I have edited my original suggestion as it appears that a lot of people do care about having a PvP exclusive skin that “shows they’re skilled.”
However, I stand by my warning from ~1 year ago that reaching Legend rank requires merely abundant resources (whether that is time to grind hundreds of games with a ~40-50% WR, OR enough gold to buy a boost from better players—this is a very popular method that a lot of people have employed), in the absence of considerable skill.
—OP
This is a 100% constructive and thorough post on the state of PvP and what can be VERY EASILY done to fix it for everyone. As such, I will not reply to any trolls.
—body
As I was perusing some GW2 streams today, I found (as its not surprising) a young clicker playing some PvP. This is perfectly fine, there is nothing wrong with being a clicker if you simply want to be a casual.
However, the system currently in place convinces even casual players that they have what it takes to be competitive, as they have so easily reached division 4 (out of 6) by simply logging on and spamming a few games. Why is this bad?
This is bad for two main reasons:
- Unskilled players will all be funneled into low tier Ruby and find it “inescapable,” and will be further frustrated by the fact that no matter what they do, they may never see that shiny legendary they so desperately want.
- Certain somewhat “higher” skill players who are perhaps not skilled enough to carry 4 clickers, but certainly skilled enough to be in (a balanced system’s) division 4 (out of 6), will also be frustrated as their games will be almost entirely determined by the teammates they are assigned by the MM algo.
Divisions 1-3 were (presumably) designed so that (For lack of a better word) noobs don’t feel frustrated that they can’t win, and there’s a sense of a nurturing learning curve as losses don’t count against you.
In terms of someday obtaining a legendary, this isn’t a terribly bad system. But, in terms of playing with and against people of (or near) your own skill level, this is a horrendous system.
OK so, that’s what it is. What could be done to fix it??
—Step 0
The crux of the problem is caused by having a seemingly “obtainable for everyone” legendary at the end of a long grind (similar to the PvE model). However, this is something that could very easily go away.
PvP players don’t really care for the exclusivity of the skins available (save for the Glorious Hero set; it’s nice to see people that actually win tournaments get rewarded).
ANet could just as well make the ascneded and legendary backpiece obtainable through PvE means, and PvP players (for the most part) wouldn’t care about this.
—Step 1
Ok, the people that care for that, now have an option at grinding their legendary another way. With that out of the way, we can easily restructure every Ranked Division to have pip and tier regression in events of a loss.
This is crucial to having a system that actually works for matching similarly skilled players together.
—Bonus Step
A bonus suggestion of mine, would be to:
- Start every player at the beginning of a season at something like mid Division 2 with hidden pips.
- Wins/Losses during your first 5 or 10 games count for 2-3 (maybe a little more) pips, depending on streaks.
This way, the system is less grindy at the start when you’re getting started, but you can still turn it into a grind at high Legend if you care to be on that Leaderboard.
—TL;DR
- Add pip and tier loss to all divisions.
- (bonus) Reward/deduct more pips for the first few “starter games,” at the beginning of every season.
(edited by Acandis.3250)