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Old Feb 12, 2011, 02:18 AM // 02:18   #41
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Originally Posted by mage767 View Post
So:
1. Experience rank: Based on the total number of games played and won.
2. Skill rank: Progresses with higher Win/Loss ratio and beating better skilled players. Skill rank is initialized after first 50 matches.

Therefore:
1. One can be a really exp. RA player with a shitty W/L ratio, hence not very skilled.
2. One can be highly skilled player but not have much experience in RA unlike the true grinders.

Looks fair to me.
I would like to see something like this implemented. Not because its a good idea, but because the vast majority of my RA matches are determined by random dice roll team compositions more than anything else.
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Old Feb 12, 2011, 03:20 AM // 03:20   #42
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Originally Posted by mage767 View Post
They should basically use a system similar to how Starcraft 2 players are ranked:

Your rating progresses based on the Win/Loss ratio, and who you fight against and win/lose. If you face better ranked players and win, your points go up signifcantly, while theirs takes a bigger dip, since a less skilled player (guided by the ranking system) has a lesser chance of winning against a better foe.

So:
1. Experience rank: Based on the total number of games played and won.
2. Skill rank: Progresses with higher Win/Loss ratio and beating better skilled players. Skill rank is initialized after first 50 matches.

Therefore:
1. One can be a really exp. RA player with a shitty W/L ratio, hence not very skilled.
2. One can be highly skilled player but not have much experience in RA unlike the true grinders.

Looks fair to me.
I'd also like to see something like this. But with how broken RA is and was, ranks will still not reflect genuine stats. You're going to need to either balance entry professions or completely randomise the list of entrants.

As mentioned, team composition and competency levels range so much that I used to enjoy the drama that used to unfold. But now, it's turned into a joke where those who can play competently, are syncing (or even just cancelling on 2 or 3 to jump in with other syncs) and if you don't join this fashion, you're stuck with less skilled players who think echo RTL is a great build.

There are just too many variables to take into account if you want to implement HalfLife2 stats (if anyone who's played online FPS, you'd understand).
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Old Feb 12, 2011, 11:46 AM // 11:46   #43
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If this derv update makes PvP... Monks are facked with one skill; Irresistible Sweep.

If it removes an enchant, removes a stance and unblockable. Lol? Goodbye stance monks!
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Old Feb 12, 2011, 01:11 PM // 13:11   #44
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If this derv update makes PvP... Monks are facked with one skill; Irresistible Sweep.

If it removes an enchant, removes a stance and unblockable. Lol? Goodbye stance monks!
Whirling Axe
Forceful Blow
Wild Blow
Wild Throw

^ All remove stances and are unblockable without any requirement.
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Old Feb 12, 2011, 02:27 PM // 14:27   #45
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If this derv update makes PvP... Monks are facked with one skill; Irresistible Sweep.

If it removes an enchant, removes a stance and unblockable. Lol? Goodbye stance monks!
It removes YOUR dervish enchantment. We don't know what the recharge will be and what the damage bonus will be and whether it will create a meta shift to bring different prots. (Spirit bond, prot spirit).

And as mentioned by Airena, Anet will not make it OP compared to these, Whirling Axe is even an Elite.
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Old Feb 13, 2011, 12:16 AM // 00:16   #46
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then u don't know anet, lol
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Old Feb 13, 2011, 12:57 AM // 00:57   #47
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Originally Posted by Ariena Najea View Post
Whirling Axe
Forceful Blow
Wild Blow
Wild Throw

^ All remove stances and are unblockable without any requirement.
With damage and + damage? Right...

Forceful Blow is an elite. Doesn't count! Wild Blow is much worse than this proposed scythe attack due to lack of +dmg. Wild Throw requires 7 adren, so you need to keep adren up before being able to get someone's block stance off.
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