Bad Matchmaking Thread

Matchmaking hates when I play with my friends.

I've been climbing through Ritualist. When I play with my friend in Arcanist, all of our games are in Arcanist or low Ritualist. If I win, I don't climb rank. If I lose a couple, I drop rank.

I have another friend in Seeker. When I play with them, all of our games are in Alchemist. If I win, I don't climb rank. If I lose one match, I drop one rank.

Matchmaking will always put me in a situation where I cannot rank up, but I can easily rank down. I don't actually care about the rank (I'm using it as an objective measure of how matchmaking isn't working properly), but I do care that I am always the best player on the team expected to carry 5 players that don't know the most basic things about the game.

Here are the last 4 matches that cause me to drop 4 ranks, despite being basically unwinnable:

34733306 (280k-227k souls; I shouldn't have picked McGinnis, but my teammates also shouldn't have died 57 times)
34734205 (139k-82k souls; my teammates were 6-43-7)
34734691 (174k-133k souls; one of our lanes was 2-17-0 and refused to listen to comms telling them to back off)
34735370 (352k-316k souls; closest match soulwise, but unwinnable because our Calico refused to do anything other than farm the jungle)

I'm a top performer on my team in every match. I shouldn't be. Not every match. We shouldn't be losing the other 2 lanes EVERY match.

I can solo queue and improve my rank. However, it won't matter because I'll be forced into unwinnable matches when I play with my low ranking friend again. Matchmaking needs to recognize that I'm not a gaming god that can carry 5 new players every single lobby. Matchmaking needs to recognize that my friend is significantly worse than me, and being in comms does not suddenly improve his mechanics or game sense.

I've said it before, but I'll say it again:

THE SOLUTION TO PARTY BASED MATCHMAKING is simple. Give parties a separate MMR from their regular MMR. Treat individuals in a party as a completely new account. When I play with my arcanist friend, we should share an MMR that's around low ritualist (where we get decent games for our collective skill level). When I play with my seeker friend, we should share an MMR that's around high alchemist (where we get decent games). If we win/lose, that should effect our shared party MMR and it should either not count at all for my main solo queue MMR or it should be heavily weighted.

Currently, matchmaking assumes that my low ranking friend and I are both better than we are when partied. It's this assumption that's ruining our experience. Instead of guessing, the matchmaking algorithm should be precise. Please introduce party MMR and give me teammates that are on the same level, not 2 full ranks below me. Stop assuming being in a discord call gives you an advantage, especially in a game that has comms available to anyone.
 
34759357, Seriously, if we have no CC, and they have teamwide CCs, what is even the point of playing? We are forced to play boring Ethereal Shift, but alas, we get no flex slots.
 
34813681, only reason game was "close" was cause they were waiting for Lash ult every time. Seriously, please nerf CC. It's not fun, it drags the game to consistently above 40 minutes (90% of games that I have had going with or against Lash has been 40 min+ of suffering that literally I have to think that yoshi is an Epstein bro).
 
ID 34818800 , I'm an Emissary playing with a friend who's at Ritualist iirc yet we've been getting matches not only against Eternus VI players but the literal Top 1 South America player, we were also against the Top 20 in this specific match and another guy at 130 or so.

These matches are actually unplayable, I'd understand if we didn't have enough players online for a match at that time but sometimes these matches queue us up instantly as if it didn't make an effort to put us in a fair match at all...
 
Match ID: 34818662
Player: Dynamo
Suspicion: Active Item use by other use and not entering cooldown right after use.
Moments: 5:28, 6:00
Commentary: I found it pretty weird to see such item being rushed and found it actually useful but got surprised when review the replay and seeing the item not entering cooldown when Dynamo was using it on Warden. Later on Warden uses it also to debuff from certain effects which is not the intended use based on the item description.
 
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