You know forcing solo players to go against premades will kill battlegrounds. Why are you doing this?
You know forcing solo players to go against premades will kill battlegrounds. Why are you doing this?
So one thing to note after chatting with the team about this is the game logic will try to put premade groups vs. premade groups. So trying to avoid situations where solo teams match up with premades as much as possible. The team has been reading other comments like this and thinking about other ways to make sure we can avoid solo groups going against premades as much as possible.
CameraBeardThePirate wrote: »The leaderboard cannot be tied to Medal Score. Tying the leaderboard to Medal Score will make it worthless in determining player skill/a competitive experience.
Medal Score can be easily abused by spamming crit heals and other medals that award an inordinate amount of medal score.
Medal Score also leaves Necromancers and Shielder builds in the dust. Most of what Necro does fails to register on the scoreboard (pet damage and healing). Shielder builds are often more useful than healer builds, but don't register any sort of healing done on the scoreboard and do not earn medal score.
Finally, if the leaderboard is tied to cumulative medal score as on live, then what's the point of it? All it equates to on live is # of games played - if I lose 100 games earning only 200 medal score for each game, I'll be more highly ranked than someone that wins 10/10 games played earning 1500 medal score for each. How is that fair?
CameraBeardThePirate wrote: »@ZOS_Kevin I really hope the feedback on the leaderboard/medal score is passed along quick. If the current iteration of the leaderboard makes it to live, the leaderboard will be dead on arrival.
It cannot be tied to medal score.
I was only able to get into one 8v8 BG so far. I waited in both queues for at least 10 minutes afterward hoping to get a 2nd round, but no luck. I would love to see a PTS BG weekend event, maybe with some sort of small incentive for anyone who participates to encourage people to come help test. I think you really need to get the casuals onto the PTS and not just BG enthusiasts.
The one match I did get was completely lopsided, a truly poor experience as my side got spawn camped while the other side held all 3 chaos balls and quickly won the match. My biggest concern coming out of the preview livestream was that there seemed to be no new spawn protection, no mechanics to help turn the tide, and no real incentive to regroup and try to regain momentum. I'm all for the switch to 2-sided BGs, but without a third team to help alleviate these problems, I'd like to see something added to mitigate these issues that are sure to be more prevalent in 2-sided matches, particularly in the casual 8v8 battlegrounds. I'm less concerned with 'fun' in 4v4 competitive.
Previously, even if one team was clearly running away with the win, you were incentivized to fight for 2nd place. If one team was spawn camping another, the third side could freely run objectives or flank the dominant team and steal a couple kills. In this new format, the problem is not that one team is hiding in their spawn, it's that they have no incentive to leave their spawn. No one wants to just get farmed for AP. Other games have addressed this by putting overpowered NPC guards in the spawn areas to nuke spawn campers who stray too close, or by empowering the underdogs if the match gets too lopsided, and possibly adding extra incentives for a near-win. In the case of Chaos Ball, the solution could be as simple as modifying the damage done by a Chaos Ball based on how disparate the score is. The more lopsided the match, the more difficult it becomes for the dominant team to manage the chaos ball damage, giving the underdogs a shot at reclaiming the chaos ball for a bit and getting some points on the board.
In my opinion the goal of a casual battleground queue should be to encourage participation across the player base and make every match as fun as possible. If MMR alone can't create equitable matches, then mechanics should make up the difference. Otherwise, you'll likely see players grind for the rewards they want before abandoning the content which would be a shame.
Also, the suggestion that '8v8 should be max duo queue' is an excellent idea.