Originally posted by Geonaryentarg
Thank you for response. My concerns about match making are not as "strong" as most in this post.
My hypothesis is that you have a system that is designed to keep players at some minimum mmr range once they finish placements. You can climb if you put in the work but system is going to protect you from completely falling down because it runs a risk of bad user experience.
In this screenshot you have a player in plat who played 200games in this season and by no means is fit to be there. Your stats page clearly shows that they have not performed.
I cherry picked this 2 examples because it proves my hypothesis because it does not allow for other fsctors such as trolling or bad behaviour. This 2 players are extreme case.
They are maintaining their win rate and not falling down to their respective ranks because system is in place that gives them a much higher mmr player to win the game for them in order to keep them at 50.
Is it normal that players who...
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We do have that, it's called Iron (Iron is the lowest right?), and Challenger at the top. Noone can fall below Iron regardless of how many games they lose, or go above Challenger.
But really though a minimum MMR range has the same kinds of issues I was talking about before. It also means that a player can't drop in skill, and we have seen plenty of players on this same subreddit talk about how they have dropped in rank.
It would also put a lot of extra stress/pressure on those first placement games (that already have a bit of pressure), and that seems a bit off for us to do when we removed promos between tiers because of the added stress/pressure they created.
I don't know the details of the system (not the area of the game I work on), but I do know that the goal of the matchmaking system is to create fair matches where in a single game each team has a 50% chance of winning. However this system only lasts until all 10 players have hit accept, and a lot ca...
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