It’s really unfortunate how poorly MMR is currently working and it’s going to turn players away. In the end, this isn’t about wins and losses as we all benefit sometimes and not others.
First off, the range between MMR and CR needs to have a limit. For instance, putting a 1600cr player or lower in a 2800+ match isn’t fair to anyone. Lots of times these players are still gearing. Maybe they got a few good wins to start and they are tossed in a range well past their ability and well past what their gear would allow for.
Example: Priest with all green gear outside of 3 pieces is tossed in a 3k match. We get completely wiped almost instantly. Priest said they had low gear. Their max xp is about 1800. In the end, people just get pissed off because it’s a guaranteed loss for them and the healer, to no fault of their own, is left being the target. The priest’s record up to that point was good, so I’d hate to see them be discouraged by it. We all want more healers in queue…
However the placement matches are working, the current system is cooked. While I get the goal of MMR is to get players into their ‘correct’ skill range as quickly as possible, it can jump so massively that a few wins is putting players 1,000+ rating above where they may comfortably play.
Second, the MMR death spiral is incredibly difficult to get out of outside of pure luck.
This has happened a bunch of times to me already. You get 2-3 unlucky matches and now you’re 200-300+ MMR below your rating. Such that when you finally get a win, you may get close to nothing for rating and you’re still well below your previous MMR range. You have to win 2-3+ matches in a row AND hope they are in a good MMR range.
To that, there is something about the system that tries to average your CR/MMR relative to your teams CR/MMR. I’m not sure exactly what it is, but your entire teams average CR might be 200-300+ below yours, while the entire enemy team is 100-200 or more above your team. This means you’re constantly being put in groups where you’re the ONLY one losing rating. This can happen multiple matches in a row and you can completely tank your rating and potentially lose days or even weeks of progress.
While it’s great to be on the upside of this, it’s awful to be on the downside. I went from being 2400 MMR on one of my shamans to 1600 MMM after a few losses. It’s incredibly difficult to recover from and you basically have to tank your CR before you can make any progress rebuilding.
Lastly, the current system is causing bloat and inflation. While It’s fun to be able to hit those high ratings, it ends up being too volatile and making games very unpredictable.
What can Blizzard do?
Tighten up the acceptable range difference between CR and MMR. While this will slightly increase queue times, it will dramatically bring up the quality of play. I could maybe understand if the game was taking into account other factors, like gear ilvl, previous xp, etc., but it’s obvious that isn’t happening and I’m not sure even that would be a good fix.
With that, award MORE CR to start off as well. The grind starts to early. While MMR is massively out pacing potential ability, CR is badly lagging and it still takes a long time to get rating.
There should never be an instance where only one player is potentially losing rating. A lot is riding on that win for them and the other players may not be as concerned because they have nothing on the line. I see it often. Just happened in my last match. MW is only 1400 in a 2600 match. They died after the first cap and left. Crazy. We had plenty of time to come back and cap again, but nope… they have very little to lose so they just leave. If it’s like shuffle and they don’t want to take that MMR loss, then I get why they’re leaving. If that’s the case, that needs to be addresses ASAP. I don’t want to leave a match to test it, but that’s my guess.