The tl;dr
It appears that the performance of the worst-performing Damage player in a Role-Queue Competitive match is a very strong predictor of match outcome. Specifically, if a team in the standard role queue composition (one Tank, two Damage, two Support) has at least one Damage player who finishes the match with an elimination-death ratio of 1.2 or less, that team will usually lose the match. This effect manifested regardless of whether the low-performing player was on the observer’s team or the opposing team.
The Motivation: Stats Are Not Everything, But They Do Mean Something
Blaming your team is not a good look, but the temptation can be strong. Overwatch is fundamentally a team-based game, and teams don’t win that don’t work together effectively. There are many dimensions to what it means to work together effectively: parity of team member knowledge, communication and timing, character composition of the friendly and opposing teams, mindset and group affect. However, an individual player’s ability to contribute to the team is fundamentally limited by their ability to execute effectively in their role. A Support who doesn’t heal is no use, a Tank who can’t hold ground can’t contribute to a win, and a Damage player who can’t get eliminations is ultimately just feeding. This observation raises a natural question: How much can a single player’s performance contribute to the outcome of a match?
We should be cautious about constructing an answer. Causal attribution in a complex system is very tricky, and even a single match of Overwatch involves dozens of dynamics woven across members of both teams. However, anyone who has ever been in a game with a blatant thrower can attest: it is definitely possible for a single player to ruin the game. If one player can ruin the game through deliberately poor performance, it would seem reasonable to infer that one player could also ruin the game through organically poor performance. Certainly, these forums are alive with numerous anecdotes of matches ruined by incapable teammates. The trouble is, such anecdotes don’t resolve into a clear picture of what might actually be happening. After all, people blame their teammates on all sorts of occasions and for all sorts of reasons, many of them self-serving and ill-founded. How could we know if matches were really being ruined by inept teammates, or whether the game community was simply overrun with sore losers?
This question takes on new urgency as grievances mount around the obscure and erratic behavior of the Overwatch 2 matchmaker. Many complaints focus on allegedly large disparities in the skill of teammates and opponents, far beyond what one would expect in matches made according to estimated player ability. The complex, team-based mechanic of Overwatch makes it difficult to quantify what exactly “skill” means – but there is a distinct feeling in the air that something is very wrong with the relative skill levels in many of the matches made.
The purpose of this project was to answer the question: Is there an objective measure of player performance that can predict the outcome of a game? Since Overwatch 2 made whole-game stats available during the match, I had begun to foment the suspicion that I was being frequently matched with low-performing Damage players. Certainly, the symptoms seemed to be there: enemy flankers roving about unchecked in the back lines, violent but one-sided firefights that somehow never advanced, positions that seemed to abruptly fold under even light attack. But it’s easy to see what you want in a game, especially when you’re frustrated and looking to make sense of it – and there’s a strong psychological bias to shift blame away frome one’s self. When I looked at the scoreboard in losing matches, though, I began to notice that my team often had at least one Damage player struggling to get kills. The pattern seemed very consistent. As a Support main, though, I couldn’t get past the obviously conflicted interest that I might have in seeing a failure in the other roles: maybe I was cherry-picking observations? So, at the start of Season 3, I resolved to record the outcome of every competitive game I played in the Support queues, along with a neutral observation: Did either team have a Damage player whose number of eliminations came at a ratio close to their number of deaths?
What follows are my observations thus far.
The Methodology
Between Feburary 07 and February 23 of 2023, I played 103 games of Competitive Overwatch, in the Support queue. For all of these matches, I queued alone, without a group. After the Season-start deranking, I began at a visible rating of Bronze 5, rising to Bronze 2 in the middle of the observational period, and falling eventually to Bronze 3. I did not count games in which a player left early enough for the match to be cancelled without a result. I did record games in which a player left before match-end, if the departure happened late enough that the match was allowed to continue.
For each match, I recorded the following data in a spreadsheet:
- Date of the match
- Time at which the match ended
- Duration of the match
- Map played
- Match outcome (win or loss)
- Whether a player on my team left before match-end
- Whether a player on the opposing team left before match-end
- Whether a Damage player on my team finished the match with an elimination-death ratio less than 1.2
- Whether a Damage player on the enemy team finished the match with an elimination-dath ratio less than 1.2
The last two of these points are the ones of most interest for this discussion.
The choice of 1.2 as the cutoff for a judgment of “poor” performance was admittedly arbitrary, but chosen to reflect a relatively narrow standard. This particular number derived from my occasional observations in Season 2, and I do not assert that it is the “correct” or “optimal” threshold – only that it is an observable feature that seems to separate the data into two distinct groups. For those not doing the arithmetic: a ratio of 1.2 is equivalent to 6 elminations for every 5 deaths, e.g. it would correspond to elimination death ratios of 6-5, 12-10, 18-15, and so on. For instance, a Damage player ending the match with 13-11 would qualify as “poor” under this criterion, since 13 divided by 11 is roughly 1.18, whereas a player ending with 13-10 would not, since 13 divided by 10 is 1.3. Since getting an elimination point on the board is relatively easy in Overwatch (you only need to touch a target with damage shortly before it expires), I reasoned that even a middling Damage character performance should be able to do better.
(Technical note: I would really have preferred to calculate the threshold by way of a logistic regression on the actual scores. However, it is extremely cumbersome to record the necessary data. Although the game reports under the “Career Profile” menu recently feature a tab with the final scoreboard, I have observed that the scores listed are often wrong – blatantly wrong, in that they all-zeroes for most rows of a finished game.)
The Numbers
My team won in 48 percent of the matches observed (49 out of 103) and lost 52 percent (54 out of 103). None of the observed matches ended in a draw.
Of the matches observed, including both wins and losses, 66 percent (68 out of 103) involved at least one Damage player with an elimination-death ratio of 1.2 or less. For the sake of brevity in the remaining discussion, I will refer to these players simply as “poor-performing DPS”. Those players were split across both my own team and the opposing team: In 39 percent (41 out of 103) of games, I was matched with a poor-performing DPS, and in 30 percent (31 out of 103) of games, I was matched against a team with at least one poor-performing DPS.
To the point: How did the presence of a poor-performing DPS correlate with match outcome?
When I was matched with a poor-performing DPS on my own team, the match ended in a loss 90 percent of the time (37 out of 41 games). When I was matched against a team on which there was at least one poor-performing DPS, that team lost (i.e. my team won) at a comparable rate: nearly 90 percent of the time (28 out of 31 games).
It is worth noting that some matches ended with neither team exhibiting a poor DPS, and some ended with both teams exhibiting a poor-performing DPS. Games in which both teams had a poor-performing DPS were rare within the sample: only 4 matches out of the 103 observed (about 3 percent). Games in which neither team had a poor-performing DPS were observed at a higher incidence, but still represented only a minority of observations: 35 out of 103 (33 percent of all matches). Of the games in which neither team had a poor-performing DPS, the observer’s team (i.e. my team) won 57 percent of the time (20 out of 35 matches).
Some Hypotheses and Cautions
It is striking that the presence of a poor-performing DPS on a team correlated with a loss for that team 90 percent of the time, and even more striking that the effect was observed regardless of the side to which the player was matched. Support mains have long argued that it is arduously difficult to rank up through solo queuing, and this finding is evidence in favor of that claim. Certainly, if Support mains are making observations similar to these, they could not be blamed for concluding that inept Damage players are costing them wins. However, one should excercise caution before jumping to such a conclusion: correlation is not causation, and while the elimination-death ratio of Damage players correlates with game outcome, it is not necesarily the cause of a loss. There are other potential explanations for a poor elmination-death ratio which might also explain a losing game without appeal to that individual player’s skill: perhaps they were outclassed by a Damage player on the opposing team due to poor matchmaking, or perhaps they were matched with inept Supports who failed to keep them in the fight. However, a low skill level relative to the other players in the game is a straightforward explanation nonetheless. Given the poor quality of matchmaking thus far, it is difficult to dismiss the proposition that players will relatively low skill are being matched into games at a high rate, and that these matches have a strong influence on the outcome.
It is also striking to note the substantial difference between the observed sample’s global win rate versus the win rate conditioned on the absence of any poor-performing DPS players: a 48 percent win rate versus a 56 percent win rate. Because these are my own matches, it is difficult to generalize this result; doing so would require not only determining what contributions, if any, I might have made to the appearance of a poor DPS performance (e.g. maybe I’m a bad Support, and they died because of me), but also determining what my win rate would be if matched with only “similarly skilled” players (whatever that might mean). However, if you are a Support main struggling with the question of whether it is your own performance or that of your teammates that is holding you back, you might consider recording similar data, and calculating the difference between your win rate under various conditions of friendly- and enemy-team performance. This study represents only a single data point with respect to the larger question of player performance in general, but it is a point that indicates that Damage player performance can substantially drag down the win rate of a solo-queuing Support main.
It is also worth nothing that players queuing for Damage might enjoy an advantage to their win rate for purely combinatorial reasons: If I queue for Damage, there is only one other Damage slot on my team that could be filled by a “poor” player. If I queue for a different role, there are two such slots. For that reason alone, I will encounter fewer poor-performing DPS players on average, which should correlate with a higher incidence of wins for my team. This observation is in line with a somewhat longer explainer that I posted previously.
While the data accounts for whether the poor-performing DPS appeared on the observer’s team (i.e. my team) or on the enemy team, it cannot tell us whether this effect appears at a similar strength in other parts of the MMR curve. In particular, it would be interesting to see at what rate poor-performing DPS players appear in higher or lower MMR matches. While MMR itself is hidden, we could potentially reach some conclusions if we had similar data from a broad sample of players.
Even without attributing a cause, the fact that poor DPS performance predicts game outcome suggests courses of action whereby players might improve their win rate. If the scoreboard shows a Damage player failing to keep up, the rest of the team could prioritize taking action to remediate that player’s struggle. For instance, Support players could take a more aggressive posture with respect to getting key eliminations, or could prioritize healing the struggling player (at least when feasible to do so). Alternately, a poor ratio might give an early indication that the player in question could benefit the outcome by switching characters. If the team has good communication and trust, more experienced members could take the stats as cue to coach the struggling player into more effective tactics while match time still remains. These conversations can be fraught, but sometimes people really do listen.
Conclusion
There is strong evidence that the lowest elimination-death ratio of a Damage player in a Competitive match correlates with match outcome, when that ratio drops below a certain threshold. This effect was observed on both the friendly and the enemy team, suggesting that the effect was not produced by the observer. In games where neither team exhibited a Damage player with an elimination-death ratio less than 1.2, the observer’s team won at a much higher rate (56 percent) than in games in which the observer’s team exhibited a poor DPS (10 percent win rate), which supports the claim that Damage player performance greatly influences match outcome.
Appendix: CSV of the Original Data
For anyone who wants to run the numbers themselves and knows what to do with a CSV, here’s the original data as CSV-formatted text:
(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
2023/02/23,0:27,17:35,L,0,0,0,0,Dorado
2023/02/23,22:39,7:44,W,0,0,0,1,New Queen Street
2023/02/23,22:51,6:59,W,0,0,0,1,Junkertown
2023/02/23,23:16,10:41,W,0,0,0,0,Oasis
(end CSV)