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I like it a lot, but it might be easiest to just remove it, and see where reapers and condi mesmers come out. (should also remove cleric as well prob)
And what if Necros and Mesmer just picked up Wanderers, and were in the exact same spot, just like Eles lost Celestial & then still are amazing with Clerics?
Also, lol @ deleting Clerics. Ele doesn’t get carried from having 13k HP so much, man.
Definitely not delusional to say that how efficiently a player plays will affect his win rate, independent of his teammates.
The winning players always like to think their input really mattered, and the losing players always like to think that the teammates are always the problem, it’s often true both ways. So much breath wasted on these forums trying to call out biases, and it’s getting pretty old.
There’s definitely a skillset or mindset that goes into getting the ball rolling to Legendary in S2, call malarkey or whatever cool kids say these days.
You ceased making sense a long time ago give up.
Crap comments like this are why we can’t have nice things. You’ve misinterpreted about everything I’ve said so far
(edited by Chaith.8256)
People gotta understand that the Devs giving props to a guy’s analysis on the problems with S2 matchmaking doesn’t legitimize every loss as a matchmaking problem.
To recap, Evan Lesh acknowledged the thread where the OP made a really great model, the highlight takeaway being that Glicko barely even adjusts your rating if you are constantly fighting matchups with a big discrepancy in skill, so it’s very inefficient to get out of low MMR in your PIP range.
The modeled 4.5% of the people who have tanked MMR in their PIP range (from memory) are not really given equal opportunity to get out, because Glicko only cares to adjust your rating a respectable amount for matches that are evenly matched, and determine skill.
This is the kitten problem.
If you’re trading wins, and come on the forums to complain that MMR isn’t on your side, and S2 sux, well, probably people will say it’s totally on you.
Shout out to the minority who are in the pit and experience huge loss streaks, ArenaNet needs to safeguard and prevent that from happening.
Tips:
Take breaks, do not queue into repeated losses. Try and lose people who you encounter that are practically on the enemy’s side.
Never do your off-class profession achievements all at once.
Play on peak hours as much as possible.
If life can allow you to do these things, you pretty much have a workaround to the S2 big issue. Other than those failings that the minority is caught up by, I’m sure the silent majority things S2 >S1 for sure. I don’t need to point out many other improvements made in S2, but I imagine S3 will plug that up.
S2 was not an improvement to S1. The improvement was to eliminate the bunker Mesmer/condi rev spam we saw in S1. The actual season wasn’t a big improvement.
The problem in general is that matchmaking is bad. Watch the video of the guy who made it to legend and shows the screen for every one of his games. I consider a good game where the winning team doesn’t win by more than 100.
How quickly we forget Amber shopping/group MMR tanking, or being able to be in the Legendary division by grinding enemies no stronger than average MMR.
Season 2 in my subjective opinion was two steps forward, one step back, (mmr hell for the 5% of players who endlessly lose games) but still what I consider a huge improvement for fixing loopholes and moving towards divisions reflecting skill better.
Nah, they need to remove Paladin, Engis too stronk.
Wouldn’t really nerf Engi, which is independently strong outside the Amulet. Marauder still does work.
Removing Mercenary Amulet would hurt Condi Mes and Condi Necro a slightly noticeable amount. I think the alternatives are definitely a tier below.
Current amulets are in an okay spot with every class’ meta build often using their own unique amulet, actually. Probably the first time where Celestial Amulet didn’t overlap a ton.
Chaith, everybody who ever played pvp for any substantial amount of time would have moments where they know their own actions were a big reason for a win. I’m sure a person of your calibre would have even more of these moments than the average joe. You might even get to the stage of believing that you carried the entire team through most of your games. It’s not true though. You won’t win any game if your teammates don’t play their part too.
Gaining divisions isn’t about winning a 1v3 and single handedly winning the game. There’s actually a reason why people do better at this game than others, no, it’s not getting teammates who play their part.
One very efficient and aware player will almost always make the difference in guaranteeing that every highly winnable/close game is in the bag. And that’s definitely worth trying to achieve instead of just dismissing it..
Lol I don’t even know how to respond with that. “Carry mentalty” is not carrying a team but learning how to bail teammates out. You should work for scientology.
This seems to be wasted, but, you after doing so many solo queue matches, you develop this sense of where the most critical fight will be, which teammates you need to babysit, if any.
Pretty big difference between somebody who has awareness of this, and someone who has a lone wolf playstyle where they win all their 1v1s, get valuable decaps, but can’t impose their will and prevent their teammates from losing even, or even outnumbering fights.
@Jesse,
Your facts from last season are really off base. Carry mentality that I spoke of is more specifically the learning curve of how to bail your teammates out
None of you pro players could carry (the way you are describing) last season all the way to legend in an even competition. Why not? This is why you all b****ed. You can only “carry” if anet hands you the wins on a platter. Ridiculous.
The hell you talking about? The good players did fine last season with more than 50% winrate. It was the players trading win for loss and blaming the “50% win” feature that kittened endlessly.
I solo Q’d to Legend in S1 on Core Engineer just fine, bro.
Just cause everyone chooses Condi Mes or Condi Necros, it doesn’t mean there aren’t Engineers, Eles, Rangers, Revenants that fight as equals.
That’s just perceived balance, whereas before there literally was only Rev/Mes on the top tier.
Class balance is 100% better in Season 2. How quickly we forget Bunker Mes, Mally Rev being a tier above everything else.
We have 66% classes that can compete at the highest level without handicap hardmode.
Right now we’re just being kicked in the teeth by design decisions to raise either sustain/protection, condition pressure, and then balanced Rev around this new high.
It definitely works, and when played by masterful players, not stale, and plenty of deaths.
Everyone still sad about the extremely limited good builds though..
(edited by Chaith.8256)
@Eura’s title question of “where is this MMR hell” ?
Did you really expect to hit it while playing Ranger? Hahaha. To find it, you have to first off, not care about winning – non-meta build isn’t enough, you have to not be in a carry mindset.
Second is to play at the tier/division start of Emerald, Sapphire, or Ruby, and lose most winnable matches because you’re heavy, instead of carrying.
Seeing as you didn’t lose Pips for all the matches you didn’t care to win, now your MMR is pretty out of place in the PIP range you’re in.
From here, you play at off peak hours, repeatedly get instant pops with the same baddies in the same boat as you, or worse, say to hell with it, and try to get some Thief/Warrior wins for your achievements.
Then your account is officially gonna take the sudden mindset of carrying in order to get out. The same person who screwed up this account so badly will have to struggle for a long time to repair this.
Tldr, you can’t really find MMR hell as a high level player, because you reach out and grab the winnable matches every time.
People gotta understand that the Devs giving props to a guy’s analysis on the problems with S2 matchmaking doesn’t legitimize every loss as a matchmaking problem.
To recap, Evan Lesh acknowledged the thread where the OP made a really great model, the highlight takeaway being that Glicko barely even adjusts your rating if you are constantly fighting matchups with a big discrepancy in skill, so it’s very inefficient to get out of low MMR in your PIP range.
The modeled 4.5% of the people who have tanked MMR in their PIP range (from memory) are not really given equal opportunity to get out, because Glicko only cares to adjust your rating a respectable amount for matches that are evenly matched, and determine skill.
This is the kitten problem.
If you’re trading wins, and come on the forums to complain that MMR isn’t on your side, and S2 sux, well, probably people will say it’s totally on you.
Shout out to the minority who are in the pit and experience huge loss streaks, ArenaNet needs to safeguard and prevent that from happening.
Tips:
Take breaks, do not queue into repeated losses. Try and lose people who you encounter that are practically on the enemy’s side.
Never do your off-class profession achievements all at once.
Play on peak hours as much as possible.
If life can allow you to do these things, you pretty much have a workaround to the S2 big issue. Other than those failings that the minority is caught up by, I’m sure the silent majority things S2 >S1 for sure. I don’t need to point out many other improvements made in S2, but I imagine S3 will plug that up.
Chaith, Hahhaha, you have no idea, stop talking out of your kitten , you’re disconnected from reality and that’s fine, just stop talking.
Cracking an analogy and congratulations to that guy, go kitten yourself
i think you can just trust Anet and take their word that the system is based for skill and unworthy players wont be able to grind anymore unless they abuse MMR in some way (like many did in s1)
Really, then how do you explain that I had a 100+ losing game streak and got stuck at emerald tier 1 for 3 weeks, and tanked my mmr/win/loss ratio, and had to spend countless days teaching brand new players how to pvp against pro league teams of 3 and 4 while I was in solo q. At that time, people told me, after years of pvping on gw, that I was in the tier/div I belonged.
I am now 3 pips from diamond. Tell me, am I where I belong now in ruby cuz of my skill, or was I stuck in emerald tier 1 w. a humongous losing streak for weeks cuz I’m really a tier 1 emerald skill level player? Which is it, cuz it can’t be both, and my skill alone cant explain both a rise to almost diamond (which I hope to hit before end of seas) and a huge losing streak that kept me near the bottom for weeks of very frustrating and demoralizing play.
There are many posts, including this one, which clearly show the system is designed to have losses beget losses, and wins beget wins ad infinitum. To punish losing players by stacking the deck against them, is cruel. Even we assume everyone at the bottom, or suffering a losing streak deserves it, the system penalizes them further – its kinda like take all the worst people, throwing them in a pit, throwing in potentially infinitely better opponents (according to all of you naysayers) and then tying anvils on the backs of the losers and telling them to fight their way out of the pit. This is what people complain about the inherent unfairness of the coded system itself. Get a clue.
You got to diamond, you may have taken the salty road, bare foot, with a 300lbs bag on your back, but you persevered. Probably learned a thing or two about carrying two bodies to victory.
You will always climb out of MMR hell and get your max as long as you’re trying, and don’t give up.
When you make Ruby, you don’t have bottom MMR. You have to get a positive win rate in any division in order to progress…
@Chaith
That’s not taking into account the comeback pip and win streak, I can lose 4 games straight and win 3 games straight and I’ll still get legend over time:
4 games lost = -4 pips
3 games won = +5 pips (2 comeback pips, 1 pip, 2 pips from winstreak)Now that is a horrible win ratio of 3/7 I.e. ~43% win rate that could potentially get to legend.
Yeah fun facts, but who really loses 4 and wins 3 every time without fail? If you’re progressing, let’s be honest, probably not a 43% win rate, it’s 50%+
So you agree with me that backwards PIP loss being stopped while losing dozens of games, thus tanking MMR is the only way, if at all, to increase difficulty past what you can reasonably carry.
This is a temporary rut, MMR hell is not forever. If you match vs. far superiorly rated enemies, you lose little, and gain lots on a win. That’s how Glicko/MMR games work. Due to this Eventually you’ll crawl out, and get where you belong, after fluking a win based on good rolls on the other factors I mentioned before.
The only way you’ll not get where you deserve is if you give up there.
Mostly true, there are other ways to get there, tanked mmr in sapphire/emerald since you only need a 3 win streak to hit the next save point. Or doing profession achieves and losing games the system expects you to win causing faster mmr drop than pip loss. And when you remove division save points you’d have to remove all save points or it would just become T5 or 6 sapphire hell.
And every other glicko/mmr based game I know of gives you a roughly balanced match to allow your MMR to correct itself. In this system you might be relying on a low probability event and have to play an inhuman number of games to have that event occur consistently enough for the system to correct itself. (As far as I can tell)
No, not remove safe pips. That would be very unpopular. Removing MMR drops on safe pip spots, basically freeze your progress like a save point, that would be a much smarter decision.
I’d be fine if ArenaNet also tweaked down the MMR grouping matchmaking, meaning you could have a SLIGHTLY bigger spread in your teammate’s skill, just so it would clump better vs. worse players less often. The feature is much appreciated, it seems to be too strict.
But I digress, I don’t quite agree with an ‘inhuman’ assessment of games required to reach your max. For the vast majority of players who instead of insanely massive lose streaks, are more likely to trade wins in Ruby or early Diamond, I don’t quite think MMR hell exists for them.
Also, tanking MMR to gain profession achievements without actually knowing how to play those professions, I think that’s completely self inflicted m8
So you agree with me that backwards PIP loss being stopped while losing dozens of games, thus tanking MMR is the only way, if at all, to increase difficulty past what you can reasonably carry.
This is a temporary rut, MMR hell is not forever. If you match vs. far superiorly rated enemies, you lose little, and gain lots on a win. That’s how Glicko/MMR games work. Due to this Eventually you’ll crawl out, and get where you belong, after fluking a win based on good rolls on the other factors I mentioned before.
The only way you’ll not get where you deserve is if you give up there.
When you make Ruby, you don’t have bottom MMR. You have to get a positive win rate in any division in order to progress. The more you lose, you’re falling into a lower and easier PIP range, in reality people are trading wins and not tanking MMR. There’s only a problem when your backwards PIP progression is stopped, and you manage to not be able to carry for so many games that your MMR gets tanked, and the disadvantage becomes greater for that unchanging PIP range.
A simple fix ArenaNet could implement would be no MMR drops when you’re zero Pips in a tier or division (still lose MMR for losses in Amber)
You guys are aware that in glicko, MMR based games, etc, you experience reduced MMR loss when you lose vs people with much higher MMR?
(edited by Chaith.8256)
It’s really really unclear how you came to the conclusions that you did, I don’t see how your new foundation to balance off of would be any easier at all
It’s all about going with the flow, you can still win if you play for points, and defend the Lord. Pushing Lord may be the best play, but sometimes your team isn’t taking it. Recognize that, and stick to one decision as fast as possible. Teamwork is the best call
Whatever your do, don’t act on your own and take longer to solo the Lord than it takes the enemy team to outnumber and full wipe your base & Lord.
@OP
Long post incoming on MMR hell
So MMR hell is a place where better players get stuck with division titles that are beneath them. Why is Ruby an unacceptable place, a place that doesn’t reflect the entitled progress of someone with 50th percentile skill? Do you think Diamond/Legend are better places? The leagues are moving towards being skill based, and Ruby is around the middle of the pack.
I would say that a 75th percentile skill player who managed to get a bottom 5th percentile MMR is probably confused and disillusioned as to how valuable his playstyle is to winning matches.
I’ll use an example, many people think that AFKing on a point after capping is carrying: “I’m holding a point, but my team lost everything else.” When their team was 4v5, and then the defending player gets snowballed on, and in his eyes, he’s 1v3 all game, and has bad teammates.
MMR hell is more explained by the fact that in the depths of this hell, the players who do very, very bad plays are unpredictably showing up, MMR can’t really predict them early on.
OP’s assumptions that paint the picture of an inescapable MMR hell are not fairly assumed:
MMR hell is all about being underrated. OP assumed you can’t encounter other underrated players with the same MMR, in the same boat, (all other teammates assumed to have accurate skill captured by MMR). Sometimes the MMR hell inmates, ie, underrated players, luckily get together on a streak, snowballing their MMR.
MMR can’t be assumed to be the accurate end-all of match results. MMR is really volatile and inaccurate, dude. That’s one of the fundamental points of MMR hell – your MMR doesn’t predict your better ability.
Volatile MMR is one thing, but, there’s even a bunch of other dice rolled. Class makeup, partied people even if you’re solo, it’s really not able to be assumed volatile MMR is the match results indicator.
You could fail the MMR roll, and then win the roll for comp makeup, premade players, other underrated players, unpredictably clueless players, or any of other factors. Since random, it’s possible to be even carried, let alone claw your way out.
So that’s all the reasons why I say your assumptions aren’t good things to assume.
The fact that MMR grouping will favor one side, it’s only one factor of many.
Now we haven’t even touched on the fact that an underrated player in MMR hell will always have the ability to carry, as a matter of fact. One single player having carry ability above that division such as superior mechanical skill, ability to multiclass many meta builds and recognize the counter picks, these players can for sure generate value.
A lot of players I’ve met who I’ve coached through ‘MMR hell’ have just been holding their own, while enemies were carrying by farming the ‘MMR hell inmates’s’ team. If you deserve to move up, you gotta be the one farming value, learning how to carry like your enemies are. A lot of it is seemingly luck until you recognize the strategies.
Remember, if you get a super bad roll, you can still carry and lose, or have no opportunities to carry, more accurately. This is the real feeling of being in MMR hell, but it’s not permanent.
Just remember, if you’re holding your own, not carrying, you’re not underrated, or in MMR hell. So learn things, or wait to get lucky if you want to progress.
And good luck to any MMR hell inmates
Leagues are not esports, they’re casual, single player content with a dash of multiplayer.
Nothing can be done if people run bad builds that they can’t play, this thread is just good for a laugh.
Nobody consider GW2 an esport game…outside little kids and your immature, irrational attitude it’s once again a testament of that.
I said that comment because:
….esport my kitten really…
You’re scoffing at PIPS not being eSports when they never were claimed to be, haha.
This thread is gold because you’re now off on a huge tangent about griefers and people throwing, ruining the community, when people are just playing casually for fun, (re: not eSports), and you AFK.
Yeah anyone who is losing the opener by 0-120 is clearly just trying to throw games
This guy gets it! You probably shouldn’t AFK after losing the opener by 120. Cause I’m pretty sure you AFKing made them feel like you were the one griefing, hey? You should mail them and apologize.
Leagues are not esports, they’re casual, single player content with a dash of multiplayer.
Nothing can be done if people run bad builds that they can’t play, this thread is just good for a laugh.
Lots of games get entertainment value out of speed clears, and hard-mode handicaps. Streaming Legend queues is just one way of showcasing skill, not the only one, or true one.
Only saying games are insanely casual in the context of people are not forming teams and organizing, rather opting to come at PvP for the single player content.
@Jourdrlune
New accounts get above average MMR? Why so many seem to think this? I’ve played fresh MMR and witnessed people dying to bosses and quad capping in Amber. I’m certainly not playing with top players on the first night of a new account, that’s for sure.
You disagree so confidently and claim starter MMR is ‘above average’, when you see all sorts of wonky builds and rotations, not to mention it’s a fricken invisible number.
If skill didn’t matter, everybody could get a fresh account, granting them above average MMR, and ride to legend, according to you. Those that believe this, and think your final placement is limited by your MMR at the start, I think the salt has seeped into their brains.
(edited by Chaith.8256)
Bringing a handicapped F2P account to Legend does not suggest that it’s not handicapped after all.
It suggests that the important part lies elsewhere, I would suggest teamwork & flawless rotations can overcome a mechanical handicap.
How much better is starter MMR than the veteran’s MMR you speak of? You really think starter MMR carries people? That, i’m not sure if I believe. I think any legend can take any tanked, 30 loss streak account to legend.
Fivedawgs if it wasn’t implied when I said that premades are no obstacle, yes, there are way fewer premades for a solo queuer’s climb to Legend from Amber, as in, practically none. The ones I do encounter are only some casual friends who are just as often speedbumps to my solo/duo queue team.
It’s insanely casual at the moment. Since premades are so unpopular, and getting wrecked their fair share, I even question how matchmaking treats them, but have no first hand experience because never once have I team queued in S2. Does anyone have even some bad anecdotal evidence to support premades wrecking people, like there normally is? I haven’t seen a lick of it.
It’s so insanely easy to solo queue to Legend if you are actually a strong player, this is why premades are not born out of necessity for the strong. Everyone is naturally falling into a solo/duo playstyle.
Any premades that form as kind of like a coalition of people who are tired of being stuck in ruby, I have a very sinking suspicion that they get wrecked by Diamond/Legend solo queues very hard if they were to stay together.
(edited by Chaith.8256)
For everyone blaming premades for poor match quality, or a loss of prestige in hitting legend, did you even play through the league content?
I’ve solo queued to legend on multiple fresh and my old accounts, in both season 1 and season 2, and season 2 progression might as well not be influenced by premade groups at all . My progress has never once been blocked by unbeatable premades in season 2. And I’ve not seen any screenshots like the abundance of premade vs. Pug games from season 1. Any one have any evidence to the contrary, or more experience in climbing the ladder, or are all the dissatisfied players theory crafting why it’s unfair they are failing at the learning curve?
The ladder is more or less completely solo or duo in S2. It hurts my brain to see so much harping on this issue when the League is so casual that practically nobody even bothers 5 man grouping.
Very true, but you are assuming that everyone runs scrapper/ core engi ( one of the opest class atm). And you can test their theory by purposely losing 20 or 30 games in row, I wonder if that ll help you better understand their perspective.
Finally, a fresh account MMR can be better than a vets MMR.
No, not assuming people play Engineer, as 66% of the professions have zero handicap hitting legend.
And I’m not sure sure I agree with your assessment of ‘core engi OP!’
Plus, what class one plays doesn’t have anything to do with my point which was that premades are simply the fall boy for some who would rather be stuck on that, than implement good advice. Same as having a worse than starting MMR. It’s not like people are just randomly awarded those
And no, I’ll not throw 30 games thanks, pretty sure my teammates would not enjoy that.
For everyone blaming premades for poor match quality, or a loss of prestige in hitting legend, _did you even play through the league content?_
I’ve solo queued to legend on multiple fresh and my old accounts, in both season 1 and season 2, and season 2 progression _might as well not be influenced by premade groups at all_ . My progress has never once been blocked by unbeatable premades in season 2. And I’ve not seen any screenshots like the abundance of premade vs. Pug games from season 1. Any one have any evidence to the contrary, or more experience in climbing the ladder, or are all the dissatisfied players theory crafting why it’s unfair they are failing at the learning curve?
The ladder is more or less completely solo or duo in S2. It hurts my brain to see so much harping on this issue when the League is so casual that practically nobody even bothers 5 man grouping.
It’s just next Monday the 21st, spread the word
Rocket Charge evade frames go like this: “Dodging, vulnerable, dodging, vulnerable, dodging, huge vulnerable aftercast.” This all happens in the one skill.
Simply, there’s 3 different times the Engineer is moving, that’s when he’s evading.
There’s no way to stomp something without putting Function Gyro on cooldown as far as I know
Even when not selecting an enemy for me, the action on interact pops up: “Gyro-Smash him!” Maybe it’s a setting
(edited by Chaith.8256)
Worse teams will win a good amount of times because two or even one player has learned how to squeeze max value of their class.
Behind every close game is the sweat of a few players who are defying lady luck and delivering the lower team towards the W
Just checking, you noticed that your 2nd win shown is in a Custom Arena (hotjoin), and not ranked
The only thing that needs to be said that’s relevant to this thread is that if you don’t think soloq needs to be added to this already dying game then you’re a fool. Everything else that’s being discussed is kinda irrelevant.
Countless
5 Solo vs. 5 Solo still has matchmaking problems that are outlined in this thread, and leagues aren’t perfected yet, so there’s that to talk about.
What is every other (major) game doing:
1.) Let players play with and against players of about the same MMR.
2.) The reward (the amount of pips you gain and lose) should depend on your MMR.
3.) A Challenge-League for players who have reached Legendary to really have the highest-rated players on top.
It’s not really fair to compare regular season rules with extenuating circumstances such as a hard division reset. It’s anything but normal.
What problems could even a small amount of seeding at the start of a division reset cause? You didn’t specify
In a rational world there should be three discussions in order to improve the early season player experience.
Who do you think I am, ArenaNet?
See, that’s the reason, why people think you are just a diva. You can’t answer normally.
Nobody is saying, that this league system is your fault. I just wanted your opinion.It appears that what ArenaNet wanted was for the skilled players to accelerate to their correct divisions instead of slowly carving up Ambers/Emeralds for 50 games
Please take a look at ANY other game e.g. league of legends. They still manage to let skilled players accelerate to their correct division BUT without having to farm through less skilled players.
If ArenaNet wanted close and competitive matches at the beginning of the season, they would have pre-qualified veterans to Ruby at least.
But they didn’t, and they’re aiming towards a skill based ladder instead of a grind based ladder. I agree with the overall direction it’s headed, the downside is that Amber and Emerald will be random as hell.
- Since very other (major) league system manages to provide high-qualitative matches, don’t you think, we deserve those too?
Who do you think I am, ArenaNet?
It appears that what ArenaNet wanted was for the skilled players to accelerate to their correct divisions instead of slowly carving up Ambers/Emeralds for 50 games.
Some experienced players really didn’t like having to sweat and struggle in Amber.
This insignificant player received some 10+ infractions for daring to address Sir in a manner like that she would use for others.
She is therefore cautious that she should not offend when in the presence of players of such tremendous importance as sir.
This insignificant player hopes that sir will understand and be merciful in this regard.
I’m about to blow your mind here – Your infractions had less to do with who you addressed, and more to do with the blaming & babyrage
Please accept my thanks for replying to this insignificant player.
Nevertheless, you seem to have withheld your sage wisdom and vast experience with respect to the questions this player asked you, sir.
If you stop being such a fedora and speak normally, I’ll illuminate you with my wisdom.
*@Ithilwen
You come at me with so much sarcasm and poorly hidden BM, I’m addicted to posting in Ithilwen threads.
When a solo queue happens and you still lose 10 in a row, I wonder who the forum posts will target, haha.
(edited by Chaith.8256)
Above average players and veteran players have all solo or duo queued to Sapphire and Ruby, respectively. On huge win streaks at that.
Trust me when I say that pro players and premade are not within your reach to blame for your losses.
Balance needs to come as fast as possible, people being inconvenienced is just a small level of collateral, remember that needed balance changes affect much more than just the pro league / challenger players, and shouldn’t revolve around them.
Could you imagine if ArenaNet just let the Season1 PvP meta stay, and not balance it mid-season?
They didn’t even bug fix, for example Final Salvo still doesn’t give stability on Function Gyro use, but the Tooltip sure looks spiffy.
And the Function Gyro tooltip is still bugged, says it gives 2 stacks of stability. 4Head
(edited by Chaith.8256)
It would be very nice if the game would show us our MMR level… and nicer still if it would show us the MMR level of the other players in the match.
Also, will the PVP leaderboard be reset and reactivated for Season 2? Please?
Since PIPs will be the new matchmaking, your MMR is essentially shown as your division.
You’re applying old matchmaking with a new streak mechanic, not taking into account that decent players will breeze through early divisions on streaks with the new PIP based matchmaking.
The less time that strong players linger in low divisions, the better, streaks will place players where they should be, faster, initially.
The few Pro League players being forced to evolve meta builds and alter playstyles around frequent balance patches was an interesting experiment. In Pro League Season 1, it’s revealed teams with poor ability to create/adapt to superior builds and not invest enough time in researching how build/class tweaks affect matchups.
For regular ranked season play, I think balance patches are essential to roll out ASAP in order to nerf highly efficient PIP farming builds that carry players past their depth, even in high level divisions.
So as I see it, fast balance patches are hard to consider a bad thing.
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