I've been addicted to "progression" Like only playing Overwatch when I still have Battlepass levels left to complete (then I end up not playing it for half the season because there's no more rewards) Or JUST NEEDING TO do all the dailies in my scummy mobile games. But Deadlock, despite having 0 rewards, completely "broke me" in the best way possible
I highly disagree with the idea that losing despite performing well gets you you higher MMR. This is an objective team-oriented game. Work as a team, communicate. Do objectives. Carry. If you aren't winning games why should you be rewarded?
I'm not saying you should gain MMR for losing, but you shouldn't lose the same amount as everyone else. I should be encouraged to play ranked even when I lose. I want to think about my own mistakes and not the team that's actively throwing the game.
@@lockejohnex Now that's a more interesting argument. How could that be scored, I wonder? Measurements of Souls per minute? Objective scores? Laning scores? That'd be a tough system that I would welcome to be experimented with. As long as it doesn't boil down to "who got the best k/d", then I'd welcome a change. Thinking of it like a 'loss mitigation' since you performed well sorta deal. However, would performing super well (or win streaks, to take after some titles) earn more MMR?
@@sheand133 They can factor everything from the end results scoreboard, possibly include sick plays like rejuvenator steals or low-health kills (excluding Yamato). As for win streaks, MMR gain should be capped at a certain amount, but I can't speak on that. That's for the small percentage of players that likely earned their rank.
I definitely disagree on the crates being more visible, Them sticking out and being super obvious would look so much worse than the subtle breakable background we have, plus we already have the big shiny gold statues for the obvious breakable role. I'd rather them just add new breakables at varying levels of noticeable than change boxes entirely.
I couldn't get this video out on time because just the mere mention of Deadlock makes me want to play again
I've been addicted to "progression"
Like only playing Overwatch when I still have Battlepass levels left to complete (then I end up not playing it for half the season because there's no more rewards)
Or JUST NEEDING TO do all the dailies in my scummy mobile games.
But Deadlock, despite having 0 rewards, completely "broke me" in the best way possible
You have my attention with the last point
the characters have a disabled "EQUIPMENT" tab. Which makes more sense to be like a Dota style cosmetics then a league or overwatch full body skin
I highly disagree with the idea that losing despite performing well gets you you higher MMR. This is an objective team-oriented game. Work as a team, communicate. Do objectives. Carry. If you aren't winning games why should you be rewarded?
I'm not saying you should gain MMR for losing, but you shouldn't lose the same amount as everyone else. I should be encouraged to play ranked even when I lose. I want to think about my own mistakes and not the team that's actively throwing the game.
@@lockejohnex Now that's a more interesting argument. How could that be scored, I wonder? Measurements of Souls per minute? Objective scores? Laning scores? That'd be a tough system that I would welcome to be experimented with. As long as it doesn't boil down to "who got the best k/d", then I'd welcome a change. Thinking of it like a 'loss mitigation' since you performed well sorta deal.
However, would performing super well (or win streaks, to take after some titles) earn more MMR?
@@sheand133 They can factor everything from the end results scoreboard, possibly include sick plays like rejuvenator steals or low-health kills (excluding Yamato).
As for win streaks, MMR gain should be capped at a certain amount, but I can't speak on that. That's for the small percentage of players that likely earned their rank.
I definitely disagree on the crates being more visible, Them sticking out and being super obvious would look so much worse than the subtle breakable background we have, plus we already have the big shiny gold statues for the obvious breakable role. I'd rather them just add new breakables at varying levels of noticeable than change boxes entirely.
You're Dead, Locke.