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由Seiryoku編輯: 10/9/2023 3:06:52 PM
5

Is curating win/loss in SBMM

making casuals play more crucible? Are they playing more in greater numbers for a longer time? Air effectiveness, slide nerfs(now reversed), the destruction of stompies, the ridiculous buffs to the Titan kit that lasted almost an entire year and didn't impact class distribution (except for almost killing warlocks off). You're making changes to satisfy people that don't even care to improve at or understand your service. Is it improving player retention? It seems like the same people in Control, but now it just feels worse. Sure. Sometimes it's competitive with a similar distribution of skill, sometimes you loaded in there with what's almost a guaranteed loss to keep that 60% win rate. It's obvious when reviewing the board. And it sucks.

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  • 由iCypher編輯: 10/10/2023 2:44:06 AM
    SBMM ruined PvP/ IT should be CBMM hands down. The only SBMM mode should be comp and it should be light SBMM and more rank based. You forgot to mention the huge accuracy cones they gave bows this season and igneous hammer able to hit headshots when you miss the head by 0.5 meter. Titans are still busted and they will still be busted after next week's nerf. On PC, the majority of MnK players are tired of the extreme levels of reticle stick they give controllers. Flinch levels arent the same between inputs. And cross-play has caused huge latency issues when someone brings a console player into the lobby. I am also a firm believer that high levels of resilience should cause your movement speed to slow down. If you get damage reduction and flinch resistance then there should be an effect to the cause. Movement speed should give you actual movement speed rather than a strafe speed increase. Hunters are supposed to be the fastest class and Strand is the only thing that gives it to them.

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