Zirconium Kaze, on 05 May 2020 - 02:45 PM, said:
Isn't there fp? Why must qp be adjusted towards teams when the regular team play didn't get enough players for two mans to ever find a game? qp is in a good place imo and if people want to fight only good players, then pgi should make a mode where you can set up a server and invite those you want to fight. I like the variety that's in qp personally regardless if I'm winning or loosing. The best way to grow competition is by having people exposed to the potentials of team coordination, including the best. People who refuse to adapt are the types who say things like "I'm not comp, I like to play for fun", but no one enters a competition looking to lose. Trying to artificially hand people wins stagnates their personal improvement and ultimately, their wins are meaningless then since they've been shifted into statistical pools. It's akin to giving people medals for showing up.
So FP isn't really hard mode imo. Unless you have a pretty bad PUG team against a large group it's usually more about how fast you can farm the other side. It's fun and all, but it does require a bigger time commitment (time to wait in queue plus 20-30 minutes for a match) and it has low population at certain times of day.
At this point player run competitions are the hard mode. I just don't feel I have the time to devote to them as I did last year.
I think this change should be reverted because it simply shifts the meta toward bringing a decent 3-4 man and reduces the attractiveness and impact of solo droppers. I have to say though I find your point of view kind of hard to follow. You want high level players out of quick play, but you also want players in quick play exposed to all levels of play? I'm confused.