
This subset of players is relatively small, which can result in too few players setting the standard for in-game performance in specific situations. We also received feedback that performance-based matchmaking isn’t as effective at the highest levels of ranked play. Keep an eye out for those details in the near future. This should help you better understand how you’re performing and where you can improve in the future. When we bring this feature back, we intend to add additional context about how point adjustments are determined. While it was active, we absorbed your feedback and took note of additional improvements we wanted to make. As a result, we disabled performance-based matchmaking so that we could focus on addressing those issues. Its release unfortunately coincided with some unrelated issues that occurred during the new ranked season. Performance-Based Matchmaking is a system we introduced late last year, which aimed to improve MMR accuracy by taking your individual performance into account when adjusting your MMR. We’re still working on the specifics of this decay system, and we’re interested in hearing any feedback you might have. Likewise, players who do not regularly participate in a given season will see a decline in their rank points over time.Īll of this said, it’s also very important to us that the decay rate is not overly punishing.

Players who have not played any games for a while will have their MMR slowly adjusted to compensate. To alleviate this, and to help improve the accuracy of a player’s MMR and rank, we’re working to institute both MMR and rank decay. We’ve heard from those of you who feel it’s unfair to be matched with players who are in this situation. When players take an extended break from the game, or only play a few ranked games each season, it can create situations where a player’s current skill no longer matches their MMR (if only temporarily). This value is most accurate when you regularly play within the current meta against other active members of the player base. Your matchmaking rating (MMR) is an internal numerical representation of your skill that is adjusted based on the outcome of the games you play. As a result of the changes we plan to implement, higher-skilled players may see longer queue times in exchange for higher quality matches. Moving forward, we’re going to harden these rules in order to enforce higher quality matches. Given all your feedback, it’s clear we’ve been favoring reducing queue times a little too much. When this situation occurs, players can find themselves in games that include allies and enemies outside of their skill range. This can be especially noticeable at the highest skill levels, where there are fewer players in the queue at any given time. Unfortunately, decreasing wait times sometimes comes at the expense of match quality. We originally set up these somewhat elastic matchmaking rules to speed up wait times. The longer players wait in the queue, the looser these restrictions become in order to get players into a match as quickly as possible. Currently, the matchmaker is always seeking to make the best possible matches it can based on a set of criteria it uses to find equally skilled allies and opponents. Matchmaking in Heroes boils down to striking a balance between creating the best possible matches in terms of player skill, and initiating games in a reasonable amount of time. We’re working on some matchmaking improvements that will bring us closer to our objective and hopefully give players more positive gameplay experiences. While we’ve made progress in some areas, we don’t think we’ve hit that goal in all of them. Our goal with matchmaking is to ensure your Heroes of the Storm games are fun, fair, and challenging. We can do better, so we’d like to shed some more light on a few of these topics today, starting with Matchmaking. We take your feedback seriously, and we definitely haven’t done enough lately to acknowledge and respond to it. It’s clear to us that some players in the Heroes community are unsure if their concerns are being heard.


As many of you are aware, there’s been a lot of feedback and community conversation about topics like matchmaking, ranked play, new Hero balance, and player toxicity.
