Hi all, thanks for the feedback regarding MMR and medals. After chatting with the team, we have a few points just to clarify as you continue testing.
- MMR is used in matchmaking to pair players with similar experience and skill levels for ESO PvP battlegrounds. So when possible, the game logic will try to avoid putting premades with solo players.
- Leaderboards have historically been populated based on your medal score, which are earned by completing objectives in Battlegrounds. However we are reviewing your feedback regarding this topic. For now, we will continue to monitor and evaluate your feedback noted here, in addition to watching player behavior as the PTS cycle continues.
- We have seen some of your feedback regarding MMR Degrade and looking at potential next steps here. Nothing to announce now, but we see the feedback.
Thanks for the continued feedback!
Please make the 4v4 an E-sport type event where you can either have premade teams or join other random players. Two separate score charts for each player base and no MMR.
Please make the 4v4 an E-sport type event where you can either have premade teams or join other random players. Two separate score charts for each player base and no MMR.
I feel like there's less chaos around it. Was Battlegrounds that bad that it had to have this rework?
The MMR is always weird, but with 3 teams, you could still have the other 2 team fighting for the 2nd place, in case the 1st place was difficult to fight for.
The 4v4, 8v8 feels like a resource fight in Cyrodiil, but with less LoS.
2 teams also makes it more frustrating for those who are getting stomped.
8v8 gets boring when one team has at least 2 dedicated support players and I feel like the sheer amount of cross-healing on top of it makes it difficult to enjoy. Yeah just focus that target, but the other players are also protecting him and sharing their heals with them. Too many skills being shared, too many buffs around plus...The tank meta works in non-CP too.
4v4 makes it more sweaty, most Battlegrounds players play it casually, those who want to try hard tend to use the group-queue in the Live server.
Overall I think this rework shouldn't be there. 4v4 feels too little, too try-hardy and 8v8 feels too much and everlasting.
Please, keep 4v4v4. Battlegrounds is good as it is, when it comes to PvP on-demand.
Overall BG's problems are the PvP one's, can't solve it without taking a deep look into PvP as a whole.
Better rewards, better sets, better MM would easily solve it when it comes to BG problems.
Now, if you want to delve into PvP problems... Tanks, non-group cross-healing, Tarnished Nightmare, lag, delays, desync...
CameraBeardThePirate wrote: »Please please please take a look at Medal Score again.
Leaderboards/MMR either need to be split off from Medal Score entirely, or Medal Score needs to be reworked.
I enjoy playing Necromancer and Shielder support builds. Both of those playstyles earn very little in Medal Score because Pet Damage, Pet Healing, and Shielding Done do not count for anything on the scoreboard and do not earn medal score.
Most of Necro's damage and healing comes from Blastbones and Intensive Mender, meaning most of what they do does not earn them Medal Score or scoreboard damage and healing.
Shielder supports have very little true healing, but tons and tons of damage absorbed through shields - none of this earns them Medal Score or scoreboard healing.
On top of all of that, medals like the Crit Heal Medal can be cheesed very easily to skyrocket your Medal Score.
Yes, this is the way it works on Live, but Live doesn't have a competitive queue, so most serious PvPers do not care about the leaderboard on Live as it doesn't give good rewards and has little bearing on matches and skill level. Having the leaderboard tied to cumulative medal score essentially means it amounts to # of games played, with Necros and Shielders needing to play far more games to climb it.
@ZOS_Kevin The medal score system either needs to be separated from the leaderboard and MMR, or needs to be completely overhauled to give Necros and Shielder builds a fair chance.
Overview
Long Term Incentives to Play Battlegrounds by Increasing Transmute Stones Daily Reward - The expansion and increase in rewards (item sets, style pages, alliance points) for Battlegrounds is an excellent change. I would also recommend for replay-ability, please increase the daily reward of transmute stones from 1 to 10. It takes about 15 minutes to finish a Battleground match and the same for a random normal dungeon run. This change in the number of transmute stones will incentivize a large part of the entire player base, PVE and PVP included, to participate in this game mode.
valenwood_vegan wrote: »But even then, pvp is overwhelming for players who don't spend a lot of time pvp'ing. It has a steep learning curve and requires a quite different approach from pve, and particularly from more casual content.
It is not very rewarding for low-skilled players or those who might pvp casually... ie: popping in for a couple quick BG matches, but not really looking to spend time coming up with builds, optimizing their gear, and keeping up with the ever-changing meta.
valenwood_vegan wrote: »Our limited experiences in pvp often involve getting stomped on by elite players or cheese builds, while perhaps trying to follow guides but lacking an understanding of why our builds or skills aren't working. Constantly getting matched up against players who wipe the floor with us and having a feeling of complete uselessness. Watching others farm us and rack up unfathomable (to us) amounts of pvp currency and buy the best of the rewards while we bang our heads against the wall getting scraps. Constantly getting matched against players who are much better, who know the right gear to use this patch on the right class and right build, who coordinate in comms... it's an *immediate* turn-off.