Winrate well above 60% (82% and 76% for counterpicks) for 30 games sample => SR stuck around the ladder average.
h t t p s : / / i b b . c o / y V W M 5 x 0 <-linkhere____
It’s not only the swarm of smurfs and botters the problem. The system is designed to allow for climbing out of the middle rank only if you net a winrate of 85-90%. On top of that it doesn’t take into account smurfs, bots, leavers, throwers and since on average you lose way more than you gain, the vast majority of players are hard stuck.
Blizzard should hire decent data scientists, pair them up with a game designer and devise a functioning ladder system than this garbage here before this game dies, or before they bring this flawed system into OW2.
Also fire whoever though this was a good idea, it’s clearly not working and it’s the worst damage done to the game.
OW is an extremely fun, addictive and engaging game, but by looking at all the ranting post people get frustrated playing and leave it because the actual reward for improvement is beyond such an high threshold.
And the improvement rate of a casual gamer cannot meet such demands, especially since the game itself doesn’t teach you how to play correctly and very small mistakes can cost games and points ( hence hours of climbing).
OW PVP doesn’t need a dramatic re-design ( just more heroes for tanks/healers), to be rewarding. All it needs is a decent ranking system.
Flatten the distribution of the ladder, multiply the ranks x20, remove the upper ceiling, reward the casual just for playing and remove negative SR on loss ( or make them 80% less impactful).
Drop the EXP level, SR will increase just for playing proportionally to the winrate, ( being negative only for leavers ), while hidden MMR will take care of the matchmaking anyway. Players will still plateau but you will not have 75% of your playerbase around 20% of your ladder.
I won’t spend more time to elaborate this for free but what the hell blizzard ( here’s a bit of a rant) get your **** together.