Suffle rating broken?

why is the average player in a 2200 mmr solo suffle 1400 in 2v2 with 600 games played? seems like the rating system in suffle needs serious work

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those 1400 players in 2s with 500 games played are 2700+ soloq dh’s now

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Their teammates where holding them back x)

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The Solo Shuffle rating cannot be the equivalent of standard Arena rating. The fact that some players treat it like 2200 in Solo Shuffle = 2200 in 3v3 is a player problem.

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Not entirely, it can also be the result of a higher than normal MMR for the player due to a win streak (which is easy to get in shuffle), being pushed up even higher due to a much higher rated person having been in the queue for a long time, and thus the average for the team ends up at 2200.

It’d be better if the OP would look at the CR of such players in shuffle in those cases, instead of only looking at the team’s MMR. That, and the w/l statistic.

Shuffle is a very unpleasant experience right now (on retail live).

Summary of queueing last evening:

  • Got paired with tanks and a 80k hp ret (800 cr while the rest had 2200-2300) and it’s impossible to carry him which ended up giving me 3 wins and -60 rating
  • Getting paired with tanks in general makes it a not very enjoyable “dps race”
  • Winning 3 games = 0 or negative rating
  • Winning 4 games = 0 rating
  • Winning 5 games = 0 rating, since someone leaves before 6th round
  • Games packed with:
    DH - unhealable constant pressure damage
    Shadow Priest - one of the few that have the defensive versatility to survive, and can setup and execute kills pretty much solo
    Disc Priest - catharsis reflecting monsters
  • Games a little less packed with:
    WW - damage bot that either one-shots someone or gets one-shot himself, makes every game unenjoyable (Thunderfist probably bugged?)
    Affli Lock - insane overall damage and healing and just sucks to play against in general
    Ele sham - a little under the radar, but pumping insane damage
    DK - also a little under the radar, but capable of pumping high damage and healing
    Other healers
  • 5-10 min queue times as a dps

Basically if you don’t play any of the above you are much more likely to be the weakest link and have a much worse experience.

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MMR and rating currently increase way too fast in shuffle because we are all stuck in placement games, therefore everyone is giga inflated. On beta, MMR & rating go up way slower, due to it counting as a season and therefore placement games ending after I guess 12 rounds or w.e the amount of placements in shuffle is set to.

More like lfg problem. But yea, I agree that shuffle ratings are way easier to get than normal games even if I dont count the fact that normal games’ main issue is the impossibility of getting a legit team going. I dinged 60 on my lock, in blue gear I hit duelist within few games the same day. The main accomplishment of this character was all the 300k honor I had to farm to get the honor upgrades:X That kinda doesnt seem right to me.

What I meant was that it is easier (I assume) to get rating in Solo Shuffle for a number of reasons (luck being one of them) and players performing well in Solo Shuffle would not necessarily perform as well in 2s/3s. So if I had say 1800 in Solo Shuffle it does not mean I would be able to get that in standard 3v3.

That isn’t enough to explain it though. It’s also related to how streaks are more easily obtained. It’s designed in the way that it gives you more rating per win and lose more per loss the more you win or lose in a row. The thing that isn’t clear about this system, is the way it counts those streaks. As it is now, it does the wins and losses in a big summary as a shuffle is finished, it doesn’t even count the rounds as you play them when you play them as proven by people abandoning.
So if, let’s say, you win 4 rounds, and lose 2 rounds, it adds the streaks, then it’d add it as a 4-win streak and a 2-loss streak, at the same time.

If that was just the Elo system, without the rating deviation, then it’d not give you more the more you win in a row, nor would it make you lose more the more you lose in a row. But it does do that. So getting a 4-win streak makes each of those 4 wins count even more than the difference already there to the 2-loss streak.
Which results in amplified inflation. Thing is, the ladder isn’t a perfect pyramid, with the lowest rated being the most populated rating range. It’s more like a soundwave turned vertical, if you know what I mean. And I hope you know what soundwaves can look like.

So people occupy certain ranges more than other ranges, even if it’s higher, and the way this works is that it makes higher rating more populated relative to the size of the ladder, compared to the normal ladders. All because people play 6 matches in a single shuffle, and the rating deviation function is there.

Also, the fact that people linger for longer on ratings where they don’t belong because of people abandoning, is also something that reduces the accuracy of the rating system.

A simple summary is that the rating system isn’t designed to be as accurate in shuffle as it is in the normal ladders. Hence why people are noticing this discrepancy.
I’m not saying the normal ladders are super accurate either, I’m just using it as a point of comparison that people can relate to.

There are ways Blizzard can make it more accurate, but if they’re too lazy to do it then this is what we’ll be stuck with, unfortunately…

Happened to me today at 2.2k mmr with 2082 rate played against same mmr won 3 games 3 lost and lost 63 rate tho :slight_smile: idk how

OMG I hate this kind of crap, yet my 1st alt is a monk… SMH

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