add handicape for teamq vs soloq?

add handicape for teamq vs soloq?

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Posted by: laokoko.7403

laokoko.7403

I’m not sure if Anet realize. Teamq players wins majority of fight against soloq players.

So if Anet can’t put teamq players against teamq players, because of queue time or whatever. Why not add a handicap system if teamq players are playing against soloq players.

For example a group of solo players will receive “x” amount less damage against a team of 5. Since Anet have all the datas, they should be able to determine how much handicap is fair. And could be adjusted so both side have roughly 50% chance of winning.

PvP is suppose to be competitive. I’m not sure what is so competitive about a esports 5 star team against a bunch of solo queue players which have no chance of winning.

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Posted by: Zoso.8279

Zoso.8279

I think the way points are rewarded are used as the handicap but I could be wrong. But I understand that you mean handicap within the actual match not for the leaderboards.

Necromancer Main

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Posted by: Teutos.8620

Teutos.8620

The problem is, that the advantage a specific team has over soloq players is not the same as another team might have.

In the advance, do you know if the team are using a communication tool? Do you know how good they are with communication? Do you know if they manage to focus a specific target or if they are using the ingame focus tool?

In my team I had many 2-player and 3-player-premades, but not all of them where an enrichment to my team.

There are two thing currently I would love to have addressed asap:
MMR → There are three sign, where you can see, that the current MMR is not working properly.
1.) win-rate: If you are playing with teammates at about your own mmr, and against a team with about the same mmr, after a few games you should end up with about 50% win rate. There are too many players out there with 80%+ win rate. That means either they got rated too low, there opponents too high, or you screwed up while putting a group together.

2.) blow-out-matches: A match where the loosing team did not even reach 150 points. In the old SoloQ System they only occurred in a 4vs5 situation; with the new system I’d say, they occur about 50% of the time. I have been on both sides (winning and losing).
This is the result of wrongly rated players → some to low, some to high;

3.) Playing with and against all sorts of players. One match you are playing against a member of one of the top teams (f.e. CM, 55HP), and next match with/against warriors not using ‘healing signet’ or necros using ‘Signet of the Locust’ and so on.

Solving the MMR problem first, will enrich the quality of the matches, and maybe even be able to solve our teamsVSpugs problem.

points accumulation
How many points you get should depend more on the MMR. Figuratively the points should slowly pull you towards your MMR. (similar to how WoW or a league system works).

EU – Multiple times #1 SoloQ pre Dec 2014 (pure MMR based ladder)
Primoridal (S1) & Exalted (S2) & Illustrious (S3) Legend

add handicape for teamq vs soloq?

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Posted by: Abazigal.3679

Abazigal.3679

More likely a meta problem. Today for example , i lost to several premades, but the common point was that i almost always had a poor setup ( i.e 2 necros 1 thief 1 mesmer) against guardians warriors and engis.

Actually, except one, matchs weren’t so bad, it was close scores. But the real issue is that we’d be winning 500-150 with a better setup, and we end up losing 500-400 to players not doing anything…

Some times, you clearly see players skill, but the only problem for most solo vs team is the build

add handicape for teamq vs soloq?

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Posted by: Zoso.8279

Zoso.8279

More likely a meta problem. Today for example , i lost to several premades, but the common point was that i almost always had a poor setup ( i.e 2 necros 1 thief 1 mesmer) against guardians warriors and engis.

Actually, except one, matchs weren’t so bad, it was close scores. But the real issue is that we’d be winning 500-150 with a better setup, and we end up losing 500-400 to players not doing anything…

Some times, you clearly see players skill, but the only problem for most solo vs team is the build

I actually agree 100% with this. Team comps are super important one of the 3 keys to success. List not in order of importance.

1.)Rotation
2.)Comp
3.)Individual Skill

Necromancer Main

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Posted by: laokoko.7403

laokoko.7403

@ Teutos

I think that’s the whole point we are having this discussion. Anet can’t address the problems without increasing the queue time.

Anet wont’ need to match solo players against 5 man team, if there are another 5 man teams to match against.

Currently the queue is roughly 2 minutes. There are probably not that many pool to choose from, that’s why the match up isn’t exactly ideal.