I was thinking about the paragon problem in the leaderboards, especially on season. Basically, if you bot, gain power, then you can push higher and stay on the ladder.
Well, I thought of a way to reduce the influence of paragon on the ladder. I introduce to you the "Ladder Score."
The idea behind this concept is that a player at any point can be competitive based upon skill without having to rely on paragon to become a contender for the ladder. Here is how it works:
SCORE = ((GRift level x 10) x seconds left on limit))/(average paragon level)
Solo Examples:
Player 1: ((75 x 10) x 300))/800 = 281.25
Player 2: ((75 x 10) x 120))/225 = 400.00
In this example, the second player pushed the same level with less time remaining and a lower paragon but got a higher ladder score. Skill > power.
Group Example (using 4 man)
Group 1: ((87 x 10) x 50))/((1200+1050+1100+1300)/4) = 37.42
Group 2: ((85 x 10) x 50))/((800 +1200+750+950)/$) = 45.95
In this example, the 4 man group with more paragon pushed higher and had the same time remaining, but didn't get the higher score because of their power levels.
I know it's not perfect, especially once you account for GRift difficulty scaling, but maybe it could be used as a base line. For example, instead of the numerator above, it could be a set score placed by the devs with the incorporation of the denominator.
Anyways, that's just a thought. I'm interested to see what you all think of it or your take on how to improve it.
I know a bunch of people want that too. I'm still not sure that I would even engage with that feature if it was included. I think Heroes of the Storm fulfills the PvP realm of an ARPG/MOBA kind of genre.
I know a bunch of people want that too. I'm still not sure that I would even engage with that feature if it was included. I think Heroes of the Storm fulfills the PvP realm of an ARPG/MOBA kind of genre.
Doesn't fulfill the pvp with a character you created, equipped and developed fantasy though.
I know a bunch of people want that too. I'm still not sure that I would even engage with that feature if it was included. I think Heroes of the Storm fulfills the PvP realm of an ARPG/MOBA kind of genre.
Doesn't fulfill the pvp with a character you created, equipped and developed fantasy though.
True. Can't argue that.
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Hi Everyone,
I was thinking about the paragon problem in the leaderboards, especially on season. Basically, if you bot, gain power, then you can push higher and stay on the ladder.
Well, I thought of a way to reduce the influence of paragon on the ladder. I introduce to you the "Ladder Score."
The idea behind this concept is that a player at any point can be competitive based upon skill without having to rely on paragon to become a contender for the ladder. Here is how it works:
SCORE = ((GRift level x 10) x seconds left on limit))/(average paragon level)
Solo Examples:
Player 1: ((75 x 10) x 300))/800 = 281.25
Player 2: ((75 x 10) x 120))/225 = 400.00
In this example, the second player pushed the same level with less time remaining and a lower paragon but got a higher ladder score. Skill > power.
Group Example (using 4 man)
Group 1: ((87 x 10) x 50))/((1200+1050+1100+1300)/4) = 37.42
Group 2: ((85 x 10) x 50))/((800 +1200+750+950)/$) = 45.95
In this example, the 4 man group with more paragon pushed higher and had the same time remaining, but didn't get the higher score because of their power levels.
I know it's not perfect, especially once you account for GRift difficulty scaling, but maybe it could be used as a base line. For example, instead of the numerator above, it could be a set score placed by the devs with the incorporation of the denominator.
Anyways, that's just a thought. I'm interested to see what you all think of it or your take on how to improve it.
**Crickets...**
Guess that idea sucked. Haha. Moving on!
Screw leaderboards I want pvp
I am newbie this forum and want to join discussion.
Doesn't fulfill the pvp with a character you created, equipped and developed fantasy though.
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