tl;dr
- In a large sample (N=202), data show that match outcomes run in alternating streaks.
- These cycles of winning and losing display a marked intensity and regularity.
- Players complaining of one-sided matches may be observing similar matchmaking behavior.
- Protracted cycles of winning and losing diminish player experience of agency, which is incompatible with the premise of a competitive game.
“There are no winner or loser queues in Overwatch.”
Since its launch in October 2022, Overwatch 2 has been haunted by the specter of the “loser queue.” Like all conspiracy theories, the loser queue becomes a screen onto which to project grandiose fears, and a rug under which to sweep unflattering failures. A large contingent players active on the forums swear that exists, as their own experience of gruelling disappointment could only be explained by systematic manipulation. An opposing faction dismisses such claims out of hand, as nothing more than low-elo players rationalizing their personal failures. The Overwatch development team publicly states, unambiguously, that there is no loser queue. However, the chaotic launch of Overwatch 2 has burned through a great deal of its player base’s trust, encouraging even more fevered speculation.
Speaking as a professional with relevant experience, there is probably not a loser queue – but not for the reason you might think. A matchmaker might have “favored” and “unfavored” individuals lined up for matching, but it would be impractical and inefficient to segregate those two groups into separate queues. As such, Blizzard can truthfully, technically say “there is no loser queue”. Players who insist otherwise, however, are not really making a statement about the technical architecture of Blizzard’s matchmaking system. They are alleging that the matchmaker seems to match them unfavorably in a way that is conspicuous and recurring. That is an important distinction.
Bimodal Matching: Definition of the Problem
Data suggest that the matchmaker really does decide when it is time for you to win, and when it is time for you to lose. However, I don’t expect you to take my word for it. Let’s unpack what we would expect to see if the matchmaker was systematically misplacing players, and how empirical observations support that hypothesis.
Premises: How MMR Should Work
Match-making rank (MMR) is a quantitative estimate of each player’s expected game performance relative to other players in the pool. Unfortunately, MMR is hidden from players, and Blizzard does not disclose how exactly MMR is calculated. However, assuming that MMR correctly reflects player performance, the following should be true of your MMR:
- Given that your own performance is consistent and that the distribution of other players remains similar, your MMR should eventually converge to a more or less stable value.
- As your MMR nears its “true” value, the probability of winning a match against other players of similar MMR should approach 0.5.
- If your MMR over- or under-estimates your true performance, you will eventually be placed into matches against players that are, respectively, better or worse than you.
Matchmaking is a complex problem, and there is a lot more that could be said about it, but these premises are the most relevant to the discussion at hand. In particular, they support the arguments of those who dispute the existence of a “loser queue”. Assuming these all hold, then it follows logically that a “stuck” rank is a sign that the afflicted player has hit their true MMR and can advance no further without improving their performance.
Definition: How Matchmaking Might Fail to Work
There is some contention around whether matchmaking is “broken” or not, and that contention seems to stem from vague, idiosyncratic definitions of what counts as “broken”. However, there are patterns, and they do seem to indicate to real dysfunction. Some typical contentions:
- “Every game I play is one-sided.”
- “In the chat, other players said they were X rank, but I am Y rank.”
- “I lost N games in a row.”
In all likelihood, these claims do reflect real events. However, they also represent isolated observations that are easily dismissed as cherry-picking. Players with a grievance insist that they know what they saw, and that a functioning matchmaker would not produce such outcomes. Opponents correctly point out that such isolated facts admit multiple interpretations, many of which explain away the allegations in terms of player performance. What is missing here is a falsifiable hypothesis – that is, a specific claim that could be unambiguously confirmed or refuted through observation.
To that end, I propose a criterion for whether or not the matchmaker is working “correctly”:
Every player’s MMR should stabilize after a reasonable number of matches, and the stable MMR should become apparent as a corresponding decrease in the incidence and duration of win/loss streaks.
This is a meaningful defintion, in terms of the understanding of MMR in the premises above. As a player’s MMR stabilizes, they should come to find themselves in matches that feel “close”, in the sense that they are being matched alongside and against players of similar performance. Visible ranks might not align (at least, according to Blizzard), and the “one-sidedness” of a game might be subjective, but if games are consistently close, in the sense of being competitive, in the sense of requiring significant and comparable effort from both teams, then that condition should make itself apparent in the history of match outcomes. Specifically, if games are close, that condition should manifest as a mixture of wins and losses is not too imbalanced at any time scale. Succinctly: if the matchmaker is working well, long streaks should be sporadic and rare. This claim is quantifiable and testable.
Now let’s look at some quantitative data that puts this claim to the test.
Winning-Phase and Losing-Phase: Evidence of the Problem
We expect a well-performing matchmaker to eventually produce a healthy mix of wins and losses. By contrast, a poor matchmaker will produce relatively long and frequent streaks of wins and losses, as it struggles to estimate MMR and over-corrects for errors. I will refer to this second behavior as bimodal matchmaking. It is bimodal in the sense that it has two modes: one which places the player in favorable matches, resulting in more wins, and another which places the player in unfavorable matches, resulting in more losses. In other words, we would expect to see exactly the “easy-mode” and “hard-mode” phases of matchmaking that many players have reported.
As such, a sufficiently long record of match outcomes should offer evidence of how well the matchmaker is actually working. Let’s see what the data says.
Methodology: Data Collection
In a previous write-up (“Poor DPS Performance Predicts Match Outcome”), I presented data collected by recording the outcome of Competitive matches that I played during Season 3 of Overwatch 2. Specifically, I recorded the outcome of every match that I played as Support in the Competitive Role Queue. After publishing those findings, I expanded the dataset by continuing to record the same observations. The resulting dataset (N=202) consists of matches that took places between February 07, 2023 (the first day of Season 3) and March 23, 2023. The data were collected from matches played on a Playstation 5, located in the continental United States. My visible rank during this interval began at a low of Bronze 5, and gradually climbed to Silver 3. Outcomes were recorded immediately after the conclusion of a match.
See the Appendix for a copy of the original data, presented in a human- and machine-readable format.
Methodology: Analysis
In order to determine the presence of bimodal matchmaking, I calculated a moving average of the observed win rate, with a window size of 20 matches. I choose a window size of 20 because this is the smallest number of matches sufficient to span the largest number of games required to trigger a recalculation of the visible competitive rank. That is to say: visible rank is recalculated after 5 wins or 15 losses, whichever comes first, which means that calculation of rank might not happen until after a mix of 4 wins and 15 losses, or 5 wins and 14 losses. As such, at least one rank recalculation is guaranteed to take place in each 20-game window.
A moving average of the win rate will necessarily reveal the presence of streaks where a winning mode or a losing mode dominates. Streaks of winning will appear as intervals on which the measurement increases, and streaks of losing will appear as intervals on which it decreases. If streaks recur, the moving average should exhibit corresponding periods of rise and fall. Likewise, if such streaks are absent and sporadic, then the moving average should exhibit periodicity and trend similar to white noise – which is to say, it should exhibit no trend, and no discernible periodicity.
Importantly, a moving average quantitatively reflects the degree to which it “feels” like matches are mostly winning or mostly losing. When evaluating how a play session is going, it is common practice to look back at the outcomes of the last several games, and a moving average simply extends this sort of evaluation to each point in a series.
Findings
Before reading on, please see the plot of the data behind the following link:
https://i.postimg.cc/tgFkDKWT/overwatch2-season3-matchmaker-moving-average.png
As exhibited in the plot, the data under consideration exhibit high variance. The moving average win rate reaches a maximum of 0.8, and a minimum of 0.2. This means that at the peak of my performance I won 16 out of the preceding 20 games, and during my worst run I lost all but 4 of the preceding 20 games. All of which is to say that the period under study encompassed protracted periods of frequent wins, and protracted periods of frequent losses. In spite of this wide variation, the mean win rate across taken across the entire data set was observed to be exactly 0.5.
Much more significantly, the time series data exhibits a marked periodicity. The win rate does not merely go up and down – it does so with striking regularity. Win rate reaches a local peak near 50 matches, then peaks again at 100, at 150, and at 200. Likewise, the rate of losses peaks near 25, then at 75, 125, and 175 matches respectively. While these local maxima and minima vary in magnitude, the data clearly show that the balance of wins to losses reverses polarity every 25 matches, and that this effect persists over the course of 200 matches spanning 7 weeks.
These two findings support the original hypothesis: long streaks of winning and losing are present, and they recur with unmistakable regularity. Matchmaking is, in fact, broken.
Discussion: “Matchmaking is rigged.”
I have tried to maintain a restrained and relatively neutral tone, but at this point I must speak plainly: The evidence against the matchmaker is damning.
While I have generally agreed with the contention that matchmaking is dysfunctional in Overwatch 2, I have also been skeptical of claims that the matchmaker was systematically skewing the odds for or against players. Many of these claims seem to rely on speculation, rumor, and suspcicion, and most are impossible to positively affirm or conclusively refute. Apologists for the matchmaker are correct to observe that accusations against the matchmaker also make convenient cover for personal shortcomings: Memory often selects for the most extreme events or for those that best fit preconceived narratives, and humans show a strong proclivity for finding patterns where there are none. There remains the prevalent and very strong sense that Overwatch 2 just feels frustrating, but it is a frustration that stems from causes that are hard to identify, and for which it is all too easy to blame one’s self or one’s team mates.
Having said all that, there is only one plausible explanation I can see for the data at hand: the Overwatch 2 matchmaker systematically forces players into losing games, and does so with astonishing consistency.We cannot determine from these observations alone whether that behavior is accidental or designed, but it is clear that there is some calculation important to matching that is triggered every 25 games, and that the outcome of that calculation strongly characterizes subsequent matches. All other explanations strain credulity. Random effects can and do produce repeated outcomes like streaks of wins and losses, but random variation does not produce streaks of such striking regularity. Individual player performance really can tip the outcome of a match from loss to win, or from win to loss, but sustained efforts should produce a gradual trend upward or downward, not runs of predictably alternating outcomes. It is true that one can find spurious patterns in random signals, but the preceding conclusions proceed from a straightforward calculation on clean data, using standard analytical methods. Whether one attributes the matchmaker’s failures to manipulation, incompetence, or to the sheer difficulty of the problem space, the fact remains that is forcing losses.
The costs of this failure are considerable, in terms of toxic affect and player disengagement. It’s a well-established scientific fact that mammalian animals, humans included, experience dramatically heightened stress in situations of high uncertainty and low agency. Unfortunately, Overwatch 2 consistently creates both conditions, by presenting long runs of matches that feel unwinnable, while subtly but systematically hiding information about factors that are highly relevant to explaining these losses. These findings raise uncomfortable questions about the costs of hiding player ratings and match histories in the Overwatch 2 UI. The forums have featured a steady chorus of players professing extreme frustration, some to the point of clinical depression, and it seems plausible that this trend is driven in no small part by a matchmaker that presents games as “competitive” and “fair” which are anything but. Likewise, it seems reasonable to ask how much bimodal matchmaking has worsened the burden of toxic behavioor, rage quitting, and thrown games. While one could object that this is “only a game” and that frustrated players should just walk away, one should also consider what that means for the future of Overwatch if it becomes a large-scale trend.
Conclusion: Look Beyond Rank, or Walk Away
These observations leave us to choose between only two logical conclusions. Either:
- MMR accurately reflects expected performance, in which case the matchmaker is systematically mismatching players
or
- Players with wildly mismatched MMRs have credible chance of upsetting expected outcomes, in which case MMR is meaningless
Neither conclusion bodes well for the experience of competitive Overwatch. Either we must accept that our ranks are accurate but that we will be dropped into wildly mismatched games anyway, or that the ranks we are supposedly working toward are empty signifiers with no clear relation to player performance. Neither premise is compatible with a game that styles itself as “competitive”.
I began playing Overwatch in Season 3 of Overwatch 1. I continue to play because I love it. It is a game that is exciting, varied, subtle, and complex. I play Competitive because I like the premise of tackling a challenge, measuring my skills against those of others, and looking for opportunities to improve. I did notice that things felt markedly different in Overwatch 2, but initially shrugged it off as a combination of bad luck, personal performance, and pessimistic thinking. However, I could never completely shrug off the sense that something really was wrong, and that it wasn’t just me. That’s why I began to keep data on my matches: because I wanted a firm record of what I had seen, so that I didn’t have to second guess my memories or intuitions, and so that I couldn’t be gaslit into blaming myself for dysfunctions that seemed to lurk just outside the field of perception.
One reason I have continued to play, in spite of all that has been discussed here, is that I just wanted to get to the bottom of what was happening to Overwatch, and continuing to play gave me that chance. At soe point, though, I will have drawn all the conclusions I can. What then?
I know a lot of people have been asking themselves a similar question about their relation to Overwatch: It’s a mess, so what now?
I have been able to continue playing, and to enjoy it, but only by accepting that my rank will go up or down and there’s only so much I can do to control that. I focus on my own performance, in terms of individual mechanics and in terms of synergy with my team. I find satisfaction in those times when I do my job well. The fun of the thing is in the art of doing it. The ranking is just a number, and it’s going to vanish from existence some day when all the servers power down for good. It’s not worth the anguish or the rage.
But I acknowledge that this orientation may not work for some people. In that case, I can only offer this: If you’re no longer having fun, you need to stop playing. That’s it. That’s the whole solution.
Regardless of whether you stay or go, though, I think it’s fair to demand that Blizzard make things right. I do want to give them the benefit of the doubt; there are still many things to love about the game, and the task of designing and stabilizing a system of such breathtaking complexity is not easy. Even so, I think it’s fair to say that Blizzard has been less than transparent or trustworthy in acknowledging and addressing the failures. Negative sentiment is at an all-time high, and the game appears to be hemorraging players. I only hope that they are at least as aware of this problem as I am, that they are aware of the seriousness, and that they are working to fix it.
Whatever you choose, I sincerely hope that your time brings you joy. Thanks for reading.
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Appendix: Original Data
The original data are formatted below in comma-separate value (CSV) format.
The analysis above uses only the outcome
column. However, dates, times, and maps are also included as possible points of interest.
----- BEGIN CSV -----
date,stop_time,duration,outcome,teammate_left,enemy_left,poor_friendly_dps,poor_enemy_dps,map
2023/02/07,23:33,16:04,L,1,0,0,0,Paraiso
2023/02/08,0:26,10:08,L,0,0,0,0,Antarctica
2023/02/08,0:43,6:58,L,1,0,1,0,New Queen Street
2023/02/08,0:59,11:05,L,0,0,1,0,Paraiso
2023/02/08,1:18,14:47,L,0,0,0,1,Blizzard World
2023/02/08,22:36,18:00,W,0,0,0,0,Havana
2023/02/08,22:58,18:24,L,0,0,1,0,Paraiso
2023/02/08,23:16,11:51,W,0,0,0,0,Shambali Monastery
2023/02/08,23:30,9:55,W,0,0,0,1,Ilios
2023/02/08,23:41,7:17,W,0,0,0,1,Junkertown
2023/02/09,0:29,11:13,L,0,0,1,0,Lijiang Tower
2023/02/09,0:44,10:36,L,0,0,1,0,Havana
2023/02/09,1:03,12:42,L,0,0,0,0,Blizzard World
2023/02/09,1:14,5:59,W,0,1,0,0,Antarctica
2023/02/09,1:21,10:21,L,0,0,1,0,Colosseo
2023/02/09,1:52,18:27,L,0,0,0,0,Midtown
2023/02/10,22:18,6:07,L,1,0,1,0,Lijiang Tower
2023/02/10,22:33,11:04,L,1,0,1,0,Paraiso
2023/02/10,22:51,13:31,W,0,1,0,1,Midtown
2023/02/10,23:02,4:19,L,1,0,1,0,Esperanca
2023/02/10,23:23,17:13,L,0,0,1,0,Shambali Monastery
2023/02/11,0:55,10:48,W,0,0,0,0,Colosseo
2023/02/11,1:10,L,1,0,0,0,Blizzard World
2023/02/11,1:38,22:58,W,0,0,0,0,Rialto
2023/02/11,2:05,7:11,W,0,0,0,0,Nepal
2023/02/11,10:42,13:25,L,0,0,1,0,Dorado
2023/02/11,22:02:00,17:06,L,0,0,0,0,King’s Row
2023/02/11,22:56,11:29,L,0,0,0,1,New Queen Street
2023/02/11,23:14,13:40,W,0,0,0,0,Midtown
2023/02/11,23:23,6:09,W,0,0,0,1,Colosseo
2023/02/11,23:38,10:54,L,0,0,0,0,Esperanca
2023/02/12,0:38,12:37,W,0,0,0,0,Paraiso
2023/02/12,0:57,14:54,W,0,0,0,0,Havana
2023/02/12,1:15,13:11,W,0,0,0,0,Nepal
2023/02/12,1:27,7:10,L,0,0,1,0,Antarctica
2023/02/12,1:42,12:16,W,0,1,0,1,Esperanca
2023/02/12,1:56,7:03,L,0,0,1,0,Oasis
2023/02/12,2:18,10:26,L,0,0,1,0,New Queen Street
2023/02/12,2:39,17:57,W,0,0,0,1,King’s Row
2023/02/12,15:57,9:45,L,0,0,1,0,Blizzard World
2023/02/12,16:08,8:34,L,0,0,1,0,New Queen Street
2023/02/12,16:43,13:14,W,0,1,0,0,Paraiso
2023/02/12,17:08,20:15,L,0,0,1,1,Rialto
2023/02/12,18:27,16:26,W,0,0,0,0,Shambali Monastery
2023/02/12,18:51,20:04,W,0,0,0,1,Rialto
2023/02/12,23:58,6:03,W,0,0,0,1,Antarctica
2023/02/12,0:20,18:20,W,0,0,0,0,Havana
2023/02/13,23:35,10:37,L,0,0,1,0,Esperanca
2023/02/13,23:54,15:43,W,0,0,0,1,Paraiso
2023/02/14,0:33,6:37,L,0,0,1,0,Havana
2023/02/14,0:53,14:56,W,0,0,0,0,King’s Row
2023/02/14,1:01,10:41,L,0,0,0,0,Esperanca
2023/02/14,1:23,11:53,W,0,0,1,0,Ilios
2023/02/14,1:46,15:25,L,0,0,0,0,Junkertown
2023/02/15,23:59,11:43,L,0,0,1,0,Oasis
2023/02/19,0:41,5:12,L,0,0,1,0,Esperanca
2023/02/19,0:52,6:33,W,0,1,0,1,Numbani
2023/02/19,1:06,9:38,L,0,0,1,0,Ilios
2023/02/19,1:20,10:06,W,0,0,0,1,Oasis
2023/02/19,1:30,5:59,L,0,0,1,0,Midtown
2023/02/19,1:51,16:37,L,0,0,1,0,Dorado
2023/02/19,14:17,5:49,L,0,0,1,0,Esperanca
2023/02/19,14:45,24:48:00,L,0,0,0,0,King’s Row
2023/02/19,15:12,19:20,L,0,0,0,0,Midtown
2023/02/19,15:40,10:20,L,1,0,1,0,Paraiso
2023/02/19,22:43,17:30,L,0,0,0,0,Blizzard World
2023/02/19,23:08,17:31,L,0,0,1,0,King’s Row
2023/02/19,23:27,10:44,L,0,0,1,0,Circuit Royal
2023/02/19,23:27,7:57,L,0,0,1,0,Ilios
2023/02/20,0:12,8:33,W,0,0,0,1,Nepal
2023/02/20,0:32,14:14,W,0,0,0,1,Midtown
2023/02/20,0:48,13:17,L,0,0,1,0,Dorado
2023/02/20,1:06,10:18,W,0,0,0,0,Antarctica
2023/02/20,1:30,11:07,W,0,0,0,0,Colosseo
2023/02/19,1:53,17:01,L,0,0,1,0,Havana
2023/02/20,2:06,8:16,L,0,0,1,0,Oasis
2023/02/20,2:22,12:20,W,0,0,0,1,Ilios
2023/02/20,13:45,10:20,W,0,0,0,0,Colosseo
2023/02/20,14:04,13:11,L,0,0,1,0,King’s Row
2023/02/20,18:40,8:29,W,0,0,0,1,Ilios
2023/02/20,19:01,13:30,L,0,0,1,0,Nepal
2023/02/20,19:36,13:27,W,0,0,0,1,Havana
2022/02/20,22:12,4:55,W,0,0,1,1,New Queen Street
2022/02/20,22:24,7:59,W,0,0,1,1,Junkertown
2022/02/20,22:39,8:17,L,0,0,1,0,Ilios
2022/02/20,22:48,6:16,W,0,0,1,1,New Queen Street
2022/02/20,23:09,8:26,W,0,0,0,0,Lijiang Tower
2022/02/20,23:27,11:43,W,0,0,0,1,Paraiso
2022/02/20,23:42,12:07,L,0,0,1,0,Nepal
2023/02/21,10:45,23:32,L,0,0,0,0,Rialto
2023/02/21,10:59,6:43,W,0,0,0,1,Antarctica
2023/02/21,11:24,12:18,W,0,0,0,1,Havana
2023/02/21,11:42,10:55,W,0,0,0,1,Colosseo
2023/02/21,11:59,12:15,W,0,0,0,1,Oasis
2023/02/21,22:39,23:23,L,0,0,0,0,Shambali Monastery
2023/02/21,23:00,8:15,W,0,0,0,1,Circuit Royal
2023/02/21,23:16,12:23,W,0,0,0,0,Ilios
2023/02/21,23:29,7:09,W,0,0,0,1,Junkertown
2023/02/21,23:44,11:33,L,0,0,1,0,Oasis
2023/02/22,0:27,17:35,L,0,0,0,0,Dorado
2023/02/22,22:39,7:44,W,0,0,0,1,New Queen Street
2023/02/22,22:51,6:59,W,0,0,0,1,Junkertown
2023/02/22,23:16,10:41,W,0,0,0,0,Oasis
2023/02/24,1:34,6:00,W,0,0,0,1,King’s Row
2023/02/24,20:48,11:25,W,0,1,0,1,Havana
2023/02/24,21:06,13:36,L,0,0,0,0,Circuit Royal
2023/02/24,21:19,10:14,L,0,0,0,0,Lijiang Tower
2023/02/24,22:08,26:01:00,W,0,0,0,0,Dorado
2023/02/24,22:33,18:17,L,0,0,1,0,Blizzard World
2023/02/24,23:29,14:30,L,1,0,0,0,Antarctica
2023/02/25,0:05,12:03,W,0,0,0,1,Dorado
2023/02/25,0:24,12:27,L,0,0,1,0,King’s Row
2023/02/26,0:49,7:36,L,0,0,1,0,Lijiang Tower
2023/02/26,1:08,14:46,W,0,0,0,0,Shambali Monastery
2023/02/26,1:25,7:21,W,0,0,0,1,Nepal
2023/02/26,1:39,10:30,L,0,0,1,0,Colosseo
2023/02/26,1:59,13:58,W,0,0,0,1,Blizzard World
2023/03/01,0:15,11:41,L,0,0,0,0,Havana
2023/03/01,0:37,11:42,W,0,0,0,1,Rialto
2023/02/03,0:46,16:59,W,0,0,0,0,Blizzard World
2023/03/03,1:13,22:01,L,0,0,0,0,Junkertown
2023/03/03,21:09,12:54,W,0,0,0,0,Midtown
2023/03/03,21:23,10:01,L,0,0,1,0,Ilios
2023/03/03,21:38,10:44,W,0,0,1,1,Numbani
2023/03/04,0:46,8:17,L,0,0,1,0,Nepal
2023/03/04,0:57,6:47,L,0,0,1,0,King’s Row
2023/03/04,1:11,9:14,L,0,0,1,0,Lijiang Tower
2023/03/04,2:04,10:22,W,0,0,0,1,Esperanca
2023/03/05,1:57,8:13,W,0,0,0,0,Shambali Monastery
2023/03/05,2:16,14:54,W,0,0,0,0,Blizzard World
2023/03/05,2:29,8:30,L,0,0,1,0,Lijiang Tower
2023/03/05,2:45,12:15,L,0,0,0,0,Midtown
2023/03/05,15:31,21:20,L,1,1,1,1,Numbani
2023/03/05,23:17,19:14,W,0,0,0,0,King’s Row
2023/03/05,23:40,6:02,W,0,1,0,0,Paraiso
2023/03/05,23:57,12:59,W,0,0,0,0,Nepal
2023/03/06,0:17,15:41,W,0,0,1,0,Numbani
2023/03/06,0:32,10:31,W,0,0,0,1,Shambali Monastery
2023/03/06,23:34,11:30,W,0,0,0,0,Ilios
2023/03/07,22:29,10:40,W,0,0,0,0,New Queen Street
2023/03/07,22:42,8:03,W,0,0,0,1,Havana
2023/03/07,23:04,16:53,W,0,0,0,0,Paraiso
2023/03/08,21:51,13:39,W,0,0,0,0,Oasis
2023/03/08,22:20,18:28,L,0,0,0,0,Midtown
2023/03/08,22:51,12:19,W,0,0,0,1,King’s Row
2023/03/09,22:38,13:34,W,0,0,0,1,Junkertown
2023/03/09,22:56,8:33,L,0,0,1,0,Lijiang Tower
2023/03/09,23:31,10:44,W,0,0,0,0,Esperanca
2023/03/09,23:50,14:06,W,0,1,0,1,Circuit Royal
2023/03/10,0:06,11:44,L,0,0,0,0,Numbani
2023/03/10,0:18,6:15,W,0,0,0,1,Oasis
2023/03/10,23:20,17:13,L,0,0,0,0,Midtown
2023/03/10,23:26,5:48,W,0,0,0,1,Blizzard World
2023/03/10,23:50,7:10,L,0,0,1,0,Ilios
2023/03/11,0:09,15:41,W,1,0,1,1,Numbani
2023/03/11,0:43,16:51,W,0,0,0,1,Lijiang Tower
2023/03/11,22:57,16:34,L,0,0,0,0,Paraiso
2023/03/11,23:19,14:33,L,0,0,0,0,Junkertown
2023/03/12,0:26,11:45,W,0,0,0,1,Rialto
2023/03/12,0:41,10:31,L,0,0,1,0,Esperanca
2023/03/12,22:38,11:39,L,0,0,1,0,Blizzard World
2023/03/12,22:55,10:27,W,0,0,0,0,Colosseo
2023/03/12,23:43,15:23,L,0,0,0,0,King’s Row
2023/03/13,0:40,14:57,W,0,0,0,0,Oasis
2023/03/12,0:36,22:25,W,0,0,0,0,Junkertown
2023/03/14,0:41,6:08,L,0,0,1,0,Midtown
2023/03/14,1:06,6:40,W,0,0,0,1,Rialto
2023/03/15,0:30,5:50,L,0,0,1,0,Nepal
2023/03/15,1:03,16:52,L,0,0,0,0,Dorado
2023/03/15,23:09,12:44,L,0,0,1,0,Ilios
2023/03/15,23:32,12:37,W,0,0,0,0,Midtown
2023/03/15,23:43,7:22,L,0,0,1,0,Antarctica
2023/03/16,0:12,12:19,L,1,0,1,0,Oasis
2023/03/16,23:25,18:10,L,0,0,0,0,Blizzard World
2023/03/17,23:45,10:00,L,1,0,0,0,Junkertown
2023/03/17,0:08,10:58,W,0,0,0,0,Oasis
2023/03/17,0:30,16:25,W,0,0,0,0,Shambali Monastery
2023/03/18,0:00,8:58,L,0,0,0,0,Lijiang Tower
2023/03/18,0:12,6:05,W,0,0,0,1,Paraiso
2023/03/18,0:41,16:41,W,0,0,1,0,Rialto
2023/03/19,1:10,21:53,L,0,0,0,0,Blizzard World
2023/03/19,1:33,12:06,W,0,0,1,0,Nepal
2023/03/20,0:06,18:57,W,0,0,0,0,Numbani
2023/03/20,23:14,22:19,L,0,0,0,0,King’s Row
2023/03/20,23:27,8:36,L,0,0,0,0,Circuit Royal
2023/03/20,23:43,10:14,W,0,0,0,1,New Queen Street
2023/03/21,0:00,11:27,W,0,0,0,1,Paraiso
2023/03/21,0:21,11:03,L,0,0,1,0,Esperanca
2023/03/21,0:40,16:06,W,0,0,0,1,Blizzard World
2023/03/21,22:36,18:46,L,0,0,0,0,Havana
2023/03/21,22:53,14:29,L,0,0,1,0,Numbani
2023/03/21,23:20,7:27,W,0,0,0,1,Shambali Monastery
2023/03/21,23:44,9:37,W,0,0,0,1,Paraiso
2023/03/21,23:45,6:12,W,0,0,0,1,Antarctica
2023/03/22,0:00,8:36,L,0,0,0,0,Rialto
2022/03/22,0:25,19:03,W,0,0,0,0,King’s Row
2023/03/22,23:01,10:57,L,1,0,1,0,Ilios
2023/03/22,23:21,10:00,L,0,0,0,0,Colosseo
2023/03/22,23:40,14:23,W,0,0,0,1,Dorado
2023/03/23,0:00,15:08,L,1,0,0,1,Oasis
2023/03/23,0:21,16:05,L,0,0,0,0,Circuit Royal
2023/03/23,0:46,12:29,L,0,0,1,0,Nepal
----- END CSV -----