Unpopular opinion, Match making is actually not that bad

everything older has same matchmaking, MMR, oh look you won against “stronger” guy, let me give you more points, that’s what matchmaking is

There is no possible way the matchmaker can guess which hero I’m going to pick in any given game. I could pick one of the Tanks I’m good at… or I could decide that this is the game where I start to learn Wrecking Ball.

And the same goes the Damage and Support roles. Across 10 people in match? That’s a whole lot of room for uncertainty.

This is the sort of problem that - in the context of casual gameplay - can only be fixed by increasing the number of players on each team so that individual impact is minimized. And no, I don’t mean 6v6 - more like 10v10 or 12v12.

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this could be somewhat solved, maybe not entirely but still, matchmaking isn’t taking place only when it’s assembling players, the rank adjustment can be as important, if not more

Eh not really no.

most games are not as complex as OW, like something like cod or counter strike can kind of be boiled down to kill ratio’s do to the limited number of mechanics and scenarios that play out.

Or rely on heavy RNG in the case of your battle royal types. Were timmy ten year old can beat the best player in the world, just because he found the magic legendary boomstick before Mr.Master player.

So OW works on a system that compare you to other players using the same hero(es) as you. Then ranks you by how well you compare to those players.

Also like skill is a hundred different factors ranging from understanding matchups, mechanical aim, map awareness, how they synergies with their team, work around counters, positional awareness.

So on and so forth, You really can’t measure most of that. just the results of such. And in turn have people of varing skill sets interacting with each other at various levels. Taht don’t exactly have clear equivalents to each other in most cases.

:roll_eyes: If you have the magic solution be my guest. Because the vets of the industry haven’t figured it out yet. And they have had a good 20+ years of experience and examples to work off of.

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Idk what games you are playing but the ones that I do hardly have that or is for a much lesser extend.

Winrate based MM works only for 1v1 games exclusively where you are the one with full control over the outcome of a match.

They can make the game way less team dependent but 5v5 just made the things worse having to rely on 1 tank who have to rely on getting heal from both healers. Too many planets have to align for a proper teamwork to happen.

???

So no, 5v5 is less team dependent then 6v6.

you very much dependent on both your tanks working with each other, and if their weren’t in synch your team comp would quickly fall apart. it was a common complaint with 6v6.

that and well in 5v5 as long as the tank got their team into the fight, and managed kill or set some one for a kill. then they did job, as your team can finsish up the rest around you. Give or take what cooldowns/ults are still in play.

Your tank isn’t the end be all now. Pop one of the enemy supports and the enemy tank will fall-over to focus fire.


On a side note the high rank you go, the less healing that’s going to get pumped into you till you managed to get kill or two. As ideally you get in, get your pick. Then outsustain your enemy from that point on when it’s easier to actually sustain through damage.

False. You can win a fight or stall long enough with 1 tank. You can’t do that with 0.

Let me rephrase that for you.

“You can win a fight or stall long enough with 2 supports. You can’t do that with 1 or 0.”

“You can win a fight or stall long enough with 2 DPS. You can’t do that with 1 or 0.”

Every slot has near equal influence. It’s just that your tank has the job of starting the fight and opening up space.

Once your in position you have all the damage / stuns / heals you need to kill any of the enemy squishies. And work your way back around to their tank that you can outrange / damage / and sustain from. If something like a nade / knock back / or ult didn’t do that already.

The difference is, it is much much easier to lose the the only 1 of 1 than to lose 2 of 2 at once. huge difference.

That’s true regardless of the role. a 4v5 is in favor of the team with a full team with exception of mid fight back and forths.

like I hate to break it to you but once the team is position, the tank kind of just a close range brawler. And is just their to get picks like everyone else.

At best disrupting the occasional ult, but at the same time the average wall or corner can do the same if you play around cover. with occasional help from your supports.

They keep deleting the posts condemning the matchmaker, which makes me pretty suspicious. There has to be some potential litigation they are dodging right now. I have a feeling if people knew how the matchmaker actually worked, nobody would play this game outside of custom games.

Imagine playing soccer or baseball without knowing all of the rules. And it’s not like NOBODY knows the rules, right? Somebody has to know how it works. But out of all the things that have been leaked throughout the years, nobody knows the top secret inner workings that govern the game we play. Why is that?

I suspect this thread is next on the chopping block.

Not really, they just devolve into “blizz bad” “why blizz bad” “They don’t fix bad thing”.

And don’t really engage or evolve from their. So get deleted because it’s just bad mouthing at the end of the day.

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No one is saying that it is role specific. The argument was that 5v5 is has more individual impac which can’t be more far from the truth.

Even if it was 2 tanks, 2 dps and 1 healer, the result would be the same once when the single healer is dead. The team will just fall apart with no way for getting even the minimum amount of heals.

I used Blade at the other team respawn camp. My Genji is pretty mid, and it showed me how bad the MM is currently. I uninstalled after that game (installing it right now again to play some Lúcio and Cass, lmao).

In some cases is a bad comp. In Illios ruins map the enemy had a Widow that was instantly 8-0. I picked up my Sombra, and we reverted the stomp and win all fights and won 2-0.

In 5v5, I have lot more room as an individual. To point my gun at any given squishy hero. And engage in a 1~3v1~3 ish scenario. I can and have rotated around the enemy back line flanks, as mei and just break apart entire choke holds because I’m attacking the actaual dps/supports most of the game. And not into barriers or having d.va/zarya peel me off at given push.

in 6v6, you were a clog in the big team push. That was mostly their to set up or combo off the ult team wiper that was meta that given season. Then cycle barriers/dm/mobilty tools into support tools till you were ready to for the big team kill combo again.


Their is simply just more room for me to actually interact with the enemy team, were I can just sleep the widow, just knock back back the casidy, just charge the enemy tank of the map, just have my little 1v1 interactions with whoever i’m fighting.

I can be mostly self effecient in a 1v1 scenario, in 6v6 attempt any of that would get you peeled then focused fired by the blob that was enemy team stack.

If you actually attempt it, you are alot more capable of swing things in your team favor as in individual now then ever.

I tried this myself by making an excel sheet with random wins/losses. I saw the rigged matchmaking in the graph, so … now I know what random looks like and that I can’t distinguish it.

Random would not be good though, because that would mean it doesn’t matter how well anyone plays.

But people are pretty good at guessing ranks, so SOMETHING definitively works. Ranks have some meaning even though alt accounts often have a different one.

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Nobody just makes videos talking about how good MM is in ANY game.
People talking about a MM is always going to be negative.

Its more that randomness follows a pattern. I think I’ve mentioned Benford’s Law here on the forums quite a few times. Statistics for the W! :laughing:

So when people don’t have a firm grip on what random actually looks like, and theyre playing a game set up by an algorithm that tries to make a “balanced” game lobby, they see something that looks “rigged” when in fact it is anything but.

Which is something it didn’t have at the start of OW2. At the start, matchmaking was fair, until the exodus of support players only a couple of weeks in to S1, and a cycle that I’ve repeated endlessly ensued.

The game had functioning (not perfect, but good enough) matchmaking that took some years to get right and then it was deleted for sake of instant queues that made the game feel like trash on top of a format that already made the game feel like trash anyway.

nah they didn’t even try