**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Kabam...AW match making frustrations boiling over
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There’s a 3 million alliance at rank 59 in Gold 2 in tier 3
I liked idea that after first few wars of system shifting to a system that considers your rank on the leaderboard but in this instance you would also need to align multiplier to be similar to spot on leaderboard -> you shouldn't be getting t1 multiplier facing alliances in p3 because you lost first couple wars.
The Board is all over the place. Between Tanking, Shells, and people jumping down to these Retirement Allies, strengths are all over the Board. Something has to act as a buffer so that lower Allies aren't stopped up by Accounts much more advanced than they are.
To be honest, the best solution is to do away with Off-Season altogether. Implement a Placement Phase, buff the Season Rewards, and any progress would be done during Seasons. Take a break in between so people can regroup, and keep progress where it can't be manipulated. That's the best solution I see. Enough with the back-and-forth and one being tied into the other.
There are people who, despite having a good roster, have a skill level way below the average person has. So in terms of capabilities of war, even if he puts up 5 R5s as defenders, he might cede 10-15 deaths, which can be similar to the performance of a very skilled person who has 1 R5 and puts up 5 R4s on defense.
Hence, using prestige as a gauge for warring capabilities is a very bad metric as it excludes one of the most important components in the game, ie, skill.
War rating, on the other hand, captures everything because it is a result orientated metric.
Which is why in the initial post, I already suggested to do away with the fixed multiplier tier system that encourages/incentivizes tanking.
Edit. Nevermind. Misread.
Well that would have been a funny comment but I already have a warning lol
If the above system is implemented, then an alliance that wants to tank will suffer a lower multiplier due to a lower war rating.
Generally, what this means is instead of using fixed multipliers like x7 for Tier 1 and x6.2 for Tier 2 etc, have the aggregate war ratings be the actual multiplier for the war.
For eg, alliances A and B matches.
Alliance A - 2990 WR
Alliance B - 3000 WR
Multiplier for the war - (2990+3000)/2 = 2995
Let’s say a very lopsided matchup occurs,
Alliance A - 2000 WR
Alliance B - 3000 WR
Multiplier for the war - (2000+3000)/2 = 2500
Alliance A gets more season score per point for that war as they are going up against a harder defense, while alliance B gets lower as they go up against an easier defense. Under unified matchmaking matched solely based on war ratings, this scenario is VERY unlikely to occur though.
This also combats tanking by reducing the multipliers of tanking alliances.
Eg. Alliance X tanks from equilibrium rating of 3k to 2.5k WR. This means until they reach 3k ratings again, each point they earned per war counts lower to their season score, which might or might not be better off than them staying at their equilibrium rating of 3k.
Lastly, if there are minor discrepancies in terms of score, instead of needing to change the multipliers etc, the war win bonus can be adjusted instead.
All that needs to be done is to have a fair system and alliances will adjust by themselves.