Why do 70%+ winrate smurfs in QM end up with 30% winrate potatoes? It’s like blizzard is pretending smurfs dont exist or are deliberately ignoring the problem. It’s such an EASY fix to not shaft the experience for new players but still the damage continues…
Your complaint isn’t without merit, but it’s for sure not an “easy fix”, unless we can create new players out of thin air. In an ideal world, the MM would be far more strict in QM and Ranked, but the fewer players it has to pull from, the more “flexible” it has to be, so as to avoid massively long queue times.
Do u even understand how the QM matchmaker works? It’s like everyone under lvl 150 or something gets put in this beginner queue where everyone(except the smurfs) is a complete potato. Thats far too many games for a smurf to be lurking around and tbh requires an acute solution.
There is a new player queue, but as there aren’t enough new players, new players are frequently mixed with veteran accounts, this change was announced years ago by the (then) Devs and is due to a declining playerbase. Account level, Win rate and MMR are all different things and the MM mostly uses player MMR to create teams/matches.
Do you? The majority of times for QM the MM uses individual player MMR (Also hero roles in QM) and tires to average it out, so both teams come to an “average” or an even number. It’s not a great system, but again, it’s a pragmatic solution to balance the demand of keeping queues for Quick Match “Quick”, and necessary, as there are more people who have MMR of Gold - Bronze than Plat to GM.
If the game had to match players of the same MMR, then also make a team that has similar win rates. the queue times would explode.
Most players are not too far from 50%, even though they may be higher or lower on some heroes. If my WR is 45% but I’m playing a hero on which my WR is 80%, what am I matched with? What if it’s the opposite?
I have met very bad players who had a higher win rate than a better player, for a variety of reasons.
While it would be worth a try, it would take a massive amount of players to be possible without giving you 30 mins queue times.
Those people abuse the match maker in certain hours to get easy to face players to maintain high win rate and abuse comps that lack a tank and so on, in SL they queue with low diamonds to cause a rather chaotic average game that is easy to capitalize on for wins.
Nothing can be done unless blizzard themselves step in, and if they do hopefully they ban “”“GM #1"”" on EU because they’re part of it.
winrate complaints are like wondering why 10 dimes is the same as 4 quarters. “but he has more than me”
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winrates do not indicate the mmr change over time.
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winrates can be manupulated by disconnecting on loses so they “don’t count” and pad the percent
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winrate does not indicate where matches are played.
Typically, players don’t know hiw mmr works, don’t care about the process, and whine about 1-off games because they’re looking for anything to fault instead
Because MM create games out of people’s hidden MMR not winrate. If a balanced game cant be found within a time limit it lift more restictions and then you end up with rainbow matches you complan about.
I think it’s less about the newbies and more about the successful people.
I regularly end up mixed with and against diamonds and even masters. While a year or two ago I could flex that I played my strongest and I was rated high enough, for a while now I play random heroes and thus my rating is a wee bit lower (not by much though). Meaning somewhere in the Silver-Gold range, down from more certain Gold.
30% winrate on the short run is perfectly normal (3:7, doh), on the long run it’s the very bottom, which shouldn’t mix with 70% which is the very top. Either there is a stack involved, or as others noted, the 70% is not really 70% (leaving a lot).
Ideally these “father & kid” matches should be balanced, but it depends on the roles and hero specific skill. I actually have two matches from yesterday where a low bronze would have way more impact than the diamond. Not to mention composition, my last QM yesterday was absolutely unwinnable, whereas my last SL took long despite a very passive AI tank (Blaze).
The MM uses mmr, which is influenced by -but not heavily tied with- winrate. So the game kinda already does what you want. You can wish it did more, or more strictly, but there aren’t enough players for the already existing rules to not break. More rules would just mean more stuff that the MM will ignore to find 10 players under minutes (which is already too long of a queue time).
And trust me. You actually don’t want to play with ppl based on winrate. A Gold in Silver might have the same winrate as Diamond in Plat, but the actual performance levels will highly differ.
Since they game wasn’t managed properly and has a low playerbase, they gotta make games happen reasonably fast and the game loves to force people towards a 50% WR so wild mismatches are typical.
pretty much 1 free win game, then 2 loss in a row, then win, then loss, then win, then win, win, then loss, then loss, then loss, then loss, then loss, then loss, then win with your impressive skills does not matter, its all part of the match making system works
The rest of what you’re saying makes sense to me, but I thought disconnects always counted as a loss (people used to post complaining that they won a match, got a lag spike during the mvp screen, and ended up losing ranked points because they “lost” and being placed in leaver queue )
One could still manipulate winrate, though. just you’d have to disconnect on a win so it doesn’t count, so you can tank your MMR and be matched with “potatoes” for a while.
Seems like too much trouble to me, but sadly I don’t find it unbelievavble that some people would go through the trouble of doing something like this.
They do count as losses. However, that doesn’t mean they will show in your win rate.
When you queue for SL, you will often see people or often yourself, where your number of wins and losses, and your win rate does not match. You can even have more wins in your seasonal quest tracker than the number of wins in your stats.
For storm league, there is the loss of points, but the OP is concerned with QM, so the ‘points’ don’t matter in that case.
Other topics have posted screen caps of group/pug stompers that flaunt a high winrate percentage, but as phase said, if you look at their stats, the win/lose numbers don’t add up correctly so there are select players that intentionally leave losing games to pad the appearance of their profile stats, even if they’re playing as a group.
Doesn’t really help that most mmr fixations/complaints come from a particular skillset of players that effectively refuse to learn how to do better at the game and instead look to rile up whatever conspiracy theory complies best with their limited observations. They then frustrate themselves by assuming things are ‘easy’ to fix, that they have a ‘pattern’ that is ‘obvious’ and then put more effort into making alt accounts to try to seed a better placement for their ‘true rank’ instead of not facechecking bushes.
Well, right, QM can be confusing like that.
Especially these days when it’s a regalar showcase of rainbow ranks.
In my personal experience, it’s actually sporting a superior version of the basic ranking system used by SL, apart from mild disagreement with some of its rules.
If the matchmaking is correct, every match is 50% win chance, in other words, the result is exactly a coin toss. Most everything else is symmetric, with some anomalies, such as an opponent AI is likelier, but so is an opponent stack.
For nearly a year now I’m playing QM differently and I’m a bit baffled by the results. (It’s going much better than expected.) The relevant lesson I can pass on to you, consider why you are losing, and maybe it’s best to quit playing after a loss or two. Refraining from repeating my essay unless requested.
I think the real question here is whether the OP is the 70% smurf or the 30% potato.
I won’t prejudge the OP, but it’s worth noting that the majority of these kinds of complaints aren’t from people on the favorable side of this issue.
There’s also the possibility that it’s a 50% person, though in that case, the high and low win rate average out to 50% as well.
I got 16000+ games on my account and 52% winrate on it. Just mean I faced my wall of how high I can climb alone. People that are better or worse then me will always have a higher or lower winrate no matter if MM is build around keeping people as close to 50% as possible.
If you are bad you drop and if you are good you climb. Nothing hard to understand.
If people keep denieing they cant climb because they keep paroting that forced 50% winrate keeps him down then its his own fault for keep believing that and not adabt.
You dont get handspooned your wins you need to work for them.