u/4K4llDay

I'm interested to see how Embark addresses HLL meta

I'm interested to see how Embark addresses HLL meta

This photo is from a cashout round from the current PHL tournament. All teams running HLL.

I'm not here to vomit complaints like "Light OP". Yes, they bother me, but I get that they are glass cannons and therefore are deadly in the right hands.

I'm coming more to express my interest in what Embark is going to adjust to make Medium more valuable and Light less so. *I don't want Light's viability to die*, but this shows there is too much value and not enough downside to taking 2 lights.

I also do not subscribe to the conspiracies that Light is somehow privileged to Embark. We have seen in many instances that when one of the other classes (medium and heavy) received a buff that swung too far in their favor - BFR, repeater, demat changes such as delay and charges, mesh health, and more - a change was made quickly. Similarly, when Light has received nerfs (e.g. 1 glitch nade) that jeopardized its value, the change was reversed almost immediately. This is to show that Embark, in general, reverts and/or addresses changes they made that swing the balance too drastically.

This HLL meta is no different. No mediums anywhere in a tournament cashout is a clear indication that something is not right. So, I am looking forward to how Embark will address this and to do so as quickly as possible.

If they DON'T address this with some amount of haste, then I actually do think that would be hard evidence that Light DOES get preferential treatment, which would be really disappointing.

u/4K4llDay — 7 hours ago

I just realized that Point Break has no time limit and we literally got kicked out of the server

Pretty funny game I just had in Point Break playing as defenders. The attackers had a very good start and went into the final round with 40ish tokens, but we had that final cashout absolutely locked down. It was a war of attrition; we'd have to camp bodies to force them to coin. The last 5 or so coins came from literally dashing into their spawn, killing one, and then trying to glitch so they couldn't defib.

Anyways, we got them down to one ticket (started this whole final standoff at like 40 tickets), the countdown to the end of the match started. But when it got to the end, the server literally timed out. We all got kicked. No victory screen, no defeat screen. Just error code.

Hilarious, but why the hell isn't there a time limit???

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u/4K4llDay — 2 days ago

Disclaimer: Feel free to correct me if I am objectively wrong. I'm going off of my understanding of player behavior, what I see/hear from others, and what I see from people streaming.

The *vast* majority of diamond and Ruby players are exclusively queuing together, and that's what people do. They find people of similar skill and team up with them. However, as a consequence, matchmaking has the impossible task to balance the skill of a lobby/pool of queued players when every high elo player is queued with other high elo players. It can't distribute them across teams to balance the lobby's skill out. This is why you, I, or any of our silver/gold/plat brothers and sisters never get a random high diamond/low ruby teammate. They're (mostly) never playing separately and thus can never be evenly distributed across teams. We're only going against stacks of them.

Mid-high elo players complain about the skill gap of games, and rightfully so. But this is just one piece that further complicates the problem of how to solve matchmaking.

Now, high/ruby elo people queuing together isn't a problem that needs to be removed, so don't take it that way. This just demonstrates how the ranked experience is so hard to dislodge from its current poor matchmaking (at mid-high elo).

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u/4K4llDay — 16 days ago