Did they remove tanking effects?

Last night, I scored to 300 points. Then I subbed in my bagman team, retreated and yielded.

7 hours later, I didn't get attacked. Not once. And guess what? My mmr is still stuck in hell.

Comments

  • We had a discussion about this somewhere in the middle if the Pve event thread I believe. We were inconclusive of to what they actually did but we are 90% sure something was changed.

    By we I mean whoever I was talking to. I don't remember.
  • So has anyone faced the same thing?

    My guess is that retreat and yielding no longer change your team. The last team you won with, will be the team people see.

    So, ugh, you probably have to win with a weak team to get other people to b@ng you.....
  • There's a whole thread called "Not Getting Attacked," mech:

    http://www.d3pforums.com/viewtopic.php?f=7&t=2481

    and we discussed it a few pages before the end of the Divine Champions thread. Even if you put in a tank team, the game only offers your strongest team used to opponents, it seems.
  • You can still tank. Beat down an opponent to a sliver of his health. Yield out, them bring in a bagman team to finish the job.
  • Toxicadam wrote:
    You can still tank. Beat down an opponent to a sliver of his health. Yield out, them bring in a bagman team to finish the job.

    Someone tried this. Won a fight with an 85 Thor and two < 6 characters. Their full strength team still showed up to opponents.
  • Unknown
    edited January 2014
    Hmm... I'm going to do some experiments....
  • Nemek
    Nemek Posts: 1,511
    I wonder if it's now the team you've won the majority of your fights with. *shrug*
  • Well they really need to change progression rewards then
  • Liaomiao wrote:
    Well they really need to change progression rewards then

    Well, it was nice of them to unnerf the progression rewards before they made it unreachable again, lol.
  • If they are changing how your defensive team is chosen then I'd like to know the details. Choosing your defense is pretty important strategically so they need to be carful here beyond the tanking.
  • I have a feeling that they won't reveal the details.
  • This change could be a good thing, if it means you can now switch to weaker lineups to continue grinding without health packs. But I still wouldn't feel confident until I know the details.
  • Right now, I'm starting a little experiment.

    This time, I start off the tournament by losing right away. Then I use my less-than-strongest team and win 4 battle.

    Then after that, I yielded another 3 times to random opponents.

    I'll see if that lowers my MMR somehow. I'll tell you guys if that works.

    If it doesn't work, I'll be tearing my hair out again due to mmr hell.

    I mean, seriously, what could possibly be worse....
  • Still in MMR hell.

    I'm doomed. icon_e_sad.gif
  • I've won one match this tournament with a non-tank team (although still pretty suboptimal, multiple 1* characters, etc.) and have been playing the rest with just a punisher and two level 1 characters. I'd be interested if anybody ends up getting matched up with me and could let me know which team they've faced - whether it's the strongest one I've used or the one I've used most frequently.
  • Why would you want to tank your rating anyways? Obviously, the system is there to give you a challenge. The better you do, the more challenging the fights are, or should be to you. I've never understood why you want to tank it. Seems like an in game way of... well, cheating, to make the game easier on you, requiring no effort or thought to playing.

    Honestly, if you are gonna tank your rating to make it just a match 3 game with the added bonus of abilities, you would be better off playing Candy Crush or bejeweled. This isn't targeted at any specific person, but when I play a game, I expect a challenge, not roll over and die for me please.
  • Skyedyne wrote:
    Why would you want to tank your rating anyways?

    Among other things, it is possible when you are in the early-mid stages of the game to get in completely over your head with opponents that are entirely out of your league.

    The other thing is that this game, from the very start, was never about beating tougher teams. You aren't rewarded for it. Winning matches as quickly as possible is its own form of challenge, and one the game has consistently rewarded. Beating strong teams SHOULD be rewarded, but that has never been the case in PvP.
  • Misguided wrote:
    Skyedyne wrote:
    Why would you want to tank your rating anyways?

    Among other things, it is possible when you are in the early-mid stages of the game to get in completely over your head with opponents that are entirely out of your league.

    The other thing is that this game, from the very start, was never about beating tougher teams. You aren't rewarded for it. Winning matches as quickly as possible is its own form of challenge, and one the game has consistently rewarded. Beating strong teams SHOULD be rewarded, but that has never been the case in PvP.

    In the same vein as your explanation, wouldn't gaining points, getting closer to the top of the leaderboard be a just reward?

    As an old school example, Mortal Kombat utilizes a ladder system, comparative to this. The higher you get in the ladder, the harder your opponents become, with the end goal reaching the top (which is also means end of story). The difference being instead of a short story to cap off your battle to the top (or wherever you happen to place), you get rewarded for how well you fought, not how many you fought.

    I think the act of tanking defeats the purpose of legitimately earning your high place reward by being the best player, instead it encourages stomping as many people as possible to get to the top. Tanking your rating to be as low as possible seems detrimental to the idea of working your way to the top where the actual tough opponents are competing and vying for the same spot.
  • Skyedyne wrote:
    Misguided wrote:
    Skyedyne wrote:
    Why would you want to tank your rating anyways?

    Among other things, it is possible when you are in the early-mid stages of the game to get in completely over your head with opponents that are entirely out of your league.

    The other thing is that this game, from the very start, was never about beating tougher teams. You aren't rewarded for it. Winning matches as quickly as possible is its own form of challenge, and one the game has consistently rewarded. Beating strong teams SHOULD be rewarded, but that has never been the case in PvP.

    In the same vein as your explanation, wouldn't gaining points, getting closer to the top of the leaderboard be a just reward?

    As an old school example, Mortal Kombat utilizes a ladder system, comparative to this. The higher you get in the ladder, the harder your opponents become, with the end goal reaching the top (which is also means end of story). The difference being instead of a short story to cap off your battle to the top (or wherever you happen to place), you get rewarded for how well you fought, not how many you fought.

    I think the act of tanking defeats the purpose of legitimately earning your high place reward by being the best player, instead it encourages stomping as many people as possible to get to the top. Tanking your rating to be as low as possible seems detrimental to the idea of working your way to the top where the actual tough opponents are competing and vying for the same spot.

    I wish I could tank my rating because the last three tournaments I've been matched up to people with lower point totals than myself(I'll be between 300-500 points, all of my opponents will be 250 or less). What this means is my opponents typically are worth less than 20 points and when they retaliate I am worth more than 30 points. That doesn't create a challenge, that makes pvp impossible for me. I can't do well enough to move to the next mmr rung and I can't do bad enough to move down now. So I'm stuck.
  • In this system, you can make up player/team strength with time, especially with time spent while other people aren't playing, but such placement is short lived and you got to use shields to preserve it. I don't see anything inherently wrong with that. While there's good and bad luck you're not going to see a very strong team or a very skilled player (as in someone who can win very efficiently) never breaking 500. Sure, there will definitely be stretches where you get hammered, but some variance is good. I've been taking it easy on Army of One by staying in the ~30th range and made a push to #6 but never quite got past it. If I spend the next 3 hours I might be able to somehow get to top 5, or I might not, so instead I just shielded and settle for a 6-15 finish (at least, I'm hoping that's where I end up as). If I cared more about this tournament (was focused on PvE all weekend), I am certainly able to secure a top 5 finish if not top 1 (that'd depend on a bit of luck) I don't need the IW yellow cover, so I didn't try as hard.