So one common piece of “evidence” cited by the “matchmaking is rigged” crowd is that if you win enough, eventually you’ll come across a wall of counter decks which will make it very difficult to advance.
Assuming that the game of Hearthstone more or less follows a “paper rock scissors” metagame, this is demonstrably true. If you don’t change your deck archetype, and you keep winning, you will face a wall of counter decks.
The “matchmaking is rigged” crowd then goes on to contend that this is evidence that the matchmaking algorithm scans your deck list to deliberately match you against counter decks. And this is the point at which the “matchmaking is rigged” crowd messes up. This effect is a natural conclusion of a winrate-based matchmaking algorithm plus a paper rock scissors metagame. No deck scanning is required; if you have those two things, the Counter Deck Wall is the inevitable result.
Because it’s important to understand that winrate based matchmaking is not random. It can be random in regards to everything BUT your rank or rating, but it isn’t random in terms of your rank or rating. Your rank/rating is winrate dependent, and your winrate is, to some degree, deck-choice and metagame dependent.
Perhaps you, dear reader, are having trouble visualizing what I’m describing here. Which is why I created evidence to share with you.
In my weaponized boredom, I created an Google spreadsheet that simulates 1024 players playing 64 rounds of strictly winrate-based matchmaking. Here are the rules of the simulation:
- Each player starts off randomly choosing paper, rock or scissors. They can’t change this throughout the matches; the choice is locked.
- Matchmaking is strictly by winrate first, with randomness only as a tiebreaker if multiple potential opponents have the same winrate as you do.
- Unlike normal paper rock scissors, in the event of both sides being the same type, the winner is determined by coin flip. No ties allowed.
I ran this simulation five times (each took my phone about 3 minutes just to process). And then I made a chart of how many of each choice (paper rock or scissors) was at each rank.
Here are the results:
https://imgur.com/gallery/fs5IxOC
And if you’re nerdy and want to see the spreadsheet, here it is:
https://docs.google.com/spreadsheets/d/1M_G7FbziIY3gavKK5_NYbMRWMWWt2RFCTRcuzdVjFSE/edit?usp=drivesdk
This effectively proves that standard matchmaking by winrate will clump paper rock and scissors into like groups over time, such that as you climb in ranks, you’ll tend to face favorable matchups, then even matchups, then unfavorable matchups, then (if you can break through the Counter Wall) favorable matchups again, at which point the cycle repeats.
No deck scan required.