Going to keep this short and to the point. Match Making is very off. Its not just the Gross Imbalances of Item levels, The class placement is very off. More often then not I find the team layouts consist of 2 class,2 class, 1 random vs 2 class, 2class, 1 random,
(Example 2 Clerics,2 Wizards,1 barbarian vs 2 Paladin/2 rogue 1Ranger Or any other Combination of that pattern.) Is there No way to work in a way to divide the classes more evenly among the teams?
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not to mention there are favored classes and less favored ones ,,just look at the Pvp leader board class distribution as it stands now with a few hundred players from the last few days
less warlocks guardian fighters and maybe some other class to a lesser degree
which brings me to my next point the pvp season rewards should be top 3 in each class not just top 3 over all ..makes no sense *shakes head*
randomizing players / match making is another good point once the 10 players have been pulled into the match tho
but dont forget both teams player were possibly matched / tabulated on some hidden elo value we cannot see that somehow "balances" those players win /loss numbers just not by class
we need word from the devs how the match making elo leaderboard /" reading item level" is working
This basically means whoever ends up in the team with the lesser experienced/geared/fewer op sigils team loses, however well they play. Rngesus is a pvp'er.
There should be some way to make people try PvP and enjoy it even at low gear level and experience. Would also work as practice. Be it brackets, or a vanilla queue where every player gets base gear, lesser enchants and no mounts/boons/any bonus...but should be done. Now it's been 6 years that the community discussed this issue in PvP, and the devs still didn't find a solution. There's no way for players to try PvP in a decent way, once they get to 80. You must go through a lot of PvE and really build your toon close to BiS, before you even try to step into PvP.
1st : it needs a que where all boons companions and mounts are disabled it just based on gear and skill
2nd: enchants need to be nerf'ed to rank 10s since this is currently what u can get quickly and easily from lock boxes or AH
just doing these things would get new players to the game to que and play pvp because they would have a chance
there also should be a que for lvl 80 below 20k ilvl and above 20k ilvl
the biggest problem with pvp atm is ( besides some broken things like artifacts and stuff) is u have to be ilvl 25k + to just stand a chance and that's 100% BS because at that point only the top players can play or will play meaning u have to wait 1hr or longer at times when they are not online just to get into pvp and get 1shotted by someone that's 10k more ilvl than u are..
which sadly brings me to my last suggestion ... is that u nerf all damage to a flat max damage .. meaning they can only hit for so hard.. say something like 50k for your hardest hits this allows for everyone to use everything they can and but at lest u will not get 1shotted
pvp has to get to a point where we can use alts and just pass around some gear and r10s and still have a great time in pvp because atm there is no point to use alts or to pvp at the start of lvl 80 and since this is a campaign it needs to be playable at the start of lvl80 not at the end
so no need to nerf damage if enchants are scaled maxed at rank 10 ..
if you nerf damage of Bis players attacking each other / pug attacking bis .. everyone becomes immortal / no one dies and no one can clear a node ... so instead of the bis killing you you cant kill him
consider the other side / consequences of nerfing damage and removing build diversity . if you nerf damage then people throw all their excess power into even more defensive enchantments