MMR is measured in standard deviations, got it. Still not really useful information, because we don’t know if it’s standard deviations as a modifier of your SR or range, or standard deviations as a modifier to the average player overall.
Measuring it in regards to the average player makes sense in the context of fair matchmaking, by using it to push people toward their SR and setting the goalposts of 0 and 5000 at the highest attained values(or slightly above), you get a system that properly models the bell curve, which SR appears to do. You also get the effect we see where it becomes increasingly hard to gain SR approaching 5000, and to lose it approaching 0, because maintaining performance above or below 3 stdevs from the norm is extremely difficult.
However, in the context of the fixed system suggested, it still makes sense. If you have a measure of a player’s stdev from their rank, it’s easy to pair them with opposite players, match their performance with similar players on the other team, etc, to ensure a more fair and balanced game.
While the devs have said matchmaking is done based on MMR, not SR, that is a single line and not some code we’ve actually been able to examine. It would be perfectly reasonable for them to drop you into a pool(likely containing dozens or hundreds of queued players) based on the SR range the game will be, then match players out of the pool based on MMR. You would still be matching based on MMR, it’s just within the SR range.
‘Performance’ is not a metric easily measured in standard devations. A DPS playing with amazing tanks is going to be doing much more damage, getting many more eliminations, and suffering far fewer deaths than the same exact DPS playing with a potato roadhog and dps sigma. In this way, it’s quite possible that hitting a few one-sided wins would result in your stats appearing to have vastly improved compared to the average player, who is getting one-sided wins, one-sided losses, and a few fair games. Your stats in a one-sided win can easily be 5x or more your stats in a one-sided loss.
If MMR is easy enough to shift in that context, then it would make perfect sense that winning a few stomps results in you being paired with poor players. The resulting stomps will confuse your MMR, and perhaps you end up back in a winning streak.
Again, while I don’t buy into anecdotal evidence, there is a ton of it to be had. Smurfs largely agree that they will always end up paired with enemy smurfs if overperforming. Hundreds if not thousands of players feel they’re being forced into win and loss streaks.
Games in a coordinated stack feel utterly insane compared to normal games at the same SR. While stack matchmaking is weighted to be matched against other stacks, it’s clearly also got a skill factor. When you could still see stacks, my 4 stack would always be put against enemy 4-6 stacks. That’s fair, but they were always coordinated as well, resulting in long and fair games. I would expect that if there were no bias in the internal balancing, we would see the stacks that result from idiots using ‘stay as team’ as well, and it didn’t appear so.
The average ability of an opponent when queueing as a 2050~ sr 4 stack is equal or higher than the average ability of an opponent when queueing at 2700~ sr solo. This is something I do have enough games to be confident is past the observational bias mark. Whether it’s because stacks that don’t work well together break, or because there’s an internal bias, I can’t say.
In the context of what blizzard employees have posted, you can make a convincing case for either way. That said, my disclaimer on this topic still applies. While I personally am inclined to believe this system does exist, there is no proof one way or the other.
Further, if you’re using the potential existance of this system to claim you can’t climb, you are just plain wrong. If you are good enough for the matchmaker to try to balance downwards around you or put enemy smurfs against you, you are raking in performance based SR like crazy. If you can’t win half your games, or your performance based SR gains don’t outweigh your losses, any potential argument about being sandbagged falls apart because you’re obviously not doing great in the eyes of the system.
tldr; Maybe the games are handicapped, but if you can’t climb that certainly isn’t why.