New way to calculate MVP

Currently the MVP goes to the player with the most “top” stats. But I think that stats should generate MVP points, based on their value, rather than on “who has the highest”. So if 3 players have the same amount of KDA, and their other stats are as follows:

  1. 23k siege, 67k hero, 12k exp
  2. 50k siege, 65k hero, 19k exp
  3. 63k siege, 30k hero, 20k exp

Then (2) should get MVP, (1) should get top hero dmg, and (3) should get top siege dmg.
With the current system (3) will get MVP, (1) will get top hero dmg, and (2) will get nothing, despite them having the best overall performance :stuck_out_tongue:

You forgot one metric: Time spent dead is prioritized even above top stats.

If you have top siege, hero damage, exp but died 4 times late game, you will certainly lose it to a Rehgar that has medium stats, lower healing than the enemy healer but died 0 times.

Not that it matters since these awards are just cosmetic.

Also, in your suggestion there is one loophole: Siege is very easy to pad to extreme numbers like 250k+ on certain heroes. They would be getting MVP nearly every game. Which some siege-heavy assassins like Azmodan already do.

Hero damage is a bit harder to pad depending on the opponent (but still possible), exp is the hardest one to pad to big numbers, even a very long game usually only yields 30-40k. Exp should have bigger proportional weight than Siege which can go to multiple hundreds of thousands.

6 Likes

To surprise you a little bit its more than that.

I’ve already posted why it goes like that many times but to put this short why the 3rd one get MVP because top exp counts as “2 points” instead of 1, so if all of these players have pretty much exact score, 3rd wins everytime.

Also you missed 2 important point collectors which also makes top EXP (somewhat) redundant.

Takedown scores (kills and assists are the same), and death time spent.

Time spent dead will remove a % of the entire score before the final score is well finalized for the MVP screen.


Kinda on the side again for the XP argument above, but I believe the reason Top XP is 2 points because offlaners normally do not go into a team fight situation constantly as they are pretty much rotating and only engaging when needed at most, so their presence to get assist is very much none existent and thus they are unable to collecting enough score to compete.

Also another thing, if two heroes have equal high score, the system will take the person with the highest XP collected ALWAYS (even if its equal after adding 2 points due top XP).

I gave a simplified example to make my point clear. No need to debate the details. Who would’ve preferred reading an overly complicated realistic example, that doesn’t make my point as clear?

It might be unfair, but it’s at least easy to understand how it works, no need to make it more detailed or complicated than it is, because like Shapeshifter said already: it’s a cosmetic feature for your ego, no need to take it serious. See it as just a little motivation, nothing else.

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I’m sorry, but screw math. Just show all 10 players and let us vote up to 3 players that we like. Whoever gets most votes is MVP.

5 Likes

The entire way takedowns are considered in the MVP part should be changed. Instead of a raw number of takedowns, it should use the XP value of those takedowns (as that measures effective gain compared to laning for XP, and on that would punish the no gain brawling that often enough happens).

With it, a death should apply negative value to that. Even if such death isnt effectively causing a death timer (mech or misha dies). As in the end, you are still granting that XP to the enemy.


For siege, healing and hero damage. They should generaly be consided below XP. Since a very efficient killer is often going to end up with less hero damage, which would then be counter productive.

Healing on this is a more special case, as we want to reward this better because healers already have less direct influence. Siege however is a very static value, and getting higher values is nearly always better. So i would say this becomes a very static + value.

For hero damage however, you can effectively feed the enemy a lot of damage, and it might be because you have very good sustain, or that your healer did a good job. And i think this is the part where we can balance these numbers so hero damage becomes a less significant modifier (we have takedowns already after all).

For hero damage i would suggest a system where the damage you took is considered equal to damage you deal, in such way they cancel out. It doesnt need to modify a lot of the other scores, but it can sort out those who deal a lot of damage safely.

However, there are heroes that generaly are going to take more damage like tanks and bruisers. And they should be compensated on that. Self sustain healing can compensate the damage they received, but for some heroes that doesnt work evenly.

Sadly i dont know a perfectly balanced system on this (or even have good ideas), but i think this sort of approach would be better.

In the end however xp and siege can be used in a quite static way. As these values effectively are reliable. Takedown related xp on this can just be added to the xp value.


Last thing though, i think that the MVP screen should not realy pick an MVP, but instead aim towards showing commendations for each player, where some are simply just either given or not, while most are in a gold/silver/bronze format where depending on the game either just 1, or all 3 are given out.

A player which then collects 8 is generaly going to show better than one who just had 4. People can just vote whoever they think is MVP. And depending on the medal system, those medals automaticly already count as a vote to decide the MVP in the end.

But thats only relevant because they want to show the amount of times a player did get MVP on their profile. Which i think isnt realy useful anyway.

Your long post makes things more complicated and you can’t satisfy everyone, because people have different things in mind about what is right or wrong about this topic.

So it’s better you could just see it as a little motivation for your effort and then just ignore it, because you know it’s just a cosmetic thing and not really important to get better or enjoy the game.

2 Likes

i think the current mvp system works peeeerfectly
oh you’re in aram?
oh you picked Ming?
:tada: :tada: :trophy:congratulations! you’re the MVP! :trophy: :tada: :tada:

no need for a redesign when the MVP system works sooo well! :stuck_out_tongue_winking_eye:

in seriousness though, yup i like your idea for a redesign :slight_smile: :+1:

This part.
No matter what is the algorithm or score-system for the MVP, it will be bad in a fair amount of times.
Just show everyone and let ppl vote for their fav of the match.

Or any other hero with good aoe, preferably mage… Even Dehaka is great in aram, because he has aoe.

true, but if you pick ming you are automatically MVP, its the law :slight_smile:
(unless the other team has one, in which case its up in the air which ming free MVP!) :laughing:

So I am a lawbreaker, because beated the Ming with another mage like KT or Mephisto? :smiley: Where is my reward? :joy:

You can see many “guess the MVP” threads, where people don’t understand how it works. The way I’m suggesting makes a lot more sense.

As I already mentioned in the OP:
If there is someone with 19 takedowns and 0 deaths, and you have 18 takedowns and 0 deaths.
Someone else has 104k siege damage, and you have 100k siege damage.
Someone else has 84k hero damage, and you have 83k hero damage.
Someone else has 20k exp contributed, and you have 19,5k exp contributed.
Someone else has 65k damage soaked, and you have 64k damage soaked.

You are likely to not even get shown on the MVP screen, despite being 2-nd best in everything, and being better in most regards to every other player.

Being 2-nd best in EVERYTHING, but not best in anything doesn’t get you any reward, while thinking logically it should.

Best thing to happen to the card screen is complete removal.

Yeah… no. I like it serves it’s purpose quite fine.

imo MVP should be a “play of the game” thing. And it should never be given to someone on the losing team.

Wouldn’t it be funny to have a 10 sec replay of show casing the play of the game.

Azmo presses R on a keep. It goes down.
MVP.

2 Likes

MVP should be removed, and if it won’t be removed, change it to show all players so they can vote for whoever ON THE SCORE SCREEN!

Your explanation could’ve been dumbed down even more to: AVERAGE ALL THE STUPID THINGS YOU DO IN THE MATCH and thus your MVP is awarded. Your point wasn’t clear at all. You wanted to ignore the details, but it is in the details that this idea falls short. There will be heroes that will never get MVP. You failed to mention how certain stats weigh against others. Healers and support will be relegated to the dark corners because people for some reason still value this pointless screen.

I feel those thread were all for fun and no one took those thread seriously. I feel we were mocking the MVP screen. Most don’t care to understand because even if we did, we know it doesn’t matter.

MVP screen promotes poor play and padding to get pointless recognition. Even if your idea somehow makes more sense, I would still demand the screen be removed.

I disagree with this. I’ve seen some pretty good players on losing teams :stuck_out_tongue:
They did deserve the MVP.
Like a Rehgar with 200k healing and 0 deaths… he was healing well and we just couldn’t catch him to kill him.