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originally posted in: Competitive Crucible - Glory Tuning
3/6/2019 10:01:54 PM
4
How is this any more inviting? Good teams get things faster, below average players struggle even more. None of my friends want to play this. I have tried to find team but with my stats, I have given up. Takes too much time to LFG, then play one and if it goes 24-100 as it usually does, people leave and it was waste of 24-30 minutes of time. And it is even harder for people like me who don’t speak english very well. If you want to make it more inviting, why don’t you actually listen the feedback of average players as well as top players? 1. Protection from losing points if your team mates leaves or match starts uneven. 2. Extra points if you WIN when in outnumbered team. 3. Reward players playing objective (and succeeding in it) - would mean there is point staying and getting less penalty even if the match is very lopsided 4. Reward individual performance if it is good, even if the team loses Now these kind of changes would much more likely appeal average players like me and make us play comp.
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  • Point loss would be so easy to hit legend. If you’re about to lose, someone leaves and the other 3 don’t lose points when they would’ve. I would like to see comp be reworked but this would be too easy of a cheese for fabled/legend.

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  • That is valid point. But I’m sure there could be some coding logic to make it reliable enough. I had matches where my team started for some reason with only 3 or even 2 players against 4, from the beginning (all solo players). There should be some easy coding logic at least for this scenario to protect.

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  • That’s happened to me as well. I hate it but I just gotta suck it up until they change it or I get tired of comp

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  • The point- loss protection is a great idea, people always leave matches early and I'm always there to stick it out until the end. Each week they give you some points for completing matches and not leaving early, but this would help out in the day-to-day grind

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