u/WolfZero88

Ranked Has a Smurfing & Intentional Deranking Problem That Needs Addressing.

Ranked Has a Smurfing & Intentional Deranking Problem That Needs Addressing.

There is a massive problem in ranked right now that I think needs proper investigation: smurfing and intentional rank manipulation.

I’m a Gold player — your average player. I’m not claiming to be some incredible player. I just want to jump into ranked, have competitive games, and try my best to win. Simple as that.

But once I reach Gold 1, something feels seriously wrong with the matchmaking.

I’m regularly getting matched with or against players who have previously reached Diamond/Paragon, but are now playing down in Gold. And honestly, the egos of some Plat, Diamond and Paragon players are something else...

My concern is that some players may be deliberately deranking after reaching their desired rank for the season, then playing in lower ranks where they have little or no incentive to take the game seriously.

This isn't about me being unable to climb. It’s about the quality and integrity of ranked games. The quality of the games has already been pretty low at times, and somehow it feels like it has managed to get even worse.

I've had games where a Paragon/Diamond player started stealing the entire jungle because he died once, seemingly just to sabotage the game for everyone else.

Does it matter to him? Probably not. Looking at the screenshot, he can presumably just do the same thing next split, get back to Diamond, then start deranking again.

I've had another game where, after a few setbacks in what I thought was a completely winnable game, the same type of player simply left the game.

And this is the problem: if you're playing significantly below the rank you've previously achieved, and you don't care about the result because you've already hit your desired rank, you're effectively able to ruin the experience for everyone else in that lobby.

There should be a way of identifying players who repeatedly reach a high rank and then intentionally drop hundreds of MMR/rank points, especially if they're consistently exhibiting behaviour like AFKing, intentionally feeding, griefing or sabotaging teammates.

Ranked doesn't need to be perfectly balanced, but it does need to feel like everyone in the lobby actually has something to play for.

u/WolfZero88 — 12 days ago

Support based eternals ideas

Anti Burst Save Eternal

Trigger: An ally within 1000u loses 22% HP in 0.6s.

Effect:

  • Instantly grant them a shield equal to 15% of your Max Health
  • You gain 50% movement speed toward them for 3s
  • They gain 25% damage reduction for 3s
  • If they survive:
    • You gain +20 Ability Haste for 10s
    • You gain +10% Max Health for 20s (stacks 3 times)

Aura Weaving Eternal

Trigger: You heal or shield an ally.

Effect:

  • Creates a Bloom Aura around them for 7s
  • Allies inside gain:
    • +20 Ability Haste
    • +25% healing received
    • +12% movement speed
  • Auras stack at 100% value
  • If 3 auras overlap:
    • Allies gain +15% damage reduction
    • Allies gain +10% Attack Speed
    • Allies gain +10% Ability Power

Cooldown Sharing Eternal

Trigger: You target an ally with a heal, shield, or buff.

Effect:

  • You and the ally become Tethered for 6s
  • While Tethered:
    • Your cooldowns tick 25% faster
    • Their cooldowns tick 20% faster
  • If the ally gets a takedown:
    • Refund 50% of your highest cooldown ability
    • Gain +20 Ability Haste for 12s
    • Gain +10% Max Mana

Vision Scaling Eternal

Trigger: You place or refresh vision.

Effect:

  • Gain 1 stack of Foresight for 60s
  • Each stack grants:
    • +6 Ability Haste
    • +2.5% movement speed
    • +12 mana regen
  • Max 12 stacks
  • Killing a ward:
    • +6 Stacks
    • +10% damage reduction for 8s
    • +10% Ability Power
  • Revealing an enemy grants:
  • +1 Stack

Teamwide Mitigation Eternal

Trigger: You apply CC to an enemy hero.

Effect:

  • All allies within 1200u gain 6% damage reduction for 5s
  • Stacks up to 18%
  • You gain 50 tenacity
  • If you CC 3+ enemies:
    • Allies gain +20% movement speed for 3s
    • Allies gain +10% Attack Speed

Stat Sharing Eternal

Trigger: You remain within 600u of the same ally for 4s.

Effect:

  • You and the ally share 20% of each other’s bonus stats
  • If you stay linked for 10s:
    • You gain +20 Ability Haste
    • Ally gains +10% damage reduction
    • Both gain +5% Max Health

Effects are removed when the link is broken (leaving) the ally beyond 600u.

Anti Dive Eternal

Trigger: An enemy hero enters within 350u of you.

Effect:

  • Emit a Reverie Field for 3.5s:
    • Slows enemies by 45%
    • Grants you 30% movement speed
    • Grants nearby allies 50 Tenacity
  • If 2+ enemies enter:
    • You gain a 10% Max Health shield
    • Nearby allies gain +10% movement speed

Objective Support Eternal

Trigger: You are present (within 800u) when your team secures Fangtooth, Prime, or Shaper.

Effect:

  • Gain a permanent Sanctum stack:
    • +5 Ability Haste
    • +1.5% out‑of‑combat movement speed
    • +1.5% healing/shielding power
  • At 10 stacks:
    • Your next ability cast refreshes 50% of its cooldown
    • You gain +10% Max Health

Max stacks - 10

reddit.com
u/WolfZero88 — 2 months ago

How to deal with ranged offlaners guide

I've just seen this in the video feed today. Hopefully it's useful for anyone who struggles with ranged offlaners.

youtube.com
u/WolfZero88 — 3 months ago

Daybreak - What happened to the Quest?

I'm getting 10‑minute estimated queue times in the EU for Daybreak on Day 1 (30 seconds for QP). It’s concerning that there seems to be so little interest in testing a future map for Pred. The 10 wins for Daybreak Quest is gone this time round.

I want to play it as much as I can so I can provide as much feedback as possible.

reddit.com
u/WolfZero88 — 4 months ago