Control Wizard: Maelstrom of Chaos: Fixed a bug allowing power to stun control immune targets.
Great Weapon Fighter: Slam: Fixed a bug allowing Slam to interupt bosses and control immune players.
This change is bull. I rarely run MC 3/3, and I don't think I will anymore. What's the point? I have to try 10x harder to beat a boss that generally drops HAMSTER anyways. Might as well just bug him now. I don't see how you guys could fix a 'bug' like this yet not fix the obvious bug that can allow you to duo this dungeon with an HR and a TR.
so 4x cw teams in mc again ......no more room for gf or gwf or tr what a great idea btw if u guys wanted to make it harder u could at least buff up sets from there 4 set parts bonus is carap at every class
. . . I do not like this one bit. Instead, each paragon path lacking this interrupt should have had one of their dailies made to do what these do. I feel as though this is being "fixed" because of PvP which is in turn affecting PvE, which is the wrong way to fix things. If such is too much in PvP, balance it in a way that is not affecting PvE, I.E. disable the interrupt/stun against Players only. Please reconsider this.
I agree. it feels like the TR nerf all over again (Nowadays, alot of people call the TR useless and even if it's not the case, there's some truth in this).
I agree some things have to be changed in order to balance PVP but it should not affect PVE.
What i really miss in this game are those so called 'bugs' which actually bring a bit more technique to the boss fights an dungeon delving. There should actually be more techniques to master besides only fighting which would require a real team effort and mastering one's character movement. After all isn't part of AD&D about the many possibilities to achieve a goal ? Let us avoid monsters, trap them through a hard-to-reach device, diminish them through an magical thayan device that can only be gotten through a survival room where monsters would swarm while someone needs to pick the lock... dunno.. be creative, be actual game masters !
0
l3g10nna1reMember, NW M9 PlaytestPosts: 372Arc User
edited February 2014
@ Panderus
Can you please Reply to the Topic of Leavers Penalty which so far 8 people have asked?
No offence but your game is Quite prone to DC (DC - Disconnecting/Disconnected) a lot of players if this happens players who are only disconnected will then suffer a 30 minute window because of Your " Servers " Wow System when they added this had the same issue a DC was the same as leaving the game and didn't go down very well, Im not saying all disconnections will be server related but in fair so far in my own experience it has been, (Even the switching characters and kicking you off hasn't been fixed since Day ONE)
[*]Due to the removal of the newly added Tier 2 PvP gear from the last preview update, some players may have broken equipment in their inventory. It is safe to discard these items, we apologize for any inconvenience this change may cause.
[/List]
I logged in and not only didn't have the broken armor but lost all the enchants, weapon enhancement, armor enhancements that was in the armor not to mention the wasted glory used to buy the armor.. this was more then an inconvenience... Can barely test the pvp stuff due to lack of players and now I have lost everything that was in the now gone new gear that took a week of transfers to create? I know this is a test server and all but come on. atleast make it to where we can freely test stuff if your gonna make our stuff go poof or better yet put in a merchant for everything that is free and make it to where we can test stuff freely.
On the bright side I am glad to see the quiter penalty
New Feature
Leaver Penalty: Leaving a PVP match that is currently in progress will incur a leaver penalty for 30 minutes. During this time you may not queue for any content using the queue system. Only the first 2 players to leave a Domination match, or the first 5 players to leave a Gauntlgrym match on each team will be affected.
Does the system differentiate between different "Leaving a PVP match" reasons?
* leaving (="leave group"),
* being kicked (system decides you are now long enough on the toilet, washing hands is a luxury reserved for others)
* disconnects (sometimes my ISP feels I need a 30s break from my internet)
* NW CTD (crash to desktop & report sending)
* general crashes (once in a while my GFX card overheats, I get a black screen and have to hit the "reset" button - this is certainly the solution, though I might have a different problem)
Imaginary Friends are the best friends you can have!
This change is bull. I rarely run MC 3/3, and I don't think I will anymore. What's the point? I have to try 10x harder to beat a boss that generally drops HAMSTER anyways. Might as well just bug him now. I don't see how you guys could fix a 'bug' like this yet not fix the obvious bug that can allow you to duo this dungeon with an HR and a TR.
Not really. Sure someone will come in and say the beat the fight solo, naked, on a level 1 toon, while playing blindfolded, after walking up hill in the snow to reach their Atari 2600 which they mod'ed to play neverwinter.
[...]
I honestly have no proper feedback regarding the leaver penalty right now as very little is known. It would be great if we could also know what's considered as a "leave" by this newly imposed penalty. We should also consider the reasons as to "why" people quit. Based on my observations and experience in PVP, it's usually because players think that they will not be able to win against their opponents, and they can't be bothered to play what they consider as a "losing match." This happens because they are matched up against VERY well-geared players, or they are new to level 60 PVP which is the harshest of all levels for PVP. I think the Elo Matchmaking itself will reduce the amount of leavers because players will be matched up to other players within their skill level and gear score range. Punishing people for leaving when you remove their reason for leaving will pretty much be overkill, in my opinion.
Feedback: New PVP Sets.
- I LOVE THEM. Thank you for creating so many choices for PVP-ers. I logged into Preview a while back just to see the stat combinations of the new sets but I was particularly disturbed by the lack of Armor Penetration for the TR sets. Although I like how the Executioner gear has Recovery.
I do have one request, however. Some of us use these sets for the set effects in PVE. Would it be possible to create a system where we can trade our Profound T2.5 sets into non-PVP versions? I'm not sure how much work it'll be to code such a system but what I'm sure of is that it'll greatly please many players who use their PVP gear for PVE. It'd be a shame if the T2.5 PVP sets stayed for PVP only with their awesome effects that can prove valuable for PVE as well.
If you're going to implement a leaver penalty like this (no queueing for *anything*? ouch), then please move the Arena PVP hour so that it is not directly before the Dungeon Delves hour. It would suck to get DC'ed from a PVP match, then not be able to queue for any dungeon at all during the start of prime DD time.
And I hope the PVP "quitter penalty" whiners are happy. I just now won't queue for any PVP match at all and I'm sure a lot of casual PVE players won't either once they realize the severity of the penalty. Enjoy your long queue times.
And please don't nerf Maelstrom of Chaos or Slam. It is the only way to do successfully the Valindra/Fulminorax fight for 10k-11k teams, which by the way is still above the minimum GS level for this dungeon. I cannot speak to Slam, but for CWs to even use MoC, CW's have to make a lot of tradeoffs: (1) can't choose Master of Flame; (2) have to spend 1 power point in this one daily that is only used in this one fight; and (3) it has a very very slooooooow animation time, easily prone to being disrupted by a Fulmi knockback or a necessity to dodge when a red circle emerges underneath you right when you begin casting it.
And yes it will lead to taking more CWs to MC, because if one Ice Knife can't take out Val the first time, then 2 or 3 will likely do it. TRs in principle would also be advantaged by this change, but a TR must first run to Val, while CWs can cast IK from range. As it stands now, MC is completely doable with only one CW, which is what people want, right - dungeons that don't require multiple CWs to finish successfully?
I was among first parties for MC during its release on the Preview server then i've done it few times on live as both GF and DC.
Well, at start it was way too boring between thoose map glitches and bugged spells from Fulminorax (breath & wing, no real attack mechanic as for Azarzhel and so on) but it was cleary doable without expert group. I've done succesfully it with mainly 3 setup : 2CW/GF/TR/DC, Monoclass (HR wasn't here) and 2 GWF, CW, GF, DC without any MoC and Slam bug abuse ...
Many were PUGS but anyway we had clear orders from the party leader and even sometines we had to display our microphone trough the game to avoid teamspeak meeting.
Top tip for passing the time : Read a book, write a book or book a holiday for your book !
And for heaven's sake. CWs have been nerfed continually for months now, with no class-specific buffs.
High Vizier - nerfed
Shield AP gain - nerfed
Entangling Force AP gain - nerfed
Shard of the Endless Avalanche - bugged and/or nerfed
About 40% of the CW's encounters don't benefit from Armor Penetration anyway, including many of the most useful ones
Now Maelstrom of Chaos is going to be nerfed.
If the devs really want CWs to be able to do only positional control - i.e., just move mobs around but not be able to hurt them - then really, get rid of all of the other encounters, give us back the old Entangling Force/Shield AP gain, and just give us the one daily of Arcane Singularity. CWs will have almost no DPS but hey, we will be able to place the mobs exactly where you want.
Control Wizard: Maelstrom of Chaos: Fixed a bug allowing power to stun control immune targets.
Great Weapon Fighter: Slam: Fixed a bug allowing Slam to interupt bosses and control immune players.
Oh goodness, something that I had mentally pegged as unexpectedly elegant boss mechanic design has been declared a bug and "fixed". That's an unwelcome surprise.
Domination Victory requires you to win once in order to get the rewards. It's an easy 4k rAD's, Seal and 500 Glory. When I looked at the quest in Preview a while back it doesn't seem to be showing the Seal as one of its rewards though. Just 500 Glory and 4k rAD's.
Do I understand correctly - you are making MC final boss impossible to beat or this "fix" is about something else?
Oh no no no. It would not be impossible at all. You just need a team that has 13k GS minimum and with everyone having Greater Vorpal minimum. Despite that it's a 9.2k GS minimum to enter....
Lately they constantly "fix" CW, mostly quietly. At least this time it was announced.
Singularity now affects only some enemies - this wasn't in any patch notes
Steal time now affects only some enemies - also wasn't announced
Shield pushes only some enemies - at least this was announced
Repel only pushes few enemies (mostly ones you don't want to push) - I think this wasn't announced too.
In same time HRs get more and more powerful - I play with both and can notice changes even if they are not announced.
Also I notice some "dynamic" changes in some dungeons - one day some bosses deal 6k damage per hit, next day they do 17k. This can't be explained with buffs potions or other things - difference is way too big to be random.
A new PvP currency, Seals of Triumph, has been added.
A temporary vendor, “Gauntlgrym Trader,” has been added to the Trade of Blades.
Do we get these Seals by winning PvP domination and completing pvp dailies? Is there a limit to how many we can get in period of time? Any requirements- must be in top 5 or top 10?
Does temporary mean it will not see live and it is only available on the preview for a short period of time? Just asking because due to T2 gauntlgrym pvp not having tenacity, T1 pvp is perhaps the best option for pvping until we can get the Grim sets. So does that make Gauntlgrym a bit obsolete in pvp sense?
Please no! please!
It's next to impossible to burst down Valindra before she kills the person she is choking.
Furthermore by the time you get to the portal there's next to no time to kill the target.
The only reason this dungeon was possible for maybe anybody besides the most elite of the elite players were because of this "bug."
Please do not put this live before re-evaluating the challenge of this dungeon!
I beg to differ if anything they should increase the difficulty on VT and MC they are both nothing but a pug group joke just bring 4 dps and a healer and they can be ran with your eyes shut. If you are having issues getting to the target and killing than I have a feeling you are tunnel visioning and the rest of your party is also. You need to have more spacial awareness.
Well , I say we do not care about this change in the slam for the gwf is no controller.
The description of the role of gwf against final bosses is as follows :
When fighting the main bosses in dungeons , usually the best role for the Great Weapon Fighter is to focus on killing the adds . The only times the Great Weapon Fighter Should focus on hitting the main boss is if all the adds are dead , the boss has very few hit points left , there is insufficient other dps , or if the boss and adds can be caught in the same area attack . http://neverwinter.gamepedia.com/Great_Weapon_Fighter
Additional to this, I look at the description of the GF in the wiki , I find this:
"When fighting the main bosses in dungeons , usually the best role for the Guardian Fighter is to grab boss aggro and drag the boss to one side of the area . Then the Rogue can do tremendous damage with combat advantage without having to worry about any of . the adds That way, the other three classes Also can concentrate on What They are best at : crowd control and area effect damage for the CW and GWF , and , in the case of the cleric , keeping everyone else alive . "
The big question is : Will the gwf is , even with the bleed and other minor improvements , so important to fight a crowd like the cw in any gear / level ? Unless the slam start scoring critical - among other changes relevant class - I do not see how this change can be called balance.
Do not misunderstand me , the gwf is MUCH stronger now and I 'm happy with it despite these controversies of the forum , but I think that certain changes may be further delayed. The gwf overall still lacking.
ps: I hope that no one understands the post as a subliminal request for nerf the cw. what is good must continue good, what is bad needs to improve.
I beg to differ if anything they should increase the difficulty on VT and MC they are both nothing but a pug group joke just bring 4 dps and a healer and they can be ran with your eyes shut. If you are having issues getting to the target and killing than I have a feeling you are tunnel visioning and the rest of your party is also. You need to have more spacial awareness.
Okay, fine. I challenge you to go to either VT or MC with a PUG group that has a 10k GS average, and finish it. Go ahead. And don't use Slam or MoC either.
Okay, fine. I challenge you to go to either VT or MC with a PUG group that has a 10k GS average, and finish it. Go ahead. And don't use Slam or MoC either.
Also post a video from the very start , you queue get in a completely random party average GS 11k-13k like most PUG groups if you are lucky then run it "with your eyes closed" and without anybody using MoC or Slam , I am eager to witness your "spacial awareness " as it would be most educational , and that's not even messing about , both myself and many others here would like to see this.
Honestly, I want to see some videos of people running the dungeons with a rainbow party at minimum GS. If you guys are going to suggest that this can be done with pugs, or it's so easy, then go to minimum GS and complete it with a rainbow party of pugs. I get that once you hit full R10s and orange artifacts, perfect enchants that this game becomes very easy. I wouldn't mind if we had 15k GS minimum dungeons, but we don't. So if you're getting bored with the difficulty level just build new characters until they come up with something challenging. Do us all a favor and shut your mouth about how easy it is and how you could do it with only one appendage that is coming from your crotch.
I find it funny that the wiki suggests that GWFs should focus adds during a boss fight. Most if not all strategies involving a GWF and a CW involve putting singularity near the boss so that the GWF can apply Deep Gash to the whole field INCLUDING the boss. I've rarely seen a boss fight to where the GWF ran around smashing adds. Typically the GF's role is different too. Any class can drag the boss into the corner, but no class can grab all of the aggro of the room's adds without having to hit them or have the other members of the party interfere. If that's what the wiki says, are these devs unaware of how their own classes actually work?
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited February 2014
The wiki is written by players, not devs
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
When I was playing on holiday some months ago, due to the unstable connection, I kept seeing new chat lines, whilst unable to chat myself or act, with connecting to server timer ticking.
What I noticed about PvP matches at present is that:
1. If you get disconnected (have to login again), upon returning you are removed from the match, even if it was only for a few seconds ("you are no longer on your team")
2. If you crash or force close your game (alt+f4, task manager), you can login and return even 10 minutes later and just continue as if nothing had happened
To add another thought:
On live, every slot in a running PvP match that becomes open seems to be offered to more than 1 person that is queuing for PvP. As a result, accepting (or waiting to accept) can 80% of the time lead to you entering the arena and being imediately kicked from it by the system (you are no longer on your team). Would this also factor into the leaver penalty?
This would be rather difficulty/impossible to test on Preview as a result of the small population there (I tried queuing quite a few times over the last week and never got in)
Comments
This change is bull. I rarely run MC 3/3, and I don't think I will anymore. What's the point? I have to try 10x harder to beat a boss that generally drops HAMSTER anyways. Might as well just bug him now. I don't see how you guys could fix a 'bug' like this yet not fix the obvious bug that can allow you to duo this dungeon with an HR and a TR.
I agree. it feels like the TR nerf all over again (Nowadays, alot of people call the TR useless and even if it's not the case, there's some truth in this).
I agree some things have to be changed in order to balance PVP but it should not affect PVE.
What i really miss in this game are those so called 'bugs' which actually bring a bit more technique to the boss fights an dungeon delving. There should actually be more techniques to master besides only fighting which would require a real team effort and mastering one's character movement. After all isn't part of AD&D about the many possibilities to achieve a goal ? Let us avoid monsters, trap them through a hard-to-reach device, diminish them through an magical thayan device that can only be gotten through a survival room where monsters would swarm while someone needs to pick the lock... dunno.. be creative, be actual game masters !
Can you please Reply to the Topic of Leavers Penalty which so far 8 people have asked?
No offence but your game is Quite prone to DC (DC - Disconnecting/Disconnected) a lot of players if this happens players who are only disconnected will then suffer a 30 minute window because of Your " Servers " Wow System when they added this had the same issue a DC was the same as leaving the game and didn't go down very well, Im not saying all disconnections will be server related but in fair so far in my own experience it has been, (Even the switching characters and kicking you off hasn't been fixed since Day ONE)
I logged in and not only didn't have the broken armor but lost all the enchants, weapon enhancement, armor enhancements that was in the armor not to mention the wasted glory used to buy the armor.. this was more then an inconvenience... Can barely test the pvp stuff due to lack of players and now I have lost everything that was in the now gone new gear that took a week of transfers to create? I know this is a test server and all but come on. atleast make it to where we can freely test stuff if your gonna make our stuff go poof or better yet put in a merchant for everything that is free and make it to where we can test stuff freely.
On the bright side I am glad to see the quiter penalty
Does the system differentiate between different "Leaving a PVP match" reasons?
* leaving (="leave group"),
* being kicked (system decides you are now long enough on the toilet, washing hands is a luxury reserved for others)
* disconnects (sometimes my ISP feels I need a 30s break from my internet)
* NW CTD (crash to desktop & report sending)
* general crashes (once in a while my GFX card overheats, I get a black screen and have to hit the "reset" button - this is certainly the solution, though I might have a different problem)
there are 20 people out there who say they can 3 man it, and only a gazillion who failed every time. In a 5 man group.
They got to make it harder.
See link http://nw-forum.perfectworld.com/showthread.php?600991-Harder-dungeons-please
I also like the comment in the other thread thread: http://nw-forum.perfectworld.com/showthread.php?601301-What-does-it-take-to-down-the-Dracolich-in-CN
Feedback: New PVP Sets.
- I LOVE THEM. Thank you for creating so many choices for PVP-ers. I logged into Preview a while back just to see the stat combinations of the new sets but I was particularly disturbed by the lack of Armor Penetration for the TR sets. Although I like how the Executioner gear has Recovery.
I do have one request, however. Some of us use these sets for the set effects in PVE. Would it be possible to create a system where we can trade our Profound T2.5 sets into non-PVP versions? I'm not sure how much work it'll be to code such a system but what I'm sure of is that it'll greatly please many players who use their PVP gear for PVE. It'd be a shame if the T2.5 PVP sets stayed for PVP only with their awesome effects that can prove valuable for PVE as well.
And I hope the PVP "quitter penalty" whiners are happy. I just now won't queue for any PVP match at all and I'm sure a lot of casual PVE players won't either once they realize the severity of the penalty. Enjoy your long queue times.
And yes it will lead to taking more CWs to MC, because if one Ice Knife can't take out Val the first time, then 2 or 3 will likely do it. TRs in principle would also be advantaged by this change, but a TR must first run to Val, while CWs can cast IK from range. As it stands now, MC is completely doable with only one CW, which is what people want, right - dungeons that don't require multiple CWs to finish successfully?
Well, at start it was way too boring between thoose map glitches and bugged spells from Fulminorax (breath & wing, no real attack mechanic as for Azarzhel and so on) but it was cleary doable without expert group. I've done succesfully it with mainly 3 setup : 2CW/GF/TR/DC, Monoclass (HR wasn't here) and 2 GWF, CW, GF, DC without any MoC and Slam bug abuse ...
Many were PUGS but anyway we had clear orders from the party leader and even sometines we had to display our microphone trough the game to avoid teamspeak meeting.
High Vizier - nerfed
Shield AP gain - nerfed
Entangling Force AP gain - nerfed
Shard of the Endless Avalanche - bugged and/or nerfed
About 40% of the CW's encounters don't benefit from Armor Penetration anyway, including many of the most useful ones
Now Maelstrom of Chaos is going to be nerfed.
If the devs really want CWs to be able to do only positional control - i.e., just move mobs around but not be able to hurt them - then really, get rid of all of the other encounters, give us back the old Entangling Force/Shield AP gain, and just give us the one daily of Arcane Singularity. CWs will have almost no DPS but hey, we will be able to place the mobs exactly where you want.
Rogues have 80' Deft Strike from Stealth and bursts in par with Ice Knife.
Okay. Your TR can go ahead and use these two encounters (Deft Strike, Lashing Blade?) in rapid succession. My CW will press one button.
Oh goodness, something that I had mentally pegged as unexpectedly elegant boss mechanic design has been declared a bug and "fixed". That's an unwelcome surprise.
I've got a question about Seals of Triumph. Aside from the daily PVP quests, are there any other ways of earning these seals?
Do I understand correctly - you are making MC final boss impossible to beat or this "fix" is about something else?
Oh no no no. It would not be impossible at all. You just need a team that has 13k GS minimum and with everyone having Greater Vorpal minimum. Despite that it's a 9.2k GS minimum to enter....
Singularity now affects only some enemies - this wasn't in any patch notes
Steal time now affects only some enemies - also wasn't announced
Shield pushes only some enemies - at least this was announced
Repel only pushes few enemies (mostly ones you don't want to push) - I think this wasn't announced too.
In same time HRs get more and more powerful - I play with both and can notice changes even if they are not announced.
Also I notice some "dynamic" changes in some dungeons - one day some bosses deal 6k damage per hit, next day they do 17k. This can't be explained with buffs potions or other things - difference is way too big to be random.
Do we get these Seals by winning PvP domination and completing pvp dailies? Is there a limit to how many we can get in period of time? Any requirements- must be in top 5 or top 10?
Does temporary mean it will not see live and it is only available on the preview for a short period of time? Just asking because due to T2 gauntlgrym pvp not having tenacity, T1 pvp is perhaps the best option for pvping until we can get the Grim sets. So does that make Gauntlgrym a bit obsolete in pvp sense?
I beg to differ if anything they should increase the difficulty on VT and MC they are both nothing but a pug group joke just bring 4 dps and a healer and they can be ran with your eyes shut. If you are having issues getting to the target and killing than I have a feeling you are tunnel visioning and the rest of your party is also. You need to have more spacial awareness.
The description of the role of gwf against final bosses is as follows :
When fighting the main bosses in dungeons , usually the best role for the Great Weapon Fighter is to focus on killing the adds . The only times the Great Weapon Fighter Should focus on hitting the main boss is if all the adds are dead , the boss has very few hit points left , there is insufficient other dps , or if the boss and adds can be caught in the same area attack .
http://neverwinter.gamepedia.com/Great_Weapon_Fighter
Additional to this, I look at the description of the GF in the wiki , I find this:
"When fighting the main bosses in dungeons , usually the best role for the Guardian Fighter is to grab boss aggro and drag the boss to one side of the area . Then the Rogue can do tremendous damage with combat advantage without having to worry about any of . the adds That way, the other three classes Also can concentrate on What They are best at : crowd control and area effect damage for the CW and GWF , and , in the case of the cleric , keeping everyone else alive . "
http://neverwinter.gamepedia.com/Guardian_Fighter
The big question is : Will the gwf is , even with the bleed and other minor improvements , so important to fight a crowd like the cw in any gear / level ? Unless the slam start scoring critical - among other changes relevant class - I do not see how this change can be called balance.
Do not misunderstand me , the gwf is MUCH stronger now and I 'm happy with it despite these controversies of the forum , but I think that certain changes may be further delayed. The gwf overall still lacking.
ps: I hope that no one understands the post as a subliminal request for nerf the cw. what is good must continue good, what is bad needs to improve.
Okay, fine. I challenge you to go to either VT or MC with a PUG group that has a 10k GS average, and finish it. Go ahead. And don't use Slam or MoC either.
Also post a video from the very start , you queue get in a completely random party average GS 11k-13k like most PUG groups if you are lucky then run it "with your eyes closed" and without anybody using MoC or Slam , I am eager to witness your "spacial awareness " as it would be most educational , and that's not even messing about , both myself and many others here would like to see this.
I find it funny that the wiki suggests that GWFs should focus adds during a boss fight. Most if not all strategies involving a GWF and a CW involve putting singularity near the boss so that the GWF can apply Deep Gash to the whole field INCLUDING the boss. I've rarely seen a boss fight to where the GWF ran around smashing adds. Typically the GF's role is different too. Any class can drag the boss into the corner, but no class can grab all of the aggro of the room's adds without having to hit them or have the other members of the party interfere. If that's what the wiki says, are these devs unaware of how their own classes actually work?
To add another thought:
On live, every slot in a running PvP match that becomes open seems to be offered to more than 1 person that is queuing for PvP. As a result, accepting (or waiting to accept) can 80% of the time lead to you entering the arena and being imediately kicked from it by the system (you are no longer on your team). Would this also factor into the leaver penalty?
This would be rather difficulty/impossible to test on Preview as a result of the small population there (I tried queuing quite a few times over the last week and never got in)