It is the worst, I keep getting paired up against 4 stacks all with luna's and not forgotten's (I'm only at 800) and getting absolutely destroyed. This is complete bull and NEEDS TO GET FIXED. Its been like this since the release of D2 and not a single thing has been done about this. Like why am I against people who have been 5k+ in glory points?? Bungie needs to fix this and make comp more like Overwatch where they actual AVERAGE the players rankings so its at least a semi-even match.
SO TAKE NOTE BUNGIE AND FIX THIS IN SEASON OF THE DRIFTER
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When it comes to PvP, I have made some ideas for how they could rework it to make it far more user-friendly and engaging: [b]Matchmaking + Rank[/b] -Added cross-play to PvP (reworked aim assist and flinch in PvP for console players to keep balance between them and PC players) -Removed Competitive playlist -Removed Glory ranking -Performance in PvP will now be tracked differently (Kills, assists, and wins ÷ Deaths, and losses). To ensure performance is tracked accurately, only a small percentage of kills, assists, and deaths will count toward the performance tracker (Kills: 20%, Assists: 15%, Deaths: 25%) -Valor will now equal the amount of players you outrank in performance -Valor will only apply to those who have completed at least one Crucible match -One fifth of your total number of supporting acts (Capturing zones, setting charges, defusing charges, reviving teammates) will count towards your assists, making the climb to higher ranks more engaging for casual and core players -Matchmaking will set a ranking gap between 500,000 of your placeholder (If you have 2,000,000 Valor, you will be joined up with players with as low as 1,500,000, and and high as 2,500,000). Ranking gap can also be adjusted (more on that directly below) -Players can now select their ideal matchmaking settings: gamemode (control, clash, rumble, survival, showdown, breakthrough, rumble, countdown, 1v1), gameplay pace (casual, core, hardcore), and matchmaking type (solo, standard (being in a fireteam automatically locks it to "standard")), ranking gap (minimum of 250,000; maximum of 500,000), and matchmaking will prioritize matching you up with players who have similar settings (more on that below). You can also turn these settings off if you want matchmaking to take less time -Casual gameplay will be disabled once your Valor is at 1,200,000 or higher (this is meant to stop players from smurfing in casual gameplay to get to higher ranks) -Matches will be 6v6 in core gameplay, 4v4 in casual gameplay, and 3v3 in hardcore gameplay -Players who you have blocked/muted will not be less likely to be queued into your match -Players with a performance level of 1000 or higher will have special changes made to show that they have officially become a Professional Player: Quickplay Icon in Director will be highlighted in gold, and will be renamed to "Overdrive". In Overdrive, ranking gap will be locked to its minimum to make matchmaking more skill-based, only be matched with Overdrive players, and EXP gains will be increased by 33% -Valor will be account-wide, but performance will not -Added a setting called "Matchmaking Assist”, which will turn ideal matchmaking settings off after some time of waiting for a match. This can be toggled on and off, but when toggled on, you can set the amount of time you want it to wait before it auto-cancels (minimum of 30 seconds, maximum of 2 minutes). Matchmaking type will stay on despite this -Added a setting called “Matchmaking Focus”, which allows you to increase the prioritization of one of the four ideal matchmaking settings by 10% (more on that below) to put a bit more work into getting the ideal match, but this setting can be toggled on and off [b]Matchmaking Prioritization[/b] This is how matchmaking will priotize match-ups on default based on rank and matchmaking settings: -Ideal gamemode: 30% -Gameplay pace: 90% -Matchmaking type: 70% -Ranking gap: 85% Note: While matchmaking may take more time, and matches with your exact preference will not be guaranteed, you will be significantly more likely to get your ideal match than your least ideal match. [b]Gameplay pace[/b] This is how PvP will be affected with gameplay pace selections: [u]Casual[/u] -TTK will be increased by 15% for all weapons (some weapons will get more or less tweaking to damage and/or rate of fire for this gameplay pace to keep things balanced throughout) [u]Core[/u] -Same as Quickplay [u]Hardcore[/u] -Gamemodes will be changed to be more competitive -Movement speed is increased by 10% -Sliding animation now goes 8% faster, and players can Jump-Cancel out of it -Reduced respawn times to 3 seconds -Crippled radar (Radar will be active, but enemy players will not be tracked regularly. Making noise on the battlefield (extra jump, shooting, activating super, throwing grenades, melee, etc.) will cause you to be tracked on the radar until the noise ends -Players who camp in one spot for a period of time will heat up, causing them to be trackable on enemy radars -(You know you all want this) Tweaked damage and rate of fire for all weapons to a point where TTK will be reduced by approximately 50%. Some weapons that don't have as low TTK as other weapons will get improvements to other things, such as incoming flinch reduction, stability, handling, reload speed, etc. to keep the weapon system balanced [b]Maps[/b] -Reworked and enlarged most maps that were designed for 4v4 [b]Quality-of-life[/b] -Legacy players and players who haven't reached Forsaken's soft-cap will have matchmaking try to match them up with players around their Light Level (If you have Light Level 100, you will be matches with players with as low as 25, and as low as 175). Prioritization strength for this will be 90% -Matchmaking will try to match you up with players within shorter distances first to reduce wait times and Internet worload, depending on how far away other players are. Prioritization strength for this will be 60% -The host of a match will be kicked if their connection drops to game-breakingly low (to compensate for times when this is not in the player's control, quitter penalties will only begin the moment it happens a second time) -Improved stability of server connection as much as possible -Private Matches now use dedicated servers -Players cannot play a PvP match for 20 hours if they enter a PvP match from a different country or region less than 20 hours after logging out (this is meant to make most paid carries less efficient) -Added a feature where players who camp in one spot for enough time will be marked, and have their radar disabled. If they die, the player who kills them gets +25% EXP. [b]Pinnacle Weapons[/b] -Removed quest steps that involve getting to a certain ranking -Quest steps will now be progression-based, meaning they will have more ways to progress, but certain, harder ways will speed it up a bit more (Example: Before: Kill 100 Guardians with Precision Damage from a Hand Cannon, After: Kill Guardians with Hand Cannons, Sidearms, but Precision Kills are worth more points). To compensate, the overall amount of time required to put into these quest steps will be increased by 25-50% to keep the climb substantial -No longer requires playing in hardcore mode to progress [b]New Pinnacle Weapon[/b] There should be a new pinnacle weapon for PvP that takes advantage of its overhaul. While I do not know what weapon type it should be, I have thought of the Quest Step for it (yes, just one, but it will have multiple requirements, because it will be for the hardcore-est of hardcore players) -Complete 40 Core or Hardcore Crucible Matches, Win 30 Core or Hardcore Crucible Matches, Get 200 Kills or Assists, and get a Seventh Column Overall, the quests will be much longer than they were before— even for hardcores, but they will be more accessible, more engaging, and far less repetitive-- or, grindy, as the Destiny fanbase calls ot. I am aware that a bunch of hardcores will just assume this is salt for thinking quests are too hard, but in reality, I just think... No, I [i]know[/i] the grind is too reliant on repetitive quest steps as is. [b]Persistence[/b] -Added a progression meter to PvP called "Persistence", which goes up as you complete matches, win matches, get kills, get assists, and earn medals (non-win completions are worth .25%, wins are worth 50%, kills and assists are worth .10%, medals are worth .20%) -Once your Persistence reaches 100%, you will be rewarded with 7,500 EXP, 5-10 Enhancement Cores, 1 Powerful Reward, 7500 Glimmer, and 10-15 Legendary Shards -Persistence will reset back to 0% on the weekly reset to allow players to go for the sweet rewards once more -Players can set a death/loss penalty for their persistence climb. Obviously, it can be toggled on and off, but the reward for doing it with a death/loss penalty will be the chance for 2 Powerful Rewards-- instead of 1-- to drop, as well as a small chance of getting a cosmetic you do not have already (toggling loss penalty on and off while persistence has some progress will reset it back to 0%, so make sure you choose wisely) -If your character is at its maximum Light Level, the Powerful Rewards for getting 100% Persistence will have a significantly higher chance of coming out as an Exotic I've been suggesting these changes for some time now, because I believe Destiny needs them more than it ever did. As much as some PvP tryhards would love to disagree, these ideas could not only improve PvP's quality-of-life, but make it more unique in some ways.
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I was just in a 4 stack with some friends all in heroic and we kept getting matched with people in fable or higher. It’s crazy how bad the matchmaking is right now. Really off putting to even try and grind for Luna’s or NF. They need to change how it all works. Something needs to be done.
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Change the way you earn glory. You should get 50 points for a win and lose 30 for a loss. No bonuses for streaks just a flat rate.
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Its funny how i can get matched with randoms but always get matched against 4 stacks and then after the match i still get match with a different group of randoms and matched against the a different 4 stack. Its like the Matchmaking algorithm always match randoms against 4stacks and then on the rare occasion that it match randoms against randoms. And it cant be because of the lower count of players for when i wait and load into a different match i get different people and on a small chance encounter the same people.
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Stop complaining about stacks and metas Look I’m never gonna be a pvp god and if I ever get over a 1.0 kd it’s probably the best it will be. But no matter what gun they use or level they can still be taken down Your only getting matched that way because it’s a shallow player pool It’s that or spend 20 mins waiting and most can’t do 5 Find the guns that work for you and practice practice practice Just cause they can communicate and actually get their act together doesn’t mean they are bad people, it just means they are organised. My play style has improved slightly and that’s patience just small steps each game is different learn to read patterns don’t go running in full steam but most of all find what guns you like and practice I get one or two kills in Comp but they are my earned kills Stop worrying about them worry about you
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When it comes to PvP, I have made some ideas for how they could rework it to make it far more user-friendly and engaging: [b]Matchmaking + Rank[/b] -Added cross-play to PvP (reworked aim assist and flinch in PvP for console players to keep balance between them and PC players) -Removed Competitive playlist -Removed Glory ranking -Ranking can no longer be reset -Performance in PvP will now be tracked differently (Kills, assists, and wins ÷ Deaths, and losses). To ensure performance is tracked accurately, only a small percentage of kills, assists, and deaths will count toward the performance tracker (Kills: 20%, Assists: 15%, Deaths: 25%) -Valor will now equal the amount of players you outrank in performance (Ex: if you outrank 99,999 players, your Valor will be 100,000) -Valor will now only apply to those who have completed at least one Crucible match -One fifth of your total number of supporting acts (Capturing zones, setting charges, defusing charges, reviving teammates) will count towards your assists, making the climb to higher ranks more engaging for casual and core players -Matchmaking will set a ranking gap between 500,000 of your placeholder (Ex: If you have 2,000,000 Valor, you will be joined up with players with as low as 1,500,000, and and high as 2,500,000). Ranking gap can also be adjusted (more on that directly below) -Players can now select their ideal matchmaking settings: gamemode (control, clash, rumble, survival, showdown, breakthrough, rumble, countdown, 1v1), gameplay pace (casual, core, hardcore), and matchmaking type (solo, standard (being in a fireteam automatically locks it to "standard")), ranking gap (minimum of 250,000; maximum of 500,000), and matchmaking will prioritize matching you up with players who have similar settings (more on that below). You can also turn these settings off if you want matchmaking to take less time -Casual gameplay will be disabled once your Valor is at 1,200,000 or higher (this is meant to stop players from smurfing in casual gameplay to get to higher ranks) -Matches will be 6v6 in core gameplay, and 4v4 in casual and hardcore gameplay -Players who you have Blocked/Muted will not be queued into your match -Players with a high enough level of performance will have changes made to show that they are the best of the best: Quickplay icon will be surrounded with elemental light based on the element of the subclass currently being used, and will be re-dubbed to "Ultra-Quickplay", you will have your ranking gap locked to its minimum to make matchmaking more skill-based, matchmaking will heavily prioritize matching you uop with players who have gotten that high, or higher, and EXP gains will be increased by 33% -Valor will be account-wide to a degree -Added a setting called "Matchmaking Assist”, which will turn ideal matchmaking settings off after some time of waiting for a match. This can be toggled on and off, but when toggled on, you can set the amount of time you want it to wait before it auto-cancels (minimum of 30 seconds, maximum of 2 minutes) -Added a setting called “Matchmaking Focus”, which allows you to increase the prioritization of one of the four ideal matchmaking settings by 10% (more on that below) to put a bit more work into getting the ideal match, but this setting can be toggled on and off [b]Matchmaking Prioritization[/b] This is how matchmaking will priotize match-ups on default based on rank and matchmaking settings: -Ideal gamemode: 30% -Gameplay pace: 90% -Matchmaking type: 70% -Ranking gap: 85% [b]Gameplay pace[/b] This is how PvP will be affected with gameplay pace selections: [u]Casual[/u] -TTK will be reduced by 15% for all weapons (some weapons will get more or less tweaking to damage and/or rate of fire for this gameplay pace to keep things balanced throughout) [u]Core[/u] -Same as Quickplay [u]Hardcore[/u] -Gamemodes will be changed to be more competitive -Movement speed is increased by 10% -Crippled radar (Radar will be active, but enemy players will not be tracked regularly. Making noise on the battlefield (extra jump, shooting, activating super, throwing grenades, melee, etc.) will cause you to be tracked on the radar until the noise ends Note: While matchmaking will take more time, and matches with your exact preference will not be guaranteed, they will have a significantly higher chance of success than failure. [b]Quality-of-life[/b] -Increased respawn overshield health from 100 to 500, but overshield disappears immediately after engaging an enemy -Matchmaking will try to match you up with players within shorter distances first to reduce wait times and Internet worload, depending on how far away other players are -The host of a match will be kicked if their connection drops to game-breakingly low (to compensate for times when this is not in the player's control, quitter penalties will only begin the moment it happens a second time) -Improved stability of server connection as much as possible -Private Matches now use dedicated servers -Players cannot play a PvP match for 20 hours if they enter a PvP match from a different country or region less than 20 hours after logging out (this is meant to make most paid carries less efficient) -Added a feature where players who camp in one spot for enough time will have their radar disabled. If they die, the player who kills them gets +50% EXP. [b]Pinnacle Weapons[/b] -Removed quest steps that involve getting to a certain ranking -Quest steps will now be progression-based, meaning they will have more ways to progress, but certain, harder ways will speed it up a bit more -No longer requires playing in hardcore mode to progress Overall, the quests will be longer than they were before— even for hardcores, but they will be more accessible, more engaging, and far less repetitive. Casual players could finish the quest steps without even thinking about them, even if it does take quite a while. I am aware that a bunch of hardcores will just assume this is salt for thinking quests are too hard, but in reality, I just think the grind is too repetitive as is. [b]Persistence[/b] -Added a progression meter to PvP called "Persistence", which goes up as you complete matches, win matches, get kills, get assists, and earn medals (non-win completions are worth .25%, wins are worth 50%, kills and assists are worth .10%, medals are worth .20%) -Once your Persistence reaches 100%, you will be rewarded with 5,000 EXP, 5-10 Enhancement Cores, 1 Powerful Reward, 7500 Glimmer, and 10-15 Legendary Shards -Persistence will reset back to 0% on the weekly reset to allow players to go for the sweet rewards once more -If your character is at its maximum Light Level, the Powerful Rewards for getting 100% Persistence will have a significantly higher chance of coming out as an Exotic I've been suggesting these changes for some time now, because I believe Destiny needs them more than it ever did. As much as some PvP tryhards would love to disagree, these ideas could not only improve PvP's quality-of-life, but make it more unique in terms of matchmaking and use of peer-to-peer servers.
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They should implement safepoints where you cant drop below of , they have the ranking already . Lets say you start at guardian and reach Brave you cant go below Brave and back too guardian . or they can do it points based and lets say every 500 points is a safepoint where you cant go lower . I believe that alot of people wil feel it's les frustrating if you know you have a safepoint where you can't go lower if youre on a loss streak (what everyone gets eventually) Most people complain now about 4 stacks or Luna's howl and so on , only because youre dropping in points , if you know that once you reached a safepoint and cant go lower then theyre would be less drama on the forums i believe
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Maybe those players were around 800 as well? I think the idea of having players within the same glory rank match each other is a good one. After all, it’s a ladder system, if you’re getting stomped by those guys then they’ll likely be in another rank soon. Also, Comp is designed for teams, you’re putting yourself at a massive disadvantage by going in solo and not using a LFG.