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SC Balancingg
Posted: Sat Jun 27, 2026 12:30 am
by Alstragon
This is a bit of an issue I've noticed on SC's recently.
One side being down a person or two because someone doesn't accept the scenario queue pop.
Can we not have it so that if one side doesn't accept the scenario pop that other person gets sent back to the queue? Yea its a bit frustrating but its better than giving the other side a near auto-win because they are up players.
Depending on composition you can overcome it, but generally its a losing effort and as it seems like the devs are pushing SCs atm to be more viable this would be beneficial as no one likes joining SCs and being down people from the start over and over again.
Re: SC Balancingg
Posted: Sat Jun 27, 2026 5:56 am
by ponko22
I wish they'd balance the teams in RR too. It's not uncommon for the opposing team's DPS to all be RR 80 or higher, while our DPS are only 60 or 70, making it completely unfair.
Re: SC Balancingg
Posted: Sat Jun 27, 2026 7:38 am
by Brakh
GW2 did it right
Re: SC Balancingg
Posted: Sat Jun 27, 2026 9:06 am
by wildwindblows
it would be great but i dont think it will work for such a low population.
Re: SC Balancingg
Posted: Sat Jun 27, 2026 2:49 pm
by gersy
ponko22 wrote: Sat Jun 27, 2026 5:56 am
I wish they'd balance the teams in RR too. It's not uncommon for the opposing team's DPS to all be RR 80 or higher, while our DPS are only 60 or 70, making it completely unfair.
RR doesn't mean anything past 50-60 honestly. With the addition of extremely strong and easily accessible pve gear, especially in the case of Darkpromise of which many items are bis or very close to bis, the early gear struggle of old is now easily mended. Further most classes can make a fully functional mastery build for routine gameplay at 50-60.
A good 60RR player can walk circles around the average 80RR player on this server with ease. A great 60RR player can make the 80RR player look like he is level 16. RR is not really an indication of anything besides hours put in to a character. It doesn't tell you where or how the person put in those hours. For example someone who got to 80RR by only blobbing in pug warbands will have less than half the game understanding of someone who did it almost purely through SC/city in coordinated groups.
The reason you lose in SCs, city siege and most of the time in open rvr will not be because of gear or RR. It will because of game knowledge, mechanical skill and communication/coordination. Adding matchmaking based on RR is completely senseless when taking these things, along with a dwindling population, in to consideration.