Alright everybody! Let do this!
Good luck to everyone this season!
Is the Competitive season 27 roll out still planned for tomorrow? If so should we expect it the same time the event starts?
Better to let you know of this bad news now, if an account has been banned for the season in Competitive Play mode, all end-of-season rewards are forfeited. If you accumulate 3 season bans, it will be a permanent ban from the Competitive Play mode as well.
If you refer to disconnections or game crashes, please take the time to ...
Read moreThere is an experimental play patch that released today. Details here:
Read moreI would actually point out this is the first time a patch was launched right at the time a main competitive season ended. This is more likely a straight up bug, than any major changes happening. From what I have been told, there are no planned changes for season 27.
If you earned a Top 500 placement already, you keep that.
Its that more people can now reach Top 500.
I myself really miss being there… in person, and while it may still be a while to get back to that state, I hope we can all get together again.
Historically, I have noticed relatively small PTR patches tend to have content stuffed in that is not mentioned in the patch notes, though not always. For example, I believe when they revamped the StarCraft II Nexus Experience “gift shop” into the Mike Morhaime tribute on BlizzardWorld, that PTR patch was relatively small upfront (though at the time we knew a new hero would be coming out at the time).
You know, if I wasn’t busy with other things, this is the kind of PTR patch where I feel like I need to comb through every map inch by inch to see if there have been any new easter eggs planted.
On a side note, I would still love to one day get some sort of Gameplay Controls export option for PC. I recently did an overhaul on my sensitivities on all of my heroes on my live account (to adjust from a 1600 DPI to a 800 DPI mouse sensitivity setting), and the PTR account is still several patches outdated since the last data copy.
Let’s clear this up:
Cut and dry to me. One could argue the feeding rule. I try to make an effort to confront the player directly first, if they refuse to cooperate or fail to group up, then I report. I also know that i...
Read moreReport only goes so far because we can’t report players who simply plays badly. I myself rarely report for gameplay sabotage (only for abhorrently blatant feeders, AFKers, or use (or not use) abilities to hinder their allies gameplay).
The Avoid as Teammate function is a short-term function designed to simply get away from a specific player during your current session, however it is limited in order to make sure it does not impact matchmaking. In your proposal of a solo-only experience, this function would nothing to improve consistency in matches because each person will still get 11 total random players in their mat...
Read moreSo I should be subjected that every single match be filled with solo-queue randoms not knowing if any one of them is going to be toxic, uncooperative, plays in a way that I just don’t do well with (and vise versa)?
The times displayed are still estimates and will vary. Is this just a one-time instance or are you seeing this consistently throughout your games?
Splitting up between Solo Queue and Role Queue is a way, but I think the developers have shut down that possibility as they don’t want matchmaking to take even longer to make happen.
As it stands now, is the person who groups up in a 6-stack consistently have the same level of overall skill as that of a person who solo queues consistently? I don’t believe they do and that is what I (personally) think is unfair.
I think it is important to remember that prior to the introduction of the role queue, the game was already collecting role-specific performance and win rate stats to help shape the SR/MMR for off-roles. Now assuming everything we publicly know about the matchmaker has remained true to this point, a player who has not touched an off-role since the introduction of role queue, any MMR associated with that role should be considered “unstable” and subject to significant swings in MMR/SR gained or lost until the game becomes more sure of their skill. I think this is what Josh Nash means by “grandfathering” the MMR.
Having any sort of reset would...
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