What people are missing is that if everyone is performing at their highest level because they know their SR is based on performance, they will never throw the game as they could care less at that point if Joe down the block is throwing the game. You eliminate win/loss you eliminate the troll based play.
Also a team that wins would also account into the SR ratings as a bonus, you are not losing your SR rank, you are simply putting it in as one factor instead of it being the main reason for SR.
On the losing side, if you lose you could still potentially gain SR in this system even with a poor team, albeit a smaller increase, but still rewards players high performance players even if they lose as long as they were performing at high level.
It is not me not listening to the overwatch community, but many of you set in your ways to think outside the box for improvement.
I am sure 99% of people have played in games where they performed extremely well and still lost 30 SR just solely on a loss, not based on the game being extremely close, Or other games where you were winning then someone disconnected and all of a sudden you lose 30SR just because you got steam rolled due to the imbalance. (SR Exaggerated, I know it fluctuates)
This system creates balance in all aspects of the game. Also poor players in the current system get rewarded by being carried by good players. These players should get pushed down, and good players should be rewarded for good play ability.
YOU ARE NOT COMPARING A REIGN TO A SOLDIER. THE CURVES WOULD BE SPECIFIC TO THAT CHARACTER VS ANOTHER CHARACTER TO ENSURE BALANCE.
@compstent
This is why it is based on a curve, if the average Mercy does healing and damage, while absorbing X amount of damage per game, and all you are doing is healing you will fall below the curve and lose SR, if you are above the curve you gain sr. So really, this forces a Mercy main if they want to climb to be good at all aspects of the character instead of just one stat. Also the curves would still be based per rank so the curve for a bronze would look different for diamond for example, this allows you to still go through the rankings but also improve your game as you move up until you hit the highest levels with the most difficult curves.
This separates the truly elite players. Same goes for reign for āspaceā this is calculated as Damage Blocked, times you die, etc. It is not hard to create average curves with the existing stats in place for each character.
@ [ExpLic]
It is not about gold medals, it is about if those stats actually beat the curve, you could have 5 gold medals but still underperform against the average SR for the character. For the Medals to really matter you had to beat the curve not have the most medals.
In menu pop up, you can have something like this 5 Kills (Community AVG 12) 10 Deaths (Community Average 3) This allows a player to see how they can gain sr directly by trying to continually outperform. Etcā¦