Less variability = repetitive patterns and boring games.
At least similar heroes with similar abilities have their own unique spin on them.
Prime example now being Venture vs Reaper.
Less variability = repetitive patterns and boring games.
At least similar heroes with similar abilities have their own unique spin on them.
Prime example now being Venture vs Reaper.
No they didnât. They say this when they write about it, but whenever they talk about it, itâs queue times 100%. Now they are talking about 6v6 theyâre not talking about there being less impact per player, theyâre talking about queue times. That was always the reason.
Yeah, and so?
Reaper and Venture are examples of close-enough playstyles. Where is the boring part about this fact?
Reaper and Venture are examples of reduced variability.
Old Pharah, and to a lesser extent new Pharah, compared to a hero like Reaper or Venture, is an example of a big departure and pronounced variability.
The goal is not to make every hero Reaper or every hero Pharah.
The goal is to give all these heroes enough tools to enhance their playstyles and make them viable in most circumstances, to avoid scenarios where they are completely useless or hard-countered.
I was more talking about disliking 5v5 because itâs putting everyone into using the same heroes or Counterwatching, which becomes repetitive and boring.
Each their own nail on the coffin respectively,
OW2 has many nails on itâs coffin and one isnât necessarily bigger/stronger than the other
Which directly clashes with semi-official goal, that simpler heroes supposed to suck.
So there will never be ability for Mercy to overcome her low heals(like she could in the past through non-healing means), for instance.
Iâm not saying make everything busted.
Iâm also not saying give players high value for low skill.
For instance, I think Mercy is in a good spot as she is, and I donât find her struggling currently. She has the right amount of skill/reward ratio and sheâs doing well in most ranks.
Itâs not busted, itâs necessity.
What necessity? I donât get your point.
I said Mercy is in a good spot. Sheâs popular and has a healthy pick and win rate, and a reasonable skill/reward ratio.
If all Mercy does is putting a lock-on beam on someone to heal them, the healing numbers should be reasonable. And currently, these numbers are reasonable.
Based upon your name, OP, i trust your math skills.
Iâd say Brig was the butterfly effect that started it all.
What annoys me is you can see the phenomenon in action.
Yesterday, for example, I had four good games in a row, all wins.
Then I had three games in a row that were much, much harder. Suddenly the enemy team was way better than mine, and I myself was even struggling to track positions, enemy ults etc. Still won all three, but when I loaded into that last one I noticed a person on my team with no name card, a random bnet generated name, base player icon, and default skin. Tank. That tank did 2k damage over a 15 minute game and died 17 times. We won anyway and at the end I got a 25 percent boost with âuphill battleâ modifier.
The NEXT game⊠there were three people on my team with no name card, random bnet generated names, base player icons, and default skins. I didnât even need to load in. The moment I saw three people with no name card/base icon/bnet generated name at the load in screen I knew it was a loss.
And yes. It was. A terrible loss because those 3 people consisted of two hard throwers and one of those stupid âsmurfsâ that spends the entire game playing like an idiot because they assume they can get away with it because of their superior mechanics (which does sometimes work, but not if you also have two hard throwers).
Next game after that, same deal. Two people with no name plates blah blah blahâa soft throwing tank that refused to actually ever step on the point (as in he would fight purposely off it while the enemy was on it so they would cap it but it looked like he was defending) and who would purposely back off at crucial moments, and then the other one was probably just new. But the enemy team was again superior to mine regardless.
I logged off.
Like just let me continue my win streak, Blizz. Stop artificially making me lose that way. I get that the matchmaker canât tell the difference between a hard thrower and someone who just sucks really bad, but the fact that it tries to balance ME by putting someone terrible on my team is justâŠ
Stop that. Give me a tougher enemy but not crappier teammates, wtf. I canât carry THAT hard.
There are no players who have high mmr relative to their rank etc. Your rank mirrors your mmr.
Matchmaking only uses MMR for setting up games, it has no concept of players being âhigh or lowâ in their ranks, or âthrowersâ.
The matchmaker is fully blind on âvisual ranksâ. It makes no difference.
It definitely happens. I have the same rank on two different accounts. One where I sweat hard and another where I troll. The lobbies are quite clearly not the same.
Exactly. And if your MMR is higher you get teammates with lower MMR to balance your MMR against their average. This is not rocket science, bud.
Exactly. It uses MMR. Not rank. You are silly.
Then why bring up rank at all? Since you know it is not used, but you labeled these people as âthrowersâ. There is no such connection.
If your mmr is X, you may be in one game the highest rated player, and in the next game the lowest rated player.
Unless you are in the very top ranks, then things may change. But for the majority in the metal ranks etc, not.
I mean, if you throw games, your MMR is going to lower relative to the rank. I said relative like twenty times to avoid confusion.
Letâs say you are in platinum and you decide to throw 10 games in a row, it is going to place you against some lower MMR opponents than you would have been facing off against before you threw 10 games. Thatâs just how it isâŠ
It could happen. But that has nothing to do with whether or not âleaversâ are rng and the fallacy that because you are not a leaver, you are magically more likely to play against leavers than with them. Thatâs just nonsense. It ainât work that way. I duo queue with my Sistah Spice. Do you think we get abandoned more, or play against teams with a deserter? Take a guess. But the odds! I mean, there were two of us who were not leavers. How could this happen?
You would be far less likely to encounter MMR variance at the top ranks. And leavers. You just have everything backwards, no offense. I have no idea what logic you are using, but itâs just not consistent with the intention of matchmaking or the reality that most people face.
You claimed that the higher rated you are the more likely you are to get a thrower in your team.
But the matchmaker has no concept of throwers.
Thus, it is not something the matchmaker does to anyone more than others. A thrower can get a thrower in their team just as likely.
It is pretty consistent. And i dont have anything backwards.
If you are the highest rated player in the whole ladder, then naturally you will most likely have people who are lower rated than you.
But if you are say at gold, youre quite likely to have people who may be higher rated or lower rated than you in each match no matter of anything else.
I am saying that throwers have lower MMR and that people who consistently carry have higher MMR.
If their team has the same MMR spread, sure. That being said, usually outliers are outliers.
The highest rated player is definitely more likely to have lower MMR players on THEIR team. Not the other way around. Albeit, there are a lot of factors that go into it. Anything is possible. Itâs just not literally random. There is an algorithm that sorts it out.
Yes, i was talking about the players own team, not who they are against.
Regardless, if someone has been throwing, the matchmaker does not know that. As it only sees mmr.
Thus, if someone has âthrownâ themselves from say plat 1 to gold 5 mmr, the matchmaker treats them like any other gold5 player, nothing more.
And if someone has just won 10 games and climbed to gold 5 mmr, theyâre to the matchmaker the same rated player as the thrower.
Neither is treated in any different way in any lobby. Anyone is equally likely to get either one in their team.
I believe we were talking cross purposes. I was talking also from the point of view of the whole ladder. That is, what the matchmaker sees as available players altogether.
Then when it has âdecidedâ the players of whom to set up a particular lobby from - thats a separate case.
Meaning, in the first case, if you are the highest rated player in the whole ladder (like champion 1) you are almost always going to have games where most people are lower rated than you, naturally.
Because there literally are no other players who are higher.
But if you are âgold 5â, you may be in games where youâre the higher rated player (lobby range from silver5 to gold5) and the lower rated (lobby range from gold5 to gold1).
But how you âgot thereâ - to the rank gold 5 - doesnt matter.
Hey, they promised to do something about loss streaks, so they will keep moving players with excessive loss count into teams with stronger teammates, possibly ruining any chances for those stronger teammates to win.
Whole âpunishment for winningâ thing isnât new, it existed since very beginning of Overwatch.
But you must.