Thanks for the information provided, Scott.
I would like to comment on some things, you did not cover, but that still affect solo and group players alike.
Why are we still having performance based SR on lower ranks and how is that factored into all this? If i have an above 50% win chance, am the highest SR player on my squad and try to flex to counter picks against the enemy team over the course of a match, i will usually be punished in SR gains and losses depending on the outcome of the match. This usually stems from being unable to use as many ultimates as when staying with a certain hero the entirety of the match.
I get that performance SR is in place to quickly get smurfs to their appropriate levels and out of lower rank games. Well, it isn’t working, is it? I play most games on PS4 and there are smurfs everywhere. Many of which are specifically made by people to “farm” lower ranks for fun (people boasting about this on noumerous FB groups etc, Streamers having GM to Bronze and back again as a nights entertainment). So once your performance SR boosted them out of the inappropriate regions of skill rating, they will start throwing matches, to get back down again. Ruining games for people on the way up and then on the way down again.
I am not saying, you can prevent this by any means, people will be people. What i am asking for is, that you make the experience for players playing the game as intended less frustrating in their own SR gains and losses. It doesn’t matter, if you are in a group or not, if you are flexing to a tank, because nobody else can or wants to play one, why is that player punished in gains and losses? If you have a Winston for example, the enemy team has a good Reaper and you swap off the Winston after the first two engagements, your “bad” Winston performance (no ult kills, no knockbacks etc) is already on record and will hold you back, even if you win after swapping to a better suited tank for your team. Even if that Winston performance is not counted, you have an ult charge disadvantage. Likely resulting in lower SR than otherwise possible with, let’s say with a team SR.
Let the lower ranks also play for the win and not for the best possible way to get a great personal performance. There is no i in team. Doesn’t matter, if the team is bronze or GM.
Further on the topic of performance SR, more questions:
Do you really think, you are comparing apples to apples, as you once said? Are you then factoring in all possibilities of group combos and maps and such. An example: a player chooses Ana, has a Reinhardt on the team. It is Volskaya and you also have a Mercy and a Sombra. There is a Soldier as DPS and a Dva as offtank. So there is a nano target, an EMP to make nano assist even more likely etc. Now an Ana at the same SR on the same map has a tank duo with Hog and Dva, there is a Tracer and a Widow as DPS and a Moira as second support. No barrier, no defensive Ult, no real nano target, harder targets to heal with your gun etc. How is that apples to apples? If you can now debunk my theories of this being compared and instead telling me, you would only be compared to an Ana with the same team combo, i will take back anything i said or reverse any doubts i have. Until then, i shall keep wearing my tinfoil hat!
In case you are actually comparing these two Anas, i don’t want any apples from you, they might in fact be a potato and a banana.
Get rid of the perfomance system, please! It just servers too little a purpose to stay in place and is too flawed and not transparent at all.
Will you ever add transperency to the SR system? You could give great incentives to teams also, instead of rewarding selfish play (i am hinting at the performance SR again).
Example: You could have a flat base amount per win or loss added or deducted.
Let’s go with 25 points for this example.
Then you can factor in things like “underdog” status as your team was lower on average SR. +1 SR. Then we can add in some team based factors, which might affect, how people play. A team kill could give a bonus point, it is a special event and means, your players synergized very well – +1 SR per team kill. Was the map a straight shutout? Fullhold on A, 2-0 on attack? Great +1 SR. Or did you get a reverse sweep? Down 1 after round 1 control, but got your team together and pulled through? +1 SR.
So the end screen could look like this:
Win … +28 SR
(+25 base, +1 team kill, +1 fullhold, +1 underdog win)
or
Loss… -26 SR
(-25 base, -2 favourite loss, +1 team kill)
Of course there could be other additions to that, but you get my drift. It promotes a totally different mentality and that system can’t be “played”.