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Upcoming PVP queue Changes

martianmnhuntermartianmnhunter Member, NW M9 Playtest Posts: 236 Arc User
edited March 2016 in PvP Discussion


So we know this:

1. No more super troll comps
2. Cryptic now has the technology to enforce certain classes (this and not only double of the same, even something like "dps", "healer" types could be forced, so every team will have a healer).
3. The reason for "2 of the same" might be because pvp population is low so they have to allow double TR, double pally etc to queue just to get games going
4. In the future we could petition to enforce only 1 of the same class (rainbow comps) if we unite together as a community.


This is a major step in the right direction though, I've always said the best way to flush out all the class balances is first start with class restriction per team, put 1 of everything and see how the game evolves, then make the adjustments.

Comments

  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User
    I like they let the 2 of same class because it allows you paragons synergies. example a master of flame wizard with a spellstorm wizard. a whisperknife with a mi etc etc.
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    I like they let the 2 of same class because it allows you paragons synergies. example a master of flame wizard with a spellstorm wizard. a whisperknife with a mi etc etc.

    Problem is it also allows two mi TRs, two protection pallies, two conqueror GFs... etc.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

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  • martianmnhuntermartianmnhunter Member, NW M9 Playtest Posts: 236 Arc User
    e
    clonkyo1 said:

    However, it only will be for pugging, on premades, that req can be ignored, so any premade without any big guild will still suffer from players from certain guilds drain them... But, as yourself said: i think it is a good change in the good direction too.

    No it's not, if you select "private" queue, domination disappears from the list.
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    I applaud the changes
  • kievitzkievitz Member, NW M9 Playtest Posts: 260 Arc User
    Right course yes, but imo, has to be only 1 class per party but no forcing to have one specific.
    Challenge que would be better, u could pick who u fight, and even challenge higher IL people if ya want
    or stick closer to your own IL

    im still waiting for a competitive ladder and party/character challenge option. For 1vs1 3vs3 and 5vs5

    This would get parties much closer to balance, than just allowing 2 of a kind chars per party.

    my thoughts, this needs class fixes and a more accurate way to compare gear and stats than current IL, and aint gonna happen :)

    implement a board, listing parties/chars in que by party/char composition and gear/IL
    make up a group/char and start looking for a similar gear/IL group/char to fight with
    you can agree to train, no record of the fight will be made
    challenge higher IL partys/chars for better rewards and challenge

    you have to sign in for the competitive ladders
    your poe ratings (personal and party overall effectiveness) determines your rank in the ladder
    wins/rank also rewards better when rising the ladder
    losing at higher ladder rank drops your poe more than at lower ladder rank
    *Losing to a lower poe foe drops your poe significantly
    K/A or win a better poe char/party gives extra poe, but loss takes normal poe
    climbing in the ladder gives party/char rewards *higher rewards at higher rank
    competitive party cannot switch party classes while in ladder
    you can compete in all vs ladders at the same time
    better poe ratings grant better rewards per match
    match points -/+ are determined by match poe ratings + ladder rank
    higher poe, higher gain or loss
    lower poe, lower gain or loss

    how poe ratings are determined:
    Gear, win/loss ratio, Played matches, match points (win/loss quality), K/D/A ratio, node cap/def/loss ratio

    1vs1 and 3vs3 are deathmatches, no nodes

    DOM 5vs5
    succesfull node cap/defence gives points, node loss to enemy reduces points towards win.
    Controlling 2 or 3 nodes triggers a timer (longer and shorter or fixed) when at zero, win.
    Timer only stops if 3rd,2nd or 2nd node is contested and only cancels if they are controlled.
    Succesful cap/s from either side after the timer is activated gives double points towards win.
    If 3 node control is reversed during a match to favor the other team,
    reversing the control gives 2x points from 3 nodes towards win

    or something like that.

    but yeah, not gonna happen. one can dream :)
  • xgrandz02xgrandz02 Member Posts: 702 Arc User
    edited March 2016
    an step but its not optimised,


    Primary Support classes:

    Such DC & Paladin should be only 1 per team of Both, Which means an OP or DC will be in your Team not both.
    Why simple reason: both have a high impact to the match and mostly they decide how it goes.

    Secondary support class: which is currently more Offensive Burst-DPS as long the Devs fix it.
    Only 1x GF per team

    Offensive classes:
    HR/TR/GWF/SW/CW max of 2 same Classes per team which is on the group requirements.


    examples of groups:

    1. DC/GF/XX/XX/XX
    2. OP/GF/XX/XX/XX

    3, DC/XX/XX/XX/XX
    4. OP/XX/XX/XX/XX

    5. GF/XX/XX/XX/XX

    6. XX/XX/XX/XX/XX

    (XX= HR/GWF/SW/SW/TR) Basibly the offensive classes are just fillers.


    Otherwise if all classes have the same requirement: of max 2. per class- Will nothing change!,
    2x DC / 2x OP or DC+OP in a team will bring no change to the match and it will be broken like always.




    Post edited by xgrandz02 on
    <::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    it really changes nothing...2 paladins are enough to ruin games...1 paladin is enough to ruin games, 1 ap dc is enough to ruin games, 2 gfs are enough to ruin games
    i like the change in mindset but still it changes nothing.
    i dont see 3 same classes in pvp since ages.
  • martianmnhuntermartianmnhunter Member, NW M9 Playtest Posts: 236 Arc User
    xgrandz02 said:

    an step but its not optimised,


    Primary Support classes:

    Such DC & Paladin should be only 1 per team of Both, Which means an OP or DC will be in your Team not both.
    Why simple reason: both have a high impact to the match and mostly they decide how it goes.

    Secondary support class: which is currently more Offensive Burst-DPS as long the Devs fix it.
    Only 1x GF per team

    Offensive classes:
    HR/TR/GWF/SW/CW max of 2 same Classes per team which is on the group requirements.


    examples of groups:

    1. DC/GF/XX/XX/XX
    2. OP/GF/XX/XX/XX

    3, DC/XX/XX/XX/XX
    4. OP/XX/XX/XX/XX

    5. GF/XX/XX/XX/XX

    6. XX/XX/XX/XX/XX

    (XX= HR/GWF/SW/SW/TR) Basibly the offensive classes are just fillers.


    Otherwise if all classes have the same requirement: of max 2. per class- Will nothing change!,
    2x DC / 2x OP or DC+OP in a team will bring no change to the match and it will be broken like always.




    I mentioned this could be the possibility. On preview the dungeon queue just like you described (Tank, Healer, DPS).

    This means they have the structure to use this in pvp if they wanted.
    Part of me wishes the first change that will come from this is force every team to have HEALER. for PUGS vs PUGS, a healer on every team will solve alot of frustration.

    1 class per team would the DREAM that so many of the players that quit were asking for.

    Let's wait and see what happens in mod9 and if pvp community becomes bigger we can ask for 1 class per team.

  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    I think this is a good starting point, and hopefully more class balance and bug fixes will follow :)
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • kweassakweassa Member Posts: 2,390 Arc User
    edited March 2016
    Too little, and definately too late.


    Maybe 2~3 mods ago, would have worked.
    Now, PvP is near dead. Nobody is around to even check if these changes work .
    Stop making excuses. Be a man.
    If you know something to be broken, stop using it.
    Otherwise, you've got no right to be speaking of 'balance.'
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  • sobobartek7sobobartek7 Member Posts: 2 Arc User
    Why They Changed Design Of Queues? Older Design Was Better.
  • jonkocajonkoca Member, NW M9 Playtest Posts: 2,586 Arc User
    I just hope it doesn't make the q too slow.
    No idea what my toon is now.
  • rschragerrschrager Member, NW M9 Playtest Posts: 59 Arc User
    jonkoca said:

    I just hope it doesn't make the q too slow.

    That's my concern right there; balance is a great concept, but if I have to wait 4 hours for the right combination of classes to queue before it'll build a group and start a match, none of this really matters. Said differently, I'd almost rather get my HAMSTER kicked every 10 minutes than wait hours for an even match...
  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    I do a lot of solo queue, and it still doesn't take too long to pop. Premades takes forever to pop though :\
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    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • tom626422tom626422 Member Posts: 4 Arc User
    > @kievitz said:
    > Right course yes, but imo, has to be only 1 class per party but no forcing to have one specific.
    > Challenge que would be better, u could pick who u fight, and even challenge higher IL people if ya want
    > or stick closer to your own IL
    >
    > im still waiting for a competitive ladder and party/character challenge option. For 1vs1 3vs3 and 5vs5
    >
    > This would get parties much closer to balance, than just allowing 2 of a kind chars per party.
    >
    > my thoughts, this needs class fixes and a more accurate way to compare gear and stats than current IL, and aint gonna happen :)
    >
    > implement a board, listing parties/chars in que by party/char composition and gear/IL
    > make up a group/char and start looking for a similar gear/IL group/char to fight with
    > you can agree to train, no record of the fight will be made
    > challenge higher IL partys/chars for better rewards and challenge
    >
    > you have to sign in for the competitive ladders
    > your poe ratings (personal and party overall effectiveness) determines your rank in the ladder
    > wins/rank also rewards better when rising the ladder
    > losing at higher ladder rank drops your poe more than at lower ladder rank
    > *Losing to a lower poe foe drops your poe significantly
    > K/A or win a better poe char/party gives extra poe, but loss takes normal poe
    > climbing in the ladder gives party/char rewards *higher rewards at higher rank
    > competitive party cannot switch party classes while in ladder
    > you can compete in all vs ladders at the same time
    > better poe ratings grant better rewards per match
    > match points -/+ are determined by match poe ratings + ladder rank
    > higher poe, higher gain or loss
    > lower poe, lower gain or loss
    >
    > how poe ratings are determined:
    > Gear, win/loss ratio, Played matches, match points (win/loss quality), K/D/A ratio, node cap/def/loss ratio
    >
    > 1vs1 and 3vs3 are deathmatches, no nodes
    >
    > DOM 5vs5
    > succesfull node cap/defence gives points, node loss to enemy reduces points towards win.
    > Controlling 2 or 3 nodes triggers a timer (longer and shorter or fixed) when at zero, win.
    > Timer only stops if 3rd,2nd or 2nd node is contested and only cancels if they are controlled.
    > Succesful cap/s from either side after the timer is activated gives double points towards win.
    > If 3 node control is reversed during a match to favor the other team,
    > reversing the control gives 2x points from 3 nodes towards win
    >
    > or something like that.
    >
    > but yeah, not gonna happen. one can dream :)

    Ladder is a must have for competitive pvp. Its a shame they didnt implement one yet. Getting killed in 1 shot from some pimped to the core player is not fun.
  • tom626422tom626422 Member Posts: 4 Arc User
    > @icyphish said:
    > I do a lot of solo queue, and it still doesn't take too long to pop. Premades takes forever to pop though :\

    If premades are being qued to face other pramades instead of some random pugs, then its a great step in the right direction.
  • tom626422tom626422 Member Posts: 4 Arc User
    > @kweassa said:
    > Too little, and definately too late.
    >
    >
    > Maybe 2~3 mods ago, would have worked.
    > Now, PvP is near dead. Nobody is around to even check if these changes work .

    i'll take a look later after game completes download. When the game first came out, pvp was my favorite aspect of the game. However, the power creep built up rapidly and i could not catch up, so i didnt bother participating after that. There is a reason why games like DOTA/LOL are so popular, its mainly because of the balance, instead of throwing you into impossible matches majority of the time.
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  • grimahgrimah Member Posts: 1,658 Arc User
    on saturday afternoon I checked to see how many people were in PvP. There were only 3 instances of domination and no GG or Siege. only 30 people in the world playing pvp on a weekend at a given time....

    yea it's dead.
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  • solbergxsolbergx Member Posts: 654 Arc User
    grimah said:

    on saturday afternoon I checked to see how many people were in PvP. There were only 3 instances of domination and no GG or Siege. only 30 people in the world playing pvp on a weekend at a given time....

    yea it's dead.

    How can you check that information?

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  • pando83pando83 Member Posts: 2,564 Arc User
    New queue system, same lame premade pugstomping going on. Don't fool yourselves. PvP guilds are, for the most part, still actively forming 3.5-4k premades to helplessly stomp 2k pug groups and troll them, abusing bubbledins, T.Shadowclad, ring of ambush and such.

    Most of these guys enjoy stomping, period. And the PvP system is DESIGNED to allow them to freely stomp. The devs thought this would push "normal players" to spend money, instead it made PvP empty.

    I'd say i've seen all PvP guilds except Absolute, since start of module 9/ new queue system, actively forming their lame premades, running around stomping 2k pug groups. Almost never see them having the balls to solo queue. Be it a partial premade or a mized premade. And of course, they do troll, kill when the match is decided/gg'ed, and abuse T.Shadowclad or other overpowered setups/ items.

    The devs should FORCE solo queue in pug PvP and create a separate queue for premades or half premades, but they don't. No respect for the devs or for these pugstomping premades. I thougt that after al lthe talk about the new queue system we'd see some changes, but apparently these guilds just enjoy stomping.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    Kinda hard to earn conqueror shards for the barracks if premades keep queuing for pvp even after they just stomped you. You see em again. They don't need a seal or shards, they got them already.

    Why can't they just let normal people get what they need without ruining their day.
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  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited March 2016
    only reason you dont see Absolute premade is because they are Essence of Aggression premade)))

    just waiting for the day they realize there arent another premades in que ...
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