A summary of rating distribution DF S1 (DFA)

I would love get the total number of people with “Successful Solos” achievement. So we get an idea of total players who put some time in RSS.

yeah easily

total characters as of today : 364,383
total characters @ 2400 as of today : 9792

that’s almost 3% already prior to conquest boxes, a new patch/meta, and further inflation

(obviously you need wins for legend but there’s 3 months left and afaik without factchecking artificial inflation is impacting shuffle as well)

8% of the active playerbase where 50% have a level 70, so that’s decent.

I’m a firm proponent of every reward being %-based, but I’m curious what you think an appropriate spread is. OP’s data gives us inflated percentiles both because it cuts off the sub-1K players and because for most achievements both queues are being combined. Even with these inflated percentiles we have:

72nd percentile grants access to full mog at 1800.
89th percentile grants access to enchant at 2100.
95th percentile grants access to Elite title at 2400.
98th percentile grants access to Legend title (and potentially a mount skin in the future) with 100 round wins above 2400.
99.9th percentile grants access to the Crimson Legend title.

The actual percentile for everything but the Legend titles is, in reality, higher. These are also aggregate percentages. It’s only very recently that the top 100 devokers were all above 2400, for example. Not sure exactly how many are on the ladder but I know it at least hits the API cap of 5k, which means until very recently being above 2400 as a devoker put you at minimum in the 98th percentile of the spec, with the reality of it probably being closer to the 99th percentile.

I would love every single reward in shuffle to be doled out based on spec percentile, and every reward in premade to be doled out based on general percentile, but in both cases I think less than 2% of the ranked playerbase acquiring the mount is way too few players. For me I would put it at 70th percentile for Rival, 90th percentile for Duelist, 95th percentile for Elite, and then aim for the Legend/Glad achievement being however difficult is necessary to have 3% of the ladder (being 60% of people who hit Elite) achieve it. The rank 1 titles being the top .1% is fine. The mechanics behind the Legend/Glad achievements are fine; I like how it rewards consistency at high point in the ladder rather than a single good run.

I’m just finding it hard to understand how someone looks at the likely current spread and comes away with the idea that the ladder has been inflated to the point of pointlessness.

Edit: Just to add, for the sake of comparison, this spread is very similar to what you see in League of Legends, which is already one of the games with the most rightward-leaning prestige track. The only game I’ve ever seen with an even more hardcore prestige ranking system is the abject failure that was Lost Ark’s first season, which for whatever ungodly reason they replicated for the Western release. In it you had to hit the 90th percentile just to escape Bronze, meaning the entirety of the Silver/Gold/Platinum/Diamond/Master/Grand Master spread was confined to the top 10% of players. From what I’ve seen most games have a prestige track that starts much earlier in the ladder than the 70th percentile.

I wasnt able to find an achievement to use. My best guess would be Honor level 5 however that doesnt rule out people who got that achievement in the past and have not touched DF pvp.

Let me check and get back to you.

I see your point. When blizzard releases the r1 data I feel we can make this more clear but rn this is all we can go from. Xunamate was a good source of data too however I believe that has been shut down. If you have any other way of reliably sourcing this data please let me know.

8.13%

Note this is 50 wins.

https://www.dataforazeroth.com/collections/achievements/15543/successful-solos

Similar though is the Solo aspirations achievement ~ 15 wins at 17%.

https://www.dataforazeroth.com/collections/achievements/15539/solo-aspirations

I do believe this achievement was earnable during the prepatch too. The difference between the rarity of these achievements shows a signifcant drop off.

all i want is for 2s and 3s to have a bottom again
it isn’t fun to fight against 2~2.6k+ teams more often than 1~1.8k teams at 1400ish mmr
the learning gap is massive in that case and it’s just not something i can balance between also raiding and pushing m+ anymore, and if you don’t enjoy solo shuffle at all like i don’t, pvp is basically dead to you just because unlikeable people who couldn’t get partners now can force themselves into quick 6 round facsimiles of matches whether someone wants to play with them or not so blizzard created an entire system for them

Right on!

Is it asking too much to get the Rating distribution among this population?

When I see “Most people are under 1k rating”

Then people with 15 wins is 17% of the population and 50 wins is only 8%. It means over half the people who played RSS just played around 4-5 lobby’s then stopped.

But the rating distribution is more meaningful if you get people who have played a decent amount.

You want ladder fodder to return to 2s and old 3s?

Well, I doubt these unlikeable people will be rushing back.

do you purposely go out of your way to look like you can’t read or are you cherry picking arguments that were answered in the text you quoted

Wow, actually not a terrible idea at all. Maybe even make it apply to 2s/3s only and I really do think this would revive the brackets a bit. I personally would put more effort into 3s if I could piecemeal the rewards.

Doesn’t really answer much. How would you intend to make 2s/3s more popular without nuking shuffle, which is what you and the usual several are insinuating?

Forcing people to play one mode over another by sabotaging the other mode isn’t a great solution.

As it stands with current consensus on all PvP forums–not just battle.net–RSS is (unfortunately) the preferred game mode. If you removed incentives from all forms of arena, RSS would still be played over 2s/3s. Let’s not pretend the issue with 2s/3s is only that it’s unaccessible and harder to push rating. The mode is flatout just not enjoyable for the majority of the playerbase.

Disclaimer: I prefer 2s/3s, but I am being realistic here.

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Yeah, it would kind of break the all-or-nothing feeling that lots of players must be experiencing and instead incentivize them to grind piece-by-piece, one step at a time.

Give shuffle unique awards unobtainable in 3s like a legend drake with a unique model from the glad one and a cool ground mount only obtainable through shuffle.

Every bracket should have its own unique rewards

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This seems like the most straightforward solution, yeah. But in before a plot twist where RSS is given rewards with better quality/tints and then it widens the gap even further :dracthyr_a1:

One of the cool things about RSS is you get comps you’d never really see in old 3s. You try to come up with synergies on the fly. It keeps things fresh.

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Yeah…and I hate to admit it but may be healthier from a balancing standpoint, assuming they do it right. Some specs can literally only function in a limited amount of comps. Syngergy is cool, but being hyper-functioning in one comp and borderline useless everywhere is actually pretty bad design.

Edit: it was fun for me at the time in wotlk/cata, but it just doesn’t feel the same these days.

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and this is how