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I just read the official Matchmaking Guide and I'm appalled.

xPerhapz··4 votes·771 views
Matchmaking Guide

The three things that stuck out to me the most:

  1. Your MMR is determined by whether you win or lose. This means: your rating at the end of the game has no affect; i.e. an S+ performance is just as good as a D+ performance as long as you win. It doesn't even matter how close the game was; a loss is a loss, a win is a win. In fact, they even state, if you leave the game early, and your team still wins, you'll still get the exact same MMR boost the game would have provided had you stayed and contributed.

  2. Your MMR is the only thing determining your matchmaking for Ranked. This means: it doesn't matter if your rank is Bronze or Platinum, you'll get people of a similar MMR (as evidenced by my 3s match-up yesterday, where I was ranked in Bronze, with my other Bronze ranked friends, facing off against players ranked Platinum and high Gold in 3s). Knowing this, let's say you want your rank to not be Bronze. Well, if your match-ups were determined by rank, and you didn't belong in Bronze, you'd be winning your way out of there in a jiffy. Instead, the game pits you against players that are supposedly of equal skill, meaning every Bronze game should give you a nice 50% chance of winning. Whether or not that involves pitting you up against players ranked much higher than you is irrelevant. Sounds like a great way to keep players stagnant in their rank.

  3. Every queue uses the same MMR system. This means: Ranked games are no more seriously calculated than Normal games. Maybe it's just me, but I'd like a my Ranked games to be a little bit stricter when finding teammates that will impact my rank. Since wins and losses are all that matter, I'll gladly sacrifice a few extra minutes to give myself a better chance. Unfortunately, it's even admitted that as your MMR gets more established, the system is likely to be more lenient in your search. This gives a greater chance for an unfair match-up, and is just another way for Ranked games to become less indicative of your actual rank, League, or Division. Your rank becomes rather worthless, and that's depressing if you consider achieving a rank is generally the most satisfying part of a Ranked system.

Everything about this shocked me. I was certain my rank mattered, and only thought I was getting unlucky in my match-ups. After reading this, it's pretty clear how the system is designed against the average player's best interests. It wastes our time and doesn't reward our efforts, and that's really discouraging, not to mention disappointing.

18 Comments

deadlychuck2 votes

You know, I've been saying for years that your rank is meaningless, because while you're shown a rank in ranked (bronze, silver, gold, exc), there is clearly some kind of hidden MMR system in normals too.

So i'd rather just play what I enjoy, have fun with the game, and improve naturally as I gain experience, than stress about having dropped down some arbitrary rank, just because i had fun for a few games or because I had a few bad games.

Though, i find it a little funny that they're basically admitting that they've just gone back to the old system on the back end, but left the new interface on the front end.

Daklore1 votes

They never admitted to going back to the old system, the old system has always been the same, they just moved it behind the scene to lessen the whole elo anxiety thing, where a difference of one or two elo points was the difference between silver or gold(or silver and bronze) so that players could focus on improving, instead of focusing on their elo shifts.

deadlychuck1 votes

Eh, true, maybe it was always that ways behind the scene. Though as this demonstrated, it seems that what's more important is your perception of the system.

It's probably hardly changes in the past few years, but people are now complaining because they've noticed the ranges of rank that their teammates can be.

Zero Skill Tank2 votes

Sounds like a great way to keep players stagnant in their rank.

Sounds like something a bronze would say.

xPerhapz1 votes

I mean, I was Gold 2 last season, pretty comfortably, but my rank has nothing to do with this.

Zero Skill Tank1 votes

You mean the dynamic q season? lel

xPerhapz1 votes

I've been Gold every season since Season 3, I believe. Would have been Plat last season if my laptop didn't die 3 months before the season ended. But again, why does any of that matter? If I was Bronze or Challenger, my comments, and the repercussions of the article itself wouldn't have any less validity.

Sir Fuzzi2 votes

Just about everything involved with League caters to the kind of person you'd expect to insult your mom because you asked them if they had room to build Grievous Wounds.

The ranking system does not cater to people who enjoy video games. It caters to people who enjoy competition.

It's not that I do or don't enjoy either; it's the exclusivity that bothers me.

Daklore1 votes

Point 1:

MMR is comporable to elo. They're the literal exact same thing. Winning and losing is all that matters in that regard. Getting an S+ doesn't necessarily mean you did better than your rank for that game, it just means you had the necessary number combinations to meet that general global "average" on that champion that says you get an S. Or a B. Or a D. If i'm having an extremely poor game, but I do my part, and only get a D because I have a bad KDA, does that mean I deserve less rating because of my D for the win, compared to you getting an A? No. Exactly.

Point 2:

If you're in Bronze with a platinum MMR, and you belong in platinum with your MMR, you'll climb out of there. And pretty quickly. Placements are 10 games. That's not going to say, "oh, this person is clearly diamond tier, let's place them there." For a fresh player, they have a fresh, let's say 1200, elo rating(roughly bronze 2ish, maybe bronze 1). These 10 games have a larger fluctuation on elo, or MMR, shifts, than a normal game. If they win 10 straight, their rating is going to go up very fast, compared to someone who wins one, loses two, wins one, loses one, wins two, etc etc. That's how placements tend to work, it's not a "here, this is where you belong, good for you." it's a, "here, this is your starting point, good luck, have fun."

Point 3:

Not every queue uses the same MMR. Normals use their own MMR, ranked use their own MMR, Twisted Treeline uses their own MMR, ARAM even supposedly uses their own MMR. Your ranked MMR doesn't directly impact your Normals MMR, and vice versa. They use the same elo rating system, but outside of that, they are completely disconnected from one another, for the most part.

xPerhapz1 votes

For point one, yes, I understand that MMR and Elo are the same thing. What I'm saying is neither of those reflect your skill when it's only rated by wins/losses. I personally think playing better should earn you a little more, and playing worse, the opposite. If I lose a game with an S, and my teammate fed and got a D, why are both of our skill ratings affected exactly the same? That obviously makes no sense. However, you're arguing the inverse and I agree with that too. If you're that feeder, no, you shouldn't get as much LP. If you're "doing your part," you're still going to have a decent rating at the end. The extremes are where it's obvious something is wrong. It's not easy to get an S, and it's pretty hard to get a D as well.

For point two, as stated, the system attempts to create 50-50s, based on your Elo, and not your Division/League/rank, which makes the process take MUCH more time than it needs to. You don't win 10 games straight if the MMR system is doing it's job. I agree with placements giving you a good starting point, preferably one that isn't too high, but if you only faced people in that division, or right around it, and you were better than that, you'd get out of there much quicker, balancing out the division, and getting you where you want to go. The point is that the system wastes your times and doesn't reward your efforts, and I think that's still pretty clear.

For point three, that's why I said the same MMR system, not that they all use the same MMR. They clearly state that in the article too, that they are all separate.

ZephyrDrake1 votes

first, no if you leave early and get affected by leaverbuster you won't be getting anything even if your team wins. It counts as a loss to you. The only thing that matters in the game are the nexus and who blows up the enemy nexus first. Everything else is just a means to that end. Every queue has it's own separate MMR , yes the way MMR is calculated is the same but normals and ranked aren't different because of it but because of how people actually take each of the modes. People don't try their hardest in normals and just try to have fun or new things vs ranked where they are trying their hardest to win (at least in theory). You are always matched against people of similar skill, it has always been this way and people still find ways to climb the ladder so... the only way it stagnates you is if you just simply stop improving so there is no one's fault but yours if you are stuck in the same rank

xPerhapz1 votes

While I hope that is true, that leaverbuster will make you lose LP no matter what, the article seems to disagree with that. They say your MMR will be affected according to the result of the game. That is it.

Just because the Nexus explosion is all that matters, doesn't mean your individual play along the way should have no affect on LP gains/losses. You're just saying the way things are, not the way they should and could be.

I never said you won't rank up eventually. Perhaps stagnate was too intense of a word. I simply meant it greatly slows the process, for no reason. The point is that it's unnecessary for it take so long, and it hinders the experience. Also, if I'm already playing at say, a Gold level, and I'm in low Silver, the games should NOT be 50-50. I'm playing a Gold level; not a low Silver level. That just defeats the purpose of the ranks.

Zelorxon1 votes

Welcome to league of legends, where the community is utter dogshit, 98% of the playerbase is composed by absolute retards that haven't a single clue on how to play the game and haven't completed the learning process yet (and refuse to learn), where balancing gets done either completely random or around bronze V and competitive pro play during strategic periods of the season, where you get insulted for saying truthful things, where you get flamed for playing correctly, where you get called toxic for the sheer usage of words and where the soloQ ladder is a lottery where skill doesn't matter at all and the only way to climb is either being lucky or being an actual good player that has the patience and the time to grind trough unnecessary extra games and progress by statistics instead of playing actually fair games, where mediocrity gets celebrated as an accomplishment (end season gold skins while some people that don't care at all except for snatching that free skin are stuck in silver 1 because the last month of the season is when the ap rengars and the nomad's medallion mid jhins have +1500% chance to happen) and where you can get trolled blatantly but if you dare to talk back you get punished but the troll doesn't.

Enjoy your stay, good luck and have fun.

Cocho1 votes

If you're in bronze, playing against gold/plats in ranked.

I'd have to question how your placements went

Your MMR is determined by whether you win or lose. This means: your rating at the end of the game has no affect; i.e. an S+ performance is just as good as a D+ performance as long as you win

Of course, a player doing poorly KDA-wise could be drastically effecting the map split-pushing. Once you hit that 40-50 minute mark, kda or CS doesn't matter anyways. I don't want my team playing for a grade, I want them playing to win.

Whether or not that involves pitting you up against players ranked much higher than you is irrelevant. Sounds like a great way to keep players stagnant in their rank.

You're completely wrong. You'd climb if you could maintain a 30% winrate. Since you'll be receive 25+ LP a win, and about 10 per loss. Think of it this way. 6 wins, 5 loss, you've gained 100 LP. There are plus sides to MMR matchmaking. It lets you climb much faster, stomping less games if you deserve to climb that much, because of your MMR.

Ranked games are no more seriously calculated than Normal games. Maybe it's just me, but I'd like a my Ranked games to be a little bit stricter when finding teammates that will impact my rank. Since wins and losses are all that matter,

Normals has to take into consideration groups of drastically different MMRs, you dont have to deal with a Diamond MMR player queing up with a silver MMR player in ranked. Grouping up evenly matched MMR-wise teams isn't about being stricter, it is about making the best match with the cards that were dealt. What you're saying is that you want the MMR difference between 2 teams to be smaller. The difference depends on several different things. Like the amount of players in that queue.

So because of that, don't compare 3s matchmaking to soloqueue. There are simply not enough people in 3s.

You have this pre-determined notion that riot wants everyone to have a 50% winrate. Your winrate doesn't matter. Your MMR and LP gains/losses is what matters.

The fancy silver/gold/plat divisions are just to make players feel good and give an idea of where they're at.

Would you rather say, I'm gold! or I'm at 1500 MMR! :D

xPerhapz1 votes

While I agree with most of what you've said, or feel that it doesn't really contradict the points made here, I still have a problem with the MMR system that you claim will help. I didn't say the MMR system intends to give people 50% winrates; the article said that. Riot themselves said that the intention is to give both teams an equal chance of winning. If I'm going 30%, but I have high MMR so it's okay, my MMR will still slowly be dropping. I'll be gaining more LP, but that will slowly level out. What happens when I have a lower-than-average MMR then? Especially when that MMR is undeserved. Everyone has been on loss streaks where nothing they did seemed to matter. Then you start going 50-50 again, and you're losing more than you win. I don't think the pros balance out the cons there. If you could reliably get out of the rank you don't belong in, like playing players clearly worse than you until you reach the place where it feels even, it would happen a lot easier, a lot more fairly, and it would waste a lot less time. The whole system would be more rewarding.

Cocho1 votes

How do you get undeserved MMR

When you have lower MMR than your rank, you're paired up with lower ranks, so if you can't have over a 50% winrate vs that, then you don't deserve your rank. If a player can't maintain a 50% winrate with Silver 4 MMR, while he is silver 3, he'll fall to silver 4, where that player belongs.

In the case that the player deserves to be higher, we'd assume that a player at a higher rank, would beat players that are at a lower rank, which would increase his MMR, while not having crazy LP gains to go too far.

I'd prefer this ladder over a stagnant +10 LP per loss/win system, with matchmaking based solely on rank. It lets people climb faster, it lets people fall faster, it reduces the impact of smurfs/boosters.

A player that deserves to have a stagnant LP gain/loss, already has that.

I think the system itself is great and makes perfect sense, imo the matchmaking in-game reflects that, if there are enough people to pick from. The difference between a few divisions isn't much or noticeable until the highest divisions imo. A gold 3 and a plat 5 are the same thing. A silver 1 player with gold 3 MMR and a plat 5 player with gold 3 MMR are the same thing in-game. Outside of the game, their LP gains/losses reflect their rank to MMR. They're both headed to gold 3 anyways lol

If you could reliably get out of the rank you don't belong in, like playing players clearly worse than you until you reach the place where it feels even, it would happen a lot easier

That means the player is near where they should be, and should start worrying more about improving, rather than climbing. If a player has problems with a certain elo, that just means that is where they belong. On my smurf, Im trying to pick up different champs. I don't have a problem whatsoever when I'm on my main champ, but I do have issues with other champs.

Players can get out of other elos easily if they actually belong at a higher elo. I disagree with you 100%, as I've climbed on smurfs multiple times, and do not have any issues whatsoever until a few sub-divisions before where I'm actually at.

xPerhapz1 votes

Hmm. Let me see how I can explain this better then, because you're saying what I would expect you to say, but you're not seeming to understand what I'm saying in return. First, let me say, the system works; we're not disagreeing on that. What we're disagreeing on is whether the system is any good. Just because it works, doesn't mean it can't be improved. I was under than impression that the system was much better than it actually is until I read this guide, and that's why I'm surprised.

Anyways, let's dissect this.

I used the potential that a sub-average MMR could be undeserved because that situation happens literally all the time. I believe I already stated "everyone has been on loss streaks where nothing they did seemed to matter," but let me give you some examples. A player has won their lane multiple games in a row, transitioned that into pressure around the map, and good team-fighting, and still lost every game. A support player protected and healed their Marksman as much as their cooldowns would allow throughout the lane phase, but their Marksman really liked to walk up and get poked for no reason, making their efforts wasted. The fact is, you're not the only deciding factor in a team game. So that's what I mean by undeserved. You don't deserve to have someone be toxic, or afk, or intentionally feed, but sometimes it happens. This is one of the cruxes of the argument. When something is solely based on wins/losses, especially a team game, it takes much longer to progress when you don't get rewarded for good individual performance, and simply have to hope the next game goes better.

Next, in a case where a player deserves to be higher, and their MMR has been lowered due to unfortunate circumstances, or just started out lower, it should be easier for them to win; absolutely. But like before, it's a team game, and one player doesn't always get to decide the outcome. Over an extended period of time, yes, that player is certainly going to rank up to where they belong. But it's about the experience. It's about not having to play 100s of games to get where you should already be. It's about not spending 100s of hours to have the game tell you what you already know. Like I said, the system works itself out eventually, it's just a very unfulfilling eventuality.

Next, nowhere did I say, or anyone else suggest, that a stagnant +/- 10 LP per win/loss system would be better. It should absolutely be dynamic, but the way it is now makes no sense. A player with lower MMR might have an easier game, but they get less LP. And a player with higher MMR has a harder game at a rank where other players don't. Your Gold 3 analogy is a prime example. A Plat 5 player with Gold 3 MMR is playing other people with Gold 3 MMR. They have a 50% chance of winning those games, but will slowly degrade to Gold 3 if they keep that up, eventually placing them where they belong. A Silver 1 player with Gold 3 MMR is also playing players with Gold 3 MMR, and they also have a 50% chance of winning those games, allowing them to slowly climb to where they belong. However, this situation would be much better if the Silver 1 player was allowed to play other Silver 1 players, swiftly dispatching them and moving up in the world. Similarly, the Plat 5 player would be destroyed by other Plat 5 players, and he would quickly return to where he belongs. The graduated MMR system simply takes longer to do the same thing. I just don't see a reason to keep it. They need to either remove ranks, and stop confusing people, or change their ranked system to better reflect players' skill, by allowing them to more easily reach their appropriate division, and reward them more for their teamwork and gameplay. I prefer the latter, obviously.

Here's where I hit a roadblock, because your second to last statement makes no sense to me. It was probably a misunderstanding, but here it is. I stated that a player would be more easily (as in, more quickly, and with less hassle) able to get out of where they are, assuming they deserved to be higher, if they were only playing players in their same rank (or division). Then you said, that means the player is near where they should be. But, the premise was literally the opposite... that this player is already not where they should be. So, no, they are not near where they should be, and yes, playing players that are in that division makes perfect sense for allowing them climb out of that division, again, assuming they don't belong there. Eventually they will start playing players that actually challenge them, and then they will be where they belong.

Finally, I guess I just have to keep saying more of the same thing. Yes, the system works, but it's rather slow and makes things much more difficult than they have to be. I disagree that it's easy grind to where your division and your skill match up, because as we've discussed, it may take quite some time for your MMR to match your actual ability since it's only based on wins and losses. If they integrated personal performance into the MMR calculation, that would be great. If they made your ranks more indicative of your MMR, not just inevitably, but consistently, that would also be great. But right now, neither of those things are happening, and so I would say the system is not exactly great.

I hope that makes sense, and sorry for making this so long. I just didn't want to communicate anything incorrectly this time.

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