I’m cutting straight to the point:
Yesterday I played in 3 games of solo shuffle starting at around 2050mmr.
- In the first match I was approximately 15 mmr below the enemy healer. I went 5 - 1 and gained 50ish cr.
- In the second match I was approximately 10 mmr above the enemy healer. I went 3 - 3 and gained 0 cr.
- In the third match I was approximately 12 mmr above the enemy healer. I went 4 - 2 and gained 12 cr.
Herein lies the problem:
The mmr algorithm sees that I am either slightly above or slightly below my opponent, and rewarded me with drastically different cr gains as result. The inherent issue with this is that there is not a substantial difference in skill separating player a with 2000mmr and player b with 2012mmr. There simply aren’t enough players for a gap of 12mmr to make any meaningful declarations of skill.
My issue with this is I put in a heckuva lotta work in order to go even 3 - 3 at 2050ishmmr, and unless I overwhelmingly dominate that ss match I don’t feel I’m being properly rewarded for it. Why should my cr gains be determined by something as arbitary as being either 12 mmr below or above my opponent? Such a small mmr gap is irrelevant in terms of skill measurement.
When I enter a ss match, I first check if I’m above or below the mmr of my opponent, and it’s quite deflating mentally and emotionally if I’m 10 mmr higher than my opponent for reasons mentioned above. It just doesn’t feel right.
Recommendation:
Expand the mmr range used for determining CR gains and losses. Adjust the mmr algorithm, even if it’s just for healers, so that players within 50 - 75mmr of each other are considered ‘of equal skill’, so that if I, with 2010mmr, go 3 - 3 against another with an mmr of 2000, it is not implied that I should win because I have 10mmr more than my opponent, but that we are equally matched, and a record of 3 - 3 is grounds for an increase in MMR and CR for both healers, rather than just the one who had slightly lower mmr.
Consequences:
Yes, I understand this will inflate the ratings of healers in SS. However this is a good thing! Many of us agree that it’s easier to climb as a dps relative to a healer for a variety of reasons, and this minor adjustment to the mmr algo balances the equation a bit. What’s more, this change will certainly entice more healers to que up for ss (and hopefully pvp in general) as consequence of the cr inflation. I haven’t qued a single game on the healer I used in the above example since the last 3 games, because it just feels like a game of Russian roulette pertaining to cr gains. “I hope my opponent has a higher mmr than me, because then I have a chance of acquiring juicy cr gains; if not, this is probably going to be a waste of time. If I play pretty well and go 4 - 2, I’ll barely be compensated; however if I go 2 - 4, the hit to my CR will be severe; and if I go 3 - 3, it was mostly pointless.”