Comp ranking system

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Mana

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To the Deadlock community and developers,

I'm writing to express my growing frustration with the current state of ranked play, a sentiment I believe many share. Despite my best efforts and consistent top-fragging, my competitive experience has become a relentless uphill battle against insurmountable odds. It feels as though every match pits me with brand-new players, early-game rage-quitters, or, most dishearteningly, against blatant cheaters with aimbots and parry scripts. This toxic environment has stripped away any enjoyment I once found in Deadlock's competitive scene, making meaningful progress and ranking up feel utterly impossible.


I'm at a crossroads: should I continue to invest my time and effort into a system that feels so fundamentally broken? Will these issues be addressed, or am I to resign myself to this current reality? Furthermore, is there any information regarding a potential rank reset? Knowing whether my current struggles will carry over into the game's release would greatly impact my decision to continue grinding. I genuinely love this game, but the current ranked experience is pushing me to my breaking point. I hope for some answers, and more importantly, some significant improvement.

Attached is pictures of afk teammates
(I have no prior afk during game, not even the ones I do really bad in, and see no way of winning)
and images of hackers in scoreboard
 

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I think the rank system should be based on individual performance rather than a win or a loss.
It should weigh you positively if you performed well. Less MMR loss, more MMR gain. And if you drop 0-14 or something it should be seriously reconsidering if you belong at that rank. It would be important that individual performance accounts for a variety of things. If you dropped 40k objective damage on a split pusher or 50k healing on a support character these would be examples outside of player damage that count. Things such as interrupting an ultimate or parrying could also be more subtle things that could weigh performance.

My worry is you get a dota 2 zeus situation where dudes hop on smurfs, rush refresher on zeus and spam ult + refresher orb off cooldown to maximise their hero damage done. There was a time this was guaranteed 4k MMR in a time where that was high up. Individual performance is more nuanced than that. A player stalling a split push attempt might come out of a game with less hero damage, but they're still doing a very valuable macro thing.
 
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