There seems to be an ongoing misconception that when playing PvP ranked you are entitled to move up to a new League division just by playing more often. Can’t count the number of post that say “lost a pip, gained a pip, lost three pips, gained two pips” or" won 10 in a row then lost 10 in a row", etc…
This isn’t suppose to be a PvE-like XP grind
In a system with good balance and working MMR, regardless of how many games you played, you would reach a point where you capped at your level of skill. At this threshold your wins/losses would balance out to about 50/50 and it would become very, very hard to progress. That’s horrible design I can hear some of your screaming. But really, it isn’t. In real world sports, not everyone who plays high school football makes it to a college team. Not everyone who players at college level gets drafted into the NFL. The league divisions separate skill level. There comes to a point where you cap out and improving becomes very slow. Then eventually you will arrive at your threshold of skill and progression stops altogether. Congratulate yourself, you made it as far as you could. This system is working now, it’s just got some major problems which have largely invalided it to the point that it can’t be taken seriously. GW2 MMR system is polluted by the followng
- Solo and premade queue mixed. Yes it is a problem. No it’s not as big of a problem as some people make you think it is.
- The tier lock-in for Amber-Ruby divisions giving players who reach a new tier incentive to loose on purpose to manipulate MMR
- A very unbalanced meta that is giving huge advantage in a random way to teams not running full premades. (e.g. oh look match making gave the opposing team two condi mallyx Herald’s and we got a Warrior and a burn Gurdian)
Which leads to the next point
Unfortunately they kind of made ranked PvP like a PvE XP grind
The tier lock-in system enables players who would have otherwise reached their cap in league divisions to progress further. Once a tier is locked-in then a player needs five more wins to secure the next. Given the always present luck-factor and also the three bullet points above factor in random chance of leverage, a player who should be locked in a lower division could climb all the way to Ruby though luck and game unbalance giving them wins they don’t deserve.
Once you get to Ruby and can no longer lock in tiers then the real challenge begins. Luck isn’t really going to lean heavy one way or the other, it comes down to skill.
The reality of League divisions
- Diamond and Legendary – for the best premades who take it seriously
- Ruby – last stop for good teams that just aren’t good enough for Diamond
- Amber-Sapphire – Exist to give the players who need to improve a lot (or play a lot more) a feeling of progression,.
Most of us just want to know where we stand. The current system makes that impossible until you reach Ruby. Then there is nothing between Ruby and Diamond.
(edited by SamTheGuardian.2938)