Use this thread to share matchids for games that you think the matchmaker did a bad job at. If you can explain what you felt was a problem in it that would be helpful as well.
Do not post matchids for games that were within the past 24 hours from this post. Games older than that are fine and games going forward are fine.
Thanks for the help
An example among many: ID21352070
One team gets leavers and the other side stomps. I've never left a game and keep getting queued with rage quitters.
The issue is that leavers aren't punished hard while matchmaking apparently signs up extremely one sided games.
In this instance we couldn't even leave because the "safe to leave" didn't show up, despite having both Krill and Warden quit.
Once the ball goes to one side it seems extremely hard to ever get a chance to come back from it. A comeback mechanic is severely needed since if 2 lanes are winning side by side, both are "dead" and you can almost never recover from it. My lane was pushed in and i even froze it, but since the next lane was also losing it didn't matter and i spent 18 minutes in the enemies farm simulator.
Im McGinnis in this game and since Vindicta got a around the wall melee of on me while not being visible she got the lead, while the other lanes faced similar situations.
I think the early kills are too valuable since if you get a bad matchup you lose the entire lane almost immediately. In the case with Vindicta she can literally tower camp me from the air and never get tower aggro while being able to play completely safe under her own. Basically you can't shift the power dynamic at any point since you need to play aggressive up close to challenge her, but if you do she just plays under tower while damaging you, and if you do you take more damage than her, leading to her getting an immediate lead, losing you the entire lane anyway.
It sure doesn't help that the matchmaker gave them 4 long range heroes against our 2 mid range and 3 close quarter heroes.
While I do believe it's a case of matchmaking I'm more leaning towards that this is a major map and tower issue. Basically if one side gets to win early game then they win all together. Any unit that has to play close is chipped away without a way to heal in lane, which means that if they back out they lose farm anyway. A close quarter hero will always lose the early game vs an equal long range, leading to a skewed game and unlikelyhood of a comeback.
This is made even worse that if you win lane you get a free urn pretty much, enhancing the lead for the winning team.
I think there's 2 ways to fix this issue:
- Let melee give more souls than range to reward close play further, forcing long range to go closer and not be untouchable early game. Higher risk, higher reward
- Nerf player damage across the board. Reduce the chance of players scoring 1-2 minute kills
- Have the tower attack up until the bridges if the player is attacked close to the tower or add some form of overhead cover above the towers to reduce snipers oppressive tower dives. Once again giving higher risk, higher reward