You-iN
Member!
This ladder (since 1.15) led us to a new WC3 hierarchy and I now wonder what levels will represent. Although I never really bothered much about levels as they're only numbers and I still would dare risking games and messing up my stats in 1.14 and before by trying out new different strategies, it does grant the player a certain "credibility" where the players won't argue as much against him (for example, since many players are starting to know me a bit, if I say that my fast expansion with 4 crypts and an overwhelming number of ghouls-gargs-dual auras and healing scrolls-statues is very strong vs human, I have more chances that the players will listen to me and consider what I'm saying.. while if a player with a low lvl (low number besides his icon) and unknown comes in and talks about similar stuff, most players will probably tell him that he's just a "n00b" and that his stuff only works against "newbies"... but here's the problem
-I personally was very few wins away from lvl 20 during patch 1.14 (lvl 20+ often considered good or at least decent players back then, I was at least getting credits from players..)
-Then came patch 1.15 (I played beta and let my 1.14 account decay back to lvl 17 meanwhile).. now it started already, players massing games were taking over the high levels, although the players 45-50 still had to already be high level before the 1.15 patch to get this high level, this was already messing up the ladder levels and their significance and players like me that were more skilled but had little time to play got to fall into a "common lvl" category sort of (I only got to lvl 23 as I hardly had time to play). While I saw many players that were stuck onto lvl 12-14 solo max in 1.14 getting up to lvl 28 in 1.15 by massing games!
-Now with the 1.16 patch and ladder reset, not only is it like the 1.15 AMM (until the "ELL" thing that isn't settled down yet I guess) but ALSO players like me or the very high players (lvl 40+) that had to have had some skill to have an advance lost it.
So here's how this new hierarchy looks like for now:
-High lvl players: any lvl of player even if they're very bad and don't even have over 30% of win.. as long as they play nonstop tons of games 24h/day
-Medium to low lvl players: still can have any level of players in it... including much more skilled players then most high lvl ones like me that can't afford to really play more then an average of 1 game per day
-Low lvl players: players that can't win a single game or quit to let their oponents the win
So where does that new hierarchy is supposed to lead? Does that mean that the bad to awful players that are currently top 100 (and I'm not bragging, I did face many of those during the few 1.16 ladder games I played and I did defeat them very easily and most of them aren't good at all, they simply spend more time playing WC3 per day then anyone else) will now be awarded the global respect and called "gosu" while the decent ones that can't play as many games but are better then them will become considered "average" players??
Some said that the players considered "gosu" will be the ones with good percentage... but players that have had their accounts for a very long time and improved a lot during that time can't really modifiy their percentage much anymore (such as me having my account since RoC.. so the very begining of TFT)... so we can look at their 1.16 win %... but still, this doesn't really mean anything cause you can just as well get to face very weak oponents that are lvl 20 and then face a very good lvl 9 oponent.. it all depends on the "luck" if you get to face some "real" gosu oponents or average or low players for the moment...
So what will the levels be used for now besides for some blizzard tournaments possibly? As for now, it pretty much seems like it only will be useful to tell the amount of time a player spends playing WC3 per day since patch 1.16... but the icon already sort of measured (although not as well and precisely) the amount of games a player would play..
Some will probably tell me that we have to wait for the "ELL"s to be set... but depending on how "lucky" you get, you either will get to lower it a lot and get stuck to not lvl up as fast at a lower lvl if you got matched against many very good players on your first games while a less good player will be able to lvl up higher if he got the "chance" of facing weaker oponents and not mess up his "ELL" that way..
-I personally was very few wins away from lvl 20 during patch 1.14 (lvl 20+ often considered good or at least decent players back then, I was at least getting credits from players..)
-Then came patch 1.15 (I played beta and let my 1.14 account decay back to lvl 17 meanwhile).. now it started already, players massing games were taking over the high levels, although the players 45-50 still had to already be high level before the 1.15 patch to get this high level, this was already messing up the ladder levels and their significance and players like me that were more skilled but had little time to play got to fall into a "common lvl" category sort of (I only got to lvl 23 as I hardly had time to play). While I saw many players that were stuck onto lvl 12-14 solo max in 1.14 getting up to lvl 28 in 1.15 by massing games!
-Now with the 1.16 patch and ladder reset, not only is it like the 1.15 AMM (until the "ELL" thing that isn't settled down yet I guess) but ALSO players like me or the very high players (lvl 40+) that had to have had some skill to have an advance lost it.
So here's how this new hierarchy looks like for now:
-High lvl players: any lvl of player even if they're very bad and don't even have over 30% of win.. as long as they play nonstop tons of games 24h/day
-Medium to low lvl players: still can have any level of players in it... including much more skilled players then most high lvl ones like me that can't afford to really play more then an average of 1 game per day
-Low lvl players: players that can't win a single game or quit to let their oponents the win
So where does that new hierarchy is supposed to lead? Does that mean that the bad to awful players that are currently top 100 (and I'm not bragging, I did face many of those during the few 1.16 ladder games I played and I did defeat them very easily and most of them aren't good at all, they simply spend more time playing WC3 per day then anyone else) will now be awarded the global respect and called "gosu" while the decent ones that can't play as many games but are better then them will become considered "average" players??
Some said that the players considered "gosu" will be the ones with good percentage... but players that have had their accounts for a very long time and improved a lot during that time can't really modifiy their percentage much anymore (such as me having my account since RoC.. so the very begining of TFT)... so we can look at their 1.16 win %... but still, this doesn't really mean anything cause you can just as well get to face very weak oponents that are lvl 20 and then face a very good lvl 9 oponent.. it all depends on the "luck" if you get to face some "real" gosu oponents or average or low players for the moment...
So what will the levels be used for now besides for some blizzard tournaments possibly? As for now, it pretty much seems like it only will be useful to tell the amount of time a player spends playing WC3 per day since patch 1.16... but the icon already sort of measured (although not as well and precisely) the amount of games a player would play..
Some will probably tell me that we have to wait for the "ELL"s to be set... but depending on how "lucky" you get, you either will get to lower it a lot and get stuck to not lvl up as fast at a lower lvl if you got matched against many very good players on your first games while a less good player will be able to lvl up higher if he got the "chance" of facing weaker oponents and not mess up his "ELL" that way..