Trying to fix boosting and other gear related problems in Arena. Here’s my idea!

Every serious competitive game has the restriction for high rated players in low CRs for this reason alone. People should face players of similar skill level in arena, not super high, not super low.

I would never have a problem losing to a better player! Because, if rating was reset I would expect to bump into a gladiator now and then. He would probably crush me, but I would at least see what fantastic stuff he did to do and feel like is was possible, not just being stomp by a combination of gear and skill.

My system actually gives Gladiators with high MMR even worse problems boosting than if they had low CR. And which makes high MMR boosters less likely to boost fast, as they earn less rating per win.

And that’s fair, only that arena is team play and not dueling. You’re getting destroyed by a team of a glad and a low skilled player who doesn’t know what he’s doing while his friend is doing all the work.

And just because you don’t mind doesn’t mean others don’t.

Let’s agree on that part for sure. Like League of Legends etc.

If we want to have gear progression and rating based gear based on the ranks you get I think my idea isn’t so bad. Not sure what case actually will suffer using this system, and I love discussing this btw. Sorry for all the typos.

But let’s use an example then, if you play against a team with a glad and a noob. 2500 CR and ilvl 230 and 0 rating 170 ilvl. They have 1650 MMR.
Now, this means Glad has ilvl 200 and teammate has 170 ilvl. If you played these guys at 1650 MMR and had 1650 CR you and your teammate would have 213 ilvl both and have a much higher chance of success as gear will make some difference on how much dmg he deals etc.
Today this Gladiator would have 230 ilvl and probably be able to solo both of you with the dmg boost.

I’m not exactly super skilled in English there is no need to apologize.

What I’m trying to say is low rating is not just about gear progression, it’s a learning curve. You’re allowed to make mistakes and learn from them. You and your partner are still growing as a team and figuring it out together. You should be able to take it slow and at your own pace, without worrying that a super skilled player will come and punish you immediately for every single error.

It’s how I see it at least, you’re free to disagree after all.

That wouldn’t solve the booster problem tho. These players win because they’re better players than you, not because they have +10 ilevel.

But why put the Glad at gear disadvantage? If he is scaled down to the according MMR he should be 213 ilvl too right? Why complicate things instead of just preventing him from joining low CR in the first place? It’s more logical and sensitive.

If he wants to play with his friends there’s always alts. Why should a 0 CR player join with a glad just because they’re friends? Arena is a competitive game it’s not friendship zone imo. There’s unrated PvP for that.

Not to mention the fact that the glad has to derank on purpose to join up with his friend, which is lame in the first place.

no thank you.

I get gear, I wanna use it now, if you want gear too, go and get it

you know i can work with this
the reason?
i had challenger achievement from 1600 rbg rating
dropped down to combatant due to bad teams
can only upgrade stuff i buy to 207
and only challenger item was my vault weapon

But you can still rank up again and upgrade the gear. Be more selective of your teams. Only join teams with proper rating/gear and voice chat.

I’ve mostly climbed because I was super picky with my teams.

PvP gearing is really good as it is atm, only some things have to be tweaked, like the booster phenomena.

nah half my games people didnt know how to play
and were leeching for vault(encouraging bot attitude)
i dont do voice there is no need

just waiting until we get confirmation for solo q for rated with its own mmr/cr
apart from LFG

I’m not saying gladiators should be at a disadvantage by default. My system is based on average CR between two players and this determines what ilvl they can use. MMR can vary here, and they will meet ppl at the same MMR, not same CR, like it is today. If they meet ppl at higher MMR it’s natural to think they also have CR close to their MMR, this is not the case when a player is boosting a teammate. Then the Combined CR can be very far from MMR. Do you understand?

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I understand your point. Could work, I guess. Not sure how effective that would be tbh in preventing boosting.

If a booster has to make a new character every time he wants to boost someone that will effectively reduce the number of boosters over all as they have to level/grind honor gear and everything. So if you lock them in high rating it is more effective than just scaling them down.

Most definitely. But that kinda ruins the interaction between friends at different rating. I really think that’s a huuuge loss for a lot of people. Making playing arenas a very time consuming thing for casuals if they have to level an alt for ever friend and their CR accordingly. Trying to find middle ground targeting the most annoying aspect, the ease of boosting and gear differences in the lower ratings.

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I’m really curious how many people actually boost friends and how many boost for gold, it would be interesting to see some numbers, but I bet it’s a lot more gold boosters.

So I say, for the health of the game, it would be a good thing to implement a high rating lock for glads.

I agree! Very interesting indeed. Where should the lock be at? 2k? Or difference bigger than 500 rating? What do you reckon?

I guess 500 rating is reasonable yes. But maybe you guys feel different about it. I’m nowhere near glad after all, just a scrub.

It definitely will be harder to boost people when the rating differences needs to be less than 500. Or something like that, maybe a different number at the very low rating.

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Could this be better? Then you won’t be “hard stuck” at 1599 rating. The Blue post could say something like this:

“You can wear gear equal to your teams average ilvl based on the current PvP ilvl thresholds. If you have higher ilvl than your teams average, you will be scaled down to this ilvl”

Exp; team avg CR = (1200+ 976+2400)/3 = 1525,3.
1525,3 is 125,3 rating above first threshold which is 1400. That means; 1525,3 = 204,3855 ilvl.

The team should have a maximum of ~204 ilvl.

MMR does not matter in this case (which I think is correct).

Still the main issue is that a good player can easily beat you with 10 less ilevel. So this “fix” would do nothing except make group finding harder. Ever seen the vid where pikaboo 2v1ing ppl in arena?

Also boosters usually lower their cr for low level boosts, so if you want 1.4k then he will play around 1.8-2k.