Not sure there’s any mileage in this, but it’s been kicking around my head a few days and abuelo reminded me about it, so thought I’d see if it’s worth discussing.
Initial implementation of shields was pretty flaky. Even Demiurge’s so-called “PvE” is 5+ day tournaments requiring adjustment of one’s sleep schedule to place, so clearly they’re into the competition thing. They didn’t adequately anticipate or prevent people identifying that shielded opponents inject big points, and using them bagmanimously (thank you so much to whoever coined that) to collaborate for relatively easy runs at ratings of 2400 and beyond.
We quite like some rating inflation, as a rule. Free stuff is rarely bad. Demiurge isn’t so enthused, and if I were selling said free stuff, neither would I be. But what, if anything, can we do to push average scores, and by extension hopefully our own peak scores, upwards?
Shields still help. Not nearly as much as they used to now you’re all but removed from the game while they’re up, but I’ve never thrown up a 3hr after a quick push without deflecting at least 150-200 in queued retaliations. Those are free points in the pool. Doing this early if you’re not attempting to climb early and turtle out the rest amounts to a charitable donation of minimum 100HP to everyone in your MMR range, which I don’t see flying for many.
Rating drop from losses and failed attacks (?) drops off at low rating. This is definitely true below 100 (where I’ve been hit for -2, surely less than the attacker was gaining), possibly higher. Does anyone know exactly where it cuts off? This means attacking someone below 100 earlier than you’re much worrying about your rating is advantageous - they’ll lose fewer points than you gain and, yes, will probably hit you hard in return, but you can recover that from them or someone else later. Alternating playing and tanking to try to get yourself hit below the threshold also injects points; not sure if some already do this or not. Will also probably reduce your MMR so you can faceroll some less competitive opponents along the way and feel big and healthy. Puny rosters. Least sure of this, but I think you could also deliberately farm point-injecting losses by attacking people above the threshold while you’re below it and losing.
Don’t know if anyone could actually be bothered with any of this, or if there’s more obvious ways I’m missing.