Can anyone explain the rating system? As a healer, it seems even on 5/6 wins or more, then our rating changes are minimal, whereas DPS rating changes can go into the hundreds at a time. I am sitting at 1148, match rating is 1300+, went 3 mil in heals with 5/6 won but only increase 33 points whereas the dps gained 248? doesn’t make sense
Sometimes rating go up but other times rating go down.
I see the trollness is strong with this one
The way it’s been explained to me in this forum:
If you don’t get much rating after a win, it’s because you were on a losing streak before the win. Or your MMR was basically the same as your CR. You need to go a winning streak to really increase your CR/MMR.
For the DPS, maybe their CR was at 0 (or something really low) because they just recently started PvP. So, their CR will jump huge amounts to catch up to their MMR.
Okay.
Actual in-game stats don’t factor in. It’s just wins and the mmr of those involved.
Your MMR is more solidified and/or their cr was very low. Imagine a 600 CR dps is in a 1300 mmr match, goes 2-4; they’ll get like 200ish points.
that explains things better thank you. I do about 50/50 for win loses so no recent win or lose streak.
Yeah, if winrate is somewhat flat or stable then gains will be pretty small one way or the other. Basically the system is trying to get people to where they win half their games, and the oddball 5-1 or 1-5 is kind of treated as a bit of an anomaly with reduced impact if that makes sense.
Consistently winning, even just a bit, pushes you up, and constantly losing more than you’re winning keeps pushing you down until you get easier games.
If you’re on a losing streak then it puts you versus a weaker player who’ll often be favored to lose, so if you do beat them you get diminished point gain BUT do kind of fix mmr so you’ll go back to getting reasonable gains in the future.
Going 50/50 will eventually get you where cr and mmr match leading to 0 points gained on 3-3.
To improve you need to go 4-2 or greater which will increase your mmr thus creating opportunities for you to increase cr.
Basically think of mmr as the games belief of where you belong based on your play.
We all reach the place where we are around 50/50 which is where rating and mmr meet.
To increase our rating we need to prove to the game that we are better than the mmr, therefore winning games at the rating we are shows we should be higher up.
If we lose we are put lower and have to win to get out of it.
Don’t know if you are a baseball fan, but it’s like getting promoted and demoted from minors and majors.
Play great in AA, get promoted to AAA, even ML if you played really great (like jumping to 2k mmr by going 6-0 first two rounds).
Play badly though, and you get demoted back to AAA, AA, A etc, where you need to play well to get promoted again.
Sorry for long explanation.
Really wish people would stop trying to explain it this way, because it’s not really correct. Streaks only matter in that the clamping on your MMR loosens up if you significantly streak one way or the other for the same reason that it starts loose in your early matches: the system is detecting a pattern which would indicate you are very misrated, and is allowing you to quickly jump up or down if you continue to win or lose.
In 99% of cases you will climb and fall outside of this loosened MMR smurf detection/correction mechanic. In all these average cases the significance of going negative for a few games is that MMR pretty much always moves faster to some degree than CR. So if you lose a couple games after having relatively close CR/MMR your MMR is going to end up a bit lower than your CR, and a win will grant you fewer CR because your CR is already inflated. If you’re on a general downward trend you will keep having deflated CR gains from wins due to your MMR always being below your CR. The opposite is also true: if you’re on a general upward trend the odd loss won’t ding your CR as much because your CR is already lagging behind your MMR.
This whole process is, in fact, why gaming devs turned to CR in the first place. Working with raw MMR caused people a lot of stress and anxiety – particularly around reward thresholds – with their rating bouncing all around constantly. By applying a cosmetic rating that lags behind your true MMR it reduces the whiplash and makes both climbing and falling a more gradual and palatable process. The downside we’re left with is how so many don’t understand the process, and how this interacts with the extreme cope and conspiracy that players are prone to. I don’t think they counted on that when the system was first designed.
Bottom line is in any given match your gains and losses are dictated mostly by how hard you won or lost compared to how hard you were expected to win or lose (based on your MMR vs the MMR of those you’re being judged against). The only mitigating factor is that those first results are then run through the filter of where your current CR is compared to your MMR. This is how it works every single match. 100% of them. 10/10 times this is what is going on. Even when you break into a smurf streak and go 6-0 every match over 10 matches and end up with entirely unclamped MMR, the reason the CR gains shoot up is because your MMR is now so much higher than your CR.
That’s why this system is awful: I am a casual player who though that i have a decent chance to reach 1800 despite my level and the limited time i have to do PvP (which will explain the low amount of match i have):
- Shadow: 44 match for 40 victories (with A LOT of 3-3 so no gain in CR) BUT since the nerf of Shadow i goes from 1550 to 1192 in 4 defeats in a row.
I stopped to play Shadow since as the devs weakened the spec too much against zerg melee and the 30 minutes to wait make this streak of loss unbearable.
I switched back to Hpriest as it was my defaut spec in PvP.
- Hpriest: 37 match for 32 victories with many 3-3 again: stuck in the 900 CR for a while and i finaly manage to reach 1068 but i know that i will be quickly put back under 1000.
The system love to do this to me in order to prevent me to grind the mount.
So excuse me but the rating system is just stupid, a defeat shouldn’t negate 2 - 3 victories and worse, a 3-3 count as a victory but no CR gain most of the time.
Why do you think people just don’t understand a system so punishing?
Why do you think healer experience is so miserable and nerver felt rewarded?
All what i see is that my hard work does not pay off and was ruined because of this damn system.
Lmao nope! This isn’t chess with a stable rule set.
In wow it means how lucky you are/we’re.
The system doesn’t exist for you to grind it out. It exists to create an accurate rank stack of participants. The ability to climb is a byproduct of improving and the system responding to that improvement. Rewards are added as a bonus to recognize your achievement of being in a given percentile of the playerbase, skill-wise. Mindlessly spamming games doesn’t mean anything. This isn’t PvE of any kind, let alone a simple rep bar where time in equals rewards out. This is PvP.
If you want to stay above 1000 CR you have to be better than everyone below 1000 CR. It’s that simple. If you aren’t that good and you don’t actually improve you can spam a thousand games and the result won’t change.
Which is an irrelevant factoid. MMR works faster in 1v1 contexts, but it reaches the same end point in team games. The difference in the accuracy of the rank of someone playing chess and someone playing RSS given the both play, say, 200 games (1200 rounds) is the difference between 100% and 99.999999999%.
SoloQ uses very basic fundamentals of the scientific process to determine your impact on matches. Despite being one of many in each individual match, over a large enough sample size your impact is all that remains as the impact of every other variable is averaged out. Where you end up over time is your doing and yours alone. A 1700 MMR player will not ever end a season at 1200 MMR.
Arena ain’t easy