My stats show bad tanks ruin games the most

I created a tool to help me track my games and why they were wins and losses. After 250 games tracked bad tanks are the cause of most of my losses. I don’t choose the tank category if the healers were the issue with the tank not being able to do their job. This is just a tool to help me identify where I can help and get better, but thus far I haven’t found a way to do much if the team has bad tanks or healers. Throwers and leavers suck, but they aren’t much of a problem in the long view.

  • Has Noobs: 27.0%
  • Bad Tank: 20.2%
  • Terrible All Around: 17.4%
  • Bad Support: 16.3%
  • Stomp: 14.0%
  • Ignored Objective: 13.5%
  • Fun/POTG: 12.9%
  • Bad DPS: 8.4%
  • Got Stomped: 6.7%
  • Leaver: 5.6%
  • Smurf: 5.6%
  • Dream Team: 3.9%
  • Players Excessive Deaths: 3.9%
  • Thrower: 2.8%

For the dim ones in this thread… “My stats” in the title mean MINE, not yours, not the game at large, just my stats. No need to get offended or triggered if you disagree with MY STATS collected in MY app for MY purposes to SHARE with the community.

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Since this is all subjective, I believe you are doing yourself a “bear’s work” with so many categories. I support you in tracking your problems, but you should sum up some categories to get a real overview.

if you make fewer categories but with objective bullet points, you will get better results on what to focus on to improve next.

I’d suggest “something” like this:

  • bad positioning + team spreading too much
  • bad team comp, unwilling to swap around
  • stack inconsistency (people in stacks from different leagues/divisions)
  • problematic individuals (aka leavers, throwers, smurfs etc.)
    etc.
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Not once in 250 games was the loss your fault? Like not even saying you threw but not once you performed the worst on your team and lost? Fr?

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And how certain are you of your assessment of when a tank is bad instead of their performance being “bad” due to other factors, etc?

Regardless, this kind of thing wont help you much other than make you “feel good” - in that you’re just shifting blame.
Since you should be instead looking to improve yourself, as these players wont be around for your feedback (if we ignore whether its correct or not), it’ll be more helpful for you to do this kind of list about your -own- mistakes in games.

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How many deaths are excessive?
What context do you apply…

I think people will miss this little psychological nugget.

It seems the op only had fun when they were popping off/winning.

Which would suggest, when games aren’t going perfectly, they tend to either tilt, or mentally drift because “not fun”. Which may well be a self fulfilling circle in this doomcycle.

This is such a pointless exercise.

This is an entirely subjective “study” presented as if it’s an objective one. The reasons given are essentially what OP thinks were the reasons for wins or losses, rather than an objective one.

Give replay codes to 10 different people and they will all give you entirely different results as why each game was a win or loss…

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Ignore the gaslighters. Bad tanking is the cause of most losses in most games.

This forum is composed of a majority of players who have the mantra , “DPS Bad!” running through their brains at all times, because they mainly play support and tanks.

That said. “Bad Tanking” often comes from 3 sources.

1 - the player is off role and just plain bad at tanking.
2 - the player is a decent tank at a few tank heroes, but the enemy team is countering their hero choice, meanwhile your team is doing f$@$-all to counter the enemy tank.
3 - bad supports on one team. That team’s tank is in for a bad game.

And finally

#98 - A rare Unicorn of a situation where the tank players are roughly equal, the support players are roughly equal, and it comes down to a “DPS DIFF”. THIS IS EXTREMELY RARE. As DPS is a minor variable in the match outcome, the diff in dps skills is usually irrelevant.

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Problem is. A lot of the times I see people say “bad tanking” and the tank is playing fine.

They are just looking at the tanks stats and making poor assumptions.

The other day, someone shared a screen shot and because they said their Rein was bad because of stats. Watching the game, the rein played pretty well, did everything you’d expect of a low level tank. Made space, shielded, pushed forward. He died a lot because his team weren’t following up. So be only criticism would of been he needed to communicate when he was going in (and his team needed to stop being scared and move up with him)

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Is this not a DPS diff then? Say both teams have Dvas of equal skill yet one team runs beam counters and the other has badly positioned snipers?

Is it really? I wouldn’t play DPS at all if I had zero agency.

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and in which games of the “bad tanks” were you on support?
cause it doesnt help in a case you are just a bad support so the tank is having a hard time

Lots of variables to factor in imho.

Tho I am more curious how the tool works? I wonder if this an open source project

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As per the devs, in 80% of games tanks are rated within one division from each other, or less.

pretty funny you called people out for “gaslighting” with stuff like this.

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Funny how when you play tank and meet the same enemy tank 3 times in a row.
1 close game, 1 stomp, 1 stomped. And if you look at replays even the stomps where closer then it felt like. You see dps wiffing shots that could’ve gotten a picks, not peeling for their supports, supports being frivolous with their cd’s when the other side hits their perfectly on their tank when he is literally 1 etc. Its a compounding team effort of making more mistakes then the other team. You’re telling me you don’t make any mistakes?

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Overwatch in a nutshell.

The team that clicks, picks better and makes less fundamental mistakes (positioning and such) wins.

If you don’t improve, over time that naturally leads you to the magic 50% win rate. Only way out is to improve.

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u know randoms think the same about you?

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These categories are going to be somewhat ambiguous to anyone but myself, but I wanted to be able to track specifics in terms of how I view the games. It’s not perfect, and not meant to be, nor is it designed for anyone but me, but it definitely helps me see where the issues are because I have more insight into what each category is. Multiple of these categories can be selected for a game, but this is just the end stats percentage-wise across all the games.

If the match is lost, but there were no issues, it just goes in as a loss. I only choose a category if I notice a glaring issue, so the percentages displayed here are from games where the issue was extremely apparent.

You’re assuming too much. I’m usually locked in when I play, but if I make mistakes I note those too in the category selection depending on my role, so I’m part of the stats I’ve displayed. I also have a notes field where I can get more specific about the match.

I have to rely on my own game-sense for this as does everyone. I can tell you this, it gives me better insight into MY game. It’s funny how some of you assume that none of these stats include my own flaws in a game. Not taking into account my own errors in the game stats wouldn’t make the stats useful.

I regularly end matches with less than 5 deaths and a lot of the time it’s between 0-3. There are the outliers where I die 10+ times, but those don’t happen too often. I’ll mark excessive deaths if one or more players has 8+ deaths in a game.

Your assumption is dead wrong. Fun/POTG is simply if the match was truly fun and entertaining OR I got the POTG. It’s not about “popping off” or even if I go 50-0. Truly “fun” games in OW2 are unfortunately on the rare side, and sometimes it’s all about the people in chat, or the goofiness of the plays and emotes.

Your big brain isn’t computing properly. It’s a great exercise and provides to me exactly what it was designed to do that the OW2 game itself fails to deliver. I get a personalized log of insight into how I view games. It doesn’t matter what anyone else thinks because this is tailored to me for my personal experiences. Get it?

These forums are full of it, so yeah, their wife-nagging approach is largely ignored. Tanks are absolutely a massive problem in the game and decide the outcome of a match more than anything else. I believe Blizzard has even addressed the issue themselves; my stats just further corroborate it.

This is true, so I do my best to make sure my stats don’t reflect any role that’s doing their job but being held back by other factors.

I addressed this in the OP. I make sure tanks are not blamed for poor support not being able to execute. I play support about 20% of the games and I have absolutely marked “terrible support” if I couldn’t get my job because I made poor choices. I use a notes field to track those issues specifically.

Like many others in the thread, you auto-assume I’m not factoring in my own poor choices in these stats. You’re wrong.

True to a degree. The other is that the MM picks based on MMR is not a reliable source of how a player will react in any given game. It’s doing its best, but it’s best isn’t good enough when the variables at play can be so wild and chaotic. This is why everyone complains. Once I realized that “LUCK” was the most prevalent stat when it comes to MM picks the game became more tolerable simply because it cannot accurately predict if a player will actually perform at the MMR it thinks they are.

these percentages go over 100%.

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This is because the percentages represent the frequency of selection for each category relative to the total number of games, not a breakdown of a single game’s composition. Many of the games played fell into more than one category.

Cool… But out of context that doesn’t mean anything.

I can end on low deaths. By playing passive and not taking any risks, but it will likely mean I lose.

High deaths might mean they are trying to make plays and the team just isn’t backing them up.

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It’s in context of the game I’m tracking and how I choose to track it. If a player has 20 kills and 10 deaths that’s not the same as a player with 5 kills and 15 deaths in which case I would mark as such. I’ve been the guy trying to make plays and taking a lot of deaths early in the game, but as the game wears on I climb out of the negative K/D, so if I mark it as deaths it’s because it was warranted. I’m well aware.

On a purely numbers basis no. But, if that 5-15 player is dying but pulling supports away and your still not winning fights… They aren’t the problem.

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