Test Season is almost over ( – 10 days left ) and i want to give my feedback about the season in general and the new spvp patch. I split the topic in more paragraphs for better understanding. Let’s start:
MatchMaking
The good: It considers more parameters than before. It’s not only your rating but roster size, rank, etc. In theory, it could give better matches (in theory).
The bad: Many matches are imbalanced. This is because a lot of reasons. First of all rating doesn’t always reflect the true player skill. This generates many problems in party compositions, where higher rating players are supposed to carry lower rating players but it strongly depends on classes/role/situations etc. and in general bad players mistakes have an higher impact on the game than good players (general situations: people who explode in 1sec in a teamfight, people who move badly etc.)
Roster size doesn’t work properly. To avoid longer queue a full premade could be matched against a full soloqueue team or similar situations. It could work when the rating skill difference is really really high (in favor of soloqueue team indeed) but in general it offers bad matches. I think without hard filters, this situation can’t be fixed. If you are scared about low population with hard filters, think about how many people don’t join rated matches because they don’t want to face premades or have already quit the game for this reason.
Suggestions: rating needs to be calculated in a more accurate way. many times
good players and bad players are too close in rating and this generates a lot of problems. RosterSize is an important component, an attempt could be done with higher priority on this parameter, matching different roster size only when the rating difference is really really high but it could be a waste of time. In general it think high filters could offer more advantages than disadvantages for this situation.
Leaderboard
The good: It’s a more clear system than before. Score system is good, people know the distance between the other players and the fact that ingame score counts about how many points you’ll gain/lose is interesting. Decay is not necessary because you need to play to gain points so you can’t go afk for ages and come back in top #10 or similar.
The bad: it’s not a fair competition because Top25 is only for people who play more than 20 games at day (Considering breaks and average 10 min matches it’s like 5 hours+ daily). This is really bad for the entire game because people who know they don’t have the time to play 20+ matches daily simply don’t play because they can’t reach higher spots. It doesn’t matter if you are a god player, an average player etc., if you can’t play 20+ matches daily, top25 is impossible.
Suggestions: introduce league system to spread people in different leagues depending on their rating. Cap Max matches played during the season (a decent amount of games like 200-300 for 1 month). Different exclusive rewards for every leagues.
Season Rewards
The good: we have rewards depending on our final leaderboard positions.
The bad: There are not league systems so only top5 and 25 of entire game are rewarded for something exclusive (yep we have mini llama too for top250). It’s not really good, glorious hero armor is not much different from the reward track version and it would be really better split rewards with a league system, so every people in every league can compete to win something in their league.
Suggestions: league system and more unique rewards for every league. It could be used a tokens system like WWW for example + vendor (basically how many tokens you will gain depending on your final position ). Other alternative is to give prizes only for top X of every league to push competition at max.
(edited by MarkPhilips.5169)