I have the fear of jumping into this conversation, but I think I should.
ok, so, here is how it works.
The difference in win rates across the ranks is because they have done 2 things.
First of all, they have put a bell curve on the SR people have. There isn’t a lot of people in Bronze, and GM.
There is more in Silver / Masters, but not a huge amount more… etc.
So, if you are in the low ranks, CHANCES are, your team is going to be slightly lower than the other in total SR, simply because you are in it. because SO MUCH more people are playing slighter higher than you in the rank range the matchmaker can get, than below you, because of the bell curve.
The effect is higher as you get to the more extreme parts of the curve.
And yes, the system does take that into account when you gain / lose SR.
Anyway, yes, the win rate doesn’t stabilize to 50%/50% at all ranks because of this. Low ranks are stabilized at less, and higher ranks are stabilized at more.
It isn’t that the matchmaker isn’t trying for 50% win rates, it is that given there is a restriction of people it can get, it just can’t.
Anyway, I don’t know which person this is helping with their argument, but this is how it works.
Weirdly enough the effects would be less, if the matchmaker was told it could use people a certain distance in MMR, rather than SR, but, the restriction is SR based.
I think it is elegant, in that people in low ranks kinda expect to lose more games than they win, and the ones in higher ranks kinda expect to win more games than they lose, and this does that.
Which is very cool (but perhaps not a designed feature, but emergent behavior)
Anyway, the results are not linear, and given SR changes are put in place, it doesn’t really matter that it does this, since it is pretty fair for the players.
The win/loss sr calc is not at ALL obvious how it runs, because it tries to maintain the bell curve, so, your SR wins / loses can be effected by people’s accounts deactivating, new players, people making smurf accounts, etc.
It would be nice if it was just based on what was happening in your games, BUT… people leave from the lower ranks at a higher rate than from the higher ranks, so, it can get pretty impenetrable.
Also remember Blizzard ALSO is want to push peoples SR around by punishing them for leaving games, etc. And if you had a standard SR calc not taking into account the shape of the curve, eventually everyone would end up in bronze, as it pushed the average further and further down.
So really it is complex, and irritating.
I mean, yes everyone DOES get more impact from the smaller amount of players, but to Zephrin’s original point.
Mercy never did have a lot of impact to begin with, so making it scale up linearly, still doesn’t give her that much.
I think the “lets punk the matchmaker by abusing Mercy’s lack of impact” hack would still work for OW2.
When you can LITERALLY abuse the matchmaker because a hero has a massive lack of impact, then you know… there is a problem