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MandoMetal

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  1. A tune down in the amount of damage transferred by DPS spec guard to say 20-30% sounds reasonable... preserves the unique utility of the ability while not making it as overpowered
  2. MandoMetal

    Sniper PVP

    Does evasion negate flashbang? (When you are diversioned/out of cover/not entrenched/etc.) Thought evasion only negated maim previously unless it changed Seems solid otherwise
  3. Idk the queue situation, and I heard the queue system itself changed somewhat... what may have been valid in previous seasons may no longer be valid. I would wager that most of those that already have gold would be some of the ones most likely to be able to get it again near as swiftly. Idk how you can claim trades with such certainty. It happens, but its not really possible to know a lot of the time besides the blatant/repeat offenders and those that admit to it. About to reach my destination and will no longer be bored out of my mind commenting on the forums, good talk Don't global these kids on the forums with facts and logic too hard. You deserve like a forum warrior top3 from what I have seen
  4. There are quite a few that get gold consistently in that few games. Luck is involved of course, but if the same players on numerous characters can always get gold in roughly 10-30 games its likely not as much luck. I can name quite a few DM players off the top of my head that will almost always get gold on certain classes for sure in that many games or close to it, many of them have streamed themselves doing it. Those few win T1 trades happen, but not as often as the general salty kid on the forums would have you believe IMO
  5. If the win requirement is above a certain threshold you are more going to reward those with greater playtime than those that may play better and may not have the same amount of time to play. How it is setup this season may end up being the best of both worlds... maybe that win threshold is reasonable. It just seems like it has the potential to be more detrimental than beneficial in a lot of ways If you play at a bronze level (which is above the average level of play) but play like 1000 games, there is a decent chance you will peak due to RNG at some point to a silver level and maybe even gold (assuming you conserve your gains and mitigate losses to some extent like most do). Playing more games gives you a more accurate rating overall in theory, but often in practice playing more games gives you more chances to peak, and the peaks are what matter more when it comes to rewards
  6. People have varying amounts of time to play the game. If you have the ability to be eligible for the rewards in less time than others, why should you not be able to obtain them in less time? Adding win requirements can more emphasize how much people are playing the game rather than how good they are at playing it, they can more promote dedicated participation trophy style rewards rather than rewarding competence. Participation and dedication should be encouraged and rewarded, but to what extent?
  7. With the state of solo ranked the past several seasons, does that really take explanation? Some just want to get in and out, get the T1 and be done with it. Those who like to play solos often play all classes on many characters, many will get that T1 in a lot less than the mandated amount which can force them to be playing a class or character they don't otherwise want to still be playing on. The change could very well be a net positive, will have to see how it plays out... just providing the arguments against it
  8. While accounting for and buffering the effects of luck it also punishes one for competence, that is in part the articulated argument against it from a lot of veteran players
  9. Solos are the new regs, regs are basically hell, and granked is usually kickball wintrades and a cold one with the boys Pick your poison basically Assuming business continues as usual...
  10. Luck is a small part of it in solos, but many veteran players can consistently get T1 in that many games or less, often just takes a couple hours or a day especially on FoTM. The more stable the queue the easier it is generally to get T1 in a minimum of games (DM is the most stable from what I saw last season, stable meaning you are more likely to climb via skill). Just seems cruel and unusual to require that many games if you can do it in less for T1. Why are you seemingly so vehemently opposed to granked? Its arguably more of a joke in the past several seasons than ever before, but it still takes some of the most skill in the game when it does happen... and it takes a lot more setup and has more constraints than solos. Requiring the same win amount still seems a bit much
  11. Having a win requirement for top3 seems reasonable... but considering TR pops less than SR generally it seems like the requirement for team top3 should be less. Having a 100 win requirement for gold seems excessive, considering in part you have always been able to get gold in 10-20 wins on average if you know what you are doing.
  12. For at least MM, Deception, and Carnage, running high accuracy used to be noticeably helpful in pvp IMO. Those specific class specs seemingly have not changed much damage type wise, so I imagine it would still be worth running high accuracy in a lot of cases... especially in ranked where a miss can basically cost you a game at times
  13. Actually learned something... thanks Somewhat out of the blue, but whats your take on off-guarding for sins or just off-guard in general? Have not played much against it this expansion, but I imagine it can still be somewhat of a problem if it wasn't changed
  14. Sniper's Ballistic Shield needs to work like Responsive Safeguards or be an AoE reflect for all those inside the shield... it just lacks the necessary DCDs to deal with all those teams of stunlocking stealthers...
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