Problems and Solutions, Divisions and Queues.
Inb4 anyone says it is too harsh to reset all divisional titles and icons: I believe no quality PvP’er who loves competition and honors the developed systems of rewards for accomplishments would argue such a point. I think most if not all people would take the temporary accomplishment wipe in order to appropriately segregate the exploiters from the hard workers. That’s just me though.
I propose to reveal the MMR for everyone, then to link this MMR to division. Then the gain or lose of pips could be different for everyone on the team depending their MMR.
I mean if a diamond and a Amber win a match as 500 – 400 the diamond guy could gain 1 pip and the Amber guy can win 2 pips if the opponent were all diamond.
Resetting divisions will be big slap on us, SoloQ’ers. Only thrice I’ve duo queued with a friend in amber div (where loss of pips doesn’t even occur) and now I am three pips away from ruby and is stuck in this tier for 4 days now (lol).
For next season, BRING BACK SOLOQ and remove TEAMQ to avoid exploitation
“Owner of the rarest items in Tyria” Legendary collector 8/5 – 300% base MF
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+1 for the “split the reward” for everyone … Amber should gain more pips than diamond or the opposite … Diamond should gain less pips than Amber …
Aren’t divisions reset at the end of the season? That is in 3 weeks.
Also mmr being relevant for match making but not for the progress (as in you get more pips if you playing in high average mmr matches) makes divisions completely irrelevant, because bad people can get to high divisions by playing vs other bad people while better players have to compete with better players but gain the same amount of pips.
As gw2 pvp is a casual game, I can understand that anet does not want the average player to be stuck in a low division but there should be some reward for playing against better players. E.g. low mmr win +1, medium mmr +2, high mmr +3 pips per win, lose (regardless of mmr) -1; Reason: Due to mmr your winrate should be around 50% because you face equally skilled players. Since you gain more pips for winning than you lose for losing (if you are playing vs stronger opponents), you climb to the higher divisions faster than the average casual. Nonetheless casual players can still get their desired rank icon of choice or backpiece with enough dedication.
(edited by Erzian.5218)
Problem: Legendary queue time is so high because there aren’t many legendary full teams on at once. So people manipulate the queue system by getting their friends or team to play on lower division accounts. It diminishes the teams combined division rank, right? This is also problematic because it allows players to get an easy pip over and over until they are legendary.
Hold up.
The problem is that not many people are queuing in legendary because there aren’t many legendary players
Yet the bandaid fix people are using is getting more people into legendary, therefore meaning there is less of a problem?
This problem seems self-fixing.