two things i would like to ask/suggest.
1) will 6 man parties still be prio to farm pugs? if yes this change is pointless
2) if there is no enough players to form equal 2/2/2 teams can we just put equal teams into sc? like 6 dps v 6 dps, 1 heal & 5 dps vs 1 heal & 5 dps.
i mean roles isnt so important to have fun in scenario as long as both teams have same roles to have equal chances
[PTS] Patch Notes 19/11/2025 - Matchmaking
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Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
We will see the results soon, I hope.
But I would like to thank the PvP team already.
You have achieved a very successful balance between tanks and healers. For the first time in the history of ROR/WAR, I am having a great time with every healer and every tank (I have them all in the game).
I'm keeping my fingers crossed for the most important part of the SCS revamp, which is removing all barriers in SC and adding champs before WC if WC is in an inaccessible place you can't return to.
Renown and DB should also be restored when someone kicks an opponent in champs, as was the case on the live server.
2-2-2 and pugs vs. prem is definitely less important because when there is a safe place in warcamp, there will be no mindless farming of pugs by prem anyway.
But I would like to thank the PvP team already.
You have achieved a very successful balance between tanks and healers. For the first time in the history of ROR/WAR, I am having a great time with every healer and every tank (I have them all in the game).
I'm keeping my fingers crossed for the most important part of the SCS revamp, which is removing all barriers in SC and adding champs before WC if WC is in an inaccessible place you can't return to.
Renown and DB should also be restored when someone kicks an opponent in champs, as was the case on the live server.
2-2-2 and pugs vs. prem is definitely less important because when there is a safe place in warcamp, there will be no mindless farming of pugs by prem anyway.
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Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
As someone previously wrote that the incentive was a renown bonus I would suggest to replace that, or add, a bonus to crests instead. Renown is very rarely the limiting factor and kind of a uninteresting bonus imo.
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Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
Great ideas. Thanks for keep improving the game!!
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nocturnalguest
- Posts: 784
Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
Finally, some news about matchmaker.
Most important question, will you implement ranked UI window to show amount of solos and full 6mens in group (ideally split this parameter as "1. full 6 in q" "2. <6 groups in q"? Im convinced its most important first step to do.
Nobody will wait an hour or so to get into SCs.
Need flexible, step-by-step checks to form as balanced matches as possible but system has to launch games, not wait in q for eternity.
1. It checks how many full 6mens in q. Say there are 2 order 1 destro. Priority is to form as many instances as possible, so 1 premade vs 1 premade. Another premade will go into other instance in this case. Priority to put one premade against another is as strict as possible - system takes time to make it happen. Put 2 minutes calculation period before it launches anything at all. Showcase for 1 prem vs 1 prem next.
2. It match 1 order vs 1 destro into one instance
3. Now it checks whats not 6 in q. Say there are order 3men of 1-1-1 and a duo of 0-1-1 and 5men destro
4. It now pulls 3men+duo and 5men into same category to potentially pop SC. Now it looks into poll of q again and checks if missing archetypes available. Say they are
5. It pulls 1 order tank with longest q time now and 1 missing destro with longest q time
6. Now it sends invites for those players, launches ready check and forms an instance. In paralel it does all the same to create another instance with 1 leftover order premade.
So, filling priority is full groups -> lower then full groups -> solos. Further MM improvement lay in spec/build checks, but those are already in with ranked code (DPS pairings priority check for healdebuff etc).
If, say, there are 4 order premades and none for destro then logic is to spread out premades as possible. So it should be working in a following way - check solos destro q, scrab how many 2-2-2 are possible, do the gear check, do the healdebuff check, check for preset typical DPS pairings, then evaluate how many balanced matches are possible and now most important, HARD PUNISH PREMADE OVERSTACK WITH NO POP (!!!). Priority will be to let in most balanced gearwise premade into an instance vs. whats in q on other side, rest will have to sit in capital or in the lakes. Introduce groupwide bonus to swap realms and form on other side.
You have Killboard/Instance gear check, implement those gearscore numbers for better spreading. Do simple checks of what you plan to match within an instance, its no biggie.
If all checks fail and no priorities meet, then just launch as is.
P.S. I've done warfront previous weekend. Within 2 hours ive meet 1 strong order group and 1 strong destro premade and i check killboard afterwards. As solo tank i managed to meet them both, either my side or against but they didnt meet each other at all for 2 hours. This is a known fact of course, but system that has no checks whatsoever and just creates an instance then full 6 presses q button has to be gone.
P.S.S. Also main issue of barriers, unnecesarry buffs, no guards etc are not adressed. Do you have any plans for that?
Most important question, will you implement ranked UI window to show amount of solos and full 6mens in group (ideally split this parameter as "1. full 6 in q" "2. <6 groups in q"? Im convinced its most important first step to do.
How do you plan to fix que times then? This has been done already in RoR back in 2017/2018 iirc. Experiment has been shutdown very quickly.Archetype Balancing (2-2-2 System)
Scenarios now try to make 2 Tank – 2 Healer – 2 DPS composition. This applies even when backfilling players. This helps avoid unbalanced setups (e.g. 4 DPS, no healers). As an example, a scenario will no longer pop if one side has healers but the other does not.
This change does mean that there will be times when one faction may have tons of DPS but lack the Tanks or Heals to get a scenario to pop. In these situations, we're introducing a new bonus to not only allow players to see which archetypes are needed, but to reward them for playing them:
Nobody will wait an hour or so to get into SCs.
Need flexible, step-by-step checks to form as balanced matches as possible but system has to launch games, not wait in q for eternity.
1. It checks how many full 6mens in q. Say there are 2 order 1 destro. Priority is to form as many instances as possible, so 1 premade vs 1 premade. Another premade will go into other instance in this case. Priority to put one premade against another is as strict as possible - system takes time to make it happen. Put 2 minutes calculation period before it launches anything at all. Showcase for 1 prem vs 1 prem next.
2. It match 1 order vs 1 destro into one instance
3. Now it checks whats not 6 in q. Say there are order 3men of 1-1-1 and a duo of 0-1-1 and 5men destro
4. It now pulls 3men+duo and 5men into same category to potentially pop SC. Now it looks into poll of q again and checks if missing archetypes available. Say they are
5. It pulls 1 order tank with longest q time now and 1 missing destro with longest q time
6. Now it sends invites for those players, launches ready check and forms an instance. In paralel it does all the same to create another instance with 1 leftover order premade.
So, filling priority is full groups -> lower then full groups -> solos. Further MM improvement lay in spec/build checks, but those are already in with ranked code (DPS pairings priority check for healdebuff etc).
If, say, there are 4 order premades and none for destro then logic is to spread out premades as possible. So it should be working in a following way - check solos destro q, scrab how many 2-2-2 are possible, do the gear check, do the healdebuff check, check for preset typical DPS pairings, then evaluate how many balanced matches are possible and now most important, HARD PUNISH PREMADE OVERSTACK WITH NO POP (!!!). Priority will be to let in most balanced gearwise premade into an instance vs. whats in q on other side, rest will have to sit in capital or in the lakes. Introduce groupwide bonus to swap realms and form on other side.
You have Killboard/Instance gear check, implement those gearscore numbers for better spreading. Do simple checks of what you plan to match within an instance, its no biggie.
If all checks fail and no priorities meet, then just launch as is.
P.S. I've done warfront previous weekend. Within 2 hours ive meet 1 strong order group and 1 strong destro premade and i check killboard afterwards. As solo tank i managed to meet them both, either my side or against but they didnt meet each other at all for 2 hours. This is a known fact of course, but system that has no checks whatsoever and just creates an instance then full 6 presses q button has to be gone.
P.S.S. Also main issue of barriers, unnecesarry buffs, no guards etc are not adressed. Do you have any plans for that?
Last edited by nocturnalguest on Thu Nov 20, 2025 9:05 am, edited 1 time in total.
Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
thisgisborne wrote: Thu Nov 20, 2025 2:45 am I personally think this will end up being the worst change to the game, ever. Here's some thoughts as to why:
a) The problem with scenarios is not composition. It is premade vs. pug. There are 100 threads about this issue for every 1 on "not enough healers". You completely misread the room.
b) The class distribution is 1 tank - 2 dps - 1 healer. Enforcing 2-2-2 is unfair to dps. I say this as someone who has 0 dps classes above T1.
c) How can you tell what spec a "healer" is? DPS healers are going to exploit this to get into the queue.
d) Queues will end up being significantly longer. So long that I think people will just give up on scenarios altogether.
T2-3 scenarios in this game are fantastic. You know why? There's almost no gear disparity and there are few premades. Not because somehow T2-3 has a 2-2-2 composition already.
Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
triple post lol
Last edited by Deadpoet on Thu Nov 20, 2025 9:23 am, edited 1 time in total.
Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
double post
Last edited by Deadpoet on Thu Nov 20, 2025 9:23 am, edited 1 time in total.
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Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
Vast majority of players are solo queuers. They don't mind archetype disparity, they will accept total randomness, sometimes you dont have any healers, sometimes you have a perfect comp. It's all right as long as they have a chance. They would do scs even if it gave zero renown. Most people want casual gameplay, have a little fun.
Just make it that solo queuers can only queue for discordant, whatever the archetype combination is, and all problems of queue times and frustration and ppl quitting the game after being stomped 30 times in a row will go away.
I know this is a team game. I know most ppl don't play this game the way it's supposed to be played. We can keep ignoring reality and losing playerbase to fit an ideal, Or we can just learn from frigging t1 Nordland fights, where you can have your plug and play fun time and a chance at a fair fight. Sometimes one faction doesnt have any healers, sometimes its too tank heavy and not enough damage, etc. So what? things change quickly for the next engagement, people have lots of fun regardless.
Scenarios have the potential of being the most fun experience of the game. As long as you keep the ultracompetitive premier league teams fighting each other, and the casual general populace having their fun.
Just give the people who play this game the way it should be played (premades) greater rewards, incentives, aristocratic titles, hero status, bragging rights, whatever. Just let most people have a chance at enjoying a content that is free from ultraorganized pug milking.
Just make it that solo queuers can only queue for discordant, whatever the archetype combination is, and all problems of queue times and frustration and ppl quitting the game after being stomped 30 times in a row will go away.
I know this is a team game. I know most ppl don't play this game the way it's supposed to be played. We can keep ignoring reality and losing playerbase to fit an ideal, Or we can just learn from frigging t1 Nordland fights, where you can have your plug and play fun time and a chance at a fair fight. Sometimes one faction doesnt have any healers, sometimes its too tank heavy and not enough damage, etc. So what? things change quickly for the next engagement, people have lots of fun regardless.
Scenarios have the potential of being the most fun experience of the game. As long as you keep the ultracompetitive premier league teams fighting each other, and the casual general populace having their fun.
Just give the people who play this game the way it should be played (premades) greater rewards, incentives, aristocratic titles, hero status, bragging rights, whatever. Just let most people have a chance at enjoying a content that is free from ultraorganized pug milking.
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nocturnalguest
- Posts: 784
Re: [PTS] Patch Notes 19/11/2025 - Matchmaking
If that would be so easy then yes, it would be done. Issue is that you are wrong with evaluating majority. Majority is not solo quers but groups of different sizes, which are not 6v6 tryhards. Majority is average joe drinking beer in the evening and s**ttalking in discord with his buddy while q as duo. Thats the majority.Deadpoet wrote: Thu Nov 20, 2025 9:24 am Vast majority of players are solo queuers. They don't mind archetype disparity, they will accept total randomness, sometimes you dont have any healers, sometimes you have a perfect comp. It's all right as long as they have a chance. They would do scs even if it gave zero renown. Most people want casual gameplay, have a little fun.
Just make it that solo queuers can only queue for discordant, whatever the archetype combination is, and all problems of queue times and frustration and ppl quitting the game after being stomped 30 times in a row will go away.
I know this is a team game. I know most ppl don't play this game the way it's supposed to be played. We can keep ignoring reality and losing playerbase to fit an ideal, Or we can just learn from frigging t1 Nordland fights, where you can have your plug and play fun time and a chance at a fair fight. Sometimes one faction doesnt have any healers, sometimes its too tank heavy and not enough damage, etc. So what? things change quickly for the next engagement, people have lots of fun regardless.
Scenarios have the potential of being the most fun experience of the game. As long as you keep the ultracompetitive premier league teams fighting each other, and the casual general populace having their fun.
Just give the people who play this game the way it should be played (premades) greater rewards, incentives, aristocratic titles, hero status, bragging rights, whatever. Just let most people have a chance at enjoying a content that is free from ultraorganized pug milking.
If solo quers were the majority discordant would pop. It does not.
There are simply no people to support solo que and split instances into solo vs. group at the moment. There is also no fair logic to prevent grouping up in duo/trios and prioritize soloing.
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