Overwatch

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Tenks

Bronze Knight of the Realm
14,163
607
I'm pretty hyped. The fact that they have to make an announcement about the notes leads me to think there is some big shit they're trying.
 

slippery

<Bronze Donator>
7,915
7,732
Big ass post about MMR and matchmaking in ranked

http://us.battle.net/forums/en/overwatch/topic/20749737390#post-3

Thanks for the well written post on your matchmaking experiences, I'll try to explain some of what's going on.

The system does in fact try to place equal sized groups on opposite teams whenever possible. Your report for game 2 where both 3 player groups were on the same team definitely seems like something that shouldn't happen based on the rules we've setup, so I'll look into it further.

We do need to do a better job of not placing players into "unwinnable" matches. When the matchmaker creates a match, it determines the % chance for each team to win based on the match it made. The VAST majority of matches are usually near to 50% (especially if you're a player closer to median skill rating and you're not in a group), but I've definitely seen logs of matches where that's really not the case and my eyebrows raise.

The unfortunate truth is that there is not always a "perfect" match for you, especially at very high (and very low!) skill ratings where there's fewer players of similar skill. Then you throw in the desire to match groups vs. groups, with everybody having low latency, and doing ALL of this as fast as possible even though it’s the 3AM offpeak... it can get tough. We've tried different tunings with regards to wait times, and the improvements were unfortunately modest as we increased the time to wait. Still, this is an area we're always looking to improve and tune better.

Fortunately, when we do put you in a match that we know isn't a 50/50, we adjust your SR gain or loss based on your calculated change of winning. So if you did get placed into a match with only a 20% chance to win and then you lose, you shouldn't lose much SR.

For matchmaking groups, there's actually two separate issues that we try to solve. The first issue is "How do we handle groups formed of players with different MMRs?". With season 2 we prevented players of REALLY disparate Skill Rating from grouping, but there's still some variance we need to handle. Over time we've tested different models to try and see what's best and are now using what tested most accurately. (Hint: it's not simply averaging the MMRs)

The other issue is how do we model the synergistic effects of players being together in a group. As you noted, they have access to voice chat. Now here's where things get interesting. This "massive" advantage actually differs based upon the skill rating of the group members. Based upon the data we've seen groups of low to mid SR players don't see that much improvement to their win %. Higher SR players do see more notable improvements, but it's not as huge as you might think. Still, we do take this into account when we predict the win% for each team. Regardless of how the data looks, we do know there's a perception of a large advantage for groups. That's one of the reasons why we explicitly try to match similar sized groups together.

So then why do points for losses and wins seem so random? Well, the amount of MMR (and SR) you go up or down isn't simply a matter of whether you won or lost, and what was your predicted chance of winning. There's a couple of other things at work. One is the matchmaker's confidence in what your MMR should be. Play a lot of games, it gets more certain. Don't play Overwatch for a while, it gets less certain. You go on a large win or loss streak, it gets less certain. The more certain the matchmaker is about your MMR, the less your MMR will change in either direction based on a win or loss.

As a minor factor, we also do evaluate how well you played the heroes you used in a match. The comparison is largely based on historical data of people playing a specific hero (not medals, not pure damage done), and we've done a lot of work to this system based on the community's feedback. In fact, I've seen some people indicate that they don't think we're doing this anymore. We still are. While it's a minor factor compared to wins/losses (The best way to increase your SR is still to play together and win as a team!), doing so does help us determine your skill more accurately and faster.

So take all that into account, the SR gain/loss after any single match can be a bit more "noisy" that it seems it should, but we're asking it to look at a lot of different factors to do the best job it can creating fair matches for you.

As an aside to all of this...

"Fair" matches doesn't always mean that every Ilios match goes 3-2 and 100-99 on the final point, or each team gets the payload to the end in overtime on Dorado, etc. Sometimes when two evenly matches teams play, the result can be one-sided. It just means that at that single moment in time the enemy team played better. It's not always the matchmaker's, your's, or your team's(!!!) fault that you got stomped.
 

Tenks

Bronze Knight of the Realm
14,163
607
I don't see anything there that I wouldn't consider obvious. Most of the times match making is good, rarely it is bad, its harder at extremes. Is anyone really that surprised? People bitching about MM are generally those who just team blame all day but probably deserve their current rank.
 

Ravishing

Uninspiring Title
<Bronze Donator>
8,456
3,577
lol... 1st game of the day in the 2800s there's a troll who just runs circles at spawn and crap all match, zzzzzzzzz haven't had one of those in a while, especially at higher ranks
 

Kharzette

Watcher of Overs
5,457
4,425
wat.png
painful.png
 

Kharzette

Watcher of Overs
5,457
4,425
Lots of games comin up on:

Saw the first round of PTR changes. Big dva boost, overall ult nerf I really like. Minor tweaks etc.
 

Araxen

Golden Baronet of the Realm
10,571
8,004
PTR Patch Notes:
http://us.battle.net/forums/en/overwatch/topic/20749857162

As Geoff Goodman mentioned in a recent forum post, we're currently experimenting with a number of significant hero changes. We don't typically have the time to try multiple configurations to our hero balance composition, but the extended length of this PTR gives us a unique opportunity. Throughout the PTR, we'll be continuously adjusting our heroes' stats, which will provide valuable data needed to make some tough decisions.

None of these changes should be considered final, and we'll continue to update this post as the PTR progresses. Please feel free to provide feedback throughout this test. We're looking forward to hearing what you think.

Hero Balance Changes

General
  • Dealing damage to non-players (like like Torbjorn's turrets or Symmetra's teleporter), no longer charges ultimate abilities
  • Ultimate costs have been increased by 25% for all heroes
D. Va
  • Mech health increased to 200 (formerly 100). Armor remains at 400
  • Movement speed while firing has been increased by 25%
Soldier: 76
  • Pulse Rifle
    • Bullet damage increased from 17 to 20
    • Maximum bullet spread Increased from 2.2 to 2.4
Ana
  • Nano Boost
    • No longer increases move speed
Mei
  • Blizzard
    • Ultimate cost has been increased by 15%
Lúcio
  • Amp It Up
    • Healing-per-second has been decreased by 10%
Zarya
  • Particle Barrier
    • Power gained from barriers decreased by 20%
  • Projected Barrier
    • Power gained from barriers decreased by 20%
Torbjörn
  • Scrap is now automatically generated over time
  • The amount of scrap collected from a fallen enemy has been decreased by 40%
  • Forge Hammer
    • Swing speed increased by 25%
    • Damage decreased by 27%
 

Tenks

Bronze Knight of the Realm
14,163
607
I don't see why they needed yesterday's announcement for these changes. Nothing here is insanity outside of maybe the passive scrap Torb.
 

Picasso3

Silver Baronet of the Realm
11,333
5,323
Kinda surprises me the amplitude of some of the changes compared to the previous patches when they seemed to indicate they were really dialing shit in.
 

gauze

Molten Core Raider
1,106
389
I don't see why they needed yesterday's announcement for these changes. Nothing here is insanity outside of maybe the passive scrap Torb.
I don't know, the Zarya' nerf is quite extreme. I could see them going down 10-15%, but 20% is a pretty harsh margin. She is pretty S-Tier pick though, and almost skates the 100% pick percent. Or keeping it 20% on target, and making it 10% on self; variations but the entirety will hurt.

The 76 buff is also huge, if kept the same he can easily out DPS a McCree.. or at least be rewarded respectfully. McCree will still have better burst of course, but 76 will be able to drop people like Rein, Winston, and Road quite a bit better.

But really the meat of it?
  • Ultimate costs have been increased by 25% for all heroes
Thats going to flip quite a bit of the dynamics, allow for more aim skirmishes than timed ults. Add that with Mei's nerf, shes getting 40% ult increase

The torb buff is kinda nice, but I don't know if that'll uprise his usage.
 

Tenks

Bronze Knight of the Realm
14,163
607
He generates scrap super fast now. To the point where unless your team is getting steam rolled everyone should have armor 100% of the time. And we all know how monster Symettra was with 50 HP shields.
 

slippery

<Bronze Donator>
7,915
7,732
Solider needs that damage boost imo, he's just out classed by McCree at high level play. His time to kill is just too long unless you land rockets, especially at range.

Changes look interesting though, might have to play some on PTR
 

Kharzette

Watcher of Overs
5,457
4,425
Immortals looks really strong (from that twitch tourney thing)

Hows the PTR stuff work, does it do a big install somewhere else or just patch what you have?
 

ronne

Nǐ hǎo, yǒu jīn zi ma?
8,355
8,020
PLs give dva buffs.

Can we just get rid of infinite ammo already and let her walk at full speed while shooting?
 

Xevy

Log Wizard
8,976
4,231
I 100% saw the Zarya change coming. I think it's less of a nerf than I expected though. I also thought they'd make her damage at 100 charge a bit less, because her bombs can really fuck squishies day up.
 

Cybsled

Naxxramas 1.0 Raider
17,248
13,782
Zarya is pretty well balanced. She does shit damage unless people are noobs and shoot her barriers. This nerf just makes her ramp up time a bit more if you aren't charging two barriers at the sametime.
 
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