Matchmaking made easy

Getting the matchmaking right appears to be a near impossible task. Today, for instance, I seeing all 5000+ rune power teams again in all slots and opponents are still shifting between slots.

Roster power is pretty meaningless at this point. Even a few level differences don't matter very much. Everyone knows that rune power is the key factor. Why not just align the matchmaking to rune power of the teams on defense? I'm just making these numbers up, so maybe there are better thresholds, but for example: Easy matches are rune power 3500 or lower. Medium matches are rune power 3501 to 4500. Hard matches are rune power greater than 4500. This would be for level 65 to 70. The thresholds would be lowered for lower level players.

Seems like this would be easy to program and provide some consistency and predictability to the matchmaking.

Comments

  • 2-3 heroes set to max superiors the rest no runes.
    Re encourage bait teams without balancing that in somehow.

  • 2-3 heroes set to max superiors the rest no runes.
    Re encourage bait teams without balancing that in somehow.

    Agree that would need to be considered, but I would think that given the current meta, facing a team that has 1 or 2 "no rune" heroes would be an easy win and provide a disincentive to someone putting up that defense, as they would be getting hammered regularly. On the other hand, top players won't want to attack easier teams so might be a way to avoid getting attacked, which is why they base placement on a subset of roster power. So, yeah, this might not work.

    Maybe as an alternative, use the threshold example I stated above to at least limit the appearance of super high rune power teams in the easy and medium slots. They could keep the current matchmaking, but then do a check of the defense's rune power and if over those thresholds, move them to the right, as appropriate. This way the only mismatch would be you still might have low rune power teams in the hard slot, but that is needed to prevent the bait/attack avoidance issue of high roster power players artificially putting in easy teams to avoid attack.
  • I think they way to do it is to make defense losses and wins count for more (maybe 0.5x offense wins and losses) and make E,M,and H purely based off of trophy counts in the level range. E=between 50% and 80% trophies, M=between 80% and 120% trophies, H=greater than 120% trophies. Obviously the numbers would need to be tweaked, and I don't have a solution for the top players to get a hard option. Also, there is still the problem of level 63-67 players getting raided excessively and this system would only make it worse.
  • After yesterday afternoon, I have to wonder if they really have a coherent system in place. I'm level 70, started off in Champion II for the season, my roster is 314K, I can easily slap together a 20K team, and for 8 or 9 of my 12 battles, I was offered NOTHING over a power rating of about 14K. My fiancee, on the other hand, is level 34, began the season in Brawler III, RP of 41K, the best team she can muster is around 7.5K, and the weakest team she was offered all day yesterday was also around 14K. There seems to be no rhyme or reason to the matchups!
  • As much as I like this idea, the developers won't budge. Even if it's a good idea, if the majority of players don't want it, they won't put it into the game.
    IGN: MatadorGKilla
    Level 60 (might forget to update)
    Scrub in: Guildless right now lol.
    My internet is back, I don't think anyone cares anyways.
  • I was away for a few months, so im back here in champ league. It's frustrating because i'm being offered a lot of 5.5k teams, and a lot of 5.5k teams are being offered my dungeon, while I sit at 6000 trophies. Streaks are all but impossible. I got 350k roster power. I feel that should be weighted far less than the league i'm currently in. Let me face these legendery teams when I hit legend 3. This slog is killing me.
  • They HAD fixed this. Basically, lower Leagues had upper limits imposed and as you moved up each tier into higher Leagues, the max power team you would be put up against rose. I don't know where the cutoff was, where there was no limit to the power of the defenses you were put up against...
  • Here's two dozen Solaris teams in a row. Have fun.
  • Plus the sheer power of some of these new runes is bananas.
  • MonkeyHunterMonkeyHunter Member
    edited October 2017
    As of now E, M and H options don’t exist.

    I see 2 solutions, both entirely based on rune power. Either reward trophies based on rune power or reestablish E, M and H options based on rune power.

    I wouldn’t mind all hard options as long as the trophy rewards reflected difficulty.

    My current options:
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    Post edited by MonkeyHunter on
  • I'm not looking forward to the shade/bunny heavy meta without MK.
  • NateDoge wrote: »
    I'm not looking forward to the shade/bunny heavy meta without MK.

    If you were trying to use MK against the current meta, I can see why you're frustrated with the power levels of teams you're facing. Use one of the teams that reliably beats the current meta and you'll feel much better about it...
  • This is my match up for champion 1.

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    The EMPIRE :: The Aegis of Athena
    KuK1uXt.png
  • NateDoge wrote: »
    I'm not looking forward to the shade/bunny heavy meta without MK.

    If you were trying to use MK against the current meta, I can see why you're frustrated with the power levels of teams you're facing. Use one of the teams that reliably beats the current meta and you'll feel much better about it...

    Enlighten me. Cuz as long as shade ignores taunt, whatever counter you come with is a dice roll. But really, the one absolutely murdering me is Solaris/grog. He one shots Astrid on turn two, and no other combination I have can survive long enough to kill these fuckers. And every single option, e/m/h, is using it. Its pointless.
  • Sigh, streak ruined by a very poorly runed beast team. It's like you gotta be absolutely perfect against these teams. One screw up, and your done. It's exhausting.
  • NateDogeNateDoge Member
    edited October 2017
    And these invincible grog nogs that are 1-shotting my characters and who shrug off any and all damage. No fun. Just a horrible up-hill slog.
  • NateDoge wrote: »
    And these invincible grog nogs that are 1-shotting my characters and who shrug off any and all damage. No fun. Just a horrible up-hill slog.

    Nate, I'm sure it is frustrating. Really the only solution is to get superior legendary runes on all your pvp heroes. Very costly but it is hard to win at pvp without top runes.
  • Yeah. Sad but true. I have pretty good runes, but not Solaris-good, I guess. I am having some fun playing with the new zomm against those beast teams, tho. But thanks.
  • NateDoge wrote: »
    Sigh, streak ruined by a very poorly runed beast team. It's like you gotta be absolutely perfect against these teams. One screw up, and your done. It's exhausting.

    There are different solutions now that mitigate the beast teams op advantages. Using Hopper and Shade is one. The shroud means you can survive the first round with Greater runes instead of top end ones.

    But I feel you, usually if I have a rune power advantage over a defense victory is almost certain. Not with beast teams.
  • I made it into legend 3, but i've refreshed a dozen times in the last hour and every team offered, e, m, h, they are all 5.3K+ Shade/Solaris hybrid teams. I simply don't have the runes to win a single match right now. I just gotta hope it will be better later. This feels like the early days of the new system when there was a skill ceiling in place. But that was supposed to be fixed months ago. I guess I gotta wait till monday to find out if this is working as intended. It certainly doesn't seem to be.
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