First the disclaimer, I’ve benefited from the changes to MM in S2. I reached Legendaryx2 in S1, and I’ve played 6000 matches, and this has lead to two things being in my favor for season 2: my MMR is relatively high and my MMR is very stable. Both of these are huge advantages in Season 2. A high MMR will put better players on my team, and a stable MMR will protect me from a losing streak artificially lowering my MMR and setting me on a downward spiral. And… what do you know, getting to Legendaryx2 was very easy for me in Season 2 (I reached Legendaryx1 in 170 games played, and Legendaryx2 in another 30 to 40 games).
So why am I writing this post? I have been one of the people who are skeptical of the complaints about MMR hell. I still believe that in some cases the people who are complaining about MMR hell are in fact just hitting their current skill ceiling. But, that said, I also believe the current MM is flawed, and flawed in some ways that people haven’t yet mentioned.
Flaws in Season 2 Matchmaking:
1) The “average MMR” for a particular division and tier is NOT constant. It varies by:
1a) Time since start of season. Amber is very hard on day 1, but by the 2nd or 3rd week has probably settled down.
1b) Time of day. There are fewer people playing during off hours. And Ive noticed that the level of competition can vary by time of day, perhaps certain people play in certain time ranges. Things are most competitive on weeknights from server reset to reset+5 hours. People who hit their appropriate tier playing weekday mornings, might go on a massive losing streak if they play on a weeknight or weekend when competition is greater.
2) People can pair up with other players (or a premade team) and get carried to a division/tier that is beyond their own personal skill level. Then when they try to soloq they can go on massive losing streaks and be stuck in MMR hell because they cannot drop tiers or divisions to reach their appropriate skill level.
3) People can get into a MMR negative feedback loop. If they have fewer matches played, their MMR can vary more. If they get unlucky and lose matches that the MM thinks they should have won their MMR will drop quickly, and will cause them to get poorer team mates, and set up a viscious cycle. If this happens enough times, and especially if they have already hit the division appropriate to their skill, they will likely keep losing matches. And worse still, even if they get better, that increase in skill may not cause an increase in MMR (as it ideally should) if they keep getting paired with team mates who just can’t win matches at that division level.
All in all, I think season 2 was an improvement over season 1 in terms of allowing people to reach a more appropriate division quickly. But it fails in terms of creating matches that are competitive. Even in Legendary I see more blowouts than I see close matches.
Some things they could do to improve the system:
1) Pre-sort players into divisions at the start of the season either by MMR or by their division in the previous season.
2) or Hold a pre-season qualifying period to allow people to get a higher placement at the start of the season.
3) Assuming the implement either suggestion #1 or #2 to presort people into divisions, then they could stop using MMR to determine matches. Instead they could just use division and tier to randomly draw both team mates and opponents. This would eliminate MMRhell from the equation. Who you would play with and against would purely be a function of your current division/tier, and in that case assuming your allies and opponents are drawn from the same pool on average the main variable would be your own skill relative to the other nine people, allowing players better than their div/tier to be more likely to win and players worse than their div/tier to be more likely to lose.
My suggestions do not create a perfect system. In fact there would still be blowouts. But it might be an incremental step forward from what we have in Season 2.
Discuss.