To answer the update, yes. I got splatted too many times with my charger in a frantic panic with the splash wall.So, do bombs still explode and insta-kill u upon contact with the brella, or do they differ from splash walls in that respect
Update: Do splash walls still do that in this game actually,
I haven't played much today, and when I have, it hasn't been with my main love, the rapid blaster. I imagine it's pretty easy to shoot over top a brella (when its shield is out) with any blaster (except maybe clash/luna) and take it down with an indirect hit?Brella blocks all the bomb variants. It even eats opposing brella when someone shoots it at you lol. Blocking too much damage with the brella will cause it to break and you lose it for a few seconds. That only really happens when blocking 4+ hits of tenta missiles or shots from multiple opponents though.
It pretty much blocks anything except for slosher, sting ray, and occasionally blaster.
It's good, kinda expected it from a brella, but Bucket win animation still OP.
This is a really good explanation.Power Level seems to be a basic MMR or ELO System.
The theory of such a system is to match teams of comparable skill together. Say 1600 to 1600. One team will most likely be favored to win. If they do, then they'll gain a small amount of points. One team is favored to lose. If they lose, they'll lose a small amount of points. The opposite is true, if the favored team loses they lose quite a lot, and if the unfavored team wins they gain a lot.
Some ELO systems can factor in Streaks. The first 10 matches of the system are the most volatile, as the systems are designed to put you where you belong as quickly as they can, and ideally get you to a 50% win rate. Of course, if you're good or continue to improve you'll rise in the system, and if not you'll fall.
All of this is going to be a bit weak in Splatoon 2 though. We don't have the 3 million concurrent players that something like League of Legends has. So the game is going to find it harder to match you against the appropriate skill level. Region Locking makes this even harder still. The system works, I rarely get a deviation of Power greater than 200, and I gain a lot of points when I beat teams of higher power than mine. It's just a bit of luck to decide whose on what team and the Power Levels therein.
The real travesty with matchmaking is that it doesn't bother to read your weapon choices. Seeing the enemy team with 4 Aerosprays is a treat in most game modes. Having mine use quad dualies is not.
Anecdotal evidence doesn't mean much, I know, but I've faced league teams up to 300 points above and below my mmr. Beyond that nitpick, what you say makes total sense.Power Level seems to be a basic MMR or ELO System.
The theory of such a system is to match teams of comparable skill together. Say 1600 to 1600. One team will most likely be favored to win. If they do, then they'll gain a small amount of points. One team is favored to lose. If they lose, they'll lose a small amount of points. The opposite is true, if the favored team loses they lose quite a lot, and if the unfavored team wins they gain a lot.
Some ELO systems can factor in Streaks. The first 10 matches of the system are the most volatile, as the systems are designed to put you where you belong as quickly as they can, and ideally get you to a 50% win rate. Of course, if you're good or continue to improve you'll rise in the system, and if not you'll fall.
All of this is going to be a bit weak in Splatoon 2 though. We don't have the 3 million concurrent players that something like League of Legends has. So the game is going to find it harder to match you against the appropriate skill level. Region Locking makes this even harder still. The system works, I rarely get a deviation of Power greater than 200, and I gain a lot of points when I beat teams of higher power than mine. It's just a bit of luck to decide whose on what team and the Power Levels therein.
The real travesty with matchmaking is that it doesn't bother to read your weapon choices. Seeing the enemy team with 4 Aerosprays is a treat in most game modes. Having mine use quad dualies is not.
I did say "rarely" I have had deviations as high as 210 personally. The system is working, but it's imperfect.Anecdotal evidence doesn't mean much, I know, but I've faced league teams up to 300 points above and below my mmr. Beyond that nitpick, what you say makes total sense.
Yeah the lower pool of players due to the game being new and regional matchmaking is definitely a factor, although rank doesn't come into play in league, just power level. My contention though is besides those factors I really think Nintendo needs to update the actual matchmaking as teams repeat too often along with really mismatched power levels. This also occurred in Splatfest as well when I'm sure a lot of people were playing. I just hope we see an improvement whether it's solely because of the lower pool of player I guess we'll just see.@shudder
I understand your complaint, the effort you put into a game should feel like it has more value, but honestly it you want a better measure of your skill and feel like matches are more of a challege.
The best idea is for you to do a scrims instead of league for a time, you will gain more experience and feel genuine improvement.
Right now as mentioned earlier there is a really small pool of players in S+ and even less so who are pro players, so until that improves (likely either around squid storm or winter break) we just have to deal, and hopefully and patience and training will be rewarded
To belatedly respond to this, it hasn't been "rare" for me. Wild jumps and drops in league power have been relatively frequent in my league experience. I'm kind of having the opposite experience of Shudder there.I did say "rarely" I have had deviations as high as 210 personally. The system is working, but it's imperfect.