Match Fairness Reports

Posts: 440
Summary - Solo-Queued back to back vs the same 4 man thrown in with the same pair. No one raged though it was basically a frustrating experience of going through the motions. Nothing against the pair I ended up with, but there was literally nothing I can do when 4 people are running the same Tyrande/Diablo/Mage/+ comp and my MMR is used to balance out the match.

Game Mode - Quick Match
BattleTag and ID # - SSxSilver#1417
Region - North America
Time and Timezone - 18:00-19:00
Edited by SSxSilver on 1/6/2016 7:17 PM PST
Posts: 43
Summary - I feel like I'm too often matched with really bad teammates. I know that it's most likely that I'm just bad at the game but I've really been working on improving and sometimes teammates make me stress out too much. This game is proof of how crazy bad fellow teammates can be and how good you have to be/how bad the opponent team has to be to make up for it. Two members of my team have 10+ deaths, I had to have 150k hero damage to make up for it. Granted, the opponent team had to be pretty bad to let me do this.

Game Mode - Hero League

Battle Tag and ID - Fart!@#$o#1383 (f a r t b o n g o)

Region - NA

Time and Timezone - 10:30 pm EST

Other Relevant Info - I'm showing my win since I'm trying to show the odds of defeat for a low mmr/low rank player.
your filter blanks out my name
http://imgur.com/2skem5A
Edited by Fartbongo on 1/6/2016 8:12 PM PST
Posts: 6
Summary - Not really sure what exactly to tell yall. Since January 1 I've played 35 ranked games and I've only won 7 of those games. 20% win rate right there. At first the games were just really one sided, unable to to hold a candle in most games. As the games went on the games aren't so one sided any more but I still rarely squeak out a win. It's been extremely frustrating.

Game Mode - All hero league.

Battletag Fulgrim #1664

Region - North America; Central Time Zone
Posts: 10
I'll admit MM has been the best it's been since beta. But most recent game was absolutely ridiculous.

Summary -- We didn't have a single damage hero. 2 supports (tass/lili) 2 tanks(artanis/etc) and abathur vs valla jaina johanna lili sonya
Game Mode -- Quick Match
BattleTag and ID # -- Wajert#1218
Region -- US
Time and Timezone -- 2:30am EST
Other Relevant Info -- Not available.
Edited by Wajert on 1/6/2016 11:42 PM PST
Posts: 4
Summary: typical HL with start draft nazeebo and zagara in infernal shrine, strange pick after we asked for different pick, ofc ignored from the first 2 members. After that game start, loading screen........
we got a unranked player in our team UNRANKED and we are all rank 3-8. during game he admit that he picked zagara because HE LIKE IT.... YOU READ WELL "HE LIKE IT"

game mode: hero league
battletag: feelfree#1589
region: europe
timezone: 2:40 UTC+1

LOADING SCREE: http://imgur.com/qfTupsf
Posts: 566
Summary:

01/06/2016 09:29 PMPosted by Groovejet
!@#$ you and your 5-mans vs 5-pugs


I second this sentiment.

But to provide a more accurate account of my experience I've yet to defeat a single 5 stack as a solo queue player, and the average MMR of the 5 stack is equal to or higher than that of my team.

Match Occured on 1/6/2016 around 6pm EST

Opponent: Grouped as 5
Uther, Muradin, Kael'thas, Falstad, Zagara

My Team: All solo
Murky, Malfurian, Tyrande, Tyrael, Sgt Hammer

Avg MMR according to hotslogs, opponent 3021, ours 3016. Which seemed accurate based on the quality of skill. Emphasizing the importance of composition when facing equally skilled opponents.
Edited by Hamwich on 1/7/2016 6:42 AM PST
Community Manager
Posts: 993
Thank you again to everyone who has provided us with data and feedback so far! In addition to the matchmaking information we collect and review on our side, your reports have given us specific cases to study, and have helped us to confirm several areas where we’d like to make additional adjustments in the future.

Here are some of the most common report types and points of feedback that we’re receiving, as well as some of our current thoughts on each:

Pre-made Parties vs. Solo Players
  • Coordination advantage – We’re planning to make additional adjustments in this area, and one of the avenues we’re exploring right now would cause the matchmaker to further prefer matching parties of similar size. While this will help to limit matching solo players against large parties, it wouldn’t completely prevent these situations if the system determines the match to be acceptable. While matching against a full party as a team of solo players can be challenging, solo and duo-queuing players can and do beat larger parties regularly, despite the slight coordination advantage, and we’re not planning to remove the possibility to match against four and five-player parties from Quick Match right now.

    Before we make any changes, we will first need more time to collect match data and continue testing internally so we can be sure that anything we implement will achieve the results we’re looking for.

  • Coordinated team compositions – Large parties in Quick Match are able to coordinate their hero picks, which can be frustrating for solo players who get matched against them. While this primarily occurs with full parties, we’re aware that this is a point of concern for some players. We’re currently investigating changes that will help limit certain types of team compositions from being formed when solo players are matched into a team. Something to keep in mind is that Quick Match is meant to offer players a wide variety of hero picks and team compositions. Just about anything can happen in this mode, and players who are looking for team compositions that follow the competitive metagame more regularly may want to queue for Hero League as an alternative.

One-sided Matchups and Unskilled Play
  • One-sided matchups – We are aware that one-sided matches can still occur, and while we haven’t completely eliminated the matchmaker’s ability to put a game together as quickly as possible after a long wait in queue, we have made vast improvements in this area. We’ll continue to tune the MMR spread across the players in a game, and will be focusing on ranked play in particular.

  • Unskilled Play – While players are rated and matched for games based on their skill levels, it is not possible for the matchmaking system to predict how a player will perform in their next game. While we are looking for ways to further tighten up MMR in the future, it is also important to keep in mind that a teammate may be tired, sick, or just having a rough day, and any number of factors like these can contribute to poor performance in-game.

Long Queue Times
We’re still reviewing queue times and investigating ways that we can potentially help to reduce waits without sacrificing match quality.
  • New hero releases – Many reports of very long queue times occurred on, or shortly after, Lunara’s release day. It’s important to note that when a new hero is released, the majority of players are usually attempting to queue as that new hero. When this happens, queue times will increase, causing the matchmaker to begin relaxing its rules, which leads to lower quality games. We are discussing ways that we might be able to better indicate when a certain hero is very popular in queue, to help players see that they can get a quicker match by selecting another hero.

We are still actively reviewing your reports, reading your feedback, and examining internal data after making our first round of matchmaking improvements. We knew that many of the items discussed above would not be entirely solved with the first phase of matchmaking changes, and we’re aware that some of you are still experiencing a few pain points with the matchmaker, but we do have a strategy in place as we move toward phase two. While our second round of improvements is on the way, we want to collect more feedback and data before we solidify our plans, and will have additional information about the next phase in the near future.
Posts: 3
Summary - HL 5 man solo queue versus 5 man two teams queue (2*2 + 1 solo queue). 2 exceptional rude team member, tried to communicated however they just replied rudely.
As much as I love to play HOTS since alpha, I think the current HL system acts quite wired that drives me away from enjoying the game.
Losing about 110 points :(

Game Mode - Hero League
Battletag : cynicmouth#1281
Region - US
Time and Zone: About 1: 00 P.M. 1/7/2016
Screenshot:
http://imgur.com/bw7i3KI
Edited by Cynicmouth on 1/7/2016 11:24 AM PST
Posts: 281
01/07/2016 10:34 AMPosted by Spyrian
and will have additional information about the next phase in the near future.


soon.tm
Posts: 80
Honestly, I do not mind about long que's at all! I found the shorter my que's the worse the teammates i'm getting become. might be placebo, might be real, it's just feels like that!

Thanks for the update on this! GL HF and a great 2016!
Posts: 5
This frustrates me. It isn't Blizzards fault that someone is toxic. Nor is it matchmaking. Like stated aboved, Blizzard can't control how a player acts ingame. They can only make a fair match based on MMR.

Can we stop blaming matchmaking for toxicity? We need to separate what Blizz is accountable for and what we, as a community are accountable for.
Posts: 9
01/07/2016 10:34 AMPosted by Spyrian
Unskilled Play – While players are rated and matched for games based on their skill levels, it is not possible for the matchmaking system to predict how a player will perform in their next game. While we are looking for ways to further tighten up MMR in the future


My and my friends' daily experience just confirms that the real problem behind the scenes is ranks\MMR are unreliable right now, and THAT is what the system cannot predict: Is that player really a rank 10-20 player or he just got lucky in the beginning benefiting from a malfunctioning matchmaking?

https://www.reddit.com/r/heroesofthestorm/comments/3zkxza/why_a_mmr_reset_is_needed/

The post is good in itself but even better if you can find the time and read all the replies too. Until this is solved, the system and the quality of HL experience for everybody will be unpredictable, inconsistent,dissapointing and the system will keep producing players with false ranks.

I personally really dont mind ranks and MMR but i've never had such bad and unskilled teammates ever in my previous 2400 games as i do now almost constantly in HL. It is so frustrating it helps me overtime at work :D
Edited by FusionFairy on 1/8/2016 12:10 AM PST
Posts: 13
01/07/2016 12:20 PMPosted by Barkly
This frustrates me. It isn't Blizzards fault that someone is toxic. Nor is it matchmaking. Like stated aboved, Blizzard can't control how a player acts ingame. They can only make a fair match based on MMR.

Can we stop blaming matchmaking for toxicity? We need to separate what Blizz is accountable for and what we, as a community are accountable for.


agreed 100 percent
Posts: 11
the solo/duo HL ranking / match making needs to consider more than simply if your team won/lost, due the nature of solo/duo queuing. All too often teams are placed together where players may be of similar rank, but are not competitive on a player to player level. One player may far outperform teammates, only to have lost the match, and is penalized as equally as a teammate that played poorly, decided to afk for half the match, etc... It really sucks any fun out of the game to know that no matter how much effort and skill you put into a game that you receive no real credit for doing so, just if you're team wins/loses. It is also apart of the reason why so many players are eager to give up the minute the team gets down a bit, feeding a negative moral to the whole team (i.e. why try if you're team is just going to lose and take the 100 point hit anyways?). The only other reasonable option would be the remove the solo/duo que HL entirely, leaving only qm and team HL.

On a side note, it also seems that healing is underappreciated in terms of in-game xp. Top notch healers, whose healing can greatly outpace the dps and tanking of fellow teammates, are typically at the bottom of the xp pile, unless they also managed to put higher damage numbers... Why is damage more valued when typically a team will have only one healer, and healing can make or break a team?
Posts: 9
01/07/2016 10:34 AMPosted by Spyrian
We’re currently investigating changes that will help limit certain types of team compositions from being formed when solo players are matched into a team.


Ok but when 5 man parties pick god comp like: Diablo, tyrande, kaelthas,raynor,zagara (tank,healer,burst damage,sustaied damage,specialist one of the most played comp) there is hard to counter it without banning phase or draft mode from another team. With this comp even 2000mmr players can easily beat 3000 mmr players.
Posts: 15
01/07/2016 10:34 AMPosted by Spyrian


Pre-made Parties vs. Solo Players
[ul]
  • Coordination advantage – We’re planning to make additional adjustments in this area, and one of the avenues we’re exploring right now would cause the matchmaker to further prefer matching parties of similar size. While this will help to limit matching solo players against large parties, it wouldn’t completely prevent these situations if the system determines the match to be acceptable. While matching against a full party as a team of solo players can be challenging, solo and duo-queuing players can and do beat larger parties regularly, despite the slight coordination advantage, and we’re not planning to remove the possibility to match against four and five-player parties from Quick Match right now.

    Before we make any changes, we will first need more time to collect match data and continue testing internally so we can be sure that anything we implement will achieve the results we’re looking for.


  • Are you looking at the team compositions when those solo and dual-queuing teams win against those larger parties? Just from my own observations from various Twitch streams, the only time that a solo or dual team won against those 4-5 man teams was when those larger parties picked a VERY odd composition, while the solo or dual party had a competitive mix of Heroes.

    What about giving the player some options when they queue up? Allow us to flag various matchmaking options, like Pure Solo (no pre-formed parties at all), Small Team (2-3 member pre-formed parties), and Large Team (4-5 members). Just have a warning that the fewer options you select, the longer the queue times. Let us determine what matchmaking pools we're placed in.

    Heck, going further with the above idea, have a screen showing live queue times for various combinations. For example:

    Type ------ Avg Wait Time

    Pure Solo ----- 3 mins

    Small Team ---- 8 mins

    Large Team ---- 5 mins

    Solo ---------- <2 mins
    Edited by UldihaaofWoW on 1/7/2016 12:44 PM PST
    Posts: 7
    Coordination advantage – We’re planning to make additional adjustments in this area, and one of the avenues we’re exploring right now would cause the matchmaker to further prefer matching parties of similar size. While this will help to limit matching solo players against large parties, it wouldn’t completely prevent these situations if the system determines the match to be acceptable. While matching against a full party as a team of solo players can be challenging, solo and duo-queuing players can and do beat larger parties regularly, despite the slight coordination advantage, and we’re not planning to remove the possibility to match against four and five-player parties from Quick Match right now.

    Before we make any changes, we will first need more time to collect match data and continue testing internally so we can be sure that anything we implement will achieve the results we’re looking for.

    Coordinated team compositions – Large parties in Quick Match are able to coordinate their hero picks, which can be frustrating for solo players who get matched against them. While this primarily occurs with full parties, we’re aware that this is a point of concern for some players. We’re currently investigating changes that will help limit certain types of team compositions from being formed when solo players are matched into a team. Something to keep in mind is that Quick Match is meant to offer players a wide variety of hero picks and team compositions. Just about anything can happen in this mode, and players who are looking for team compositions that follow the competitive metagame more regularly may want to queue for Hero League as an alternative.


    Input on those two notes.

    The problem with Pre-made vs Solo, is that it depends on how the Pre-made was made.
    Some common ways I can see a 5 stack being made
    1)A Popular Streamer doing viewer games
    2)5 random people in a chat channel wanting to queue together for bonus XP
    3)Friends/Group playing together on voice Comms

    In the case of 1 and 2, since there is no voice comms, there is not coordination bonus (outside maybe in the case of 2, playing with people who you think have good game sense; aka 0 chance of getting an "unskilled" player)
    In this case, the difference between the 5 stack and the pub stack is no difference, and will no guarantee a win for the 5 stack.

    The Problem is case #3, and I think that is the main issue most players have. Now its possible that the percent of these games is low, but I know I 3 stack on skype once in a while with friends, and the fact I can shot call has lead to us winning a lot of game that would never of happened with out the voice)

    If there was some way to note #3 from the rest, I think that would be a solution, but that is very hard to do.
    Without thinking much about it, potentially playing with the same group of people for a threashhold of games/days, would mark them as a team (since pub's probably dont play more that a day together) and then matchmake from there. But probably lots of issus with this.

    as for the the Team comp part of pre-mades.
    "who are looking for team compositions that follow the competitive metagame more regularly may want to queue for Hero League as an alternative."
    This line in particular.
    Because you cant more than duo in HL, I find this line very out of place. I want a competitive metagame with my group of 5. so we do it in QM. Your suggested solution is we do it in HL, but thats not possible.
    Now TL we could, but now make our group size 3 or 4. now the only way to do it is QM, and a team of 4 thats let's say in the current meta, sign up as Tyrande/Raynor/Murradin/Kael'theas. No matter what 5th member we have, its going to be hard to deal with.
    Now I don't have a solution, but HL is not an option for some groups,
    Posts: 2
    Something to keep in mind is that Quick Match is meant to offer players a wide variety of hero picks and team compositions. Just about anything can happen in this mode, and players who are looking for team compositions that follow the competitive metagame more regularly may want to queue for Hero League as an alternative.


    I had an other opinion about that but I can fully follow your arguments. Nevertheless, I would appriciate changes to matchmaking to avoid compositions without enough laners: Nova + Zeratul + Abauther + X + X is a disaster on 3-lane maps.
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