It’s not about them counting as dead, if they go down it takes 10 seconds for them to die, if they relog they will be dead immediately.
So let’s punish players for wonky servers? …. How about no?
I never had a server problem in years and I dont know a person that does either, if you dc thats your fault for not haveing a stable connection
LOL… your fault says…
Its your fault born in a country with bad ISPs
its your fault that telecom companies in your area not give you good conection methods
its your fault born in smalltowns
your fault blah blah blah
@shaogin
the mm sistem it apears to be like:
1
pick 5 random players of aprox same mmr (create a team)
repeat repeat repeat
pick 2 random teams with aprox the same average mmr
release a match
Not
2
take 10 random players of same aprox mmr
split in two teams
release a match
this is the most logical explanation to stackings of highers mmr and classes cuz with method two they can split class and high mmr to balance a little teams
1/we will not see team q in a long time because low population and adding more qs will substract population from others qs not only for “not having teams”
2/“less intrusive” but intrusive, if anet wants to make a pseudocompetive ranking system there will be no intrusions or dont try to make this pseudocompetitive leagues with individual ranking
duoQ needs to go and have pure soloQ only. also anet need to make seperate leaderboard for the 5 man teamQ. they have done it with the guild leaderboard but sadly in NA. ESL players abused it.
absolute +1 to this, this game format may only work on pure randoms or pure teams puting hybrids (duo trio quad) only hurts system and “competition”
Ele is terrible for carrying as you’re very dependant on your allies not being completely moronic and running from you or telling you to cap a point as they all run into 2 necrosis and an ele to die.
ele if you dont go to suport role you go to bunker point in and 2/3 v1, or team is half decent is one good MVP/carrier
I disagree with a lot of things here.
First of all, it’s impossible to rate best carry classes since it depends heavily on team composition (both yours and enemy). For example thief becomes a lot harder to carry with if the whole enemy team are tanky, compared to having easy targets that you can quickly +1 and kill in a few seconds.
Second of all, I would say that the two hardest classes to carry with (assuming meta builds for each class) are ele and necro. These are the two classes that depends heavily on your teammates being good, although for different reasons. For necro, you rely heavily on team support since you are the most vulnerable target in any team fight among all the meta classes. For ele, you rely on your teammates both to kill players and to rotate well. If your team zergs around as a 5 man group, there’s not really much you can do about it.
Then there’s your bottom ranking for warrior, which I disagree with. Someone playing the meta zerker warrior and is proficient at it will be able to win most 1v1 matchups, more importantly they can be won quickly. Greatsword also gives great mobility for +1ing and disengaging, it’s often possible to kite two players around if their skill level is lower than yours (which I assume is the case if we’re talking about carrying).
I don’t understand why you ranked thief as top when you even said yourself “ONLY if the match is somewhat close and your team only need a little push here and there”.
I can’t tell you the best carry class because I’m not proficient at all of them, but I would say that three of the top carry classes right now are engi, mesmer and warrior. But only if you have mastered the class and know how to kite and rotate. All three of these are able to win many 1v1 matchups if you’re proficient at the class, all of these can kite 2 people around and allow your team to outnumber the rest of the map. Theoretically the best way to carry is to force the enemy team to constantly 2v1 (or even 3v1) you and give your team the numbers advantage across the rest of the map. You’ll be able to force them to 2v1 you if they all die to you 1v1, particularly if they die quickly (e.g. zerker warrior).
ez, if “carrying” is somewhat posible i most call this be the MVP the one that makes the diference than “carrying” the 4 players in your team,
in low-mid levels, thief, ele, druid
-thief doing the thief job well decaping negating the point source for the other team or forcing one of the players to camp close showing you frequently at point delivering 2 3 hits and running quickly to big teamfight to +1 , most thieves in low-mid levels thinked they are some sort of offroad bandits and only wait for players going to a point to duel outpoint(the tipicall that call names when other partner of you apears and oneshots them)
-ele, druid or someother big reliable bunker taking far and holding it the many time posible in a constant 2,3 v1 low-mid level players tend to priorize having close before to get the other points and dont ignore you and go to fight to the others 2 points.
teamfighters have more dificult to be the mvp/carrier unless the other teams wass totally clueless and dont reallize who is killing them with extreme facility while the other enemies are mere “distractions”
(edited by megilandil.7506)
and make healbots immortal, yeah
firts changes have to be nerfing the heal output or put the increase in a trait line that you can get those improvements to be a litle more resistant and farting hp at the same timeMost healbots run Elemental Bastion not Lucid Singularity. I don’t see how it would make them “immortal” unless you were joking. Elemental Bastion accounts for, like, 50% of your heals.
I like these changes. They don’t break eles and actually allow for more options to be used. For example, should I take Tempestuous Aria or Invigorating Torrents? The former will allow for more total heals and weakness application, but the latter promotes more dodging and way more condition cleansing.
Lucid Singularity will allow for shorter attunement holds, and will also be a viable option to take over Elemental Bastion. 99% of Tempests don’t even know Lucid Singularity exists.
I also think Latent Stamina should be buffed. Running auras per overload is already powerful. I think the endurance gained per vigor generation should be 25, not 10. It will promote a lot of dodging. Maybe even add a rune or some sigils to amplify the effect, and you’ll then have a high-dodge build. I agree that Tempest is underpowered, except for healbot of course. The other traits just seem like filler – they really need buffs to create build diversity.
you said, more dodges, more condi cleansing and ….capability to kill== immortality again. now you can kill before your oponent finds kitten in your high defenses
1. Lucid Singularity now reduces the cooldown on overloads by 20% and reduces the effects of the singularity trait by 40%, meaning the cooldown on overloads when attunement swapping is now 3 seconds instead of 5. This will give elementalists a higher resistance to immob, chill, and cripple while runnng glassy builds.
2. Tempestuous Aria reduces the cooldown of shouts by 20%, they apply 5 seconds of weakness (buffed from 3 seconds). Wash the pain away could be altered to keep a 20 sec cooldown when traited, or it could remain the same.
3. Shouts: “Eye of the Storm!” applies 3 seconds of quickness. This would make it not only easier to actually land an overload since it would be exponentially quicker, but you’d be able to catch up with most players so they can’t as easily kite out of your circles. This would also affect the trait “Gale Song”. Aftershock’s cooldown is now 35 seconds.
4. Warhorn Skills: Heat Sync’s cooldown is now 15 seconds. Wild Fire applies 2 burning stacks for 6 seconds per pulse. Lightning Orb’s radius is now 450. Cyclone’s range is now 900, radius is 360. Dust Storm applies 2 seconds of blind in a 1 sec interval.
5. Overloads: Overload Fire now applies 2 burn for 5 seconds in a 1 sec interval. Overload Water is now a water field. Overload Air’s Static Charge now ensures your next 3 hits deliver a lightning strike (buffed from next 1 attack). Hardy Conduit applies 4 seconds of protection (buffed from 3) so it now completely overlaps the overload.
Please keep the comments civil.
and make healbots immortal, yeah
firts changes have to be nerfing the heal output or put the increase in a trait line that you can get those improvements to be a litle more resistant and farting hp at the same time
It seems that gameplay-wise some teleport/shadowstep-skills are handled as extreme fast movements from location A to location B. I can’t truly tell which skills are affected, but the following 3 teleports are definitively:
- Infiltrators Arrow
- Steal
- Shadowstep & Shadow returnSo far, everything is fine, BUT:
This movement triggers the effects of the DHs traps Test of Faith and Dragons Maw, plus the Longbow 5, Hunter’s Ward.This seems illogical and unnecessary, as the character teleports and should not touch the borders. Especially the thief suffers from less counterplay possibilities (against his hard counter… make it even easier!), as a Shadow Step out of or even right through a Test of Faith means certain death. I’m not sure how other teleporting classes are affected (Mesmers).
The same effect goes for Hunter’s Ward & Dragons Maw: Teleporting out of these results in a knockback at the target location.
I don’t see any reason for this behaviour to be kept ingame. Fix plz? .
https://wiki.guildwars2.com/wiki/Shadowstep_
“Shadowstepping is a mechanic that allows the user to move instantly from one place to another. Shadowstep skills and traits are mostly unique to the thief, although some skills such as Blink function similarly. Shadowstepping allows the player to move vertically as long the position can be reached normally by moving on the ground without jumping. Shadowstep skills will not activate if a valid path to the target point cannot be found, except when it acts as a stun breaker. Shadowstepping will also ignore immobilize effects and relocate the player, but will not cancel the condition. "
because you are in fact moving trough the trap
teleport is teleport, not needed a valid path to go
Alts screw the leaderboards, a part of it, they obviusly dont affects against who they play, even if his alt beats you and your MMR dropped (even in the long run, just supose) you are the same player, his beating the same guy, only difference could be: que times and they will win less.
no, alts have influence in the mm system they make there are less real players in leaderboar(less players queuing), this system now creates fast matches, had no hard barriers to ensure fair matches.
the equation is simple:
-top population is low (a lot of alts)
-play in hours of low population
-duo with other cream of the cream player
-q skip if some other top player is playing in same hour
and you get this team match composition:
your team
You (top of the top)
your friend (top of the top)
low/mid platinum
low/mid platinum
low/mid platinum
enemy team
low/mid platinum
low/mid platinum
low/mid platinum
low/mid platinum
low/mid platinumif the hour is enough less populated it can be some gold in the match ant its easy to figure the high impact of the two “pros” in this case and the result of the match ez farming of victories
if sistem forces high top 250 to play only againts top 250(mid low top 250 can play with the aspiring top 250).
1 the be in top thing will have a major real value
2 they will stop messing with queues (if they mess with it they will get enormous qtimes as penalty)and this will improve the acuracy of all the system, because manipulations have and snowball efect that put players wrongly in all steps of the ladderLet me explain: The alt get in the 250 and kick off a guy from it, theres only 8 people of the leader board on, then this guy logg and go in, he get the guy more near to the leaderboard as the 10th, the guy kicked off of the leaderboard is on, his the closer one, he gets the same guy.
Different MMR (depends), diferent que time (lets forget this part), different leadervboard distribution, same guy as an opponent.
Nop alts dont change maps, the guy is still the more likely opponent in those conditions (games not gonna put a 9 people match neither skip the guy if his disponible to get a lower MMR one).
Alts dont make match manipulation.
alts opens the mmr range, if mmr distribution is bell shaped more range, much more people, if you skip the dificult ones by friendlist traking the range and the population grows up, more variability more posibilitys not geting one that deserves high rank and was kittend by alts
Alts not are the main part of their matchmanipulation, but are one part
and it snowballs to lower ranks
this can work in US but in EU it will be a chaos too many languages and too many people who thinks everybody knows her home language and refuses to speek another one, many times seen french, germans and some eastern ones talking a lot in his languages in team chat no matter no one knows it
2 – 6 DH in every match at platinum. As a NEC, I have tired to fight with them and I tired to play this game too.
Another way, That burn Guard/DH + ele ….. .. what is that combination? how to hit the Guard/DH? Team fight always get 10+ burn when hit their BLOCK!!! BLOCK!!!BLOCK!!!BLOCK!!!BLOCK!!!BLOCK!!! .
When I see them. Should I leave the keyboard and do not doing anything? or turn on that Healing bot ele?
The worse thing is 70% of DH and Guard just spam their trap and block rotation in the point. They even don’t use any dodge. Sometime, I don’t believe this is platinum….
DH is not the problem, problems are:
1 Class stack
2 Duo q
1 class stack in some classes like DH get exponential power (sharing defenses and other shared mechanics) or necros (incredible condi and damage presure)or mesmers (constant condibombing and make battles a maihem ofkitten.ing clones)
2 Duo q in a world of pugs allows to bring to the table some stupid chessy mechanics
Wouldnt it be nice if the game simply said hey I will give you +5 rating at the end no matter the result if your team bring only unique classes?
Players would be encouraged talk amongst themselves and have a wide array of classes specced for sPvP, maybe even be less toxic if they loose on a “diverse” team vs 5 DHs.
Now add +5 rating if your team lost but scored higher than 425 points as a “GG well played” bonus for a potential max of +10 points for diverse and decently even matches (ie +- 0 if you would have lost 10 ratings on the match).
But I digress. Lets go deeper down the hole instead.
Lol, kittenumption, giving rank points in close matches will “powercreep” the ranking, the system is suposed to learn and clasify players to at a long term after washing out the inacuracys bringed by soft mmr reset and placement matches and the players are in their “true place” teorically all matches have to be “fair”. in pro of the sistem the only matches that have to count to rank are the close ones and if a blowout ocurs have low impact in the ranking because something went wrong in the mm assumptions to put the match on go and match was unwinnable for one team
That’s what pushes my buttons mostly. Going ranked and not putting any effort in victory. I don’t mind losing if I see anybody done their best, but not having any kind of committment, well it’s bad.
Try reporting him? Its a long shot, but that could be close enough to throwing a match for him to be temp banned?
Lol report, Lol …
the last two matches i encountered a player, that afks after losing the first fight, he goes far, he lose, the other part of team get wipped in mid, 4v3 and they afk, he is a common ofender,he seems to be in my skill ranks every season and every season do the same, and is still playing, doing this they should be reported by entire team at least 30-40% of their matches and nothing happened to him
this is that ruins pvp, not having a solid report system(and control of reports) that punishes such behaviors
if they are low of personal for doing this, they can release and incentivated volunteer program(geting an amount of gems or something whith a regular basis for overwatching a determined amount of reports in a regular basis) to control reported games
Are you for real? GW2 uses rating system invented for chess which is a 1v1 game? xD Anet keeps on surprising me.
It does, that is why it is such an inaccurate system for a team game. It is a really terrible system for team games no matter what some pvp people try to tell you.
It might work if people would be forced to make static 5 man teams and the whole team gets a MMR. But it will never work for solo players in a team game.
There is also no system in place that forces lets say rank 1 and 2 to play against each other to figure out who is better. If you think someone is too strong just queue dodge him or play in off peak hours.
The whole MMR system offers nothing for people who are not top tier players. The rewards are either participation trophies (PvP tickets, gold, ascended shards of glory) or totally out of reach for average players. In previous seasons you could at least put in effort and work towards the seasonal legendary title. People say there were grindable. Maybe true, but at least they kept motivation up. The current system does everything to make me demotivated from putting effort in.Also it is funny that some people who struggled (or even failed) to get out of Ruby in previous seasons are suddenly some hundred MMR higher than me. Talk about MMR being representative of skill.
Tl;dr: The current season is the worst one ever unless you like getting participation trophies handed over to you in record time (around 28hours to get all season exclusive rewards) or are a top tier player who can compete in top 250.
this sistem works on 5 man teams (team score,not individual) and pure solo, (in large numbers the unique constant on all your matches are you and stadisitcally you get teamed with better an bader players). if you mix duo, trio with soloers, population problems in determinated hours, players doing manipulations on mm etc etc the stadistics get broken an system becomes garbage
The problem is a season only last 2 months. Most people will not play anywhere near enough matches even if it would be a 5 man party leaderboard or soloQ only.
So either we need longer seasons (6 months?) with more incentives to play as many matches as possible or some kind of judging system where volunteers review random games and manually adjust MMR based on their judgement.
more large seasons, or just directly the old permanent ladder ok
the judging…. mmmm … not to adjust points, to decide about infractions, players trolling, afk, or other manipulations, and to invalidate in these cases the outcome of the match if needed and punish the infractor
Alts screw the leaderboards, a part of it, they obviusly dont affects against who they play, even if his alt beats you and your MMR dropped (even in the long run, just supose) you are the same player, his beating the same guy, only difference could be: que times and they will win less.
no, alts have influence in the mm system they make there are less real players in leaderboar(less players queuing), this system now creates fast matches, had no hard barriers to ensure fair matches.
the equation is simple:
-top population is low (a lot of alts)
-play in hours of low population
-duo with other cream of the cream player
-q skip if some other top player is playing in same hour
and you get this team match composition:
your team
You (top of the top)
your friend (top of the top)
low/mid platinum
low/mid platinum
low/mid platinum
enemy team
low/mid platinum
low/mid platinum
low/mid platinum
low/mid platinum
low/mid platinum
if the hour is enough less populated it can be some gold in the match ant its easy to figure the high impact of the two “pros” in this case and the result of the match ez farming of victories
if sistem forces high top 250 to play only againts top 250(mid low top 250 can play with the aspiring top 250).
1 the be in top thing will have a major real value
2 they will stop messing with queues (if they mess with it they will get enormous qtimes as penalty)and this will improve the acuracy of all the system, because manipulations have and snowball efect that put players wrongly in all steps of the ladder
Are you for real? GW2 uses rating system invented for chess which is a 1v1 game? xD Anet keeps on surprising me.
It does, that is why it is such an inaccurate system for a team game. It is a really terrible system for team games no matter what some pvp people try to tell you.
It might work if people would be forced to make static 5 man teams and the whole team gets a MMR. But it will never work for solo players in a team game.
There is also no system in place that forces lets say rank 1 and 2 to play against each other to figure out who is better. If you think someone is too strong just queue dodge him or play in off peak hours.
The whole MMR system offers nothing for people who are not top tier players. The rewards are either participation trophies (PvP tickets, gold, ascended shards of glory) or totally out of reach for average players. In previous seasons you could at least put in effort and work towards the seasonal legendary title. People say there were grindable. Maybe true, but at least they kept motivation up. The current system does everything to make me demotivated from putting effort in.Also it is funny that some people who struggled (or even failed) to get out of Ruby in previous seasons are suddenly some hundred MMR higher than me. Talk about MMR being representative of skill.
Tl;dr: The current season is the worst one ever unless you like getting participation trophies handed over to you in record time (around 28hours to get all season exclusive rewards) or are a top tier player who can compete in top 250.
this sistem works on 5 man teams (team score,not individual) and pure solo, (in large numbers the unique constant on all your matches are you and stadisitcally you get teamed with better an bader players). if you mix duo, trio with soloers, population problems in determinated hours, players doing manipulations on mm etc etc the stadistics get broken an system becomes garbage
yeah remove them class dailies, it cant be hard to come up with some other dailies instead, if thats whats needed.
I think it only bring annoyance and people have complained about them for as long as i have played.
New dailies could be:
Capture 3 nodes.
Defend 3 nodes.
Revive 3 team mates.
Kill 3 different classes.
Interacted with class mechanic.
Won a few games.Something that can help promote good game play is what I was trying for.
for mid-low game this is more terrible than class dailies, the capture dailies existed before and the result is double/triple caping of home at start
the dailies for pvp can only be a few:
points, kills (numbers no classes :i only see warrs and guards, ooh a thief, lets go chase the thief for all the map), matches, victories, top statsPeople do that regardless in low skill divisions. You can tell them before match starts that you have home, and for them to go mid, yet still more than half the time at least 1 person follows you to home and tries to double cap it with you
see a so many times, just leave and go to mid or far, the seconds losed going close , make you an idea if the three on mid can cap it or need your asistance
They should modify the matchmaking system based on the assumption that most people tend not to switch classes, and most people only have small number of classes they will prefer to play.
.
Nobody ever ever should ask Anet to do something based on assumptions and people with brain tend to switch classes all the time.
In that case, a net could take a lookbon the number of people who class swap.
Also in case i am with 2 or more thiefs, it is rare that they swap (right niw in bronce, last season always ruby)
Most people don’t want to class swap, even if keeping the class is an obvious disadvantage
easy, high thier players knows how to go in more than a class, mid low players knows one at their level, one two other in what sucks a little and in others they are just like the golem dummies on the mist
yeah the comp is not good, i can swap to x, but my playlevel in x is half my skil in class im now,¿ is beter the comp equilibrium or playing fullskill with a bad comp?
i have seen a fkng bowbear ranger in low silver… it exist
yeah remove them class dailies, it cant be hard to come up with some other dailies instead, if thats whats needed.
I think it only bring annoyance and people have complained about them for as long as i have played.
New dailies could be:
Capture 3 nodes.
Defend 3 nodes.
Revive 3 team mates.
Kill 3 different classes.
Interacted with class mechanic.
Won a few games.Something that can help promote good game play is what I was trying for.
for mid-low game this is more terrible than class dailies, the capture dailies existed before and the result is double/triple caping of home at start
the dailies for pvp can only be a few:
points, kills (numbers no classes :i only see warrs and guards, ooh a thief, lets go chase the thief for all the map), matches, victories, top stats
How though? Unless ANet stops allowing people to swap classes during a match then it would be impossible to stop class stacking. Even if they did do that though, queues would just become longer as the system would have to find no more than 2 of each class, and make sure they are on opposite teams while still keeping the MMR of each team roughly equal.
no, there is a way, another method of mm
the actual is based in take random players and make groups of five and after searching another group of five random to matchup
take the alternative aproach take a group of 10 or more (better more) , make calculations mmr and classes and release a match after give some mark to discarded ones to be preferents on next iteration of mm (this not is a full solution to class staking, but will solution class staking in one only side, you get 4 guards: 2 to each team , not 4-0 or 1-3)
Look at their winrates. If you can pull a 70% w/l then you could be up there too.
The people up top generally belong there. If you reset MMR all you will get is a week or two of the same players curbstomping randoms as a duo. I’m sure you wouldn’t find that fun.
no, the extreme win rates of top players are a system fault, duoq + low population + playing in hours less populated+ infesting the top ranks whith their alts (that makes top players not playing versus top players) , if sistem works properly, top players had to play againts top players and get a win/loss ratio of 50-60% ( the win loss ratio of a player siting in his place must be of aprox 50% a little higher for better players a little lower for worse players )
higher winratios only may exist in new players whith skills, that fasclimbing the ranks or missplaced players by the placement matches
Im having a little trouble following your logic. Are you saying that top players sitting around for days is unfair. Do you see how volatile the top 250 is. You can not even sit around for a day or you will get bumped. So if you are ranked top 250 your Rating wont change for 3 days but you can be sure your RANK will. Listen, if you can not win more than 50% of your games you should be in silver and bronze. If you can bump that up to 55-60% you will be gold and higher. Alot of the complaining is because people are losing matches or are stuck at a 50% W/L. I started in S3. I did not play last season so i could not benefit from the previous MMR. Now im G3/P1 and will probably be around there for the remainder. I dealt with the grind just like everyone else. I had bad players. But i never allowed myself to lose more than 2 in a row. Individual mechanics as well as q’ing with someone WILL help. If you are unwilling to make that effort than the climb will be impossible. And as for the placement matches… I went 6-4 landed in gold 1, then fell a little, then gained more. So its not impossible to rank up, you just have to stop blaming everyone/everything else and look inward
no, your logic is that the one is failing, rating an win/loss ratio not have any correlation
1)when i say siting im not talking of doing nothing, im talking on be stable in a position
2)when im talking of enormous win ratios im not talking of the 60-70 of climbing players, im talking about being in firts places(top 25) till the first days and having 70%+ win ratio
3)when i say top players i’m not talking of top 250, i’m talking of top 25, the cream of the cream
4)win ratio only indicates the sped with you climb in the ladder, when you reach “your position” the win ratio have to be of aprox 50% because the matches have to be with your “equals”, being nº 1 and having a enormous win ratio only indicates one of these two things:
-1) your skill is godlike and you are far better than the other “pro players” and can carry your team versus others top players
– 2) system is failing and you are not playing versus top players you are playing versus the low pros
5) the volatility in mid lower topranks is another provation of this, you get matchet againts top top players and logically you lose
an apropiate system will make for those players equilibrated matches playing ones versus others not “farming” “low top 250” and this is the reason that they have insane win ratiosI think the reason you are having trouble understanding the high win ratios in the top 25 (I’ll assume that’s correct), is that you imagine that those players are only playing against each other. At the top end of the rating system, the variance in MMR can be much larger than in the middle of the system because there are fewer players to match against. Thus they can play against and win against lower rated players more often than someone who is in a larger pool of similarly rated players.
no, not having trouble in understandibg how they get this winratios, that i dont understand is why there is not safeguards to prevent this
the way is.
-play in low populated hours
-create various alts and put them in top 250
-track other top players and their known alts and q skip them
-duo q with other top of the top player
and this way you obtain a great mmr variance and as they are top players had a greatter impact in their team and ensure ez wins
(edited by megilandil.7506)
Win/loss has no correlation on how good of a player you are. You heard it here first folks! This is the type of person you’ve attracted to your game Anet, are you proud?
another what are clueless of how the mm system for a ladder rank sistem should go.
a competitive ladder system works with you climbing defeating your “ladder companions” (not farming low ladders) until you are better than your “ladder companions” you will have an high win/loss ratio when you will be among your truly equals an fighting versus them your win/loss ratio will be of 50% AND YOU WILL BE IN YOUR TRUE POSITION IN THE LADDER.The faults of this sistem is more clearly observed viewing the top ones, they had reached their positions and conserve and enormous win/loss ratio that is not correct for anyone having hit his site, in others ranks you cant observe this , you dont know if players are climbing or they reached theyr TRUE PLACE
3) theI don’t think you understand how a bellcurve system works. Or what an outlier is.
bell curve is a statistical function of density distribution not a ranking system, forcing rankings to adjust a bell curve distribution if the thing ranked true distribution not is consistent to expected bell distribution is a bad system for ranking
Win/loss has no correlation on how good of a player you are. You heard it here first folks! This is the type of person you’ve attracted to your game Anet, are you proud?
another what are clueless of how the mm system for a ladder rank sistem should go.
a competitive ladder system works with you climbing defeating your “ladder companions” (not farming low ladders) until you are better than your “ladder companions” you will have an high win/loss ratio when you will be among your truly equals an fighting versus them your win/loss ratio will be of 50% AND YOU WILL BE IN YOUR TRUE POSITION IN THE LADDER.
The faults of this sistem is more clearly observed viewing the top ones, they had reached their positions and conserve and enormous win/loss ratio that is not correct for anyone having hit his site, in others ranks you cant observe this , you dont know if players are climbing or they reached theyr TRUE PLACE
3) the
Look at their winrates. If you can pull a 70% w/l then you could be up there too.
The people up top generally belong there. If you reset MMR all you will get is a week or two of the same players curbstomping randoms as a duo. I’m sure you wouldn’t find that fun.
no, the extreme win rates of top players are a system fault, duoq + low population + playing in hours less populated+ infesting the top ranks whith their alts (that makes top players not playing versus top players) , if sistem works properly, top players had to play againts top players and get a win/loss ratio of 50-60% ( the win loss ratio of a player siting in his place must be of aprox 50% a little higher for better players a little lower for worse players )
higher winratios only may exist in new players whith skills, that fasclimbing the ranks or missplaced players by the placement matches
Im having a little trouble following your logic. Are you saying that top players sitting around for days is unfair. Do you see how volatile the top 250 is. You can not even sit around for a day or you will get bumped. So if you are ranked top 250 your Rating wont change for 3 days but you can be sure your RANK will. Listen, if you can not win more than 50% of your games you should be in silver and bronze. If you can bump that up to 55-60% you will be gold and higher. Alot of the complaining is because people are losing matches or are stuck at a 50% W/L. I started in S3. I did not play last season so i could not benefit from the previous MMR. Now im G3/P1 and will probably be around there for the remainder. I dealt with the grind just like everyone else. I had bad players. But i never allowed myself to lose more than 2 in a row. Individual mechanics as well as q’ing with someone WILL help. If you are unwilling to make that effort than the climb will be impossible. And as for the placement matches… I went 6-4 landed in gold 1, then fell a little, then gained more. So its not impossible to rank up, you just have to stop blaming everyone/everything else and look inward
no, your logic is that the one is failing, rating an win/loss ratio not have any correlation
1)when i say siting im not talking of doing nothing, im talking on be stable in a position
2)when im talking of enormous win ratios im not talking of the 60-70 of climbing players, im talking about being in firts places(top 25) till the first days and having 70%+ win ratio
3)when i say top players i’m not talking of top 250, i’m talking of top 25, the cream of the cream
4)win ratio only indicates the sped with you climb in the ladder, when you reach “your position” the win ratio have to be of aprox 50% because the matches have to be with your “equals”, being nº 1 and having a enormous win ratio only indicates one of these two things:
-1) your skill is godlike and you are far better than the other “pro players” and can carry your team versus others top players
– 2) system is failing and you are not playing versus top players you are playing versus the low pros
5) the volatility in mid lower topranks is another provation of this, you get matchet againts top top players and logically you lose
an apropiate system will make for those players equilibrated matches playing ones versus others not “farming” “low top 250” and this is the reason that they have insane win ratios
Look at their winrates. If you can pull a 70% w/l then you could be up there too.
The people up top generally belong there. If you reset MMR all you will get is a week or two of the same players curbstomping randoms as a duo. I’m sure you wouldn’t find that fun.
no, the extreme win rates of top players are a system fault, duoq + low population + playing in hours less populated+ infesting the top ranks whith their alts (that makes top players not playing versus top players) , if sistem works properly, top players had to play againts top players and get a win/loss ratio of 50-60% ( the win loss ratio of a player siting in his place must be of aprox 50% a little higher for better players a little lower for worse players )
higher winratios only may exist in new players whith skills, that fasclimbing the ranks or missplaced players by the placement matches
2.) Bad Sportsmanship from “Good” Players: I’m not ashamed to admit I’m in Bronze 3 right now. Through my fights I have found myself paired up with a lot of Dragon Finishers, many of which have a very negative attitude at their placement and seem determined to ruin things for everyone else trying to work their way up through bronze.
This has, in my opinion, been the worst part about the matchmaking. Having someone stop at 250-300 to type out angry comments to others about how we are all ‘Bads’ and ‘Noobs’ because we didn’t take mid fast enough or let ourselves be 3 capped is demoralizing and, takes away from time we need to be working to make up the point loss. I’ve come back from plenty of times being down because we put the work in and pushed through. I know the matchmaking can’t stop this, but I think by design as we climb the ranks the new players in bronze will constantly be paired with these ‘self saboteurs’.
I would be interested in getting some sort of ‘BAD SPORTSMANSHIP’ report. . .though I don’t know if it would be abused or help at all.
3.) Blaming New People: New people aren’t the problem. . .not saying old people are, but blaming new people who had -no- input in to this matchmaking and are trying to learn their way through the ranks is only discouraging those of us who would like to make this game our PvP home. . .thus making your community smaller, Q’s longer, and experience worse. I’d say if someone is new it might be best to just answer their question instead of flaming at them for being Noob Kitten Bads.
4.) If EVERYTHING is OP, Nothing is: This week I have heard nerfs called for Elementalist, Guardian, Dragon Hunter, Necromancer, Thief, Ranger (Druid), and Engineer. . .So. . .everything but Mez and Rev. . .Pretty sure that means Mez and Rev just need a buff. Like I said, I am new to the league thing, but having been on several different games in PvP I would say the only class that seems to be badly balanced right now is Rev, and a GOOD Rev can be pretty scary.
Will probably have more thoughts later, but thought it would be nice to drop something here not blaming the devs or the game from someone at the bottom.
2 thinking that someone with a dragon finisher is a experienced player is an error, rankfarm exist
3 lol mez have the most broken hab in this game(moa): but is not “the mode” complaining about it, and rev is broken til launch, but continuos small nerf put it a litle in place
puzzles like ember bay in my modest opinion have a design failure that makes artificialy dificult, the path is clueless and with the veri similar scenario textures you havent any idea where to go, the puzzle base idea have to get clear, in a determined “checkpoint” you have to see the next “checkpoint” and “puzzle” a way to get in it, but if you dont have any clue of if you have to go up, down, back or forward makes it a tedious try and error process if you dont use third part guides and this is not the way that puzzles have to run
That’s my favorite thing this season. Everyone seems to be using classes to their own intent, and tweaking the meta builds is certainly possible.
Even though revenant was nerfed, it does an excellent job with boonshare and it still has auto attack damage that can wreck.
I suck playing rev too, mainly because I haven’t had the time to get invested into practicing and memorizing complex rotations. What I like about revenant is that the builds appear to be versatile, considering how many rotations are available. It’s the hardcore class of the game.
complex rotations: this is one of main isues of this pvp system, some clases have solid rotations, when pvp have to be a reactive and good timing of skills game , you are playing agains humans not bots, if a classcan be played doing a determined and continuos chain of skills whithout considering that do the enemy player something is broken with that class
Who cares about this inaccurate leaderboards all is about 2 good players farming wins in a league with a lot of full solo players that cant go much higher than like 1600-1800 full solo because of all duo q’rs and system abuser “pros”. and they are put together in the same leaderboard which is a big mistake to rate every full solo player below duo farmers.
They abuse system,queue dodge, play at 4am, abuse in game bugs, learn to pay.I can’t take this leaderboard and competitive part of this game serious. Everyone just become crazy and do everything possible to be on top leaderboard ( not by skill and actually playing the game. )
europe top players at 27-12-2006 13:00
win loss
1 93 36
2 117 31
3 140 31
4 109 23
5 36 13
6 91 30
7 22 6
8 70 26
this exorbitant win loss ratio only can mean 2 things they play in GOD mode 8abusing system)or simply system not make top player play versus top players or worse they put together in same team versus not so top players
I think a lot of this discussion isn’t taking into account the fact that DH/Guard has the lowest base health pool in the game. I’m not going to deny DH is powerful right now, and they probably need a couple things looked at, but DH falls really, really fast once you break their defenses. Low base HP also severely limits the choice a DH has for amulets as you’re pretty much forced to take vitality somewhere, meaning you can’t have as many other stats as some classes. There ARE drawbacks to playing DH.
That being said, I’d say traps could maybe use an increase in cast time to start, so it’s not as easy to nuke players with them offensively. I think their power is fine, but they’re a bit too easy to spam currently. I also agree class-stacking is a problem and needs to be addressed, it’s not fun playing a match with 7 DH between 2 teams.
the apropiate change on traps is not add a casting time (guardians have bloks to ensure setting it properly), the most apropiate, i think, is shorten the cd of traps, but adding a second cd, longer, on activation, you can replace your unused trap easily, but if activated you cant drop a second in the same place imediatly, and this is the major issue as trap as major point denial, a trap preset on point and replaced imediatly for other on activation
Guardians are easy to play because unlike several other professions, they have a very clear design concept. With the current meta build (longbow/sword+shield), it boils down to:
- sword/shield for melee combat and blocking
- longbow for AoE and ranged combat
- traps for bunkering
You do not have to manage (a) pet(s), there’s nothing to overload or shatter, not much of a rotation due to the lack of mobility. You have a clear role – defense – and a very simple set of tools for that role. This makes the profession so attractive especially for newcomers to PvP.
And if you’ve played a guardian for more than a handful of matches, you’ll also know how very limited this toolset is. You are slow, you have to rely on cooldowns, your stationary traps are a major part of your damage in a gamemode revolving around mobility. If there’s nothing to defend, you’re just an extra.
Many players playing Guardians / DHs is the logcial result of many players trying out a recently revamped game mode, and settling for the path of least resistance. Perhaps they’ll stick with their DHs, perhaps they’ll move on. You should be happy that there’s an influx of new players to begin with.
perfect explaination, the other class whith a so clear concept is thief , but they are based on speed of play that makes them more dificult, but in mid-low tiers is incredible the thief players that you see that are mechanical competent but have no idea of their job in game
so a heavy who has access to
heavy burns and other condis
huge AOE unblockable point burst
CC (pulls) pushes
several skills to block for multiple seconds at a time
huge heals
1200 range backstab damage (true shot)
heavy armor (toughness)
teleportsdef a lil much. but its ok bc DH dont really bleed people so it balances out (sarcasm)
LOL, this is the tipical DH hate post, i have no idea on DH.
all classes have similar acces to such thinks, you are talking of at least 4 difent builds, and no one have acces at all at a time, heavy burning needs a build entirely dedicated to it and sacrifices range(they dont use LB, they use sword,focus, scepter and torch), traps, cc (if they use f1 lose the burn in every 3 atacks and they only burn other damage is anecdotic in burn guard)…
and so for the others builds
but how you dont have idea on DH and you can find in one match of stacked DHs all the diferent builds you think one can do all, burn you, cc you, trap you and shoting you whith the LB
I look at it this way. If you get to plat and just continue to play as you do without improving and other people start getting better and focus on improving those people will overtake the person no longer attempting to improve… so why should they get to stay if the other people have surpassed them?
Its not even that… I went 0-10 (intentionally) in placement and started in bronze. in a matter of 3 days i went to gold. I get to plat 1 and bounced out because due to bad rotations….. Im a 2 time legend and this season is just bs
So… match manipulation then?
No…. I used a bunker ele instead to just hold far/mid…. Its not exactly manipulation as it is contributing to the team. Im not sure if placement was 100% 0/10 might of been 2/8 but it wasnt 5/5 6/4 or anything
muahahaha you say it “intentionally”, and now i hope that it will be readed by someone of anet staf and judge it
I wouldn’t mind losing less rating for a close game. maybe if your team reaches 400 points, you lose half what you normally would. I lost 3 games in a row today. 2 of them were 478-500 and the other was 493-500. I am not exaggerating at all when I say I just wanted to lay down and cry after those games. If I lost less rating it would be much less annoying to lose a very close game
But then again, maybe not. I do not want it to become possible to grind out legendary division and this would be one thing making it more possible to do so. If you belong in a higher division than you are in, with the current system you will get there eventually. I guess what I am saying is it would make losing a close game a less unpleasant experience which is good, but on the other had it would make the league a bit less competitive, which should be avoided.
All things considered, my opinion is that the system for close games should stay as it is. I would not be too disappointed if it was changed though.
it sounds fair but…. we are talking about rating, if you lose in a close call its suposed to be a fair match and you lose, the correction must be done in blowouts, a blowout hapens wen you havent posibilitys to win, losing ranking for being throw in a unwinable match by the mm sistem is the awfull part not for losing a winnable one
I look at it this way. If you get to plat and just continue to play as you do without improving and other people start getting better and focus on improving those people will overtake the person no longer attempting to improve… so why should they get to stay if the other people have surpassed them?
Its not even that… I went 0-10 (intentionally) in placement and started in bronze. in a matter of 3 days i went to gold. I get to plat 1 and bounced out because due to bad rotations….. Im a 2 time legend and this season is just bs
and YOU are the problem in this league, you had to do your best in placements, and hold your position, not throw placements to farm an easy way to your suposed place, players as you deserve being punished in an eternal mmr hell for screwing players that dont have to be placed agains one of sup hability
and banned some days for match manipulation for screwing your teammates in placement match
(edited by megilandil.7506)
Or maybe they could actually make thief useful class instead of jumping around the map stealing bases and occasionally helping in teamfights?
I would say playing thief is most exhausting. I played with a thief yesterday who was doing his job really great, awesome mobility, stealing bases 1v1 and supporting us in teamfights when there was a need for that. I would say he had really high map awareness and knew his kitten, yet people who seem to fail to understand the game mechanics kept on insulting him anyways over doing nothing else then running around the map stealing bases.
I thought the daredevil build will change things a little bit but to be honest so far I haven’t seen any of them in ranked.
And yes, having three thieves might mean instant loss but I believe you could still pull it through playing some unorthodox strategy based on constantly stealing far and close, meanwhile harassing mid.
thief is usefull, their utility is stealing bases and +1, if you get a thief that do this you probably win the game, but there are a lot of thief that thinks their job is teamfigth or mindless dueling that are a burden for the team and turns the game a 4v5.
and most important, thief has a such specific role that only has ONE SLOT in team comp more thieves are a burden to team that causes the weight of big teamfights lays in the shoulders of 3 players being permanently outnumbered
You just proved my point. MMR is a long term calculation, that’s why at the very start of this new system it cannot put everyone where they should be. Fluctuations will be huge at the start and become lower the longer the system is running.
Farmers, AFKers and DCs happen on both sides, so again over a longer period of time these will not affect your ranking.
if they reseted the mmr the fluctuation may hapen, but they said they had do a “soft reset” and the placement matches are just and adjustment to recalculate your “true mmr”, and these big fluctuations indicates that this is not true, the reset was hard and the placement matches had a big impact
It’s the first season with the new rating system, so some people may get placed where they don’t belong initially. See it like this: you are climbing easily, it’s only been a week and you’re already in gold. The system is working. And next season initial placement will probably be better.
no, the sistem is not working: mmr is a long term calculation if there are big fluctuations something is wrong, the placement matches, the matchmaking itself , just a lot of farmers atracted to farm the ascended armor whithout any intention to push to win, etc something is wrong.
you have to get an aprox winratio of 50% (40 to 60%) due to placing matches with teams of your skill(mmr) sometimes they are slightly better and sometimes sligthly bader
Removing solo queue would be terrible for PvP… If the game mode really was designed for organized team play 5 man queuing would still be an option. There’s a good reason it’s not anymore. They just need to remove duo queue
conquest mode is designet for “organized teams”, and that is the reason that only may be playabe in solo or full team mode, in separate modes ofcourse, any form of “premade” is preorganized and mixing it with solos is giving them a terrible advantage that the sistem can calculate truly for the great amount of “false premades”(pugs that they dont know each others and joined together after wining a match to try to exploit this “advantage” or friends that join for trying and only have chitchat in her voicecomm)
for the soloers geting organized whith they randomly encounter is part of the gamemode
So, I was browsing the leaderboards today and I am literally laughing.
This guy has 50/50 w/l ratio and is there at 1849 rating.
http://i.imgur.com/tM3FetT.jpgThis guy on the other hand won 6, lost 4 and still he is placed at 1881.
http://i.imgur.com/AVJQWsX.jpgSo, I have won over a half of the matches I played and have only 953…
If you are worried about your rating being to low do not, anet simply doesn’t even want you to play with those people xD
Of course this is probably due to duoqueuing, but still, horrible system.
lol, what crap of post it is
your mmr is not a result of matches in this league, is a “skill” calculation based on your story in pvp, the best players in this league are the “historical” best players that plays that league not the ones whith best winratio in this league
the main fault of this league sistem is not set a timegate to join it after a few weeks dont leting enter more players ,and not set a minimum number of matches to qualify for being in rank, that causes that “historical best” players play few, just to mantain their status and not geting downed for not playing
There’s nothing wrong with duo.. it’s ridiculously easy to find a +1. If you want pvp to be easier then play in hot joins rather than a PvP League that’s literally meant to be difficult.
not is only to get a +1 the question is about enter in duo with coordinated builds, if you paly on random builds and no voicecom you are only two pugs that q together, if you play whit random builds and voice com you are two pugs who can call for +1 faster than others, but if you set your builds for complement each other and have voice coms you are clearly dominant
no, duo q is not healthy,duo q stagnates the meta in teambuilds that arent healthy for a soloq environement.
in a pure solo q environement the builds have to evolve to a more selfish ones, you cant expect suport for your sustain that makes pure dps builds squishy or dps if you are pure tank or substain that makes pure sustain/tank weak also , you have to build it up, but duo q bring players whith cordinated builds on the board(dps-suport, tank-tank, whith diferent specs that one covers the faults of other, or another tricky composition of interdependant builts ) that dominate the game clearly
no, what is the exact impact of 10 placement matches?
I agree that 10 matches arent enough to determine an exact ranking. But isnt the exact, final ranking kinda the goal of this season? I think with more matches played everyone will get closer to the division they belong.
In this subforum many players claim to be the only one with a clue in their team. I recently had a match where 3 people in my team were yelling at each other, everyone of them thought he/she were the best and everyone else were scrubs. What i want to say is i just dont buy it. Im playing in bronze myself and ive seen so many people rage in teamchat in the last few days who rushed far at start just to die there, dont use blocks on their DH and melt within seconds etc. There are quite a few players overrating their own skill-lvl.
What im wondering more about is all the chat-rage ingame. It happened sometimes in the last seasons (i didnt play too much pvp back then) and i thought it was because people were mad for loosing pips and winning streaks and thus progression to their legendary. I expected less rage with the change to the reward structure but actually i havent seen so much rage and toxicity like in the last few days.
no, if sistem are mmr based as they say, final ranking is not the objective, when you play a little amount of matches your mmr should be stable, it reflects your ability and climbs if you git gud and decreases if you make bad choices or get bad luck, you cant dramatically improve or be worse in 2 month that should be that represents a full div jump, people gaining/losing big amounts of mmr score implies system flawed and i assume that flaw is about of placement matches having big impact and the mmr soft reset not being so soft, i started that season in top gold 2 wining easily 6-7 (mostly blowouts and losing for a little margin the losed games) of the placement matches and enter a spiral of defeats(33% win loss ratio) that placed in mid silver 2 (a entire div) in only 25 matches and i have to battle againts players that clearly arent silver-gold, they belong higher, all previous seasons i get in ruby low-mid tiers or top saph(in the famous mmr hell season)that i asume is the same of silver 3 gold 1-2, not saying the high impact of the cordinated duos againts pure soloers
for that i think there are a vast community of farmers that smurfed their acounts in placement and go to their natural place in a very productive way stomping clearly worse soloers as a duo
I would win a lot more if my teammates were pros and could carry me.
ftfy
no but seriously, MMR of both teams facing each other is in the same range. So even if you get bad teammates, the enemy team should be bad aswell. So if you cant win against them, you are on the same skill-lvl as them and thus belong in the divison youre currently in.
Id suggest to improve own playstyle instead of blaming others. Its really amazing how much rage people ive seen the last few days in pvp.
no, what is the exact impact of 10 placement matches?
i know one player than was placed in bronze that sometimes in the old leaderboard get in and out of the top 1000 and now is bronze, not saying is top tier but clearly not bronze, me i asume that my place is silver-gold, never get on top 1000 of old sistem but i stayed near on a percentile of 96-99 and with a stable 45-55% win ratio and now im strugling to not fall to low silver confronting players with skills i never see in the mid divs other times, and that makes for me a point: screwed system that allows farming specially whith duos via smurfing
The only people who don’t realize that this new pvp system is incredibly flawed are the ones who haven’t been screwed over by this new system. (And, no, I’m not saying this because i am bad at the game, and no, i do not need to “git gud” the new system needs to “git gud”).
I’ve talked with players who don’t know left from right end up in gold or plat due to getting lucky on their first 10 rating matches, and i know people who end up in bottom tier bronze when they should be much higher due to getting unlucky in the first 10 rating matches. People need to quit saying the this new system is great just because they didn’t get screwed over by it. (Oh but I’m sure nobody is going to listen to me because I’m actually being honest about the system and pointing out that it’s flawed!)
Here’s the thing; if someone who PvPs on a daily bases and knows the ins and outs of every map, knows the rotations like the back of their hand, and is generally good at all things PvP, yet still gets stuck in bronze and unable to leave while NEW PLAYERS get instantly put into silver, something is definitely wrong.
And the fact that there are no team queues the whole system is less about skill and more about luck. Basically it boils down to if you get lucky enough to have teammates who aren’t completely incompetent and will actually communicate. Sure, gold tier and up might not be like that, but the other tiers are.
Good PvPers who genuinely want to improve and want to climb the ranks simply can’t unless they get lucky, and people don’t realize that! A good player can only carry so much when the odds are stacked so high against them.
as a medium-bad player (silver-gold) i see some things , they screewed again:
-duo farming(we dont see the mmr of adversaries we dont know how they balance duos but it is clear than despite the coms i see duos whith players clearly dont belong to silver-gold, they are at least platinum(they have bad luck in placement? or directly trowed matches to farm a easy way to their real place?, or smurfing again?)
this system seems good assuming that players want to compete with equals and improve, but this is not true there are a lot of people only wants easy wins an easy and quick farm
not puting safeguards to it, screws every sistem that they want to try a clear safeguard for example, if they alow duos, duo players count as high mmr plus something more for build and com coordination that dont have the solo players
I don’t think you realize how bad it is down here suffish. There MMR rating is just downright wonky. For instances, it will take my 40 games just to get out of bronze. (60 wins 20 loses) 140 to get to silver (200 wins 20 loses) and maybe MAybe if i’m lucky i might find a good match in gold…(300 wins 20 loses)
So far i’ve seen: Me a zerker vanilla thief win the healing stat multiple times.. (i am not traited for healing, it was all from withdraw)
-
4 people charge home at start (pretty common)
-
10 games where i was a pure boring kitten backcapper, and though i created a 150 point lead all 10 games ive seen it vanish in min’s since everyone else is fighting off point.
-
I have SB 1 (to death) all 5 player’s from an enemy team.-I’ve been followed around like a lost puppy (this is impressive since i am a thief, it would of took alot of work on there part)
-3 of the enemy team once seen me by myself, they all turned around and fled (no i’m not kidding)
-double capping HA! try triple or quad caps boy’s.
-I would be happy to run into keyboard turners at this point in time. Where i’m at at the moment i’m pretty sure most people haven’t even located there auto attack key yet.If i cut off one hand, and smash my other one with a hammer, we might just be “equally skilled” no… on second though i could probably keep up with these guy’s by using my feet.
There system is garbage, unless you started with a High rating. (honestly no matter what they do it will always be garbage, since they are not factoring in balance or more specially Reward VS RISK on diffrent professions)
your post is a example of the fault on positioning matches(bad sistem or players throwing this matches to get a profitable climb), if they work as intended, you get positioned in you niche and during a league you just will climb or down a division going from and a 40-60 aprox to 50-50 win loss ratio when you get your true niche of play i get in my case the oposite thing i started gold 2 wining easily the majority of placement matches and getin down to silver viewing clueless players in my team and some others with skills bastly superior to gold mmr(bad luck factor i supose the most times in oposite team).and i know the case of a exclan mate that has far better skills than me and starts in bronze
they said that will be a soft mmr reset and positioning matches just will adjust your positioning, but seems that mmr has a hard reset and positioning matches had a great impact in it
I cannot carry 4 other people in my team. It requires a team effort to win a game, yet I am personally affected (via rating, and therefore losing rating when they decide to crash into the DH zerg trap pile over and over in a match)
The league rating system is absolute garbage, and cannot be taken seriously, because it means you were lucky or unlucky, and that’s it. You can carry your hardest, cap points, decap, assist in teamfights and turn the tide, but if your team is chasing off points… leaving points uncapped after they killed the person decapping it (this happened a total of 10 times today alone), fighting off points, dying by going in 1v4… The list goes on.
But I do like the new reward system, so I got that going for me.
Rating needs to be changed to take into account personal contribution. Team healing, dmg, decaps, defense, offense, etc.
no, absolutly not, this is the worts idea for games, people doublecaping, abandonind points for go cap another etc etc etc to increase their stats this will cause more badplay
and yes, skill rank is a think. in a perfect stadistical case , you get the same proportion of bad teammates than you and better teammates than you provoking a 50/50 winrate tendence and this mesures your impact in this inreasing or decreasing that, but it is pure teory , bad luck exist and others factors like teamcomps etc .