Bring back percentage based rewards

Psure duelist used to be 3%

Either way I doubt they ever go back to % based rewards again

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How would you purpose they do this in a way that doesn’t make casual players (which you absolutely will need, to saturate the bottom of the ladder) just nope out from the start because they are going to have to play consistently from start to finish of the season.

Mind you, I am of the “tough $#@&” mindset personally, but I also would be entirely fine if this game devolved into a hyper niche game with a 3rd of it’s current playerbase to be completely honest.

In season rewards

After the 2 week adjustment period, Anytime you break X% of players of your spec over 1500 you get the associated reward.

Don’t make people wait til end of season. Just be the X% best during the season. Which means people will frequently leapfrog each other and that’s fine

Then you run into the problem of people who aren’t able to play to early in the season getting locked out of rewards because the percentile range has increased.

And then you have players getting glad in the first 2 or 3 weeks and then peacing out.

Inb4 “LFG to push glad, please link past non week 3 glad achieve”

I think it needs to be a mix of end of season %-based (think shuffle spec titles), and achievement related stuff that’s based on # of games won.

The problem with anything being a solid rating # is inflation/deflation/population splitting across modes plays such a huge role in these things. SL s2 was a joke to get elite/glad in, DF s1 was fairly easy, it gets considerably harder when there’s less ladder competition. It also means that glad gets devalued or increased in value depending on the season it was acquired in.

This is totally different from PvE progression with io scores and KSM (which is basically equivalent of maybe 1800 right now until inflation kicks in). With M+ all you’re “losing” is time sunk if you have a bad run, vs getting into ELO hell in PvP if you have a streak of bad losses.

I think players below 1500 should be included. The requirement should be that you actively play the game to count towards getting rewards, not that you are an average, or better, player.

My idea of weekly/bi-weekly ladder snapshots would be players who have q’d at least 20 games in the snapshot period are counted towards the total.

I think time of season really doesn’t matter in this scenario. It’s all about who is on the ladder and how good you are.

Imagine, week 3 only has 100 people over 1500 of your spec. So if you aim to be in the top 50%, you just gotta beat 50 people. Thing is, if all these people are multi glads, then the average player is in big trouble at this time of season.

Now, if later in the season there are 1000 people over 1500 of your spec, you gotta beat out 500. However, that might be much more doable if most of these players are casuals.

I’ve suggested this in a few other threads. Thanks for making an actual thread about it.

The whole inflation thing just feels stupid, I understand their want for progression.

Having X number of weeks at a certain position on the ladder = reward. You fight for your position and have to defend it with X number of games queued weekly to get credit. This means all season is a relevant time to play. Obviously there will be a “better time” depending on who’s q’ing, what’s OP and what’s not, but I feel this is better than our current system.

Never reset mmr cr as this is a great way to keep placing teams of equal skill level against eachother.

I don’t think any of us enjoy vault cap for a couple weeks then afk until the final weeks.

I’m fairly certain however that they just won’t do it due to the amount of work vs the reward for what I think is an ever dwindling pool of players in pvp.

Elitist pvpers and their hot takes is what killed pvp. Average and Bad players don’t play because rewards for them are not obtainable. So your player base gets butchered, and pvp is dead.

1st you whined about gear differentials, so the gear progression in pvp was basically removed. That’s the first major blow to pvp participation (this game is an RPG, which is all about progression, this isn’t counterstrike) PvP without effort based progression will just not be played as much in an RPG game. Not to mention the psychological aspect , when you get beat down by someone because of a gear differential it pushes you to play to get that gear yourself so you can be the one who beats down. Then you whined about people getting 1800, 2100, etc too easily, and that’s the death blow.

But you guys got the game you wanted, no gear progression and rewards only for the sweats. Too bad you’re playing alone.

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I agree that removing gear, even though there is honor~conquest nowadays, was something unnecessary… It was interesting the difference between a newbie and someone who had been progressing for months already. (but note that this was based on progress over time, not on crazy things that I will mention later)

Nowadays it’s quick to get a full honor set and it gets you almost (almost) close to competing with those who have a conquest set. That’s in my opinion, of course…

As I always stop at the rate of 1800~1900… because I don’t want to have a headache to go up to 2k+ (I would have to try really hard) - it would be unfair for me to say that prizes above 2k are strange because they always stay with a tiny portion of those who play above this rate, and it ends up not having the appearance of “progression” but rather of “let’s reward those who are crazy and use GOD classes to get there”.

Don’t get me wrong, gladiators play extremely well, but at the cost of wasting a lot of time, losing the fun (many say it’s stressful getting there, even though for other gladiators it’s fun), tons of addons… and tons of memorization of buffs and debuffs and cds which makes everything weirder. But the reward comes to those who are willing to deal with this mountain of systems…

So comes my view: if the vast majority of pvp is in the 1600~1800 rating, some even 1900…and at 2.0/2.1k it starts to become scarce…with very few above that… Is it possible that the elite set is already good for the majority (1800) ? If this is true, wouldn’t more people be playing if other prizes, I don’t mean the gladiator prizes, but more rewards existed at this rate?

It has similar ladder numbers but I can’t track games queued in the last 24 hrs so it’s probably much more dead. Queues below glad mmr are instant though so that’s nice.

I don’t see the problem with gladiator being exclusive? That’s the entire point. My buddy was 2700 duelist in s5. He took it on the chin, his fault for not pushing earlier/harder (they thought they were safe)

It’s also wrath, which means 2s is the bigger bracket. 160 glad mounts coming out of 2s atm and 30 r1 titles.

Basically this. Doesn’t matter how many 0.5% is 0.5%. It’s meant to be exclusive.

it was. Challenger top 35%, Rival 10%, Duelist 3%, glad 0.5%. Idk what the cutoff for r1 is. Top 0.01%? or 0.1

They should add more rewards that are just based on participation imo. But making titles percentile based makes sense if you want them to be objective measures of skill.

For sure. But armor cosmetics should be relatively easily attainable and glad mounts should be easier than they are now, imo. if I could get a Glad mount at 2200ish (2200 as it was in previous seasons before massive rating deflation) I would be pvping every season.

oh not again

ya in pve not pvp

no I just played halo instead

game bad, ur takes even worse, unlucky

Display rating as % rather than arbitrary numbers as well

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hot take: remove rating based rewards entirely
we have to go casualer

Are there still glad tabards? Love glad tabards in wrath.

2400 cr is glad tabards

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there is a place for that its called solo shuffle and battle grounds/skirms

It was at the end. Make it such that rewards are obtained by winning games at certain tiers.