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HotS: The Current State of Matchmaking

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Spyrian made a blog post on the official forums regarding matchmaking in Heroes of the Storm and its present state.

 

Matchmaking improvements have been a work in progress for the Heroes of the Storm dev team since last December. Most recently, we saw improvements in matchmaking for Rank 1 players. Spyrian posted an article regarding the current state of matchmaking.

 

Blizzard Icon Spyrian

Over the past few months, we’ve been hard at work on a game system that has been the subject of much feedback and discussion within the Heroes of the Storm community: matchmaking. In that time, we’ve completely rebuilt the matchmaker and rolled out a number of improvements for our new version of the system. While we’re still hard at work on further improvements for matchmaking, we’re already seeing very encouraging results from our efforts.

 

Today, we’d like to take a look at some of the adjustments we’ve made since BlizzCon 2015, as well as the impact those changes have had on matchmaking in Heroes of the Storm. Before we dig in, it’s important to note that many of the restrictions and rules that we’ve put into place can be relaxed under certain conditions, such as very long queue times. This means that there will almost always be a few exceptions to each rule, as you’ll see below.

 

Improvements So Far

 

Priority #1: Fair Matches

 

Last December, we rolled out phase one of our improvements for matchmaking, which featured an entirely new matchmaker built specifically to suit Heroes of the Storm. This new system primarily focuses on providing players with close games, in which each team has a 45% – 55% chance to win. Since the new matchmaker was implemented, we’ve seen great improvements in overall match quality and fairness. Take a look at stats from before the new matchmaker went live, and after:

 

WY8WSRPUCWM21455729853477.png

 

As you can see in the charts above, the likelihood that you will receive a match within our target range of 45% – 55% win probability has been dramatically increased, from 66% of games before the new system went live, to 97% of games after.

 

New Players vs. Veterans

 

Along with the rebuilt matchmaker, we also decreased the likelihood that inexperienced players will be matched up against those with a lot of games, and game knowledge, under their belts. Prior to phase one, about 500 games out of every 10,000 pit new players against veterans. After phase one, this has dropped to roughly 5 games in 10,000 —which we feel is a significant reduction.

 

Team Composition Rules

 

Our December 15 patch brought a new rule to Quick Match that prevents teams with one or more Warriors in their compositions from matching against teams without one. While we’re still working to bring further improvements to team compositions in Quick Match, this “Warrior” rule, along with a similar rule for Supports, has dropped the number of matches featuring a Warrior or Support on one team, but not the other, to roughly 3 in 10,000 games.

 

We’d like to mention once again that, while we want all games to be as fair as possible, Quick Match was designed as a game mode where almost anything can happen. If you’re hoping for a specific hero lineup in your games, then you might prefer to step into Hero League, or even queue for Quick Match with a party, which both offer players the ability to tailor team compositions to their liking.

 

Party Size Restrictions

 

Full parties were playing against solo players a little too often prior to our first phase of matchmaking improvements. After rolling out phase one of matchmaking changes, we heard feedback that playing against parties as a group of solos was still a source of frustration for some players and, after investigation, implemented a new rule that greatly reduced the chance that this could occur.

 

Now that this rule has been live for a few weeks, we’re happy to share that the number of games in which five-player parties are matched against teams of solo players has dropped to just 29 of every 10,000 matches.

 

Ranked Match Consistency

 

Our most recent release brought a new rule for Hero League matchmaking, which greatly reduces the likelihood that Rank 1 players will be matched with or against others below Rank 4. This change also resolved an edge-case scenario, in which players with extremely high skill ratings could occasionally be matched with or against one or more low-ranked players.

 

We’re still actively collecting and reviewing data after making this change, so it’s a little too early to share statistics at this point. In the meantime, we’d like to encourage those of you at the top of the ranking system to jump back into Hero League and let us know how your games feel. Going forward, we’ll continue to keep an eye on Hero League data, as well as player feedback, and will make further adjustments as needed.

 

Reviewing Further Feedback

 

Distinctive Heroes in Quick Match

 

Our rules for Supports and Warriors in Quick Match have helped level the playing field in terms of team composition, but we’ve also seen feedback from the community indicating that receiving several heroes who have limited lane presence, or fill unique roles, on one Quick Match team can make for a challenging experience.

 

We’d like to limit cases like these, and we’re currently planning to implement a new rule for Quick Match that will prevent more than one of the heroes listed below from being placed on the same team:

  • Abathur
  • Cho’gall
  • Lt. Morales
  • Murky
  • Nova
  • The Lost Vikings

As with all of the team composition restrictions we’ve implemented so far, parties can still bend this rule. This means that you may still see heroes like Abathur and Cho’gall on the same team if those players entered the queue as a party.

 

Additionally, we’re working to resolve a rare bug that can occasionally cause players to receive a different hero than the one they selected after entering a match.

 

Queue Times

 

We’ve seen players mention that queue times feel longer now that the rebuilt matchmaking system has been implemented. We knew that this was a strong possibility, due to the system’s prioritization of match fairness over quick game creation, but also because the more rules we add to matchmaking, the higher wait times will rise. Between November 2015 and today, we’ve seen Quick Match wait times increase from about 80 to 130 seconds on average. While we wouldn’t prefer to see queues get any longer, we’re okay with this time gain if it means we’re creating high-quality games.

 

Looking Ahead

 

We’ve mentioned this time and again, but we’d like to emphasize once more that we aren’t finished making improvements for matchmaking in Heroes of the Storm. While we aren’t ready to share details about what those changes are just yet, we would like to thank everyone who continues to provide us with their thoughts on the current state of matchmaking. We’re still investigating your reports and reviewing internal data as we work toward further improvements, and your feedback is a great sounding board as we make changes over time.

 

Stay tuned to the official Heroes website to catch all the latest news as it is announced. Until next time, we’ll see you in the Nexus!

(source)

 

Are you pleased with the state of the matchmaking improvements? Would you change or recommend anything?

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Why don't they just release something like Team Builder in League of Legends? for example I want to play abathur for like 10 games, or someone wants to play any hero to reach lvl 5, 

Now I said this before, there is a supp and a specialist on each team, good ones, and 3 assassins on each side too. But one team has kt, jaina, li ming, all squishy with no engage potential. On the other side is Butcher , zeratul and Thrall. Is this match up fair? Happened to me a lot. You can't compare assassins like jaina with no engage or disengage potentials with melee assassins like Thrall or Butcher with self heals and tons of damage with good gap close.

a team builder system on the other hand, can solve this problem, you make your desirable comp, anything you like, Tripple Warrior, Tripple Ranged Assassins and many other comps that are popular among best teams around the world. You don't want Murky as a specialist on your team? Fine, reject. Get zagara and be op. You want to play Murky? Build a team and invite ppl, you know what kind of comp and heroes work with Murky, or you just want to try something different to see the result, you can have it.

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I think most of the things you are asking for will be implemented in Arena Mode.

 

Nevertheless, you are obviously right. Just look at the response this blog post had and you will understand that there's still a lot of work to be done.

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My wait time have got up as high as at least 6 minutes in the past. Though to be fair, I've also had no waiting at all.

Anyway, I think all this is good. Sadly the main problem is just being matched with people who go AFK or just play solo all the time and ignorer map pings - then get annoyed at everyone else when their team starts to lose. I don't think matchmaking can do much about that. I just had one person wander around on their own the whole game and never help the team out. When I asked them what they were doing, they called me a noob and then said "Russians always ruin online games" even though I'm not Russian and didn't say anything Russian. Yeah... If only Blizzard could do something about not matching me up with people like that.

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If you are using the same username, it does sound a bit Russian (although I know it isn't :P )

 

I don't think Blizzard or any company can fix players' attitudes :( Unfortunately, no matchmaking is perfect.

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Blizzard is trying so hard as they mentioned themselves, to fight toxicity in their games. They have already banned a lot of botters and cheaters in all of their games specially WoW and Hearthstone, I see more and more silenced players in HotS, so that means toxic players are being punished. But punishment is not enough and we can see that in League of Legends. There are still a lot of toxic players there. But what I'm thinking is that Blizzard has always been the "Idea Master" company, so they are definitely planning on some new ways to reduce toxicity in their games. 

 

 

I think most of the things you are asking for will be implemented in Arena Mode.

I thought arena mode is like ARAM? Random Heroes in 1 arena with no lanes, am I wrong?

Team Builder is something very different, it's like practice games for ranked. Same maps as ranked, no points, with any comp you want to build, for example you want to play Double Warrior, you wait for 2 warriors to join, you don't have to invite ppl into your group and beg them to pick a hero you want to try your comp with :D

People like to play anything they want, so joining a group automatically will give them that, they can accept and join the team or deny and find another one.

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Ah yeah, you are right about Arena mode.

 

I guess partially what you are asking for can be satisfied by playing a Custom Game. But, it's not really close to a Team Builder at all...

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      Base
      Pufferfish [W] Baseline Quest requirements increased from 100/200 to 200/400. Rework: Kill Slimed enemies or hit them with Pufferfish. Heroes and Structures award 4 bonus stacks. Bug Fixes
      Fixed an issue causing Azmodan's Summon Demon Warrior to not show the amount of charges available. Fixed an issue causing the Health decay of Azmodan's Demon Warriors to scale twice per level. Fixed an issue causing Azmodan's Wrath to still require the target to be under 75% Health in order to grant Annihilation. Fixed an issue causing the damage from Azmodan's Wrath to cap at 400 Annihilation rather than 450 Annihilation. Fixed an issue causing Azmodan's Battleborn to reduce the cooldown between charges instead of the charge cooldown. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation when hitting non-Heroes. Fixed an issue causing Basic Attacks empowered by Azmodan's Bombardment to give Annihilation while Blinded or if the target is Evading. Fixed an issue causing the tooltip for Falstad's Dishonorable Discharge in the Buff Bar to not show the Quest progress correctly. Fixed an issue causing the tooltip for Falstad's Frequent Flyer in the Buff Bar to not show the Quest progress correctly. The tooltip for Gazlowe's Overcharged Capacitors has been updated from duration to Health gain  Fixed an issue causing Jaina's Blizzard to have 0 range. Fixed an issue causing Jaina's Summon Water Elemental to have 0 range. Fixed an issue causing Jaina's Baseline Quest to show its progress on the UI while dead even after completing it. Fixed an issue causing Kerrigan's Baseline Quest to not gain stacks correctly after reaching 150 stacks. Fixed an issue causing Muradin's Thunder Clap to not show the amount of charges available. Fixed an issue causing Muradin's Thunder Clap to not be affected by cooldown reduction effects. Fixed an issue causing Muradin's Dwarf Toss to not show the amount of charges available. Fixed an issue causing Muradin's Dwarf Toss to not be affected by cooldown reduction effects. Fixed an issue causing the cooldown reduction from Muradin's Dwarf Launch to not work correctly. Fixed an issue causing the cooldown reduction from Muradin's Unstoppable Force to not work correctly. Fixed an issue causing Murky's Spawn Egg to not go on cooldown when destroyed or placed. Notification message for Murky having no Egg changed from "Murky's Egg" to "last Murky's Egg". Fixed an issue causing the tooltip for Nazeebo's Dead Rush to not show the Zombies duration correctly. Fixed an issue causing Nazeebo's Gargantuan Stomp to not be usable 20 seconds after Gargantuan was summoned. The tooltip for Zagara's Mutalisk has been updated from duration to Health decay.
    • By Elitesparkle
      Blizzard released a new PTR patch for Heroes of the Storm and here are the official Patch Notes with all the changes.
      (Source)
      Our next Heroes of the Storm patch has just hit the Public Test Realm and will be available for playtesting. As always, if you encounter any bugs during your PTR play sessions, please stop by the PTR Bug Report forum to let us know about your experiences.
      Quick Navigation:
      General Map Updates Balance Update Known Issues & Bug Fixes General
      All Quests that can lose stacks will never cause the player to fall below milestone thresholds. Pinnacle Rewards are now named Mythic Rewards to give a more Blizzard feel. So Mythic-y! The following Summoned Units now lose health each second: Demon Lieutenants, Demon Warriors, Gargantuan, Hydralisks, Roaches, Rock-It Turrets, Rush Zombies, Scarabs, Treants, Tumors, and Water Elementals. Total Health and Duration of these Summoned Units have been adjusted to compensate for this. Structures now prioritize Summoned Units when there are no remaining minions. Summoned Units no longer take half damage from Structures. XP Globe pickup sound is now also played when killing a minion that instantly yields XP. Updated Homescreen and Startup Music. Return to Top
      Map Updates
      General Watch Towers will now reset to neutral after 45 seconds of not being occupied. Volskaya Foundry Triglav Protector bonus Damage and cooldown speed increased from 25% to 40% when 2 players are inside. Warhead Junction The burn duration is now displayed on structures affected by a Warhead. Return to Top
      Balance Update
      Heroes
      Azmodan
      Base
      Globe of Annihilation [Q] Now deals 50% damage to non-Heroes. Upon reaching 225 Annihilation, Globe of Annihilation no longer deals reduced damage to non-Heroes. Window to kill minions for Annihilation increased to 3s (from 1.5s). Summon Demon Warrior [W] Demon Warriors damage increased from 32 to 83. Now deals half damage to Heroes. Demon Warriors no longer have a duration, but lose 26 Health every second. Demon Warriors no longer have Immolation. Now has 2 charges. Talents
      Level 1 Wrath REWORK: Now provides 1 stack for every 2 Basic Attacks hit against a Structure or Hero. Level 7 Art of Chaos Extra Annihilation amount reduced from 4 to 2. Bombardment Amount of time Bombardment lasts reduced from 4 seconds to 3 seconds. Master of Destruction Amount of Annihilation granted reduced from 2 to 1. Level 13 Brutish Vanguard Now slows the attacked target by 30%. Level 16 Hell Rift Damage bonus reduced from 75% to 35%. Level 20 Inescapable Annihilation NEW: Globe of Annihilation has unlimited range. Pride Moved to baseline. Now requires 450 stacks. Deathwing
      Base
      Attack Damage decreased from 155 to 110. Form Switch [1] Active ability removed. Deathwing now switches forms solely from landing. Cataclysm [R] NEW QUEST: Damage Heroes with Molten Flame to gain 1 stack. Gain 50 stacks for killing a Hero. Mythic Reward: Upon reaching 2,000 stacks, Cataclysm now deals 2,500% damage to Structures and Minions. "I AM THE CATACLYSM". Onslaught [E] Bonus damage increased from 72 to 120. Damage increased from 38 to 60. Earth Shatter [E] Projectile speed increased by 30% Molten Flame [Q] Base Damage per Second reduced from 21 to 19. Incinerate [W] Cooldown increased from 4 seconds to 6 seconds. Energy cost increased from 20 to 30. Damage increased to 100 (from 65). Lava Burst [W] Cast time reduced from 1 second to .75 seconds. Cooldown increased from 6 seconds to 9 seconds. Energy cost increased from 15 to 25. Explosion Damage increased from 30 to 35. Explosion Damage over Time increased from 6 to 7. Slow increased from 35% to 45%. Dragonflight [Z] Cooldown delay after dealing or taking damage increased from 4 seconds to 6 seconds. Cooldown reduced from 45 seconds to 15 seconds. Talents
      Level 1 Dragon Soul Healing increased from 75%, 150% to 100%, 200%. Level 4 Heat Wave Damage over Time increased from 6 to 9. Damage over Time stacks reduced from 4 to 3. Initial damage bonus increased from 125% to 150%. Level 7 Firestorm Damage increased from 70 to 77. No longer reduces cooldown of Dragonflight. Level 13 Fire and Fury Damage bonus increased from 30% to 40%. Falstad
      Base
      Lightning Rod [W] Range reduced by .5. Time between strikes increased from .8 seconds to .9 seconds. Jaina
      Base
      Frostbite [Trait] NEW QUEST: Deal Ability Damage to Frostbitten Heroes. Upon reaching 12,000 Damage, unlock Improved Ice Block, which allows Jaina to become temporarily Invulnerable. Mythic Reward: Upon dealing 30,000 Damage, Ice Block upgrades to Ice Cold, granting Jaina Protected instead of Stasis. Talents
      Level 7 Ice Lance Cooldown reduction increased from 1.5 seconds to 2 seconds. Level 16 Numbing Blast Root duration reduced from 1 second to .75 seconds. Level 20 Wintermute Water Elemental cast range and damage bonus decreased from 50% to 40%. Kael'thas
      Talents
      Level 1 Convection Increased reward damage and health from 150/50 to 200/100. Muradin
      Base
      Storm Bolt [Q] Perfect Storm Quest removed. NEW QUEST: Basic Attack Heroes affected by Slows or Stuns. Slows provide 1 stack and Stuns provide 2 stacks. At 35 stacks, Storm Bolt pierces to hit an additional target, and Muradin's Basic Attack reduces the cooldown of Storm Bolt by 0.5 seconds. Mythic Reward: At 150 stacks, Storm Bolt's range is increased by 50% and width is increased by 100%, and now pierces all targets. Talents
      Level 1 Dwarf Block Block charges reduced from 4 to 3. Give 'em the Axe! Moved Talent from Level 7 to Level 1. Level 4 Sledgehammer No longer increases Storm Bolt's cooldown reduction. Now increases Storm Bolt damage to non-Heroes by 500%. Level 7 Perfect Storm NEW: If an enemy hit with Storm Bolt dies within 3 seconds, reset its cooldown. Level 16 Dwarf Launch Range bonus reduced from 40% to 30%. Murky
      Base
      Murky now gains a 35% Shield for 10 seconds upon reviving. Spawn Egg [D] Egg now regenerates quickly instead of having a Shield. Slime [Q] Now applies its debuff to enemy Structures. Now deals 50% damage to Structures. Pufferfish [W] Damage reduced by 20%. Detonation time reduced from 3 seconds to 2.75 seconds. NEW QUEST: Hit enemies affected by Slime with Pufferfish. Provides 1 stack per minion, 5 stacks per Hero or Structure hit. At 100 stacks, Basic Abilities now deal full damage to Structures. Mythic Reward: At 200 stacks, Murky gains 50% Health and increases in size. Talents
      Level 1 Egg Hunt Talent removed. Shell Game NEW: Murky can now place 2 eggs, but randomly revives from one of them. Increases the cooldown of placing an egg to 30 seconds and goes on cooldown if either egg dies. Level 10 March of the Murlocs Damage increased by 4%. Level 13 Egg Shell REWORK: Murky gains a Shield equal to 35% of his Health upon placing an egg or when one of his eggs dies. Fish Tank Healing reduced from 25% to 20%. Level 16 Wrath of Cod Damage over Time is dealt over 4 seconds (from 5s). Level 20 Big Tuna Kahuna Talent removed. Faster Fish NEW: Pufferfish detonates 80% faster. Making Inky Cooldown reduction reduced from 2 seconds to 1.5 seconds. Never-Ending Murlocs No longer deals reduced damage to Structures. Sylvanas
      Talents
      Level 4 Mercenary Queen Now also causes Sylvanas' Basic Attacks to instantly apply 3 stacks of Black Arrows to Mercs. Thrall
      Base
      Basic Attack damage decreased from 173 to 167. Talents
      Level 1 Crash Lightning Mythic Reward Damage bonus increased from 270 to 325. Echo of the Elements Mythic Reward now also allows Chain Lightning to bounce back to the same target. Tyrande
      Base
      Mana reduced from 500 to 450. Lunar Flare [E] NEW QUEST: Hitting a Hero with Lunar Flare increased its damage by 5%, up to 250%. After hitting 10 Heroes, increase Lunar Flare's range by 30%. After hitting 20 Heroes, Sentinel now pierces the first Hero hit. Mythic Reward: After hitting 50 Heroes, Tyrande's Basic Attacks occasionally trigger a Lunar Flare. Now restores 25 mana per enemy hit. Talents
      Level 1 Ranger No longer provides pierce. Moonlit Arrows Cooldown reduction reduced from .75 seconds to .5 seconds. Moved Talent from Level 7 to Level 1. Trueshot Aura No longer passively increases Tyrande's Attack Damage. Now also applies to Tyrande upon activation. Level 7 Elune's Gift NEW: Grants 20% Spell Power for 10 seconds after hitting an enemy with Lunar Flare. Level 20 Commander of Sentinels NEW: Sentinel now has an additional charge. Return to Top
      Known Issues & Bug Fixes
      Known Issues
      Jaina Ice Cold's tooltip is incorrect. Resetting Jaina's talents after finishing her quest causes issues. Zul'jin Resetting Zul'jin's talents does not reset cap. Bug Fixes
      Heroes
      Alarak Level 10 Deadly Charge Fixed an issue that caused Alarak's Deadly Charge to not be activated by clicking the left mouse button if it occupies the Trait slot. Ana Base Aim Down Sights [D] Can now be toggled while affected by a Silencing effect. Jaina Base Frostbolt [Q] Fixed an issue causing Jaina's Frostbolt to not have its model updated by Dreadlord Jaina or Lunar Jaina. Orphea Level 4 Allegrissimo Fixed an issue that could cause Allegrissimo's cooldown reduction to not be granted when hitting a Hero at Shadow Waltz' end. Sylvanas Base Possession [1] Fixed Possession not showing in the Quick Cast menu settings. Fixed Possession not being correctly affected by cooldown reduction affects granted by allies. Return to Top
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