Season 4 Ranked Matchmaking Change
Be thankful you got to Ruby. Still trying to get out of emerald, like many others. This up and down is horrible. Better this season than last season as in you win as roughly as many as you loose but trying to get a win streak together is hard work. Last season was endless losing streak.
Also the matching making is not working. Out of the last 10 matches 5 were pretty close, and 5 were massive differences in points. such as 300 points difference.
I would spend gems on macro that spams big huge letters in middle of the screen for own team “LOOK AT MAP”. Most people have it minimized apparently.
[Teef] guild :>
(edited by Cynz.9437)
So anyways you have two options.. solo queue and pray to god you get lucky wins..
Or premade and get paired up some of the most craziest pvpers in the game against your team constantly to make you disband.
I love how they fail to realize that:
- Glicko was not meant for team competitions… it was meant for Chess….
- The removal of the Solo & Team Queue options, really screwed up the match making.
The last one, was the biggest offender…. guaranteed 1+1+1+1+1 vs 1+1+1+1+1 way better than the current bs alternative of 1+1+1+2 vs 4+1 or 1+1+1+2 vs 5.
I’m sure everyone would be fine with longer Queue times if it meant we had decent matches and not a complete joke….
For me personally, I just pvp out of boredom on gw2… if i want to play competitively… i just log on OverWatch… at least they have:
1) A system in place that doesn’t penalize you if someone leaves before the game starts
2) You can’t face someone way out of your league
3) Preventive measure to prevent hero stacking (1 per team)
4) Rounded team comp of parties. 1+3+2 vs 1+3+2
2015-2016
Fort Aspenwood
Why do we even have divisions if you are just going to match me with amber players when i’m in ruby? Oh and this was during prime time
I love how they fail to realize that:
- Glicko was not meant for team competitions… it was meant for Chess….
- The removal of the Solo & Team Queue options, really screwed up the match making.The last one, was the biggest offender…. guaranteed 1+1+1+1+1 vs 1+1+1+1+1 way better than the current bs alternative of 1+1+1+2 vs 4+1 or 1+1+1+2 vs 5.
I’m sure everyone would be fine with longer Queue times if it meant we had decent matches and not a complete joke….
For me personally, I just pvp out of boredom on gw2… if i want to play competitively… i just log on OverWatch… at least they have:
1) A system in place that doesn’t penalize you if someone leaves before the game starts
2) You can’t face someone way out of your league
3) Preventive measure to prevent hero stacking (1 per team)
4) Rounded team comp of parties. 1+3+2 vs 1+3+2
Their matchmaking algorithm is so intricate, it’s basically what a PvP game should be. GW2 isn’t a PvP game but Anet still haven’t inproved matchmaking as much as they really should. MMR is not Matchmaking but they seem to think so.
Limiting class stacking, build variances taken into account on a per player basis, it knowing you do exceptionally well vs a profession, it knowing you don’t, etc. It can ve done because this is exactly how Overwatch’s matchmaking acts. and GW2 is very behind in that category.
Rank: Top 250 since Season 2
#5 best gerdien in wurld
(edited by Saiyan.1704)
Match making is not broken there are allot of players queuing with certain builds. They can’t stop one DH out of 3-2 from playing the back up on que times would be full of DH and ridiculous. This unfair match making is the result of balance not match making.
I’m finding matches better. Risking jinxing myself, I’m running over 50% wins and one of my best win streaks at the moment.
If I can sustain this, I’ll hit Ruby and in doing so finally get those bloody wings.
There have been a couple of blowouts, but they have been few and far between. I’m not finding I’m facing overwhelming odds regularly. That’s in direct contrast to the previous two seasons.
The only fly in the ointment at the moment is teams like one I faced recently, 3 DH, 2 Druid. They appeared to be voice coordinated and won with little effort.
You know what that means, boys and girls?
Correct. The lower your mmr is, the easier your way to diamond in soloqueue.
Nicely done Anet. Nicely done.
Using season1 matchmaking, if you’re underrated, then you have an easier time progressing. That’s been known since before season1.
This is not a problem with MMR. Resetting MMR will not do anything. This is a problem with progression-based systems. In order to progress, good players need to face worse players. That’s what you saw in season 2 and 3 when MMR wasn’t used to match teams. The games were largely lopsided and not enjoyable.
With a progression-based system, you have two outcomes:
- Match based on MMR. [season 1 and 4] Games are close and mostly enjoyable. However, progression is very slow, and the best way to progress is to exploit the system.
- Match based on progress (tier/division). [season 2 and 3] Games are mostly blowouts and generally frustrating; blowout losses and even wins become boring after a while. All players progress; the better ones just progress faster. A frequent but mediocre player keeps pace with a less frequent good player (though the mediocre player spends more time playing).
Pick your poison. In both systems, tier/division is largely meaningless.
I was hoping to get some clarity on what “season 1 match making” is, as I didn’t play then but keep hearing people talk about it. If it’s based on pip range, why am I queueing mostly with sapphire and ruby players as an emerald player? Just because of my hidden MMR?
Still same pointless and horrible system.
50% of games are win 50% are lose, no way around it.
What’s the point of even playing pvp where no matter what you do result is already known?
You know what that means, boys and girls?
Correct. The lower your mmr is, the easier your way to diamond in soloqueue.
Nicely done Anet. Nicely done.
Using season1 matchmaking, if you’re underrated, then you have an easier time progressing. That’s been known since before season1.
This is not a problem with MMR. Resetting MMR will not do anything. This is a problem with progression-based systems. In order to progress, good players need to face worse players. That’s what you saw in season 2 and 3 when MMR wasn’t used to match teams. The games were largely lopsided and not enjoyable.
With a progression-based system, you have two outcomes:
- Match based on MMR. [season 1 and 4] *Games are close and mostly enjoyable. * However, progression is very slow, and the best way to progress is to exploit the system.
- Match based on progress (tier/division). [season 2 and 3] Games are mostly blowouts and generally frustrating; blowout losses and even wins become boring after a while. All players progress; the better ones just progress faster. A frequent but mediocre player keeps pace with a less frequent good player (though the mediocre player spends more time playing).
Pick your poison. In both systems, tier/division is largely meaningless.
IF ONLY games were close in s1, s4, they are not however. I experienced way too many blowouts so far (100+ games in this season, diamond).
[Teef] guild :>
(edited by Cynz.9437)
You know what that means, boys and girls?
Correct. The lower your mmr is, the easier your way to diamond in soloqueue.
Nicely done Anet. Nicely done.
Using season1 matchmaking, if you’re underrated, then you have an easier time progressing. That’s been known since before season1.
This is not a problem with MMR. Resetting MMR will not do anything. This is a problem with progression-based systems. In order to progress, good players need to face worse players. That’s what you saw in season 2 and 3 when MMR wasn’t used to match teams. The games were largely lopsided and not enjoyable.
With a progression-based system, you have two outcomes:
- Match based on MMR. [season 1 and 4] Games are close and mostly enjoyable. However, progression is very slow, and the best way to progress is to exploit the system.
- Match based on progress (tier/division). [season 2 and 3] Games are mostly blowouts and generally frustrating; blowout losses and even wins become boring after a while. All players progress; the better ones just progress faster. A frequent but mediocre player keeps pace with a less frequent good player (though the mediocre player spends more time playing).
Pick your poison. In both systems, tier/division is largely meaningless.
Having only played seasons 3 and 4, I can say that would be an ideal and is far from the truth.
In season 3, exactly 3 of my ranked games were blowouts, but I only played 77 of them.
So far in season 4, of the 114 games I’ve played, 100 have been blowouts.
I define blowout as one side winning by more than 250 points (half the possible score, IE did 200% as well as the losing team). That’s 87.7% of my games played have been blowouts by that definition.
By a more…well, persnickety definition (losing team never reached 200), then 79 of my 114 games have been that way. And 47 of my games the losing team has not reached 100 points.
That seems like a severely non-functional system to me.
This matchmaking is the biggest load of garbage I’ve seen from a game in long time. If you’re a half-way decent player you just get grouped with garbage bin players who have no idea what is going on let alone play their class well. This matchmaking completely takes the fun out of playing competitive games where you are playing with and against people of your own skill level.
And what is the point of divisions anyway? There is none. It is not tied to skill level in any way.
I feel that my MMR is lower than my skill now … While good for me winning most, it indicates that MMR tanking might be an issue again ….
But premades or AFK ers decide games regardless of MMR or skill as usual …
(edited by Wolfric.9380)
I think there even more less players Playing PvP right now cause i got paired with low divisions in Ruby.Since system puts anything together now ignoring your MM placement.
(edited by Sismis.5390)
I enjoy the match where i solo q and find myself on a team with 3 thieves. One of them switch and the other 2 refuse. I switch from mesmer to support
Meanwhile they got 2 DH on the other team.
Why even play?
Your expectations on solo Q are to high :-).
I want to point out that 4 dh can maintain a lot, and I mean a lot, of aoe projectile denial; and when 3/5 of a team are rangers (who are probably running projectile-based weapons) our damage is basically reduced to none. This forces the rangers to switch to melee when the group of dh pop their invulnerable projectile denial. But, a team of 5 medium/light armor classes going up against a team of heavy armored classes, is basically suicide. As soon as any class leaps into a pile of 4 dh traps, it’s basically over.
This post is basically pointing out that DH is the top class this season, and needs some smoothing out. Meanwhile, the matchmaking system needs to evenly disperse classes out instead of stacking them to one team. I get it, a lot of people are going to play DH because they’re so good right now, and they need to be put into a match, so there’s going to be a lot of DHs.
I’m finding matches better. Risking jinxing myself, I’m running over 50% wins and one of my best win streaks at the moment.
If I can sustain this, I’ll hit Ruby and in doing so finally get those bloody wings.
There have been a couple of blowouts, but they have been few and far between. I’m not finding I’m facing overwhelming odds regularly. That’s in direct contrast to the previous two seasons.
The only fly in the ointment at the moment is teams like one I faced recently, 3 DH, 2 Druid. They appeared to be voice coordinated and won with little effort.
This is due to your MMR being tanked from the last few seasons from all of those losses you had, you are being favored and carried because of your horrible MMR, and being placed with players that have much higher MMR than yourself.
See I’ve always had higher than average MMR and I literally have to carry every single match to work my way to get a pip. If I am not in the team fight my team loses, if I am not +1ing an even fight then my team loses, if I lose my 1v1s I lose the game. I am forced to play the perfect game of my life in each match in order to advance and while that is good, there are many, many matches that I just can’t do it because my teammates are just plain bad. And those bad matches happen every so often that it drives me to frustration and to make it worse I know I lost the match when I won 1v2 or 2v3 but my teammates were killed so easily that there is no chance of coming back.
When people think of close games they think the matches were even, but in my case I literally had to give 130% just to get to that close game range only to see my teammates making dumb mistakes/rotations to lose. And its really draining me at this point to do everything I can plus more but still losing the match because of this matchmaking. And I know I am the difference maker in at least 90% of the matches I had so far in this season because if I don’t perform at my 100% then my team loses, but if I go 110% or more then at least my team has a chance of coming back.
And if I win I get worse players on my team while my opponents get stronger, leaving me 1 step forward and 2 steps back until my friends take pity on me and we duo/trio queue to farm those poor solo queuers until we meet the pro league premade/solo queuers. Also my queue time is well over average of 6~7 minutes so I’m assuming that is trying to account me into giving me the worst teammates as possible.
See I’ve always had higher than average MMR and I literally have to carry every single match to work my way to get a pip. If I am not in the team fight my team loses, if I am not +1ing an even fight then my team loses, if I lose my 1v1s I lose the game. I am forced to play the perfect game of my life in each match in order to advance and while that is good, there are many, many matches that I just can’t do it because my teammates are just plain bad. And those bad matches happen every so often that it drives me to frustration and to make it worse I know I lost the match when I won 1v2 or 2v3 but my teammates were killed so easily that there is no chance of coming back.
When people think of close games they think the matches were even, but in my case I literally had to give 130% just to get to that close game range only to see my teammates making dumb mistakes/rotations to lose. And its really draining me at this point to do everything I can plus more but still losing the match because of this matchmaking. And I know I am the difference maker in at least 90% of the matches I had so far in this season because if I don’t perform at my 100% then my team loses, but if I go 110% or more then at least my team has a chance of coming back.
And if I win I get worse players on my team while my opponents get stronger, leaving me 1 step forward and 2 steps back until my friends take pity on me and we duo/trio queue to farm those poor solo queuers until we meet the pro league premade/solo queuers. Also my queue time is well over average of 6~7 minutes so I’m assuming that is trying to account me into giving me the worst teammates as possible.
The fix, if you are in the safe pip range of being the very first pop of a tier, or first tier of Ruby and Diamond, you can throw matches over and over to tank your MMR and boom you will be matched with non potatoes.
(…)
With a progression-based system, you have two outcomes:
- Match based on MMR. [season 1 and 4] Games are close and mostly enjoyable. However, progression is very slow, and the best way to progress is to exploit the system.
- Match based on progress (tier/division). [season 2 and 3] Games are mostly blowouts and generally frustrating; blowout losses and even wins become boring after a while. All players progress; the better ones just progress faster. A frequent but mediocre player keeps pace with a less frequent good player (though the mediocre player spends more time playing).
Pick your poison. In both systems, tier/division is largely meaningless.
They are NOT close… not even the slightest bit. I get put in with FOUR bad players on my pvp account. And with bad players I mean the absolute worst. People that stand on point and DIE in splash dmg. People that should just never play PvP and only do it for kittening achievements.
So, Im a good player… and the incentive I get from anet to keep on playing… is…. I get to carry the worst of the worst so THEY can enjoy the game.
My winrate on my pvp account is < 40% for this season. My winrate on the inherited account > 80%.
Same player, same professions, same builds.
One account isnt even out of sapphire yet… the other account is nearly legendary.
One account is absolute HELL to soloqueue on… the other account its easy wins left and right.
THATS the reality of season4 matchmaking. THATS how much Anet kittenED up.
(edited by Yasi.9065)
Not going to lie, I believe MMR this season is an absolute joke. However, I am 73% win ratio and Diamond Tier 5 at this moment. I’ve always had decent MMR, but I also queue with a 3-4 man premade at any given time. The only issues I find is when we get matched with a player who’s skills are obviously that of someone who is casual at PvP who just made T1 Ruby.
By this statement I simply mean that they just really started learning their class and think that just because they made it into Ruby division that they can hang with player’s of obviously much higher skillcap. Yet they are getting slapped left and right like they are using a berserker amulet.
tl;dr If your in Ruby Division, you have a good chance of queueing with Diamonds, be a good sport and swap classes/builds if needed.
//mic drop
It’s probably just an issue of individual skill level. Because do remember, alot of people in Diamond/Legendary got placed in Sapphire this season, as well as this alot of people are tanking this season so the grind to legend is easier.
Additionally, DH is fairly easy to counter with good player’s on your team. The only suggestion I can really provide input on is LOS the DH and make them come to you, because if they are alone on a point they have traps down. Use ranged abilitys to pressure them, and continue using them till you see them pop heal/blocks/etc…Afterwards just put extensive dps pressure on them and then its GG.
If you are unable to do that, I suggest learning your rotations and not wasting your high dps/cc skills on block abilitys. Dueling can be quite useful in situations like this, unfortunately DH meditrapper is a noob stomper build, and rightfully so.
I personally think that it doesn’t really need that much ‘smoothing out’ considering the top tier player’s are still playing engi/druid/mesmer/thief/rev and defeating most DH’s with ease.
Your team with 3 druids should have easily been able to out sustain those DH’s.
tl;dr DH is not the problem. Stop blaming it on something that wasn’t even buffed hardly, and start realizing the benefit of MetaBattle to help you better understand the top-tier builds that are used to better benefit your team in situations like this.
Dragon hunter is probably one it not easiest class ingame to outplay and or counter. If you struggle vs them is probably a l2p issue. I would suggest trying the meta build for a hour or so to get a feel for how they work
Logged dh in, copied build, won 1v1, 1v2, 1v3. Full traps? Nah. Who needs that even.
I usually dont play melees, because Im way better at midrange and roamers…. but dh this season? Hilariously easy.
lol. and 70 % winrate is not blowing through? do you even know why this happens? its because ANET thinks youre a bad player since you have a low mmr. then it tries to equalize the teams by splitting 50 50. so youre now the bad guy on the team.. anet thinks. however.. since youre not actually bad, you have an easier time getting to youre deserved division. thats why.
if you had low mmr and you still sucked.. you would be stuck on 50 % winrate and only progress to ruby after a while.
system is working as intended.
(…) since youre not actually bad, you have an easier time getting to youre deserved division. thats why.
My mmr says Im bad, and because of that I progress faster. Logic?
(…)
if you had low mmr and you still sucked.. you would be stuck on 50 % winrate and only progress to ruby after a while.
Not really the reality. Since this is a TEAM effort, and if you get stuck with 4 good players, you have four times better chance to progress than vice versa.
(…)
system is working as intended.
The intention is for casuals like you to progress so you can finish your pve achievements easily. So yes, its working. Does it help to keep good players in pvp? No. Absolutely not. Because you get PUNISHED for being good.
(…) since youre not actually bad, you have an easier time getting to youre deserved division. thats why.
My mmr says Im bad, and because of that I progress faster. Logic?
(…)
if you had low mmr and you still sucked.. you would be stuck on 50 % winrate and only progress to ruby after a while.Not really the reality. Since this is a TEAM effort, and if you get stuck with 4 good players, you have four times better chance to progress than vice versa.
(…)
system is working as intended.The intention is for casuals like you to progress so you can finish your pve achievements easily. So yes, its working. Does it help to keep good players in pvp? No. Absolutely not. Because you get PUNISHED for being good.
duuhhh. if you have low mmr but youre a good player you have easier time progressing since your mmr is not where it should be. get it?
Because a low mmr shouldnt help you progress faster. You got it? It NEVER should help you progress faster.
Just as a high mmr shouldnt HINDER your progress.
Because a low mmr shouldnt help you progress faster. You got it? It NEVER should help you progress faster.
Just as a high mmr shouldnt HINDER your progress.
But but casuals,…… But shiny……. but #casualwinsmatter……low MMR player deserve to be carried it’s their right…..
I am of half a mind to tank my MMR and ride the gravy train…….. Even though I don’t need to PvP, but even showing the flaws in matchmaker won’t do anything, they cater to the lowest denominator and this is what we end up with.
So you are complaining about the 4 Dragonhunters on the other team but not the 3 Druids on your team? Do I have to point out that any player who have any idea how to play as Druid can counter a Dragonhunter?
Thief / Mesmer / Elementalist / Warrior / Necromancer / Ranger / Engineer / Revenant
Crystal Desert – Eredon Terrace – Fort Aspenwood – Stormbluff Isle
So you are complaining about the 4 Dragonhunters on the other team but not the 3 Druids on your team? Do I have to point out that any player who have any idea how to play as Druid can counter a Dragonhunter?
OP equipped longbow and has marksman traitline….
So you are complaining about the 4 Dragonhunters on the other team but not the 3 Druids on your team? Do I have to point out that any player who have any idea how to play as Druid can counter a Dragonhunter?
Druid isnt DH’s hard counter. Against a good player on DH, you will have trouble surviving the 2nd or 3rd round of burst, while he still/again has block skills up.
But well, most DHs are so bad… they use all blocks at once (to make sure !) and after that you just burst them down easily with one “pet rotation”.
Please consider going back to S3 style of match making for S5. S1 created poor match ups and is repeating itself in S4. S3 on comparison created reasonable match ups from the start.
De Mortuis Nil Nisi Bonum.
S2 and S3 were pure misery. To add insult to injury, you knew going in that you were assigned to win or lose.
I just entered Sapphire on a 5 game win streak and well over 50% wins. Suddenly, I’m getting blowout after blowout loss. This somewhat “frustrating” to say the least.
There seems to be a “collision” happening in Sapphire because some of the “super” players are not advancing as fast. This would tend to cause very uneven matches. I predict that the “collision” will move to Ruby and perhaps Diamond as the season progresses.
happily, I just need to make Ruby and I can forget the rest of the season.
(edited by Ithilwen.1529)
It’s the inherit nature of having soloQ, MMR and league in one go, and frankly every pvp game suffers from this. Some games does reset MMR, some show player MMR, but in the end the problem persists. Even if they reset MMR every season there will still be teammates suffering from tanking players, so resetting MMR is merely a temporary measures that has no effect in long term.
Personally I feel that the only solution would be complete randomisation, since MMR should not be base of team up when you already have league system. Complete randomization within the same pip range ensures the possibility of getting both good and bad teammate for everyone, no matter if you’re good or bad. Sure you still have blown out matches here and there, but eventually its a “fair” competition that allows player ranking/pip to settle by themselves.
So you are complaining about the 4 Dragonhunters on the other team but not the 3 Druids on your team? Do I have to point out that any player who have any idea how to play as Druid can counter a Dragonhunter?
Druid isnt DH’s hard counter. Against a good player on DH, you will have trouble surviving the 2nd or 3rd round of burst, while he still/again has block skills up.
But well, most DHs are so bad… they use all blocks at once (to make sure !) and after that you just burst them down easily with one “pet rotation”.
Only if you are playing berserker weird builds or something like OP which I stand by my statement that Druid can counter, it has the upper hand against DH. Also, I didn’t said hard counter.
I have yet to lose to a DH on my druid as well as if anyone watched the world’s champion qualifier will see the DH struggling (dying) against druids.
Thief / Mesmer / Elementalist / Warrior / Necromancer / Ranger / Engineer / Revenant
Crystal Desert – Eredon Terrace – Fort Aspenwood – Stormbluff Isle
Teammates I’m getting in s4 are like…
- lose 2v1
- 2 people die in 5 seconds on mid
- 3 people perma down everywhere
- ranger standing ledge or backpedaling 1111111 until he dies
- keep doing honorable dueling that he never wins off points
- 2 people leave 70% capped mid (while it’s still white) and go to other points for no reason (seriously? seems people hit r20 without knowing how conquest works…)
It’s insane. First few days were fine (sapphire) Both my teammates and opponents were ok/good and balanced overall. But I progressed slowly since I play all contents. A few days after… now I’m suddenly having 2-3 those kind of people on my side almost everytime, meanwhile opponents are still ok.
My past win rate were 59% in solo/unranked arena and 65% in s2/3 (played 2~2.4 games a day on average and ended up in late diamond) I didn’t play s1. Although I’m no pro, I guess I at least know what I’m doing and can use some common sense from those results… I consider myself an “ok” guy (pvx since launch, played 2,150 games so far)
I did duo q with my friend last night. My friend was in same division / pip range. I suddenly got easy wins. Pug teammates also weren’t dying in 5 seconds, actually winning some 1v1s and rotating. I was happy, but also dispirited at the same time, because I realized that I was cursed by mmr / match making.
Ok… I’m mildly gonna tank my mmr… just win your part, so people won’t complain or report you for afk. But don’t try hard. 3 of your teammates perma down anyway… Losing wasn’t a problem for me before because when I lost a game, it was usually because opponents were superior, but this season is different…
Even though I’m no pro, I against s1/4 mm. Being rewarded for being bad is just weird. I at least want to be teamed up with similar skill people that at least know what they’re doing, regardless of w/l… /o\
S2 and S3 were pure misery. To add insult to injury, you knew going in that you were assigned to win or lose.
I just entered Sapphire on a 5 game win streak and well over 50% wins. Suddenly, I’m getting blowout after blowout loss. This somewhat “frustrating” to say the least.
There seems to be a “collision” happening in Sapphire because some of the “super” players are not advancing as fast. This would tend to cause very uneven matches. I predict that the “collision” will move to Ruby and perhaps Diamond as the season progresses.
happily, I just need to make Ruby and I can forget the rest of the season.
No offense, but it’s because mm giving you free wins tbh. You just grinded too much and progressed too fast. One of the reasons why “super” players still in sapphire is they’re teamed up with horrible players (unless they team up with someone) and don’t progress fast enough due to their high mmr. It’s just silly.
Teammates I’m getting in s4 are like…
- lose 2v1
- 2 people die in 5 seconds on mid
- 3 people perma down everywhere
- ranger standing ledge or backpedaling 1111111 until he dies
- keep doing honorable dueling that he never wins off points
- 2 people leave 70% capped mid (while it’s still white) and go to other points for no reason (seriously? seems people hit r20 without knowing how conquest works…)It’s insane. First few days were fine (sapphire) Both my teammates and opponents were ok/good and balanced overall. But I progressed slowly since I play all contents. A few days after… now I’m suddenly having 2-3 those kind of people on my side almost everytime, meanwhile opponents are still ok.
My past win rate were 59% in solo/unranked arena and 65% in s2/3 (played 2~2.4 games a day on average and ended up in late diamond) I didn’t play s1. Although I’m no pro, I guess I at least know what I’m doing and can use some common sense from those results… I consider myself an “ok” guy (pvx since launch, played 2,150 games so far)
I did duo q with my friend last night. My friend was in same division / pip range. I suddenly got easy wins. Pug teammates also weren’t dying in 5 seconds, actually winning some 1v1s and rotating. I was happy, but also dispirited at the same time, because I realized that I was cursed by mmr / match making.
Ok… I’m mildly gonna tank my mmr… just win your part, so people won’t complain or report you for afk. But don’t try hard. 3 of your teammates perma down anyway… Losing wasn’t a problem for me before because when I lost a game, it was usually because opponents were superior, but this season is different…
Even though I’m no pro, I against s1/4 mm. Being rewarded for being bad is just weird. I at least want to be teamed up with similar skill people that at least know what they’re doing, regardless of w/l… /o\
S2 and S3 were pure misery. To add insult to injury, you knew going in that you were assigned to win or lose.
I just entered Sapphire on a 5 game win streak and well over 50% wins. Suddenly, I’m getting blowout after blowout loss. This somewhat “frustrating” to say the least.
There seems to be a “collision” happening in Sapphire because some of the “super” players are not advancing as fast. This would tend to cause very uneven matches. I predict that the “collision” will move to Ruby and perhaps Diamond as the season progresses.
happily, I just need to make Ruby and I can forget the rest of the season.
No offense, but it’s because mm giving you free wins tbh. You just grinded too much and progressed too fast. One of the reasons why “super” players still in sapphire is they’re teamed up with horrible players (unless they team up with someone) and don’t progress fast enough due to their high mmr. It’s just silly.
yeah it’s actually hillarious that, lets just say, i have the highest mmr of people online. I can be sapphire 0 pips and still have the same chance of winning as the worst player in the game because it will just balance the teams out. however the kittening worst part is that there’s a chance that both I and the worst player will be on the same team in the same game l0l..
Because a low mmr shouldnt help you progress faster. You got it? It NEVER should help you progress faster.
Just as a high mmr shouldnt HINDER your progress.
i dont think you understand what i mean.
of course.. if player A’s mmr is low because he deserves it.. because he is genuinely a bad player, then thats fine. since his mmr is low and hes also bad.. he is where he belongs. and in that case, he wont be able to fly through the pips, because he is bad. therefore he is relying completely on his team to win the game for him. which means he will inevitably be stuck in ruby once he gets there. or if he gets luck on his side and plays like 500 games in a single season he could reach diamond or legend but whatever lol.
lets say player B has a low mmr.. but he got his low mmr because he was teamqueing with some friends for over 100 or 200 games straight.. and those friends were all newbies. now PLayer B’s mmr is low.. but hes actually a good player.
what will happen to him, is that instead of being the bad player that the system predicted, he is actually a good player. meaning that his team has 1 more good player than the opponent team. so overall and over time, hes able to win more matches than his supposed mmr should let him, IF he was as bad as the mmr suggested. but since he is not, he can progress. this will help him get out of the low mmr areas that he has been stuck in, but once he gets out of there, his mmr wil have changed and now he will have to prove himself all over again. so yea. maybe the boost could potentially put players a little bit above what they deserve, but since their mmr increases as they win more anyway.. it gets even after a while anyway. after a while.. player B is going to have a high mmr and then he will no longer have that boost etc. etc.
and if player C has high mmr cus he was teamqueing with some good players for a lot of games but then they disbanded him cus maybe hes not that good.. well.. now player C is in a tough situation. he is not as good as the system predicts him to be.. and therefore he will end up losing more than winning, overall.
thats how it works.. and to me that seems perfectly reasonable. not perfect.. but its not as bad as the forums make it out to be at all.
How can there ever be fair or balanced matches when teams are allowed to play against solo players? Separate the queues – give us back solo queue. It is a horrible experience for solo players to be steam roller-ed by pre-made teams, leading to the solo players giving up on spvp, resulting in longer queue times for all…….
Well I would play elementalist instead of Dragon Hunter if the class wasn’t just a pale shadow of what it once was back in 2013. DH is just so easy to learn and so strong the the amount of skill required that it’s the perfect class to switch when your class becomes useless.
Three times over the last few days I’ve lost pips on losses caused from disconnects, I thought that wasn’t supposed to happen. That’s nothing compared to the losses I’ve gotten from afkers. I repeatedly get grouped with lower tier division players that have no idea what they are doing and have to fight against my own tier and higher.
Its getting old Arena Net. I invested a lot of time and money into this game, but you made it so absolutely ridiculous for Solo Qers. Especially ones with bad luck. The matches aren’t even fun.. I mean losing is one thing but a long boring loss where you get 4-5v1’d on repeat, who enjoys that?
I’ve had a love for guild wars since year 5 of gw1 when I 1st started playing, season by season that love is fading more and more. I don’t like to have to rely on other people reason being is the only thing they seem to not fail at is helping the other full guild pre-made higher division team win. The only way to salvage this in my opinion is to bring Solo Q button back. Let premades fight premades, and let people fight against people in thier own division.
I don’t want a team of 2 rubys 1 sapphire and 2 diamonds against a team of 3 diamonds and 2 legends. It’s nothing even remotely like fun but yet it happened a lot last season. This season doesn’t seem to be any different as I’m working my way through the divisions.
I don’t believe the players they are choosing is always within your mmr range. I’m positive all ANET does is grab 10 players within a pip range and attempts to balance the teams.
You can clearly tell who’s the Ace and the weakest link in each match per team…. This is completely wrong, the Ace shouldn’t be force to suffer because of the matchmaking algorithm
Unless they’ve changed the pip range again, they’re not even doing that.
I’m mid-Emerald and have had “first-game-ever” ambers and a few Rubies in the matches. Sometimes I benefit, but usually I’m stuck on the team with the amber guys while facing a 4-5 man premade that’ll be 3-4 Rubies and one Amber
Dragon hunter is probably one it not easiest class ingame to outplay and or counter. If you struggle vs them is probably a l2p issue. I would suggest trying the meta build for a hour or so to get a feel for how they work
That’s a huge exaggeration, Jeff. I’m pretty sure y’all are just trying to keep DH from getting nerfed before worlds, cause M@0bs can’t do anything else… I tried to be on the L2P side, but it is flat out true that DH is overpowered atm.
I don’t believe the players they are choosing is always within your mmr range. I’m positive all ANET does is grab 10 players within a pip range and attempts to balance the teams.
You can clearly tell who’s the Ace and the weakest link in each match per team…. This is completely wrong, the Ace shouldn’t be force to suffer because of the matchmaking algorithm
Unless they’ve changed the pip range again, they’re not even doing that.
I’m mid-Emerald and have had “first-game-ever” ambers and a few Rubies in the matches. Sometimes I benefit, but usually I’m stuck on the team with the amber guys while facing a 4-5 man premade that’ll be 3-4 Rubies and one Amber
Well, happened again tonight.
Full-solo-Q team vs. full-solo-Q team: 2 Sapphires, 1 Legend, 1 Amber, 1 Emerald vs. 3 Emerald, 1 Legend, 1 Diamond.
First team (my team) had a total pip spread of, at the smallest, 112 pips (last pip of Amber to first pip of Legend), second team had a total pip spread of, at the smallest, 92 pips (last pip of emerald to first pip of legend).
I’m now kicking myself for not grabbing a screenshot of this.
Something is seriously broken. At least it was a close and relatively fun match.