Then you aren't hardstuck 0, and don't apply. I mean people that actually never leave 0 Crystal except for maybe a once or twice lucky win. They exist.
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Issue is I don't see a way for this to actually help. You can't make decay happen every day, so you would make it what, 3days? 5days? A week? Then all a player has to do is log in once in that time frame and play a single match, then never queue again till they have to. Forcing everyone to play a single match of an imbalanced game mode just for slight wiggle in the board isn't a fix. I'd rather them see the board not moving at all so they can understand no one really wants to hardcore grind in such a disadvantageous game mode.
Hence why I think they should just remove points loss on a loss entirely. They aren't pretending or trying to make this game into an actual "ladder game," so why bother punishing people when they get derps for teammates? If your system is setup such that *not playing* is the best way of maintaining a rank... yo, your system's broke.
I have no idea, I never watch live letters. I just wait for the cliff's notes afterwards. There's no point in making improvements to matchmaking if they're still sticking with solo queue only. Skill based matchmaking is always going to be questionable when you're forcing people to play alone in a team-based mode.
Can confirm. I got to top 50 then checked out.
Same with Mahjong. Get the achievement at 2000 rating and move on to something else.
There's no staying-power in these competitive modes because they aren't actually competitive. Anyone can get to Crystal with enough games played. And even in Crystal the matchmaking is so wide that you can't rely on teammates. So you just try to be careful and consistent (and call targets obsessively), rather than taking risks, innovating, and coordinating strategies with your team (not really possible with Quick Chat anyways). If you're good you can climb quicker, but it doesn't feel like it means anything. You can spot the winning team from the beginning if one team has a good comp and you recognize a couple top players.
Not to mention, the rewards aren't very good. But that's fine. I didn't agree with all the exclusive stuff they locked behind the feast (which just encouraged more win-trading/cheating).
I still enjoy frontlines though, because it doesn't pretend to be competitive and has a daily reward. Just a fun thing to do every now and then, while leveling alt classes.
I do want to go back to CC, but in a less tryhard way. HOWEVER I can't do so without risking my Top 100 place in Ranked, or playing with coinflip garbage teams in Casual. So I'll just wait until next season.
I'm not sure what to do about all that, except introducing better matchmaking in Crystal based on Credit. But anyways, I think that's enough rambling for me.
A ranking system where winning/losing are the only things that actually matter is just fundamentally broken and rewards getting lucky with the match-making more then actually playing well does.
A point-based system that eases point losses and/or increases gains as a reward for performing well would at least help get the better players into crystal faster then those who are scarcely trying.