The change is intentional, I made a post as to why this is a terrible idea. Please offer your feedback (and your rep).
PLEASE BUMP: http://us.battle.net...pic/12329612883
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.
kmaclolMember Since 28 Oct 2008
Offline Last Active Sep 03 2015 11:25 PM
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