I think that is the beauty of the "tier" rank system. Players who are NEW or BAD will be ranked in the "Bronze" tier and only play against eachother... So it allows people to learn at their own pace. But yes, there is a STEEP learning curve to this game and a large part of that is the poor tutorial and many things are counter-intuitive (IMO).Originally Posted by Miyren Go to original post
All that said, I think a tier system and a ranked/unranked Que would go a LONG way to making it more fun for everyone. One BIG factor with "new" people is that a veteran cant currently bring people in and teach them to play because the CURRENT rank system puts that "duo" of players up against more seasoned players do to the seasoned player being in tha party...
In THIS system, you can do unranked games OR even ranked games on an ALT and it would put you in lower tier brackets = more fun for ALL!
Revenge - My ONLY beef with Revenge is the ability to spam zone attacks. IMO Revenge shouldnt grand unlimited stamina but do something LIKE "increase your stamina regen rate by X%" or something, so its still a factor and you cant just spam ZA.Originally Posted by Miyren Go to original post
Hero balance - I generally agree here too. Ive been killed by all heros. There are a few "better than others" such as the Warden and Warlord IMO... but that is only observable at higher "tiers" of gameplay that frankly will ALWAYS be in games. There is no way to remove that with class diversity.
Parry This is the foundation of the "defensive meta" everyone talks about. I think there are a few ways to address this, such as "stamina drain" for blocking attacks and Parry then could NOT give free damage but its "value" would be to drain their stamina + no stamina drain for you. Stuff like this would make attacking a little better since merely blocking has a "cost" now. You dont just want a "spam fest" though so thats a tough tradeoff... But this is ALL an entirely different issue.
I agree. The "Ranked Tiers" will save this game for MANY people. It gives people a sense of accomplishment. Right now the "Rep" system doesnt do that. I see a rep 10 player and sometimes they suck... What I would RATHER see is a "tier" system where I know when I see a "Diamond" Tier Warden, he is probably pretty good.... Or if I see a "Gold" tier Orochi, I can probably beat him etc.
The more we have options, the less we have people in each of them. Ill tell you what, this is a fighting game, gear stats should not be a thing, It should never have been a thing in the first place. Same thing with feats and power ups. Check every fighting game played at a competitive level: be it Street fighter, MK, DoA, Blazblue and even Super Smash Bros, they all have a thing in common; there is no stat boosting item used, items and all matches are played on the most neutral maps possible.
Fighting games are games about skills and fighting on even ground with the least amount of contrôlable BS possible. For honor should not have included those feats/gear stats/powerups in game, it should have stayed in the custom game menus.
See, I DO consider that to be matchmaking related. I agree with you 100% by the way. But as I see it, that's what the skill level filter for the busted matchmaking system should sort out. Only they can't get it to work. At all.Originally Posted by Mjolnir1337 Go to original post
I've got some screen shots of hilarious matchmaking results; Rep 6 - 12 players on the left all with 108GS, 2 Rep 0 players with 0-5 GS and two bots.
Good work fellas. Really hit it out of the park with that one.
Honestly I think the only immediate fix will be - have the option to matchmake all modes with gear on or off so people can choose their jam, for GS off mode give 50-100% higher XP and steel rewards.
Here is the thing though.Originally Posted by DecoyAssist Go to original post
Point 1) Its very likely those Rep 0 players are ALTS of players who have other "mains". So this is part of the issue I have with an "account wide" skill rating. When you hop to an alt, not only do you not know that class, the skill doesnt carry over as much as they think. I can play X class type well but swap to a different type and all the timing is off..
Also,
Point 2) Some of the rep 0 might NOT be alts however this is what my GUESS is:
Team A: Players -
Rep 6
Rep 5
rep10
Rep 0
Team B: Players -
Rep 0
rep 1
Rep 2
rep 0
So here is my GUESS. (and I know its not based on Rep, but a "skill" level that I am going to for simplicity sake say there is a direct correlation from Rep to skill level),.
On Team B:
BOTH "rep 0" players are likely ALTS of a main player who is Rep 10+. Meaning what MATCHMAKING sees is:
"Rep 10"
Rep 1
Rep 2
"Rep 10"
Now when it puts the 5/6/10/0 team YOU are on against that other team, things look more "even".
Total Rep on team 1: 21
Total Rep on Team 2: 23
So it says "fair match".
This is the problem with ACCOUNT based matchmaking. I may play an alt, who I have no experience with, and no gear on, and play against players who "matchmaking" thinks I am playing my main 108 gear toon. This is the flaw. It should be based on each CHARACTER I que up with.
Character Selection should happen PRE-Que not After.
Again, totally agreed. I only read that the matchmaking used the account score and not the character score a few days ago. I thought, "Nah, that's fkn idiotic. What about the vastly different skill sets for some of the characters? Surely, they wouldn't grade you on your past performance."Originally Posted by Mjolnir1337 Go to original post
But damn, I guess they do.
A simple tier system does seem to be the way to go. You ever thought about running a major game studio?