I’ve played like 20 SS games today and out of those I have gone
4-2 twice
2-4 twice
3-3 16 times
The gains I got for winning 4-2 were like 30 while losing netted me -55. 3-3 gave pretty much no rating gain.
So the only thing I have to show after this day is despair and the field hazard crates that pretty much contain only trash. Healing heroic dungeons when the call to arms buff is active gives you at least 2k gold, sometimes even 3-4k (1k gold and 2-3 augment runes). And since most tanks queuing already outgear them you could probably go AFK while /following and get rewards for zero effort.
Healing SS? 50 conquest points (BoA) and like 20g. At the cost of losing your sanity.
Why do you believe that this is a problematic outcome instead of you simply being at the rating that correlates with your current skill level on the character you’re playing?
I see people say this a lot. Unfortunately, ever since we got away from % titles, MMR and Highest Ratings achieved have been such a twisted thing season by season.
There has been no consistency in the ladders at all. One season 2400 is a laughable meme achievement, two seasons later 2400 is disturbingly difficult. The next season its a meme again, and the next season its worse than it has ever been.
Gladiator is an achievement that people should be able to celebrate, not have someone instantly look at the Gladiator achievement and instantly say “yeah but what season though?”
Until there is a single, standardized, quantifiable metric instead of the system that has been in use for the last 5 years, most players won’t actually have any idea where they should normally be on the ladders.
the issue is that in theory, if youre mmr and cr match, you would gain nothing for 3-3, and would gain the same amount for a 4-2 as you would lose for a 2-4. a person who wins a 4-2 and then loses at 2-4 is a net loss of ~10.
the issue is, if you are at your intented rating for the season, you will have a 50% win rate approximately, and a 50% win rate currently loses rating.
This is indeed an issue with their current system, but it doesn’t change the fundamentals of how MMR works. You do not need to know where you “should” be at the outset of your climb to figure it out, because the system will emphatically tell you where that is once you start rubberbanding (or, in the case of shuffle, stagnating) around the same Elo. That is a clear sign that you have plateaued and need to improve to climb further.
The odds of there being another reason for a plateau are vanishingly small; so small that it is never worth wondering if you’re the one-in-a-million sap that actually is being held back by the cruelty of chance. Anyone who is stuck anywhere is stuck there because that is where they currently belong.
The system should absolutely be more consistent. There should be a very strong correlation between a given level of efficacy and a given rating. That just genuinely has nothing at all to do with the preposterous levels of ego to say that the system is for sure broken because you hit your Elo band and are therefore averaging a 50% WR.
this season made me realize that depending on what season you play in and how deflated MMR is and what other stupid things blizzard does to MMR , you’re either a hard stuck 1800cr player with 2800xp or a 2800cr player who last season was barely 1800xp. its actually stupid how crazy inflated and deflated some season can be in WoW arena.
If it’s losing you rating you’re going 50-50 (overall) in matches where your MMR is (overall) higher than the lobby average.
You’re going 3-3 in 5 even MMR matches, and then 3-3 in a couple matches where you have higher MMR, and then 2-4 in a match where your MMR is also higher, and now your MMR is scuffed and you go 4-2 in the next lobby but that is just step one of bouncing back. So now it looks like you are losing rating for going even, but your session overall was one where you were favored to do better than even and underperformed by only going even.
This is just an example. The exact configuration will be different every time, but if you go 50-50 in actually even matches your rating will level off and then not move.
genuinely healers should get the chance for exclusive titles, achievements, mounts, cosmetics and gold in addition to the conquest boxes that they could send over.
a big issue for healers is lower mmr healers q’ing into higher mmr dps lobbies. i feel like that is a huge role in the toxic SS environment healers talk about. (2200 dps players trashing the 1700 healers because the dps got one shot, when the healers have no business being in that lobby to begin with)
It doesn’t matter how they tweak it unless those tweaks make it into something that is no longer an MMR algorithm. The closest thing to an immutable truth in any MMR system is the rank stack: the relative position of each player when compared to each other player. Your percentile is your north star. Even that can change if the context of the ladder shifts enough. If everyone but the top 1,000 current players stopped playing, the current #1000 player would be the new .01st percentile player, but in this new context that would mean something very different from what it means currently.
Rating is just window dressing though. Even your raw MMR number is window dressing when compared to your percentile. They could decide that next season the median is going to be 525,000 rating because they don’t want there to be any duplicate rankings, and it wouldn’t matter. What doesn’t change, and will never change, is that a plateau means you are at the rating or rank which correlates with your current skill. Even in the context of a ladder where only the current top 1,000 are playing that would still be true. The only thing that could ever change that is a complete shift away skill-based matchmaking. That phenomenon actually is the immutable truth of any and every MMR system.