I know the title sounds dumb, but here me out, why does winning seem to be the only thing to matter in ranking up? I can have games where I have more healing than both of the other teams supports combined, more damage than all dps with more kills as well, half as much damage mitigation as a tank, and do this without dying or only dying once or twice, but will lose the game and none of that will matter because my teammates just can’t keep up. Why should winning, which you only control 20% of be the only reason you rank up? In my opinion, it’s one of the many things that makes the rank system so terrible in this game, you can literally be the best player in the lobby and lose and it’ll negatively affect your rank, and making stats a factor to your rank would honestly help a lot, because it feels like they’re obsolete, I could take 4 GMs, do nothing but run around the map and get carried to a high elo because winning matters too much and stats dont mean anything. I feel like an easy start would be to add match and team mvps like they do in valorant but have it to where the match and team mvps can’t lose SR. This would help with players who are constantly not getting adequate teammates to win ranked games to still be able to rank up and get to their correct rank. It would also help with people constantly making new accounts because they can’t rank up and would just rather redo their placement matches since it’s easier to do it that way.
Farming stats is easier than winning.
The objective is winning the mission, not the stats you got on the way.
I am keen for Bronze through Gold to have an element of stat based SR adjustment, but Plat and above should not.
Anyone on the team that is losing would stop trying to win and start playing for this instead.
Stats shouldn’t matter. I can literally go 40 and 3 one game and 3 and 10 the next. It depends mostly on my team/matchmaking more than anything. Just like winning and losing does.
Different rules for different ranks has always been a failure every time they have implemented this in some capacity. No special treatment should be given just because Jeff thinks anyone below master doesn’t know how to use a discord orb.
They could consider personal stats, but they won’t.
They could give weights to some stats, to prevent “farming”, if they choose the right stats and weights, that would be very difficult.
Stats have a ton of issues in a game that can vary match to match as much as overwatch.
Just as an example, if dmg was a measured value, the tank the enemy team played would directly have a huge impact on player capacity to exploit that “stat”.
The game had PBSR modifier before but it wasn’t significant that much. For example instead of +23 SR for the win you gained +25. And while it helped to rank better people overestimated it and played for stats, for those 2-3 SR points instead of for winning. Second problem is how to objetively mesure value of the plays which are not simple damage or eliminations
In all seriousness. For a game like this they really should have some type of stat modifiers. If youre the only person on your team with a positive KD I mean, what could you have done to change the match. This is Overwatch, if your teams getting shredded you can be playing out of your mind and lose. Should you be as punished as the person going 2-15 while you have a KD/r of 4+? I dont think so.
Probably the worst thing you can do. MMR is effected by performance, rank isn’t. If you keep losing while putting out god like stats your MMR is going to raise above your rank.
That’s not a good thing as the game wants to balance teams on MMR, while also trying to keep everyone around the same rank. The end result will be you might have a plat MMR in a gold ranked game, so to keep the team balance and the match “fair” your team mates are going to have silver MMR to make up for it. Which results in more games like you describe, your team mates can’t keep up, which raises your MMR further, which makes the problem more extreme. Before you know it you’ll end up with longer queues as the game tries to find suitably low MMR players who are the same “rank” for you to carry.
If my team are useless and it’s clear to me that any amount of extra effort as a support is going to be wasted, I usually just chill. Often you can make friends with the enemy which is fun. Even more so if you pick lifeweaver and pull people to them one by one
OW has been around long enough for me to forget heaps, so I am not recollecting this happening in OW. If it is a reference to another game I’d love to know which one, so I could read up on how it panned out.
There used to be performance based sr (pbsr) for plat and below only. Decay for diamond and above only. Stacking limits and rules depending on rank still exist. Just to name a few.
It’s because at the core of this game, it’s a “Team Based” game. It’s not Cod. The goal of the game since it came out in 2016 was for team players to work together to win matches. It wasn’t until they switched it to OW2 where stats even showed up. No one knew who had what stat wise in each match in OW1. There was never a scoreboard before OW2
If you want a game based on stats, stick to games like CoD or Valorant.l
The goal of the game is everyone talking on mics in positive ways, working together to win the match. This may mean, compromising and switching characters, grouping up, combo your ults., etc…
They tried stats. They said they aren’t happy with the results since it has its issues. Like Mercy having low healing because she’s damage boosting a lot, which does not mean the Mercy was doing a bad job. This is ofc just ONE scenario, and with a game with so much going on, there could be a ton more.
I can’t remember any official info on this, but it definitely didnt allow SR/MMR to increase on a loss.
This affected visible SR but not MMR so isn’t relevant.
This is quite different to skill based adjustments though.