tl;dr i built a naive monte carlo model for the ‘grenade in a lobby’ scenario and it demonstrates that ‘grenade in the lobby’ affects healer win rates more negatively than dps win rates
because of stupid forum trust level bs, here is the plot
imgur . com / gGxcnid
Recently there was a long-winded but well-founded post on these forums claiming that healers are disproportionately hurt when there is a ‘grenade in the lobby’ compared to dps. A ‘grenade in the lobby’ is a player who significantly underperforms (ie 0-6 or 1-5).
The original post by the author claims that under uniform probability where the ‘grenade’ player could be any one of the six players, healers ON AVERAGE are hurt more by this than dps simply due to how the team combinations are constructed. DPS only have to play with the grenade player twice whereas healers have to play with them three times, resulting in more 4-2s for dps and more 3-3s for healers.
I take this a step further and try to naively model this over 2 variables that are commonly discussed on these forums: healer agency and having a grenade player in your lobby.
The meaning of the variables is pretty self-explanatory. Healer agency is truly how much influence the healer can have over the match relative to the dps agency which is fixed, and the grenade skill ranges from being -1 (abysmal) to 1 (comparable skill to teammates).
The method behind my model is pretty simple and trivial. By no means am I claiming that it captures all complex interdependencies so take it with a grain of salt. The gist of the method is that I build two teams and randomly replace one of the players in the lobby with a grenade with uniform probability. Then I simulate tens of thousands of matches using a simple probability model. A winner of each match is selected by a weighted random choice. Each team’s contribution is the sum of the agency*skill for each player on the team. Then the team1 and team2 contributions are normalized and used as weighted probabilities for np.random.choice.
the result can be summed up with this visualization
imgur . com / gGxcnid
The interpretation of this plot is simple. Assuming equal probability of the grenade being any player in the lobby, ON AVERAGE, dps will have higher win expectation than healers do. The effects of this are more profound if the grenade is especially bad, or if healer agency on the game outcome is worse.
This is inline with the original post from Why 3-3 should count as a 4-2 for healers
Now I will be the first to say and reiterate that this is an extremely simple model and the choices of scales and values for this are hand-wavy. Some people might argue that healer agency is equal to dps agency, where as others argue that healers might only have have the agency that dps do. Whether or not the scales are exactly correct is not the point. The point is that dps benefit the most when there is a grenade in the lobby because that grenade is more likely than not another dps.
AKA as many have pointed out
“it’s harder to climb as a healer”
This is corroborated by the MMR disparity between dps and healers.