I thought it was stated at the beginning of this season that a pip spread of +/- 5 from your current standing was used to find players to play against?
I am in Ruby T4 and I’m starting to see diamond players in my matches.
Even if the “host” of my team was 5 pip ahead of me and the diamond players had 0 pip in diamond, that still doesn’t explain how this is possible.
Has matchmaking changed mid season?? If so when was this publicly announced??
My solution would involve anyone can farm the legendary backpiece from any division. You will no longer be force to hit Ruby, Ruby, Sapphire, Sapphire by removing the “cross division” achievement. This will promote a healthier PvP environment.
For the tickets problem. We can tie them to a recurring achievement that involve the player playing X games or winning X games.
I don’t have The Ascension and i like the idea of it being reserved for the elite. I like working toward things that are very difficult to obtain. If you make it so anyone can get The Ascension from any division, they it loses its prestige.
Go into unranked and rock a rediculously cheese build like zerk D/D theif or zerk rifle warrior then do the following:
1) Sing in map chat.
2) Quote the bible.
3) Play dress up.
4) Dance on people.
Care to elaborate?
Simply because everyone who already has the ascension would have had it easier. If you increase total number of pips in all divisions to 50, then starting season 3 it would be much more difficult to get to legendary. Even if you modify how PVP tickets are earned, it would be hard to say that a new system has the same difficulty as the previous.
Because we’ve already seen two seasons where you can get “x” amount of rewards from doing “y” it would be unfair to the players who have already made plans for things like how many seasons it will take them to get the ascension or how many seasons they need to get 250 shards of glory and things like this.
I take back disagreeing with all of your suggestions, sorry. I do think reward tracks should be buffed.
I think changes are 100% necessary, the current system does not reward all the right players in the right ways. But i think that completely overhauling the current system at this point would be unfair.
Sorry OP, 100% agree with Pyriall
Sorry OP, strongly dislike all suggestions.
If this was season 1, maybe I would like your suggestions, but making these changes would be unfair to players who partook in season 1-2 at this point.
Getting ‘stuck’ in ruby is a very important topic regarding how best league should operate. We changed matchmaking to make the ladder more prestigious and so far it has done that. Divisions are aligning with skill level much better than season 1. The product of this change is that the bulk of players who hover around the middle of the mmr curve should stay in sapphire and ruby. Win rate will level out at 50% because there are plentiful players of similar mmr in the same division.
Should average players be able to climb out of the middle divisions by grinding? This removes prestige and can make matchmaking worse within a division, but always allows a sense of progression.
Should average players stay in the middle divisions because that’s where they belong at their skill level? This retains prestige and only improving skill will allow climbing, but rewards and progression stop at some point through the season.
Is there an incentive that could be added to league games for players who have reached their appropriate division and can no longer climb?
Hi Evan,
I had an idea that maybe each time a player progresses through a tier in ruby they could earn points toward some kind of pip accelleration.
My idea is to build as system that can help the players who have made it to ruby T5/T6 and then lost all their pips to a losing streak.
Maybe after progressing through 20 tiers in ruby (any combination of crossing tiers 1 through 6) a player gets a progress bonus that always gives them 2 pips. Then after crossing 30 tiers a player would earn a progress bonus that always gives them 3 pips. Maybe after awhile players stop losing pips for losses (50 tiers).
This would make ruby a HUGE grind for players who are stuck, and i think by the time someone would make it through they would deserve to be in diamond.
Note: the numbers i proposed are abritrary, it would be hard to say exactly how many tiers would be fair.
@mrauls and other DHs
I alt DH often as I love the trap utility, I’ve found the sword/focus combo to be pretty boring, how do you feel about hammer vs. GS ?
I can’t recommend hammer in good faith anywhere besides PvE (raids). GS is okay, but you can’t be in melee for too long because DH doesn’t have the proper survival tools to last long in melee. Hammer requires you to be too close to the target at all times (and is extremely slow), whereas with GS you can kind of maneuver a bit
I’ve found hammer skill 5 paired with trapper sigil (for invisibility) very useful for locking players down on my traps. I also like skill 4 for launching players trying to res the downed.
I will have to give GS a shot though, the pull could also be useful for locking down foes on traps.
@mrauls and other DHs
I alt DH often as I love the trap utility, I’ve found the sword/focus combo to be pretty boring, how do you feel about hammer vs. GS ?
Plus +1 to OP.
I have no recommendations as to what rewards should be, but I like OPs idea and his suggestions are good.
I just wanted to comment that the current system for earning The Ascension however should never be touched.
@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.
I am not salty. I prefer to soloq myself because it’s easier.
I think that Letoo or all TOP players that prefer to grind easy games to Legendary showing how they are good are bad post.
Good player show would be :" hey look I got 10 games in Legendary division yesterday night and I win them all." Even that hardest match in my life versus the complete The Abjured team!!!!
If those Speed run through League means something more than winning versus the PRO… why doing it?
Because, obviously, Letoo prefer to wins versus BAD than be match versus GOOD.
So, before starting to accuse me of Salt… please take the time to “PROTECT” the right one. The good players playing in Legendary? Or the bad that continue to FARMED bad players and SHOW HOW GOOD they are?
Enough said. Good are good… people that need to SHOW OFF have esteem problems.
And those don’t need GOOD to protect them. Unless you do that to have more twitch users? Greedy bad with esteem problems.
Why bad? Why going versus bad all dayz when you can play versus good ?
Dal has good points here.
New accounts start with an MMR of 1 and it is adjust up or down accordingly. Since most players are stuck in MMR hell it is fair to say that an average MMR would be less than 1, therefore new players start with an above average MMR.
If you get on a winning streak it is easy to stay on a winning streak, if you get on a losing streak it is easy to stay on a losing streak.
As a top player, it does not surprise me that they are able to consistently do this. The top players should be able to get to legend..
I like Dals point about top players creating new accounts to dominate players in low tiers. It definitely agree, not that the top players skill in general isn’t impressive, but i would be much more impressed seeing some winning through legendary to prestige 2,3 etc.
I think the sad thing is that there are still a lot of players stuck in ruby/diamond who deserve to be in legend division who aren’t because of solo queue MMR hell
I agree with this, after getting to Tier 7 Diamond ( solo ) and then suddenly dropping to tier 2 within 3 days, I can tell you that I’m pretty burned out, there were games where I got the same teammates 5 consecutive times, I would get the same players in my team on other days as well, no not in the opposing team, but in my team. Today for example, I got a warrior and 2 premades twice in my team, after having stopped playing for a few hours, I get the same players again. Match making is bad and I’m seriously thinking of leaving PvP until they fix their kittening system.
It doesn’t matter how hard I try to carry, I get frustrated about the loss in the end, if I made mistakes, I blame myself, I reflect on what I could have done better, but it seriously gets tiring after a while and I start questioning myself whether this game is really worth playing, though I will not lose hope.
My worst experience has been getting players from a team I just defeated on my team in the next game and then losing..
You can always add, pm, and invite any player that you match with.
Beating a mesmer 1v1 is impossible regardless because of MOA lol
Forget the condi’s, that’s fine !
K Pop is a great guy – and is true to his word.
Playing with this guy showed me that I’m really not as good as I once believed.
Zoose,
I love how your only listed “C-Tier” Class is Warrior lmao
Got a good laugh out of that one
Well, I don’t know where, but I’ve heard that somewhere the past few weeks. But well, as it seems, you can’t carry every team doesn’t matter how bad or good they are’, especially if you, the carrier, plays warrior.
The matchmaking is real.
The real issue here is the issue of allowing two/three man teams. That emerald on your team is treated the same as the player in sapphire because of the grouping system, therefore all of your teammates should be treated as sapphire players.
Being that you are only in Ruby T1, the 5 pip spread means that you can be paired with players 5 pips above or below you. Since you are being paired with sapphire players this means that you have a low MMR.
There’s nothing wrong with this match. You didn’t carry the team. If not better you are just as good as the other players on your team.
The only thing I agree with here is the fact that the emerald player gets treated the same as his friend in sapphire. You can’t justify saying you had to carry the whole team but you can justify saying you carried that emerald player.
I think the sad thing is that there are still a lot of players stuck in ruby/diamond who deserve to be in legend division who aren’t because of solo queue MMR hell
I’m looking for fellow pvp players at Ruby tier who understand the following:
-When it is appropriate and not appropriate to push far points
-How to stomp
-How to rez
-Meta Builds
-Patience
Ruby Tier 1 seems to be a complete sesspool for solo queuers. I’m looking for some people that are struggling in Ruby T1 that want to work together to try and get to Diamond before the season is over.
Please mail me in-game if you’re interested. I play reaper, scrapper, DH, and daredevil.
Oh i see how it works now.
And yes i “only” made it to saph
I have gone from amber to ruby so far in ranked season 2 yet I did not get the league champion achievement?
Amber-Emerald = 1
Emerald-Sapphire = 2
Sapphire-Ruby = 3
????
Here’s my problem.
For groups of 2-5 the current system uses the highest players division and MMR for matchmaking.
If I solo queue, and i get matched with another group, maybe one person in that group deserves to get matched with me, but the rest? No way.
I don’t think its fair at all for me to get stuck with sub-par team-mates because people want to play with their friends. If people want to play with their friends, fine.
But at least bring back solo queue so players like myself aren’t shafted by the system.
No… those should come as alternative legendary back packs via different modes.
Ok, that would be fine too, so long as the wings looks identical to the Ascension. If they looked different, like the Fractal wings, then that would be somethng else entirely, like someone saying “I’d like chocolate cake.” “Sorry, only Billy gets chocolate cake, but you can have some carob cake, it’s basically the same.” It kitten-well is not “basically the same.”
All with different skins. It incentivizes participation in those modes if you want a particular skin.
No.
None of that.
Elements designed to encensivize you to play different systems should be short and sweet, achievable within a day or so, not over several months. They should give you enough time to decide whether you enjoy that content, but then, if you decide that you do NOT enjoy that content, you should be free to do something else, prize in hand, rather than having to continue to grind away at somethign you do not enjoy for several months if you want that thing.
In current terms, the “Recruit’s Wings of Glory” is probably a perfectly fine goal along those lines. They cost ten tickets, which you can get by passing out of Amber division. If you get through Amber and still aren’t having fun, then you shouldn’t have to stick around.
The Ascension is the 1 reward that hardcore PVPers currently have to stand out. All of you PVE players saying you want the skins – you have tons of other things to work towards.
Other things are different things, as in, not the same thing. Different things are different than the same things, and therefore an irrelevant response when someone says they want the same thing. I don’t know why people keep bringing them up as if they are making a relevant point, but I really wish they would stop.
Then learn to play pvp????
The Ascension is the 1 reward that hardcore PVPers currently have to stand out. All of you PVE players saying you want the skins – you have tons of other things to work towards.
I’m not the PvP team, but I can say with certainty that ‘personal score’ isn’t a factor in a player’s MMR. It doesn’t matter how many points you decap, where you fight or how you act within a game. It’s impossible for the system to track what a player is doing during the game, and more importantly whether what they’re doing is actually good or not. You earn personal score for channeling Ferocity in Temple of the Silent Storm, but that doesn’t really help your team win.
Now, with that said, I’m pretty sure MMR does take into account how close you come to winning. If you play against an enemy team that’s rated much higher than you, but come close to beating them, your MMR should improve. It’s like how the system last league gave out pips for coming close when against stronger foes. You won’t get the loser pips anymore, but you can still bolster your MMR in a losing cause by putting up a good fight.. whereas going AFK after losing the first teamfight will cause a blowout score and drop your MMR farther than it would drop from a normal loss.
As a full time modelling engineer I can tell you 100% that it is possible to measure an individual players “skill” with stats derived from what they do in a match.
Sure you can but will it be meaningful. You can score points in game in ways that don’t lead to wins. It is very common in losses for example sometimes quite lopsided losses for half the losing team to have higher scores then most of the people on the winning team. Also, when I group with friends because of different roles we can have widely different scores at the end of the match I don’t assume Im contributing more because my score is higher nor do they.
I think you mis-understood what I was saying. I do not mean the score that is awarded through captures/kills/communes.
I was referring to the statistics behind damage dealt, players kills, points capped/decapped, time spent defending, time spent on offense, health given to teammates, revives, etc etc etc.
The game’s engine already tracks all of these things. I am proposing to assign weight to different actions and include these in scoring a players matchmaking rating.
I’m not the PvP team, but I can say with certainty that ‘personal score’ isn’t a factor in a player’s MMR. It doesn’t matter how many points you decap, where you fight or how you act within a game. It’s impossible for the system to track what a player is doing during the game, and more importantly whether what they’re doing is actually good or not. You earn personal score for channeling Ferocity in Temple of the Silent Storm, but that doesn’t really help your team win.
Now, with that said, I’m pretty sure MMR does take into account how close you come to winning. If you play against an enemy team that’s rated much higher than you, but come close to beating them, your MMR should improve. It’s like how the system last league gave out pips for coming close when against stronger foes. You won’t get the loser pips anymore, but you can still bolster your MMR in a losing cause by putting up a good fight.. whereas going AFK after losing the first teamfight will cause a blowout score and drop your MMR farther than it would drop from a normal loss.
As a full time modelling engineer I can tell you 100% that it is possible to measure an individual players “skill” with stats derived from what they do in a match.
I unfortunately missed the reddit AMA the other day because I was at work, but I had a question that I had been hoping to ask the PVP team.
Does anything go into calculating a players MMR other than the games they win/lose and the MMR of the other team that they win/lost against?
Does the matchmaking algorithm analyze thing like how many points you decapped/captured, or the outcome of solo battles or team fights? What about things like how often a player is fighting on/off point vs. skirmishing?
I strongly believe that basing a players “skill” goes beyond wins and losses, if tournament PVP was based on teams of 1 and 1 then of course it would be a perfect representation, but with 5 players on a team i think that expecting the “good” players to carry 4 others is far fetched.
Are there any plans to expand the MMR algorithm to incorporate new factors related to individual accomplishments within ranked play? I think this would have a HUGE impact on the quality of matches, and would really show players how good they truly are.
I would like to see a system where the overriding factor in MMR adjustments is still wins and loses BUT in the case of a loss, to have each player’s individual accomplishments taken into account so that good players aren’t punished because of less-skilled teammates.
(edited by foogison.5067)
I agree with OP. The difference is really whether or not that person even captures far to begin with.
I’ve seen it so many times where some “hero” will run off to far after the team agreed to all push for mid at the beginning of match, and then lose the 1v1. Causing your team to be out manned at mid, and this usually leads to a triple cap for the opposing team.
If someone can push far and hold it for a noticeable amount of time that would be different, but how often does that really happen..?
Ele aurashare (1 or 2) + Condi mes (1 or 2) + Scrapper & Herald
I think you are mixing MMR and PIPS. For season 2, MMR is being ignored and you are instead being matched with others who are at a similar PIP level as you.
In the PIP model, you can have a newcomer to ranked being matched with a pro league player at the beginning of the season. That’s the cause of the issues. It will eventually get better, but the beginning is painful.
Your match making rating is used to pair you with teamates +/- 5 pips away from you.
It looks like that ele is a boss
I finally made it I guess?_?
When all yo friends diamond but u stuck in saphire
Hi my name is foogison and I have a burning hatred for the MMR system.
I’m looking for a “team” of players to join up with instead of sacrificing my pips to the solo queue. I’m not trying to form a team necessarily I’m just looking for a couple of people that I’m confident in and have respect for to match up with whenever I’m online.
Maybe if 1 or 2 of you are online we can play as a trio, if I get more people than that that’s awesome too.
The MMR system has really ruined pvp for me almost completely, so myself looking for a small group of other players that maybe feel the same way is kind of like my last attempt to enjoy playing this game before I quit.
I’m not a legend or anything at pvp, but I’ve been playing since beta weekend 1 and it just frustrates the hell out of me when I see two people capping home at the start of a match, or someone on my team being killed by svanir…
I play engineer, guardian, necro, and theif.
I’m looking for players that have at least 10k achievement points and are at least rank 60 in pvp. I don’t care what division you’re in. I’m also looking for players who embrace playing the current meta. I’ve set these requirements out because i meet then and I think the kind of players I’m looking for will easily meet this criteria.
Please respond to this thread or PM me if you’re interested.
Players that did purely pvp don’t necessary have 10k AP and they are probably better than you lol.
I played since launch (with a long break after HoT released) and pretty much 100% sPvP. I get crap for having low AP quite often from people who think having high AP (mainly gotten through PvE) somehow reflects on your pvp experience. I am a high phoenix, close to dragon with like 1.5k AP since I play Engi only and don’t really care about dailies :P
I’d love to run some matches with you Arvin
Hey there Foogison,
I think all understand what you want to achieve. It is a great way to get out of the downward spiral of the MMR system. Someone told me he saw a thief die with the opening strike of Svanir… many stories like that… 2 players camping close or 4 players camping mid. It is hilarious to hear but it is definitely not hilarious to be part of.
The AP cap is a bit too much. I know very competent players at 2k and 3k AP. Such players know the ins and outs of PvP and their specific class or classes and your cap will really alienate those who may sympathise with you and what you are trying to do.
AP is in fact more of a GENERAL PvE idea… like jumping puzzles, Dragons, and diving stuff. AP has no bearing at all regard the players pvp prowess. Of Course 100AP may be an exception but you understand what I mean.
A better requirement should be TS3 and headphones, and/or ability to play 2 or more classes well.
Thanks for the constructive feedback, i agree
I would like to join, NA though
How does one get 10K achievement points solely through pvp?
I definately did not get it solely through pvp. 3000 of my ap is dailies only. And this is my point here, achievement points are an indication of how long you have played for and how well you understand the game.
I specified achievement points because I’m looking for long time players. I’m sorry if you took that as me being elitist.
The only people you’re going to attract with an AP points requirement are pve heroes. I’ve been playing off and on since launch and have 4k ap points but 3,450 games played at 2130 ranked games played.
If you want to attract “long time players” then go with a games played requirement rather than an AP (pve trait) requirement.
I definately cant argue with you there.
How does one get 10K achievement points solely through pvp?
I definately did not get it solely through pvp. 3000 of my ap is dailies only. And this is my point here, achievement points are an indication of how long you have played for and how well you understand the game.
I specified achievement points because I’m looking for long time players. I’m sorry if you took that as me being elitist.
I’m looking for a “team” of players to join up with instead of sacrificing my pips to the solo queue. I’m not trying to form a team necessarily I’m just looking for a couple of people that I’m confident in and have respect for to match up with whenever I’m online.
Maybe if 1 or 2 of you are online we can play as a trio, if I get more people than that that’s awesome too.
I’m not claiming to be a legend or anything at pvp, but I’ve been playing since beta weekend 1 and would like to find some of the other longtime players to team up with.
I’m looking for players that have at least 1000 games played and at least 500 wins (being ranked or team wins). I don’t care what division you’re in. Be at least rank 60 in pvp. I’m also looking for players who embrace playing the current meta. I’ve set these requirements out because i meet then and I think the kind of players I’m looking for will easily meet this criteria.
TS is also important, I have one that we can use.
Please respond to this thread or PM me if you’re interested in joining up.
[Edited]
(edited by foogison.5067)
I would by no means consider myself a pro, but i have been playing pvp since this game launched.
I am a solo queuer, so my opinion comes strongly from that perspective.
I’ve noticed a trend this season with MMR. People who get on a hot streak by luckily getting matched with good teams at the begging fly through the ranks, those that got matched with crappy team mates in the beginning got stuck in a losing streak that is very hard to get out of.
As soon as your MMR goes down you will continue to get matched with crappy teamates and face teams that are better than you. Its extremely hard to break the cycle and quite frankly is completely unfair.
I thought we fixed this issue? Devs??
Matchmaking is still the 1 thing ruining pvp for me.
(edited by foogison.5067)
Has there ever been any suggestions as to introducing a “training league” of sorts?
Open up a third tournament type:
Training – Open only to (lets say) players with under 100 games played
Unranked – Speaks for itself (in between Training/Ranked)
Ranked – Speaks for itself
I think this is a huge issue. I agree 100% with OP, i think a lot of players are discouraged by being destroyed in their first couple of games. You’re right in the fact that the algorithm will eventually sort these players out, but even 2-3 really crappy games could ruin pvp for a lot of people.
@BurrTheKing
A couple things here… Basically;
Meta=Easy
Anti-Meta=Hard
If you want a go-to build that you know you will be able to compete with, go meta. The downside of meta is everyone will know what you’re going to do and be able to predict how to counter you.
If you want to be unpredictable and creative and raise a hate flag against meta-builds then experiment! It may take awhile before you find a build that is your own and you feel strong competing with, but these builds are always out there to be found, and often like @Shovel Face mentioned earlier in this thread, these are some of the best players.
That being said, to be successful with a build that isn’t meta or hybrid of the current meta, you really need to know that class inside and out as well as the mechanics of pvp. But i strongly disagree with you and i believe it’s possible, just not as easy as we’d all like it to be – but i personally like it like that.
Side note:
Engi flamethrower might stack is awesome
Are there any plans to bringing back a mystic forge in heart of the mists? Since the PvP legendary back piece has recipes tied to it involving the mystic forge I think it’s justified that there should be one in hotm..
Thoughts?
Division placement is definitely used in matchmaking. Players are matched with others +/- 15 pips away. This is why you get some spill-over into other divisions at the beginning and end. We are changing matchmaking for the second season, and I think it may help cover what you’re after.
If we just use games played, you don’t get a very accurate representation of skill because there could be a great player who has won every match in a division and has low games played and there could be a not-great player who also has low games played but is stuck at the bottom. Should these two players get matched together?
I was very happy to see your response Evan. I did not know that players were matched with other +/- 15 pips away (I like this).
As to your second comment, that really made me think. I’m honestly still very curious to see how the experiment i proposed would play out. But I agree with you, although the better player will likely continue up the ladder with time, it is definitely not fair for the weaker player to be continually stomped on by people moving up.
I’m looking forward to Season 2
Please correct me if I am wrong here and let me know what you think;
I have been recently been questioning the entire purpose behind having the current league divisions in place besides being a milestone for rewards and bragging rights for players.
A player’s current standing in their respective division doesn’t seem to be doing much as far as matchmaking goes (based on what I’ve read), it appears to be strictly stats related to MMR, games played, profession, how many players there are in your party, etc.
WHAT IF: Matchmaking is reduced purely to your division and number of games played in that division. If you are in a party then everyone would be defaulted to the highest ranked player in that party.
I think that this way, different divisions would have a purpose, and how far you make it would be a much better reflection of what level of player you are. The only complication I can forsee would be how things go in the beginning when every player is pooled together, yet this was the case with Season 1 and it worked itself out over time.
I think the current system is very over-complicated and it wouldn’t be a bad idea for our developers to try to simplify things a bit.
Im with OP, I met a legendary rank player yesterday who got there solely by playing berserker, mesmer and ele are still viable, so what if your old OP meta isn’t OP anymore, move on.
This balance update is much better than the last one for sure !
mesmer and ele are still viable? Did season 2 start already? Let see what happens when real ranking play starts.
And you’re engi main… LOL.
Nope season 2 certainly hasent started! But some of us are experimenting with builds vs. flaming
Im with OP, I met a legendary rank player yesterday who got there solely by playing berserker, mesmer and ele are still viable, so what if your old OP meta isn’t OP anymore, move on.
This balance update is much better than the last one for sure !
This counts as a forfeit and not a loss, though it is lumped together with defeats for the statistics UI.
Evan, please correct me if i’m wrong.
To the best of my understanding, in the current game design. A player who disconnects during a match receives dishonor and a loss, the rest of their team receives a forfeit and no pip loss. If a player disconnects before a game starts they receive dishonor and a forfeit, and their team receives a forfeit.
This system cannot be abused by players intentionally disconnecting as they will receive a loss.
If you really beleive that the “any can play/no skill theif” is a threat then that should just speak to how bad at this game you personally are.
Noob theifs are easy to kill – just because they have the tools doesn’t mean it doesn’t take skill to execute.
If you stand there and let the guy spam 1-1-1-1-1 at you – you’re just asking to die lmao !