As if this writing, you're... rank 45.
Better than thousands of players.
Looks like you're doing just fine.
Yeah, we can look into surfacing that information a bit more easily.
This is something we're still looking into improving. The bigger playerbase has helped (at least for most people), but it looks like people at the top see this more often than not.
Oh yeah, I've been happy to digest his advice (and many others' constructive criticism, too). I just can't promise too much right now while we're still analyzing and making sure that PVP is performing as intended (that people can continue to climb during the week, people want the rank-based division rewards, and that there is competition to get into the rank-based divisions).
The short answer is people are continuing to climb despite that.
The long answer is we expected there to be more attacks and for the loss reduction based on divisions to mostly handle that so people can still be making progress getting higher VP from day to day. Despite attacks on some players outstripping what we expected, that seems to be working as intended, but if we see people end up stuttering around the division where the loss reduction drops off (Duelist II w/1700), then we know we'll have more work to do (either with tuning those values and/or doing other things to spread attacks around).
I wish I could with confidence, but there's definitely a lot of weird legacy code from the Roadhouse days which governs that.
Mizrael has it about right, in that moves are categorized and the AI tries to use them at seemingly smart times, but... they sometimes lack awareness with what the enemy's current state is (thus Mizrael's example about the dumb Warrior Troll), or awareness in how their "heal" skill or whatever works relative to other heal skills (thus low health Sentinel Allied Bomber Boy sometimes doing a poorly-timed heal).
We do want to be able to do something like that eventually, but the above issue of crazy legacy code makes that problematic to build off of. That said, there is someone in the office who's taking extra time out of his day to try and look at improving the general AI (to have better situational awareness), but I dunno when the fruits of his labour will make it into the game, or if we'll be able to make it so it can be "player-tuned".
We are looking into expanding on that information, but I don't have a timeline for it. We've spent a long time working on PVP, and while we know there's still improvements we want to do, we want to make sure we don't have such a large gap between releasing new features!