Would This Work?

With the new enforced roles being implemented (which I’m actually coming around to), this would be a great chance to try something new so as to reduce the variability of team mates your matched with. Your SR should increase or decrease based on your performance compared to your team mate in that same role. Not just medals, but accuracy, deaths, kills to damage done ratio etc.

As a solo q player, the variability in the quality of team mates is absurd. I’ve had games where my team would have won if I didn’t do a thing, I was literally useless.

If your SR is based off your teammates performance, not whether you win or lose, it could control that variability. That means you won’t gain SR for wins you didn’t deserve and you won’t lose SR for loses you didn’t deserve. As people who are higher than they should be are weeded out, and as people who are lower than they should be are brought up, your SR will come to represent a batch of players with a similar skill level and play mentality as you. So if your losing, at least it’s as a team working together. I can have a great night (of winning and losing) totally soured by 1 or 2 shocking games, at nearly 2800 SR surely people know to group up and not trickle in?

I’ve wanted to climb mainly so I get teamed up with a consistently decent team who are willing to work together, whether we win or lose, but from 2100 when I started playing to 2800, it just isn’t happening like I thought it would. Nearly breaking into the 2800 area and having a Rein who just seems to have shocking placement and refuses to coordinate makes me wonder 2 things. 1) How did he get to this rank playing like that, and 2) does the SR system actually mean anything?

This is something that can happen in all ranks, from bronze to GM
You can get a game in silver where everyone is trying to coordinate and trying their best, and on the other side of the spectrum you can get a game in GM where everyone is just doing their own thing and not giving a damn about the team.

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I understand thd frustration of solo queue but all this system would do is encorage stat padding people would happily ignore the payload if they knew one more kill and i won’t lose SR it would encourage selfishness your team would become the competition rather than an ally I mean why help Zen against Tracer when you can have less deaths than him by watching him die.

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Teamwork does improve as you go up rank, but you still get Rambo idiots at all ranks.

I dislike the idea. With a good team I can get 5-1 kd with Orisa. With a crap team So might struggle to manage 1-1 kd as I keep on getting run over as my dps do nothing but miss all their shots.

So bad teams will affect my sr even more than now. Support and tanks far more team dependent for stats than dps.

It already does that to a point. But instead of your team mate, the average of people at about the same SR as you.

Seeing as the matchmaker should put you with someone about the same SR as you in the same role, technically is comparing the 2 of you already.

At every rank below diamond it already does this but instead compares your performance to the average player of said rank.

Accuracy is a useless stat in the grand scheme of overwatch and can be reduced for no reason (such as hanzo firing into a choke hoping to land a shot before they actually push)

There’s heroes who offer continuous damage, some offer AOE, and some offer burst damage. This would be too inaccurate.

I’d also like to mention, 9 times out of 10 w mei won’t have gold damage and probably not even silver. Her value doesn’t come from her damage output and that’s an entire page you’re forgetting.

Whether or not you like it, platinum is a low rank. You’re pretty much average.

Either he’s at his peak, or he’s actually doing better than what you think he is and you’re just looking for a scapegoat.

It doesn’t mean everything, but it means enough that it works the way it should. Bad players are kept in low ranks, good players rank up fairly quickly.

SR means nothing in reality.

It is just an arbitrary ranking system to give the matchmaker something to work off. They only colour coded it to give people with small dick issues something to flex about.

As long as you are having fun, that is all that matters. And once you start just enjoying games and not caring so much, you tend to find you win more games anyway.

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Shame sr matchmaking in gold is pure garbage.

Just had the two most rancid dps imaginable. Constantly running off to 1v6 and die. I switched to Hog in desperation and ended up with gold kills -4 and silver damage 2.5k.

One of the utter trash dps was a lvl 25 noob.

Trash matchmaker is trash. I don’t want to lose extra sr due to having crap team mates, impacting my performance.

Level 25 noob. Or level 25 trying to ensure they don’t win… lol.

Sadly though, there is nothing you can do about your team. Just report (if you actually have grounds, playing badly isn’t an offence, deliberately playing badly is, but it is near impossible to tell the difference if done right), avoid and move forward.

If you are gold like me, just stop worrying about what your SR is and have a laugh, enjoy the games and results will come.

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From my perspective that just means they need to buff the payload bonus and actually judge what proper play is better

It is highly accurate with any meaningful play time.

The reason you blame your teammates and want SR based on your performance is because you think you belong higher than you really do. But what you fail to grasp is that people are poor self evaluators (always overestimate) in addition to poor teammate evaluators (always underestimate by focusing on perceived mistakes).

Yup. Great example here…

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I knew someone would assume I’m blaming my team for losses, despite admitting my team have carried me in games where I’ve been useless.

The post doesn’t actually relate to winning or losing if you read it properly, it relates to creating an enjoyable game, win or lose, via an adapted SR system. I also never even hinted at thinking I belong higher than plat, I’m more than aware of the Lake Wobegon effect. I simply want a way of reducing the variability of teammate mentality (willing to work together etc). I’ve had great games where I’ve lost and terrible games where I’ve won.

And the video posted below isn’t taking into account the Youtuber belongs to a tiny percentage of top quality players. His impact on a game will be highly asymmetric to the impact of an average player (which most of us are). It’s like having Christiano Ronaldo play as a ringer in a game of 5’s. That quality of player will have a much higher impact on his teams performance than Dave the butcher who plays twice a week. I’d like to see a comparison of that video with one of him solo q’ing against players of the same skill level, wonder what the result would be if he was consistently placed with a team that doesn’t work together?

You’d make it a hell of a lot more confusing for everyone including the people who have to code in personal performance factors.

For example a utility based support player vs a healbot. They both play important factors, but the utility will most likely gain much more over the healbot. Then ok, you start to look at healing done over the other stats more just to balance Mercy in the support group. Because that’s mainly all healbots do, Ana and Moira have to struggle to heal targets that Mercy is healing in order to just gain SR which is suboptimal play because you aren’t properly utilizing your support kit, you just want to outheal your Mercy.

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The video in question is a VOD sent in by a bronze support player for review - claiming that his team is holding him back from climbing. However as it turns out the player in question is an absolutely terrible support.

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