Ranked Modifiers Are Flawed- Consolation, Volatile, Reversal

Ranked modifiers are cosmetic and don’t actually work the way they were intended. therefore need to be deleted or disabled.
the amount of times you get ‘‘expected’’ after an extremely difficult game is laughable,
just make it +25 for a win and -25 for a loss that’s all no need to over complicate things.
matchmaking right now is the worst it’s ever been anyway, extreme gaps in team overall skill every single game unlike any season before, is probably another reason why the modifiers are completely random.

and don’t bring up the ‘’ it’s for queue times ‘’ argument because the queue times this season suck, 8 minutes average for a dps game in eu on a weekend at 4pm sometimes more,

consolation = negative (we gave you a worse team on purpose)
uphill battle = negative (we gave you a worse team on purpose)
expected = negative (we are taking away some skill points for 90% of the time no reason)
reversal = negative (we are taking away even more skill points 90% of the time no reason)
volatile = negative (were taking away even more skill points just because)

the funny thing is, they almost never come at the correct time, it’s flawed, uphill battle after an easy game, I personally got the reversal modifier after I got a leaver mid-game, you casually get expected after hard games many times,

all the modifiers are negative and combined with the current matchmaking of season 9 that is still extremely horrible even after a month into the season just needs to stop.

another extremely funny thing is, getting volatile + consolation, which happened to me in a loop of 4 times, over the span of like 20-30 games,
CONSOLATION AND VOLATILE SHOULD NEVER CO-EXIST AT THE SAME GAME
if you’re gonna give me a CONSOLATION match AT THE SAME TIME that if I lose I get the VOLATILE modifier = OF COURSE I WILL GET VOLATILE! so what’s the point???
losing your hard earned progress because you got consolation 3 times in a row??

this consolation/uphill/reversal/expected modifier in-itself should be very rare or once in a 30-40 game type of thing, not a common every 2 games occurrence, because if it’s common it means the matchmaker isn’t really doing it’s job by creating fair matches at all, there’s already tons of feedback about the matchmaker, on the forums and by the community, streamers/content creators, and tons of people, and I’ve read that you guys care about feedback a couple dev blogs back, yet 0 mention of the terrible matchmaker and the random modifiers in the midseason patch dev blog, ‘‘but hey were buffing Doomfist?? who’s already hard meta and appears in every game and is extremely obnoxious with his new buffed health, hope that helps!’’

I guess this all could just be better if the matchmaker wasn’t so messed up this season but you guys are so bad at communicating it’s just frustrating, it’s even more frustrating when you say things like ‘‘we are proud of how much were communicating with our community and listening to your feedback and we look to keep doing that’’ in your last dev blog, who are you lying to? where are you exactly getting your feedback from?

the people who play this game and have 0 hands in controlling the game literally care and read more about the feedback than you guys ever did. even though they can’t really do anything with the feedback unlike you, the community is passionate about this game, and deserves people who are just as passionate controlling the game so you need to raise your ‘‘communicating and listening to feedback’’ standards, because currently it’s dirt low,

just tell me one good reason why you removed the ow1 rank system anyway, you realized the last ow2 placements one was a mistake, so you replaced it with with a new half baked one that’s also flawed…
there’s no shame in reverting to the one that worked fine for 6+ years in overwatch 1 and nobody asked to change it,
you get nearly the same +25/-25 SR after a win or a loss, your rank is displayed in numbers from 500-5000, the matchmaking wasn’t nearly as bad, the icons looked far far better than their ow2 counterpart, and you have the ranked icon you worked hard for displayed in the bottom left of your screen, and in the tab-screen, if you want to hide it that should be an option, not something you decide for me.

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They want our money and this is the best method. lower serotonin and boost it after - winstreak - losestreak - stomp win and stomp loses. its not designed 2 be a competetiv matchmaker

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No, volatile occurs when you lose two games after ranking up.
What happens is this:

You win a game and rank up. Then you lose next game, which would normally rank you down.
The game doesnt rank you down then, it puts the lost SR into a “bank”, so you can keep your rank if you would win the next game.

But, if you then lose the next match, you will be ranked down, and you will lose the SR from that match, and the SR from the “bank”.

This is done to prevent your rank flip flopping at the threshold, if you win-lose-win-lose.

tldr; its not a single game that gave you big sr loss, its two previous lost games combined.

it’s not super clear system though, they definitely need to make it super clear to players and also fix all the ui bugs they have.

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I know what volatile is, it still takes an extra few 4-5% regardless,
the issue is consolation + volatile in the same match.
they should never co-exist, if you’re at risk of getting volatile you should 100% get a fair match that’s not consolation or uphill battle otherwise MM is just giving you a free volatile.

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Just got utterly stomped like team had 3 kills between us. Ranked update is “reversal” - you were favoured but you lost.

Now I need to win an extra two matches just to make my rank back up… so two matches lower in rank than I should be. X that by 100s of matches and no wonder the game has no clue what rank anyone should be.

Edit: took me 2hrs just to get back to where I started. I lost 37 and then 43 on “calibration matches” originally. And then gained only 15-20 on wins and 20-25 on loss. Basically needed 75% win rate just to hold my rank. In a system which is supposed to be based on wins and losses? Ridiculous

had a game where my team avg rank was gold 2 where as enemy avg was diamond 4 lose the game and guess what “REVERSAL” god knows what the system is and how flawed it is

Interesting. Considering you don’t see team average, and only lobby range. How did you conclude this?

Well they haven’t made the system transparent enough to know so that’s just an assumption to make imo

All you are given is the range of lowest ranked player and highest ranked player in the lobby.

So just curious where you made your assumption from.

Well I mean if you get to know ranks of each player it would be better for knowing whether its an uphill battle or consolation etc as it would make much more sense to someone why and how they lose/gain so much SR

It makes no sense at all not to just give a flat amount with the way the system is now. Personal performance adjustments would make more sense than whatever is going on here.

Even if every win gave you an extra 1 point for a reversal it would take 100 reversals for it to even matter and that is if you never lose an expected. The system cancels itself out and seems like it would even reduce the SR game for smurfs which is the opposite of what you would want to have happen.

(I think its reversal… I can’t remember the terms because they seem so meaningless)