So because there's bugs in the game they shouldn't make balancing changes? And more specifically, they shouldn't base those changes off the highest level of play, because us plebs have to deal with glitches/exploits?Originally Posted by Luckydevil_010 Go to original post
Does anyone remember shield-glitching windows? Does anyone know why that was finally removed? Pro League. ESL decided to allow it (it had always been against the rules) and it was being used in every single game, so Ubi finally had to do something about it.
Not the point i was making. Most ppls argument for using the top whatever percentage is that oh but siege is a competitive game. Im just pointing out that siege is compromised as a competitive game. So basing the majority of changes off of the top on that basis is skewed.Originally Posted by NATural22cHANce Go to original post
OK, then help me out here, because I'm struggling to see what point you are making.Originally Posted by Luckydevil_010 Go to original post
Are you trying to say that the people at the top get there because they abuse exploits/broken mechanics and therefore they aren't actually the best at the game? Or that they get to the top through mostly luck because the game is so broken that it's about as competitive as rock paper scissors? Or something else I haven't thought of?
There's no sarcasm here, I'm genuinely asking.
Ok so the main arguement i always get for why they should balance around the top percentile is that siege is a competitive game. However that implies that the game is fair and even when siege is anythin but that. So my point that i made was that that argument is invalid at least imo. To me there should be separate builds between console and pc we honestly play seperate games and to me and i find it unfair that the game does not get balanced according to the strengths and weaknesses of console.Originally Posted by NATural22cHANce Go to original post
Fair enough i was just responding to the game being competitive.Originally Posted by Morfanos Go to original post
The argument could be made that the game functions different on console than on pc yet we're beholden to a small group on pc. A good example is the pick/win chart. I can guarantee that blitz is up there where jackal is on console as hes banned almost every match ive played this season. Yet on the chart he's towards the low end of the spectrum. Since i give up on them actually doing the right thing in regards to separate builds i have to say its completely uneven that they dont take a wider variety into account.
To be fair a lot of the "elite" players on console are using M+K anyway, making them pretty similar to PC.Originally Posted by Luckydevil_010 Go to original post
High skill suggest deeper knowledge of game, its mechanics and ability to use tham as adventage in game. Thats why are data from this "level" valuable. Copper will play "just-for-fun" while diamong will sweat for win. Simply said if 9 from 10 diaonds will play certain operator only, its clear its overpowered operator, while if 9 from 10 coppers will play some operator, its possible they play it just because it seems coolOriginally Posted by Raytheon... Go to original post
People should just read this and nothing else ^^^Originally Posted by DroneYoinker Go to original post
You forgot the second half of the argument: Rainbow six siege is a competitive game and on the highest ranks you see the most out of the operators. Meaning the data is actually valid in those top ranks since they know how 2 play the operators. Also their picks are done in order to win while a trend i noticed getting myself out of silver and gold at the start is to only go 3 speed to get frags and run and gun. Coppers - Golds seem to also have no communication and also not react to it which basically makes for example clash useless. Besides that ubi also doesnt use this data exclusively otherwise clash and warden would have been buffed instead of an echo and jackal nerf.Originally Posted by Luckydevil_010 Go to original post
This isn't actually true. You'd be surprised that a Copper Strat could easily throw off a Platinum Team who are used to playing one specific way, which if you watch the Pro-League, they have maybe 1 or 2 options in most attacking scenarios, because they're used to playing against the same strategies over and over and over again. Mixing it up is actually a good thing. It forces people to try different strategies they wouldn't normally try, and putting those strats into the hands of people who are have better mouse and aim control could easily make a team stumble in Pro-League. For the simple fact that it's not expected.Because the game has to be balanced at the highest level of play. Just as in any other game, sport, etc. You dont need copper-gold running any strats.
I'd say maybe a lot of Brawlers where damage output is dependant on your combos and ability to do combos. Not so much games based around aiming and shooting. Think Smash Bros or Tekken/Mortal Kombat. I'm not sure if it's the case, but those would be my guesses.Can anyone here name me 1 competitive video game , board game, sport, basically, anything that's being done on the competitive level... that is not balanced, modified or changed based on data gathered by looking at the best in their respective field?
I'm not trolling anyone or trying to fight, I'm legitimately trying to find a single one and I'm unable to.
They all can have different rules(that do not apply to the pro) made specifically for the casual players but the balance itself? Always come from the top.
Whilst i sort of agree with you. The entire game has sort of turned into a TDM rather than the original tactical-wall-busting-shooter it started out and was designed as. With the implementation of all the new operators and weapons, in combination with the bugs and glitches and spawn peeks, the game is more of an all out brawl now than it ever has been. I remember back when ammo was limited to only a few spare magazines... because tactics was the whole point.You forgot the second half of the argument: Rainbow six siege is a competitive game and on the highest ranks you see the most out of the operators. Meaning the data is actually valid in those top ranks since they know how 2 play the operators. Also their picks are done in order to win while a trend i noticed getting myself out of silver and gold at the start is to only go 3 speed to get frags and run and gun. Coppers - Golds seem to also have no communication and also not react to it which basically makes for example clash useless. Besides that ubi also doesnt use this data exclusively otherwise clash and warden would have been buffed instead of an echo and jackal nerf.