Quote Originally Posted by Myon88 View Post
Something funny about CC is you actually get disproportionately punished for playing well, even beyond the degree to which it happens in other PvP games with SBMM.

The reason for that is the gcd based combat, which makes for gameplay with a very low skill ceiling. I'm sure you've noticed that when someone gets picked off, the team fighting 4v5 becomes heavily disadvantaged to win that engagement. As the odds get worse, 3v5, 2v4, it quickly becomes almost impossible to prevail. Unless you're desperate to stall the match, your best recourse is to run and regroup.

When the combat is fundamentally just rolling your gcd, it's very hard to overcome a difference in manpower. This isn't an FPS where even a single person can threaten to ace a team with raw skill, it's more like trying to do a parse run with someone dead.

As a result, the weakest player on your team controls the match outcome more than your strongest player.

This leads to situations where if you happen to be the highest ranked person queuing in your bracket, you're likely to get paired with the worst person in queue. If that person is a feeder, your winrate that session will plummet to 20 or 30% through no fault of your own. Conversely if you dodge getting put into the 'loser pool' you'll coast along with an inflated winrate and easy games. If you queue randomly then sure, in a big picture sense your winrate will average out close to 50%, but on a match-to-match basis it swings between 20% and 80% in reality. I've never seen a PvP game where so many matches are either stomps or unwinnable.

It applies to top 100 matches too. Sometimes it's beneficial to snipe someone higher ranked because they'll get saddled with crystal 0s while you get a more balanced team. Being the best player in the queue is less important than avoiding getting paired with the worst player in queue.

If you've ever felt like you've gone on a losing streak despite topping the scoreboard and having 0 deaths each time, it's likely due to the above. It takes a lot of fun out of CC for me, knowing that gaming the matchmaking affects your results way more than personal skill does.
Carries are getting harsher punishments this expansion, because the pvp kits aren't exactly designed for solo play. Sure, you can play well and get a high KDA. However, if the rest of your team is not doing so hot then you may end up getting a lackluster reward in game like stalling to a useless overtime for example. Even with classes like NIN, SAM, and, to a certain extent, MCH that can get an advantage by dealing damage according to percents those using the classes cannot escape this effect.

System just heavily rewards players who can work together in teamfights. 1v9 when it comes to cc is just about nonexistent. I dont see how that can work when almost every class has some sort of aoe ability that does about 10k dmg.