PVP is dead

No I remember plenty of games in wrath that sat for nearly 20 minutes because no one died.

TBC had tons of micro cc in the form of things like mace spec rogues and warriors, with the crafted stun maces for example.

basically any RTSā€¦ not technically ā€œabilitiesā€ but there is much more going on in those games and they are very popular

WoW PvP is just @ss now, why learn a game that has nothing to offer

20 minute matches are not a ā€œlong matchā€ long matches are more like the ones that went to time, IE 40-45 minutes. If 20 is long to you then you donā€™t really have the time to play an mmo.

No that is not a micro CC, micro CCs are things like Ring of Peace, or Death Grip. Spells that simply interrupt the spell you are casting without actually using an interrupt. They are brief split second interrupts that are going to force you are start your cast over again, not a duration stun that actually lasts several seconds.

Iā€™m sorry most bgs donā€™t even last 20 minutes.
Thatā€™s a lot of time for a deathmatch 3v3 mode.

A stun that didnā€™t dr and was different from actual stuns. It was literally the first micro ccs.

Iā€™m sure something like the top 3-5% are good. But if 2600 IO is around the top 10% of players right now, I canā€™t say that reads well for the compentency of the majority of PVE players when Iā€™m a mediocre boomer dad and can do it without considering it overly difficult.

Have Kennie weigh in, heā€™s close to R1 and has surely seen this thread by now.

Canā€™t fix years of substance abuse.

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If that was in fact true, how do you explain this:

If Blizz increases MMR inflation every season, would it not stand to reason that when MMR resets with each new season, it is in fact deflation? Perhaps I could have worded my response a little better, instead of suggesting deflation be removed, I should have stated that MMR be inflated when a new season begins, not just at itā€™s end.

I realize that player participation has a big impact on MMR, but as clearly stated by Blizzard, they also do control it to an exent. I believe that MMR being lower at the start of the season leads to player frustration, which in the end drives away all the casual to moderate pvpā€™ers. This in turn exacerbates the problem. I hope that they find a solution and fix the entire system making it more rewarding and instil a sense of progression from season to season.

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This is exactly my point, though.

If youā€™re defining deflation as ā€œthe lack of inflationā€, then sure - the start of seasons are more deflated than the end of seasons.

However, when you say ā€œdeflationā€, people hear, think, and feel the idea that thereā€™s an artificial system keeping MMR DOWN as opposed to one that gradually brings it up.

Blizzard absolutely could just say, ā€œfine. We wonā€™t add in any inflation and it will bebwhat it will beā€, but then a majority of players would be VERY frustrated that they couldnā€™t reach rewards they previously could. The very thing theyā€™re complaining about would turn into a reality, instead of just a false perception.

Right, or they could say, ā€œFine, weā€™ll add all the inflation up front at the start of each season.ā€ Then a majority of players would be VERY incouraged to queue up and weā€™d have a healthy season!

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In theory, sure! However, what I think would happen there is that youā€™d see a lot of people get their 16/1800 or w/e and then quit. Or get to a safe rating threshold like glad or r1 and then just stop playing and hold all their mmr hostage, which would prevent it from being distributed throughout the ladder and make climbing significantly harder.

We saw this with slands s1

I think slands s1 needs to be look at as exception, because a lot of PvE players were involved to get high ilvl weapons and stuff for raids/m+.

But in the end this system would still make more sense than having in inactive season until the last 2 weeks or so.

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