Solution Suggestion to the Rating and MMR Inflation Problem in PVP

Essentially change current rating to reflect the seasonal max rating instead, and then continue to calculate rating gains using MMR. You can still fall behind and drop in MMR to the point where you would not gain rating at all, but you wouldn’t be in a situation where you can effectively harm progression gained by having a bad night of ques. This type of system wouldn’t necessary be of benefit to me, because I play like 6000+ matches per season and normally accomplish most of my main push goals early… but what I hope it might do is encourage more people to participate in it by making new players and less-seasoned PvPers feel less churned and burned when pushing for their first 1800, 2100, 2400, or Glad so that they might want to try it on a new toon. That’s how I keep myself invested when I hit a wall or slow down to the point where I’m sitting in 1hr+ ques for solo/LFG for 3s: spending time learning/practicing/playing a different class/spec/comp.

Trash suggestion

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PvP doesn’t have a cutoff either until r1 as well. Glad and all the other rating thresholds are basically the same thing as getting KSC, KSM, or KSH. While yes the time investment is much shorter, PvP isn’t a situation where if you play correctly with the right gear you auto win. You can play your best and be completely geared, but still lose due to the other team playing better or due to some ridiculous RNG with crits (it’s getting better). The difference in rating acquisition is the key. In PvP they wipe everyone’s MMR seasonally, and make us start from scratch where you have to compete against the R1s in the early season to climb. Whereas in M+ the R1s will push their keys with their groups, but you also have a mix of competitive PvE players (WF raiders, HoF raiders, R1 key pushers) who will do “charity” by helping boost keys for specific dungeons they need for key loot drops. What this does is inflate M+ keys across the entire game, because each week everyone who completed a higher key will spawn more of them to be in circulation. Then look at how the rewards stack up in comparison using the new free tier achievement as a starting point: AotC = 2k M+ (KSM) = 1600 PvP (Challenger II). Compare that to the capstone non-capped achievements for each content type: CE = 2.5k M+ (KSH) = Glad (2400 + 50 wins above in 3v3 only). Despite M+ being the most heavy time-sink per rating / progression gain (30-40min per key attempt), it is also perhaps the easiest thing to push to get all of the rewards (KSH / portals) because of the volume of people running keys for gear and gear upgrades, as well as the inflation of key levels allowing people to get to 2k+ in the first two weeks pretty easily. You can compare these thresholds because none of them are truly competitive below the highest end due to them all being locked behind a specific achievement threshold for each, and because achievements like the free tier piece achievement, call for the comparison to be made to determine the easiest means of acquisition.

That’s is a huge wall of text to be wrong. Mythic plus you are not directly competing vs anybody in every specific dungeon you jump into. In arena you are and for winning you take something from them (rating) based off different variables (mmr/cr). Not losing any rating for losing competitive arena matches is absurd.

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