I've played this game since its conception and the match-making is still relentlessingly bad

Hey, bros,

Your game renders about 2/10 good games and 8/10 terrible experiences that I’d wished I’d spent doing something else. You must know this. You have the data in front of you. I am not going to tell you WHAT you’ve done wrong, but you’ve botched data science and sacrificed your game’s quality as you’ve done it.

Honestly, this isn’t a problem that requires more than about a $60k analyst to solve and it’s pathetic that you’ve allowed it to be a problem for 4 years. MMR is not rocket science.

1 Like

First of all - what do you refer to?

Quickplay or Comp?

Quickplay has hidden MMR and the Matchmaking is more… forgiving there - that’s why you find games faster than in Comp (usually).

Comp matches you together with people around the same SR like you - yet tried so keep both teams nearly equal to their team SR thingy wingy.
Everyone can have a bad round.
Play a hero they are not 100% comfy with.
Have a bad maps.
The enemies just have a super good round.

1 Like

I’m saying that the share of games that aren’t one team stomping the other is REALLY low – which is a game design choice. I object to this choice, and their lack of action to remedy it.

Two design changes that could fix it include: 1) Making ultimates generally less powerful, but they build faster. This makes general playmaking more important than ult economy management and ult-stacking; both annoying parts of the game that effectively create snowballing. 2) Redesign campy cooldown abilities that make characters 3x as powerful and impactful while the abilities are available. The overcommitment to stupid op cooldowns has created a game environment that’s effectively rock-paper-shotgun and doesn’t encourage nor reward consistent team play, but rather holding CDs for just the right moments.