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HOTS Ranked Play & Matchmaking AMA summary

We want to make this clear: Toxic behavior will not be tolerated. Our internal testing shows the new system allows us to take action against many times the number of reports than we could using our previous methods, while also maintaining an even higher level of confidence in those actions. Currently, repeated abusive chat penalties result in an escalating silence duration.

This has proven to be enough for most players to get the message, but a subset of players continually return to their toxic behavior, continuing to ruin games for everyone around them. Going AFK during a match, leaving matches early, and dying intentionally are all behaviors that harm the game and compromise a match. The leaver will be penalized for the loss and repeated offenses will result in harsher penalties.

The system will initially only forgive losses caused by leavers, but we plan to expand it to include AFK players and intentional dying in the future. One of the challenging parts about combating toxicity is that most of the action happens behind the scenes, so it can seem like nothing is being done.

We hope our post today has addressed some of your questions about our plans for Heroes of the Storm in the near future. If not, several members of the Heroes development team will be available to answer more of your questions in an AMA thread on the Heroes of the Storm Subreddit. The AMA begins at 10 a. Blizzard Entertainment uses cookies and similar technologies on its websites. By continuing your browsing after being presented with the cookie information you consent to such use. This website uses cookies. By further browsing you consent to such use.

Nate "Spyrian" Valenta MMR and Matchmaking Our goal with matchmaking is to ensure your Heroes of the Storm games are fun, fair, and challenging.

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Match Quality Matchmaking in Heroes boils down to striking a balance between creating the best possible matches in terms of player skill, and initiating games in a reasonable amount of time. MMR and Rank Decay Your matchmaking rating MMR is an internal numerical representation of your skill that is adjusted based on the outcome of the games you play. Performance-Based Matchmaking Performance-Based Matchmaking is a system we introduced late last year, which aimed to improve MMR accuracy by taking your individual performance into account when adjusting your MMR. Ranked Play We know that many of our most dedicated players have been curious to hear about any updates we might have in store for ranked play.

Placement Matches Placement matches were primarily intended as a way for us to gain more information about your skill level in the absence of previous match history. New and Returning Player Seeding The first time a player steps into ranked play, we use the knowledge we have about their performance in other game modes as a general starting point for assessing their skill.

New Hero Balance We do our best to provide fun and satisfying experiences with every new Hero we release. If the undermanned team wins with an AI in-tow it does happen occasionally!

Heroes of the Storm Development Updates – April 12, 2018

Do you have plans to show mmr to the players and when would that be? We have a new visualization of hero performance that helps reinforce the MMR means. I don't have a date for the release of this feature just yet. As we get nearer to its release we'll be sure to get a blog post up that describes the system, and the changes that will be coming along with it. Do you have any estimate as to when we will see performance-based matchmaking in the game?

Of those, Loss Forgiveness is the first in line for development, while Performance Based Matchmaking will follow shortly after. I can't commit to an exact timeline for these just yet. When and how do you plan to fix them? You've touched on a few different topics so I'll do my best to try and address each of them.

We are currently aware of the challenges that minor regions experience and are investigating ways to create additional incentives for players to participate in these modes that are facing challenges.

Being able to queue for multiple modes is an interesting idea and compelling. However, there are many challenges that come with that. For example, when a player is eligible for matches in different queues, what happens? Is it a first come first serves? What happens to the other 9 players in a match you choose to not go into? We have a holding mechanic that allows players of higher ratings to place a hold on players they feel they could make a match with in the near future whoa A change like this would have far reaching impacts across numerous game modes and potentially create scenarios where all game modes would have a degraded performance.

Don't get me wrong, I love this idea and it has been discussed within the team. However, when we make changes to the matchmaker, we validate our changes across historical data for the the population to understand the impact of the changes. With a change as complex as this we would have to verify that all game modes observed a net positive in terms of quality of games as well as queue times. In terms of duo queuing see here I agree, the game is very enjoyable with friends and I assure you we are very much invested in trying to improve the experience for our minor region heroes I get tired of losing points and having to play low-priority.

Also showing MMR would shed a lot of light and transparency on how we are matched. Currently we observe there are a small percentage of players whose MMR and Rank Points have diverged. As a result, these players end up in matches like the one you described.

However, it is important to note that both MMR and Ranked Points are used when determining which players get placed into a game. Because of the divergence previously mentioned, GM players may see a lower ranked master player in their game when, in reality, that player has a higher MMR than his current rank. We are investigating potential solutions for how to reduce this divergence. In regards to displaying MMR to the player, please refer to the following reply that has more details.

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Team Liquid vs Luminosity Gaming. As such, it gives players a warped sense of what balance is, how to form a team comp, and the meta. In terms of duo queuing see here I agree, the game is very enjoyable with friends and I assure you we are very much invested in trying to improve the experience for our minor region heroes Having a matchmaker work solely on MMR is one approach we have considered for helping with the quality of the games our players are in so we can show exactly why our matchmaker gave the games that it did. However, the more games you play during a season, the less necessary it becomes to reassess you at the start of the next. Does the decay timer secretly affect players who are in placements? As a result, these players end up in matches like the one you described.

I kind of find promotion and demotion games in the same league annoying. Going from Plat 2 to Plat 1 and vice versa, they don't make much of a difference to me. My question is, are you so far happy with this, or do you plan to change anything here? Like only making promo and demo games between leagues. I tend to agree. I feel that moving between divisions shouldn't require this an additional layer of ladder anxiety.

We don't have that on the schedule at the moment so I don't want to promise a timeline for delivery. What plans do you think will be implemented this season? The Season 3 patch included a ton of changes to Hero League, though not all of them are player-facing.

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Quickmatch is likely the first game mode new players will experience, and according to hotslogs, the most played game mode. Despite this, the. HotS has been going the wrong direction for a long time. Sure, they add Well the players keep asking for “better matchmaking”. Blizzard.

We're still planning on making improvements to matchmaking rules, but right now, we're focused on fixing bugs, and improving our matchmaking data collection. For example, while investigating reports of rainbow matches in Hero League, we uncovered an issue where players will very rarely incorrectly ping lower to a region outside their own when they have "best site" selected in their options menu. When this issue occurs, a player will make matches on that server, which may have different matchmaking rules that allow for rainbow matches to occur.

We're currently in the process of resolving this issue, which takes priority over feature development. For Season 4, we plan to continue examining the quality of matches as well as the end of season impact of Rank Decay. Our feature development efforts have primarily been focused on hardening the Quickmatch matchmaking experience.

Here's a quick list of some of the changes we're considering for the future: Preventing returning ranked players from placing higher than Diamond 3 each season-roll after placements. Reducing the number of placement games required for returning ranked players. Separating out the regional GM ladders to allow players to rank up within their local playerbase and matchmaking rulesets.

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Adding draft swaps for Hero League. Further extending the Rank Point Decay to affect additional leagues. Any thing that can be done to reduce negative experiences for people who don't play a lot of games. A drop or troll player is annoying but generally balances out for people who play a lot. This touches on a lot of the things we are currently working on to make the experience better for everyone: Our aim with this is to make those games not count against you anymore, so you are not punished for having to complete a game in that situation, which should lessen the negativity felt for it you still had to play it, which is a tough situation, but the result of that has been negated, and the leaver suitably punished.

As we work towards switching to showing MMR for some or all our leagues, this should remove that negative perception, too. Quick Match When people are given quick match games which are 5v5 assassins, or games that feel like the balance of the players or heroes is off, this can reduce enjoyment as well, so we are working towards hardening the criteria for team composition to make the mode feel both more enjoyable and more like our other queues. Are you planning on making that information available somewhere handy such as in-game?

Once we are in a place where we think and hopefully you also think! How does matchmaking work currently in master? It feels like before grandmasters are up, it was different. In 2 first weeks of season I was matched with k players having 3k and then when grandmasters were announced i was started getting And quality of matches were much lower. Does this work on purpose because of lower playerbase in masters and harsher requirements for grandmaster players? Whenever Master players are considered, the matchmaker will first try to make a game with players from one division, before expanding the search to the adjacent ones.

This spread will only be allowed if all players to be put into a match have waited in the queue for at least 4 minutes.

Matchmaking Rating - Heroes of the Storm Wiki

Currently, the amount of rank points a player has inside a single division are not taken into account by HL matchmaker, so the games you have described were formed based on the MMR of the players involved. The decay standard now seems to be a bit long. We are always looking to iterate on changes we make to Rating and Ranked Decay. We are monitoring the impact Ranked Decay is having on Hero League. The decay timers may be adjusted as a result. However, we won't be making any changes to the decay timers in the middle of a season as we want to ensure all players are aware of such changes before they play their placement matches which is when the decay timers get initialized.

We are working currently on hardening the rules for roles in Quick Match. We are implementing ways in which we can make sure that people who are picking roles with low demand are more effectively informed that there are roles in demand right now that they could fill.