Winrate vs Performance - how to climb

One of Jeff posts probably, I remember there was something of that sort in here.
It was said they removing influence of personal performance on SR (For diamond and above only lol) because system would skyrocket some players, like korean 5000SR player Evermore.

He is very skilful, but it appears the system simply kept him high. Since the change 5000SR players were gone

to quote myself “everybody keeps using this word transparency… but what good is seeing the inside of a dead engine?”

lol.

edit: @palpatine - “probably” , “something of that sort” … every time i ask someone for a source, there never is one.

im not trying to be argumentative… im just trying to seek anything concrete… because…

the overwatch community is like none ive ever experienced before…

fembois, catbois, daddys, mommys, crazy looking for group titles, smurfs(excessive amount), trolls, ect.

Not sure if it’s been mentioned but on flats current stream (as in he’s live as I type) he discussed this as he has had it explained by the ow devs themselves.

Basically there is still sr and MMR and both are hidden now. So every game your Sr adjust just like it did in ow1 but you don’t see it.

I’ll try link the vod if I remember

i dont think anyone is disputing that part. Theyre just mad they dont get to see it… which before 10 years ago, no games (or very few) let you see your mmr…

but the real issue is much deeper than that lol…

I’d say given the amount of people complaining (GMs and streamers being the most influential here) they will have to address it at some point. Because I agree as it stands it’s super confusing.

It’s not even that we don’t get to see it - it’s that those who decayed to the lowest SR possible are having to grind wins just to get out.

We are effectively smurfing with ridiculous WR and Stats. There needs to be a mechanic to catch smurfs and boost them up and there doesn’t seem to be.

i agree with that… something needs to change, but seeing your SR rise and fall (what ive seen so many people “cry” about) is not a solution.

I win 7 games, and only lose 2 or 3, I go up a rank or two. I get 50/50 I stay the same rank. Maybe its because my “sr” is still in the “adjustment phase” or whatever but it seems the same as before. You just cant see the exact number anymore.

you quoted yourself and proved literally nothing.

what you quoted reads as if you don’t feel the need to do something, accepting the new system without even bothering to question it.

I actually think that lose 20 is better in a way, if they are taking personal performance into account. Sometimes you get a string of quitters / throwers. Sometimes you have a bad run, or you need time to adjust to moving up. But if you lose 20 and get kicked down a notch to where you are 50/50, I bet you’ll be there for a minute.

ill reiterate… interpret it how you like :stuck_out_tongue:

ill reiterate. leaving your stance up to interpretation only means that you don’t have a stance worth taking.

agreed, i assumed thats what they were doing when i first logged in. screw the performance, just do win7 up, lose 20 down… after your first down, you’ll be near a good belonging place. that would be the placement cycle.

edit: better thn the current system at least :stuck_out_tongue: which leads to a majority of one sided games

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Your logic on the mei thing seems counterintuitive. The rank is based on your performance overall, not the 2-3 minutes one would spend feeding to stall or in overtime.

Yeah, but relative to what? If Blizzard thinks your “performance overall” as a DPS is your damage and elims relative to people in your role, then the system is still biased against utility heroes like Mei. If I wall off their tank and get my team to focus fire them, anyone would consider that a good Mei play, but on the stat board that will just show up as an assist. If your performance overall is relative to other people playing the same hero, the situation still has a huge impact, like Moira will do a lot less damage if the enemy has a DvA, that’s not Moira being a bad player, DvA can just delete Moira orb really easily and that’s how the game works. The nuances of this game make performance tracking much more complicated than it would be in a game with a more universal skill set.

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Yeah i remember that i had an alt account that i didn’t touch in a long time that was in low gold,

Started playing it again and i was gaining 60+ sr on wins and losing 6 ~ 10 sr on loses,

Didn’t take me much to get back to diamond.

Honestly we need more screenshots throughout the journey.
After reviewing Fho’s screenshots and taken into consideration what I said above.
I think we are a lot closer. It seems wins give a very small amount of sr and losses, lose barely anything. The more games you play the better. Fho might have decayed to 0 or even a negative number before this season. If I had to guess it seems around FHO will need around 40 games to progress, which has played 27.
If I had to also guess the performance for FHO is clearly not based on accuracy or just straight kills, because then FHO wouldn’t have had any games that triggered a bad performance. It seems deaths for DPS play a very large role as 1.8 minutes per death is very high if that’s the only stat you are looking at. I would consider Blizzards system to be a very simple one.
I would bet it is all based on time played and if a specific stat like death looks bad on it’s own it gives an overall bad rating.
If flo plays 8 games and wins 7, but half of the games are rated as bad performance (even though they are not) then it lowers the overall gain or loss at the end of the set.
I would bet if flo does another set at 50% win rate. 10 wins and 10 losses, but the amount of deaths is lowered to only around 2 per game flo goes up.
That is my thought. I think they look at a couple stats for a performance based rank up, but I would imagine something like a lot of deaths can cause the performance to flip. Which is stupid if it is a utility hero like mei that can die on the point for the victory.

We need more screenshots and stories to figure this out, but it still seems like what I said earlier above may be true.

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UPDATE 38 Wins and 7 loses later I finally got promoted to Bronze 2.

I am convinced now that Bronze 5 has a hidden SR of 0-1100 and most are placed near the bottom.

If 350 SR is 7 wins (not losing a game), it will take multiple refreshes to get out. From there every tier is 100 SR (B4 is 1100-1200).

Honestly I think this is deeply flawed and ripe for smurf abuse.

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Deaths definitely have a lot to do with it. They did in OW1 too, but there it was worth the risk of losing a few more SR on a loss because your death might secure the win. Here it’s not. There’s very little point in clutching if it means you might die and lose anyway.

At a guess, as well as stats shown on the scoreboard and in the hero panel in game, the ranking algorithm will be using stats which are now hidden but I’m sure are still recorded. The on fire meter for example has been “removed” but it is still there as they’ve left the voice lines in. Also I’ve noticed the team damage taken percentage stat has gone missing from the support role as well, unless I’ve just missed it. That was always a good stat to track in OW1 as it gave a better indication of performance than heals/10 does. For example if I have rein as a tank my heals are noticeably lower than the enemy support who might have an orisa. But I’ve not under performed compared to them in that case, it’s just a lot of the damage i could have healed has been soaked up by reins shield. These are just very basic examples, I’m sure they’re tracking a ton more stats which the scoreboard doesn’t reflect, or might even indicate the opposite.

Started bronze, plat 3 now. I have about a 70% WR and I’m usually in the top 3 for stats

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