**This was posted on US, but not on EU so i am posting it. I did not write this, i do not take credit for anything below, all credit should go to Bigmoran @US**
VIDEO ON THE MATTER: https://www.youtube.com/watch?v=Mq4idpmLa2M
As many people have pointed out on this forum, there is currently a change to MMR and CR that causes some players to not gain rating on wins in PvP. This change has effected every bracket of arena aswell as RBGs.
A blue post on the matter explained:
"We recently implemented a hotfix to address a bug that allowed Personal Ratings to exceed Matchmaking Rating. As a result, some players may notice that they do not gain or lose Personal Rating in the wake of a match. As more matches are played, these ratings will normalize and converge to the correct rating, and Personal Rating will then rise or drop accordingly.
In the meantime, we will continue to monitor the situation and make further adjustments if necessary."
From my understanding, the hotfix was implemented to help remedy some of the MMR problems at the beginning of the season, where players were not losing MMR and their ratings were getting considerably high in a short period of time. The change, from what I gather, prevents you from gaining personal rating until your MMR catches up to that rating.
So, say you are 2500 CR in 3v3 and you win a game at 2400 MMR, you will not gain any points.
If you are 2500 CR in 3v3 and lose a game at 2400 MMR, you will lose points.
The problem with this change is that it has completely ruined incentive for higher rated players to queue arena/RBGS. It is highly unlikely that the players at the top of the ladder queue at an MMR that is higher than their personal rating. Therefore, they have NO reason to queue outside of their willingness to compete. In fact, they will be penalized for queuing as if they lose (which is inevitable) they will go down in rating that they will be unable to get back for a considerable amount of time.
This creates not only a mathematical dilemma for these players, but also a psychological problem as it is very hard to continue queing in an environment in which you don't see positive gains.
The MMR problem is considerably more complicated in RBGs, as the highest RBG team that ques on a consistent basis is below 2200 MMR. Most players, especially on the higher end of the bracket, have personal ratings that DRAMATICALLY exceed their teams MMR. I have experience playing against Abn's team. He is ~2500 CR and most of his teammates are at around 2200-2400 CR. Thier team mmr, despite their players individual high ratings, is never above 2.2k. Teams like ABN have very little incentive to que as if they do actually play the game, they will lose 200-300 rating before they are able to go back up again.
What would have been a better change?
Instead of penalizing the high end of the ladder for queuing (mind you PVP is top down - in that inactivity at the top creates rating deflation for everything below it) penalize not queuing. MMR should have been INFLATED for those teams that queue. Create a system (much like the one we saw in S13) where there is incentive to queue regularly throughout the season. People LIKE to see high ratings. It will be impossible (at least for the time being) for some players to reach 2.2k in RBGS, and probably 2500 in arena.
there was an uppdate posted on the US forums!
VIDEO ON THE MATTER: https://www.youtube.com/watch?v=Mq4idpmLa2M
As many people have pointed out on this forum, there is currently a change to MMR and CR that causes some players to not gain rating on wins in PvP. This change has effected every bracket of arena aswell as RBGs.
A blue post on the matter explained:
"We recently implemented a hotfix to address a bug that allowed Personal Ratings to exceed Matchmaking Rating. As a result, some players may notice that they do not gain or lose Personal Rating in the wake of a match. As more matches are played, these ratings will normalize and converge to the correct rating, and Personal Rating will then rise or drop accordingly.
In the meantime, we will continue to monitor the situation and make further adjustments if necessary."
From my understanding, the hotfix was implemented to help remedy some of the MMR problems at the beginning of the season, where players were not losing MMR and their ratings were getting considerably high in a short period of time. The change, from what I gather, prevents you from gaining personal rating until your MMR catches up to that rating.
So, say you are 2500 CR in 3v3 and you win a game at 2400 MMR, you will not gain any points.
If you are 2500 CR in 3v3 and lose a game at 2400 MMR, you will lose points.
The problem with this change is that it has completely ruined incentive for higher rated players to queue arena/RBGS. It is highly unlikely that the players at the top of the ladder queue at an MMR that is higher than their personal rating. Therefore, they have NO reason to queue outside of their willingness to compete. In fact, they will be penalized for queuing as if they lose (which is inevitable) they will go down in rating that they will be unable to get back for a considerable amount of time.
This creates not only a mathematical dilemma for these players, but also a psychological problem as it is very hard to continue queing in an environment in which you don't see positive gains.
The MMR problem is considerably more complicated in RBGs, as the highest RBG team that ques on a consistent basis is below 2200 MMR. Most players, especially on the higher end of the bracket, have personal ratings that DRAMATICALLY exceed their teams MMR. I have experience playing against Abn's team. He is ~2500 CR and most of his teammates are at around 2200-2400 CR. Thier team mmr, despite their players individual high ratings, is never above 2.2k. Teams like ABN have very little incentive to que as if they do actually play the game, they will lose 200-300 rating before they are able to go back up again.
What would have been a better change?
Instead of penalizing the high end of the ladder for queuing (mind you PVP is top down - in that inactivity at the top creates rating deflation for everything below it) penalize not queuing. MMR should have been INFLATED for those teams that queue. Create a system (much like the one we saw in S13) where there is incentive to queue regularly throughout the season. People LIKE to see high ratings. It will be impossible (at least for the time being) for some players to reach 2.2k in RBGS, and probably 2500 in arena.
there was an uppdate posted on the US forums!
The intent of this change was to fix a bug that was allowing some players to boost their personal rating far above their matchmaking rating. Unfortunately, the change we made inadvertently affected many legitimate players as well, causing them to see a personal rating gain of 0 in some cases.
To correct this, we’ll be relaxing the boundaries at which the system will attempt to limit personal rating gains (or losses) in relation to a player’s individual MMR. Once this hotfix is live, you should once again see ratings gains or losses as normal as long as your personal rating is within 100 points of your individual MMR rating. Note that your own MMR is what matters here, not the average for your team (which is the number displayed at the end of a match).
Once the 100-point buffer is in place, most players should not notice much of a difference (if any) in point gains between how things work now and how they worked a few days ago. For the handful of players that are outside the 100-point boundary, it will take a few games for their ratings to correct themselves, but as long as they weren't doing anything shady it shouldn't take long even in those cases.
We're currently not planning a rating reset, although we are continuing to monitor the situation and will make further adjustments if they prove to be necessary.
We also currently don't have any plans to display personal MMR, but we definitely understand why that can be frustrating and are discussing it.