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  1. #1
    Player
    ChrysOCE's Avatar
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    May 2022
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    443
    Character
    Chrys Anthemum
    World
    Bismarck
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Exmo View Post
    People don't get suddenly and miraculously better at PvP when the map isn't shatter. And yet, games on those maps are rarely as imbalanced as games against premades in Shatter. The problem isn't player skill level, it's the prevalence of toxic premades.
    It doesn't matter what the map is. You can have matches in Shatter, Onsal and SR with no premades and have the same results, players bunching up and getting mass KO'd, ignoring the score and fighting 2nd/3rd place instead of 1st, self-pinching by inserting themselves into the middle of a fight instead of going to the rear of one of the opponents, staying too long on an engagement instead of disengaging to contest the next one. those aren't premade issues.
    (2)

  2. #2
    Player
    Exmo's Avatar
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    Nov 2024
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    806
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ChrysOCE View Post
    It doesn't matter what the map is. You can have matches in Shatter, Onsal and SR with no premades and have the same results, players bunching up and getting mass KO'd, ignoring the score and fighting 2nd/3rd place instead of 1st, self-pinching by inserting themselves into the middle of a fight instead of going to the rear of one of the opponents, staying too long on an engagement instead of disengaging to contest the next one. those aren't premade issues.
    Sorry but this is just incorrect. The vast majority of bulldozing happens against premades, mainly on Shatter. Remove premades from the equation and bulldozing happens only rarely.

    We're not talking about players not playing optimally, we're talking about huge differences between team performance.

    It couldn't possibly be down to skill issue because when random players are on the same team as toxic premades, the random players prop up the bulldozer and benefit from it. It just doesn't make any sense that the same players are who are low skilled when against a premade are suddenly high skilled when with a premade. The skill level of the player hasn't changed. What's changed is whether they are with or against the toxic premade. Therefore, toxic premades are the main factor for team imbalances.
    (2)

  3. #3
    Player
    ChrysOCE's Avatar
    Join Date
    May 2022
    Posts
    443
    Character
    Chrys Anthemum
    World
    Bismarck
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Exmo View Post
    Sorry but this is just incorrect. The vast majority of bulldozing happens against premades, mainly on Shatter. Remove premades from the equation and bulldozing happens only rarely.

    We're not talking about players not playing optimally, we're talking about huge differences between team performance.

    It couldn't possibly be down to skill issue because when random players are on the same team as toxic premades, the random players prop up the bulldozer and benefit from it. It just doesn't make any sense that the same players are who are low skilled when against a premade are suddenly high skilled when with a premade. The skill level of the player hasn't changed. What's changed is whether they are with or against the toxic premade. Therefore, toxic premades are the main factor for team imbalances.
    What about what I said is incorrect? All of that happens, regardless of the presence of premades or not. I've seen plenty of matches where there is no premade on the other team, the alliance just plays poorly and is steamrolled. No coordination, feeding other teams, no contribution to any actual attempt to pvp. You look at premades rolling over other teams and say premades are the issue. I look at it and see the players who allow themselves to be rolled over. If you want to stay on Shatter, why do so many players bunch up in middle and seemingly have no awareness when a marked DRK is running towards them? I see it. I move away. I don't get caught in the draw in or use the wall to shield. But you get 10-16 dead. They can't or won't see it. And the opponent (premade or not) has BH now. And it doesn't happen once in a match. It happens over and over.
    (0)

  4. #4
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    806
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    Quote Originally Posted by ChrysOCE View Post
    What about what I said is incorrect? All of that happens, regardless of the presence of premades or not. I've seen plenty of matches where there is no premade on the other team, the alliance just plays poorly and is steamrolled. No coordination, feeding other teams, no contribution to any actual attempt to pvp. You look at premades rolling over other teams and say premades are the issue. I look at it and see the players who allow themselves to be rolled over. If you want to stay on Shatter, why do so many players bunch up in middle and seemingly have no awareness when a marked DRK is running towards them? I see it. I move away. I don't get caught in the draw in or use the wall to shield. But you get 10-16 dead. They can't or won't see it. And the opponent (premade or not) has BH now. And it doesn't happen once in a match. It happens over and over.
    You only really see that happen when there's a premade on the field, seldom otherwise.
    (0)

  5. #5
    Player Mawlzy's Avatar
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    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Exmo View Post
    You only really see that happen when there's a premade on the field, seldom otherwise.
    Shatter is so different to the other maps, it almost feels like it should be left out of the discussion. I agree that mass slaughter around mid (and elsewhere) typically indicates an effective premade/shotcaller is on an enemy team. Equally, in the absence of an effective premade, the result of the match is frequently decided by the initial spawn pattern. It's a rubbish concept in which a premade can swing the result, largely because of the ineptitude of many of the players.

    My two arguments against the presence of premades have been:

    1. The presence of four coordinated people on one team should not have the ability to swing a win-rate from 33% to 70%+.
    2. Playing with or against a premade creates dull matches, that develop the same characteristics as the awful DDR PvE in the game, and I'm playing PvP precisely to avoid such monothematic combat.

    Banning premades is a solution to both problems, but discussions here have convinced me it need not be the best solution.

    Unfortunately, alternative solutions (mostly involving crude matchmaking and fundamental changes in job design) are probably too much work for SQEX to implement.

    And then we have the promised role actions coming in 7.2.

    I'd like to be optimistic, but I'm pretty sure these will make the current situation even worse. Any increase in skill expression while maintaining a burst-heavy meta is likely to increase the efficacy of premades.
    (0)

  6. #6
    Player
    Exmo's Avatar
    Join Date
    Nov 2024
    Posts
    806
    Character
    Exterior Motive
    World
    Raiden
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Mawlzy View Post
    Shatter is so different to the other maps, it almost feels like it should be left out of the discussion. I agree that mass slaughter around mid (and elsewhere) typically indicates an effective premade/shotcaller is on an enemy team. Equally, in the absence of an effective premade, the result of the match is frequently decided by the initial spawn pattern. It's a rubbish concept in which a premade can swing the result, largely because of the ineptitude of many of the players.

    My two arguments against the presence of premades have been:

    1. The presence of four coordinated people on one team should not have the ability to swing a win-rate from 33% to 70%+.
    2. Playing with or against a premade creates dull matches, that develop the same characteristics as the awful DDR PvE in the game, and I'm playing PvP precisely to avoid such monothematic combat.

    Banning premades is a solution to both problems, but discussions here have convinced me it need not be the best solution.

    Unfortunately, alternative solutions (mostly involving crude matchmaking and fundamental changes in job design) are probably too much work for SQEX to implement.

    And then we have the promised role actions coming in 7.2.

    I'd like to be optimistic, but I'm pretty sure these will make the current situation even worse. Any increase in skill expression while maintaining a burst-heavy meta is likely to increase the efficacy of premades.
    Agreed on almost all accounts (the exception being that segregation of premades and solos is not the best solution). To be honest there's many problems with PvP currently, and while eliminating premades only addresses one big problem, it addresses it well.

    I've played with and against premades on maps other than Shatter where the premade is sufficiently coordinated to steamroll opponents. Although they can be combatted easier than on Shatter, it requires some coordination and cooperation from the whole team. For example, on seal rock, I've seen a premade push an enemy team for 20 seconds, pull back for 20 seconds, then sweep in again like a tide, decimating the enemy. The reason it mainly happens on Shatter and not the other maps is because of various factors that make steamrolling much easier on Shatter (like you've said). On seal rock or the nadaam, they have to put in more effort to keep the death ball rolling, it's harder and it threatens their win rate. Most of these toxic premades don't actually like to have to put in effort so they don't bother, if they can just wait a day or two for Shatter to be on the menu.

    Even if Shatter were removed or reworked, the toxic premades will rework their strategy or their mentality, but they won't vanish.
    (0)

  7. #7
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,014
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Exmo View Post
    I've played with and against premades on maps other than Shatter where the premade is sufficiently coordinated to steamroll opponents. Although they can be combatted easier than on Shatter, it requires some coordination and cooperation from the whole team. For example, on seal rock, I've seen a premade push an enemy team for 20 seconds, pull back for 20 seconds, then sweep in again like a tide, decimating the enemy. The reason it mainly happens on Shatter and not the other maps is because of various factors that make steamrolling much easier on Shatter (like you've said). On seal rock or the nadaam, they have to put in more effort to keep the death ball rolling, it's harder and it threatens their win rate. Most of these toxic premades don't actually like to have to put in effort so they don't bother, if they can just wait a day or two for Shatter to be on the menu.
    It actually looks more like you're complaining about Shatter as a map then trying hard to pin the entirety of the problems all on the premades.

    You said yourself that it's possible to push premades back in all the other maps but it's harder in Shatter. Does that not indicate clearly that your problem is with Shatter rather than premades? Shatter is a map that favours deathballs after all, so if the map gets changed to have less chokepoints (like reintroducing the second ramp on the big ice), a lot of the problems would be solved.
    (1)