This is my typical QP game. After the first couple of minutes I recognized the same familiar setting… I felt like the only one fighting the opponents… I was wondering, ‘Where is my team?’ I mostly just observed the game after sombra killed my ball.
Then as usual, someone dropped out. I but I watched the past 3 games how even the opponents were just like, ‘Is there going to be a fight, or do we gotta just wait our turn for the only kicker to respawn?’
And yes, trolls, “I am not a great player, looks like a you-problem etc, etc…” But what about my team mates? How are they just getting slaughtered 8/10 games? When I say slaughtered their KDRs are like 2:9. It’s a real slaughter house. A lot of games I am in, some ppl can barely cough up ‘gg’. Even the ‘ez’ trolls are so shocked they forget to spill their lines.
Is anyone else experiencing this? Or has there been some new devolvement with match-making? Your thoughts please.
Matchmaking basically tries to mirror everything. If that takes too long, it widens the net. If that takes too long, it widens the net further. In QP the net is already pretty wide.
So you have a 3 stack on your team as a solo player. The 3 stack on your team is mostly new players and a career Silver Mercy player on dps.
The enemy team also has a 3 stack. A career Silver Mercy player on Mercy with a friend who’s played for 2000 hours on Sojourn, and a tank.
Rest of team is you solo on tank, and a random solo on dps. Enemy solos are on support and dps (or the matchmaker threw a duo in there).
So one team has comms, a pocketed dps, and a tank they’re coordinating with. You have a 3 stack that isn’t paying attention to you, is focused on themselves, but you still have to carry the weight without resources.
As far as the matchmaker is concerned, it’s a balanced match, but in practice it isn’t. Seems like this is happening more, people not really knowing what to play with perks and how to play around it, already makes the potential for games to be stompier higher.
Solo queue would help, but it wouldn’t “fix” matchmaking since it’s still roll-of-the-dice when it comes to the player pool. The only consistent thing you can do is find a group of players to play with that work together. Your match quality will be much improved, but that doesn’t mean you still won’t run into stomps.
The problem is they are trying to put dedicated high-determination players with people that really are there just for the PEW PEW factor.
It is a form of forced player manipulation in hopes that casuals will suddenly grow into competitive people. Which lets be honest, isn’t going to work.
This is a true observation; they are mixing ambitious players with lackadaisical players whether new or not. Bottom line is performance; AKA skill level. What is wrong with teaming low skill players against other low skill players (an even match)? We know there is a lot of frustration, I for one cannot expect an even match without grouping up with my friend. Playing solo is just asking for face roll 8/10 times… its a night and day difference.
And if this is Blizzard’s idea of motivating lesser skilled players to play harder, how are they not getting the message by the land-slides (not to mention the quitters in mid-game)? When either side wins, I am starting to see expected complaints about uneven matches; ‘GG’ is fading. Soon as our team goal is accomplished (starts in QP to end in COMP), we will be glad to move on to games of even match making.
So either Blizzard can’t see their problem or they won’t address it. Whatever the case, the experience is a big turn off. It’s a shame to see a great game get ran into the ground. Its like watching someone wreck a bugatti
A person can sit back and watch the replay and tell whom is under-performing and clueless to the game and those whom are highly skilled.
Its almost always a 4 stack pro team with a noob vs 4 random noobs with 1 pro player.
I mean I get the whole complaint of stacks wanting short Q times but at some point the match isn’t even fair or worth the time having since nobody will be able to leave spawn or push more than 15-20% of the map’s objective.