The healing Matchmaking Rating (MMR) system in WoW is seriously flawed. I recently started queuing as a Holy Paladin a few days ago and currently hold a win rating of 101W / 66L. Despite achieving numerous smaller victories like 4/2 and 5/1, the rewards only range from 20-40 CR. Currently sitting at 1.8k CR.
A positive win streak with those smaller victories, followed by a series of 3/3 outcomes, significantly damages your MMR. Losing a game with a score of 1/5 or 0/6 results in a CR drop of 60-90. Healers play not to lose rather than playing to win. Blizzard categorizing 3/3 as a loss is simply unreasonable.
Proposing a solution: A 3/3 outcome should have no impactâno CR reward, no MMR changes. This adjustment would address the issue effectively.
Additionally, the reward chest intended to incentivize people to play as healers is insufficient. More honor and conquest are unnecessary since many players are already capped. Instead, offering gold, or anything else, would be a more appreciated incentive.^^
One simply cannot put out such an incentive for healing which is valuable enough to increase healer participation ratio but not valueable enough to put DPS role into a massively unfavourable spot. Additional raw gold, for one, is a very lackluster reward unless if you could make millions out of it, which then puts DPS role into an unfavoured spot.
In addition, the only problem with the MMR system is that it is capped and is driven too much by individual games (which is a 3-man job otherwise), which means it quickly goes out of sync with the overall skill level of the player. Unfortunately, however, such system has to exist and it doesnât really get any better than this.
The CR gain/loss also makes sense unfortunately (except the part where going 2/4 loses you 50 rating but the equivalent 4/2 only rewards you 20 rating). Going 3/3 means you won 3 and lost 3 - you went back where you started from. This is what you would experience in rated arena as well, and this outcome would be the expected. Except, it feels differently, and that is solely on the design of RSS. Going 3/3 feels like a win, and carrying the weak link and going 4/2 already feels going above and beyond. This is, however, not how the system sees it and so the design/system behaviour is out of sync with the player behaviour/expectation.
Long story short every problem there is with RSS is the design of it. The current system is âfairâ but is not accounting for the player behaviour/player interaction. It needs a complete rework not small tweeks.
I think 2s and 3s is still more played than solo. Much more. Its a huge difference.
From what I have experienced when I que normal arena ques instant pop. Yes, INSTANT. Only time you have to wait is when your like top 1% ladder and even that que never goes more than a few mins.
Solo is just dead nobody ques for it. I have a HARD TIME believing solo has more matches played overall than normal arena. Even if the statistics at some websites show that, I have hard time believing it. Those statistics at those websites showing solo is more âplayedâ than normal arena are making people believe that. It is false and lies.
1 They give the illusion that its more popular, thus drawing people to it.
2 People get drawn to it, which make them spend 1 hour in que = more subscription for blizzard.
3 Those websites have their own shadow deals with blizzard making it appear its popular = more money for website owners and blizzard because people spend hours in que everyday.
4 They count the games like this: 1 round=1 match. 6 people in 1 round = 6 matches. 6people multiplied 6 rounds = They count it as 36 games played in 1 single lobby!!!
Meanwhile normal arena 1 match = 1 game played. Thats how they give the illusion that solo is popular, IT IS NOT. Normal arena is FAR more popular with instant ques than PvE solo. Ques is enough proof to show solo is DEAD. Atleast S1 it was 30 min now its almost 1 hour HAVE FUN
Thereâs no healing people that donât press defensives, that donât peel and that are running out of sight or outranging when Iâm unable to actually keep up because Iâm being CCed and slowed.
I just had a game where there were 2 warlocks.
Both died with their interrupt off CD. They each interrupted only once during 6 rounds.
Only casting fears on the enemy healer. Even when immune due to DRs.
Both of them had 2 CDs + healthstone ready when they died, every time.
One of them placed the teleport in a good place but he teleported to it and then he ran out into the open instantly, before I even had time to get him up and he got nuked down.
Yep, 3-3. Because DPS are not pressing defensives, arenât peeling and are suiciding.
Sorry this was the biggest conspiracy theory ive read, the ques are long cause healers dont play it. They dont like it. The dps guys still sit on ques for it. even i do it while i search arenas, i have to get the vaults capped somehow and minmax my time so i go shuffle or arena which ever comes first
Fixing healer MMR would probably help but itâs too late at this point. I for myself have moved on and lost all my interest in this mode. The mode would need an entire redesign imo.
Can proudly say that I havenât queued a single Shuffle so far in this season
DK & Rogue rushes enemy healer when on my team and the mage says this when he ends up on my team after that:
Neither the priest or mage on the guys team made any attempts to stop them. I mass dispelled(which nobody stopped) the divine shield and he went down like a rock thrown into a lake.
Like, what does he think is gonna happen when nobody is trying to peel.
And now a rogue that died every round with cloak ready.
The guy presses evasion vs casters.
Not cloak.
Evasion. Only evasion.
Then he types â?â when he dies. MAYBE PRESS CLOAK, YOU KNOW, YOUR IMMUNITY TO MAGIC DAMAGE. Not once did he press it.
Bro, just get rid of these dps players from shuffle. This is why healers donât want to play, these players are forcing healers into 3-3 games where you get nothing.
I wanted to share my thoughts on the solo shuffle experience in World of Warcraft, particularly focusing on the love-hate relationship with the Matchmaking Rating (MMR) system.
Solo shuffle has been an absolute blast for meâdiving into the chaotic battlefield alone, facing unpredictable opponents, and mastering the art of adaptability. However, thereâs a thorn in the side of this enjoyable journey, and it goes by the name of MMR.
Picture this: a nail-biting 3/3 match on an even playing field where both sides gave their all. The excitement is palpable, the adrenaline is pumping, but the post-match revelation leaves me scratching my headârating unchanged. Itâs disheartening to invest so much effort into a tight match only to find out that, according to the system, it was as if it never happened.
What adds salt to the wound is the inconsistency in rating adjustments. Going 2/6 in a couple of rounds can result in a harsh -30 hit, leaving you wondering if your keyboard suddenly turned into a banana. On the flip side, winning 4/6 grants a mere +11, leaving you pondering the mysteries of the MMR universe.
I get that the system aims to maintain balance, but it feels like weâre caught in a loop of frustrating stalemates. Winning more than you lose should logically lead to a net positive rating gain, right? Yet, the current MMR dance often leaves us scratching our heads and questioning the fairness of the system.
Is anyone else experiencing this rollercoaster of emotions in the solo shuffle PvP realm? How do you cope with the MMR quirks, and do you think thereâs room for improvement in the system? Letâs share our tales of triumph and frustration as we navigate the unpredictable world of Warcraft PvP!