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Introducing Performance-Based Matchmaking

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Improvements are planned for matchmaking in Heroes of the Storm later this year. Blizzard teased performance-based matchmaking at BlizzCon 2017 and the patch is now live on PTR. Learn more about how the new system fares with the old one!

Last week, Lead Systems Designer Travis McGeathy answered some questions about the upcoming matchmaking system and now Blizzard posted a new announcement with more details and FAQ. Performance-based matchmaking as part of the 2018 gameplay update should go live during the week of December 12.

Blizzard LogoBlizzard (Source)

As mentioned in the BlizzCon 2017 opening ceremony, and during our “What’s Next” panel, we will soon be introducing performance-based matchmaking to Heroes of the Storm. With this change, your matchmaking rating (MMR) adjustments will be influenced based on your individual performance in the match instead of being purely based on whether you won or lost. We’ve broken down some details of the new system below, along with a short FAQ. Read on for details:

What’s Changing and Why:

In our current system, an individual player’s Matchmaking Rating (MMR) is primarily determined by the amount of games that player wins versus how many the player loses. When you win a game, your MMR goes up, while the opposite is true for when you lose. In addition to that basic rule, your MMR will go up more, or less, based on the comparative skill of both yours and the opposite team. If the enemy team has a higher MMR than your team, you’ll gain more points for defeating them and lose less if they win. The opposite applies to enemy teams that have a lower MMR.  However, the team-focused nature of Heroes presents challenges when using this system to determine an individual player’s matchmaking rating, since any single player is only 1 part of the 5-man team that won or lost the match. The system works since, all things being equal, a player will win more games than they lose over the long run if their skill is higher than other players at the same rank. However, unless the difference is significant, it can take a significant number of games before the difference in wins vs losses adjusts the player’s MMR enough to match their true skill level.

With performance-based matchmaking, we’re looking to change that. Let’s take a look at how we’re planning to make matchmaking more accurate and better able to recognize individual skill in a team-based game:

How it Works:

Once we introduce performance-based matchmaking in the near future, our system will look at how well the individuals in a match are performing and use this to aid in calculating their MMR adjustments for the match. The system will apply context to these stats by looking at the Hero you’re playing, the Battleground you’re on, the game mode, and what region you’re playing in so it can make fair comparisons against other similarly skilled players under the same conditions. Our goal with this system is not to define a specific playstyle for each hero, since we are never manually setting which stats are considered important, but rather to let our machine-learning driven system define importance and weighting for stats based on millions of games of data. By looking at these stats across the entire player base, the system can see which stats are most important for effective play and create a data-driven model of what the most highly-skilled players are doing in any given situation.

What differentiates a highly skilled player on a given Hero isn’t always obvious, though. For example:

  • When looking at a Hero like Illidan, it’s pretty straight forward. A good Illidan does a fair amount of damage, soaks a lot of experience, doesn’t die very often, and captures a lot of Mercenary camps. Illidan has a fairly high skill ceiling, though, so we expect there to be a sizeable difference in all of those stats between a highly-skilled Illidan and an average one.
  • However, for a hero like Kerrigan, the difference in raw stats like damage and experience between a high skill and average skill player isn’t quite as dramatic. Instead, the biggest thing that sets apart a highly skilled Kerrigan is how effective they are in landing crowd control effects, so the system would put a larger emphasis on this stat for Kerrigan players. She’s still being evaluated on all the same stats as every other hero, though, so a Kerrigan who spends the game only attempting to land stuns would not necessarily gain the same amount of MMR, as they would need to also contribute to the game in a meaningful way on top of landing lots of CC. 

The system can then use an individual player’s performance to adjust how much MMR the player gains, or loses, for a game. If they’re performing beyond expectations for their current MMR, the system will grant more MMR when they win, subtract less when they lose, and they’ll more quickly arrive at the proper MMR for their skill. The opposite is also true if they’re not performing up to expectations.

FAQ

  • What is MMR?
    • MMR stands for Matchmaking Rating. In order for the matchmaker to place similarly skilled players together, it assigns everyone a matchmaking rating that indicates how skilled the system thinks the player is. MMR is a behind-the-scenes stat that is only used for matchmaking.
  • What if a Hero is updated and the “right” way to play them changes?
    • The system is fully dynamic and continually updating itself, so it automatically adjusts as balance changes, the meta shifts, and players find creative, new ways to use a hero.
  • If I perform really well, can I gain MMR while losing the game with this new system?
    • No. Winning or losing is still the primary factor in whether you gain or lose MMR so you still only gain MMR on a win and lose it on a loss. The performance-based adjustments just affect how much MMR you gain or lose.
  • Couldn’t you abuse the system by ignoring everything except those few crucial weighted stats?
    • While some stats are weighted higher than others to reflect their importance in that situation, every stat is evaluated as part of the performance calculation. If you’re focusing entirely on a few stats at the expense of others, your overall performance metric is likely to be lower. Also, you still need to win the game to gain MMR. If you’re maintaining all stats at their normal levels for your level of play, excelling at a few key stats, and winning the game, that means you’re actually doing what’s required to be the most efficient, effective version of your current hero. Good job!
  • If I’m losing a game, my stats are usually lower already. How does the system avoid double penalizing me for both losing and having lower stats?
    • The comparisons to determine how well you performed are different for winning games versus losing games.
  • Will this cause players to intentionally make games take longer so they can pad their stats?
    • All stat comparisons take game time into account so there’s no advantage for a game that goes long and no disadvantage for one that wraps up quickly.
  • Who determines which stats are important for any particular situation?
    • The community does by playing the game. The system doesn’t have any preconceptions about which stats are important. Instead, it is measuring how players are playing in particular situations in order to determine which stats are most important to highly skilled play.
  • How does the system work for a new hero or after a hero is reworked?
    • The performance-based aspect of the system will be disabled initially when a new hero launches or after a hero receives a major rework to allow the system to gather the data it needs to make performance comparisons. During this period, the system will effectively work like it used to with MMR adjustment based on win or loss.
  • This system is affecting my MMR, but how will this translate into my rank in Hero League or Team League?
    • We’ll be introducing a Performance Adjustment to the amount of rank points you win or lose after a game which mirrors the performance adjustment that was applied to your MMR. This will eventually replace the current Personal Rank Adjustment.
  • Will this help with smurfing?
    • We believe this system will go a long way to curbing the issues associated with smurfing since a player who creates a new account to intentionally best players of a lower skill will more quickly find themselves facing players of similar skill.
  • When is this coming to the game?
    • Our current plan is to implement performance-based matchmaking in December alongside our next season roll, but we will be sure to update you if anything changes.
  • Awesome. Anything else I should know?
    • The system has also shown promising potential to help detect griefing in games since it can more easily determine when someone is intentionally playing poorly. We’ve already used it to confirm reports of players who are doing things like intentionally feeding and hope to be able to automate that detection in the future so problematic players can be dealt with more quickly.

We hope you enjoy all of the changes we have planned for our 2018 Gameplay Updates, and we’ll see you in the Nexus!

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      Base
      You Want Axe? [Trait] Basic Attack damage increased from 94 to 118. Bonus from quest completion reduced from 1 to .25. Talents
      Level 1 Recklessness Basic Attack damage bonus reduced from 15% to 10%. Level 10 Guillotine Cooldown reduced from 40 seconds to 30 seconds. Mana cost reduced from 70 to 60. Taz'dingo! Cooldown increased from 90 seconds to 100 seconds. Mana cost increased from 75 to 80. Level 16 Let the Killing Begin Kill window reduced from 1.5 seconds to 0.5 seconds. Level 20 Buzzsaw Kill window reduced from 1.5 seconds to 0.5 seconds. Return to Top
      Bug Fixes
      General
      Experience Globes can now path through gates. Fixed issues related to root visual effects. Updated decaying and ramping Slows to scale their speed with CC reduction effects. Heroes
      Alexstrasza Base Flame Buffet [E] Fixed an issue that caused Flame Buffet's Slow to be instantly removed on targets with reduced duration on being Slowed. Azmodan Level 13 Chain of Command Fixed an issue that caused Chain of Command to not apply to Demonic Invasion's on-death explosion. Brightwing Base Phase Shift [Z] Fixed an issue with Phase Shift's Store Icon. Chen Level 10 Storm, Earth, Fire Fixed an issue that caused Storm, Earth, Fire Spirits to not contest Capture Points. Cho'Gall General Fixed an issue that caused Cho'Gall to contest points while Cho is in Stasis. Dehaka Base Brushstalker [Z] Fixed an issue with Brushstalker's Store Icon. Will now clamp the minimum cast range to Dehaka's radius. E.T.C. Base Face Smelt [W] Fixed an issue that caused Face Smelt's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 7 Pinball Wizard Bonus damage updated to be additive. Falstad Base Flight [Z] Fixed an issue with Flight's Store Icon. Level 10 Mighty Gust Fixed an issue that caused Mighty Gust's Slow to be instantly removed on targets with reduced duration on being Slowed. Fenix Level 1 Arsenal Synergy Fixed an issue that caused Arsenal Synergy to not grant cooldown reduction for the primary target hit by Phase Bomb. Level 4 Inhibiting Energy Fixed an issue that caused Inhibiting Energy to be instantly removed on targets with reduced duration on being Slowed. Johanna Base Punish [Q] Fixed an issue that caused Punish to be instantly removed on targets with reduced duration on being Slowed. Kharazim Level 4 Air Ally Fixed an issue that caused Air Ally's heal FX to be visible in Fog of War. Lúcio Base Wall Ride [Z] Fixed an issue with Wall Ride's Store Icon. Lunara Base Crippling Spores [W] Fixed an issue that caused Crippling Spores to be instantly removed on targets with reduced duration on being Slowed. Maiev Level 16 Armored Assault Fixed an issue that caused Armored Assault to not grant the full bonus to Umbral Bind's Cleave. Mei Base Icing [E] Fixed an issue that caused Icing's Slow to be instantly removed on targets with reduced duration on being Slowed. Level 10 Ice Wall Fixed an issue that caused Ice Wall to not apply Stopped to D.Va's Self Destruct. Muradin Level 4 Thunder Burn Tooltip has been updated to show Thunder Burn is a multiplicative reduction. Level 13 Thunder Strike Damage increase is now additive. Probius Base Worker Rush [Z] Fixed an issue with Work Rush's Store Icon. Rehgar Base Purge [Trait] Fixed an issue that caused Purge to be instantly removed on targets with reduced duration on being Slowed. Samuro Base Critical Strike [W] Fixed an issue that caused Critical Strike FX to persist if Samuro is killed while he has maximum Critical Strike stacks. Level 13 Kawarimi Fixed an issue that caused Kawarimi to create a Mirror Image with the incorrect starting Health. Sgt. Hammer Base Thrusters [Z] Fixed an issue with Thrusters' Store Icon. Stukov Base Weighted Pustule [W] Fixed an issue that caused Weighted Pustule's increasing Slow to be instantly removed on targets with reduced duration on being Slowed. Sylvanas Level 1 Unfurling Shadows Fixed an issue that caused Unfurling Shadows to not grant quest progress for the impact damage of Shadow Dagger created by spread. The Butcher Base Hamstring [Q] Fixed an issue that caused Hamstring to be instantly removed on targets with reduced duration on being Slowed. The Lost Vikings Base Go Go Go! [Z] Fixed an issue with Go Go Go's Store Icon. Zagara Level 20 Pack Instinct Fixed an issue that caused Devouring Maw to gain more bonuses than intended from Pack Instinct. Return to Top
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    • By Staff
      Master every Heroes of the Storm battleground with our detailed map guides, featuring strategies for objectives and drafting!

      Heroes of the Storm features a wide range of maps, each offering unique objectives and strategies. To help players excel in every battleground, we’ve created comprehensive guides that cover drafting, objectives, and gameplay for all maps.


      Alterac Pass: Free Cavalries from Prison Camps to fight alongside your team. Battlefield of Eternity: Secure Immortals to destroy enemy structures. Blackheart’s Bay: Collect Doubloons to fire Captain Blackheart’s cannons. Braxis Holdout: Control Beacons to summon powerful Zerg waves. Cursed Hollow: Gather Tributes to curse the enemy team and gain an advantage. Dragon Shire: Control Shrines to summon the mighty Dragon Knight. Garden of Terror: Collect Seeds to unleash Garden Terrors on your enemies. Hanamura Temple: Escort Payloads to deal damage to enemy structures. Infernal Shrines: Summon Punishers by defeating Guardians at Shrines. Sky Temple: Capture Temples to rain laser blasts on enemy structures. Tomb of the Spider Queen: Turn in Gems to summon Webweavers to assist your team. Towers of Doom: Capture Altars to damage the enemy Core indirectly. Volskaya Foundry: Control Capture Points to pilot the Triglav Protector. Warhead Junction: Collect Warheads to bombard enemy structures.
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