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Mister36

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https://playoverwatch.com/en-us/blog/20580588

Back in Season 2, we introduced a skill rating decay system, which required players in the Diamond, Master, and Grandmaster tiers to complete at least one competitive match every seven days in order to maintain their status. This season, players with a skill rating above 3000 will need to complete at least seven games per week?a change that will improve the accuracy of the player?s skill rating, make maintaining multiple high-level accounts more difficult, and make upper-tier placement more meaningful.

When you complete a match, the amount of time until skill rating decay occurs is pushed back by 24 hours, and you can bank up to seven days per week. That means as long as you manage to play seven games over a one-week period, your skill rating will be safe. You could play one match per day or complete all seven in a single session. It?s up to you.

Last season, we retooled the skill rating and placement match mechanics to more accurately place players into an appropriate tier. Overall, we?re extremely happy with these changes, but we've noticed a few issues at the extreme ends of the skill rating spectrum.

Some players, for instance, have been deliberately throwing matches in an effort to reach the lowest attainable skill rating. We obviously don't want to incentivize this behavior?because Competitive Play works best when everybody is trying?so we're making it a little more difficult to hit the lowest and highest possible ratings: 0 and 5000. We're also no longer displaying skill rating values that are lower than 500. This change will have no effect for players who have a skill rating between 500 and 4500.

We're also making some changes to the Top 500 leaderboard. Previously, any player who managed to break into the top 500 at any point throughout the season would receive a special spray and player icon at the end of the season. This meant that many players no longer had an incentive to maintain their status as the season progressed, which could result in less competitive matches toward the end of the season.

Starting today, these rewards will only be granted if the player is in the top 500 leaderboard at the end of the season. This will make the end-of-season leaderboard rankings much more competitive as players fight to reach the top 500.

Until now, stalling an attack by repeatedly throwing yourself at the point has been a common defensive strategy on Assault, Escort, and Assault/Escort maps?even when the attackers have a decisive advantage. Typically, this tactic doesn?t change the outcome of battle; it simply delays the attackers? progress.

This season, we?ve implemented a respawn time delay that?s activated when the attackers outnumber the defenders on a contested point. If the point hasn?t been captured and the defense hasn?t regained the advantage after a specified time, the defender respawn timer will slowly begin to increase until it hits a maximum value. If the defense manages to gain the upper hand, the timer resets to zero.

We hope this change will improve the attackers? ability to capture the point (when they have the advantage), encourage defenders to group up and retake the objective, and reduce the number of ties. However, we are currently working on a more robust solution for breaking ties on Assault maps.
 
I feel like the only positive change in this is the "lower then 500 SR" part.

The part about increased spawn time on contested points i'm neutral about at the moment

The whole part about skill decay & top500, to me, seems like it'll upset more people more then it'll help, although the "they should have to work for it" philosophy makes sense.
 
Went 7-3 dropped 100 points lower than last season. BASTION AND DVA BEING RELEVANT XDD

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They posted a follow up to the blog with a lot of good information

http://us.battle.net/forums/en/overwatch/topic/20753625906#post-1

"Thanks for all the feedback about Season 4 of Competitive play and the changes we made. I wanted to first talk about how the distribution of skill rating looks across our competitive population. There’s always been a lot of speculation about this due to the lack of complete “official” data, and there are actually some very distinct differences between the perceived population based on third party sites and our complete data.

The data below is based on season 3 data (season 4 is too new), and the maximum (not current) skill rating of the player during the season. The values below are also rounded, so that’s why it doesn’t quite add up to 100%.

Bronze - 6%
Silver - 22%
Gold - 34%
Platinum - 23%
Diamond - 10%
Master - 3%
Grandmaster - <1%

Some interesting notes:
- Median maximum skill rating is not 2500, it’s actually a little above 2300. So if you have a maximum skill rating of 2350, you have a higher SR than 50% of the population!
- If you do a breakdown based upon the more volatile current skill rating, there’s even fewer players above 3000 SR than listed above. Only around 8% of the population was above 3000 SR for season 3 at any one time.

With this information in mind, let’s talk about skill decay. As mentioned in the competitive blog, only having to play 1 game per week didn’t make your current skill rating very accurate or meaningful. Current Skill Rating should reflect your skill rating as an active player. We also show your Season High Skill Rating in your profile, and that won’t change during a season due to inactivity decay. While you have to play 7 games in a week to avoid any decay, we wanted players to have flexibility within the week. Play in one long session on a weekend, or several smaller sessions during the week, as long as you play seven games it’s fine.

We felt like 3000 Skill Rating was a good breakpoint for the decay rules, as it was around 10% of the competitive population (see above). If you do decay, it only affects your current displayed skill rating. This decay does not affect the internal matchmaking rating we use, so we can still place you in fair matches. When you do come back and actively play matches, you’ll also typically gain more SR from a win until your displayed skill rating and internal matchmaking rating have again reached “equilibrium”.

If you’re curious about when you need to play a game to avoid decay, you can see that by looking on the on the right hand side of the information screen of the competitive play card.

Behind the scenes, we’re going to be making another change to our matchmaking that deserves its own discussion. The simple and primary goal of our matchmaker is creating fair matches. To do that, it evaluates potential matches by synthesizing an expected win %. The matchmaker is normally really good about creating matches with a win % that is close to 50%, but if the participants in the match are either at very high or very low SRs then it gets quite a bit more difficult. There simply aren’t many players at the extremes of SR to find. This is especially true in our lower population regions AND they’re playing at off peak times such as 04:00 in the morning AND the players queue in a large group. Normally in these situations, we wait to try and find a good match, but eventually compromises have to be made so the players in question don’t wait forever in queue.

Well, we’re not going to compromise as much anymore. The matchmaker will no longer create a match above a certain win percentage threshold, and we’re going to turn this new behavior on very soon. When we do, you could possibly wait a very long time or even not find a match at all in extreme cases. To find fair matches quickly, try to play during prime hours for your region. It also easier to match you if you’re solo or in a smaller group. In a future patch, when we think we can’t find a match based on the current matchmaking population then we’ll warn you that the wait might be a very long time. We didn’t want to overreact and create a strict rule such as “You can’t queue as a group above X Skill Rating.” There are some locations and times that can handle high skill groups and still find fair matches for them. We’ll start with this new threshold not being very aggressive, but we can adjust dynamically if needed. When we do add the UI, we’ll also make the check more aggressive.

Moving forward, we are currently looking at our win/loss streak bonuses and SR volatility, tuning and improving our expected win % calculations, and other elements of the matchmaking system. Competitive Play and Matchmaking are two systems that we’re constantly working to refine over time, and as always your feedback helps us tremendously. Keep it coming, and good luck in season 4!"

"We're pretty happy with how placements work right now, but we're keeping an eye on them all the same. As we mentioned last season, we do lower your SR a bit initially but you also gain that SR back as you play. We're trying to provide players with a positive initial experience of gaining SR at the beginning of a season without the matchmaking chaos of a more complete reset. It's not perfect, but we like the results so far.

To clarify one thing, your initial MMR that we use to match you in placements isn't simply based on the final result of the previous season. How you played in seasons before the prior one also factor into the calculations. Of course, how well you do in your placement matches also matters."
 
Forever Gold.

[This is with a 4-6 placement.]
 
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Went 7-3 and got the same 2200 + change that I had going 5-5 last season. So basically, qualifiers mean nothing. Next season I am curious what would happen if I go 0-10, for science.
 
On the FLIPside from Glue... Jade and I went 3-7, and I was placed 3599. On a side note, I was ONE win away from GMs two nights ago...
 
PogChamp PogChamp PogChamp PogChamp PogChamp
 
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Will likely push for Diamond this week

1 Solo Queue match, rest was Duo-queue with either Glue or Canii, or stack w/ Jade/Mister36/Raballer/Spathika
 
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