ArchieChoke
New member
Hey all
Not sure if this applies to you, however dota has become less enjoyable due to matchmaking for me.
http://dev.dota2.com/showthread.php?t=98865
This guy pretty much nailed it on the head i think.
Just wanted to get everyones feedback, cause i feel match making has totally thrown me out of playing the dam game, I'm not like everyone else who stacks with his friends. Solo que most of the time with maybe 1 or 2 friends playing with.But nothing too hardcore, but what i notice is due to us having over 1420 games each and then having one guy with 350 games in total i can expect imbalance, but why so much when solo que?
Why do I still end up playing with:-
Lvl 42 - 200+wins
Lvl 34 - 100+wins
Lvl 38 - 150+wins
Lvl 100 - 720 wins (me)
Against a full stack of guys:-
Lvl 50 - 360+wins
Lvl 34 - 100+wins
Lvl 38 - 150+wins
Lvl 100 - 720 wins (some other dude)
People get mad at me for calling GG in 13 mins, but once you have had many hours, played in some DGL games, you kinda learn that 13 mins in the game, with no courier, no wards, team is ahead by 15 kills and still pushing, to top it off, 3 carries, 1 support and 1 nuker, you know your game is over.
Not sure if this applies to you, however dota has become less enjoyable due to matchmaking for me.
http://dev.dota2.com/showthread.php?t=98865
This guy pretty much nailed it on the head i think.
The Dota 2 MM system is built around the fact that players will be playing their hardest, and as such are playing optimally. If both said teams are playing optimally, then you're going to have an even 50% chance for both teams to win.
Here's where the MM system fails; it's not really the MM systems fault at all. The reason why you have such one sided games, is predominantly because of the fact that weaker players attempt to take high impact roles, forcing either bad team compositions, or forcing a stronger player into playing a role that isn't as important in public games.
First and foremost, let me preface that supports are extremely important in high level/competitive games. At the IHL level, if you don't have good supports, your team will basically get utterly crushed due to lack of wards, dynamic movement for ganks, TP support, pooling of regen, etc. However, supports are only important if the high impact roles of mid/carry/offlaner are played properly and optimally. These roles are extremely important to be played properly, because should any of these roles be played bad, it can be cascaded into a very bad game. As such, in most pub games of League, HoN, etc. the higher rated players tend to take the high impact roles, especially if there is a big discrepancy in ratings. The reason why is because these roles require strong mechanics, especially the mid lane. In pub games, your mid/carry has to be strong. if he is not and gets fed on, it is extremely easy for you to just lose the game and get snowballed on. This is exactly why various players have complained about bad matches; lower skilled players will take high impact positions, then lose when the MM system is expecting them to play optimally. You aren't playing optimally though if you are sending weaker players out onto mechanically demanding and high skill positions.
Mid is pretty much the easiest example of what I'm talking about. If you have a discrepancy in skill levels between the two mid players, it's going to be real hard for the weaker mid to do anything, and as such he will likely not only lose the lane, but he will also make multiple mistakes and get fed on. The stronger player now not only has an immense experience advantage, he also has complete control of the runes. Even if you deny him rune access, he still has 2-3 levels on the side lanes, and as such can still easily gank and control the map, choking the opposing team from gold/exp. This is especially true when the weaker mid is losing a match-up he should win, for example he's losing to Pudge as Silencer; if he dies to Pudge (which he shouldn't at all), he is basically going to get fed on completely the entire time. This in turns allows Pudge a quick level 7 + rune control, which means he's free to run around and camp other lanes now.
The biggest offense is when you have a dual que paired up with a 3 stack; now you need to figure out who is going where, but there's going to obviously be arguments because one player wants to play one hero, and the other player wants this hero. So now you're gonna run into a situation where you likely have optimal picks, but do not have the correct assignments due to lack of knowing who really should be playing on what position. The MM system did the correct thing; it paired up the correct players against each other. However, the players are assigning themselves sub-optimal positions most of the time, resulting in the crappy MM games you have currently.
Just wanted to get everyones feedback, cause i feel match making has totally thrown me out of playing the dam game, I'm not like everyone else who stacks with his friends. Solo que most of the time with maybe 1 or 2 friends playing with.But nothing too hardcore, but what i notice is due to us having over 1420 games each and then having one guy with 350 games in total i can expect imbalance, but why so much when solo que?
Why do I still end up playing with:-
Lvl 42 - 200+wins
Lvl 34 - 100+wins
Lvl 38 - 150+wins
Lvl 100 - 720 wins (me)
Against a full stack of guys:-
Lvl 50 - 360+wins
Lvl 34 - 100+wins
Lvl 38 - 150+wins
Lvl 100 - 720 wins (some other dude)
People get mad at me for calling GG in 13 mins, but once you have had many hours, played in some DGL games, you kinda learn that 13 mins in the game, with no courier, no wards, team is ahead by 15 kills and still pushing, to top it off, 3 carries, 1 support and 1 nuker, you know your game is over.