Does Quickplay have Skill Based Matchmaking? When I played ovcerwatch 1 they had skill based matchmaking. When did they remove it?
They never did. In an oversimplified explanation, QP still uses the same matchmaker as Comp but you just lack a ranking.
Itâs way looser like way, you will get anywhere from gm stack to metal ranks
What have they done to match making recently? Iâm suddenly on 3/18 games are wins. This is in Mystery Heroes of all things⌠itâs supposed to be ârandomâ. So how the hell does it become so skewed?
Well yes because they dont have wide group separators so a GM can group with a Silver and it will just average it out. The entire point of QP being that you can play with friends without penalty.
But it does so by doing solo q against and with stack.
Itâs so loose I have reservations about even calling it match making.
At a certain point itâs basically just RNG.
Its not really skill based anymore. just because there are teams where one specific player dominates the entire other team lately. Had a reaper on the other team just OBLITERATING all of us the whole game. Couldnât get a single thing done, and he was just happily cruising everywhere on the map clicking heads.
IM going to guess that was a good player, and actually not a cheater.
But I can say that something does need to be adjusted!
Yes it does.
It just does averages per team though.
In Comp they try to match role v role and its a tighter window and they also give you less or more points depending on the % of winning a team has vs the other.
This is my experience as well. I will see teams that are so one sided it feels like they are cheating. 1 tank soloing an entire team without taking damage, healers that constantly hit you and snipe. Itâs terrible.
Doesnât matter. Groups / Stacks will just bypass, exploit, and abuse the matchmaking as always. Randoms can do nothing about such one-sided games.
Only difference between qp and comp that comp has additional rewards
Quick play has intentionally loose matchmaking.
That is intentional and by design. Why? So the queues are quick. Because its called QUICK PLAY.
hidden mmr. everyoneâs favorite ow feature that should of been perma removed and should be fully reset for everyone :]
Short of matching people randomly every single game uses MMR. The idea that you could just randomly match people and have it not be drastically worse though is silly.
Why?
They recently reset the ranking system. So everybody is basically running under the same ranks. The game is also only tracking wins and losses now.
It pretty much is at this point.
Individual merits and experience do not apply to the match-maker. Itâs only tracking wins and losses and just pairs you with the same groups of people. You have 1,000 hours played and still be grouped with players with 0 hours played and zero experience with the game, its heroes, and the nuances of each individual character.
Likewise, the game isnât tracking your average accuracy with each role, your individual totals per 10 minute numbers, your elimination totals, or solo-kills or final blows per game per 10, etc. It doesnât care for any of that. Itâs just tracking whether you won the game or not.
If all you do is play Tracer, and your team doesnât think about the capture points on, say, Clash, and just keeps pushing into the enemy team all game without ever capturing the objective; what are you as Tracer supposed to do? Youâre instrumental at keeping the enemy team pressured, but your Tanks/Supports arenât guarding or assisting with the objective. If you leave the hotzone just to capture an objective, you leave your team at risk at falling behind.
If this keeps occurring enough times in multiple games, you end up charting losses, only because youâre not playing to the objective, but only scoring kills, and so you keep losing and getting grouped with more team mates that are also losing.
The MMR will adjust to this so you maintain at least a 50% chance of winning a match-up, but those âpain pointsâ will keep cropping up and toxicity will keep running high. The gameâs MMRâs penchant for going to matches where you or the enemy team âstompâ the match will continue to be frequent, and no amount of changing the respawn timers is going to adjust for that; or even dramatically minimize those issues.
Without any sort of tutorial or baseline establishment of fundamentals in educating the playerbase, the problems will continue and players will constantly complain about the MMR.
Had a game where I was Reaper and had a double-digit lead over my team and the enemy team in eliminations by the end of the game. Though I donât think it was that wide by the end as a few players did catch up. Still didnât feel good when my of my team was averaging 3 deaths to the oppposing teamâs average of 9 death (some with over 15 deaths).
While I have dominated as a tank in many of these match-ups; Iâve never had a match where I didnât take any damage.
Usually outhealing at least one of my supports - if not all four of them.
Nope, itâs the same MMR system used in Competitive. But it is only tracking wins and losses; which is exactly what Competitive does, but makes it visible on your SR rating.
Not every MMR system is the same. Many of them do track more individual stats and numbers than just wins and losses.
Thereâs no skill based matchmaking in the game.
It does have skill-based matchmaking based on your matchmaking rating (MMR), which is determined by several input factors, but MMR is not as heavily prioritized in QP as group size and wait time. You will still almost always be matched by skill across rank, meaning that, if youâre a low diamond DPS player, there will also be a low diamond DPS player on the other team. It does not mean that everyone in the lobby will be low diamond. Mixed-skill groups are the biggest reason for wide skill ranges in a match.
QP matchmaking is MUCH tighter now than it was in OW1.
casino based match rigging.
to make skill a non factor.
which is why no one has
won 10 in row since 2019.