If the intended purpose is to piss off people, it's definitely working. Everyone I know that pvp say they get very "salty" while playing.Ranking system is working as intended. I don't like how the system is set up, but it's working as intended. The only problem I see is that people are trying to justify getting "bad" teammates by using matchmaking as an excuse. It just doesn't work like that.
It doesn't matter what team pvp game that you're playing. There will always be someone that's underperforming on the team regardless of rank. High tiers have to deal with it too. There's no escaping that fact.
Everyone should be grateful that it's somewhat easy to climb rank. If deranking was enabled, I'm pretty sure that not only majority would be playing between silver and platinum, but diamond+ would experience longer wait times just to get into a game.
You can definitely lose points, but if a player literally leaves or dcs for the majority of the match (happened to me twice, thanks ff crash), the losing team should not lose points.See also: people afk for the first 30+ sec of the match so the initial clash is 4v5; people pokeballing out (not like it's their fault but it's still a problem); etc.
Would it be possible to just design a system such that you didn't lose anything for loss and only ever gained? I guess you'd have people hitting 20k MMR or whatever, though.
You know, like splatoon implemented because 3v4 are basically impossible to win, except enemy team is extremely bad.
The winning team still gets points, the loser doesnt lose points for a circumstance they had no control over.
I have no idea how the game calculates win/loss points and as salty as it makes me sometimes, it is how it is.
But 4v5 are almost impossible and some people are almost griefing with their non existent damage/healing output that losing somebody on top of that just sucks.
I can only help if you can help yourself, feels like people think healers have unlimited heals…
I give up, I will never rank up with this ranking system. Somehow, most of the time i end up on the team that will most likely lose....
Time to up your RNG game.
But how to do that? Magic, or maybe:
1. Play WHM or WAR to make it more likely to have a WHM or WAR on your team.
2. Don't stop playing if you are on a win streak - the conditions may be favorable and that's how you rank up.
3. Play on a DC where the average skill level is lower.
4. Play during peak time to average out the skill level more.
5. Switch to lalafell so that you are harder to see.
disclaimer: this is mostly a joke; except for the lalafell part.
Last edited by Avenger; 05-23-2022 at 10:44 AM.
Time of day you're playing has a *huge* impact, at least here on Crystal. If I play at like 2 AM, there's a *ton* of weak players on the field, and it's highly likely you'll get at least some of them on your team. You *can* partially mitigate this by playing classes with high carry potential like AST, RDM, and NIN... but one man can't carry an entire game on their own.
But when I play during prime time (most evenings until around midnight server time), there's a lot more people playing *and* the skill gradient is smoother. You see a lot more of the top 150ish players, a lot more Diamond players (not a measure of skill, but it does mean they've generally played fewer games), etc. Games are much more likely to be evenly balanced, and it's in those games where your individual contributions can shine through because you're less likely to be saddled with dead weight while the enemy team is not.
It sucks, but if you're actually focused on winning/pushing rank, you really can only play (ranked) CC at certain times of day.
I agree in principle, but I ranked from bronze to crystal between roughly 12am est and 3am est. But as I said, agree cause I had a lot of luck sometimes, and other times luck sucked and I went to bed early.Time of day you're playing has a *huge* impact, at least here on Crystal. If I play at like 2 AM, there's a *ton* of weak players on the field, and it's highly likely you'll get at least some of them on your team. You *can* partially mitigate this by playing classes with high carry potential like AST, RDM, and NIN... but one man can't carry an entire game on their own.
But when I play during prime time (most evenings until around midnight server time), there's a lot more people playing *and* the skill gradient is smoother. You see a lot more of the top 150ish players, a lot more Diamond players (not a measure of skill, but it does mean they've generally played fewer games), etc. Games are much more likely to be evenly balanced, and it's in those games where your individual contributions can shine through because you're less likely to be saddled with dead weight while the enemy team is not.
It sucks, but if you're actually focused on winning/pushing rank, you really can only play (ranked) CC at certain times of day.
Wish there was a way to share luck XD. I have yet to see a time of day on Mateus when there are more weak players because it seems like they are always there (and on my team).
Strike like lightning, roll like thunder
I agree wholeheartedly. Single wins braced between five game losing streaks means I'll never get out of Bronze 3.
Grats Squeenix for copying every stupid MOBA ever, right down to their asinine ranking systems and horrible matchmaking.
It's not even a good copy. It's been a hot minute since I last played DotA, but last time I did, the ranking system was just literally standard Elo-based MMR. The tiers and stuff are just window dressing. I don't know why they don't just copy it wholesale. It works perfectly fine. Hide the actual MMR that is used for matchmaking (because it's well known that seeing your number be lower than you believe it to be can be a major discouragement to players) and make it clear that your tier and rank are more of an estimate of how many games you've played and less of an estimate of player skill and ability.
The system is prone to some level of randomness (which should be bit better now that Patch removes Dia 5-4 from Crystal pool), especially in the unranked to silver bracket. Crystal is still fairly easy to get if you are good but you might have to deal with some really frustrating teams on the way. I got to Crystal in 55 wins as SGE on this Character and the most painful part was the Gold promotion. Got from Unranked to Silver 1+ in a easy 10 streak, then got stuck with unsalvageable games until another 10 wins to finally promote to Gold. After that it was mostly smooth sailing aside from few losses cutting the streaks, some of the games might have been winnable too while few were on par with the pre-gold messes.
It might help if they'd tighten up the low-end pool, unranked to high silver is massive fluctuation in player skill even if none of them are very good. Having a pure rating based system or somehow taking player performance in count instead of sheer win/loss might make it better to the more competent players, while helping ensure to keep the worse ones stumbling upwards with random streaks.
From what I've seen most if not all Jobs have been piloted from Unranked to Crystal by someone so far, so it is definately doable despite the balance and the way the system works.
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