tl;dr: Make it easier to play defense.
I’d like to address three main concerns with the current PvP system:
- Ratings fluctuate too much.
- The clear best strategy for winning is to game the system by tanking.
- Not very much team diversity (lots of OBW/Wolverine/Thor).
I should note here that shields have definitely helped #1, and had a nice side effect of giving people something to strategize about (when to shield), but they don’t address #3 at all and they actually make #2 worse, because now the best strategy for winning is a combination of tanking and shielding at the right times; i.e., more metagaming, less actual gaming.
Phantron has eloquently laid out the fundamental issue: the PvP system uses an ELO-like rating, but ELO assumes that players of higher skill should win more frequently. This clearly isn’t true: the single biggest determinant of who wins a match is simply who is the attacker. I propose changes that would make it easier, or at least possible, to play defense:
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At the start of the tournament, before you enter, you choose a team to put on defense. This team can be changed every 8 hours or 10 losses, whichever comes first. The characters you put on defense are locked for offense. (If it’s easier to implement, you could just have the team set for the duration of the tournament or be able to change it whenever, and not lock the characters.)
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Any boosts the attacker brings are also given to the defense.
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First turn is determined randomly (or, as in previous puzzle quests, could be tied to a character trait).
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One chance to win. You may try multiple times but each loss results in a change to your rating.
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Retaliations are unchanged. (It would be cool to be able to tailor your defense team for each retaliation, but that seems like way too much work.)
Matchmaking rating is also changed:
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Each tournament has its own MMR, not shared with any other tournament.
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You have a rating on offense, and a rating on defense. Each time you win on offense, your rating goes up. It goes up by less if one of your characters is downed during the fight. Each time you lose or skip, your rating goes down. On defense, your rating goes up if you win, your team is skipped, or you down one or more characters.
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Your rating for the tournament is the sum of both ratings. Ties are broken by number of matches won.
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MMR matches your offensive rating with others of similar defensive rating.
How does this address the issues we laid out originally?
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Ratings should be more stable. It’ll still be easier to play offense, but this should make more teams actually scary.
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Eliminates tanking and correct shielding strategy as necessary for winning tournaments.
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Vastly improves team diversity. This is especially true if your defense and offense require different characters. In turn, this encourages more diversity on offense, as players deal with different teams, which in turn rewards players with deeper rosters.
Additionally, this system offers some nice side benefits:
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No need for grinding, playing at off-hours, and being present in the last hour. If ratings are stable, you can play when you want, your rating will stabilize at the right level, and you can go to bed or work or whatever. If you like grinding, you still can – you still get iso plus the tiebreaker advantage – but it’s not necessary for doing well.
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Increases and rewards strategic thinking. Right now it’s all about who can build a team that wins fights the fastest, and who’s willing to grind at off-hours and then throw up a shield at the right time. This system makes it so that the people who come up with the best teams win.
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Encourages larger rosters, potentially with two copies of the same character with different builds. Maybe you’d rather play a 3/5/5 Patch on offense, but a 5/5/3 on defense. Now you can! Want to play Thor on offense and defense? Get two.
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Improves character playability and expands the design space. Currently we all evaluate a character based on offensive capabilities. It would be cool to think about characters that make defense hard, or annoying, or time-consuming — I bet Daken, Bullseye, Juggernaut, and a few others would get a lot more playtime with no changes required.
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Shields don’t feel like as much of a pay-to-win mechanic (I realize they’re not one, but to a player who just got knocked around for -200 points, it sure feels icky to be asked for hero points for protection).
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It’s really fun to come back to the game and find that you gained a whole bunch of rating points. Way better than coming back to find out how much you lost.
Thoughts? I’m particularly interested in hearing whether the changes to defense would be enough to make attacking difficult.