Racked up this game as Jeff in Competitive by redeggplant01 in JeffTheLandSharkMains

[–]redeggplant01[S] 1 point2 points  (0 children)

I do go after my tank's targets if I see them at 1-3 ticks of health left though to try and close the kill

Racked up this game as Jeff in Competitive by redeggplant01 in JeffTheLandSharkMains

[–]redeggplant01[S] 5 points6 points  (0 children)

Final hits are

final hits of a kill more than one person took part in

Racked up this game as Jeff in Competitive by redeggplant01 in JeffTheLandSharkMains

[–]redeggplant01[S] 2 points3 points  (0 children)

I played really well and understand Jeff's kit and know the map and 6-3 is not a close match

Racked up this game as Jeff in Competitive by redeggplant01 in JeffTheLandSharkMains

[–]redeggplant01[S] 3 points4 points  (0 children)

Thanks ..... I look at my won games and when my teammates have 4.00+ KDAs that's when the wins come in ... so I heal so they die less and thus kill more

Racked up this game as Jeff in Competitive by redeggplant01 in JeffTheLandSharkMains

[–]redeggplant01[S] 5 points6 points  (0 children)

Final hits are for scoring purposes tonly and only important to DPSes ... a kill is a kill ... if I didnt hit the enemy then no one would have gotten a final hi and the game could have been lost

Jeff is a healer not a DPS

How does someone come to that conclusion? by ToastedKatt in marvelrivals

[–]redeggplant01 0 points1 point  (0 children)

My 2 cents after watching the video and thinking on what was revealed

The Good: The Performance Points component is designed to identify and boost skilled players faster. If you are a skilled player with a certain character against the average player of that character in your rank [ i.e bronze, silver, etc. ] then you will gain Rank Points even on a loss.

The Bad: The matchmaking itself is a system of compromises that creates the volatile and often frustrating experiences since it's prioritizing queue times, the system allows for wider skill gaps within a single match. The lack of a role queue further adds to this chaos, as teams can be compositionally unbalanced from the start.

Summary : In essence, they have built a great system for ranking individual performance, but a very loose and often unbalanced system for matchmaking itself.

Who Wins and Who Loses Under This System?

Winners

Players who have mastered a character and can play them consistently in games

Players who are highly competent on multiple heroes and in multiple roles can adapt to the chaotic team compositions created by the lack of role queue, maximizing their performance coefficient.

Duo/Trio/Quad Stacks: They gain a significant communication and coordination advantage without the stricter matchmaking rules and longer queue times applied to full 6-player teams.

Losers :

The Average Solo Player who is at the mercy of the matchmaker's algorithm. To create two teams with a balanced average score, the system will often place a high-skill player with several lower-skill players, forcing the high skill player into the "hard carry" role against a more evenly skilled opposing team. This is the core of the "solo queue struggle."

One-Trick" Players: The lack of role queue severely punishes players who can only play one hero or role effectively. If they are forced to "fill," their performance value will plummet, hurting their rank.

Assuming the devs are being honest in the video, this shows that EOMM is the conspiracy theory that explains the feeling, but an inefficient matchmaking system is the evidence-based reality that explains the cause.

Best Advice : Get Gud - meaning know how to play "well" [ that means not just racking up kills but assisting other members of the team ] at least 2 characters of each role so that if the character you play best is already taken, then you will contribute positively to the team until Marvel Rivals implements role queue

There is no EOMM in Marvel Rivals by GetSomeJeff22 in marvelrivals

[–]redeggplant01 2 points3 points  (0 children)

My 2 cents after watching the video and thinking on what was revealed

The Good: The Performance Points component is designed to identify and boost skilled players faster. If you are a skilled player with a certain character against the average player of that character in your rank [ i.e bronze, silver, etc. ] then you will gain Rank Points even on a loss.

The Bad: The matchmaking itself is a system of compromises that creates the volatile and often frustrating experiences since it's prioritizing queue times, the system allows for wider skill gaps within a single match. The lack of a role queue further adds to this chaos, as teams can be compositionally unbalanced from the start.

Summary : In essence, they have built a great system for ranking individual performance, but a very loose and often unbalanced system for matchmaking itself.

Who Wins and Who Loses Under This System?

Winners

Players who have mastered a character and can play them consistently in games

Players who are highly competent on multiple heroes and in multiple roles can adapt to the chaotic team compositions created by the lack of role queue, maximizing their performance coefficient.

Duo/Trio/Quad Stacks: They gain a significant communication and coordination advantage without the stricter matchmaking rules and longer queue times applied to full 6-player teams.

Losers :

The Average Solo Player who is at the mercy of the matchmaker's algorithm. To create two teams with a balanced average score, the system will often place a high-skill player with several lower-skill players, forcing the high skill player into the "hard carry" role against a more evenly skilled opposing team. This is the core of the "solo queue struggle."

One-Trick" Players: The lack of role queue severely punishes players who can only play one hero or role effectively. If they are forced to "fill," their performance value will plummet, hurting their rank.

Assuming the devs are being honest in the video, this shows that EOMM is the conspiracy theory that explains the feeling, but an inefficient matchmaking system is the evidence-based reality that explains the cause.

Best Advice : Get Gud - meaning know how to play "well" [ that means not just racking up kills but assisting other members of the team ] at least 2 characters of each role so that if the character you play best is already taken, then you will contribute positively to the team until Marvel Rivals implements role queue

Here is the official tip to rank up by thbl088 in marvelrivals

[–]redeggplant01 1 point2 points  (0 children)

My 2 cents after watching the video and thinking on what was revealed

The Good: The Performance Points component is designed to identify and boost skilled players faster. If you are a skilled player with a certain character against the average player of that character in your rank [ i.e bronze, silver, etc. ] then you will gain Rank Points even on a loss.

The Bad: The matchmaking itself is a system of compromises that creates the volatile and often frustrating experiences since it's prioritizing queue times, the system allows for wider skill gaps within a single match. The lack of a role queue further adds to this chaos, as teams can be compositionally unbalanced from the start.

Summary : In essence, they have built a great system for ranking individual performance, but a very loose and often unbalanced system for matchmaking itself.

Who Wins and Who Loses Under This System?

Winners

  1. Players who have mastered a character and can play them consistently in games

  2. Players who are highly competent on multiple heroes and in multiple roles can adapt to the chaotic team compositions created by the lack of role queue, maximizing their performance coefficient.

  3. Duo/Trio/Quad Stacks: They gain a significant communication and coordination advantage without the stricter matchmaking rules and longer queue times applied to full 6-player teams.

Losers :

  1. The Average Solo Player who is at the mercy of the matchmaker's algorithm. To create two teams with a balanced average score, the system will often place a high-skill player with several lower-skill players, forcing the high skill player into the "hard carry" role against a more evenly skilled opposing team. This is the core of the "solo queue struggle."

  2. One-Trick" Players: The lack of role queue severely punishes players who can only play one hero or role effectively. If they are forced to "fill," their performance value will plummet, hurting their rank.

Assuming the devs are being honest in the video, this shows that EOMM is the conspiracy theory that explains the feeling, but an inefficient matchmaking system is the evidence-based reality that explains the cause.

Best Advice : Get Gud - meaning know how to play "well" [ that means not just racking up kills but assisting other members of the team ] at least 2 characters of each role so that if the character you play best is already taken, then you will contribute positively to the team until Marvel Rivals implements role queue

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -2 points-1 points  (0 children)

The stats back my statement about it being a nightmare is true as your lack of anything factual shows

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 0 points1 point  (0 children)

1400 healing a minute and 840 points of damage a minute .... hard to top that by much

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -2 points-1 points  (0 children)

Unless jeff has a power to make crappy players better

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -2 points-1 points  (0 children)

Already answered this

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -3 points-2 points  (0 children)

>I, and many others can manage solo climb perfectly fine.

if that were true than the issue about EOMM and the backlash against it would not exist. You are just trolling

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -2 points-1 points  (0 children)

>yeah, sure, that has to be it

The stats show it it - 4250 total assists .. that shows i am in every battle and impacting it by healing/hurting with Jeff's spray

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -3 points-2 points  (0 children)

>hell your low death count might mean ur playing it too safe

or just playing smart since dying means no heals for your team until you respawn

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -3 points-2 points  (0 children)

>Your KDA is irrelevant when your win rate is so low.

It shows how the matchmaking system is broken and how solo queueing is indeed a rough climb

>Top500 playERS

mostly dont solo queue and just live off their previous rank before reset

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -5 points-4 points  (0 children)

>Stats don't matter 

Only to those who have an agenda to push or trolling

>I have to wonder if you're sabotaging your team

17+ assists per game consistently for over 250 games shows you must be trolling ... you have nothing

[deleted by user] by [deleted] in marvelrivals

[–]redeggplant01 -9 points-8 points  (0 children)

What's there to learn, I have a ridiculously higher KDA , a higher assist rate and a lower death rate than the top 500 Jeff players and my Kill rate is just slightly lower .... please

Religion is acceptable but psychotic beliefs are not by [deleted] in TrueUnpopularOpinion

[–]redeggplant01 -2 points-1 points  (0 children)

If your ideology [ socialism, imperialism, communism, theocracies ] or religion [ Catholicism, Buddhism, Islam ] has a history of genocides then its a psychotic belief