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Should you use NVIDIA Reflex?

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Nearly every company with its hands in PC gaming hardware is rallying to combat one of the most significant issues in competitive gaming: latency. 

Some players may have never looked into their system latency. Others have watched countless videos to tune their settings to drop their system latency to the lowest possible value. Tuning your settings is an effective method of lowering system latency, but Nvidia is taking it a step further with the continued rollout of its Reflex technology. 

Reflex, Nvidia’s esports-focused low-latency platform, aims to be at the front of the push to eliminate system latency. While it may not be massively beneficial for every type of gamer, Nvidia’s Reflex technology is a convenient and developing answer to the complex issue of system latency in some cases. 

What is system latency? 

To set some groundwork for our experiment, we need to have a broad understanding of what causes end-to-end system latency, more commonly referred to as input lag. The “end-to-end” indicates that system latency is measured from the moment you click your mouse to the time that information is displayed on your monitor. System latency isn’t caused by one component alone, as the diagram below illustrates. Everything from your mouse to your CPU and GPU to your game of choice affects system latency. A few prominent players in system latency are the CPU, the render queue, and GPU. 

Image via Nvidia

The CPU, render queue, and GPU each play a pivotal role in determining your system latency because of how they interact with each other. In specific scenarios, you may become GPU or CPU bound. GPU-bound scenarios occur when your graphics card is maxed out and can’t keep pace with your CPU. This scenario causes a backup in the render queue between the CPU and GPU. The backup in the render queue then causes the CPU to slow its processes while the GPU plays catchup, resulting in higher latency.  

If you’re curious to see if you might be GPU or CPU bound, pull up your Task Manager by pressing Ctrl+Alt+Delete and click on Performance. Keep an eye on your GPU and CPU usage while in-game to determine whether you might be CPU or GPU bound. If your GPU’s utilization is disproportionately higher than your CPU, then you’re likely GPU bound. An example would be your GPU hitting above 95-percent utilization. Additional programs like HW Monitor, GeForce Experience Performance Hud, and MSI Afterburner provide more in-depth system information if you’re looking for something more precise. 

Why should you care about system latency? 

If you’ve ever been in the middle of a heated match and swore you hit the shot on an enemy or got peeked by a player who couldn’t have possibly seen you coming, system latency may have played a part. 

Milliseconds matter in competitive gaming, and those tiny pockets of delay can make the difference between clutching up or getting rolled. Granted, there are some factors that Reflex can’t control, like network latency, but it can help mitigate the issue by reducing latency in other ways.

What does NVIDIA Reflex do? 

Reflex is an esports-focused technology that measures system latency and can help reduce it in some instances. There are a couple of different components to the Reflex ecosystem, but we’ll be zeroing in on the part of Reflex that actively reduces latency. 

Reflex is, in part, a software development kit (SDK) developers implement into their games to give players the option to reduce system latency through the in-game menu. When integrated into a game by its developers, Reflex reduces system latency in GPU-heavy situations when the setting is active. 

Nvidia’s Reflex technology drops latency by preventing you from becoming GPU bound. Reflex achieves this by keeping the CPU and GPU in sync with one another. Keeping the GPU and CPU at the same pace prevents the render queue from backing up and provides a steady stream of frames for your GPU to render and display. Likewise, enabling Reflex with Boost can lower latency in extreme CPU-bound scenarios. An example of this scenario is pairing a much older CPU with a new GPU or if GPU utilization drops below 40 percent.

Reflex is available in seven of the top 10 competitive esports titles, including Fortnite, Rainbow Six Siege, CS:GO, Overwatch, VALORANT, Call of Duty: Warzone, and Call of Duty: Modern Warfare, with more to come. Users can typically toggle the Reflex setting in the display settings of compatible titles but will need a 900 series GPU or better to take advantage of Reflex.

Testing equipment

Our reviewer tested Reflex with three different Nvidia graphics cards across three esports titles using Nvidia’s Latency and Display Analysis Tool (LDAT). This tool uses a luminescence sensor to monitor the latency between a mouse click and the muzzle flash displaying on the screen. 

To test Reflex, our reviewer attached LDAT to the monitor with the luminescence sensor facing the display and positioned it over the Latency Flash Indicator. The sensor is connected to a compatible mouse that plugs into the PC as it normally would. From there, our reviewer set a sample rate of 20 and enabled LDAT’s Auto Fire feature. Auto Fire tricks the mouse into thinking the left mouse button has been clicked, causing the in-game weapon to fire. 

Using LDAT’s Auto Fire feature, our reviewer gathered 20 samples using a 360Hz Alienware AW2521H monitor with an Nvidia GTX 1080, RTX 3070, and RTX 3080 in Fortnite, Overwatch, and Rainbow Six Siege. Our reviewer tested each title and GPU with Reflex Off, On, and On with Boost enabled and graphics set to the highest preset at 1080p.

For users planning to experiment at home with Nvidia’s Reflex Latency Analyzer, note that results will vary based on your rig’s hardware. Our reviewer was also heavily CPU-bound in some instances with the 3070 and 3080.

Fortnite results

Starting with Fortnite, we can see that Reflex is accomplishing what it sets out to achieve. While results vary from GPU to GPU, the trends stay fairly consistent across the board. Fortnite is also the only game tested featuring an updated Boost optimization that helps more in certain CPU-bound scenarios. Because of this optimization, results are not indicative of how every game performs with Boost enabled. 

The more commonly used 1080 sees the bulk of the benefits with a 9.55-millisecond decrease in system latency with Reflex On. That figure drops an extra 3.11 milliseconds with Boost enabled for a total reduction of 12.66 milliseconds. 

Meanwhile, the 3070 only saw a 1.32-millisecond decrease in latency with Reflex On and a 4.44-millisecond decrease with Boost enabled. Because the 3070 outpaces the 1080 by leaps and bounds, its base latency is already much lower. Still, Reflex achieves what it intends to do with the 3070. 

Nvidia’s 3080 undercuts both the 3070 and 1080, as expected. Enabling Reflex nabbed our reviewer a meager .33-millisecond latency drop. Using Boost shaved a total of 1.89 milliseconds off the total latency, which doesn’t prove there is a difference in terms of real-world performance.

Overwatch results 

Overwatch is where Reflex shined brightest during our reviewer’s tests. That being said, enabling Boost had little effect across the board. The lack of variation between Reflex On with Boost enabled and Reflex On alone makes sense given that Boost only kicks in once your GPU utilization drops below 40 percent, which was not the case in our reviewer’s experience. 

Once again, the 1080 benefits the most from Reflex, dropping latency by 13.66 milliseconds. Enabling Boost docked our reviewer .77 milliseconds, but this looks more like a run-to-run variation given the tight gap and probability that GPU usage didn’t drop below 40 percent. 

Reflex dropped latency by 2.15 milliseconds using the 3070. Results here were tight, with Boost narrowly squeezing under Reflex On by a mere .11 milliseconds. Again, this is another tight gap that may vary on a run-by-run basis considering the results of the 1080 and 3080. 

Starting out with just 11.97 milliseconds of latency already puts the 3080 near the sub-10-millisecond sweet spot. Reflex dropped the latency by another 1.47 milliseconds. Using Boost reduced latency by 1.12 milliseconds, which comes in slightly over Reflex without Boost enabled. These results are likely run-to-run variations that could fluctuate due to flipping back and forth between being GPU and CPU bound. 

Rainbow Six Siege results 

Reducing latency in a game like Rainbow Six Siege is a tall order. Because Siege is already optimized to operate at lower latency than the other titles tested, reducing latency further is a challenge. Nevertheless, results look consistent with what we see in Overwatch, including probable shifts between being GPU and CPU bound. If this weren’t the case, our reviewer wouldn’t have seen any noticeable difference between having Reflex On or Off. 

Interpreting Siege’s latency data is slightly different due to operating below 15 milliseconds. As such, the differences between Reflex settings look much larger than in reality. But as expected, the 1080 seems to benefit the most from Reflex and nabs a 2.04-millisecond dip in latency. The 3080 is of particular interest. Rainbow Six Siege is the only title that clocked the 3080 as being slightly slower than the 3070 by 1.06 milliseconds, which is somewhat of an oddity given its raw power.

Should you use Nvidia Reflex?

The short answer is yes. Players can only stand to gain from using Reflex since it never dings your system latency and can only reduce it. Even in situations when Boost ran a bit higher than Reflex On, it never harmed system latency. 

Regarding real-world differences, users with older GPUs will notice more of a change than those with newer Nvidia cards. Being GPU bound while running a 30 series at 1080p with settings maxed out is unlikely. Unless you’re playing with ray tracing enabled or in 4K, Reflex won’t be able to help much. Even then, most competitive players don’t use the highest graphics settings strictly because of that added latency. Like 8,000Hz polling rate gaming mice, it’s also probable that few players will benefit significantly from the slight performance bumps granted by Reflex. But an important differentiation is Reflex doesn’t cause your CPU usage to spike like an 8,000Hz mouse. 

Having Reflex enabled can also help in situations when you become GPU bound for brief periods. This fluctuation seemed to be the case with our reviewer’s Overwatch and Rainbow Six Siege results. Realistically, Reflex shouldn’t have made a dent in latency while testing the 3080, but it did anyway. This result reflects being GPU bound for a few frames here and there.

Despite not being useful in every situation, Reflex presents some exciting prospects for latency reduction and competitive gaming. 

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Source: https://dotesports.com/hardware/news/should-you-use-nvidia-reflex

Esports

How Mythic items have completely changed the scope of League

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Each League of Legends preseason brings about a massive new change to the game. Following last year’s successful Summoner’s Rift updates that introduced Elemental Souls and Rifts, this year’s preseason aimed to tackle one of the game’s clunkiest features since its release: items. The in-game item shop was completely overhauled at the end of 2020, no longer requiring players to scroll through pages and pages of items to look for what they needed (unless they still want to do that, in which case that feature lives on).

The shop changed to be categorized by class and offers players suggestions as to which items to build as the game progresses based on the opposing team’s composition. While the item shop changes were eventually welcomed by the community, there was another new feature that immediately sparked many debates among League players: Mythic items.

The item overhaul placed each item into a distinct category based on its power, ranging from Starter, Basic, Epic, Legendary, and the newly introduced Mythic. First revealed in a Riot Pls preseason video, this new class of items aimed to bring out each champion’s true strengths but limited their power to one of these items per player. Various older items, including Luden’s Echo and Locket of the Iron Solari, were reclassified as Mythic items with upgrades that made them much more powerful than their older counterparts. New items were also introduced into this category to compensate for League’s various roles, with the game now containing 23 different Mythic items. 

But the short existence of Mythic items has been full of controversy. Very few have eluded discourse regarding their strength, and within the first six months of season 11, many have completely defined the meta at different points.

Amumu could do what at 20 minutes?

One of the earliest abusers of the unparalleled strength of the newly released Mythic items in the preseason was none other than League’s resident sad mummy. After hiding in the shadows for so long, Amumu suddenly burst onto the scene thanks to the power of a combo consisting of the new tank Mythic item Sunfire Aegis, as well as the new Legendary item Demonic Embrace. When combined with the constant damage from Amumu’s W, the burn from both of these items could shred through the tankiest of champions. 

But most notably, Amumu could take just these two items into the Baron pit by himself and completely shred the Rift’s most fearsome monster at 20 minutes—right when the Baron spawns. It didn’t matter whether the Amumu player was fed or falling behind. The combination of the passive burns from these items alongside Amumu’s W made the Baron look like nothing more than a lane minion, just with the added bonus of granting one of the most important buffs to your teammates after slaying it. 

Yet Amumu wasn’t the only champion taking advantage of Sunfire Aegis. This item became a staple in the kits of various tank champions, removing the possibility of any other tank itemization and rendering other tank Mythic items futile. 

But as quickly as Amumu became the king of the jungle thanks to Sunfire Aegis, he was uninvited from the Rift once more. The mummy was nerfed into oblivion alongside the Mythic item that brought out his strengths before the new year began. Yet with one convoluted meta gone, another one was right around the corner.

League of MoonStaff

If two items alone could adequately define season 11 of League, they’re Moonstone Renewer and Staff of Flowing Waters. These new Mythic and Legendary items, respectively, took the game’s already massive problem with healing and pushed it above and beyond. Moonstone Renewer, one of the new Mythic items focused on empowering enchanters in the support role, aimed at helping champions like Lulu and Janna passively heal their teammates when using their other utility abilities. 

Players often opted to take the new Legendary item Staff of Flowing Waters with Moonstone Renewer since it provided an additional damage boost to allies affected by these types of abilities. What ended up happening, however, was that this combo completely took over the Rift. 

These items weren’t confined to the support role. Champions like Nidalee and Lillia adopted this combination of items within the jungle, where their consistent damage could proc the passives of these abilities often. Thanks to their low cost and notable AP offered, these items quickly took the place of more standard AP jungler Mythic items like Liandry’s Anguish and Night Harvester. These jungle champions became much more effective in using these items since their role throughout the game is to roam and constantly be in contact with their teammates, as opposed to most supports who are confined to helping their ADCs and occasionally roaming to the mid lane. 

But where this combo shined the most was in teamfights where multiple champions took these two items. At that point, not even Grievous Wounds could tear down opponents since their health bars were constantly regenerated to full while simultaneously granting major power boosts to their allies. 

Despite the combo’s buffs once more in Patch 11.11, these items have yet to shine again due to the tuning of other jungle/support Mythic items that have streamlined many champion builds. Enchanters like Lulu and Karma, who previously have opted for Moonstone Renewer and Staff of Flowing Waters, still build the Legendary item but their Mythic choice has shifted to Shurelya’s Battlesong in most cases. AP junglers heavily rely on the damage output of Night Harvester and other mage Mythic items, rendering these support-oriented builds relics of the past.

Speaking of healing…

It’s not uncommon for League players to refer to the top lane as a sort of island. Most of the time, the champions dueling it out there are tanks that do little damage to one another and are focusing more on farming rather than map effectiveness until a teamfight breaks out or they have sufficient items. While the introduction of Mythic items didn’t do much to change that when the season began, there was one top lane fighter-focused Mythic item that sparked controversy for months: Goredrinker. 

This new item possesses an active effect that allows champions to restore a massive chunk of their health based on the number of enemies in their immediate vicinity. When built on fighters that already had innate healing built into their kits, such as Renekton, Aatrox, and Olaf, their self-sustain was through the roof. These champions became the raid bosses that they had always dreamed of being, but at the dismay of a healthy game meta. 

Olaf alone had a 92.2 percent pick/ban rate throughout the 2021 LCS Spring Split, according to Leaguepedia, thanks almost entirely to the immense power and sustain he gained from Goredrinker, boasting similar percentages throughout other regions. It wasn’t until another Mythic item, Turbo Chemtank, took over that Olaf began to fall out of jungle priority and get replaced by Hecarim and the blast-from-the-past Udyr. Yet even with nerfs, the potency of healing from Goredrinker was too much. 

Riot ultimately tuned numerous items that grant Grievous Wounds rather than continuing to nerf Goredrinker into oblivion. By doing so, Riot acknowledged that healing in League was very frail. The slightest nerfs to these health-sustaining items could completely remove certain champions from all levels of play and reinforce a small champion pool, yet the same could be said for possible buffs. 

Goredrinker has since taken a backseat to other fighter Mythics, but it acted as one of the most important aspects of discussion between Riot and players to open up the year.

The future is uncertain

Overall, Mythic items have had a large impact on League in their short six-month lifespan. But as with any new feature that completely changes the game, they’ve been nothing short of controversial. 

Mythic items continue to be the defining aspects of every champion’s kit and have allowed many champions to achieve the most success they’ve ever had since their releases. While Riot originally intended for players to have more variety with their Mythic item builds depending on each game’s situation, the meta now stands at a point where each champion has a best-in-slot option, rendering some Mythics overpowered and others underpowered. 

Although there’s arguably no specific Mythic at this moment that’s considered game-breaking, champions that have flourished with specific items continue to do so while remaining under the radar for nerfs, making the issue a lot more convoluted than simply nerfing the items or champions. Patch 11.12 is finally addressing concerns regarding Kai’Sa and her sheer power with the ADC Mythic items Kraken Slayer and Galeforce. She’s been one of the most overperforming champions of the season due to the synergy between her kit and these items, yet the power Mythic items have brought to other champions continues to be an ongoing balancing nightmare.

Riot recently revealed that a new support Mythic item is being created to better compensate for this lack of Mythic build diversity within the bot lane, but it’s unknown at this time if it’ll be doing the same for other roles and lanes. Nevertheless, every season 11 patch has had ample tweaks to this new tier of items, thus creating yet another level of balancing that further complicates the ever-evolving game.

As we venture past the midseason, Riot will need to continue to keep a close eye on the impact of Mythic items that have completely changed the way League is played.


Make sure to follow us on YouTube for more esports news and analysis.

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Source: https://dotesports.com/league-of-legends/news/how-mythic-items-have-completely-changed-the-scope-of-league

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How to complete FOF Nation Player Giménez SBC in FIFA 21 Ultimate Team

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EA Sports added a 90-rated Festival of FUTball (FOF) Nation Player version of José María Giménez from Atlético de Madrid to FIFA 21 Sunday, on June 13. This item is available through the squad-building challenge (SBC) menu in FIFA 21 Ultimate Team.

This is Giménez’s second special card in FIFA 21 Ultimate Team. He’s the first Uruguayan player in the FOF Nation Player promo and will receive an upgrade depending on how many wins the Uruguayan national team gets during the Copa America.

EA has mainly boosted Giménez’s Pace (+23), Passing (+17), and Dribbling (+15), while somewhat increasing his Physical (+9), Shooting (+7), and Defending (+4) when you compare this new card to his 84-rated gold version.

His high stats are focused on his Physical, Defending, and Pace, which are great for his center-back position. This card is already amazing but there’s still a possible upgrade on the way. He only has a three-star weak foot and two-star skill moves, though. If you apply the shadow chemistry style, you’ll increase his Pace (+8) and Defending (+7), which will maximize several of his stats, such as Sprint Speed, as well as Standing and Sliding Tackle.

FOF Nation Player Giménez costs around 197,250 FUT coins on PS4, 219,850 on Xbox One, and is a bit more expensive on PC (249,600 FUT coins). This is an incredible card for this price and he can make a perfect link with TOTS Suárez and strong links with 96-rated TOTS Oblak, 92-rated TOTS Valverde, and 92-rated TOTS Carrasco.

If you’re interested in completing this SBC, you have until June 18 to turn in three squads: National Duty, Atlético de Madrid, and Top Form. The first solution requires an 83-rated squad with 75 chemistry minimum, one Inform or TOTS card, and at least one player from Uruguay. The second one asks for an 84-rated squad with 65 chemistry minimum and at least one player from Atlético de Madrid. The last and third squad needs to be an 85-rated squad with 60 chemistry minimum and at least one Inform or TOTS card.

Here’s the cheapest solution to complete FOF Nation Player José Giménez SBC right now, according to FUTBIN, a website that specializes in FIFA content:

National Duty

  • GK: Gianluigi Buffon 82-rated (Chelsea)
  • LB: Aleksandar Kolarov 82-rated (Internazionale)
  • CB: Francesco Acerbi 83-rated (Lazio)
  • CB: Thomas Strakosha 83-rated (Lazio)
  • RB: José Giménez 84-rated (Atlético Madrid)
  • CDM: Marten de Roon 84-rated (Atlético de Madrid)
  • LM: Robin Gosens 82-rated (Atalanta)
  • CM: Aaron Ramsey 82-rated (Piemonte Calcio)
  • CM: Fabian Ruíz 82-rated (Napoli)
  • RM: Pau López 83-rated (Roma)
  • ST: Edin Džeko 83-rated (Roma)

Atlético Madrid

  • GK: Martin Dúbravka 86-rated (Real Madrid)
  • CB: Toby Alderweireld 85-rated (Tottenham Hotspurs)
  • CB: Thiago Silva 85-rated (Chelsea)
  • CB: Felipe Augusto de Monteiro 83-rated (Atlético de Madrid)
  • LM: Steven Bergwijn 93-rated (Tottenham Hotspur)
  • CM: Mateo Kovačić 83-rated (Chelsea)
  • CM: Rafa 83-rated (Benfica)
  • RM: Pizzi 84-rated (Benfica)
  • LF: Dušan Tadić 90-rated (Ajax)
  • RF: Jesús Corona 84-rated (Porto)
  • ST: Gonzalo Higuaín 85-rated (Inter Miami)

Top Form

  • GK: Pau Lopez 83-rated (Roma)
  • LB: Fabrizio Angileri 88-rated (River Plate)
  • CB: Edin Džeko 83-rated (Roma)
  • CB: Samir Memiševic 88-rated (Hebei CFFC)
  • RB: Edin Višća 83-rated (Istanbul Başakşehir)
  • CM: Éver Banega 83-rated (Al-Shabab)
  • CM: Blaise Matuidi 83-rated (Inter Miami)
  • LW: Gerónimo Rulli 82-rated (Villarreal)
  • RW: Carlos Vela 83-rated (Los Angeles FC)
  • ST: Paulo Dybala 88-rated (Piemonte Calcio)
  • ST: Gonzalo Higuaín 83-rated (Inter Miami)

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Source: https://dotesports.com/fifa/news/how-to-complete-fof-nation-player-gimenez-sbc-in-fifa-21-ultimate-team

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Esports

How to complete FOF Nation Player Giménez SBC in FIFA 21 Ultimate Team

Published

on

EA Sports added a 90-rated Festival of FUTball (FOF) Nation Player version of José María Giménez from Atlético de Madrid to FIFA 21 Sunday, on June 13. This item is available through the squad-building challenge (SBC) menu in FIFA 21 Ultimate Team.

This is Giménez’s second special card in FIFA 21 Ultimate Team. He’s the first Uruguayan player in the FOF Nation Player promo and will receive an upgrade depending on how many wins the Uruguayan national team gets during the Copa America.

EA has mainly boosted Giménez’s Pace (+23), Passing (+17), and Dribbling (+15), while somewhat increasing his Physical (+9), Shooting (+7), and Defending (+4) when you compare this new card to his 84-rated gold version.

His high stats are focused on his Physical, Defending, and Pace, which are great for his center-back position. This card is already amazing but there’s still a possible upgrade on the way. He only has a three-star weak foot and two-star skill moves, though. If you apply the shadow chemistry style, you’ll increase his Pace (+8) and Defending (+7), which will maximize several of his stats, such as Sprint Speed, as well as Standing and Sliding Tackle.

FOF Nation Player Giménez costs around 197,250 FUT coins on PS4, 219,850 on Xbox One, and is a bit more expensive on PC (249,600 FUT coins). This is an incredible card for this price and he can make a perfect link with TOTS Suárez and strong links with 96-rated TOTS Oblak, 92-rated TOTS Valverde, and 92-rated TOTS Carrasco.

If you’re interested in completing this SBC, you have until June 18 to turn in three squads: National Duty, Atlético de Madrid, and Top Form. The first solution requires an 83-rated squad with 75 chemistry minimum, one Inform or TOTS card, and at least one player from Uruguay. The second one asks for an 84-rated squad with 65 chemistry minimum and at least one player from Atlético de Madrid. The last and third squad needs to be an 85-rated squad with 60 chemistry minimum and at least one Inform or TOTS card.

Here’s the cheapest solution to complete FOF Nation Player José Giménez SBC right now, according to FUTBIN, a website that specializes in FIFA content:

National Duty

  • GK: Gianluigi Buffon 82-rated (Chelsea)
  • LB: Aleksandar Kolarov 82-rated (Internazionale)
  • CB: Francesco Acerbi 83-rated (Lazio)
  • CB: Thomas Strakosha 83-rated (Lazio)
  • RB: José Giménez 84-rated (Atlético Madrid)
  • CDM: Marten de Roon 84-rated (Atlético de Madrid)
  • LM: Robin Gosens 82-rated (Atalanta)
  • CM: Aaron Ramsey 82-rated (Piemonte Calcio)
  • CM: Fabian Ruíz 82-rated (Napoli)
  • RM: Pau López 83-rated (Roma)
  • ST: Edin Džeko 83-rated (Roma)

Atlético Madrid

  • GK: Martin Dúbravka 86-rated (Real Madrid)
  • CB: Toby Alderweireld 85-rated (Tottenham Hotspurs)
  • CB: Thiago Silva 85-rated (Chelsea)
  • CB: Felipe Augusto de Monteiro 83-rated (Atlético de Madrid)
  • LM: Steven Bergwijn 93-rated (Tottenham Hotspur)
  • CM: Mateo Kovačić 83-rated (Chelsea)
  • CM: Rafa 83-rated (Benfica)
  • RM: Pizzi 84-rated (Benfica)
  • LF: Dušan Tadić 90-rated (Ajax)
  • RF: Jesús Corona 84-rated (Porto)
  • ST: Gonzalo Higuaín 85-rated (Inter Miami)

Top Form

  • GK: Pau Lopez 83-rated (Roma)
  • LB: Fabrizio Angileri 88-rated (River Plate)
  • CB: Edin Džeko 83-rated (Roma)
  • CB: Samir Memiševic 88-rated (Hebei CFFC)
  • RB: Edin Višća 83-rated (Istanbul Başakşehir)
  • CM: Éver Banega 83-rated (Al-Shabab)
  • CM: Blaise Matuidi 83-rated (Inter Miami)
  • LW: Gerónimo Rulli 82-rated (Villarreal)
  • RW: Carlos Vela 83-rated (Los Angeles FC)
  • ST: Paulo Dybala 88-rated (Piemonte Calcio)
  • ST: Gonzalo Higuaín 83-rated (Inter Miami)

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Source: https://dotesports.com/fifa/news/how-to-complete-fof-nation-player-gimenez-sbc-in-fifa-21-ultimate-team

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Riot dev confirms VALORANT Episode 3 won’t have a ‘hard reset’ but a ‘harsh’ one that squishes ranks

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VALORANT players don’t have to worry about a hard rank reset in Episode Three but there will be a “harsh” reset, according to developers. 

Riot Games senior competitive designer EvrMoar confirmed that there’s no hard reset planned in Episode Three, which is good news for players worried about losing their competitive rank. 

“There is not hard reset planed, I’ve talked about this on random threads, but it’s just pure chaos and won’t achieve the results people expect,” EvrMoar said.

He did confirm, however, that there will be a “harsh reset” that will “squish ranks.” This reset will also affect MMR, the hidden rating that determines opponents in matches, so players will still encounter changes in Episode Three.

It’s unclear how this “harsh reset” will impact competitive ranks and what players will need to do to get back to their rank. In the past, players were required to play placement matches each act to get their ranks back. Their previous act MMR was also taken into account to determine their rank, but it’s unclear if it will work the same way in Episode Three. 

The “squish ranks” comment likely indicates that players will drop a few ranks and will need to work their way back up. Their MMR might also be adjusted to maintain competitive matches without putting players against more or less experienced opponents. 

Fans can expect to learn more information about VALORANT ranked changes during the Episode Three livestream on June 21 at 12pm CT.


Make sure to follow us on YouTube for more esports news and analysis.

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Source: https://dotesports.com/valorant/news/riot-dev-confirms-valorant-episode-3-wont-have-a-hard-reset-but-a-harsh-one-that-squishes-ranks

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