Dota 2
New mmr system
A good addition to the mmr system would a be a valorant style mmr system where if you play well individually but still lose a game you dont get penalised so much.

for example if u win you still gain the normal amount but if u played well and lose u only lose around 10/15 mmr. you could also add where if u play really really well u gain abit more say 35 mmr

would be dependant on roles and heroes ofc but for example if your playing carry it should be based of xpm, gpm, kills, deaths and networth at the end of the game. ofc other factors too

i havent played valorant in a while so idk if thats changed but its defo something this game needs cause the people that play well deserve to be penalised less than players who dont.

i just won 10 games in a row which is not normal, some double downs some normal but this came after deranking by about 200/300 mmr which i have now gained all of it if not more back, but now i can guarantee i will hit a massive wall as i try to climb to ancient 2 and beyond, which has happened about 7 or 8 times now where i consistently gain mmr just for it to go back down cause i get paired with the not so great players.
Last edited by Jenko; Mar 8 @ 1:41pm
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Showing 1-8 of 8 comments
Entropy Mar 8 @ 1:45pm 
Kill stealing or mmr targeting actions just as spamming useless wards etc would increase instead of "grieving". When a player decides if the game "can not be saved" then regardless of position, he/she would do what i said above instead of fighting as an "whole".
Last edited by Entropy; Mar 8 @ 1:47pm
Jenko Mar 8 @ 1:51pm 
Originally posted by CuckHunter:
Kill stealing or mmr targeting actions just as spamming useless wards etc would increase instead of "grieving". When a player decides if the game "can not be saved" than, regardless of position, he/she would start what i said above instead of fighting as an "hole".

yeah but if the system was to work it wouldnt just take in to account u placing wards it would take all your stats in to account and add up how much mmr u should be gaining or losing, like for supports you could say based of heals or assists or gold spend on support items like force staff euls lotus mek etc or tower dmg and then gold spend on wards dusts smokes etc

not just one thing, all of it combined to give a fair amount
Last edited by Jenko; Mar 8 @ 1:53pm
Makes no sense to me, this can be abused hard in a game like dota. Supports would generally lose less mmr than anyone just buy getting wards, picking heroes that heal or has a large aoe/global ult. This would just give them full score for their role. Or lower prio cores giving kills to pos 1 would hurt gains/losses.

Players would break this method in a week. Why are we comparing two different game types anyway? There are so many edge cases to abuse in this game.

This is defo not something the game needs.
Last edited by Dinsdale; Mar 8 @ 2:00pm
Jenko Mar 8 @ 2:48pm 
Originally posted by Dinsdale:
Makes no sense to me, this can be abused hard in a game like dota. Supports would generally lose less mmr than anyone just buy getting wards, picking heroes that heal or has a large aoe/global ult. This would just give them full score for their role. Or lower prio cores giving kills to pos 1 would hurt gains/losses.

Players would break this method in a week. Why are we comparing two different game types anyway? There are so many edge cases to abuse in this game.

This is defo not something the game needs.

if u take one thing into account like wards youll gain lets say only an extra 1 mmr which is defo not worth abusing, if u take it all into account u can gain a max of 10 mmr. and if u do gain 10 mmr from it, it means u have been playing well in that game so u deserve the extra mmr, saying thats abuse is abit silly tbh. u cant abuse it if u genuinely play better. but the thing is not every game u will play amazingly so it will balance out
Last edited by Jenko; Mar 8 @ 2:52pm
Originally posted by Jenko:

if u take one thing into account like wards youll gain lets say only an extra 1 mmr which is defo not worth abusing, if u take it all into account u can gain a max of 10 mmr. and if u do gain 10 mmr from it, it means u have been playing well in that game so u deserve the extra mmr, saying thats abuse is abit silly tbh. u cant abuse it if u genuinely play better. but the thing is not every game u will play amazingly so it will balance out

Saying it can be abused is not silly and you're not being objective about your own suggestion, if it's only 1 extra mmr what is the point of it?

People have tried making a case for "playing better" to be awarded with less loss of mmr, they never argue for gaining more mmr. The whole case just falls flat because it's open to be abused and players will find a way.

Having the mmr gain/loss be unbiased is the only way you can avoid abuse, developers have figures this out decades ago. This suggestion won't go anywhere, simply because it does not add any value to the game and is open to abuse.

End of thread.
Last edited by Dinsdale; Mar 8 @ 3:33pm
true make mmr gain equal with feeder and ruiner just really really awful !!!
Albert Mar 9 @ 5:28am 
Terrible troll attempt.
I tried designing such a system one time, but it rapidly spiraled into something very complex- it's a lot harder than it sounds to design a system that can fairly judge "good gameplay" and reward it in a way that doesn't favor one role or another, or open itself up to abuse.
Last edited by Deepbluediver; Mar 9 @ 5:48am
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Date Posted: Mar 8 @ 1:40pm
Posts: 8