I’m not sure how the teams are chosen, only that most of the matches are totally imbalanced and not worth playing. Legitimate low res players are being one shot killed and/or quickly killed like in a second or two by poison while not being directly hit.
Hard to get good matches, hard to be able to do damage in said matches, hard not to most instantly die when attacked.
If matchmaking were based upon the highest res players have personally achieved, then they can’t drop res with the intent of totally misbalancing the matches they are placed into.
Matchmaking would also be much better if an equal as possible number of saders and necromancers were placed on each team, as opposed to having one side buffed up to impossible to play against levels or having seemingly complete CC control.
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I completely agree. Blizzard seems to be trying to make matchmaking simple to implement, while not considering true fair, balanced game play. They believe that since one side has 2-4+ 4k-9k resonance players then matching is balanced if there is 2-4+ 4k-9k resonance players on the other side as well.
This is not fair or fun for any player that is around 2k resonance and is continually killed with 1 or 2 hits from these massive resonance players. These numbers are just an example, the main issue is having such a large difference in all of the player’s resonance.
I would love to play in a Battleground that consisted of only other players with very close resonance. This would make for not only a fair, balanced battle but also would be more fun to participate in and would increase the number of players that participate in Battlegrounds, instead of decreasing them.
I hope Blizzard’s Devs start to listen to these post. For every post, there are many people that agree but do not believe posting will result in any changes, so why bother.
Please prove these people wrong and truly listen to your players in order to make a more fun environment for all.
I’ve mentioned this before. The achievement unlocked with resonance should be tied overall to your match making. Same with all other achievements.
I keep dying from poison, get hit once or not hit at all from the far distance and my health gets drained twice over.
Last time in bg I got to watch my damage hit for a whopping 354 points, while everyone pretty much one hit kills me and its impossible to ever break out of their CC, though being killed in one to three ticks doesn’t really keep me in CC long before I’m back at the start.
This is totally non-playable for me.
MM should and has to be ELO based. If you are amazing then u play amazing players. If u kill low elo players u make no gains but if a low elo player kills a high elo player their elo goes up significantly and the high elo player losses significant points.
ELO is derived from: Matches played/wins/losses/kills/deaths/assists.
This would also in turn make the leaderboards an actual good representation of skill, not just who got lucky teams and has more time to play.
Secondly, you would be paired with players of your skill level instead of getting slotted with players that think they are in pve.
Thirdly, reso and secondaries wouldn’t play a part. If ur good with what u have it will be acknowledged and you get matched accordingly.
I agree with most of this except secondaries and resonance really are what matters the most. It doesn’t require much skill to beat players with lower secondaries. Actually, the power gap is massive.
I play in legend have been top 5 for a year now as a dh, not that I think this is an achievement, But more as to where I’m ranked so to give a clear view of my experience.
I do think I play well above my reso, but that shouldn’t be something that penalizes you. I consistently get games where I’m faced off against the biggest whales in the game, 3x my reso 2x my secondary’s I usually still have a positive kill to death ratio. I can attest to what Tak has said a necro can get dots on me even tho he never had touched me and the dmg of criting continual dmg is more than the bandage does per second. Even if I manage to get the necro down the dots still continue through borrowed time. As there is only the iframes of escape and daring swimg + a baby shield from the secret safeguard essence pants to mitigate the dmg. I also think that what plays more of a factor on if the game is a wash or not is that the team composition seems to be non specific. I’ll be going against a team of 6 wizards, where we have no immunity to cc on the other side, or where there is no melee and we r facing a team of barbs n saders. I also understand that you can not have a system where people will not complain about the match making, I’ve been able to reach legend all but the first 6 months the game came out. I see it all the time, unable to see that they are lacking in a area that is hugely effecting there game play example combat rating, secondary’s ,reforges, general lack of how the mechanics of the game work. This is after all a pay to win game so yes they allow u to have a advantage over a lower spender. The gap is just to large of a gap, you need to play 100x better to beat a player with 10k+ reso to ur 3.5k reso. It doesn’t make the game more enjoyable or promote spending . Try and keep the players you still have no one is coming back once they quit.