So I’ve given this some thought and in my opinion, one of the biggest flaws of the system is how you climb the ladder, and what is required of you to ‘get gud’.
As I see it, the system is currently designed not to train up potential but rather to cut the chaff away from the elitist country clubs at the top. Losing is punished more than winning will reward, and hard work is drowned out by apathy and toxicity. I am talking about the concept of Rank-Dropping.
This is a concept that never sat well with me ever since the start of Competitive. Why? Because nothing else acts this way. If you fail the 12th grade, you repeat the 12th grade, you aren’t forced down into 11th. All professional teams in all sports lose all the time. But none of them are sent back to the little leagues cuz of a bad streak, or even just cause they didn’t win enough against fair opponents. So how does training with people beneath your skill level help you increase it? Answer: it doesn’t. They drag you down and keep you down. This is, after all, a team game. Individual scores suffer for the fact that 5 randos can drag you down far easier than they might help you. No matter how talented, no one character should be able to stomp a whole team solo; that is after all what balanced means.
So what’s my solution? Simple really. Invert the drop mechanic into a promotion engine. Instead of dropping cuz of 5 losses at the bottom of your tier, you have to win 5 games at the top of you tier, in a row, and after the 5th win a prompt will ask you if you want to move to the next tier. Selecting Yes would put you at the bottom of the next tier, and selecting No would keep you at the top of your current tier, capping your SR at the tier’s maximum. And no matter how much you lost you would never drop out of that tier.
This allows players to stay on the edge of their abilities and sharpen them with consistent teammates, or play comfortably in their current level.
This would be helpful twofold. One, players who end up with a disconnected teammate or thrower will be protected by having this ‘checkpoint’ of their current measured skill, letting them practice with equal players until they prove to be good enough for the next step.
And Two, it’s the best actionable solution for smurfs I’ve managed to come up with. No more throwing games just to drop down to bronze just to climb back up and brag how awesome they are (not). Once they get into a tier, they stay there until they get better for FIVE GAMES STRAIGHT, or they stay at the bottom of the tier and hopefully get matched with 5 other players doing the same damn thing. Hopefully this would discourage deliberate gameplay sabotage in order to drop out of rank quickly.
And one other small change, really a suggestion for all modes: Can we have 2 different message prompts? One for “A player left the game” cuz he pressed ‘Leave Game’ and a second one for “This player lost connection” so we know what happened to our 6th member?
And please let players apply to backfill into comp games, or at least stress-test their connections before letting them play competitive, cuz it just sucks for the rest of us when this happens.
Um, EXACTLY dude!! Why are good players TRYING TO LOSE IN A COMPETITIVE MODE?!! It’s bad enough when you lose on the other side of a smurf/hacker/whatever. But there is NO REASON why the Smurf-Pro on your side should be encouraged to take a dive and drop the SR of 5 other players who did nothing but get a bad teammate.
And don’t give me “you should just carry harder”. That’s bull.
If anyone here considers a 5v6 absolute suicide if you don’t stop to regroup, how can any one hero 1v6 and make up for 1-5 deadweights feeding the enemy? IF that were possible, then neither the hero nor the game is balanced. (and we can all expect a patch to soon follow).