Comp could use Performance Based Sr

Just a feeling but I really think performance based SR helped a lot in lower ranks. It let you know that even if you lost, you tried your best. That over time you should rank up while the worst on your team ranked down.

Now though as every game is a team loss or win, it feels like you really don’t matter half as much as your team does. Never mind how rarely you get rank updates to know what your doing.

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it is performance based. but for rigging only. your performance determines how often you’re rigged. it also determines the quality of team mates you’re assigned. which is also rigging but a less egregious form than directly manipulating an entire teams connection to the ow server to reduce their in-game responsiveness to produce a one sided artificial outcome.

the better you are, the more you’re rigged. the worst you are, the less you’re rigged. proof? make an *** account. your team mates will often be exceptional and you’ll rarely lose.

Ha I saw that one, the message about my router.

IIRC, we used to have performance based SR adjustments. It sucked, and it got people to do really strange things to increase their SR.

It took things into account like shot accuracy. This makes sense on the surface. High accuraccy = better player, right? But it punished characters like Lucio who likes to spam shots into corridors. You’re better off holding your shots instead of trying to spray an area to zone.

Mercy benefited greatly. Rez gave you a slot of bonus SR, so a lot of people climbed using Mercy way beyond their proper rank. They would let people die so that they could Rez them. Healing didn’t as much of a “bonus”, so it was better to let people die and try to get as many Rez per minute as possible.

Now, you still gain SR when you win and Lose SR when you lose, but playing suboptimally means you lose 24 SR instead of 25, and gain 25sr instead of 24, it becomes meaningful.

same mistake. wrong link. i fixed it.

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then thats a mindless coding oversight. since its possible to acknowledge good accuracy and not punish cover fire. mindless coding decisions.

likely too insignificant and rare to cite as a point.

likely fiction. the only way this is even believable is if the mercy who neglected whomever, loss, but still climbed significantly. since unlikely, point completely invalid.

Nope, lol. The devs actually even addressed it specifically at one point, because it was so common.

Again, not fiction, or invalid at all.

address doesn’t equal actions by the common majority. most ppl weren’t letting others die. the only way it would’ve been common is if a loss didn’t feel like a loss and players engaging in bonus sr exploit climbed nearly the same, win or lose. which a logical address would be to reduced the bonus if such was actually an issue. not remove performance base sr altogether.

invalid as it wasn’t a reflection of the common majority. the issue with devs is that many often over correct and over react to divergence of a few. which often backfires and waters down the experience for all. devs endless eagerness to over correct proves that their true intent is to implement measures that facilitate artificial outcomes.

Which is basically what was happening. People would lose maybe 10 SR for a loss, and gain 30 for a win. So they could go 1-2, and still climb (if they were actively letting teammates die so they could rez).

Right, which is what I mean by they addressed it.

They at one point said something like, “we realize the SR gain for rez is too strong for mercy, so we have reworked how her PBSR works.”

But it was a problem for quite some time.

Well, I can’t speak for how many people were abusing it, but it was a common complaint on the forums. Enough so that they changed how it worked.

Anyways, that’s just ONE example of how PBSR was abused. That kind of thing was not “unlikely” or “uncommon.”

what you’re suggesting combined with point you’re using, makes no sense. if play well you should only lose 10 or nothing to be honest. letting players die is invalid bc no one here is willing to say that doing so, allowed players to climb nearly the same, win or lose. bc it didn’t. bc the bonus was never significant enough.

i disagree. since mathematically the bonus gains just didn’t exist for such absurd suggestion to hold any validity. to be honest. therefore, its just an excuse to justify removing performance factors so that rigging is implemented with ease.

The gains were never that huge, I think it capped at 60sr or so for doing really well, and the average SR per match was 30-40 for a win. Meaning chasing “performance based bonus” at the cost of losing on purpose never paid off.

That said the worst offenders were usually DPS, chasing kills and eliminations. Abandoning the payload/objective to try and spawn camp the enemy to run their numbers up.

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exactly, as i said above. mathematically the bonus gains just didn’t exist, with any significance, for such absurd suggestion to hold any validity to be honest. therefore, not factoring player performance is just an excuse to justify removing performance factors so that rigging is implemented with ease. its easier to rig matches when win loss is the only factor. devs always take an insignificant issue and use it against the player base to further their agenda of artificial outcomes.

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I will heavily agree that which stats they track, and how it affects the bonus could use work. There was never any kind of boost for pushing the payload for example, but some one had to do it.

But yeah it was taken out of the game for stupid reasons. Then again Blizzard also took out LFG finder, the on fire mechanic and countless other things for no real reason.

this was removed bc clearly they had a meeting on how to make ow less social. so LFG gone. 6v6 gone. bc downsizing makes ow less social. 5v5 was to deliberately reduce the user base. notice how mic usage dropped from OW1 to OW2? by design. the only reason LFG is still gone is bc players tolerated it. players accepted it. plus rigging makes grouping pointless.

We already have so many threads of scoreboard warriors thinking they are carrying because of their padded stats.

Let’s not contribute to it.

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fiction. most ppl don’t even talk. if someone is carrying be thankful. it sounds like you rarely pop off.

padded stats are often attributed to rigged match. so blame devs. artificially impairing one team so that the other can prosper. illusion of effort. it backfired. player base dwindled.

No it shouldn’t. You can have great individual stats while not actually helping your team. You can make plays that don’t show up on a scoreboard that help win the game. This is not a regular shooter. That Moira with 50 kills was just spamming purple balls all game and lost because they didn’t heal their team in key fights.

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i disagree. it takes picks to push. it takes picks to stop a push. the only plays that matters are the plays that facilitate picks. no picks. no progress.

my type of moira. if you lose with a 50 elim moira, your team was ineffective. 50 elims means moira mitigated or out right prevented many team fights.

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There’s a reason most Moiras never get past plat or diamond. And it’s not because their team is ineffective.

Blizzard in a nutshell, bud