Showing Posts For Virender.6957:
Top stats, in a different form mind you, would be ideal to track individual performance and adapt rating accordingly.
I probably should have said that. I do agree that the top stats as they are now aren’t ideal, the general thought behind having valid topstats would be.
Everyone gets ranked one to five, perhaps even in percentages if you wish to be more accurate, in terms of: damage, deaths, cap contributions, decap contributions, healing. It’d be close to impossible to rank well if you’re chasing stats: you could get 0 deaths by being afk but also 0 damage. It’s the cumulative effect that matters, in the end.
And he also placed a perfectly valid way of figuring out how it needs to be done.
Personally I’ve been a developer for years now, and I can tell that none of us have the answer to every problem. You’ve got to try and fail, and take it one step at a time. What we need to discuss though, is the necessity of a system which rewards through contribution rather than flat amounts. Too much of the playerbase is dwindling out of PvP because they’re tired of losing rating for being good players, but not great enough to carry an entire game.
Honestly I don’t see the big fuss. The only class that can apply a lot of different condi’s at the same time is Necro, and that’s either the condi’s your team put on him or through wells. Kind of an easy counter (if you’re condi, don’t focus the necro out of shroud).
All the other classes either have a burst, so you can watch the stacks on yourself and time your cleanses to take 6+ stacks away, or apply many different ones but not as many at the same time.
As some have said before, this is delayed damage. It seems annoying because it gets you even if they’re running away or downed, whilst power builds could have spiked you down already if you’re caught that much off-guard.
Also ele’s. Ele on your team? Stay near it if they’re playing the support build. Conditions become worthless with an ele on your side.
Top stats are usually a decent indicator of what someone’s contribution to a game is. On my burn DH I don’t fight away from capture points or map objectives, and yet I’ve been top damage nearly every single game. I also hold a surprising amount of top healing even if I’ve been queued with support elementalists, scrappers or druids. In the end, it’s the kind of people that aren’t getting the topstat they should passively obtain that make a team lose harsh and make the whole system seem imbalanced.
The current season has been going on for some time now, and I’ve been seeing some “issues” you could say with how things are done. Rather than make baseless complaints, I’d like to share my ideas on ways to address the issues.
Imbalance
Though many complain about silvers getting queued with plat etc etc, I’ve personally seen more issues with good players held back by getting queued with sub-optimal players, and those sub-optimal players getting lucky queues ending up around the same MMR. I myself am sitting in gold, even though I’ve been getting topstats 95% of my games and win nearly every duel, often times even 2v1. So here’s a suggestion:
Make top stats more relevant. If you lose a game and would lose 12 rating points, yet have 1 topstat you only lose 9 (so 25% reduction), for 2 or more you would only lose 6 (50% reduction). If you were to win and gain 12 points, yet did not get any topstat, this gets reduced by 25% as well to 9 point bonus. This should start filtering out actual contribution to win rather than getting teamed up with players that have done little in any game, but happen to be lucky.
To compensate for utility-focused players, perhaps a topstat could be added for “map-objective contribution” where staying in combat near the map’s specific objective and channeling times would count.
Pips
The system itself is great, but it seems to attract players that don’t want to “focus” on PvP to grind out pips for reward boxes, not caring about how the match goes. Therefore the only suggestion I would have to this is to swap loss and top stat pips. 3 for top stat, 1 for loss. This should place an emphasis on working hard for your team to win, or be forced to possibly grind out 180 matches for a single last-tier box.
Leavers
I am aware that there is a punishment for leaving PvP matches, yet it doesn’t seem to be that harmful at all. Within the past 10 games I’ve lost 3 due to players leaving on my side and won 2 for players leaving on the enemy side. It’s probably the most extreme it’s ever been for the past 10 matches, but all this isn’t very uncommon. The punishment should maybe be changed or ramped up to be a lot scarier.