We've all had those instances where someone just sits at the entrance and throws out a heal or two, or players forcibly disconnect because they don't like how the match is going. We've also had instances in Feast where team match-ups are incredibly skewed -- like a pack of golds vs. a pack of bronzes.
I've always felt that your rank in Feast should be tied to your performance and not on that of you + your teammates. But how do you measure something like "performance"? I have an idea on how it could work:
The Issue: ranking performance based on damage dealt or players healed -- healers could simply heal themselves for massive numbers. DPS could simply attack healers to increase their own numbers. The focus becomes too much on numbers and not on game play.
Proposed Solution: The system could award points (behind the scenes) to help in calculating the rank increase. So for example:
- Healer heals self - 2 points
- Healer heals DPS or tank - 4 points
- Healer attacks/silences/stuns/heavies opposing team member of any class - 1 point
- DPS attacks healer with a full combo attack - 2 points
- DPS attacks DPS or tank with a full combo attack - 4 points
- DPS attacks healer, DPS or tank with limit break or oGCD attack - 1 point
- Tank attacks healer with a full combo attack - 4 points (since this is what they SHOULD be doing)
- Tank attacks DPS or tank with a full combo attack - 2 points
- Tank stuns, silences, draws in, heals party or self - 1 point
The Issue:
People would spam attacks and heals just to rack up points
Proposed Solution: Rather than counting each and every attack and heal, doing any of these things are done at least once per match, awards points. Any more than that doesn't count. So basically the more matches you play - the more points you can earn.
So in any given match, each class could conceivably earn 7 points as a baseline.
The Issue:
People would focus purely on earning their points and after they do all their "requirements", just chill out at the entrance for the remainder of a match.
Proposed Solution:
To help foster more cooperation among team members, bonus points could be awarded in a match, team-wide, for your team breaking the adrenaline box or the wolf heart box, as well as killing other players and of course, winning a match.
So if your DPS just wants to do a combo on the healer and the tank and then throw out a stun and just sit there at the entrance and die repeatedly, or your tank wants to 10-stack medals and turn their armor into wet tissue paper, it won't affect your ranking. You may not get ALL of the possible bonus, but as long as you're doing your part, and your teammates are as well, you'll still be walking away from the match with SOME bonus.
I realize this is probably a bit rusty and there are probably some issues I hadn't accounted for, but I think this is a fairer way overall to handle a lot of the issues that people complain about.
I also realize that there will be those that complain that this is way too simplified. And probably at the upper tiers these issues don't exist anyway because those that are there are the hardcore PVPers. But I know that even if you're Diamond already, you also know how disheartening it is to get socked -25+ points because the squishy bard on your team ran headlong into the enemy's base when there were 10 seconds left.
What I'm saying is, I don't think you should be punished for that. You didn't cause it so your ranking shouldn't be penalized for it.
Sure, the other team got a handful of bonus points because they won and the squishy bard died, but it's not so skewed as to stomp on everyone's ranking just because someone decided to Leroy Jenkins at the last minute.
My proposal simply makes it so that you can continue to be awesome at PVP and not be punished so harshly as a whole for the mistakes/oversights/accidents of your team. Right now, it is very much an all-or-nothing setup. Players are only human, and all of us make mistakes. This allows PVP to remain competitive, rewards the correct action with a bonus (much like the PVE that no longer punishes you so severely for missing a positional, but rather gives you more power if you hit it) and still lets the best players continue to rise.
Plus, even as basic as it is now, this lets players focus on strategy a bit more too. More carrot, less stick. What do you think?