Stadium data (ranked)

The last season i played almost exclusively ranked stadium in all roles while tracking data with interesting results.
-48% win rate/ all star 3

–WINS (all roles)

–2% leaver rate for the enemy team resulting in a win

– –0% of those games resulted in a loss of rank %
–My per round scores were similar to the rest of the team. or slightly higher.
–Wait time averages for tank are around 1m, dps 3m, and support 10m
–30% of matches won were done by waiting alone on the objective with the team still alive, resulting in much less money for the round. 70% of those instances lead to a loss in the following round.
–10% were 3 round shut outs
–5% 4 round shut outs
–25% had a favorable outcome due to a sus player on my team.
–5% had a favorable outcome with sus players on opposition and 90% of those resulted in a narrow victory.
–Moira and soldier are outliers, they are more likely to win by swapping their roles or sharing support and dps.
–70% both support focused on the tank or the tank had a high output/survivability primary support, allowing them to focus on damage and mitigating damage.
–moira is a very direct counter to dva and orisa. 80% of games won vs them, they were shut down by a moira player using a weapon build. The remaining 10% were players that were shut down by sparkly things on the map.
–50% were attained with 1 significantly under performing player on the team.
–0.5% were won with a late game leaver on the team.
–80% of rounds won the healing vs damage ratio was 1:4 or greater across the whole team. If significant damage is being done, less healing is required.
–0.25% when a player swaps to get a character pick that a teammate has chosen.
–90% of victories had a support getting vip or narrowly missing it in the first 2 rounds (regardless of healing output)
–Minus sus players involved, 15% of matches were a balanced challenge

–LOSSES
–25% resulted in a slight increase in rank
–80% of losses while playing tank, I was the vip for the match. (60% by almost more 30k than the rest of my team)
–40% of losses had 1 sus player on the enemy team.
–10% of those had groups of 2-3 sus players. 1% of matches were the same sus players from a previous match.
–60% of losses were 0:3 and 0:4
–15% of losses share the stat with fair gameplay wins. (to be expected, but abysmal when you consider this is 50/50 on only 15% of matches in a ranked game mode)
–83% no support character was close to vip in the first 2 rounds.
–78% of 3:4 losses came from winning the first 3 with players obviously throwing a round, My best guess is so that they can play with a full build.
–68% of all losses the team doesn’t challenge the objective at the start, allowing the team fight to occur while the enemy has the objective.
–28% of losses stem from staggering.
–99% of matches that start with a player swapping position to get a character pick before a teammate can pick the same one result in a loss.
–81% of matches where a player criticizes a teammate in the first 2 rounds result in decreased performance of multiple other teammates and ultimately a loss.
–12% of losses stem from a leaver, even if you wait for the timer to leave, usually with a massive loss in rank % (a bug? only 2 games this season with leavers had 0 loss in rank)
–65% of matches where the tank is getting secondary support, whether that is because both supports are hard focused elsewhere or the tank is over extending themselves beyond the ability of their supports, result in a loss. Only 11% of the time a support hard focusing a dps results in a victory.

–BOTH
-Wednesdays, sundays, and very late night/early morning, matches are the most imbalanced As well, these are the times loaded with the most sus players per match (minus thursday morning for some reason), and are the typically only times i see obvious or “rage hackers” (1% of all games).
–2% of matches lost, overwatch crashes randomly with the only error being in windows logs and so vague that it cannot be addressed, usually between rounds or after getting hit with the next stat.
-16% of games one or more opponents seem to be lagged to the point where dodging their attacks doesn’t matter. 100% of the time this results in a loss. (i.e. when playing moira, I can fade and still be pinned by a rein mid-fade)
–If both dps are deficient, the 1:4+ health/damage ratio is usually unattainable, a dps capable support changing their build to compensate (or starting as primarily dps in round 3+) increases the odds of a victory by 300%.

–28% of all matches have wildly imbalanced teams (more common at early am, but i only started keeping track of match times in the last 3 weeks). 87% of these matchups that result in an unlikely victory involve one or more sus players (you will notice they regularly get potg, are usually vip, and show as having a lvl 1 -150 progression badge.)

–Sus players on freja have the most impact on a match with an almost 80% win rate. Mostly due to nailing anyone but the tank with 1 shot kills from the back corner of nowhere.

conclusions:

While sus players have a consistent negative impact, toxic teammates, gross skill imbalance between teams, not having a mostly dedicated support for the tank role, and not meeting the team-wide 1:4 ratio have the most impact on a match. In comparison, one’s own ability has a rather insignificant impact in whether or not they win or lose (sans freja+ hacks). I guess this is good to somewhat limit the impact of sus players, but if you’re looking at data, it’s really a downer to actively see that luck of the draw has more impact on victory than skill, by a large portion… for a competitive game mode. This data is from a single mostly decent player’s perspective on the east coast that’s played since season 2 (middle of the road on most characters, very good/bad on a few). This season, i will track with a secondary account as well to see what changes.