Dream PVP Patch Notes

These aren’t real patch notes, just hopium, but one can dream, right? … right?

Player versus Player

  • Solo Shuffle

    • The soft cap on CR/MMR has been removed. The softcap is now set to 2950 CR.
      • Developer’s Notes: After much feedback regarding the current state of CR/MMR in Solo Shuffle, CR/MMR gains have been fixed to more in line with previous seasons and players should be able to once again progress rating. Actions have been taken internally to ensure the “stunt” in CR does not occur in future PvP seasons.

    • CR/MMR rewarded to healers has been changed to nearly always award CR/MMR in the case of healers completing a game with a score of 3-3. The total value awarded will be scaled on current MMR relative to lobby MMR.

    • Valor rewards after game completion are slightly increased when playing in lobbies with real-player healers.

    • Rewards given from special reward chests for specializations in need (usually healers) have been significantly increased. Chests now give additional valor, gold, random crafting/gathering materials, and have a very small chance to drop Vicious Bloodstones.

    • (Beta) AI/NPC healers are now added to Solo Shuffle lobbies when no real-player healers are readily available. AI/NPC healers will always be the same random healer specialization on each team and will never be paired against a real-player healer.
      • Developer’s Notes: With this change, we have set the goal of dramatically reducing queue times in Solo Shuffle to < 60 seconds so players are able to enter games as fast as possible and maximize gameplay. AI/NPC healers are adjusted for damage/damage-reduction/healing to account for the difference in skill/ability from a real player. We will continue to monitor and adjust AI/NPC healers as necessary.

    • A new algorithm has been added to detect players attempting to queue-sync and “Win-Trade.” Players detected by the algorithm are subject to GM review.

    • A new buff has been added called “Outnumbered.” The buff increases damage, damage-reduction, and healing slightly when the game detects a player on their team has disconnected, stacking up to 2 (based on number of players disconnected). This buff is immediately removed when the game detects the disconnected player has returned to the game.

  • Battleground Blitz

    • CR changes (increases/decreases) have been slightly amplified.
      • Developer’s Notes: After much feedback, we have determined that players are changing rating a bit too slow. The modifier for CR changes has been increased to allow for slightly faster rating changes.

    • Small windowed tutorials for each map have been added to the game mode. The tutorial will now pop up upon the player’s first time playing Battleground Blitz on each map. Afterward, the tutorial can always be accessed via a new button displayed on the scoreboard called “Map Rules.” This button will have a background glow.

    • The Match-making algorithm has been improved to further diversify the composition between both teams to avoid situations of one team having too many identical classes or specializations.

    • The match-making algorithm has been improved to identify players on “lose-streaks” and attempts to match those players with a healthier mix/diversification of players who are not on “lose-streaks.”

    • Duo-queued players will now always be matched against other Duo-queued players in a ratio of 1:1 between teams.
      • Developer’s Notes: We realize this may slightly increase queue times for Duo-queued players, but will increase fairness across teams to Solo-Queued players.

    • Disconnecting/leaving a game no longer reduces a player’s CR by 200, once per 24-hour period. If a player disconnects or leaves a game more than once in a 24-hour period, the player will be subject to normal CR reduction penalties.
      • Developer’s Notes: After seeing player feedback, we have determined that penalties for players disconnecting from the game are too harsh. Players are now able to disconnect from the game once per day before penalties are enabled.

    • All class movement or movement-speed abilities (including teleports, grips, rescue, etc.) are now disabled when carrying flags or the crystal in Deephaul Ravine. To account for this change, any players carrying the flag (or crystal) will have significantly increased baseline movement speed, with less-tanky specializations having more baseline movement speed than others (i.e. a clothy caster will have slightly more movement speed than a tank specialization).
      • Developer’s Notes: After seeing player feedback, we have determined that particular comps on CTF maps are particularly stronger than others (i.e. teams with monks) and would like more diversity in viable flag carriers.

    • A new algorithm has been added to detect players attempting to queue-sync and “Win-Trade.” Players detected by the algorithm are subject to GM review.

    • A new buff has been added called “Outnumbered.” The buff increases damage, damage-reduction, and healing slightly when the game detects a player on their team has disconnected, stacking up to 2 (based on number of players disconnected). This buff is immediately removed when the game detects the disconnected player has returned to the game.This text will be hidden.


      Edit: Formatting (Added HTML spaces between bullet points for easier readability).
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• Rogues removed from pvp

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And arrested

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I really hate when people add developer’s notes to fake patch notes. You’re not the developer, you don’t need to add the special font, you can just explain normally.

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Wall of text thats broken into easy sections or a wall with no punctuation. Yeah no thanks, use the tools available

The “outnumbered” thing is a pipedream. It’s same level of fanfiction where Sonic asks if you were frying chicken. I will not elaborate.

They should clip the wings of Druid players, let me sky tumble you dangit.

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Also you forgot the mandatory disc priest stun:

  • Ultimate Penitence now stuns affected enemies for 3 seconds.
  1. but what about my healer priv?
  2. likely to become all about abusing the AI’s quirks rather than natural game play

that being said, we are probably only a few years off from AI being able to indistinguishably fill in for a player. they will even rage and abuse their teammates off of learned behavior. this is coming!

cool post

wow i didnt even catch that part. my guy straight up wants to replace healers with bots. we arent even real people to them.

this is why i throw rounds without cocooning people.

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If the dream patch notes don’t include deleting DHs, I’m not interested.

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Demon Hunter - Havoc - Blade dance buffed by 20%

Chaos Nova stun increased 1 second

2 set has changed from + 20% bladedance to When you use Spectral Sight, stare into the soul of your enemy. The first enemy struck by your next throw glaive takes all damage as if it were Chaos damage for 10 seconds

Lmao

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Thats from over a year ago though, no idea if that remains true especially now that we can see participation ourselves, shuffle does not have a lack of it, at least not in comparison to any other bracket. Unless drustvar stats are wrong but doesn’t seem like it.

They are. Checkpvp has the accurate numbers. People just casually ignore this because drustvar numbers validate them.

Idk about all that, just using it because its what I know of, didnt know checkpvp even displayed games played for all the brackets Ill look. How do you know which one is more accurate?

edit: I checked checkpvp and its showing 235k total games of shuffle played in the last 24hr, 21k total games of 3s played in the last 24 hr, 13k games of 2s played in the last 24hr. I think 235k is counting rounds though, so it would be 39k actual games for shuffle which is the highest of the 3 arena brackets still.

Yes this is accurate. I put more credence in checkpvp’s numbers because on that site you can actually go through all 100,000+ people on the ladders 1 by 1 if you want.

Okay that makes sense. Still shows shuffle participation being quite higher than 2s and 3s though, on eu its an even bigger variance with 46k instead of 39k for shuffle, 2s and 3s were relatively the same as NA being 22k for 3s and 14k for 2s rounded up.