It shouldn’t be punishable unless the person does bad on the hero.
This isn’t true if you’re good at the character.
This is true. It’s also hard to stop because if you try to play something other than what you have your most time on, people might tell you to switch back. It happens to me on my account where I play mostly Sombra. I started telling people I won’t go what they want me to go so I get told to go Sombra less.
THIS
Then you’re part of the problem.
It depends. In some ranks (such as gold) it’s easier to get out by flexing. In other ranks it’s easier to get out by one tricking.
There are already people hardstuck in a rank. Even those who should be in a higher rank. It’s a team based game, teammates can hold you back. There willalways be hardstuck players.
If competitive was changed, it would be way better.
There are two good ways to change competitive.
-Stop handicapping MMR because it’s a problem. If possible change the matchmaker.
-Scrap the whole SR system and make it so everyone is on a leaderboard. You go higher the more games you win and you fall when you lose. You shouldn’t gain too much or fall all the way. This would get people to try to win. You’d still have to keep the performance based stuff that way people wouldn’t get too high or too low. Tying would do nothing.
Someone’s been reading too much of cuthberts drivel. You understand he was a hardstuck silver who didn’t get how mmr worked right? Or that if someone is actually better than their rank they’ll climb because of pbsr even if they have a meh winrate?
I don’t read most of Cuthbert’s posts.
If they can’t stop handicapping MMR, they should reset it every season and they should make placements matter because they do nothing right now. They’re useless.
By MMR reset I don’t mean a full one. They should place people around the same MMR as you the season before that way people who were GM last season don’t get placed against bronzes and silvers from last season.
“Handicapping” isn’t a thing in the way he thinks it is. It just isn’t. Nothing more than drivel made up by someone unwilling to accept that he’s not as good as he thinks. Also a seasonal reset would cause tons of chaos and it wouldn’t actually end up changing anything. Would literally ruin competitive completely for nearly a month; lol if you think games are bad now because they’d be awful after a reset
I think there is a way to fix it without removing solo q and still have it possible for the after work/school crowd to have a chance to compete in the team game… to get introduced into it.
Remove group priority. Now we have LFG, the tools are in the game to find a 6 stack to compete against premades. The group priority system where it only pairs you against like-sized stacks is outdate and holding the game back.
Don’t remove the OPTION for people to solo q… but make solo q so hard like it should be, that you really need to join or form a team in order to properly rank up.
This allows the very transient community to reform teams easily as most groups/clans don’t stay together very long… if they even get together in a 2nd playsession via Friend’s list.
If you FORCE people, it will backfire. However, if you give them the option and make it “their” idea as a way to increase their number EASIER… then they will jump on it and not quit.
Not sure what you are getting at here, but it sounds like you want SR to be a true handicapping system and basing if you are good or bad based on your previous performance. Akin to bowling avg. Say, my placement games I avg 120… but then I start bowling my normal 200… I would be pub stomping until the handicapping system caught up to my avg.
If they did that, it would be ripe for abuse and there would be a huge advantage to sandbagging and making games so close and performing as poorly as possible but just enough to win. Nah, I’ll pass. A stat system for SR has no place in a team game for the exact reasons you point out in the rest of your post.
lets say you are a Genji main. You work your butt off and get 35 elims in a match and 18k damage, 19 objective kills. Keep that in mind.
There is another Genji main, same tier. He gets 50 elims, 23k damage, 25 objective kills a game.
Now, imagine that there are 500,000 people playing Geni in your tier at the same time you are. Some do worse than you and only get say 15 eliminations and 8k damage etc etc.
if the average eliminations of those 500,000 genjis is higher than 35, that puts you in the “give them less SR” category because you did not perform to the same standard as other Genjis in your tier regardless of the color of your medals.
THAT is why the system is screwed up for anyone below Diamond. Diamond rank and ABOVE, are given SR based on a flat win/loss system anbd how they peform as an individual.
Papa Jeff explained in a previous dev update video that this system was going to ONLY effect Diamond and above and that they wanted to see how things went and would be experimented with lower tiers later on. Well…That was at least 5 seasons ago!!!
Why are you always deliberately dense? Do you know how unbalanced matches would be for like a month? Of course that doesn’t matter to you though because you’re biased and already think matches are bad because you’re hardstuck
Yesterday ALONE I was paired with at least 15 groups of 2 and 3 stacked teams with Plats who were boosting SIlvers into mid-Gold matches. Some matches even had a 2 stack and a 3 stack both with boosted players from mid-Silver. So yes, thats a major imbalance.
Yeah that leaderboard idea sounds interesting. Perhaps as you move up the leaderboard you earn better badges to represent your progress. I’ve heard other games like to use rare materials like gold/platinum/diamonds. Of course it would be annoying to have no difference between the highest and lowest gold player. So there could be a second more precise way of representing how good you are, some sort of number for your account. /s
Okay joking aside, you’re asking for exactly what we have, just with some cosmetic changes on how we represent ranks. It doesn’t matter if we say a player is platinum, or in the 60th percentile, or has an SR between 2500-3000. They are all just different ways to show the same thing: how that person ranks against other players.
This is entirely separate from MMR which is how matches are made and how the system estimates your actual skill.
Not to ignore OP though, so let’s address why 1-tricks are so successful:
A meta team-comp is less important (for winning the game) than performing well on your hero.
One-tricks generally perform very well on their heroes.
Flexing makes it harder to perform well, especially if you aren’t as good at the game to start with.
For most ranks, “meta comps” don’t even matter.
It’s like trying to practice and run crazy plays in basketball when you can barely do layup, and getting mad that someone who just practiced shooting is doing better than you.
Strategy is secondary to mechanical skill. It does not matter if you can’t execute.
Ugabooga have you tried out my strategy? The games are tough for awhile depending how deep your sr is buried but eventually you reach the promised land if you can outplay most of the player base like most think they can.