMR, when you have a 58% or greater win rate try solo queuing, if you get bad teammates repeat the process.
Even a casual player like me (2-3 hours a day) has over 20 players in contact list that are more than decent at pvp.
If you find a good player in a match proceed to add him to friends (even if he’s on enemy team), that way you can contact him later on if you want to try this.
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