why don’t you improve the rankings?
would you like to elaborate on that?
what do you think needs improving?
the ranked overwatch are poorly made I think it should have a system of statistics and not victories,
I don’t think it’s right to have the same score as someone who isn’t committed to playing his role
i agree with you that ranking should consider individual performance rather than team victory… i have seen games where rank is based on individual performance (dmg, elims, healings, etc etc), and no one complains…
Someone or OW is yet to give me a good valid reason why ranking should be based on win/loss. If you say coz OW is a team sport then let me tell you that team based games can also have rankings based on individual performance (there is evidence and there are games with that). Any other reason? coz there are several reasons why player ranking should not be based on win/loss.
Do you mean other then the fact that winning is the entire goal or…?
It used to be that individual performance was taken into account up until diamond where it fully started to be win/loss based only.
The reason for this was that devs considered diamond to be the threshold of stats becoming completely irrelevant. Not sure how it is today.
For example: you’re playing Tracer and are nit really doing any massive damage or getting elims but are sucesfully distracting the enemy backline or just threatening their attempt at fallback for when your tank pushes - this play doesn’t show up on stats but is detrimental to you winning the fight.
Another example could be a Genji using blade solely to bait out enemy ults instead of get kills so his tank or whoever can get kills after. Stats basically become irrelevant and ability exchange, cd exchange, mind games and teamwork becomes relevant - something stats cannot capture.
High damage numbers also don’t mean anything - if you shoot a tank the entire time (without contesting his supports) you can have over 30k damage but you’re essentially feeding.
If a widowmaker gets a quad kill in diamond - the stats can’t acknowledged that it was due to her second dps or tank that forced the enemy into her sights, or a supp that baited them there.
A Tracer blinks 3 times and recalls into the enemy supports (doing 0 damage) just to bait out their cds or make them turn around in order for Cass to kill them, (which he couldn’t do otherwise) - stats cannot capture that.
Long story short - stats in overwatch don’t mean absolutely anything, and in low elos if you’re carrying - you’re probably winning your games and then getting winner streak boost. So why incorporate individual performance?
Yeah sure, you got a triple kill on Soldier visor in silver, but if you got it only after your teammates were dead, in actuality, you threw the fight and your ult for nothing - it looks nice on stats that you got 3 solo kills, sure… But you still threw the game because you did it at the wrong time.
So that’s why.
To a point, it used to. And it didn’t work.
Yeah you literally can’t take peoples performance into account for rank in this game (i mean maybe to some small extent but it can’t be the defining factor) because SO much information isn’t calculated correctly or simply can’t be counted… How do you give great coms credit? Like lets say you got absolutely OWL level game sense but maybe you aren’t mechanically super great but at least that means you are pointing out every elim for your team etc… Also things like mei wall might completely stop an enemy push / stop an ult but it’s very hard to statistically account for that in every scenario where the wall was game changing - even a sym TP might not be used to make a play but just putting your team in a new position could completely change the tempo of a fight even if that sym didn’t get an elim… I could go on forever on this. On ana I can harass echo/mercy/pharah so much they usually just stay grounded or swap even if I don’t eliminate them just literally I could do this for every hero.
It’s unfortunate but I just don’t see how you could ever account for everyones gameplay - too much of it ISN’T in the numbers. Even a lucio who has low heals/dmg/elims may be a GM level player because he can prevent snipers from taking positions or keep people from taking routes near cliffs but get 0 credit for being a threat because the snipers swapped and no one took those routes because of him. You can only look at the end result over time. Is this guy winning or losing?
I have a problem with this score of victory and defeat and that a toxic community is created (you are losing because your teammate is not supporting the team because he is poor so you will lose the same score even if you played well) therefore hatred towards the player is created poor I lost a game because my partner instead of playing insulted the team, or once I found a guy called odiooverwach who instead of playing stood still causing his team to lose I think that if the ranked were more on statistics there would be nemo toxicity in the community and I would like it if one day there were also clans to be part of but as long as overwach only thinks about skins I don’t think I’ll go back
Well personally I’ve said for yeeeeears even back in early OW1 that they need to expand our stats page (and actually make some stats accurate… it boggles my mind that they would list something like “win %” but then report that % inaccurately because the formula for it isn’t straight forward… my lifeweaver for instance has 100% win rate this season even though it LITERALLY has won 0 games)
What I’d like to see is the current tab page simply being the default stats page. I think the tab stats page should be customizable for every hero and to go into big detail or as much detail as you specify in your menus. Like for instance when I hit tab and I have a widow maker I do not care what so ever how much dps she is doing, I don’t even want to waste my time seeing that number. I’d rather see something useful for her like her accuracy / crit % + anything else we don’t have that could be added like widow mine up time etc. You could expand on probably every single hero and get statistics even for every single ability so you can get an idea of peoples ability usage… Like If I hit tab and I see my ana has only used nade like 3 times this entire round (its like a 12 second cool down… it should have been used like 20 times at this point) that is SO much more useful to me than whether she’s healed 10k heals or dealt 5k dmg. That might prompt the team to communicate hey we need some more anti nades on these fights etc.
Most modern MMOs have highly customizable huds… why doesn’t OW? It’s been out for a decade. I think something like this would be awesome.
but with all that said - you simply can’t use the scoreboard to call some ones gameplay out most of the time… When I have low healing in my games its usually because our tank is planking WAY too aggresive and push so far I literally cannot heal them and they die before I even get a chance and any time we are against a double sniper comp my teams heals is just simply going to be low. No support can heal through a head shot. My playstyle is to prioritize heals over damage at almost all times yet I get plenty of games where I do more damage than heals and this ^ is a big reason why that happens some times and some how people still got the audacity to call me out for it and there’s no explaining this to them in a game. They’ve already decided the problem is heals and anything I say will just be an excuse.
Stats mean practically nothing, TBH I find less than half the time some one in a lobby calls some one out for heals or dmg its a bogus claim and the real reason was something you can’t see in the scoreboard like positioning, or just totally a wrong hero match up for an objective. Imagine calling out a widow in the first 2 minutes of the game because they only have 500 dmg and 2 elims vrs your soldier who has almost 5k dmg dealt but also only 2 elims (that’s half of a round 1). I see it all the time. That’s not even terrible - it just means they’ve killed 2 people and didn’t feed 2-3k worth of extra damage for the enemy supports to soak up and heal for some ult charge so as a matter of fact imo that was valuable + you didn’t feed ult charge.
edit: not to say the current scoreboard CAN’T tell the truth ever about a situation… obviously at the end of a round when a support has like <1k heals we don’t need a scientist to dissect the problem… I’m just saying it could be way more telling if it was expanded, it’s current form I think feeds half the bogus claims in games.)
Because stat padding is not indicative of your skill
Because you could go sit in a corner with self damaging friends then heal all game to get the best stats. Extreme example but why W / L needs to be a factor.
Win/Loss should be the main factor, but stats should be added to the mix, whether as percentage or modifying factors idk, because it’s not logical that I’m a tank on 20. 6 K/D & second highest dmg on my team (although for about a whole round I was a Winston) & lose 22% while I have 1 dps on 8. 8 K/D & the other one on 14. 10 K/D (had huge dmg at least)