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12/24/2022 12:10:04 PM
24

SBMM Needs to go, Team Balancing needs to be fixed instead

I'm sorry, I know you (Bungo) are experimenting with aiding lower skill players and whatnot through SBMM, BUT if all these parameters are currently in place to make the matches the MOST BALANCED and most FAIR between the two teams then HOW THE -blam!- AM I STILL GETTING PAIRED WITH THE WORST PLAYERS IN EXISTENCE BUT GOING AGAINST TOP TIER PLAYERS?!!!!??!?!?!?!? I've been having this problem, in game team balancing, for YEARS. NO AMOUNT OF SBMM IS GOING TO FIX THIS PROBLEM OR AID ME IN AVOIDING IT. You are using the wrong solution for the wrong problem and it's about time you -blam!- realized this. No amount of matchmaking parameters is going to help me, if anything it is going to worsen my experience from match-to-match, especially as the season progresses, as I am dropped further and further down the SBMM rabbit hole where I am the only factor that makes the match "balanced" due to my 'outlier' (previously consistent) performances of generally 3.0 and up. I am sick and tired of seeing the lowest efficiency on the other team, or even my own efficiency, being greater than the sum of all five of my teammates combined despite all the 'fixes' and 'solutions' and 'bullshit parameters' that have been put in place. The team balancing needs to be reworked from the ground up because as of right now whatever the -blam!- you are doing simply isn't making, at least, my experience neither fun nor fair. Additionally, a solution to prevent anyone from playing Disjunction let alone forcing someone to play it not just twice in a row, but thrice in a row needs to be implemented ASAP.

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  • All I’m saying is if you have a comp mode with rank based matchmaking and actual rewards that you can grind, “the sweats” wouldn’t waste nearly as much time (if any at all) in Quickplay, completely eliminating the need for SBMM at all. A well designed PvP game will only use SBMM as an afterthought after all of the other parameters (such as connection, team size balancing, etc., which are much more vital to a healthy game) are accounted for. There’s no reason to have SBMM at the forefront of your matchmaking algorithm, period. -Remove SBMM from ranked -Make Rose infinitely farmable in post match rewards in Comp, with increased drop chances or double perks at higher ranks. -Add Rank Based Matchmaking -Remove Rift from everything other than the rotating playlist (seriously, this game mode isn’t it) -Remove Disjunction from 3v3. It barely plays in 6v6, why is it here? -Add a new shader for reaching Platinum every season -Add a new emblem for reaching Adept (? Is that the name? The one below Ascendant?) every season -Add a legendary weapon ornament for Rose (or another weapon when they add more) for reaching Ascendant every season -Create Rose (Reforged), an adept version (with a little nod to the Crucible analogy) that replaces all drops of Rose for Platinum and above. -Fix whatever the heck is wrong with the ranked point system because me depositing 5 sparks in one game and completely steamrolling the enemy team should not result in me getting +5 rep. Plenty of other scenarios that feel bad too. See the percent of high tier players playing Quickplay plummet and assess whether SBMM is even necessary after that. If done well, it won’t be. And this is without any changes to how Trials works too, which (with much fewer changes) would also remove many more sweats from Quickplay.

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