Top 3 Changes Needed for Season 6

Top 3 Changes Needed for Season 6

in PvP

Posted by: Habitax.8124

Habitax.8124

1.) More pre-qualifying matches to determine initial placement. 10 games is way to small of a sample size to determine initial placement. With most players experiencing an average seasonal win/loss ratio of 50%, players were locked into their initial starting rank and didn’t move much more than +/- 150 points by seasons end. A lot of people started at ranks that did not reflect skill and knowledge due to too small of sample size for placement. I would like to see a 2 week pre-season in which a minimum of 25 games are needed to qualify for the next season placement. Players could go above 25 minimum matches and every win above 25 minimum would improve their initial placement by a few points. This system would reward players that really strive and work at PvP. The end result of a pre-season would have better seasonal match-ups due to casuals facing off vs. casuals and more seasoned and vested PvPers facing off against each other.

2.) Make Top Stats meaningful. Add 1 point for each top stat awarded to final score. Example: a player is awarded Top Offensive Player for team. If their team won the match and received +13 points, then that players total score would be +14 for the match. If the match was a loss and was – 11 points then that players net result would be -10.

3.) Do away with gear/gold farmers. How? While I definitely enjoyed this seasons pvp loot, I didn’t need it. Most Pvpers would say the same; the PvE rewards are not why PvPer’s play. Repeatable rewards brought in gold/gear farmers, especially since a loss still netted points towards those rewards. I witnessed at least 5-10 matches where teammates ran around doing nothing. When they were called out they wrote in /team that they were only there to farm gear/gold and didn’t care if we won or lost. If there are to be rewards, only reward wins, and not losses.

(edited by Habitax.8124)

Top 3 Changes Needed for Season 6

in PvP

Posted by: Rhiannon.1726

Rhiannon.1726

1.) More pre-qualifying matches to determine initial placement.

I’m not sure about it, but that’s maybe because I don’t really understand how the placement matches work.

What’s the difference between:

- playing 10 matches and getting 1200 MMR shown and than playing 15 more matches and your MMR is at 1300.
- playing 25 matches until you see your MMR at 1300

2.) Make Top Stats meaningful.

Individual skill rating is just not possible in a 5vs5 match. Especially not with top stats.

Some examples:
If you are a guard and only fight in mid, you may get top stats for healing, protection, dps, rezzes, kills, capping, defending, re capping…, but the real cause for the victory is the thief who constantly caps/de-caps empty close and far points, or the warrior who cc’ed the tempest.

Is a tempest good, just because he got top stats for healing/protection? It’s the job of a tempest and not a measurement of skill.

In one match the tempest can just stand in mid and press random auras to win and gets top stats, and in another match the same tempest is always focused by a necro (condies) and a warrior (cc) and therefore nearly useless, and a guard gets the top stats for healing/protection.
In both cases it’s a victory and the tempest gets rewarded for the easy match, where hardly any skill was needed, but not for the difficult one, where the tempest needed all his skill to stay alive?

If someone just focuses to get top stats and ignores everything else and therefore the team loses, the one who is the reason for the loss would be rewarded for getting the most top stats.

3.) Do away with gear/gold farmers.

I agree that it’s bad to have poeple in pvp just farming the rewards.

On the other side you need a way to attract new players in pvp and keep them playing. When unexperienced people start playing and lose a lot they’ll get frustrated without rewards. If they get at least a bit, they may stay and try to improve.

So I think it’s really difficult to find the right balance.

Top 3 Changes Needed for Season 6

in PvP

Posted by: Hot Boy.7138

Hot Boy.7138

I really don’t see the issue with people who are pvping for rewards. They pve for rewards. Anet has put a lot of effort into making almost everything rewarding. Now if you’re thinking people that are only here for rewards are probably terrible pvpers. Then don’t worry. they will end up in the division they belong in because the system works.

The only things I would suggest for season 6, and the game overall, is more frequent balance changes and muting toxic players for periods of time from all chat channels.

I really like the top stats category. I don’t think it’s important, but it’s just a fun addition to the score screen at the end. I wish it included boons and boons stripped, along with conditions and conditions cleansed, etc. Maybe other stats I haven’t thought of. It’s just fun to read stats.

Top 3 Changes Needed for Season 6

in PvP

Posted by: Stand The Wall.6987

Stand The Wall.6987

snipples

good point about top stats.
what if the stats were kdr, adr, number of points decapped/capped, time spent on a contested point?
maybe double the top stat gain for the time spent on a contested point part because it is a combination of healing/damage mitigation aka boring tanking.
also top stat bonus awarded per match not per team.

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

(edited by Stand The Wall.6987)

Top 3 Changes Needed for Season 6

in PvP

Posted by: Lucentfir.7430

Lucentfir.7430

1.) More pre-qualifying matches to determine initial placement. 10 games is way to small of a sample size to determine initial placement. With most players experiencing an average seasonal win/loss ratio of 50%, players were locked into their initial starting rank and didn’t move much more than +/- 150 points by seasons end. A lot of people started at ranks that did not reflect skill and knowledge due to too small of sample size for placement. I would like to see a 2 week pre-season in which a minimum of 25 games are needed to qualify for the next season placement. Players could go above 25 minimum matches and every win above 25 minimum would improve their initial placement by a few points. This system would reward players that really strive and work at PvP. The end result of a pre-season would have better seasonal match-ups due to casuals facing off vs. casuals and more seasoned and vested PvPers facing off against each other.

2.) Make Top Stats meaningful. Add 1 point for each top stat awarded to final score. Example: a player is awarded Top Offensive Player for team. If their team won the match and received +13 points, then that players total score would be +14 for the match. If the match was a loss and was – 11 points then that players net result would be -10.

3.) Do away with gear/gold farmers. How? While I definitely enjoyed this seasons pvp loot, I didn’t need it. Most Pvpers would say the same; the PvE rewards are not why PvPer’s play. Repeatable rewards brought in gold/gear farmers, especially since a loss still netted points towards those rewards. I witnessed at least 5-10 matches where teammates ran around doing nothing. When they were called out they wrote in /team that they were only there to farm gear/gold and didn’t care if we won or lost. If there are to be rewards, only reward wins, and not losses.

1) Number of starting matches is fine where it is, it just needs to have a much much smaller impact so people getting 10/0 matches don’t get placed in legend. The highest I’d say would probably be T3 Gold. Starting point should be around Silver T1.

2)Top stat is fine for what it does, and it rewards you with a few additional pip points. I like the idea but it’s actually worrying considering that it might lead to things like double capping to try and maximize top stat rating gain/loss or rotating when you don’t need to.

3) I wouldn’t want them to touch the rewards, just because a small minority of players are super duper strict PVP players that don’t touch any of the other parts of the game with a 10 foot pole doesn’t mean everyone else has the same feeling. starting closer to bronze means these type of people will fall to bronze and stay there with that attitude/mindset of not caring. The other idea could be to keep what we have now, but as you move up in divisions and tiers your gains and losses for rewards increase. So around like bronze or silver division netting a loss nets about 1-2 pips instead of 4. Gold gives 4, plat gives 5, and legend gives 6 if you lose. Cause I doubt match gear farmers are going to like their gains for just losing matches, then maybe they’ll want to improve and rise up to be a better player.

Reth Grimrazor – Charr Guardian – [GWB]Grim Warband – Tarnished Coast
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast