Misinterpretation of Hero Winrates and In-Game Statistics

Overview

In developer blogs, they often point out winrates as justification when making balance changes. (E.g., Orisa's recent buff was justified by her lower winrate on Twitter)

I've seen quite a few players pointing out winrate as a point to prove that a hero is or isn't broken, but I wanted to put my thoughts out there on how people use this statistic.


Statistics are great - they’re a good way to see exactly what’s being played and their effectiveness across ranks very quickly, which is especially great when balancing a game like Overwatch with millions of players. Statistics are objective and don’t lie, but they also don’t tell the whole story.

There are so many factors that go into a hero’s winrate in a team game like Overwatch, you can’t use them as the be-all and end-all stat to prove something. Imo, they’re best used as the starting point - examining a hero further to find out why their winrate might be low/high.

Factors that make winrate unreliable for balance

As an example, Kiriko in a vaccum has incredible mobility, damage potential, and utility with her suzu. And yet she has one of the lowest support winrates, why is that?

Well there’s different factors that impact winrates:

  • Mirrored vs Unmirrored: Meaning the winrate when both teams are using Kiriko, or when only one is. As a team game though, both can be skewed by the other heroes in the comp.

  • Team comp: This affects the synergy Kiriko has with her teammates, and what she can focus on in a team fight.

    If it’s Kiriko with an Ana, she may have more room to take angles and deal damage, whereas with a Lucio there might be less room to damage if you need to heal more (especially if you’re playing with a resource-reliant tank like Reinhardt that takes a lot of damage).

  • Rank: Heroes are going to perform differently across ranks; a bronze Kiriko is likely going to have a lot less damage and possibly more healing than a top 500 Kiriko.

    Looking at her kit she has abilities with a high skill floor. Hitting headshots and using suzu at optimal times takes skill, which is why at lower ranks her winrate is lower compared to heroes like Moira who are easier and provide more value at their skill floors.

  • Pick Rate + Winrate: Even at GM Kiriko has the 3rd lowest winrate (according to OverBuff which isn’t the most accurate but it’ll do), why?

    Well part of this is pick rate, which is self-explanatory - how often a hero is played, but how pick rate changes depends on a few things. A hero could have recently been buffed, or players could have a good read on the meta and play a hero they know is strong. A hero could simply be fun or popular, which is why characters like Rein/Genji/Mercy have high pick rates regardless of rank.

    When a hero has a high pick rate, it doesn’t guarantee that their winrate will be high or low. But the specifics of the hero can affect how we determine the relevance of that data. Kiriko has a high skill-ceiling and could probably two-tap every squishy on the enemy team, but her high points may happen only a few times a match, or never. Her consistency impacts her winrate, which is why some heroes may appear to have a higher winrate despite being “lower on tier lists”.

    The best example of how pick rate impacts winrate imo is a hero like Symmetra, who has a better winrate than Sojourn in GM. Does this mean Sym is better than Sojourn? Not necessarily. Looking at other data points, she also has the 2nd lowest pick-rate in GM. Players at this rank don’t pick Sym often, but they know how effective she can be on maps like Lijang Tower, and don’t play her much on non-optimal maps. This impacts her winrate - so when players pick Sym, they know she’s going to be effective.

In-Game Statistics

Let’s look at another stat I see people misusing - KDA (kills, deaths, assists)

Moira has the 2nd highest KDA ratio of all roles in both bronze and GM, but why?

Kills aren’t just given to players who dealt the final blow, but others who contributed to that kill. If a hero was healing or supporting an ally that got a kill, they get an assist. This makes it easier for some heroes, like Moira, to get really high stats by slightly damaging an enemy that gets killed. She also has high survivability which can make her average deaths lower per game.

Similarly, high damage and healing doesn’t mean you necessarily carried your team. With Moira again, she can do lots of AoE damage/healing with her orbs, but it may not pose a threat to the enemy or sustain your tank enough. Compared to burst healing or damage, which when applied at the right time, can decide the teamfight. (A widow may have low damage, but pick off the enemy Ana that wins the fight for you)

Conclusion

When developer blogs focus on quantitative statistics but have little to no input on qualitative data, it can make people in the community think they focus too much on stats to determine balance changes.

And maybe they do, maybe they don’t; no one knows how they come to balance decisions internally. Regardless, I think developer blogs could improve their communication by talking more about balance outside of stats.


TLDR: Essentially depending how you frame it, statistics can be framed to mean whatever you want. High winrates or in-game stats don’t necessarily mean a hero is broken or someone carried, or vice-versa. Context is important in a game with as many variables as Overwatch. Also as usual, Blizzard needs to communicate better.

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The real issue with the devs focusing on winrate is that without pickrate its just a meaningless, misleading stat.

And they themselves have said it, only to change the narrative immediately after when it became an inconvenient truth for the meta they wanted to enforce.

A hero being picked in both sides in every match will have perfect 50% winrate or lower, but in that scenario that hero is a literal must pick and clearly overpowered to be picked so much.

Meanwhile a hero being picked by a small minority that cant really be viable outside very specific perfect scenarios or requires considerably more effort/experience/coordination will be picked far less, easily at the bottom of the pole.

The value of pickrate only goes up as we go through the ranks. Onetricks are like the 3% of high ranks and yet people think that Soldier and Sojourn and Genji are balanced.

Meanwhile, winrate is a very deceiving stat. Even unmirrored winrate is deceiving due to the lack of data on how often mirrored/unmirrored winrate happens.

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