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On September 11 2016 14:14 ZeromuS wrote: I rage solo queued and dropped from almost 3200 sr to 2985 sr in one session.
I dont understand the dumb people who have a 2900 ranking. Like, one game im playing with people who were SR70 season 1 and the next im playing with SR50 people from S1.
There is no way you improved 20 ranks in a month. And no your tracer is not good. Stop. Please.
It feels like this system is too dependent on your teammates at the moment. Sure all multiplayer games have that factor to a certain degree, but it doesn't feel like you can carry them the same way as in other games. In cs you can win by outperforming the other team and murdering them every time they poke their head out. In Dota2 you could pick a good ganker or a carry and farm your way to victory. In Overwatch, if one person on your team picks Genji no matter the situation or enemy lineup, and proceeds to suck with it, it feels like there is absolutely nothing you can do, no matter what you pick or how well you play.
For season 2 I started out ranking about 500 (or 10) lower than I was in season 1 (I got 4 draws in the placement matches, which, if counts at all, probably doesn't count positively), and I am just not able to climb the damned ladder, even if I get 2-3 gold medals every game in kills or healing or whatnot.
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Canada13372 Posts
I don't think its that bad that its impossible to carry, but I play mostly support and theres only so much I can do as Zen/Ana/Lucio in comp solo.
I should have played roadhog or zarya instead because they punish hard in solo queue.
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On September 12 2016 01:35 ZeromuS wrote: I don't think its that bad that its impossible to carry, but I play mostly support and theres only so much I can do as Zen/Ana/Lucio in comp solo.
I should have played roadhog or zarya instead because they punish hard in solo queue.
In the last match I played Junkrat. Had gold in kills, objective kills and most damage after defending for a round. They barely pushed the cart a few meters. Next up we attack, I pick Pharah, continue getting tons of kills, somewhere between 5-6 for each time I die. We barely even touched the cart. This has been happening a lot lately. It doesn't matter if I kill 3 on the enemy team at once before dying, because if even one on my team sucks, 3v4 is suddenly a lot more defend-able. Getting majorly frustrating.
You are correct in that supports have it the worst. I think I'm going to stop playing them completely. If my team isn't as good as theirs, no amount of good Mercy or Lucio play is going to matter. And lets not even start with the fact that most people have spatial awareness of a badger, leaving any support to die by their reaper any time it pleases him. But then you end up in situations where no one plays support instead..
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Canada13372 Posts
well sounds like you need to play characters who play the objective on offense more. Pharah doesnt push payloads so i dont suggest her if your tanks dont sit on the train
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Pharah can sit behind the payload, just make sure you have an escape route. I mean if you got 3 people you can always push for a few seconds if the rest of your team occupies the rest. But yeah thats Lucios job normally.
Find it insanely easy to carry as support. Lucio can control team movement so 1 or 2 feeders will not go in alone and can bind the most enemies. Mercy can latch onto a good player and tripple their power. Zen and Ana can get kills on their own. But if you are truly unlucky and have 4 potatoes with no game sense, then you will have to go onto a self sustain carry hero.
Noticed that supports usually have a shallow hero pool, because they are dragged into playing support every game. And then they end in games where the answer isn't a support but they stay on it anyway. Even if its hard, got to keep up your skill on a tank and dps as well. Or you'll be in big trouble. Well if you play all supports you already cover alot of ground and just fill your pool with Winston/Reaper/Pharah and 76.
Had a game not long ago where i decided to go off support for the last 3rd. Because the opponent wasn't slowing down. My added dps and tankyness stopped the rush, but since I grabbed all the health packs instant cries for a healer. After we held the second push barely, we suddenly had a good team comp, because everyone that died went for self sustainers or supports. So all I had to do was stare at the Widow and Genji waving my tesla gun and making them cry. Oh and singing I am the bad guy of course. Love that song. Lord Dominator \o/
Thats what I like in Overwatch. If you are salty or mad, you can always make someone on the enemy team suffer for it.
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Canada13372 Posts
I play zarya/winston/rein decently and have an ok 76 if the situation calls for it.
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Putting Eichenwald into competitive a week after the map's release is the dumbest thing Blizzard has done in OW. I don't even know the map yet.
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should add Reaper too. I don't like Reaper and Winston. But they are to good in some situations, where supports don't do alot. But I play to many heroes anyway. So I fail at the mechanical part alot.
Well some orgs wanted to show of the new map first and even with bans, teams risked getting onto this map. Banphases are really annoying sometimes. You see one team banning the payload maps down they don't train. And the other frantically banning the other modes. I understand that this game is strategically overwhelming, But training only 2 hero comps and 5 maps shouldn't work best to reach the highest level. Even worse if some in those teams complain that there are more multiple strong comps working.
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On September 12 2016 05:34 ZeromuS wrote: well sounds like you need to play characters who play the objective on offense more. Pharah doesnt push payloads so i dont suggest her if your tanks dont sit on the train
My problem with that is actually the Reaper again. He absolutely crushes me when I play something like Zarya or Roadhog, two heroes I really enjoy playing. It's not like he's OP, he's just normal good. But between rank 2500 and 3000 where I sit currently, absolutely no one knows how to play against him. If I play tank or support, I just feel so uselessly alone watching my teammates ignore him while he murders me in no time. Spatial awareness and all that. (And don't bring up the many sites that claims he's weak against Zarya. He only needs to time his attack so it starts right after you've used your bubble, and you're dead within seconds. And if you save your bubble only for him, you don't get to do much).
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I only play Quick games sometimes in groups most of the time in solo queue. The reason for this is that I don't want to see my MMR rating or have other see my MMRr rating and get reduced to a number and therefore the rating system is just too simplistic and just not meaningfull to me.
The bandwidth of teams and match compositions is just over the top in quickplay. In my opinion even quickplay should be balanced, but I just don't experience it. Often I have seen full or big groups matched against single queuer line ups and of course plain out loosing most of the time. In 80% of the quickplay games, players don't seem interested at all to get a competent setup, resulting in teams with just one healer or tank (me) and two Hanzos and a Symetra on attack or something like that. These games are not the exception, but the rule and thats the bad thing.
I don't mind the occasional crazy game, but I do not need them to be the norm. Even if you manage to get into a good group that picks and plays smart, when the game is over the opposing group just disbands and you get thrown back into the single queue hell again. And if you manage to make a group with your winning team, you face minute long queues ....
I bet you, that if you gave me the stats of all the players in the average single queue I would easily with great certainty be able to predict the outcome of the match and that just shouldn't be. If the teams had about the same skill, it would be difficult to predict this and the certainty would be low.
The people I play with seem actually not interested to play a "multiplayer" game with team mates, because they just seem to ignore them. They ignore their team mates when choosing the setup, they ignore the tank and instead of following him would run of and scatter in any direction, dying alone, leaving the tank and the one healer and maybe one dd to get killed.
On the other hand if you play damage, you see tanks standing at chokes and not advancing at all, or you see tanks just charging in dying instantly and leaving the rest of the team to die without protection. You see mercys not switching targets and performing triage, but sticking to the same target that is already at full health.
When you play healer, you see people standing in the worst corners, shouting to get healed while you can't even jump to them as mercy, nobody protects you or looks out for you, they all just ron forward with a seemingly 10° of vision, ignoring enemies left and right. Or you heal and heal and heal them until eventually you get taken out or people getting more or less oneshot and the remaining team gets focused one after another until you die, and the guys you just healed and healed and healed while rapidly switching heals and whatnot did not even manage to kill a single guy of the enemy team.
Blizzard should undertake serious efforts to enhance the match making or introduce more playmodes or give competitive play a more meaningfull system then just a damn number.
MMR is only usefull in 1v1 or if you had some kind of clan vs. clan situation. (fixed teams you choose) MMR just completly fails in a many vs. many situation. MMR was not made for this (it comes from chess) and it is just the easiest (and therefore lazyest) implementation theycould come up with.
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I don't think there's really to have a significantly more meaningful personal "rating" than what we currently have. In my experience, people who play a lot of competitive end up where they belong if they play enough games. Someone's SR gives me a good idea of how someone will perform, with very few outliers and freak cases. A player with 3500 SR will either be very good or have very good comms, they'll rarely be flat out shit. A 2000 SR player will never be a world class player stuck in ELO hell. And while it would be possible to improve its accuracy by making individual performance weigh more, it would still be an artificial construct that can only account for a tiny amount of the variables that make a player good or bad. And if it overvalued personal stats, it would just overvalue selfish players, and even promote selfish play.
Anyway I don't know what you would suggest, which games have a more "meaningful" system? Every other game just hides the numbers and gives a color or a word that represents some sort of precious metal or gems. Some games have fancy titles of "Super Master Guardian Supreme Killer Pro Swaggermeister XIV double prestige". We just have a somewhat more accurate representation.
Also not queuing for comps just because you don't like the artificial number you get is silly. QM is stupid, play comp and disregard your SR if you don't like it. QM is flat out an inferior game. In that sense you artificially put yourself in a situation where you have to play with idiots who won't cooperate.
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On September 12 2016 12:02 overt wrote: Putting Eichenwald into competitive a week after the map's release is the dumbest thing Blizzard has done in OW. I don't even know the map yet. I don't even look at new maps in sc2 before playing on them in ranked, and the map has a much bigger impact in SC2 than it does in Overwatch. Getting a week to learn the general layout of the map/how to play on it is more than enough. You're just looking for reasons to be PJSalt.
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On September 12 2016 12:02 overt wrote: Putting Eichenwald into competitive a week after the map's release is the dumbest thing Blizzard has done in OW. I don't even know the map yet. Eichenwalde isn't that tough to learn. It does have a lot more side passages, but it isn't super complicated to learn.
I started a custom game set to 30 minutes skirmish, and just explored the entire map. However, out of all the maps, it definitely has a bigger learning curve. I love playing on tracer because there are so many ways to flank the opponent without being seen (well after the payload is capped.)
But that first choke under the bridge is super difficult to break without great coordination. Get Sym, Bastion, and Torjborn to cover all angles and it can be a death trap.
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On September 13 2016 06:37 Holy_AT wrote: I only play Quick games sometimes in groups most of the time in solo queue. The reason for this is that I don't want to see my MMR rating or have other see my MMRr rating and get reduced to a number and therefore the rating system is just too simplistic and just not meaningfull to me.
The bandwidth of teams and match compositions is just over the top in quickplay. In my opinion even quickplay should be balanced, but I just don't experience it. Often I have seen full or big groups matched against single queuer line ups and of course plain out loosing most of the time. In 80% of the quickplay games, players don't seem interested at all to get a competent setup, resulting in teams with just one healer or tank (me) and two Hanzos and a Symetra on attack or something like that. These games are not the exception, but the rule and thats the bad thing.
I don't mind the occasional crazy game, but I do not need them to be the norm. Even if you manage to get into a good group that picks and plays smart, when the game is over the opposing group just disbands and you get thrown back into the single queue hell again. And if you manage to make a group with your winning team, you face minute long queues ....
I bet you, that if you gave me the stats of all the players in the average single queue I would easily with great certainty be able to predict the outcome of the match and that just shouldn't be. If the teams had about the same skill, it would be difficult to predict this and the certainty would be low.
The people I play with seem actually not interested to play a "multiplayer" game with team mates, because they just seem to ignore them. They ignore their team mates when choosing the setup, they ignore the tank and instead of following him would run of and scatter in any direction, dying alone, leaving the tank and the one healer and maybe one dd to get killed.
On the other hand if you play damage, you see tanks standing at chokes and not advancing at all, or you see tanks just charging in dying instantly and leaving the rest of the team to die without protection. You see mercys not switching targets and performing triage, but sticking to the same target that is already at full health.
When you play healer, you see people standing in the worst corners, shouting to get healed while you can't even jump to them as mercy, nobody protects you or looks out for you, they all just ron forward with a seemingly 10° of vision, ignoring enemies left and right. Or you heal and heal and heal them until eventually you get taken out or people getting more or less oneshot and the remaining team gets focused one after another until you die, and the guys you just healed and healed and healed while rapidly switching heals and whatnot did not even manage to kill a single guy of the enemy team.
Blizzard should undertake serious efforts to enhance the match making or introduce more playmodes or give competitive play a more meaningfull system then just a damn number.
MMR is only usefull in 1v1 or if you had some kind of clan vs. clan situation. (fixed teams you choose) MMR just completly fails in a many vs. many situation. MMR was not made for this (it comes from chess) and it is just the easiest (and therefore lazyest) implementation theycould come up with.
After reading your comment thrice, I've come to the conclusion you can't be satisfied.
Judging from what you said, you don't like Comp because your skill is reduced to a number that has little meaning to you, yet you complain about quick play because you can't get a team to coordinate.
Comp mode is where people get coordinated, and if you want that team-player atmosphere, you have to play it. I am not sure, but it seems you are insecure about your number, and that insecurity leads you to dislike comp mode.
Quick play is where people mess around and practice with new heroes against non-bots. I once played 4 quick plays where one person said "All X hero" and nearly all complied. I used to get salty over stupid shit like that, but after I jumped in it became a bit fun. Don't ever expect anyone to coordinate in quick play, because its pure futility.
Blizzard isn't going to pander to your whims because you can't be satisfied; they already have the game modes that satisfies two majority of their player base anyways. Either suck it up and accept the MMR, or don't complain about quick play lacking skilled players that coordinate.
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Play competitive match (KotH).
Dominate first two rounds.
Lose next three rounds. I tried switching to everything I could to help the team. Come out with 3 golds and 2 silver medals. All 4 MVP cards are our team. Still lost.
6 game losing streak. I've lost over 400 points since noon today.
I actually don't think the English language has the correct words to explain the level of frustration I'm feeling right now.
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Log in, time to warm up.
First game, 5 hanzos 1 mercy. Can't believe someone at blizzard thinks this is ok and it's fun. What a joke.
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thats why you warm up in training.
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On September 16 2016 08:47 FeyFey wrote: thats why you warm up in training. Training doesn't have enemies with movement that's in any way similar to guys with 3500 SR in comp games :p
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Canada13372 Posts
On September 16 2016 08:56 Djzapz wrote:Training doesn't have enemies with movement that's in any way similar to guys with 3500 SR in comp games :p
custom vs bots
headshots only
healing reduced to 25%
enemy team all Ana AIs
Play Mccree
Practice vs the demons that run like nuts
Oh and on 2cp thats the important thing
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On September 16 2016 08:44 Djzapz wrote: Log in, time to warm up.
First game, 5 hanzos 1 mercy. Can't believe someone at blizzard thinks this is ok and it's fun. What a joke. ever try 5 bastions and 1 mercy? That is fun! And the Mercy just floats to a different bastion lol.
It works really well on Eichenwalde at the first choke point.
Hehehe the other team was extra salty.
edit: oh and 5 junkrats and lucio is so much fun on escorts. all the traps start tilting your opponent.
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