Phumade said: Bad said: Phumade said: Like I said earlier let’s have two MMRs.once for below 1300 so you can have easier matches against weaker teams with opportunity to see and hit bigger A teams at a 4:1 ratio. But an okoye level 480 and a baby hulk never should be on the same level as two 500 levels characters. You might want to specify how old those 500 chars are.I don’t really think a 480 okie / 450ihulk is competitive against 500 Adam warlock/yellow jacket combo to be honest. Points are low because it’s a competive new event and those A type players will tighten their play to better position themselves for placement and deny late climbers easy catch-up points.but ultimately is your concerns about easy points to push out those placement players? In any case a solo roster with just a naked 480/okie ihulk. Would barely be competing for t25 in s4 first or second bracket. Unless they are prepared to be hopping a day and 1/2 out and play 50+ matchesThat same climber at the 3hr mark would be hard pressed to break 1000 in a sustained push In any case to win placement slots, you need to better understand advanced pvp hopping mechanics. Merely showing up with a single big pair in the last hours is usually not pleasant for anyone.to be clear, 1200 progression players should not need to know advance play mechanics. And normally the bakers will push the scores high enough that only the committed will do the hop mechanics to lock in their placement spots.Bottom line we want people to break 1200. But if you want placement you have to be willing to work harder than the dude who monitored for 4 hops across 2 days with 4 ques each hop. Roster power alone won’t decide t25.and ultimately if you want more engagement just add fresh milestones. Those have added way more brackets than any char rework. Playing for placement only works for the top 5%. The rest of us just want fun matches to 1200 maybe play a few after to see state of the art. To simply the discussion.nerfing chars to make it easy to win placement is dumb. Placement players are hardcore gamers that will always exploit any advantage to lock inplacement. The actual char is irrelevant since they will always defaul to next best tool.adjusting mmr to create better matchups allows players to realistically decided how far they want to play with a pleasant exp. ideally players should be completing progression before being forced to use their biggest combos.
Bad said: Phumade said: Like I said earlier let’s have two MMRs.once for below 1300 so you can have easier matches against weaker teams with opportunity to see and hit bigger A teams at a 4:1 ratio. But an okoye level 480 and a baby hulk never should be on the same level as two 500 levels characters.
Like I said earlier let’s have two MMRs.once for below 1300 so you can have easier matches against weaker teams with opportunity to see and hit bigger A teams at a 4:1 ratio.
BigSoftieFF said:I disagree with the PvP population shrinking as well. I play in S3 and we get three .10 brackets nearly every event now, we used to barely get 2. Can’t imagine it’s just S3, there are some meanies there 😂
Mayo said: I played to t10-25 in pvp until the last 2 okoye stores, now i do my 75 wins early and dont care more, this will make the game even more unbalanced in the long run for most players, hope the devs do something pronto
HoundofShadow said: That throws up a few questions:1) Is it compulsory that the dev make sure that all players who play pvps can hit 1200 easily?2) What percentage of the players actually wants to hit 1200?3) Assuming you take away all the current meta combo, you will be left with Carbage taking the reign. Fighting Carbage is slow. Should Carbage be included? 4) One of the common complains are high ap cost. Currently 9 ap is considered high. When you take away all the meta passive teams, you will be left with matches that take more times. This brings me to another common complain: players don't have a lot of time to spend on MPQ. They don't want to hit 75 wins to get the last reward. 5) Assuming players don't face all these meta teams pre-1200, it doesn't change the fact that they will still get beaten down in PvPs. As a matter of fact, it's easier to climb up and at the same time, it's much easier to get beaten down. Non-competitive players don't shield hop, and they don't seem to like spending HP on shield. This brings me to another complain: players climbing up dislikes getting beaten down. 6) Climbing up to 1200 from takes about 30 to 50 minutes in a single sitting. Since normal players don't shield hop and they don't like to see their points dropping while climbing, the only problem that is solved is by that suggestion is not seeing meta passive teams from 0 to 1200. It doesn't solve the common complains I outlined above.
HoundofShadow said: Note: I record every team per skip, up to first 10 teams.Polaris/R4GYelena PolarisBaby champed iHulkoyePolaris/KarnakPolaris/R4GBaby champed IHulk/ 500 OkoyeApocalypse/OnslaughtApocalypse/BRBChamped iHulkoye, level 480.340 Carbage/MedusaOut of 10, 3 teams are iHulkoye. I hardly call them being around everywhere. I think I have figured it out: iHulkoye is everywhere, but they are not everywhere in pvp, but they are everywhere in that player's mind.
HoundofShadow said: Given that every time new players post in the forum about how to advance, the advice has almost always been to chase the meta: Champ Dr Strange, Polaris, R4G, Juggernaut etc first because they are fast. With that, won't new players be handicapped by veterans' advices, with your suggestions in place?In order for players to oscillate between 1150 to 1200 reliably, majority of the players have to hit 1200 as well. If not, mmr has to shift dramatically in order for that to happen. Players are able to progress even more quickly with Shards, Daily Quests, Milestone quests etc. So, how fast do you think it should take for new players to hit 4* land? What's the timeframe, and for what kind of players is that time frame for?To Bad, I'm already in 5* land since last year, and I have more than 5 champed 5*. These are the opponents that I see past 900/1000. I think the best proof that players who said that they always see iHulkoye everywhere is for them to take a video and hit skip 10 to 20 times after they reach 900/1000 points. That way, we can count the number of iHulkoye team objectively, instead of emotionally.
HoundofShadow said: To Bad, I'm already in 5* land since last year, and I have more than 5 champed 5*. These are the opponents that I see past 900/1000. I think the best proof that players who said that they always see iHulkoye everywhere is for them to take a video and hit skip 10 to 20 times after they reach 900/1000 points. That way, we can count the number of iHulkoye team objectively, instead of emotionally.
HoundofShadow said: If you have 550 Okoye, would you still be saying the same thing?My slice is ending soon and I just checked who my opponents are, and this is after crossing 900 points in the current SCL 10 PvP:Note: I record every team per skip, up to first 10 teams.Polaris/R4GYelena PolarisBaby champed iHulkoyePolaris/KarnakPolaris/R4GBaby champed IHulk/ 500 OkoyeApocalypse/OnslaughtApocalypse/BRBChamped iHulkoye, level 480.340 Carbage/MedusaOut of 10, 3 teams are iHulkoye. I hardly call them being around everywhere. I think I have figured it out: iHulkoye is everywhere, but they are not everywhere in pvp, but they are everywhere in that player's mind.
HoundofShadow said: PvP MMR is largely determined by:1) your top 3 to 5 highest levelled characters2) the timeslice you choose3) your current PvP point4) your current position5) when you start playing your first few matches6) when you climb7) how much time is left in your slice8) number of points in the sliceHopefully, I didn't miss out anything else.The point is, as long as players don't actively learn how the above factors work together, they will keep on facing similar problems in the future even if IHulk is nerfed. Either they are going to complain about how broken a future meta team is or how boring it is to face the same beatable meta team everywhere.Please learn and observe how the players in your timeslice behave. If you can do this successfully, PvP will be much less of a headache to you
Michael1957 said: I’d prefer instead of castrating characters we shut out each SCL in proportion to roster strength . The top 4 SCL could be limited by quantity of 5 stars on roster. SCL 7, you can’t have more than two 5*, for example , 10 for 8, 20 for 9, and 21 plus you MANDATORY play SCL 10. This would keep the cowards who don’t want to play against their peers from bullying much weaker rosters ( Please don’t insult me with the lame excuse , “ I’m not a coward , I’m just not interested in the reward vs time and resources required ). This way MMR levels would be more balanced and competitive, you’d be facing tons of mirror matches most likely , which is great because it would stop players from bringing a gun to a knife fight .