Yes. She is most of the time actually. and has been for a long time.
As for your comm suggestions, you don’t need to swap to directly counter anyone to win games. You just play better.
Yes. She is most of the time actually. and has been for a long time.
As for your comm suggestions, you don’t need to swap to directly counter anyone to win games. You just play better.
Shes pretty good against reaper
Maybe I haven’t played comp as frequently or as high elo as you.
I don’t see much toxicity in my games for hero picks, but that’s usually my method to go about it, because players are there to have fun, I’m not going to belittle their pick, just offer my opinion on what’s not working and hope we try something new.
Again, maybe this is some high elo thing. In my games hero picks are important. Can’t go playing certain supports without a barrier, if they’re constantly dead obviously something besides gamesense/aim isn’t working.
I bought this game to play Tracer, and I’ll try to make her work but if it isn’t working I’m not gonna keep dying on loop for 10 minutes
If they are playing Hamster Hog, you want to be playing Zen.
Zen is an absolute menace to Ball.
Zen Brig is probably the strongest support duo atm.
Well, I was talking about playing with them. But the way you say that, obviously comp is important, right? Its an important part of winning?
You can win on any hero, but there’s usually a more optimal pick
Unfortunately, at my rank, alot of people develop a ego because they got a cool animated rank icon
100% of the games I win because I’m awesome. 100% of the games I lose because it’s rigged. 


If your tanks are play Ball Hog, Zen Brig is the best option for you.
It helps. But it isn’t the be all and end all.
If someone only plays Mercy, you make it work.
Being a one trick is totally fine. If that is what you want to play. Doesn’t matter your rank. You don’t need to be a meta slave to win. Just be aware that if a team plays the meta well, you will have a harder time winning. But that is rare so not worth worrying about.
For me personally, I play it the way this matchmaker cant resist or either works on my side, such as doing artificial SR gaps in ranks below masters, duoing with low SR account, which make the MM work for you (prevents of handicapping you). And basically smurfing if playing solo, when you challenge this matchmaker having enough of personal skill to win a match that considered as unwinnable by that matchmaker, which is start working against you as soon as you start over performing (having high winrate).
But to make it all work, you need to be sure that you know how good you are to beat this system by your own or with the help of duo (doing an SR gap).
Long story short, you are not playing overwatch vs other players, you play it the way to beat the system that is against your fast climb. However, grind and l2p is the only way for new players to get what they deserve. Nonetheless, don’t forget that the matchmaker can’t work only around you or against you, but its algorithms definitely has handicapping at certain circumstances towards you or another player.
What I say is better applied for experienced players who like to climb back to back, boosting accounts or doing any sort of challenges, to make it fast and kinda easy - the way how it should be, considering you are already climbed multiple times up to GM and further above. Most of the player base just plays it casually, which causes most of their problems, such as smurfs, getting stuck at the rank, loosing motivation etc. Those players have no clue how many times they have been used as “handicap variable” for the lobbies they’ve been put in. Those are the matches when you feel like it doesn’t matter what you do, your team still wins the game. And opposite is when you have like 65%+ winrate, this handicapping starts working against you, therefore, no matter what you do and how good you are – you’re forced to lose. But the skill and stubbornness can beat the system still, that is why it’s worth playing, but it requires the grind as I said before and dedication which is a lot of work for those who play the game just for fun, therefore the fun becomes unattainable luxury for them.
Winning rate isn’t a factor. You’re just getting the phase of alt accounts/new accounts or just the system doesn’t have enough data to know where you belong. That’s why placement matches on comp exist.
Winning 6 games in a row have the same random factor to lose 6 games in a row. Win or lose doesn’t affect the matchmaking, you can stomp the same team about 2-4 times in a row proving that or be stomped by the same rule. The pairing was balanced with the pairing on your side until sorts out that had discrepancy, that can take some matches, thats why sometimes you can play against and with the same folks for some matches until those folks and you get sorted out. That’s more common on groups that has discrepancy on their skills.
Your winning rate isn’t what caps you, while for the game know your mmr will try to make you play against teams with the same mmr on your current role with slightly adjustment for better or worst if they can’t find a perfect match for it.
If you were playing open comp you could argue that, but in case of role queue your team’s role it’s at similar skill floor than the opposite team. If your mmr it’s too high for your own rank sometimes will match you with a lower mmr in the same rank to get similar average on both sides.
There are several ways to inflate your MMR and winrate, one tricking and maining one hero are examples of that. Doesn’t matter what role or how good you’re if your pick isn’t adequate for your team or opposite team isn’t gonna work. Unless you’re too lucky or the opposite team has way worst teamwork than yours.
There are several info about how MMR system works and why it’s hidden. SR isn’t exactly consistent or precise measurement but folks often care more about meaningless values.
What really matters it’s your average values against the same mmr value. If your hero it’s popular and can one trick a lot the average would be higher or lower based on the skill ceilling. Your winning % doesn’t tell much, just you play well or didn’t enough matches.
Alt accounts and new accounts needs to have their mmr calibrated. If the mmr was like SR and were exposed several folks would exploit it. Like they done in the past with SR by literally dropping their ranks and stomping lower tiers, which often those same folks does the same thing on alt accounts.
When folks lose the need to create alt account for whoever reasons, things will improve. Because less alts and less imprecise those mmr are.
Mmr considers several factors to promote a balanced matchmaking. To the point that you would reach your own tier and that wall would make you have about 30-70% winning rate, because until then you didn’t had a balanced match. When reaches 40-60% you actually near your rank.
The mmr system doesn’t do anything with your win/loss. Because he doesn’t care if you win or lose. The winning rate it’s related more about if you played enough to have balanced matches in terms of “overall mmr per role”.
That’s why by entropy folks would have roughly 45-55% winning rate, because will end up be placed where they belong. Playing in groups effectively breaks the mmr balance because your synergy with a friend it’s way better or way worst than with randoms. That way when you play solo you would be in a place where you don’t belong. Your MMR always fluctuate, if you play too much matches in a day can increase or decrease a lot by significant margin. SR can show some hints about it, based on how much SR you won/lost each match.
Isn’t exactly accurate, but would show if you overperformed or not. If your sr increased by significant margin by winning you played well, above the average and had less winning odds. If increased by average your match was balanced and you performed somewhat fine, if your sr barely increased your match was unbalanced and you performed poorly.
Same goes for defeats. If you lose any SR the match was balanced or favorable for your side and you didn’t overperformed. Otherwise you overperformed and the match wasn’t favorable.
So, winning rate it’s more a consequency than actually any parameter. Winning rate only shows if you had enough balanced matches or if you reached your rank.
The mmr system accounts some factors on role to pick the average mmr and make a error margin of 5-10% on that score. So if you consider a MMR as SR, a player with 4k SR paired with one with 3.5k would have an average of 3.750 SR the opposite team could be formed with players with a range up to 3713 or 3787 that would be a factor to advantage/disavantageous match. In reality the gap can be greater because each role has the same system and then the team and the role average would individually reward/punish you accordingly.
So what you mean is you take a placebo and are happier playing, which means you play better. Nothing more than that going on there.
But isn’t this selfish? You want to one trick, but you want others to adjust to you?
I’ll stop here to let these two long posts get some attention rather than this, but don’t you think that choosing to be uncooperative with your team, but then expecting them to cooperate back and work around you is a bit of a pain?
No. That player will still be trying their best to win. And that is all that matters.
Get that idea out of your head. Not hero available in the game is “uncooperative”. That crap just leads you to blame others for everything, rather than focusing on what you bring to the table.
Also known as playing people better than you.
Placebo is made to trick your mind, but you can’t trick the mind that knows the truth because it has gone through all the possible issues, analyzed it, and figured out how to beat it in order to get the better experience than others and something more. I know who I am and what I do in this game and why I do it, based on 4 years of experience, starting from being a silver pepega hardstuck, ending up with something that I shouldn’t say on this forum, but let us call it “helping friends to climb” =)
This is just a thought for no one in particular…
In my head if the matchmaker were perfect, everyone would see a near 50% win rate. I’d see it as it matched me against a team with equal skill, and their likelihood of winning or losing was equal to mine. Fair.
If those numbers started to skew (in either direction) it would just show that the matchmaker was having a harder and harder time finding an equal match. Maybe the player pool is too small at some levels of play, so it has to pull in players at the edge of a breakpoint just to have enough people to even have a match. Since the matchmaker can’t generate more players, it just brings in the best it can find, who are online and available, to pair up.
The only advantage I could create for myself, outside of the matchmaker, would be to form a communicative team of like minded players, where we’re gaining an advantage over a non-grouped team. Other than that, the system can only do what it can do with the players it has available to it.
I guess in your case Papi, it could give you a longer queue time, to give you a perfectly balanced match, with the caveat that if those players never appeared, you’d not have a match at all. Or it does what I suspect it does now, and just grabs the best it can with who’s there at the time.
For me, as a solo-queue Mercy in QP and QPC, I feel like I’m doing alright with a win rate that bounces around 52-54%. I’m solo, I don’t use a mic, I don’t flex to other roles mid match much, and I’m on a character highly reliant on their team to make things happen. I can facilitate and accentuate, but I can’t really instigate or obliterate.
So is a 50/50 win rate really a bad thing? Isn’t that the ideal? You’d always know you were going into a fight were you had an equal chance of winning or losing, and it was up to you to try and push it over the tipping point?
You went deep into that rabbit hole… lol
At least you found a placebo to help you enjoy games.
I’ll be more clear, when I got to my 1st gm, the 1st thing that I said right after was : “Someone should pay players for this *******************” – many censored words here about the game and its matchmaker. That became my “placebo” if you want to define it with that term. But I call that motivation and certainty.
One that I love is how when you do well, all you face are new alt accounts.
I think that is in line with negative reinforcement.
You remember a bad experiences more than good ones.