- Viewing Profile: Reputation: Acoustics
AcousticsMember Since 20 Nov 2007
Offline Last Active Jun 30 2014 01:21 AM
- Group Junkies
- Active Posts 137
- Profile Views 2437
- Member Title Junkie
- Age 22 years old
- Birthday September 19, 1992
Posted Bigmoran on 29 March 2014 - 04:32 AM
PLEASE BUMP: http://us.battle.net...pic/12329612883
As many people have pointed out on this forum, there is currently a change to MMR and CR that causes some players to not gain rating on wins in PvP. This change has effected every bracket of arena aswell as RBGs.
A blue post on the matter explained:
"We recently implemented a hotfix to address a bug that allowed Personal Ratings to exceed Matchmaking Rating. As a result, some players may notice that they do not gain or lose Personal Rating in the wake of a match. As more matches are played, these ratings will normalize and converge to the correct rating, and Personal Rating will then rise or drop accordingly.
In the meantime, we will continue to monitor the situation and make further adjustments if necessary."
From my understanding, the hotfix was implemented to help remedy some of the MMR problems at the beginning of the season, where players were not losing MMR and their ratings were getting considerably high in a short period of time. The change, from what I gather, prevents you from gaining personal rating until your MMR catches up to that rating.
So, say you are 2500 CR in 3v3 and you win a game at 2400 MMR, you will not gain any points.
If you are 2500 CR in 3v3 and lose a game at 2400 MMR, you will lose points.
The problem with this change is that it has completely ruined incentive for higher rated players to queue arena/RBGS. It is highly unlikely that the players at the top of the ladder queue at an MMR that is higher than their personal rating. Therefore, they have NO reason to queue outside of their willingness to compete. In fact, they will be penalized for queuing as if they lose (which is inevitable) they will go down in rating that they will be unable to get back for a considerable amount of time.
This creates not only a mathematical dilemma for these players, but also a psychological problem as it is very hard to continue queing in an environment in which you don't see positive gains.
The MMR problem is considerably more complicated in RBGs, as the highest RBG team that ques on a consistent basis is below 2200 MMR. Most players, especially on the higher end of the bracket, have personal ratings that DRAMATICALLY exceed their teams MMR. I have experience playing against Abn's team. He is ~2500 CR and most of his teammates are at around 2200-2400 CR. Thier team mmr, despite their players individual high ratings, is never above 2.2k. Teams like ABN have very little incentive to que as if they do actually play the game, they will lose 200-300 rating before they are able to go back up again.
What would have been a better change?
Instead of penalizing the high end of the ladder for queuing (mind you PVP is top down - in that inactivity at the top creates rating deflation for everything below it) penalize not queuing. MMR should have been INFLATED for those teams that queue. Create a system (much like the one we saw in S13) where there is incentive to queue regularly throughout the season. People LIKE to see high ratings. It will be impossible (at least for the time being) for some players to reach 2.2k in RBGS, and probably 2500 in arena.
Posted KPul on 05 June 2013 - 04:12 AM
Posted Persephones on 01 May 2013 - 09:56 PM
Posted khuna on 17 April 2013 - 07:41 PM
You can avoid that by improving your teamwork(and your play when you have no trinket up), deadly throw and CoD working on Supterfuge are the two only things that should get nerfed if anything should get nerfed, I like the game when rogues are "overpowered" (and I don't play rogue only) because they are the only melee that can stop wizards from being stupid as fuck aka survive + spam damage until you get an endless cc chain & collect points.
cf LSD in s8, only thing capable of beating it was RMP(had to play good as fuck) or an other wizard,
cf MLS in s9, RMP, maybe DKLS but I think in egal play MLS was still superior.
cf Godcomp atm RPS (maybe thug )
When I play mage against rogue teams the only thing that I feel like is too much is Deadly throw
Posted Eveny on 17 April 2013 - 06:57 PM
Posted Unseenz on 09 April 2013 - 06:27 PM
Rogues are a lot better in teamfights than most of you guys give yourselves credit for, nerve strike is an amazing tool to lock down an entire line of casters, neilyo mode cheapshot everything is pretty much a 10 second cc on everyone, makes deadly throw pretty much useless in rbgs.
I usually use my subterfuge for stunning casters and applying nerve strikes, and dances for bursting down healers unless my team is wiping (then stun/silence everything). since 90% of teamfights nowadays is gorefiends grasp solar beam your biggest priority in assisting this is stunning the enemy paladin at the same time as the beam to prevent an aura mastery, this usually instantly forces a trinket -> am or bubble.
On fc maps, its not always the best idea to spend the entire game on the enemy fc (unless going for a quick cap) but when your team is falling behind i find it useful to break off and get on the efc in order to make the other teams healers drop back, and let off some pressure. Just remember, part of the reason rogues are good on fc maps is that rogues counter guardian druids. I cannot stress this enough- good guardian fcs know to use track humanoids and generally never come within thirty yards of anyone, stealth allows you to get the jump on them. in addition when a guardian is stunned with no barkskin they can't do anything, and guardians with no mobility (your job is to hinder their mobility) are sitting ducks. Make sure you dont smoke bomb during defensive cooldowns(wall, cocoon, pain suppression, spirit shell) unless you're sure to land a kill- one of my biggest pet peeves is when i see someone bomb on a flag carrier with wall up, or when im holding my bobm for after wall and i see the retard warlocks on my team toss in five chaos bolts. If your team wants/needs to make a flag push, and the efc is not in grip range, the first step is you opening on the flag carrier, make sure you have a cloak or vanish if this gets sticky, but basically this will make the other team collapse on their fc, making it extremely easy for your team to get in range to attack him/grip him in.
Temple, rogues are good at running around and killing high stack carriers by themselves, but they also have a lot of defensives that can be used while holding orbs unlike other classes like hunters, which makes them decent carriers as long as you have good situational awareness (when to pop everything on someone and collect +10, and when to sprint behind a pillar). Remember you can always fake people into the middle, and step or use cloak and dagger to get back up, this is a really useful escape tool.
Mines, one of the only maps where i ever use defensive smoke bombs, good way to shut down a beam, or you can just bomb a healer and 100-0 it in a few seconds, always zerg healers on this map when youre not spam stunning warlocks boomkins and dks, theres nowhere to hide and no LOS so you play a big part in dropping the other team before yours dies. ALWAYS try to jack carts, people are really stupid and stand on the wrong side which makes sapx3 + blind an easy cap, if your team is not going to get lava or top cart flip them upwards before they reach the side and make sure the other team doesnt flip it back, a longer travel time to the north cap = slower points for the other team.
Eots, pretty similar to teamfighting on mines, no LOS. try to hit people in the back because if your healers have a good position they should still be able to heal you, and this will make it easy for your casters to snipe the other teams overextended dps. Eots is a pretty easy map to get ninja caps on, because a lot of the bases are narrow and it's easy to find stealth at bases like mage tower and blood elf (usually pretty close to the flag due to retarded design), another strategy i utilize a lot on this bg is stand on a flag while a dk grips the defender downstairs fifty times and you cap it easily.
AB I suggest going to the LM fight, theres usually only two healers there and rogues have billions of ways to stop two healers from doing their job, as well as keeping up nerve strike on the dps. On maps like these where your healers are split up, you have to stop chaos bolts because they are harder to heal through.
On node maps it's a good idea to pressure bases by yourself because although rogues DO have good utility in teamfights, they are much more effective in 1v1 scenarios especially with two sets of cooldowns. If youre going for ninjas, ALWAYS keep track of the other teams floaters, if you are absolutely relying on getting a ninja off and not just banking on drawing people off of the teamfight, and you see an enemy floater, get someone to slow them down. Remember, when youre ninjaing your team is down a person at the teamfight so dont just walk around in stealth too long leaving your team gimped. You'll need to come out and start attacking or sapping to draw attention off fast. As you get more and more experienced in rbgs, youll know which classes to zerg down and which classes to try and cc cap on, however no one who plays perfectly should get ninjad on, it's all about predicting the defenders next move, if you mess up dont waste too much time, just go back and start locking down casters and globaling healers again. I don't think glyph of smoke bomb is ever worth it since no one really sits outside the range and lets the bomb ride out, almost everyone that defends has some sort of ranged ability to stop caps. If your team tells you to defend a base and you dont want to just lie and say your trinkets down.
Posted fant0m8 on 10 April 2013 - 12:48 AM
Leaving broken mechanics in the game just because a spec/class is weak is a terrible idea.
Fix the broken mechanics first, then buff the class (same patch if possible). Simple.
Why would you want to rely on the current gateway to make your class viable? It's a ridiculous crutch.
Posted Unseenz on 09 April 2013 - 11:18 PM
Posted affix on 13 March 2013 - 08:03 PM
They literally stacked every damage increasing ability in the game, right after your hunter had used his scatter for trap, and silencing shot offensively to prevent the MD. Your healer was across the map and your teammates had no peels up, which presumably they communicated to you on comms about. yeah you probably should have cloaked.
Mage damage is retarded right now, it's fucking wayyyyyyy too high after the frostbolt buff, and NT needs the same nerf that frost bomb got last night. But you linked a game where you played pretty much as badly as you could, and you didn't match any cooldowns... as evidence that cooldown matching doesn't help? What exactly is your point?
Posted Rhetorical1 on 15 February 2013 - 12:29 AM
Posted Feliclandelo on 18 March 2013 - 01:23 AM
Posted Koly on 16 March 2013 - 03:07 PM
I do somewhere 25k to 40k crits.
We have shit mobility and does far, we would just stand in roots, or waddle on slows without anything to do about it.
not just against wizards but in general and we would die, and it was bullshit.
Now finally we can do something about it, we can still die in a stun, but at least now i can do some god dam damage when im stuck in 24/7 cc.
I know it frustrating for you that now you just cant own every rogue out there without effort, now you will have to work for that kill
Ladies and Gentlemen
Posted methodman2 on 16 March 2013 - 05:18 AM
Posted Jontex on 31 January 2013 - 07:28 PM