@bgyoshi said:
Competitive mode was a disaster. Nothing changed.
Ranked S1 was a disaster. They added queuing for up to 5 players on the same team
Ranked S2 was a disaster. However, people were shown shiny new Ranked Only cases to unlock, so it was temporarily popular. Nothing changed.
Ranked S3 was a disaster. Nothing changed.Ranked S4 will be a disaster
And Ranked will continue to be an unpopular disaster of a mode until they make real changes to the game. SD has, from the beginning, had a full vision of what they want Ranked to be, and no matter how much they push that vision, it’s always bad. They need to accept that the Ranked they want is just not good. Once they can do that, they will change it, for the better I hope.
At the least, what I’ve seen universal calling for is:
- Merc limit/1 merc per team (i.e. 1 Proxy, 1 Fletcher, etc)
- No Thunder
- No mixing queuers and premades
Nobody can agree on tighter matches with long queues or less balanced matches with short queues so I’m not considering it.
What I think would help the meta a lot; Rolling bans/Changing game rules
Ban mercs or merc types/secondaries during seasons. For example, maybe one season has no medics. Maybe another season is no explosives. It’d be easy enough to make a mode selector so you can do the standard Ranked, or the limited Ranked. Whatever it is, things like EV health during a No Explosives season/month/week would have to be reduced so people can shoot it down, for example. Or maybe there’s a season where all arm/disarm times are doubled. I don’t know, be creative.
That way people can keep being creative about team composition in a changing format. Or maybe they don’t care and just continue playing the standard meta.
Honestly I’d just like to see personal performance be made a factor in determining your rank, not just wins or losses. At least if that was the case, solo queues would become more practical, and deranking because you happened to get a bad team wouldn’t be anywhere near as frustrating.
Often times no amount of carrying can save a bad team, meaning ranks are mostly just a reflection of your luck with team composition rather than your actual performance.
I believe if your score as a percentage of your team’s total score was weighted as at least half of your total score (combined with the win/loss score), then ranked would become significantly more enjoyable and attract a lot more players.