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MandoMetal

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Everything posted by MandoMetal

  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...
  15. MandoMetal

    Whatever

    Even last season you could still reliably get 1500ish/Gold rating in the first 10 or so matches on FotM or something near FotM, regardless of server. You start at 1200... the system gives roughly 50 for wins in the first several games on average (it depends on the elos in queue), and its usually at around 20-25 for wins once you hit ten-ish games. It eventually flattens out around 30 to 40 games or so to about the 10 to 13 range for gains (again depends on your elo and the other elos in queue). So the first several games are often the most critical if you want to save yourself a lot of RNG.
  16. MandoMetal

    Ranked PVP

    SS has been mostly dead the past several weeks in solos. SF solos pop every day from around roughly 6 PM EST to about 6-8 hours afterwards, but it has slowed down there as of late also. (Quality of matches not guaranteed)
  17. Tank guard is mostly fine. Dps guards can be a bit absurd when there are more than one and they are used well. (A good heals/dps team in solos with multiple offguards almost always wins vs a team without, for example.) I don't want dps guard removed, but lessening the amount transferred from a dps guard from like 50% to 25% or 30% seems reasonable.
  18. MandoMetal

    Whatever

    Would be nice to be able to reliably go afk between pops again /signed
  19. Basically this. It might be your PC in part, but you can sink like 4k+ in a PC and still lag in this game
  20. Supposedly most old elitist chums tend to prefer terms such as "The Ranked Patriarchy" or "The Ranked Illuminati" when being referred to while they use their nefarious means to suppress your elo gains. Most of these elites are rumored to be part of the alpha-draconian Anunnaki reptilian extraterrestrial race that can be found throughout every echelon of government and society. If that is truly the case, the best you can hope for is to surround yourself with as bright of light as you possibly can as they are supposedly weakened by it. Arming yourself with armor and weapons made of teakwood (spears are seemingly most effective) is probably the only for sure way to protect yourself. But I mean like even with all that they are still shapeshifting lizards that are basically psychic vampires so like what can one even really hope to achieve.
  21. I don't personally like the idea of a cooldown on guard. Maybe lessening the amount transferred by roughly 10% could be justified on tank specs. Its probably most broken on dps classes that can guard. I don't personally want to get rid of off-guard on dps as I think it provides unique utility and complexity to games. Having a dps guard transfer half of what a tank guard can transfer seems somewhat reasonable.
  22. Remove cross-role backfilling from solos... Take most if not all mats from solos and put them in granked... ... ???
  23. Its not necessarily gold that people eventually get to from playing many games, its just possible to get to that point. The more games you play the more likely you are to peak at some point to a new high point assuming you conserve gains and mitigate losses to some degree. You may play at a bronze level and peak to silver at some point after many games, for example. Just saying luck is involved to some degree all around.
  24. Generally the larger the sample size the more reliable it is, but heres what I often seem to see happen: The streaks tend to be what make and break you rating wise. Most often, especially nowadays, you end up doing a win 1 lose 1 type thing, assuming average queue quality and roughly average gameplay on your part. The more you play the more likely you are to get in streaking situations where all the factors align in your favor and you climb much more than normal. Once you get to a certain rating (assuming its not too high) you tend to hover roughly around the same rating until you streak again. Streaks can go in the opposite direction, but most players (even the not so great ones) tend to have the sense to not queue after taking generally 1-2 losses to prevent falling in a hole. The more games you play the more likely you are to get into streaking situations and over time just conserving gains and mitigating losses from streaks can gets you up there in rating, even if your play skill wasn't what caused you to climb in rating. The luck effect needs to be mitigated on the low win end for sure to some extent, but it can't be overlooked as a factor on the high win end as well IMO
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