Its a huge mess. One tank is a striker and yet still tanky (GF). One striker is a tank who self-heals better than a cleric and yet still has the built-in ability to kill everything fast (HR). Whats up with that? And those are both re-balanced classes. A decent built char at 2.5-3k IL should be able to fight in pvp just fine but gets one rotated or 1 shotted because of stupid matchmaking (pitting him vs 4k, SH boons etc premades ) and stupid class balance. Some classes can stack all the item level in the world and still barely register as useful in a match. I voted gear gap originally but man did cryptic really mess up classes again. PVP is so bad there is no 1 major reason responsible, there are at least 3: class balance, power creep, matchmaking. These 3 things go together as equally important and equally broken.
Row, row, row your boat, Gently down the stream.
Merrily, merrily, merrily, merrily, Life is but a dream.
@pando83 You seem to not understand that communication tools are free available for everyone. Why do you even argue about that point... it's no ones fault but yourself to not use your voice. By your logic, we would need a variable in the elo system that recognizes players who used their mic and split them from the 'silent guys'
I understand your rants about other stuff, it's obvious to me why you complain after I was some time in-game but about this... kinda speechless.
It's like playing without enchantments slotted, you play at a "disadvantage" you have choosen yourself. Same applies to communication.
Communication and experience is in the end what makes you win. It's the most important part in any PvP environment.
This is nothing you can BUY but learn! So, everyone is able to speak and/or gather experience while playing the game.
I DO understand what you say, but it seems it's hard to understand what I mean in my posts from the beginning.
I'm not arguing about who's fault it is. My goal is to plan/ suggest a system where the number of one-sided matches is minimal. And i'm not on the losing side, to say the truth. I'm suggesting this from the point of view of someone who usually wins, when i play on my main. When i play PvP on my main (rarely) i beat 99.9% of the players i come across 1v1, even 2v1, and iLvL in my experience DO NOT surpass experience and build. I lose obviously when i meet Icy or you or any old player with more gear and more experience/ knowledge but i'm fine with it. Because it's still a challenge for me to see how long i can last or what i can learn from the fight. But if i meet a 4k GWF with little experience in PvP i beat him easily. And i don't like it.
So i think: it would be better if we got a system that could match players against people with similar PvP experience. I do not want to win easily against a less experienced player and think "good good, i won thanks to my superior experience/ knowledge". I want to win or lose, does not matter, but have hard fights against players that have a similar experience. So i make suggestions to have, in the end, a system that will put me against people with a simlar experience and setup.
And, in my opinion, the way is to base matchmaking on "performance". A player's performance in PvP, in a system where gear gap and class balance are addressed using ayroux and other players' suggestions, is affected by everything and is, therefore, more reliable. So, for example, if i queue, i want to end up fighting other 3k-3.5k players that play PvP as main game mode (PvP guilds), and not meet even 4k players that play like a certain crumbish CW, for example. Even fighting your GWF Ryu is more challenging than fighting a less experienced 4k player with a sub-optimal build.
I just seek a PvP system that creates the best matchups for more interesting fights. I'm not looking at who wins or loses. If i lose all the matches BUT i can have fun fights and balanced matches, i'm already happy.
This is why when i play PvP i stop fighting if either 1) the enemy can't fight me back or 2) my team can't fight back. Because that's not a fight and therefore, it's not fun. I couldn't care less about "wins" or "losses".
So to ayroux suggestions i'd add a matchmaking that also keeps into account performance. This way you cover ANY aspect that can influence a fight in PvP. Because i know that if i'd meet an unexperienced/unskilled player with same iLvL as me, i would beat him hands down and it would be no fun. I'd rather fight and lose against a more experienced/ skilled PvP-focused player.
I think PVP performance would have to be rated using kills,deaths,wins and other statistics. That method is easily exploitable and I personally think they should just stick to item level and prevent gear swapping once queue pops up. Isn't it already frowned upon anyways by the PVP community to swap for Soulforge during matches?
Most people would have played PvP if not for courage break rogues, dunk rogues. one rotate gfs, piercing damage HRs, Astral shield spamming clerics, and super push wizards (oppressor) and last but not least CC spam comps that require 0 timing to dominate a node and total disregard for player feedback concerning disparities.
Also the lack of game modes is a major contributor as well. Since they totally ignored all of the above imbalances (and even introduced a few more) PvP is essentially dead for the foreseeable future until they address the gigantic elephants in the room.
So i think: it would be better if we got a system that could match players against people with similar PvP experience.
And, in my opinion, the way is to base matchmaking on "performance". A player's performance in PvP, in a system where gear gap and class balance are addressed using ayroux and other players' suggestions, is affected by everything and is, therefore, more reliable.
So to ayroux suggestions i'd add a matchmaking that also keeps into account performance. This way you cover ANY aspect that can influence a fight in PvP. Because i know that if i'd meet an unexperienced/unskilled player with same iLvL as me, i would beat him hands down and it would be no fun. I'd rather fight and lose against a more experienced/ skilled PvP-focused player.
Yeah im not opposed to this, but its also not a "necessary change" to help fix PVP. I agree it would be ideal and something like ELO could be PART of the matchmaking process. "Skill" is hard to gauge though...
In the end, the GOAL of matchmaking is to make the game as fair as possible and skill determines the outcome. In doing so, you are bound to get matched with both better and worse players.
Bottom line though, there are more pressing issues than to worry about how to measure skill in the formula and once we get to a point where this is a concern, I would LOVE it because it means PVP has come a LONG way to being fixed.
Comments
Merrily, merrily, merrily, merrily, Life is but a dream.
I'm not arguing about who's fault it is. My goal is to plan/ suggest a system where the number of one-sided matches is minimal.
And i'm not on the losing side, to say the truth. I'm suggesting this from the point of view of someone who usually wins, when i play on my main. When i play PvP on my main (rarely) i beat 99.9% of the players i come across 1v1, even 2v1, and iLvL in my experience DO NOT surpass experience and build. I lose obviously when i meet Icy or you or any old player with more gear and more experience/ knowledge but i'm fine with it. Because it's still a challenge for me to see how long i can last or what i can learn from the fight. But if i meet a 4k GWF with little experience in PvP i beat him easily. And i don't like it.
So i think: it would be better if we got a system that could match players against people with similar PvP experience. I do not want to win easily against a less experienced player and think "good good, i won thanks to my superior experience/ knowledge". I want to win or lose, does not matter, but have hard fights against players that have a similar experience.
So i make suggestions to have, in the end, a system that will put me against people with a simlar experience and setup.
And, in my opinion, the way is to base matchmaking on "performance". A player's performance in PvP, in a system where gear gap and class balance are addressed using ayroux and other players' suggestions, is affected by everything and is, therefore, more reliable. So, for example, if i queue, i want to end up fighting other 3k-3.5k players that play PvP as main game mode (PvP guilds), and not meet even 4k players that play like a certain crumbish CW, for example. Even fighting your GWF Ryu is more challenging than fighting a less experienced 4k player with a sub-optimal build.
I just seek a PvP system that creates the best matchups for more interesting fights. I'm not looking at who wins or loses. If i lose all the matches BUT i can have fun fights and balanced matches, i'm already happy.
This is why when i play PvP i stop fighting if either 1) the enemy can't fight me back or 2) my team can't fight back. Because that's not a fight and therefore, it's not fun. I couldn't care less about "wins" or "losses".
So to ayroux suggestions i'd add a matchmaking that also keeps into account performance. This way you cover ANY aspect that can influence a fight in PvP. Because i know that if i'd meet an unexperienced/unskilled player with same iLvL as me, i would beat him hands down and it would be no fun. I'd rather fight and lose against a more experienced/ skilled PvP-focused player.
Also the lack of game modes is a major contributor as well. Since they totally ignored all of the above imbalances (and even introduced a few more) PvP is essentially dead for the foreseeable future until they address the gigantic elephants in the room.
In the end, the GOAL of matchmaking is to make the game as fair as possible and skill determines the outcome. In doing so, you are bound to get matched with both better and worse players.
Bottom line though, there are more pressing issues than to worry about how to measure skill in the formula and once we get to a point where this is a concern, I would LOVE it because it means PVP has come a LONG way to being fixed.