Season 4 Ranked Matchmaking Change
Haven’t been motivated to play since the condi revamp. I don’t have GW2 installed anymore for the first time since launch and I don’t really miss it. There’s so much condi stacking and not an equivalent amount of clears, there’s no counter for condis. I can put every single condition in the game on someone as a single person at high stacks and high timers and unless they’ve given up their entire spec to clearing they can’t do anything about it. And that’s just 1v1, if there’s 2- 5 condi players on a team (which is every team every game) every player has too many condi on them at all times. There’s not enough dodges and clears in the game to deal with it. If you toned down condis 6 months ago your pvp would still be salvageable. It’s just not fun, interesting, or skillful anymore. You balanced to make the lowest skill playstyle basically the only viable DPS and suppression, choking the life out of any actual fun builds.
What Asgaeroth said right here is so true! He has the finger right on what is ruining the game balance and gameplay.
How is that possible that we could come full circle? The devs declare something is not working well enough and go away from it with totally different matchmaking and then come back to it? WTF? This is just going to punish higher mmr solo, duo, and trio players by forcing them to group with much worse players to make teams even out MMR wise. Can we even get an actual pvp dev, not the forum pr flack, to explain why this is more fair and better then what we had in season 2 and 3? And why the better players experience should be degraded to prop up the performance of worse players in leagues which are supposed to be about skill and prestige? This is a joke.
The thing is, why should high MMR players get easy matches (getting the best teammates and all that)? They are supposedly great by the virtue of their skills and yet get the easiest matches all things being equal. You do not prove you are skillful by getting easy matches.
What merit do you have to triumph when you get optimal conditions more often than not? If you are that good and can carry that much why should you care who you are paired with? Others will have to face similar opposition if they soloq. Nobody should expect to have a free ride to legendary just because of a rating that basically has next to no value. If your rating mean anything show it by carrying better than others can instead of expecting your MMR to do all the job for you.
I’m sorry but I can’t be bothered having any pity for the pvp MMR elite the way the previous seasons were engineering self-fulfilling prophecies.
I can only explain this in analogous terms. Suppose your team has the best goalkeeper in the world. Your offense could be terrible and defense just as bad. But your goalie keeps every game manageable. Now let’s flip the script. Say you have the best striker in the game, but the rest of your team can’t get the striker the ball.
By this logic, the striker should carry the team and they never lose because he is the best in the game right? But we all know that is not how it actually works.
The point of my story is that certain positions/roles have a greater ability to carry in gw2 pvp. Bunkers & bruiser can make up for poor dps play. It is not so often that works the other way around. Just like if you have a terrible healer but the best dps, your group will wipe.
So no not every “elite” player can carry because the role they play does not allow for that level of “carry”.
With the start of Season 4, we’ll be returning to Season 1’s style of matchmaking which focuses on creating the most balanced teams from the players queueing within your pip range. This change may widen the skill range of players in each division, but we feel that increased match quality is worth the trade-off of reduced prestige for this season.
I’m extremely disappointed. This is the worst decision Anet could have made. What little prestige (and it was minuscule) the ladder had is gone as we are back to a system where people climb within their own MMR bracket. Mediocre players will play with and against other mediocre players all the way to legend, and climbing is just a matter of grinding games. Congratulations Anet, you have successfully reduced PvP into a mindless chore. Again.
We’re not at a point where we’re able to discuss the changes we’ll be making to PvP Leagues for future seasons, but making rewards more accessible for casual players and making divisions prestigious and a more accurate indicator of skill are among our highest priorities.
Based on previous track record, I have serious doubts about Anet’s ability to execute on the bolded part. Historically they have made similar statements but always deliver something tailored for mediocrity. Anet, please, for the love of god, talk to your competitive PvP base to understand the mindset. I know you guys are very good at pandering to casuals and that’s where the money is, but could you at least try to actually deliver something for competitive PvPers this time? I mean, it has only been four years.
Legend S1-S3 with 100% solo queue 100% conquest
Filthy casual, 6k sPvP games
Did you guys at least implement a method to prevent the MMR-tanking strategies many players used to get to legendary in S1?
To be entirely fair this is a problem in every game with leagues and ranks and matchmaking.
I think the only way to actually try to prevent this is to remove any and all player-access to rank information until after the season has ended. No pips, no icons, no leagues, no nothing. You just “play”. At the very end you get told how you did.
I am not sure I like the idea of sacrificing what little prestige there was in divisions for more balanced matches. The matches last season really were not bad, I genuinely couldn’t tell a difference if I played 50 matches each with unranked, s1,s2 and s3 matchmaking.
Don’t get me wrong, I don’t really mind what changes because I know I am going to get to legendary no matter what the matchmaking is (targeting prestige 6+ this time!) but I do think that the focus should be on making it as difficult as possible to get to legendary division and actually stopping casual players getting all the rewards (every single season you could reach legendary by grinding up to now). There needs to be valuable rewards that only the very best players can get for them to be motivated to still play. Yes, I am one of the players that would get these rewards, but if I wasn’t I would still support the idea of rewards only for the best players. It would encourage players to actually try to get better because the way most of the game is now (everyone can get everything) is not really the way I want it.
With that said however, I am very excited to play season 4 later today and see how the changes affect me and to get my last 4 profession achievements. I do think the focus for the future should be adding exclusive rewards and titles for only the best players (maybe a title and armour set for reaching prestige 5, title and weapon set for prestige 10 and another title and backpack skin for finishing a season at number 1 on the legendary leaderboard).
PvE- Grolex (Warrior)
PvP rank: 20 Rating: 1864 (season 7)
Oh no. I always hard carry anyways, hopefully this helps me ????
Will the pip system from season 1 be returning as well? That was the vital part that made season 1 the best season, that if you ended up against an impossible team, you wouldn’t lose any pips for it, and if you did well enough you could even gain a pip. The win/loss streak system just led to frustration, as there was no bonus for w/l/w/l/w/l/w/l/w/l/w/l would get you nowhere at all.
you spend complaining about it on the forums, you’d be
done by now.”
It just means legend in s4 will be another farming achieve (like in all seasons so far tbh) but less frustrating for players in lower divisions. W/e really, could be worse (like pvp system in OW – yes, Blizz actually managed to create worst pvp system in entire gaming history). I am looking forward to changes they make after season ends.
[Teef] guild :>
In my opinion it is a good thing . Putting bad players against good players was meaningless for both side , unfair and not fun . I don’t have fun losing 150-500 or winning 500-150 . Would you make a soccer league in which premier league teams are matched with lower divisions team all the time ? has it a meaning ? I have no problem to remain in amber ( i am diamond now ) , if i have good matches in it, if it is my level. I have problem to arrive to diamond and have only 50-50 0 matches or 500-50 matches . Pvp is for fun , not for grind. For farmin,g i can run cof, silverwaste , drytop or what you want . The ending part of season 3 was terrible. Diamond for me was really a pain … sometime i won 500-50 or lose 50-500 …. so i finished to leave it and go to play something else. For me not getting legendary is not a problem. Having not fun is a problem and then i go to watch tv
S1 MM is terrible. In fact, it’s the worst MM of all the seasons.
I’d rather have S2 MM going forward.
Already quit PvP. Just log in here and there to troll.
How is that possible that we could come full circle? The devs declare something is not working well enough and go away from it with totally different matchmaking and then come back to it? WTF? This is just going to punish higher mmr solo, duo, and trio players by forcing them to group with much worse players to make teams even out MMR wise. Can we even get an actual pvp dev, not the forum pr flack, to explain why this is more fair and better then what we had in season 2 and 3? And why the better players experience should be degraded to prop up the performance of worse players in leagues which are supposed to be about skill and prestige? This is a joke.
The thing is, why should high MMR players get easy matches (getting the best teammates and all that)? They are supposedly great by the virtue of their skills and yet get the easiest matches all things being equal. You do not prove you are skillful by getting easy matches.
What merit do you have to triumph when you get optimal conditions more often than not? If you are that good and can carry that much why should you care who you are paired with? Others will have to face similar opposition if they soloq. Nobody should expect to have a free ride to legendary just because of a rating that basically has next to no value. If your rating mean anything show it by carrying better than others can instead of expecting your MMR to do all the job for you.
I’m sorry but I can’t be bothered having any pity for the pvp MMR elite the way the previous seasons were engineering self-fulfilling prophecies.
I can only explain this in analogous terms. Suppose your team has the best goalkeeper in the world. Your offense could be terrible and defense just as bad. But your goalie keeps every game manageable. Now let’s flip the script. Say you have the best striker in the game, but the rest of your team can’t get the striker the ball.
By this logic, the striker should carry the team and they never lose because he is the best in the game right? But we all know that is not how it actually works.The point of my story is that certain positions/roles have a greater ability to carry in gw2 pvp. Bunkers & bruiser can make up for poor dps play. It is not so often that works the other way around. Just like if you have a terrible healer but the best dps, your group will wipe.
So no not every “elite” player can carry because the role they play does not allow for that level of “carry”.
I agree but considering the fact most of these elite players will hammer you with “switch profession when needed” it shouldn’t be a problem for them. Being able to play a lot of different position is what make them great too.
But, still, all this is no reason as to why some players should have an easy or hard ride based on rating rather than deeds.
If Anet would have wanted a real team competition where rating was meaning anything a stable registered team would be required to participate and the rating given as a result of victories or defeat would be for the team not one player who is part of ever changing team. Sadly, they probably don’t have anywhere the pop to pull this off and it wouldn’t attract new players as easily.
(edited by Sirbeaumerdier.3740)
It´s good for the player experience, especially in lower divisions. Unfortunately it makes reaching higher divisions easier and more or less just a matter of games played. So in the long run even average players will reach legendary if they take the time to do it.
But it also means getting better in play is more rewarding. It should eliminate the “MMR Hell”
Of course it will get some “Pro´s” cry if the get a “Noob” into their team.
Greetings
Wolf
Did you guys at least implement a method to prevent the MMR-tanking strategies many players used to get to legendary in S1?
To be entirely fair this is a problem in every game with leagues and ranks and matchmaking.
I think the only way to actually try to prevent this is to remove any and all player-access to rank information until after the season has ended. No pips, no icons, no leagues, no nothing. You just “play”. At the very end you get told how you did.
That’s so evil I acatually like it. It would bring so much more kitten people into the forum that it really is worth it! I would give up many things just to see this one.
I also wonder what PRESTIGE are all these people in here talking about? Could someone elaborate how is it PRESTIGE to get into a division that cannot even be lost???
I mean what?
(edited by nolasthitnotomorrow.8563)
gw2 pvp:
Druid: dumb pet running after you while the druid does the opposite and just kites you.
Mesmer: Block block, invulnerable, evade, evade, evade, dazed, dazed, evade, invulnerable, block, block. Meanwhile staff clones auto attacking you and every shatter skill applies confusion and torment.
Thief: port, evade evade evade evade, random interrupt, random interrupt, port, evade, evade, evade, evade, random interrupt.
Reaper: chill chill chill, glancing hit, glancing hit glancing hit
Scrapper: Evade, reflect, block, evade, stealth, daze, daze, daze. full heal.
Revenant: evade, evade, evade, block, block, evade, evade, evade, knock back+removing 50% of your health, evade, evade, evade
Warrior: Look i have telegraphed skills but now I also have quickness on Berserker so you cannot animation dodge them anymore unless your ping is amazing.
Ele: All I do is heal and remove conditions. I wish my build where everything I do is instant or a 0.25 second cast was 5v5 viable, because that would be as much fun as all the other current meta builds.
DH: I can only farm bad and/or unaware people.
Meanwhile you are getting random damage from sigil procs on crit/weapon swap and rely on rng when it comes to removing boons/conditions.
Oh you put 14 stacks of bleed and 4 other conditions on me? Too bad i just removed your bleeding.
I have stab and 30498490328 other boons; kitten now I have 30498490328 other boons and fear.
Yes, I am sure you should desperately try to improve match making and not skill/class design. Not like bad matches happen in about every successful video game, but people keep playing because the gameplay is fun and engaging.
edit: don’t get me wrong season 3 match making was horrible but even the best matchmaking wont make interesting games if the player base is too small because the game mode is not fun.
(edited by Erzian.5218)
We’re not at a point where we’re able to discuss the changes we’ll be making to PvP Leagues for future seasons, but making rewards more accessible for casual players and making divisions prestigious and a more accurate indicator of skill are among our highest priorities.
Even more accessible than they are now? So that they don’t reflect neither dedication nor skill? Seems like the perfect approach to appeal to the PvP fanbase.
In the meanwhile, legendary armor is gated behind weeks and weeks of raiding (which I think it’s perfectly fine). But apparently PvP rewards should be awarded just for logging into the PvP lobby.
You should fix the division system so it purely reflects your skill level, and then gate the rewards behind divisions, so people are encouraged to improve, not to brainlessly farm PvP games.
But you cannot seriously pretend to turn GW2’s PvP into an eSport while rewarding in similar ways hardcore and casual players. Either you create a casual-friendly reward system and then abandon the eSport adventure (which is quite dead anyways tbh), or you gate rewards behind skill level to encourage competition/improvement, even if that means losing casual players in this particular game mode.
I don’t agree.
You can make a competitive match-making.
You can make a competitive ranking with it.
You can make a different grindy “quest” to rewards anyone. You just need to do your PVE grindy reward not “tie” with the competitive system.
So you still get casual pver grinders playing into a competitive system.
But going a bit deeper, they need to get REWARDS for PVEr and REWARDS for the best in PVP, so both your hardcore and casuals get something out of it.
Anet did wrong trying to mix both of those, trying to make everyone happy that way, did the opposite.
They just need to make a proper MM and Ranking system. Then put more rewards that cater all their player base.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
To resume short this thread and the reddit one:
https://www.reddit.com/r/Guildwars2/comments/4wspu4/pvp_matchmaking_to_be_changed_back_to_season_1/
1- People would prefer to have same skill level of all players on both team. Not bad playing with good. This was the case before Anet implement Pip-Range to counter SMURFING. Please, undo that. Simply give a PIP malus for the highest divisions players. So, they encourage their team to not smurf.
2- Rewards should not be tied to ranking. Everyone want rewards. PVP casual rewards (back pack) and PVP best rewards (those only the best can have). So, introducing more rewards is need.
3- PIPS system of season 1, was appreciated by the player based. Not losing pips for closed match (ie 400+ to 500) was a good incentive for players to continue and not AFK/rage quit. Please, answer your player based about PIPS system of season 1.
4- Divisions or League with grinding WINS is not working to show prestige. Grinding hard or easy game to progress where you should belong to get good matches is counterproductive. We want good matches on the go. Overwatch have a ranking ELO based system that is addictive for competitive gamers and casual one. Please think about this.
5- Many players who got easy wins in season 2 and 3 had been MMR carried. Now they need to carry low MMR or have their MMR reset. Many are already complaining. A division placement + a MMR soft reset would help to see who is WORTHY of their MMR.
Former Team Captain of ggwp (ESL weekly), GLHF (AG), MIST[CORE] spvp alliance guild.
https://www.reddit.com/r/GuildWars2PvPTeams/
So correct me if im wrong but what i get from this is….
1. MMR tanking is gonna be EVERYWHERE
2. Get in a premade team to avoid the Tankers.
3. if you dont care for wings or already have them and can be in a premade then matches will actually be close and fun.
@Gaile. So basically we gonna see people tank at the start of every tier. They then get matched against lower MMR players. Get their comeback bonus pips and then win streak to next tier. Rinse and repeat all the way to Ruby.
Summary: If you are a solo queuer you are doomed to come across MMR tankers.
“Buff my main class, nerf everything else. "
Gosh thanks for telling them lol now they guna stop it for sure. Lol.
JK as if mmr tanking changes a division. The noobs and pros are scattered a legendary is just a boosted/grinded player.
I should be facing legendary players in legendary and not in amber.
All that was added today is pretty much a huge reward track. I actually wanted to put some time into this season and go for legendary because the games been quite fun recently but guess i am gonna pass now.
Perhaps you will be able to come up with a proper system next season arena net … i have my doubts.
I should be facing legendary players in legendary and not in amber.
All that was added today is pretty much a huge reward track. I actually wanted to put some time into this season and go for legendary because the games been quite fun recently but guess i am gonna pass now.
Perhaps you will be able to come up with a proper system next season arena net … i have my doubts.
I agree but to be fair, none of the seasons were anywhere close to pull what you say you would have wanted and were grotesquely unfair on top of it.
Again, the only way you are ever going to get ratings that are meaningful is if ppl are part of fixed registered teams when they compete. Otherwise your rating will barely be better than kitten.
Since they probably do not have the pop for this and need to attract more players they probably decided to go for what the seasons already were defacto: a reward track. Only this time the reward track is going to be less outrageously unfair in the way the MM works even if there will be issues and frustration emerging from low level life forms players.
I should be facing legendary players in legendary and not in amber.
All that was added today is pretty much a huge reward track. I actually wanted to put some time into this season and go for legendary because the games been quite fun recently but guess i am gonna pass now.
Perhaps you will be able to come up with a proper system next season arena net … i have my doubts.
Actually with the proposed system you should be getting “legendary” players from the start since you will going up against players around your MMR in your pip range. So if you were legend last season then you will be starting S4 in the same div as those legend players and if your MMR is “legend material” then your very first match should be up against those legendary level players.
“Buff my main class, nerf everything else. "
It doesn’t reflect skill so you’d still get roughly the same results.
People trying to tank their MMR would drive their pips down into Amber. Having a separate number determine matches means that pips do not correlate with skill. If pips determined match-making they inevitably WOULD reflect skill (at least without lock-ins). Just think about it.
No they wouldn’t. Pips, tiers, and divisions only show progression. They in no way resemble individual player skill.
I’m curious as to what others think of the matchmaking because there were always people complaining every season. I havent seen much difference btw seasons personally and did not complain at all.
Personal opinion, found S1 the worst season and the one most likely to result in bad match ups. Found S3 the best, S2 was an improvement over S1. S1 also seemed to have more issues with handling people that were carried into spots that exceeded their game play creating pockets of people that were stuck resulting in even worse team match ups.
But it is what is, lets try it out and see how the other changes work in conjunction with S1’s style of match making.
De Mortuis Nil Nisi Bonum.
1- People would prefer to have same skill level of all players on both team. Not bad playing with good. This was the case before Anet implement Pip-Range to counter SMURFING. Please, undo that. Simply give a PIP malus for the highest divisions players. So, they encourage their team to not smurf.
3- PIPS system of season 1, was appreciated by the player based. Not losing pips for closed match (ie 400+ to 500) was a good incentive for players to continue and not AFK/rage quit. Please, answer your player based about PIPS system of season 1.
4- Divisions or League with grinding WINS is not working to show prestige. Grinding hard or easy game to progress where you should belong to get good matches is counterproductive. We want good matches on the go.
Very valid points here, especially close matches in that 450-500 range should not result in the same type of loss(or any at all) as would something with a wider than 10% percent spread. Also there should be a way for people to fall back in divisions to account for false advancement. At times people might have exceeded where they really should be playing at. Without that, it will remain a grind-based ladder and these pockets of people will naturally form.
De Mortuis Nil Nisi Bonum.
A message from the PvP Team:
Hello everyone,
A few weeks ago we posted a small update on this forum about how we intend to make a number of system changes to improve the PvP league experience. While the bigger changes we’ll be making to leagues won’t be ready in time for Season 4, we’d like to let you know about a change that will be in effect for this upcoming season.
With the start of Season 4, we’ll be returning to Season 1’s style of matchmaking which focuses on creating the most balanced teams from the players queueing within your pip range. This change may widen the skill range of players in each division, but we feel that increased match quality is worth the trade-off of reduced prestige for this season. During Season 2 and 3 we added two league features that greatly impacted your ability to climb: start-of-season division placement based on previous season performance and win/lose streak pips, and both of these features will remain enabled for Season 4.
We’re not at a point where we’re able to discuss the changes we’ll be making to PvP Leagues for future seasons, but making rewards more accessible for casual players and making divisions prestigious and a more accurate indicator of skill are among our highest priorities.
Thanks,
The PvP team
Until we see Solo Q, this means exactly NOTHING.
Vials Maize Balm Exploit(Halloween) 2014
Locked out of JP (Wintersday) 2015
I’ve just started soloQ ranked games, and so far the match making seems a bit strange. The games are close, but the disparity between the levels of the player is enormous. This is important, because the individual level of players can completely influence the outcome of the game, way more than any other parameter.
The way this level is currently assessed is possibly flawed. I would suggest, at the very least, to include the total number of games played in PvP, to separate beginner players (say between 0-100 games), intermediate players (100-200) and the rest (standard matchmaking).
I startet soloq with 2 amber, 1 smaragd and 2 saphire (one saphire was me) into the season vs 5 other saphire. Last season i was legend. Yes! It´s balanced!
My 3 match was vs a full premade grp (no thiefes) and in my team every one soloq and we were 3 thieves, but in the end we lost 500:445. Anet nerf thief pls. 445 is too much for 3 thiefes vs a full premade team.
(edited by Rhex.2739)
I’ve just started soloQ ranked games, and so far the match making seems a bit strange. The games are close, but the disparity between the levels of the player is enormous. This is important, because the individual level of players can completely influence the outcome of the game, way more than any other parameter.
The games are close despite the disparity between subjective player skill level and yet you think it’s the biggest variable…
What are the other parameters you are alluding to and why do you think the most important parameter show such a little impact (game still being close despite that).
The way this level is currently assessed is possibly flawed. I would suggest, at the very least, to include the total number of games played in PvP, to separate beginner players (say between 0-100 games), intermediate players (100-200) and the rest (standard matchmaking).
I agree totally with you here. Number of games should be used to help differentiate average rating for experienced players from average rating from new players. The difference is obvious too often despite the rating being the same.
Well begginer players are already excluded. To get to rank 20 you need like 40-100 games. Ranked matches should be doubled, for rank 40+
To make difference, games played numbers should be way higher, like thousands of games. But I guess people would create smurfing alt accounts for easy games…
Faced against a premade 5 man team when only two in my team were in a party.
The games are close despite the disparity between subjective player skill level and yet you think it’s the biggest variable…
What are the other parameters you are alluding to and why do you think the most important parameter show such a little impact (game still being close despite that).
Sorry, I’m a bit unclear. I believe that a stronger player can dispatch a weaker player in matters of seconds. As such, the choice of rotations is greatly influenced by this factor – not identifying the weakest player can lead to wrong assessments of situations (e.g. you think you’re gonna +1, but you get into an unfavorable fight).
The games are balanced because this disparity exists for both team, I guess. But I feel it is wrong to focus on weaker players because you know this is the result of the matchmaking, rather than assessing the situation as if all players were equivalent (with different roles and classes). You don’t really play the game, you play the system.
Was hoping for better match making, out of 3 matches, two were really unmatched. Only one was close which my team lost.
The other two we won 500 – 153, and then lost 500-193.
Please fix. the last two seasons have been endless losing streaks or unmatched games.
A message from the PvP Team:
Hello everyone,
A few weeks ago we posted a small update on this forum about how we intend to make a number of system changes to improve the PvP league experience. While the bigger changes we’ll be making to leagues won’t be ready in time for Season 4, we’d like to let you know about a change that will be in effect for this upcoming season.
With the start of Season 4, we’ll be returning to Season 1’s style of matchmaking which focuses on creating the most balanced teams from the players queueing within your pip range. This change may widen the skill range of players in each division, but we feel that increased match quality is worth the trade-off of reduced prestige for this season. During Season 2 and 3 we added two league features that greatly impacted your ability to climb: start-of-season division placement based on previous season performance and win/lose streak pips, and both of these features will remain enabled for Season 4.
We’re not at a point where we’re able to discuss the changes we’ll be making to PvP Leagues for future seasons, but making rewards more accessible for casual players and making divisions prestigious and a more accurate indicator of skill are among our highest priorities.
Thanks,
The PvP team
Do you guys even think before you do anything? Honestly, why even have a season or rewards? If your concern is about access to rewards for casuals, just give everyone everything as soon as they log in. Your whole thought pattern behind your decisions is backwards.
I should be facing legendary players in legendary and not in amber.
All that was added today is pretty much a huge reward track. I actually wanted to put some time into this season and go for legendary because the games been quite fun recently but guess i am gonna pass now.
You won’t be facing legendary players in amber given they will start in sapphire.
Every season this year has been a huge reward track, the MM doesn’t change that. The league system itself and the achievements are what makes it a reward track not the MM. They essentially need to start again next year from scratch.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
The amount of contradiction is just….
http://i.imgur.com/65exmSV.gif
Lets just face it. After 3 seasons, everybodys mmr is kittened up so much, any changes to matchmaking wont be even noticable.
Instead of the -3…+3 that we used to have , to give a chance so the lesser teams dont loose a PiP when they face highers MMR teams , can we implant a system where each player can choose 1 from 3 options :
a) Each time you kill a player , your team get +5 extra score (total 10)
b) You can decap 5% of of the node-capture point’s bar every 5 sec , if there is only 1 defender
(If you are an Enginner (Medium Gear) you loose 5% of the capture bar instead , if the Defender is an other Medium Gear Character (Enginner-Thief-Ranger)
c) Each 1000 Healing that you do on your friend , gives you +1 to your teamscore . Each time you die your team looses -3
Not every1 in the team can have the same buff (3 different options for 3 different players) ….
Higher friendly MMR players should be priorotized (kittenmit english) , so they can ’’carry’’ the game .
The high MMR enemy team will get the 3rd lesser option or some other less smaller versions, based o how far their MMR is
And some disntiguised mark on the Action Bar , so when they print schreen and moan the forums , we can ask them to GIT GUD
(edited by Woof.8246)
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
Welcome to gw2 pvp, hope you enjoy your stay.
so how exactly does s4 match making works ?
like in s1 ?
find 10 players within similar pip range then shuffle them accordingly ?
i.e.
red – blue
9 – 10
7 – 8
6 – 5
4 – 3
2 – 1
total
28 – 27
Yes this is the way its supposed to work from the communication we got.
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
Welcome to gw2 pvp, hope you enjoy your stay.
I’m literally thinking about tanking my mmmr to the point where I have 10% win loss ratio and then starting to play because this is bullkitten. They make me wait 5 minutes~10 minutes for a rank game to give me bullkitten teammates who double cap or die to beasts in forest whie I win 1v2 only to find out that my team got 3 capped.
Who thought forcing people to lose because they have over 50% win ratio was a good idea? This isn’t fair for anyone other than premades.
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
Welcome to gw2 pvp, hope you enjoy your stay.
I’m literally thinking about tanking my mmmr to the point where I have 10% win loss ratio and then starting to play because this is bullkitten. They make me wait 5 minutes~10 minutes for a rank game to give me bullkitten teammates who double cap or die to beasts in forest whie I win 1v2 only to find out that my team got 3 capped.
Who thought forcing people to lose because they have over 50% win ratio was a good idea? This isn’t fair for anyone other than premades.
I think you have a misunderstanding. The algorithm attempts to match keep the match as balanced as it can. The 50-50 win ratio is merely a consequence.
Unfortunately that means that if you are beyond a certain level you are forced to carry brain dead players.
Herald of Ventari
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
Welcome to gw2 pvp, hope you enjoy your stay.
I’m literally thinking about tanking my mmmr to the point where I have 10% win loss ratio and then starting to play because this is bullkitten. They make me wait 5 minutes~10 minutes for a rank game to give me bullkitten teammates who double cap or die to beasts in forest whie I win 1v2 only to find out that my team got 3 capped.
Who thought forcing people to lose because they have over 50% win ratio was a good idea? This isn’t fair for anyone other than premades.
I think you have a misunderstanding. The algorithm attempts to match keep the match as balanced as it can. The 50-50 win ratio is merely a consequence.
Unfortunately that means that if you are beyond a certain level you are forced to carry brain dead players.
My matchmaking experience came to a point where I know we lost the game if I see my teammates dying within 20 sec at mid when they are running ele/druid whatever that is tanky these days. No matter how hard I try there is just no way I can do anything when I am outnumbered at everysingle point and my teammates lose every single battle.
Is there someway I can get some good games like season 2 or should i keep losing until anet feels so bad for me that they literally place me with pro league players against people who never played pvp in their life? Seriously just put legendary backpack skin a gem store item instead of pvp reward so people who never played pvp won’t have to queue for an item that they shouldn’t even get in the first place.
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
Welcome to gw2 pvp, hope you enjoy your stay.
I’m literally thinking about tanking my mmmr to the point where I have 10% win loss ratio and then starting to play because this is bullkitten. They make me wait 5 minutes~10 minutes for a rank game to give me bullkitten teammates who double cap or die to beasts in forest whie I win 1v2 only to find out that my team got 3 capped.
Who thought forcing people to lose because they have over 50% win ratio was a good idea? This isn’t fair for anyone other than premades.
Pvp has never been fair for anyone but premades as soon as they got rid of solo queue. I mean come on who can honestly say an organized premade team of people who all know each other somewhat and are all on team speak and all with builds that compliment each other and using synchronized attacks to completely obliterate some poor unsuspecting unorganized group of randoms who don’t know each other and maybe not even speak the same language and with about half of them totally clueless as to what the objective is in pvp matches is fair…only a liar would call that fair.
So we’ll again have people on a skill scale from 1 to 10 sitting in the same pip range fighting completely different players and call it “prestigious”. I don’t really understand who you’re catering to with bringing back this unfair system? Leagues are about first and foremost distinguishing the decent from the bad players and rewarding improvement. Now you bring back the “lose games on purpose to lower your MMR” formula where you’ll have 100MMR diamond players and 10 000MMR diamond players in the same range and they wont play each other. How the hell does this sound ok? Well back to OW for me it is then.
More like
red – blue
1 – 1
1 – 1
1 – 1
1 – 1
1 – 1
red-blue
10 – 10
10 – 10
10 – 10
10 – 10
10 – 10
Gotta make it hard for skilled players and easy for the casuals.
I honestly don’t even know what to do anymore. No matter how well I perform in 1v1s or team fights if my teammates die then there is literally nothing I can do. We have coordinated people in teams farming solo queuers left and right with necro and engi combo and my teammates are either bots trickling into losing fights or afking for 5 minutes after the first team fight.
Seriously what the hell am I suppose to do or play in order to escape this MMR hell or whatever it is? Back in team arena or before HoT at least people knew what to do or how to play and solo queuers had chance against teams. Now I am literally a farm bot every time I queue and might as well as go afk
Welcome to gw2 pvp, hope you enjoy your stay.
I’m literally thinking about tanking my mmmr to the point where I have 10% win loss ratio and then starting to play because this is bullkitten. They make me wait 5 minutes~10 minutes for a rank game to give me bullkitten teammates who double cap or die to beasts in forest whie I win 1v2 only to find out that my team got 3 capped.
Who thought forcing people to lose because they have over 50% win ratio was a good idea? This isn’t fair for anyone other than premades.
Pvp has never been fair for anyone but premades as soon as they got rid of solo queue. I mean come on who can honestly say an organized premade team of people who all know each other somewhat and are all on team speak and all with builds that compliment each other and using synchronized attacks to completely obliterate some poor unsuspecting unorganized group of randoms who don’t know each other and maybe not even speak the same language and with about half of them totally clueless as to what the objective is in pvp matches is fair…only a liar would call that fair.
I used to think that people were blowing the MM stuff way out of proportion (I’ve always thought that merging the queues into one was really unfair though). When I started playing SMITE the difference in match quality was night and day. In that game, whether it’s win or lose, the games are more often than not, really close and most importantly, fun.
I’ve been wanting to see if PvP was going to improve in GW2, but I regret to see that it doesn’t look like it is. I didn’t bother with S3 Leagues at all, looks like I’ll be skipping S4 too. I think I’m ready to call it quits. Guess I’ll just stick with SMITE for PvP.
This change is absolute garbage.
It’s not fun to lose 6 games in a row then just to win 1 game and lose 2 more. It’s frustrating. I knew something was wrong and after reading this post it made sense. We’re back to the mentally challenged mode that was season 1. Great. Just great.
I can forget to ever reach all the achievements needed.
In season 2 and 3 it actually felt like i made progress now i’m stuck dragging plebs with me and all they do is frustrate me.
It’s not fun. I want to be teamed up with people that know what they’re doing. Guess it’s pre-made season. No alternatives.