This is also because players hate being nerfed by the monster balls.Avran_Sylt wrote: »Chaosball, more often than not a ball was left unattended
xylena_lazarow wrote: »This is also because players hate being nerfed by the monster balls.Avran_Sylt wrote: »Chaosball, more often than not a ball was left unattended
If not that, it's because the match is dead and lopsided anyway, might as well deathmatch.
You want to solve your problem OP, we need a mercy rule for lopsided matches.
Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
I talk about that in my post, but have changed my mind a bit on this. I think Killing should give score, followed by assists, with reductions to score (not medal score, mmr score) for dying.
If we include healing and doing damage we have to including tanking. Tanks will also want medal score for absorbing damage, which, if the logic above is applied, they should be. So, outside of KDA, it would all be a wash. You get 100 for the hit, the tank gets 100 for taking the damage, and the pocket healer gets 100 for healing. It's all a wash. Tanks shouldn't get 100 for taking the damage and healing themselves. no one should get points for healing themselves.
Seems like a good way to separate out all the stealth gankers and coward Sorcs.Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr.
xylena_lazarow wrote: »Seems like a good way to separate out all the stealth gankers and coward Sorcs.Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr.
Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
I talk about that in my post, but have changed my mind a bit on this. I think Killing should give score, followed by assists, with reductions to score (not medal score, mmr score) for dying.
If we include healing and doing damage we have to including tanking. Tanks will also want medal score for absorbing damage, which, if the logic above is applied, they should be. So, outside of KDA, it would all be a wash. You get 100 for the hit, the tank gets 100 for taking the damage, and the pocket healer gets 100 for healing. It's all a wash. Tanks shouldn't get 100 for taking the damage and healing themselves. no one should get points for healing themselves.
Tanks should not get MMR score just for absorbing damage, but absorbing damage while interacting with an objective.
I agree people shouldn’t get points for healing themselves, but consider that with enough heals, you’re effectively tanky.
So perhaps a score event for a given cumulative pre-mitigation damage taken threshold while on or near an objective.
Dying will detract from the overall MMR
Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
I talk about that in my post, but have changed my mind a bit on this. I think Killing should give score, followed by assists, with reductions to score (not medal score, mmr score) for dying.
If we include healing and doing damage we have to including tanking. Tanks will also want medal score for absorbing damage, which, if the logic above is applied, they should be. So, outside of KDA, it would all be a wash. You get 100 for the hit, the tank gets 100 for taking the damage, and the pocket healer gets 100 for healing. It's all a wash. Tanks shouldn't get 100 for taking the damage and healing themselves. no one should get points for healing themselves.
Tanks should not get MMR score just for absorbing damage, but absorbing damage while interacting with an objective.
I agree people shouldn’t get points for healing themselves, but consider that with enough heals, you’re effectively tanky.
So perhaps a score event for a given cumulative pre-mitigation damage taken threshold while on or near an objective.
Dying will detract from the overall MMR
Then the same should apply to doing damage and healing, while on or near an objective, no? My point is that you either include none of these factors or you would have to include all of them, in some fashion like on or near an objective, to let people play the way they want. I don't like this because you can help win while being away from an objective.
Should be KDA and nothing but KDA. It's very simple and would enable mote balanced mmr.
It would also give zos very clear metrics on which classes were outperforming / underperforming the rest, which they could then use to target balancing adjustments.
Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
I talk about that in my post, but have changed my mind a bit on this. I think Killing should give score, followed by assists, with reductions to score (not medal score, mmr score) for dying.
If we include healing and doing damage we have to including tanking. Tanks will also want medal score for absorbing damage, which, if the logic above is applied, they should be. So, outside of KDA, it would all be a wash. You get 100 for the hit, the tank gets 100 for taking the damage, and the pocket healer gets 100 for healing. It's all a wash. Tanks shouldn't get 100 for taking the damage and healing themselves. no one should get points for healing themselves.
Tanks should not get MMR score just for absorbing damage, but absorbing damage while interacting with an objective.
I agree people shouldn’t get points for healing themselves, but consider that with enough heals, you’re effectively tanky.
So perhaps a score event for a given cumulative pre-mitigation damage taken threshold while on or near an objective.
Dying will detract from the overall MMR
Then the same should apply to doing damage and healing, while on or near an objective, no? My point is that you either include none of these factors or you would have to include all of them, in some fashion like on or near an objective, to let people play the way they want. I don't like this because you can help win while being away from an objective.
Should be KDA and nothing but KDA. It's very simple and would enable mote balanced mmr.
It would also give zos very clear metrics on which classes were outperforming / underperforming the rest, which they could then use to target balancing adjustments.
You get score for dealing damage to ball carriers, as well as killing them. Not worth a lot though, and arguably if you're successful it means that the person is no longer in play to gain more score from, unlike healing.
There's also a "Crushing Blow" or somesuch that can trigger when dealing a lot of damage to an enemy in a short time-frame (or from a single large hit?) but it doesn't count pre-mitigated damage. I think it's Deathmatch exclusive, as well as when attacking players on Domination Objectives? But it's also not worth a lot, like 5 score.
And no, this isn't Call of Duty where stats are normalized and it comes down to positional advantage and twitch-shooting skill.
A Healer can keep DPS alive to get several kills (Do healers get assists for healing players that get kills?), keep tanks alive for them to continue to harass opponents, and themselves alive as another target.
A tank can hold an objective better, act as a harasser to help other players get kills, and shut down opposing DPS by sticking on them.
DPS would be good at taking out players on an objective (as hopefully being on such an objective would place a player at some disadvantage), bursting down healers, and other DPS.
Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
I talk about that in my post, but have changed my mind a bit on this. I think Killing should give score, followed by assists, with reductions to score (not medal score, mmr score) for dying.
If we include healing and doing damage we have to including tanking. Tanks will also want medal score for absorbing damage, which, if the logic above is applied, they should be. So, outside of KDA, it would all be a wash. You get 100 for the hit, the tank gets 100 for taking the damage, and the pocket healer gets 100 for healing. It's all a wash. Tanks shouldn't get 100 for taking the damage and healing themselves. no one should get points for healing themselves.
Tanks should not get MMR score just for absorbing damage, but absorbing damage while interacting with an objective.
I agree people shouldn’t get points for healing themselves, but consider that with enough heals, you’re effectively tanky.
So perhaps a score event for a given cumulative pre-mitigation damage taken threshold while on or near an objective.
Dying will detract from the overall MMR
Then the same should apply to doing damage and healing, while on or near an objective, no? My point is that you either include none of these factors or you would have to include all of them, in some fashion like on or near an objective, to let people play the way they want. I don't like this because you can help win while being away from an objective.
Should be KDA and nothing but KDA. It's very simple and would enable mote balanced mmr.
It would also give zos very clear metrics on which classes were outperforming / underperforming the rest, which they could then use to target balancing adjustments.
You get score for dealing damage to ball carriers, as well as killing them. Not worth a lot though, and arguably if you're successful it means that the person is no longer in play to gain more score from, unlike healing.
There's also a "Crushing Blow" or somesuch that can trigger when dealing a lot of damage to an enemy in a short time-frame (or from a single large hit?) but it doesn't count pre-mitigated damage. I think it's Deathmatch exclusive, as well as when attacking players on Domination Objectives? But it's also not worth a lot, like 5 score.
And no, this isn't Call of Duty where stats are normalized and it comes down to positional advantage and twitch-shooting skill.
A Healer can keep DPS alive to get several kills (Do healers get assists for healing players that get kills?), keep tanks alive for them to continue to harass opponents, and themselves alive as another target.
A tank can hold an objective better, act as a harasser to help other players get kills, and shut down opposing DPS by sticking on them.
DPS would be good at taking out players on an objective (as hopefully being on such an objective would place a player at some disadvantage), bursting down healers, and other DPS.
Kda is simple and elegant. More complex scoring systems require exponentially more code to account for all potential ties and permutations. I am not saying kda is perfect. Only that is solves for most situations. Is easy to understand and exceedingly easy to implement, in theory anyway... it's simple maths, and most importantly would likely help significantly with balance issues.
Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »Yes! KDA is the only true way to rank mmr. I posted on this here:
https://forums.elderscrollsonline.com/en/discussion/667624/mmr-that-makes-sense-and-is-easy-to-understand#latest
Not entirely, need to also consider support builds that don't get kills but can keep players alive.
I talk about that in my post, but have changed my mind a bit on this. I think Killing should give score, followed by assists, with reductions to score (not medal score, mmr score) for dying.
If we include healing and doing damage we have to including tanking. Tanks will also want medal score for absorbing damage, which, if the logic above is applied, they should be. So, outside of KDA, it would all be a wash. You get 100 for the hit, the tank gets 100 for taking the damage, and the pocket healer gets 100 for healing. It's all a wash. Tanks shouldn't get 100 for taking the damage and healing themselves. no one should get points for healing themselves.
Tanks should not get MMR score just for absorbing damage, but absorbing damage while interacting with an objective.
I agree people shouldn’t get points for healing themselves, but consider that with enough heals, you’re effectively tanky.
So perhaps a score event for a given cumulative pre-mitigation damage taken threshold while on or near an objective.
Dying will detract from the overall MMR
Then the same should apply to doing damage and healing, while on or near an objective, no? My point is that you either include none of these factors or you would have to include all of them, in some fashion like on or near an objective, to let people play the way they want. I don't like this because you can help win while being away from an objective.
Should be KDA and nothing but KDA. It's very simple and would enable mote balanced mmr.
It would also give zos very clear metrics on which classes were outperforming / underperforming the rest, which they could then use to target balancing adjustments.
You get score for dealing damage to ball carriers, as well as killing them. Not worth a lot though, and arguably if you're successful it means that the person is no longer in play to gain more score from, unlike healing.
There's also a "Crushing Blow" or somesuch that can trigger when dealing a lot of damage to an enemy in a short time-frame (or from a single large hit?) but it doesn't count pre-mitigated damage. I think it's Deathmatch exclusive, as well as when attacking players on Domination Objectives? But it's also not worth a lot, like 5 score.
And no, this isn't Call of Duty where stats are normalized and it comes down to positional advantage and twitch-shooting skill.
A Healer can keep DPS alive to get several kills (Do healers get assists for healing players that get kills?), keep tanks alive for them to continue to harass opponents, and themselves alive as another target.
A tank can hold an objective better, act as a harasser to help other players get kills, and shut down opposing DPS by sticking on them.
DPS would be good at taking out players on an objective (as hopefully being on such an objective would place a player at some disadvantage), bursting down healers, and other DPS.
Kda is simple and elegant. More complex scoring systems require exponentially more code to account for all potential ties and permutations. I am not saying kda is perfect. Only that is solves for most situations. Is easy to understand and exceedingly easy to implement, in theory anyway... it's simple maths, and most importantly would likely help significantly with balance issues.
Simple maths because you're looking at a spreadsheet with given numbers and making assumptions based on what number is higher vs. others? Does the spreadsheet contain all the datapoints needed? Are you sure you're not mixing correlation with causation?
The KDA metric is a tool to be used as they improve upon their system over time. Needed, but not standalone.
the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
the1andonlyskwex wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
Healers will just wind up with low MMR and ruin lower MMR matches (either by preventing anyone from dying in solo queue, or by dragging down the average MMR of their group in group queue).
You sound like you've never been in a BG with a dedicated healer who does 1m+ healing and less than 50k damage.
Thumbless_Bot wrote: »the1andonlyskwex wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
Healers will just wind up with low MMR and ruin lower MMR matches (either by preventing anyone from dying in solo queue, or by dragging down the average MMR of their group in group queue).
You sound like you've never been in a BG with a dedicated healer who does 1m+ healing and less than 50k damage.
Well, right now they're ruining high mmr matches.
I've been in far too many dms with three healers who do nothing but drop aoe heals hoping to win on medal score after a stalemate.
Same with tanks. They are useless in dm.
For other match types, it's similar. 3 wardens with 50k health dropping charm and holding l2 while one sorc drops negate and the plars heal everyone and try to javelin e people off the bridge/ledge. This is toxic, imho. Domination and crazy king become obstacle courses and not BATTLE grounds. chaos ball become a bunch of people standing around the balls in 30 aoe heals waiting for the ball carrier to die... really becomes a test of who can click x fast enough when the tank finally dies. If players want this, they would be situated with other players that want this by their mmr.
It's a win win
Also, to be clear, it's not really about high or low mmr. It's about putting same skill with same skill. That's it.
Avran_Sylt wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
Healers will just wind up with low MMR and ruin lower MMR matches (either by preventing anyone from dying in solo queue, or by dragging down the average MMR of their group in group queue).
You sound like you've never been in a BG with a dedicated healer who does 1m+ healing and less than 50k damage.
Well, right now they're ruining high mmr matches.
I've been in far too many dms with three healers who do nothing but drop aoe heals hoping to win on medal score after a stalemate.
Same with tanks. They are useless in dm.
For other match types, it's similar. 3 wardens with 50k health dropping charm and holding l2 while one sorc drops negate and the plars heal everyone and try to javelin e people off the bridge/ledge. This is toxic, imho. Domination and crazy king become obstacle courses and not BATTLE grounds. chaos ball become a bunch of people standing around the balls in 30 aoe heals waiting for the ball carrier to die... really becomes a test of who can click x fast enough when the tank finally dies. If players want this, they would be situated with other players that want this by their mmr.
It's a win win
Also, to be clear, it's not really about high or low mmr. It's about putting same skill with same skill. That's it.
And now new players can't advance their MMR as they're stuck in the same quagmire as "experienced Healbot/Tank players", suffocating new players entering the mix and accelerating turnover.
(Not to mention you've now created an MMR system where a player can play "well" and choose to inflate or deflate their MMR by choosing to play tank or healer for a while, then swapping to DPS)
Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
Healers will just wind up with low MMR and ruin lower MMR matches (either by preventing anyone from dying in solo queue, or by dragging down the average MMR of their group in group queue).
You sound like you've never been in a BG with a dedicated healer who does 1m+ healing and less than 50k damage.
Well, right now they're ruining high mmr matches.
I've been in far too many dms with three healers who do nothing but drop aoe heals hoping to win on medal score after a stalemate.
Same with tanks. They are useless in dm.
For other match types, it's similar. 3 wardens with 50k health dropping charm and holding l2 while one sorc drops negate and the plars heal everyone and try to javelin e people off the bridge/ledge. This is toxic, imho. Domination and crazy king become obstacle courses and not BATTLE grounds. chaos ball become a bunch of people standing around the balls in 30 aoe heals waiting for the ball carrier to die... really becomes a test of who can click x fast enough when the tank finally dies. If players want this, they would be situated with other players that want this by their mmr.
It's a win win
Also, to be clear, it's not really about high or low mmr. It's about putting same skill with same skill. That's it.
And now new players can't advance their MMR as they're stuck in the same quagmire as "experienced Healbot/Tank players", suffocating new players entering the mix and accelerating turnover.
(Not to mention you've now created an MMR system where a player can play "well" and choose to inflate or deflate their MMR by choosing to play tank or healer for a while, then swapping to DPS)
That where 8v8 comes in. It doesn't have mmr and is more forgiving.
People are people and will take advantage of any system or broken mechanic... that's why 80% of cyro is sorcs and nbs and why everyone doing bgs now is described as above. Doesn't mean we shouldn't have a fair mmr system.
Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
Healers will just wind up with low MMR and ruin lower MMR matches (either by preventing anyone from dying in solo queue, or by dragging down the average MMR of their group in group queue).
You sound like you've never been in a BG with a dedicated healer who does 1m+ healing and less than 50k damage.
Well, right now they're ruining high mmr matches.
I've been in far too many dms with three healers who do nothing but drop aoe heals hoping to win on medal score after a stalemate.
Same with tanks. They are useless in dm.
For other match types, it's similar. 3 wardens with 50k health dropping charm and holding l2 while one sorc drops negate and the plars heal everyone and try to javelin e people off the bridge/ledge. This is toxic, imho. Domination and crazy king become obstacle courses and not BATTLE grounds. chaos ball become a bunch of people standing around the balls in 30 aoe heals waiting for the ball carrier to die... really becomes a test of who can click x fast enough when the tank finally dies. If players want this, they would be situated with other players that want this by their mmr.
It's a win win
Also, to be clear, it's not really about high or low mmr. It's about putting same skill with same skill. That's it.
And now new players can't advance their MMR as they're stuck in the same quagmire as "experienced Healbot/Tank players", suffocating new players entering the mix and accelerating turnover.
(Not to mention you've now created an MMR system where a player can play "well" and choose to inflate or deflate their MMR by choosing to play tank or healer for a while, then swapping to DPS)
That where 8v8 comes in. It doesn't have mmr and is more forgiving.
People are people and will take advantage of any system or broken mechanic... that's why 80% of cyro is sorcs and nbs and why everyone doing bgs now is described as above. Doesn't mean we shouldn't have a fair mmr system.
Avran_Sylt wrote: »Just ran into a match where the enemy team focused on "not taking objective" and losing, while their entire team maintained a 2.0 + K/D/A and spawn-camping our team.
(In the sense that at minimum, every player on their team had more than 2 kills per 1 death, and at least half had more than 10 kills with fewer than 5 deaths.)
(Chaosball, more often than not a ball was left unattended since we couldn't reach it, and they didn't take it)
No doubt "lowering" their MMR while just farming players.
the1andonlyskwex wrote: »Thumbless_Bot wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »Thumbless_Bot wrote: »the1andonlyskwex wrote: »LOL at KDA being the only thing that should matter for MMR. This isn't CoD. Healers will completely break that approach.
Group queues will be completely messed up because groups with healers will perform better than groups without, while the healers will simultaneously be dragging down the group MMR. Similarly, solo queues will also be completely broken, because high MMR matches won't have any healers and low MMR matches won't allow anyone to die because they'll be full of top-tier healers and ineffective DPS.
Mmr is not a group stat. Healers will have to learn how to kill and l2 warriors will have to learn how to kill. Damage dealers already know how to heal and hold l2. This isn't pve where roles matter like that.
This is eso solo queue pvp where individuals have to be able to do everything to succeed at high mmr. As it should be.
My point is that at the highest level of mmr players should be able to do it all. If they cannot, whether through lack of skill or from building into one thing too much, their mmr should suffer. They will be matched with similarly situated folks, which helps balance out matches.
Group queue might have different meta, and requirements. I don't do group bgs so maybe you're right there.
Healers will just wind up with low MMR and ruin lower MMR matches (either by preventing anyone from dying in solo queue, or by dragging down the average MMR of their group in group queue).
You sound like you've never been in a BG with a dedicated healer who does 1m+ healing and less than 50k damage.
Well, right now they're ruining high mmr matches.
I've been in far too many dms with three healers who do nothing but drop aoe heals hoping to win on medal score after a stalemate.
Same with tanks. They are useless in dm.
For other match types, it's similar. 3 wardens with 50k health dropping charm and holding l2 while one sorc drops negate and the plars heal everyone and try to javelin e people off the bridge/ledge. This is toxic, imho. Domination and crazy king become obstacle courses and not BATTLE grounds. chaos ball become a bunch of people standing around the balls in 30 aoe heals waiting for the ball carrier to die... really becomes a test of who can click x fast enough when the tank finally dies. If players want this, they would be situated with other players that want this by their mmr.
It's a win win
Also, to be clear, it's not really about high or low mmr. It's about putting same skill with same skill. That's it.
And now new players can't advance their MMR as they're stuck in the same quagmire as "experienced Healbot/Tank players", suffocating new players entering the mix and accelerating turnover.
(Not to mention you've now created an MMR system where a player can play "well" and choose to inflate or deflate their MMR by choosing to play tank or healer for a while, then swapping to DPS)
That where 8v8 comes in. It doesn't have mmr and is more forgiving.
People are people and will take advantage of any system or broken mechanic... that's why 80% of cyro is sorcs and nbs and why everyone doing bgs now is described as above. Doesn't mean we shouldn't have a fair mmr system.
Frankly, it sounds like you're just trying to come up with an MMR scheme that favors your preferred play style, while penalizing play styles that you have difficulty beating.
BetweenMidgets wrote: »I think healers should get assists on the kills their dps get.