Yeah but imagine being a Ana main that quit when dive got introduced and decided to one trick Brigitte now suddenly you are peek 3699 SR rock stable to, but your Ana last time you played before any buffs dropped even to gold so what do you do against that, no one enjoy’s a large loss streak, but these streaks are made purposely as long as possible because devs do not want throwers to achieve what they want, so you’re forced to take an alt account, if they changed the matchmaker with this in mind so many problems could be fixed.
Matchmaking is trash not because you lose some games, but because 95% of all matches are extremely one sided.
With supposedly thousands of players online, shouldn’t it be possible to get 6 vs 6 players of similar skill?
We don’t know how it works but if we have only very rough estimates on skill levels then we can provide 50-50 only with relatively one sided matches.
The skill estimates must be very rough especially when it comes to estimating team value because it is based on a lot of factors not only per-player skills.
Even in case of one player: a rank is pretty ridiculous/rough and context sensitive given the player’s skill levels with each hero besides his/her transferable game-sense.
In theory, below diamond (where PBSR is in play), if your MMR is higher than your current rank then you might lose less SR in case of defeat than the SR you gain in case of victory (given that you play your best heros with good performance). For this reason you can climb even with 50% win rate but very slowly compared to let’s say 55% win rate. If you have 50% win rate but you are a nice guy and sometimes you underperform because of filling with your not-so-good heros then you don’t climb or might actually drop in SR even with 50% win rate (many players complain about this scenario).
Because it doesn’t. They just wait a few minutes and then throw random players into the match.
I played over 500 hours of Team Fortress 2 (you know, the game that Overwatch borrows a lot from, to put it lightly), and one-sided matches were extremely rare. Here, in Overwatch, it seems like one team is stomping the other 90% of the time.
Perhaps the problem is that 10 years ago companies used to make games, not skins, lootboxes and achievements?
It isn’t that bad in Competitive, but QP is pretty much like that for many reasons.
In Competitive things start to get much better around mid-gold. Below that the skills of players is too patchy (I mean skills with different heros) and coupling this with the fact that we have in-game hero switching and players agree on roles within a short period of time when it comes to solo-queue, the results (team strength/value) can be very random in lower ranks. In many cases the team strength could be very different if the players of the same team picked different heros. Some are just nice and pick what someone else asked them to just to avoid being told off even if he/she is completely bad with that hero. You can’t fix issues like this with matchmaking.
Perhaps you believe you know things but you dont?
OW is not comparable in terms of MMR to TF2, mostly because there are A LOT of heroes in OW and you cant expect a MMR system to take into account every percentage of possible estimation on the versatility of each player with each hero depending on the comp that player used that hero with and the map
Its literally astronomical.
MMR is based on WR, SR and to some extent, ping and level. Thats it.
They do a great job but they cant do magic. Unrealistic expectations are not a real factor you should base your opinions to say it sucks imho.
I sometimes think I am playing a different game than the other posters
My QP experiences are usually different.
Because of this thread, just launched a soloq QP game.
Team was Mercy (me), Zenyatta, DVa, Roadhog, Doomfist and Torb (the torb was because the player wanted DF and the one that picked him before didn’t want to give it, so he was pissed).
We faced Zen, Brigitte, Symmetra, Hanzo, Zarya and Rein.
(we won, though not by a stomp. Also had most team on voice comms)
Of course, some weirdness as the enemy having two off-healers, we having two offtanks that don’t synergize and the usual non-meta choices, but in general the team comps weren’t really THAT horrendously bad.
Could this experience be linked to MMR? As in, matching you with bad players?
Ow is designed to be played by 2 teams of 6 players. Not 6 random players overall around the same sr.
Take owl, where you have 2x6 players. Oh we need a awesome genji, let’s put our genji main in instead of our sym main.
But in our normal ladders, we can’t choose what players… Or do we? Lfg, looking for pro genji. Invited, lfg good zarya invited… Its possible… But a lot of effort.
I think a lot of what you get in QP is boosted players.
Which makes the MM get out of wack, you will see many players who are gold and silver for several seasons then all of a sudden they have like master or Diamond but when you watch them in your game they have no clue about even the most basic positioning and combos.
You can only really play comp to get anything to approaching how the game should be played.
For me, about one in every four or so comp games will be close and well fought, good counter picking and combo’ing and thats all I need, win or lose, those games makes it worth playing.
Mate this thread is like 47 years old, but since it’s been brought back from the dead.
I honestly can’t tell if people are being serious when they moan about QP so much. it’s almost as if they forget it’s the ‘practice’ mode in this game. Yet they come on the forums and complain about how people are not playing 222 or not doing what they should and and and…
Umm hello? Earth to QP moaners. It’s practice mode. Nobody is ever in vc. What on earth do you expect? It’s almost as if people forget there is a competitive mode (yes I know that has its own share of problems
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