A message from the PvP team:
Five weeks ago, we launched the first season of our “PvP League system”, and since then we’ve been talking to many of you in-game and keeping our eyes glued to our forums, reddit, Twitch, and other social platforms in an effort to take in as much of your feedback as possible. Now that we’ve had time to fully digest your thoughts and contextualize it with the heaps of data that we’ve collected, we’d like to kick off the New Year by discussing the changes that will be coming to PvP Leagues for Season 2.
Matchmaking Changes
The matchmaking system in Season 1 uses a blend of both your current division placement in Leagues as well as your individual matchmaking rating (MMR). This means that you’ll generally get paired with and against players in your division that are of similar skill levels. Unfortunately, what this also means is that from day one you’re going to have difficult matches, and because of the way MMR works in Ranked play, you’ll have a very difficult time maintaining enough of a win-streak to progress through tiers and divisions. This is especially true as you climb into divisions such as Ruby where you can lose points as well as tiers. While this system helps ensure that your matches are always as competitive as possible, it does mean that it’s also more difficult to get to the division where you actually belong based on your skill – for example, as a top tier player, the difficulty of your matches in Amber would actually be fairly close to what you’d experience in Ruby and beyond. After analyzing your feedback, we’ve decided to shift toward having your division standing in PvP Leagues be even more reflective of your personal skill level than it currently is.
Beginning with Season 2, matchmaking for Ranked matches will use your placement in your current league division as your primary matchmaking consideration and pair you against players who are placed in the same point range as you, regardless of the skill level (MMR) of the other people in that point range. While we’ll be using divisions to match you against your immediate opponents, we’ll still use your MMR to place you on teams with similarly skilled players (from your division point range) to help ensure that you’re not forced to play with individuals that are of a much higher or lower skill than you. Ultimately, this means that the new matchmaking changes will make PvP Leagues much more reflective of your actual skill, and each division will be progressively more difficult to compete in.
Win Streaks
Since the new matchmaking changes may make matches more volatile at the very beginning of the season (since everyone will be starting in the same division), we’re also planning to introduce a “Win Streak System” into PvP Leagues that will help more skilled players climb through early league divisions and get them into the divisions that they belong. On your third consecutive win (and for every win afterward), you’ll automatically earn extra league points toward your division progress for as long as you can keep the streak going. But keep in mind that a loss while on a win streak will reset your win streak status back to zero, and you’ll need to start another win streak in order to begin gaining extra points again.
Point Confusion: Fixes & Clarifications
If you’re not familiar with the more detailed workings of our match prediction system, then we realize that there’s still some confusion as to why you earned or lost points at the end of a match (for example, “Why did I gain 1 pip for having won a close match, but lost no pips in a blowout?”). With Season 2, we’ll be displaying a postmatch breakdown for you at the end of each game, which will include items such as the win probability that our algorithm determined for your team and an explanation of why your points changed the way that they did.
Shopping for Ambers
In addition to the changes above, we’ll also be adjusting the way that parties are scored in our matchmaking algorithm based on the overall division spread of a team’s makeup. It is important to us that anyone can play with their friends regardless of league standing, but in doing so, we also want to ensure that teams aren’t gaining an unfair advantage in match difficulty based on their rosters. An example of this would be two friends: one is in Diamond and the other is in Amber. For Season 2, these two players will still be able to team up and play together, but they’ll be placed into Diamond level matches based on the highest division player in the party. This means that forming a party with players in a higher division than you will always bring you up to their level for matchmaking and prediction, rather than adjust to compensate for party members at lower divisions. This specific change will go into effect in our next scheduled release (prior to the end of season 1).
Wrapping Things Up (For Now)
There are a few other things coming that will impact the next season of PvP Leagues (namely our next balance update) that will be discussed separately – so keep an eye on our forums and on Guildwars2.com for updates.
We’d like to encourage all of you to please keep sharing your constructive thoughts with us so that we can continue to make PvP Leagues (and PvP in general) even better together. From all of us here on the PvP team, we wish you all a happy New Year and we’ll see you in the Mists!
So correct me if I am wrong, but technically you all are ignoring a huge glaring problem, just hoping it goes away and effectively changing the system to another kitten setup? Just making sure because the way I read it you intend to have team queue-ing. I don’t think you understand how competitive ladders work, but you cannot allow people to choose teams, they will team stack, period. They will always find a way to break your perception of a somewhat balanced team setup because you are too proud to say hey we kittened up, we need to have solo queue or duo queue max just like EVERY other successful competitive game. Either implement multiple queues, or remove team queueing all together, otherwise your game is and will continue to be a joke in the competitive community.
Though the way I see it, as somone who has played since day 1 of pre-release… you guys were never really good at biting the bullet when you were wrong.