This Season is feeling pretty barren at the plat level, and our ratings shouldn't have to suffer because the population is dropping.
-20 for a loss, +9 for a win without the rating boost after placements at Plat1 is pretty ridiculous. The whole system of determining rating gain/loss solely based on the ratings of other players in your match does make some sense, as climbing higher should make your rating a little more volatile, but being the only thing that determines your rating gain/loss is a flawed system.
If i'm playing at Plat1-Low Plat2 and i'm filling in for Golds and Silvers because the matchmaker couldn't find any other Plats to put me with because the population is dropping, that really shouldn't be my problem, yet; i'm thrust into this carry role that even top players struggle with even though i'm nowhere close to playing at that level altogether and especially in that moment, and yet i'm still being punished for it. This has always been a problem with Ranked, but; Idunno, i've really started to feel it more lately. If anyone else has had similar experiences lately, do share.
Ever play Paladins: Champions of the Realm? Really niche game, but similar in a lot of ways to GW2, only the ranked gamemode for that game takes Personal Performance and Streaks into account when determining your rating gain/loss(Or Triumph Points in that game's case) at the end of a match. Fulfilling your role or even multiple roles at once with crazy amounts of damage, healing, objective time, even deaths all gets factored in to determining how soft/hard the rating loss/gain will be. What this means is; if you lose a game and you couldn't contribute even 10% of healing as the dedicated healer, the penalty for losing that game would be significant, whereas if you lost, but managed to contribute 70-80% of your team's healing; the penalty would be much lower. The game also gives you huge rating boosts/drops if you manage to streak wins/losses back to back, because just like GW2; the matchmaker is always pulling you towards an even winrate; trying to get you to lose 1 then win 1. It differs from GW2, because Paladins is usually one step forward, one step back; whereas GW2 is one step forward, two steps back. Performing consistently well in Paladins through whatever the matchmaker throws at you(Win-streaking) earns you more rating, and performing consistently bad knocks you down entire divisions at times(Loss-streaking.)
Just think of all the ways this could apply to GW2 Ranked. If one of your teammates says "gg" after the first midfight and decides to sit in spawn the remainder of the game, they pretty much get off scot-free while you toil in vain for 10 or so minutes to lose a big beefy number. If personal performance mattered, you'd be encouraged to try and play the game normally knowing your contributions will ensure you lose less, and the person pouting in spawn is set to be hit with hard rank penalties for their lack thereof. Win and loss streaks don't matter either right now. The matchmaker does its very best to ensure winstreaks are difficult, but there's no added reward for that difficulty. Infact, the lower rated players in your game to get your there actually make you earn less. It's very discouraging.
One thing I feel the need to make clear is that, Personal Performance does not mean Top Stats. The game should never be about throwing to get top stats. If this ever became a thing, I think the scoreboard would have to be changed to better reflect how the game is actually played, and what matters most. Much in way like @shadowpass.4236 suggests here: https://en-forum.guildwars2.com/discussion/53443/new-scoreboard
Anyone else just been feeling this lately? Do these changes sound good to anyone?
Remove Ranked DuoQ pls&ty