I just want to know. Please enlighten me.
Because match maker putting better players on one side/ people who main counters to what your team run.
Team 1 bad or team 2 really good.
Depending on the map, the enemy just need 1 mistake from you and you get rolled on the 1st point.
Because you got rolled on the 1st point, enemy now has ult ready but you don’t.
Which usually lead to the 2nd point being capped really fast barring the team repositioning immediately and readied for the 2nd point defense.
i think thats just that 50/50 artificial winrate blizzard is trying to force, and matchmaker is taking it very seriously
It is usually because multiple people are not pulling their weight for one reason or another.
“yOu ArE ThE oNlY CoNsTaNt”
That’s not what I’m talking about. I have around a 55% winrate consistently in competitive. I have consistently climbed. I make individual impact apparently. But the reality is…I have too many games where it feels like either my team steamrolls the other, or the other steamrolls mine, and I genuinely want to know…what gives?
- A part happens due to random chance
- A part happens because the matchmaker appears to be very unstable and prone to making lopsided matchups (that is, where one team is just way better than the other)
- The game itself at its core is also very prone to steamrolling due to the overreliance on teamplay (the moment you start trickling it’s over) and the way ults are being charged (winning fights gives you an advantage for coming fights)
First team that wins has an ult advantage. They win the next fight because of it. Third fight the losing team is very titled and wastes their ults due to poor communication. Someone leaves/throws and the game ends. Repeat.
Don’t forget the trickling in one by one back into the match only to die or even going with only 5 people.
Ultimates are absolute game changers which is why the team who wins the first fight skews the chances of winning to their side heavily.
Often times I do wonder what the game is like without Ultimates.
Their matchmaking system is designed explicitly to ensure a steamroll EVERY game. It’s an anomaly when it doesn’t.
How I’ve seen steamrolling happen too… One team is being uncooperative and has poor synergy at the start going against a team that picked to have synergy among one another.
The only thing that really solves this problem is a player or two carrying the team to convince it to get it’s act together and secure the win.
Do you solo queue? Because my belief on the whole steamrolling is that it has a lot to do with cooperation.
You don’t need effective communication to cooperate. You just have to be able to jump on opportunities your team mates open for you. If you have one team that readily takes advantage of situations presented for them while the other team falls a part immediately, then steamrolling happens.
Now there also is the case of rare pair. Where the stars and planets align and one team is literally the galaxy’s perfect skill counter to the enemy team. (Like is said; there is always someone better than you.)
There is also the case of smurfs (for however common or uncommon that they are.) where you get a smurf several ranks higher than everyone else on one team with the other team being the actual rank they should be.
Honestly, the system is just bonkers with its match making decisions for players.
What I meant to imply with my sarcastic post was given the fact that Overwatch is a team game, there’s only so much one person can do and there’s so many things way beyond his control, making it a moot point.
I don’t need 20 characters to say “tilt”, blizzard
Because the only two ultimates that could stop steamrolling have been removed.
Not enough players, team balance is very loosy compared to what it used to be.
So i came on to type a reply to matchmaking after I saw this thread this is my first post in OW forums. now i am down in lowely bronze, in the bottom ranks sure there are smurfs. but also as a tank i see a lot of dps players not flanking to get healers. if your kill count is low on your team their healers are doing too good a job. this is especially true if the dps players keep calling for shield tanks. because they have playing behind shields for so long i wonder if they even know what a flank is!
there are times when i go dps recently as sombra to observe this on start of escort maps. i hack the health packs and you can sit and watch the healing back line take very little damage. and you think surely being so close to our spawn we take more risk but instead you see your team just shooting the front with poke. and that front line getting healed. sometimes we even have dive characters waiting for i dunno something???
Although at times there can be 2 or 3 characters who play well and cause great problems in bronze SMURF or other. I must say I like the role queue and never want to go back to the old ways.
some games can be close others are a mess. in qp thats kinda ok if you play comp and i recently have because of role queue I didn’t like comp before. If you only play qp then it’s a bigger problem for you.
I Played alot of MH but didn’t till about 500 hours ish on my profile (800 ish now) i wish i did at the start. it teaches you (OVER 100 hours) how other hero’s play and placement and problem solving kinda and counter. I used to 1 trick in qp but now i flex and counter obvious enemy synergies and that does help steamroll problem.
some people get mad when you change mid level and throw ults progress away but on some maps it makes sense to change due to level design or to counter. its often better than sitting in a comp that’s not working.
So i don’t think quiters are usually a bad thing mid match if your getting whopped i think the game looks at the imbalance and adds a bit more power to your line up.
often mid match i find after quiters go the game get closer generally speaking it still might be a loss but the team fights are more drawn out in qp. if its the end of the match then there isn’t time to see it develop i still hate backfilling into final 90 secs.
Sure i have come up on 5 stack smurf teams and they have been right outside the spawn door. Had those games to but even this can be remedied kind of with two suggestions a pharah raining splash on the tanks to grind them down whilst inside spawn or a sombra lucio hammond out the side door of spawn straight to point. that will break formation. I once captured the whole 2 segments of point to win game on volskya doing that with sombra. i was amazed no one came from the spawn camp need less to say I got several shot callers for that. But on occasion on the final 2 mins if they all have ults its just a choas for ult upon ult. Also so many people fixed on leaving the front door of spawn I never understand this there are 2 exits to spawn.!!!
In general i came to the game 2 years after launch so i think the talent pool is smaller and i would say that if you are commenting on this thread with less than 150 hours of gameplay and predominantly 1 trick and don’t pick counters then you haven’t really put in the hours to understand the game and quality.
However you have valid point in bronze I see some players that when paired with other silver stars play really well on both side. Then you can be paired with several started bronze players and noobs and you get rolled. Also the new fresh are unpredictable sometimes they play k others are from different platforms others seem like straight smurfs.
I think if you have 3 bronze stars or higher you should not be playing with fresh tags. Also especially on tank probably due to player shortages the spread of teammates and quality is wild in match making. Its clear to me this histogram needs finer controls between a 300 hour and up player and those below. This is probably impacting the upper tiers. Now don’t get me wrong I played with parties at 1600 sr and the game moves much faster its harder to track but when you play at 900 to 1300 bronze in tank its hard to develop speed on a consistent basis when the match quality is so erratic thus I don’t feel you get used to it as much.
I think an experimental card game of 2 2 2 tiers in the role queue would be intresting in the 2 2 2 role queue. i.e 2 gold 2 silver 2 bronze but you conceal the rank in 2 2 2 for summer games event. be intresting to see data in that would that help players develop a better speed awareness of the game probably not for the golds but for the lowers maybe and it might give a continuity to match quality MAYBE!
Some of these seem to be population no.s on distrubtion curve in role classes but I think they must have other data such as assits and what not to better track synergies or atleast the ability to better quickly form plays synerigies to counter the enemy team this i hope is easier now we have 222 role queue as it restricts the variability. Then this player(s) could be placed with higher sub tier within the matchmatcking respective league.
You always going to get a lot of whining because people don’t like to lose and especially not when the quality of match is poor however the community moans on the times for queues.