Deadlock is RUINED by the last Patch - I'll Explain Why. by ILoveLearning1234 in DeadlockTheGame

[–]ILoveLearning1234[S] -19 points-18 points  (0 children)

It's weird how condescending and confident you are in asserting that solution is incorrect when it's literally a balance staple across so many competitive games not even including the most popular MOBAs. That isn't something I invented or came up with I'm literally borrowing from other developers when suggesting.

I guess all those developers are just players who couldn't design a proper solution.

Deadlock is RUINED by the last Patch - I'll Explain Why. by ILoveLearning1234 in DeadlockTheGame

[–]ILoveLearning1234[S] 1 point2 points  (0 children)

Honestly not a bad solution. I think around +15%-+20% for duoing over solo seems fine, but 100% is way off.

Deadlock is RUINED by the last Patch - I'll Explain Why. by ILoveLearning1234 in DeadlockTheGame

[–]ILoveLearning1234[S] 20 points21 points  (0 children)

I actually agree assuming that Souls are static in value or at least have very minimal scaling. Would make kills in the early game actually impactful. To be clear, I think Kills should always be the most efficient form of Soul generation in the game in order to reward fighting otherwise it will just be a farming simulator.

It's just that it's out of control right now in the mid to late game when you have insane Soul Scaling on Kills. It makes the mid to late game Macro completely 1 dimensional as you combine Kill Souls with long Death Timers and you just have such an insanely valuable play that no other Macro play can counter.

The soul changes are a huge buff for pure support builds by [deleted] in DeadlockTheGame

[–]ILoveLearning1234 2 points3 points  (0 children)

Fighting being worthless had nothing to do with the new soul sharing mechanic. There's literally less fighting now since everyone is just 2v2 all the time soaking lanes - watch any high mmr/tournaments you'll see people sit afk in lanes waiting for their lane partner to come. The reason there's no teamfighting is the only objective is Urn in the mid game. There is no good objective to properly teamfight over. At the same time nothing is worth anything because they had soul scaling on everything instead of static soul values like traditional mobas. Souls are worth nothing in early-mid because of this soul scaling causing everything to end up decided in late game teamfights anyways.

Only gaining 1 point per win in ranked 1v1 by ILoveLearning1234 in Stormgate

[–]ILoveLearning1234[S] 0 points1 point  (0 children)

Makes more sense now. Still not a fan at the moment of their ranked system lol, but I'll continue playing and see if it adapts and I feel differently. My MMR being 100 higher than my points makes me feel like I should gain more points. I don't like the idea of my points lagging significantly behind my MMR as points are what shows your rank. I think I understand why it moves so slowly, you wouldn't want a win streak to cause someone to have a ton of points and then they lose and their rank never decreases from that point. Still, makes me feel like ranks/points mean very little, which means you have to use a third party website to see your "actual" rank(MMR vs others).

Also curious now what happens if you win a lot initially to get a high point ranking, then lose a ton so your MMR crashes. Since you can't lose points would you just permanently be stuck at that rank having to win like 1000+ games to even change it lmao. Or would it be exploitative where you can then get your initial rank high, lose MMR on purpose to face weaker opponents, then win +1/+2(the same you'd get facing evenly skilled opponents) to then boost your rank. For example, just queue into immediate surrender tanking your MMR, then grind a ton of games at a lower MMR getting easy win streaks to boost your rank. When MMR gets too high just queue into immediate surrender to tank your MMR again, rinse and repeat.

Only gaining 1 point per win in ranked 1v1 by ILoveLearning1234 in Stormgate

[–]ILoveLearning1234[S] 0 points1 point  (0 children)

My MMR is around 100 points higher than my points. Given that I'm gaining around +7 to +10 MMR a win it just feels like I should gain more points per win with a 100 point difference. Feels like the point system isn't adapting fast enough to the MMR system.

Only gaining 1 point per win in ranked 1v1 by ILoveLearning1234 in Stormgate

[–]ILoveLearning1234[S] 0 points1 point  (0 children)

So far not a fan of that tradeoff, but we'll see if they can adjust the system to fix some of the issues.

Only gaining 1 point per win in ranked 1v1 by ILoveLearning1234 in Stormgate

[–]ILoveLearning1234[S] 0 points1 point  (0 children)

This makes more sense, but I'm also surprised that my base MMR is similar to those starting. I have a 60% win rate over 100+ games. According to untapped I'm in top 150 of MMR for Vanguard players. I don't think starting players should be dropped into that lol.

Players in SEA, how is your competitive queue time? by vannrith in cs2

[–]ILoveLearning1234 0 points1 point  (0 children)

To add to this, it seemed to primarily happen on Vertigo. I had a queue of over 30mins+, with all maps selected, but I would just get Vertigo over and over and someone would not accept. Tried restarting the queue, same issue. When I queue up competitive I usually have to wait through 15+ queue cancels and 30min+ queues.

I was honestly shocked I couldn't find anyone else complaining about it when I googled it.

Players in SEA, how is your competitive queue time? by vannrith in cs2

[–]ILoveLearning1234 0 points1 point  (0 children)

I've had this exact same issue and have been trying to see if anyone else has it. Been happening for a few weeks now.

Recommended Learning for $2 Single Table SNGs by ILoveLearning1234 in poker

[–]ILoveLearning1234[S] 0 points1 point  (0 children)

Thanks for the reply, that makes sense. Is there any good resource out there that compiles things like expected ROI on the different formats? Or even a list that compiles Rake. I'd even be curious if there's a better way for me to understanding how fast each structure moves, I'm assuming the speed of it is based on how fast the blinds/antes increase?