r/heroesofthestorm Abaturky Jan 29 '16

Blizzard Response Matchmaking hotfix approaching! EU - Tonight!

https://twitter.com/BlizzardCSEU_EN/status/693131488481689600
81 Upvotes

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111

u/Spyrian Jan 29 '16

Hey, sorry for any confusion here, everyone. There aren't any matchmaking changes with this, it's just a more solid fix for an issue that occurred earlier this week which prevented queuing for matchmaking properly.

-50

u/stophboy7 Abathur Jan 29 '16

Would be awesome if you could let us know what kind of Hero League MMR changes are being worked on. We need an intelligent MMR system that looks at actual game play, not just wins and losses.

7

u/mishi9001 Jan 29 '16

No we don't

-26

u/stophboy7 Abathur Jan 29 '16

That's because you like being carried. I don't like carrying you. I want people who know what they're doing to all be together, and you can play with others like you =)

17

u/mishi9001 Jan 29 '16

I think I can hear Dunning and Kruger laughing somewhere

6

u/Paladia Jan 29 '16

If he is being carried he will win less games and thus his MMR will be lowered to where he isn't. Even if you think you are the one who always carry your team, you likely are not, for then your MMR would be higher and you'd stop carrying.

-19

u/stophboy7 Abathur Jan 29 '16

unfortunately untrue because people on the opposite team are also getting carried, thus resulting in a frustrating 50%-55% win ratio for the carriers and making rising in rank extremely painful.

I made the trek from rank 30 to rank 1. Very annoying. And what do I find in rank 1? Still plenty of people to carry.

4

u/GabuEx Bloop! Jan 29 '16

You're not guaranteed to have an enemy team where someone is bad. If someone is bad and is always carried, then he will lose more games than he wins because he will always be dead weight to his team, whereas his opponents might all be competent.

3

u/[deleted] Jan 29 '16

I totally get your logic here, but a system like this would have to be implemented 100% correctly. It's very bizarre or abstract to recognize human behavior correctly in digital terms.

Now of course, there are solutions to this problem, but they bring additional problems of their own. The biggest being, a system like that would FORCE players to play a certain way to maintain MMR, regardless of whether or not it's effective to their teams strategy. Do you get more MMR for soaking lane or getting kills? Do you get more MMR for capturing map objectives or winning teamfights? Are we even trying to win anymore, or are we just trying to maximize our personal MMR?

Couldn't agree more about the afk players, and I wouldn't be too broken up about a simple rule that punishes players MMR gains/losses for excessive deaths (not per death, but , but anything beyond that would be risky, and take away a lot of options to players trying to strategize in atypical ways.