But Matchmaking is like that since forever, so What's the new?.
The fact is that matchmaking seems to "fail" this way more when you are in a certain page range. It didn0t happen that often to me and i started inspecting people only recently out of curiosity when i see a match clearly unbalanced for one of the 2 teams. Seems like if i am in a good leaderboard position with good rating, the game thinks i can take on 3-4 enemies. No matter the class or the gear.
Also perhaps part of the problem is in the partial premades groups some people form when PvPing. So that strong players are put together and then the other team is formed with what is available at that moment.
But yeah. Never really paid attention to it cause i don't really usually car if i win or lose. But looking at it, it amazed me.
But Matchmaking is like that since forever, so What's the new?.
Yeah it has been like that since forever, but there weren't so many unplayable games. I am sure of it. Either many people left PvP recently (reasonable) OR the number of super geared players (18k+) increased drastically OR the number of low/average geared players (10k-15k) fell drastically... Or a combination of those.
The matchmaking is so bad that, not only does it put players with much higher and lower gear score in your game, it also doesn't shuffle them. For example, last night I pvped, the highest geared player on my team was me with 14k (Rest were between 8k-12k). The LOWEST geared player on the other team was 14.8k. You could say - Well, there aren't that many players, so the matchmaking MUST put 8k players with 18k in one game. BUT it would at least make sense if the teams were put together so that the AVERAGE gear score would be close. It still won't be fun and won't be fair for lower geared players on the individual level, but at least it won't be lopsided.
The thing is, let's say in the past you could have joined domination and had 50-50 chance of either a competitive match with people w/ about your gear or a lopsided match against a premade/highly geared players that beat you 1000-100. Now not only for every 7 lopsided matches there's 1 competitive match, but you also add glyphs into the story, where if one team has 2 glyph users while the other has none, the match is ruined. Great.
And of course I don't mention GF's cheese, HR's rotations, the 1 active PvP mode... But those were "bearable" those things are the difference between an average PvP game and a good PvP game. The latest issues are the difference between an verage PvP game and an unplayable PvP game...
Matchmaking should include gear score, period. No 12k player has any business in a match against 16k+ players. There should be at the very least two brackets. I see people saying that's easily circumvented by swapping gear. All the devs have to do is make it so you can't change gear inside the arenas. Other MMO's have made it that way.
Auto-lock is not aiming.
Auto-gap closing melee with insta-rush to the enemy is not "timing" your move.
Holding down one button and look at laser beams automatically killing your enemies is not action either, nor skill.
Passive damage proccing from the above stuff is not action.
So it's not about dying. It's about fun and gameplay.
Minimum skill requirement in combat should be FLS: you aim in one direction, you shoot your power. If you aim and time correctly, you hit. If you fail and i outplay you, GTFO and die. Else the game becomes what it is now: a lamefest filled with FOTM guys with overgeared toons and poor skills, winning cause even when outplayed, all they need to do is hold down a button and rely on their gear.
Not mentioning the fact that KV, no matter the graphic settings, makes the game shake and lag so much it gets unplayable. Plain and simple.
I don't care if i win or lose. But have fun in a game yes, that is important to me. Devs made my class, GWF, fun again and no more easy mode, but turned most of the rest into a cheesy, automatic, easy mode thing. I always ask myself what kind ideas floated in the head of the guy who made these decisions. There should be some hidden reason, cause gameplay-wise, 90% of the choices made in module 4 are terrible. Truly terrible.
pando truly gets this. Rest of you that wanna rely on cheesy procs, should read these posts attentively.
is this what they're going into the console versions with?
gonna be a mess
I suspect they made all these changes exactly to appeal more to the console audience and make the game more "mainstream" aka easy to play. So you get auto lock, automatic damage and more assisted gameplay.
You know, one of the big issues that melee currently has is that with all the +stamina gain boons/equip we have now, players have much more ability to "dodge" or "blink" away from a melee class.
This has caused the GWF and GF to be FORCED to rely much more on autolock gap closers as well as prones/stuns.
GWFs -> takedown/FLS
GFs -> Lunging/Bull
If they want melee classes to not be "control" classes or classes that need abilities like this, or threat rush etc, then they need to create other ways for melee classes to STAY in range once in range.
I dislike the direction they went with GWF in they just kep bumping up the stun time on FLS/Takedown. I think a better possible solution is to create passive abilities, weapon enchants, strengthen encounters that put movement debuffs on targets. This allows melee classes to have ability to STAY in range.
GFs have Knee Breaker. GWF "Not so Fast".
You could also add passive movement slows to feats/armor bonuses ETC.
THEN you can reduce/remove the 3 second stuns and the auto/lock gap closers for melee classes.
You know, one of the big issues that melee currently has is that with all the +stamina gain boons/equip we have now, players have much more ability to "dodge" or "blink" away from a melee class.
This has caused the GWF and GF to be FORCED to rely much more on autolock gap closers as well as prones/stuns.
GWFs -> takedown/FLS
GFs -> Lunging/Bull
If they want melee classes to not be "control" classes or classes that need abilities like this, or threat rush etc, then they need to create other ways for melee classes to STAY in range once in range.
I dislike the direction they went with GWF in they just kep bumping up the stun time on FLS/Takedown. I think a better possible solution is to create passive abilities, weapon enchants, strengthen encounters that put movement debuffs on targets. This allows melee classes to have ability to STAY in range.
GFs have Knee Breaker. GWF "Not so Fast".
You could also add passive movement slows to feats/armor bonuses ETC.
THEN you can reduce/remove the 3 second stuns and the auto/lock gap closers for melee classes.
Dude pls tell me whats the point of slow vs class with dodges?
Matchmaking should include gear score, period. No 12k player has any business in a match against 16k+ players. There should be at the very least two brackets. I see people saying that's easily circumvented by swapping gear. All the devs have to do is make it so you can't change gear inside the arenas. Other MMO's have made it that way.
Shouldn't there be more brackets? No 8k gs player has any business in a match against a 12k gs player
And before you say minimum gearscore, think very carefully if for a second, cryptic would enforce a 10k gs minimum requirement on pvp modes
I think it's safe to say that casual PvP is now dead. If you're a 18k+ player, you could probably join and compete with players of similar gear, but many of the casual players left, leaving only the pre-mades and the high end players.
Even if they remove the glyphs right now, it will take a few weeks for the casual players to return to PvP, if not more.
Shouldn't there be more brackets? No 8k gs player has any business in a match against a 12k gs player
And before you say minimum gearscore, think very carefully if for a second, cryptic would enforce a 10k gs minimum requirement on pvp modes
I said at least two brackets. Three would be preferable. They also need to lower the price on the 1st tier pvp gear and remove the seal requirement for grym gear. So then you'd have lets say for giggles tier bracket no higher then 11.5 k tier two 11.5+k - ohhhh 15.5k and then top tier. Something like this would give people a progression through end game pvp with gear and bracket progression. Eventually and not to long after implementing things would even out where most people would be in bracket two. I know I know....people are gonna say but wait!! The top tier pvpers with the 18-20k GS will have super long waits!! Honestly....who F'in cares. You 13 people can square off against each other and have at it.
I think it's safe to say that casual PvP is now dead. If you're a 18k+ player, you could probably join and compete with players of similar gear, but many of the casual players left, leaving only the pre-mades and the high end players.
Even if they remove the glyphs right now, it will take a few weeks for the casual players to return to PvP, if not more.
Actually most of the highend players left PvP too.
Comments
The fact is that matchmaking seems to "fail" this way more when you are in a certain page range. It didn0t happen that often to me and i started inspecting people only recently out of curiosity when i see a match clearly unbalanced for one of the 2 teams. Seems like if i am in a good leaderboard position with good rating, the game thinks i can take on 3-4 enemies. No matter the class or the gear.
Also perhaps part of the problem is in the partial premades groups some people form when PvPing. So that strong players are put together and then the other team is formed with what is available at that moment.
But yeah. Never really paid attention to it cause i don't really usually car if i win or lose. But looking at it, it amazed me.
The matchmaking is so bad that, not only does it put players with much higher and lower gear score in your game, it also doesn't shuffle them. For example, last night I pvped, the highest geared player on my team was me with 14k (Rest were between 8k-12k). The LOWEST geared player on the other team was 14.8k. You could say - Well, there aren't that many players, so the matchmaking MUST put 8k players with 18k in one game. BUT it would at least make sense if the teams were put together so that the AVERAGE gear score would be close. It still won't be fun and won't be fair for lower geared players on the individual level, but at least it won't be lopsided.
The thing is, let's say in the past you could have joined domination and had 50-50 chance of either a competitive match with people w/ about your gear or a lopsided match against a premade/highly geared players that beat you 1000-100. Now not only for every 7 lopsided matches there's 1 competitive match, but you also add glyphs into the story, where if one team has 2 glyph users while the other has none, the match is ruined. Great.
And of course I don't mention GF's cheese, HR's rotations, the 1 active PvP mode... But those were "bearable" those things are the difference between an average PvP game and a good PvP game. The latest issues are the difference between an verage PvP game and an unplayable PvP game...
pando truly gets this. Rest of you that wanna rely on cheesy procs, should read these posts attentively.
gonna be a mess
I suspect they made all these changes exactly to appeal more to the console audience and make the game more "mainstream" aka easy to play. So you get auto lock, automatic damage and more assisted gameplay.
This has caused the GWF and GF to be FORCED to rely much more on autolock gap closers as well as prones/stuns.
GWFs -> takedown/FLS
GFs -> Lunging/Bull
If they want melee classes to not be "control" classes or classes that need abilities like this, or threat rush etc, then they need to create other ways for melee classes to STAY in range once in range.
I dislike the direction they went with GWF in they just kep bumping up the stun time on FLS/Takedown. I think a better possible solution is to create passive abilities, weapon enchants, strengthen encounters that put movement debuffs on targets. This allows melee classes to have ability to STAY in range.
GFs have Knee Breaker. GWF "Not so Fast".
You could also add passive movement slows to feats/armor bonuses ETC.
THEN you can reduce/remove the 3 second stuns and the auto/lock gap closers for melee classes.
Shouldn't there be more brackets? No 8k gs player has any business in a match against a 12k gs player
And before you say minimum gearscore, think very carefully if for a second, cryptic would enforce a 10k gs minimum requirement on pvp modes
Even if they remove the glyphs right now, it will take a few weeks for the casual players to return to PvP, if not more.
I said at least two brackets. Three would be preferable. They also need to lower the price on the 1st tier pvp gear and remove the seal requirement for grym gear. So then you'd have lets say for giggles tier bracket no higher then 11.5 k tier two 11.5+k - ohhhh 15.5k and then top tier. Something like this would give people a progression through end game pvp with gear and bracket progression. Eventually and not to long after implementing things would even out where most people would be in bracket two. I know I know....people are gonna say but wait!! The top tier pvpers with the 18-20k GS will have super long waits!! Honestly....who F'in cares. You 13 people can square off against each other and have at it.
Actually most of the highend players left PvP too.