Challenger Rating's Purpose
buffajr
Member Posts: 424 ★★
Tell me again how this helps to balance the game? The idea that my champions stats get nerfed anytime I fight an opponent ranked higher than me is just preposterous. Isn't that what class advantage is for? If you're fighting an opponent ranked higher than you it is already an uphill battle. Adding challenger rating just takes that uphill battle, and puts someone at the top of the hill constantly throwing down marbles.
Maybe someone has a better explanation on how it helps to balance the game, but from where I'm sitting it was only introduced to tip the scales, and 95% of the time it's in the A.I.'s favor.
Maybe someone has a better explanation on how it helps to balance the game, but from where I'm sitting it was only introduced to tip the scales, and 95% of the time it's in the A.I.'s favor.
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But yeah, to me CR has no practical sense and I don't understand why they introduced it. Let's just hope they don't step back as it was in 12.0
In other words, instead of creating more interesting or challenging content they just put their finger on the scale.
It wouldn't surprise me if it were implemented in a one sided fashion but it would be hard to proove out
Rating, as in PI, doesn't matter. CR isn't dependent on that. CR is a stat, like any other stat. It is set based on the champion's star rating and tier rank, i.e. 4* rank 5 (the level within the rank doesn't matter).
What CR does mechanically is it is used as a tuning parameter in the DR function. It therefore only affects stats that are themselves affected by DR. That is the only thing CR does. The higher the challenger rating of your opponent, the faster DR takes effect. Because the DR formula as a base tuning parameter of 1500 and CR is multiplied by 5 and added to that, its net effect is typically small because CR numbers range up to 120, and its effect in the formula tends to get swamped by the base tuning parameter.
Typically, CR affects the net value of stats by between half a percentage point and a couple percentage points. It is enough to change things by a small amount, but not a dramatic amount. The average player cannot visually see CR in action without careful observation.
As to what CR is for, that's a long and complicated discussion. The short answer is that Kabam was looking to implement a set of new parameters to rebalance combat to increase the value of high ranks and decrease the value of lower ranks when fighting higher ranks. However, they changed too many things too quickly in 12.0 and some of their changes had a far stronger impact than they had apparently assumed, necessitating them to back off of many of them. CR is one of the parameters they have backed off so much on, it currently doesn't do much in terms of balancing at the moment. It is probably something they will return to reassess at some point in the future.
Thanks for adding.
Honestly, the devs have many things I would like them to spend time figuring out. "All of the math" would be one of them. I also wish Kabam was less reticent about explaining how things work to the players. The quants (like all five of us, maybe) knew almost immediately that things like critical resistance and armor penetration were responsible for 99.5% of all the difficulty issues at 12.0 release, but players spent weeks blaming challenger rating because that was the only thing that Kabam mentioned specifically. So of course everyone is going to blame CR, even though CR, even the bad CR from 12.0, was responsible for like 0.5% of the difficulty issues. I can't completely blame the players for that one, although I wish there was a way to redirect the blame in the right direction.