The rating loss is too much

The theory is the same, in practise it seems to be significantly harder to gain mmr than to lose it, therefore a 2/6 hits way harder than a 4/6.

I cannot share this experience, my mmr jumps the same when i do 4/2 or 2/4, even 5/1 and 1/5 does around the same.
Maybe you have more streaks, like loosing a few in a row makes you drop hard, but so does a winning streak boost you.

30% of the games you win by default
30% of the games you lose by default
40% of the games you can actually influence - focus on this part.

Don’t have that experience. Won 4/6 and got 9 rating. It all depends on the mmr.

I can’t say that I have many lose-streaks (as healer). Lower than 3/3 is a rarity. But honestly, at the rating I’m on - the chance that you get paired with 1/4 dpses who’s absolutely clueless or useless is quite high. So there goes half of your games out of the window.

WHAT, the amount of people that have posted 4/2 and even 5/1 and getting 0 CR change is everywhere, idk how you can’t be aware of it.

if it was consistent, there wouldn’t be any issue, it’s the seeming randomness of wins/losses (keyword seeming) that makes it feel so bad.

This isnt about my rating not getting higher. Its about the amount you get from wins/losses. I’m not blaming my teammates. Its an example of the system that is in place now. I also stated multiple times that if im the bad player in the group i should lose more, then my teammates.

which is exactly why they should implement the “loss streaks don’t stack” that overwatch does, because sometimes you do just someone who throws out of spite, or a bad couple of games - in solo shuffle too, unless you’re playing a crazy amount of games each week, a couple of bad games can throw off your win/loss ratio quite a bit.

Maybe it does lead to a bit of inflation…but every bracket except SS is currently massively deflated and Blizzard doesn’t seem to mind.

I agree that MMR shouldn’t be this spiky on streaks, but this should apply to both wins and losses, no separation here

I know that these exist alot as a result of streaks, it’s what people don’t understand. That’s why imo MMR shouldn’t be this spiky on streaks so there’s less confusion about what’s going on with ur cr.

this. it feels so bad when you’re on a losing streak, then you bounce back with a good 5-1 win or whatever and get absolutely minimal rating, then you lose again and lose 50-60 rating.

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The trouble with it in SS is because you’re playing 6 rounds, each shuffled, the game has a different rating for each round, which does in theory make sense, if MMR can be considered a good performance indicator (Which judging that someone who can get to 1800 can pretty easily drop to 1400 idk) - the weighting shouldn’t be so much that it can result in 1) A very positive winrate resulting in 0 gain (Everything to lose, nothing to gain makes for a pointless match ((oh but your MMR went up so if you do the same in the next one you might get some!))) and 2) 1 bad game outweighing the previous win - e.g. if you lose a game 1/5 after going 5/1 (where you gained not a lot because “you were supposed to win”, but your MMR went up) you are probably gonna lose a lot.

Pretty much this, yep. CR == MMR and they should just give out consistent amounts, because the matchmaker shouldn’t be matching with such disparity that you can go 5/1 and get 0 rating, that’s just not fun.

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Yes, this should be the case in SS. The reason why MMR exists is to quickly shift players that belong to higher/lower matches so people don’t have to deal that long with players way above/below their MMR.
But solo shuffle does this on its own by having huge rating gains/losses (40-90) for each match and quickly shifting players to their ratings, there’s no need for even more dynamics (by spiky MMR).

tldr: MMR needs to be removed/weakened from shuffle, but stay in regular arena/rbg

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